Game program, game device, game system
Patent Information
- Application Number
- JP2022143970
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2022-09-09
- Publication Date
- 2025-02-21
- Estimated Expiration
- 2040-11-20
AI Technical Summary
【0015】 本開示によれば、ユーザの利便性を改善することが可能なゲームプログラム、ゲーム装置、及びゲームシステムを提供できる。
Smart Images

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Abstract
Description
[Technical field]
[0001] The present invention relates to a game program, a game device, and a game system. [Background technology]
[0002] Online games provided by electronic devices such as smartphones are known that use blockchain technology (for example, Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2019-76350 A Summary of the Invention [Problem to be solved by the invention]
[0004] However, with regard to online games, there is still room for improvement in terms of user convenience. The present disclosure provides a game program, a game device, and a game system that can improve user convenience. [Means for solving the problem]
[0005] A first aspect includes a computer comprising: a first game execution means for executing a first game; a second game execution means for executing a second game different from the first game; a game medium providing means for providing a first game medium to a user in the first game; and a game medium management means for making the first game medium or a second game medium corresponding to the first game medium available for a predetermined period in the second game. The game program is characterized by the above.
[0006] In a first aspect, the game media management means can set the specified period as a period from a point during the service provision period of the first game to a point after the service of the first game ends. In a first aspect, the game media management means can set the length of the specified period based on a utility value fluctuation amount, which is the deviation between the utility value of the first game medium in the first game and the utility value of the first game medium or the second game medium in the second game.
[0007] In a first aspect, the game medium management means can set characteristics of the first game medium or the second game medium in the second game based on a utility value fluctuation amount, which is the deviation between the utility value of the first game medium in the first game and the utility value of the first game medium or the second game medium in the second game.
[0008] In a first aspect, the game media management means can set the utility value fluctuation amount based on the popularity of at least one of the first game and the second game. In the first aspect, when a plurality of the second games exist, the game media management means can set the utility value fluctuation amount based on the number of the second games.
[0009] In a first aspect, the game media management means can use, as the number of second games, the number of second games that the user is playing among a plurality of second games. In a first aspect, the computer comprises: If the user owns the first game medium during the specified period, the device may further function as a display control means for displaying a screen prompting the user to switch from the first game to the second game.
[0010] In a first aspect, the computer comprises: If the user newly acquires the first game medium in the first game during the specified period, the device can further function as a display control means for displaying a screen prompting the user to transition from the first game to the second game.
[0011] In the first aspect, when there are a plurality of the second games, The computer, a selection unit that allows the user to select one of the second games when the predetermined period has elapsed; The game media management means can convert the first game media into game media that can be used in the second game selected by the selection means.
[0012] In a first aspect, the computer comprises: and further functioning as an information management means for storing and managing tokens corresponding to the first game medium in a distributed ledger; The distributed ledger may be commonly available for use in the first game and the second game.
[0013] The second aspect is a first game execution unit that executes a first game; a second game execution unit that executes a second game different from the first game; a game medium providing unit that provides a first game medium to a user in the first game; a game media management unit that makes the first game media or a second game media corresponding to the first game media available for a predetermined period in the second game. The present invention is a game device characterized by the above.
[0014] The third aspect is a first game execution unit that executes a first game; a second game execution unit that executes a second game different from the first game; a game medium providing unit that provides a first game medium to a user in the first game; a game media management unit that makes the first game media or a second game media corresponding to the first game media available for a predetermined period in the second game. This is a game system characterized by the above. Effect of the Invention
[0015] According to the present disclosure, it is possible to provide a game program, a game device, and a game system that can improve user convenience. [Brief description of the drawings]
[0016] [Figure 1] 1 is a block diagram showing a schematic configuration of a game system according to an embodiment. [Diagram 2] 2 is a block diagram showing a schematic configuration of a first server device and a second server device according to the embodiment. FIG. [Diagram 3] 1 is a block diagram showing a schematic configuration of a node device according to an embodiment; [Figure 4] 1 is a block diagram showing a schematic configuration of a game device according to an embodiment. [Diagram 5] 13(a) and 13(b) are timing charts showing the progress of the first game and the second game, respectively. [Figure 6] 6 is a sequence chart illustrating a procedure of a process executed by each of a first server device and a second server device in the embodiment. [Figure 7] 13 is a sequence chart showing the procedure of processes executed by control units of the first server device and the second server device in the first modified example. [Figure 8] A figure showing an example of a map used by a game content management means of the fourth modified example. [Figure 9] 13 is a flowchart showing a procedure of a process executed by a display control means of the fifth modified example. [Figure 10] 13 is an example of a screen that is displayed on a display during a game. [Figure 11]13 is a flowchart showing a procedure of a process executed by a display control means of a sixth modified example. [Figure 12] 13 is a sequence chart showing the procedure of processes executed by respective control units of a game device and a first server device in a seventh modified example. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0017] [Embodiment] An embodiment of a game system 1 according to the present disclosure will be described with reference to the drawings. <Game Description> 1, a first server device 2a, a second server device 2b, a plurality of node devices 3, and a plurality of game devices 5 are communicatively connected to one another via a communication network 6, and games provided by each of the server devices 2a and 2b are executed on the game devices 5. Hereinafter, the game provided by the server device 2a will be referred to as the "first game," and the game provided by the server device 2b will be referred to as the "second game." The second game is a different game from the first game, and their outlines are as follows.
[0018] The first game and the second game of this embodiment are online games executed in the game system 1. In each game, a user of the game device 5 causes one or more player characters to act in a virtual game space, and causes the player characters to fight against enemy characters that are non-player characters. The player characters correspond to objects.
[0019] In each game, the user can obtain game media. The game media is electronic data representing elements related to each game, such as the player character operated by the player in a virtual space, items such as weapons, armor, and tools that the player character can use in the virtual game space, and consumable media including various virtual currencies that can be used in each game. The user can obtain game media by purchasing it for a fee, as a reward for clearing quests or various in-game events, or through a lottery method called gacha.
