Game system, program, and game providing method
The game system addresses the inconvenience of transferring character abilities by implementing inheritance content determination based on object relationships, improving gameplay convenience and engagement through strategic ability transfer.
Patent Information
- Application Number
- JP2025245540
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-12-11
- Publication Date
- 2026-02-27
AI Technical Summary
Existing game systems do not facilitate seamless transition of character abilities between characters, leading to repetitive and inconvenient gameplay when a player switches focus from one character to another, and lack consideration for the relationship between characters in ability enhancement processes.
A game system that controls and stores game elements associated with multiple objects, determines inheritance content based on relationships between objects, and displays inheritance details on a map, allowing players to efficiently transfer abilities while considering compatibility and intimacy between characters.
Enhances gameplay convenience and interest by allowing players to strategically transfer abilities between characters, maintaining game balance and increasing player engagement through intelligent ability inheritance mechanisms.
Smart Images

Figure 2026034574000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a game system, a program, and a game providing method. [Background technology]
[0002] Conventionally, there have been game systems in which, for each character, the abilities that can be acquired and the points required to acquire those abilities are provided as an ability panel (ability map).
[0003] For example, Patent Document 1 describes an example in which there is an ability map of special abilities and basic abilities, and squares on the map are unlocked based on the player's operation, and the ability corresponding to that square is set for the character.
[0004] Furthermore, the technology disclosed in Non-Patent Document 1 has a function that allows points consumed to acquire abilities to be recovered, and the abilities acquired by a character can be passed on to other predetermined characters. [Prior art documents] [Patent documents]
[0005] [Patent Document 1] Japanese Patent Application Laid-Open No. 2003-952 [Non-patent literature]
[0006] [Non-Patent Document 1] Dragon Quest 11 official website [Searched September 22, 2021] (https: / / www.dq11.jp / ) Summary of the Invention [Problem to be solved by the invention]
[0007] However, the technology disclosed in Patent Document 1 is designed to simultaneously strengthen the abilities of multiple characters. Therefore, according to the technology disclosed in Patent Document 1, if a player stops strengthening the abilities of a first character midway through the game and tries to focus on strengthening the abilities of a second character, for example, the process of strengthening the abilities of the first character will not make it easier to strengthen the abilities of the second character.
[0008] Furthermore, the technology disclosed in Non-Patent Document 1 does not take into consideration the character from which the player has changed the target of ability enhancement to another character.
[0009] Therefore, the technology shown in Patent Document 1 and the technology shown in Non-Patent Document 1 had the problem that the process of the player selecting a specific character from multiple characters and acquiring that character's abilities became a chore.
[0010] The present invention has been made to solve the above-mentioned problems, and its purpose is to provide a game system etc. that can determine inheritance content indicating the content of inheritance of information about game elements associated with a first object to a second object, and further can improve the enjoyment of the game while improving convenience for the player (for example, convenience for the player when the player changes the object to be strengthened). [Means for solving the problem]
[0011] (1) The present invention is A game system for controlling information about game elements, A storage control for storing game elements in a storage unit in association with each of a plurality of objects. Department and an inheritance control unit that performs processing to determine inheritance content indicating content of inheritance of information about game elements associated with a first object to a second object, The inheritance control unit The present invention relates to a game system that performs processing to determine the inheritance content based on the relationship between the information on the first object and the information on the second object.
[0012] The present invention also relates to a server device including the above-mentioned units. The present invention also relates to a game device (terminal device) including the above-mentioned units. The present invention also relates to a program that causes a computer to function as the above-mentioned units. The present invention also relates to a computer-readable information storage medium that stores a program that causes a computer to function as the above-mentioned units.
[0013] The present invention also relates to a game providing method in which a computer executes each of the above-mentioned units.
[0014] That is, the present invention is A game providing method for providing information about a game, comprising: storing game elements in a storage unit in association with each of the plurality of objects; performing a process of determining inheritance content indicating content of inheritance of information about game elements associated with the first object to the second object; The present invention relates to a game providing method, in which the process of determining the inheritance content is performed based on the relationship between the information of the first object and the information of the second object.
[0015] According to the present invention, a process for determining the inheritance content is performed based on the relationship between the information of the first object and the information of the second object, thereby improving the convenience for the player (for example, the convenience for the player when changing the object to be strengthened) while also increasing the interest of the game in which multiple objects appear.
[0016] (2) Furthermore, in the game system, server device, game device, program, information storage medium, and game providing method according to the present invention, a square control unit that prepares a map composed of a plurality of squares for the object and associates a game element with at least one square; a game element control unit that causes a player or an object of the player to acquire game elements corresponding to squares that satisfy predetermined conditions, in order from a predetermined square; a display control unit that controls the display of the map of the object and information about the game elements corresponding to each square on the display unit, The inheritance control unit A process may be performed to determine inheritance details indicating details of information relating to game elements associated with squares on a map of the first object to be inherited by the second object.
[0017] According to the present invention, the player can determine the inheritance content indicating the content of the inheritance of information about game elements associated with squares on the map of the first object to the second object, thereby further improving the convenience for the player (for example, the convenience for the player when the player changes the object to be strengthened).
[0018] (3) Furthermore, in the game system, server device, game device, program, information storage medium, and game providing method according to the present invention, The display control unit Information common to the first object and the second object may be controlled so as to be displayable on the map.
[0019] According to the present invention, since the information common to the first object and the second object is controlled so as to be displayable on the map, when the player changes the object to be strengthened, the player can check the information common to the first and second objects, thereby further improving the convenience for the player.
[0020] (4) Furthermore, in the game system, server device, game device, program, information storage medium, and game providing method according to the present invention, The storage control unit storing in the storage unit the acquisition status of the game elements in association with each of the plurality of objects; The inheritance control unit The inheritance content may be determined based on the relationship between the acquisition status of the game elements of the first object and the acquisition status of the game elements of the second object.
[0021] According to the present invention, the relationship between the acquisition status of the game elements of the first object and the acquisition status of the game elements of the second object can affect the inheritance content, thereby increasing the interest of the game.
[0022] (5) Furthermore, in the game system, server device, game device, program, information storage medium, and game providing method according to the present invention, The inheritance control unit A process of determining the inheritance content may be performed based on at least one of the intimacy and compatibility between the information on the first object and the information on the second object.
[0023] According to the present invention, at least one of the intimacy and compatibility between the information of the first object and the information of the second object can affect the inheritance content, thereby increasing the interest of the game.
[0024] (6) Furthermore, in the game system, server device, game device, program, information storage medium, and game providing method according to the present invention, The inheritance control unit The process of determining the inheritance content may be performed based on at least one of the degree of match between the type of the first object and the type of the second object, and the degree of match between the attributes of the first object and the attributes of the second object.
[0025] According to the present invention, at least one of the degree of match between the type of the first object and the type of the second object and the degree of match between the attributes of the first object and the attributes of the second object can affect the inheritance content, thereby increasing the interest of the game.
[0026] (7) Furthermore, in the game system, server device, game device, program, information storage medium, and game providing method according to the present invention, The inheritance control unit A process of determining the inheritance content may be performed based on the degree of coincidence between the game element associated with the first object and the game element associated with the second object.
[0027] According to the present invention, the degree of correspondence between the game elements associated with the first object and the game elements associated with the second object can affect the inheritance content, thereby increasing the interest of the game.
[0028] (8) Furthermore, in the game system, server device, game device, program, information storage medium, and game providing method according to the present invention, The inheritance control unit At least one of the amount of information about the game elements inherited by the second object and the probability of inheritance may be changed based on the relationship between the information about the first object and the information about the second object.
[0029] According to the present invention, the relationship between the information of the first object and the information of the second object affects at least one of the amount of information about game elements inherited by the second object and the probability of inheritance, thereby improving the interest of the game.
[0030] (9) Furthermore, in the game system, server device, game device, program, information storage medium, and game providing method according to the present invention, The inheritance control unit Of the game elements already acquired by the first object, game elements to be inherited by the second game object may be determined as the inheritance content.
[0031] According to the present invention, the game elements to be inherited by the second game object from among the game elements already acquired by the first object are determined as the inheritance content, so the process of acquiring the game elements of the first object is not wasted. Furthermore, the present invention determines the game elements to be inherited taking into consideration the relationship between the first and second objects, so the player can consider the relationship between the first and second objects, further increasing the fun of the game.
[0032] (10) Furthermore, in the game system, server device, game device, program, information storage medium, and game providing method according to the present invention, a game element control unit that performs processing to allow the player or the object to acquire a game element on the condition that the player or the object consumes a predetermined consumption value from predetermined parameters that are set in association with the player or the object of the player; The inheritance control unit The content of the returned predetermined parameter consumed to acquire the game element associated with the first object may be determined as the inherited content.
[0033] According to the present invention, the return content of the specified parameters consumed to acquire the game elements associated with the first object (for example, at least one of whether or not to return all or part of the specified parameters to the player or the second object, and the amount to be returned when returning) is determined as the inheritance content, which forces the player to further consider the relationship between the first and second objects so that the specified parameters are not wasted when inheriting the game elements, further increasing the fun of the game.
[0034] (11) Furthermore, in the game system, server device, game device, program, information storage medium, and game providing method according to the present invention, a game element control unit that performs processing to allow the player or the object to acquire a game element on the condition that the player or the object consumes a predetermined consumption value from predetermined parameters that are set in association with the player or the object of the player; The inheritance control unit The inheritance content may be determined to be a change in at least one of the amount and type of consumption value required to acquire the game element associated with the second object.
[0035] According to the present invention, the inheritance content is determined to be a change in at least one of the amount and type of consumption value required to acquire the game element associated with the second object, which forces the player to further consider the relationship between the first and second objects so that the game element associated with the second object can be easily acquired, further increasing the fun of the game.
[0036] (12) Furthermore, in the game system, server device, game device, program, information storage medium, and game providing method according to the present invention, a game processing unit that changes the predetermined parameter when a given game is progressed, The game processing unit At least one of a process of controlling the game so that it can be played within a predetermined period of time and a process of controlling the predetermined parameter so that it can be changed until it reaches a predetermined limit value may be performed.
[0037] According to the present invention, at least one of a process of controlling the game so that it can be played within a predetermined period of time and a process of controlling the predetermined parameters so that they can be changed until a predetermined limit value is reached is performed, so that the player is motivated to play the game so that the predetermined parameters can be changed, and further the interest of the game can be increased.
[0038] (13) Furthermore, in the game system, server device, game device, program, information storage medium, and game providing method according to the present invention, an object control unit that accepts a selection of an object from among the plurality of objects based on input information from a player; a game element control unit that causes a player or an object to acquire a game element corresponding to the object selected by the object control unit, The object control unit When the first object is selected, the selection target may be changed from the first object to the second object based on input information from the player.
