Electronic game providing system, electronic game providing program, and electronic game providing method

The electronic game system enables strategic opponent selection and reward-based gameplay, enhancing competitive electronic games by allowing players to choose opponents and adjust battle conditions.

JP2026027610APending Publication Date: 2026-02-19DENA CO LTD
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Patent Information

Application Number
JP2024129624
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-08-06
Publication Date
2026-02-19

AI Technical Summary

Technical Problem

Existing competitive electronic games lack strategic elements in matching players with opponents.

Method used

An electronic game system that allows players to select opponents by consuming a parameter associated with their account, enabling strategic opponent selection and rewarding players based on battle results.

Benefits of technology

Enhances strategic gameplay by allowing players to choose opponents and adjust battle conditions, adding a strategic layer to opponent matching.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 2026027610000001_ABST
    Figure 2026027610000001_ABST
Patent Text Reader

Abstract

To provide a more strategic property when matching a player with an opponent in a competition type electronic game.SOLUTION: An electronic game providing system includes means for selecting another user as a competition opponent in accordance with information relating to a first user, means for performing a competition between an object owned by the first user and an object owned by the competition opponent, and means for giving a reward to the first user in accordance with a result of the competition, wherein in the means for selecting a user as a competition opponent, a user different from the other user can be selected as a competition opponent by consuming a first parameter associated with the first user.SELECTED DRAWING: Figure 6
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Description

[Technical Field]

[0001] The present invention relates to an electronic game providing system, an electronic game providing program, and an electronic game providing method. [Background technology]

[0002] There are known electronic game providing systems in which players compete against other users or computers. For example, a competitive electronic game has been disclosed in which a user selects a game character to train, trains the game character, and then competes against other players. Players can participate in a battle by consuming tickets (Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Publication No. 2021-130056 Summary of the Invention [Problem to be solved by the invention]

[0004] In competitive electronic games, it is desirable to provide more strategic aspects when matching players with opponents. [Means for solving the problem]

[0005] One aspect of the present invention is an electronic game provision system for conducting battles, comprising: means for selecting another user as an opponent based on information about a first user; means for conducting a battle between an object owned by the first user and an object owned by the opponent; and means for awarding a reward to the first user based on the result of the battle, wherein the means for selecting the user as an opponent allows the first user to select a user different from the other user as an opponent by consuming a first parameter associated with the first user.

[0006] Here, it is preferable that the means for selecting a user as an opponent randomly selects a user as an opponent from a group of users selected according to information about the first user.

[0007] It is also preferable that the first parameter is recovered by the first user consuming a predetermined value.

[0008] It is also preferable that the predetermined value is given as the reward.

[0009] Preferably, the initial value of the first parameter is set in accordance with information about the first user.

[0010] In addition, it is preferable that the means for conducting the matches is set so that a first match is more advantageous to the first user than a second match that is to be conducted after the first match.

[0011] In addition, it is preferable that the means for conducting a battle controls the battle between the objects by consuming the first parameter.

[0012] In addition, it is preferable that the means for conducting a battle controls the objects so that the greater the consumption amount of the first parameter, the more advantageous the battle becomes for the objects.

[0013] Another aspect of the present invention is an electronic game provision program for conducting a battle, which causes a computer to function as means for selecting another user as an opponent based on information about a first user, means for conducting a battle between an object owned by the first user and an object owned by the opponent, and means for granting a reward to the first user based on the result of the battle, and is characterized in that the means for selecting the user as an opponent allows the first user to select a user other than the other user as an opponent by consuming a first parameter associated with the first user.

[0014] Another aspect of the present invention is a method for providing an electronic game in which a battle is conducted, the method comprising: causing a computer to execute the steps of selecting another user as an opponent based on information about a first user; conducting a battle between an object owned by the first user and an object owned by the opponent; and granting a reward to the first user based on the result of the battle; wherein, in the step of selecting the user as an opponent, a user different from the other user can be selected as an opponent by consuming a first parameter associated with the first user. [Effects of the Invention]

[0015] According to the present invention, in a competitive electronic game, it is possible to add a level of strategy to the matching of a player with an opponent. Other objects of the embodiments of the present invention will become apparent by reference to the entire specification. [Brief explanation of the drawings]

