Systems, methods, and programs for providing games
The system enhances player motivation by granting effects to objects that change visually, addressing the lack of enjoyment in existing games through object acquisition.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- DENA CO LTD
- Filing Date
- 2026-02-27
- Publication Date
- 2026-05-19
AI Technical Summary
Existing games do not sufficiently enhance player motivation for obtaining objects, despite parameter increases through actions like enhancement or evolution.
A system that grants a first effect to a player's object using a corresponding object, changing the object's display mode based on the effect setting, thereby enhancing player motivation through visual changes.
The system increases player motivation by allowing players to enjoy acquiring and setting effects on objects, which change visually, thus enhancing the game experience.
Smart Images

Figure 2026083208000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a system, a method, and a program for providing a game using objects.
Background Art
[0002] Conventionally, various games using objects such as cards, characters, and items have been provided (for example, see Patent Document 1 below). In such games, when a player has duplicate objects of the same type, the parameters of the remaining objects (for example, level and experience value) are increased through actions involving the consumption of the duplicate objects (for example, enhancement or evolution).
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] However, although the increase in parameters through the above-described actions can contribute to the advantageous progress of the game, it cannot be said that the enjoyment given to the player is sufficient. Therefore, in order to improve the player's motivation for obtaining objects, an improvement in the enjoyment through such actions is desired.
[0005] One object of an embodiment of the present invention is to improve the player's motivation for obtaining objects. Other objects of the embodiments of the present invention will become apparent 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 using objects, comprising one or more computer processors, wherein the one or more computer processors perform the steps of: granting a first effect, which can be set for a first object possessed by the player, to the player using a second object possessed by the player, which corresponds to the first object; and setting the first effect possessed by the player to the first object, wherein the display mode of the first object changes according to the setting of the first effect.
[0007] A method according to one embodiment of the present invention is a method for providing a game using objects, which is performed by one or more computers, and comprises the steps of: granting a first effect, which can be set for a first object owned by a player, to the player using a second object owned by the player, which corresponds to the first object; and setting the first effect owned by the player for the first object, wherein the first object is configured to change its display mode according to the setting of the first effect.
[0008] A program according to one embodiment of the present invention is a program for providing a game using objects, which causes one or more computers to perform the steps of: granting a first effect, which can be set for a first object owned by the player, to the player using a second object owned by the player, which corresponds to the first object; and setting the first effect owned by the player to the first object, wherein the display mode of the first object changes according to the setting of the first effect. [Effects of the Invention]
[0009] Various embodiments of the present invention enhance the player's motivation to acquire objects. [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 object information table 152. [Figure 4] A diagram illustrating the information managed by the effect information table 153. [Figure 5] A diagram illustrating the information managed by the owned object management table 154. [Figure 6] A diagram illustrating the information managed by the Possession Effects Management Table 155. [Figure 7] A diagram illustrating the card details screen 50. [Figure 8] A diagram illustrating the card exchange screen 60. [Figure 9] A diagram illustrating the details of the individual display area 642. [Figure 10] A diagram illustrating the details of status display object 644. [Figure 11] A diagram illustrating the replacement instruction screen 70. [Figure 12] A flowchart illustrating the processes performed by Server 10. [Figure 13] A diagram illustrating the skin settings screen 80. [Figure 14] An example diagram of the album screen 90. [Figure 15] An example diagram of battle screen 200. [Modes for carrying out the invention]
[0011] Hereinafter, embodiments of the present invention will be described while referring to the drawings. In each drawing, the same or similar components may be assigned 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 includes, as shown in FIG. 1, 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 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 configured by, 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 interface 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 the communication network 20, etc.
[0017] The storage 15 is composed of, for example, a magnetic disk, flash memory, etc. The storage 15 stores various programs, including the operating system, and various data. For example, as shown in Figure 1, the storage 15 has a player information table 151 that manages information about the game's players, an object information table 152 that manages information about objects used in the game, an effect information table 153 that manages information about predetermined effects that can be set for those objects, an owned object management table 154 that manages information about objects owned by the player, and an owned effect management table 155 that manages information about predetermined effects owned by the player. Some of these tables may be integrated into a single table, or they may be divided into multiple tables.
[0018] Furthermore, for example, storage 15 stores a server-side program 40 according to one embodiment of the present invention. This program 40 is a program that causes the game provision server 10 to function as all or part of a system for providing games. 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, which will be described later.