[0039] According to the present invention, when the selection target is changed from the first object to the second object, it is possible to change from a state in which the player or object acquires a game element corresponding to the selected first object to a state in which the player or object acquires a game element corresponding to the selected second object. Under such circumstances, a process for determining the inheritance content is performed based on the relationship between information about the first object and information about the second object, which makes it possible to make the determination of the inheritance content meaningful and improves the convenience for the player when changing the object to be strengthened.
[0040] (14) Furthermore, in the game system, server device, game device, program, information storage medium, and game providing method according to the present invention, The inheritance control unit On the condition that the acquired game elements among the game elements associated with the first object are returned to a state before use (for example, an initial state), based on the inheritance content, The second object may inherit the property.
[0041] According to the present invention, when an acquired game element associated with the first object is inherited by a second object, the game element is returned to its state before use (for example, its initial state), thereby maintaining game balance. Furthermore, since the present invention inherits the game element to the second object based on the inheritance content, the player can newly use the acquired game element for the second object, thereby increasing the entertainment value of the game.
[0042] (15) Furthermore, in the game system, server device, game device, program, information storage medium, and game providing method according to the present invention, The inheritance control unit If it is not possible to return the acquired game element to the state before it was used, the inheritance content may be determined based on information about the game element.
[0043] According to the present invention, if it is not possible to return the acquired game element to its pre-use state, the inheritance content is determined based on information about the game element. For example, if there is another game element among the acquired game elements that can be returned to its pre-use state, it is possible to determine the inheritance content, such as inheriting the other game element to a second object, thereby further increasing the convenience for the player and the enjoyment of the game. [Brief explanation of the drawings]
[0044] [Figure 1] 1 is a diagram showing an example of a system configuration showing the configuration of a game system according to an embodiment of the present invention; [Figure 2] FIG. 2 is a diagram showing functional blocks of a server device according to the embodiment. [Figure 3] FIG. 2 is a diagram showing functional blocks of the terminal device according to the embodiment. [Figure 4] FIG. 10 is a diagram showing an example of a game screen displaying a map according to the present embodiment. [Figure 5] FIG. 3 is a diagram showing an example of information related to game elements according to the present embodiment. [Figure 6]FIG. 10 is a diagram showing an example of a game screen displaying a map according to the present embodiment. [Figure 7] FIG. 3 is a diagram showing an example of information related to game elements according to the present embodiment. [Figure 8] FIG. 10 is a diagram showing an example of a game screen displaying a map according to the present embodiment. [Figure 9] FIG. 10 is a diagram showing an example of a game screen displaying a map according to the present embodiment. [Figure 10] FIG. 4 is a diagram showing an example of a game screen according to the present embodiment. [Figure 11] 10 is a flowchart showing the flow of a process related to inheritance processing in the present embodiment. [Figure 12] FIG. 4 is a diagram showing an example of a game screen according to the present embodiment. DETAILED DESCRIPTION OF THE INVENTION
[0045] The present embodiment will be described below. Note that the present embodiment described below does not unduly limit the content of the present invention described in the claims. Furthermore, not all of the configurations described in the present embodiment are necessarily essential constituent elements of the present invention.
[0046] [1] Game System First, the outline and general configuration of the game system of this embodiment will be described with reference to Fig. 1. Fig. 1 is a diagram showing an example of the system configuration showing the configuration of the game system of this embodiment.
[0047] The server device 10 of this embodiment is an information processing device capable of providing a given service using a terminal device (game device) 20 connected for communication via the Internet (an example of a network).
[0048] The terminal device 20 may be a game device, a smartphone, a mobile phone, a PHS, a computer, a game The information processing device may be an image generating device, such as a home device, a PDA, a portable game machine, or the like, and may be connected to the server device 10 via a network such as the Internet (WAN) or LAN.
[0049] [1.1] Game system based on a client-server model As shown in FIG. 1, the game system of this embodiment may be configured such that a server device 10 and terminal devices 20 (for example, terminal devices 20A, 20B, and 20C) are connectable to the Internet (an example of a network).
[0050] By accessing the server device 10 from the terminal device 20, the player can play the game based on information transmitted from the server device 10 via the Internet.
[0051] In this embodiment, each game may be provided to the terminal device 20 by one server device 10, or a server system may be constructed by linking a plurality of server devices 10, and each game may be provided to the terminal device 20.
[0052] It should be noted that the various processes relating to the present invention may be performed only by the server device 10, or may be performed only by the terminal device 20.
[0053] [1.2] Terminal equipment In this embodiment, the server device 10 may be realized by a single game device having the functions of the server device 10, that is, a device (standalone) that operates independently without relying on other devices such as a server device.
[0054] Furthermore, in this embodiment, the present invention may be realized by the terminal device 20 alone, without being connected to the server device 10. For example, the present invention may be realized by a game system realized by a plurality of terminal devices 20 through P2P (peer-to-peer) communication.
[0055] A plurality of such terminal devices may be connected by wire or wirelessly, and one terminal device may function as a host (server device 10), and the system may be realized by the plurality of terminal devices.
[0056] The terminal device is not limited to a game device, but may also be a tablet information terminal device, a personal computer, or a game device (casing) installed in an amusement park.
[0057] [1.3] Cloud-based game system The game system of this embodiment may also be a cloud-based game system. For example, in a cloud-based game system, basic processing (including game processing, drawing processing, etc.) is performed solely by the server device 10 (cloud device), and the terminal device 20 controls input and displays the processing results of the server device 10 (cloud device). In other words, the terminal device 20 transmits information such as controller input information to the server device 10. Note that the terminal device 20 may also transmit information other than input information.
[0058] Furthermore, in this embodiment, except for input, each function of the processing unit 200 of the terminal device 20 and the execution of the game program may be executed by the server device 10, and the terminal device 20 may realize the above game by executing input and image display by streaming.
[0059] Furthermore, the game system may store some or all of the information stored in the server device 10 in a given storage area on the Internet (for example, a given storage area on the cloud).
[0060] Furthermore, the game system may store some or all of the information stored in the terminal device 20 in a given storage area on the Internet (for example, a given storage area on the cloud).
[0061] [1.4] Terminal device with multiple controllers In this embodiment, one terminal device 20 may be equipped with multiple controllers (input units 260). When multiple players play a game using their own controllers on one terminal device 20, it is assumed that the multiple players are actually close to each other.
[0062] [1.5] Examples of social games In this embodiment, the SNS server may function as an SNS server that provides a communication-type service. Here, the SNS server may be an information processing device that provides a service that allows communication between multiple players.
[0063] Furthermore, in this embodiment, for example, when functioning as an SNS server, it is possible to provide games called social games that are executed using the operating environment (API (Application Programming Interface), platform, etc.) of the SNS that is provided.
[0064] Unlike existing online games, social games include games that can be played using only a web browser and an SNS account, without requiring dedicated client software. In addition, this embodiment has a configuration that can provide an online game in which players can connect to other players' terminal devices 20 via a network and simultaneously share the same game progress online.
[0065] [1.6] Example of a browser game In particular, in this embodiment, games may be provided on the web browser of the terminal device 20, such as browser games (games that can be launched simply by opening the installation site in the web browser) created in various languages, such as HTML, FLASH (registered trademark), CGI, PHP, shockwave, Java (registered trademark) applet, and JavaScript (registered trademark).
[0066] The terminal device 20 also has a web browser capable of viewing web pages (data in HTML format). That is, the terminal device 20 has a communication control function for communicating with the server device 10, a display control function using data received from the server device 10 (web data, data created in HTML format, etc.), and a web browser function for transmitting player operation data to the server device 10, and is configured to execute various processes for providing a game screen to the player and allow the player to play the game. However, the terminal device 20 may also acquire game control information provided from the server device 10, execute predetermined game processing, and play a game based on the game processing.
[0067] Specifically, when the terminal device 20 makes a request to the server device 10 to play a predetermined game, the terminal device 20 is connected to the game site of the server device 10 and the game starts. In particular, the terminal device 20 may be configured to use an API as necessary to cause the server device 10 functioning as an SNS server to perform predetermined processing, or to obtain player information and the like managed by the server device 10 functioning as an SNS server, and then execute the game.
[0068] [1.7] Other The server device 10 and the terminal device 20 of this embodiment may be configured as one (device, processor) or multiple (devices, processors). Information (e.g., player information, game information, etc.) stored in a storage area (storage unit 170 described later) of the server device 10 may be stored in a database (broadly speaking, a storage device, a memory) connected via a network (an intranet or the Internet). The communication line between the terminal device 20 and the server device 10 may be wired or wireless.
[0069] [2] Server device Next, the server device 10 of this embodiment will be described with reference to Fig. 2. Fig. 2 is a diagram showing functional blocks of the server device 10 of this embodiment. In this embodiment, some of the components (units) of Fig. 2 may be omitted.
[0070] In this embodiment, the system includes an input unit 160 for use in input by the administrator and others, an information storage medium 180 in which predetermined information is stored, a communication unit 196 for communicating with the terminal device 20 and others, a processing unit 100 that mainly executes processing related to the game to be provided, and a memory unit 170 that mainly stores various data used in the game.
[0071] The input unit 160 is used by a system administrator or the like to input game-related settings and other necessary settings and data. For example, the input unit 160 in this embodiment is configured with a mouse, keyboard, and the like.
[0072] The information storage medium 180 (computer-readable medium) stores programs, data, etc., and its functions are realized by an optical disk (CD, DVD), a magneto-optical disk (MO), a magnetic disk, a hard disk, a magnetic tape, or a memory (ROM), etc.
[0073] The communication unit 196 performs various controls for communicating with the outside (e.g., terminals, other servers, or other network systems), and its functions are configured by hardware such as various processors or communication ASICs, programs, etc.
[0074] The storage unit 170 serves as a work area for the processing unit 100, the communication unit 196, etc., and its functions are realized by RAM (VRAM), etc. The information stored in the storage unit 170 may be managed by a database.
[0075] In addition to the main memory 171, the memory unit 170 of this embodiment also includes an image buffer 172, a game data memory unit 174 for storing information related to the game, and a player information memory unit (user information memory unit) 176.
[0076] In particular, the game data storage unit 174 stores information about the game space (game field) in which the game is played, information about the virtual camera, setting values used in the game, and the like.
[0077] Furthermore, the player information storage unit 176 stores player information (user information) such as a player name in association with a player ID for each player (each user). The player ID is player identification information for identifying a player. For example, in this embodiment, information on one or more game elements associated with an object may be stored in the player information storage unit 176 in association with the player ID and each object ID. Note that the object ID is object identification information for identifying an object.
[0078] The processing unit 100 performs various processes using a main memory unit 171 in the memory unit 170 as a work area. The functions of the processing unit 100 are implemented by various processors (CPU, DSP, etc.), ASIC (Gate Array Integrated Circuit), and the like. This can be achieved by hardware such as a computer or a program.
