Game system and program

The game system and program address the challenge of unknown character strengths by managing and notifying players of equipment effects, enhancing strategy formulation and enjoyment.

JP2026053965APending Publication Date: 2026-03-26BANDAI NAMCO ENTERTAINMENT INC
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-09-13
Publication Date
2026-03-26

AI Technical Summary

Technical Problem

In conventional games, the actual strength of a character when equipped with specific items is unknown, making it difficult to formulate effective game strategies.

Method used

A game system and program that includes a result information management unit to acquire and register game element settings with associated result information, and a game control unit to provide notifications and generate effects based on this information, enhancing character strength understanding.

Benefits of technology

Enables players to easily understand character strengths and generate game effects, improving gameplay strategy formulation and enjoyment.

✦ Generated by Eureka AI based on patent content.

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Abstract

To provide a game system that makes it easy to understand the abilities of the characters. [Solution] The game system includes a result information management unit that acquires given result information when each player plays the game in a common reference environment with a given game element set on the character, and registers the acquired result information in association with the game element set on the character, and a game control unit that provides a notification based on the result information when the game element associated with the result information is set on the character.
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Description

Technical Field

[0001] The present invention relates to a game system and a program.

Background Art

[0002] Conventionally, when forming a party in an MMO (Massively Multiplayer Online) game or the like, it is generally common to use the DPS (Damage Per Second) of a player (character) as a reference.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] In conventional games, since the equipment of the character at the time of DPS measurement is not recorded, the actual strength of the character when equipped with a specific item (such as a weapon) is unknown, and it is difficult to formulate a game strategy.

[0005] The present invention has been made in view of the above problems, and an object thereof is to provide a game system and the like that can make the strength of a character easily understandable.

Means for Solving the Problems

[0006] (1) The present invention relates to a game system characterized by including: a result information management unit that acquires given result information when each player plays the game in a common reference environment with a given game element set on a character, and registers the acquired result information in association with the game element set on the character; and a game control unit that provides notification based on the result information when the game element associated with the result information is set on the character. The present invention also relates to a program for causing a computer to function as each of the above units. The present invention also relates to a computer-readable information storage medium that stores the above program.

[0007] According to the present invention, when a game element associated with registered result information is set for a character, a notification based on that result information can be made easily understandable to the character to whom that game element is set.

[0008] (2) In addition, in the game system and program according to the present invention, the game control unit may give the notification to the other players in a game in which a player and other players participate.

[0009] (3) In addition, in the game system and program according to the present invention, the game control unit may generate a given game effect when the game element associated with the result information is set to the character and the result information satisfies predetermined conditions.

[0010] (4) In addition, in the game system and program according to the present invention, the game control unit may determine that the result information satisfies the predetermined conditions when the score in the game reaches a predetermined threshold or when a predetermined mission in the game is cleared.

[0011] (5) In addition, in the game system and program according to the present invention, the game control unit may display the result information for each player in a list on the display unit.

[0012] (6) In addition, in the game system and program according to the present invention, the game control unit may perform matching between players based on the result information.

[0013] (7) In addition, in the game system and program according to the present invention, the result information management unit may measure the score per unit time in the game and acquire it as result information.

[0014] (8) In addition, in the game system and program according to the present invention, the game effect may be to provide an identification mark to the character.

[0015] (9) In addition, in the game system and program according to the present invention, the game effect may be achieved by changing the parameters of the character.

[0016] (10) In addition, in the game system and program according to the present invention, the game elements may be items and / or skills.

[0017] (11) In addition, in the game system and program according to the present invention, the game element may be a combination of multiple game elements.

