GAME SYSTEM AND GAME CONTROL METHOD

JP7640863B2Active Publication Date: 2025-03-06CAPCOM CO LTD
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Patent Information

Application Number
JP2022052235
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2022-03-28
Publication Date
2025-03-06
Estimated Expiration
2040-10-30

AI Technical Summary

Benefits of technology

【0011】 本発明によれば、第1ゲームにおいてユーザに所有される第1ゲーム媒体を、第2ゲームにおいてユーザに所有される第2ゲーム媒体に変換することにより、第1ゲームから第2ゲームへゲーム媒体を受け渡すことができる。これにより、単にユーザに第1ゲームをプレイさせるだけの場合よりも、ユーザのゲームをしようとする意欲を高めることができる。

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

Increase the user's motivation to play the game. [Solution] A first game execution unit (101) executes a first game, which is a game that progresses in a first virtual space in response to user operations and in which first game media is owned by the user. A second game execution unit (102) executes a second game, which is a game that progresses in a second virtual space different from the first virtual space in response to user operations and in which second game media different from the first game media is owned by the user. A management unit (103) converts the first game media owned by the user into second game media owned by the user.
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Description

[Technical field]

[0001] The present invention relates to a game processing technique. [Background technology]

[0002] Games that progress in a virtual space are known. For example, Patent Document 1 discloses a game in which a player character moves around in a virtual world and converses with an opponent character. In this game, the player character can carry around at least some of the virtual objects (game elements) such as furniture, tools, clothes, food, creatures, jewels, and sounds in the virtual world. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2019-146686 A Summary of the Invention [Problem to be solved by the invention]

[0004] However, the technology of Patent Document 1 does not allow a user to transfer game content owned in one game to another game. In this way, it is difficult to increase the user's motivation to play games by simply having the user play one game.

[0005] An object of the present invention is to provide a game processing technique that can increase a user's motivation to play a game. [Means for solving the problem]

[0006] The first aspect is a game that progresses in a first virtual space in response to a user's operation, the first game execution unit executing a first game in which a first game medium is owned by the user; a second game execution unit that executes a second game, the second game being progressed in a second virtual space different from the first virtual space in response to an operation by the user, the second game being owned by the user and different from the first game medium; a management unit for converting the first game medium owned by the user into the second game medium owned by the user; 、 The first virtual space is provided with a virtual area in which a third game compatible with the second game can be executed. This is a game system characterized by the above.

[0007] In the first aspect, A player character of the first game is capable of performing, in the third game, an action similar to an action of a player character of the second game in response to an operation by the user. , may be done.

[0008] In the first aspect, A player character of the second game is capable of moving from the second virtual space to the virtual area of ​​the first virtual space in response to an operation by the user. , may be done.

[0009] In the first aspect, When a player character of the second game moves from the second virtual space to the virtual area of ​​the first virtual space, a character model of the player character of the second game is converted into a character model of the first game. , it may be 。

[0010] A second aspect is a game control method performed by a computer in a game system in which a first game is played, the first game being a game that progresses in a first virtual space in response to a user's operation, the first game medium being owned by the user, and a second game is a game that progresses in a second virtual space different from the first virtual space in response to the user's operation, the second game being a game that progresses in a second virtual space different from the first virtual space, the second game medium being owned by the user, the second game medium being different from the first game medium, selecting, by the computer, the first game medium owned by the user; The computer converts the selected first game medium into the second game medium owned by the user. death, The first virtual space is provided with a virtual area in which a third game compatible with the second game can be executed. The game control method is characterized by the above. Effect of the Invention

[0011] According to the present invention, a first game medium owned by a user in a first game is converted into a second game medium owned by the user in a second game, thereby allowing the game medium to be transferred from the first game to the second game, thereby increasing the user's motivation to play games compared to simply having the user play the first game. [Brief description of the drawings]

[0012] [Figure 1] 1 is a block diagram illustrating an example of the configuration of a game system according to a first embodiment. [Diagram 2] FIG. 1 is a block diagram illustrating a configuration of a game device. [Diagram 3] FIG. 2 is a conceptual diagram illustrating a configuration of a user database. [Figure 4] A conceptual diagram illustrating the configuration of blockchain data. [Diagram 5] A conceptual diagram illustrating the configuration of a first game media database. [Figure 6] A conceptual diagram illustrating the configuration of a second game media database. [Figure 7] 3 is a conceptual diagram illustrating a configuration of a conversion table according to the first embodiment. FIG. [Figure 8] 4 is a conceptual diagram illustrating a configuration of an assignment table according to the first embodiment. FIG. [Figure 9] 4 is a flowchart illustrating a conversion process according to the first embodiment. [Figure 10] 4 is a conceptual diagram illustrating an example of a change in data in the conversion process of the first embodiment. FIG. [Figure 11] 1 is a flowchart illustrating an example of an assignment process according to the first embodiment. [Figure 12] FIG. 13 is a conceptual diagram illustrating a conversion table (a conversion table corresponding to a short play time) in the second embodiment. [Figure 13] FIG. 13 is a conceptual diagram illustrating a conversion table (a conversion table corresponding to a long play time) in the second embodiment. [Figure 14]FIG. 13 is a conceptual diagram illustrating a configuration of an assignment table in the third embodiment. [Figure 15] 13 is a flowchart illustrating an example of an assignment process in the third embodiment. [Figure 16] 4 is a flowchart illustrating a conversion process according to the first embodiment. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0013] Hereinafter, the embodiments will be described in detail with reference to the drawings. In the drawings, the same or corresponding parts are designated by the same reference characters and their description will not be repeated.

