Computer program, game system used therein, and control method
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- KONAMI DIGITAL ENTERTAINMENT CO LTD
- Filing Date
- 2025-01-27
- Publication Date
- 2026-08-06
Smart Images

Figure 2026127259000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a computer program applied to a computer incorporated in a game system that provides a user with a game including transactions of each commodity executed in exchange for a predetermined consideration through each of a plurality of trading partners who handle commodity groups using an input device and an output device.
Background Art
[0002] There is a game system that provides a user with a game including transactions of each commodity executed in exchange for a predetermined consideration through each of a plurality of trading partners who handle commodity groups using an input device and an output device. For example, a system that provides a game including using various game objects and other users as commodity groups and each trading partner for transactions is known (see, for example, Patent Document 1).
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] In the game of Patent Document 1, although there may be transactions by exchanging goods, basically all transactions are executed through a common game coin. Therefore, as long as one owns the game coin, any transaction can be executed. As a result, there is no complexity in the transaction itself, and the possibility of generating fun such as how to make a profit from a transaction or whether a desired commodity can be obtained is low. Therefore, there is room for improving the interestingness of the transaction itself.
[0005] Therefore, an object of the present invention is to provide a computer program or the like that can add complexity to transactions. [Means for solving the problem]
[0006] The computer program of the present invention provides a game system that uses an input device and an output device to provide a user with a game that includes transactions for each product, which are carried out in exchange for a predetermined price through each of a plurality of trading partners that handle each of the product groups. The computer program of the present invention functions as a first value modification means that changes the amount of the first mediating value owned in the first value data that associates the amount of the first mediating value owned with the user, so that when a transaction is carried out with a first trading partner that handles a first product group, the transaction is carried out with consideration for a first mediating value uniquely established by the first trading partner, and as a second value modification means that changes the amount of the second mediating value owned with the user, so that when a transaction is carried out with a second trading partner that handles a second product group that includes a part of the first product group, the transaction is carried out with consideration for a second mediating value uniquely established by the second trading partner,
[0007] Furthermore, the present invention provides a user with a game that includes transactions for each product, which are carried out in exchange for a predetermined price through each of a plurality of trading partners that handle each of a group of products, using an input device and an output device, and comprises: a first value modification means that changes the amount of the first mediating value owned in first value data that associates the amount of the first mediating value owned with the user, so that when a transaction is carried out with a first trading partner that handles a first group of products among the plurality of trading partners, the transaction is carried out with consideration for a first mediating value uniquely established by the first trading partner; and a second value modification means that changes the amount of the second mediating value owned in second value data that associates the amount of the second mediating value owned with the user, so that when a transaction is carried out with a second trading partner that handles a second group of products including a part of the first group of products, the transaction is carried out with consideration for a second mediating value uniquely established by the second trading partner.
[0008] Alternatively, the control method of the present invention causes a computer incorporated into a game system that provides a user with a game that includes transactions for each product, which are carried out in exchange for a predetermined price through each of a plurality of trading partners that handle each of the product groups, to execute the following: a first value modification procedure, in which, when a transaction is carried out with a first trading partner that handles a first product group among the plurality of trading partners, the amount of the first mediating value owned is changed in the first value data that associates the amount of the first mediating value owned with the user, so that the transaction is carried out with the first mediating value uniquely established by the first trading partner as consideration; and a second value modification procedure, in which, when a transaction is carried out with a second trading partner that handles a second product group that includes a part of the first product group, the amount of the second mediating value owned is changed in the second value data that associates the amount of the second mediating value owned with the user, so that the transaction is carried out with the second mediating value uniquely established by the second trading partner as consideration. [Brief explanation of the drawing]
[0009] [Figure 1] A diagram showing the schematic configuration of a network system to which a game system according to one embodiment of the present invention is applied. [Figure 2] A functional block diagram showing the essential components of the control system of a network system. [Figure 3] A diagram illustrating the overview of transactions with each business partner. [Figure 4] An explanatory diagram illustrating the relationship between friendship level and the products handled. [Figure 5] A schematic diagram showing an example of a trading screen. [Figure 6] A flowchart illustrating an example of the transaction processing procedure. [Figure 7] A flowchart illustrating an example of the procedure for changing friendship levels. [Figure 8] A flowchart illustrating an example of the procedure for processing transaction terms. [Modes for carrying out the invention]
[0010] (Overall structure) Hereinafter, a control method according to one embodiment of the present invention and a game system with a computer program implemented (a game system according to one embodiment of the present invention) will be described with reference to the drawings. First, the overall configuration of a network system to which a game system according to one embodiment of the present invention is applied will be described with reference to Figure 1. As shown in Figure 1, the network system 1 is configured as a client-server type system including a plurality of user devices 3 as clients and a game server 2 connected to each user device 3 via the network NT.
[0011] User device 3 is a device made available for use by the user and is a computer device (information communication terminal device) equipped with information communication functions via network NT. User device 3 implements a computer program according to one embodiment of the present invention. It functions as a game system according to one embodiment of the present invention in network system 1. A smartphone or tablet terminal equipped with communication call functions may be used as user device 3. User device 3 may be a PC (abbreviation for personal computer), or a personal or home game console provided as a so-called consumer game console. Furthermore, a commercial game machine provided as a so-called arcade game machine may be used as user device 3. Below, an example of a case in which a smartphone is used as user device 3 will be described.
[0012] User device 3 (smartphone) functions as a game console by implementing predetermined software (applications). The predetermined software (hereinafter sometimes referred to as a game app) is configured as a computer program that provides the user with a game that includes transactions of various goods carried out in exchange for predetermined consideration through multiple trading partners, each handling a different group of goods. User device 3 may appropriately provide various games such as action games, simulation games, or role-playing (RPG) games through the game app. Each trading partner may handle various items related to those games as a group of goods. Below, we will describe a case where the game app provides an RPG game that includes elements of trading various items (examples of goods) through a trading company as an example of each trading partner. The RPG game is played through various characters, and these characters include a user character that corresponds to the user. Note that characters may include not only human concepts but also various concepts that are given personal characteristics, such as animals and objects (e.g., vehicles).
[0013] Game Server 2 may be configured by combining multiple server units (server devices) as appropriate, or it may be configured as a single server unit. Game Server 2 may also be configured as a cloud server utilizing cloud computing technology. Game Server 2 provides various game-related services to User Device 3. These services include, for example, a distribution service. The distribution service is a service that distributes computer programs (including game application updates) and various data necessary to play the game on User Device 3.
[0014] Game-related services may include services such as matching services, relay services, authentication services, storage services, billing services, community services, or ID assignment services, in addition to distribution services. The matching service matches users (opponents or collaborators) of each user device 3. The relay service relays game information that should be shared between user devices 3. The authentication service receives user identification information from user devices 3 and authenticates those users. The storage service receives and stores data such as the usage history of authenticated users (for example, play data described later) from user devices 3. The billing service collects fees from users. The community service provides a place for interaction such as information dissemination, exchange, and sharing by users. The ID assignment service assigns a user ID to each user for identification.
