Systems, methods, and programs for providing games
By controlling player object movement based on numerical values of acquired objects, the system improves strategic engagement and enjoyment in games with multiple squares.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- DENA CO LTD
- Filing Date
- 2026-01-20
- Publication Date
- 2026-04-10
AI Technical Summary
Conventional games lack strategic interest due to random determination of player object movement, which diminishes the engagement and enjoyment of players.
Implement a system where player objects move across a game field based on numerical values assigned to acquired objects, enhancing strategic decision-making and control over movement.
Enhances player engagement and enjoyment by providing strategic depth to the movement of player objects, making the game more interactive and rewarding.
Smart Images

Figure 2026063271000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a system, a method, and a program for providing a game.
Background Art
[0002] Conventionally, games using a game field (sometimes called an area or a map) in which a plurality of squares are arranged have been provided (for example, see Patent Document 1 below). Typically, such games progress by moving player objects (pieces) on a plurality of squares, and the amount of movement of the objects (the number of squares moved) is determined randomly through an action such as rolling a die.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] However, in the conventional games as described above, since the amount of movement is determined randomly, it cannot be said that the strategic nature required for the movement of player objects is sufficient. Therefore, an improvement in the interest regarding the movement of such player pieces is desired.
[0005] One of the objectives of an embodiment of the present invention is to improve the interest in a game in which a player object moves on a game field in which a plurality of squares are arranged. Other objectives of the embodiments of the present invention will become clear by referring to the entire specification.
Means for Solving the Problems
[0006] A system according to one embodiment of the present invention is a system for providing a game, comprising one or more computer processors, wherein the one or more computer processors perform the steps of: controlling the progress of a first game in which a player can acquire a plurality of predetermined objects of which each has a different numerical value set to it, in response to the execution of a readable instruction; and controlling the progress of a second game in which a player object moves across a plurality of squares arranged on a game field, wherein the step of controlling the progress of the second game includes moving the player object based on a numerical value set to a predetermined object that has been identified from among the plurality of predetermined objects possessed by the player.
[0007] A method according to one embodiment of the present invention is a method for providing a game, performed by one or more computers, comprising the steps of: controlling the progress of a first game in which a player can acquire a plurality of predetermined objects of a plurality of types, each having different numerical values set to them; and controlling the progress of a second game in which a player object moves across a plurality of squares arranged on a game field, wherein the step of controlling the progress of the second game includes moving the player object based on a numerical value set for a predetermined object identified from among the plurality of predetermined objects possessed by the player.
[0008] A program according to one embodiment of the present invention is a program for providing a game, which causes one or more computers to perform the steps of: controlling the progress of a first game in which a player can acquire a plurality of predetermined objects of a plurality of types, each having different numerical values set to it; and controlling the progress of a second game in which a player object moves across a plurality of squares arranged on a game field, wherein the step of controlling the progress of the second game includes moving the player object based on the numerical value set for a predetermined object identified from among the plurality of predetermined objects possessed by the player. [Effects of the Invention]
[0009] Various embodiments of the present invention enhance the enjoyment of games in which player objects move across a game field arranged in multiple squares. [Brief explanation of the drawing]
[0010] [Figure 1] A schematic diagram showing the configuration of a network including a game provision server 10 according to one embodiment of the present invention. [Figure 2] A diagram illustrating the information managed by player information table 151. [Figure 3] A diagram illustrating the information managed by the object management table 153. [Figure 4] A diagram illustrating the information managed by the item ownership management table 155. [Figure 5] A diagram illustrating the top screen 50. [Figure 6] An example diagram showing the main event screen 60. [Figure 7] A diagram illustrating the details of the game field display area 64. [Figure 8] A flowchart illustrating the processes that Server 10 executes when a player's piece moves. [Figure 9] A diagram illustrating confirmation screen 70. [Figure 10] A diagram illustrating the first notification screen 80. [Figure 11] A diagram illustrating the second notification screen 90. [Figure 12] This diagram illustrates the confirmation screen 70 that appears when a player's piece passes over the starting square object 200. [Figure 13] A diagram illustrating the game field display area 64 where a special game field is displayed. [Modes for carrying out the invention]
[0011] Embodiments of the present invention will be described below with reference to the drawings. In each drawing, the same or similar components may be denoted by the same reference numerals.