[0014] (Game Description) In the following description, a "game" refers to a game (video game) that progresses in a virtual space in response to a user's operation. In the following description, a first game and a second game are executed in the game system 1.

[0015] The first game is a game that progresses in a first virtual space in response to a user's operation. In the first game, a first game medium is owned by the user. The first game medium is usable in the first game.

[0016] The second game is a game that progresses in a second virtual space in response to a user's operation. In the second game, a second game medium is owned by the user. The second game medium is usable in the second game. The second virtual space is a virtual space different from the first virtual space. The second game medium is a game medium different from the first game medium.

[0017] In the following description, a game in which a player character acts in response to a user's operation in a virtual space is taken as an example. Specifically, in the following description, a first game is a life simulation game in which a player experiences life in a virtual space, and a second game is an action game in which an enemy character is defeated in the virtual space. For example, the action game is Monster Hunter (registered trademark).

[0018] In the first game, which is a life simulation game, the player character uses currency to purchase items from non-player characters and sell items he owns to non-player characters. Examples of items used in the life simulation game include food and materials. The player character recovers his physical strength by ingesting food and builds a house using materials. The currency and items in the life simulation game are examples of the first game medium.

[0019] In the second game, which is an action game, the player character uses currency to purchase items from non-player characters and sell items he owns to non-player characters. Examples of items used in the action game include recovery potions and materials. The player character uses recovery potions to recover his stamina and materials to strengthen his equipment. The currency and items in the action game are examples of the second game medium.

[0020] (Embodiment 1) 1 illustrates an example of the configuration of a game system 1 according to the first embodiment. The game system 1 includes a server device 10 and a game device 20. In the game system 1, the server device 10 and the game device 20 are communicatively connected to each other via a communication network 5. Examples of the communication network 5 include the Internet and a LAN.

[0021] [Game System Overview] The server device 10 manages users and games. A display 31, a speaker 32, and a game controller 33 are connected to the game device 20. The game device 20 executes a game. For example, the game device 20 is a commercially available device such as a personal computer, PlayStation (registered trademark), XBox (registered trademark), or Nintendo Switch (registered trademark).

[0022] The server device 10 and the game devices 20 communicate with each other via a communication network 5. For example, the server device 10 transmits a game program and game data for executing a game. The game devices 20 receive (download) the game program and game data from the server device 10 via the communication network 5 and install them.

[0023] Furthermore, the game progresses as a result of the operation of the server device 10 and the game devices 20. The progress of the game is controlled by the server device 10.

[0024] Specifically, the server device 10 transmits game data for executing a game to the game device 20. The game device 20 outputs images and sounds related to the game to the display 31 and the speaker 32 based on the game data transmitted from the server device 10. The user operates the game controller 33 in response to the images and sounds output from the display 31 and the speaker 32.

[0025] The game device 20 transmits operation information indicating an operation input to the game controller 33 to the server device 10. Based on the operation information transmitted from the game device 20, the server device 10 generates game data reflecting the operation information, and transmits the game data to the game device 20.

[0026] The above process is repeated to progress the game.

[0027] In this example, each of the server device 10 and the game device 20 is one of a plurality of nodes that construct a private blockchain (distributed network / distributed ledger). Each of the plurality of nodes (communication terminals) shares blockchain data. The blockchain data will be described in detail later.

[0028] [Hardware configuration of the server device] 1, the server device 10 includes a network interface 11, a storage unit 12, and a control unit 13. The network interface 11 and the storage unit 12 are electrically connected to the control unit 13 via a bus 14.

[0029] The network interface 11 is communicably connected to the game device 20 via the communication network 5.

[0030] The storage unit 12 stores various types of information and data. The storage unit 12 is composed of an HDD, an SSD, a RAM, a ROM, etc. For example, the storage unit 12 stores a game program and game data for executing a game.

[0031] The control unit 13 controls the operation of the server device 10. The control unit 13 transmits and receives various information and data, and processes various information and data. The control unit 13 has a CPU (microcomputer) and a semiconductor memory. The semiconductor memory stores programs for operating the CPU, etc.

[0032] [Hardware configuration of the game device] 2, the game device 20 includes a network interface 21, a graphics processing unit 22, an audio processing unit 23, an operation unit 24, a storage unit 25, and a control unit 26. The network interface 21, the graphics processing unit 22, the audio processing unit 23, the operation unit 24, and the storage unit 25 are electrically connected to the control unit 26 via a bus 27.

[0033] The network interface 21 is communicably connected to the server device 10 via the communication network 5 .

[0034] A display 31 is connected to the graphics processing unit 22. The graphics processing unit 22 renders game images including various objects related to the virtual space in a moving image format in accordance with game image information output from the control unit 26. The game images rendered in a moving image format are displayed on the display 31 as a game screen.

[0035] A speaker 32 is connected to the audio processing unit 23. The audio processing unit 23 plays and synthesizes game sounds in accordance with instructions from the control unit 26. The game sounds played and synthesized by the audio processing unit 23 are output from the speaker 32.

[0036] A game controller 33 is connected to the operation unit 24. The operation unit 24 transmits and receives data related to operation inputs to and from the game controller 33. Then, the operation unit 24 transmits operation information indicating the operations input to the game controller 33 to the control unit 26.