[0016] [Figure 1] 1 is a diagram showing a configuration of an electronic game providing system according to an embodiment of the present invention. [Figure 2] FIG. 2 is a diagram illustrating a configuration of a server according to an embodiment of the present invention. [Figure 3] FIG. 2 is a diagram illustrating a configuration of a user terminal according to an embodiment of the present invention. [Figure 4] FIG. 3 is a diagram illustrating an example of a user database according to the embodiment of the present invention. [Figure 5] FIG. 3 is a diagram illustrating an example of an object database according to the embodiment of the present invention. [Figure 6] 10 is a flowchart showing a process for providing an electronic game according to an embodiment of the present invention. [Figure 7] FIG. 3 is a diagram illustrating an example of a group database according to the embodiment of the present invention. [Figure 8] FIG. 2 is a diagram showing an example of a deck database according to an embodiment of the present invention. [Figure 9] FIG. 2 is a diagram showing a battle screen according to an embodiment of the present invention. DETAILED DESCRIPTION OF THE INVENTION

[0017] As shown in Fig. 1, an electronic game providing system 100 according to an embodiment of the present invention includes a server 102 and a user terminal 104. In this embodiment, a mode in which a user plays an electronic game as a player using the user terminal 104 will be described. The server 102 and the user terminal 104 are connected via an information and communication network 108 such as the Internet so that they can exchange information with each other.

[0018] The information and communication network 108 is not limited to the Internet, but may be anything that can connect the server 102 and the user terminal 104 to each other so that they can communicate with each other. For example, it may be a dedicated line, a public line (telephone line, mobile communication line, etc.), a wired LAN (Local Area Network), a wireless LAN, etc., or it may be a combination of the Internet and these.

[0019] The server 102 is connected to a user terminal 104 used by a user so as to be able to exchange information with the user terminal 104, and functions as a server that provides electronic games.

[0020] As shown in FIG. 2, the server 102 includes a processing unit 10, a memory unit 12, an input unit 14, an output unit 16, and a communication unit 18. The processing unit 10 includes a means for performing arithmetic processing, such as a CPU. The processing unit 10 executes a server program stored in the memory unit 12 to connect multiple user terminals 104 to each other in the electronic game providing system 100 of this embodiment and provide a competitive electronic game. The memory unit 12 includes storage means, such as a semiconductor memory, a hard disk, or a memory object. The memory unit 12 is accessible from the processing unit 10 and stores the server program and information necessary for the processing. The input unit 14 includes a means for inputting information. The input unit 14 includes, for example, a keyboard, a touch panel, buttons, etc. for receiving input from an administrator. The output unit 16 includes a means for outputting processing results of the server 102, such as a user interface screen (UI) for receiving input information from the administrator. The output unit 16 includes, for example, a display for presenting images to the administrator. The communication unit 18 is configured to include an interface for communicating information with the user terminal 104 via the information communication network 108. The communication by the communication unit 18 may be wired or wireless.

[0021] The user terminal 104 is a terminal used by a user who plays an electronic game. As shown in FIG. 3, the user terminal 104 includes a processing unit 20, a memory unit 22, an input unit 24, an output unit 26, and a communication unit 28. The processing unit 20 includes a means for performing arithmetic processing, such as a CPU. The processing unit 20 executes a user terminal program included in an application stored in the memory unit 22, thereby realizing the function of the user terminal in the electronic game providing system 100 of this embodiment. The memory unit 22 includes storage means, such as a semiconductor memory, a hard disk, or a memory object. The memory unit 22 is accessible and connected to the processing unit 20 and stores the user terminal program and information necessary for its processing. The input unit 24 includes a means for inputting information. The input unit 24 includes, for example, a keyboard, a touch panel, buttons, etc., for receiving input from the user. The output unit 26 includes a means for outputting information necessary for processing on the user terminal 104, such as a screen for receiving input information from the user or a display for displaying image information such as a user interface screen (UI). The communication unit 28 is configured to include an interface for communicating information with the server 102 via the information communication network 108. The communication by the communication unit 28 may be wired or wireless.

[0022] The user terminal 104 can be any of a variety of information processing devices capable of executing programs for providing the services of the electronic game providing system 100. For example, the user terminal 104 can be a dedicated stationary or portable device, a personal computer (PC), a tablet computer, a smartphone, a mobile phone terminal, a PHS (Personal Handy-phone System) terminal, a personal digital assistant (PDA), a multi-function television receiver with information processing capabilities (so-called smart TV), etc.

[0023] The user terminal 104 can be realized by pre-installing an electronic game application provided by the server 102 or the like on an information processing device. Each user operates the user terminal 104 to start the application and performs processing to play the electronic game via the server 102.

[0024] [Electronic game provision processing] The following describes an example of a competitive electronic game in which users, as players, compete against other users. Each user competes using objects they own. For example, a deck is constructed by combining multiple objects, and the competition is based on parameters related to the electronic game assigned to the objects included in the deck.

[0025] Note that instead of other users, the opponent may be a computer as a non-player character (NPC). In this case, the role of the other users described below may be simulated and executed by another computer such as the server 102.