[0015] Network NT may be configured as appropriate, as long as it allows user device 3 to connect to game server 2. For example, network NT is configured to achieve network communication using the TCP / IP protocol. Typically, network NT is configured by combining the internet as a WAN and an intranet as a LAN. In the example in Figure 1, game server 2 is connected to network NT via router NTr, and user device 3 is connected via access point PP.
[0016] (Control system for network systems) Next, the main components of the control system of the network system 1 will be described with reference to FIG. 2. First, the game server 2 is provided with a control unit 21 and a storage unit 22 as storage means. The control unit 21 is configured as a computer that combines a processor unit that executes various arithmetic processes and operation controls according to a predetermined computer program, and an internal memory and other peripheral devices necessary for its operation. The processor unit may appropriately include units such as a CPU (Central Processing Unit), a GPU (Graphics Processing Unit), and an NPU (Neural network Processing Unit) (including cases where each processor unit is integrated as appropriate, such as when a GPU is incorporated into a CPU).
[0017] The storage unit 22 is an external storage device realized by a storage unit including a non-volatile storage medium such as a hard disk array (a computer-readable storage medium). The storage unit 22 may be configured to hold all data on one storage unit, or may be configured to store data distributed among a plurality of storage units. The storage unit 22 records a server program PG1 and server data SD. The server program PG1 is a computer program that causes the control unit 21 to execute processes necessary for providing various services to the user device 3.
[0018] The server data SD is data referred to by the server program PG1 to provide various services. The server data may include appropriate data related to various services. In the example of FIG. 2, play data PD, transaction condition data CD, and handled item data TD are shown as an example.
[0019] The transaction condition data CD is data for managing various transaction conditions. The game includes multiple dealers (trading partners), and a friendliness level is set between the user and each dealer. The available products and transaction conditions vary depending on the friendliness level. The transaction condition data CD is data for managing product groups and transaction conditions corresponding to the friendliness level. Also, the handled product data TD is data for defining each product included in the product group for each friendliness level.
[0020] The play data PD is data in which information regarding each user's past play performance is described. The play data PD may include not only play performance but also various personal information such as each user's gender or address, and other information necessary for managing each user. The possessions of each user within the game may be managed as appropriate, and as an example, they are managed in the play data PD. For example, in an RPG game, a value (hereinafter sometimes referred to as a trading point) used for trading with a dealer is given to a user who satisfies a predetermined granting condition (such as granting due to game progress). Then, possessions such as the trading points given to the user (in other words, the trading points possessed by the user) are managed so as to be associated with each user in the play data PD. Also, the friendliness level between each user and each trading partner is managed in the play data PD. Regarding the parts of the play data PD related to trading points and friendliness level, they will be described later in detail regarding friendliness level and handled products, together with the details of the transaction condition data CD and the handled product data TD.
[0021] In the control unit 21, various logical devices can be provided by a combination of the hardware resources of the control unit 21 and the server program PG1 as software resources. In the example of FIG. 2, as an example, a service management unit 25 is shown. The service management unit 25 is a logical device that executes various processes for realizing the above-described game-related services for the user device 3. The service management unit 25 executes, for example, processes for realizing a distribution service. Note that an input device such as a keyboard and an output device such as a monitor can be connected to the control unit 21 as necessary. However, their illustration is omitted.
[0022] On the other hand, the user device 3 is provided with a control unit 31 and a storage unit 32 as a storage means. The control unit 31 is configured as a computer that combines a processor unit that performs various calculations and operation controls according to a predetermined computer program with internal memory and other peripheral devices necessary for its operation. The processor unit may appropriately include units such as a CPU, GPU, and NPU (including cases where each processor unit is integrated as appropriate, such as when a GPU is incorporated into the CPU).
[0023] The memory unit 32 is an external storage device implemented by a storage unit that includes a non-volatile storage medium (computer-readable storage medium) such as a hard disk or semiconductor memory device. The memory unit 32 stores the game program PG2 and game data GD. The game program PG2 is a computer program that instructs the control unit 21 to execute the processing necessary to make the user device 3 function as a game device. The game program PG2 may include various programs as appropriate. For example, the game program PG2 includes a computer program for realizing a game application.
[0024] Game data GD is data referenced by the game program PG2 for providing the game. Game data GD may appropriately include various types of data (including various tables) necessary for playing the game, such as image data or audio data. Image data is data for displaying various images for the game. Audio data is data for playing various types of sounds (including background music such as songs). In the example in Figure 2, play data PD, transaction conditions data CD, and item data TD are shown as examples of such various types of data. Play data PD, transaction conditions data CD, and item data TD are as described above. These are provided and stored from the game server 2 via a distribution service, for example.
[0025] The control unit 31 can be equipped with various logical devices through a combination of the control unit 31's hardware resources and the game program PG2 as software resources. Figure 2 shows, as an example, the progress control unit 33 and the data management unit 34.
[0026] The progress control unit 33 executes various processes necessary for the progress of the RPG game. These processes include those necessary to enjoy the services provided by the game server 2. For example, the progress control unit 33 executes processes to realize transactions with each trading partner. Specifically, as an example of such a process, the progress control unit 33 executes transaction condition processing. Details of the transaction condition processing procedure will be described later.
[0027] The data management unit 34 performs various processes related to the management of game data GD. These processes include, for example, data acquisition, data update, and data transmission. The data acquisition process involves obtaining game data GD, such as play data PD, transaction condition data CD, or product data TD, from the game server 2. The data update process updates the game data GD as needed. Similarly, the data transmission process provides (sends) the game data GD to the game server 2. For example, as part of the data update process, the data management unit 34 performs transaction reflection and transaction modification processes. Details of the procedures for transaction reflection and transaction modification processes will be described later.
[0028] The user device 3 is equipped with appropriate output and input devices. In the example shown in Figure 2, a monitor MO, speaker SP, and touch sensor TS are shown as examples of output devices. All of these are general-purpose hardware installed in information and communication terminals such as smartphones. For example, the touch sensor TS is an input device that inputs a signal corresponding to the user's touch operation (operation by touching with a finger) to the control unit 31. The speaker SP is an output device for playing various sounds in response to signals from the control unit 31. The monitor MO is an output device (display device) for displaying game screens, etc., in response to signals from the control unit 31. In addition, the user device 3 may be equipped with various other devices as appropriate, such as a gyro sensor, an acceleration sensor, and a location information (e.g., GPS information) receiver.
[0029] (Summary of transactions with business partners) Next, we will explain the overview of transactions with each trading partner in the game, referring to Figure 3. Figure 3 is an explanatory diagram for explaining the overview of transactions with each trading partner. As shown in Figure 3, the game has a headquarters 50 and multiple towns 51. Headquarters 50 is the town that serves as the base of operations for the user character (user). Each town 51 functions as a trading partner for headquarters 50. While trading partners such as shops may be set up in headquarters 50 as appropriate, as an example of a trading partner, a town 51 separate from headquarters 50 is set up. Each town 51 has a set of goods that can be handled. Specifically, each town 51 has its own set of items for sale and items that can be bought. Items for sale are items that the user character can purchase in that town 51. On the other hand, items that can be bought are items owned by the user character that can be sold to each town 51. Among the goods that each town 51 can handle, there may be items that can only be traded in that town 51.
