Computer system and game system
Patent Information
- Application Number
- JP2024039575
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2024-03-14
- Publication Date
- 2025-03-07
- Estimated Expiration
- 2040-03-31
Smart Images

Figure 0007642121000001 
Figure 0007642121000002 
Figure 0007642121000003
Abstract
Description
[Technical field]
[0001] The present invention relates to a computer system for controlling the execution of a game. [Background technology]
[0002] There are known games in which various types of media (game media) used in the game, such as characters and items appearing in the game, are prepared and given to the player as appropriate according to the progress of the game. For example, in a sports game in which the player selects a number of players he has trained to form a team and plays with the team, one of the game media is a player character. In a role-playing game (RPG) in which the player equips the player character with items that he has strengthened, not only the character but also the items that the character equips and uses are game media. In a war simulation game in which the player fights with robot weapons that he has developed and strengthened in the game world, the robot weapons and their equipment are game media.
[0003] In many cases, a "synthesis function" is used to cultivate, develop, and strengthen game media (see, for example, Patent Document 1 and Patent Document 2). The "composition function" is a function that replaces multiple game media set as materials for the composition execution with a single game media (including cases where multiple game media are combined to form a single game media) as the composition result. By using the composition function, the game media that was the base for the composition execution is nurtured and strengthened. As the composition results in a game media that is different from the original game media, it can also be said that a new game media is generated. [Prior art documents] [Patent documents]
[0004] [Patent Document 1] JP 2014-176716 A [Patent Document 2] JP 2013-226272 A Summary of the Invention [Problem to be solved by the invention]
[0005] In games where a wide variety of game media are available and new game media are given to the player as the game progresses, the collectability of game media is one of the attractions of the game. In other words, for players, obtaining and playing with their favorite game characters and items, i.e., collections, is often what motivates them to continue playing the game. In games that use a monthly flat-rate system or item-based pay system, how long the player continues playing the game is important.
[0006] If there are multiple game media that a player likes among the wide variety of game media, the player is likely to continue playing the game until he or she can obtain all of them. However, if there are only a few game media that the player likes, there is a risk that the player will become bored with the game in a short period of time. So, is it enough to simply increase the number of game media that the player likes in order to keep the player playing the game for a longer period of time? However, this is not so simple.
[0007] Just as it is necessary to prepare a large number of villains in order to highlight the presence of heroes, in order to highlight a small number of popular types of game media (or, in other words, high rarity types that many players want), it is necessary to prepare a large number of types of game media that are not expected to be very popular (or, in other words, low reality types). This tendency is particularly strong in games that use original works such as manga and anime. In order to simply increase the number of game media that players like, it is necessary to prepare many more types of game media that are not expected to be very popular. It is a simple calculation, but the man-hours and costs required for game development to simply feature one type of game media in a game are not very different between popular types and types that are not expected to be very popular. Therefore, the countermeasure of simply increasing the number of game media that players like is not a good measure because it requires many times more man-hours and costs to develop game media that are not expected to be popular.
[0008] From the player's perspective, the rarity of popular game media that many players desire is set high, so that as a result, players often continue to invest resources such as playing time and playing fees until they obtain the game media they desire. Even until they obtain the game media they desire, new game media (meaning game media that the player can use newly) continue to be granted as the game progresses, but it is highly likely that they will continue to be undesired game media of less popular types. For players, these undesired types of game media are likely to symbolize a waste of resources, and the accumulation of these may encourage them to decide to stop playing the game.
[0009] The problem that the present invention aims to solve is to provide a new technology that can add new excitement to a game that has a synthesis function for synthesizing game media with which a character is associated, and increase the likelihood that a player will continue playing the game. [Means for solving the problem]
[0010] A first invention for solving the above problems is a computer system for controlling a game having a synthesis function for synthesizing game media associated with characters and a disassembly function for disassembling the game media into a plurality of game media, comprising: a first type game medium, a second type game medium, and a third type game medium each associated with a predetermined common character; the third type game medium has a higher ability of the common character exhibited when used in the game than the first type game medium; the second type game media are game media that cannot be obtained by the synthesis of the synthesis function; a first type game media synthesis output control means (e.g., the server processing unit 200s, game management unit 210, synthesis control unit 220, and first type game media synthesis output control unit 221 in FIG. 11, the synthesis pattern definition data 550 in FIG. 14, and steps S4 to S8 in FIG. 19) for outputting the first type game media as a synthesis result when synthesis is performed using a specific combination of game media in the synthesis function; specific material decomposition output control means (e.g., the server processing unit 200s, game management unit 210, decomposition control unit 230, specific material decomposition output control unit 232 of FIG. 11, decomposition pattern definition data 570 of FIG. 12, steps S30 to S34 of FIG. 20) which outputs a plurality of game media including a first specific material game medium when the first type game medium is decomposed, and outputs a plurality of game media including a second specific material game medium that is the same as or different from the first specific material game medium when the second type game medium is decomposed in the decomposition function; a third type game media synthesis output control means (e.g., the server processing unit 200s, game management unit 210, synthesis control unit 220, third type game media synthesis output control unit 223 in FIG. 11, synthesis pattern definition data 550 in FIG. 14, steps S4 to S8 in FIG. 19) for outputting the third type game media as a synthesis result when the specific combination of game media and the first specific material game media are synthesized in the synthesis function, or when the specific combination of game media and the second specific material game media are synthesized; A computer system comprising:
[0011] The "computer system" referred to here may refer to a single computer or may be realized by multiple computers working together. "Game media synthesis" refers to the process of depriving the game users of the rights to use multiple game media that are the synthesis materials, and granting the rights to use the same or different game media to the materials. To the player, it appears as if the materials are being consumed and the synthesis result is being generated.
[0012] "Disassembly of game media" is the opposite of synthesis, in which the rights to use one of the game media used as material in a game are taken away, and the rights to use multiple game media that are different from the material are granted. The term "character" here refers generally to entities that are represented on the game screen and, depending on the game content, may be people, animals, robots, weapons, tools (items and equipment), vehicles, etc.
[0013] In the first invention, the relationship between the game media and the characters appearing in the game is not one-to-one. Among the characters appearing in the game, there are special characters that have the same appearance but are assigned first to third types of game media. From the game media's perspective, it can be said that common characters that have the same appearance characteristics and can be considered to be of the same type are assigned. In other words, the relationship between the type of game media and the type of character that is displayed on the game screen includes not only one-to-one but also many-to-one relationships.
[0014] The first to third types of game media are obtained in different ways. That is, the second type game medium cannot be obtained by the synthesis function, but the first type game medium and the third type game medium can be obtained by using the synthesis function. However, in order to synthesize the third type game medium, in addition to a specific combination that is a recipe for synthesizing the first type game medium, it is necessary to use a first specific material game medium that can only be obtained by decomposing the first type game medium using the decomposition function, or a second specific material game medium that can only be obtained by decomposing the second type game medium. In particular, the third type game medium is a game medium that players would definitely want to obtain because the abilities of the common characters that are displayed when used in the game are set higher than those of the first type game medium. The level of ability can be determined, for example, by the presence or absence and number of parameter values and skills. The first specific material game medium and the second specific material game medium may be the same game medium or different game media.