[0026] Each user is assigned a rank, and ranks are raised or lowered in promotion matches. In promotion matches, multiple users (for example, 10 users) belonging to the same rank are combined into a group, and ranks are raised or lowered in order of performance in the group depending on the results of a predetermined number of matches. Opponents in promotion matches are matched from users belonging to the same rank, but are not limited to users in the same group.

[0027] In this embodiment, a mode will be described in which a first user (user A: U01) participates in a promotion match as a player. The first user is matched with other users belonging to the same rank, and battles will be conducted using decks made up of objects owned by the first user. The other users are also processed in the same way as the first user. The promotion match is conducted with a predetermined number of battles as one round. For example, the promotion match is conducted with seven battles as one round, and the promotion or demotion of each user is determined based on the battle results at the end of one round.

[0028] 4 shows an example of a user database used in the electronic game providing system 100. The user database is stored in the storage unit 12 of the server 102. However, the user database may be stored in an external device other than the server 102 as long as it is directly or indirectly accessible from the server 102 and the user terminal 104.

[0029] The user database stores user IDs, user names, passwords, login status, battle status, ranks, battle energy, promotion points, owned objects, and recovery items in association with each other. A user ID is an identifier uniquely assigned to a user of the electronic game providing system 100. A user name is a name used by a user. A password is authentication information used by a user when logging in to the electronic game providing system 100. A login status is information indicating whether a user is logged in to the electronic game providing system 100. If a user is logged in, the status is "logged in," and if a user is not logged in, the status is "not logged in." A battle status is information indicating the status of a user's battle. If a user is in a battle or has already been selected as an opponent, the status is "in battle," and if a user is not in a battle or has not been selected as an opponent, the status is "waiting."

[0030] Rank is a parameter that indicates the user's rank in an electronic game. Rank is promoted or demoted depending on the outcome of the promotion match. Battle energy is a parameter used when selecting an opponent or when fighting in an electronic game. Promotion points are points earned in promotion matches. Promotion points are used to determine whether or not a user will be promoted in a promotion match. Promotion points are reset to 0 when a round of a promotion match begins. Owned objects are object IDs that indicate objects owned by the user.

[0031] Recovery items are items for restoring battle energy, which will be described later. The number of recovery items owned by each user is stored in the user database. Recovery items may be obtained, for example, as a reward when certain conditions are met in an electronic game. Furthermore, recovery items may be obtained by paying a fee in the electronic game providing system 100. However, the method for obtaining recovery items is not particularly limited.

[0032] When a recovery item is used during or between battles, the battle energy is increased by a predetermined amount. For example, using one recovery item increases the battle energy by 1. At this time, the number of recovery items associated with the user who used the recovery item in the user database is decreased by the number of recovery items used.

[0033] Note that battle energy is granted at the start of one round of a promotion match. For example, a predetermined amount of battle energy may be granted at the start of one round of a promotion match. Furthermore, battle energy may be set according to information about the first user. For example, at the start of one round of a promotion match, battle energy may be assigned as an initial value based on a parameter such as rank as information about the first user. In this embodiment, battle energy is not naturally recovered. However, this is not limited to this, and battle energy may be naturally recovered as the electronic game progresses or over time. For example, if promotion matches are held every day, battle energy may be tallied weekly to set an upper limit, and naturally recovered until the upper limit is reached.

[0034] 5 shows an example of an object database used in the electronic game providing system 100. The object database is stored in the storage unit 12 of the server 102. However, the object database may be stored in an external device other than the server 102 as long as it is directly or indirectly accessible from the server 102 and the user terminal 104.

[0035] The object database stores information about objects used in electronic games. Objects are electronic media used in electronic games, and can be, for example, characters, cards, items, etc. The object database stores object IDs, object names, and various parameters assigned to objects (attack power, defense power, recovery power, hit points (HP), etc.) in association with each other.

[0036] An object ID is an identifier uniquely assigned to each type of object. An object name is a name assigned to each type of object. Attack power is a parameter that determines the damage inflicted on an enemy when an object is used in an electronic game. Defensive power is a parameter that determines the damage inflicted on an ally by an attack from an enemy object in an electronic game. Recovery power is a parameter that determines the amount of recovery of hit points of an ally object in an electronic game. Hit points (HP) are a parameter that indicates the physical strength of an object in an electronic game. Note that the parameters used in an electronic game are not limited to these, and may be set appropriately depending on the type of electronic game.

[0037] The electronic game providing process in this embodiment will be described below with reference to the flowchart in Fig. 6. In this embodiment, a promotion battle game for promoting the rank of each user will be described. In the promotion battle game, one round of seven battles is played, and ranks are raised or lowered depending on the results of the battles.

