Programs, systems, and methods for providing games

The game system addresses gameplay imbalance by allowing players to select and strategize with specific elements from a deck of objects, enhancing enjoyment and balancing experiences for all players.

JP2026113589APending Publication Date: 2026-07-07DENA CO LTD

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
DENA CO LTD
Filing Date
2026-04-01
Publication Date
2026-07-07

AI Technical Summary

Technical Problem

Conventional games that utilize objects with high ability values can lead to an imbalance where advanced players have an unfair advantage over beginners, reducing the appeal of the game for both groups.

Method used

A game system that allows players to select specific elements from a deck of objects, controlling the game progression based on these elements, including manual and automatic selection, and varying effects based on element combinations and calculations.

Benefits of technology

Enhances game enjoyment by providing strategic depth and balancing gameplay experiences for players with varying skill levels, encouraging engagement through element selection and combination strategies.

✦ Generated by Eureka AI based on patent content.

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Abstract

To enhance the enjoyment of games that utilize multiple characters or other objects. [Solution] A game provision server 10 according to one embodiment of the present invention provides a game to a user operating a player terminal 30 that is connected to the communication network 20. The server 10 identifies one specific element from among the multiple elements of a predetermined item associated with each of the multiple objects included in the deck, controls the progress of the game based on at least the identified specific elements, and the identification of such specific elements is performed with the player's selection. A game configured in this way can provide the player with the enjoyment of identifying a specific element from among the multiple elements of a predetermined item, compared to a game that simply progresses based on the parameter values ​​set for each of the multiple objects.
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Description

Technical Field

[0001] The present invention relates to a program, a system, and a method for providing a game.

Background Art

[0002] Conventionally, various types of games using objects such as characters have been provided. For example, Patent Document 1 below discloses a game in which a group is formed by a plurality of objects, and the ability value of the group is determined based on the ability values (for example, attack power and defense power, etc.) of each of these plurality of objects. In such games, typically, forming a group with objects having high ability values leads to an advantageous progression of the game.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] However, in conventional games as described above, there may be cases where a player focuses on obtaining objects with high ability values and cannot enjoy the game itself. Also, in such games, advanced players who possess many objects with high ability values tend to be overly advantageous compared to beginners who only possess objects with low ability values. As a result, the appeal of the game may decrease for both advanced players and beginners.

[0005] One object of an embodiment of the present invention is to improve the interest of a game in which objects such as a plurality of characters are used. 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 program according to one embodiment of the present invention is a program for providing a game, which causes a computer to perform the steps of: setting up a deck including a plurality of objects, each of which is associated with a predetermined item having a plurality of elements; identifying one specific element from among the plurality of elements of the predetermined item associated with each of the plurality of objects included in the deck, and controlling the progress of the game based at least on the identified plurality of specific elements, wherein the step of controlling the progress of the game includes identifying, for at least a portion of the plurality of objects, an element selected by the player from among the plurality of elements as the one specific element.

[0007] 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: setting up a deck including a plurality of objects, each of which is associated with a predetermined item having a plurality of elements, in response to the execution of a readable instruction; for each of the plurality of objects included in the deck, identifying one specific element from among the plurality of elements of the associated predetermined item, and controlling the progress of the game based on at least the identified specific element, wherein for at least a portion of the plurality of objects, an element selected by the player from among the plurality of elements is identified as the one specific element.

[0008] 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: setting up a deck including a plurality of objects, each of which is associated with a predetermined item having a plurality of elements; and for each of the plurality of objects included in the deck, identifying one specific element from among the plurality of elements of the associated predetermined item, and controlling the progress of the game based at least on the identified plurality of specific elements, wherein the step of controlling the progress of the game includes identifying, for at least a portion of the plurality of objects, an element selected by the player from among the plurality of elements as the one specific element. [Effects of the Invention]

[0009] Various embodiments of the present invention can enhance the enjoyment of games that use multiple objects such as characters. [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 player-specific object management table 153. [Figure 5] An example diagram of map screen 50. [Figure 6] An example diagram of the deck settings screen 60. [Figure 7] A diagram illustrating the details of the individual display area 63. [Figure 8] A flowchart illustrating the processes that Server 10 executes in response to the occurrence of a battle event. [Figure 9] An example of battle screen 70. [Figure 10]A diagram illustrating the details of the second individual display area 732. [Figure 11] A diagram illustrating the details of the first individual display area 731. [Figure 12] A diagram illustrating the correspondence between combinations of symbols (names of winning combinations) and the multipliers used to set damage values. [Figure 13] A diagram illustrating the correspondence between the character level range and the contents of the reels (6 symbols). [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] Figure 1 is a schematic diagram showing the configuration of a network including a game provision server 10 according to one embodiment of the present invention. As shown in the figure, the server 10 is connected to a player terminal 30 via a communication network 20 such as the Internet. In Figure 1, only one player terminal 30 is shown, but the server 10 can be connected to multiple player terminals 30. The server 10 provides games to users operating the player terminals 30. The game provision server 10 is an example of a device that implements all or part of the system of the present invention.

