Game program, game processing method, and information processing device

JP7630271B2Active Publication Date: 2025-02-17KOEI TECMO GAMES CO LTD
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Patent Information

Application Number
JP2020213858
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2020-12-23
Publication Date
2025-02-17
Estimated Expiration
2040-12-23

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Patent Text Reader

Abstract

To provide fresh fun to a payer all the time by continuously making changes to a game.SOLUTION: A game program causes a server device 5 that is communicably connected to a plurality of terminal devices 3 to function as an information record processing unit 17 for recording information related to a player's game play in the terminal device 3, an information aggregation processing unit 19 for performing a predetermined aggregation on the basis of the information related to the recorded game play, and a parameter change processing unit 21 for changing parameters related to the content of the game on the basis of the aggregation result.SELECTED DRAWING: Figure 3
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Description

[Technical field]

[0001] The present invention relates to a game program, a game processing method, and an information processing device. [Background technology]

[0002] 2. Description of the Related Art So-called online games are known in which a plurality of players play a game on a plurality of terminal devices connected to a server device.

[0003] One example of an online game is a role-playing game (RPG), in which a player takes on the role of a player character in a virtual world, moves around within a virtual space, and progresses through the game by completing predetermined missions (see, for example, Patent Document 1).

[0004] As another example of an online game, a battle game is known in which each player selects a character, weapon, etc. to use and battles against other players. [Prior art documents] [Patent documents]

[0005] [Patent Document 1] JP 2011-229614 A Summary of the Invention [Problem to be solved by the invention]

[0006] Generally, in online RPGs, characters grow using fixed values ​​or status tables. This makes it difficult to develop characters with unique characteristics for each player, which makes the game less exciting and less interesting.

[0007] Furthermore, in online battle games, with the recent widespread use of the Internet, information such as which characters or weapons are most effective in increasing the chance of winning may be made public in detail on strategy sites, etc. In such cases, the novelty of the gameplay may fade, making the game less interesting.

[0008] The present invention has been made in consideration of these problems, and has as its object to provide a game program, a recording medium, and a game processing method that can continually bring variety to the game, thereby providing players with constantly fresh entertainment. [Means for solving the problem]

[0009] In order to achieve the above-mentioned objective, the game program of the present invention causes an information processing device communicatively connected to a plurality of terminal devices to function as an information recording processing unit that records information relating to the game play of the player on the terminal devices, an information compilation processing unit that performs a predetermined compilation based on the recorded information relating to the game play, and a parameter change processing unit that changes parameters related to the content of the game based on the results of the compilation.

[0010] In order to achieve the above-mentioned object, the game processing method of the present invention is a game processing method executed by an information processing device communicatively connected to a plurality of terminal devices, and includes the steps of recording information related to the game play of a player on the terminal device, performing a predetermined calculation based on the recorded information related to the game play, and changing parameters related to the content of the game based on the results of the calculation.

[0011] In order to achieve the above-mentioned object, the information processing device of the present invention is an information processing device communicatively connected to a plurality of terminal devices, and has an information recording processing unit that records information related to the game play of a player on the terminal device, an information compilation processing unit that performs a predetermined compilation based on the recorded information related to the game play, and a parameter change processing unit that changes parameters related to the content of the game based on the results of the compilation. Effect of the Invention

[0012] According to the game program of the present invention, by continually introducing changes to the game, it is possible to provide the player with constantly fresh entertainment. [Brief description of the drawings]

[0013] [Figure 1] 1 is a system configuration diagram showing an example of the overall configuration of a game system according to an embodiment. [Diagram 2] FIG. 2 is a diagram illustrating an example of the configuration of a terminal device. [Diagram 3] FIG. 2 is a block diagram illustrating an example of a functional configuration of a server device according to the first embodiment. [Figure 4] 11 is an explanatory diagram illustrating a specific example of a parameter change by a parameter change processing unit. FIG. [Diagram 5] 11 is an explanatory diagram showing a specific example of a parameter change by a parameter change processing unit when a mission is given. FIG. [Figure 6] 6 is a flowchart illustrating an example of a processing procedure executed by a CPU of the server device according to the first embodiment. [Figure 7] FIG. 11 is a block diagram illustrating an example of a functional configuration of a server device according to a second embodiment. [Figure 8] 11 is an explanatory diagram illustrating a specific example of a parameter change by a parameter change processing unit. FIG. [Figure 9] 13 is an explanatory diagram illustrating another example of parameter change by the parameter change processing unit. FIG. [Figure 10]10 is a flowchart illustrating an example of a processing procedure executed by a CPU of a server device according to a second embodiment. [Figure 11] FIG. 2 is a block diagram illustrating an example of a hardware configuration of a server device. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0014] Hereinafter, an embodiment of the present invention will be described with reference to the drawings.

[0015] <0. Overall structure of the game system> First, an example of the overall configuration of a game system 1 according to this embodiment will be described with reference to Figures 1 and 2. As shown in Figure 1, the game system 1 has a plurality of terminal devices 3 and a server device 5. The plurality of terminal devices 3 and the server device 5 are communicatively connected via a network NW such as a LAN or the Internet. Note that, although the server device 5 in Figure 1 is configured from one computer, it may be configured from a plurality of computers.

[0016] As shown in FIG. 2, each terminal device 3 is connected to a game controller 7 and a display device 9 so as to be able to communicate with each other via wire or wirelessly.

[0017] The terminal device 3 is, for example, a stationary game machine. However, it is not limited to this, and may be, for example, a portable game machine that is integrally equipped with an input unit, a display unit, etc. In addition to game machines, it may be, for example, a server computer, a desktop computer, a notebook computer, a tablet computer, etc. that is manufactured and sold as a computer, or a mobile phone, a smartphone, a phablet, etc. that is manufactured and sold as a telephone.

[0018] A player performs various operation inputs using a game controller 7. In the example shown in Fig. 2, the game controller 7 has, for example, a cross key 11 and a plurality of buttons 13. Note that the game controller 7 may have, for example, a joystick, a touch pad, etc. instead of or in addition to the above.