[0079] The processing unit 100 performs various processes of this embodiment based on programs (data) stored in the information storage medium 180. That is, the information storage medium 180 stores programs for causing a computer to function as each unit of this embodiment (programs for causing a computer to execute the processing of each unit).
[0080] For example, the processing unit 100 (processor) controls the entire server device 10 based on a program stored in the information storage medium 180, and performs various processes such as controlling the transfer of data between the various units. Furthermore, the processing unit 100 performs processes to provide various services in response to requests from the terminal device 20.
[0081] In this embodiment, the server device 10 may perform part or all of the processing of the processing unit 100, or the terminal device 20 may perform part of the processing of the processing unit 100.
[0082] The processing unit 100 includes a game element control unit 110, a memory control unit 111, an inheritance control unit 112, a square control unit 113, a game processing unit 114, an object control unit 115, a display control unit 116, a reception unit 119, a communication control unit 120, a Web processing unit 121, a management unit 122, a notification unit 123, an image generation unit 130, and a sound processing unit 140.
[0083] The game element control unit 110 controls game elements. For example, the game element control unit 110 performs processing to acquire game elements in association with a player or an object (for example, an object of the player) based on input information from the player or computer control (CPU control).
[0084] Furthermore, for example, the game element control unit 110 performs processing to allow the player or the object to acquire a game element on the condition that the player or the object consumes a predetermined consumption value (required cost value) from predetermined parameters set in association with the player or the object of the player.
[0085] For example, when using a map consisting of multiple squares, the game element control unit 110 causes the player or object to acquire game elements corresponding to squares that satisfy predetermined conditions (release conditions), starting from a predetermined square (e.g., a square adjacent to the starting square).
[0086] Furthermore, for example, the game element control unit 110 causes the player or the object to acquire a game element corresponding to an object selected by the object control unit 115. In other words, the game element control unit 110 controls so that the player or the object does not acquire a game element corresponding to an object not selected by the object control unit 115.
[0087] The storage control unit 111 performs control to store game elements in the storage unit 170 (for example, the player information storage unit 176) in association with each of a plurality of objects. For example, the storage control unit 111 performs control to store game elements in the player information storage unit 176 in association with the object IDs of each of a plurality of objects owned by the player P1.
[0088] For example, the storage control unit 111 may store the acquisition status of game elements in association with each of a plurality of objects in the storage unit 170 (for example, the player information storage unit 176).
[0089] The inheritance control unit 112 determines inheritance content indicating the content of inheriting information about the game element associated with the first object to the second object. The unit 112 performs a process of determining the inheritance content based on the relationship between the information of the first object and the information of the second object.
[0090] Furthermore, the inheritance control unit 112 performs a process of determining inheritance content indicating the content of information about game elements associated with squares on the map of the first object to be inherited by the second object.
[0091] For example, the inheritance control unit 112 performs a process of determining the inheritance content based on the relationship between the acquisition status of the game elements of the first object and the acquisition status of the game elements of the second object.
[0092] Furthermore, for example, the inheritance control unit 112 performs a process of determining the inheritance content based on at least one of the intimacy and the compatibility between the information of the first object and the information of the second object.
[0093] Also, for example, the inheritance control unit 112 performs a process of determining the inheritance content based on at least one of the degree of match between the type of the first object and the type of the second object, and the degree of match between the attributes of the first object and the attributes of the second object.
[0094] Furthermore, for example, the inheritance control unit 112 performs a process of determining the inheritance content based on the degree of coincidence between the game element associated with the first object and the game element associated with the second object.
[0095] Also, for example, the inheritance control unit 112 changes at least one of the amount of information about the game elements inherited to the second object and the inheritance probability based on the relationship between the information about the first object and the information about the second object.
[0096] Furthermore, for example, the inheritance control unit 112 determines, as the inheritance content, game elements to be inherited to the second game object from among game elements already acquired by the first object.
[0097] Furthermore, for example, the inheritance control unit 112 determines the return content of the specified parameters consumed to acquire the game elements associated with the first object (for example, at least one of whether or not to return all or part of the specified parameters to the player or the second object, and the amount to be returned when returning) as the inheritance content.
[0098] Furthermore, for example, the inheritance control unit 112 determines, as the inheritance content, that at least one of the amount and type of consumption value required to acquire the game element associated with the second object is to be changed.
[0099] Furthermore, for example, the inheritance control unit 112 inherits to the second object, based on the inheritance content, an acquired game element among the game elements associated with the first object, on the condition that the acquired game element is restored to its state before use. Furthermore, for example, if the acquired game element cannot be restored to its state before use, the inheritance control unit 112 determines the inheritance content based on information about the game element.
[0100] The square control unit 113 prepares a map consisting of a plurality of squares for the object, and associates a game element with at least one square. For example, the game system may prepare a unique map for each of a plurality of objects, or a common map for a plurality of objects. A general map may be prepared.
[0101] The square control unit 113 may also arrange the squares in a manner that divides them into a plurality of predetermined ranges.
[0102] The square control unit 113 also controls the release of squares. For example, starting from a predetermined square (e.g., the start square), the square control unit 113 determines whether a predetermined condition associated with an unreleased square is met based on the player's input information (operation information), and releases the square if the predetermined condition is met.
[0103] The game processing unit 114 executes game processing based on input information from a player. For example, the game processing unit 114 may receive input information (operation information) from the player's terminal device 20 and execute game processing.
[0104] The game processing unit 114 performs a process of changing the predetermined parameter when a given game is progressed. For example, the game processing unit 114 performs at least one of a process of controlling the game so that it can be played within a predetermined period of time and a process of controlling the predetermined parameter so that it can be changed (e.g., increased) until it reaches a predetermined limit value (e.g., an upper limit value).
[0105] The object control unit 115 accepts selection of an object from among a plurality of objects based on input information from the player. For example, when the first object is selected, the object control unit 115 changes the selection target from the first object to the second object based on input information from the player.
[0106] The display control unit 116 controls the display of given information on the terminal device 20. The display control unit 116 may also perform transmission control to display a game screen on the terminal device 20. In other words, the display control unit 116 generates display control information for the game screen or the like, and controls the generated display control information to be displayed on the terminal device 20 of the player.
[0107] The display control unit 116 performs control to display video of the player's game play and game images (game screens) on the display unit 290 of the terminal device 20 of that player.
[0108] For example, the display control unit 116 may display a map made up of a plurality of squares. In such a case, the display control unit 116 may distinguish between released squares and unreleased squares. Furthermore, among the unreleased squares, the display control unit 116 may distinguish between released squares and unreleased squares.
[0109] For example, the display control unit 116 of this embodiment may perform control to display a map for each object. That is, the display control unit 116 performs control to display the map of the object and information about the game elements corresponding to each square on the display unit (the display unit of the player's terminal device 20).
[0110] The display control unit 116 may display the inheritance content determined by the inheritance control unit 112 on the display unit.
[0111] Furthermore, the display control unit 116 may perform control so that information common to the first object and the second object can be displayed on the map.
[0112] The receiving unit 119 receives input information from the player. The receiving unit 119 may also receive touch input to a touch panel as the player's input. The receiving unit 119 receives and accepts the contents of the input (touch position, timing, etc.) from the terminal device 20.
[0113] The receiving unit 119 may also receive inputs and instructions from the player through data transmission and reception by the communication control unit 120 .
[0114] The communication control unit 120 establishes a connection (session or connection) with the terminal device 20 and performs processing to communicate (transmit and receive) data via the network.
[0115] The Web processing unit 121 functions as a Web server. For example, the Web processing unit 121 performs a process of transmitting data in response to a request from a Web browser installed in the terminal device 20, and a process of receiving data transmitted by the Web browser of the terminal device 20, via a communication protocol such as HTTP (Hypertext Transfer Protocol).
[0116] The management unit 122 manages game information and player information associated with player identification information for each player.
[0117] The notification unit 123 also notifies the player of given information. Note that "notifying" information means notifying the player (player's terminal device 20) of the information. Note that "notifying" may be interpreted as synonymous with providing, presenting, or displaying.
[0118] The term "notification" refers to at least one of the following: sending from the server device 10 to the player's terminal device 20 by email (which may be a newsletter, etc.) sent and received using SMTP (Simple Mail Transfer Protocol); sending by a given protocol, not limited to SMTP; sending a push notification; presenting (displaying) a predetermined screen (banner display screen, notification screen, pop-up screen, etc.) of a predetermined application; and notifying via a web page by the web processing unit 121 of the server device 10. The term "notification" refers to active transmission by the server device 10 to the player's terminal device 20. In this embodiment, sending information to the player's terminal device 20 in response to a request from the player's terminal device 20 may also be considered a form of "notification." A push notification refers to displaying a message window in a partial area (such as the top edge) of the screen of the terminal (smartphone). The term "notification" includes audio notification, in which a displayed message or the like is converted into audio. The term "notification" also includes notification by vibration.
[0119] The image generation unit 130 is realized by, for example, a processor such as a GPU or a digital signal processor (DSP), a video signal IC, a program such as a video codec, an IC memory for drawing frames such as a frame buffer, etc. The image generation unit 130 generates one image of the game screen in one frame time (for example, 1 / 60 seconds) in accordance with the progress of the game. The generated image is transmitted to the terminal device 20.
[0120] The image generation unit 130 performs drawing processing based on the results of various processes performed by the processing unit 100, thereby generating a game image, which is output to the image buffer 172 or transmitted to the terminal device 20. The image generation unit 130 may generate an image (a so-called three-dimensional image) that can be seen from a virtual camera (a given viewpoint) in the object space (game space).
[0121] For example, when generating a three-dimensional game image, the image generation unit 130 first performs geometry processing such as coordinate transformation (world coordinate transformation, camera coordinate transformation), clipping processing, or perspective transformation, and then creates rendering data (position coordinates of vertices of primitive surfaces, texture coordinates, color data, normal vectors, alpha values, etc.) based on the processing results. Based on this drawing data (primitive surface data), the object (one or more primitive surfaces) after perspective transformation (after geometry processing) is drawn in an image buffer 172 (a buffer that can store image information in pixel units, such as a frame buffer or work buffer; VRAM). This generates an image seen from a virtual camera (a given viewpoint) in the object space.
[0122] The sound processing unit 140 performs sound processing based on the results of various processes performed by the processing unit 100, generates game sounds such as background music, sound effects, or voices, and transmits them to the terminal device 20.
[0123] The processing unit 100 works in conjunction with the terminal device 20 and executes game processing for the game provided in this embodiment for each player based on input from the player input via the terminal device 20.
[0124] The processing unit 100 may also have a timer function, which may be used to manage the progress of the game and synchronize with each terminal device 20. In particular, the current time and a preset time may be output to each unit.
