Program, system, and method for providing game
The system enhances player engagement by managing task progress and character parameters to dynamically update and display characters based on owned content, addressing the lack of post-collection enjoyment in conventional games.
Patent Information
- Application Number
- JP2025191824
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-11-12
- Publication Date
- 2026-01-23
AI Technical Summary
Conventional games do not adequately utilize collected content to provide additional enjoyment for players after collection.
A system and method that manages the progress of tasks associated with owned content, updates character parameters based on task progress, and displays characters based on these parameters, allowing players to enjoy changes in character appearance and functionality as they complete tasks with their owned content.
Enhances player enjoyment by providing interactive and dynamic use of collected content through character progression and task completion, offering visual and functional changes in characters.
Smart Images

Figure 2026012479000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a program, a system, and a method for providing a game. [Background technology]
[0002] Conventionally, various games that use content such as virtual cards, characters, and items are known (see, for example, Patent Document 1 below). In such games, players can enjoy collecting content in addition to enjoying the progress of the game itself. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2014-147593 Summary of the Invention [Problem to be solved by the invention]
[0004] However, while conventional games allow players to enjoy the act of collecting content, it cannot be said that such games sufficiently provide players with additional enjoyment in utilizing the collected content after collecting the content.
[0005] One of the objects of the embodiments of the present invention is to provide players with enjoyment using their owned content. Other objects of the embodiments of the present invention will become apparent by reading the entire specification. [Means for solving the problem]
[0006] A program according to one embodiment of the present invention is a program for providing a game, which causes one or more computers to execute the following processes: managing the progress of tasks associated with content owned by a player; updating the value of a first parameter possessed by a character based at least on the progress of tasks associated with content associated with the character; and displaying the character based at least on the value of the first parameter.
[0007] A system according to one embodiment of the present invention is a system for providing a game, comprising one or more computer processors, wherein the one or more computer processors, in response to execution of readable instructions, perform the following processes: managing the progress of tasks associated with content owned by a player; updating the value of a first parameter possessed by a character based at least on the progress of tasks associated with content associated with the character; and displaying the character based at least on the value of the first parameter.
[0008] A method according to one embodiment of the present invention is a method for providing a game, executed by one or more computers, comprising the steps of: managing the progress of tasks associated with content owned by a player; updating the value of a first parameter possessed by a character based at least on the progress of tasks associated with content associated with the character; and displaying the character based at least on the value of the first parameter. [Effects of the Invention]
[0009] Various embodiments of the present invention provide players with enjoyment using content they own. [Brief explanation of the drawings]
[0010] [Figure 1] 1 is a diagram showing a schematic configuration of a network including a game providing server 10 according to one embodiment of the present invention. [Figure 2] FIG. 2 is a diagram illustrating information managed by a player information table 151. [Figure 3] FIG. 3 is a diagram illustrating information managed by a character information table 152. [Figure 4] FIG. 3 is a diagram illustrating an example of information managed by a content information table 153. [Figure 5] FIG. 10 is a diagram for explaining the correspondence between characters and characters with different costumes. [Figure 6] FIG. 10 is a diagram illustrating an example of information managed by an assignment information table 154. [Figure 7] FIG. 10 is a diagram illustrating an example of information managed by a player character management table 155. [Figure 8] FIG. 10 is a diagram illustrating an example of information managed by a player content management table 156. [Figure 9] FIG. 10 is a diagram illustrating an example of information managed by a player task management table 157. [Figure 10] FIG. 4 is a diagram illustrating a character list screen 50. [Figure 11] FIG. 6 is a diagram illustrating a point reward list screen 60. [Figure 12] FIG. 7 is a diagram illustrating a character details screen 70. [Figure 13] FIG. 10 is a diagram illustrating a character details (mission) screen 80. [Figure 14] 4 is a flowchart illustrating a process executed by the game providing server 10. [Figure 15] 10A to 10C are diagrams for explaining changes in the display of a character according to the character's rank. DETAILED DESCRIPTION OF THE INVENTION
[0011] Hereinafter, an embodiment of the present invention will be described with reference to the drawings.
[0012] FIG. 1 is a diagram illustrating a schematic configuration of a network including a game providing server 10 according to one embodiment of the present invention. As illustrated, the server 10 is communicably connected to player terminals 30 via a communication network 20 such as the Internet. Although only one player terminal 30 is illustrated in FIG. 1, the server 10 may be communicably connected to a plurality of player terminals 30. The server 10 provides a game to a user who operates the player terminal 30. The game providing server 10 is an example of a device that implements all or part of the system of the present invention.