[0019] The display device 9 is, for example, a display device such as a cathode ray tube, liquid crystal, plasma, organic EL, projector, etc. The display device 9 may include a speaker (not shown) for outputting sound, either integrally or separately.

[0020] The server device 5 (an example of an information processing device) accepts access via the network NW from the terminal device 3 of each player receiving the game service, accumulates and manages the game information of each player in a storage device, and provides each player with a game service (online game) via the network NW.

[0021] The server device 5 may provide a game service in the form of a game program (also called application software) implemented in the server device 5, a game executed in the server device 5 in response to an operation input by a player on each terminal device 3, and a result of the execution transmitted to the terminal device 3 of each player. For example, the server device 5 may provide a so-called browser game in which the game can be played by a web browser installed in the terminal device 3 of each player. The server device 5 may also provide a so-called cloud game in which game images resulting from the execution of the game in the server device 5 are transmitted to the terminal device 3 in, for example, a streaming format. Alternatively, the server device 5 may provide a so-called social game executed by application software created based on an operating environment such as an API (application programming interface) in a social networking service (SNS). Note that a part of the game program may be installed in the terminal device 3, and the game process may be partially executed not only in the server device 5 but also in the terminal device 3.

[0022] <1. First embodiment> Next, a first embodiment of the present invention will be described with reference to Fig. 3 to Fig. 6. The first embodiment is suitable for games in which a game character operated by a player (hereinafter referred to as "player character") has a training element such as a level or rank. A typical example of a game in which a training element is present is a role-playing game, but if there is a training element, the game can also be applied to games of other genres such as simulation games and action games.

[0023] (1-1. Functional configuration of the server) First, an example of a functional configuration of the server device 5 of the first embodiment will be described with reference to FIG. 3 to FIG.

[0024] As shown in FIG. 3, the server device 5 has a game progress processing section 15, an information recording processing section 17, an information compilation processing section 19, a parameter change processing section 21, and a mission granting processing section .

[0025] The game progress processing unit 15 progresses the game according to the input contents of the players. For example, it automatically controls non-player characters such as residents and enemy characters in the game by a predetermined algorithm (so-called game AI) defined by the game program while making each player character act according to the input contents of each player. It also progresses the game by playing various movies and executing game events.

[0026] The player character operated by the player and the automatically controlled non-player character may be a human character or other characters, such as a non-human animal, a non-human or non-animal creature, a virtual creature (e.g., a monster, ghost, or spirit), a robot, or an object such as an article or object.

[0027] The information recording processing unit 17 records information related to the game play of each player in the terminal device 3 in an appropriate recording means (for example, the RAM 505 or the recording device 517, etc.; see FIG. 11 described later). Specifically, the information recording processing unit 17 records the time of game play by the player, or information related to the in-game actions of the player character. The "in-game actions" may be any action performed by the player character in the virtual space of the game, such as the player character's movement in the virtual space, combat, conversation with player characters operated by other players or non-player characters, and the acquisition and use of items. The "information related to in-game actions" may be any information related to the actions performed by the player character in the virtual space, such as the distance traveled, the number of battles, the number of conversations, the number of times an item is acquired, the number of times an item is used, etc., in the above example.

[0028] The information tallying processor 19 performs a predetermined tallying process based on the information related to game play recorded by the information recording processor 17. Specifically, the information tallying processor 19 tallies the total time of game play or the total amount of in-game actions during a predetermined period for each player or player character. The "predetermined period" may be a fixed period such as one day, one week, or one month, or may be a period that varies depending on the operation status of the online game. It may also be, for example, a period during which a specific game event is held. The "total time of game play" is, for example, the total time during which the player logged in during the predetermined period. The "total amount of in-game actions" is, for example, the quantitative total of in-game actions performed by the player character during the predetermined period, which in the above example is, for example, the distance traveled, the number of battles, the number of conversations, the number of times an item is acquired, the number of times an item is used, etc.

[0029] The parameter change processing unit 21 changes parameters related to the content of the game based on the results of the compilation by the information compilation processing unit 19. Specifically, the parameter change processing unit 21 changes parameters related to the growth of the player character based on the results of the compilation. The "parameters related to growth" are, for example, statuses that change when the player character grows by leveling up or ranking up, and numerical values ​​(such as experience points) that indicate the degree of growth that the player character acquires through in-game experience. For example, the parameter change processing unit 21 changes the parameters related to growth so that the growth of the player character is promoted the longer the total time of game play or the greater the total amount of in-game actions.

[0030] 4 shows a specific example of parameter change by the parameter change processing unit 21. As shown in FIG. 4, players A, B, and C are given identification information PL-a, PL-b, and PL-c that can identify the players, respectively. Every time each player plays the game, the game play time is transmitted to the server device 5 and recorded by the information recording processing unit 17. Also, every time each player causes the player character to perform an in-game action, corresponding information is transmitted to the server device 5 and recorded by the information recording processing unit 17. Then, every time a predetermined counting period (for example, one week in FIG. 4) elapses, the information counting processing unit 19 counts the total game play time and the total amount of in-game actions for each player.

[0031] 4, the total game play time, distance traveled, number of battles, number of conversations, and number of item usages in one week are, for example, 24 hours, 168 km, 317 times, 37 times, and 45 times for player A, 41 hours, 232 km, 256 times, 13 times, and 39 times for player B, and 35 hours, 94 km, 49 times, 51 times, and 117 times for player C. The growth parameters are changed by multiplying the predetermined experience value or status increase value when each player character grows (levels up, ranks up, etc.) by a predetermined coefficient according to the above-mentioned results.

[0032] For example, the experience points of player B, who has played the game the longest, are multiplied by a coefficient of 1.5, and all experience points acquired during the period until the next tally (one week in this example) will be multiplied by 1.5. Similarly, the experience points of player C, who has played the game the next longest, are multiplied by a coefficient of 1.3, and all experience points acquired during the period until the next tally will be multiplied by 1.3. Note that the experience points of player A, who has played the game the shortest, are not changed in this example, but the experience points acquired may be reduced by multiplying them by a coefficient smaller than 1, for example.