[0012] FIG. 1 is a configuration diagram schematically showing the configuration of a network including a game providing server 10 according to an embodiment of the present invention. As shown in the figure, the server 10 is communicably connected to a player terminal 30 via a communication network 20 such as the Internet. In FIG. 1, only one player terminal 30 is shown, but the server 10 can be communicably connected to a plurality of player terminals 30. The server 10 provides a game to a user who operates the player terminal 30. The game providing server 10 is an example of a device that implements all or part of the system of the present invention.
[0013] First, the hardware configuration of the game providing server 10 will be described. The game providing server 10 is configured as a general computer, and as shown in FIG. 1, includes a computer processor 11, a main memory 12, an input / output I / F 13, a communication I / F 14, and a storage (storage device) 15, and these components are electrically connected via a bus or the like not shown in the figure.
[0014] The computer processor 11 is configured as a CPU or a GPU or the like, reads various programs stored in the storage 15 or the like into the main memory 12, and executes various instructions included in the programs. The main memory 12 is composed of, for example, DRAM or the like.
[0015] The input / output I / F 13 includes various input / output devices for exchanging information with an operator or the like. The input / output I / F 13 includes, for example, information input devices such as a keyboard and a pointing device (e.g., a mouse, a touch panel, etc.), a voice input device such as a microphone, and an image input device such as a camera. The input / output I / F 13 also includes an image output device such as a display and a voice output device such as a speaker.
[0016] The communication I / F 14 is implemented as hardware such as a network adapter, various communication software, or a combination thereof, and is configured to enable wired or wireless communication via a communication network 20 or the like.
[0017] The storage 15 is constituted by, for example, a magnetic disk, a flash memory, or the like. The storage 15 stores various programs including an operating system and various data. For example, as shown in FIG. 1, the storage 15 has a player information table 151 that manages information about game players, a held object management table 153 that manages information about moving objects (predetermined objects) held by each player, and a held item management table 155 that manages information about other items held by each player. The moving object is an object used when a player object moves a plurality of squares arranged in a game field, which will be described in detail later. Further, for example, the storage 15 stores a server-side program 40 according to an embodiment of the present invention. The program 40 is a program for causing the game providing server 10 to function as all or part of a system for providing a game. At least a part of the server-side program 40 may be configured to be executed on the player terminal 30 side via a terminal-side program 42 described later.
[0018] In the present embodiment, the game providing server 10 may be configured using a plurality of computers each having the hardware configuration described above. For example, the server 10 may be constituted by one or more server devices.
[0019] The game provision server 10 configured in this way functions as both a web server and an application server. It responds to requests from the terminal-side program 42 installed on the player terminal 30, performs various processes, and transmits screen data (e.g., HTML data) and control data, etc., to the player terminal 30 according to the results of those processes. The player terminal 30 then outputs a web page or other screen based on the received data.
[0020] Next, the hardware configuration of the player terminal 30 will be described. The player terminal 30 is configured as a general-purpose computer and, as shown in Figure 1, includes a computer processor 31, main memory 32, input / output interface 33, communication interface 34, and storage (memory device) 35. These components are electrically connected via buses and the like (not shown).
[0021] The computer processor 31 is configured as a CPU or GPU, and loads various programs stored in storage 35, etc., into the main memory 32 and executes various instructions contained in those programs. The main memory 32 is configured as, for example, DRAM.
[0022] The input / output interface 33 includes various input / output devices for exchanging information with the operator, etc. The input / output interface 33 includes, for example, information input devices such as keyboards and pointing devices (e.g., mice, touch panels, etc.), audio input devices such as microphones, and image input devices such as cameras. Furthermore, the input / output interface 33 includes image output devices such as displays and audio output devices such as speakers.