[0019] In this embodiment, the game provision server 10 may be configured using multiple computers, each having the hardware configuration described above. For example, the server 10 may be configured by one or more server devices.
[0020] 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.
[0021] 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).
[0022] 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.
[0023] 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.
[0024] 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.
[0025] 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. This program 42 is configured as a web browser or other application (for example, a game application in this embodiment), and as described above, it can be configured to execute at least a part of the server-side program 40.
[0026] In this embodiment, the player terminal 30 may be configured as a smartphone, tablet terminal, wearable device, personal computer, or dedicated game terminal, etc.
[0027] A user (game player) operating 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.
[0028] 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, a game progress control unit 113, and an object management unit 115 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).
[0029] The management function control unit 111 is configured to perform various processes related to the control of the game's management functions in this embodiment. For example, the management function control unit 111 transmits screen data and control data for various screens related to the 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 to the player terminal 30 according to the results of those processes. The management functions controlled by the management function control unit 111 include, for example, login processing (user authentication), billing control, and player account management.
[0030] The game progress control unit 113 is configured to perform various processes related to controlling the progress of the game in this embodiment. For example, the game progress control unit 113 transmits screen data and control data for various screens used to control the progress of 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 to the player terminal 30 according to the results of those processes.
[0031] The object management unit 115 is configured to perform various processes related to the management of objects used in the game of this embodiment. For example, the object management unit 115 transmits screen data and control data for various screens related to object management 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 to the player terminal 30 according to the results of those processes.
[0032] In this embodiment, the object management unit 115 is configured to grant predetermined effects that can be set for objects owned by the player to the player, by consuming other objects owned by the player. Objects include, but are not limited to, various types of game elements used in the game, such as cards, characters, and items. The other objects consumed are objects that correspond to the object on which the predetermined effect can be set, and are, for example, objects of the same type. Information about the objects owned by the player is managed, for example, in the owned object management table 154. Information about predetermined effects owned by the player is managed, for example, in the owned effect management table 155.
[0033] Furthermore, the object management unit 115 is configured to set predetermined effects possessed by the player to objects. For example, predetermined effects are set to objects in response to instructions from the player (for example, received via a screen displayed on the player terminal 30).
[0034] In this embodiment, the object is configured to change its display mode according to the setting of a predetermined effect. For example, the object is displayed in a first mode before the predetermined effect is set, and in a second mode after the predetermined effect is set. The predetermined effect includes various types of game elements that change the display mode of the object according to its setting.
[0035] Thus, in this embodiment, the game server 10 grants a predetermined effect to the player, which can be set on an object, by consuming other corresponding objects. Since the display mode of the object changes according to the setting of the predetermined effect, the player can enjoy acquiring the predetermined effect through the consumption of other objects, setting it on the object, and the change in the display mode of the object. In other words, the server 10 increases the player's motivation to acquire objects.
[0036] In this embodiment, the predetermined effect, which is granted by consuming other objects corresponding to the object, may be configured so that it cannot be set for objects of a different type than the object in question. This configuration can limit the uses of the predetermined effect and increase its rarity. Conversely, the predetermined effect may be configured so that it can be set for objects of a different type than the object in question. This configuration can expand the uses of the predetermined effect and improve its usability.
[0037] In this embodiment, two predetermined effects of different types may be granted. For example, the object management unit 115 can be configured to grant a first effect or a second effect to the user, with the consumption of other corresponding objects. In this case, the object is configured so that its first display mode changes according to the setting of the first effect, while its second display mode changes according to the setting of the second effect. For example, the object's display mode in a first scene (e.g., a screen corresponding to a first function in a game) changes according to the setting of the first effect, while its display mode in a second scene (e.g., a screen corresponding to a second function in a game) changes according to the setting of the second effect. For example, the object management unit 115 is configured to grant the player an effect specified by the player, or an effect automatically specified, from among the first and second effects. Such a configuration provides the player with the enjoyment of acquiring different types of effects.
[0038] In this embodiment, the predetermined effect may be granted to the user only for a predetermined period. The predetermined period may be set, for example, as the duration of a limited-time event in a game. In this case, during the predetermined period, an object on which the predetermined effect can be set may be displayed accompanied by a predetermined element (for example, an element indicating that the predetermined effect can be obtained). Such a configuration enhances the rarity value of the predetermined effect.