[0020] The virtual currency may be either paid virtual currency or free virtual currency. Paid virtual currency is virtual currency that is acquired by charging. Free virtual currency is virtual currency that is acquired without charging. Free virtual currency may be acquired according to the progress of the game, for example, as a bonus given to a user when logging in to the game (a so-called login bonus), or as a bonus given to a user for clearing a game event such as a quest.
[0021] A quest is game content associated with tasks and conditions to be achieved within a game. A clear condition is set for a quest. When the clear condition of a quest is achieved by the user's game action, the user is given a predetermined reward. A task other than the clear condition (a so-called mission) may be associated with a quest. By achieving the clear condition while accomplishing the mission, the user is given a mission clear reward in addition to the clear reward.
[0022] Gacha is a method of selecting any game medium by lottery based on a predetermined selection ratio. The selected game medium is given to the user. Game media consumed to play gacha include, for example, "paid stones", which are paid game media given to the user by a payment operation, and "free stones", which are free game media given to the user through gaming activities. Note that "giving game medium to a user" is synonymous with "associating the game medium with identification information indicating the user". Furthermore, "the user owns the game medium" is synonymous with "the game medium is associated with identification information indicating the user".
[0023] The game of this embodiment is a so-called blockchain game in which information on game media is managed by a distributed network system consisting of multiple node devices 3, specifically, a blockchain system 4. In the blockchain system 4, the game media of each game is managed as an NFT (Non-Fungible Token). An NFT means a non-fungible token, and can prove that the game media is unique. In the blockchain system 4, information on the tokens corresponding to each game media is stored and managed in a distributed ledger held by each of the multiple node devices 3. In this way, the uniqueness of the game media can be ensured in the blockchain game, so that not only can the game media be safely exchanged or sold, but also, for example, the game media acquired in the first game can be used in the second game.
[0024] Such a first game and a second game are executed using a game device 5 which is a home game console such as PlayStation (registered trademark), a portable game console such as Nintendo Switch (registered trademark), or an electronic device such as a personal computer, a smartphone, a tablet, etc. In the following, a case where the game device 5 is a smartphone will be exemplified.
[0025] <Overview of Game System 1> The game system 1 includes a first server device 2a, a second server device 2b, a plurality of node devices 3, and a plurality of game devices 5. Each of the server devices 2a and 2b stores game programs and game data, and manages the game data of the game devices 5, more specifically, manages the game data for each account.
[0026] The game device 5 executes a predetermined game based on the user's operation. To this end, the game device 5 receives, specifically downloads and installs, a game program and game data from the server devices 2a and 2b via the communication network 6. Each user is assigned account information in association with the game device 5. The account information includes identification information, a password, and the like. The account information is transmitted from the game device 5 to the server devices 2a and 2b at the time of login, and is used for user authentication in the server devices 2a and 2b.
[0027] After user authentication, mutual communication becomes possible between the server devices 2a, 2b and the game device 5. After logging in, the game device 5 receives data necessary for game progress, such as data related to the game progress status, from the server devices 2a, 2b, and then progresses the game while outputting game images and sounds from the display 61 and the speaker 62, respectively, based on the user's operation.
[0028] In the game system 1 of this embodiment, the account information of the first game and the account information of the second game are shared. Therefore, when a user has account information of either the first game or the second game, the user can play the other game using the account information.
[0029] The multiple node devices 3 constitute a blockchain system 4. The blockchain system 4 ensures the accuracy and tamper resistance of data by storing and synchronizing the same data in the distributed ledger held by each node device 3 based on blockchain technology. In this embodiment, game media owned by users of each game device 5 are managed in the distributed ledger of the blockchain system 4. In the game system 1 of this embodiment, the game media of the first game and the game media of the second game are managed in a common distributed ledger of the blockchain system 4. In other words, the distributed ledger of the blockchain system 4 can be commonly used in the first game and the second game.
[0030] <Configuration of Game System 1> Hereinafter, the hardware configuration of each of the server devices 2a and 2b, the node device 3, and the game device 5 will be described with reference to FIG. <Configuration of First Server Device 2a> The first server device 2a provides a first game to the game device 5. As shown in Fig. 2, the first server device 2a has a network interface 21a, a storage unit 22a, and a control unit 23a. The network interface 21a and the storage unit 22a are electrically connected to the control unit 23a via a bus 29a.
[0031] The network interface 21a is communicably connected to each node device 3 and each game device 5 via a communication network 6 such as the Internet or a LAN. The storage unit 22a is composed of a hard disk drive (HDD), a random access memory (RAM), a read only memory (ROM), and a solid state drive (SSD), etc. The storage unit 22a stores various programs including a part of the game program of this embodiment, as well as various data such as a user database (DB) 221a, a game media DB 222a, etc.
[0032] In the user DB 221a, for each identification number of a user playing a game, user information, information about the player character operated by the user, the amount of consumable media usable in the virtual game space, etc. are stored in association with each other. The user information includes information such as the user name and user rank. The information about the player character includes information such as the level and status of the player character, and equipment and items associated with the player character.
[0033] The game medium DB 222a stores information about the characteristics of all game media used in the first game. For example, if the game media is an item that recovers the hit points of the player character, information about the recovery amount of the recovery item is stored in the game medium DB 222a.
[0034] The control unit 23a is configured with a microcomputer having a CPU and a semiconductor memory, and controls the operation of the first server device 2a. The control unit 23a executes various programs to function as an information processing unit 231a, a matching unit 232a, a service management unit 233a, a game media management unit 234a, and a lottery execution unit 235a. In this embodiment, these units 231a to 235a correspond to an information processing unit, a matching unit, a service management unit, a game media management unit, and a lottery execution unit, respectively.
