Program, game device, and game management device

JP2026165321APending Publication Date: 2026-10-14BANDAI CO LTD
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Patent Information

Application Number
JP2025057649
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-03-31
Publication Date
2026-10-14

AI Technical Summary

Benefits of technology

【0009】 本発明によれば、興趣性を向上させたゲームを提供することができる。

✦ Generated by Eureka AI based on patent content.

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Abstract

We will provide games that enhance entertainment value. [Means for solving the problem] The program causes the computer to function as a game execution means that executes a game using a game medium associated with a character, and as a player presentation means that presents the most frequently used players in games for each type of game medium.
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Description

Technical Field

[0001] The present invention relates to a program, a game device, and a game management device.

Background Art

[0002] There are games in which two or more players compete against each other. (For example, Patent Document 1). For such games, a game has been proposed that allows players to contribute to winning the game without requiring proficiency in character operation.

Prior Art Literature

Patent Document

[0003]

Patent Document 1

Summary of the Invention

Problem to be Solved by the Invention

[0004] In a game, being able to express a player's particular preferences or the like regarding their character is important for enhancing the player's interest in the game.

[0005] Accordingly, an object of the present invention is to provide a program and a game device that offer a game with enhanced interest.

Means for Solving the Problem

[0006] One aspect of the present invention is a program that causes a computer to function as a game execution unit that executes a game using game media associated with characters, and a player presentation unit that presents players who have a high number of uses in the game for each type of game media.

[0007] One aspect of the present invention is a game device comprising: a game execution means for executing a game using a game medium associated with a character; and a player presentation means for presenting players who are frequently used in games of each type of game medium.

[0008] One aspect of the present invention is a game management device comprising: a game execution management means for managing the execution of a game using a game medium associated with a character; an aggregation means for aggregating the number of times each type of game medium is used in a game and the players who used that game medium; and a player presentation means for using the aggregation results to present players who have used each type of game medium the most in a game. [Effects of the Invention]

[0009] According to the present invention, it is possible to provide a game with improved entertainment value. [Brief explanation of the drawing]

[0010] [Figure 1] Figure 1 is a diagram showing the system configuration of the game system according to this embodiment. [Figure 2] Figure 2 shows an example of a game card P1 where the first game element is a pilot and its type is an attack type character. [Figure 3] Figure 3 shows an example of a game card M1 where the second game element is the piloted aircraft, and its type is an attack type character information. [Figure 4] Figure 4 is a front view of a game device 1 according to an embodiment of the present invention. [Figure 5] Figure 5 is a block diagram showing the functional configuration of a game device 1 according to an embodiment of the present invention. [Figure 6] This figure shows an example of a game element database. [Figure 7] Figure 7 shows an example of a usage ranking table displayed on game device 1. [Figure 8]Figure 8 is a block diagram showing the functional configuration of server 2 according to an embodiment of the present invention. [Figure 9] Figure 9 shows an example of a database for managing the usage count of game elements. [Figure 10] Figure 10 is a flowchart showing the operation of the ranking table generation process performed by the usage count management unit 304. [Figure 11] Figure 11 shows an example of a usage count ranking table 200 in the second embodiment. [Modes for carrying out the invention]

[0011] <First Embodiment> A first embodiment of the present invention will be described.

[0012] <Overall Structure> Figure 1 is a diagram showing the system configuration of the game system according to this embodiment. As shown in Figure 1, the game system is composed of one or more game devices 1 and a server 2. The one or more game devices 1 and the server 2 are connectable to a communication line N and can communicate with each other. The communication line N means a communication path that can transmit data. That is, the communication line N includes not only dedicated lines (dedicated cables) for direct connection and LANs such as 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] Game device 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 server 2. Game device 1 can be, for example, a commercial game machine (arcade game machine), a smartphone, a mobile phone, a portable game machine, a home console game machine, a personal computer, a tablet computer, or a controller for a home console game machine. Basically, there are multiple game devices 1, and each is operated by a different player.

[0014] The server 2 is a server system configured to include one or a plurality of server devices, storage devices, and the like. The server 2 provides various services for operating the game of the present embodiment, and can perform management of data necessary for game operation, distribution of game programs and data necessary for executing the game on the game device 1, and the like. Although details will be described later, when a player is identified when using the game device 1, that is, when a competitive game service is provided in a state where which player is identified, the server 2 updates the information managed for each player based on the usage content (game play history).

[0015] In the present embodiment, with such a system configuration, a competitive game between players using a plurality of game devices 1 can be realized via the server 2 and the communication line N, but the present invention is not limited to competitive games between players (person-to-person), and includes cases where one of the players is a non-player character provided by the server 2. Further, the game for which a play experience is provided on the game device 1 is not limited to competitive games between players, and may include games configured for single player use.

[0016] <Overview of Game Elements and Competitive Game> To facilitate understanding of the configuration and the like in the following present embodiment, the game elements used in the competitive game according to the present embodiment and the overview of the competitive game will be described.

[0017] The competitive game according to this embodiment features multiple types of game elements. These game elements are characters (characters, vehicles, items, etc.) and are represented as images, virtual or tangible objects (game media), etc. Images include still images and videos. An example of a virtual or tangible object is a game card (game media), which is an object with physical volume (a real object). However, the object is not limited to a game card; it is any object configured to identify the game element associated with it. The object may be, for example, a figurine or other sculpted object that has the appearance of a game element.