[0013] The game providing server 10 is configured as a general computer, and as shown in FIG. 1, includes a computer processor 11, a main memory 12, an input / output I / F 13, a communication I / F 14, and a storage (memory device) 15, and each of these components is electrically connected via a bus or the like (not shown).
[0014] The computer processor 11 is configured as a CPU, a GPU, or the like, and loads various programs stored in a storage 15 or the like into a main memory 12 and executes various instructions included in the programs. The main memory 12 is configured, for example, by a DRAM or the like.
[0015] The input / output I / F 13 includes various input / output devices for exchanging information with a user, etc. The input / output I / F 13 includes, for example, information input devices such as a keyboard and a pointing device (e.g., a mouse, a touch panel, etc.), audio input devices such as a microphone, and image input devices such as a camera. The input / output I / F 13 also includes an image output device such as a display, and an audio output device such as a speaker.
[0016] The communication I / F 14 is implemented as hardware such as a network adapter, various communication software, or a combination of these, and is configured to enable wired or wireless communication via the communication network 20 or the like.
[0017] The storage 15 is configured, for example, with a magnetic disk, a flash memory, or the like. The storage 15 stores various programs, including an operating system, and various data. For example, the storage 15 stores a player information table 151 that manages information about players of a game provided by the server 10, a character information table 152 that manages information about characters in the game, a content information table 153 that manages information about content in the game, a task information table 154 that manages information about tasks in the game, a player-specific character management table 155 that manages information on each player's character, a player-specific content management table 156 that manages information on each player's content, and a player-specific task management table 157 that manages information on each player's task. Furthermore, for example, the storage 15 stores a game program 40 according to one embodiment of the present invention. The program 40 is a program that causes the game providing server 10 to function as all or part of a system for providing a game. At least a portion of the game program 40 may be configured to be executed on the player terminal 30 via a web browser or other application.
[0018] In this embodiment, the game providing server 10 may be configured using a plurality of computers each having the above-described hardware configuration. For example, the server 10 may be configured by one or a plurality of server devices.
[0019] The game providing server 10 configured in this manner functions as a web server and an application server, executes various processes in response to requests from a web browser or other application installed in the player terminal 30, and transmits screen data (e.g., HTML data) and control data according to the results of the processes to the player terminal 30. The player terminal 30 displays a web page or other screen based on the received data.
[0020] The player terminal 30 is configured as a general computer, and as shown in FIG. 1, includes a computer processor 31, a main memory 32, an input / output I / F 33, a communication I / F 34, and a storage (storage device) 35, and these components are electrically connected via a bus or the like (not shown).
[0021] The computer processor 31 is configured as a CPU, a GPU, or the like, and loads various programs stored in a storage 35 or the like into the main memory 32 and executes various instructions included in the programs. The main memory 32 is configured, for example, by a DRAM or the like.
[0022] The input / output I / F 33 includes various input / output devices for exchanging information with a user, etc. The input / output I / F 33 includes, for example, information input devices such as a keyboard and a pointing device (e.g., a mouse, a touch panel, etc.), audio input devices such as a microphone, and image input devices such as a camera. The input / output I / F 33 also includes an image output device such as a display, and an audio output device such as a speaker.
[0023] The communication I / F 34 is implemented as hardware such as a network adapter, various communication software, or a combination thereof, and is configured to be able to realize wired or wireless communication via the communication network 20 or the like.
[0024] The storage 35 is configured by, for example, a magnetic disk or a flash memory, etc. The storage 35 stores various programs including an operating system, various data, etc. The programs stored in the storage 35 can be downloaded from an application market or the like and installed.
[0025] In this embodiment, the player terminal 30 may be configured as a smartphone, a tablet terminal, a wearable device, a personal computer, a dedicated game terminal, or the like.
[0026] A user (game player) of a player terminal 30 configured in this manner can play a game provided by the server 10 by communicating with the server 10 via a web browser or other application installed in storage 35, etc.
[0027] Next, the functions of the game providing server 10 of this embodiment will be described. As shown in Fig. 1, the computer processor 11 of the server 10 is configured to function as a game progress control unit 111 by executing instructions included in a program (for example, at least a part of the game program 40) loaded into the main memory 12.