[0023] The communication interface 34 is implemented as hardware such as a network adapter, various communication software, and a combination thereof, and is configured to enable wired or wireless communication via the communication network 20, etc.
[0024] The storage 35 is composed of, for example, a magnetic disk or flash memory. The storage 35 stores various programs, including the operating system, and various data. The programs stored in the storage 35 can be downloaded and installed from an application market or the like. The storage 35 also stores the terminal-side program 42 described above. This program 42 is configured as a web browser or other application (for example, a game application), and as described above, it may be configured to execute at least a part of the server-side program 40.
[0025] In this embodiment, the player terminal 30 may be configured as a smartphone, tablet terminal, wearable device, personal computer, or dedicated game terminal, etc.
[0026] A user (game player) of the player terminal 30 configured in this way can play the game provided by the server 10 by communicating with the server 10 via the terminal-side program 42 installed on the storage 35, etc.
[0027] Next, the functions of the game provision server 10 configured in this way will be described. As shown in Figure 1, the computer processor 11 of the server 10 is configured to function as a management function control unit 111 and a game progress control unit 113 by executing instructions contained in a program loaded into the main memory 12 (for example, at least a part of the server-side program 40).
[0028] The management function control unit 111 is configured to perform various processes related to the control of the game's management functions. For example, the management function control unit 111 transmits screen data and control data for various screens related to management functions to the player terminal 30, performs various processes in response to player input via the screens output on the player terminal 30, and transmits screen data and control data corresponding to the results of those processes to the player terminal 30. The management functions controlled by the management function control unit 111 include, for example, login processing (user authentication), billing control, and player account management.
[0029] The game progress control unit 113 is configured to perform various processes related to controlling the progress of the game. For example, the game progress control unit 113 transmits screen data and control data for various screens necessary for advancing the game to the player terminal 30, performs various processes in response to player input via the screens output on the player terminal 30, and transmits screen data and control data corresponding to the results of those processes to the player terminal 30.
[0030] In this embodiment, the game progress control unit 113 is configured to control the progress of the first game and the second game. The first and second games may be configured, for example, with one being the main game and the other being a sub-game.
[0031] In this embodiment, the second game is configured as a game in which a player object moves across multiple squares placed on a game field (sometimes called a map, area, segment, or stage). The player object moves using multiple types of movement objects, each with a different numerical value. The first game is configured as a game in which the player can acquire these movement objects. For example, movement objects are given to the player as various rewards in the first game. Information about the movement objects each player possesses is managed, for example, in the owned object management table 153. The first game includes, but is not limited to, various types of games, including, for example, RPGs, battle games, action games, puzzle games, card games, and combinations thereof.
[0032] Furthermore, the game progress control unit 113 is configured to move the player object based on a numerical value set for a moveable object identified from among multiple moveable objects held by the player, when controlling the progress of the second game. For example, the game progress control unit 113 transmits screen data and control data for a screen that displays multiple moveable objects held by the player in a selectable format to the player terminal 30, and moves the player object based on the numerical value set for the moveable object selected by the player via the screen output by the player terminal 30. Alternatively, the game progress control unit 113 moves the player object based on a numerical value set for a moveable object that is automatically identified from among multiple moveable objects held by the player. For example, the player object can move a number of squares identified based on the numerical value set for the moveable object (this may be the same number of squares as the numerical value set for the moveable object, or it may be a different number of squares).
[0033] Thus, in the game provision server 10 of this embodiment, in the second game, the player object moves multiple squares based on a numerical value set for a moveable object identified from among multiple moveable objects owned by the player, and since this moveable object is acquired by the player through playing the first game, the enjoyment related to the movement of the player object is enhanced compared to the case where the amount of movement of the player object is simply determined randomly. In other words, the game provision server 10 enhances the enjoyment of games in which player objects move across a game field with multiple squares.