[0030] For example, Figure 3 shows three towns 51: Town 1A, Town 2C, and Town 3C. In Town 1A, "Item 1" and "Item 2" are set as items that can be sold and bought. Similarly, in Town 2B, "Item 2" and "Item 3" are set as items that can be sold and bought, and in Town 3C, "Item 3" and "Item 4" are set as items that can be sold and bought. Therefore, "Item 1" can only be purchased in Town 1A, and "Item 4" can only be sold in Town 3C. Also, "Item 2" can only be purchased in Town 2B and sold in Town 1A. Similarly, "Item 3" can only be purchased in Town 3C and sold in Town 2B.
[0031] Transactions with each town 51 are conducted via trading points. In other words, trading points are used as payment for trading (buying and selling) each item in each town 51. However, each town 51 has its own dedicated (unique) trading points. Furthermore, the trading points that can be used in each town 51 are limited to the trading points specific to that town 51. This means that transactions between the home base 50 and each town 51 can only be conducted using the trading points specific to that town 51. In the example in Figure 3, the first town 51A to the third town 51C each have their own dedicated trading points set up, from the first trading point to the third trading point. In this case, the user will buy and sell items with each town 51 from the home base 50, but only the first trading point can be used for transactions with the first town 51A. In other words, the first item sold in the first town 51A can only be purchased using the first trading point. Furthermore, if you sell the second item that you purchased in the first town, 51A, you will be paid in first-class trading points. First-class trading points cannot be used for buying and selling in other towns, 51B and 51C. For example, you cannot exchange first-class trading points for second-class trading points.
[0032] The same applies to the 2nd and 3rd trading points. 2nd trading points can only be used in 2nd town 51B, and 3rd trading points can only be used in 3rd town 51C. Transactions (buying and selling) in 2nd town 51B increase or decrease 2nd trading points, and transactions in 3rd town 51C increase or decrease 3rd trading points. Exchange from 2nd trading points to 3rd trading points is not possible, nor is exchange between 3rd trading points and 1st trading points. In other words, direct exchange between 1st and 3rd trading points without the intervention of other factors is restricted. Furthermore, there are no common trading points (trading points equivalent to the concept of a common currency) that can be exchanged between 1st and 3rd trading points. Therefore, for example, if a user does not own the first trading point and only possesses the fourth item, in order for the user to obtain the first item, a transaction involving other cities 51B and 51C is required, rather than a direct transaction with city 51A, which handles the first item.
[0033] Specifically, the process involves first selling the fourth item you possess at 51C in the third town to obtain third trading points. Then, using those points, you purchase the third item at 51C in the third town. Next, you sell the third item purchased at 51C in the third town to 51B in the second town to obtain second trading points. Then, using those second trading points, you purchase the second item at 51B in the second town. Finally, you sell the second item purchased at 51B in the second town to 51A in the first town to obtain first trading points. Finally, using those first trading points, you purchase the first item at 51A in the first town. This is just one example of the steps that need to be taken. This prevents the buying and selling of items from becoming monotonous and encourages users to think carefully before buying or selling.
[0034] The cities 51 with which the home base 50 can trade may be set as appropriate and may be fixed or variable. If variable, the number of cities 51 with which trading can take place may increase or decrease under appropriate conditions. For example, the number of cities 51 with which trading can take place may gradually increase as the game progresses, being unlocked and increased little by little according to the conditions of game progression. Game progression refers, for example, to the progression of the story that progresses sequentially within the game, and conditions such as the completion status of a specific event, the number of enemies defeated, or the level of friendship with a specific city 51 are used as progression conditions. In this example, the first item to the second item, the second item to the third item, and the third item to the fourth item function as the respective product groups of the present invention, and the first cities 51A to the third cities 51C that handle these products function as multiple trading partners of the present invention. Similarly, the first trading points to the third trading points unique to the first cities 51A to the third cities 51C function as predetermined considerations of the present invention. Furthermore, any two cities 51 from the first city 51A to the third city 51C function as the first and second trading partners of the present invention. In addition, the trading points corresponding to any two cities 51 from the first to third trading points function as the first and second mediating values of the present invention. Similarly, the product groups corresponding to any two cities 51 from the first to fourth items function as the first and second product groups of the present invention. And items commonly included in these groups, such as the second and third items, function as part of the product groups of the present invention.
[0035] (Friendship level and products handled) Next, with reference to Figure 4, we will explain the details of friendship levels and the goods that can be traded accordingly. As mentioned above, each town 51 has its own dedicated trading point, and the goods that can be traded in each town 51 are only traded at that dedicated trading point, but the goods that can be traded change according to the friendship level between each town 51 and the home base 50 (in other words, the user). Figure 4 is an explanatory diagram to explain the relationship between friendship levels and goods that can be traded. Figure 4(1) shows an example of the structure of the trading conditions data CD, (2) shows an example of the structure of the goods data TD, and (3) shows an example of the parts of the play data PD that relate to the trading conditions data CD and goods data TD. As shown in Figure 4, the relationship between friendship levels and goods that can be traded is determined by the trading conditions data CD and goods data TD.
[0036] Specifically, as shown in Figure 4 (1), the transaction conditions data CD contains information such as “trading partner,” “friendship level,” “friendship points,” “sales limit,” “sales limit,” “items for sale,” and “items for purchase.” “Trading partner” is information used to identify each trading partner. “Trading partner” may contain appropriate information that can identify each trading partner, such as 51A to 51C in the first district, for example, information indicating a unique trading partner ID for each trading partner is described to identify each trading partner. In Figure 4, “T1,” corresponding to 51A in the first district, is shown as an example of a trading partner ID. The transaction conditions data CD may also contain information on trading partner IDs corresponding to 51B to 51C in the second district, for example. Furthermore, information on “friendship level,” “friendship points,” “sales limit,” “sales limit,” “items for sale,” and “items for purchase” is provided for each trading partner. However, these descriptions are omitted.
[0037] "Friendship level" is information indicating the degree of friendship (intimacy). The friendship level (intimacy) can be defined as appropriate, and in the example in Figure 4, it is defined as levels from "1" to "4" (the higher the number, the higher the friendship level). "Friendship points" is information indicating the amount of friendship points required to reach each friendship level. The friendship points required for friendship level 1 ("1") are "-" (no points are needed, and the player is at this friendship level from the beginning), the friendship points required for friendship level 2 ("2") are "1000", and so on, with the number of friendship points required increasing as the friendship level rises. Friendship points can be awarded as appropriate, for example, friendship points with each town 51 are accumulated through buying and selling (transaction history) with that town 51. In addition to buying and selling, friendship points may also be awarded separately by completing appropriate missions that occur in the game (for example, missions to help that town 51). In this example, friendship points function as a relationship parameter of the present invention. Furthermore, any of the first town 51A to the third town 51C function as a specific trading partner of the present invention.