[0035] -Information processing means 231a- The information processing means 231a transmits and receives various data to and from each game device 5. Main data received by the information processing means 231a include download request information for a game program, a gacha lottery request in response to a user operation, account information, game data, etc. Main data transmitted by the information processing means 231a include information for confirming that the game device 5 has received the game program, information on game media obtained by gacha, etc.
[0036] - Matching means 232a - The verification means 232a uses the user identification information received from the game device 5 to authenticate the user account. -Service management means 233a- For example, when the service of the first game is to end, the service management means 233a notifies the user of the end of the service and determines the time when the service will end. Specifically, when the service management means 233a determines that the service of the first game is to end, the service management means 233a transmits to the second server device 2b a notice of the end of the service, as well as a time when the service will be notified to the user and the time when the service will end. When the time to notify arrives, the service management means 233a notifies the user of the end of the first game by posting, for example, on the homepage of the first game on the Internet, that the service of the first game will end and the time when the service will end. Furthermore, when the time to end the service arrives, the service management means 233a stops all services of the first game and transmits to the second server device 2b a notice of the end of the service of the first game.
[0037] -Game media management means 234a- The game content management means 234a manages tokens corresponding to the game content of the first game in the distributed ledger of the blockchain system 4. For example, when a user acquires a predetermined game medium in the first game, the game medium management means 234a registers a token corresponding to the game medium in the distributed ledger of the blockchain system 4. In addition, when various transactions such as exchange or sale of game medium are performed between different users in the first game, the game medium management means 234a registers a transaction history of the token corresponding to the game medium in the distributed ledger of the blockchain system 4.
[0038] -Lottery execution means 235a- The lottery execution means 235a executes a lottery for a game medium in response to a lottery request from a user. Specifically, the control unit 56 of the game device 5 first accepts a lottery request from a user via the touch pad 63 and the operation unit 54. The control unit 56 transmits the accepted lottery request to the lottery execution means 235a of the server device 2a via the network interface 51. Upon receiving the lottery request, the lottery execution means 235a selects one or more game media by lottery from the lottery list based on the winning probability of each game medium in response to the request. The lottery execution means 235a associates information about the selected game medium with the identification information of the user who performed the operation that is the source of the lottery request in the distributed ledger of the blockchain system 4. As a result, the user is given the game medium that he or she won by drawing the gacha himself or herself.
[0039] Thus, in this embodiment, the lottery executing means 235a corresponds to a game media providing means that provides the game media of the first game to the user. <Configuration of the second server device 2b> The second server device 2b provides the second game to the game device 5. The second server device 2b has the same configuration as the first server device 2a. That is, the second server device 2b has a network interface 21b, a memory unit 22b, a control unit 23b, and a bus 29b. A user DB 221b and a game media DB 222b are stored in the memory unit 22b. The control unit 23b executes various programs to function as an information processing means 231b, a matching means 232b, a service management means 233b, a game media management means 234b, and a lottery execution means 235b. These functions are the same as those of the first server device 2a, and therefore detailed explanations thereof will be omitted.
[0040] <Configuration of node device 3> The multiple node devices 3 manage the distributed ledger of the blockchain system 4. The multiple node devices 3 each have the same configuration. As shown in Fig. 3, the node device 3 has a network interface 31, a storage unit 32, and a control unit 33. The network interface 31 and the storage unit 32 are electrically connected to the control unit 33 via a bus 39.
[0041] The network interface 31 is communicably connected to each of the server devices 2a, 2b and each of the game devices 5 via a communication network 6 such as the Internet or a LAN. The storage unit 32 is composed of a HDD, a RAM, a ROM, an SSD, etc. The storage unit 32 stores various programs including a part of a game program, and a distributed ledger 321 used in the blockchain system 4.
[0042] The control unit 33 is configured with a microcomputer having a CPU and a semiconductor memory, and controls the operation of the node device 3. The control unit 33 executes various programs to function as an information management means 331. In this embodiment, the information management means 331 corresponds to the information management unit.
[0043] -Information management means 331- When the information management means 331 receives a registration request for the game medium transmitted from the server devices 2a, 2b when a user acquires the game medium, the information management means 331 registers a token corresponding to the game medium in the distributed ledger 321.
[0044] When registering a token in the distributed ledger 321, the information management means 331 registers user identification information and game identification information in association with the token. The user identification information is information for identifying a user who owns the token. The user identification information associated with the token is shared with the user identification information of the first game and the second game. The user identification information of the first game and the second game may be different, and in that case, information for linking the two may also be stored in the token. The game identification information is information for identifying a game to which a game medium corresponding to the token is assigned. For example, when a user acquires a predetermined game medium in the first game, the token of the game medium is associated with the identification information of the first game. The game medium corresponding to the token associated with the identification information of the first game can basically be used only in the first game. Similarly, the game medium corresponding to the token associated with the identification information of the second game can basically be used only in the second game.
[0045] The information management means 331 registers information on the transaction history of tokens corresponding to each game medium in the distributed ledger 321 based on information on the transaction history of the game medium transmitted from the server devices 2a, 2b or the game device 5. Specifically, the distributed ledger 321 stores a plurality of blocks including a hash value and a list of transactions. A transaction is data on a token transaction. A transaction includes, for example, input information indicating information on a transfer source and output information indicating information on a transfer destination. The hash value is calculated from information included in the previous block. Thus, the distributed ledger 321 stores the transaction history of each token, in other words, the transaction history of game content, with each block linked like a chain by the hash value. In the blockchain system 4, such token transaction history is managed in the distributed ledger 321 of each node device 3, thereby ensuring the uniqueness of each game content.