[0033] For example, the defense of player B, whose player character has moved the longest distance, is multiplied by a coefficient of 1.4, and the defensive strength will be 1.4 times the normal strength until the next tally. The defense of player A, whose character has moved the next longest distance, is multiplied by a coefficient of 1.2, and the defensive strength will be 1.2 times the normal strength until the next tally. Note that the defensive strength of player C, whose character has moved the shortest distance, is not changed in this example, but it may be reduced by multiplying it by a coefficient smaller than 1.

[0034] For example, the attack of player A, who has fought the most of the player characters, is multiplied by a coefficient of 1.8, and the attack power will be 1.8 times the normal attack power until the next counting timing. The attack of player B, who has fought the next most, is multiplied by a coefficient of 1.5, and the attack power will be 1.5 times the normal attack power until the next counting timing. Note that the attack power of player C, who has fought the fewest, is not changed in this example, but it may be reduced by multiplying it by a coefficient smaller than 1, for example.

[0035] For example, the luck of player C, who has the most conversations among the player characters, is multiplied by a coefficient of 1.8, and the luck level will be 1.8 times higher until the next counting timing. The luck of player A, who has the second most conversations, is multiplied by a coefficient of 1.3, and the luck level will be 1.3 times higher until the next counting timing. Note that the luck level of player B, who has the least conversations, is not changed in this example, but it may be reduced by multiplying it by a coefficient smaller than 1, for example.

[0036] Also, for example, the magic power of player C, who has used items the most among the player characters, is multiplied by a coefficient of 1.5, and will be 1.5 times greater until the next counting period. Note that the magic powers of players A and B, who have used items relatively few times, are not changed in this example, but they may be reduced by multiplying them by a coefficient smaller than 1, for example.

[0037] In this way, the longer the total game play time or the greater the total amount of in-game actions, the more the parameters related to growth are changed so that a predetermined growth item of the player character is promoted. Also, the tally items and the growth items are associated in advance, and the player can play in such a way as to increase a specific tally item (play time or in-game actions) in order to raise a specific growth parameter.

[0038] The increase or decrease of the growth parameter (the magnitude of the coefficient) may be determined based on, for example, the degree of deviation from a predetermined reference value, a standard deviation, or the like. The reference value may be, for example, a fixed value set in advance, or may be the average value of each player at the time of counting. The method of increasing or decreasing the growth parameter may be set in advance by, for example, the game designer, or may be adjusted while varying it by, for example, some kind of AI algorithm. Furthermore, the value after the change by the parameter change processing unit 21 may be made adjustable later by the game designer or operator.

[0039] Moreover, the parameter changes shown in Fig. 4 are merely examples, and the growth parameters may be changed in other ways. Also, information other than the above may be collected and other growth parameters may be changed. For example, instead of multiplying by a coefficient as described above, the growth parameters may be changed by adding or subtracting a predetermined amount of change.

[0040] Returning to Fig. 3, the mission assignment processing unit 23 assigns a predetermined mission to the player. A "mission" is a goal or task imposed on a player character in a game, such as exploring a virtual world, defeating an enemy character, collecting items, conquering enemy facilities or areas, etc. The parameter change processing unit 21 described above may change parameters related to growth so that the growth of the player character is promoted, for example, the shorter the total game play time from when a mission is assigned to when the mission is cleared, or the smaller the total amount of in-game actions.

[0041] Fig. 5 shows a specific example of parameter change by the parameter change processing unit 21 when a mission is given. In the example shown in Fig. 5, the total game play time, distance traveled, number of battles, number of conversations, and number of item usages during the period from when mission X is given to when it is cleared are, for example, 4 hours, 28 km, 27 times, 3 times, and 7 times for player A, 11 hours, 92 km, 76 times, 13 times, and 19 times for player B, and 5 hours, 36 km, 39 times, 0 times, and 5 times for player C. The growth parameters are changed by multiplying the acquired experience value or status increase value, which is predetermined for the growth of each player character, by a predetermined coefficient according to the above-mentioned aggregation result.

[0042] For example, the experience points of player A, who has the shortest play time until the mission is cleared, are multiplied by a coefficient of 1.5, and all experience points acquired during a predetermined period after the mission is cleared (for example, until the next level-up, or it may be a fixed period such as one day or one week) are multiplied by 1.5. Similarly, the experience points of player C, who has the next shortest play time until the mission is cleared, are multiplied by a coefficient of 1.4, and all experience points acquired during a predetermined period after the mission is cleared are multiplied by 1.4. Note that the experience points of player B, who has the longest play time until the mission is cleared, are not changed in this example, but the experience points acquired may be reduced by multiplying them by a coefficient smaller than 1, for example.

[0043] For example, the defense of player A, whose player character has traveled the shortest distance until the mission is cleared, is multiplied by a coefficient of 1.5, and the defense power is 1.5 times higher for a predetermined period after the mission is cleared. The defense of player C, whose character has traveled the next shortest distance until the mission is cleared, is multiplied by a coefficient of 1.4, and the defense power is 1.4 times higher for a predetermined period after the mission is cleared. Note that the defense power of player B, whose character has traveled the longest distance until the mission is cleared, is not changed in this example, but the defense power may be reduced by multiplying it by a coefficient smaller than 1, for example.

[0044] Also, for example, the attack of player A, whose player character has the fewest number of battles before clearing the mission, is multiplied by a coefficient of 1.8, and the attack power is 1.8 times higher for a certain period of time after the mission is cleared. The attack of player C, whose character has the next fewest number of battles before clearing the mission, is multiplied by a coefficient of 1.5, and the attack power is 1.5 times higher for a certain period of time after the mission is cleared. Note that the attack power of player B, whose character has the most number of battles before clearing the mission, is not changed in this example, but the attack power may be reduced by multiplying it by a coefficient smaller than 1, for example.

