Program and game device
The system addresses the challenge of maintaining player interest by allowing for the selection and controlled presentation of game elements, enhancing excitement through varied game elements and deck management, resulting in a more engaging gaming experience.
Patent Information
- Application Number
- JP2024036358
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2024-03-08
- Publication Date
- 2025-02-03
- Estimated Expiration
- 2044-03-08
AI Technical Summary
Existing game systems struggle to maintain player interest by providing exciting and engaging game elements, leading to a decline in player engagement and excitement.
A system that allows for the selection and presentation of multiple game elements, controlling their positions, and executing competitive games, using a program to enhance the excitement through methods like opening and directing game cards, managing in-game currency, and ensuring decks meet compatibility criteria.
The system provides a highly engaging gaming experience by maintaining player interest through varied game elements, controlled presentations, and ensuring deck compatibility, thereby enhancing player excitement and convenience.
Smart Images

Figure 0007625741000001_ABST
Abstract
Description
[Technical field]
[0001] The present invention relates to a program and a game device. [Background technology]
[0002] In recent years, game systems that provide games to player terminals via communication networks have become widespread. The servers of the game systems provide various game elements that can be used in the games (for example, Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2015-047516 A Summary of the Invention [Problem to be solved by the invention]
[0004] In a game system such as that described above, devising the types of game elements to be provided to the player and the method of presenting those game elements is an important challenge in terms of sustaining the player's interest in the game, and as a result, it will be possible to provide a game that is more entertaining for the player.
[0005] SUMMARY OF THE PRESENT EMBODIMENT An object of the present invention is to provide a program and a game device that can provide a game that is more entertaining to players. [Means for solving the problem]
[0006] One aspect of the present invention is a program that causes a computer to function as an execution means for executing a competitive game using game elements and a game element presentation means for presenting a plurality of game elements in a selectable manner, the game element presentation means controlling the presentation position of a selected game element to be different from the presentation position of an unselected game element.
[0007] One aspect of the present invention is a game device comprising an execution means for executing a competitive game using game elements, and a game element presentation means for presenting a plurality of game elements in a selectable manner, the game element presentation means controlling the presentation position of a selected game element to be different from the presentation position of an unselected game element. Effect of the Invention
[0008] According to the present invention, a highly entertaining game can be provided. [Brief description of the drawings]
[0009] [Figure 1] FIG. 1 is a diagram showing an example of the overall configuration of a game system according to this embodiment. [Diagram 2] FIG. 2 is a diagram showing an example of the device configuration of a notebook computer, which is an example of the player terminal 1. As shown in FIG. [Diagram 3] FIG. 3 is a diagram for explaining an example of the front side of the reader card 21. As shown in FIG. [Figure 4] FIG. 4 is a diagram for explaining an example of the back side of the reader card 21. As shown in FIG. [Diagram 5] FIG. 5 is a diagram for explaining an example of the front side of the battle card 22. [Figure 6] FIG. 6 is a diagram for explaining an example of the back side of the battle card 22. [Figure 7] FIG. 7 is a diagram for explaining an example of the front side of the extra card 23. As shown in FIG. [Figure 8] FIG. 8 is a block diagram showing an example of the functional configuration of the player terminal 1. As shown in FIG. [Figure 9] FIG. 9 is a diagram showing an example of the player information database D1. [Figure 10] FIG. 10 is a diagram showing an example of the game element information database D2. [Figure 11] FIG. 11 is a diagram showing an example of the home screen. [Figure 12] FIG. 12 is a diagram showing an example of the store screen. [Figure 13] FIG. 13 is a diagram showing an example of the store screen. [Figure 14] FIG. 14 is a diagram showing an example of a store screen in which currently tradable game elements and currently untradeable game elements are displayed. [Figure 15] FIG. 15 is a diagram showing an example of a display of a breakdown of currently held in-game currency, including paid and free. [Figure 16] FIG. 16 is a diagram showing an example of the in-game currency providing screen. [Figure 17] FIG. 17 is a diagram showing an example of a case where the number of first paid currency packs 231 provided (the number of first paid currency packs given) has reached the upper limit and the packs are sold out. [Figure 18] FIG. 18 is a diagram showing an example of a screen displayed when the in-game currency is insufficient to cover the cost of a game element. [Figure 19] FIG. 19 is a block diagram showing an example of the functional configuration of the game server 2. [Figure 20] FIG. 20 is a diagram showing an example of the user information management database D3. [Figure 21] FIG. 21 is a diagram showing an example of the game element management database D4. [Figure 22] FIG. 22 is a diagram showing an example of the store management database D5. [Diagram 23] FIG. 23 is a sequence diagram for explaining the operations of the player terminal 1 and the game server 2. As shown in FIG. [Figure 24] FIG. 24 is a diagram for explaining a determination as to whether a game element can be provided (given) or not. [Diagram 25] FIG. 25 is a diagram showing an example of a notification when the total charge exceeds a predetermined amount. [Figure 26] FIG. 26 is a diagram for explaining the second modification of the embodiment. [Figure 27] FIG. 27 is a diagram for explaining an example of an opening presentation. [Figure 28] FIG. 28 is a diagram showing an example of the pack information database D10. [Figure 29]FIG. 29 is a sequence diagram for explaining the operations of the player terminal 1 and the game server 2. As shown in FIG. [Diagram 30] FIG. 30 is an operational flowchart of the pack opening effect process. [Diagram 31] FIG. 31 is a diagram for explaining an example of an unsealing presentation. [Diagram 32] FIG. 32 is a diagram for explaining an example of an unsealing presentation. [Diagram 33] FIG. 33 is a diagram showing an example of the deck composition screen. [Diagram 34] FIG. 34 is a diagram for explaining the first region 401 and the second region 402. As shown in FIG. [Diagram 35] FIG. 35 is a diagram for explaining the function of enlarging the game card in the second area. [Diagram 36] FIG. 36 is an example of a pop-up display that appears when the organized deck meets the deck incompatibility criteria (6). [Figure 37] FIG. 37 is a diagram showing an example of a display when a formation deck meets the deck incompatibility conditions. [Figure 38] FIG. 38 is an example of the deck information database D20. [Figure 39] Figure 39 is an example of a registered deck list screen. [Diagram 40] FIG. 40 is a diagram showing an example of a play field presented by the play field presenting unit 65. As shown in FIG. [Diagram 41] FIG. 41 is a diagram showing an example of game cards presented by the game card presenter 66. As shown in FIG. [Diagram 42] FIG. 42 is an example of a viewing screen 540 presented on the playing field. [Diagram 43] FIG. 43 is a diagram for explaining the viewing screen 540. As shown in FIG. [Diagram 44] FIG. 44 is a diagram for explaining the viewing screen 540. As shown in FIG. [Diagram 45] FIG. 45 is a diagram for explaining the viewing screen 540. As shown in FIG. [Diagram 46] FIG. 46 is a diagram showing an example of an enlarged hand of cards. [Figure 47] FIG. 47 is a diagram for explaining switching between reduced display and enlarged display. [Figure 48] FIG. 48 is a diagram for explaining the selection state of a game card. [Figure 49] FIG. 48 is a diagram for explaining the selection state of a game card. [Figure 50] FIG. 50 is a diagram showing an example of a display of selectable actions. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0010] <Overall composition> Fig. 1 is a diagram showing an example of the overall configuration of a game system in this embodiment. As shown in Fig. 1, the game system includes a player terminal 1 provided for each of game players A and B, and a game server 2. The player terminal 1 and the game server 2 can be connected to a communication line N and can communicate with each other.
[0011] The communication line N means a communication path that allows data communication. In other words, the communication line N includes a dedicated line (dedicated cable) for direct connection, a LAN such as Ethernet (registered trademark), a telephone communication network, a cable network, the Internet, and other communication networks, regardless of whether the communication method is wired or wireless.
[0012] The player terminal 1 is a computer capable of executing a game program, and is connected to a communication line N via a wireless communication base station or the like, and can perform data communication with the game server 2. The player terminal 1 is, for example, a personal computer, a smartphone, a mobile phone, a portable game device, a stationary home game device, an arcade game device, a tablet computer, a controller for a stationary home game device, etc. Basically, there are multiple player terminals 1, and each is operated by a player.
[0013] The game server 2 is a server system including one or more server devices, storage devices, etc. The game server 2 provides various services for operating the game of this embodiment, and can manage data required for operating the game, and distribute game programs and data required for executing the game on the player terminals 1, etc.
[0014] Fig. 2 is a diagram showing an example of the device configuration of a notebook computer, which is an example of the player terminal 1. As shown in Fig. 2, the player terminal 1 includes a display 11 and a keyboard 12, which is an operating means. The player terminal 1 also includes a control board, a built-in battery, a power button, a volume control button, a speaker, etc., which are not shown.
[0015] The control board is equipped with various microprocessors such as a CPU, GPU, and DSP, various IC memories such as an ASIC, a VRAM, a RAM, and a ROM, and a wireless communication module for wireless communication with a mobile phone base station. The control board is also equipped with a so-called I / F circuit (interface circuit), such as a driver circuit for the touch operation panel 12. These elements mounted on the control board are electrically connected to each other via a bus circuit or the like, and are connected to enable reading and writing of data and sending and receiving of signals.
[0016] The game in this embodiment includes a variety of game elements, each of which will be described below.
[0017] <First type of game element> The first type of game element is an object in which a character is embodied, and is expressed through an image. The image includes a still image and a video. The object may be either an intangible object or a tangible object. For example, the object may be a virtual game card displayed on a computer, or a physical game card. The object is not limited to a card, as long as the object is configured to be able to identify the game element associated with the object. The object may be, for example, a shaped object such as a figure having the appearance of a game element. In the following description, the first type of game element will be described using an example in which a virtual game card in which a character is embodied.
[0018] In the game of this embodiment, there are multiple types of game cards, which are the first type of game element. The information written on the surface of the game card differs depending on the type of game card. Any number of types of game cards may be provided, but the following description will be given using three types of game cards, a leader card 21 (first game element of the first type), a battle card 22 (second game element of the first type), and an extra card 23 (third game element of the first type). A common feature of all types of game cards is that they are associated with a character image of the work. A character image is an image of a character that appears in the work, but in this embodiment, an image of a scene including a character that appears in the work will also be described as a character image. In addition, there are multiple game cards with different character designs even for the same character, and each is treated as a different game card.
[0019] A player builds a deck in advance using the acquired game cards and plays a game. When building a deck, the total number of cards in the deck and the number of cards of each type are determined in advance. In this embodiment, a deck containing a total of 50 cards, including one leader card 21, is used as an example, but the number of cards may be any number as long as it is determined in advance.
[0020] Also, the game card has a normal position, and the normal position is the state in which the contents written on the game card can be read as is from the player's perspective. There are multiple arrangement states of the game card. In the following description, the state in which the game card is in the normal position is called the active state, and the state in which the game card is rotated 90 degrees and facing sideways is called the rest state. Also, the state in which the game card is rotated 180 degrees and facing in the reverse position in a specified area is called the active state. Note that a specified orientation may be determined in advance as the active state, and a case in which the orientation of the game card is changed from the specified orientation may be determined as the rest state. These states of the game card may be used as appropriate during the game.
