Program and game device
Patent Information
- Application Number
- JP2025036519
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-03-07
- Publication Date
- 2026-09-17
AI Technical Summary
【0008】 本発明によれば、プレーヤにとって利便性の高いゲームを提供することができる。
Smart Images

Figure 2026148128000001_ABST
Abstract
Description
[[Technical Field]]
[0001] The present invention relates to a program and a game device. [[Background Art]]
[0002] In recent years, games executable by player terminals such as smartphones and game terminals that can access servers via networks have been provided. In these games, there exists a technology for notifying players of announcements (e.g., Patent Document 1) [[Prior Art Documents]] [[Patent Documents]]
[0003] [[Patent Document 1]] Japanese Unexamined Patent Application Publication No. 2009-153982 [[Summary of the Invention]] [[Problem to be Solved by the Invention]]
[0004] In such an announcement function, a notification technology that takes into account both information required for all players and information required for individual players has been desired, and this is important for improving entertainment for users.
[0005] Accordingly, an object of the present invention is to provide a game program and a game device with improved entertainment for users. [[Means for Solving the Problem]]
[0006] One aspect of the present invention is a program that causes a computer to function as: execution means for executing a game using a selected character; first message presentation means for presenting a first type of message related to the game; and second message presentation means for presenting a second type of message related to the game, wherein the notification entity of the first type of message is different from that of the second type of message.
[0007] One aspect of the present invention is a game device comprising: an execution means for running a game using a selected character; a first message presentation means for presenting a first type of message relating to the game; and a second message presentation means for presenting a second type of message relating to the game, wherein the first type of message and the second type of message are delivered by different notification entities. [Effects of the Invention]
[0008] According to the present invention, it is possible to provide a game that is highly convenient for players. [Brief explanation of the drawing]
[0009] [Figure 1] Figure 1 shows an example of the overall configuration of the game system in this embodiment. [Figure 2] Figure 2 shows an example of the device configuration of a smartphone, which is an example of a player terminal 1. [Figure 3] Figure 3 is a block diagram showing an example of the functional configuration of player terminal 1. [Figure 4] Figure 4 is a block diagram showing an example of the functional configuration of game server 2. [Figure 5] Figure 5 is a flowchart of the message processing operation of player terminal 1. [Figure 6] Figure 6 shows an example of a message displayed on player terminal 1. [Figure 7] Figure 7 shows an example of the timing of message presentation using the remote push method and the local push method. [Modes for carrying out the invention]
[0010] Embodiments of the present invention will be described.
[0011] <Overall Structure> Figure 1 shows an example of the overall configuration of the game system in this embodiment. As shown in Figure 1, the game system is configured to include a player terminal 1, which is provided for each of the game's players A and B, and a game server 2. The player terminal 1 and the game server 2 can connect to a communication line N and communicate with each other.
[0012] Communication line N refers to a communication path capable of data communication. In other words, communication line N includes not only dedicated lines (dedicated cables) for direct connection and LANs using Ethernet (registered trademark), but also communication networks such as telephone networks, cable networks, and the Internet, and the communication method can be wired or wireless.
[0013] Player terminal 1 is a computer capable of executing game programs, and can connect to a communication line N via a wireless communication base station or the like, and communicate data with the game server 2. Examples of player terminal 1 include personal computers, smartphones, mobile phones, portable game consoles, home consoles, arcade game consoles, tablet computers, and controllers for home consoles. Basically, there are multiple player terminals 1, each operated by a different player.
[0014] Game Server 2 is a server system comprising one or more server devices, storage devices, etc. Game Server 2 provides various services for operating the game of this embodiment, and can manage data necessary for game operation, and distribute game programs and data necessary for running the game on Player Terminal 1.
[0015] Figure 2 shows an example of the device configuration of a smartphone, which is an example of a player terminal 1. As shown in Figure 2, the player terminal 1 comprises a display 11, a touch operation panel 12 integrated with the display 11, and a speaker 13. The player terminal 1 is also equipped with a control board, a built-in battery, a power button, volume control buttons, etc., which are not shown.