[0046] <Configuration of Game Device 5> 4, the game device 5 has a display 61, a speaker 62, and a touch pad 63 either externally connected or built-in. The game device 5 also has a network interface 51, a graphics processing unit 52, an audio processing unit 53, an operation unit 54, a storage unit 55, and a control unit 56. The network interface 51, the graphics processing unit 52, the audio processing unit 53, the operation unit 54, and the storage unit 55 are electrically connected to the control unit 56 via a bus 59. The hardware configurations of the multiple game devices 5 are basically the same as each other, and therefore redundant description will not be repeated.
[0047] The network interface 51 is communicatively connected to the communication network 6 for transmitting and receiving various data between the game device 5 and the server devices 2a and 2b, or between the game device 5 and the node device 3. The graphics processing unit 52 renders game images in a moving image format based on game image information output from the control unit 56. The game images include characters and various objects related to the virtual game space. The graphics processing unit 52 is connected to, for example, a liquid crystal display 61, and displays the game images rendered in a moving image format on the display 61 as a game screen.
[0048] The audio processing unit 53 is connected to a speaker 62 , and reproduces and synthesizes game sounds based on instructions from the control unit 56 , and outputs the game sounds from the speaker 62 . The operation unit 54 is connected to the touch pad 63, and transmits and receives data related to operations and inputs to and from the touch pad 63. The user can input an operation signal to the game device 5 by performing a touch operation on the touch pad 63.
[0049] The storage unit 55 is composed of an HDD, an SSD, a RAM, a ROM, etc. The storage unit 55 stores game data downloaded from the server devices 2a and 2b, various programs including a part of the game program, account information of the game device 5, etc. The control unit 56 is composed of a microcomputer having a CPU and a semiconductor memory, and controls the operation of the game device 5. The control unit 56 executes various programs to function as a communication means 561, a first game execution means 562, a second game execution means 563, a first game media providing means 564, a second game media providing means 565, an audio control means 566, and a display control means 567. These means 561 to 566 correspond to the communication unit, the first game execution unit, the second game execution unit, the first game media providing unit, the second game media providing unit, the audio control unit, and the display control unit, respectively.
[0050] -Means of communication 561- The communication means 561 communicates with the server devices 2 a and 2 b and the plurality of node devices 3 via the network interface 51 . The communication means 561 generates information that can be grasped by the server devices 2a, 2b based on, for example, various operation signals received by the operation unit 54 from the touch pad 63, and transmits the information to the server devices 2a, 2b. For example, the communication means 561 transmits account information, download request information for new game data, a gacha execution request, etc. to the server devices 2a, 2b. In addition, the communication means 561 receives, from the server devices 2a, 2b, new game data transmitted from the server devices 2a, 2b in response to the download request information, information on the game media selected by the lottery process, etc.
[0051] -First game execution means 562- The first game executing means 562 executes the first game on the game device 5. Specifically, the first game executing means 562 reads data such as virtual game space objects and textures included in the data of the first game from the storage unit 55, or receives the data from the server devices 2a, 2b, based on a user's operation of the touchpad 63. The first game executing means 562 generates two-dimensional or three-dimensional game image information while executing a game program using the data such as the virtual game space objects and textures. The game image information is processed by the graphics processing unit 52, and the processed game images are sequentially displayed on the display 61.
[0052] The first game executing means 562 places a character on the game image based on an operation by the user of the game device 5, and controls the behavior of the character in the virtual game space according to the operation by the user and the progress of the game. -Second game execution means 563- The second game executing means 563 executes the second game in the game device 5. The basic functions of the second game executing means 563 are the same as those of the first game executing means 562, and therefore a detailed description thereof will be omitted.
[0053] -Game media provision means 564, 565- The first game media providing means 564 provides game media to the user based on the gaming behavior of the first game. For example, when a clearing condition of a quest is satisfied by the gaming behavior of the user, the first game media providing means 564 provides a reward corresponding to the quest to the user. Similarly, the second game media providing means 565 provides game media to the user based on the gaming behavior of the second game.
[0054] -Voice control means 566- The audio control means 566 controls the audio output of the speaker 62 based on the user's operation on the game device 5 during execution of the game. --Display control means 567-- The display control means 567 controls the display output of the display 61 based on the user's operation on the game device 5 during execution of the game.
[0055] <Processing of the game media management means 234a, 234b of the server devices 2a, 2b> In a game system 1 having the above-described configuration, for example, if the service of the first game has to be terminated for some reason, the user will no longer be able to use the game media acquired in the first game, which may cause dissatisfaction on the part of the user.
[0056] Therefore, in the game system 1 of this embodiment, based on a predetermined contract between an operator providing a first game and an operator providing a second game, when the service of one game is terminated, the game medium acquired by a user in one game can be used for a limited time in the other game.
[0057] The following is a detailed description of the processing performed in the game system 1, particularly the processing performed by the game media management means 234a, 234b of the server devices 2a, 2b. Note that since the processing executed by the game media management means 234a, 234b is basically the same, the following description will be given by taking as an example a case where the service of the first game ends.
[0058] When the game media management means 234b of the second server device 2b receives a service termination notification transmitted from the service management means 233a of the first server device 2a in association with the termination of the service of the first game, the game media management means 234b first sets a period during which the game media of the first game can be used in the second game. Specifically, as shown in FIG. 5, for example, when the notification time of the service termination notified from the service management means 233a of the first server device 2a is "t1" and the service termination time of the first game is "t2", the game media management means 234b sets the notification time t1 as the start time ts and sets a time later than the service termination time t2 as the end time te. Then, the game media management means 234b sets the period from the start time ts to the end time te as a period during which the game media of the first game can be used in the second game. Hereinafter, this period is referred to as the "available period T". In this embodiment, the available period T corresponds to a predetermined period.
[0059] On the other hand, when the game media of the first game is made available for use in the second game, the second server device 2b needs to obtain information on the characteristics of the game media. Thus, when the service of the first game ends, the game media management means 234a of the first server device 2a transmits the game media characteristic information of the first game stored in the game media DB 222a to the second server device 2b. Upon receiving the game media characteristic information of the first game transmitted from the first server device 2a, the game media management means 234b of the second server device 2b stores the information in the game media DB 222b.