[0018] (12) In addition, in the game system and program according to the present invention, the game control unit may impose a given penalty when the game element associated with the result information and which was set on the character is released. [Brief explanation of the drawing]

[0019] [Figure 1] A diagram illustrating the game system of this embodiment. [Figure 2] A diagram showing an example of the functional block of the server in this embodiment. [Figure 3] A diagram showing an example of the functional block of the terminal in this embodiment. [Figure 4]A diagram showing an example of a game screen displayed on the display unit of the terminal. [Figure 5] A diagram showing an example of a table for storing result information. [Figure 6] A diagram showing an example of a game screen displayed on the display unit of the terminal. [Figure 7] A diagram showing an example of a game screen displayed on the display unit of the terminal. [Figure 8] A flowchart showing the processing flow of the game system of the present embodiment.

Embodiment for Carrying Out the Invention

[0020] Hereinafter, the present embodiment will be described. Note that the present embodiment described below does not unduly limit the content of the present invention described in the claims. Also, not all of the configurations described in the present embodiment are essential components of the present invention.

[0021] 1. Configuration FIG. 1 is a diagram showing the game system of the present embodiment. In the present embodiment, it is composed of a plurality of terminals 10 and a server 20. That is, as shown in FIG. 1, the game system of the present embodiment is configured such that the server 20 that provides a game service and the terminal 10 can be connected to a network.

[0022] The server 20 is an information processing device that provides an online game service in response to a request from the terminal 10. The server 20 can be composed of a server group (authentication server, matching server, game processing server, communication server, charging server, database server, etc.). 。

[0023] In the present embodiment, a game is executed on the player's terminal 10, and in the server 20, information such as the player's account information, the game results (result information, etc.) of the game executed on the terminal 10, and game media (game elements such as characters, items, and skills, in-game currency) that can be used in the game is managed.

[0024] Terminal 10 is an information processing device such as a mobile device (smartphone, mobile phone, portable game console, etc.), a personal computer (PC), or a game device, and is capable of connecting to Server 20 via a network such as the Internet (WAN) or LAN. The communication line between Terminal 10 and Server 20 may be wired or wireless.

[0025] Figure 2 shows an example of the functional blocks of the server 20 in this embodiment. Note that the server in this embodiment may have a configuration in which some of the components (parts) shown in Figure 2 are omitted.

[0026] The memory unit 270 stores programs and various data necessary for the computer to function as parts of the processing unit 200, and also functions as a work area for the processing unit 200, the functionality of which can be realized by a hard disk, RAM, etc. The memory unit 270 includes a storage unit 272 (for example, a database).

[0027] The storage unit 272 stores player information for each of the multiple players participating in the online game run on the game system of this embodiment. For example, the storage unit 272 stores player information such as player name (player account), password, and destination information of terminal 10 (IP address, etc.), associated with the player identification information (player ID, terminal ID used by the player, etc.) of each of the multiple players. The storage unit 272 also stores information for identifying other players who have a predetermined relationship with the player (e.g., friend relationship, rival relationship), as player information. Furthermore, the storage unit 272 stores information about the game media owned by the player, associated with the player identification information, as player information.

[0028] The communication unit 296 performs various controls for communication with the terminal 10 and other servers, and its functions can be realized by hardware such as various processors or communication ASICs, or by programs.

[0029] The processing unit 200 (processor) performs various processes such as managing player information, processing related to login / logout, and communication control processing based on data and programs transmitted from the terminal 10 and received via the communication unit 296. The processing unit 200 uses the storage unit 270 as a work area for various processes. 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. The processing unit 200 includes a result information management unit 210 and a game control unit 212.

[0030] The result information management unit 210 acquires given result information when each player plays the game in a common standard environment with a given game element set for their character, and registers the acquired result information in association with the game element set for that character. The registered result information is stored in the memory unit 270 (storage unit 272) as player information. The given game element is, for example, an item (equipment such as weapons and armor), a skill (special ability, etc.), or a parameter (level, etc.) set for a character, and may also be a combination of multiple game elements (for example, a combination of multiple items, a combination of multiple skills, or a combination of an item and a skill). The result information management unit 210 measures the score per unit time in the game (for example, the amount of damage dealt), and acquires the measured score as result information. Alternatively, the system may obtain information indicating that a specific mission in the game has been completed (for example, defeating a particular boss character).