[0015] If popular characters desired by players are treated as common characters corresponding to first to third types of game media, then in order for the player to collect all of the popular characters, the player will need to collect the first to third types of game media using synthesis and disassembly, which will result in the player needing to play the game for a long time.
[0016] When considering the production labor required for game media, the graphic materials that require the most labor can be used in common or almost common ways, and only the method of obtaining them needs to be different. Therefore, even if a common character is set to correspond to the first to third types of game media, it requires far less labor than preparing three characters.
[0017] In addition, new game media that are granted as the game progresses can be consumed as synthesis materials for first and third type game media. Conventionally, characters that the player does not want were granted but simply accumulated without being used, but in the first invention, they become materials for obtaining desired popular characters. Therefore, for the player, these types of game media that are not desired do not symbolize a waste of resources, and their accumulation does not prompt the player to decide to stop playing the game.
[0018] Therefore, according to the first invention, in a game having a synthesis function for synthesizing game media associated with a character and a disassembly function for disassembling game media into multiple game media, new interest can be added and the likelihood of a player continuing to play the game can be increased.
[0019] A second invention is a means for outputting a new first type game medium with an improved first type unique parameter value as a synthesis result only when synthesis is performed using the first type game media in the synthesis function, the first type game medium being set with a first type unique parameter value unique to the first type game medium, the second type game medium being set with a second type unique parameter value unique to the second type game medium, and the third type game medium being set with a third type unique parameter value unique to the third type game medium, and the synthesis function being a means for outputting a new first type game medium with an improved first type unique parameter value as a synthesis result only when synthesis is performed using the first type game media together (for example, the first type unique parameter value 31 in FIG. 5 and the strengthening synthesis control in FIG. 11). 5, the strengthening synthesis control unit 225 in FIG. 11) for outputting a new second type game medium with an improved second type unique parameter value as a synthesis result only when synthesis is performed using the second type game media together, and means for outputting a new third type game medium with an improved third type unique parameter value as a synthesis result only when synthesis is performed using the third type game media together (for example, the third type unique parameter value 33 in FIG. 5, the strengthening synthesis control unit 225 in FIG. 11).
[0020] According to the second invention, the first to third type game media are set with first to third type specific parameter values, respectively. In other words, from the player's point of view, the first to third type game media are the same character, but there are some differences in their respective specific parameter values, for example, "different specifications," "different performance," or "different versions." This can foster a strong motivation for the player to want to collect all of the first to third type game media of the common character.
[0021] According to the second aspect of the present invention, by combining game media of the same type, the unique parameter values of the first to third types can be changed, and the first to third types of game media can be developed. This further increases the ways in which characters that the player does not want to use can be used. This adds further interest and further increases the likelihood that the player will continue playing the game.
[0022] A third invention is a computer system of the first or second invention, further comprising a fourth type game medium synthesis output control means (e.g., the fourth type game medium synthesis output control unit 224 of Figure 11) that outputs a fourth type game medium associated with the common character as a synthesis result, which is capable of activating a second effect associated with the second type game medium and a third effect associated with the third type game medium when a synthesis is performed using the second type game medium and the third type game medium in the synthesis function.
[0023] According to the third invention, in addition to the first to third type game media, a fourth type game medium corresponding to the same common character is added. The fourth type game medium is set so that it cannot be obtained unless the second type game medium and the third type game medium are synthesized as materials. Therefore, it takes more time and effort for the player to complete the collection of common characters, and the player needs to continue playing the game for a long time.
[0024] In addition, when focusing on the effects that are activated when the first to fourth type game media are used in a game, the fourth type game medium can activate the second effect of the second type game medium that was used as the composite material, and the third effect of the third type game medium. In other words, the fourth type game medium inherits the effects that can be activated by the second type game medium and the third type game medium, respectively.
[0025] From the player's perspective, the fourth type game medium is a more perfect, higher level common character that combines the second and third type game media, and is a character that the player will want to obtain at all costs. This provides a strong incentive for the player to obtain the fourth type game medium, and motivates the player to continue playing the game for a long time.
[0026] The fourth invention is a first effect activation control means (for example, the effect activation control unit 240 and the first effect activation control unit 241 in FIG. 11) that controls the activation of a first effect when the first type game medium is used in game play; The computer system of any of the first to third inventions includes a second effect activation control means (e.g., the effect activation control unit 240 and the second effect activation control unit 242 in FIG. 11) that performs control to activate a second effect different from the first effect when the second type game medium is used in game play, and a third effect activation control means (e.g., the effect activation control unit 240 and the third effect activation control unit 243 in FIG. 11) that performs control to activate a third effect different from the first effect and the second effect when the third type game medium is used in game play, and (1) controls to activate the first effect when the first specific material game medium is used as a synthetic material for the third type game medium, and (2) controls to activate the second effect when the second specific material game medium is used as a synthetic material for the third type game medium.
[0027] According to the fourth invention, the first to third types of game media have different effects that are activated, which strongly motivates the player to want to collect all of the first to third types of game media of the same common character. Furthermore, when a third type game medium synthesized using a first specific material game medium is used in a game, not only the third effect but also the first effect of the first type game medium can be activated. Also, when a third type game medium synthesized using a second specific material game medium is used in a game, not only the third effect but also the second effect of the second type game medium can be activated. In other words, the third type game medium inherits, through synthesis, the right to activate the effects related to the game media from which the specific material game media were decomposed. From the player's perspective, the third type game medium appears to be a more perfect common character of a higher level than the first and second type game media, providing a strong motivation for the player to go to the trouble of obtaining the third type game medium.
[0028] A fifth invention is a game in which a first performance parameter value for the first performance is set in the first type game medium, a second performance parameter value for the second performance is set in the second type game medium, and a third performance parameter value for the third performance is set in the third type game medium; In the synthesis function, a means for outputting a new first type game medium with an improved first performance parameter value as a result of the synthesis only when the first type game media are synthesized together (for example, the first performance parameter value 51 in FIG. 5 and the performance parameter value improvement control unit 226 in FIG. 11); a means for outputting a new second type game medium with an improved second performance parameter value as a result of the synthesis only when the second type game media are synthesized together (for example, the second performance parameter value 52 in FIG. 5 and the performance parameter value improvement control unit 226 in FIG. 11); a means for outputting a new third type game medium with an improved third performance parameter value as a result of synthesis only when the third type game media are synthesized together (for example, the third performance parameter value 53 in FIG. 5 and the performance parameter value improvement control unit 226 in FIG. 11); A fourth invention is a computer system having the following features.
[0029] In addition, a sixth invention is a computer system of the fourth or fifth invention, in which the first to third performances are at least one of playback control of a given video, output control of a given audio, and playback control of a given character motion.
[0030] "Performance parameters" are parameters related to the control of the performance display inserted during the game. For example, if the performance is a video, the scene depicted by the video will be the same, but the parameters include values specifying the presence or absence of sound effects and background music, and the types of these, the presence or absence of additional display to be added to the background, and the types of additional display. For example, if the performance is a still image in a cut-in format, the parameters include the size of the cut-in, the speed of the cut-in, and the presence or absence and type of sound effects when the cut-in.