[0038] In step S10, a login process to the electronic game providing system 100 is performed. Through the process in this step, the electronic game providing system 100 functions as a login means. A first user who wishes to play an electronic game uses the user terminal 104 to input authentication information such as a user ID and password that has been set in advance. The input authentication information such as the user ID and password is transmitted to the server 102 via the information and communication network 108. Upon receiving the user ID and password, the server 102 refers to the user database and permits login if the received password exists in association with the received user ID. Through login, access from the user terminal 104 to the server 102 is permitted, and the server 102 and the user terminal 104 function as the electronic game providing system 100.

[0039] In addition, in this embodiment, before the promotion battle begins, a user is initially assigned battle energy. For example, 20 points of battle energy are assigned at the start of one round of the promotion battle. In this case, each user uses 20 points of battle energy to play one round (e.g., seven matches) of the promotion battle game. The assigned battle energy is stored in the user database in association with the user ID.

[0040] Furthermore, a process of allocating users to groups for promotion matches is performed. In promotion matches, multiple users belonging to the same rank are combined into one group. The server 102 references the user database and reads out rank information associated with the user ID of a user who has already logged in. The server 102 stores the read-out rank in an allocation group database so that users of the same rank belong to a group that is made up of users of the same rank.

[0041] As shown in Fig. 7, the group database is stored in the storage unit 12 as a database in which the user IDs of multiple users belonging to the same class are associated with a group ID. In the example of Fig. 7, 10 users are associated and assigned to one group. In promotion matches, the promotion or demotion of a user's class is determined according to the ranking of the match results within each group.

[0042] In step S12, a process of constructing a deck is performed. Through the process in this step, the electronic game providing system 100 functions as a deck construction means. The first user constructs a deck by combining multiple objects that he or she owns to be used in electronic game battles.

[0043] The server 102 references the user database and reads out the object ID associated with the user ID of the first user in step S10. The server 102 also references the object database and reads out information about the object associated with the read object ID. The server 102 transmits the read out information to the user terminal 104 used by the first user. The user terminal 104 receives the information and accepts a selection of objects to constitute the deck from objects owned by the first user. Upon accepting the selection of objects to constitute the deck, the user terminal 104 transmits the object IDs of the objects to the server 102 in association with the user ID of the first user.

[0044] When the server 102 receives the user ID and the object IDs of the objects that make up the deck, it stores the object IDs in association with the user ID of the first user as a deck database, as shown in FIG. 8. The deck database is stored in the storage unit 12 of the server 102. The deck database stores the objects that make up the deck and the remaining hit points of the objects in association with each other. The remaining hit points are updated according to the results of the battle, which will be described later.

[0045] In step S14, opponent matching is performed. Through the processing in this step, the electronic game providing system 100 functions as part of a matching means. The server 102 refers to the user database and selects one user who belongs to the same class as the first user as an opponent.

[0046] The method for selecting an opponent is to randomly select one user as an opponent from among other users who belong to the same class as the first user. However, if the opponent is changed as described below, users who have already been selected as opponents on the grounds of the current promotion match are excluded from the selection list, and one user is randomly selected as the next opponent from among the remaining users who belong to the same class as the first user. In other words, it is preferable to exclude from the selection list users who have played as opponents at least once in the seven matches in one round, and users who have been removed as opponents at least once due to a change in opponent.

[0047] In addition, if all other users belonging to the same class as the first user are excluded from the lottery, all other users belonging to the same class as the first user may be returned as lottery candidates again.

[0048] The server 102 reads information about the first user and information about the user selected as the opponent from the user database. The server 102 also reads information about the decks associated with the user IDs of the first user and the user selected as the opponent from the deck database. The server 102 then transmits the read information to the user terminal 104 used by the first user.

[0049] When the user terminal 104 used by the first user receives the information sent from the server 102, it displays information about the first user and the opponent user, and information about the decks constructed by the first user and the opponent user.

[0050] 9 shows an example of a battle screen 200 displayed to a first user in a promotion match. The battle screen 200 includes a title display area 202, a remaining time display area 204, a battle energy display area 206, an enemy information display area 208, an enemy deck display area 210, an action selection area 212, an offensive power display area 214, and a deck display area 216.

[0051] The title display area 202 is an area where the title of the promotion match is displayed. The title display area 202 displays the number of the promotion match, etc. The remaining time display area 204 is an area where the remaining time in the promotion match is displayed. The battle energy display area 206 is an area where the remaining amount of battle energy granted in the current promotion match is displayed.