[0125] [3] Terminal device Next, the terminal device 20 of this embodiment will be described with reference to Fig. 3. Fig. 3 is an example of a functional block diagram showing the configuration of the terminal device 20 of this embodiment. Furthermore, the terminal device 20 of this embodiment may have a configuration in which some of the components (units) of Fig. 3 are omitted.
[0126] The input unit 260 is used by the player to input input information (operation information). For example, this function may be realized by a touch panel or a touch panel display. That is, the input unit 260 includes a detection unit 262 capable of detecting two-dimensional pointed position coordinates (x, y) on a screen on which an image is displayed. For example, the input unit 260 includes a detection unit 262 capable of detecting two-dimensional contact position coordinates (x, y) in a contact detection area (touch panel).
[0127] The touch operation on the display screen (hereinafter referred to as "touch panel" unless otherwise specified) may be performed using a fingertip or an input device such as a touch pen.
[0128] The input unit 260 may also include a button, lever, keyboard, steering wheel, microphone, acceleration sensor, etc., which can input input information (operation signals) other than the indicated position.
[0129] The storage unit 270 serves as a work area for the processing unit 200, communication unit 296, etc., and its functions can be realized by RAM (VRAM) or the like. The storage unit 270 of this embodiment includes a main storage unit 271 used as a work area, an image buffer 272 in which final display images and the like are stored, a game data storage unit 274, and a player information storage unit 276. Note that some of these may be omitted, or the storage unit 170 of the server device 10 may constitute part of them.
[0130] The image buffer 272 may store image data generated by the image generating unit 230 or image data received from the server device 10.
[0131] The game data storage unit 274 stores information about the game space (game field) in which the game is played, information about each object, information about the virtual camera, other setting values used in the game, etc. Note that the terminal device 20 may store information received from the server device 10 in the game data storage unit 274.
[0132] Player information is stored in the player information storage unit 276. Note that the terminal device 20 may receive player information corresponding to a player ID from the server device 10 and store the information in the player information storage unit 276.
[0133] The information storage medium 280 (computer-readable medium) stores programs, data, etc., and its functions can be realized by an optical disk (CD, DVD), a magneto-optical disk (MO), a magnetic disk, a hard disk, a magnetic tape, or a memory (ROM), etc.
[0134] Furthermore, a program for causing a computer to function as each unit of this embodiment (a program for causing a computer to execute the processing of each unit) can be stored in the information storage medium 280. Note that the processing unit 200 performs various processes of this embodiment based on the program (data) stored in the information storage medium 280, as will be described later.
[0135] The display unit 290 outputs the image generated by this embodiment, and its function can be realized by a CRT, LCD, touch panel display, HMD (head mounted display), or the like.
[0136] In particular, in this embodiment, the display unit 290 also functions as an input unit 260 where the player operates the game by using a touch panel display. Here, the touch panel may be, for example, a resistive type (four-wire type, five-wire type), a capacitance type, an electromagnetic induction type, an ultrasonic surface acoustic wave type, or an infrared scanning type.
[0137] The sound output unit 292 outputs the sound generated by this embodiment, and its function can be realized by a speaker, headphones, or the like.
[0138] The communication unit 296 performs various controls for communicating with the outside (for example, the server device 10 or other terminal devices 20), and its functions can be realized by hardware such as various processors or communication ASICs, or programs.
[0139] The terminal device 20 may receive, via a network, programs and data for causing a computer to function as each unit of the present embodiment, which are stored in the information storage medium 180 or the storage unit 170 of the server device 10, and store the received programs and data in the information storage medium 280 or the storage unit 270. Such cases in which the terminal device 20 functions by receiving programs and data are also included within the scope of the present invention.
[0140] The processing unit 200 (processor) performs processing such as game processing, image generation processing, or sound generation processing in conjunction with the server device 10 based on input data from the input unit 260, programs, and the like.
[0141] In particular, in this embodiment, game processing includes processing for starting a game when a game start condition is met, processing for progressing the game, processing for placing objects such as objects and enemy objects, processing for displaying objects, processing for calculating game results, and processing for ending a game when a game end condition is met.
[0142] The processing unit 200 also performs game processing (e.g., processing of a music game, a competitive game, etc.) based on player input information input by the input unit 260. The processing unit 200 may be executed in conjunction with the server device 10, or a part or all of the processing unit 200 may be formed in the server device 10.
[0143] The processing unit 200 performs various processes using the storage unit 270 as a work area. The functions of the processing unit 200 can be realized by hardware such as various processors (CPU, DSP, etc.) and ASICs (gate arrays, etc.), or by programs.
[0144] The processing unit 200 includes a display control unit 211, a receiving unit 212, a notification unit 213, a communication control unit 220, a web browser 221, an image generation unit 230, and a sound generation unit 240. Note that some of these units may be omitted.
[0145] The display control unit 211 performs processing to display a game screen on the display unit 290. For example, the display control unit 211 may display the game screen using a web browser 221. Furthermore, the display control unit 211 causes the display unit 290 to display information required during the game based on information transmitted from the server device 10. For example, the terminal device 20 displays display information for the game screen received from the server device 10.
[0146] Furthermore, the display control unit 211 may perform all or part of the same processing as the display control unit 116 of the server device 10.
[0147] The receiving unit 212 performs a process of receiving input information from a player. For example, the receiving unit 212 may transmit the input information received by the terminal device 20 to the server device 10, which then receives the input information. Alternatively, the receiving unit 212 may perform all or part of the same processing as the receiving unit 119 of the server device 10.
[0148] The notification unit 213 notifies the player of given information. For example, the notification unit 213 displays the information on a game screen. The notification unit 213 may perform all or part of the same processing as the notification unit 123 of the server device 10. The notification unit 213 may also notify the player of information received from the server device 10.
[0149] The communication control unit 220 performs processing for transmitting and receiving data to and from each server device 10. The communication control unit 220 also performs processing for storing data received from the server device 10 in the storage unit 270, processing for analyzing the received data, and other control processing related to the transmission and reception of data.
[0150] The communication control unit 220 may store and manage destination information (network information such as IP addresses and port numbers) of other terminal devices 20 and the server device 10 in the storage unit 270 or the information storage medium 280. The communication control unit 220 may then communicate with the server device 10 when receiving input information from the player to start communication.
[0151] In particular, the communication control unit 220 performs processing to transmit player identification information and input information to the server device 10 and receive data (player's web page, game screen, etc.) from the server device 10.
[0152] The communication control unit 220 may transmit and receive data to and from the server device 10 at a predetermined cycle, or may transmit and receive data to and from the server device 10 when input information is received from the input unit 260. In particular, the communication control unit 220 of this embodiment performs processing to receive given screen information (for example, information about a game screen, etc.) from the server device 10.
[0153] The web browser 221 is an application program for viewing web pages (game screens), and receives HTML files and images from the web server (server device 10). The web browser 221 downloads image files, analyzes the layout, and controls the display. The web browser 221 also transmits data to the web server (server device 10) using input forms (links, buttons, text boxes, etc.).
[0154] The web browser 221 of this embodiment can realize a browser game. For example, the web browser 221 may execute a program written in JavaScript (registered trademark), FLASH (registered trademark), Java (registered trademark), or the like, received from a web server (server device 10).
[0155] The terminal device 20 can display information from a web server specified by a URL (short for Uniform Resource Locator) via the Internet using the web browser 221. For example, the terminal device 20 can display a game screen (data such as HTML) received from the server device 10 using the web browser 221.
[0156] The image generation unit 230 performs drawing processing based on various processes (for example, game processing) performed by the processing unit 200, thereby generating an image, which is output to the display unit 290 by the display control unit 211. The image generated by the image generation unit 230 may be a so-called two-dimensional image or a so-called three-dimensional image. Note that the image generation unit 230 may perform all or part of the same processing as the image generation unit 130 of the server device 10.
[0157] The sound generation unit 240 performs sound processing based on the results of various processes performed by the processing unit 200, generates game sounds such as background music, sound effects, or voices, and outputs them to the sound output unit 292. Note that the sound generation unit 240 may perform all or part of the same processing as the sound processing unit 140 of the server device 10.
[0158] In the present embodiment, when a game is played by a plurality of terminal devices 20 using P2P or the like, one terminal device 20 may act as a host and execute processing. In such a case, the terminal device 20 as the host may execute processing of each processing unit (part or all of each processing unit) of the server device 10.
[0159] [4] Overview The game system of this embodiment is a game system that provides a given game (for example, a music game) and controls information related to game elements such as abilities and items.
[0160] The game system of this embodiment has the characteristic of selecting any object from multiple objects as an object to be strengthened based on input information from the player, allowing the selected object to acquire game elements and strengthen (grow) the object.
[0161] For example, the game system of this embodiment places a map EB1 composed of a plurality of squares in a virtual game space, and sets game elements in association with each square. Fig. 4 shows an example of a game screen W4 showing the map EB1 associated with the object OB1 of the player P1. The game screen W4 is displayed on the terminal device 20 of the player P1.
[0162] Then, starting from the square M1 adjacent to the start square MS, the game system allows the player P1 or the object OB1 to acquire the game element corresponding to the square when a predetermined condition (release condition) is satisfied for the unreleased square. The player releases the squares one after another to acquire more game elements and strengthen the object OB1.
[0163] For example, as the player P1 progresses through the game, the object OB1 is in the middle of being strengthened. It is assumed that the player wants to change the object to be strengthened to another object OB2. Therefore, the game system of this embodiment determines whether or not the game elements acquired by object OB1 should be inherited by object OB2, and if so, what the inheritance content should be, depending on the relationship between object OB1 and object OB2.
[0164] For example, if the compatibility between object OB1 and object OB2 is very good, the game system determines that the game elements acquired by object OB1, that is, items A, B, and C, should be inherited by object OB2. In this case, even if player P1 strengthens object OB2 midway through the game, the process of acquiring game elements in map EB1 can be prevented from going to waste.
[0165] Furthermore, when the compatibility between objects OB1 and OB2 is normal, the game system determines that object OB2 will not inherit item A, item B, and item C, which are game elements acquired by object OB1, and will instead inherit 50% (e.g., 10) of the value (e.g., 20, which is the total value of the consumed values) consumed by object OB1 to acquire all of item A, item B, and item C. In this case, even if player P1 begins to strengthen object OB2 midway through, he or she can regain some of the consumed predetermined parameters by unlocking squares on map EB1, and the process of acquiring game elements will not be wasted at all.
[0166] Furthermore, if the compatibility between object OB1 and object OB2 is poor, the game system determines not to allow inheritance. In other words, it determines that item A, item B, and item C, which are game elements acquired by object OB1, will not be inherited by object OB2, and that the predetermined parameters will not be returned. In this case, if player P1 begins to strengthen object OB2 midway through the game, the process of unlocking squares on map EB1 and acquiring game elements will be wasted.