[0031] The game control unit 212 sends a notification to the player (terminal 10) based on the registered result information if a game element associated with the registered result information is set on the character. A notification based on the result information may be displayed by associating a display object showing the result information with the character, by playing audio related to the result information, by generating a game effect as described later, or by sending a notification about a reward based on the result information. In a game in which a player and other players participate, the game control unit 212 may also send a notification based on the registered result information to the other player (terminal 10) if a game element associated with the registered result information is set on the player's character.

[0032] Furthermore, the game control unit 212 may set a game element associated with the registered result information to be set for the character, and if the result information satisfies predetermined conditions, it may generate a given game effect. The game control unit 212 may determine that the result information satisfies predetermined conditions when the score in the game reaches a predetermined threshold or when a predetermined mission in the game is cleared. The given game effect may be to assign an identification mark to the character, to change the parameters of the character, or to generate a given event associated with the character.

[0033] Furthermore, the game control unit 212 may display the result information for each player in a list on the display unit of the terminal 10. Also, when players compete against each other or when multiple players form a party, the game control unit 212 may perform player matching based on the result information for each player. Furthermore, the game control unit 212 may impose a given penalty on a player if a game element associated with registered result information that was set for a character is deactivated by the player.

[0034] Figure 3 shows an example of the functional block of terminal 10 in this embodiment. Note that the terminal in this embodiment may have a configuration in which some of the components (each part) shown in Figure 3 are omitted.

[0035] The input unit 150 is a device for receiving (detecting) input information from the player and outputs the player's input information (operation information) to the processing unit 100. The functions of the input unit 150 can be realized by input devices such as a touch panel, touchpad, mouse, directional keys or buttons, or keyboard.

[0036] The memory unit 170 stores programs and various data necessary for the computer to function as a part of the processing unit 100, and also functions as the work area of ​​the processing unit 100, and this function can be realized by a hard disk, RAM, etc.

[0037] The display unit 190 outputs images generated by the processing unit 100, and this function can be realized by a display such as a touch panel, LCD, or HMD (head-mounted display), which also functions as the input unit 150.

[0038] The sound output unit 192 outputs sound generated by the processing unit 100, and this function can be realized by a speaker or headphones.

[0039] The communication unit 196 performs various controls for communication with the server 20 and other terminals 10, and its functions are controlled by hardware such as various processors or communication ASICs, and programmers. This can be achieved using grams, etc.

[0040] Furthermore, the server 20 may receive programs and various data for operating the computer as parts of the processing unit 100 stored in its information storage medium or storage unit via the network, and store the received programs and data in the storage unit 170. This method of receiving programs and various data to operate the terminal is also included within the scope of the present invention.

[0041] The processing unit 100 (processor) performs processing such as display control processing, image generation processing, and sound generation processing based on input information (operation information) from the input unit 150, programs, and data received via the communication unit 196. The functions of the processing unit 100 can be realized by hardware such as various processors (CPU, DSP, etc.) and ASICs (gate arrays, etc.) or by programs. The processing unit 100 includes a game processing unit 110, an image generation unit 120, and a sound generation unit 130.

[0042] The game processing unit 110 processes the game using characters based on input information from the input unit 150 and information received from the server 20. The game processing unit 110 also sends information related to game settings to the server 20 when the player sets game elements for the character, and also sends information necessary for the server 20 to obtain result information (information related to gameplay) to the server 20. Furthermore, when the game processing unit 110 receives a notification from the server 20 based on result information, it performs processing related to the notification (including processing to generate game effects).

[0043] The image generation unit 120 performs drawing processing based on the results of various processes performed by the processing unit 100, thereby generating an image and outputting it to the display unit 190. For example, the image generation unit 120 may generate an image (a so-called 3D image) that can be seen from a virtual camera (a given viewpoint) in a virtual space.

[0044] The sound generation unit 130 performs sound processing based on the results of various processes performed by the processing unit 100 to generate game sounds such as background music, sound effects, or voices, and outputs them to the sound output unit 192.