[0034] In this embodiment, the game progress control unit 113 may be configured to generate an effect corresponding to the destination square of a player object when controlling the progress of the second game. This effect may include various effects that may give the player an advantage or disadvantage, such as granting the player an item. Information regarding the items each player possesses is managed, for example, in the owned item management table 155. For example, the game progress control unit 113 may be configured to allow a player to play a predetermined game field in response to the acquisition of one or more predetermined items by the player. For example, the predetermined game field may be configured as a special game field that is advantageous to the player (for example, a game field with a large number of squares that have advantageous effects). Such a configuration enhances the enjoyment of collecting predetermined items.
[0035] Furthermore, for example, the effects corresponding to a square may include granting items usable in the first game. Such a configuration can facilitate play in both the first and second games.
[0036] In this embodiment, if moving a player object based on a numerical value set for a specified movable object would cause it to pass through a predetermined square, the player may be notified. The predetermined squares are, for example, advantageous squares for the player, but are not limited to these, and include squares for clearing the game field (including advancing to the next game field) (e.g., the goal square), and squares where items are awarded. For example, the game progress control unit 113 transmits screen data and control data, including such notifications, to the player terminal 30, and the screen is typically configured to instruct the player to confirm or cancel the movement of the player object. This configuration prevents the player object from accidentally passing through a predetermined square.
[0037] In this embodiment, the game field may have multiple squares arranged in various ways. For example, the game field may have multiple squares arranged so that player objects can circle around it (for example, in a ring). In this case, the game progress control unit 113 may be configured to reward players based on the number of laps the player object completes (for example, the number of laps completed in a predetermined period). For example, the more laps a player completes, the more advantageous the reward they receive. The number of laps for each player is managed, for example, in the player information table 151. Furthermore, the game progress control unit 113 may be configured to reward each player based on the aggregate value of the number of laps completed by each player object for multiple players. Such a configuration promotes the movement (circulation) of player objects.
[0038] Next, a specific example of one embodiment of the game provision server 10 having such functions will be described. In this example, the game provided by the game provision server 10 is configured as a game in which various items are collected through quests and battles. In addition to the main game (first game) consisting of quests and battles, a sub-game is provided as a limited-time event, and this sub-game includes a "board game" (second game) in which the player's piece (player object) moves across multiple squares.
[0039] First, let's explain the information managed by each table in this example. Figure 2 illustrates the information managed by the player information table 151 in this example. In this example, the player information table 151 manages information about the game's players and, as shown in the figure, associates it with a "player account" that identifies individual players and manages information such as "basic information" including account name, gender, and date of birth, "number of laps" which is the number of laps in the board game, "number of crystals held" which is the number of crystals that can be obtained in the board game, "number of gold crystals held" which is the number of gold crystals that can be obtained in the board game, and "number of fragments held" which is the number of gold crystal fragments held.
[0040] As will be explained in more detail later, the board game is played using square objects (movement objects) that can be acquired through playing the main game, such as quests and battles. In a typical board game, the game field has multiple squares arranged in a circle so that the player's piece can complete a circuit, and the number of laps in the player information table 151 is set to the number of laps the player's piece has completed on the circular route formed by these multiple squares.
[0041] In this example, crystals are items that can be exchanged for various rewards. Gold crystals, on the other hand, are items used to play special game fields, which will be discussed later.
[0042] Figure 3 illustrates the information managed by the owned object management table 153 in this example. In this example, the owned object management table 153 manages information about the square count objects owned by each player, and as shown in the figure, it manages information such as "number owned" in association with a combination of a "player account" that identifies an individual player and an "object type" that indicates the type of square count object.
[0043] In this example, the square count object has six types, each corresponding to a number from 1 to 6. The object type in the owned object management table 153 is set to a value corresponding to one of these six types (i.e., the numbers from 1 to 6). As will be explained in more detail later, the number corresponding to the type of square count object corresponds to the number of squares the player's piece moves on the game field, depending on the use of that object.