[0028] The game progression control unit 111 is configured to execute various processes related to the control of the progress of the game. For example, the game progression control unit 111 transmits screen data or control data of various screens related to the game to the player terminal 30, executes various processes (including various processes for progressing the game) in response to operation inputs by the player via the screens displayed on the player terminal 30, and transmits screen data or control data according to the results of the processes to the player terminal 30.
[0029] In this embodiment, the game progress control unit 111 is configured to manage the task completion status of each player. The tasks may be called missions, tasks, quests, or the like, and are typically configured to be completed as the game progresses. In this embodiment, the tasks include tasks associated with content. The correspondence between such tasks and content may be managed in the task information table 154. For example, the game progress control unit 111 is configured to manage the task completion status of each player, including whether or not the task has been completed and the degree of progress toward completion. The task completion status of each player may be managed in a per-player task management table 157.
[0030] The game progression control unit 111 is also configured to update the values of predetermined parameters (hereinafter, sometimes referred to as character parameters) possessed by the characters. In this embodiment, the values of the character parameters are updated based at least on the progress of tasks associated with content associated with the corresponding character (which may also be referred to as tasks associated with the character via the content). The values of the character parameters may be managed in the per-player character management table 155. The correspondence between the characters and the content may be, for example, set in advance (in which case, the correspondence may be managed in the content information table 153), or may be set individually by the player (in which case, the correspondence may be managed in the per-player content management table 156).
[0031] The game progression control unit 111 is also configured to display a character based at least on the values of the character parameters possessed by the character. For example, the game progression control unit 111 is configured to transmit screen data and control data of a predetermined screen including the character to the player terminal 30, and the screen is configured to display the character based at least on the values of the character parameters possessed by the character.
[0032] In this way, the game providing server 10 in this embodiment updates the values of character parameters based on the progress of completion of tasks associated with content owned by the player and associated with the character, and displays the character based on the values of the character parameters, so that the player can enjoy changes in the display of the character as a result of completing tasks associated with the owned content. In other words, the game providing server 10 can provide the player with enjoyment using the owned content.
[0033] In this embodiment, changes in the character display based on the value of the character parameter include changes in various aspects. For example, the game progression control unit 111 can be configured to display the character so that its appearance is based at least on the value of the character parameter. This appearance includes the appearance of the character itself, the appearance of parts other than the character, such as the background and decorations, and the appearance of the area in which the character is displayed. This configuration allows the player to enjoy changes in the appearance of the character display as they complete tasks associated with the content they own.
[0034] In this embodiment, the game progress control unit 111 may be configured to transmit screen data and control data of a predetermined screen displaying a challenge to the player terminal 30. In this case, the screen may be configured to display a plurality of objects corresponding to a plurality of pieces of content associated with the character, and, in response to the selection of one of the plurality of objects, to display (filter) a challenge associated with the content corresponding to the selected object. Such a screen is typically configured to display the progress of the challenge. This configuration enables the display of a challenge associated with a specific piece of content.
[0035] In this embodiment, the tasks include tasks associated with content owned by the player as well as tasks associated directly with the character (without via the content). In this case, the game progression control unit 111 may be configured to update the value of a predetermined parameter (which may be the character parameter described above or a parameter other than the character parameter) possessed by the character based at least on the progress of the task associated directly with the character, and to display the character based at least on the value of the predetermined parameter. The correspondence between the character and the task may be managed in the task information table 154. This configuration allows the player to enjoy changes in the display of the character through the completion of the task associated directly with the character.
[0036] Furthermore, in this case, the predetermined screen displaying the tasks may be configured to display an object corresponding to the character, and to display (filter) tasks directly associated with the character in response to the selection of the object. Such a configuration makes it possible to display tasks directly associated with the character.
[0037] In this embodiment, the character parameters possessed by a character can be configured as variables in various forms, for example, as points (numerical values). In this case, the game progress control unit 111 is configured to add a predetermined number of points (for example, a fixed number of points, or a number of points that changes depending on the task) to the value of the character parameter possessed by the corresponding character in response to the completion of a task. This configuration makes it possible to display a character based on the value of the character parameter configured as points.
[0038] In this embodiment, the game progress control unit 111 may be configured to grant content to a player. For example, the game progress control unit 111 may be configured to grant content to a player in accordance with the progress of the game (e.g., in accordance with clearing a specific stage or in accordance with logging in) or by lottery (e.g., gacha, etc.). Information regarding content granted to a player (owned by a player) may be managed in the per-player content management table 156. This configuration may provide the player with enjoyment using content acquired in accordance with the progress of the game / by lottery.