[0039] In this embodiment, parameters of an object that control the progress of the game (for example, HP, attack power, and defense power in a competitive game) may be configured not to change according to the setting of the predetermined effect. This configuration prevents the setting of the predetermined effect that changes the display manner from affecting the progress of the game itself.
[0040] Furthermore, the object management unit 115 may be configured to grant the player an additional effect different from the predetermined effect, with a predetermined probability of winning (for example, if the result of the lottery is a win), when the predetermined effect is granted. This additional effect may be an effect whose display manner changes according to the object's settings, similar to the predetermined effect, or it may be a different type of effect. Such a configuration provides the player with the enjoyment of acquiring additional effects.
[0041] Next, a specific example of a game provision server 10 of this embodiment having such functions will be described. In this example, the game provision server 10 provides a competitive card game in which a player constructs a deck using multiple cards (objects) that they possess and uses that deck to play against other players.
[0042] 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, manages information such as "basic information" including nickname and date of birth, and "number of coins owned," which is the number of coins the player possesses, associated with a "player account" that identifies each individual player. In this example, coins are items that are needed (consumed) when exchanging cards for skins (predetermined effects).
[0043] Figure 3 illustrates the information managed by the object information table 152 in this example. In this example, the object information table 152 manages information about cards as objects used in the card game of this example. As shown in the figure, it manages information such as the "character name," which is the name of the corresponding character, "image information," and "battle parameter information," which is information about various parameters used when playing against other players (e.g., HP, attack power, and defense power), associated with the "card ID" that identifies individual cards. The card ID can also be said to be information that identifies the type of card.
[0044] Figure 4 illustrates the information managed by the effect information table 153 in this example. In this example, the effect information table 153 manages information about skins as predetermined effects that can be set on cards. As shown in the figure, it manages information such as a "skin ID" that identifies an individual skin, a "card ID" that identifies the card to which the skin can be set, a "skin type" that indicates the type of skin, "image information", a "secret flag" that indicates whether or not this skin is a secret skin, "period information" which is information about the period if the skin is granted for a limited time, the "number of cards consumed" which is the number of cards consumed to acquire this skin, and the "number of coins consumed" which is the number of coins consumed to acquire this skin. In this example, the cards to which one skin can be set are limited to one type (it cannot be set on other types of cards), and the card ID in the effect information table 153 is set to the card ID corresponding to this one type of card. Also, as will be described in more detail later, in this example, the cards consumed to acquire the skin are the same type of card as the card to which the skin can be set.
[0045] In this example, there are two types of skins: specifically, front effect skins that add an image (front effect) to the front of the card (the side where the character is displayed), and battle effect skins that add animation (battle effect) to the card when playing against other players. The skin type in Effect Information Table 153 is set to a value corresponding to one of these skins.
[0046] Figure 5 illustrates the information managed by the owned object management table 154 in this example. In this example, the owned object management table 154 manages information about the cards owned by each player, and as shown in the figure, it manages information such as the "number owned" of the card and the "number of cards set in the deck" (the number of cards included in the deck), associating them with a combination of a "player account" that identifies an individual player and a "card ID" that identifies an individual card.
[0047] In this example, cards are awarded to players through various means. For example, cards are awarded through a lottery (gacha), as various rewards (login bonuses, mission completion bonuses, etc.), and through purchases made by players.
[0048] Furthermore, as mentioned above, a deck is constructed from multiple cards, and battles are played using these cards. A deck can contain multiple cards of the same type (card ID), and the number of cards set in the possession object management table 154 is set to the number of cards corresponding to that card that are set in the deck.
[0049] Figure 6 illustrates the information managed by the Possession Effect Management Table 155 in this example. In this example, the Possession Effect Management Table 155 manages information about the skins each player possesses, and as shown in the figure, it manages information such as the "number of skins owned" and the "setting flag" indicating whether or not the skin is set on the corresponding card, in association with a combination of a "player account" that identifies an individual player and a "skin ID" that identifies an individual skin. In this example, skins are granted to players through exchange for corresponding cards (cards of the same type as the cards that can be set with this skin) and coins, as will be described in more detail later.
[0050] The above explains the information managed by each table in this example. Next, we will explain the processes executed by the game provision server 10 and the screens displayed on the player terminal 30 in this example.