[0021] <Leader Card 21> The leader card 21 (first type of first game element) will be described. Figs. 3 and 4 are diagrams showing an example of the leader card 21. Fig. 3 is a diagram for explaining an example of the front side of the leader card 21. Fig. 4 is a diagram for explaining an example of the back side of the leader card 21. The leader card 21 is a card that is constituted by one card in a deck. The leader card 21 is a game card that is used to battle against the opponent's leader card 21 or battle card 22.
[0022] Character information 10 and card information 11 are written on the front and back of the leader card 21. The leader card 21 is placed so that its front side is visible at the start of the game, but when certain conditions are met, it is placed so that its back side is visible.
[0023] The reader card 21 includes character information 10 and card information 11. The character information 10 includes a character name 101 , a character image 102 , power information 103 , and effect information 104 .
[0024] The character name 101 is the name of the character associated with the card. In the example shown in Figures 3 and 4, "Sakurakoji" is written.
[0025] The character image 102 is an image of a character associated with the card.
[0026] The ability information 103 is a parameter of the ability of the character associated with the game card. In this embodiment, a case will be described in which the power value of the character is written as the ability information. A victory is achieved when the power value is greater than the power value of the opponent's battle card 22. In the example of FIG. 3, a power value of "15000" is written, and in the example of FIG. 4, a power value of "20000" is written.
[0027] The effect information 104 includes skill information about the effect that is activated when attacking, and awakening information about the conditions and effects of flipping a card from face-up to face-down. In the example of Fig. 3, the skill information is "When attacking: Draw one card," and the awakening information is "If life is 4 or less, draw one card. Then flip this card over."
[0028] Although the ability information 103 and the effect information 104 may be included in the character information 10, the present description will be given using an example in which the ability information 103 and the effect information 104 are not included in the character information.
[0029] The card information 11 includes front and back information 111, a card type name 112, a card type symbol 113, color information 114, rarity level 115, and card identification information .
[0030] The front / back information 111 is information that clearly indicates the front and back of the leader card 21. Any information that indicates the front and back may be used, such as a character string, an illustration, or a symbol mark. In the example shown in FIG. 3, the character string "front" is used as the front / back information to indicate that it is the front side, and in the example shown in FIG. 4, the character string "back" is used as the front / back information to indicate that it is the back side. Note that the front / back information only needs to be on the back side. This is because, for game cards in card games, the appearance of the card itself is also important, and it is preferred that no unnecessary information is written on the front side.
[0031] The card type name 112 is information indicating the type of the card. The card type name 112 indicates information on either a leader card, a battle card, or an extra card, but in the example of the leader card 21 shown in Figures 3 and 4, the card type name 112 indicates "Leader."
[0032] The card type symbol 113 is marked with any one of symbols that distinguish the leader card 21, the battle card 22, and the extra card 23. The leader card 21 is marked with a leader symbol that indicates that it is a leader card. This leader symbol (first symbol) is preferably a symbol that recalls the role of the leader card 21 so that it can be visually understood to be the leader card.
[0033] The color information 114 indicates the color information to which the card belongs. The player refers to the color information 114 of the leader card 21 and constructs a deck using battle cards 22 and extra cards 23 that have the same color information.
[0034] The rarity level 115 indicates the rarity level of the game card. The rarity level may be displayed in any manner as long as it is set in advance, but in this embodiment, the rarity level is divided into five stages. In the example shown in Fig. 3 and Fig. 4, the rarity level is 1.
[0035] Identification information that uniquely identifies a game card is written as the card identification information 116. In the example of Figures 3 and 4, "001" is written as the card identification information 116.
[0036] The leader card 21 is different from other game cards in that a card type symbol 113 (leader symbol) and ability information 103 or effect information 104 are written on the front and back of the card. The ability information 103 or effect information 104 is different on the front and back. This makes it possible to represent the evolution or awakening of one character with one card, and also makes it possible to identify the card as a leader card from the display on the front and back.
[0037] <Battle Card 22> The battle cards 22 (first type of second game element) will now be described. FIG. 5 is a diagram for explaining an example of the front side of the battle card 22. FIG. 6 is a diagram for explaining an example of the back side of the battle card 22. As shown in FIG. 5, the battle cards 22 have an image of the associated character written only on the front side. The back sides of all the battle cards 22 are the same. The battle cards 22 are cards that attack the leader card 21 or battle card 22 of the opponent player.
[0038] The battle card 22 includes character information 10 and card information 11.
[0039] The character information 10, like the leader card 21, includes a character name 101, a character image 102, power information 103, and effect information 104. In addition, combo information 105 and cost information 106 are included.
[0040] The character name 101 is the name of the character associated with the card, similar to the leader card 21. In the example shown in Fig. 5, "Umekoji" is written.
[0041] The character image 102, like the leader card 21, is an image of a character associated with the card.
[0042] The ability information 103 is a parameter of the ability of the character associated with the card, similar to the leader card 21. In the example of Fig. 5, a power value of "20000" is written.
[0043] The effect information 104 describes skill information related to the effect that is activated when attacking. In the example of Fig. 5, the skill information describes "When you are attacked by this card and lose, one life is reduced."
[0044] The combo information 105 is information about a power value that increases the power value of other game cards placed in the battle area. In the example shown in Fig. 5, "+5000" is written as the combo information 105.
[0045] The cost information 106 is information on the cost required to place the battle card 22 from the hand onto the battle area. That is, by changing the game cards placed in the energy area from an active state to a rest state, for example, the number of game cards listed in the cost information 106, it becomes possible to place the battle card 22 onto the battle area. In the example of FIG. 5, "3" is listed as the cost information 106. In the following explanation, changing the game cards placed in the energy area from an active state to a rest state will be explained as "paying the cost."
[0046] The card information 11 includes a card type name 112 , a card type symbol 113 , color information 114 , rarity level 115 , and card identification information 116 .
[0047] The card type name 112 is information that indicates the type of the card. In the example of the battle card 22 shown in Fig. 5, the card type name 112 is written as "Battle."
[0048] The card type symbol 113 is marked with a battle symbol (second symbol) indicating that it is a battle card 22. This battle symbol is preferably a symbol that recalls the role of the battle card 22 so that it can be visually understood that it is a battle card.
[0049] The color information 114 indicates the color information to which the card belongs. The player refers to the color information 114 of the leader card 21 and constructs a deck using battle cards 22 and extra cards 23 that have the same color information.
[0050] The rarity level 115 indicates the rarity level of the game card. In the example shown in FIG.
[0051] Identification information that uniquely identifies a game card is written as the card identification information 116. In the example of Fig. 5, "002" is written as the card identification information 116.
[0052] <Extra Card 23> The extra card 23 (third game element of the first type) will now be described. Fig. 7 is a diagram for explaining an example of the front side of the extra card 23. As shown in Fig. 7, the front side of the extra card 23 shows an image of the associated character. The back side of the extra card 23 is the same as that of the battle card 22. Therefore, the back side of the extra card 23 is the same as that of the battle card 22 shown in FIG.
[0053] The extra card 23 includes character information 10 and card information 11.
[0054] The character information 10 includes a character name 101, a character image 102, effect information 104, and cost information 106.
[0055] The character name 101 is the name of the character associated with the card. In the case of the extra card 23, it is the name of a characteristic scene, scenery, landscape, background, building, character's possession, event, etc. that appears in the work. In the example of FIG. 7, "Mizumengiri" is written.
[0056] Character image 102 is an image of the character associated with the card, and is an image that depicts the character along with characteristic scenes, scenery, landscapes, backgrounds, buildings, the character's possessions, events, etc. that appear in the work.
[0057] Skill information regarding an effect that is activated when attacking is described in the effect information 104. In the example of Fig. 7, "Power value is doubled for one turn" is described as the skill information.
[0058] The cost information 106 is information on the cost required to place the extra card 23 from the hand onto the battle area. In the example of Fig. 7, "3" is written as the cost information 106.
[0059] The card information 11 includes a card type name 112 , a card type symbol 113 , color information 114 , rarity level 115 , and card identification information 116 .
[0060] The card type name 112 is information indicating the type of the card. In the example of the extra card 23 shown in Fig. 7, the card type name 112 is written as "Extra."
[0061] The card type symbol 113 is an extra symbol (third symbol) indicating that it is an extra card 23. This extra symbol is preferably a symbol that can recall the role of the extra card 23 so that it can be visually understood that it is an extra card.
[0062] The color information 114 indicates the color information to which the card belongs. The player refers to the color information 114 of the leader card 21 and constructs a deck using battle cards 22 and extra cards 23 that have the same color information.
[0063] The rarity level 115 indicates the rarity level of the game card. In the example shown in FIG.
[0064] Identification information that uniquely identifies a game card is written as the card identification information 116. In the example of Fig. 7, "003" is written as the card identification information 116.
[0065] <Second type of game element> The second type of game element is explained.
[0066] The second type of game elements in this embodiment are game elements used for transactions within the game, and are called in-game currency. The second type of game elements include paid second type game elements (second type first game elements) that a player can acquire by paying a price (e.g., money), and free second type game elements (second type second game elements) that are granted by the game operator when the player achieves a predetermined condition (e.g., a mission prepared by the game operator) without exchanging them for a price (e.g., money). The paid second type of game elements (second type first game elements) and free second type of game elements (second type second game elements) are mainly used for exchanging (purchasing) the above-mentioned first type of game elements (game cards) and the like. In the following description, paid second type of game elements (second type first game elements) are referred to as paid currency, and free second type of game elements (second type second game elements) are referred to as free currency.
[0067] Next, the configuration of each device will be described.
[0068] <Configuration of Player Terminal 1> FIG. 8 is a block diagram showing an example of the functional configuration of the player terminal 1. As shown in FIG.
[0069] As shown in FIG. 8, the terminal 1 includes a display unit 51, a game element reading unit 52, an operation input unit 53, a sound output unit 54, a communication unit 55, a storage unit 56, and a processing unit 57.
[0070] The display unit 51 displays various game screens based on the input image signals. The function of the display unit 51 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. The display unit 51 corresponds to the display 11 in the example of the personal computer in FIG. 2.
[0071] The game element reading unit 52 is a reader that reads character information to be made to appear in the game from an actual game card. By setting (placing) a character to be made to appear in the competitive game from a game card owned by a player in the game element reading unit 52, the game element reading unit 52 can read the identification information of the game card, etc.
[0072] The operation input unit 53 allows the player to input various operations related to the game, and outputs an operation input signal corresponding to the operation input to the processing unit 57. The function of the operation input unit 53 can be realized by, for example, elements that are directly operated by the player's fingers, such as a keyboard, a mouse, a touch operation pad, a home button, a button switch, a joystick, or a trackball, as well as elements that detect movement or posture, such as an acceleration sensor, an angular velocity sensor, a tilt sensor, or a geomagnetic sensor. In the example of the personal computer in FIG. 2, the operation input unit 53 corresponds to the keyboard 12.