[0060] Furthermore, the game media management means 234b of the second server device 2b permits the use of the game media of the first game in the second game at the start time ts of the usable period T. Specifically, the game media management means 234b permits the use, in the second game, of not only tokens to which identification information of the second game is assigned, but also tokens to which identification information of the first game is assigned, among tokens registered in the distributed ledger 321 of the blockchain system 4.
[0061] As a result, the game media of the first game can be used in the second game with its characteristics intact. In this embodiment, the game media that can be used in the second game with the characteristics of the first game intact corresponds to the “first game media.” The game media management means 234b of the second server device 2b prohibits the use of the game media of the first game in the second game when the end time te of the usable period T arrives. Specifically, the game media management means 234b permits the use in the second game of only tokens to which identification information of the second game is assigned among tokens registered in the distributed ledger 321 of the blockchain system 4, and prohibits the use in the second game of tokens to which identification information of the first game is assigned. This makes it possible to use the game media of the first game in the second game only during the usable period T.
[0062] In the game system 1 of this embodiment, common (or mutually linked) user identification information is used in the first game, the second game, and the distributed ledger 321 of the blockchain system 4. Therefore, during the usage period T, the user can use the game media of the first game in the second game simply by logging in to the second game using the account information of the first game.
[0063] The game media management means 234b of the second server device 2b registers the usage history and transaction history in the distributed ledger 321 of the blockchain system 4 when the game media of the first game is used in the second game or used in a transaction such as exchange or sale between users during the usable period T.
[0064] <Operation flow of game system 1> Next, with reference to FIG. 6, a description will be given of the flow of processing executed by the control units 23a and 23b of the server devices 2a and 2b, respectively, when the service of the first game ends.
[0065] 6, when it is determined that the service of the first game will end, the service management means 233a of the first server device 2a transmits a service end notification to the second server device 2b (step S10). The service end notification includes information such as the fact that the service of the first game will end, a service end notification time t1, and a service end time t2. In addition, the game media management means 234a of the first server device 2a transmits game media characteristic information of the first game to the second server device 2b (step S11).
[0066] The game media management means 234b of the second server device 2b receives the service end notification transmitted from the first server device 2a (step S20) and also receives game media characteristic information of the first game (step S21). The game media management means 234b determines the available period T as shown in Fig. 5 based on the service end announcement time t1 and the service end time t2 included in the service end notification (step S22). The game media management means 234b also stores the game media characteristic information transmitted from the first server device 2a in the game media DB 222b (step S23).
[0067] Next, the game media management means 234b determines whether the start time ts of the available period T has arrived (step S24), and if the start time ts has arrived (step S24: YES), permits the use of the game media of the first game in the second game (step S25). Thereafter, the game media management means 234b determines whether the end time te of the available period T has arrived (step S26), and if the end time te has arrived (step S26: YES), prohibits the use of the game media of the first game in the second game (step S27).
[0068] In summary, the control unit 33 (computer) of the game device 5 functions as a first game execution means (562) that executes a first game, a second game execution means (563) that executes a second game different from the first game, and a game media providing means (564) that provides the first game media to the user in the first game. The control unit 23a (computer) of the first server device 2a functions as a game media providing means (235a) that provides the first game media to the user in the first game. Furthermore, the control unit 23b (computer) of the second server device 2b functions as a game media management means (234b) that makes the first game media available for a predetermined period in the second game.
[0069] <Effects> According to the game system 1 described above, the user can use the game media of the first game in the second game during the available period T. This prevents the game media provided to the user in the first game from simply disappearing, thereby reducing user dissatisfaction.
[0070] 5, the game media management means 234b sets the available period T as a period from a time ts during the service provision period of the first game to a time te that is later than the service end time t2 of the first game. With this configuration, even after the service of the first game ends, the user can use the game media of the first game in the second game, so that the user's dissatisfaction can be further alleviated. In addition, by limiting the period during which the game media can be used in the second game, the influence of the game media from the first game on changes in the game balance of the second game can be suppressed.
[0071] <First Modification> Next, a first modified example of the game system 1 of the above embodiment will be described. In the above embodiment, a configuration in which the game media of the first game are used as is in the second game has been described as an example, but in such a configuration, there is a possibility that the game playability of the second game may be impaired.
[0072] For example, suppose the game medium of the first game is a recovery item, and the recovery amount is set to "1000". If the maximum hit points of the player character in the first game are "5000", the effect of the recovery item is to recover only 1 / 5 of the player character's hit points, which is not a very large recovery effect. However, if the maximum hit points of the player character in the second game are "1000", a recovery item with a recovery effect of "1000" will have the maximum recovery effect. Therefore, if this recovery item of the first game is used as is in the second game, the game playability of the second game will be greatly impaired.
[0073] Therefore, the game media management means 234b of the second server device 2b in this modification adjusts the characteristics of the game media when making the game media of the first game available. For example, in the case of the above recovery item, the game media management means 234b sets the recovery effect to 1 / 5, or “200.”
[0074] The adjustment of the characteristics of the game media of the first game as described above is performed, for example, by a provider of the second game, and the adjustment details are stored in the game media DB 222b of the second server device 2b. The game media management means 234b of the second server device 2b determines the characteristics of the game media of the second game when used in the first game, based on the adjustment details stored in the game media DB 222a.
[0075] Alternatively, the adjustment of the characteristics of the game media of the first game may be performed by the game media management means 234b of the second server device 2b. Specifically, the game media management means 234b compares the game media characteristic information of the second game stored in the game media DB 222b with the game media characteristic information of the first game transmitted from the first server device 2a to calculate an adjustment amount when the game media of the first game is used in the second game using an arithmetic formula or the like, and stores the calculated adjustment amount in the game media DB 222b for each game medium. Then, when the game media of the first game is actually used in the second game, the game media management means 234b determines the characteristics of the game media of the first game based on the game media characteristic information of the first game and the adjustment amount stored in the game media DB 222b.