[0013] First, let's describe the hardware configuration of the game delivery server 10. The game delivery server 10 is configured as a general-purpose computer and, as shown in Figure 1, includes a computer processor 11, main memory 12, input / output interface 13, communication interface 14, and storage (memory device) 15. These components are electrically connected via buses and the like (not shown).

[0014] The computer processor 11 is configured as a CPU, GPU, etc., reads various programs stored in the storage 15, etc., into the main memory 12, and executes various instructions included in the programs. The main memory 12 is constituted by, for example, DRAM, etc.

[0015] The input / output I / F 13 includes various input / output devices for exchanging information with an operator, etc. The input / output I / F 13 includes, for example, information input devices such as a keyboard, 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, etc.

[0017] The storage 15 is constituted by, for example, a magnetic disk, a flash memory, etc. The storage 15 stores various programs including an operating system and various data, etc. For example, as shown in FIG. 1, the storage 15 has a player information table 151 that manages information about a player of a game, an object information table 152 that manages information about an object used in the game, and a per-player object management table 153 that manages information for each player in units of objects. 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 web browser or other application.

[0018] 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.

[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 a web browser or other application (e.g., a game application) 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 displays 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.

[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 a web browser or other application 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 112 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 displayed 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 management (for example, updating the player information table 151).

[0029] The game progress control unit 112 is configured to perform various processes related to controlling the progress of the game. For example, the game progress control unit 112 transmits screen data and control data for various game screens to the player terminal 30, performs various processes in response to player input via the screens displayed on the player terminal 30, and transmits screen data and control data to the player terminal 30 according to the results of those processes. For example, if the game provided by the server 10 is a game that involves battles against enemy characters, the game progress control unit 112 may be configured to perform various processes, including battle processing against those enemy characters.

[0030] In this embodiment, the game progress control unit 112 is configured to set up a deck containing multiple objects. The objects in this embodiment include various types of electronic and virtual objects depending on the game design, and may be configured as, for example, characters. The deck is typically associated with a player and may also be referred to by other names such as a group, team, and party. Information regarding the set up deck is managed, for example, in the player information table 151 or the player-specific object management table 153.

[0031] In this embodiment, each object is associated with a predetermined item having multiple elements, and the game progress control unit 112 is configured to identify one specific element from among the multiple elements of the associated predetermined item for each of the multiple objects included in the deck, and to control the progress of the game based on at least the identified specific elements. In other words, the game in this embodiment is configured to progress based on the multiple specific elements identified for each of the multiple objects included in the deck. Thus, the predetermined item from which one element is identified for the progress of the game can be configured as, for example, an item modeled after slot machine reels, a roulette wheel, and a bingo card.

[0032] Furthermore, the game progress control unit 112 is configured to identify, for at least some of the multiple objects included in the deck, elements selected by the player from among the multiple elements possessed by a predetermined item as specific elements. In other words, at least some of the multiple specific elements are selected by the player. For example, the specific elements may be selected by the player for all of the multiple objects, or the player may select some of the objects while the remaining objects are automatically (for example, randomly) selected. The player's selection of elements is performed, for example, via a screen displayed on the player terminal 30.

[0033] Thus, the game server 10 in this embodiment identifies one specific element from among the multiple elements possessed by a predetermined item associated with each of the multiple objects included in the deck, controls the progress of the game based on at least the identified specific elements, and this identification of specific elements is performed with the player's selection. A game configured in this way can provide the player with the enjoyment of identifying a specific element from among the multiple elements possessed by a predetermined item, compared to a game that simply progresses based on the parameter values ​​set for each of the multiple objects. In this way, the game server 10 can enhance the enjoyment of games that use multiple objects such as characters.

[0034] In this embodiment, the game progress control unit 112 may be configured to control the progress of the game based on at least combinations of a plurality of specific elements identified for each of a plurality of objects. For example, in this embodiment, the game progresses favorably when the combination of specific elements is a predetermined combination. Also, for example, in this embodiment, the game progresses unfavorably when the combination of specific elements is a predetermined combination. Such a configuration can provide the player with the enjoyment of game progress based on combinations of identified elements.