[0031] According to the fifth or sixth aspect of the present invention, the first to third types of game media can be synthesized from the same types of materials to improve their respective performance parameter values. In other words, the first to third types of game media can be enhanced in interest by adding growth and challenge elements related to the presentation of the performance, thereby motivating the player to want to continue playing the game for a long time.
[0032] A seventh invention is a game medium in which no skill specific to the first type game medium is set, or a first type skill and a first type skill parameter value are set, the second type game medium is set with a second type skill and a second type skill parameter value specific to the second type game medium, and the third type game medium is set with a third type skill and a third type skill parameter value specific to the third type game medium, In the synthesis function, a means for outputting new second type game media with improved second type skill parameter values as a synthesis result only when synthesis is performed using the second type game media (e.g., second type skill parameter value 42 in FIG. 5 and skill parameter value improvement control unit 227 in FIG. 11); a means for outputting a new third type game medium with an improved third type skill parameter value as a synthesis result only when the third type game media are synthesized together (e.g., the third type skill parameter value 43 in FIG. 5 and the skill parameter value improvement control unit 227 in FIG. 11); The computer system according to any one of the first to sixth aspects of the present invention has the above-mentioned features.
[0033] According to the seventh aspect of the present invention, the first type game media does not have a skill specific to the first type game media, or the first type skill and a first type skill parameter value for controlling the first type skill are set, and the second and third type game media have second to third type specific skills and parameters for controlling the second and third types, respectively. In other words, from the player's perspective, the first to third type game media appear to be "different specifications," "different performance," and "different versions" despite being a common character. This provides a strong motivation for the player to try to collect all of the first to third type game media of the common character.
[0034] According to the seventh aspect of the present invention, by combining game media of the same type, it is possible to change the parameter values of the second and third types of unique skills and grow the second and third types of game media. This adds further interest and further increases the possibility that the player will continue playing the game.
[0035] An eighth invention is a computer system of any of the first to seventh inventions, wherein the third type of game medium includes a plurality of sub-type third type game media associated with the common character, and the third type of game medium synthesis output control means outputs the sub-type third type of game medium as a synthesis result in accordance with the game media to be combined in the synthesis, in addition to the specific combination of game media, the first specific material game medium or the second specific material game medium.
[0036] According to the eighth aspect of the present invention, since the third type game media has sub-species, it takes more time for the player to complete the collection of game media related to the common character. From the player's perspective, this increases the amount of time spent on the game. This, combined with the increased interest of the game, motivates the player to continue playing the game for a long time.
[0037] A ninth invention is a computer system according to any one of the first to eighth inventions, further comprising a third type display mode change control means (e.g., the server processing unit 200s, game management unit 210, display mode control unit 250, and third type display mode change control unit 253 in FIG. 11 , step S8 in FIG. 19 ) that performs the following control: (1) control to change the display mode of the third type game medium to the first type display mode based on the common character when the first type game medium is used as a synthesis material for the third type game medium; and (2) control to change the display mode of the third type game medium to the second type display mode when the second specific material game medium is used as a synthesis material for the third type game medium.
[0038] A "display mode based on a common character" is a display method that allows a player to recognize a common character from its apparent characteristics. For example, if a common character is drawn at different angles / poses / zooms, they are the same in that they are all recognized as a common character, and each of them corresponds to a unique "display mode based on a common character." For example, when a 3D model of a common character is represented as a rendering image taken with a virtual camera, differences in the pose set for the 3D model and differences in shooting conditions such as the shooting angle and shooting angle of the virtual camera will also result in differences in the display mode.
[0039] According to the ninth aspect of the present invention, a unique display mode is prepared for each of the first to third types of game media, which strongly motivates the player to want to collect all types of game media related to the common character.
[0040] When a third type game medium synthesized using a first specific material game medium as a material is used in a game, a display mode to be applied can be selected from the third type display mode and the first display mode of the first type game medium. When a third type game medium synthesized using a second specific material game medium as a material is used in a game, a display mode to be applied can be selected from the third type display mode and the second display mode of the second type game medium.
[0041] In other words, the third type game medium inherits, through synthesis, the right to use the display mode of the game medium from which the specific material game medium was decomposed. From the player's perspective, the third type game medium appears to be a more perfect common character of a higher level than the first and second type game media, providing a strong motivation for the player to go to the trouble of obtaining the third type game medium.
[0042] A tenth invention is a computer system described in any one of claims 1 to 9, further comprising a player information management means (e.g., the server processing unit 200s, user management unit 202, player information management unit 203 in Figure 11, owned game media management data 610 in Figure 15, steps S14, S16, and S20 in Figure 19) for managing information on game media owned by each player.
[0043] According to the tenth aspect of the present invention, a player can use the synthesis function to play with game media that he or she owns (has the right to use in the game).
[0044] An eleventh aspect of the present invention is a game system comprising a server system which is the computer system of the tenth aspect of the present invention, and a player terminal for each player.
[0045] According to the eleventh aspect of the invention, it is possible to realize a game system that provides the same effects as the first to tenth aspects of the invention. [Brief description of the drawings]
[0046] [Figure 1] FIG. 1 is a diagram showing an example of the configuration of a game system. [Diagram 2] FIG. 2 is a front view showing a configuration example of a player terminal. [Diagram 3] FIG. 1 is a diagram for explaining game media used in a game. [Figure 4] FIG. 13 is a diagram for explaining common characters and minor characters. [Diagram 5] FIG. 13 is a diagram showing the types of parameter values set in the first to fourth type game media. [Figure 6] 13 is a diagram for explaining the handling of characteristic parameter values, skill parameter values, and performance parameter values when combining first to fourth type game media. [Figure 7] 13 is a diagram for explaining the handling of performance parameter values when combining the first to fourth type game media. [Figure 8] A figure for explaining the setting of sub-species related to the synthesis of a third type of game media. [Figure 9] FIG. 13 is a diagram (part 1) for explaining inheritance of the display mode when a first type game medium to a fourth type game medium are combined. [Figure 10] A figure to explain how to handle display modes in a third type of game medium. [Figure 11] FIG. 2 is a functional block diagram showing an example of the functional configuration of the server system according to the first embodiment. [Figure 12] FIG. 4 is a diagram showing an example of programs and data stored in a server storage unit in the first embodiment. [Figure 13] FIG. 4 is a diagram showing an example of the data configuration of game content definition data. [Figure 14] FIG. 4 is a diagram showing an example of the data configuration of composite pattern definition data. [Figure 15] FIG. 4 is a diagram showing an example of a data configuration of user management data. [Figure 16] FIG. 4 is a diagram showing an example of the data structure of play data. [Figure 17] FIG. 4 is a diagram showing an example of the data structure of synthesis control data. [Figure 18] FIG. 2 is a functional block diagram showing an example of the functional configuration of a player terminal according to the first embodiment. [Figure 19] 11 is a flowchart illustrating the flow of a synthesis process. [Figure 20] 11 is a flowchart for explaining the flow of a decomposition process. [Figure 21] 11 is a flowchart for explaining the flow of a game play process. [Figure 22] FIG. 11 is a functional block diagram showing an example of the functional configuration of a player terminal according to a second embodiment. [Figure 23] FIG. 11 is a diagram showing an example of programs and data stored in a terminal storage unit according to the second embodiment. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0047] Hereinafter, examples of embodiments of the present invention will be described, but it goes without saying that the forms to which the present invention can be applied are not limited to the following embodiments.