[0045] For example, the luck of player C, whose player character has the fewest conversations before the mission is cleared, is multiplied by a coefficient of 2.0, and his / her luck level will be doubled for a certain period after the mission is cleared. The luck of player A, whose character has the next few conversations, is multiplied by a coefficient of 1.7, and his / her luck level will be 1.7 times higher for a certain period after the mission is cleared. Note that the luck of player B, whose character has the most conversations, is not changed in this example, but it may be reduced by multiplying it by a coefficient smaller than 1.

[0046] For example, the magic power of player C, whose player character used the fewest number of items before clearing the mission, is multiplied by a coefficient of 1.5, so that his magic power will be 1.5 times higher for a certain period of time after the mission is cleared. The magic power of player A, whose character used the next fewest number of items before clearing the mission, is multiplied by a coefficient of 1.3, so that his magic power will be 1.3 times higher for a certain period of time after the mission is cleared. Note that the magic power of player B, whose character used the most items, is not changed in this example, but it may be reduced by multiplying it by a coefficient smaller than 1, for example.

[0047] In this way, the shorter the total game play time until the mission is cleared, or the smaller the total amount of in-game actions, the more the parameters related to growth are changed so that the growth of a specific item of the player character is promoted. Also, the tally items and growth items are associated in advance, and the player can play in a way that reduces a specific tally item (play time or in-game actions) in order to increase a specific growth parameter.

[0048] The increase or decrease of the growth parameter (the magnitude of the coefficient) may be determined based on, for example, the degree of deviation from a predetermined reference value, a standard deviation, etc. The reference value may be, for example, a fixed value set in advance, or may be the average value of each player at the time of counting.

[0049] Moreover, the parameter changes shown in Fig. 5 are merely examples, and the growth parameters may be changed in other ways. Also, information other than the above may be collected and other growth parameters may be changed. For example, instead of multiplying by a coefficient as described above, the growth parameters may be changed by adding or subtracting a predetermined amount of change.

[0050] The above-described processes in each processing unit are not limited to these examples of division of processing, and may be processed by a smaller number of processing units (e.g., one processing unit), or may be processed by a further subdivided processing unit. The functions of each processing unit described above are implemented by a game program executed by a CPU 501 (see FIG. 11 described below), but some of them may be implemented by actual devices such as dedicated integrated circuits such as ASICs and FPGAs, or other electric circuits. The above-described processing units are not limited to being implemented in their entirety on the server device 5 side, and some or all of them may be implemented on the terminal device 3 side.

[0051] (1-2. Processing procedure executed by the server) Next, an example of a processing procedure executed by the CPU 501 of the server device 5 will be described with reference to FIG.

[0052] In step S5, the server device 5 causes the game progress processing unit 15 to progress the game in accordance with the input contents of the players of the terminal devices 3.

[0053] In step S10, the server device 5 causes the information recording processing unit 17 to record the time of game play by each player on the terminal device 3, or information related to the in-game actions of the player characters.

[0054] In step S15, the server device 5 determines whether or not it is time to tally the information by the information tally processing unit 19. If it is time to tally the information (step S15: YES), the process proceeds to step S20.

[0055] In step S20, the server device 5, using the information tallying processing unit 19, tallies the total game play time or the total amount of in-game actions during a predetermined period for each player or player character based on the information recorded in step S10 above.

[0056] In step S25, the server device 5 changes the parameters relating to the growth of the player character based on the results of the compilation in the above step S20 through the parameter change processing unit 21. After that, the process proceeds to step S50, which will be described later.

[0057] On the other hand, in step S15, if it is not time to collect data (step S15: NO), the process proceeds to step S30.

[0058] In step S30, the server device 5 determines whether or not a mission has been assigned to the player character by the mission assignment processing unit 23. If a mission has not been assigned (step S30: NO), the process proceeds to step S50, which will be described later. If a mission has been assigned (step S30: YES), the process proceeds to step S35.

[0059] In step S35, the server device 5 records, via the information recording processing unit 17, the time of game play by each player on the terminal device 3 or information related to the in-game actions of the player characters during the period from when the mission is assigned to when the mission is cleared.

[0060] In step S40, the server device 5, by the information tallying processing unit 19, tallies up, for each player or player character, the total time of game play or the total amount of in-game actions during the period until the mission is cleared.

[0061] In step S45, the server device 5 changes the parameters relating to the growth of the player character based on the results of the compilation in step S40, by the parameter change processing unit 21. After that, the process proceeds to step S50.

[0062] In step S50, the server device 5 judges whether or not to end the game. For example, if an instruction to end the game is input by the operator of the online game or the server administrator (step S50: YES), this flowchart ends. On the other hand, if an instruction to end the game is not input (step S50: NO), the process returns to the previous step S5 and the same procedure is repeated.

[0063] The above-mentioned processing procedure is an example, and at least some of the above procedures may be deleted or changed, or procedures other than those described above may be added. Furthermore, the order of at least some of the above procedures may be changed, or multiple procedures may be combined into a single procedure.

[0064] (1-3. Effects of the First Embodiment) As described above, the game program of this embodiment causes the server device 5, which is communicatively connected to a plurality of terminal devices 3, to function as an information recording processing unit 17 that records information related to the game play of the player on the terminal device 3, an information counting processing unit 19 that performs a predetermined calculation based on the recorded information related to the game play, and a parameter change processing unit 21 that changes parameters related to the content of the game based on the results of the calculation.

[0065] In this embodiment, information related to the game play of the player in the terminal device 3 is recorded, a predetermined calculation is performed on the recorded information related to the game play, and parameters related to the game content are changed according to the calculation result. This allows the player's behavior related to the game play (for example, the game play time or the in-game action performed by the player character) to be reflected in the game content. In other words, the game content can be changed at any time according to the player's behavior related to the game play. As a result, it is possible to continuously bring about changes in the game, and it is possible to always provide fresh fun to the player. In addition, it becomes easy to operate an online game according to the player's trends.