[0073] The sound output unit 54 is for outputting sound effects and the like relating to the game based on the input sound signal.
[0074] The communication unit 55 realizes communication by connecting to the communication line N. The function of the communication unit 55 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, and the like.
[0075] The storage unit 56 stores in advance or temporarily stores each time processing is performed programs for operating the player terminal 1 and implementing various functions of the player terminal 1, and data used during execution of these programs. The storage unit 56 can be realized by, for example, a RAM, a ROM, a solid state drive using IC memory such as a flash memory, a magnetic disk such as a hard disk, an optical disk such as a CD-ROM or a DVD, etc.
[0076] The storage unit 56 stores a system program and a game program. The system program is a program for realizing the basic functions of the player terminal 1 as a computer. The game program is a program for causing the processing unit 57 to perform functions described below. This program is distributed from the game server 2 or another application distribution server, etc., when the player completes account registration. The storage unit 56 also stores a database required for executing a game. In this embodiment, the storage unit 56 stores a player information database D1 and a game element information database D2.
[0077] The player information database D1 is a database in which various pieces of information about players are stored. Fig. 9 is a diagram showing an example of the player information database D1. The player information database D1 includes a field for a player ID, a field for a player name, a field for player information, a field for a level, a field for profile card information, a field for owned game card information, a field for deck information, a field for owned currency information, a field for purchase history information, and a field for the last update date and time, and each piece of information is stored in association with each other.
[0078] The player ID field is a field in which identification information for identifying a player is recorded. The player name field is a field in which, for example, a nickname is recorded. The player information field is a field in which experience points and the like obtained by participating in a competitive game are recorded. The level field is a field in which the player's level obtained by accumulating experience points is recorded. The profile card information field is a field in which information regarding the profile card described below is recorded. The owned game card information field is a field in which game card identification information (game card ID) of game cards owned by the player is recorded. The deck information field is information regarding decks constructed from game cards by the player, and is a field in which the game card IDs of the game cards that constitute the deck are recorded for each deck.
[0079] The owned currency information field is a field in which information regarding the in-game currency owned by the player is recorded, and the number of each paid currency or free currency is recorded. Specifically, for each type of paid or free currency, the acquisition date of the currency, the number acquired, and the total number are recorded. The purchase history information field is a field in which the purchase history of game cards, in-game currency, etc. purchased by the player is recorded. Specifically, the game element ID of the purchased game element, the name of the game element, the purchase date, and the number purchased are recorded. The last update date and time field is a field in which the last update date and time of the player information database D1 is recorded.
[0080] The game element information database D2 is a database in which information on game elements that appear or are used in a game is stored. FIG. 10 is a diagram showing an example of the game element information database D2. The game element information database D2 includes a field for a game element ID, a field for character information, a field for a game element image, and a field for a last update date and time, and each piece of information is stored in association with each other. The field for the game element ID is a field in which identification information (game card ID) for identifying a game element such as a game card is described. The field for the character information is a field in which character information (e.g., type of game element, profile information, ability value, rarity information, etc.) of a character that is embodied in a game element is described. The field for the game element image is a field in which image data of the game element itself (e.g., game card) and image data of a character that is embodied in a game element are described. The image data includes still images and moving images. The field for the last update date and time is a field in which the last update date and time of the game element information database D2 is described.
[0081] These databases can be downloaded by the game server 2 successively when characters used in the game are added or changed.
[0082] The processing unit 57 comprehensively controls the operation of the terminal 1 based on the programs and data stored in the memory unit 56, various input signals from the operation input unit 53, and the like. The functions of the processing unit 57 can be realized by electronic components such as a microprocessor such as a CPU or a GPU, an ASIC, and an IC memory. The processing unit 57 includes, as main functional units, a player information management unit 60, a game execution control unit 61, a store presentation control unit 62, a performance presentation control unit 63, a deck organization unit 64, a play field presentation unit 65, and a game card presentation unit 66.
[0083] The player information management unit 60 manages player information using the player information database D1. The player information management unit 60 manages player information such as a player ID and a player name, game cards owned, in-game currency, and game elements such as decks constructed by the player, using the player information database D1. When such information is updated, the player information management unit 60 updates the player information database D1 and records the update date.
[0084] The game execution control unit 61 controls and manages the progress of the entire game. For example, the game execution control unit 61 displays a menu screen such as a home screen, and executes a process selected by a player. FIG. 11 is a diagram showing an example of a home screen. In the home screen of FIG. 11, a home screen tab 200 of the home screen, a deck tab 201 for transitioning to a deck screen for organizing a deck, a store tab 202 for transitioning to a store screen for purchasing game cards, a battle mode selection button 203 for selecting a battle mode for a battle using a deck, a battle button 204 for transitioning to a battle in the selected battle mode, an icon 205, a reward button 206 for transitioning to a reward screen regarding rewards for a mission, an icon 207 of an in-game currency, a balance (amount held) 208 of the in-game currency, and an in-game currency purchase button 209 for transitioning to a purchase screen of the in-game currency are displayed. The balance (amount held) 208 of the in-game currency is the total number of the number of paid currency and the number of non-paid currency. Additionally, icon 205 displays the deck name of the deck currently selected by the player and the leader card contained in that deck.
[0085] The game execution control unit 61 executes a competitive game between players, and when the outcome of the game is determined, it updates the player information, level, etc. in the player information database D1 based on the match result and the experience points, level, rank, etc. that have changed as a result of the match, and records the date and time of the update in the last update date and time field as the last update date and time.
[0086] When the store tab 202 on the home screen is selected, the store display control unit 62 displays a store screen for trading game elements (game cards, in-game currency, etc.), and displays the game elements to be traded on the store screen in a selectable manner. FIGS. 12 and 13 are diagrams showing examples of the store screen. FIG. 12 is an example of a store screen for purchasing a card pack (a collection of game cards), and FIG. 13 is an example of a store screen for purchasing a starter deck (a collection of game cards), in which card packs that can be provided (granted) are displayed in a selectable manner. In the card pack area, the name 210 of the card pack and options 211 for purchasing the card pack are displayed. Here, providing (granting) includes obtaining the card pack by exchanging it for a price by the player, or providing (granting) the card pack from the management side without requiring a price.
[0087] In addition, there are game elements that can be provided that have limitations and those that do not. Game elements that have limitations include those that have limitations on the number of game elements provided (given) or those that can be provided (given) only for a specified period. The limitations on the number of game elements provided (given) include, for example, limitations on the number of game elements provided to one player, limitations on the number of game elements that can be provided to all players, etc. In addition, those that have no limitations on the number of game elements provided (given) and those that have limitations on the number of game elements provided (given) may be displayed in multiple or alone. In the example of FIG. 12, there is no limitation on the number of "XXX card packs" and "YYY card packs", but there is a limitation on the number of "ZZZ card packs" and "SSS card packs". In the example of FIG. 13, there is a limitation on the number of "AAA decks", "BBB decks", "CCC decks", and "DDD decks". In this way, by providing game elements that are provided (given) only in a specific number or for a specific period, in addition to game elements that are normally sold, it is possible to maintain the player's interest in the game elements.
[0088] Furthermore, the game elements presented on the store screen include not only currently tradable game elements, but also game elements that were previously available but are not currently tradable. Game elements that are not currently tradable are, for example, game elements that are limited in the number of times a game element can be given to one player and the limit has been reached, or game elements that are provided to all players and the number of provided (given) has reached the limit (sold out state). The store presentation control unit 62 presents game elements that are not currently available in a form that allows the player to distinguish them from game elements that are currently available, and prevents the player from selecting the game elements that are not currently available. FIG. 14 is a diagram showing an example of game elements that are currently available and game elements that are not currently available being displayed on the store screen. In the example of Fig. 14, the area 220 of the sold-out "AAA Deck" and "CCC Deck" is displayed in black so as to be distinguishable from the area 221 of the available "BBB Deck" and "DDD Deck", and the display of the options 211 for "AAA Deck" and "CCC Deck" has been changed to "SOLD OUT" indicating that they are sold out, and they are presented to the player as unselectable. In this way, by presenting game elements that are currently unavailable as unselectable, the player can learn about game elements that were previously available, and will not have to select game elements that are currently unavailable, improving player convenience.
[0089] 11 to 14, the provision of in-game currency is not performed by transitioning to an in-game currency provision screen using a tab, but rather, an in-game currency icon 207, an in-game currency balance icon 208 of the player's in-game currency, and an in-game currency provision screen transition button 209 for transitioning to the in-game currency provision screen are displayed on any of the screens, namely, the home screen using the home screen tab 200, the deck organization screen using the deck tab 201, and the store screen using the store tab 202.
[0090] When either the in-game currency icon 207 or the player's in-game currency balance icon 208 is selected, the store display control unit 62 refers to the owned currency information field of the player information database D1, and displays a breakdown of the amount of paid and free in-game currency currently owned by the player. FIG. 15 is a diagram showing an example of a display of the breakdown of paid and free in-game currency currently owned. In the example of FIG. 15, the amount of paid currency remaining among the in-game currency currently owned by the player and the amount of free currency remaining among the in-game currency currently owned by the player are displayed. It is also displayed that free currency is used first as a price for purchasing game elements, and that paid currency is used starting from the oldest acquired currency.
[0091] In this way, by presenting the in-game currency icon 207, the in-game currency balance icon 208, and the in-game currency provision screen transition button 209 on each screen, the player can know the balance of in-game currency currently held and the breakdown of paid and free currency, and can transition from each screen to the in-game currency provision screen to obtain the required in-game currency.
[0092] When the in-game currency provision screen transition button 209 is selected, the store display control unit 62 transitions to an in-game currency provision screen. The store display control unit 62 displays the in-game currency that is currently available on the in-game currency provision screen.
[0093] FIG. 16 is a diagram showing an example of an in-game currency provision screen. In the example of FIG. 16, a first paid currency pack 231 and a second paid currency pack 232 are presented on the in-game currency provision screen. The first paid currency pack 231 is 150 currency for 100 yen, and the second paid currency pack 232 is 100 currency for 100 yen. In this way, the first paid currency pack 231 and the second paid currency pack 232 are different in the amount provided per predetermined price. In other words, the first paid currency pack 231 is a better deal. However, the first paid currency pack 231 has an upper limit on the number of times provided (amount given) to one player, and in the example of FIG. 16, the first paid currency pack 231 has an upper limit of the number of times provided (amount given) to one player, which is three times. On the other hand, the second paid currency pack 232 has no upper limit on the number of times provided (amount given) to one player.
[0094] The store display control unit 62 refers to the purchase history information in the player information database D1 of the player, and when the number of first paid currency packs 231 provided (number of granted) reaches the upper limit, notifies the player that the number of first paid currency packs 231 provided (number of granted) has reached the upper limit and is sold out, and displays the first paid currency pack 231 in an unselectable state. Figure 17 is a diagram showing an example of a case where the number of first paid currency packs 231 provided (number of granted) has reached the upper limit and is sold out.