[0044] Figure 4 illustrates the information managed by the owned item management table 155 in this example. In this example, the owned item management table 155 manages information about the items owned by each player and, as shown in the figure, manages information such as "quantity owned" in association with a combination of a "player account" that identifies an individual player and an "item ID" that identifies an individual item. The items managed in the owned item management table 155 include various items other than the items mentioned above (crystals, gold crystals, gold crystal fragments, and square count objects, etc.), and may include various items usable in the main game, various sub-games other than the board game, and various other services.
[0045] The above describes the information managed by each table in this example. Next, we will describe the processes executed by the server 10 and the screens output on the player terminal 30 in this example. Figure 5 illustrates the top screen 50 output on the player terminal 30. This screen 50 is the starting screen when playing the game in this example, and as shown in the figure, it has a basic information display area 52 that displays basic game information, a quest button 54, a battle button 56, and a board game event banner 58 which is a screen element for instructing the player to play the board game. The basic information display area 52 displays various information, for example, the values of various parameters associated with the player.
[0046] When the quest button 54 is selected, a screen (not shown) for playing the quest is displayed, and the player can play the quest through this screen. The quest consists of multiple stages, each having multiple areas, and when a specific stage is cleared in accordance with predetermined conditions (e.g., defeating a boss character), the player is given a reward. This reward includes square count objects. The type of square count object given to the player is determined randomly, for example.
[0047] When the battle button 56 is selected, a screen (not shown) for playing the battle is displayed, and the player can play the battle through this screen. The battle is configured as a synchronous or asynchronous battle between the player and an enemy character (which may be a character controlled by Server 10 (NPC) or a character controlled by another player), and the player is rewarded for defeating the enemy character. The reward includes square count objects. The type of square count object awarded to the player is determined, for example, randomly.
[0048] The Sugoroku event banner 58 is placed on the top screen 50 during the duration of an event in which the Sugoroku game is offered. Figure 6 illustrates an event main screen 60 that is displayed in place of the top screen 50 depending on the selection of the banner 58. As shown in the figure, the screen 60 has an event information display area 62 that displays information about the corresponding event, a game field display area 64 that displays the game field, a square number object selection area 66 for accepting the selection of square number objects, a gold crystal information display area 68 that displays information about the gold crystals the player possesses, and a lap count information display area 69 that displays information about the number of laps.
[0049] The event information display area 62 displays various information about the event, such as information about the duration of the event.
[0050] The cell count object selection area 66 consists of six cell count object icons 662 arranged horizontally, each corresponding to a different type of cell count object. Each icon 662 has a number (one of 1 to 6) corresponding to the type of cell count object attached to it, and the icons 662 corresponding to 1 to 6 are arranged in order from left to right. Below each icon 662, the number of cell count objects of the corresponding type owned by the player is displayed. The number of cell count objects of each type owned is managed in the owned object management table 153.
[0051] The gold crystal information display area 68 displays the number of gold crystal fragments and the number of gold crystals held, and below it is a gold crystal use button 682 with the text "Use Gold Crystal" added to it. In this example, when six gold crystal fragments are collected, these six fragments automatically transform into one gold crystal.
[0052] The lap count information display area 69 displays the number of laps completed on the circular route in the board game for the corresponding player, as well as the total number of laps completed by all players (the total number of laps completed by all users at the time).
[0053] Figure 7 illustrates the details of the game field display area 64. As shown in the figure, this area 64 displays a game field with multiple grid objects 200 arranged in it. At its lower end, the number of crystals held is displayed, and in the lower right corner, the floor number of the game field (in the example in Figure 7, "B1") is displayed. In this example, when the game field is cleared, the player moves to the game field on the floor below (goes underground).