[0037] For example, the game controller 33 is provided with various operators such as buttons. The user operates the various operators of the game controller 33 to input an operation signal to the game device 20. That is, when the user operates the game controller 33, the game controller 33 transmits an operation signal corresponding to the user's operation to the operation unit 24. The operation unit 24 generates operation information based on the operation signal, and transmits the operation information to the control unit 26.

[0038] The storage unit 25 stores various information and data. The storage unit 25 is composed of an HDD, an SSD, a RAM, a ROM, etc. For example, the storage unit 25 stores a game program and game data for executing a game.

[0039] The control unit 26 controls the operation of the game device 20. The control unit 26 transmits and receives various information and data, and processes various information and data. The control unit 26 has a CPU (microcomputer) and a semiconductor memory. The semiconductor memory stores programs for operating the CPU, etc.

[0040] [Data stored in the memory unit of the server device] 1, the storage unit 12 of the server device 10 stores a user database 40, first game data 41, second game data 42, block chain data 50, a first game media database 51, a second game media database 52, a conversion table 60, and an assignment table 70. Hereinafter, the database will be referred to as "DB" as appropriate.

[0041] <User DB> The user DB 40 is a database for managing information for each user.

[0042] As shown in FIG. 3, a first game user ID, a second game user ID, and a blockchain user ID are registered as one record in the user DB40. The first game user ID is an ID assigned to a user in the first game. The second game user ID is an ID assigned to a user in the second game. The blockchain user ID is an ID assigned to a user in the blockchain. These user IDs are examples of user information for identifying a user.

[0043] <Game Data> The first game data 41 is data for executing a first game. The second game data 42 is data for executing a second game. Each of the first game data 41 and the second game data 42 includes image data, sound data, character data, program data, etc.

[0044] Blockchain Data The blockchain data 50 is data shared by each of multiple nodes that make up a blockchain (distributed network / distributed ledger).

[0045] As shown in Fig. 4, the blockchain data 50 is composed of multiple blocks linked together. A block is data including a hash value, a nonce value, a transaction (token), and the like. A transaction includes history data indicating the contents of the transaction. The history data includes information for identifying the subject of the transaction, information for identifying the parties to the transaction, and the like.

[0046] <First Game Media DB> The first game media DB 51 is provided for each user. The first game media DB 51 is a database for managing the first game media owned by the user in the first game. The first game media DB 51 is updated from time to time based on the blockchain data 50.

[0047] 5, first game media owned by a user in a first game are registered in the first game media DB 51. In the first game media DB 51, a first game medium ID, a name, a category, and a quantity are registered as one record for each first game medium.

[0048] The first game medium ID is an ID assigned to the first game medium. The name is the name of the first game medium. The category is the category (type) of the first game medium in the first game. The quantity is the quantity of the first game medium owned by the user.

[0049] In the first game, food items are assigned levels, and the higher the level of a food item, the greater the amount of physical strength restored by the player character when that food item is consumed.

[0050] 5, a currency called "gold," food items such as "large apples," and material items such as "iron" are registered. In addition, the levels of the apples decrease in the order of large apples, medium apples, small apples, and tiny apples, and the amount of physical strength the player character recovers by consuming the apples decreases.

[0051] <Second Game Media DB> The second game medium DB 52 is provided for each user. The second game medium DB 52 is a database for managing the second game medium owned by the user in the second game. The second game medium DB 52 is updated from time to time based on the blockchain data 50.

[0052] 6, second game media owned by users in the second game are registered in the second game medium DB 52. In the second game medium DB 52, the second game medium ID, name, category, and quantity are registered as one record for each second game medium.

[0053] The second game medium ID is an ID assigned to the second game medium. The name is the name of the second game medium. The category is the category (type) of the second game medium in the second game. The quantity is the quantity of the second game medium owned by the user.

[0054] In the second game, recovery items are set to have levels, and the higher the level of the recovery item, the greater the amount of physical strength recovered by the player character when that recovery item is used.

[0055] 6, a currency called "Zenny", recovery items such as "recovery potion (large)", and material items such as "iron ore" are registered. In addition, the levels of the recovery potions decrease in the order of recovery potion (large), recovery potion (medium), recovery potion (small), and recovery potion (tiny), and the amount of physical strength recovered by the player character when using the recovery potion decreases.

[0056] Conversion Table The conversion table 60 indicates the correspondence between the first game medium and the second game medium. The conversion table 60 is used in the conversion process, which will be described later.

[0057] As shown in Fig. 7, the conversion table 60 registers the correspondence between the first game medium and the second game medium. The record in the first row of the conversion table 60 in Fig. 7 indicates that a quantity of "1" of a currency called "gold" in the first game corresponds to a quantity of "1" of a currency called "zeny" in the second game. The record in the second row of the conversion table 60 in Fig. 7 indicates that a quantity of "1" of a food item called "apple (large)" in the first game corresponds to a quantity of "1" of a recovery item called "recovery potion (large)" in the second game.

[0058] <Grant table> The award table 70 indicates the correspondence between the play results of the first game and the second game media. The award table 70 is used in the award process, which will be described later.