[0076] When the adjustment of the characteristics of the game media of the first game is performed by the game media management means 234b of the second server device 2b, the game system 1 operates, for example, as shown in FIG. 7, following the process of step S23, the game media management means 234b of the second server device 2b determines whether or not it is necessary to adjust the characteristics of the game media of the first game (step S30). For example, the game media management means 234b extracts game media of the second game similar to the game media of the first game, and if there is a large difference between the effect values thereof, determines that it is necessary to adjust the characteristics of the game media of the first game (step S30: YES). In this case, the game media management means 234b adjusts the characteristics of the game media of the first game by calculating the adjustment amount as described above (step S31).
[0077] The game media management means 234b of the second server device 2b executes the process of step S24 and subsequent steps after executing the process of step S31. The game media management means 234b also executes the process of step S24 and subsequent steps when a negative determination is made in the process of step S30 (step S30: NO), i.e., when adjustment of the characteristics of the game media is not required.
[0078] The processes in steps S30 and S31 are performed individually for each of the game media of the first game that are available in the second game, that is, the adjustment of the characteristics is performed individually for each of the game media of the first game. In the game system 1 of this modified example, game media whose characteristics are not adjusted are used in the second game with the characteristics in the first game maintained. In this modified example, the game media used in the second game with the characteristics in the first game maintained corresponds to the "first game medium." Moreover, the game media whose characteristics in the first game are adjusted and used in the second game corresponds to the "second game medium" corresponding to the first game medium. In the following, the terms "first game medium" and "second game medium" are used with these definitions.
[0079] According to the configuration of the game system 1 of this modified example as described above, when the game media of the first game is made available for use in the second game, it is possible to avoid impairing the game playability of the second game. <Second Modification> Next, a second modification of the game system 1 of the above embodiment will be described.
[0080] When using the game media of a first game in a second game, it is possible that the game media corresponding to the game media of the first game does not exist in the second game. For example, if the first game has an attack means that consumes magic points, but the second game does not have an attack means that consumes magic points, then an item that recovers magic points exists in the first game but does not exist in the second game. In such a case, the game media of the first game cannot be used as is in the second game.
[0081] Therefore, in the process of step S31 shown in Fig. 7, if the second game does not have game media corresponding to the game media of the first game, the game media management means 234a of the second server device 2b in this modification changes the characteristics of the game media of the first game to characteristics usable in the second game. For example, if the second game has an attack means that consumes stamina, the game media management means 234a changes the effect of an item that recovers magic points to an effect that recovers stamina. In this modification, the game media after the characteristics have been changed corresponds to the second game media.
[0082] Such actual adjustment of the characteristics of the game media of the first game is performed, for example, by a provider of the second game, and the adjustment details are stored in the game media DB 222b of the second server device 2b. The game media management means 234b determines the characteristics of the game media of the first game when used in the second game, based on the adjustment details stored in the game media DB 222b.
[0083] According to the configuration of the game system 1 of this modified example as described above, even if the game medium of the first game does not exist in the second game, it is possible to use the game medium corresponding to the game medium of the first game in the second game, thereby further alleviating user dissatisfaction.
[0084] <Third Modification> Next, a third modified example of the game system 1 of the above embodiment will be described. When the game medium of a first game is made available for use in a second game as the first game medium or the second game medium, the utility value of that game medium may fluctuate. For example, when the popularity of the second game is greater than that of the first game, the utility value of the game medium of the first game when used in the second game is greater than the utility value of the game medium of the first game when used in the first game. In such a case, for example, when the game medium of the first game is made available for use in the second game as is, not only will users of the second game feel dissatisfied, but at worst the gameplay of the second game may be significantly impaired.
[0085] Therefore, the game media management means 234b of this embodiment changes the usage period T based on the usage value fluctuation amount, which is the deviation between the usage value of the game media in the first game and the usage value when the game media is used as the first game medium or the second game medium in the second game. For example, the game media management means 234b determines the utility value of the game media based on the popularity of each of the first game and the second game. Specifically, the game media management means 234b quantifies the popularity of each of the first game and the second game based on the number of players of each of the first game and the second game, etc. Then, the game media management means 234b uses a value obtained by subtracting the popularity of the first game from the popularity of the second game as a utility value fluctuation amount, and calculates the usable period T from this utility value fluctuation amount using an arithmetic formula or a map. The arithmetic formula or map is set so that the usable period T becomes shorter as the utility value fluctuation amount becomes larger, that is, as the popularity of the second game becomes higher relative to the first game.
[0086] The game media management means 234b may determine the utility value fluctuation amount using only the popularity of the first game or only the popularity of the second game. In other words, the game media management means 234b only needs to determine the utility value fluctuation amount based on the popularity of at least one of the first game and the second game.
[0087] On the other hand, in the above embodiment, the case where the game medium of the first game can be used only in the game provided by the second server device 2b has been exemplified, but the game medium of the first game may be used not only in the game provided by the second server device 2b but also in games provided by other server devices. That is, the game medium of the first game may be used in a plurality of second games. In such a case, the game medium management means 234b can use the number of second games in which the game medium of the first game can be used as the utility value fluctuation amount. Note that the number of second games in which the game medium of the first game can be used is counted in advance by, for example, a business operator and stored in the storage unit 22a of the second server device 2b. The game medium management means 234b calculates the usable period T from the utility value fluctuation amount using an arithmetic formula or a map. In the arithmetic formula or map, for example, the greater the utility value fluctuation amount, that is, the greater the number of second games in which the game medium of the first game can be used, the shorter the usable period T is set.