[0095] As described above, by providing game elements that are provided (granted) in limited quantities or for a limited period of time in addition to the game elements that are normally sold, it is possible to maintain a player's interest in the game elements.
[0096] Furthermore, as a method of transitioning to the in-game currency provision screen, the store display control unit 62 may notify the user that there is a shortage of in-game currency (the total amount of paid currency and free currency) for the cost of a game element such as a game card when purchasing the game element on the store screen for purchasing the game element, and display a screen that allows transition to the in-game currency provision screen. Fig. 18 is a diagram showing an example of a screen that is displayed when there is a shortage of in-game currency for the cost of the game element. In the example of Fig. 18, a notification 233 that there is a shortage of in-game currency for the cost of the game element and a button 234 that allows transition to the in-game currency provision screen are displayed.
[0097] The effect presentation control unit 63 performs an opening effect of game elements such as game cards purchased on the store screen. In this embodiment, an example of a collection of game cards such as a card pack or a deck will be described. As described above, game cards have a rarity, which is divided into five stages. In addition, each game card also has attributes such as a leader card and a battle card. Each of these game cards has value, and game cards with high value are provided in small numbers. A collection such as a card pack is a collection of multiple game cards having various value information such as rarity and attributes. When a player purchases a collection (pack) such as a card pack, the player cannot know the value of game elements such as game cards included in the pack. On the other hand, the player may be looking forward to knowing what value the game cards included in the purchased pack have. Therefore, the pack opening effect, which allows the player to know what value the game cards included in the purchased pack have, is an important effect that increases the interest of the game.
[0098] The effect presentation control unit 63 performs an effect of opening the provided pack, using pack information transmitted from the server 2 when a pack is provided. The pack information includes game element IDs of game elements included in the pack. The effect presentation control unit 63 obtains value information (rarity information, attribute information, etc.) of the game element IDs in the pack information from the game element information database D2, and performs a pack opening effect according to the value information.
[0099] A specific example of the opening effect performed by the effect presentation control unit 63 will be described below. In the following description, a game card pack containing eight game cards will be used as an example of a collection of game elements, and rarity information will be used as an example of value information. Figure 27 is a diagram for explaining an example of the opening effect.
[0100] The effect presentation control unit 63 receives pack information of the pack provided from the server 2. Here, the game element IDs of the eight game cards included in the received pack information are game element ID “2021”, game element ID “2056”, game element ID “2078”, game element ID “2088”, game element ID “2147”, game element ID “2159”, game element ID “2299”, and game element ID “2347”.
[0101] The effect presentation control unit 63 acquires rarity information corresponding to the game element ID from the game element information database D2. The rarity information corresponding to the game element ID is as follows. Rarity information "1" for game element ID "2021" Rarity information for game element ID "2056" is "1" Game element ID "2078" rarity information "3" Rarity information for game element ID "2088" is "1" Game element ID "2147" rarity information "5" Game element ID "2159" rarity information "1" Game element ID "2299" rarity information "1" Rarity information for game element ID "2347" is "1"
[0102] The effect presentation control unit 63 stores a threshold value of a predetermined rarity information in advance, and performs different effects depending on whether the rarity information of the given game card exceeds the threshold value. In the following example, the threshold value of the rarity information is set to "2".
[0103] The effect presentation control unit 63 presents each of the eight game cards 301-308 in a selectable manner with the backs of the eight game cards 301-308 having the same pattern (character information cannot be recognized) as the first stage effect. If the game cards 301-308 are leader cards, character information is printed on both the front and back sides, but the backs are displayed with the same pattern so that the character information cannot be recognized formally. Then, for game cards that exceed the threshold value "2", the outer periphery of the back side of the game card is made thicker (first mode). On the other hand, the outer periphery of the back side of game cards that do not exceed the threshold value "2" is made normal thickness (second mode). However, for the game card with the highest rarity information among the game cards that exceed the threshold value "2", the same second mode as the game cards that do not exceed the threshold value "2" is used.
[0104] Specifically, of game cards 301 to 308 in FIG. 27, game card 301 corresponds to game element ID "2021" with rarity information "1", game card 302 corresponds to game element ID "2056" with rarity information "1", game card 303 corresponds to game element ID "2078" with rarity information "3", game card 304 corresponds to game element ID "2088" with rarity information "1", game card 305 corresponds to game element ID "2147" with rarity information "5", game card 306 corresponds to game element ID "2159" with rarity information "1", game card 307 corresponds to game element ID "2299" with rarity information "1", and game card 308 corresponds to game element ID "2347" with rarity information "1". Among the game cards 301 to 308, the game cards that exceed the threshold value "2" are the game cards 303 and 305. The rarity information of the game card 305 is the largest.
[0105] The effect presentation control unit 63 indicates that the game card 303 is a card with high rarity information by a first aspect in which the outer periphery of the back side of the game card 303 is thickened. On the other hand, the game cards other than the game card 303 are presented in a second aspect (FIG. 27(a)).
[0106] The player selects a presented game card. The effect presentation control unit 63 performs the second stage of the effect for the selected game card.
[0107] Here, assuming that the player selects the game card 302 (FIG. 27(b)), the performance presentation control unit 63 performs the first performance (one rotation) in which the game card 302 is flipped from its back side to its front side as the second stage performance, displays the front side of the game card 302, and presents the character information in a recognizable manner (FIG. 27(c)).
[0108] Next, assuming that the player selects the game card 303 (FIG. 27(c)), the effect presentation control unit 63 performs an effect in which the game card 303 is turned over (one rotation) from the back to the front as the second stage effect, displays the front side of the game card 303, and presents the character information in a recognizable manner (FIG. 27(d)). At this time, the outer periphery of the game card 303 is in the first mode indicating high rarity information.
[0109] Furthermore, if the player selects the game card 305 (FIG. 27(d)), the effect presentation control unit 63 performs an effect in which the game card 305 is turned over from the back to the front as the second stage effect. The game card 305 is a game card with the highest rarity information "5". Therefore, when the effect of turning the game card 305 from the back to the front is performed, the effect presentation control unit 63 performs a second effect in which the game card 305 is turned over from the back to the front by a larger number of rotations (for example, two rotations) in order to show that the game card 305 is different from the other game cards (FIG. 27(e)). Then, the effect presentation control unit 63 displays the front of the game card 305 and presents the character information in a recognizable manner (FIG. 27(f)). At this time, the outer periphery of the game card 305 is made to have a first mode indicating high rarity information. The above operation is performed until all game cards are selected.
[0110] In this way, the method of presenting the opening of each game card is a combination of a first presentation method that is performed when the rarity information does not exceed the threshold, a second presentation method that is performed when the rarity information exceeds the threshold, and a third presentation method that is performed when the rarity information exceeds the threshold and is a special game card, thereby taking the player by surprise and creating a presentation that makes the game more interesting.
[0111] In the above description, the first mode is one type, but it may be multiple types depending on the size of the rarity information. For example, the color of the outer periphery may be determined for each rarity information, and the color of the outer periphery of the game card of that rarity information may be that color. Furthermore, the color of the outer periphery may be different depending on the attribute of the game card.
[0112] In addition, the game card to which the third presentation method is applied is the game card with the largest rarity information, but this is not limited to this, and game cards with multiple rarity information may be used, and further, rarity information and attribute information of game cards may be combined. Also, the first and second presentation methods may be applied to rarity information, and the third presentation method may be applied to a special game card, for example, a leader card.
[0113] The deck organization unit 64 presents a deck organization screen and organizes a deck from the game cards owned. The deck is composed of a predetermined number of leader cards 21, battle cards 22, and extra cards 23 (hereinafter, sometimes collectively referred to as game cards). For example, when the game elements are virtual game cards displayed on a computer, the deck is a card group composed of a predetermined number of game cards. In this embodiment, the deck that can be set is composed of game cards selected by the player. The player organizes a deck in advance using the game cards owned and plays the game. When organizing a deck, the total number of cards in the deck and the number of cards of each type are predetermined. In this embodiment, the total number of game cards that constitute the deck is 30 to 35, but is not limited to this number. In addition, the game cards that constitute the deck always include one leader card 21, and the other game cards are the battle cards 22 and the extra cards 23 that have the same color information as the color information of the leader card 21.
[0114] A deck composition screen presented by the deck composition unit 64 will be described. FIG. 33 is a diagram showing an example of the deck composition screen. The deck composition screen includes a first area 401, a second area 402, a third area 403, and a fourth area 404. The first area 401 is an area where the leader card 21 constituting the deck is displayed. The second area 402 is an area where the battle card 22 and the extra card 23 constituting the deck are displayed. The third area 403 is an area where the leader card 21, the battle card 22, and the extra card 23 owned by the player are displayed. The fourth area is an area where detailed information of a game card selected from the game cards displayed in the first area 401, the area 402, and the third area 403 is displayed. The first area 401 and the second area 402 are adjacent to each other vertically, with the first area 401 being disposed above and the second area 402 being disposed below. The third area 403 is disposed adjacent to the first area 401 and the second area 402. The fourth region is disposed adjacent to the third region 403 .
[0115] The deck organization unit 64 reads out the game element IDs held and the number of game element IDs held from the player information database D1, and reads out character information (including image information) corresponding to the game element IDs from the game element information database D2. Then, the deck organization unit 64 displays the fronts (character information display surfaces) of the leader cards 21, battle cards 22, and extra cards 23 held by the player in the third area 403 based on the read out character information, regardless of the number of cards held, for each type, and displays the number of cards held below the game cards. The player can place the leader card 21 in the first area 401 by selecting a desired leader card 21 from the game cards displayed in the third area 403 and moving it to the first area 401 (drag and drop). Similarly, the player can place the battle card 22 or extra card 23 in the second area 402 by selecting the desired battle card 22 or extra card 23 from the game cards displayed in the third area 403 and moving it (drag and drop) to the second area 402. The third area 403 is provided with a scroll 405 function, and by scrolling, all of the leader cards 21, battle cards 22, and extra cards 23 owned by the player can be confirmed in the third area 403.
[0116] Next, a detailed explanation will be given of the first region 401 and the second region 402. FIG. The deck organization unit 64 displays the front 411 and back 412 of the leader card 21 selected from the third area 403 in the first area 401. The front 411 and back 412 of the leader card 21 are fixed, and their size and arrangement position cannot be changed. Only one type of leader card can be displayed in the first area 401. In addition, the deck organization unit 64 sets the background color of the first area to the same color as the attribute color (color information 114) of the placed leader card.
[0117] The deck compilation unit 64 displays the battle cards 22 or extra cards 23 selected from the third area 403 in the second area 402 by presenting the number of each type. The deck compilation unit 64 displays a partial superposition of the card-form images for each type by the number of that type. The form in which this card-form image is superimposed is described as the first form. For example, in the case of the game card 421 that constitutes the deck, since there are three identical game cards 421, the first form in which three cards on the surface of the game card 421 are stacked and, below that, the number "×3", are displayed in the second area 402. Similarly, in the case of the game card 422 that constitutes the deck, since there are four identical game cards 422, the first form in which four cards on the surface of the game card 421 are stacked and, below that, the number "×4", are displayed in the second area 402. Similarly, in the case of the game card 423 that constitutes the deck, since there are five identical game cards 423, the first form in which five cards on the surface of the game card 423 are stacked and, below that, the number "×5", are displayed in the second area 402. Note that, although it is the horizontal size of the first form, it increases according to the number of cards. For example, the horizontal size of the game card 421 is "a", the horizontal size of the game card 422 is "b", and the horizontal size of the game card 423 is "c", and the relationship is a < b < c.