[0059] As shown in Fig. 8, the grant table 70 registers the correspondence between the play results in the first game and the second game medium. The record in the first row of the grant table 70 in Fig. 8 indicates that the play result in the first game, "Result A", corresponds to a currency, "Zenny", in a quantity of "500", in the second game. The record in the second row of the grant table 70 in Fig. 8 indicates that the play result in the first game, "Result B", corresponds to a recovery item, "Recovery Potion (Large)", in a quantity of "3", in the second game.

[0060] Examples of play results in the first game for which the second game medium is provided include achieving a predetermined condition in the first game, presenting an item to a non-player character, etc. Examples of predetermined conditions include obtaining a predetermined item, creating a predetermined item, increasing the level of a player character, creating a predetermined object (e.g., a house) using a material item, etc.

[0061] [Functional configuration of the control unit in the server device] 1, the control unit 13 of the server device 10 has a first game executing unit 101, a second game executing unit 102, and a management unit 103. Specifically, the control unit 13 functions as the first game executing unit 101, the second game executing unit 102, and the management unit 103 by the CPU executing various programs.

[0062] <First Game Execution Division> The first game executing unit 101 executes the first game. Specifically, the first game executing unit 101 generates and transmits game data for executing the first game based on the first game data 41 stored in the storage unit 12.

[0063] <2nd Game Execution Department> The second game executing unit 102 executes the second game. Specifically, the second game executing unit 102 generates and transmits game data for executing the second game based on the second game data 42 stored in the storage unit 12.

[0064] <Management Department> The management unit 103 manages users and games. The management unit 103 manages various data stored in the storage unit 12. The management unit 103 performs processing related to the blockchain (for example, generating transactions, etc.).

[0065] In this example, the management unit 103 converts a first game medium owned by the user into a second game medium owned by the user.

[0066] In addition, the management unit 103 registers, in a blockchain (distributed network / distributed ledger), historical data indicating that a first game medium owned by the user has been converted into a second game medium owned by the user.

[0067] Furthermore, the management unit 103 grants the second game medium to the user depending on the results of the user's play of the first game.

[0068] [Data stored in the memory unit of the game device] 2, the storage unit 25 of the game device 20 stores block chain data 50. The block chain data 50 stored in the storage unit 25 is the same as the block chain data 50 stored in the storage unit 12 of the server device 10.

[0069] [Functional configuration of the control unit in the game device] As shown in Fig. 2, the control unit 26 of the game device 20 has a game progression unit 201 and a blockchain management unit 202. Specifically, the control unit 26 functions as the game progression unit 201 and the blockchain management unit 202 by the CPU executing various programs.

[0070] <Game Progression Division> The game progression unit 201 executes a game in response to control by the first game executing unit 101 (or the second game executing unit 102) of the server device 10. Specifically, the game progression unit 201 receives game data, controls the display 31 and speaker 32 based on the game data, and transmits operation information indicating operations input to the game device 20 (specifically, the game controller 33).

[0071] In this example, the game progression unit 201 controls the graphics processing unit 22 and the audio processing unit 23, and thereby controls the display 31 and the speaker 32. The game progression unit 201 also receives operation information transmitted from the operation unit 24, and transmits this operation information to the server device 10.

[0072] In addition, the game progression unit 201 responds to control by the management unit 103 of the server device 10, and causes various operation screens to be displayed on the display 31.

[0073] <Blockchain Management Department> The blockchain management unit 202 manages the blockchain data 50. The blockchain management unit 202 performs processing related to the blockchain (for example, updating the blockchain data, etc.).

[0074] [Registration process] Next, the registration process performed in the game system 1 of the first embodiment will be described. The registration process is a process for registering the game medium granted to the user in the first game (or the second game). In the following description, a case where the first game medium granted to the user in the first game is registered will be taken as an example. When the first game medium is granted to the user in the first game, the management unit 103 performs the following process.

[0075] First, the management unit 103 registers the first game medium provided to the user in the first game medium DB 51 corresponding to that user.

[0076] Furthermore, the management unit 103 generates a transaction including history data indicating which user was granted what amount of the first game medium. Specifically, the management unit 103 detects a blockchain ID assigned to the user to whom the first game medium was granted from the user DB 40. The management unit 103 then generates history data indicating the detected blockchain ID, the first game medium granted to the user, and the amount of the first game medium, and generates a transaction including the history data.

[0077] Next, the management unit 103 registers the newly generated transaction in a blockchain (distributed network / distributed ledger). Specifically, in the blockchain, a process (blockchain processing) is performed for the newly generated transaction to add a new block including the transaction to the blockchain data 50. Well-known blockchain technology can be adopted for this blockchain processing.

[0078] In this way, by performing blockchain processing, the blockchain data 50 stored in each of the multiple nodes that make up the blockchain is updated to new blockchain data 50 with new blocks added.

[0079] [Conversion process] Next, the conversion process performed in the game system 1 of the first embodiment will be described with reference to Fig. 9 (flowchart) and Fig. 10 (conceptual diagram). The change process is a process for converting a first game medium owned by a user into a second game medium owned by the user. The conversion process is an example of a game control method.

[0080] When an operation for starting a change process (change operation) is input to the game controller 33 by a user playing the first game, the management unit 103 performs the following process in response to the change operation. For example, the change operation is an operation of pressing a button for starting the change process on the operation screen displayed on the display 31.

[0081] <Step S11> First, the management unit 103 selects first game media to be subject to the conversion process from among the first game media owned by the user in the first game.