[0088] Also, even if there are multiple second games that can use the game media of the first game, the user may only play a small number of the multiple second games. In such a case, the game media management means 234b may determine the utility value fluctuation amount based on the number of second games that the user is actually playing among the multiple second games. Note that, when the user's account information is shared among multiple second games, for example, the information on the number of second games that the user is actually playing can be obtained by counting the number of user identification information stored in each of the multiple server devices 2b's user DB 221a.
[0089] Information on the number of second games that the user is actually playing may be stored as a token in the distributed ledger 321. In this case, a part of each play log of the user may be stored in the token, or information indicating that the play log has satisfied a predetermined condition may be stored in the token. This allows information on the number of second games whose play logs have satisfied the predetermined condition to be specified based on the information stored in the token. When the play log is the user's play time of a specific second game or game progress information, the predetermined condition may be a play time of a specific second game or more, or the game having progressed to a specific scene. In addition, a play log that satisfies the predetermined condition may be consent to the terms of use of the specific second game. In this case, it may also be specified that the user has at least played the second game. In this way, by specifying the number of specific second games that have satisfied the predetermined condition, information on the number of second games that the user is actually playing can be specified.
[0090] As described above, the game media management means 234b of this modified example sets the usable period T based on the utility value fluctuation amount, which is the deviation between the utility value of the game media in the first game and the utility value of the game media in the second game. This makes it possible to set the usable period T more appropriately, thereby further eliminating user dissatisfaction.
[0091] <Fourth Modification> Next, a fourth modified example of the game system 1 of the above embodiment will be described. In the processing of step S31 shown in FIG. 7, the game media management means 234b of the second server device 2b in this modified example uses the utility value fluctuation amount described in the third modified example to adjust the characteristics when the game media of the first game is used as the first game media or the second game media in the second game.
[0092] Specifically, the game media management means 234b uses, as the utility value fluctuation amount, the popularity of the first game, the number of second games in which the game media of the first game can be used, and the number of second games that the user is actually playing among the multiple second games. A map capable of determining the effect and valid period of the game media from the utility value fluctuation amount such as the popularity of the first game, for example, as shown in FIG. 8, is stored in advance in the storage unit 22b of the second server device 2b.
[0093] In the map shown in FIG. 8, the type of game medium of the first game, the popularity of the first game, the total number of second games in which the game medium of the first game can be used, the actual number of second games actually played by the user among the plurality of second games, and the effect and validity period when the game medium of the first game is used as the first game medium or the second game medium are associated with each other. In this map, each parameter such as the popularity of the first game is stratified into "A" indicating the highest level, "B" indicating an intermediate level, and "C" indicating the lowest level. For example, when the game medium is recovery items I1 to I4, the recovery item I1, whose effect is set to "A", has the effect of fully recovering both the HP (hit points) and MP (magic points) of the player character. The recovery items I3 and I4, whose effect is set to "B", have the effect of fully recovering the HP of the player character and recovering only half of the MP. The recovery item I2, whose effect is set to "C", has the effect of fully recovering only the HP of the player character.
[0094] In this variant, the effects and validity period when the game medium of the first game shown in Figure 8 is used as the first game medium or the second game medium correspond to the characteristics when the game medium of the first game is used in the second game. The map shown in Fig. 8 may be created by a business providing the second game, or may be created by the game media management means 234b of the second server device 2b. The game media management means 234b uses the map shown in Fig. 8 to determine the characteristics of the game media of the first game when used as the first game media or the second game media.
[0095] As described above, the game media management means 234b of this modified example sets the characteristics of the game media in the second game based on the utility value fluctuation amount, which is the deviation between the utility value of the game media in the first game and the utility value of the game media in the second game. This makes it possible to more appropriately set the characteristics of the game media when using the game media of the first game in the second game, thereby further eliminating user dissatisfaction.
[0096] <Fifth Modification> Next, a fifth modified example of the game system 1 of the above embodiment will be described. The display control means 567 of the game device 5 of this modified example executes the process shown in Fig. 9. As shown in Fig. 9, the display control means 567 first determines whether or not it is within the available period T (step S40). If it is determined that it is within the available period T (step S40: YES), the display control means 567 determines whether or not the user has newly acquired game media available for the second game through game actions in the first game, gacha, or the like (step S41). If it is determined that the user has newly acquired game media available for the second game (step S41: YES), the display control means 567 displays a notification screen 70 as shown in Fig. 10 on the display 61 (step S42).
[0097] 10, when a user newly acquires item A as a game medium, for example, a text is displayed on the notification screen 70 indicating that item A can be used in another game. Note that the notification screen 70 illustrates an example in which there are two games, "game B" and "game C," as second games in which the newly acquired item A can be used.
[0098] The notification screen 70 is provided with transition buttons 71 and 72. The transition buttons 71 and 72 are buttons for playing games B and C, respectively. That is, the user can transition from the first game to game B or game C by operating the transition button 71 or 72.
[0099] As described above, when the user acquires new game content in the first game that can be used in the second game during the usable period T, the display control means 567 of this modified example displays a notification screen 70 as shown in Fig. 10 that prompts the user to switch from the first game to the second game. This makes it easier to prompt the user to switch from the first game to the second game.
[0100] <Sixth Modification> Next, a sixth modified example of the game system 1 of the above embodiment will be described. The display control means 567 of the game device 5 of this modified example executes the process shown in Fig. 11. As shown in Fig. 11, the display control means 567 first determines whether or not it is within the available period T (step S50). If it is determined that it is within the available period T (step S50: YES), the display control means 567 determines whether or not there is any game media that can be used in the second game among the game media of the first game granted to the user (step S51). Note that this modified example assumes a case in which only a portion of the game media of the first game can be used in the second game.
[0101] When it is determined that there is game media available for use in the second game (step S51: YES), the display control means 567 displays a game media list screen showing a list of the game media available for use in the second game on the display 61 (step S52). This game media list screen is provided with transition buttons 71, 72 for prompting a transition from the first game to game B or game C, as shown in FIG.