[0167] In other words, according to the game system of this embodiment, a process is performed to determine the inheritance content (e.g., whether or not there is inheritance, the degree of inheritance, the game elements to be inherited, and the return content of the specified parameters) of information relating to the game elements associated with object OB1 to be inherited by said object OB2 based on the relationship between objects OB1 and OB2, thereby improving the convenience for the player when changing the object to be strengthened while also increasing the entertainment value of the game in which multiple objects appear.
[0168] The game system may also notify the player P1 of the inheritance details. For example, before changing the object to be strengthened from object OB1 to object OB2, the game system displays the inheritance details on the display unit of the terminal device 20 of the player P1. This allows the player P1 to carefully determine in advance whether or not to change the object to be strengthened, and ensures the interest of the game. Below, a detailed description will be given mainly of objects associated with the player P1 (for example, objects owned by the player P1).
[0169] [5] Game Description The game system of this embodiment provides a game part for executing a given game. In the game part, for example, a music game is provided. For example, in the music game, the input of the player P1 is evaluated based on the input position of the player P1 in each of one or more input areas and the time difference between the input timing of the player P1 and the judgment reference timing.
[0170] In addition, in the music game, when an input from the player P1 is received, the object A process may be performed to display a video or still image related to the game on the terminal of the player P1.
[0171] The game system also introduces an object and calculates the score of player P1 based on the evaluation of the input of player P1. If the input of player P1 is determined to be a failure at each determination reference timing, the game system subtracts the score, and if the input of player P1 is determined to be a success, the game system adds the score. After the game ends, the total score for one song is calculated, and if the total score is equal to or greater than a predetermined value, the game is determined to be cleared, and if the total score is less than the predetermined value, the game is over (failed). The game may then be a competition between other players for the highest total score.
[0172] In the game part, a value to be added to a predetermined parameter corresponding to an object appearing in the game is determined according to the progress of the game, and the value to be added is added to the predetermined parameter. For example, the added value may be increased as the total score increases.
[0173] There may be multiple types of predetermined parameters. For example, parameter X may be a value that increases more easily than parameter Y. Furthermore, the predetermined parameter may be the number of possessed predetermined items.
[0174] The predetermined parameter is a parameter required to acquire a game element on the map. For example, if the consumption value of item A is "4" and the parameter type is parameter X, item A can be acquired by consuming (subtracting) 4 from parameter X of object OB1.
[0175] The game system may also perform a process to control the game part so that it can be played within a predetermined period (for example, during an event period). The game system may also set an upper limit value (for example, 100) for a predetermined parameter and control the predetermined parameter so that it can be changed (increased) until it reaches the upper limit value.
[0176] [6] Object Description An object is an object that appears in a game and is operated by a player, and can be, for example, a character, a moving object (vehicle, airplane), an NPC (non-player character, computer-controlled character), or the like.
[0177] The game system stores, for each player, a plurality of objects associated with the player in the player information storage unit 176.
[0178] Strengthening an object means that the number of game elements acquired by the object, or the parameters or number (quantity) of abilities or items acquired by the object are strengthened (grown, increased), etc.
[0179] [7] Game element description In this embodiment, "game elements" are information that is advantageous to the player or object, such as items, abilities, new songs (games based on songs), images and videos for displaying the game story, etc. "Game elements" may also be referred to as game content.
[0180] The game system stores game elements associated with each player in the player information storage unit 176. For example, the game system stores game elements in the player information storage unit 176 in association with each of a plurality of objects.
[0181] An "item" may be an object that allows the player to progress through the game to an advantage, a costume that can be worn by an object such as a character, or the authority (a virtual ticket) to execute a lottery program (selection program) that provides an item that is won based on lottery probabilities (selection probabilities).
[0182] "Ability" can be rephrased as skill. Note that for each ability, information about the ability, such as an ability level indicating the degree of growth and ability parameters (ability values), may be stored in the player information storage unit 176. Note that the higher the ability level or ability parameter value, the higher the ability. Furthermore, the ability parameter may be a value indicating the ease of using (activating) the ability.
[0183] It should be noted that, when a quest (mission) is cleared based on the input information of the player P1, the player P1 may be allowed to acquire experience points, and the ability parameters may be increased in accordance with the accumulated experience points.
[0184] In the game system, it is the object that acquires the items (including costumes), abilities, images, and videos among the game elements associated with the object, but it is the player P1 that acquires the authority to execute the lottery program and music among the game elements. In this embodiment, it may be determined by various methods whether it is the player or the object that acquires all the game elements associated with the object.
[0185] [8] Acquiring game elements The game system of this embodiment accepts the selection of some of the objects to be strengthened from among the multiple objects owned by the player P1 (for example, objects OB1, OB2, OB3, OB4, and OB5) based on input information from the player P1. The selected objects (objects to be strengthened) may be one object or multiple objects.
[0186] For example, a case will be described where the number of objects to be selected is limited to one. When the game system accepts the selection of object OB1 based on the input information of player P1, it causes player P1 or object OB1 to acquire the game element corresponding to object OB1 under predetermined conditions. In other words, the game system gives the game element corresponding to object OB1 to player P1 or object OB1 under predetermined conditions.
[0187] For example, in this embodiment, as shown in FIG. 4, a map EB1 associated with the object OB1 is used to allow the player P1 or the object OB1 to acquire game elements corresponding to the object OB1 under predetermined conditions, thereby strengthening (growing) the object OB1.
[0188] Furthermore, the player P1 can change the selected object (the object to be strengthened) to another object. That is, when the object OB1 is selected, the game system may change the selected object from the object OB1 to another object based on the input information of the player P1. For example, as shown in FIG. 4, the game system transitions to a screen for changing the selected object by inputting (e.g., touching) an area designated "Change" 41, and receives an input to select a new object to be selected (e.g., object OB2) based on the input information of the player P1.
[0189] [9] Map Description Next, we will explain the map, which is made up of multiple squares. A map is made up of squares corresponding to multiple game elements, arranged in a tree structure.
[0190] In other words, the map is made up of multiple squares, and the squares are connected in a tree structure based on the starting square. Note that the map can also be called an event board, skill tree, or skill panel. Also, "squares" can be called "panels."
[0191] In this embodiment, a map may be prepared for each object, or a common map may be prepared for a plurality of objects.
[0192] As shown in FIG. 4, the game system causes the terminal device 20 of the player P1 to display the object OB1 of the player P1 and a map EB1 associated with the object OB1.
[0193] In the map EB1 shown in Fig. 4, among the multiple squares, squares M1 to M3 are released, and squares M4 to M7 are not released. A released square means that the game element corresponding to that square has already been acquired by the player P1 or the object OB1, and an not released square means that the game element corresponding to that square has not yet been acquired by the player P1 or the object OB1. Note that "release" is also referred to as "open" or "unlock."
[0194] Furthermore, the game system stores information about the game elements in association with the object ID in the player information storage unit 176. For example, Fig. 5 shows an example of information about the game elements associated with the object OB1.
[0195] For example, the game system associates a game element with a predetermined parameter for acquiring the game element and an acquisition state in association with the square ID of the map associated with the object ID.
[0196] In addition, as shown in square M1, if the game element is an item, the content of the item that player P1's object OB1 will acquire when the specified conditions of square M1 are met (for example, a 20% increase in score) may also be predefined and stored.
[0197] In addition, as shown in square M5, if the game element is an ability, the content of the ability that player P1's object OB1 will acquire when the specified conditions of square M5 are met, as well as values such as ability level and ability parameters, may also be defined and stored in advance.
[0198] The "consumption value" is a value consumed (subtracted) from a predetermined parameter associated with a player or a player's object in exchange for allowing the player or the player's object to acquire a game element. In the example of Figure 5, the type of predetermined parameter is parameter Y, and the consumption value of parameter Y is shown.
[0199] The "acquisition status" indicates whether the game element corresponding to a square has been acquired by the player P1 or the object OB1, is acquireable, or is not acquireable. In other words, it indicates whether the square has been released, is acquireable, or is not acquireable. For example, using the example of map EB1 shown in FIG. 4, it indicates that the game elements corresponding to squares M4, M5, and M7 adjacent to the released square M3 (where the game elements have been acquired) can be acquired by consuming a consumption value from a predetermined parameter. On the other hand, square M6, which is not adjacent to the released square M3 (where the game elements have been acquired), cannot be released, and the game element corresponding to square M6 cannot be acquired.
[0200] In this embodiment, the player is first required to satisfy a predetermined condition for the square M1 adjacent to the given start square MS. When the game system receives the selection of square M1 from the player P1 and the predetermined condition (release condition) is satisfied, the game system releases square M1. Have object OB1 acquire item A.
[0201] In this embodiment, the acquired game element may be controlled so that it can be used immediately upon acquisition, or the game element may be used (activated) based on a use instruction from the player.
[0202] The game system then selects adjacent squares connected to the released square, and releases the squares when a predetermined condition for the selected square is met, allowing the player to acquire the game element corresponding to the square. The "predetermined condition" may be, for example, that the selected square is an unreleased square, that the square is adjacent to an released square or the start square, and that a predetermined consumption value for the square is consumed.
[0203] The game system may associate game elements with all squares, or may associate game elements with only some of the squares. In other words, the game system may provide blank squares. The game system manages blank squares as if they have no information about game elements (game elements, consumption value, acquisition status, and square release status). For example, in the example of Figure 4, if square M5 is a blank square, square M6 is considered to be adjacent to square M3 and is controlled as an acquireable square.
[0204] In the example of FIG. 4, the starting square is the square MS, but the starting square may be the square M1.
[0205] Also, for example, in this embodiment, as shown in Figure 4, the end squares M4, M6, and M7 traced from square M1 are set as goal squares. In other words, goal squares are squares at the end of a path beyond which movement is not possible. In this embodiment, multiple goal squares may be placed on one map.
[0206] In this way, the game system of this embodiment can encourage the strengthening (growth) of the object OB1 as each square on the map EB1 corresponding to the object OB1 is unlocked.
[0207] The game system also has a map reset function. For example, the object reset function returns (deletes) game elements that the object has acquired on the map from the game elements owned by the object, returns all or part of the predetermined parameters consumed to acquire the game elements associated with the object to the object (adds them to the predetermined parameters of the object), and further returns each square of the object's map to an unreleased state. In this way, the player can once again proceed with unlocking the map as he or she pleases.
[0208] The map may be different for each object, or may be common to all objects.
[0209] Note that a different map means that at least one of the following is different: the number of squares, the content of the game elements associated with the squares (including the parameter values of the game elements), and the number of blank squares.
[0210] When an object OB1 is selected, if the game system changes the selected object from object OB1 to another object OB2 based on the player's input information, the game system performs a process to make object OB2 or player P1 acquire a game element using a map EB2 corresponding to object OB2.