[0035] Furthermore, the game progress control unit 112 may be configured to perform actions based on at least a plurality of specific elements identified for each of the plurality of objects, and to advance the game in accordance with the execution of such actions. These actions can be said to be actions performed by some or all of the plurality of objects contained in the deck, or actions performed by the deck itself. The actions include, but are not limited to, various actions for advancing the game, such as attacking, using items, and moving. Such a configuration can provide the player with the enjoyment of performing actions based on the identified elements.

[0036] Furthermore, the game progress control unit 112 may be configured to perform actions based at least on the calculation results (e.g., sum and average) of multiple numerical values ​​set for each of the multiple specific elements. These numerical values ​​are, for example, the values ​​of parameters set for each of the multiple elements. For example, the game progress control unit 112 performs actions so that an effect based on these calculation results occurs. For example, the progress control unit 112 may be configured to perform an attack as the above action so that damage is inflicted on the enemy based at least on the calculation results (e.g., sum) of multiple numerical values ​​set for each of the multiple specific elements. Such a configuration can provide the player with the enjoyment of performing actions based on the calculation results of numerical values ​​set for specific elements.

[0037] Furthermore, the game progress control unit 112 may be configured to vary the effect of an action based on at least a combination of multiple specific elements. For example, in the game of this embodiment, the effect of an action increases when the combination of specific elements is a predetermined combination (for example, damage from an attack increases). Alternatively, in the game of this embodiment, the effect of an action decreases when the combination of specific elements is a predetermined combination (for example, damage from an attack decreases). Such a configuration can provide players with the enjoyment of varying the effect of an action based on a predetermined combination of elements.

[0038] Furthermore, the game progress control unit 112 may be configured to repeatedly identify specific elements for each of a plurality of objects, and to execute actions based on at least the plurality of identified specific elements. In this case, when identifying specific elements, the current specific element may be selected from among the plurality of elements possessed by a given item that have not been identified as specific elements in previous instances (elements excluding those identified in previous instances). Such a configuration may increase the strategic depth required for selecting the elements to be identified, thereby improving the enjoyment of the game.

[0039] Furthermore, the game progress control unit 112 may be configured to automatically identify a specific element from among the multiple elements of a first object in the deck, selecting the specific element from among the multiple elements of the associated predetermined item (including all elements previously identified). On the other hand, for a second object whose specific element is selected by the player, the unit may be configured to identify the element selected by the player from among the multiple elements of the predetermined item that have not been previously identified as a specific element (excluding elements previously identified). Such a configuration can increase the strategic depth required for selecting the element to be identified, thereby enhancing the enjoyment of the game.

[0040] Furthermore, the game progress control unit 112 may be configured to first identify the specific element of a first object, from among multiple objects included in the deck, in which the specific element is automatically identified, and then identify the specific element of a second object, in which the specific element is selected by the player. This configuration requires the player to select elements while considering the elements that have been automatically identified in advance, which increases the strategic depth required for selecting the elements to be identified and can enhance the enjoyment of the game. Conversely, the game progress control unit 112 may be configured to first identify the specific element of a first object, from among multiple objects included in the deck, in which the specific element is automatically identified, after identifying the specific element of a second object, in which the specific element is selected by the player.

[0041] In this embodiment, a predetermined item associated with each object can be changed under various circumstances. That is, the game progress control unit 112 can be configured to change a predetermined item associated with an object in response to the fulfillment of predetermined conditions. Changing a predetermined item can also be described as changing multiple elements of that predetermined item. For example, a predetermined item associated with an object is changed in response to the fulfillment of predetermined conditions concerning the object (for example, when the value of a parameter (e.g., level) of the object reaches a predetermined value, or when a special item is used on the object). The changed predetermined item differs from the predetermined item before the change in, for example, at least some of its multiple elements (for example, the parameter values ​​set for at least some of the multiple elements differ from each other, and / or the number of multiple elements differs from each other). Such a configuration can provide the player with the enjoyment of changing predetermined items.

[0042] In this embodiment, the game progress control unit 112 may be configured to include a predetermined object selected by the player from among a plurality of predetermined objects when setting up the deck. The plurality of predetermined objects are, for example, objects owned by the player. Alternatively, the plurality of predetermined objects may be, for example, objects pre-set as usable for playing specific events and stages, regardless of whether the player owns them or not. Such a configuration can provide the player with the enjoyment of selecting objects to include in the deck.