[0048] [First embodiment] FIG. 1 is a diagram illustrating an example of the configuration of a game system. The game system 1000 includes a server system 1100 and a player terminal 1500 which are connected to each other via a network 9 so as to be capable of data communication with each other.
[0049] The game system 1000 is a computer system that provides online games to players 2 who are users of player terminals 1500. Of course, the game system 1000 may provide other services.
[0050] The network 9 refers to a communication path that allows data communication. In other words, the network 9 includes a dedicated line (dedicated cable) for direct connection, a LAN (Local Area Network) using Ethernet (registered trademark), etc., as well as a telephone communication network, a cable network, the Internet, and other communication networks, and the communication method may be either wired or wireless.
[0051] The server system 1100 is a computer system having, for example, a main device 1101, a keyboard 1106, a touch panel 1108, and a storage 1140, and a control board 1150 mounted on the main device 1101.
[0052] The control board 1150 is equipped with various microprocessors such as a CPU (Central Processing Unit) 1151, a GPU (Graphics Processing Unit), and a DSP (Digital Signal Processor), various IC memories 1152 such as a VRAM, RAM, and ROM, and a communication device 1153. Note that a part or the whole of the control board 1150 may be realized by an ASIC (Application Specific Integrated Circuit), an FPGA (Field-Programmable Gate Array), or an SoC (System on a Chip).
[0053] The server system 1100 realizes (1) a user management function for managing information related to user registration and the like, (2) an online shopping function for selling game media such as various characters and items that can be used in the game to users online, and (3) a game management function for providing data necessary for the player 2 to play the game and managing the execution control of the game on the player terminal 1500, by the control board 1150 performing calculations based on predetermined programs and data. In other words, the game in this embodiment is realized as a kind of client-server type online game.
[0054] Although only one player terminal 1500 is depicted in FIG. 1, in actual system operation, a plurality of player terminals 1500 can access the server system 1100 at the same time.
[0055] Also, although the server system 1100 is depicted as if it were a single server device, it may be realized by a configuration of multiple devices. For example, the server system 1100 may be configured to include multiple blade servers each sharing a function, and connected to each other via an internal bus so that data communication is possible. Furthermore, the installation location of the hardware constituting the server system 1100 does not matter. It may be configured such that multiple independent servers installed at separate locations communicate data via the network 9 to function as the server system 1100 as a whole.
[0056] 2 is a front view showing an example of the configuration of a player terminal 1500. The player terminal 1500 is a computer system that a user who has completed a registration procedure uses to utilize the game system 1000 of this embodiment, and is an electronic device that can access the server system 1100 via the network 9. The player terminal 1500 is a device with which a user can play a game.
[0057] 2 is a device known as a smartphone, but may be a computer such as a wearable computer, such as a smart watch or smart glasses, a portable game device, a tablet computer, or a personal computer. In the case where multiple electronic devices are communicatively connected to each other to perform one function, such as a combination of a smartphone and a smart watch communicatively connected to the smartphone, these multiple electronic devices can be regarded as one player terminal 1500.
[0058] The player terminal 1500 includes a directional input key 1502, button switches 1504, a touch panel 1506 that functions as an image display device and a contact position input device, an internal battery 1509, a speaker 1510, a microphone 1512, a camera 1520, a control board 1550, and a memory card reader 1542 that can read and write data from a memory card 1540 that is a computer-readable storage medium. In addition, a power button, a volume control button, and the like (not shown) are provided. In addition, an IC card reader that can contactlessly read and write data from an IC card type credit card or prepaid card that can be used to pay for the use of the game system 1000 may be provided.
[0059] The control board 1550 is equipped with (1) a CPU 1551 and various microprocessors such as a GPU and DSP, (2) various IC memories 1552 such as VRAM, RAM, and ROM, (3) a wireless communication module 1553 for wireless communication with mobile phone base stations and wireless LAN base stations connected to the network 9, and (4) an interface circuit 1557.
[0060] The interface circuit 1557 includes (1) a driver circuit for the touch panel 1506, (2) a circuit for receiving signals from the directional input keys 1502 and the button switches 1504, (3) an output amplifier circuit for outputting an audio signal to the speaker 1510, (4) an input signal generation circuit for generating an audio signal collected by the microphone 1512, (5) a circuit for inputting image data of an image captured by the camera 1520, and (6) a signal input / output circuit for the memory card reader 1542.
[0061] These elements mounted on the control board 1550 are electrically connected via a bus circuit or the like, and are connected so as to be able to read and write data and send and receive signals. A part or all of the control board 1550 may be configured with an ASIC, FPGA, or SoC. The control board 1550 stores programs and various data for realizing the functions of a player terminal in an IC memory 1552.
[0062] In this embodiment, the player terminal 1500 is configured to download programs and various setting data from the server system 1100, but may be configured to read them from a storage medium such as a memory card 1540 obtained separately.
[0063] Next, the game providing service will be described. The game played on the player terminal 1500 is an online game executed in a client-server system in which the server system 1100 serves as the game server. Information related to the progress of the game and information related to the display of the game screen are generated by the server system 1100 and provided to the player terminal 1500 as appropriate. The player terminal 1500 functions as a terminal for operation input and game screen display. That is, the player terminal 1500 displays the game screen based on the information provided by the server system 1100, and transmits operation input information to the server system 1100 one by one. The server system 1100 progresses the game based on the operation input information transmitted from the player terminal 1500.
[0064] FIG. 3 is a diagram illustrating game media used in the game. The player 2 selects a game medium 3 of his / her choice from among the game media 3 he / she owns (has the right to use in the game), and plays the game using the game medium 3 as the player character 4. The position of the game medium 3 in the game can be set appropriately according to the content of the game. For example, it can be a person, an item, a building, a vehicle, a virtual animal to be raised, a tool, a weapon, a defensive gear, etc.
[0065] The game of this embodiment is a war simulation game in which the player 2 uses a robot weapon as a player character (a character that the player can control in the game) to battle against a computer-controlled opponent. Therefore, the appearance of the game medium 3 as a character appearing in the game is that of a robot weapon, auxiliary equipment that can be combined with a robot weapon, or the like. The game medium 3 is treated as a 3D model with actions during game play, and is treated like a card in situations other than game play (for example, ownership management, selection of game media to be used in the game, etc.).
[0066] The game is provided with a combination function for game media 3 and a decomposition function for game media 3 in advance.
[0067] The "composite function" is to deprive the player of the right to use multiple game media 3 that are used as composite materials in a game, and to grant the player the right to use game media 3 of the same or different type as the materials. To the player 2, it appears that the material game media 3 have been consumed, and new game media 3 that are the result of the combination have been generated.
[0068] Specifically, when multiple game media 3 used as materials for synthesis are of different types, a game medium 3 of a different type from the materials is given as a synthesis result. In the example of FIG. 3, game media 3a and game media 3b are used as materials, and game medium 3c is given as a synthesis result. When multiple game media 3 are of the same type, game media 3 of the same type as the materials is given as a synthesis result, but the ability parameter values of the game media 3 of the synthesis result are set to be higher than those of the game media of the same type used as materials. A so-called "strengthening synthesis" is performed. In this embodiment, it is assumed that the type of game medium obtained as a synthesis result is predetermined based on the combination of types of game media used as materials.