[0118] However, when the number of the same card increases, the horizontal size becomes too large and the area where the game cards can be arranged becomes narrow. Therefore, for game cards exceeding the predetermined number, the first form of the predetermined number is adopted. In the present embodiment, the predetermined number is five. For example, in the case of the game card 424 that constitutes the deck, the number is seven, which exceeds the predetermined number of five. Therefore, in the case of the game card 424, the first form for five cards and, below that, the number "×7" are displayed in the second area 402. Therefore, the horizontal size of the game card 424 is the same "c" as the horizontal size of the game card 423.
[0119] Furthermore, the deck organization unit 64 displays special game cards, among the battle cards 22 or extra cards 23 selected from the third area 403, one by one, without displaying them in the first form, regardless of the number of identical game cards. This display form is referred to as the second form. Special game cards are, for example, game cards with high rarity, parallel cards or premium cards that are associated with the same character information as normal game cards but have different card pictures, etc. Game card 425 is a special game card, and is therefore displayed in the second form.
[0120] Regarding the arrangement of each game card in the second area 402, the maximum number of rows and columns in which each game card can be arranged is set in advance. The maximum number of rows and columns is determined depending on the type and number of game cards that can be organized into a deck. In this embodiment, the total number of game cards that can be organized into a deck is 30 to 35, so that a maximum of 35 game cards can be arranged, counting a special card as one type, with one card per type, as shown in FIG. 34, with 5 rows and 7 columns. In presenting the initial game cards, the deck organization unit 64 displays the game cards to be organized into the deck in the first form and the second form with the maximum number of rows and columns so that the game cards to be organized into the deck can be seen at a glance. Note that, when displaying the initial game cards, the number of rows and columns may be changed as appropriate depending on the type or number of game cards to be organized into the deck.
[0121] When displaying the initial game cards, it is preferable to be able to see the game cards that make up the deck in a list, but there is a possibility that the display of each game card will be small. Therefore, the deck organization unit 64 has a function that can enlarge and display the game cards that make up the deck. As shown in Fig. 34, the deck organization unit 64 displays an enlargement button 431 in the second area, and when this enlargement button 431 is selected, the game cards are displayed with the number of rows and columns in the second area reduced.
[0122] FIG. 35 is a diagram for explaining the function of enlarging the game cards in the second area. When the enlarge button 431 is selected, the deck organization unit 64 changes the arrangement of the game cards from 5 rows and 7 columns to 2 rows and 3 columns, and changes the display so that one type of game card is enlarged. At this time, since there are game cards that cannot be seen by reducing the number of rows and columns, a scroll 433 is displayed to make them visible, and all of the game cards that make up the deck can be viewed. Then, when the reduce button 432 is selected, the deck organization unit 64 returns to the maximum arrangement of 5 rows and 7 columns again, and all of the game cards that make up the deck can be viewed. In the example of FIG. 35, the enlargement and reduction are performed in two stages, but further stages of enlargement and reduction, such as three stages or four stages, may be provided. In this case, in the intermediate stages, the enlargement button 431 and the reduce button 432 are displayed simultaneously, and each stage can be transitioned.
[0123] When the player has finished organizing the deck and selected the save button 433, the deck organization unit 64 registers the deck consisting of the leader card 21 placed in the first area 401, and the battle card 22 and extra card 23 placed in the second area 402, in association with the deck name 434.
[0124] When a deck is registered, the deck organization unit 64 issues a warning if the deck organization status is such that the deck cannot be used in a battle game. In this embodiment, the conditions for a deck that cannot be used in a battle game (deck incompatibility criteria) are as follows. (1) The number of cards in the deck (the total number of game cards placed in the second zone) is 30 or less. (2) The number of cards in the deck (the total number of game cards placed in the second zone) is 35 or more. (3) According to the game rules, the deck contains more than the limit on the number of restricted game cards (game cards with special abilities or skills). (4) The number of game cards of the same type exceeds the specified number. (5) The deck contains a game card that the player does not own. (6) The leader card is not included in the deck (there is no leader card 21 in the first area 401). (7) The deck contains a game card with an attribute color different from the attribute color of the leader card (a game card with an attribute color different from the attribute color of the leader card is placed in the second area 402). These deck non-compliance criteria are examples, and other conditions may be added as appropriate.
[0125] When the save button 433 is selected, the deck organization unit 64 determines whether the organization contents of the deck consisting of the game cards placed in the first area 401 and the second area 402 meet the above-mentioned deck incompatibility criteria. If any of the deck incompatibility criteria are met, a notification to that effect is given. For example, if the deck incompatibility criteria are not met, the following notification is given: (1) If the number of cards constituting the deck (the total number of game cards placed in the second area) is 30 or less, a pop-up message will be displayed stating "The deck cannot be used in a battle because there are not enough cards in it. Do you want to save the deck?" (2) If the number of cards in a deck (the total number of game cards placed in the second area) is 35 or more, a pop-up will appear stating "The deck cannot be used in a match because it contains too many cards. Do you want to save your deck?" (3) If the number of restricted game cards (game cards with special abilities or skills) that can be included in a deck according to the game rules exceeds the limit, a pop-up will be displayed with the message "You cannot use restricted cards in a match because the number of restricted cards in your deck exceeds the limit. Do you want to save your deck?" (4) If the number of game cards of the same type exceeds the specified number, a pop-up will be displayed with the message "You cannot use cards of the same type in a match because the number of cards in your deck exceeds the specified number. Do you want to save your deck?" (5) If the deck contains game cards that the player does not own, a pop-up will be displayed stating, "Your deck cannot be used in a match because it contains cards that you do not own. Do you want to save your deck?" (6) If the leader card is not included in the deck (there is no leader card 21 in the first area 401), a pop-up message will be displayed stating, "The leader card is not organized and cannot be used in a match. Do you want to save your deck?" (7) If the deck contains a game card with an attribute color different from the attribute color of the leader card (a game card with an attribute color different from the attribute color of the leader card is placed in the second area 402), a pop-up will be displayed with the message "Since the deck contains a card of a different color than the leader card, it cannot be used in a match. Do you want to save your deck?" FIG. 36 is an example of a pop-up display when the organized deck meets the deck incompatibility criterion (6).
[0126] It is also possible to set priorities for the deck incompatibility criteria. For example, a high priority may be given to conditions that make the game itself impossible, such as the absence of a leader card (6) or the deck containing a game card with an attribute color different from that of the leader card (7), and a low priority may be given to conditions that put the player at a disadvantage, such as a limit on the number of game cards that can be used to organize a deck. The deck incompatibility criteria that are met may be notified in order of priority. Furthermore, when a formation deck meets multiple deck non-conformity criteria, it is preferable to notify all of the deck non-conformity criteria, but it is also possible to notify only some of them.
[0127] In addition, since the deck incompatibility conditions (3), (4), and (5) can be determined by the deck organization unit 64 during the deck organization process before the deck is registered, the deck organization unit 64 may notify the deck organization unit 64 each time such a condition occurs. Fig. 37 is a diagram showing an example of a display when an organized deck meets a deck incompatibility condition. As shown in Fig. 37, when there is an incompatibility condition in the second area 402, a warning icon 440 or a notification 441 may be displayed for the game card.
[0128] The deck organization unit 64 registers a deck that does not meet the deck incompatibility conditions and can be used in a competitive game in the deck information database D20 as a compatible deck, and registers a deck that does not meet the deck incompatibility conditions and cannot be used in a competitive game in the deck information database D20 as an incompatibility deck. FIG. 38 is an example of the deck information database D20. The deck information database D20 includes a deck ID field, a deck name field, a compatibility / incompatibility field, and a field of game element IDs that constitute the deck. The deck organization unit 64 writes the registered or saved deck in the deck information database D20 with the deck ID, deck name, compatibility or incompatibility of the deck, and game element IDs of the game cards that constitute the deck, along with the update date and time. Then, the deck organization unit 64 transmits the contents of the deck information database D20 to the game server 2.
[0129] The deck organization unit 64 can also display a deck list screen that lists the deck names and compatibility or non-compatibility information of registered decks. Figure 39 is an example of the registered deck list screen. By selecting a deck from the list, it is possible to return to the deck organization screen and organize the deck again.
[0130] The play field presentation unit 65 presents the play field. Here, the play field will be explained. Figure 40 is a diagram showing an example of the play field presented by the play field presentation unit 65.
[0131] A plurality of areas (regions) are allocated to the play field. The plurality of areas indicate the places where the player places the game cards, and are arranged with a space of a predetermined width therebetween. In the following description, the play field includes a player's leader area 501 and a competing player's leader area 502, a player's battle area 503 and a competing player's battle area 504, a player's life area 505 and a competing player's life area 506, a player's energy area 507 and a competing player's energy area 508, a player's hand area 509 and a competing player's hand area 510, a player's deck area 511 and a competing player's deck area 512, a player's drop area 513 and a competing player's drop area 514. However, in order to enhance the presentation, the boundaries of each area are not clearly indicated except for the battle area. Furthermore, the names of these areas may be any names that the player can understand when playing.
[0132] Furthermore, each area may be given a name, but in this embodiment, an icon indicating the area is presented instead of the name. In this embodiment, on the play field, there are displayed an icon 521 indicating the player's leader area 501, an icon 522 indicating the opposing player's leader area 502, an icon 523 indicating the player's battle area 503, an icon 524 indicating the opposing player's battle area 504, an icon 525 indicating the player's life area 505, an icon 526 indicating the opposing player's life area 506, an icon 527 indicating the player's energy area 507, an icon 528 indicating the opposing player's energy area 508, an icon 529 indicating the player's hand area 509, an icon 530 indicating the opposing player's hand area 510, an icon 531 indicating the player's deck area 511, an icon 532 indicating the opposing player's deck area 512, an icon 533 indicating the player's drop area 513, and an icon 534 indicating the opposing player's drop area 514.
[0133] The player's leader area 501 and the opponent player's leader area 502 are areas in which the leader card 21 is placed. However, unlike the other areas, these areas display character images 535 and 536 of the characters embodied in the leader card 21.
[0134] The player's battle area 503 and the opponent player's battle area 504 are areas where the player's and opponent player's battle cards 22 or extra cards 23 are placed. In the battle area 503 and the battle area 504, character information of the card image of the placed battle card 22 or extra card 23 is displayed.
[0135] The player's life area 505 and the opposing player's life area 506 are used to place battle cards 22 or extra cards 23, but the card images are not displayed and only the number of cards placed is displayed (for example, Life 8).