[0045] Furthermore, the game system of this embodiment may be configured as a server system. The server system can consist of one or more servers (authentication server, game (event) processing server, communication server, billing server, database server, etc.). In this case, the server system processes each part of the processing unit 100 based on operation input (data entered into the input part of the terminal) transmitted from one or more terminals (e.g., smartphone, mobile phone, portable game console, etc.) connected via a network to generate image generation data for generating images, and transmits the generated image generation data to each terminal. Here, the image generation data is data for displaying the image generated by the method of this embodiment on each terminal, and may be the image data itself, or various data used by each terminal to generate images (object data, game processing result data, etc.). Thus, the processing of the result information management unit 210, the game control unit 212, and the game processing unit 110 may all be executed on the server, all may be executed on the terminal, or they may be distributed between the server and the terminals.

[0046] 2. The method of this embodiment Next, the method of this embodiment will be explained with reference to the drawings. The game system of this embodiment is configured to run a game in which multiple players play with game elements (items, skills) set for their own characters.

[0047] The game of this embodiment includes a first game mode and a second game mode. The first game mode provides each player with a common base environment (common game space, common enemy characters) The first game mode is a game mode in which players play within a common time limit and obtain result information (such as a score of DPS). The second game mode is a game mode other than the first game mode (for example, a game mode for running a multiplayer competitive game, a game mode for displaying rankings between players, a game mode for matching players, etc.). The common standard environment in the first game mode is a standard environment common to each player playing the same game, and may be an environment in which one of the following is common: the game space, enemy characters, parameters such as health and defense set for enemy characters, measurement time, and time limit, or any combination of these is common. The first game mode is, for example, a mode in which DPS is measured and obtained as result information, and enemy characters that are the target of attacks and damage meters that count damage are placed and displayed. DPS is the damage dealt per unit time, and the damage dealt to enemy characters within a predetermined period (for example, 60 seconds) may be measured, and the damage dealt per second may be calculated and output as DPS. Additionally, a specific dungeon may be prepared, and the time taken from the start of the game to its completion (for example, defeating a designated boss character or reaching a designated goal) (time attack), as well as the number of times the player's character became incapacitated during the gameplay, may be recorded and obtained as result information. Furthermore, if there are multiple enemy characters appearing in the first game mode, the DPS may be measured for each enemy character and obtained as result information, and if there are multiple dungeons that serve as the game space for the first game mode, the DPS may be measured for each dungeon and obtained as result information.

[0048] Figure 4 shows an example of a game screen displayed on the display unit 190 of the player's terminal 10 in the first game mode. The game screen GI shown in Figure 4 displays the player's character PC and enemy character EC (NPC) placed in the game space. Before starting the first game mode, the player sets arbitrary game elements (items such as weapons and armor, skills) for the character PC. In the first game mode, the player operates the input unit 150 within a time limit (60 seconds in this case) to make the character PC attack the enemy character EC (normal attacks with the set weapon, special attacks with the set skill, special moves and combo attacks with special operations, etc.). When the character PC attacks the enemy character EC, the damage dealt to the enemy character EC is calculated according to the character PC's parameters, weapon and skill parameters, type of special move, number and combination of combo attacks, etc., and is counted (displayed) as a score. The score in the first game mode (total damage dealt over 60 seconds) is registered as result information, linked to the game elements set for the character PC in the first game mode. This result information serves as an indicator of skill based on the character PC's settings and the player's technique.

[0049] Figure 5 shows an example of a table for storing result information. Table 300 stores, in association with the player's identification information, the identification information of the player's character, the game elements (weapons, armor, skills) set for the character in the first game mode, and the result information (score) in the first game mode. This example shows that when player "A"'s character "a" is set with "weapon a" and "skill a", the score is "10,000", when character "a" is set with "weapon b" and "armor a", the score is "5,000", when player "B"'s character "b" is set with "weapon c" and "skill b", the score is "6,000", and when player "C"'s character "c" is set with "weapon d" and "skill c", the score is "8,000".