[0051] Figure 7 illustrates a card details screen 50 output on the player terminal 30. This screen 50 displays information about a specific card designated by the player from among several cards owned by the player. As shown in the figure, the card details screen 50 includes an image display area 52 that displays the image of the card, an ownership count display area 53 that displays the number of copies of this card owned by the player, an exchange button 54, and a skin setting button 56.
[0052] The exchange button 54 is the object selected when exchanging this card for a skin. When the button 54 is selected, the card exchange screen 60, as illustrated in Figure 8, is displayed. As shown in the figure, the screen 60 has an image display area 62 that displays the image of the card, a skin display area 64 that displays the skin to be exchanged, and a possession count display area 66 that displays the number of cards and coins (hereinafter sometimes referred to as "exchange resources") held by the player that will be consumed during the exchange.
[0053] The multiple skins displayed in the skin display area 64 are all skins that can be set for the corresponding card, excluding secret skins (identified by referring to the card ID and secret flag in the effect information table 153). The skin display area 64 has multiple individual display areas 642 arranged horizontally, each corresponding to a skin that is being replaced. The displayed individual display areas 642 in the skin display area 64 can be switched by flicking left or right.
[0054] Figure 9 illustrates the details of the individual display area 642. As shown in the figure, the area 642 has an image display area 6421 that displays an image of the corresponding skin and a consumption count display area 6422 that displays the number of cards and coins required to acquire the corresponding skin. The individual display area 642 illustrated in Figure 9 corresponds to the case where the corresponding skin type is a front effect skin, and the image display area 6421 displays images of two flowers that are added to the front of the card.
[0055] Returning to the card exchange screen 60 in Figure 8, in the skin display area 64, a status display object 644 is added to the upper left corner of some individual display areas 642, showing the status of the corresponding skin. Figure 10 illustrates the details of the status display object 644. This object 644 is first added to the individual display area 642 when the player possesses the number of exchange resources required to acquire the corresponding skin. In this case, as illustrated in Figure 10(A), the status display object 644 displays the text "Exchangeable". Note that in this example, the player cannot exchange all of their cards of the same type for a skin; they must keep at least one card of the same type (i.e., the number of cards required to acquire a skin is the number of cards consumed plus one).
[0056] Furthermore, the status display object 644 is added to the individual display area 642 if the corresponding skin is a limited-time skin and the period has started. In this case, as illustrated in Figure 10(B), the status display object 644 displays the remaining time until the period during which the corresponding skin is available (exchangeable) ends (calculated based on the period information in the effect information table 153) in a countdown format. If the player possesses the number of exchange resources required to acquire the limited-time skin, the display in the status display object 644 will repeatedly switch between Figure 10(A) and Figure 10(B) at predetermined time intervals. Also, the individual display area 642 corresponding to the limited-time skin will disappear once the period ends.
[0057] The player selects an area 642 corresponding to a desired exchangeable skin from among several individual display areas 642 located in the skin display area 64. Figure 11 illustrates an exchange instruction screen 70 that is output overlaid on the card exchange screen 60 according to the selection of an individual display area 642. As shown in the figure, the screen 70 has an image display area 72 that displays an image of the corresponding skin (the skin displayed in the selected individual display area 642), an exchange quantity input area 74 for entering the number of skins to be exchanged, a required resource quantity display area 76 that displays the number of exchange resources required to exchange the number of skins entered in the area 74, and an exchange instruction button 78 with the text "Exchange". The number of the corresponding skins owned by the player is displayed on the lower right side of the image display area 72. The exchange instruction button 78 is an object for the player to instruct the exchange of the corresponding skin for exchange resources.
[0058] Figure 12 is a flowchart illustrating the processes that the server 10 executes in response to the selection of the exchange instruction button 78. First, the server 10 assigns the corresponding skin to the player as shown in the figure (step S100). Specifically, the number of players and skin combinations owned by the server is updated (increased) in the possession effect management table 155.
[0059] Next, Server 10 executes the players' consumption of cards and coins (step S110). Specifically, the number of players and cards owned by the corresponding players is updated (decreased) in the owned object management table 154, and the number of coins owned by the corresponding players is updated (decreased) in the player information table 151.