[0211] FIG. 6 shows an example of a game screen W6 showing a map EB2 associated with an object OB2 of player P1. The game screen W6 is displayed on the terminal device 20 of player P1. FIG. 7 shows an example of information related to game elements associated with object OB2. As shown in FIGS. 6 and 7, map EB2 has the same game elements as map EB1 in some squares. By providing a wide variety of maps in this way, players can enjoy strengthening each object.
[0212] Furthermore, when all the squares are unlocked, the game system may perform a completion achievement effect and provide a new map, and the player may then play the game by unlocking squares on the new map to acquire game elements.
[0213]
[10] Display of common items The game system of this embodiment may be controlled so that information common to the first object and the second object can be displayed on the map.
[0214] For example, when the game system receives an instruction to display, for example, "common game elements" as information common to the object OB1 and the object OB2, the game system displays the common game elements on the map in an identifiable manner.
[0215] 8 shows an example of a game screen W8 in which common game elements are identifiable on a map EB1 of object OB1. For example, the game screen W8 is displayed on the terminal device 20 of player P1. When the game system receives an instruction to display common game elements on the map EB1, the game system identifiable displays the game elements common to objects OB1 and OB2 on the game screen W8 by indicating them with a marker MK.
[0216] For example, when the game system receives input of the "Change" button 41 on the map screen of an object (e.g., object OB1) as the object to be selected (to be strengthened), and then receives selection of an object to be compared (object OB2), the game system may consider this to be an instruction to display "common game elements," and may compare the two objects and distinguishably display the common game elements.
[0217] 9 shows an example of a game screen W9 in which common game elements are identifiable on the map EB2 of object OB2 when a selection of the object to be compared (object OB2) is accepted. For example, the game screen W9 is displayed on the terminal device 20 of player P1. When a selection of the object to be compared (object OB2) is accepted, the game system identifiable displays the common game elements on the game screen W9 by indicating the game elements common to objects OB1 and OB2 with a marker MK.
[0218] It should be noted that the "common information" is not limited to "common game elements" and may also be "game element consumption values," "released squares," or "unreleased squares."
[0219] Although not shown, the game system may display the map EB1 of the object OB1 and the map EB2 of the object OB2 side by side on the same screen, and distinguishably display the common game elements.
[0220]
[11] Inheritance processing Furthermore, the game system of this embodiment may, for example, transmit information about the game elements of one of a plurality of objects OB1, OB2, OB3, OB4, and OB5 to another object. In this way, the strengthening process can be effectively utilized in one object without being wasted.
[0221] For example, the game system determines the inheritance content for inheriting information about game elements of one object to another object, and performs the inheritance process based on the inheritance content.
[0222]
[12] Inheritance content determination process The game system of this embodiment then determines (decides) the inheritance content based on the relationship between the information of the first object, which is the inheritance source, and the information of the second object, which is the inheritance destination.
[0223] The inheritance content is the content that information about the game elements associated with the first object is inherited by the second object as the inheritance destination. Note that when the inheritance content is determined, the second object as the inheritance destination is in the inheritance candidate state before the execution of the inheritance process.
[0224] The term "inheritance" means granting, succession, transfer, transfer, etc.
[0225] [12.1] Explanation of inheritance content For example, the "inheritance content" may be an inheritance possibility indicating whether or not to inherit.
[0226] The "inheritance content" may also be a game element acquired by the first object that is inherited by the second object that is inherited. In such a case, the "inheritance content" may include the release of the squares corresponding to the game element and the number of squares that have been released.
[0227] Furthermore, the "inheritance content" may be an inheritance probability indicating the probability for determining whether or not one or more game elements acquired by the first object from which the inheritance originates will be inherited by the second object to which the inheritance originates.
[0228] That is, the game system determines the game elements that one object has acquired and that the other object will inherit as the inheritance content. For example, if object OB1 has acquired items A, B, and C, at least one of items A, B, and C will be inherited by object OB2.
[0229] The game system also performs processing to allow the player or the object to acquire a game element on the condition that the player or the object consumes a predetermined consumption value from predetermined parameters set in association with the player or the object of the player.
[0230] The "inheritance content" may be "return or not" indicating whether or not all or part of the specified parameters consumed to acquire the game elements associated with the first object from which the inheritance is made are to be returned to the player or the second object to which the inheritance is made.
[0231] In addition, the "inheritance content" may be the "return amount" when all or part of the specified parameters consumed to acquire the game elements associated with the first object from which the inheritance is made are returned to the player or the second object to which the inheritance is made.
[0232] In addition, if the first object has acquired multiple game elements, the "inheritance content" may be the "return amount" when returning all or part of the total value of the consumed predetermined parameters to the player or the second object of the inheritance destination. For example, When object OB1 acquires items A, B, and C, the total value of the consumed predetermined parameters is "20", so the return amount when returning to object OB2, the inheritance destination, is determined within the range of 1 to 20.
[0233] Furthermore, the "inheritance content" may be an inheritance ratio indicating the proportion of the total value of the specified parameters consumed by the first object to acquire the game elements that will be inherited by the second object.
[0234] Furthermore, the "inheritance content" may be information indicating the ease of acquiring the game element in the map of the second object that is the inheritance destination.
[0235] For example, the "inheritance content" may be the degree of change (e.g., the degree of reduction) in at least one of the amount and type of consumption value required to acquire the game element associated with the second object of the inheritance destination. For example, if the consumption value is reduced, the game element can be acquired more easily.
[0236] [12.2] Describe the process of determining inheritance based on the relationship between the primary and secondary objects. The game system determines the inheritance content based on the relationship between the information of the inheritance source object and the information of the inheritance destination object.
[0237] [12.2.1] Relationships based on game element acquisition status For example, the game system performs a process to determine the inheritance content based on the relationship between the acquisition status of the game elements of object OB1 and the acquisition status of the game elements of object OB2. The acquisition status includes the content of the acquired game elements, the time (period) required to acquire them, etc.
[0238] Specifically, if object OB1 and object OB2 have acquired items A and B, which are common game elements, the game system determines that items A and B should be inherited by object OB2.
[0239] Furthermore, if object OB1 acquires item A and item B over a period of one week or more, the game system determines that the items can be inherited, and determines that item A and item B should be inherited by object OB2.
[0240] In addition, if object OB1 acquires item A and item B over a period of 24 hours or more but less than one week, the game system determines that the items can be inherited, and determines that item A or item B should be inherited by object OB2.
[0241] Furthermore, the game system determines that if object OB1 acquires item A and item B within 24 hours, inheritance is not permitted.
[0242] [12.2.2] Relationships based on intimacy, compatibility, etc. The game system may also determine the inheritance content based on at least one of the intimacy and compatibility between the information on the object OB1 and the information on the object OB2.
[0243] For example, the intimacy between two objects is expressed as a numerical value from 0 to 100, and the higher the numerical value, the higher the intimacy. The intimacy is a value that changes as the game progresses. For example, when two objects appear together in the same game space and play a game, the intimacy is controlled to increase. For example, the intimacy is controlled so that it increases as the time that the two objects appear together in the same game space and play a game increases. Control.
[0244] If the intimacy between two objects (for example, the intimacy between object OB1 and object OB2) is 80 or higher, the game system determines that inheritance is possible, and that all items acquired by the inheritor (for example, object OB1) are to be inherited by the inheritee (for example, object OB2).
[0245] On the other hand, if the intimacy between two objects (for example, the intimacy between object OB1 and object OB2) is greater than or equal to 50 and less than 80, the game system determines that inheritance is possible, and that some of the items acquired by the inheritor (for example, object OB1) should be inherited by the inheritee (for example, object OB2).
[0246] Furthermore, if the intimacy between two objects (for example, the intimacy between object OB1 and object OB2) is less than 50, the game system determines that inheritance is not permitted.
[0247] For example, let us consider a case where the compatibility between two objects is predetermined to one of three types: "good," "normal," and "bad." If the compatibility between the two objects is "good," the game system determines that inheritance is possible, and that all items acquired by the inheritance source (e.g., object OB1) should be inherited by the inheritance destination (e.g., object OB2).
[0248] Furthermore, if the compatibility between the two is "normal," the game system determines that inheritance is possible, and determines that some of the items acquired by the inheritor (e.g., object OB1) will be inherited by the inheritee (e.g., object OB2).
[0249] Furthermore, the game system determines that if the compatibility between the two characters is "bad," the inheritance cannot be carried out.
[0250] [12.2.3] Relationships based on object types, attributes, etc. The game system may also perform a process of determining the inheritance content based on the degree of coincidence between the type of object OB1 and the type of object OB2.
[0251] The type of object can be, for example, a rarity indicating the degree of rarity, or an object type (a type that classifies the character's personality, such as type A, type B, or type C). The higher the rarity number, the higher the rarity.
[0252] For example, if the rarity of object OB1 is "5" and the rarity of object OB2 is "5", and they match with high values, it is determined that inheritance is possible, and all game elements acquired by object OB1 are to be inherited by object OB2.
[0253] Also, if the rarity of object OB1 is "5" and the rarity of object OB2 is "3", it is determined that they are inheritable, and that some (for example, at least one) game elements acquired by object OB1 are inherited by object OB2 as the inheritance content.
[0254] In addition, if the rarity of object OB1 is "5" and the rarity of object OB2 is "1", the inheritance content is determined to be that inheritance is not possible.
[0255] In addition, the game system determines that if the type of object OB1 is type A and the type of object OB2 is type A and they match, inheritance is possible, and determines that all game elements acquired by object OB1 will be inherited by object OB2 as inheritance content. Determine.
[0256] Furthermore, the game system determines that inheritance is not possible if the type of object OB1 is type A and the type of object OB2 is type B, and they do not match.
[0257] The game system may also perform processing to determine the inheritance content based on the degree of coincidence between the attributes of object OB1 and the attributes of object OB2. "Attributes" indicate the nature and classification of an object.
[0258] Furthermore, when an object is given the attribute of "water," "wood," or "fire," if the attribute of object OB1 and object OB2 match, being "water," the game system determines that inheritance is possible and that all game elements acquired by object OB1 are to be inherited by object OB2.
[0259] On the other hand, if the attribute of object OB1 is "water" and the attribute of object OB2 is "wood," the game system determines that inheritance is not permitted.
[0260] [12.2.4] Relationships based on the degree of agreement of game elements The game system may also determine the inheritance content based on the degree of agreement between the game elements associated with the object OB1 and the game elements associated with the object OB2.
[0261] For example, the inheritance content may be determined so that the more common game elements there are, the easier it is to inherit, regardless of whether the object OB1 or the object OB2 has acquired a game element.
[0262] For example, the inheritance content is determined so that the more common game elements there are, the greater the number of game elements to be inherited, or the lower the consumption value of a specified parameter that must be consumed to acquire the game elements in the inheritance destination object OB2.
[0263] [12.2.5] Relationship-based control Furthermore, the game system may change at least one of the amount of information about the game elements inherited by object OB2 (for example, the number of game elements or, if the game elements are ability parameters, the value of the ability parameters) and the inheritance probability based on the relationship between the information about object OB1 and the information about object OB2.