[0069] The "disassembly function", which is the opposite of the synthesis function, is to deprive a player of the right to use one game medium 3 that is a synthesis material in a game, and grant the player the right to use multiple game media 3 of different types from the materials. To the player 2, it appears that the material game medium 3 has been disassembled, and multiple different types of game media 3 that are synthesis results have been generated. In this embodiment, it is assumed that it is predetermined which types of game media 3 are disassembled into which number of game media. In the example of FIG. 3, an example of reversible disassembly is shown as compared to the synthesis example, but irreversible disassembly (even if game media obtained by disassembly are combined and synthesized, the type of game media before disassembly cannot be obtained) may also be used.
[0070] As shown in FIG. 4, the game medium 3 can be divided into common characters 10, which are popular characters, and minor characters 5.
[0071] The common character 10 is a relatively strong and cool character that the player 2 wants to use as a player character. If the game content is based on a manga or anime, it corresponds to the main character or secondary main character in the original work. If it is a robot weapon, it is a special machine with excellent performance.
[0072] The minor characters 5 are characters that are relatively weaker than the common characters 10, and are characters that the player 2 would not normally want to use as a player character. In the case of a manga or anime based on a game, they are extras or mob characters that surround the main character or secondary main character in the original work, and in the case of a robot weapon, they are mass-produced machines with mediocre performance.
[0073] The number of common characters 10 is adjusted so that they are rarer than the minor characters 5. Specifically, when new game media 3 are provided as the game progresses, the probability of providing a minor character 5 is controlled to be higher than that of a common character 10. In other words, while playing the game, the player 2 ends up with more minor characters 5 than common characters 10. In the example of FIG. 4, only one type of common character 10 is shown, but in reality, multiple types of common characters 10 may be prepared.
[0074] Furthermore, one type of minor character 5 corresponds one-to-one with one type of game medium 3, while one type of common character 10 corresponds to four types of game media: a first type game medium 11, a second type game medium 12, a third type game medium 13, and a fourth type game medium 14. The first type game medium 11 to the fourth type game medium 14 each have many types of abilities in common as a player character when used in a game, but some abilities are set to be different (described in detail below).
[0075] In other words, there is a one-to-many correspondence between the type of character and the type of game media for the common character 10. Looking at it from the other way around, the first type game media 11 to the fourth type game media 14 are different types of game media in terms of the internal processing of the server system 1100, but on the game screen they are assigned common characters that have the same appearance characteristics and are considered to be of the same type.
[0076] Here, "having the same external characteristics and being considered the same type" means that the results of the identification of the same type of character can be obtained. For example, if the same character is drawn at different angles / poses / zooms, it is recognized as the same character based on the external characteristics such as the shape and color scheme, and all of the drawings are recognized as a common character.
[0077] The first type game medium 11, the second type game medium 12, the third type game medium 13, and the fourth type game medium 14 are each obtained in a different manner.
[0078] First, the second type game medium 12 cannot be obtained by a synthesis function. For example, it can be obtained in a limited manner by being distributed to participants of a given event in the real world or the game world hosted by the operator of the game system 1000, or by being distributed as a collaboration prize with other media such as a magazine. In particular, in this embodiment, the display mode of the second type game medium 12 is a special display mode different from the first type game medium 11 and the third type game medium 13, and the presentation of the common character when the second type game medium 12 is used is a special presentation different from the first type game medium 11 and the third type game medium 13. This can increase the desire of the player 2 to obtain the second type game medium 12.
[0079] The first type game medium, the third type game medium and the fourth type game medium 14 can be obtained by using a synthesis function.
[0080] The first type game medium 11 can be obtained as a synthesis result when a synthesis function uses a "specific combination" of game media 10. The "specific combination" is a recipe for obtaining the first type game medium 11 as a synthesis result, and the combination can be set as appropriate. The specific combination in the example of FIG. 4 is "game medium 3a which is a minor fish character 5 + game medium 3c which is a minor fish character 5." Setting a large number of minor fish characters 5 to be included in the specific combination is preferable because it provides a destination for the minor fish characters 5 that are increasingly given to the player 2 as the game progresses and tend to accumulate.
[0081] The third type game medium 13 can be obtained as a synthesis result (1) when a synthesis function is used to synthesize a specific combination, which is a recipe by which the first type game medium 11 can be obtained as a synthesis result, and a first specific material game medium 21 that can only be obtained by decomposing the first type game medium 11 using the decomposition function, or (2) when a synthesis is used to synthesize a specific combination and a second specific material game medium 22 that can only be obtained by decomposing the second type game medium 12 using the decomposition function.
[0082] The number of specific material game media is not limited to two as shown in Fig. 4, and three or more types may be set. The first specific material game medium 21 and the second specific material game medium 22 are described as different game media, but they may of course be the same game medium. Furthermore, the method of obtaining the first specific material game medium 21 and the second specific material game medium 22 is not limited to disassembling the first type game medium 11 and the second type game medium 12, and other methods of obtaining the first specific material game medium 21 and the second specific material game medium 22 may also be used in combination, such as being granted in response to game play, being purchased through online shopping, or being synthesized.
[0083] The fourth type game medium 14 can be obtained as a synthesis result by performing synthesis using the second type game medium 12 and the third type game medium 13 using the synthesis function.
[0084] In other words, if a popular character that is expected to be desired by many players 2 is used as the common character 10, the following effects are generated: In order for a player 2 to perfectly collect all the game media 3 related to his / her favorite common character 10, the player 2 needs to collect the first type game media 11 to the fourth type game media 14 by synthesizing and disassembling them, and as a result, the player 2 needs to play the game for a long time.
[0085] Furthermore, when considering the number of steps required to create data related to the game medium 3, the most time-consuming step is creating the graphic materials and motion materials for displaying the character corresponding to the game medium 3 on the game screen. Since the common character 10 can share all or most of the graphic materials and motion materials, it is possible to increase the number of items that the player 2 can collect with far fewer steps than if a one-to-one correspondence was created between the game medium 3 and the character.
[0086] Furthermore, the common characters 10 are treated differently from the minor characters 5 in terms of synthesis and decomposition functions, and in terms of control of the display mode within the game screen.
[0087] First, the handling of the common characters 10 in the decomposition function will be described. When the first type game medium 11 is disassembled, the disassembly results in a plurality of game media including the first specific material game medium 21. When the second type game medium 12 is disassembled, the disassembly results in a plurality of game media including the second specific material game medium 22.
[0088] In FIG. 4, the first specific material game medium 21 and the second specific material game medium 22 may be game media 3d, 3f classified as minor character 5, or may be a fifth type game medium different from the first type game medium 11 to the fourth type game medium 14 of the common character 10.
[0089] Next, the handling of the common character 10 in the synthesis function will be described. First, as a premise, as shown in FIG. 5, the first type game medium 11 is set with a first type unique parameter value 31 unique to the first type game medium, the second type game medium 12 is set with a second type unique parameter value 32 unique to the second type game medium, the third type game medium 13 is set with a third type unique parameter value 33 unique to the third type game medium, and the fourth type game medium 14 is set with a fourth type unique parameter value 34 unique to the fourth type game medium. The third type unique parameter value 33 is set to a value having a higher ability / effect than the first type unique parameter value 31. This can increase the desire of the player 2 to obtain the third type game medium 13 rather than the first type game medium 11, or in addition to the first type game medium 11. The first type unique parameter value 31 and the second type unique parameter value 32 are set to different values, but may be the same value.