[0136] The player's energy area 507 and the opponent player's energy area 508 are areas where one battle card 22 or extra card 23 is placed from the hand each turn. Character information of the card image of the placed battle card 22 or extra card 23 is displayed.
[0137] The player's hand area 509 and the opponent player's hand area 510 are areas where cards selected from the player's or opponent player's deck are placed. Character information of the card image of the placed battle card 22 or extra card 23 is displayed.
[0138] The player's deck area 511 and the opponent player's deck area 512 are areas where the player's or opponent player's decks are placed. In these deck areas, card images of the placed battle cards 22 or extra cards 23 are not displayed, but the number of cards remaining in the deck is displayed.
[0139] The player's drop area 513 and the opponent player's drop area 514 are areas where the KO'd battle card 22 is placed when the player is attacked and knocked out by the opponent's battle card 22. The card images of the placed battle cards 22 or extra cards 23 are not displayed, but the number of cards is displayed.
[0140] When presenting the above-mentioned play field, the play field presentation unit 65 hides boundary lines other than those of the battle area 503 and the opponent player's battle area 504. This is in consideration of the appearance of the play field. Other areas may also be provided.
[0141] The game card presenting unit 66 arranges and displays game cards from the organized deck or hand in each area. However, when arranging the game cards, the presentation form of the game cards differs for each area. Each area is classified into a public area where the contents (character information) of the game card can be seen by both the player and the opposing player, and a private area where at least either the player or the opposing player cannot see the contents (character information) of the game card. The public areas are the leader areas 501 and 502, the battle areas 503 and 504, the energy areas 507 and 508, and the drop areas 513 and 514. On the other hand, the private areas are the life areas 505 and 506, the hand areas 509 and 510, and the deck areas 511 and 512. In particular, the life areas 505 and 506 and the deck areas 511 and 512 are areas where neither the player nor the opposing player can check the contents of the game cards (character information).
[0142] When placing game cards in the public area, the game card presenting unit 66 presents the game cards so that their character information can be seen. For example, like the game cards placed in the battle areas 503 and 504 in FIG. 40, the front side of the game cards (the side displaying the character information) is presented. On the other hand, for the hand areas 509 and 510 in the private areas, the game cards are presented so that only the player or the opposing player can see the character information, like the hand areas 509 and 510 in FIG. 41. Also, for the game cards placed in the life areas 505 and 506 and deck areas 511 and 512 in the private areas, the images of the game cards are not presented, and only the number of the game cards is presented. This is because it is not necessary to display cards in the form of cards so that the character information of the cards cannot be seen by both the player and the opposing player, so as to occupy the play field.
[0143] Furthermore, the game card presenting unit 66 also serves to present a viewing screen on which the game cards arranged in each area can be viewed. Here, the viewing screen presented by the game card presenting unit 66 will be described.
[0144] When the player selects one of the icons in each area of the play field, the game card presenting unit 66 presents a viewing screen 540 on the play field. Fig. 42 is an example of the viewing screen 540 presented on the play field. The viewing screen 540 in Fig. 42 is an example of the viewing screen 540 when the player selects the icon 523 in the battle area.
[0145] The viewing screen 540 will be described in detail with reference to Fig. 43. The viewing screen 540 includes an icon display section 541 for each area, an area name 542 for the currently selected area, an identification range 543 for identifying the range of game cards placed in the selected area, and a scroll bar 544 for scrolling the game cards left and right.
[0146] 43 is the viewing screen 540 when the battle area is selected, so "Battle Area" is displayed in area name 542, and the game cards placed in the player's battle area are displayed in identification range 543. Game card presenting unit 66 presents the game cards in a row with some of them overlapping, and the game cards within identification range 543 are displayed in a large size so that they can be distinguished from the game cards placed in other areas.
[0147] When another icon in the icon display section 541 is selected while the viewing screen 540 is displayed, the game card presenting section 66 can also display the game elements arranged in the area of the selected icon within the identification range 543. The example in FIG. 43 shows a case where the "energy area" is selected after the "battle area" is selected. Furthermore, when an icon in the deck area is selected after the "energy area" is selected, the display transitions to the game cards arranged in the deck area. However, since the deck area is a private area, the display displays the back card image in which the character information of the arranged game card cannot be seen.
[0148] As the scroll bar 544 is moved, the game card presentation unit 66 also moves and displays the game cards. For example, moving the scroll bar 544 to the left scrolls the cards to the right, and moving the scroll bar 544 to the right scrolls the cards to the left. The game card presentation unit 66 then displays an icon of the area according to the moved position, displays the game cards in that area in a large size within the identification range 543, and displays the other game cards in a small size. The scroll bar 544 may be displayed only when the number of game cards that need to be presented exceeds a predetermined number, that is, when the number of game cards that need to be presented exceeds the number that cannot be displayed within the viewing screen 543.
[0149] The viewing screen 543 can have not only a function for viewing game cards, but also a selection function for presenting game cards that can be placed in other areas or that can demonstrate their abilities (actionable state) among the game cards displayed in the identification range 543, and the number of selectable game cards. Figs. 44 and 45 are diagrams for explaining the selection function of the viewing screen 543. Figs. 44 and 45 show an example of the viewing screen 543 presented when an icon of an energy area is selected. In the energy area, there are game cards that can be used as energy in a certain turn and game cards that cannot be used as energy. In such a case, the game card presenting unit 66 displays selectable game cards in a normal display and displays unselectable game cards in a darkened state. This allows the player to easily distinguish between selectable game cards and unselectable game cards.
[0150] Furthermore, the game card presenting unit 66 can also display the selectable number 550 of game elements that can be acted on the viewing screen 543. In the example of FIG. 45, the case where the selectable number is three is shown. Here, when the player selects one game card, the game card is moved above the other game cards and displayed so that the selection is clear. At that time, the overlapping state is set to the top so that the entire surface of the selected game card is displayed. Then, when the selection of the first game card is completed, the number of selected cards is increased by one and displayed. Furthermore, when the player selects a second game card, the game card is moved above the other game cards and displayed, similar to the selection of the first game card. At that time, the overlapping state is set to the top so that the entire surface of the selected game card is displayed. Then, when the selection of the second game card is completed, the number of selected cards is increased by one and displayed. This display is continued until the number of selectable cards is reached. Note that the selected game card may be changed in appearance, for example, highlighted with a surrounding line, so that it can be easily distinguished from the other game cards.
[0151] The game card presenting unit 66 also has a display function for enlarging and reducing the size of the hand. As shown in FIG. 41, the game card presenting unit 66 displays the player's hand 560 in the hand area. The game cards displayed in the hand area are displayed in a line, overlapping each other, in small size, with a part of the bottom part cut out, in consideration of the ease of checking the status of the play field. This allows the player to check the outline of the hand while grasping the status of the entire play field.
[0152] Furthermore, the game card presentation unit 66 enlarges and displays the hand when the player operates (e.g., clicks or touches) an area other than the area where the hand 560 is presented. Fig. 46 is a diagram showing an example of an enlarged hand. In the example of Fig. 46, hand 561 is displayed by overlapping game cards arranged in a fan shape, which is larger than hand 560.
[0153] Furthermore, the game card presenting unit 66 has a function of switching between displaying a reduced hand 560 and displaying an enlarged hand 561. FIG. 47 is a diagram for explaining switching between a reduced display and an enlarged display. A transition from a display of the reduced hand 560 to a display of the enlarged hand 561 occurs by performing an operation (e.g., a click or a touch) on an area other than the area where the reduced hand 560 is presented. A transition from a display of the enlarged hand 561 to a display of the reduced hand 560 occurs by performing an operation (e.g., a click or a touch) on an area other than the area where the enlarged hand 561 is presented. In this way, the display of the hand is switched between reduced and enlarged.
[0154] When displaying the reduced hand 560 and the enlarged hand 561, the game card presenting unit 66 displays the game cards in the hand so that they can be selected. When selecting a game card, the game card presenting unit 66 displays the selected game card by moving it above the other game cards, as shown in Figs. 48 and 49, so that the selected game card can be clearly seen. At that time, the selected game card is displayed at the top of the stack so that the entire surface of the selected game card is displayed. In addition, the selected game card may be changed in appearance, for example, highlighted with a surrounding line, so that the selected game card can be easily distinguished from the other game cards.
[0155] Furthermore, when a game card is selected while the reduced hand 560 or the enlarged hand 561 is displayed, the game card presentation unit 66 has a function of displaying an icon indicating a selectable action (selectable action) when the game card is in a state where it can be placed in another area or its ability can be exerted (actionable state). FIG. 50 is a diagram showing an example of the display of selectable actions. In the example of FIG. 50, two selectable actions, "Put into the battle area" and "Put into the energy area", are presented as selectable actions for the selected game card, and by selecting the icon of the selectable action, the selected game card can transition to that action.
[0156] <Game Server 2 Configuration> 19 is a block diagram showing an example of a functional configuration of the game server 2. The game server 2 includes a processing unit 70, a communication unit 71, and a storage unit 72.
[0157] The processing unit 70 comprehensively controls the operation of the game server 2 based on the programs and data stored in the memory unit 72, the received information, etc. The functions of the processing unit 70 can be realized by electronic components such as a microprocessor such as a CPU or a GPU, an ASIC, an IC memory, etc. The processing unit 70 has the functions of a player information management unit 80, a game execution management unit 81, a store management unit 82, and a pack management unit 83.
[0158] The player information management unit 80 manages player information using a user information management database D3. Fig. 20 is a diagram showing an example of the user information management database D3. The user information management database D3 has one record for each player, and the record is similar to the user information database D1.
[0159] The player information management unit 80 compares the player ID and last update date and time of the user information database D1 sent when the player terminal 1 logs in to the game with the player ID and last update date and time of the user information management database D3, and if there is a match, it sends a message to that effect, but if there is a mismatch, it sends information registered in the user information management database D3, thereby synchronizing the contents of the user information database D1 between the player terminal 1 and the game server 2.
[0160] The game execution management unit 81 executes and manages matching between players, execution of the competitive game, and granting of various parameters such as experience points based on the results of the competitive game. The game execution management unit 81 also manages various game elements such as game cards used in the game using a game element management database D4. FIG. 21 is a diagram showing an example of the game element management database D4. The game element management database D4 has information similar to that of the game element database D4 stored in each player terminal 1. The game execution management unit 81 updates the game element management database D4 when a new game element appears, etc. Then, when logging in to the player terminal 1, etc., the contents of the game element database D2 are synchronized between the player terminal 1 and the game server 2.
[0161] The store management unit 82 uses a store management database D5 to manage stores that provide game elements. Fig. 22 is a diagram showing an example of the store management database D5. In the example of Fig. 22, each record includes a field for a game element ID that identifies the game element to be provided, a field for that game element, a field for the cost of that game element (in-game currency), a field for the provision limit of that game element, and a field for the number of game elements in stock.