[0043] Furthermore, the game progress control unit 112 may be configured to grant the player a reward based on at least one of the multiple objects included in the deck. Such a reward may take the form of an item (including cards, etc.) that has the appearance of including these multiple objects. Such rewards may also be granted at various times. For example, the game progress control unit 112 may be configured to grant the player a reward based on the multiple objects included in the deck upon fulfillment of predetermined conditions (for example, when a particular stage is cleared). Such a configuration may provide the player with even more enjoyment regarding the selection of objects included in the deck.

[0044] Next, a specific example of one embodiment of the game provision server 10 of this embodiment having such functions will be described. In this example, the game provision server 10 provides a social card game using virtual and electronic cards corresponding to characters. Note that the social card game is just one example of a game in this embodiment, and various types of games can be applied in various embodiments of the present invention.

[0045] 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. This includes "basic information" such as account name, gender, and date of birth, and "owned item information" which is information about items owned by the player. The owned item information includes information that can identify the items owned by the player (for example, item ID).

[0046] 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 the characters (cards) used in the game, and as shown in the figure, it manages information such as "basic information" including the name, "level-specific parameter information" which is information about the values ​​of level-specific parameters (HP, defense, etc.), and "level-specific reel information" which is information about level-specific reels (predetermined items), all associated with a "character ID" that identifies each individual character. In this example, a reel is a type of item set for a character, has multiple designs, and is used in battles against enemy characters. Further details will be described later.

[0047] Figure 4 illustrates the information managed by the player-specific object management table 153 in this example. In this example, the player-specific object management table 153 manages character-specific information for each player, and as shown in the figure, it associates the "player account" that identifies the individual player with the "character ID" that identifies the individual character, and manages information such as the "experience points" of the corresponding character, the "level" that increases in a step-like manner as the experience points increase, "reel change information" which is information about changing the reel of the corresponding character, and "deck setting information" which is information about setting the corresponding character in the deck.

[0048] Figure 5 illustrates a map screen 50 displayed on the player terminal 30. This screen 50 is the starting screen when playing the game in this example. As shown in the figure, the map screen 50 has a map display area 52 for displaying the map, a deck setting button 54, an item use button 55, and an exploration button 56. A game using such a map may be offered as a limited-time event in a social card game.

[0049] The map display area 52 displays a map composed of multiple tile-like mass objects 521, and a current position object 523 is placed on the mass object 521 corresponding to the player's current position. The player can change their current position to the selected area 521 by selecting one of the multiple mass objects 521.

[0050] The deck setting button 54 is a screen element for setting the deck to be used in playing the game in this example. When this button 54 is selected, the deck setting screen 60, as illustrated in Figure 6, is displayed instead of the map screen 50. As shown in the figure, this screen 60 has a list display area 62 that displays a list of characters included in the deck, and a back button 64 for returning to the previous screen.

[0051] The list display area 62 has three individual display areas 63 arranged vertically, each displaying information about an individual character. Of the three individual display areas 63, the uppermost area 63 corresponds to a "manual operation" character, where the reel operation (symbol selection) during battles with enemy characters is manual, while the remaining two areas 63 below it correspond to a "automatic operation" character, where the reel operation (symbol selection) during battles with enemy characters is automatic. Thus, in this example, the deck is composed of a total of three characters: one manually operated character and two automatically operated characters.

[0052] Figure 7 illustrates the details of the individual display area 63. As shown in the figure, the area 63 displays the corresponding character's level, HP (current value / maximum value), and experience points (current value / maximum value) at the current level, and also includes a character image area 632 that displays an image of the character, and a reel information display area 634 that displays information about the reel set for the character.

[0053] In the reel information display area 634, six symbol objects 635, each corresponding to one of the six symbols on the corresponding reel, are arranged in a horizontal direction. In this example, the symbols on the reels consist of a combination of one of the numbers from 0 to 9 and one of the colors red, blue, and yellow, and the symbol objects 635 have an appearance corresponding to these combinations of numbers and colors. For example, in the example in Figure 7, the six symbol objects 635, from left to right, correspond to the symbols "Red 1", "Blue 1", "Yellow 2", "Red 2", "Blue 3", and "Yellow 3", respectively.

[0054] When the character image area 632 is selected, all characters available in this game are displayed in a list, and the player can change the characters included in the deck by selecting the desired character from the displayed list. In this example, a predetermined number of characters (for example, 8) are pre-set as available characters. Alternatively, new characters may be added as available characters as stages (maps) are cleared. When the characters included in the deck are changed, the display content in the individual display area 63 is updated, and the deck setting information in the player-specific object management table 153 is updated. The deck setting information includes information that can identify whether the corresponding character is set in the deck as a manually controlled character, and information that can identify whether it is set in the deck as an automatically controlled character.