[0060] Next, if the number of cards consumed is 15 or more (YES in step S120), server 10 performs a secret skin lottery (step S130). The lottery is performed according to a predetermined winning probability. Thus, in this example, if 15 or more cards are consumed in a single skin exchange, a secret skin lottery is performed.
[0061] Then, if the player wins the lottery (YES in step S140), server 10 grants the secret skin to the player (step S150). Specifically, the number of players and skins owned by the corresponding combination is updated (increased) in the possession effect management table 155. In this example, the secret skin is pre-set as a front effect skin or battle effect skin that can be set for the corresponding card.
[0062] In this example, players can acquire skins that can be applied to cards by consuming cards of the same type and coins. If the number of cards consumed exceeds a threshold, a draw for a secret skin is also held.
[0063] Returning to the card details screen 50 in Figure 7, the skin setting button 56 is the object selected when setting a skin for the corresponding card. When this button 56 is selected, the skin setting screen 80 illustrated in Figure 13 is displayed. As shown in the figure, this screen 80 has an image display area 82 that displays the card image and an owned skin display area 84 that displays information about the skins the player owns.
[0064] The owned skin display area 84 contains multiple individual display areas 841, each corresponding to a specific skin, arranged horizontally. Each area 841 displays an image of the corresponding skin. Below each area 841, the number of players who own the corresponding skin is displayed.
[0065] When one of the multiple individual display areas 841 is selected, the corresponding skin is set, and a setting status object 842 indicating that it is set is added to the upper right corner of the corresponding individual display area 841. In this example, a maximum of one front effect skin and one battle effect skin can be set for cards of the same type (same card ID). Therefore, when a new skin is set, the setting status of any skin of the same type that was set up until that point is removed. The setting status of these skins is managed in the setting flag of the possession effect management table 155.
[0066] Figure 14 illustrates the album screen 90 output by the player terminal 30. This screen 90 is for viewing the cards owned by the player, and as shown in the figure, multiple individual display areas 92, each corresponding to an individual card, are arranged in two columns in a vertical direction.
[0067] In the album screen 90 illustrated in Figure 14, the cards corresponding to the individual display areas 92A and 92B, which are arranged horizontally at the top, are of the same type, and a flower image front effect skin is set for these cards. The example in Figure 14 corresponds to the case where the player owns 1 of the front effect skins. In this case, the skin is set for one of the two cards (the card displayed in the left individual display area 92A), while the other card (the card displayed in the right individual display area 92B) does not have a skin set. When the player owns 2 or more of the skins, the skin is set for both cards.
[0068] Figure 15 illustrates a battle screen 200 output on the player terminal 30. This screen 200 is used by the player to play against an opponent (another player), and as shown in the figure, it has a battle area 202 where the player plays against the opponent's cards, and a hand area 204 that displays the player's own hand of cards. The hand area 204 consists of multiple card display areas 206, each corresponding to an individual card, arranged side by side in the left-right direction.
[0069] In this example of a competitive card game, in each turn, a predetermined number of cards are drawn from a deck of cards belonging to the player and added to their hand. The cards selected by the player from their hand then battle against the opponent's cards. The outcome of the battle is determined based on the battle parameter values of each card.
[0070] Furthermore, when selecting a card to battle from the hand, the corresponding card display area 206 located in the hand area 204 is selected, and the image of the corresponding card (the card to battle) moves from the hand area 204 to the battle area 202. If the card moving to the battle area 202 has a battle effect skin set, the corresponding battle effect (for example, a special animation effect) is added to the image of that card.
[0071] In this example, if multiple cards of the same type are set in the deck and a battle effect skin is set for those cards, the skin will be set for a number of cards corresponding to the number of players who possess that battle effect skin. For example, if a battle effect skin that a player possesses once is set for two cards in the deck, the battle effect will be added when the first card moves to battle area 202, while the battle effect will not be added when the second card moves to battle area 202. If the player possesses two or more of the battle effect skin, the battle effect will be added to both cards when they move to battle area 202.
[0072] In this example, the battle parameter values for each card are not changed by the skin settings.
[0073] In the example described above, the corresponding card may be made exchangeable for various items other than skins via the card exchange screen 60. Such items may be usable only with cards of the same type as the corresponding card, or they may be usable with other types of cards, or they may be other types of items that are not used with any particular card.