[0264] For example, the game system may set the inheritance probability to 80% when the object OB1 and the object OB2 are compatible with each other, and may set the inheritance probability to 20% when the object OB1 and the object OB2 are not compatible with each other.
[0265] Furthermore, the game system may change whether or not to return a predetermined parameter inherited by the object OB2, and the amount of the parameter to be returned, based on the relationship between the information of the object OB1 and the information of the object OB2.
[0266] For example, if the inheritance source object OB1 acquires items A, B, and C, the total value of the consumed predetermined parameters is "20". If the compatibility between object OB1 and object OB2 is good, 100% of the value, "20", is returned to object OB2. If the compatibility between object OB1 and object OB2 is normal, 30% of the value, "6", is returned to object OB2. If the compatibility between object OB1 and object OB2 is poor, the value is not returned to object OB2. do.
[0267] Furthermore, the game system may change the amount of consumption value required to acquire the game element associated with object OB2 based on the relationship between the information of object OB1 and the information of object OB2. Such a change is also an example of inheritance content. For example, the degree of change (degree of reduction) in the consumption value may be determined based on the relationship between the information of object OB1 and the information of object OB2. For example, the control may be such that the higher the intimacy (or the better the compatibility) between objects OB1 and OB2, the higher the reduction rate of the consumption value of a predetermined parameter for object OB2.
[0268] Furthermore, the game system may change the type of consumption value required to acquire the game element associated with object OB2 based on the relationship between the information on object OB1 and the information on object OB2. Such a change is also an example of inheritance content.
[0269] For example, suppose that parameter X is a value that is easier to increase than parameter Y, and the type of consumption value for object OB1 is parameter Y. Then, when inheritance processing is performed from object OB1 to object OB2, the type of consumption value is changed from parameter Y to parameter X based on the relationship between the information of object OB1 and the information of object OB2. In this way, object OB2 can more easily acquire items on the map.
[0270] [12.3] Inheritance based on game element state The game system may inherit acquired game elements (e.g., items A, B, and C) from among the game elements associated with object OB1 to object OB2 on the condition that the acquired game elements (e.g., items A, B, and C) are returned to their pre-use state (e.g., initial state). In other words, squares M1, M2, and M3 on map EB1 of object OB1 are set to unreleased, and game elements (e.g., items A, B, and C) acquired on the map are returned (deleted) from the game elements owned by object OB1, and updated to their unacquired state.
[0271] Furthermore, if it is not possible to restore an acquired game element to its state before use, the game system determines the inheritance content based on the information about the game element.
[0272] For example, if player P1 uses the execution authority of a lottery program that he acquired in association with object OB1, it is impossible to return it to the state before it was used. In such a case, game elements other than the execution authority of the lottery program (game elements acquired by object OB1) may be inherited by object OB2, or all game elements acquired by object OB1 may be made uninheritable to object OB2. The game elements inherited by object OB2 are returned (deleted) from object OB1 and updated to an unacquired state, and the squares in map EB1 corresponding to those game elements are also updated to an unreleased state.
[0273] [12.4] Other For the sake of convenience, the matters described above have been explained mainly based on the relationship between object OB1 and object OB2, but the inheritance content is determined according to the combination of two objects, such as the relationship between object OB1 and object OB3, the relationship between object OB1 and object OB4, or the relationship between object OB1 and object OB5.
[0274] [12.5] Viewing inherited content The game system may display the determined inheritance details on the terminal device 20 of the player P1. For example, the inheritance details may be displayed for the player P1 to confirm before the actual inheritance is performed. In addition, in this embodiment, the inheritance details may be displayed for the player P1 to confirm after the inheritance.
[0275] 10 shows an example of a game screen W10 that displays the inheritance content when information about the game elements of object OB1 is inherited by inheritance candidate object OB2. The game screen W10 is displayed on the terminal device 20 of player P1.
[0276] For example, the game system displays the inheritance details, such as whether or not inheritance is possible is "inheritable," the inherited items are item A and item B, the return amount of parameter Y is "5," and the unlocked squares on map EB2 are square L1 and square L2.
[0277] The game system displays the inheritance content before inheriting it from object OB1 to object OB2. Player P1 checks the inheritance content displayed on the game screen W10, and if there are no problems, player P1 inputs (touches) the inheritance button 101 to inherit the information about the game elements of object OB1 to object OB2.
[0278] That is, when the game system receives an inheritance instruction based on the input information of the player P1, it inherits information about the game elements associated with the object OB1 to the object OB2 based on the inheritance content. For example, in the example shown in FIG. 10, when the game system receives input (touch input) of the inheritance button 101, it inherits items A and B to the object OB2. That is, it causes the object OB2 to acquire items A and B. Then, it adds the return amount of parameter Y, "5", to the parameter Y of the object OB2, and marks squares L1 and L2 of the map EB2 of the object OB2 as released.
[0279] Although the game system displays the inherited content before the inheritance, it does not necessarily have to be displayed before the inheritance, and it may be displayed after the inheritance.
[0280] Furthermore, when information about the game elements of object OB1 is inherited by object OB2 based on the inheritance content, the game system also performs processing to change the strengthening target (selection target) from object OB1 to object OB2.
[0281]
[13] Flowchart An example of the flow of processing related to inheritance in this embodiment will be described with reference to Fig. 11. For convenience of explanation, an example will be described regarding objects OB1, OB2, OB3, OB4, and OB5 associated with player P1.
[0282] First, as shown in FIG. 11, the game system selects one object from among the objects to be strengthened as a first object (step S1).
[0283] For example, if the object to be strengthened is only object OB1, the game system selects object OB1. If there are multiple objects to be strengthened (for example, if objects OB1 and OB5 exist), the game system selects one object (for example, object OB1) based on the input information of player P1.
[0284] Then, the object of the inheritance candidate is selected as the second object (step S2). For example, based on the input information of the player P1, One object (for example, object OB2) is selected from among the objects (for example, OB2, OB3, and OB4).
[0285] Next, the inheritance content is determined based on the relationship between the information of the first object (for example, object OB1) and the information of the second object (for example, object OB2) (step S3), and the inheritance content is displayed on the terminal device of the player P1 (step S4).
[0286] Then, based on the input information of the player P1, it is determined whether an inheritance instruction has been accepted (step S5), and if an inheritance instruction has been accepted (Y in step S5), the information on the game elements associated with the first object is inherited to the second object based on the inheritance content (step S6). On the other hand, if an inheritance instruction has not been accepted (N in step S5), the processing ends. This ends the processing.
[0287]
[14] Explanation of the use of game elements The game system of this embodiment causes the object of the player P1 in the game to use (activate) the game elements that the object has acquired, based on input information from the player P1 or computer control (CPU control).
[0288] For example, if the game element is an item, the item can be used in the game part.
[0289] Furthermore, if the game element is a skill, it becomes possible to develop the skill, change (e.g., increase) the skill's parameters to the player's advantage, improve the skill's performance, and so on.
[0290] Furthermore, if the game element is a new game (for example, a piece of music), the new game is added.
[0291] Also, for example, if the ability acquired by object OB1 is "score increase," and that ability is used, when a musical song game is played using object OB1, the points awarded per successful judgment reference timing may be controlled to be increased (for example, doubled).
[0292] In addition, in this embodiment, for example, before the quest (music game) starts, a selection of an ability to be activated may be received in advance from the player P1, and the selected ability may be used.
[0293]
[15] Application example [15.1] Other game applications The game system of this embodiment is not limited to music games, but can also be implemented in games such as competitive games, fighting games, role-playing games (RPG games), sports games, racing games, action games, training games, simulation games, puzzle games, and communication-type games.
[0294] For example, in a fighting game, an "item" can be an item that recovers vitality or an item that increases attack power or defense power. Also, for example, an "ability" can be an attack power increase, defense power increase, HP increase, critical increase, etc. For example, an "attack power increase" is an ability that increases the attack power of an object OB1 that is the object of control of player P1. An "defense power increase" is an ability that increases the defense power of an object OB1 that is the object of control of player P1. HP Up is an ability to increase the HP value (stamina value) of the object OB1 controlled by the player P1. Critical Up is an ability to increase the damage rate, hit rate, and fatality rate of the enemy when the object OB1 controlled by the player P1 attacks the enemy.
[0295] The "ability" may also be interpreted as a technique, magic, special move, special skill, etc. The "ability" may also be interpreted as an item that makes an object stronger.
[0296] [15.2] Map Applications Although the game system of this embodiment has been described as an example in which a different map is used for each of a plurality of objects, a common map may also be used for a plurality of objects.
[0297] 12 shows an example of a game screen W12 in which a common map ES is used for a plurality of objects OB1, OB2, and OB3. The game screen W12 is displayed on the terminal device 20 of the player P1.
[0298] When a game system uses a map that is common to multiple objects, the squares that one object releases and the squares that another object releases may be the same squares.
[0299] Furthermore, the game system sets the contents of the game elements (for example, items, abilities, etc.) of the square IDs associated with the objects OB1, OB2, and OB3 to be the same, but may set them to be different for each object.
[0300] Furthermore, the game system sets the consumption values and types of predetermined parameters of the square IDs associated with the objects OB1, OB2, and OB3 to be the same, but may set them to be different for each object.
[0301] In addition, the game system manages and controls, for each object, the release state corresponding to each square ID and the acquisition state of the game element corresponding to each square ID.
[0302] For example, the game system sets the starting square corresponding to object OB1 to square NA, and in the example of FIG. 12, the game system unlocks squares N1, N2, N3, N5, N8, and N10 in this order to acquire game elements.
[0303] Also, for example, suppose that the start square corresponding to object OB2 is set to square NB, and in the example of FIG. 12, squares N6, N7, N8, N5, N3, and N4 are opened in this order to acquire game elements.
[0304] Also, for example, the start square corresponding to object OB3 is set to square NC. In the example of Figure 12, it is assumed that none of the squares for object OB3 have been released. In this way, when multiple objects share a map ES, it is conceivable that each object will have a different route to release in the map ES.
[0305] Even when multiple objects share a map ES, the game system determines the inheritance content based on the relationship between the information of the inheritance source object and the information of the inheritance destination (inheritance candidate) object, and presents the inheritance content to the player P1.
[0306] For example, in the example of FIG. 12, when object OB1 is the inheritance source and object OB2 is the inheritance destination (inheritance candidate), the following two conditions are satisfied between object OB1 and object OB2: In this case, three squares, L3, L5, and L8, have been unlocked and the same game elements have been acquired. In this case, the game system determines the inheritance content based on the information about the game elements that have been acquired. For example, the total value consumed to acquire the game elements in the three squares, L3, L5, and L8, is determined as the return amount and is determined as the content to be returned (inherited) to object OB2. If the game element consumption value for square L3 is "2," the game element consumption value for L5 is "3," and the game element consumption value for L8 is "5," "10" is added to the predetermined parameter of object OB2. In this way, player P1 can discard the abilities and other skills he has developed in object OB1 and assign them to object OB2 for inheritance, thereby increasing the interest of the game.