[0050] In the second game mode, if a game element associated with the registered result information (score stored in Table 300) is set for the registered character, a notification based on that score is given. For example, in the game screen of the second game mode, a notification is given by displaying (adding) an identification display showing the score associated with the character. The system will implement the following. The identification display may be a color or brightness indicator (such as an effect image) that represents the score level, or it may be the score value itself. As shown in Figure 6, when player "A"'s character PCa (character "a" in Figure 5) forms a party with another player's character PC to battle an enemy character, if character PCa has game elements ("weapon a" and "skill a") associated with a registered score of "10,000" set, the game screen GI (the game screen displayed on the display unit 190 of each player's terminal 10 in the party) will display (add) an identification display indicating the score of "10,000" associated with character PCa. If character PCa has game elements ("weapon b" and "armor a") associated with a registered score of "5,000" set, an identification display indicating the score of "5,000" will be displayed associated with character PCa. If character PCa does not have game elements associated with a registered score set, no identification display will be added to character PCa. In this way, other players who are in a party with player "A" can understand the current strength of character PCa with their current settings. Furthermore, when an operation to specify character PCa is performed on the game screen GI, an identification display may be made to be associated with character PCa, or when a specific enemy character (for example, a boss character) appears, an identification display may be made to be associated with character PCa. Furthermore, if a score (DPS) is registered for each enemy character in the first game mode, in the second game mode, when fighting an enemy character associated with the registered score, and the game element associated with that score is set for the character, a notification based on that score may be made (displaying the DPS with the equipment used when defeating that enemy character). When fighting multiple enemy characters, the DPS may be displayed for each battle on the battle screen.Furthermore, if a score (DPS) is registered for each dungeon in the first game mode, then in the second game mode, when exploring a dungeon associated with a registered score, and the game elements associated with that score are set for the character, a notification based on that score may be provided (displaying the DPS with the equipment used when exploring that dungeon). Additionally, depending on the mission assigned in the second game mode, the DPS with the equipment used when defeating a specific enemy character may be displayed, or the DPS with the equipment used when exploring a specific dungeon may be displayed.

[0051] Furthermore, if a game element associated with a registered score is set for a character, and the score reaches a predetermined threshold (the result information satisfies a predetermined condition), a given game effect may be generated for that character. For example, as a given game effect, the aforementioned identification display may be added to the character. Alternatively, as a given game effect, the character's parameters (attack power, defense power, recovery power, stamina value, etc.) may be increased for a certain period of time. In this case, the higher the score, the greater the increase in parameters. Alternatively, as a given game effect, a given event related to the character (for example, an event in which the reaction of an NPC in the game space changes, such as an NPC praising the character) may be generated. In this case, the higher the score, the higher the probability (frequency) of the event occurring. Furthermore, if, in addition to (or instead of) the score, the result information obtains information on the completion of a predetermined mission in the first game mode (for example, defeating enemy character EC within the time limit), and the game element associated with the registered result information is set for the character, and the result information indicates the completion of the predetermined mission, the system may determine that the result information satisfies predetermined conditions and generate a given game effect.

[0052] Furthermore, as shown in Figure 7, in the second game mode, the registered result information for each player may be displayed in a list on the game screen GI. Here, the players (characters) are ranked in descending order of their registered scores. You may choose to display only the characters for which the game element associated with A is set.

[0053] Furthermore, the system may be configured to match players (players forming a party, players competing against each other) based on the registered results. For example, players with similar registered scores may be automatically matched, or multiple players may be automatically matched so that the sum of their scores is close to a predetermined value when forming a party. Alternatively, a player may input score conditions for other players they wish to match with, and the system may match that player with other players who meet those conditions. It is also possible to match only characters that have game elements associated with the registered score. Alternatively, a player may manually select other players (characters) while viewing a list display as shown in Figure 7 to perform a match. In this case, the player may be able to sort the list display by arbitrary conditions or extract other players who meet arbitrary conditions.