[0082] Specifically, the management unit 103 controls the game progression unit 201 of the game device 20 to display on the display 31 a list screen (not shown) showing the first game media owned by the user in the first game. The list screen can be generated based on the first game medium DB 51. The user operates the game controller 33 to select the first game media that the user wishes to convert to second game media and the quantity of those first game media from the list screen displayed on the display 31. When the user selects the first game media and the quantity of those first game media, the management unit 103 subjects the quantity of first game media selected by the user to the conversion process.

[0083] <Step S12> Next, the management unit 103 converts the first game medium selected in step S11 into a second game medium, and grants the second game medium to the user.

[0084] Specifically, the management unit 103 detects second game media corresponding to the first game media selected in step S11 from the conversion table 60. Then, the management unit 103 grants the detected second game media to the user in the quantity selected in step S11. In addition, the management unit 103 deletes the first game media selected in step S11 from the first game media owned by the user in the first game in the quantity selected in step S11.

[0085] <Step S13> The management unit 103 registers the second game medium provided to the user in step S12 in the second game medium DB 52 corresponding to that user.

[0086] Furthermore, the management unit 103 generates a transaction including history data indicating which user's amount of first game media was converted into which amount of second game media. Specifically, the management unit 103 detects a blockchain ID assigned to the user who instructed the conversion process from within the user DB 40. The management unit 103 then generates history data indicating the detected blockchain ID, the first game media deleted by the conversion process and their quantity, and the second game media added by the conversion process and their quantity, and generates a transaction including the history data.

[0087] Next, the management unit 103 registers the newly generated transaction in a blockchain (distributed network / distributed ledger). Specifically, in the blockchain, a blockchain process (a process for adding a new block including the transaction to the blockchain data 50) is performed on the newly generated transaction.

[0088] In this way, by performing blockchain processing, the blockchain data 50 stored in each of the multiple nodes that make up the blockchain is updated to new blockchain data 50 with new blocks added.

[0089] [Granting process] Next, the granting process performed in the game system 1 of the first embodiment will be described with reference to Fig. 11. When the user is playing the first game, the management unit 103 repeatedly performs the following process.

[0090] <Step S21> The management unit 103 determines whether or not the play result in the first game corresponds to a predetermined play result that has been set in advance. Specifically, the management unit 103 determines whether or not the play result in the first game corresponds to any of the play results (play results in the first game) registered in the grant table 70. If the play result in the first game corresponds to the predetermined play result, the process of step S22 is performed.

[0091] <Step S22> The management unit 103 grants the second game media to the user according to the play result of the first game. Specifically, the management unit 103 detects the second game media and the quantity thereof corresponding to the play result of the first game from the granting table 70. The management unit 103 then grants the detected quantity of the second game media to the user.

[0092] <Step S23> The management unit 103 registers the second game medium provided to the user in step S22 in the second game medium DB 52 corresponding to that user.

[0093] Furthermore, the management unit 103 generates a transaction including history data indicating which user was granted what amount of second game media. Specifically, the management unit 103 detects a blockchain ID assigned to the user to whom the second game media was granted from the user DB 40. The management unit 103 then generates history data indicating the detected blockchain ID, the second game media granted to the user, and the amount of the second game media, and generates a transaction including the history data.

[0094] Next, the management unit 103 registers the newly generated transaction in a blockchain (distributed network / distributed ledger). Specifically, in the blockchain, a blockchain process (a process for adding a new block including the transaction to the blockchain data 50) is performed on the newly generated transaction.

[0095] In this way, by performing blockchain processing, the blockchain data 50 stored in each of the multiple nodes that make up the blockchain is updated to new blockchain data 50 with new blocks added.

[0096] [Summary of embodiment 1] To summarize the above, the game system 1 of embodiment 1 comprises a first game execution unit 101 that executes a first game, which is a game that progresses in a first virtual space in response to user operation and in which a first game medium is owned by the user, a second game execution unit 102 that executes a second game, which is a game that progresses in a second virtual space different from the first virtual space in response to user operation and in which a second game medium different from the first game medium is owned by the user, and a management unit 103 that converts the first game medium owned by the user into a second game medium owned by the user.

[0097] [Advantages of the First Embodiment] As described above, in the game system 1 of the first embodiment, the first game medium owned by the user in the first game is converted into the second game medium owned by the user in the second game, thereby making it possible to transfer the game medium from the first game to the second game. This can increase the user's motivation to play games more than if the user were simply made to play the first game.

[0098] In addition, in the first embodiment, historical data indicating that a first game medium owned by a user has been converted into a second game medium owned by the user is registered in a blockchain (distributed network / distributed ledger). This allows the transfer of game medium from the first game to the second game to be managed by the blockchain, thereby enhancing resistance to data tampering.

[0099] Furthermore, in the first embodiment, the second game medium is awarded to the user depending on the results of the user's play of the first game, which can increase the user's motivation to play games (particularly the first game).

[0100] (Embodiment 2) The game system 1 of the second embodiment differs from the game system 1 of the first embodiment in the conversion table 60 and the operation of the management unit 103. The other configurations of the game system 1 of the second embodiment are similar to those of the game system 1 of the first embodiment.

[0101] In the second embodiment, the value of the second game medium after the change by the management unit 103 (value in the second game) is lower than the value of the first game medium before the change by the management unit 103 (value in the first game).

[0102] The management unit 103 converts the first game medium into a second game medium having a value lower than that of the first game medium. Specifically, the management unit 103 converts the first game medium into a second game medium having a quantity lower than that of the first game medium. The management unit 103 also converts the first game medium into a second game medium having a level lower than that of the first game medium.