[0016] The control board is mounted with various microprocessors such as CPU, GPU, and DSP, various IC memories such as ASIC, VRAM, RAM, and ROM, and a wireless communication module for wirelessly communicating with a mobile phone base station. The control board is also mounted with a so-called I / F circuit (interface circuit) such as a driver circuit for the touch operation panel 12. Each of these elements mounted on the control board is electrically connected to each other via a bus circuit or the like, and is connected to enable reading and writing of data and transmission and reception of signals.
[0017] Next, the configuration of each device will be described.
[0018] <Configuration of Player Terminal 1> FIG. 3 is a block diagram showing an example of the functional configuration of the player terminal 1.
[0019] As shown in FIG. 3, the terminal 1 includes a display unit 21, an operation input unit 22, a sound output unit 23, a communication unit 24, a storage unit 25, and a processing unit 26.
[0020] The display unit 21 displays various game screens based on input image signals. The function of the display unit 21 can be realized by a display device such as a flat panel display such as a liquid crystal display, a cathode ray tube (CRT), a projector, or a head mounted display, for example. In the example of the smartphone shown in FIG. 2, the display unit 21 corresponds to the display 11.
[0021] The operation input unit 22 is for a player to input various operations related to a game, and outputs an operation input signal corresponding to the operation input to the processing unit 26. The function of the operation input unit 22 can be realized not only by elements directly operated by a player with a finger such as a keyboard, a mouse, a touch operation pad, a home button, a button switch, a joystick, and a trackball, but also by elements that detect motion and posture such as an acceleration sensor, an angular velocity sensor, a tilt sensor, and a geomagnetic sensor. In the example of the smartphone shown in FIG. 2, the operation input unit 22 corresponds to the touch operation panel 12.
[0022] The sound output unit 23 is for outputting sound effects and other sounds related to the game based on the input sound signal. In the example of the smartphone in Figure 2, the sound output unit 23 corresponds to the speaker 13.
[0023] The communication unit 24 connects to the communication line N to enable communication. The functions of the communication unit 24 can be realized by, for example, a wireless communication device, a modem, a TA (terminal adapter), a jack for a wired communication cable, a control circuit, etc.
[0024] The storage unit 25 pre-stores programs for operating the player terminal 1 and realizing the various functions of the player terminal 1, as well as data used during the execution of these programs, or temporarily stores them each time processing is performed. The storage unit 25 can be implemented using, for example, a solid-state drive using IC memory such as RAM, ROM, or flash memory, a magnetic disk such as a hard disk, or an optical disk such as a CD-ROM or DVD.
[0025] The memory unit 25 stores the system program and the game program. The system program is a program that implements the basic computer functions of the player terminal 1. The game program is a program that enables the processing unit 26 to perform the functions described later. This program is delivered from the game server 2 or other application distribution server, etc., once the player has completed account registration. The memory unit 25 also stores the database necessary to run the game. In this embodiment, the memory unit 25 stores the player information database, which contains player information, etc.
[0026] The processing unit 26 comprehensively controls the operation of terminal 1 based on programs and data stored in the memory unit 25, various input signals from the operation input unit 22, etc. The functions of the processing unit 26 can be realized by electronic components such as a microprocessor such as a CPU or GPU, an ASIC, or an IC memory. The main functional units of this processing unit 26 include a player information management unit 101, a game execution control unit 102, a local push message presentation unit 103, and a remote push message presentation unit 104.
[0027] The player information management unit 101 manages player information using the player information database. When there are updates to this information, the player information management unit 101 updates the player information database D1 and records the update date.
[0028] Additionally, the player information management unit 101 manages game logins and records the date and time of the last logout.
[0029] The game execution control unit 102 controls and manages the overall progress of the game. For example, the game execution control unit 102 displays a menu screen such as the home screen and executes the process selected by the player. In this embodiment, the player selects one character (the first character) from among several characters, and the game progresses centered around that first character. Each character has a unique personality, and their way of speaking and behavioral patterns differ depending on that personality. Action points for the first character are required to progress in the game. Action points are consumed as the game progresses, but they are naturally recovered through the use of items and the passage of time. For example, natural recovery is controlled by recovering 10 action points for the character every hour while the game is not running.