[0054] Furthermore, if a game element associated with registered result information is set on a character and a notification based on that result information is issued (or a given game effect occurs), and then the player removes the setting of that game element (for example, the weapon that is the game element is removed, or the weapon is changed to another weapon), a given penalty may be imposed on the player (the character). For example, the penalty may be to reduce the character's parameters (attack power, defense power, recovery power, health value, etc.) for a certain period of time, or it may be to make it more difficult for the player to be matched with other players.

[0055] The above example described obtaining the amount of damage dealt per unit time (60 seconds) as result information, but it is also possible to obtain the amount of healing per unit time, the success rate of a combo attack, or the number of times a special move is activated per unit time as result information. Alternatively, it is also possible to obtain as result information that a character has defeated a specific enemy character. In this case, as a notification based on the result information, identification information indicating the title (or rank) obtained according to the defeated enemy character may be added to the character.

[0056] Furthermore, although the above example described a case where the measurement of result information is performed on the server 20, the measurement of result information may also be performed on the terminal 10. In this case, in order to prevent fraudulent activity (cheating), the server 20 or terminal 10 may determine whether the measured result information (for example, score per unit time) meets predetermined fraud detection criteria (constitutes fraudulent activity), and if it meets the fraud detection criteria, the result information may not be registered.

[0057] Furthermore, result information may be acquired and registered for each type of weapon equipped to the character (e.g., sword, spear, bow, etc.). For example, result information for when a character is equipped with a sword as a weapon and result information for when the character is equipped with a spear as a weapon may be registered separately. In the second game mode, if a sword is selected as the character's equipment, a notification based on the result information corresponding to the sword may be sent, and if the character's equipment is switched to a spear, a notification based on the result information corresponding to the spear may be sent. In this case, separate game spaces may be prepared for acquiring the sword result information (and the enemy characters placed in that game space) and for acquiring the spear result information.

[0058] Furthermore, the system is configured to allow spectators to watch the players' gameplay in the first game mode, and when the number of spectators who approve the result information based on the player's gameplay reaches a predetermined number, the result information is registered, and if the number of spectators who approve the result information does not reach a predetermined number, In that case, you may choose not to register the result information.

[0059] Furthermore, multiple virtual organizations may be established to certify result information. For example, result information based on gameplay in a game space provided by organization "A" may be registered as result information certified by organization "A," and result information based on gameplay in a game space provided by organization "B" may be registered as result information certified by organization "B." In this case, in the second game mode, notifications based on result information certified by organization "A" and notifications based on result information certified by organization "B" may be distinguished (in different ways). For example, the identification indicator for result information certified by organization "A" may be displayed in red, and the identification indicator for result information certified by organization "B" may be displayed in blue. Also, the calculation criteria for the score measured by organization "A" may differ from those for the score measured by organization "B." For example, organization "A" may calculate only damage dealt as the score, while organization "B" may calculate damage dealt, as well as the success rate of combo attacks and the number of times special moves are activated as the score. Alternatively, multiple servers may be provided to certify result information. For example, result information based on gameplay in the game space provided by server "A" (gameplay by the player on terminal 10 connected to server "A") may be registered as certified result information by server "A," and result information based on gameplay in the game space provided by server "B" (gameplay by the player on terminal 10 connected to server "B") may be registered as certified result information by server "B." In this case as well, in the second game mode, notifications based on result information certified by server "A" and notifications based on result information certified by server "B" can be distinguished.

[0060] Furthermore, since game updates may strengthen or weaken game elements (equipment and skills) set for characters, for example, result information based on playing version "1.0" of the game may be registered as version "1.0" result information, and result information based on playing version "2.0" of the game may be registered as version "2.0" result information. In this case as well, the second game mode should be able to distinguish between notifications based on version "1.0" result information and notifications based on version "2.0" result information.

[0061] In the example above, we described a case where a dedicated game mode (the first game mode) is provided to acquire result information. However, instead of providing such a dedicated game mode, result information may be acquired based on the player's actions in a multiplayer competitive game, for example, when a specific enemy character is defeated.