[0052] The enemy information display area 208 is an area that displays information about a user selected as an opponent of the first user. The enemy information display area 208 displays the username of the user selected as the opponent ("User B" in FIG. 9) along with the display "Enemy Force." The enemy information display area 208 also displays the offensive power, which is the sum of the attack powers of the objects included in the deck constructed by the user selected as the opponent, and the total promotion points that the user selected as the opponent has acquired so far. The enemy information display area 208 also displays the total HP, which is the sum of the hit points (HP) of the objects included in the deck constructed by the user selected as the opponent. A bar graph showing the current value relative to the maximum value may also be displayed for the total HP. The enemy deck display area 210 is an area that displays information about the objects included in the deck constructed by the user selected as the opponent. For example, it is preferable that the enemy deck display area 210 display information such as images and parameters of the objects included in the deck constructed by the user selected as the opponent.

[0053] The conditions for the battles may be changed depending on the number of battles in one round. For example, the conditions may be set so that the first user's first battle is more advantageous than a second battle that is held after the first battle. Specifically, for the first to third battles in one round, the number of objects of the user selected as the opponent may be set to the current remaining number minus 0 or 1, regardless of the first user's remaining number of objects. For the fourth to sixth battles in one round, the number of objects of the user selected as the opponent may be set to the first user's remaining number of objects plus or minus 2. For the seventh battle in one round, the number of objects of the user selected as the opponent may be set to the first user's remaining number of objects minus 0 or 1.

[0054] The action selection area 212 is an area where the first user selects an action to be performed in the promotion match. The action selection area 212 displays a normal attack selection section 212a, a 1.5x attack selection section 212b, and a 2x attack selection section 212c for selecting one of three attack patterns: a normal attack, a 1.5x attack, and a 2x attack. In addition, an opponent change section 212d for changing the opponent is displayed as another option.

[0055] The offensive power display area 214 is an area that displays the offensive power that is the total offensive power of the objects included in the deck constructed by the first user. The deck display area 216 is an area that displays information about the objects included in the deck constructed by the first user. It is preferable that the deck display area 216 displays information such as images and parameters of the objects included in the deck constructed by the first user, for example.

[0056] If the first user wishes to play against the currently selected user as the opponent, the first user selects (by clicking, tapping, etc.) one of the normal attack selection section 212a, the 1.5x attack selection section 212b, and the 2x attack selection section 212c in the action selection area 212 of the battle screen 200. If the first user does not wish to play against the currently selected user as the opponent, the first user selects (by clicking, tapping, etc.) the opponent change section 212d in the action selection area 212 of the battle screen 200.

[0057] The user terminal 104 transmits the first user's selection result together with the first user's user ID to the server 102.

[0058] In the electronic game of this embodiment, the opponent displayed on the battle screen 200 is limited to one user, but multiple users may be displayed as opponents. In this case, it is preferable that the first user be able to select one user from the multiple displayed users as his or her opponent. Furthermore, if the first user wishes to change an opponent, the first user can select one of the multiple displayed users and then select (click, tap, etc.) the opponent change section 212d to change only that user. Furthermore, if the first user wishes to change all displayed opponents, the first user can select (click, tap, etc.) the opponent change section 212d without selecting a user, to change all displayed users.

[0059] In step S16, it is determined whether or not a change of opponent has been selected. The processing in this step causes the electronic game providing system 100 to function as part of a matching means. When the server 102 receives the result of the first user's selection together with the first user's user ID from the user terminal 104 used by the first user, it determines whether or not the first user has selected to change the opponent. If the first user has selected to change the opponent in step S14, the process proceeds to step S18, and if the first user has not selected to change the opponent, the process proceeds to step S20.

[0060] In step S18, the opponents are matched again and the opponents are changed. By the processing in this step, the electronic game providing system 100 functions as a part of the matching means.

[0061] The server 102 refers to the user database and selects one user from among the other users who belong to the same class as the first user as an opponent. At this time, one user may be randomly selected as an opponent from among the other users who belong to the same class as the first user. However, users who have already been selected as opponents in the current promotion match ground are excluded from the selection, and one user is randomly selected as the next opponent from among the remaining users who belong to the same class as the first user. In other words, users who have played as opponents at least once in the seven matches in one round and users who have been removed as opponents at least once due to a change in opponent are excluded from the selection.

[0062] When changing multiple users at the same time, the required number of users can be selected by lottery. In this case, users who have already been selected as opponents in the current promotion match are excluded from the selection list, and one user can be randomly selected as the next opponent from the remaining users who belong to the same class as the first user.

[0063] Furthermore, when all other users who belong to the same class as the first user are excluded from the lottery, all other users who belong to the same class as the first user are returned as lottery targets again.

[0064] Furthermore, the server 102 refers to the user database and performs a process to reduce the battle energy currently possessed by the first user. When one opponent is changed, the battle energy is reduced by one. When multiple opponents are changed at the same time, the battle energy is reduced by the number of changed opponents. This allows the first user to change opponents at the cost of consuming battle energy.