[0030] The local push message display unit 103 notifies the player of game-related messages. In this embodiment, two communication methods are used depending on the notification entity. One is the local push method, and the other is the remote push method. In the local push method, the local push message display unit 103 (player terminal 1) displays a message when it meets the conditions, without going through the game server 2. In the remote push method, the game server 2 sends a message to each player terminal 1, and the remote push message display unit 104 (player terminal 1) that receives the message displays that message.
[0031] The local push message display unit 103 has the function of displaying messages using the local push method, one of two methods. The types of messages displayed using the local push method are messages related to each player's individual game. For example, messages related to each player's individual game include the following:
[0032] (1) Messages for naturally recovered action points The local push message display unit 103 receives notification from the game execution control unit 102 that the action points of the first character have reached their maximum value due to natural recovery, and displays a message indicating that the action points have reached their maximum value. The wording of this message is a special wording (speaking style) that matches the speaking style of the character that the player has set as the first character. The speaking style of each character is pre-set in the local push message display unit 103. In this way, the message is displayed in the speaking style of the first character set by the player, which helps the player feel a sense of familiarity with the character.
[0033] (2) Messages in the game after installation The local push message display unit 103 displays in-game information (e.g., special offers) as messages after a predetermined period has elapsed following the installation of the game application. These in-game information messages are pre-prepared and set in the local push message display unit 103. Furthermore, these in-game information messages are common to all players and differ from the character-specific text set by the player for their first character. The timing of the display of each piece of in-game information is set according to the elapsed time since installation, and the local push message display unit 103 displays the in-game information messages in that order. For example, message 1 is displayed 24 hours after installation, message 2 is displayed 36 hours after installation, and so on, displaying pre-prepared messages.
[0034] (3) Login reminder message after logout The local push message display unit 103 displays a login reminder message if a player has not logged into the game for a predetermined period of time or longer, based on the last logout time of the game obtained from the player information management unit 101. Furthermore, the login reminder message is the same for all players, unlike the character-specific wording used for the player's first character.
[0035] Each of the above messages will be automatically displayed on player terminal 1 if the application is closed.
[0036] The remote push message display unit 104 displays messages received from the game server 2 using the remote push method. The messages notified from the game server 2 are mainly for all players, and include, for example, game maintenance information, and information such as events and campaigns for all players.
[0037] <Game Server 2 Configuration> Figure 4 is a block diagram showing an example of the functional configuration of the game server 2. The game server 2 comprises a processing unit 70, a communication unit 71, and a storage unit 72.
[0038] The processing unit 70 comprehensively controls the operation of the game server 2 based on programs and data stored in the memory unit 72, received information, etc. The functions of the processing unit 70 can be realized by, for example, a microprocessor such as a CPU or GPU, an ASIC, an IC memory, or other electronic components. The functions of the processing unit 70 include a player information management unit 80, a game execution management unit 81, and a message management unit 82.
[0039] The player information management unit 80 manages player information. Each player has its own player information database, corresponding to their player ID.
[0040] The player information management unit 80 compares the player ID, update information for each database, and last update date and time transmitted when the player terminal 1 logs into the game with the contents of each player ID database stored on the game server 2. If they match, it sends a message to that effect; if they do not match, it sends the contents of each player ID database stored on the game server 2, thereby synchronizing the contents of each database between the player terminal 1 and the game server 2.
[0041] The game execution management unit 81 handles player matching and the sending and receiving of data necessary for the game.
[0042] The message management unit 82 sends messages to each player terminal 1 using a remote push method. The messages sent include, for example, game maintenance information, events and campaigns targeting all players, etc.
[0043] The communication unit 71 connects to the communication line N to enable communication.
[0044] The memory unit 72 stores the system program and the game program. The system program is a program that implements the basic functions of the game server 2 as a computer. The game program is a program that causes the processing unit 70 to function as the player information management unit 80, the game execution management unit 81, and the message management unit 82.
[0045] Furthermore, the memory unit 72 stores various databases, such as a player information database.
[0046] <Operation of Player Terminal 1> This section describes the message processing operation of player terminal 1. Figure 5 is a flowchart of the message processing operation of player terminal 1, and Figure 6 is a diagram showing an example of a message presented to player terminal 1. The following description describes an example where the game application is closed (not running) and the local push message presentation unit 103 and the remote push message presentation unit 104 operate in the background.