[0062] According to this embodiment, when a game element associated with registered result information is set for a character, a notification based on that result information can be made easier to understand regarding the character's abilities. Furthermore, when the result information satisfies a given condition, a game effect (parameter increase, event, etc.) related to that character can be generated, thereby enhancing the enjoyment of the game.

[0063] 3. Processing Next, an example of the processing of the game system (server 20) of this embodiment will be explained using the flowchart in Figure 8.

[0064] First, when the results information management unit 210 receives information about gameplay in the first game mode from the terminal 10 of a player participating in the first game mode (Y in step S10), it obtains result information (such as score per unit time) when the game is played with game elements set for the character based on that information (step S11), and registers the obtained result information in the table 300 in association with the game elements (step S12).

[0065] Next, the game control unit 212 determines whether a game element associated with the registered result information is set for the character of a player participating in the second game mode (such as a multiplayer versus game) (step S13). If the game element is set for the character (Y in step S13), it sends a notification based on the result information (step S14). For example, the game control unit 212 sends information to the terminal 10 to add identification information indicating the result information to the character, or information to increase the character's parameters or generate a given event associated with the character according to the result information. Next, the game control unit 212 determines whether the game element set for the character has been removed by the player (step S15). If it has been removed (Y in step S15), it performs a penalty process for the player (for example, a process to reduce the character's parameters) (step S16).

[0066] The present invention is not limited to the embodiments described above, and various modifications are possible. For example, terms cited as broad or synonymous in the specification or drawings may be replaced with broad or synonymous terms in other descriptions in the specification or drawings. [Explanation of symbols]

[0067] 10...Terminal, 20...Server, 100...Processing Unit, 110...Game Processing Unit, 120...Image Generation Unit, 130...Sound Generation Unit, 150...Input Unit, 170...Storage Unit, 190...Display Unit, 192...Sound Output Unit, 196...Communication Unit, 200...Processing Unit, 210...Result Information Management Unit, 212...Game Control Unit, 270...Storage Unit, 272...Storage Unit, 296...Communication Unit

Claims

1. A result information management unit acquires given result information when each player plays the game in a common standard environment with a given game element set for the character, and registers the acquired result information in association with the game element set for the character. A game system characterized by including a game control unit that provides a notification based on the result information when the game element associated with the result information is set to the character.

2. In claim 1, The game control unit, A game system characterized by providing the aforementioned notification to other players in a game in which a player and other players participate.

3. In claim 1, The game control unit, A game system characterized in that the game element associated with the result information is set for the character, and a given game effect is generated when the result information satisfies predetermined conditions.

4. In claim 3, The game control unit, A game system characterized in that when the score in the game reaches a predetermined threshold or when a predetermined mission in the game is completed, the result information is determined to satisfy the predetermined conditions.

5. In claim 1, The game control unit, A game system characterized by displaying the aforementioned result information for each player in a list on a display unit.

6. In claim 1, The game control unit, A game system characterized by matching players based on the aforementioned result information.

7. In claim 1, The aforementioned results information management unit, A game system characterized by measuring the score per unit of time in a game and obtaining it as result information.

8. In claim 3, The game system is characterized in that the aforementioned game effect is to assign an identification mark to the character.

9. In claim 3, The game system is characterized in that the aforementioned game effect is to change the parameters of the aforementioned character.

10. In claim 1, A game system characterized in that the aforementioned game elements are items and / or skills.

11. In claim 1, The aforementioned game element is a combination of multiple game elements, and is a game system characterized by this.

12. In claim 1, The game control unit, A game system characterized in that a given penalty is given when the game element associated with the result information and which was set for the character is deactivated.

13. A result information management unit acquires given result information when each player plays the game in a common standard environment with a given game element set for the character, and registers the acquired result information in association with the game element set for the character. A program characterized in that, when the game element associated with the result information is set to the character, the computer functions as a game control unit that provides notification based on the result information.

Citation Information

Patent Citations

  • Program and computer system

    JP2015008966A