[0038] "Sales slots" and "selling slots" are information that indicates the number of items that can be sold (number of different item types) and the number of items that can be sold (or bought), respectively. In the example in Figure 4, both "sales slots" and "selling slots" are set to one ("1") when the friendship level is 1, and to four ("4") when the friendship level is 4 ("4"). In other words, the number of sales slots and selling slots increases as the friendship level increases, and these numbers are set to function as a benefit associated with the increase in friendship level. However, the unit in which items are sold in sales slots may be appropriate, for example, one unit or a unit of multiple items such as 10 units. In this example, sales slots and selling slots function as transaction slots according to the present invention. Furthermore, the number of four or so set for each level functions as a predetermined number.
[0039] "Items for Sale" and "Items for Purchase" are information that indicates the groups of goods that can be sold (items for sale) and the groups of goods that can be purchased (items for purchase), respectively. In "Items for Sale" and "Items for Purchase," items for sale and items for purchase may be set with appropriate information, and in the example in Figure 4, information to identify groups such as "Sales Group 1" and "Purchase Group 1" is set. The specific items that belong to (constitute) each group, such as the group of goods that belong to "Sales Group 1" and the group of goods that belong to "Purchase Group 1," are defined in the Handling Item Data TD. As an example, the group of goods in each group is set so that the higher the friendship level, the more high-value items there will be. Similarly, the number of types of goods is set to increase as the level increases. In other words, in items for sale and items for purchase, elements such as the value of the goods included or the number of types of goods included will increase or become higher as the friendship level rises, and this is set so that it functions as a reward associated with the increase in level.
[0040] In the example in Figure 4, each friendship level is assigned a specific group, such as sales group 1 for friendship level 1 and sales group 2 for friendship level 2, so that the sales group changes as the friendship level changes. However, the relationship is not limited to this, and sales groups may be added as the friendship level increases, for example, sales group 2 may be added in addition to sales group 1 at level 2. In this case, it is possible to prevent previously sold items from becoming unavailable, and the disadvantages of increasing friendship levels can be mitigated.
[0041] Furthermore, as shown in (2) of Figure 4, the product data TD includes information such as “group” and “item 1” to “item 4”. “Group” is information used to identify groups (product groups), such as “sales group 1” to “sales group 3”. In the example in Figure 4, three types of sales groups (product groups of items sold) are shown as “sales group 1” to “sales group 3”, but this is just an example, and any number of sales groups may be established as needed.
[0042] "Item 1" to "Item 4" are pieces of information that indicate the specific products belonging to (included in) each group. "Item 1" to "Item 4" each contain information that identifies the four products that make up each group. "Item 1" to "Item 4" may contain any information that can identify each product, for example, a unique product ID for each product to identify it. In the example in Figure 4, the product names of each product are described as "Item 1", "Item 2", "Item 11", "Item 5", and so on. Also, the number of products included in each group is not limited to four, but may be any number. The product data TD may also contain information on an appropriate number of items, such as "Item 5", "Item 6", etc., depending on the number of products in each group.
[0043] Furthermore, while the example in Figure 4 shows sections related to sales groups such as "Sales Group 1," the product data TD also includes information about purchase groups. Information about purchase groups is described in the same way as sales groups. Specifically, for example, information such as Purchase Groups 1 to 3 is described, and each purchase group includes information that identifies the products belonging to that group, such as Item 1 to Item 4.
[0044] On the other hand, as shown in (3) of Figure 4, the play data PD includes information such as "User ID," "Trading Partner ID," "Friendship Points," "Trade Points," and "Owned Goods." "User ID" and "Trading Partner ID" are pieces of information that indicate a unique User ID for each user and a Trading Partner ID for each trading partner, respectively, in order to identify each user.
[0045] "Friendship Points," "Trade Points," and "Owned Goods" are information indicating the friendship points, trade points, and goods owned by each user, respectively. Both friendship points and trade points are set for each trading partner (e.g., town 51) and are managed for each trading partner ID. "Owned Goods" may contain appropriate information that identifies each item, such as the item ID. In this example, by including information on the amount of the first to third trade points owned in "Trade Points," the play data PD functions as the first and second value data of the present invention.
[0046] Friendship points are used to determine the friendship level based on the amount of points a user possesses. For example, a user with 1200 friendship points in District 1, 51A is determined to have a friendship level of 2, while a user with 3500 points is determined to have a friendship level of 3 (see Transaction Conditions Data CD). Users with a friendship level of 2 are assigned the "Sales Group 1" product group and the "Purchase Group 1" product group (see Handling Items Data TD for details on product groups), and one type of product (item) from each group is set as a sales slot and a sell slot, respectively. On the other hand, users with a friendship level of 3 are assigned the "Sales Group 2" product group and the "Purchase Group 2" product group, and three types of products (items) from each group are set as sales slots and sell slots, respectively. Therefore, even when transactions are performed in the same District 1, 51A, the types of products that can be traded (bought and sold) and the actual number of traded types (slots) will differ between a user with a friendship level of 1 and a user with a friendship level of 3. In other words, the goods handled differ from one town (trading partner) to another, and even within the same town (town), the conditions for the goods that can actually be traded differ further depending on the level of friendship.
[0047] Furthermore, each item (product) sold has a predetermined number of units that can be sold (inventory). Once all of the available units are purchased, the item becomes sold out and can no longer be purchased. On the other hand, there is no limit to the number of units that can be purchased for buybacks; they can be sold indefinitely. However, buyback limits may be set for certain items or other appropriate targets. This information, such as the number of units that can be sold, is managed for each trading partner (e.g., town 51) in appropriate data separate from the transaction conditions data CD and the handled product data TD. As an example, such a relationship is set between friendship level and handled products. Note that the friendship level is not limited to items sold, etc., and may affect various elements related to sales, such as the number of units that can be sold or the number of units that can be purchased increasing with friendship level. For example, discount rates may be set according to the friendship level. In other words, friendship level may affect the price of a transaction, such as increasing the discount rate on sales or making higher buyback prices as the friendship level increases.
[0048] (Various events related to transactions) Various events related to trading goods are set up between the home base 50 and each town 51. For example, events such as item replacement and setting of items with increased buyback rates are set for trades between towns 51. Item replacement is an event that changes the items (goods) sold in the sales slot or the items bought in the buyback slot. This event may be executed at appropriate times (conditions), for example, at regular intervals such as once a week. This timing (the timing when sales slots etc. are replaced) is set to be the same in all towns 51 (for example, 4 AM on Monday in the game's day and time. This date and time may be the real-world date and time). The selling price and buyback price are set at the same time as the item replacement. Even for the same item, the set price is not necessarily the same as the previously set price. The selling price and buyback price will fluctuate as a result of this event. This event allows users to consider new trading procedures such as buying and selling. Furthermore, because prices (market rates) fluctuate, even if a desired product (item) is available for purchase, it can make users consider the timing of their purchase.
[0049] The items to be replaced, such as items whose transactions have ended and items that will be sold in their place, may be determined as appropriate. For example, they may be selected by lottery from items in each group, such as a sales group or a purchase group. However, in some cases, items may be intentionally replaced with predetermined items depending on the progress of the game. It is also possible that only some of the items are predetermined, and the rest are determined by lottery. Furthermore, the items sold in the 51 towns may be replaced in exchange for the consumption of in-game currency (e.g., trading points). In this example, a regular timing once a week, such as 4 a.m. on Monday, functions as the condition for changing the items and the condition for changing the price according to the present invention.