[0055] In this example, all three characters that make up the deck are selected by the player. In other examples of this embodiment, the two automatically controlled characters may be selected automatically without player selection.

[0056] Returning to the map screen 50 in Figure 5, the item use button 55 on this screen 50 is a screen element for the player to use items. When this button 55 is selected, a screen is displayed that lists the items the player possesses (managed in the possessed item information of the player information table 151), and the player can select an item to use through this screen. Items used by the player include, for example, items to restore the character's HP.

[0057] Furthermore, the search button 56 on the map screen 50 is a screen element for triggering an event corresponding to the selected square object 521 (where the current location object 523 is located).

[0058] In this example, each mass object 521 has one of five types of events set. The five types of events are: "Boss Battle" where you fight a boss character, "Normal Battle" where you fight regular enemy characters, "Item Supply" where you acquire items, "Heal" which restores the character's HP, and "Reel Change" which changes the reel.

[0059] Here, we will explain the operation when executing "boss battle" and "normal battle" events (battle events). Figure 8 is a flowchart illustrating the processing that server 10 performs in response to the occurrence of a battle event. First, as shown in the figure, server 10 accepts the selection of an action in the battle (step S100). The acceptance of the action selection is done via a screen displayed on the player terminal 30.

[0060] Figure 9 illustrates a battle screen 70 that is displayed in place of the map screen 50 when a battle event occurs. This screen 70 is for battling (confronting) enemy characters and, as shown in the figure, has a list display area 72 that displays a list of characters included in the deck, an information display area 74 located above the area 72 that displays the status of the battle with the enemy character, an attack button 76 located at the bottom of the screen for attacking the enemy character, and a retreat button 78 also located at the bottom of the screen for withdrawing from the battle.

[0061] In the list display area 72, a first individual display area 731 is positioned at the very top, which displays information about manually operated characters, where the reel operation (symbol selection) during battles with enemy characters is done manually. Below this area 731, two second individual display areas 732 are arranged vertically, each displaying information about automatically operated characters, where the reel operation (symbol selection) during battles with enemy characters is done automatically.

[0062] The player can select either an attack or retreat action via the attack button 76 and the retreat button 78. Returning to the flowchart in Figure 8, if the player selects an attack (YES in step S110), the server 10 then determines the symbols (results) on the reels of the automatically controlled characters (step S120). Specifically, for each of the two automatically controlled characters, one symbol is randomly selected from the six symbols available on the set reels. This random selection is performed, for example, using a pseudo-random number generator. The selected and determined symbols are displayed in the second individual display area 732 corresponding to the automatically controlled character in the list display area 72 of the battle screen 70.

[0063] Figure 10 illustrates the details of the second individual display area 732 corresponding to the automatically operated character. As shown in the figure, the area 732, similar to the individual display area 63 in the deck setting screen 60 described above, displays the corresponding character's level, HP (current value / maximum value), experience points (current value / maximum value) at the current level, etc., and also has a character image area 7322 that displays an image of the character, and a reel information display area 7324 that displays information about the reel set for the character. In addition, the reel information display area 7324 has six symbol objects 7325 arranged horizontally, each corresponding to one of the six symbols on the corresponding reel.

[0064] The reel information display area 7324 is configured such that the symbol object 7325 corresponding to the automatically selected and determined symbol is displayed in a manner that makes it identifiable from other objects 7325 (for example, decorated with corresponding shapes). The player can learn through the reel information display area 7324 which symbol has been automatically selected and determined from among the six symbols of the reel set as the automatic operation character.

[0065] Returning to the flowchart in Figure 8, once the reel symbols (outcomes) for the automatically controlled character are determined, the server 10 then accepts the selection of reel symbols (outcomes) for the manually controlled character (step S130). The selection of reel symbols is made via the first individual display area 731 corresponding to the manually controlled character in the list display area 72 of the battle screen 70.

[0066] Figure 11 illustrates the details of the first individual display area 731 corresponding to a manually operated character. As shown in the figure, this area 731, like the second individual display area 732 described above, displays the level, HP (current value / maximum value), experience points (current value / maximum value) at the current level, etc., of the corresponding character, and also has a character image area 7312 that displays an image of the character, and a reel information display area 7314 that displays information about the reel set for the character. In addition, the reel information display area 7314 has six symbol objects 7315 arranged horizontally, each corresponding to one of the six symbols on the corresponding reel.