[0018] In this embodiment, the multiple types of items are all tangible game cards, and each is described as being associated with one game element that appears in a competitive game provided by the game device 1. The game element to which a game card is associated can be determined by the game element reading unit, described later, acquiring identification information (game element ID) for identifying the game element attached to the game card. The attachment of identification information (game element ID) to a game card may be achieved, for example, by printing a one-dimensional or multi-dimensional code obtained by converting the identification information for identifying the game element onto the game card, or by recording it on a tag or IC chip for near-field communication (NFC) embedded in the game card, or by other methods.

[0019] In competitive games, each player can use multiple game elements, and prior to the start of the game (before the sequence in which the game elements are actually manipulated begins), information can be retrieved from the game card, allowing the game elements associated with that game card to be registered as game elements that will appear in the game (used by the player).

[0020] In this embodiment, there are multiple game elements that the player can introduce into the game, but there are mainly two: the first game element and the second game element. The first game element is the pilot, and the second game element is the aircraft that the pilot operates. Furthermore, each of the first and second game elements has multiple different types.

[0021] The first game element, the pilot type, can be categorized into, for example, attack type (Type 1) and defense type (Type 2). The attack type's primary objective is to attack the opponent's game elements, and it attacks the opponent's game elements without protecting the player's other game elements. The defense type's primary objective is to defend the player's other game elements, and it attacks the opponent's game elements in order to protect the player's other game elements. Note that the types and number are just examples and are not limited to these. For example, there may be multiple attack types that can attack only X types of the opponent's game elements, and attack types that can attack only Y types of the opponent's game elements, depending on the types of game elements the opponent has.

[0022] As a second game element, there are different types of mechs, such as attack types (first type) and defense types (second type). Attack types primarily aim to attack the opponent's game elements, attacking them without protecting the player's other game elements. Defense types primarily aim to defend the player's other game elements, attacking the opponent's game elements in order to protect the player's other game elements. As a further type, range (attack) types (third type) may be established, depending on the range (attack) of the weapons the mech can use. For example, if the usable weapon is a long-range weapon, it would be a long-range type, and if the usable weapon is a close-range weapon, it would be a close-range type, and so on. Note that the types and number are just examples and are not limited to these types and numbers.

[0023] These types do not necessarily have to correspond one-to-one with each game element; they can also correspond one-to-many. For example, the second game element, the mecha, could have two types: a defensive type and a long-range type. Mecha with such types can use long-range weapons to attack game elements located far away from the opposing player in order to protect the player's other game elements.

[0024] Furthermore, the first or second game element, in addition to character information about the type or category of the first or second game element, possesses various parameters (level, hit points, attack power, defense power, terrain suitability, weapon used, etc.) appropriate to that type. For example, an attack type would have parameters specialized for attack. Moreover, terrain suitability affects the battle on the battle field, which will be described later. In other words, the more suitable the terrain characteristics are for the battle field where the battle takes place, the more advantageous the battle will be. These various parameters may also be changed as the battle game progresses.

[0025] Furthermore, some first or second game elements possess special abilities called "abilities." These abilities are designed to give an advantage in the game and enhance the game elements. For example, an ability that, when certain activation conditions are met, can increase the attack power of an opposing player's game element for a predetermined period. Abilities can be activated automatically when the activation conditions are met, or they can be activated at will by the player when the conditions are met. Additionally, some abilities can only be activated once during a match, while others can be activated multiple times.

[0026] Figure 2 shows an example of a game card P1 (pilot card) where the first game element is a pilot and the type is attack-type character information. By reading the identification information etc. written on game card P1, the game device 1 can acquire the character information and abilities of game card P1. Figure 3 shows an example of a game card M1 (pilot card) where the second game element is a piloted machine, the type is attack-type, and the ability is crushing (attacks when an enemy unit that is locked on enters the attack range), and the terrain characteristics are "S" for ground, "B" for space, "A" for desert, and "C" for underwater (S, A, B, C are in order of suitability for the battle field). By reading the identification information etc. written on game card M1, the game device 1 can acquire the character information and abilities of game card M1.

[0027] Furthermore, in the competitive game of this embodiment, a game element called a unit (hereinafter sometimes referred to as a squad) appears. This unit consists of a pilot, which is the first game element, and a mecha, which is the second game element, and is composed of combinations of these two. That is, a player can associate a pilot with the mecha as an element that operates the mecha in the competitive game. As a result, a player can introduce a unit consisting of a mecha and a pilot as a pair into the competitive game.

[0028] A unit's capabilities can be, for example, the sum of the character information (various parameters) of the pilot, which is the first game element constituting the unit, and the character information (various parameters) of the mecha, which is the second game element. Furthermore, a unit has action characteristics that define (or restrict) what actions it can take in a battle of a competitive game. The action characteristics of a unit are subordinate to (dependent on) at least one of its constituent elements: the type (kind) of the pilot, which is the first game element, or the type (kind) of the mecha, which is the second game element.

[0029] If a unit's behavioral characteristics are subordinate only to the pilot type (type), which is the first game element, the type (type) of the mecha will not be reflected, and the behavioral characteristics will reflect the pilot type. For example, if the pilot that makes up a unit is of the defensive type and the mecha that makes up the unit is of the offensive type, the type of the mecha will not be reflected, and the unit's behavioral characteristics will be primarily aimed at protecting the player's game elements, with attacks on the opposing player's game elements being limited to protecting the player's other game elements. Also, if a unit's behavioral characteristics are subordinate only to the mecha type (type), which is the second game element, the pilot type (type) will not be reflected, and the behavioral characteristics will reflect the mecha type.