[0039] In this case, the game progress control unit 111 may be configured to activate a task associated with specific content in response to the provision of the specific content. For example, the specific task is pre-associated with the specific content, and the game progress control unit 111 is configured to activate the specific task for a specific player in response to the provision of the specific content to the specific player. Activating the task includes, for example, starting management of the task completion status. This configuration makes it possible to activate a task in response to the provision of content.
[0040] In this embodiment, the content includes various electronic and virtual content (e.g., characters, items, objects, etc.) used in the game. For example, the content may be configured as an item that can be set for a character. Also, for example, the content may be configured as one of multiple variations of a character. In this case, the multiple variations of a character include, for example, multiple characters that differ from each other in part of their appearance (e.g., clothing). Such a configuration allows players to enjoy changes in the appearance of a character through the completion of tasks associated with a variation of a character, such as a character with different clothing.
[0041] In this embodiment, a task associated with specific content may be configured as a task to be completed as the game progresses using the specific content. For example, a task associated with a specific item as specific content may be completed as the game progresses with the specific item set for the player character, and a task associated with a specific version of a character as specific content may be completed as the game progresses with the specific version of the character set as the player character. This configuration encourages the use of specific content.
[0042] Furthermore, the game progression control unit 111 may be configured to update the values of predetermined parameters (hereinafter sometimes referred to as player parameters) possessed by the player based at least on the values of character parameters possessed by each of the multiple characters, and to grant a reward to the player based at least on the values of the player parameters. Typically, the greater the value of the player parameter, the higher the value of the reward granted to the player. This configuration allows the player to enjoy not only changes in the display of the corresponding character but also the acquisition of a reward through the completion of a task.
[0043] Next, a specific example of the game providing server 10 of this embodiment having such functions will be described. In this specific example, the game providing server 10 provides a game involving a battle between a player character and an enemy character placed in a virtual game space. The battle takes place in each area of a quest having multiple areas, and each area is assigned one or more predetermined enemy characters. In a specific quest, the player can proceed to the next area by defeating all enemy characters placed in each area, and the specific quest is completed by defeating all enemy characters placed in the final area. Note that this example is merely an example of a game in this embodiment, and various aspects of the embodiment of the present invention are not limited to this.
[0044] 2 illustrates information managed by the player information table 151 in this example. The player information table 151 in this example manages information about players of the game, and as shown in the figure, manages information such as "basic information" including account name, gender, date of birth, etc., and "total character points" (player points), in association with a "player account" that identifies an individual player. The total character points, which will be described in detail later, are the total value of the character points of each of the multiple characters of the corresponding player.
[0045] 3 illustrates information managed by character information table 152 in this example. Character information table 152 in this example manages information related to characters in a game, and as shown in the figure, manages information such as "name" and "image information" in association with a "character ID" that identifies an individual character. The image information includes information related to the character's image file.
[0046] 4 illustrates information managed by content information table 153 in this example. Content information table 153 in this example manages information related to costumed characters (content) in the game, and as shown, manages information such as "related character ID" that identifies related characters, "name," "image information," and "attributes" in association with "costume-specific character ID" that identifies an individual costumed character. The image information includes information related to image files of costumed characters.
[0047] FIG. 5 is a diagram illustrating the correspondence between characters and costumed characters in this example. In this example, as shown in the figure, a plurality of costumed characters corresponding to a plurality of different costume variations are pre-associated with each of a plurality of predetermined characters. For example, costumed characters such as "Character A (Costume A1)," "Character A (Costume A2)," and "Character A (Costume A3)" are associated with a character "Character A," and similarly, costumed characters such as "Character B (Costume B1)," "Character B (Costume B2)," and "Character B (Costume B3)" are associated with a character "Character B." The correspondence between such costumed characters and related characters is managed via related character IDs in content information table 153.
[0048] FIG. 6 illustrates information managed by the task information table 154 in this example. The task information table 154 in this example manages information related to tasks (missions), and as shown in the figure, manages information such as an "associated character ID" that identifies an associated character, an "associated costume-specific character ID" that identifies an associated costume-specific character, the number of points awarded, and "mission content," in association with a "mission ID" that identifies an individual mission. The associated character ID is set to a corresponding character ID when the corresponding mission is directly associated with the character. Furthermore, the associated costume-specific character ID is set to a corresponding costume-specific character ID when the corresponding mission is associated with a costume-specific character. In this example, only one of the associated character ID and the associated costume-specific character ID is set (i.e., one mission is associated with only one of the character or the costume-specific character).