[0065] After selecting another user as an opponent, the process returns to step S14, and then the process is repeated from the process of displaying the battle screen 200 on the user terminal 104 used by the first user.

[0066] In step S20, a battle process is performed. Through the process in this step, the electronic game providing system 100 functions as a battle process means. When the server 102 receives the first user's selection result along with the user ID of the first user from the user terminal 104, the server 102 starts the battle process if the first user does not select to change the opponent.

[0067] In the battle process, a battle is conducted between objects included in the deck constructed by the first user and objects included in the deck constructed by the user selected as the opponent. The battle method is not particularly limited, and any existing battle method may be applied.

[0068] For example, a battle is played between one object randomly selected from the objects included in the deck constructed by the first user and one object randomly selected from the objects included in the deck constructed by the user selected as the opponent. At this time, the hit points (HP) of the defending object are reduced depending on the relationship between the attacking object's attack power parameter value and the defending object's defense power parameter value. Similarly, the attacking and defending sides are switched and the battle is played. The hit points (HP) of the object may also be restored depending on the object's recovery power parameter value. If the hit points (HP) of an object reach 0 as a result of the battle, attacks from that object will be impossible until the end of the current round.

[0069] Furthermore, the attack power is adjusted according to the selection made in step S14. If the normal attack selection section 212a, which indicates a normal attack, is selected in step S14, the attack is performed using the parameter value of the object's attack power as is. In other words, a normal attack can be performed even if the remaining battle energy is 0. If the 1.5x attack selection section 212b, which indicates a 1.5x attack, is selected in step S14, the parameter value of the object's attack power is multiplied by 1.5 to perform the attack. At this time, the number of battle energies associated with the user in the user database is reduced by 1. If the double attack selection section 212c, which indicates a double attack, is selected in step S14, the parameter value of the object's attack power is multiplied by 2 to perform the attack. At this time, the number of battle energies associated with the user in the user database is reduced by 2. In this way, by consuming battle energy, the attack power can be increased and the battle can proceed.

[0070] The amount of battle energy consumed in an attack may be changed depending on the opponent. For example, the weaker the opponent, the more battle energy may be consumed to increase the attack power. This prevents players from easily gaining victories by using battle energy against weak opponents. In this case, it is preferable to adjust the amounts of battle energy displayed in the normal attack selection section 212a, 1.5x attack selection section 212b, and 2x attack selection section 212c of the action selection area 212 in step S14 to match the amount of battle energy actually consumed.

[0071] In this embodiment, attack power can be increased by consuming battle energy. However, this is not limited to this, and any method may be used as long as the electronic game is advantageously progressed. For example, the defensive power of each object or the entire deck may be increased by consuming battle energy. In this case, it is preferable to display a normal defense selection section, a 1.5x defense selection section, and a 2x defense selection section in place of the normal attack selection section 212a, the 1.5x attack selection section 212b, and the 2x attack selection section 212c in the action selection area 212 in step S14, and to display the amount of battle energy consumed in each section. Also, for example, the recovery power of each object or the entire deck may be increased by consuming battle energy. In this case, it is preferable to display a normal recovery selection section, a 1.5x recovery selection section, and a 2x recovery selection section in place of the normal attack selection section 212a, the 1.5x attack selection section 212b, and the 2x attack selection section 212c in the action selection area 212 in step S14, and to display the amount of battle energy consumed in each section. Alternatively, for example, the hit points (HP) of each object or the entire deck may be increased by consuming battle energy. In this case, in step S14, it is preferable to display a normal HP selection section, a 1.5x HP selection section, and a 2x HP selection section instead of the normal attack selection section 212a, the 1.5x attack selection section 212b, and the 2x attack selection section 212c of the action selection area 212, and also to display the amount of battle energy consumed in each section.

[0072] Furthermore, the reward obtained in a battle may be changed by consuming battle energy. For example, the promotion points awarded when a battle is won may be increased according to the amount of battle energy consumed. In this case, in step S14, it is preferable to display a normal reward selection section, a 1.5x reward selection section, and a double reward selection section instead of the normal attack selection section 212a, the 1.5x attack selection section 212b, and the double attack selection section 212c in the action selection area 212, and also to display the amount of battle energy consumed in each section.

[0073] Depending on the rate at which the reward is increased, various parameters may be adjusted to put the progress of the electronic game at a disadvantage. For example, in exchange for increasing the reward, one or more of the offensive power, defensive power, recovery power, and hit points (HP) of each object may be reduced in order to perform the battle process.

[0074] During the battle, it is preferable to display images and videos showing the objects fighting each other on the user terminals 104 used by both users. The server 102 transmits image and video data of the objects fighting each other to the user terminals 104 used by the first user and the user selected as the opponent. Upon receiving the data, each user terminal 104 displays the images and videos of the objects fighting each other.