[0047] The local push message display unit 103 of the player terminal 1 determines whether it is a local push message (Step 100).
[0048] Step 101 determines whether a message containing in-game information corresponding to the current elapsed time since installation exists. If a message containing in-game information corresponding to the current elapsed time since installation exists (Step 101), the local push message presentation unit 103 presents the in-game information message to the player terminal 1 (Step 102).
[0049] Next, the local push message display unit 103 determines whether a predetermined amount of time has elapsed since the last logout time of the game, which is obtained from the player information management unit 101 (Step 103). If a predetermined amount of time has elapsed since the last logout time of the game, the local push message display unit 103 displays a login reminder message (Step 104). Message 90 in Figure 6 is an example of a login reminder message, and since 3 days have passed since the last login, the message urges the user to log in.
[0050] Next, the local push message display unit 103 determines whether to display a message indicating that the action points have reached their maximum value (Step 105). If the game execution control unit 102 has notified the local push message display unit 103 that the action points of the first character have reached their maximum value due to natural recovery (Step 105), the local push message display unit 103 displays a message indicating that the action points have reached their maximum value (Step 106). This message is displayed using wording specific to the character that the player has set as the first character. Message 91 in Figure 6 is an example of a message indicating that the action points have reached their maximum value, and this message is displayed using wording specific to AAA, the first character set by the player, indicating that the action points have reached their maximum value.
[0051] Next, the remote push message display unit 104 determines whether it has received a message from the game server 2 using the remote push method (Step 107). If it has received a message from the game server 2 (Step 108), the remote push message display unit 104 displays the message received from the game server 2 (Step 109). Message 92 in Figure 6 is a message announcing that a game event will be held from March 1, 2025, and is a message that all players are eligible to hear.
[0052] The local push message display unit 103 and the remote push message display unit 104 determine whether a predetermined time has elapsed since the message was displayed (Step 110). If the predetermined time has elapsed, the local push message display unit 103 and the remote push message display unit 104 sequentially delete the messages that have been displayed for the predetermined time (Step 111).
[0053] This embodiment utilizes both a method of presenting messages to all players and a method of presenting messages to each individual player, allowing for the presentation of necessary information to each player at the appropriate time. In particular, messages tailored to each player contain player-specific information and are presented using the characteristics of the character selected by the player, thus fostering a sense of familiarity with the game among players.
[0054] <Modified example of the embodiment> In the embodiment described above, an example was explained in which messages sent via local push notifications and messages sent via remote push notifications are displayed on the display screen of the player terminal 1 without distinction.
[0055] However, it is meaningful to distinguish between local push messages, which are messages directed to individual players, and remote push messages, which are messages directed to all players.
[0056] Therefore, instead of simultaneously displaying local push messages (messages for individual players) and remote push messages (messages for all players) on the display screen of player terminal 1, the local push messages and remote push messages are displayed separately.
[0057] Regarding the presentation method, remote push messages are targeted to all players and often contain important announcements, so remote push messages are displayed preferentially. For example, when the remote push message presentation unit 104 receives a message from the game server 2 via the remote push method, it immediately displays the received message on the display screen of the player terminal 1. The remote push message presentation unit 104 automatically deletes the message after a predetermined time has elapsed since its display. On the other hand, the local push message presentation unit 103 does not display local push messages while a remote push message is being displayed, and only displays local push messages when no remote push messages are being displayed. Figure 7 shows an example of the timing of displaying remote push messages and local push messages. In the example in Figure 7, local push messages 96 and 97 are displayed after a certain period of time following the display of the remote push message 95.
[0058] This makes it easier for players to distinguish between local push messages, which are messages directed to individual players, and remote push messages, which are messages directed to all players, thus preventing confusion.
[0059] Although the present invention has been described above with reference to preferred embodiments, the present invention is not necessarily limited to the above embodiments and can be modified and implemented in various ways within the scope of its technical concept.
[0060] [Note 1] Computers, An execution method for running a game using the selected character. A first message presentation means for presenting a first type of message related to a game, A second message presentation means for presenting a second type of message related to the game, To make it function as, The first type of message and the second type of message are different in that the notifying entity is different. program.