[0054] In this example, in a typical game field, multiple square objects 200 are arranged in a ring, and the player's piece can travel around the ring-shaped route formed by these multiple square objects 200. In the initial state when starting play on each game field, the player's piece is located on the starting square object 200 (in the example in Figure 7, the object 200 in the lower left corner) which has the letter "S" attached to it. A frame-shaped current position object 202 is attached to the outer edge of the object 200 where the player's piece is located. Alternatively, instead of or in addition to the object 202, an object corresponding to the player's piece (such as a character) may be placed on the square object 200 where the piece is located.
[0055] In this example of a board game, players can move their pieces using square number objects. Figure 8 is a flowchart illustrating the processes that server 10 executes when a player's piece moves. Server 10 first accepts the selection of a square number object as shown in the figure (step S100). The player selects the square number object via the square number object selection area 66 on the event main screen 60.
[0056] Returning to the main event screen 60 in Figure 6, if any of the six square count object icons 662 located in the square count object selection area 66 is selected, the confirmation screen 70 exemplified in Figure 9 is displayed instead of the screen 60. As shown in the figure, the screen 70 has a game field display area 72 that displays the game field, a selected square count object information display area 74 that displays information about the selected square count object, a move confirmation button 76 with the text "move 3 squares" attached, and a cancel button 78 to cancel the selection of the square count object. The number of squares in the text attached to the move confirmation button 76 (in the example of Figure 9, "3 squares") changes depending on the type of square count object selected.
[0057] In the game field display area 72 of the confirmation screen 70, the display of the destination square object 200 changes when the player's piece moves the number of squares corresponding to the selected square object. Specifically, in the example in Figure 9, the background color of the destination square object 200A changes when the player's piece moves 3 squares upward from the starting square object 200 where it is located. The player can recognize the destination square object 200 when using the selected square object by this change in background color.
[0058] The selected square object information display area 74 displays the type of selected square object (i.e., the number of squares to move) and the change in the number of square objects owned before and after its use. When the move confirmation button 76 is selected, the selection of the corresponding type of square object (i.e., its use) is confirmed.
[0059] Returning to the flowchart in Figure 8, after accepting the selection of a square count object, the server 10 then moves the player's piece by the corresponding number of squares and updates the number of square count objects held (steps S110, S120). The player's piece moves in a predetermined direction, and in this example, it moves clockwise along a circular route. Specifically, in updating the number of held objects, the number of held objects for the corresponding player and object type combination is updated (decreased by 1) in the owned object management table 153.
[0060] Then, Server 10 activates the effect set on the mass object 200 where the player's piece will move (Step S130). In this example, one of the following three types of effects is set on mass object 200. (1) Granting items for the board game (2) Granting of items for the main game (3) Transition to the next game field
[0061] Figure 10 illustrates a first notification screen 80 that is displayed in response to the occurrence of the effect of "(1) Granting of items for the board game" (i.e., the granting of items). As shown in the figure, screen 80 displays information about the items granted to the player (20 crystals in the example of Figure 10) and also has a close button 82. The items for the board game include crystals and gold crystal fragments. When these items are granted, the number of crystals or fragments held in the player information table 151 is updated. Furthermore, when the number of gold crystal fragments held reaches 6, these fragments are transformed into gold crystals. Specifically, the number of fragments held in the player information table 151 is cleared, and the number of gold crystals held is updated (increased by 1).
[0062] Figure 11 illustrates a second notification screen 90 that is displayed in response to the occurrence of the effect of "(2) Granting of items for the main game" (i.e., the granting of items). As shown in the figure, the screen 90 displays information about the items granted to the player (in the example of Figure 11, battle items), and also has a reward box button 92 with the text "To reward box" and a close button 94. Items for the main game are granted to the player via the reward box used in the main game. When the reward box button 92 is selected, a screen (not shown) for obtaining the rewards temporarily stored in the reward box is displayed, and the player can obtain these rewards via this screen. In response to the acquisition of items, the number of items held for each combination of player and item is updated in the owned item management table 155.