[0067] The reel information display area 7314 of the first individual display area 731 is configured to accept the player's selection of symbols. The player selects the object 7315 corresponding to the desired symbol from among the six symbol objects 7315 contained in the area 7314.

[0068] Returning to the flowchart in Figure 8, after accepting the selection of the reel symbols (outcomes) for the manually operated character, Server 10 then executes an attack against the enemy character (step S140). The attack against the enemy character is based on the three symbols (outcomes) determined for each of the three characters included in the deck. Specifically, the damage dealt to the enemy character by the attack is calculated by multiplying the sum of the numbers set for each of the three determined symbols by the multiplier corresponding to the combination of the three symbols.

[0069] In this example, the combinations of suits used to determine the multiplier when setting the damage value correspond to the hands in the card game poker. Figure 12 is a diagram illustrating the correspondence between the combinations of suits (hand names) and the multipliers used to set the damage value. As shown in the diagram, in this example, if the combination of three suits is "one pair" (two suits of the same number), a multiplier of 1.2 is applied when setting the damage value. Similarly, if the combination of suits is "three of a kind" (three suits of the same number), a multiplier of 1.5 is applied; if the combination of suits is "straight" (three consecutive suits of the same number), a multiplier of 1.5 is applied; if the combination of suits is "flush" (three suits of the same color), a multiplier of 1.5 is applied; and if the combination of suits is "straight flush" (three consecutive suits of the same color), a multiplier of 2.0 is applied.

[0070] For example, in the case of the pair of symbols shown in Figure 12, the sum of the numbers of the three symbols is "4", and the multiplier for a pair is "1.2", so the damage dealt to the enemy character is 4.8 (=4 × 1.2). Similarly, in the case of the straight flush symbol combination shown in Figure 12, the sum of the numbers of the three symbols is "9", and the multiplier for a straight flush is "2.0", so the damage dealt to the enemy character is 18.0 (=9 × 2.0). When damage is dealt, the enemy character's HP decreases by an amount corresponding to the value of that damage.

[0071] Thus, in this example, the damage dealt to enemy characters increases when the combination of symbols is a predetermined combination (a poker hand). Therefore, the player is required to select symbols for manually controlled characters so that the combination of symbols becomes the predetermined combination, while taking into account the symbols that are automatically determined for the automatically controlled characters.

[0072] Returning to the flowchart in Figure 8, if, after an attack is performed on an enemy character, the enemy character's HP is not 0 (NO in step S150), then Server 10 proceeds to execute an attack from the enemy character (step S160). Specifically, damage is dealt to each of the three characters in the deck. The damage dealt is calculated based on the enemy character's attack power and each character's defense power. When damage is dealt, each character's HP decreases by an amount corresponding to the value of the damage dealt. Characters whose HP reaches 0 become incapacitated.

[0073] Then, if all three characters are not defeated (at least one character is not incapacitated) (NO in step S170), the process returns to accepting action selection in step S100. The player can attack the enemy characters again.

[0074] In this example, for automatically controlled characters, the reel symbol selection is made from all six symbols each time. On the other hand, for manually controlled characters, the reel symbol selection is made from symbols other than those previously selected. That is, for example, when selecting for the first attack, the symbol for the current attack can be selected from the six symbols, and when selecting for the second attack, the symbol for the current attack can be selected from the five symbols excluding the one selected the first time. In the battle screen 70, the reel information display area 7314 of the first individual display area 731 corresponding to the manually controlled character is configured to display the symbol object 7315 corresponding to the previously selected symbol in a way that makes it distinguishable from the other symbol objects 7315 (for example, by graying it out), and to prevent the selection of the symbol object 7315 corresponding to the previously selected symbol. If six attacks are performed against an enemy character and all six symbols on the manually controlled character's reel are selected, the selection process will restart from all six symbols (all previous selections will be reset).

[0075] In other examples of this embodiment, the selection of the reel symbols for automatically operated characters may also be made from symbols other than those previously selected, or the selection of the reel symbols for manually operated characters may also be made from all six symbols each time.

[0076] Then, if the player chooses to retreat (NO in step S110), the enemy character's HP becomes 0 (YES in step S150), or all three characters in the deck are defeated (all characters' HP becomes 0) (YES in step S170), Server 10 displays the battle result (step S180). If the battle result is a victory for the player (e.g., the enemy character's HP becomes 0), the player is rewarded. For example, experience points are awarded to each character in the deck.