[0030] Thus, when a unit's behavioral characteristics are dependent on only one type of game element, the player must consider the types of pilots and mechs and select the pilots and mechs that make up the unit. This is because a unit's ability is, for example, the sum of the character information of its constituent game elements (pilot and mech), and if the wrong types are selected, the unit will not be able to perform its function. On the other hand, if the types of the constituent game elements (pilot and mech) are selected appropriately, for example, if the pilot type and mech type are both of the same defensive type, the unit will be able to perform its function in accordance with its behavioral characteristics.

[0031] On the other hand, the behavioral characteristics of a unit can also be made dependent on both the pilot type (type), which is the first game element, and the mecha type (type), which is the second game element. For example, if the pilot type (first game element) includes attack and defense types, and the mecha type (second game element) is range (attack) type, then the behavioral characteristics of a unit combining a defensive pilot and a range-type mecha will be such that it uses long-range weapons to attack the game elements of distant opposing players in order to defend against the player's other game elements. In this way, a game with a high degree of strategy can be provided to the player.

[0032] Furthermore, terrain suitability, possessed by either the first or second game element, can be added as a unit ability. Terrain suitability refers to the degree to which a unit is well-suited to the terrain of the battle field, which will be described later. The terrain to which terrain suitability is appropriate varies depending on the type of first or second game element. For example, some types are suited to ground combat, while others are suited to aerial combat, such as in space. Thus, depending on the type of terrain of the battle field, there is a type of first or second game element that is suitable. In this embodiment, the case in which the aircraft of the second game element possesses terrain suitability is described, but the pilot of the first game element may also possess terrain suitability. In addition, in this embodiment, terrain suitability has four levels of suitability, in descending order of suitability to the battle field: terrain suitability S, terrain suitability A, terrain suitability B, and terrain suitability C. Furthermore, for units composed of the first and second game elements, the higher the terrain suitability of the second game element, the higher the unit's parameters will be during battles on that terrain (giving it an advantage in battle). For example, terrain suitability S increases parameters by 10 percent, terrain suitability A increases parameters by 5 percent, terrain suitability B does not change parameters, and terrain suitability C decreases parameters by 5 percent.

[0033] In this way, multiple pilot cards and multiple aircraft cards are combined to form multiple units, and the game is played. Hereafter, the group of game cards consisting of multiple pilot cards and multiple aircraft cards will be referred to as a deck.

[0034] Next, we will explain the flow of the game performed by game device 1.

[0035] The sequence of events in a game, including the match played by game device 1, is as follows:

[0036] 1. Obtaining player information Game device 1 acquires information about the players using game device 1 (player information). For example, game device 1 acquires player identification information from a recording medium (player card) on which the player's identification information is recorded, communicates with game server 2, and acquires player information managed by game server 2. Player information is updated according to the progress of the game.

[0037] 2. Payment of the price The game begins when the players pay the price.

[0038] 3. Provision of game cards Game device 1, in exchange for payment of the game fee, enables the player to play a match and provides the player with one game card (game medium). Game device 1 then dispenses the game card (item) from a dispenser and provides it to the player.

[0039] 4. Displaying the main menu Game device 1 presents the player with a main menu and accepts selections from the player. The options presented in the main menu include, for example, "Notifications," "Start a match," and "Provide rewards." If "Start a match" is selected, the game proceeds to the match process. If "Provide rewards" is selected, the game transitions to the rewards provision screen.

[0040] 5. Play a competitive game Game device 1 performs battles using game cards. Each game card has identification information (game element ID) attached to it to identify the character it is associated with. During a match, the game element IDs are read from the IDs of each game card that make up the deck placed in the reader by the player. A group of characters corresponding to the read group of game element IDs are registered as playable characters. In a match, the registered group of characters take action in a designated game field. The progress of the match is controlled based on the input made to the registered characters and the character information (parameters) of those characters. The match ends when a winner is determined between the players.

[0041] 6. Game end screen Game device 1 displays the game results. The displayed information includes, for example, the match results, the player's experience points updated according to the match results, their level, etc. Then, game device 1 displays a predetermined ending screen to end the game, which consists of a series of processes.

[0042] 7. Display of the rewards offer screen If the bonus offer screen is selected from the main menu, the bonus offer screen will be displayed. The bonus offer screen will display the bonuses offered to the player. Once the bonus offer is complete, the game will transition to the end screen.

[0043] The above is a description of the sequence of processes performed by game device 1.

[0044] <Configuration of Game Device 1> Figure 4 is a front view of a game device 1 according to an embodiment of the present invention.

[0045] The game device 1 includes a display unit 10 that shows information necessary for game progression such as menus and battle fields, a first operation unit 11, first game element reading units 12a to 12e for registering first game elements (pilots) to appear in the battle game from game cards held by the player, second game element reading units 13a to 13e for registering second game elements (aircraft) to appear in the battle game from game cards held by the player, and a separate and independent physical second operation unit 14.

[0046] The display unit 10 displays games and various information. The display unit 10 is equipped with an integrated touch operation panel. This touch operation panel has the functions of the first operation unit 11.

[0047] The first operation unit 11 is for the player to input various operations related to the game, and outputs an operation input signal to the processing unit 20 according to the operation input.