[0050] The "Buy-Back Item" event is an event that increases the buy-back price of some or all of the items that can be purchased. During this event, you can have your goods bought by trading partners under favorable conditions (e.g., a higher price). For example, in each of the 51 towns, a "Buy-Back Item" event may be set for a certain period, where certain items will be bought at a higher price. Items designated as "Buy-Back Item" will be bought at a higher price than usual (e.g., double the usual price). However, there is a limit to the number of "Buy-Back Item" items that can be purchased, and they cannot be sold indefinitely. The game includes a function to display a list of only the currently running "Buy-Back Item" events in each of the 51 towns. The duration of this event (the "Buy-Back Item" period) can be set at any time, for example, at the time when items for sale are changed. In other words, the "Buy-Back Item" event is provided along with the item change event. Note that the "Buy-Back Item" event may also be provided at a different time from the item change event, for example, for a short period of time on a specific date and time.
[0051] (Trading screen) Next, the trading screen will be explained with reference to Figure 5. The trading screen is the game screen used to execute trades of various goods. Figure 5 is a schematic diagram showing an example of the trading screen. As shown in Figure 5, the trading screen 70 includes, for example, information on trading partners, information on held trading points, and a product details area 71. The trading partner information is information that indicates the trading partner with whom the trade is conducted on the trading screen 70. In the example in Figure 5, the trading partner information displayed is "First District Trader," indicating First District 51A. The information on held trading points is information that indicates the amount of trading points that can be used with the trading partner indicated in the trading partner information. In the example in Figure 5, the information displayed is "Held First District Trading Points: 3000pt," indicating the remaining amount of First District Trading Points, which are the exclusive trading points for First District 51A.
[0052] The product details area 71 is an area for displaying detailed information about the product being traded. Various information related to the product may be displayed in the product details area 71 as appropriate. In the example in Figure 5, a name display section 72, a price display section 73, and a purchase button 74 corresponding to each product are displayed. The name display section 72 (only a part of the symbols are shown) is the part for displaying the name of each product. In the example in Figure 5, each name display section 72 displays names such as "Item 1" and "Item 2". In addition to the name, the name display section 72 may also include appropriate information about the product. In the example in Figure 5, it includes information such as the sales unit ("1 piece", "10 pieces", etc.) and the stock quantity ("10 in stock", "20 in stock", etc.). Furthermore, if there are products that are only sold at that trading partner (e.g., Street 1 51A) (limited edition products), the name display section 72 corresponding to that product includes an identification information section 75 to distinguish it from other products. The identification information section 75 is configured to include information such as "Limited Edition!" to indicate a limited edition product. In this example, information such as "Inventory 10" functions as the number of items that can be handled according to the present invention. Also, "Item 11," which corresponds to the name display unit 72 including the identification information unit 75, functions as the limited item according to the present invention.
[0053] The price display section 73 is the part that displays the price of the product corresponding to each name display section 72. In the example in Figure 5, the price display section 73 displays information such as "1000pt" (information indicating that 1000 trading points are required for purchase) and "300pt". The purchase button 74 is a virtual button that indicates the location where a touch operation to instruct the purchase of the product corresponding to each name display section 72 should be performed. When a touch operation is performed on the purchase button 74, the product of the name display section 72 corresponding to the purchase button 74 is purchased in exchange for the consumption of trading points (deducted from the trading points held) in the price display section 73. Note that although the example in Figure 5 shows the purchase case, a buyback transaction can also be performed on a transaction screen 70 where, for example, a buyback button is provided instead of a purchase button 74. In the case of a buyback, the transaction screen 70 may display other information as appropriate to the buyback situation, such as the buyback price being displayed in the price display section 73 instead of the purchase price, by replacing, deleting, or adding information.
[0054] (Network system processing) Next, referring to Figures 6 to 8, we will explain the transaction reflection process, friendship level change process, and transaction condition process as examples of the processing of the network system 1. The transaction reflection process is the process of reflecting the transaction results in the play data PD when a transaction is executed on the transaction screen 70. Each time a transaction is executed on the transaction screen 70 (for example, each item is purchased by touching the purchase button 74), the data management unit 34 starts the transaction reflection process shown in Figure 6 and first obtains the transaction results on the transaction screen 70 (step S101).
[0055] Next, the data management unit 34 determines the transaction details based on the transaction result information obtained in step S101 (step S102). The transaction details include, for example, the user who made the transaction (user ID), information about the trading partner (e.g., 1st Street 51A), and price information. In other words, the data management unit 34 determines these details as the transaction details in step S102.
[0056] Next, the data management unit 34 updates the play data PD to reflect the details of the transaction identified in step S102 (step S103). Specifically, it updates the play data PD to reflect the details of the current transaction in "trading points" and "owned goods". For example, in the example in Figure 5, if "item 1" is purchased, the "trading points" information associated with the "trading partner ID" in town 1 51A is updated so that 1000 points, equivalent to the purchase price, are subtracted from the amount of trading points owned for item 1. Alternatively, if "item 1" is bought out in town 1 51A, the "trading points" information associated with the "trading partner ID" in town 1 51A is updated so that the amount of trading points owned for item 1 increases by the amount of the buy price. Similarly, if a transaction is executed in town 2 51B, the "trading points" information associated with the "trading partner ID" in town 2 51B is updated so that the amount of trading points owned for item 2 increases or decreases according to the transaction amount. The same applies if a transaction is executed in 51C of the 3rd district. Furthermore, the data management unit 34 updates the "owned goods" information so that the goods subject to the transaction are added (in the case of purchase) or deleted (in the case of buyback). After this update, the data management unit 34 completes the transaction reflection process.
[0057] Following the procedure shown in Figure 6, transactions in each town 51 via the dedicated trading points for each town 51 are reflected in the play data PD and implemented. Specifically, when a transaction is executed in town 1 51A, the amount of the first trading point owned is increased or decreased so that the transaction is executed using the first trading point, which is dedicated (unique) to town 1 51A, as consideration. Similarly, when a transaction is executed in town 2 51B, the amount of the second trading point owned is increased or decreased so that the transaction is executed using the second trading point, which is dedicated (unique) to town 2 51B, as consideration. When a transaction is executed in town 3 51C, the amount of the third trading point owned is increased or decreased so that the transaction is executed using the third trading point, which is dedicated (unique) to town 3 51C, as consideration.
[0058] The friendship level change process is a process for changing the friendship points between each trading partner and the user (headquarters 50) according to transaction history, etc. For example, when friendship points are awarded based on appropriate conditions for awarding friendship points, such as the execution of a transaction (buy and sell), the data management unit 34 starts the friendship level change process shown in Figure 7, and first obtains information on the friendship points that were awarded (acquired) this time (step S201).