[0090] In addition, the first type game medium 11 is set with a first type skill and a first type skill parameter value 41 specific to the first type game medium, and the second type game medium 12 is set with a second type skill and a second type skill parameter value 42 specific to the second type game medium. In addition, the third type game medium 13 is set with a third type skill and a third type skill parameter value 43 specific to the third type game medium, and the fourth type game medium 14 is set with a fourth type skill and a fourth type skill parameter value 44 specific to the fourth type game medium. In addition, the third type skill of the third type game medium 13 is a more powerful and effective skill than the first type skill of the first type game medium 11. In addition, the first type skill and the first type skill parameter value 41 are different from the second type skill and the second type skill parameter value 42, but may be the same. This can increase the desire of the player 2 to obtain the third type game medium 13 rather than the first type game medium 11, or in addition to the first type game medium 11. Also, a first type skill specific to the first type game medium may not be set in the first type game medium 11, and a first type skill parameter value 41 may not be set.
[0091] The "unique parameter value" includes a parameter value related to a capability unique to the game medium of the type. Specifically, for example, the way of using the equipped weapon, more specifically, the setting value such as single shot / three-point burst shooting / full auto shooting, etc., can be the unique parameter value. In addition, in the control of displaying the corresponding common character 10 on the game screen, a parameter value for displaying it in a unique manner also falls under this category. Specifically, for example, the setting value of the shooting angle or the shooting field angle of the virtual camera during the motion can be the unique parameter value. Note that the unique parameter value can be set to a predetermined value (for example, "0" or NULL) that essentially means "no setting". Of course, it may simply be a capability parameter value such as attack power, defense power, or movement power when the game medium is used. It may also be a value indicating the type of equipment.
[0092] "Skill" means an additional special ability other than the ability commonly possessed by the common character 10, and multiple types of skills are prepared for the common character 10. The skill parameter value indicates the degree of effect of the type of skill added.
[0093] Then, as shown in Fig. 6, the combination function combines first type game media 11 (11a, 11b: each is treated individually as game media 3) to produce a new first type game medium 11c having an improved first type unique parameter value 31 compared to that of the first type game media 11 (11a, 11b) used as materials. In the example of Fig. 6, the first type unique parameter value 31 of the first type game medium 11c is calculated by simply adding up the first type unique parameter value 31 of the first type game media 11 (11a, 11b), but the method of improvement is not limited to simple addition.
[0094] Similarly, by combining two second type game media 12 together, the combination result is a new second type game medium 12 in which the second type unique parameter value 32 is improved compared to that of the second type game media 12 used as material. Similarly, by combining two third type game media 13 together, the combination result is a new third type game medium 13 in which the third type unique parameter value 33 is improved compared to that of the third type game media 13 used as material. Of course, the same is true for the fourth type game medium 14.
[0095] Furthermore, in the synthesis function, only when synthesis is performed using two first type game media 11, can a new first type game medium 11 with an improved first type skill parameter value 41 be obtained as a synthesis result. Similarly, only when synthesis is performed using two second type game media 12, can a new second type game medium 12 with an improved second type skill parameter value 42 be obtained as a synthesis result. Similarly, only when synthesis is performed using two third type game media 13, can a new third type game medium 13 with an improved third type skill parameter value 43 be obtained as a synthesis result. Of course, the same applies to the fourth type skill parameter value 44 of the fourth type game medium 14.
[0096] In this way, by setting characteristic parameter values according to the type and skill parameter values for each skill type for the first type game medium 11, the second type game medium 12, and the third type game medium 13, from the perspective of the player 2, the first type game medium 11 to the fourth type game medium 14 are the same common character 10, but when actually used in a game, they become "different specs," "different skills," "different performance," and "different versions" with some differences in their respective characteristic parameter values. Furthermore, for the first type game medium 11 to the fourth type game medium 14, by combining the same type, it is possible to perform a so-called "strengthening combination" in which the characteristic parameter values and skill parameter values of the material game media are improved compared to before the combination.
[0097] In addition, in this embodiment, it is possible to insert effects that are inserted into the game screen. As shown in FIG. 5, with regard to the presentation, a first presentation parameter value 51 for the first presentation is set on the first type game medium 11, a second presentation parameter value 52 for the second presentation is set on the second type game medium 12, a third presentation parameter value 53 for the third presentation is set on the third type game medium 13, and a fourth presentation parameter value 54 for the fourth presentation is set on the fourth type game medium 14.
[0098] The first, second, third and fourth performances each include at least one of playback control of a given video, output control of a given audio, a cut-in still image and playback control of a given character motion, and each performance has a different content.
[0099] The "parameter values for effects" are setting parameter values related to the type of effects inserted into the game and the execution control of those effects. For example, if the type of effect is video or audio, the setting parameter values would be the scene depicted by the video (the content of the effect) and the lines in the audio, but would be the same, and would include values specifying the presence or absence of sound effects or background music and the type of these, the presence or absence of additional display to be added to the background, and values specifying the type of additional display.
[0100] For example, if the type of effect is a cut-in type still image, the setting parameter values would include values indicating what type of cut-in to use, the size of the cut-in, the speed of the cut-in, and whether or not to use sound effects when cutting in and the type of sound effects. Also, for example, if the type of effect is motion playback, the set parameter values can be values indicating the playback speed, the shooting distance and shooting angle of the virtual camera that captures the motion, the movement of the virtual camera itself, and the like.
[0101] As shown in FIG. 6, only when the first type game media 11 are combined with each other in the combination function, a new first type game medium 11 having an improved first performance parameter value 51 (51a, 51b, 51c) compared to that of the first type game media 11 used as the material can be obtained as a combination result. Similarly, only when the second type game media 12 are combined with each other, a new second type game medium 12 having an improved second performance parameter value 52 compared to that of the second type game media 12 used as the material can be obtained as a combination result. Similarly, only when the third type game media 13 are combined with each other, a new third type game medium 13 having an improved third performance parameter value 53 compared to that of the third type game media 13 used as the material can be obtained as a combination result. Of course, the same applies to the fourth type game medium 14.
[0102] For the first type game media 11 to the third type game media 13, by combining the same type of media as materials, the performance parameter values of each can be improved compared to those of the materials. In other words, it is possible to add growth and challenge elements to the presentation of the first type game media 11 to the third type game media 13, thereby increasing interest.
[0103] Furthermore, as shown in FIG. 7, when a synthesis function is used to synthesize a second type game medium 12 and a third type game medium 13, the synthesis result is a fourth type game medium 14 capable of activating a second effect associated with the second type game medium 12 and a third effect associated with the third type game medium 13.
[0104] That is, the fourth type game medium 14 resulting from the synthesis has the second effect parameter value 52 and the third effect parameter value 53 in addition to the fourth effect parameter value 54, and the fourth type game medium 14 is capable of activating the second effect of the second type game medium 12 and the third effect of the third type game medium 13 that were used as the synthesis materials. In other words, the fourth type game medium 14 inherits the effects that can be activated by each of the second type game medium 12 and the third type game medium 13. From the player's perspective, the fourth type game medium 14 is an entity that combines the second type game medium 12 and the third type game medium 13 into one, and is closer to being perfect as a common character 10, making it something that the player will want to obtain at all costs.