[0049] The number of points awarded is the number of points awarded as character points to the corresponding character (a character associated directly or via a character with a different costume) when the corresponding mission is accomplished. In this example, the mission content includes, for example, acquiring a specific character with a different costume, raising the level of a specific character with a different costume to a predetermined value, defeating a predetermined number of enemy characters using a character with a different costume, or fighting a predetermined number of battles using a character with a different costume.
[0050] FIG. 7 illustrates information managed by per-player character management table 155 in this example. In this example, per-player character management table 155 manages information on a character-by-character basis for each player, and as shown, manages information such as "character points" and "rank" in association with a combination of a "player account" that identifies an individual player and a "character ID" that identifies an individual character. Character points, which will be described in detail later, are added in response to the completion of a mission associated with a character directly or via a costume-specific character. Rank increases in a stepped manner (rank up) in response to an increase in character points.
[0051] 8 illustrates information managed by the per-player content management table 156 in this example. The per-player content management table 156 in this example manages information on a per-costume character basis for each player, and as shown in the figure, manages information such as "experience points" that increase as the game progresses (such as when a quest is completed), "levels" that increase in a stepped manner as the experience points increase, and an "acquisition flag" that indicates whether the corresponding player has already acquired the corresponding costume character, in association with a combination of a "player account" that identifies an individual player and a "costume-specific character ID" that identifies an individual costume character.
[0052] In this example, when the game progresses (such as when a quest is performed), a player character is selected from among a plurality of costume-specific characters possessed (acquired) by the player. Experience points in the per-player content management table 156 are added in accordance with the execution of a quest in which the corresponding costume-specific character is selected as the player character. Thus, in this example, while costume-specific characters are used as player characters, characters are not directly used as player characters. Characters are used as a unit for grouping together a plurality of costume-specific characters.
[0053] In this example, the costumed character is granted to the player as, for example, a bonus for clearing a quest. The costumed character is granted to the player through, for example, a lottery (gacha). When the player acquires the granted costumed character, the value of the acquired flag in the per-player content management table 156 is updated. The costumed character may also be granted through a virtual item such as coins that can be acquired as the game progresses (for example, by exchanging the costumed character for a predetermined number of items).
[0054] 9 illustrates information managed by the per-player task management table 157 in this example. The per-player task management table 157 in this example manages information on a mission-by-mission basis for each player, and as shown in the figure, manages information such as "achievement status" and "validation flag" in association with a combination of a "player account" that identifies an individual player and a "mission ID" that identifies an individual mission. In this example, the achievement status is set to a value that corresponds to whether or not the mission has been accomplished.
[0055] In this example, a mission associated with a costumed character is enabled for a player who owns (has acquired) that costumed character. In other words, when a player acquires a specific costumed character, the mission associated with that specific costumed character is enabled, and the enable flag in the per-player task management table 157 is updated. For example, when a mission to defeat a predetermined number of enemy characters using a specific costumed character is enabled, a count of the number of enemy characters defeated using that specific costumed character begins. Note that, in this example, missions directly associated with characters are enabled as an initial state.
[0056] 10 illustrates a character list screen 50 displayed on the player terminal 30. As shown in the figure, the screen 50 has a total character point display area 52 that displays the player's total character points, a filtering area 54, and a list display area 56 that displays a list of characters.
[0057] The total character point display area 52 displays the total character points of the corresponding player ("3648920pt" in the example of Figure 10) and information regarding the next point reward (an image corresponding to the next reward and the remaining number of points required to acquire the next reward ("16500pt" in the example of Figure 10)), and also has a reward confirmation object 521 displayed as "Point Reward."
[0058] FIG. 11 illustrates a point reward list screen 60 displayed on the player terminal 30 in response to selection of a reward confirmation object 521. As illustrated, the screen 60 has a total character point display area 62 that displays total character points and a list display area 64 that displays a list of point rewards. In the list display area 64, individual display areas 641, each displaying information about an individual point reward (e.g., a corresponding image and the required number of total character points, etc.), are arranged in a grid pattern. Also, as illustrated, of the multiple individual display areas 641, an area 641 corresponding to a point reward that has already been awarded to the player has a circular already-awarded object 642 marked "Awarded" in its upper left corner. In this example, each time the total character points reach a predetermined number of points (e.g., set every 500 points), which is set in stages, the corresponding point reward is awarded to the player.