[0059] Next, the data management unit 34 updates the play data PD to reflect the friendship points information obtained in step S201 in the "friendship points" (step S202). Specifically, the data management unit 34 identifies the trading partner (town 51) corresponding to the friendship points awarded this time, and increases the amount of "friendship points" associated with the "trading partner ID" that indicates that trading partner in the play data PD by the amount awarded this time. After updating the play data PD, the data management unit 34 finishes the friendship level change process. As a result, friendship points are awarded according to various conditions such as trading performance, and the amount of friendship points owned is managed in the play data PD for each trading partner.
[0060] The transaction conditions processing is the process of changing transaction conditions (granting benefits) according to the level of friendship. For example, the progress control unit 33 starts the transaction conditions processing shown in Figure 8 each time a transaction is requested with a trading partner (town 51), such as when displaying the transaction screen 70, and first identifies the trading partner for the transaction requested this time (step S301).
[0061] Next, the progress control unit 33 refers to the play data PD and determines the amount of friendship points owned by the trading partner identified in step S301 (step S302). Specifically, the progress control unit 33 refers to the "friendship points" associated with the "trading partner ID" that indicates the trading partner identified in step S301 and determines the amount of friendship points owned by that trading partner. For example, if the trading partner is in the first town 51A, the amount of first friendship points owned is determined, and if it is in the second town 51B, the amount of second friendship points owned is determined.
[0062] Next, the progress control unit 33 determines whether the amount of friendship points determined in step S302 satisfies the predetermined reward conditions (step S303). For example, the trading conditions are changed to be more favorable as the friendship level increases. In other words, the reward conditions are satisfied, for example, when the friendship level increases. Therefore, in step S303, the progress control unit 33 determines whether the amount of friendship points corresponds to an increase in the friendship level.
[0063] If the amount of friendship points held does not meet the requirements for increasing friendship level, that is, if the reward conditions are not met (Step S303: No), the progress control unit 33 sets the initial transaction conditions as the conditions for this transaction (Step S304). Specifically, it sets the sales slots, selling slots, and various groups that correspond to friendship level 1 as the transaction conditions.
[0064] On the other hand, if the amount of friendship points held corresponds to an increase in friendship level, that is, if the reward conditions are met (step S303: Yes), the progress control unit 33 sets transaction conditions that reflect the reward (step S305). Specifically, if the amount of friendship points held meets the conditions for level 2, the transaction conditions are set to the sales slots, sale slots, and various groups that correspond to friendship level 2. Similarly, if it corresponds to level 3, the transaction conditions are set to the sales slots, sale slots, and various groups that correspond to friendship level 3, and if it corresponds to level 4, the transaction conditions are set to the sales slots, sale slots, and various groups that correspond to friendship level 4. In other words, by setting the transaction conditions to sales slots, sale slots, and various groups that are modified according to the level from the initial transaction conditions, rewards are granted to sales slots, etc.
[0065] Next, the progress control unit 33 provides a trading opportunity to trade under the trading conditions set in step S304 or step S305 (step S306). For example, if the trading opportunity is executed via the trading screen 70, the progress control unit 33 provides the trading opportunity by displaying the trading screen 70 which includes various products corresponding to the trading conditions set in step S304 or step S305. After this provision, the progress control unit 33 terminates the processing of the trading conditions for this transaction. As a result, the trading conditions are changed according to the level of friendship with each trading partner. Specifically, the higher the level of friendship, the more favorable the trading conditions (conditions with benefits) will be. In other words, benefits corresponding to the level of friendship are added to the trading conditions. Then, for example, a trading opportunity to trade under trading conditions corresponding to the level of friendship is provided via the trading screen 70.
[0066] As explained above, under this system, for example, items handled in City 3, 51C are traded using the 3rd trading points unique to City 3, 51C, and items handled in City 2, 51B are traded using the 2nd trading points unique to City 2, 51B. Therefore, even if a user acquires 3rd trading points through trading with City 3, 51C, they cannot use them for trading in City 2, 51B, and consequently cannot acquire the items handled in City 2, 51B. On the other hand, the items in City 3, 51C include (some of) the 3rd items of the items in City 2, 51B. Therefore, if a user acquires these 3rd items from City 3, 51C and sells them in City 2, 51B, they can acquire 2nd trading points. Then, through these 2nd trading points, they can acquire the 2nd items and other items in City 2, 51B. In other words, by establishing unique trading points in each of the 51 towns, users can be encouraged to trade using certain items common to all 51 towns. This adds complexity to trading compared to trading at a common trading point that is accessible to all 51 towns. Furthermore, the trading points unique to each town are set to be non-exchangeable (non-transferable) between trading points. Therefore, this increases the complexity of trading compared to a system where such direct exchange is allowed. As a result, it becomes possible to create enjoyment by exploring what kinds of trades will be profitable or how to obtain desired items.
[0067] Furthermore, a friendship level based on friendship points is established between each town 51 and the home base 50. Transactions between town 51 and the home base 50 are then carried out according to the transaction conditions corresponding to this friendship level. For example, as the friendship level increases, the variety of goods increases, such as the availability of higher-value goods, or the number of transaction slots, such as sales slots, increases. In other words, users can be encouraged to trade with each town 51 by utilizing the benefits based on friendship points, such as an increase in the variety of goods or transaction slots. Moreover, since the benefits related to transaction conditions, such as an increase in the variety of goods or transaction slots, are directly related to trading with each town 51, they can more effectively encourage users to trade with each town 51 compared to when other benefits are used.
[0068] The number of trading partners (51 cities) gradually increases as the game progresses. This adds an element of interest as trading partners expand, and also increases the complexity of trading. Furthermore, events such as item changes occur during trading with each of the 51 cities, which can change the items sold in the sales slots or cause price fluctuations for the same items. These events can be used to change trading conditions such as the type of goods or the price, thus increasing the complexity of trading compared to when these are fixed.
[0069] Furthermore, each product may have a set inventory limit, and each trading partner may offer limited-edition items. For example, if an inventory limit is set, the concept of inventory, similar to real-world transactions, can be applied to each item, improving the realism of the transactions. Inventory limits can also be used to maintain game balance. For instance, in the battle part of an RPG game, if recovery items that fully restore the HP (Hit Points, a value used to determine the continuation of the game) and MP (Magic Points, a value consumed for special attacks such as magic or skills, if available in the game) of all allies were freely available, the game would become too easy, potentially leading to a decrease in enjoyment. By using inventory limits to restrict the number of items that can be sold, such as those that significantly affect the difficulty of the game, the game's difficulty can be maintained. On the other hand, if limited-edition items are offered, these can be used to further promote user transactions. As a result, these measures can improve the enjoyment of transactions, and ultimately, the enjoyment of the game itself.
[0070] In the above configuration, the data management unit 34 of the user device 3 functions as the first value changing means and the second value changing means of the present invention by executing step S103 in Figure 6. Furthermore, the data management unit 34 of the user device 3 functions as the parameter changing means of the present invention by executing step S202 in Figure 7. In addition, the progress control unit 33 of the user device 3 functions as the benefit granting means of the present invention by executing step S305 in Figure 8.