[0066] Furthermore, particularly in this embodiment, the information recording processing unit 17 records information relating to the time of game play by the player or the in-game actions of the player character operated by the player, the information compilation processing unit 19 compiles the total game play time or the total amount of in-game actions in a predetermined period of time, and the parameter change processing unit 21 changes parameters relating to the growth of the game character based on the results of the compilation.

[0067] In this embodiment, information related to the game play time of the player or the in-game actions of the player character is recorded, the total game play time or the total amount of in-game actions in a predetermined period is tallied, and the parameters related to the growth of the game character are changed according to the tallied result. This allows the game play time of the player or the in-game actions of the player character to be reflected in the growth of the game character. In other words, the way in which the game character grows can be changed at any time according to the game play time of the player or the in-game actions of the player character. As a result, it becomes possible to more strongly project the individuality of the player onto the player character, and it is possible to develop a character with characteristics unique to each player.

[0068] Furthermore, particularly in this embodiment, the parameter change processing unit 21 changes parameters relating to growth so that the growth of the player character is promoted the longer the total time of game play or the greater the total amount of in-game actions.

[0069] This allows parameters relating to growth to be changed so that the longer the total game play time is, the more the player character's growth is promoted, preventing the player from wasting time no matter how the game is played. Also, parameters relating to growth can be changed so that the greater the total amount of in-game actions (e.g., the player character's moving distance, the number of battles, the number of conversations with other game characters, the number of times items are obtained or used, etc.), preventing the player from feeling that the in-game actions he or she has made the player character perform are a waste. This prevents the player's motivation to play the game from decreasing.

[0070] Furthermore, particularly in this embodiment, the game program causes the server device 5 to further function as a mission-granting processing unit 23 that grants a predetermined mission to the player, and the parameter change processing unit 21 changes parameters related to growth so that the growth of the player character is promoted the shorter the total game play time from when the mission is granted until it is cleared, or the smaller the total amount of in-game actions.

[0071] As a result, the shorter the total game play time required to complete a mission, the more reward the parameters relating to growth can be changed so that the growth of the game character is promoted. Therefore, it is possible to increase the motivation of the player to complete the mission in the shortest time. Also, the shorter the total amount of in-game actions required to complete a mission (for example, the player character's moving distance, the number of battles, the number of conversations with other game characters, the number of times an item is obtained or used, etc.), the more reward the parameters relating to growth can be changed so that the growth of the game character is promoted. Therefore, it is possible to increase the motivation of the player to complete the mission with the shortest amount of effort. Therefore, it is possible to improve the interest of the game.

[0072] <2. Second embodiment> Next, a second embodiment of the present invention will be described with reference to Figures 7 to 10. The second embodiment is suitable for a battle game in which each player selects a character or item to be used and one or more players battle each other. A typical example of such a battle game is a battle-type multiplayer game, but it can also be applied to games of various genres as long as the battle game has a selection element.

[0073] (2-1. Functional configuration of the server) First, an example of a functional configuration of a server device 5A according to the second embodiment will be described with reference to FIGS.

[0074] As shown in FIG. 7, the server device 5A has the above-mentioned game progress processing unit 15, an information recording processing unit 17A, an information compilation processing unit 19A, and a parameter change processing unit 21A.

[0075] The game progress processing unit 15 is similar to that in the first embodiment described above, and so a description thereof will be omitted.

[0076] The information recording processing unit 17A records information related to the game play of each player in the terminal device 3 in an appropriate recording means. Specifically, the information recording processing unit 17A records information related to the game characters or items used by the players. The "items" include, for example, weapons, protective gear, equipment, ornaments, accessories, tools, instruments, devices, medicines, food and drink, and other items having various effects. They may also include living things such as harvested plants and captured animals. They may also include special effects that can be imparted to these items (for example, enchantment effects, attribute effects, skills, etc., which have been turned into items), and game characters (including character cards) that can form a party or play together. The information recording processing unit 17A also records information related to winning or losing when players play against each other using specific game characters or items.

[0077] The information tallying processor 19A performs a predetermined tallying process based on the information related to game play recorded by the information recording processor 17A. Specifically, the information tallying processor 19A tallies the usage rate of each game character or item during a predetermined period. The "predetermined period" may be a fixed period such as one day, one week, or one month, or may be a period that varies depending on the operation status of the online game. It may also be, for example, the period during which a specific game event is held. The "usage rate" is calculated as the ratio of the number of times a specific game character or specific item is used to the total number of all game characters or items used by all players who played the game during the predetermined period.

[0078] Furthermore, the information tallying processor 19A tallies, for example, the win rate for each game character or item during a predetermined period based on the information relating to wins and losses recorded by the information recording processor 17A. The "win rate" is calculated as the ratio of the number of times a player who used a specific game character or item won to the total number of matches between all players who played matches during a predetermined period.

[0079] The parameter change processing unit 21A changes parameters related to the content of the game based on the results of the compilation by the information compilation processing unit 19A. Specifically, the parameter change processing unit 21A changes parameters related to the abilities of the game characters or items based on the results of the compilation. The "parameters related to abilities" may be parameters that are set in advance as parameters representing the abilities of the game characters or items, such as attack power or defense power, or new parameters may be set to increase or decrease the usage rate or win rate, such as the amount of damage per blow. For example, the parameter change processing unit 21A changes the parameters related to abilities so that the higher the usage rate or win rate, the lower the ability, and changes the parameters related to abilities so that the lower the usage rate or win rate, the higher the ability.

[0080] 8 shows a specific example of parameter change by the parameter change processing unit 21A. As shown in FIG. 8, weapons A, B, and C are given identification information WE-a, WE-b, and WE-c that can identify the weapons, respectively. Every time each player selects a weapon and plays a battle, information related to the win or loss is transmitted to the server device 5A and recorded by the information recording processing unit 17A. Then, every time a predetermined counting period (for example, one week in FIG. 8) elapses, the winning rate for each weapon is tallied by the information counting processing unit 19A.

[0081] In the example shown in Figure 8, the winning rate over a week is 88% for Weapon A, 45% for Weapon B, and 61% for Weapon C. The ability parameters are changed for each weapon, for example by increasing or decreasing the amount of damage per hit.