[0105] Furthermore, as shown in FIG. 8, the tertiary game media 13 can be further subdivided with finer differences (differences in specifications, skills, etc.) in relation to the synthesis function. That is, in addition to the specific combination 28 of game media 3 and the first specific material game medium 21 or the second specific material game medium 22, a third type of game medium 13 (13a, 13b, 13c) of any of the multiple sub-species associated with the common character 10 can be obtained as a synthesis result, depending on the game medium (additional material 29) to be combined in the synthesis.
[0106] By subdividing the third type game media 13 into sub-types, the path taken by the player 2 to complete the collection of the game media 3 related to the common character 10 becomes more complicated. From the player 2's perspective, this increases the amount of time spent on the game, which, combined with the increased interest of the game, motivates the player to play the game for a longer period of time. Of course, the number of sub-types is not limited to three as shown in FIG. 8 and can be set as appropriate. Furthermore, the configuration of the game media (additional materials 29) to be combined in synthesis, other than the first specific material game media 21 or the second specific material game media 22, is not limited to the example in FIG. 8 and can be set as appropriate.
[0107] Next, the handling of the common character 10 in relation to the control of the display mode within the game screen will be described. As shown in FIG. 5, the first type game medium 11 has a first type display mode 61 based on the common character 10 set as the display mode of the game medium, the second type game medium 12 has a second type display mode 62 based on the common character 10 set as the display mode of the game medium, the third type game medium 13 has a third type display mode 63 based on the common character 10 set as the display mode of the game medium, and the fourth type game medium 14 has a fourth type display mode 64 based on the common character 10 set as the display mode of the game medium.
[0108] A "display mode based on a common character" is a display method that allows a player to recognize a common character from its apparent characteristics. For example, if an illustration of a common character is drawn at different angles / poses / zooms, they are the same in that they are all recognized as a common character, and they fall under different types of "display modes based on a common character." For example, when a 3D model of a common character is represented as a rendering image taken with a virtual camera, differences in the pose set for the 3D model and differences in shooting conditions such as the shooting angle and shooting angle of the virtual camera also result in different types of display modes.
[0109] The first type display mode 61 to the fourth type display mode 64 have different contents. If multiple types of at least one of the first type game media 11 to the fourth type game media 14 related to the common character 10 are prepared, the contents of the display mode can be different for each game medium. In other words, if two types of the first type game media 11 are prepared, a first type display mode 61 with different contents may be set for each type.
[0110] In the synthesis function, for the first type game media 11 to the fourth type game media 14, the display mode of the synthesis result game media inherits the display mode of the game media used as materials or the game media derived therefrom.
[0111] Specifically, for example, FIG. 9 illustrates the inheritance of the display mode in a case where a new first type game medium 11c is synthesized using two different first type game media 11a and 11b as synthesis materials.
[0112] As shown in FIG. 9(1), a first type display mode 61a (version a) is set to the first type game medium 11a, which is one of the materials, and a first type display mode 61b (version b), which is different in content from the first type display mode 61a, is set to the other type of material, first type game medium 11b. Then, a first type display mode 61c (version c), which is different from both the first type display mode 61a and the first type display mode 61b, is set to the first type game medium 11c, which is the result of the synthesis, but the first type display mode 61a and the first type display mode 61b of both materials are additionally set. In other words, the display mode of the game medium used as the material is inherited by the game medium of the synthesis result.
[0113] Furthermore, the first type game medium 11e obtained by combining the first type game medium 11c resulting from this combination with another first type game medium 11d inherits the three display modes (first type display mode 61a, first type display mode 61b, first type display mode 61c) set in the first type game medium 11c as well as the first type display mode 61d of the first type game medium 11e, and therefore has a total of five different first type display modes 61, including the first type display mode 61e that was originally set.
[0114] The same applies to the combination of second type game media 12 together, the combination of third type game media 13 together, and the combination of fourth type game media 14 together.
[0115] 10 shows an example of inheritance in the synthesis of a third type game medium 13. That is, as shown in FIG. 10(1), when the materials for synthesis include a first specific material game medium 21 derived from a first type game medium 11, the first type display mode 61 is added to the originally set third type display mode 63 in the third type game medium 13b(13) that is the synthesis result. As shown in FIG. 10(2), when the materials for synthesis include a second specific material game medium 22 derived from a second type game medium 12, the second type display mode 62 is added to the originally set third type display mode 63 in the third type game medium 13c(13) that is the synthesis result.
[0116] In other words, the display mode of the third type game medium 13 can be changed to (1) a first type display mode 61 when a first specific material game medium 21 is used as a synthesis material for the third type game medium, and (2) a second type display mode 62 when a second specific material game medium 22 is used as a synthesis material for the third type game medium.
[0117] Then, when multiple display modes are set for one game medium as a result of the synthesis as shown in FIG. 9 and FIG. 10, player 2 can freely switch and select which display mode to apply to that game medium.
[0118] In this way, for the common character 10, the display mode settings are inherited from the materials to the synthesis result, making it possible to create a game medium with the right to select an ultimate display mode in which all display modes prepared for the common character 10 are added to one game medium. This ultimate game medium is seen as a challenging element for player 2 who wants to collect all different types / versions of the common character 10, and this will encourage the player to continue playing the game for a long time.
[0119] Next, a description will be given of a functional configuration for realizing the specifications related to the common character 10. Fig. 11 is a functional block diagram showing an example of a functional configuration of a server system 1100. The server system 1100 includes an operation input unit 100s, a server processing unit 200s, a sound output unit 390s, an image display unit 392s, a communication unit 394s, and a server storage unit 500s.
[0120] The operation input unit 100s is a means for inputting various operations for managing the server, and corresponds to the keyboard 1106 in FIG.
[0121] The server processing unit 200s is realized by electronic components such as processors serving as arithmetic circuits, such as a CPU, GPU, ASIC, FPGA, etc., as well as IC memories, and controls input and output of data between each functional unit including the operation input unit 100s and the server storage unit 500s.The server processing unit 200s performs various types of arithmetic processing based on predetermined programs and data, operation input signals from the operation input unit 100s, data received from the player terminals 1500, etc., and performs integrated control of the operation of the server system 1100.
[0122] The server processing unit 200s includes a user management unit 202, an online shopping management unit 206, a game management unit 210, a clock unit 280s, a sound generation unit 290s, an image generation unit 292s, and a communication control unit 294s. Of course, other functional units may also be included as appropriate.
[0123] The user management unit 202 performs processing related to user registration procedures and stores and manages various information linked to user accounts. Specifically, the user management unit 202 (1) assigns unique user accounts to registered users, and (2) manages registration information that registers and manages personal information for each user account. The user management unit 202 also has a player information management unit 203, and (3) manages information on game media (characters, items, etc.) owned by users.
[0124] The online shopping management unit 206 is responsible for controlling online shopping. This can be achieved by appropriately utilizing known online shopping technology. In this embodiment, the user can purchase the game medium 3 through online shopping. Of course, items for sale in online shopping can be set to be other than the above as appropriate.