[0048] The first game element reading units 12a to 12e are readers that read character information of pilots, which are the first game elements to be introduced into the game, from game cards. In this embodiment, the game device 1 is equipped with five first game element reading units 12a to 12e so that up to five pilots can be registered as playable game elements. By setting (placing) the game cards P of pilots (first game elements) to be introduced into the competitive game from the game cards the player possesses into the first game element reading units 12a to 12e, the first game element reading units 12a to 12e can read the identification information of the pilot (first game element) game card.

[0049] The second game element reading units 13a to 13e are readers that read character information of the mecha, which is the second game element to be used in the game, from the game cards. In this embodiment, the game device 1 is equipped with five second game element reading units 13a to 13e so that up to five mecha can be registered as playable game elements. By setting (placing) the game cards of the mecha (second game elements) to be used in the battle game from the game cards the player possesses into the second game element reading units 13a to 13e, the second game element reading units 13a to 13e can read the identification information of the game card of the mecha (second game element).

[0050] Then, a player can start a battle by forming up to five units (squads), which are game elements consisting of one registered pilot and one registered aircraft. Specifically, the maximum number of aircraft that can be registered and the maximum number of pilots that can be registered are the same, set to five. In other words, a player will use a deck made up of five pilot cards and five aircraft cards to form five units.

[0051] Furthermore, if, for example, a player has just started using game device 1 or does not have game cards with them, and the number of game cards from which information can be retrieved is less than the maximum number (upper limit) for each aircraft and pilot, then each game element constituting a unit (unit) does not necessarily need to be registered based on information retrieved from game cards. In this case, additional game elements provided by game device 1 may be registered, and the maximum number of aircraft and pilots may be registered, forming five units. Also, in a configuration where concepts such as cost are introduced during registration, the number of units (units) to be registered may be set to a number less than the maximum number.

[0052] Furthermore, although this embodiment describes registering one unit by associating one pilot with one aircraft, the implementation of the present invention is not limited to this. That is, the game elements constituting one unit may be such that multiple pilots are associated with one aircraft, or one pilot is associated with multiple aircraft.

[0053] The second control unit 14 is, for example, a physical button, switch, etc., and by pressing the button, the player can input various operations related to the game.

[0054] Figure 5 is a block diagram showing the functional configuration of a game device 1 according to an embodiment of the present invention.

[0055] The game device 1 comprises a display unit 10, a first operation unit 11, first game element reading units 12a to 12e, second game element reading units 13a to 13e, a second operation unit 14, a price detection unit 15, a user information reading unit 16, a sound output unit 17, a communication unit 18, a storage unit 19, and a processing unit 20.

[0056] The display unit 10 displays various game screens based on image signals output from the processing unit 20. The functions of the display unit 10 can be realized by a display device such as a flat panel display like an LCD, a projector, or a head-mounted display.

[0057] The first operation unit 11 is for the player to input various game-related operations and outputs an operation input signal to the processing unit 20 according to the operation input. Various icons are displayed at the player's operation input location, and when the player touches an icon, an operation input signal for that icon is output to the processing unit 20.

[0058] As described above, the first game element reading units 12a to 12e are five first game element reading units, which is the upper limit for the number of first game elements that can be registered. They are readers that read the character information of the pilot, which is the first game element to be introduced into the game, from the pilot card held by the player. Reading the first game element from the game card is possible, for example, by reading a one-dimensional or multi-dimensional code obtained by converting the game card's identification information, etc., which is printed on the game card. Alternatively, if the game card's identification information, etc., is recorded on a tag or IC chip for near-field communication (NFC) embedded in the game card, the information is read from those tags or IC chips. The read information is output to the processing unit 20 along with the reading unit ID (for example, reading unit ID = 121), which is the identification information of the device itself.

[0059] As described above, the second game element reading units 13a to 13e are five second game element reading units, which is the upper limit for the number of second game elements that can be registered. They are readers that read the character information of the aircraft, which is the second game element to be introduced into the game, from the aircraft cards held by the player. Reading the second game element from the game card is possible, for example, by printing a one-dimensional or multi-dimensional code obtained by converting the identification information of the game card onto the game card, and then reading that one-dimensional or multi-dimensional code. Alternatively, if the identification information of the game card is recorded on a tag or IC chip for near-field communication (NFC) embedded in the game card, the information can be read from those tags or IC chips. The read information is output to the processing unit 20 along with the reading unit ID (for example, reading unit ID = 131), which is the identification information of the device itself.

[0060] A unit is composed of the first game element read by the first game element reading units 12a to 12e and the second game element read by the second game element reading units 13a to 13e. As described above, one unit is a combination of one first game element, a pilot, and one second game element, a mobile suit. Therefore, in order to make it easy for the player to identify the combination of the first game element, the pilot, and the second game element, the mobile suit, that constitutes a unit, the first game element reading units 12a to 12e and the second game element reading units 13a to 13e are arranged so that at least one side of the pair of first game element reading units 12a to 12e and one side of the second game element reading units 13a to 13e are adjacent to each other. For example, the lower side of the first game element reading unit 13a and the upper side of the second game element reading unit 13a are adjacent to each other, forming a pair vertically. This makes it easy for the player to understand that a unit is formed when the pilot on the game card read by the first game element reading unit 12a and the aircraft on the game card read by the second game element reading unit 13a form a pair. The same applies to other combinations of the first game element reading units 12b to 12e and the second game element reading units 13b to 13e.