[0077] In this example, when a character's level reaches a predetermined value, the reel assigned to that character changes. Figure 13 illustrates the correspondence between the character's level range and the contents of the reel (six symbols). As shown in the figure, in this example, the combination of numbers and colors for each of the six symbols on the reel is predetermined for each character's level range. Also, as shown in the figure, the higher the level, the greater the sum of the numbers on the six symbols, which is advantageous for the player. When a character's level reaches the lower limit of each range (specifically, levels 11, 21, 31, and 41), the reel changes. In this example, as mentioned above, the contents of these level-specific reels differ for each character and are managed in the level-specific reel information in object information table 152.

[0078] In this example, when a boss character is defeated in a boss battle, the player is granted a special card with an appearance based on the three characters in their deck at that time. This special card, for example, has three characters positioned in predetermined locations, with two automatically controlled characters in the first predetermined location and one manually controlled character in the second predetermined location. The player may also be able to individually set the position of each of the three characters and their postures. The special card can be used, for example, as a background image for various screens such as the player's profile screen. After defeating the boss character, the map is cleared and the player proceeds to the next map.

[0079] In this example, when a "reel change" event occurs in response to the selection of the corresponding mass object 521 on the map screen 50, the contents of the reels set for each character are individually changed. Specifically, for example, the colors of the six symbols on the reels of at least some of the available characters (e.g., characters selected by the player or automatically determined randomly) are randomly changed. Also, for example, the set numbers on at least some of the six symbols on the reels of at least some of the available characters (e.g., symbols selected by the player or automatically determined randomly) are increased by a predetermined value. These individual reel changes are managed in the reel change information of the player-specific object management table 153.

[0080] Additionally, when the "Item Supply" event occurs in response to the selection of the corresponding mass object 521 on the map screen 50, the player is granted an item. The item granted is determined by a lottery from a predetermined set of items, for example. When an item is granted, the player's item information in the player information table 151 is updated. Furthermore, when the "Healing" event occurs in response to the selection of the corresponding mass object 521 on the map screen 50, the HP of at least some of the available characters (for example, characters selected by the player or automatically determined randomly) is restored (increased).

[0081] In the example described above, the combination of numbers and colors for each of the six symbols on the reel is predetermined for each character level (for each level range). However, in other examples of this embodiment, only the numbers for each of the six symbols are predetermined for the character level reel settings, and the color of each symbol is determined according to predetermined rules (for example, randomly or according to player specification) at predetermined timings (for example, each time the character levels up or each time a battle event occurs). Furthermore, in yet another example of this embodiment, only the sum of the numbers for the six symbols is predetermined for the character level reel settings, and the numbers for each of the six symbols are distributed according to predetermined rules so as to equal the predetermined sum, and the color of each symbol is determined according to predetermined rules.

[0082] In the example described above, the symbols on the reels are composed of a combination of numbers and colors, but the symbols may be composed of either numbers or colors. Furthermore, numbers and colors are just examples of parameters that constitute a symbol, and in other examples of this embodiment, various types of single parameters or combinations of parameters may be applied depending on the game design. For example, symbols or letters may be applied instead of numbers. Also, patterns, figures or shapes (for example, the shape of the symbol object 635) may be applied instead of colors.

[0083] In the example described above, the damage value to the enemy character is set by multiplying the sum of the numbers set for each of the three determined symbols by the multiplier corresponding to the combination of the three symbols. However, this calculation formula is illustrative, and in other examples of this embodiment, various other calculation formulas may be applied as the calculation formula for the damage value.

[0084] In the example described above, the character reel was used when attacking an enemy character, but the action using the character reel may be an action other than attacking. For example, in another example of this embodiment, the character reel is used when performing other actions such as movement and using items. In this case, the effect of movement (e.g., amount of movement) or the effect of an item (e.g., amount of HP recovered) may vary based on at least the three determined symbols. Furthermore, events using the character reel may be generated. For example, if the combination of the three determined symbols is a predetermined combination, an event advantageous to the player (e.g., an event in which a rare item can be obtained) may occur (for example, the stronger the poker hand corresponding to the combination of the three symbols, the more advantageous it is for the player).

[0085] In the example above, the reel operation (symbol selection) was automated for the automatically controlled character, but it is also possible to have the reel operation manually performed for all characters.