[0059] 10, individual display areas 561, each displaying information about an individual character, are arranged in a grid pattern in list display area 56 of character list screen 50. Initially, all characters are displayed in character list display area 56, and these are filtered by specifying an attribute via filtering area 54. Specifically, when an attribute is specified via filtering area 54, the characters displayed in character list display area 56 become characters corresponding to costumed characters having the specified attribute (i.e., characters in which at least one of the corresponding costumed characters has the specified attribute).
[0060] The individual display area 561 displays an image of the corresponding character. When one of the multiple individual display areas 561 arranged in the list display area 56 is selected, a character detail screen 70 illustrated in Fig. 12 is displayed on the player terminal 30. Note that the individual display area 561 may be selectable when the player owns one or more costumed characters associated with the corresponding character, and may not be selectable (for example, grayed out) when the player does not own any costumed characters associated with the corresponding character.
[0061] The character details screen 70 is a screen that displays information about the character corresponding to the selected individual display area 561, and as shown in Figure 12, has a character information display area 72 that displays information about the corresponding character, a list display area 74 that displays a list of one or more costumed characters corresponding to the character, and a display switching object 76 that displays "Mission."
[0062] The character information display area 72 displays the name of the corresponding character ("Character A" in the example of Figure 12) and character points ("736272pt" in the example of Figure 12), and also has an image display area 721 that displays an image of the character, and a costume-specific character information display area 722 that displays information about the corresponding costume-specific character.
[0063] The costumed character information display area 722 displays the name of one costumed character included in one or more costumed characters associated with the corresponding character ("Character A (Costume A1)" in the example of Figure 12) and a 3D model.
[0064] In the list display area 74, circular individual display areas 741, each displaying information about an individual costumed character, are arranged in a grid pattern. The area 741 displays information such as the image, level, and attributes of the corresponding costumed character. The individual display areas 741 are configured to enable identification of whether the player owns the corresponding costumed character. For example, if the player does not own the corresponding costumed character, the area is grayed out. When one of the individual display areas 741 arranged in the list display area 74 is selected, the display in the costumed character information display area 722 of the character information display area 72 is switched to display the costumed character corresponding to the selected area 741. In the initial state, a predetermined costumed character (e.g., the costumed character with the smallest costumed character ID value) is displayed in the costumed character information display area 722.
[0065] When the display switching object 76 on the character details screen 70 is selected, a character details (mission) screen 80, as shown in Fig. 13, is displayed on the player terminal 30. As shown in the figure, the screen 80 has a character information display area 82 that displays information about the corresponding character, a filtering area 84, a list display area 86 for displaying a list of multiple missions related to the corresponding character, and a back object 88 that displays "back." When the object 88 is selected, the display returns to the character details screen 70, as shown in Fig. 12.
[0066] The character information display area 82 displays the character's name, character points, and the remaining number of points required to move up to the next rank (rank up) ("14263 points" in the example of Figure 13), and also has an image display area 821 that displays an image of the character.
[0067] The filtering area 84 is an area for filtering the missions displayed in a list in the list display area 86, and has a single ALL object 841 located at the left end and multiple costumed character objects 842 located to the right of the object 841, arranged side by side in the left-right direction. The multiple objects 842 correspond to multiple costumed characters associated with the corresponding character.
[0068] The ALL object 841 is an object for narrowing down the missions displayed in the list display area 86 to those directly associated with the character. The costume-specific character object 842 is an object for narrowing down the missions displayed in the list display area 86 to those associated with the corresponding costume-specific character. In the initial state, the missions displayed in the list display area 86 are all missions related to the corresponding character, and when objects 841, 842 are specified via the filtering area 84, only the corresponding missions are displayed (filtered). Note that the ALL object 841 and the multiple costume-specific character objects 842 can specify two or more objects 841, 842 at the same time.
[0069] In the list display area 86, individual display areas 861, each displaying information about an individual mission, are arranged vertically. The area 861 displays an image of the character or costumed character associated with the corresponding mission, as well as the details of the mission. In addition, an individual display area 861 corresponding to a completed mission has a circular completed object 862 labeled "Completed" attached to its right end. The list display area 86 displays currently valid and inactive missions in a distinguishable manner; for example, an individual display area 861 corresponding to a currently invalid mission (specifically, a mission associated with a costumed character that the player does not possess) is grayed out.