[0061] The second operation unit 14 is a physical switch, button, etc., which receives input from the player and outputs an operation input signal corresponding to the input to the processing unit 20.

[0062] The payment detection unit 15 detects that payment has been made in the game device 1. Payment may be determined, for example, by detecting that a predetermined amount of coins or equivalent coins have been inserted into an unillustrated slot in the game device 1, or by detecting the completion of settlement processing based on communication with a chip related to a predetermined electronic money. In this embodiment, the game device 1 is described as starting to provide a service, including the provision of a series of game play experiences, based on the payment of the payment related to the start of service provision. Furthermore, payment can be detected even after the start of service provision.

[0063] The user information reading unit 16 retrieves information from an item that records a player ID (player identification information) in order to identify the player using the game device 1. In this embodiment, the item that records the player ID is a player card, which is configured in the form of a card.

[0064] The sound output unit 17 is a speaker or the like that outputs sound effects related to the game based on the sound signal output from the processing unit 10.

[0065] The communication unit 18 is a communication interface with an external device. The communication unit 18 can connect to an external device via a communication line N (whether wired or wireless) and enable the transmission and reception of data. For example, the communication unit 18 converts information input as data to be transmitted into a predetermined format and transmits it to an external device such as a server 2 via the communication line N. The communication unit 18 also receives information from an external device via the communication line N.

[0066] The recording medium 19 is a data-retaining storage device, such as a non-volatile memory or an HDD. The recording medium 19 stores not only the operating programs for each part of the game device 1, but also information on parameters necessary for the operation of each part, and various graphics data used in the competitive game executed by the game device 1.

[0067] Furthermore, the recording medium 19 stores a game element database 190 (game element DB 190). The game element DB 190 is a database that manages information (element information) about each of the game elements that appear in the game. In the game device 1 of this embodiment, when a player plays a game, they place a game card in the first game element reading units 12a to 12e and the second game element reading units 13a to 13e to obtain information, thereby making the game element associated with the game card appear in the game. The element information managed for one game element includes, for example, as shown in Figure 6, a game element ID (identification information) 191 that uniquely identifies the game element, type information 192 indicating the type in the game (pilot or aircraft) assigned to the game element, drawing information 193 including graphics data used to generate the screen when the game element appears in the game, and character information 194 describing the name, attributes, etc. of the game element, as well as parameters defined for each element level of the game element, and terrain suitability information 195. Character information 194 and terrain suitability information 195 are information referenced in a game that introduces game elements and are involved in controlling the progress of the game.

[0068] In this embodiment, the game element DB190 stores graphics data, parameter information, terrain suitability information, etc., and the element information is described as including this data. However, the implementation of the present invention is not limited to this. The element information may also include information indicating the storage location of the data for each piece of information.

[0069] The processing unit 20 comprehensively controls the operation of the game device 1 based on programs and data stored in the memory unit 19, operation input signals from the first operation unit 11, the first game element reading unit 12, the second game element reading unit 13, and the second operation unit 14. The functions of the processing unit 20 can be realized by electronic components such as a microprocessor such as a CPU or GPU, an ASIC, or an IC memory. Specifically, the processing unit 20 controls the operation of each part by reading the operation programs of each part recorded in the recording unit 19, loading them into memory, and executing them. The main functional parts of the processing unit 20 include a game element acquisition unit 110, a unit configuration unit 111, a game execution unit 112, a matching request unit 113, a first operation detection unit 114, a second operation detection unit 115, a battle field presentation unit 116, a usage count ranking presentation unit 117, and a bonus granting unit 118.

[0070] The game element acquisition unit 110 acquires the game element ID 191 of the game card read by the first game element reading units 12a-12e and the second game element reading units 13a-13e. At this time, it also acquires the reading unit ID that identifies the first game element reading units 12a-12e and the second game element reading units 13a-13e that read the game element ID 191 of the game card (hereinafter, the reading unit IDs of the first game element reading units 12a-12e will be referred to as 12a-12e, and the reading unit IDs of the second game element reading units 13a-13e will be referred to as 13a-13e). The game element acquisition unit 110 acquires the type information 192, drawing information 193, character information 194, and terrain suitability information 195 associated with the acquired game element ID 191 of the game card from the game element DB 190. The game element acquisition unit 110 then associates the read unit ID with the game element ID 191, type information 192, drawing information 193, character information 194, and terrain suitability information 195, and outputs this information to the unit configuration unit 111 and the game execution unit 112. The first game element reading units 12a to 12e and the game element acquisition unit 110 function as a first game element registration means. The second game element reading units 13a to 13e and the game element acquisition unit 110 function as a second game element registration means.

[0071] Furthermore, when the game execution begins (registration is confirmed), the game element acquisition unit 110 records the game element ID 191 of the read game card (pilot card and aircraft card). The game element acquisition unit 110 then links the recorded game element ID 191 of the game card (pilot card and aircraft card) with the player ID read by the user information reading unit 16 and sends it to the server 2. If the game element ID 191 of the read game cards (pilot card and aircraft card) is the same (if two or more identical game cards are used), the duplicate read game element IDs are also sent.