[0075] Such battles are repeated, and the outcome is determined based on the total hit points (HP) of the object of the first user and the total hit points (HP) of the object of the user selected as the opponent. For example, if the total hit points (HP) of one user's object are higher than the total hit points (HP) of the object of the other user, the first user is determined to have won, and the other user is determined to have lost. Also, for example, if the total hit points (HP) of one user reaches 0, the first user is determined to have lost, and the other user is determined to have won.

[0076] The server 102 awards promotion points to users depending on whether they win or lose the match. The server 102 references the user database and adds a predetermined number of points to the promotion points associated with the first user and the opponent user. At this time, it is preferable that the promotion points awarded to the winning user be greater than the promotion points awarded to the losing user. For example, the winning user may be awarded 500 points, and no points may be awarded to the losing user. The method of awarding promotion points is not limited to this, and any method may be used as long as points are awarded depending on whether the user wins or loses the match.

[0077] In addition, when changing the reward obtained by consuming battle energy, the promotion points will change according to the selected amount of battle energy consumed. For example, if 1.5x reward is selected, 1.5x promotion points will be awarded compared to the normal reward, and if 2x reward is selected, 2x promotion points will be awarded compared to the normal reward.

[0078] In step S22, it is determined whether one round of the promotion matches has ended. By the processing in this step, the electronic game providing system 100 functions as a round end determining means. The server 102 determines whether a predetermined number of matches to be held in the promotion matches have ended. For example, if one round consists of seven matches, the server 102 determines whether seven matches have been held. If the predetermined number of matches have ended, the process proceeds to step S24, If the match has not ended, the process returns to step S14, a new opponent is selected, and the match process continues. Note that a time limit may be set for one round of the promotion match, and if the time limit is exceeded, it may be determined that one round of the promotion match has ended.

[0079] In step S24, post-processing of the promotion battles is performed. Through the processing in this step, the electronic game providing system 100 functions as a post-processing means. When one round of the promotion battles is completed, the server 102 performs processing to promote or demote each user belonging to each group according to the promotion points that the user acquired in the promotion battles.

[0080] The server 102 refers to the group database and determines whether all users in the group to which the first user belongs have completed one round of the promotion matches. If one round of matches has been completed for all users, the server 102 refers to the group database and retrieves the user IDs of all users belonging to the group. The server 102 refers to the user database and retrieves the promotion points associated with the retrieved user IDs. Furthermore, the server 102 ranks the users in descending order of the promotion points earned in the promotion matches, promotes a predetermined number of users from the top, and demotes a predetermined number of users from the bottom. For example, if one group consists of 10 users, the server 102 promotes the top two users in the promotion point ranking and demotes the bottom two users. The server 102 refers to the user database and increases by one the rank associated with the user ID of a user who has been promoted and decreases by one the rank associated with the user ID of a user who has been demoted.

[0081] Note that rewards may be awarded according to the remaining battle energy at the end of one round. For example, a user's promotion points may be increased according to the user's remaining battle energy at the end of one round, and then a promotion or demotion may be determined. The extent to which the promotion points are increased according to the amount of remaining battle energy may be set appropriately.

[0082] In addition, recovery items may be given to each user as a reward depending on the results of the promotion matches.

[0083] As described above, according to the electronic game providing system 100 of this embodiment, in a competitive electronic game, it is possible to provide a more strategic element in matching a player with an opponent.

[0084] While the preferred embodiments of the present invention have been described above, the present invention is not limited to the specific embodiments, and includes the inventions set forth in the claims and their equivalents. Furthermore, the device configurations described in the above embodiments and modifications can be combined as appropriate as long as no technical contradiction occurs.