[0162] The field of the game element ID describes not only the game element ID of the game card, the in-game currency, etc., but also the identification information of the game card pack (including the deck) which is a collection of multiple game cards, and the in-game currency pack which is a collection of in-game currency. In the case of the game card pack, even if the identification information is the same, the contents of the game cards included may differ. In such a case, a list of game card IDs of game cards (game cards that may be included in the game card pack) linked to the identification information of the game card pack is stored, and when providing to a player, the store management unit 82 selects game card IDs from the list by lottery as many as the number of game card packs, and provides a collection of game cards of the selected game card IDs as a game card pack. The field of the provision restriction describes the content of the provision restriction of the game element. For example, the number of game elements provided (given), the period during which the game elements can be provided, etc. are described as the provision restriction. The field of the number of stocks describes "Yes" if there is no restriction on the number of provided, etc., and describes "Number of stocks" if there is a restriction on the number of provided to all players.
[0163] Upon receiving a request from the player terminal 1, the store management unit 82 reads out information on the game elements to be provided from the store management database D5 and transmits it as store information.
[0164] The pack management unit 83 uses the pack information database D10 to select game elements included in the purchased pack by lottery, and transmits to the player terminal 1 pack information including the game ID of the selected game elements.
[0165] FIG. 28 is a diagram showing an example of the pack information database D10. For each game element ID that identifies a pack, a field for a game element ID that identifies a game element that may be included in the pack, a field for an attribute, and a field for rarity information are provided. The field for the attribute is a field in which the attribute of a game card such as a leader card is described. The rarity information is a field in which rarity information of a game card is described in five stages. The number of game element IDs of game cards included in the pack information database D10 for the game element ID of one pack is at least the number of cards included in one pack. In addition, the higher the value information, the fewer the game cards of the game element ID included in the pack information database D10 for the game element ID of one pack, and the lower the value information, the more the game cards. As a result, when a game card is selected randomly, the higher the value information, the lower the probability of selection, and the lower the value information, the higher the probability of selection.
[0166] The pack management unit 83 randomly selects by lottery the number of game element IDs constituting the pack from the pack information database D10 of the game element IDs of the pack purchased by the player. In this embodiment, since the number of cards constituting the pack is eight, the pack management unit 83 selects eight game element IDs by lottery from the pack information database D10. Then, the pack management unit 83 generates pack information including the game element IDs of the purchased pack and the game element IDs of the game elements selected by lottery, and transmits the pack information to the player terminal 1. The deck registration unit 84 receives the contents of the deck information database D20 transmitted from the deck organization unit 64 of the player terminal 1, and updates the deck information database D20 stored in the storage unit 72 by adding an update date and time. The deck information database D20 is the same as the deck information database D20 of the player terminal 1.
[0167] The communication unit 71 connects to a communication line N to realize communication.
[0168] A system program and a game program are stored in the storage unit 72. The system program is a program for implementing the basic functions of the game server 2 as a computer. The game program is a program for causing the processing unit 70 to function as a player information management unit 80, a game execution management unit 81, a store management unit 82, a pack management unit 83, and a deck registration unit 84.
[0169] Furthermore, the recording unit 72 stores a user information management database D3, a game element management database D4, a store management database D5, and a deck information database D20.
[0170] <Operation of each device> The following describes the operations between the player terminal 1 and the game server 2. Fig. 23 is a sequence diagram for explaining the operations between the player terminal 1 and the game server 2. In the following description, it is assumed that the player has completed the initial settings of the game and has been assigned a player ID.
[0171] When a player starts up a game application on the player terminal 1, the game execution control unit 61 transmits the player's player ID and the last update dates and times of the player information database D1 and the game element database D2 to the game server 2 (Step 1).
[0172] The player information management unit 80 of the game server 2 compares the last update date and time of the received player ID with the last update date and time of the player ID in the player information management database D3 (Step 2). If the last update dates match, the player information management unit 80 transmits a message to that effect. On the other hand, if they do not match, the player information management unit 80 transmits each piece of information stored in the record of the player ID in the player information management database D3 (Step 3). This synchronizes the player information between the player terminal 1 and the game server 2. Similarly, the player information management unit 80 compares the last update date and time of the game element database D2 with the last update date and time of the game element management database D4, and if they do not match, transmits each piece of information in the game element management database D4. This synchronizes the game element information between the player terminal 1 and the game server 2. Note that the information transmitted from the game server 2 may be difference information that is different between the player terminal 1 and the game server 2.
[0173] The player information management unit 60 and the game execution control unit 61 of the player terminal 1 receive the database notification from the game server 2, and update the player information database D1 and the game element information database D2, if necessary (Step 4).
[0174] The store display control unit 62 of the player terminal 1 displays the home screen shown in FIG. 11, and requests store information from the game server 2 (Step 5).
[0175] Upon receiving the request from the player terminal 1, the store management unit 82 of the game server 2 reads out information on the game elements to be provided from the store management database D5 and transmits it as store information (Step 6).
[0176] The store display control unit 62 of the player terminal 1 receives the store information. For game elements with a provision restriction among the game elements in the store information, the store display control unit 62 compares the provision restriction with the purchase history information in the player information database D1 and determines whether the game element can be provided (given) or cannot be provided (given) (Step 7). Then, when the store tab 202 is selected, the store display control unit 62 presents the game elements that can be provided (given) and the game elements that cannot be provided (given) in a distinguishable form, and presents the game elements that can be provided (given) as selectable and presents the game elements that cannot be provided (given) as unselectable (Step 8).
[0177] FIG. 24 is a diagram for explaining a judgment as to whether a game element can be provided (given) or cannot be provided (given). FIG. 24 shows the received store information and the purchase history information of the player information database D1. The store presentation control unit 62 judges whether a game element ID with a provision restriction from among the received store information is registered in the purchase history information. In the example of FIG. 24, the "bargain item" with game element ID "1001", the "FFF pack" with game element ID "1002", ..., the "AAA deck" with game element ID "1010", ..., and the "CCC deck" with game element ID "1012" are subject to a provision restriction. On the other hand, in the purchase history information, the "AAA deck" with game element ID "1010", the "CCC deck" with game element ID "1012", and the "bargain item" with game element ID "1001" have a purchase history of one time.
[0178] On the starter deck screen of the store screen, as shown in FIG. 14, the store presentation control unit 62 presents the area 220 of the sold-out "AAA Deck" and "CCC Deck" in black so that they can be distinguished from the area 221 of the available "BBB Deck" and "DDD Deck", and changes the display of the options 211 for "AAA Deck" and "CCC Deck" to "SOLD OUT", indicating that they are sold out, and presents them as unavailable to the player for selection.
[0179] Also, the "bargain item" with the game element ID "1001" has been purchased once, which does not reach the upper limit of the limit. Therefore, when the in-game currency provision screen transition button 209 that transitions to the in-game currency provision screen is selected on each screen, the store presentation control unit 62 presents the paid currency pack 231 and paid currency 232 pack for the "bargain item" on the in-game currency provision screen, as shown in FIG.
[0180] The store display control unit 62 provides the game element by selecting the game element by the player and exchanging it for a price or in-game currency (Step 9). When making this transaction, the store display control unit 62 refers to the possessed currency information in the player information database D1 and consumes the currency in the following order: 1. Free currency is consumed in order of the earliest acquisition date. 2. After the amount of free currency reaches zero, the paid currency that was acquired the earliest will be consumed.
[0181] Then, the store display control unit 62 updates the owned game card information, owned currency information, or purchase history information in the player information database D1, and transmits the updated information in the player information database D1 to the game server 2 (Step 10).
[0182] The player information management unit 80 of the game server 2 receives the update information of the player information database D1 and updates the player information of that player (Step 11). The above operations are repeated for each selection and purchase by the player.
[0183] Next, a description will be given of the operations between the player terminal 1 and the game server 2 when purchasing a pack. Fig. 29 is a sequence diagram for explaining the operations between the player terminal 1 and the game server 2.
[0184] The player at the player terminal 1 selects a desired pack from the store screen, and the player terminal 1 transmits the game element ID of the selected pack (Step 21).
[0185] After the pack purchase procedure is completed, the game server 2 performs a lottery for the game elements that make up the pack (Step 22). Then, the game server 2 transmits pack information for the pack (Step 23). In this embodiment, the pack is composed of eight game cards, and the game element IDs selected by lottery are game element ID "2021", game element ID "2056", game element ID "2078", game element ID "2088", game element ID "2147", game element ID "2159", game element ID "2299", and game element ID "2347".
[0186] The player terminal 1 receives the pack information and starts the pack opening effect processing (Step 24).
[0187] Next, there will be described the pack-opening effect processing carried out in the player terminal 1. Fig. 30 is an operational flowchart of the pack-opening effect processing.
[0188] The effect presentation control unit 63 receives pack information of the pack provided from the game server 2 (Step 100). Here, the game element IDs of the eight game cards included in the received pack information are game element ID “2021”, game element ID “2056”, game element ID “2078”, game element ID “2088”, game element ID “2147”, game element ID “2159”, game element ID “2299”, and game element ID “2347”.
[0189] The effect presentation control unit 63 acquires rarity information corresponding to the game element ID from the game element information database D2. The rarity information corresponding to the game element ID is as follows (Step 101). Rarity information "1" for game element ID "2021" Rarity information for game element ID "2056" is "1" Game element ID "2078" rarity information "3" Rarity information for game element ID "2088" is "1" Game element ID "2147" rarity information "5" Game element ID "2159" rarity information "1" Game element ID "2299" rarity information "1" Rarity information for game element ID "2347" is "1"
[0190] The effect presentation control unit 63 presents the game card in the first and second modes as the first stage of effect (Step 102). In this example, the threshold value of the rarity information is set to "2".
[0191] 27(a), the effect presentation control unit 63 presents the game card 303 in a first state in which the outer periphery of the back side of the game card 303 is thickened to indicate that the card has high rarity information. On the other hand, the game cards other than the game card 303 are presented in a second state.
[0192] The effect presentation control unit 63 determines whether a game card is selected (Step 103). If a game card is selected (Step 104), the rarity information of the game card is determined (Step 105). If the rarity information of the selected game card exceeds a threshold (Step 106), the mode of the game card is determined (Step 107).
[0193] When the state of the selected game card is the first state (Step 108), the effect presentation control unit 63 performs the first effect (one rotation) as shown in Fig. 27(b) (Step 109). On the other hand, when the state of the selected game card is not the first state (Step 108), the effect presentation control unit 63 performs the second effect (two rotations) as shown in Fig. 27(e) (Step 112).
[0194] The effect presentation control unit 63 determines whether or not all of the presented game cards have been selected (determines the end of the pack opening effect process) (Step 110), and if selection of all game cards has been completed (Step 111), ends the pack opening effect process.
[0195] An embodiment of the present invention can maintain a player's interest in game elements by providing game elements that are provided (granted) in limited quantities or for limited periods of time, separate from game elements that are normally sold.
[0196] Moreover, the embodiment of the present invention presents game elements that are not currently available in an unselectable manner, allowing the player to know game elements that were previously available, thereby maintaining the player's interest in game elements. Furthermore, since the player cannot select a presented game element that is not available, the player will not make a mistaken selection, improving the convenience for the player.