[0102] As described above, the display control means 567 of this modified example displays a screen prompting the user to switch from the first game to the second game when the user owns game content in the first game that is available for use in the second game during the available period T. This makes it easier to prompt the user to switch from the first game to the second game.
[0103] <Seventh Modification> Next, a seventh modification of the game system 1 of the above embodiment will be described. As indicated by the dashed line in Fig. 4, the control unit 56 of the game device 5 of this modified example further functions as a selection means 568. The selection means 568 executes the process shown in Fig. 12. The selection means 568 judges whether or not the available period T has elapsed (step S60). When the selection means 568 judges that the available period T has elapsed (step S60: YES), it instructs the display control means 567 to display on the display 61 a screen for allowing the user to select one of a plurality of second games (step S61).
[0104] Next, the selection means 568 determines whether or not any of the multiple second games has been selected (step S62), and if it determines that a second game has been selected (step S62: YES), it transmits information about the selected second game to the first server device 2a (step S63).
[0105] When the game media management means 234a of the first server device 2a receives the selection information for the second game transmitted from the first server device 2a (step S70), it forcibly converts all or a part of the game media owned by the user in the first game into game media usable in the second game (step S71). This conversion of the game media is performed, for example, accompanied by characteristic adjustments as described in the first and second modified examples.
[0106] Such a configuration makes it easier for the user to switch from the first game to the second game. [Other embodiments] The various control means and processing procedures described in the above embodiment are merely examples, and are not intended to limit the scope of the present invention, its applications, or its uses. The various control means and processing procedures can be appropriately modified in design without departing from the spirit of the present invention.
[0107] For example, instead of managing the characteristics of each game medium in the game medium DBs 222a and 222b of the server devices 2a and 2b, the characteristics of each game medium may be managed in the distributed ledger 321 of the blockchain system 4. The available period T shown in Fig. 6 can be changed as appropriate. For example, the start time ts of the available period T may be set to the end time t2 of the service of the first game, or may be set to a point in time after the end time t2 of the service. Also, the end time te of the available period T may be set to the end time t2 of the service of the first game, or may be set to a point in time before the end time t2 of the service of the first game.
[0108] The first game and the second game are not limited to being provided by different server devices 2a, 2b, and may be provided by a single common server device. Information on the game contents provided to the user may be managed by each server device 2a, 2b, not limited to the distributed ledger 321 of the blockchain system 4. That is, the configuration of the game system 1 of the above embodiment and modified example is not limited to a distributed management type game system, but can also be applied to a centralized type game system.
[0109] In the above embodiment, the game device 5 is a smartphone. However, the game device 5 may be an amusement machine provided in a game center or the like. The above games may be action games, shooting games, role-playing games, simulation games, board games, puzzle games, etc., and can be applied to various types of games.
[0110] In the above embodiment, the object is a player character, but the object is not limited to this. For example, the object may be a card or an item (weapon, armor, or other equipment) used in the virtual game space. In the above embodiment, the server devices 2a, 2b and the multiple game devices 5 are integrated to function as a game program, but the present invention is not limited to this. All of the means of the game program, i.e., the game media management means 234a, 234b, the lottery execution means 235a, 235b, the information management means 331, the first game execution means 562, the second game execution means 563, the game media provision means 564, 565, the display control means 567, and the selection means 568, may be provided in the server devices 2a, 2b alone, the game device 5 alone, a communication terminal other than the server devices 2a, 2b and the game device 5, or two of these devices that can be combined (for example, distributed processing in the server devices 2a, 2b and the game device 5, etc.). In addition, when the server devices 2a, 2b, the game device 5, and the communication terminal are integrated to function, it is possible to appropriately change which means are to be operated in which device. For example, with regard to the first game execution means 562, the second game execution means 563, the game media provision means 564, 565, the display control means 567, and the selection means 568 of the game device 5 exemplified in the above embodiment, the control units 23a, 23b of the server devices 2a, 2b may function as these means by executing various programs.
[0111] Even when these other embodiments are adopted, the effects of the present embodiment are exhibited. In addition, the present embodiment can be appropriately combined with other embodiments, and other embodiments can be appropriately combined with each other. [Explanation of symbols]
[0112] 1. Game System 2a, 2b...Server device 5. Game device 23a, 23b, 33, 56...Control unit (computer) 234a, 234b...game media management means (game media management unit) 235a, 235b... lottery execution means (game medium providing means, game medium providing unit) 331…Information management means 562...first game execution means (first game execution unit) 563... second game execution means (second game execution unit) 564, 565...game medium providing means (game medium providing unit) 567...Display control means 568...Selection method
Claims
1. Computer, a first game execution means for executing a first game; a second game execution means for executing a second game different from the first game; a game medium providing means for providing a first game medium to a user in the first game; a game medium management means for making the first game medium or a second game medium corresponding to the first game medium available in the second game; the game media management means sets characteristics of the first game medium or the second game medium in the second game based on a utility value fluctuation amount that is a deviation between a utility value of the first game medium in the first game and a utility value of the first game medium or the second game medium in the second game; the utility value of the first game medium is the popularity of the first game; the utility value of the second game medium is the popularity of the second game; The amount of change in utility value is the deviation between the popularity of the first game and the popularity of the second game. Game program.
2. The computer, and further functioning as an information management means for storing and managing tokens corresponding to the first game medium in a distributed ledger; The distributed ledger is commonly available for use in the first game and the second game. The game program according to claim 1 .
3. A storage unit that stores the game program according to claim 1 or 2; A control unit that executes the game program. Gaming device.
4. A storage unit that stores the game program according to claim 1 or 2; A control unit that executes the game program. Game system.
Citation Information
Patent Citations
Item trading system and item trading program
JP2019076350A
JPP6744675B