[0103] As shown in Fig. 13, in the conversion table 60 of the second embodiment, a "first game medium" is associated with a "second game medium having a lower value than the value of the first game medium." For example, the record in the first row of the conversion table 60 in Fig. 13 indicates that a quantity of "3" of a currency called "gold" in the first game corresponds to a quantity of "1" of "zeny" in the second game. The record in the second row of the conversion table 60 in Fig. 13 indicates that a quantity of "1" of a food item called "apple (large)" in the first game corresponds to a quantity of "1" of a recovery item called "recovery potion (small)" in the second game.

[0104] Furthermore, in the second embodiment, the value of the second game medium after conversion by the management unit 103 changes depending on the play time of the second game by the user. In this example, the value of the second game medium after conversion by the management unit 103 increases as the play time of the second game by the user increases.

[0105] The management unit 103 measures the play time of the second game by the user. Then, the management unit 103 converts the first game medium into the second game medium such that the value of the second game medium changes according to the play time of the second game by the user. In this example, the management unit 103 converts the first game medium into the second game medium such that the value of the second game medium increases as the play time of the second game by the user increases.

[0106] Specifically, in the second embodiment, the storage unit 12 of the server device 10 stores a plurality of conversion tables 60. Each of the plurality of conversion tables 60 corresponds to a different play time (a play time of the second game by the user). In this example, as the play time corresponding to a conversion table 60 becomes longer, the value of the second game medium associated with the first game medium in that conversion table 60 becomes higher.

[0107] For example, the play time corresponding to the conversion table 60 of FIG. 13 is longer than the play time corresponding to the conversion table 60 of FIG. 12. In the first row record of the conversion table 60 of FIG. 13, a quantity of "1" of "Zenny" is associated with a quantity of "3" of "Gold" which is less than the quantity of "5" in the first row record of the conversion table 60 of FIG. 12. In the second row record of the conversion table 60 of FIG. 13, a quantity of "1" of "medium recovery potion" which is a higher level than the quantity of "1" of "small recovery potion" in the second row record of the conversion table 60 of FIG. 12 is associated with a quantity of "1" of "large recovery potion".

[0108] Then, the management unit 103 selects a conversion table 60 from the multiple conversion tables 60 that corresponds to the measured play time (the play time of the second game by the user), and performs a conversion process (step S12) using the selected conversion table 60.

[0109] [Effects of the second embodiment] The game system 1 of the second embodiment can provide the same effects as those of the game system 1 of the first embodiment. For example, since the game medium can be transferred from the first game to the second game, the user's motivation to play games can be increased more than when the user is simply made to play the first game.

[0110] Furthermore, in the second embodiment, the value of the second game medium after conversion by the management unit 103 is lower than the value of the first game medium before conversion by the management unit 103. This makes it possible to prevent a second game medium with a higher value than the value of the first game medium before conversion from being given to a user, and to prevent a collapse in the value of the second game medium in the second game.

[0111] Furthermore, in the second embodiment, the value of the second game medium after conversion by the management unit 103 changes depending on the play time of the second game by the user. Specifically, the longer the play time of the second game by the user, the higher the value of the second game medium after conversion by the management unit 103. This can increase the user's motivation to play games (particularly the second game).

[0112] (Embodiment 3) The game system 1 of the third embodiment differs from the game system 1 of the first embodiment in the details of the first game and the operation of the management unit 103. The other configurations of the game system 1 of the third embodiment are similar to those of the game system 1 of the first embodiment.

[0113] In the third embodiment, the first game includes a third game. The third game is a game compatible with the second game. Specifically, a virtual area in which the third game can be executed is provided in a first virtual space, which is the game space of the first game. Then, the user can play the third game by moving a player character into that virtual area.

[0114] In the third game, the player character of the first game can perform actions similar to those of the player character in the second game, in addition to the actions in the first game. For example, in the above virtual area, the player character of the first game can defeat enemy characters, in addition to building a house using materials.

[0115] Furthermore, in the third embodiment, the management unit 103 grants the second game medium to the user depending on the play result of the third game by the user. Specifically, the storage unit 12 of the server device 10 stores the grant table 80 of Fig. 14 in addition to (or instead of) the grant table 70 of Fig. 8. The grant table 80 indicates the correspondence between the play result in the third game and the second game medium.

[0116] 14, the correspondence between play results in the third game and the second game media is registered in the grant table 80. Examples of play results in the third game for which the second game media is granted include achieving a predetermined condition in the third game, defeating a specific enemy character in the third game, etc.

[0117] [Granting process] Next, the granting process performed in the game system 1 of the third embodiment will be described with reference to Fig. 15. When the user is playing the third game, the management unit 103 repeatedly performs the following process.

[0118] <Step S31> The management unit 103 determines whether or not the play result in the third game corresponds to a predetermined play result that has been set in advance. Specifically, the management unit 103 determines whether or not the play result in the third game corresponds to any of the play results (play results in the third game) registered in the grant table 80. If the play result in the third game corresponds to the predetermined play result, the process of step S32 is performed.

[0119] <Step S32> The management unit 103 grants the second game media to the user according to the play result of the third game. Specifically, the management unit 103 detects the second game media and the quantity thereof corresponding to the play result of the third game from the granting table 80. The management unit 103 then grants the detected quantity of the second game media to the user.