[0082] For example, the damage per hit against weapon A, which has the highest win rate, is set to -15, meaning that the amount of damage per hit that can be inflicted on opponents will be reduced by 15 until the next calculation (one week in this example). Similarly, the damage per hit against weapon C, which has the next highest win rate, is set to -6, meaning that the amount of damage per hit that can be inflicted on opponents will be reduced by 6 until the next calculation. Meanwhile, the damage per hit against weapon B, which has the lowest win rate, is set to +4, meaning that the amount of damage per hit that can be inflicted on opponents will be increased by 4 until the next calculation.

[0083] In this manner, the parameters relating to abilities are changed so that the higher the winning rate of the weapon, the lower the weapon's abilities become.

[0084] Fig. 9 shows another example of parameter change by parameter change processing unit 21A. As shown in Fig. 9, game characters A, B, and C are given identification information PC-a, PC-b, and PC-c that can identify the characters, respectively. Every time a player selects a game character and plays a game, information related to the use is transmitted to server device 5A and recorded by information recording processing unit 17A. Then, every time a predetermined counting period (for example, one week in Fig. 9) elapses, information counting processing unit 19A counts the usage rate for each game character.

[0085] 9, the aggregated results of usage rates over a one week period are, for example, 31% for game character A, 44% for game character B, and 79% for game character C. The ability parameters are changed for each game character by increasing or decreasing, for example, the probability (%) of a critical hit that can cause greater damage than usual.

[0086] For example, the probability of a critical hit being scored against game character C, who is the most frequently used, is set to -14, meaning that the probability of a critical hit being scored in a match will decrease by 14 points until the next counting period (one week in this example). On the other hand, the probability of a critical hit being scored against game character B, who is the next most frequently used, is set to +4, meaning that the probability of a critical hit being scored in a match will increase by 4 points until the next counting period. Also, the probability of a critical hit being scored against game character A, who is the least frequently used, is set to +12, meaning that the probability of a critical hit being scored in a match will increase by 12 points until the next counting period.

[0087] In this manner, the ability-related parameters are changed so that the higher the usage rate of a game character, the lower the game character's abilities become.

[0088] The magnitude of increase or decrease in the ability parameters may be determined based on, for example, the degree of deviation from a predetermined reference value, a standard deviation, or the like. The reference value may be, for example, a fixed value set in advance, or may be the average value of each item or each game character at the time of compilation. The manner in which the ability parameters are increased or decreased may be set in advance by, for example, the game designer, or may be adjusted while varying the parameters using, for example, some kind of AI algorithm. Furthermore, the values ​​after the change by parameter change processing unit 21A may be made adjustable later by the game designer or operator.

[0089] In addition, in the above, new parameters such as the amount of damage per hit and the probability of a critical hit are provided, but it is also possible to vary pre-set parameters representing the capabilities of items or game characters, such as attack power and defense power.

[0090] 8 and 9 are merely examples, and growth parameters may be changed in other ways. Information other than the above may be collected and other ability parameters may be changed. For example, ability parameters may be changed by multiplying them by a coefficient as in the first embodiment.

[0091] The above-described processes in each processing unit are not limited to these examples of division of processing, and may be processed by a smaller number of processing units (e.g., one processing unit), or may be processed by a further subdivided processing unit. The functions of each processing unit described above are implemented by a game program executed by a CPU 501 (see FIG. 11 described below), but some of them may be implemented by actual devices such as dedicated integrated circuits such as ASICs and FPGAs, or other electric circuits. The above-described processing units are not limited to being implemented in their entirety on the server device 5A side, and some or all of them may be implemented on the terminal device 3 side.

[0092] (2-2. Processing procedure executed by the server) Next, an example of a process procedure executed by the CPU 501 of the server device 5A will be described with reference to FIG.

[0093] In step S110, the server device 5A causes the game progress processing unit 15 to progress the game in accordance with the input contents of the players of the terminal devices 3.

[0094] In step S120, the server device 5A records, via the information recording processing unit 17A, information related to the game characters or items used by each player, or information related to the outcome of a match in which each player used a specific game character or item.

[0095] In step S130, the server device 5A determines whether or not it is time to tally the information by the information tally processing unit 19A. If it is not time to tally the information (step S130: NO), the process returns to the previous step S110. On the other hand, if it is time to tally the information (step S130: YES), the process proceeds to step S140.

[0096] In step S140, the server device 5A, by the information compilation processing unit 19A, compiles the usage rate or winning rate for each game character or item during a predetermined period based on the information recorded in step S120.

[0097] In step S150, the server device 5A causes the parameter change processing unit 21A to change parameters relating to the abilities of the game characters or items based on the results of the compilation in step S140 above.

[0098] In step S160, the server device 5A judges whether or not to end the game. For example, if an instruction to end the game is input by the operator of the online game or the server administrator (step S160: YES), this flowchart ends. On the other hand, if an instruction to end the game is not input (step S160: NO), the process returns to the previous step S110 and the same procedure is repeated.

[0099] The above-mentioned processing procedure is an example, and at least some of the above procedures may be deleted or changed, or procedures other than those described above may be added. Furthermore, the order of at least some of the above procedures may be changed, or multiple procedures may be combined into a single procedure.

[0100] (2-3. Effects of the second embodiment) As described above, the game program of this embodiment causes the server device 5A, which is communicatively connected to a plurality of terminal devices 3, to function as an information recording processing unit 17A that records information related to the game play of the player on the terminal device 3, an information counting processing unit 19A that performs a predetermined calculation based on the recorded information related to the game play, and a parameter change processing unit 21A that changes parameters related to the content of the game based on the results of the calculation.

[0101] In this embodiment, information related to the game play of the player in the terminal device 3 is recorded, a predetermined calculation is performed on the recorded information related to the game play, and parameters related to the game content are changed according to the calculation result. This allows the player's behavior related to the game play (e.g., which game character or item was selected and used) to be reflected in the game content. In other words, the game content can be changed at any time according to the player's behavior related to the game play. As a result, it is possible to continuously bring about changes in the game, and it is possible to always provide fresh fun to the player. In addition, it becomes easy to operate an online game according to the player's trends.