[0307] In addition, the game system may also accept the selection of multiple objects to be compared in the map ES (for example, accepting the selection of objects OB1 and OB2) and distinguishably display the common features of both objects (for example, the squares or game elements that both objects OB1 and OB2 have captured).
[0308] When a common map is used for multiple objects, the starting square may be different for each object, as shown in FIG. 12, or the starting square may be common to all objects.
[0309] Although not shown, the map may have multiple squares divided into multiple predetermined ranges. For example, there may be a predetermined range AR1 in which multiple squares are arranged, a predetermined range AR2 in which multiple squares are arranged, a predetermined range AR3 in which multiple squares are arranged, a predetermined range AR4 in which multiple squares are arranged, and a predetermined range AR5 in which multiple squares are arranged.
[0310] Furthermore, each of the predetermined ranges AR1 to AR5 may be a broad concept of ability. For example, in a fighting game or RPG game, each square belonging to the predetermined range AR1 may correspond to an attack-type ability, each square belonging to the predetermined range AR2 may correspond to a defense-type ability, each square belonging to the predetermined range AR3 may correspond to an HP-type ability, each square belonging to the predetermined range AR4 may correspond to a critical hit-type ability, and each square belonging to the predetermined range AR5 may correspond to a magic-type ability.
[0311] The "release condition" may be to complete (clear) a given quest.
[0312] [15.3] Example of automatically selecting the inheritance object The game system may automatically select an object to inherit (an inheritance candidate) based on the computer (CPU control), that is, select an object to be selected (an object to be strengthened), and determine the information and inheritance contents common between the inheritance source and the inheritance target. Then, the common information and inheritance contents may be displayed on the terminal device 20 of the player P1.
[0313] Furthermore, in the game system, there may be multiple candidate objects for the inheritance other than the inheritance source object OB1. For example, if there are multiple candidate objects for the inheritance destination, such as OB2, OB3, OB4, and OB5, the game system may determine common information and inheritance contents for each of the following combinations: the inheritance source object OB1 and the inheritance destination object OB2; the combination of the inheritance source object OB1 and the inheritance destination object OB3; the combination of the inheritance source object OB1 and the inheritance destination object OB4; and the combination of the inheritance source object OB1 and the inheritance destination object OB5. The common information and inheritance contents for each combination may then be displayed on the terminal device 20 of the player P1.
[0314] Furthermore, the game system may select an inheritance target object with the best inheritance contents, and present the inheritance target object with the best inheritance contents as a recommended object to the terminal device 20 of the player P1. For example, the "inheritance target object with the best inheritance contents" may be at least one of an object that inherits the largest number of game elements, an object that returns the largest amount of predetermined parameters, and an object that has the largest number of released squares.
[0315] [15.4] Inheritance Timing The game system performs inheritance processing based on the inheritance content at the timing of player P1's input based on the input information of player P1, but the inheritance processing may also be performed automatically by a computer (CPU controlled) at a given timing.
[0316]
[16] Game Provision Method This embodiment relates to a game provision method for providing information related to a game, which stores game elements in a memory unit in association with each of a plurality of objects, performs a process of determining inheritance content indicating the content of inheritance of information about the game elements associated with a first object to a second object, and in the determination process, performs a process of determining the inheritance content based on the relationship between the information about the first object and the information about the second object.
[0317] Furthermore, this embodiment may be a game providing method in which a server device provides information about a game to a terminal device. That is, the server device stores game elements in a storage unit in association with each of a plurality of objects, and performs a process of determining inheritance content indicating how information about the game element associated with a first object is to be inherited by a second object, and in the process of determining the inheritance content, the server device determines the inheritance content based on the relationship between the information about the first object and the information about the second object. Then, when the server device performs the process of determining the inheritance content, the terminal device transmits information about a player's input to the server device and receives information about the game from the server device.
[0318] The storage unit can be at least one of a storage unit of the server device, a storage unit of the terminal device, and a given storage unit on the Internet (a storage area on the cloud).
[0319]
[17] Other The present invention is not limited to the above-described embodiments, and various modifications are possible. For example, terms cited in the specification or drawings as broadly defined or synonymous terms can be replaced with broadly defined or synonymous terms in other descriptions in the specification or drawings.
[0320] The present invention includes configurations that are substantially the same as the configurations described in the embodiments (for example, configurations with the same functions, methods, and results, or configurations with the same purpose and effects). The present invention also includes configurations in which non-essential parts of the configurations described in the embodiments are replaced. The present invention also includes configurations that achieve the same effects as the configurations described in the embodiments or that can achieve the same purpose. The present invention also includes configurations in which publicly known technology is added to the configurations described in the embodiments.
[0321] Although the embodiments of the present invention have been described in detail as above, it will be readily apparent to those skilled in the art that many modifications can be made without substantially departing from the novel features and effects of the present invention. Therefore, all such modifications are intended to be included within the scope of the present invention. [Explanation of symbols]
[0322] 10 Server device, 20, 20A, 20B, 20C Terminal device, 100 processing unit, 110 game element control unit, 111 memory control unit, 112 inheritance control unit, 113 mass control unit, 114 game processing unit, 115 object control unit, 116 display control unit, 119 reception unit, 120 communication control section, 121 Web processing section, 122 Management section, 123 Notification section, 130 image generation unit, 140 sound processing unit, 160 input unit, 170 memory unit, 171 main memory unit, 172 image buffer 174 game data storage unit, 176 player information storage unit, 180 Information storage media, 196 Communications Department, 200 processing unit, 211 display control unit, 212 reception unit, 213 notification unit, 220 communication control unit, 221 Web browser, 230 Image generation unit, 240 Sound generation unit, 260 input unit, 262 detection unit, 270 storage unit, 271 main memory unit, 272 image buffer, 274 game data memory unit, 276 player information storage unit, 280 Information storage medium, 290 Display section, 292 Sound output section, 296 Communication section
Claims
1. A game system for controlling information about game elements, a storage control unit that stores game elements in a storage unit in association with each of a plurality of objects; an inheritance control unit that performs processing to determine inheritance content indicating content of inheritance of information about game elements associated with a first object to a second object, The inheritance control unit A game system characterized by performing a process for determining the inheritance content based on the relationship between the information of the first object and the information of the second object.
2. In claim 1, a square control unit that prepares a map composed of a plurality of squares for the object and associates a game element with at least one square; a game element control unit that causes a player or an object of the player to acquire game elements corresponding to squares that satisfy predetermined conditions, in order from a predetermined square; a display control unit that controls the display of the map of the object and information about the game elements corresponding to each square on the display unit, The inheritance control unit A game system characterized by performing a process to determine inheritance content indicating the content of information regarding game elements associated with squares on a map of the first object to be inherited by the second object.
3. In claim 2, The display control unit A game system characterized by controlling information common to the first object and the second object so that it can be displayed on the map.
4. In any one of claims 1 to 3, The storage control unit storing in the storage unit the acquisition status of the game elements in association with each of the plurality of objects; The inheritance control unit A game system characterized by performing a process to determine the inheritance content based on the relationship between the acquisition status of the game elements of the first object and the acquisition status of the game elements of the second object.
5. In any one of claims 1 to 4, The inheritance control unit A game system comprising: a process for determining the inheritance content based on at least one of the intimacy and compatibility between the information on the first object and the information on the second object.
6. In any one of claims 1 to 5, The inheritance control unit A game system characterized by performing a process to determine the inheritance content based on at least one of the degree of match between the type of the first object and the type of the second object, and the degree of match between the attributes of the first object and the attributes of the second object.
7. In any one of claims 1 to 6, The inheritance control unit A game system characterized by performing a process to determine the inheritance content based on the degree of match between the game elements associated with the first object and the game elements associated with the second object.
8. In any one of claims 1 to 7, The inheritance control unit A game system characterized by changing at least one of the amount of information regarding game elements inherited by a second object and the probability of inheritance based on the relationship between the information of the first object and the information of the second object.
9. In any one of claims 1 to 8, The inheritance control unit A game system characterized in that, of the game elements already acquired by the first object, game elements to be inherited by the second game object are determined as the inheritance content.
10. In any one of claims 1 to 9, a game element control unit that performs processing to allow the player or the object to acquire a game element on the condition that the player or the object consumes a predetermined consumption value from predetermined parameters that are set in association with the player or the object of the player; The inheritance control unit A game system characterized in that the return content of a predetermined parameter consumed to acquire a game element associated with the first object is determined as the inheritance content.
11. In any one of claims 1 to 10, a game element control unit that performs processing to allow the player or the object to acquire a game element on the condition that the player or the object consumes a predetermined consumption value from predetermined parameters that are set in association with the player or the object of the player; The inheritance control unit A game system characterized in that the inheritance content is determined to be a change in at least one of the amount and type of consumption value required to acquire the game element associated with the second object.
12. In claim 10 or 11, a game processing unit that changes the predetermined parameter when a given game is progressed, The game processing unit A game system characterized by performing at least one of a process of controlling the game so that it can be played within a predetermined period of time, and a process of controlling the predetermined parameter so that it can be changed until it reaches a predetermined limit value.
13. In any one of claims 1 to 12, an object control unit that accepts a selection of an object from among the plurality of objects based on input information from a player; a game element control unit that causes a player or an object to acquire a game element corresponding to the object selected by the object control unit, The object control unit When the first object is selected, the selection is changed based on input information from the player. A game system characterized in that a target is changed from the first object to the second object.
14. In any one of claims 1 to 13, The inheritance control unit A game system characterized in that acquired game elements among the game elements associated with the first object are inherited to the second object based on the inheritance content, on the condition that they are returned to their state before use.
15. In claim 14, The inheritance control unit A game system characterized in that, when it is impossible to return the acquired game element to its state before use, the inheritance content is determined based on information about the game element.
16. A program for controlling information about game elements, a storage control unit that stores game elements in a storage unit in association with each of a plurality of objects; causing a computer to function as an inheritance control unit that performs processing to determine inheritance content indicating content for inheriting information about a game element associated with a first object to a second object; The inheritance control unit A program that performs processing to determine the inheritance content based on a relationship between information on the first object and information on the second object.
17. A game providing method for providing information about a game, comprising: storing game elements in a storage unit in association with each of the plurality of objects; performing a process of determining inheritance content indicating content of inheritance of information about game elements associated with the first object to the second object; A game providing method characterized in that, in the determining process, the inheritance content is determined based on the relationship between the information of the first object and the information of the second object.
Citation Information
Patent Citations
Computer readable recording medium having recorded program of video game, program of video game, video game processing method and video game processor
JP2003000952A