[0120] <Step S33> The management unit 103 registers the second game medium provided to the user in step S32 in the second game medium DB 52 corresponding to that user.

[0121] The management unit 103 also generates a transaction including history data indicating which user was granted what amount of second game media. Note that the process performed in step S33 is similar to the process performed in step S23. Specifically, blockchain processing is performed on the newly generated transaction. Then, the blockchain data 50 stored in each of the multiple nodes constituting the blockchain is updated to new blockchain data 50 to which a new block has been added.

[0122] [Effects of the Third Embodiment] The game system 1 of the third embodiment can provide the same effects as those of the game system 1 of the first embodiment. For example, since the game medium can be transferred from the first game to the second game, the user's motivation to play games can be increased more than when the user is simply made to play the first game.

[0123] Furthermore, in the third embodiment, the second game medium is awarded to the user depending on the result of the user's play of the third game, which can increase the user's motivation to play games (particularly the third game).

[0124] (Embodiment 4) The game system 1 of the fourth embodiment differs from the game system 1 of the first embodiment in the operation of the management unit 103. Other configurations of the game system 1 of the fourth embodiment are similar to those of the game system 1 of the first embodiment.

[0125] In the fourth embodiment, the management unit 103 automatically converts the first game medium owned by the user into the second game medium when the user plays the second game.

[0126] [Conversion process] Next, the conversion process performed in the game system 1 of the fourth embodiment will be described with reference to Fig. 16 (flowchart). When the user starts playing the second game, the management section 103 performs the following process.

[0127] <Step S41> The management unit 103 detects from the blockchain data 50 a block that includes a blockchain ID assigned to the user and historical data related to the first game medium.

[0128] <Step S42> Next, the management unit 103 generates (updates) the first game media DB 51 based on the history data contained in the block detected in step S41.

[0129] <Step S43> Next, the management unit 103 converts the first game media registered in the first game media DB 51 generated (updated) in step S42 into second game media and grants the second game media to the user. Specifically, the management unit 103 converts all of the first game media registered in the first game media DB 51 that are convertible (i.e., the first game media registered in the conversion table 60) into second game media based on the conversion table 60.

[0130] <Step S44> The management unit 103 registers the second game medium provided to the user in step S43 in the second game medium DB 52 corresponding to that user.

[0131] [Effects of the fourth embodiment] The game system 1 of the fourth embodiment can provide the same effects as those of the game system 1 of the first embodiment. For example, since the game content can be transferred from the first game to the second game, the user's motivation to play games can be increased more than when the user is simply allowed to play the first game.

[0132] (Other embodiments) In the above description, a life simulation game is given as an example of the first game, and an action game is given as an example of the second game, but the present invention is not limited to these. For example, other examples of the first game and the second game include sports games such as baseball and soccer, fighting games, war games, management simulation games that allow players to experience managing a restaurant or the like that involves entertaining guests, and occupational simulation games that allow players to experience occupations such as idols, taxi drivers, train drivers, police officers, and farmers.

[0133] In addition, in the above description, a private blockchain has been given as an example of the blockchain, but the blockchain is not limited to this. For example, the blockchain may be a public blockchain or a consortium blockchain.

[0134] In the above description, the first game media DB 51 and the second game media DB 52 are stored in the storage unit 12 of the server device 10, but the present invention is not limited to this. For example, the first game media DB 51 and the second game media DB 52 may be generated from the blockchain data 50 as necessary.

[0135] In the above description, the first game executing unit 101, the second game executing unit 102, and the management unit 103 are provided in the control unit 13 of the server device 10, but the present invention is not limited to this. For example, the first game executing unit 101, the second game executing unit 102, and the management unit 103 may be provided in the control unit 26 of the game device 20. In this case, data such as the conversion table 60 may be stored in the storage unit 12 of the server device 10.

[0136] The conversion process by the management unit 103 can be executed even after the service (distribution) of the first game has ended. This allows the first game media of the first game whose service has ended to be converted into second game media of the second game for effective use.

[0137] In the above description, the second game medium obtained by the conversion process in the management unit 103 may be a game medium that cannot be acquired in the current second game. For example, the first game medium may be associated with a "second game medium that cannot be acquired in the current second game" in the conversion table 60. Examples of such game media include game media that can be acquired for a limited time, game media that can be acquired in an old version of the game but cannot be acquired in a new version of the game, etc.

[0138] In addition, in the above description, the management unit 103 may convert the second game medium owned by the user in the second game into the first game owned by the user in the first game. Note that conversion from the second game medium to the first game medium can be realized by a process similar to the conversion from the first game medium to the second game medium in the above description.

[0139] In the above description, the management unit 103 may grant the first game medium to the user depending on the play result of the second game. The granting of the first game medium depending on the play result of the second game can be realized by the same process as the granting of the second game medium depending on the play result of the first game in the above description.

[0140] Examples of play results in the second game for which the first game medium is provided include achieving a predetermined condition in the second game, presenting an item to another player character or a non-player character, etc. Examples of predetermined conditions include obtaining a predetermined item, creating a predetermined item, increasing the level of the player character, defeating a predetermined enemy character, etc.

[0141] In the above description, after the first game medium is converted into a second game medium (hereinafter referred to as "second game medium A") by the management unit 103, a new second game medium (hereinafter referred to as "second game medium B") may be generated in the second game using the second game medium A. Then, the second game medium B may be converted into a new first game medium by the management unit 103.