[0063] Furthermore, in the game field, the appearance (for example, background color) of the mass object 200 to which effect (1) is set and the mass object 200 to which effect (2) is set may be made to be different from each other.
[0064] The effect of "(3) Transition to the next game field" is set to the starting square object 200 in this example. When a player's piece lands on the starting square object 200, the current game field ends (this can also be called clearing the game field), and the player transitions to the next game field. Note that a player can also pass through the starting square object 200 and enter the second lap of the circular route, but in this example, the effect does not occur again even if the player lands on a square object 200 where the effect has already occurred (i.e., the player has acquired the corresponding item) (the effect of each square object 200 occurs only once). When a player's piece lands on or passes through the starting square object 200, the player's lap count is updated, specifically, the lap count of the corresponding player is updated (incremented by 1) in the player information table 151.
[0065] In this example, when the total number of laps completed by all players reaches a predetermined value, all players will be awarded items for the main game (stored in each player's reward box).
[0066] In this example, if the player's piece passes the starting square object 200, a notification is given on the confirmation screen 70 before the move is confirmed. Figure 12 illustrates the confirmation screen 70 in this case. In the game field display area 72 of Figure 12, the player's piece is located on object 200 (with the current position object 202 attached) three squares before the starting square object 200. If the player moves the number of squares corresponding to the type of selected square object (4 squares) from this position, they will pass the starting square object 200 (the destination will be object 200A, one square above the starting square object 200). In this case, as shown in the figure, the text "You are 3 squares away from the starting square, but do you want to use a 4-square object?" is displayed in the selected square object information display area 74, meaning that the player is notified that they will pass the starting square object 200.
[0067] Returning to the main event screen 60 in Figure 6, the Gold Crystal Use button 682 in the Gold Crystal Information display area 68 is an object for using Gold Crystals to play a special game field. When this button 682 is selected, the game transitions from the normal game field to the special game field, and the display in the game field display area 64 is updated. Also, when the Gold Crystal Use button 682 is selected, Gold Crystals are used, and specifically, the number of Gold Crystals held by the corresponding player in the player information table 151 is updated (decreased by 1).
[0068] Figure 13 illustrates a game field display area 64 where a special game field is displayed. In this example, multiple grid objects 200 are arranged in the special game field to form a single non-circular route from the start (an object 200 with the letter "S" attached) to the goal (an object 200 with the letter "G" attached).
[0069] When playing on a special game field, just like on a regular game field, players move their pieces using square objects, and the effect set on the square object 200 where the piece moves is triggered. The items obtainable on a special game field are more advantageous to the player compared to a regular game field; for example, the quantity of obtainable items is larger, and the value of those items is higher. Also, on a special game field, the effect of "(3) Transition to the next game field" is set on the goal square object 200, and when the goal square object 200 is reached, the player returns to the original regular game field even if there are squares remaining.
[0070] Thus, in this example, players can enjoy playing on a special game field in addition to the regular game field during the duration of the event in which the board game is offered. Alternatively, the board game could be offered at all times, regardless of the event duration.
[0071] In the example described above, multiple square objects 200 are arranged in a circular pattern on a normal game field. However, this arrangement of square objects 200 is illustrative, and multiple square objects 200 may be arranged on a normal game field in the same way as on a special game field, so as to form a route that does not circle. Alternatively, multiple square objects 200 may be arranged so as to form multiple routes with branches. In this case, the player may specify the direction of movement of their piece at the branching points of the routes.
[0072] In the game provision server 10 according to this embodiment described above, in the second game (for example, a board game), a player object (for example, a piece) moves across multiple squares based on a numerical value set for a movement object identified from among multiple movement objects (for example, square number objects) owned by the player. Since this movement object is acquired by the player through playing the first game (for example, the main game such as quests and battles), the enjoyment of moving the player object is enhanced compared to the case where the amount of movement of the player object is simply determined randomly. In other words, the game provision server 10 enhances the enjoyment of games in which player objects move across a game field with multiple squares.