[0072] The unit configuration unit 111 receives the reading unit ID, game element ID 191, type information 192, drawing information 193, character information 194, and terrain suitability information 195 from the game element acquisition unit 110, and forms a unit (fleet) from a pair of first game elements, which is the pilot, and second game elements, which is the aircraft. The unit configuration unit 111 identifies the pair of first and second game elements from the reading unit ID. In this embodiment, the combinations of reading unit IDs (reading unit ID: 12a, reading unit ID: 13a), (reading unit ID: 12b, reading unit ID: 13b), (reading unit ID: 12c, reading unit ID: 13c), (reading unit ID: 12d, reading unit ID: 13d), and (reading unit ID: 12e, reading unit ID: 13e) correspond to the game elements that constitute a unit.

[0073] The unit configuration unit 111 identifies the first and second game elements that form a pair by identifying the game element ID 191 associated with the read unit ID of each pair. The unit configuration unit 111 then configures the unit using the type information 192, drawing information 193, parameter information 194, and terrain suitability information 195 associated with the game element ID 191. The unit's capabilities are, for example, the sum of the character information (various parameters) of the pilot, which is the first game element constituting the unit, and the character information (various parameters) of the aircraft, which is the second game element. Furthermore, other information associated with the player ID read from the player card by the user information reading unit 16, such as the player's level and correction parameters for each game element, may also be reflected in the unit's capabilities. These parameters reflected in the unit may be referred to as initial parameters. In addition, the unit's behavioral characteristics are subordinate to (dependent on) at least one of the constituent elements: the type (category) of the pilot, which is the first game element, or the type (category) of the aircraft, which is the second game element.

[0074] Furthermore, the unit component 111 can add terrain suitability of the first or second game element as a unit capability. For example, if the aircraft of the second game element has terrain suitability, a unit that uses the aircraft of the second game element as a component can have the terrain suitability of the aircraft of the second game element. The unit component 111 uses the unit's terrain suitability information 195 to increase or decrease the unit's parameters according to the terrain category of the battle field. Then, before the battle, the terrain suitability of each unit for the terrain category of the battle field is presented to the player. This is to allow the player to configure a unit that is suitable for the battle field.

[0075] The game execution unit 112 controls the entire game (including the display of game images) from the start to the end of a competitive game. The game execution unit 112 starts the competitive game when the payment detection unit 15 detects that payment has been made. In a competitive game, the unit configuration unit 111 places the configured units (units) onto the battle field and controls the progress of the battle according to the operation input made by the players to the units. In addition, the game execution unit 112 calculates attack and defense using various parameters of each unit during the battle, determines whether a unit is in a battle-ready state or an un-battle-ready state, and proceeds with the game.

[0076] Furthermore, prior to the start of the game, the game execution unit 112 acquires the player information read by the user information reading unit 16. The player information includes the player name, avatar information, and player parameters (experience points, etc.). Alternatively, the player information may be stored in the game server 2, or the player information may be acquired from the identification information of the player card.

[0077] The matching request unit 113 sends a matching request to the server 2 to match two game machines installed in the same store, or two game machines installed in different stores. After matching, data necessary for running a competitive game is sent and received between the two matched game machines.

[0078] The first operation detection unit 114 detects the first operation, which is a contact (touch) to the touch panel, which is the first operation unit 11. When the first operation detection unit 114 detects a contact (touch) to the touch panel, it outputs information (coordinate information) of the contact (touch) position on the touch display to the game execution unit 112.

[0079] When the second operation detection unit 115 detects a second operation to the second operation unit 14, it executes processing corresponding to that operation. The second operation to the second operation unit 14 may be, for example, switching a switch or pressing a button.

[0080] The battle field display unit 116 displays a battle field on the display unit 10. The battle field to be displayed may be one of a predetermined battle field, or one battle field may be randomly selected from several types of battle fields and displayed.

[0081] The usage count ranking display control unit 117 displays a usage count ranking table for each game element (game card), listing the players who have used that game element (game card) the most times in a ranking format. The usage count ranking table is transmitted from server 2 and displayed at the timing of selections such as notifications in the main menu. Figure 7 shows an example of a usage count ranking table displayed on game device 1. In the usage count ranking table 200 in Figure 7, for each game card, the name of the game card 201, the name of the player with the highest usage count for that game card 202, and the usage count 203 are displayed. In addition, a previous page transition button 204 to move to the previous page of the ranking table and a next page transition button 205 to move to the next page of the ranking table are displayed.

[0082] The reward granting unit 118, as will be described later, stores the frequently used game element IDs and their usage rates transmitted from server 2, and grants rewards when a game card with that game element ID is registered for use in a game. The type of reward granted is not limited, but examples include the title displayed during game execution, items that give an advantage in game progression, etc. Furthermore, the content of the reward may be changed depending on the number of frequently used game cards included in the game card used at one time. In addition, the frequently used game cards may be presented in a ranking format, similar to a ranking table.

[0083] Next, we will describe Server 2 according to this embodiment.

[0084] Figure 8 is a block diagram showing the functional configuration of a server 2 according to an embodiment of the present invention. The server 2 comprises a processing unit 30, a storage unit 31, and a communication unit 32.

[0085] The processing unit 30 is, for example, a CPU and controls the operation of each block in the server 2. Specifically, the processing unit 30 controls the operation of each block by, for example, reading the operation program of each block recorded in the recording unit 31, loading it into memory, and executing it. The processing unit 20 includes, as its main functional units, a player information management unit 301, a game execution management unit 302, a matching unit 303, and a usage count management unit 304.