[0142] Furthermore, the second game medium A may be a game medium that cannot be obtained within the second game. The second game medium B may be a game medium that cannot be obtained within the second game and can only be created by a generation method that uses the second game medium A.

[0143] In the game system 1 of the second embodiment, an event similar to an event occurring in the first game may occur in the third game. For example, a building such as a house may be destroyed by an enemy character in a virtual area in which the third game is played. Also, in the third game, it may be possible to insure a building such as a house. By insuring a building in this way, when the building is destroyed by an attack by an enemy character, the repair cost of the building can be reduced (or reduced to zero).

[0144] In addition, in the game system 1 of embodiment 2, the player character of the second game may be able to move from the second virtual space, which is the game space of the second game, to a virtual area of ​​the first virtual space (a virtual area in which the third game can be played) in response to user operation.

[0145] When a player character of the second game moves from the second virtual space to the virtual area of ​​the first virtual space, the character model of the player character of the second game may be converted to the character model of the first game. Similar to the conversion of the game medium, the management unit 103 may convert the character model of the player character moving from the second virtual space to the virtual area of ​​the first virtual space based on a character conversion table indicating the correspondence between the character models of the first game and the character models of the second game.

[0146] The converted character model of the player character moving from the second virtual space to the virtual area of ​​the first virtual space may be a character model that cannot be used in the normal first game. For example, if the character model in the first game is an "animal" and the character model in the second game is a "hunter," the character model that cannot be used in the normal first game may be an "animal in a hunter guise."

[0147] In the above description, currency and items are given as examples of the first game medium, but the first game medium is not limited to these. Other examples of the first game medium include a character model of the player character, a companion character who is a companion of the player character, and the like. The same applies to the second game medium. For example, the character model of the player character, companion character, and the like may be registered in the conversion table 60 indicating the correspondence between the first game medium and the second game medium.

[0148] In the above description, the first game medium (or the second game medium) may be traded between the user and a non-player character appearing in the first game (or the second game). Furthermore, history data indicating the content of the trade of the game medium between the user and the non-player character may be registered in the blockchain.

[0149] Specifically, the management unit 103 may generate historical data indicating a blockchain ID assigned to the user who sold (or purchased) the game medium, an ID assigned to the non-player character who purchased (or sold) the game medium, and the details of the purchase and sale of the game medium, and generate a transaction including the generated historical data.

[0150] Even when these other embodiments are adopted, the effects of the present invention are exhibited. In addition, this embodiment can be combined with other embodiments, and other embodiments can be combined with each other as appropriate. The above embodiments are essentially preferred examples, and are not intended to limit the scope of the present invention, its applications, or its uses. [Industrial Applicability]

[0151] As described above, the present invention is useful as a game processing technique. [Explanation of symbols]

[0152] 1. Game System 10. Server device 11 Network Interface 12 Storage section 13 Control section 20 Gaming Devices 21 Network Interface 22 Graphics Processing Unit 23 Audio Processing Section 24 Control section 25 Memory section 26 Control Unit 31 Display 32 Speaker 33 Game Controller 101 First Game Execution Department 102 Second Game Execution Department 103 Management Department 201 Game Progression Department 202 Blockchain Management Department 40 User DB 50 Blockchain Data 51 First Game Media DB 52 Second Game Media DB 60 Conversion Table 70 Grant Table

Claims

1. a first game execution unit that executes a first game, the first game being a game that progresses in a first virtual space in response to a user's operation, the first game medium being owned by the user; a second game execution unit that executes a second game, the second game being progressed in a second virtual space different from the first virtual space in response to an operation by the user, the second game being owned by the user and different from the first game medium; a management unit for converting the first game medium owned by the user into the second game medium owned by the user; the first game is a game in which a player character moves in response to an operation of the user within the first virtual space, the second game is a game in which a player character moves in response to an operation of the user in the second virtual space, the first game includes a third game that is compatible with the second game; a virtual area in which the third game can be executed is provided in the first virtual space; The third game can be played by moving a player character of the first game into the virtual area; In the third game, the player character of the first game can perform actions similar to those of the player character in the second game, in addition to the actions in the first game. A game system characterized by:

2. In claim 1, A player character of the second game is capable of moving from the second virtual space to the virtual area of ​​the first virtual space in response to an operation by the user. A game system characterized by:

3. In claim 2, When a player character of the second game moves from the second virtual space to the virtual area of ​​the first virtual space, a character model of the player character of the second game is converted into a character model of the first game. A game system characterized by:

4. A game control method executed by a computer in a game system in which a first game is played in a first virtual space in response to a user's operation, the first game being owned by the user, and a second game is played in a second virtual space different from the first virtual space in response to the user's operation, the second game being owned by the user and different from the first game medium, the method comprising: selecting, by the computer, the first game medium owned by the user; converting, by the computer, the selected first game medium into the second game medium owned by the user; the first game is a game in which a player character moves in response to an operation of the user within the first virtual space, the second game is a game in which a player character moves in response to an operation of the user in the second virtual space, the first game includes a third game that is compatible with the second game; a virtual area in which the third game can be executed is provided in the first virtual space; The third game can be played by moving a player character of the first game into the virtual area; In the third game, the player character of the first game can perform actions similar to those of the player character in the second game, in addition to the actions in the first game. A game control method comprising:

Citation Information

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