[0074] In the example described above, when acquiring a skin, a card of the same type as the card to which the skin can be set is consumed. However, in addition to the card of the same type, other specific cards (for example, cards of a specific type) may be consumed. Alternatively, when acquiring a skin, no card of the same type may be consumed, and other specific cards corresponding to the card to which the skin can be set (for example, managed in object information table 152) may be consumed.
[0075] In the example above, a single skin can only be applied to one type of card, and cannot be applied to other types of cards. However, it may be possible to allow the skin to be applied to other types of cards as well.
[0076] In the example described above, a competitive card game was used as an example, but this embodiment can be applied to various types of games other than competitive card games. In this case, various types of objects used in the game are consumed, and a predetermined effect that can be set on the object, which changes the display manner of the object, is granted to the player.
[0077] As described above, the game server 10 according to this embodiment grants a predetermined effect (e.g., a skin) to the player, which can be set on an object, in exchange for the consumption of other corresponding objects (e.g., cards of the same type). The display of the object changes according to the setting of the predetermined effect (e.g., a front effect or battle effect is added). As a result, the player can enjoy acquiring the predetermined effect through the consumption of other objects, setting it on the object, and the change in the display of the object. In other words, the server 10 increases the player's motivation to acquire objects.
[0078] In other embodiments of the present invention, some or all of the functions of the game provision server 10 in the above-described embodiments may be realized by the cooperation of the game provision server 10 and the player terminal 30, or by the player terminal 30 alone. In other words, the system of the present invention may consist of the game provision server 10, the game provision server 10 and the player terminal 30, or the player terminal 30 alone.
[0079] 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.
[0080] 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.
[0081] In this specification, even when a component of the invention is described as either one or more, or without being limited to either one or more, such component may be either one or more, unless the context should be otherwise interpreted. [Explanation of symbols]
[0082] 10 Game Servers 11 Computer Processors 111 Management Function Control Unit 113 Game Progression Control Unit 115 Object Management Department 15 Storage 151 Player Information Table 152 Object Information Table 153 Effect Information Table 154. Table for managing owned objects 155 Possession Effect Management Table 30 player devices 40 Server-side programs 42 Terminal-side programs 50 Card Details Screen 60 Card exchange screen 70 Replacement instruction screen 80 Skin settings screen 90 Album screen 200 Battle Screen
Claims
1. A system for providing an object-based game comprising one or more computer processors, wherein the one or more computer processors are A step of granting a first effect, which can be set on a first object possessed by the player, to the player by consuming a second object possessed by the player that corresponds to the first object, The player performs the step of setting the first effect possessed by the player to the first object, The first object is configured such that its display mode changes according to the setting of the first effect. system.
2. The second object is an object of the same type as the first object. The system according to claim 1.
3. The first effect cannot be set for a third object of a different type than the first object. The system according to claim 1.
4. The first effect can be set for a third object of a different type than the first object. The system according to claim 1.
5. The one or more computer processors described above further include: A step of granting the player a second effect, which is settable for the first object and is different from the first effect, by consuming the second object; The player performs the step of setting the second effect possessed by the player to the first object, The first object is configured such that its first display mode changes according to the setting of the first effect, and its second display mode changes according to the setting of the second effect. The system according to claim 1.
6. The first object is configured such that its display in the first scene changes according to the setting of the first effect, and its display in the second scene changes according to the setting of the second effect. The system according to claim 5.
7. The step of applying the first effect is to apply the first effect to the player for a predetermined period of time. The system according to claim 1.
8. The object has predetermined parameters that control the progress of the game, The predetermined parameters of the first object do not change according to the setting of the first effect. The system according to claim 1.
9. The one or more computer processors further perform the step of granting the player a third effect different from the first effect, with a predetermined probability of winning, in conjunction with the granting of the first effect. The system according to claim 1.
10. A method for providing a game using objects, which is executed by one or more computers, A step of granting a first effect, which can be set on a first object possessed by the player, to the player by consuming a second object possessed by the player that corresponds to the first object, The player has the first effect which he sets on the first object, The first object is configured such that its display mode changes according to the setting of the first effect. method.
11. A program for providing a game using objects, which can be run on one or more computers. A step of granting a first effect, which can be set on a first object possessed by the player, to the player by consuming a second object possessed by the player that corresponds to the first object, The player is made to perform the step of setting the first effect possessed by the player to the first object, The first object is configured such that its display mode changes according to the setting of the first effect. program.