[0086] The game server 10 according to this embodiment, as described above, identifies one specific element from among the multiple elements (for example, "the symbols on the reels" in the example above) of a predetermined item associated with each of the multiple objects included in the deck (for example, "characters" in the example above), and controls the progress of the game (for example, "dealing damage to enemy characters" in the example above) based on at least the identified specific elements. Furthermore, the identification of such specific elements is performed with the player's selection. A game configured in this way can provide the player with the enjoyment of identifying specific elements from among the multiple elements of a predetermined item, compared to a game that simply progresses based on the parameter values ​​set for each of the multiple objects. In this way, the game server 10 can enhance the enjoyment of games that use multiple objects such as characters.

[0087] 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.

[0088] 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.

[0089] 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.

[0090] 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]

[0091] 10 Game Servers 11 Computer Processors 111 Management Function Control Unit 112 Game Progression Control Unit 15 Storage 151 Player Information Table 152 Object Information Table 153 Player-specific object management table 30 player devices 40 Server-side programs 50 Map screen 60 Deck Settings Screen 634 Reel information display area 635 Pattern Objects 70 Battle Screen 7314, 7324 Reel information display area 7315, 7325 Pattern Objects

Claims

1. A program for providing games, for a computer, A step of setting up a deck that includes multiple objects, each of which is associated with a predetermined item having multiple elements, For each of the multiple objects included in the deck, the steps of identifying one specific element from among the multiple elements of the associated predetermined item, and controlling the progress of the game based on at least the identified multiple specific elements are performed. The step of controlling the progress of the game includes, with respect to at least some of the plurality of objects, identifying an element selected by the player from among the plurality of elements as the specific element of the 1. program.

2. The step of controlling the progress of the game includes controlling the progress of the game based on at least a combination of the plurality of specific elements. The program according to claim 1.

3. The step of controlling the progress of the game includes performing an action based on at least one of the plurality of specific elements and advancing the game in response to the performance of the action. The program according to claim 1 or 2.

4. The step of controlling the progress of the game includes performing the action based at least on the calculation results of a plurality of numerical values ​​set for each of the plurality of specific elements. The program according to claim 3.

5. The step of controlling the progress of the game includes performing an attack as an action such that damage is dealt to the enemy based on at least the calculation result of the plurality of numerical values. The program according to claim 4.

6. The step of controlling the progress of the game includes varying the effect of the action based on at least a combination of the plurality of specific elements. A program according to any one of claims 3 to 5.

7. The step of controlling the progress of the game includes repeatedly identifying one specific element for each of the plurality of objects, and performing the action based on at least the plurality of specific elements. A program according to any one of claims 3 to 6.

8. The step of controlling the progress of the game includes identifying the specific element of the current game from among the multiple elements that have not been identified as the specific element of the previous game. The program according to claim 7.

9. The step of controlling the progress of the game includes, for a first object among the plurality of objects in which the first specific element is automatically identified, identifying the first specific element from among the plurality of elements for the current instance, while for a second object in which the first specific element is selected by the player, identifying an element selected by the player from among the plurality of elements that have not been identified as the first specific element in previous instances as the first specific element for the current instance. The program according to claim 8.

10. The step of controlling the progress of the game includes, after identifying the first specific element of the first object among the plurality of objects, which is automatically identified, identifying the first specific element of the first object which is selected by the player. A program according to any one of claims 1 to 9.

11. The computer is further instructed to perform the step of changing the predetermined item associated with the object, depending on whether predetermined conditions are met. A program according to any one of claims 1 to 10.

12. The step of setting up the deck includes including the predetermined object selected by the player from among a plurality of predetermined objects in the deck. A program according to any one of claims 1 to 11.

13. The computer is further instructed to perform the step of granting the player a reward based at least on the plurality of objects included in the deck. A program according to any one of claims 1 to 12.

14. 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 setting up a deck that includes multiple objects, each of which is associated with a predetermined item having multiple elements, For each of the plurality of objects included in the deck, the steps of identifying one specific element from among the plurality of elements of the associated predetermined item, and controlling the progress of the game based on at least the identified plurality of specific elements are performed. The step of controlling the progress of the game includes, with respect to at least some of the plurality of objects, identifying an element selected by the player from among the plurality of elements as the specific element of the 1. system.

15. A method for providing a game, which is executed by one or more computers, A step of setting up a deck that includes multiple objects, each of which is associated with a predetermined item having multiple elements, For each of the multiple objects included in the deck, the process of identifying one specific element from among the multiple elements of the associated predetermined item, and controlling the progress of the game based on at least the identified multiple specific elements, is performed. The process of controlling the progress of the game includes identifying, with respect to at least some of the multiple objects, an element selected by the player from among the multiple elements as the specific element of the first object. method.