[0070] Here, the operations related to the accomplishment of the mission in this example will be described. Fig. 14 is a flow diagram illustrating the processes executed by the game providing server 10 in relation to the accomplishment of the mission. These processes are executed in response to the occurrence of a predetermined event in the game (for example, login, end of battle, etc.).
[0071] As shown in the figure, the server 10 first checks whether the mission has been accomplished (step S100), and if the mission has been newly accomplished (YES in step S100), it updates the character points (step S110). Specifically, the character points equal to the number of granted points (managed in task information table 154) corresponding to the accomplished mission are added to the character points of the character corresponding to the accomplished mission (the character associated with the mission directly or via a costume-specific character).
[0072] Next, the server 10 determines whether the character's rank has been updated (step S120), and if the rank has been updated (YES in step S120), updates the rank of the corresponding character (step S130). Specifically, when the character points of a character reach the range of the character points of the rank next to the current rank, the rank of the character is updated to the next rank.
[0073] In this example, the display of a character is configured to change depending on the rank of the character. Specifically, the display of the character's image in the individual display area 561 of the character list screen 50, the image display area 721 of the character details screen 70, and the image display area 821 of the character details (mission) screen 80 changes depending on the rank of the character.
[0074] FIG. 15 is a diagram illustrating how the display of a character changes depending on the character's rank in this example. FIG. 15(A) illustrates regions 561, 721, and 821 when the character's rank is a first value, and FIG. 15(B) illustrates regions 561, 721, and 821 when the character's rank is a second value. As illustrated, regions 561, 721, and 821 each have a rectangular character image region 902 that displays the character's image, and a frame region 904 that surrounds region 902 and is the remaining region. As can be seen from a comparison of FIGS. 15(A) and 15(B), in this example, the appearance of frame region 904 (color, pattern, combination thereof, etc.) changes depending on the character's rank. Furthermore, in this example, character ranks are configured into five levels, and the appearances of frame regions 904 corresponding to each of these five levels are different from one another.
[0075] 15 is merely an example, and in other examples of this embodiment, the character display may change in other ways. For example, the image of the character itself in the character image area 902, a part of the image (e.g., an icon, etc.), and / or the background may change.
[0076] For example, in the image display area 721 of the character details screen 70 and the image display area 821 of the character details (mission) screen 80, an image of the character is displayed together with the character points, and by giving these areas 721, 821, etc. an appearance that matches the worldview of the game (for example, wood grain, wrinkles, metallic luster, etc.), a more attractive presentation may be possible. Furthermore, when the character list screen 50, etc. is displayed for the first time after a rank-up, a predetermined animation presentation may be performed.
[0077] 14, the server 10 then updates the total character points (step S140). Specifically, the number of points corresponding to the completed missions is added to the total character points.
[0078] Then, the server 10 determines whether or not a point reward has been awarded (step S150), and if a reward has been awarded (YES in step S150), the server 10 awards the point reward to the player (step S160). Specifically, when the total character points reach the total character point range of the next point reward, the corresponding reward is awarded to the player. When a reward is awarded, in this example, the individual display area 641 of the corresponding reward becomes selectable on the point reward list screen 60, and the player can acquire the reward by selecting the area 641.
[0079] In this example, in addition to the reward according to the total character points, the player may also be given a reward according to the completion of the mission (for example, a reward corresponding to the completed mission).
[0080] In the above example, character points are updated in response to the completion of a mission, but a first point updated in response to the completion of a mission associated with a costume-specific character and a second point updated in response to the completion of a mission directly associated with the character may be managed as separate points. In this case, the display of the character may be configured to change from a first perspective in response to the value of the first point (for example, the image of the character itself may change), while changing from a second perspective in response to the value of the second point (for example, the image of the character's background may change).
[0081] In the above example, the character points of a character are updated in response to the accomplishment of a mission associated with a costume-specific character associated with the character, but a costume-specific character is one example of content in this embodiment, and in other examples of this embodiment, other character variations, items, etc. are applied as content. For example, in these other examples, the character points of the character are updated in response to the accomplishment of a mission associated with an item set for the character (for example, an equipped weapon item, armor item, etc.), and the display of the character is changed in response to the value of the character points.
[0082] The game providing server 10 according to the present embodiment described above updates the values of character parameters (e.g., character points) based on the progress of accomplishment of tasks associated with content (e.g., costume-specific characters) owned by the player and associated with the character, and displays the character based on the values of the character parameters, allowing the player to enjoy changes in the display of the character as a result of accomplishing tasks associated with the owned content. In other words, the game providing server 10 can provide the player with enjoyment using the owned content.