[0086] The Player Information Management Unit 301 manages player information using the player database. The player database is a database that manages player information associated with each player for games that are provided as play experiences on the game device 1. Player information is stored in association with each player's identification information (player ID). The player information is updated sequentially according to the play results using the player card on the game device 1, using the player identification information obtained from that player card.

[0087] The game execution management unit 302 manages the execution of the entire game, including sending and receiving data for the execution of matches on the game device 1, and the rewards obtained from the matches.

[0088] The matching unit 303 matches the two game machines 1 to be used. The matching method involves matching game machines 1 that have submitted matching requests containing the same matching number, for example, matching game machines 1 that have submitted matching requests containing the same number.

[0089] The usage count management unit 304 receives the player ID and the game element ID of the game card used, transmitted from the game device 1, and uses the game element usage count management database to manage the number of times the player has used that game card for each game element ID.

[0090] Figure 9 shows an example of a game element usage count management database. The game element usage count management database includes a game element ID field, a player ID field, and a usage count field. The game element ID field is where the game element ID is recorded. The player ID field is where the player ID is recorded. The usage count field is where the number of times the player with the specified player ID has used that game element ID is recorded.

[0091] The recording unit 31 is a data storage device, such as a non-volatile memory or HDD. The recording unit 31 stores the operation programs for each block of the server 2, as well as information such as parameters necessary for the operation of each block. The recording unit 31 also stores the player database and the game element database. The game element database is a database similar to the game element DB190 described above.

[0092] The communication unit 32 is a communication interface with an external device. The communication unit 32 can connect to an external device via a communication line N (whether wired or wireless) and enable the transmission and reception of data. For example, the communication unit 32 converts information input as data to be transmitted into a predetermined format and transmits it to an external device such as the game device 1 via the communication line N. The communication unit 32 also receives information from an external device via the communication line N.

[0093] Next, we will explain the operation of the ranking table generation process performed by the usage count management unit 304.

[0094] Figure 10 is a flowchart showing the operation of the ranking table generation process performed by the usage count management unit 304.

[0095] The usage count management unit 304 receives the player ID and the game element ID of the game card used from each game device 1 (Step 100).

[0096] The usage count management unit 304 increments the usage count field of the player ID in the game element usage count management database for each received game element ID by 1 (Step 101). If there are duplicate game element IDs, the usage count is increased by the number of duplicates (Step 101).

[0097] If a predetermined period (for example, one month) has elapsed (Step 102), the usage count management unit 304 extracts the top N player IDs and their usage counts for each game element ID from the game element usage count management database (Step 103). N is not limited, but for example, it is 1.

[0098] The usage count management unit 304 searches the game element database for the game card name (character name) of the extracted game element ID. It also searches the player information database for the player names of each of the N player IDs of the extracted game element ID. Then, the usage count management unit 304 generates a usage count ranking table for each game element ID, ranking the game card name (character name), player name, and their usage count (Step 104).

[0099] Furthermore, the usage count management unit 304 calculates the usage rate of all game element IDs from the game element usage count management database (Step 105). The calculation method involves calculating the total usage count by summing the usage counts of all players, calculating the total usage count for each game element ID by summing the usage counts of all players who have used that game element, and then calculating the game element usage rate for each game element ID = (game element usage count / total usage count). Then, the usage count management unit 304 extracts the game element usage rates of the top M game element IDs (Step 106). M is not limited, but for example, it is 3.

[0100] The usage count management unit 304 transmits the generated usage count ranking table, the top M game element IDs, and their respective game element usage rates to each game device 1 (Step 107).

[0101] The usage count ranking display control unit 117 of the game device 1, having received the usage count ranking table, the top M game element IDs, and their usage rates, displays the usage count ranking table as described above. The reward granting unit 118 also grants rewards as described above.

[0102] This embodiment records the number of times each player has used a game card and displays the player's name and usage count for each game card in a ranking format. As a result, the number of times players who have a special attachment to a particular game card will play it will increase. Consequently, it is possible to provide players with a game that is highly engaging.

[0103] Furthermore, players can learn about the most frequently used game cards and receive rewards for using them, which can increase their interest in the game.

[0104] <Modified form of the first embodiment> In the embodiment described above, an example was explained in which a ranking table of usage counts is displayed on each game device 1. However, it may also be displayed on a homepage accessible to players. With this method, players can view the ranking table of usage counts even in environments without game devices 1.

[0105] <Second Embodiment> The second embodiment is one in which players can be matched with players displayed in the ranking table of the first embodiment.

[0106] The usage count ranking display control unit 117 displays a matching request button 300 in the usage count ranking table 200 to request a match with that player. Figure 11 is a diagram showing an example of the usage count ranking table 200 in the second embodiment.

[0107] When the player selects the matching request button 300, the usage count ranking display control unit 117 sends a matching request including the player's ID to the server 2.

[0108] When Server 2's matching unit 303 receives a matching request, it determines whether the player with the player ID included in the matching request is currently playing. If the player is not playing, it sends a message to Game Device 1 indicating that matching is not possible. Upon receiving this message, Game Device 1 displays that matching is not possible.

[0109] Meanwhile, if a matchmaking unit 303 is currently playing, it transmits a notification to the player's game device 1 that a matchmaking request has been made, and the game device 1 displays a notification that a matchmaking request has been made. If the player approves the matchmaking request, the matchmaking unit 303 matches the player who made the matchmaking request with the player who approved the matchmaking request and initiates the match.