[0073] In another embodiment of the present invention, some or all of the functions of the game provision server 10 in the above-described embodiment may be realized by the cooperation of the game provision server 10 and the player terminal 30, or by the player terminal 30 alone.
[0074] The processes and procedures described herein can be implemented by software, hardware, or any combination thereof, in addition to those explicitly described herein. For example, the processes and procedures described herein can be implemented by implementing the logic corresponding to those processes and procedures on a medium such as an integrated circuit, volatile memory, non-volatile memory, or magnetic disk. Furthermore, the processes and procedures described herein can be implemented as computer programs corresponding to those processes and procedures and executed by various types of computers.
[0075] Even if a process or procedure described herein is described as being performed by a single device, software, component, or module, such process or procedure may be performed by multiple devices, multiple software programs, multiple components, and / or multiple modules. Furthermore, the software and hardware elements described herein can also be realized by integrating them into fewer components or by decomposing them into more components.
[0076] In this specification, where a component of the invention is described as either one or more, or without limitation to either one or more, such component may be either one or more, unless the context should be otherwise interpreted. [Explanation of Symbols]
[0077] 10 Game Servers 11 Computer Processors 111 Management Function Control Unit 113 Game Progression Control Unit 15 Storage 151 Player Information Table 153. Object Management Table 155 Item Management Table 30 player devices 40 Server-side programs 42 Terminal-side programs 50 Top screen 60 Event Main Screen 70 Confirmation screen 80 1st notification screen 90 2nd notification screen
Claims
1. A system for providing a game comprising one or more computer processors, wherein the one or more computer processors, in response to the execution of a readable instruction, A step of controlling the progress of the first game in which the player can acquire multiple predetermined objects of different types, each with a mutually different numerical value, The steps include: controlling the progress of a second game in which a player object moves across multiple squares placed on the game field; and performing the following steps: The step of controlling the progress of the second game includes moving the player object based on a numerical value set for a predetermined object identified from among a plurality of predetermined objects possessed by the player. system.
2. The step of controlling the progress of the second game includes generating an effect corresponding to the square to which the player object moves, The system according to claim 1.
3. The aforementioned effect includes granting an item to the player, The step of controlling the progress of the second game includes enabling the player to play a predetermined game field in response to the player acquiring one or more predetermined items. The system according to claim 2.
4. The aforementioned effect includes granting the player an item usable in the first game, The system according to claim 2.
5. The step of controlling the progress of the second game includes notifying the player if moving the player object based on the numerical value set for the identified predetermined object would cause it to pass through a predetermined square. The system according to claim 1.
6. The predetermined squares are squares for clearing the game field. The system according to claim 5.
7. The game field is arranged such that the player object can move around it. The step of controlling the progress of the second game includes rewarding the player based on the number of laps the player object has completed. The system according to claim 1.
8. The step of controlling the progress of the second game includes granting the reward to each of the multiple players based on the total number of laps each of the multiple players have completed of their respective player objects. The system according to claim 7.
9. A method for providing a game, which is executed by one or more computers, A step of controlling the progress of the first game in which the player can acquire multiple predetermined objects of different types, each with a mutually different numerical value, The system includes the step of controlling the progress of a second game in which a player object moves across multiple squares placed on a game field, The step of controlling the progress of the second game includes moving the player object based on a numerical value set for a predetermined object identified from among a plurality of predetermined objects possessed by the player. method.
10. A program for providing games, which can be installed on one or more computers. A step of controlling the progress of the first game in which the player can acquire multiple predetermined objects of different types, each with a mutually different numerical value, The process involves controlling the progress of a second game in which a player object moves across multiple squares placed on the game field, and executing the following steps: The step of controlling the progress of the second game includes moving the player object based on a numerical value set for a predetermined object identified from among a plurality of predetermined objects possessed by the player. program.
Citation Information
Patent Citations
Game control method, program, and computer
JP2015016336A