[0083] In other embodiments of the present invention, some or all of the functions of the game progress control unit 111 in the above-described embodiments may be realized by the game providing server 10 and the player terminal 30 working together, or may be realized by the player terminal 30.
[0084] The processes and procedures described herein, other than those explicitly described, may be implemented by software, hardware, or any combination thereof. For example, the processes and procedures described herein may be implemented by implementing logic corresponding to the processes and procedures in media such as integrated circuits, volatile memory, non-volatile memory, and magnetic disks. The processes and procedures described herein may also be implemented as computer programs corresponding to the processes and procedures and executed by various computers.
[0085] Although processes and procedures described herein are described as being performed by a single device, software, component, or module, such processes or procedures may be performed by multiple devices, software, components, and / or modules. Also, the software and hardware elements described herein may be implemented by combining them into fewer components or breaking them down into more components.
[0086] In this specification, even if a component of the invention is described as either singular or plural, or is described without limitation as either singular or plural, the component may be either singular or plural unless the context requires otherwise. [Explanation of symbols]
[0087] 10 Game provider server 11. Computer Processor 111 Game progress control unit 15. Storage 151 Player Information Table 152 Character Information Table 153 Content Information Table 154 Issue Information Table 155 Character management table for each player 156 Content management table for each player 157 Player-specific task management table 30 player terminals 40 Game Programs 50 Character list screen 60 Points Reward List Screen 70 Character Details Screen 80 Character Details (Mission) Screen 561 Individual display area 721, 821 image display area 902 Character Image Area 904 Frame Area
Claims
1. A program for providing a game, which is installed on one or more computers, A process for managing the progress of tasks associated with content owned by a player; updating a value of a first parameter possessed by a character based at least on the progress of an assignment associated with content associated with the character; and displaying the character based at least on the value of the first parameter. program.
2. The process of displaying the character includes displaying the character to have an appearance based at least on the value of the first parameter. The program of claim 1.
3. and causing the one or more computers to further execute a process of displaying a plurality of first objects corresponding to a plurality of contents associated with the character, and displaying, in response to a selection of any one of the plurality of first objects, a task associated with the content corresponding to the selected first object. The program of claim 1 or 2.
4. the process of managing the progress of the tasks includes managing the progress of tasks directly associated with the character; causing the one or more computers to further execute a process of updating a value of a second parameter possessed by the character based at least on the progress of an assignment directly associated with the character; The process of displaying the character includes displaying the character based at least on the value of the second parameter.
4. The program according to claim 1.
5. causing the one or more computers to further execute a process of displaying a second object corresponding to the character, and displaying a task directly associated with the character in response to selection of the second object; The program of claim 4.
6. the first parameter is configured as a point; the process of updating the value of the first parameter includes adding a predetermined number of points to the first parameter of the character in response to completion of a task associated with content associated with the character; 6. The program according to claim 1.
7. causing the one or more computers to further execute a process of granting content to the player in accordance with the progress of the game or by lottery; 7. The program according to claim 1.
8. The process of managing the progress of the assignment includes validating the assignment associated with the first content in response to the assignment of the first content. The program of claim 7.
9. the content associated with the character includes one of a plurality of variations of the character; 9. The program according to claim 1.
10. The plurality of variations of the character include a plurality of the characters wearing different costumes. The program of claim 9.
11. the process of managing the progress of the tasks includes managing the progress of tasks associated with second content, the tasks being completed in accordance with progress of the game using the second content; 11. The program of claim 1.
12. The one or more computers further include: updating a value of a third parameter possessed by the player based at least on a value of the first parameter possessed by each of a plurality of characters; and executing a process of awarding a reward to the player based at least on the value of the third parameter.
12. The program of claim 1.
13. 1. A system for providing a game, comprising one or more computer processors, comprising: The one or more computer processors, in response to execution of the readable instructions: A process for managing the progress of tasks associated with content owned by a player; updating a value of a first parameter possessed by a character based at least on the progress of an assignment associated with content associated with the character; and displaying the character based at least on the value of the first parameter. system.
14. 1. A method executed by one or more computers for providing a game, comprising: a step of managing the progress of tasks associated with content owned by the player; updating a value of a first parameter possessed by a character based at least on the progress of an assignment associated with content associated with the character; and displaying the character based at least on the value of the first parameter. method.
Citation Information
Patent Citations
Server system
JP2014147593A