[0110] This allows players to be matched with other players who share their interests.

[0111] Some or all of the above embodiments may also be described as follows, but are not limited to the following.

[0112] [Note 1] Computers, A game execution method that runs a game using a game medium associated with a character. A player presentation means for presenting players who frequently use each type of game medium in the game, A program that makes it function as such.

[0113] [Note 2] Computers, To function as a matching method that allows for matching with the presented player. The program described in Appendix 1.

[0114] [Note 3] Computers, A registration method for registering multiple game media to be used in a game, A means of granting benefits, To make it function as, The aforementioned reward granting means grants rewards by registering the game media with the highest usage rate for each type of game media. The program described in Appendix 1 or Appendix 2.

[0115] [Note 4] The aforementioned player identification means identifies players who have been used most frequently in the game during a predetermined period. The program described in any of the appendices 1 through 3.

[0116] [Note 5] The aforementioned player presentation means presents players who have played the game within a certain period of time and who have used the game the most times during that period. The program described in any of the appendices 1 through 4.

[0117] [Note 6] The aforementioned player presentation means presents only the top players who have used each type of game medium the most times in the game. The program described in any of the appendices 1 through 5.

[0118] [Note 7] The aforementioned player presentation means presents the top players in a list. The program described in any of the appendices 1 through 6.

[0119] [Note 8] The aforementioned player information display means displays the name of the game medium, the number of times the game medium has been used, and the player's name. The program described in any of the appendices 1 through 7.

[0120] [Note 9] The matching means controls the matching process to enable matching with a player, provided that the player being presented is logged into the game. The program described in any of the appendices 1 through 8.

[0121] [Note 10] The matching means controls the matching to enable matching with a player, provided that the number of matches with the presented player is less than or equal to a predetermined number. The program described in any of the appendices 1 through 9.

[0122] [Note 11] The matching means controls whether matching with the presented player is possible, so as to notify the presented player. The program described in any of the appendices 1 through 10.

[0123] [Note 12] The aforementioned reward granting method grants different rewards depending on the number of game media with high usage rates included in the registered game media. The program described in any of the appendices 1 through 11.

[0124] [Note 13] A game execution method that runs a game using a game medium associated with a character, A player presentation means that presents players who frequently use each type of game medium in the game, A game device equipped with the following features.

[0125] [Note 14] A game execution management means for managing the execution of a game using a game medium associated with a character, A means for aggregating the number of times each type of game medium is used in a game, and the number of players who used that game medium. A player presentation means that uses the aggregated results to present players who frequently use each type of game medium in the game, A game management device equipped with the following features.

[0126] 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. [Explanation of Symbols]

[0127] 1 Game device 2 Servers 2 10 Display section 11 1st operation section 12. First game element reading unit 13. Second Game Element Reading Unit 14 2nd operation section 15 Price detection unit 16. User Information Reading Unit 17. Sound output section 18 Communications Department 19 Memory section 20 Processing Units 30 Processing Unit 31 Storage section 32 Communications Department 110 Game Element Acquisition Unit 111 Unit Components 112 Game Execution Unit 113 Matching Request Section 114 First Operation Detection Unit 115 Second operation detection unit 116. Battle Field Display Section 117 Usage Count Ranking Display Control Unit 118 Special Offer Section 301 Player Information Management Department 302 Game Execution Unit 303 Matching Department 304 Usage Count Management Department

Claims

1. Computers, A game execution method that runs a game using a game medium associated with a character. A player presentation means for presenting players who frequently use each type of game medium in the game, A program that makes it function as such.

2. Computers, To function as a matching method that allows for matching with the presented player. The program according to claim 1.

3. Computers, A registration method for registering multiple game media to be used in a game, A means of granting benefits, To make it function as, The aforementioned reward granting means grants rewards by registering the game media with the highest usage rate for each type of game media. The program according to claim 1 or claim 2.

4. The aforementioned player identification means identifies players who have been used most frequently in the game during a predetermined period. The program according to claim 1.

5. The aforementioned player presentation means presents players who have played the game within a certain period of time and who have used the game the most times during that period. The program according to claim 4.

6. The aforementioned player presentation means presents only the top players who have used each type of game medium the most times in the game. The program according to claim 4.

7. The aforementioned player presentation means presents the top players in a list. The program according to claim 6.

8. The aforementioned player information display means displays the name of the game medium, the number of times the game medium has been used, and the player's name. The program according to claim 1.

9. The matching means controls the matching process to enable matching with a player, provided that the player being presented is logged into the game. The program according to claim 2.

10. The matching means controls the matching to enable matching with a player, provided that the number of matches with the presented player is less than or equal to a predetermined number. The program according to claim 9.

11. The matching means controls whether matching with the presented player is possible, so as to notify the presented player. The program according to claim 9.

12. The aforementioned reward granting method grants different rewards depending on the number of game media with high usage rates included in the registered game media. The program according to claim 3.

13. A game execution method that runs a game using a game medium associated with a character, A player presentation means that presents players who frequently use each type of game medium in the game, A game device equipped with the following features.

14. A game execution management means for managing the execution of a game using a game medium associated with a character, A means for aggregating the number of times each type of game medium is used in a game, and the number of players who used that game medium. A player presentation means that uses the aggregated results to present players who frequently use each type of game medium in the game, A game management device equipped with the following features.

Citation Information

Patent Citations

  • Game system, game method, game program, and game server

    JP2022002689A