[0071] The present invention is not limited to the above-described form and may be implemented in a form that has been modified or changed as appropriate. Furthermore, the present invention may be implemented in a form that is obtained by appropriately combining the various technical means included in the above-described form and the following modified forms. In the above-described form, dedicated trading points are provided in all three towns 51 (trading partners), from the first town 51A to the third town 51C. However, the present invention is not limited to this form. For example, dedicated trading points may be provided in only some of the towns 51. The same applies to friendship points. Friendship points and the friendship level based thereon may be provided only between some of the towns 51 of the multiple towns 51. And benefits based on the friendship level may be applied only to those some of the towns 51.
[0072] In the above configuration, items for sale (sales groups), the 51 cities where trading is possible, friendship levels, and trading points held are all set individually for each user. However, the present invention is not limited to this configuration. For example, friendship levels may be set for groups of multiple users (e.g., a guild of about 10 people). In this case, trading points and items linked to the group may be bought and sold (traded). Furthermore, the items sold and bought in each city may differ from group to group. Alternatively, while trading points held are basically managed individually for each user, the items sold and bought in each city may be common to all users if they have the same friendship level. In this case, it is possible to encourage consultation among users regarding what to buy and sell and how to obtain desired items. Moreover, the concept of friendship levels may be omitted, and the items sold and bought in each city may be uniformly the same.
[0073] In the configuration described above, each town 51 primarily uses dedicated trading points as payment for transactions. However, the present invention is not limited to this configuration. For example, various items may be provided in each town 51 as appropriate, such as items that can only be traded with dedicated trading points, items that can be traded with common trading points that act as a common currency usable in multiple towns 51, or items that can be traded with both dedicated trading points and common trading points.
[0074] In the above-described configuration, the user device 3 functions as the game system of the present invention on its own within the network system 1. However, the present invention is not limited to this configuration. For example, the game server 2 may perform all or part of the roles (various processes) of the user device 3. If the game server 2 performs all of the roles of the user device 3 (for example, the processes in Figures 6 to 8), the game server 2 (including cases where it is composed of multiple server devices) may function as the game system of the present invention on its own. On the other hand, if part of the roles of the user device 3 are performed by the game server 2, the combination of the user device 3 and the game server 2 (including the network system 1) may function as the game system of the present invention. Furthermore, programs and control methods implemented in devices such as the network system 1, the user device 3, or the game server 2 may function as the game program and control method of the present invention. Alternatively, the game server 2 may be omitted. In other words, the user device 3 may be configured as an offline game device that is played without connecting to the network NT. And that user device 3 may function as the game system of the present invention on its own.
[0075] Various aspects of the present invention derived from the embodiments and modifications described above are described below. In the following description, corresponding components shown in the accompanying drawings are indicated in parentheses to facilitate understanding of each aspect of the present invention, but this does not mean that the present invention is limited to the illustrated forms.
[0076] The present invention provides a computer (31) to be incorporated into a game system (3) that provides a user with a game that includes transactions for each product executed in exchange for a predetermined price through multiple trading partners (51A to 51C) that handle each of the product groups, using an input device (TS) and an output device (MO), such that when a transaction is executed with the first trading partner (51C) that handles the first product group among the multiple trading partners, the transaction is executed with a first intermediary value uniquely established for the first trading partner as consideration, the first intermediary value The first value modification means (34) modifies the amount of the first mediating value in the first value data (PD) that associates the amount of the value owned with the user, and the second value modification means (34) modifies the amount of the second mediating value owned in the second value data (PD) that associates the amount of the second mediating value with the user, so that when a transaction is executed with a second trading partner (51B) that handles a second group of products including a part of the first group of products, the transaction is executed with a second mediating value uniquely established for the second trading partner as consideration.
[0077] According to the present invention, the first product group is traded at a first intermediary value unique to the first trading partner, and the second product group is traded at a second intermediary value unique to the second trading partner. Therefore, even if a user acquires the first intermediary value in a transaction with the first trading partner, they cannot use it in a transaction with the second trading partner and, as a result, cannot acquire the individual products of the second product group. On the other hand, the second product group includes a part of the first product group. Therefore, if a user acquires this part of the products from the first trading partner and sells it to the second trading partner, they can acquire the second intermediary value. And through that second intermediary value, they can acquire the second product group. In other words, by setting an intermediary value unique to each trading partner, it is possible to encourage users to trade through a common part of the products between trading partners. This adds complexity to transactions compared to when transactions are conducted at a common intermediary value that can be used for transactions with any trading partner. As a result, it is possible to create enjoyment, such as wondering what kind of transaction will be profitable or whether the desired product can be obtained.
[0078] In one embodiment of the computer program of the present invention, the computer may function as a parameter changing means (34) that changes the relationship parameters set between a specific trading partner (51B, 51C), which is at least one of the first trading partner and the second trading partner, and the user, according to the transaction history with the specific trading partner, and a reward granting means (33) that grants the user a reward that makes transactions with the specific trading partner more favorable when the relationship parameters meet predetermined reward conditions. In this case, the relationship parameters and the rewards based thereon can be used to encourage the user to conduct transactions with the specific trading partner.
[0079] When benefits are granted based on relational parameters, the benefits may be appropriate elements that are advantageous to the user. For example, a reduction in the consideration at the time of transaction (change in consideration), the right to trade special goods (in other words, a change in the product group), or an expansion of the limit (restriction) on the types of goods that can be traded may be used as benefits. For example, in an embodiment in which benefits are granted based on relational parameters, the benefit granting means may grant an increase in at least one of the types of goods included in the first product group and the types of goods included in the second product group as the benefit. Alternatively, the specific trading partner may be provided with a predetermined number of trading limits to the number of types of goods that can be traded, and the benefit granting means may grant an increase in the number of trading limits as the benefit. In these cases, it is possible to more effectively encourage users to trade with the specific trading partner.
[0080] The product group for each trading partner (including being part of a group of trading partners) may be fixed or variable. If the product group is variable, the conditions for its change may be appropriate. For example, it may be the game's play status (progress), payment of a predetermined consideration (charging), or a lottery. Alternatively, it may be a temporal condition such as a predetermined time. The same applies to the consideration for each product. The consideration for each product may be fixed or change based on various conditions. For example, in one embodiment of the computer program of the present invention, at least a portion of the first product group and at least a portion of the second product group may be changed when a predetermined product change condition is met. Similarly, the consideration for trading each product may be changed when a predetermined consideration change condition is met in at least one of the first product group and the second product group. In these cases, since the trading conditions such as the type of product or the consideration change, the complexity of the transaction can be increased compared to when these are fixed.
[0081] Each product may or may not have a set number of tradable items. In other words, each product may have a set inventory quantity, or it may not have an inventory quantity, allowing for unlimited trading. For example, in one embodiment of the computer program of the present invention, at least one of the first product group and the second product group may have a set number of tradable items for each product. In this case, a concept of inventory similar to that of actual trading can be applied to each product, thereby improving the realism of the trading.
[0082] Furthermore, the trading partners with whom a user can trade may be fixed or variable. If variable, the number of trading partners may be expanded or reduced depending on various conditions, such as the progress of the game, a lottery, or the collection of a predetermined fee (e.g., billing). For example, in one embodiment of the computer program of the present invention, the game may be provided in such a way that the number of trading partners (51) with which the user can trade gradually increases according to the gameplay. In this case, the interest of expanding the number of trading partners can be added, and the complexity of the trades can be further increased by expanding the number of trading partners.