[0102] Furthermore, particularly in this embodiment, the information recording processing unit 17A records information relating to game characters or items used by the player, the information compilation processing unit 19A compiles the usage rate of each game character or item during a specified period, and the parameter change processing unit 21A changes parameters relating to the abilities of the game characters or items based on the results of the compilation.

[0103] In this embodiment, information related to game characters or items used by a player is recorded, the usage rate for a predetermined period is tallied, and parameters related to the abilities of the game characters or items are changed according to the tallied results. This allows the tendency of the player's use of game characters and items to be reflected in the abilities of the game characters and items. In other words, the abilities of game characters and items can be changed at any time according to the tendency of the player's use of game characters and items. As a result, it is possible to prevent a specific game character or item from being constantly used, and to encourage the use of a wide range of game characters and items. This increases the freshness of the gameplay and improves the fun.

[0104] Furthermore, particularly in this embodiment, the information recording processing unit 17A records information relating to the outcome of a battle when a player uses a specific game character or item, the information compilation processing unit 19A compiles the win rate for each game character or item over a specified period, and the parameter change processing unit 21A changes parameters relating to the abilities of the game character or item based on the results of the compilation.

[0105] In this embodiment, information on the wins and losses when a player uses a specific game character or item in a battle is recorded, the win rate for a predetermined period is tallied, and parameters related to the abilities of the game character or item are changed according to the tallied results. This allows the trends in wins and losses when a specific game character or item is used to be reflected in the abilities of the game character or item. In other words, the abilities of the game character or item can be changed at any time according to the trends in wins and losses. As a result, it is possible to prevent a specific game character or item from being constantly used, and to encourage the use of a wide range of game characters and items. This increases the freshness of the gameplay and improves the fun.

[0106] Furthermore, particularly in this embodiment, the parameter change processing unit 21A changes the parameters related to the abilities so that the higher the usage rate or winning rate, the lower the abilities, and changes the parameters related to the abilities so that the lower the usage rate or winning rate, the higher the abilities.

[0107] This makes it possible to prevent certain game characters or items with high usage rates or winning rates from being constantly used, and encourages the use of a wide range of game characters and items, thus increasing the freshness of the gameplay and making it more interesting.

[0108] <3. Modifications> The present invention is not limited to the above-described embodiment, and various modifications are possible without departing from the spirit and technical concept of the present invention.

[0109] For example, information related to game play may be recorded and tallied only during a specific period such as the period during which a specific game event is held or a specific date period, and parameters related to the game content may be changed based on the tallied results. Also, for example, information related to game play may be recorded and tallied only in a specific space (e.g., some server devices when there are multiple server devices) rather than in all spaces in the game, and parameters related to the game content may be changed based on the tallied results. Also, for example, information related to game play may be recorded and tallied only when the game has reached a certain progress level (e.g., game constituent units such as levels, stages, chapters, game scores and points, player character parameters, etc.), and parameters related to the game content may be changed based on the tallied results.

[0110] Also, for example, information related to gameplay may be recorded and tallied not for all players participating in an online game but for some players only, and parameters related to the game content may be changed based on the tallied results. The some players may be, for example, players who have used a specific item, players who have activated a specific skill, players who have paid a specified charge, players who have set the game play mode to a specific mode (for example, a "parameter change mode" or the like).

[0111] In addition to the above, the methods according to the above-mentioned embodiments and modifications may be appropriately combined and used. Although not illustrated individually, the above-mentioned embodiments and modifications may be implemented with various modifications without departing from the spirit of the invention.

[0112] <4. Server hardware configuration> Next, an example of a hardware configuration of the server device 5, 5A that realizes each processing unit implemented by the program executed by the CPU 501 described above will be described with reference to Fig. 11. The terminal device 3 may have a similar hardware configuration.

[0113] 11, the server device 5, 5A includes, for example, a CPU 501, a ROM 503, a RAM 505, a GPU 506, a dedicated integrated circuit 507 constructed for a specific application such as an ASIC or an FPGA, an input device 513, an output device 515, a recording device 517, a drive 519, a connection port 521, and a communication device 523. These components are connected to each other via a bus 509, an input / output interface 511, etc. so as to be able to transmit signals to each other.

[0114] The game program can be recorded, for example, in the ROM 503, the RAM 505, or the recording device 517 such as a hard disk.

[0115] The game program may also be temporarily or permanently (non-temporarily) recorded on a removable recording medium 525 such as a magnetic disk such as a flexible disk, various types of CDs, MO disks, DVDs, and other optical disks, or a semiconductor memory. Such recording medium 525 may also be provided as so-called package software. In this case, the game program recorded on the recording medium 525 may be read by the drive 519 and recorded on the recording device 517 via the input / output interface 511, the bus 509, and the like.

[0116] The game program may also be recorded, for example, on a download site, another computer, or another recording device (not shown). In this case, the game program is transferred via a network NW such as a LAN or the Internet, and the communication device 523 receives this program. The program received by the communication device 523 may then be recorded in the recording device 517 via the input / output interface 511, the bus 509, etc.

[0117] The game program may also be recorded in, for example, an appropriate external connection device 527. In this case, the game program may be transferred via an appropriate connection port 521 and recorded in the recording device 517 via the input / output interface 511, the bus 509, etc.

[0118] Then, the CPU 501 executes various processes according to the programs recorded in the recording device 517, thereby realizing processes by the game progress processing unit 15, information recording processing unit 17, 17A, information compilation processing unit 19, 19A, parameter change processing unit 21, 21A, mission granting processing unit 23, etc. In this case, the CPU 501 may, for example, directly read out and execute the programs from the recording device 517, or may execute the programs after loading them once into the RAM 505. Furthermore, when the CPU 501 receives the programs via the communication device 523, the drive 519, or the connection port 521, for example, the CPU 501 may directly execute the received programs without recording them in the recording device 517.