[0085] [Configuration of the invention] [Configuration 1] An electronic game providing system for playing a match, means for selecting another user as an opponent in response to information about the first user; means for conducting a battle between an object owned by the first user and an object owned by the opponent; means for granting a reward to the first user in accordance with the result of the battle; Equipped with An electronic game providing system characterized in that the means for selecting the user as an opponent allows a user different from the other users to be selected as an opponent by consuming a first parameter associated with the first user. [Configuration 2] The electronic game providing system according to configuration 1, An electronic game providing system, characterized in that the means for selecting the user as an opponent randomly selects a user as an opponent from a group of users selected based on information about the first user. [Configuration 3] The electronic game providing system according to the first or second aspect of the present invention comprises: The electronic game providing system is characterized in that the first parameter is recovered by the first user consuming a predetermined value. [Configuration 4] The electronic game providing system according to configuration 3, The electronic game providing system is characterized in that the predetermined value is given as the reward. [Configuration 5] The electronic game providing system according to any one of the first to fourth aspects, An electronic game providing system, wherein the initial value of the first parameter is set according to information about the first user. [Configuration 6] The electronic game providing system according to any one of the first to fifth aspects, An electronic game providing system characterized in that the means for conducting the matches is set so that the first match is more advantageous to the first user than the second match that will be conducted after the first match. [Configuration 7] The electronic game providing system according to any one of the first to sixth aspects, The electronic game providing system is characterized in that the means for conducting the battle controls the battle between the objects by consuming the first parameter. [Configuration 8] The electronic game providing system according to configuration 7, The electronic game providing system is characterized in that the means for conducting the battle controls the objects so that the greater the amount of consumption of the first parameter, the more advantageous the battle becomes for the objects. [Configuration 9] An electronic game providing program for playing a match, Computer, means for selecting another user as an opponent in response to information about the first user; means for conducting a battle between an object owned by the first user and an object owned by the opponent; means for granting a reward to the first user in accordance with the result of the battle; and make it work, An electronic game providing program characterized in that, in the means for selecting the user as an opponent, a user different from the other users can be selected as an opponent by consuming a first parameter associated with the first user. [Configuration 10] A method for providing an electronic game in which a match is played, comprising: On the computer, selecting another user as an opponent in response to information about the first user; a step of conducting a battle between an object owned by the first user and an object owned by the opponent; a step of granting a reward to the first user according to a result of the match; Execute A method for providing an electronic game, characterized in that in the step of selecting the user as an opponent, a user different from the other users can be selected as an opponent by consuming a first parameter associated with the first user. [Explanation of symbols]

[0086] 10 Processing unit, 12 Memory unit, 14 Input unit, 16 Output unit, 18 Communication unit, 20 Processing unit, 22 Memory unit, 24 Input unit, 26 Output unit, 28 Communication unit, 100 Electronic game providing system, 102 Server, 104 User terminal, 108 Information and communication network, 200 Battle screen, 202 Title display area, 204 Remaining time display area, 206 Battle energy display area, 208 Enemy information display area, 210 Enemy deck display area, 212 Action selection area, 212a Normal attack selection unit, 212b 1.5x attack selection unit, 212c 2x attack selection unit, 212d Opponent change unit, 214 Attack power display area, 216 Deck display area.

Claims

1. An electronic game providing system for playing a match, means for selecting another user as an opponent in accordance with information about the first user; a means for conducting a battle between an object owned by the first user and an object owned by the opponent; means for granting a reward to the first user in accordance with a result of the battle; Equipped with An electronic game providing system characterized in that the means for selecting the user as an opponent allows a user different from the other users to be selected as an opponent by consuming a first parameter associated with the first user.

2. 2. The electronic game providing system according to claim 1, An electronic game providing system characterized in that the means for selecting the user as an opponent randomly selects a user as an opponent from a group of users selected based on information about the first user.

3. 3. The electronic game providing system according to claim 1, The electronic game providing system is characterized in that the first parameter is recovered by the first user consuming a predetermined value.

4. 4. The electronic game providing system according to claim 3, The electronic game providing system is characterized in that the predetermined value is given as the reward.

5. 2. The electronic game providing system according to claim 1, An electronic game providing system, characterized in that the initial value of the first parameter is set according to information about the first user.

6. 2. The electronic game providing system according to claim 1, An electronic game providing system characterized in that the means for conducting the matches is set so that a first match is more advantageous to the first user than a second match that will be conducted after the first match.

7. 2. The electronic game providing system according to claim 1, The electronic game providing system is characterized in that in the means for conducting a battle, the battle between the objects is controlled by consuming the first parameter.

8. 8. The electronic game providing system according to claim 7, The electronic game providing system is characterized in that the means for conducting the battle controls the objects so that the greater the amount of consumption of the first parameter, the more advantageous the battle becomes for the objects.

9. An electronic game providing program for playing a match, Computer, means for selecting another user as an opponent in accordance with information about the first user; a means for conducting a battle between an object owned by the first user and an object owned by the opponent; means for granting a reward to the first user in accordance with a result of the battle; and make it work, An electronic game providing program characterized in that, in the means for selecting the user as an opponent, a user different from the other users can be selected as an opponent by consuming a first parameter associated with the first user.

10. A method for providing an electronic game in which a match is played, comprising: On the computer, selecting another user as an opponent in response to information about the first user; a step of conducting a battle between an object owned by the first user and an object owned by the opponent; a step of granting a reward to the first user according to a result of the battle; Execute A method for providing an electronic game, characterized in that in a step of selecting the user as an opponent, a user different from the other users can be selected as an opponent by consuming a first parameter associated with the first user.

Citation Information

Patent Citations

  • Game system, game control unit, program and game control method

    JP2021130056A