[0083] In one embodiment of the computer program of the present invention, at least one of the first product group and the second product group includes exclusive products not included in the product groups of other trading partners, and the exclusive products may be displayed in a manner that distinguishes them from other products via a display device included in the output device. In this case, the use of exclusive products can further facilitate user transactions.
[0084] Furthermore, in one embodiment of the computer program of the present invention, restrictions may be placed on direct exchange between the first mediating value and the second mediating value without the intervention of other factors. In this case, direct exchange via other factors, such as an intermediate value exchangeable with both the first and second mediating values, is restricted. This makes it possible to increase the complexity of transactions compared to cases where such direct exchanges are permitted.
[0085] Furthermore, the present invention provides a game to a user that includes transactions for each product, which are carried out in exchange for a predetermined price through each of a plurality of trading partners (51A to 51C) that handle each of a group of products, using an input device (TS) and an output device (MO), and comprises: a first value modification means (34) that changes the amount of the first mediating value owned in first value data (PD) that associates the amount of the first mediating value owned with the user, so that when a transaction is carried out with a first trading partner (51C) that handles a first group of products among the plurality of trading partners, the transaction is carried out in exchange for a first mediating value uniquely established for the first trading partner; and a second value modification means (34) that changes the amount of the second mediating value owned in second value data (PD) that associates the amount of the second mediating value owned with the user, so that when a transaction is carried out with a second trading partner (51B) that handles a second group of products including a part of the first group of products, the transaction is carried out in exchange for a second mediating value uniquely established for the second trading partner.
[0086] Alternatively, the control method of the present invention utilizes an input device (TS) and an output device (MO) to provide a game to a user, which includes a game in which transactions for each product are carried out in exchange for a predetermined price through each of a plurality of trading partners (51A to 51C) that handle each product group, and a computer (31) incorporated into the game system (3) provides a computer (31) to which a computer (31) is incorporated, to ensure that when a transaction is carried out with a first trading partner (51C) that handles the first product group among the plurality of trading partners, the transaction is carried out in exchange for a first mediating value uniquely provided to the first trading partner, The system includes a first value modification procedure that modifies the amount of the first mediating value owned in the first value data (PD) that associates the amount of the first mediating value owned with the user, and a second value modification procedure that modifies the amount of the second mediating value owned in the second value data (PD) that associates the amount of the second mediating value owned with the user, so that when a transaction is executed with a second customer (51B) that handles a second group of products including a part of the first group of products, the transaction is executed with consideration set forth in the second mediating value owned with the user, in accordance with the second value data (PD) that associates the amount of the second mediating value owned with the user. [Explanation of symbols]
[0087] 3. User device (game system) 31. Control Unit (Computer) 33. Progress Control Unit (Means for Granting Benefits) 34. Data Management Unit (First Value Change Means, Second Value Change Means, Parameter Change Means) 50 Home base (user) 51. Town (Business Partner) 51C Third Street (First Business Partner) 51B Second Street (Second Business Partner) PG2 Game Program (Computer Program)
Claims
1. A computer incorporated into a game system that provides a user with a game that includes transactions for each product, which are carried out in exchange for a predetermined price through multiple trading partners that handle each product group, using input and output devices, When a transaction is executed with a first trading partner that handles the first product group among the multiple trading partners, a first value modification means for modifying the amount of the first mediating value owned in the first value data that associates the amount of the first mediating value owned with the user, so that the transaction is executed with a first mediating value uniquely established for the first trading partner as consideration, and When a transaction is executed with a second trading partner that handles a second product group including a portion of the first product group, a second value modification means modifies the amount of the second mediating value owned in the second value data that associates the amount of the second mediating value owned with the user, so that the transaction is executed with a second mediating value uniquely established for the second trading partner as consideration. A computer program that functions as such.
2. The aforementioned computer, A parameter changing means for changing the relationship parameters set between a specific trading partner, which is at least one of the first trading partner and the second trading partner, and the user, according to the transaction history with the specific trading partner, and A reward granting means that grants the user a reward that makes transactions with the specified trading partner more favorable when the aforementioned relational parameters meet predetermined reward conditions, A computer program according to claim 1, which functions as such.
3. The computer program according to claim 2, wherein the means for granting the benefit grants an increase in at least one of the types of products included in the first product group and the types of products included in the second product group as the benefit.
4. The aforementioned specific trading partner is provided with a predetermined number of trading limits to restrict the number of types of goods that can be traded. The computer program according to claim 2, wherein the means for granting the benefit grants an increase in the number of trading slots as the benefit.
5. A computer program according to any one of claims 1 to 4, wherein at least one of the first group of products and at least one of the second group of products is changed when predetermined product change conditions are met.
6. The computer program according to any one of claims 1 to 4, wherein the consideration for the transaction of each product is changed when a predetermined consideration change condition is met in at least one of the first product group and the second product group.
7. The computer program according to any one of claims 1 to 4, wherein at least one of the first product group and the second product group has a set number of items that can be traded for each item.
8. The computer program according to any one of claims 1 to 4, wherein the game is provided such that the number of trading partners the user can trade with gradually increases according to the gameplay status.
9. At least one of the first product group and the second product group includes exclusive products not included in the product groups of other business partners. The computer program according to any one of claims 1 to 4, wherein the limited product is displayed so as to be identified from other products via a display device included in the output device.
10. The computer program according to any one of claims 1 to 4, wherein the exchange between the first mediating value and the second mediating value is restricted to a direct exchange without the intervention of other elements.
11. A game system that provides a user with a game that includes transactions for each product, which are carried out in exchange for a predetermined price through multiple trading partners that handle each product group, using input and output devices, When a transaction is executed with a first trading partner that handles the first product group among the aforementioned multiple trading partners, a first value modification means modifies the amount of the first mediating value owned in the first value data that associates the amount of the first mediating value owned with the user, so that the transaction is executed with a first mediating value uniquely established for the first trading partner as consideration. When a transaction is executed with a second trading partner that handles a second product group including a portion of the first product group, a second value modification means modifies the amount of the second mediating value owned in the second value data that associates the amount of the second mediating value owned with the user, so that the transaction is executed with a second mediating value uniquely established for the second trading partner as consideration, A game system that includes these features.
12. A computer incorporated into a game system that provides a user with a game that includes transactions for each product, which are carried out in exchange for a predetermined price through multiple trading partners that handle each product group, using input and output devices, When a transaction is executed with a first trading partner that handles the first product group among the aforementioned multiple trading partners, a first value modification procedure is performed to modify the amount of the first mediating value owned in the first value data that associates the amount of the first mediating value owned with the user, so that the transaction is executed with a first mediating value uniquely established for the first trading partner as consideration. When a transaction is executed with a second trading partner that handles a second product group including a portion of the first product group, a second value modification procedure is provided to modify the amount of the second mediating value owned in the second value data that associates the amount of the second mediating value owned with the user, so that the transaction is executed with consideration of a second mediating value uniquely established for the second trading partner. A control method to execute something.
Citation Information
Patent Citations
Computer system and control method
JP2024084958A