[0119] In addition, the CPU 501 may perform various processes based on signals and information input from an input device 513 such as a mouse, keyboard, or microphone, as necessary, in addition to signals input from the game controller 7 of the terminal device 3 via the network NW.

[0120] The GPU 506 performs processing for image display, such as rendering processing, in response to instructions from the CPU 501 .

[0121] The CPU 501 and the GPU 506 then output the results of the above processing to the display device 9 of the terminal device 3 via the network NW, and, if necessary, output the results from an output device 515 including an audio output unit (not shown) such as a speaker or headphones. Furthermore, the CPU 501 and the GPU 506 may transmit the processing results via the communication device 523 or the connection port 521, or may record the processing results in the recording device 517 or the recording medium 525, if necessary. [Explanation of symbols]

[0122] 3 Terminal Equipment 5. Server device (information processing device) 5A Server equipment (information processing equipment) 15 Game progress processing section 17 Information recording processing section 17A Information recording processing section 19 Information Collection and Processing Unit 19A Information collection processing unit 21 Parameter change processing section 21A Parameter change processing section 23 Mission assignment processing unit

Claims

1. An information processing device communicably connected to a plurality of terminal devices, an information recording processing unit that records information related to a game play of a player on the terminal device; an information tallying processing unit that performs a predetermined tally based on the recorded information relating to the game play; a parameter change processing unit that changes parameters related to the content of the game based on the results of the compilation; Functioning as a The information recording processing unit includes: Recording information related to in-game actions of a game character operated by the player; The information compilation processing unit includes: tallying a total amount of said in-game actions over a predetermined period of time; The parameter change processing unit: changing a parameter related to the growth of the game character based on the result of the compilation; The in-game action is At least one of moving in a virtual space and talking with other game characters is included; The total amount of in-game actions is At least one of the distance traveled and the number of conversations corresponding to the in-game action is included. Game program.

2. The parameter change processing unit: changing the parameters relating to the growth such that the growth of the game character is promoted as the total amount of the in-game actions increases; The game program according to claim 1 .

3. An information processing device communicably connected to a plurality of terminal devices, an information recording processing unit that records information related to a game play of a player on the terminal device; an information tallying processing unit that performs a predetermined tally based on the recorded information relating to the game play; a parameter change processing unit that changes parameters related to the content of the game based on the results of the compilation; Functioning as a The information recording processing unit includes: recording a time of said game play by a plurality of players; The information compilation processing unit includes: tallying up a total time of game play by the plurality of players during a predetermined period for each of the players; The parameter change processing unit: comparing total times of game play by the plurality of players, and varying a parameter related to growth of the game character such that the growth of the game character operated by a player who has played the game for a longer total time is promoted; Game program.

4. An information processing device communicably connected to a plurality of terminal devices, an information recording processing unit that records information related to a game play of a player on the terminal device; an information tallying processing unit that performs a predetermined tally based on the recorded information relating to the game play; a parameter change processing unit that changes parameters related to the content of the game based on the results of the compilation; Functioning as a The information recording processing unit includes: Recording information relating to in-game actions of game characters operated by multiple players; The information compilation processing unit includes: aggregating a total amount of in-game actions of the game characters operated by the multiple players during a predetermined period for each of the players; The information processing device, a mission assignment processing unit that assigns predetermined missions to the plurality of players; It also functions as The parameter change processing unit: comparing total amounts of in-game actions of the game characters operated by the multiple players during a period from when the mission is given to when the mission is cleared, and changing a parameter related to the growth of the game characters so that the growth of the game characters operated by the player with a smaller total amount is promoted; Game program.

5. The information recording processing unit includes: Recording information related to game characters or items used by the player; The information compilation processing unit includes: tallying up the usage rate for each of the game characters or each of the items during a predetermined period of time; The parameter change processing unit: changing a parameter related to the ability of the game character or the item based on the result of the compilation; The game program according to claim 1 .

6. The information recording processing unit includes: Recording information related to a win or loss when the player plays a game using a specific game character or item; The information compilation processing unit includes: tallying up the winning percentage for each of the game characters or each of the items during the predetermined period; The parameter change processing unit: changing a parameter related to the ability of the game character or the item based on the result of the compilation; The game program according to claim 5.

7. The parameter change processing unit: changing a parameter related to the ability so that the higher the usage rate or the winning rate is, the lower the ability is; and changing a parameter related to the ability so that the lower the usage rate or the winning rate is, the higher the ability is. The game program according to claim 6.

8. A game processing method executed by an information processing device communicably connected to a plurality of terminal devices, comprising: recording information related to a game play of a player on the terminal device; performing a predetermined calculation based on the recorded information related to the game play; changing a parameter related to the content of the game based on the result of the compilation; having The step of recording the information includes: Recording information related to in-game actions of a game character operated by the player; The step of performing the predetermined counting includes: tallying a total amount of said in-game actions over a predetermined period of time; The step of varying the parameter includes: changing a parameter related to the growth of the game character based on the result of the compilation; The in-game action is At least one of moving in a virtual space and talking with other game characters is included; The total amount of in-game actions is At least one of the distance traveled and the number of conversations corresponding to the in-game action is included. Game processing method.

9. An information processing device communicably connected to a plurality of terminal devices, an information recording processing unit that records information related to a game play of a player on the terminal device; an information tallying processing unit that performs a predetermined tally based on the recorded information related to the game play; a parameter change processing unit that changes parameters related to the content of the game based on the results of the compilation; having The information recording processing unit includes: Recording information related to in-game actions of a game character operated by the player; The information compilation processing unit includes: tallying a total amount of said in-game actions over a predetermined period of time; The parameter change processing unit: changing a parameter related to the growth of the game character based on the result of the compilation; The in-game action is At least one of moving in a virtual space and talking with other game characters is included; The total amount of in-game actions is At least one of the distance traveled and the number of conversations corresponding to the in-game action is included. Information processing device.

Citation Information

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