[0061] [Note 2] The first message presentation means presents the first type of message by a local push method without going through an external game management device. The second message presentation means presents the second type of message by a remote push notification method that is notified via the game management device. The program described in Appendix 1.
[0062] [Note 3] The first type of message is a message specific to each individual player, The second type of message mentioned above is a message common to all players. The program described in Appendix 1 or Appendix 2.
[0063] [Note 4] The first type of message is a message based on the character selected by the player, The second type of message mentioned above is a message that is not based on the character selected by the player. The program described in any of the appendices 1 through 3.
[0064] [Note 5] The first type of message includes messages relating to the player's game progress, The second type of message does not include messages regarding the player's game progress. The program described in any of the appendices 1 through 4.
[0065] [Note 6] The first type of message includes a message urging the player, The second type of message includes a message to inform the player, The program described in any of the appendices 1 through 5.
[0066] [Note 7] The first type of message includes at least one of the following: a message prompting the user to log in to the game, and a message indicating that the parameters of the selected character have fallen below or exceeded a predetermined value. The program described in any of the appendices 1 through 6.
[0067] [Note 8] The second type of message includes at least one of the following: a message for an event that is performed in common for all players, and a message for game maintenance information. The program described in any of the appendices 1 through 7.
[0068] [Note 9] The first message presentation means terminates the presentation of the first type of message after a predetermined time has elapsed since its presentation, without requiring any action from the player. The second message presentation means terminates the presentation of the second type of message after a predetermined time has elapsed since its presentation, without requiring any action from the player. The program described in any of the appendices 1 through 8.
[0069] [Note 10] The first message presentation means and the second message presentation means are controlled so as not to present the first type of message and the second type of message simultaneously. The program described in any of the appendices 1 through 9.
[0070] [Note 11] An execution method for running a game using the selected character, A first message presentation means that presents a first type of message related to the game, A second message presentation means for presenting a second type of message related to the game, Equipped with, The first type of message and the second type of message are different in that the notifying entity is different. Game device. [Explanation of symbols]
[0071] 1 Game terminal 2 Game Servers 101 Player Information Management Department 102 Game Execution Control Unit 103 Local push message display unit 104 Remote push message display unit
Claims
1. Computers, An execution method for running a game using the selected character. A first message presentation means for presenting a first type of message related to a game, A second message presentation means for presenting a second type of message related to the game, To make it function as, The first type of message and the second type of message are different in that the notifying entity is different. program.
2. The first message presentation means presents the first type of message by a local push method without going through an external game management device. The second message presentation means presents the second type of message by a remote push notification method that is notified via the game management device. The program according to claim 1.
3. The first type of message is a message specific to each individual player, The second type of message mentioned above is a message common to all players. The program according to claim 1 or claim 2.
4. The first type of message is a message based on the character selected by the player, The second type of message is a message that is not based on the character selected by the player. The program according to claim 3.
5. The first type of message includes messages relating to the player's game progress, The second type of message does not include messages regarding the player's game progress. The program according to claim 3.
6. The first type of message includes a message urging the player, The second type of message includes a message to inform the player, The program according to claim 3.
7. The first type of message includes at least one of the following: a message prompting the user to log in to the game, and a message indicating that the parameters of the selected character have fallen below or exceeded a predetermined value. The program according to claim 3.
8. The second type of message includes at least one of the following: a message for an event that is performed in common for all players, and a message for game maintenance information. The program according to claim 3.
9. The first message presentation means terminates the presentation of the first type of message after a predetermined time has elapsed since its presentation, without requiring any operation from the player. The second message presentation means terminates the presentation of the second type of message after a predetermined time has elapsed since its presentation, without requiring any action from the player. The program according to claim 3.
10. The first message presentation means and the second message presentation means are controlled so as not to present the first type of message and the second type of message simultaneously. The program according to claim 3.
11. An execution method for running a game using the selected character, A first message presentation means that presents a first type of message related to the game, A second message presentation means for presenting a second type of message related to the game, Equipped with, The first type of message and the second type of message are different in that the notifying entity is different. Game device.
Citation Information
Patent Citations
Method for providing notification service of game excessive use and computer-readable recording medium recorded with program therefor
JP2009153982A