[0197] Furthermore, in this embodiment, each screen is provided with a means (e.g., an icon, a button) for transitioning to an in-game currency provision screen, so that when necessary, it is possible to transition from each screen to an in-game currency provision screen for obtaining in-game currency, improving convenience for the player.
[0198] In addition, in this embodiment, each screen is provided with a means (e.g., an icon, a button) that allows the player to know the breakdown of in-game currency, so that the player can know the balance of in-game currency he or she possesses and the breakdown of paid and free currency when necessary, thereby improving convenience for the player.
[0199] In addition, in this embodiment, the method of presenting the opening of each game card is a combination of a first presentation method that is performed when the value information does not exceed the threshold, a second presentation method that is performed when the value information exceeds the threshold, and a third presentation method that is performed when the value information exceeds the threshold and is a special game card, so that the opening presentation of the game card is presented, thereby making it possible to provide a highly entertaining game that takes players by surprise.
[0200] In addition, this embodiment presents a first area in which the leader card that constitutes the deck is displayed, and a second area in which the other game cards that constitute the deck are displayed. The first area is configured to display only one leader card, so that the leader card necessary for organizing the deck can be made to stand out.
[0201] In addition, in the second area, the same game cards that make up the deck are displayed in a stacked form, so that the player can easily recognize that there are multiple identical game cards.
[0202] In addition, the player can view a list of the game cards that make up the deck, and the player can also enlarge the display to see the details of each game card, improving the player's convenience.
[0203] Furthermore, when a deck is registered, a check is made to see if the deck meets the incompatibility conditions, so a deck that cannot be used in a battle game will not be mistakenly registered as a deck that can be used in a battle.
[0204] In addition, this embodiment is equipped with a viewing function that allows the player to easily see the game cards placed in each area of the playfield, a zoom function for enlarging and reducing the size of the hand, and a selection function, thereby providing a highly convenient environment for the player to play.
[0205] <First Modification of the Embodiment> The store display control unit 62 may set an upper limit on the amount that can be charged on a daily, monthly or yearly basis, and may notify the user when the total amount of charges exceeds the upper limit when a game element requiring a charge is traded. For example, the store display control unit 62 may calculate the total amount of charges for a month from the purchase history information in the player information database D1, and may notify the user when the total amount of charges exceeds a predetermined amount when a game element is traded. FIG. 25 is a diagram showing an example of notifying the user when the total amount of charges exceeds a predetermined amount. By configuring in this way, excessive charges can be avoided, and in particular, those with a weak economic foundation, such as minors, can be protected.
[0206] <Modification 2 of the embodiment> The store display control unit 62 may set an upper limit on the amount of in-game currency that can be held. For example, when the player purchases new in-game currency on the in-game currency provision screen, the store display control unit 62 refers to the held currency information in the player information database D1, and when the player purchases new in-game currency, if the number of held in-game currencies (the total number of paid currencies and free currencies) exceeds a predetermined number, the store display control unit 62 presents an in-game currency selection button in a form that can be distinguished from other selection buttons, and when the selection button is selected, notifies the player that the upper limit of the held in-game currency has been exceeded, and makes it impossible to purchase new in-game currency.
[0207] FIG. 26 is a diagram for explaining the second modified example of the embodiment. In the example of FIG. 26, the upper limit of the possessed currency is set to 1000. When a bargain product is purchased, the total number of possessed currencies becomes 1050, exceeding the upper limit of 1000, but when a normal product is purchased, the total number of possessed currencies becomes 1000, which does not exceed the upper limit of 1000. Therefore, the button 240 for selecting the bargain product is displayed in black and cannot be selected, and the button 241 for selecting the normal product is displayed in white and can be selected. This prevents the player from selecting the bargain product. Furthermore, when the player selects the button 240, a message is displayed stating, "The possessed in-game currency exceeds the number that can be additionally purchased. Please consume the in-game currency before purchasing a new one."
[0208] Such a configuration will prevent players from holding more in-game currency than necessary, making it possible to avoid excessive charges, and in particular to protect those with weak economic foundations, such as minors.
[0209] <Modification 3 of the embodiment> A third modification of this embodiment will be described. Variation 3 of this embodiment is another example of the pack opening presentation described above. Figure 31 is a diagram for explaining the pack opening presentation example.
[0210] In the pack opening presentation method of the third modified example of this embodiment, in the first stage, all game cards are presented with the same size and pattern (back side) regardless of the value information. Then, if the value information of the selected game card does not exceed a predetermined threshold, a first presentation (one rotation) is performed in which the game card is flipped from back side to front side, and the front side of the game card 2 is displayed and the character information is presented so that it can be recognized (FIG. 31(c)). On the other hand, if the value information of the selected game card exceeds the predetermined threshold, the game card is enlarged and the character information is presented so that it can be recognized (FIG. 31(e)). After that, the game card is returned to the normal display (FIG. 31(f)). By using such a presentation method, it is possible to present a pack opening presentation in accordance with the value information.
[0211] <Fourth Modification of the Embodiment> A fourth modified example of this embodiment will be described. Variation 4 of this embodiment is another example of the pack opening presentation described above. Figure 31 is a diagram for explaining the pack opening presentation example.
[0212] In the presentation method of the fourth variation of this embodiment, in the first stage, all game cards are presented with the same size and design (back side) regardless of the value information (FIG. 32(a)). Then, every time a card is selected, only the selected game card is enlarged and displayed (FIG. 31(c)). The presentation method of the fourth modified example of this embodiment has the advantage that the character information is easily visible since each game card is enlarged and displayed.
[0213] Although the present invention has been described above with reference to preferred embodiments, the present invention is not necessarily limited to the above-described embodiments, and can be modified and embodied in various ways within the scope of the technical concept thereof.
[0214] In addition, some or all of the above-described embodiments may be described as follows, but are not limited to the following supplementary notes.
[0215] [Appendix 1] Computer, An execution means for executing a competitive game using game elements; a game element presenting means for presenting a plurality of game elements in a selectable manner; Function as a the game element presentation means controls so that a presentation position of a selected game element is different from a presentation position of a non-selected game element; program.
[0216] [Appendix 2] the game element presenting means presents the selected game element in an emphasized manner; 2. The program described in Appendix 1.
[0217] [Appendix 3] the game element presenting means presents a plurality of game elements in a line, with a selected game element being presented in the center of the line; 2. The program according to claim 1 or 2.
[0218] [Appendix 4] the game element presenting means moves the selected game element to a position above other game elements and presents it; 4. A program according to any one of claims 1 to 3.
[0219] [Appendix 5] the game element presenting means presents the selected game element in a manner that all of the character information of the game element can be visibly recognized, and presents the other game elements in a manner that some of the character information of the game element can be visibly recognized. 5. A program according to any one of claims 1 to 4.
[0220] [Appendix 6] the game element presentation means presents the game elements in a partially overlapping state, and, on condition that a game element is selected, presents the selected game element in front of all other game elements; 6. The program according to any one of claims 1 to 5.
[0221] [Appendix 7] the game element presenting means presents a plurality of game elements such that the game elements presented at the ends have a larger overlapping portion than the game elements presented at the center; 7. A program according to any one of claims 1 to 6.
[0222] [Appendix 8] the game element presenting means presents the number of selectable game elements, and presents the order in which the game elements are selected each time a game element is selected; 8. A program according to any one of claims 1 to 7.
[0223] [Appendix 9] the game element presenting means presents game elements other than the selectable game elements in a darkened state; 9. A program according to any one of claims 1 to 8.
[0224] [Appendix 10] the game element presenting means presents an action icon indicating an action selectable by the selected game element in the vicinity of the selected game element, and transitions the selected game element to the selected action on condition that the action icon is selected; 10. The program according to any one of claims 1 to 9.
[0225] [Appendix 11] An execution means for executing a competitive game using game elements; a game element presenting means for presenting a plurality of game elements in a selectable manner; Equipped with the game element presentation means controls so that a presentation position of a selected game element is different from a presentation position of a non-selected game element; Gaming device. [Explanation of symbols]
[0226] 1 Player terminal 2 Game Server 21 Leader Card 22 Battle Cards 23 Extra Card 51 Display section 52 Game Element Reading Unit 53 Operation input section 54 Sound output section 55 Communications Department 56 Memory section 57 Processing section 60 Player Information Management Unit 61 Game execution control unit 62 Store presentation control unit 63 Presentation control unit 64 Deck Organization Section 65 Playfield display section 66 Game Card Presentation 70 Processing section 71 Communications Department 72 Memory section 80 Player Information Management Unit 81 Game Execution Management Department 82 Store Management Department 83 Pack Management Department 84 Deck Registration Section
Claims
1. Computer, A deck organizing means for organizing a deck using the game elements possessed; an execution means for executing a competitive game by placing the game elements of the deck in an area of a play field that is determined for each of the game elements; a play field presenting means for presenting the play field together with an icon corresponding to each area; a game element presenting means for displaying a viewing area on a play field in which the game elements of the deck are lined up in a row and viewable, on condition that any one of the icons is selected, and presenting the game elements of the deck in the viewing area such that the presentation positions of the game elements arranged in the area corresponding to the selected icon differ from the presentation positions of the game elements arranged in the area corresponding to the unselected icons; To function as program.
2. the game element presenting means presents, in an emphasized manner, the game element arranged in the area corresponding to the selected icon; The program according to claim 1.
3. the game element presenting means presents the game element arranged in the area corresponding to the selected icon so as to be positioned in the center of the row; The program according to claim 1 or 2.
4. the game element presenting means presents the game element arranged in the area corresponding to the selected icon by moving it to a position above the game elements arranged in the areas corresponding to the non-selected icons; The program according to claim 3.
5. the game element presenting means presents at least one of the game elements arranged in the area corresponding to the selected icon in such a manner that all of the character information of the game element is visible, and presents the other game elements in such a manner that some of the character information of the game elements is visible; The program according to claim 4.
6. the game element presenting means presents game elements arranged in an area corresponding to an icon in a partially overlapping state, and, on condition that a game element is selected, presents the selected game element in front of all other game elements; The program according to claim 5.
7. the game element presenting means presents the number of selectable game elements, and each time a game element is selected, presents the number of selected game elements; The program according to claim 3.
8. the game element presenting means presents game elements other than the selectable game elements in a darkened state; The program according to claim 3.
9. the game element presenting means presents an action icon indicating an action selectable by the selected game element in the vicinity of the selected game element, and transitions the selected game element to the selected action on condition that the action icon is selected; The program according to claim 3.
10. A compilation means for compiling a deck using game elements possessed by the player; an execution means for executing a competitive game by placing the game elements of the deck in a region of a play field that is determined for each of the game elements; a play field display means for displaying the play field together with icons corresponding to each area; a game element presenting means for displaying a viewing area on a play field in which the game elements of the deck are arranged in a row and viewable, on the condition that any one of the icons is selected, and presenting the game elements of the deck in the viewing area such that the presentation positions of the game elements arranged in the area corresponding to the selected icon differ from the presentation positions of the game elements arranged in the area corresponding to the unselected icons; Equipped with Gaming device.
Citation Information
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