[0125] The game management unit 210 controls the progress of the game, etc. The game management unit 210 includes a synthesis control unit 220, a disassembly control unit 230, an effect activation control unit 240, and a display mode control unit 250.
[0126] The synthesis control unit 220 executes various processes related to the synthesis function of the game media 3. Specifically, the synthesis control unit 220 has a first type game media synthesis output control unit 221, a third type game media synthesis output control unit 223, a fourth type game media synthesis output control unit 224, an enhanced synthesis control unit 225, a performance parameter value improvement control unit 226, and a skill parameter value improvement control unit 227.
[0127] When compositing using a given specific combination of game media 3 as materials, the first type game media composition output control unit 221 outputs the first type game media 11 as a composition result (see FIG. 4).
[0128] The third type game media synthesis output control unit 223 outputs the third type game media 13 as the synthesis result when a synthesis is performed using a given specific combination of game media 3 and a first specific material game media 21 as materials, or when a synthesis is performed using a given specific combination of game media and a second specific material game media 22 (see Figure 4).
[0129] In addition to using a given specific combination of game media 3 and the first specific material game media 21 or the second specific material game media 22 as materials, the third type game media synthesis output control unit 223 outputs a third type game media 13 of any of the multiple sub-types as a synthesis result depending on the game media (additional material 29) to be combined in the synthesis (see Figure 8).
[0130] When a synthesis is performed using the second type game medium 12 and the third type game medium 13, the fourth type game medium synthesis output control unit 224 outputs as a synthesis result a fourth type game medium 14 associated with a common character 10 of the second type game medium 12 and the third type game medium 13, which is capable of activating a second effect associated with the second type game medium 12 and a third effect associated with the third type game medium (see Figure 7).
[0131] The reinforcement synthesis control unit 225 performs control to realize so-called "reinforcement synthesis" (see FIG. 6). That is, the reinforcement synthesis control unit 225 performs (1) control to output a new first type game medium 11 with an improved first type unique parameter value 31 as a synthesis result only when synthesis is performed using two first type game media 11, (2) control to output a new second type game medium 12 with an improved second type unique parameter value 32 as a synthesis result only when synthesis is performed using two second type game media 12, and (3) control to output a new third type game medium with an improved third type unique parameter value 33 as a synthesis result only when synthesis is performed using two third type game media 13.
[0132] When executing a synthesis that satisfies a given condition, the performance parameter value improvement control unit 226 outputs new game media with improved performance parameter values as a synthesis result (see FIG. 6). In other words, the performance parameter value improvement control unit 226 (1) controls the output of a new first type game medium 11 with an improved first performance parameter value 51 as the synthesis result only when a synthesis is performed using two first type game media 11; (2) controls the output of a new second type game medium 12 with an improved second performance parameter value 52 as the synthesis result only when a synthesis is performed using two second type game media 12; and (3) controls the output of a new third type game medium 13 with an improved third performance parameter value 53 as the synthesis result only when a synthesis is performed using two third type game media 13.
[0133] When executing a synthesis that satisfies a given condition, the skill parameter value improvement control unit 227 outputs new game media with improved skill parameter values as a synthesis result (see FIG. 6). In other words, the skill parameter value improvement control unit 227 (1) controls so that a new first type game medium with an improved first type skill parameter value 41 is output as a synthesis result only when synthesis is performed using first type game media 11 together, (2) controls so that a new second type game medium 12 with an improved second type skill parameter value 42 is output as a synthesis result only when synthesis is performed using second type game media 12 together, and (3) controls so that a new third type game medium 13 with an improved third type skill parameter value 43 is output as a synthesis result only when synthesis is performed using third type game media 13 together.
[0134] The disassembly control unit 230 executes various processes related to the synthesis function of the game media 3. Specifically, the decomposition control unit 230 has a specific material decomposition output control unit 232 .
[0135] The specific material decomposition output control unit 232 outputs a plurality of game media including a first specific material game medium 21 when decomposing a first type of game medium 11, and outputs a plurality of game media including a second specific material game medium 22 when decomposing a second type of game medium 12 (see Figure 4).
[0136] The effect activation control unit 240 performs various controls related to the activation of effects according to the game media used in game play. Specifically, the effect activation control unit 240 has a first effect activation control unit 241, a second effect activation control unit 242, and a third effect activation control unit 243.
[0137] The first effect activation control unit 241 controls the activation of a first effect when the first type game medium 11 is used in game play. The second effect activation control unit 242 controls the activation of a second effect different from the first effect when the second type game medium 12 is used in game play. The third effect activation control unit 243 controls the activation of a third effect different from the first effect and the second effect when the third type game medium 13 is used in game play, and also (1) controls the activation of a first effect when the first specific material game medium 21 is used as a synthesis material for the third type game medium, and (2) controls the activation of a second effect when the second specific material game medium 22 is used as a synthesis material for the third type game medium (see FIG. 7).
[0138] The display mode control unit 250 performs various controls related to setting the display mode of the game medium and realizing the display mode. Specifically, the display mode control unit 250 has a display mode inheritance control unit 251, a third type display mode change control unit 253, and an applied display mode setting unit 254.
[0139] The display mode inheritance control unit 251 performs control to inherit the display mode settings of the game media used as materials to the display mode settings of the game media resulting from the synthesis. That is, when multiple game media of the same type are used as synthesis materials, at least one of the display mode settings of the multiple game media of the same type is added to the display mode settings of the game media of the synthesis result (see FIG. 9).
[0140] The third type display mode change control unit 253 performs control to change the display mode of the third type game medium 13 to the first type display mode (1) when the first specific material game medium 21 is used as the combining material of the third type game medium, and to the second type display mode (2) when the second specific material game medium 22 is used as the combining material of the third type game medium (see FIG. 10). In other words, the third type display mode change control unit 253 realizes the inheritance of the setting related to the display mode from the combining material to the combination result based on the game medium of origin of the combining material.
[0141] The timekeeping unit 280s uses a system clock to keep track of the current date and time, time limit, and the like.
[0142] The sound generation unit 290s is realized by executing an IC or software that generates or decodes sound data, and generates or decodes sound data such as operation sounds and sound effects related to games and the like, BGM, and voice calls for system management of the server system 1100. Then, the sound signal related to the system management is output to the sound output unit 390s.
[0143] 1, the sound output unit 390s corresponds to a speaker (not shown) provided in the main device or the touch panel 1108.
[0144] The image generating unit 292s generates an image to be displayed on the image display unit 392s and outputs the image signal. This corresponds to a part of the function of generating screens related to system management of the server system 1100 and various screens related to the game (or data for displaying them on the player terminal 1500).
[0145] The image display unit 392s is realized by a device that displays an image, such as a flat panel display, a head mounted display, a projector, etc. In the example of FIG.
[0146] The communication control unit 294s executes data processing related to data communication, and realizes data exchange with an external device via the communication unit 394s.
[0147] The communication unit 394s realizes communication by connecting to the network 9. For example, it is realized by a wireless communication device, a modem, a TA (terminal adapter), a jack for a wired communication cable, a control circuit, etc. In the example of FIG. 1, it corresponds to the communication device 1153.
[0148] The server storage unit 500s stores programs and various data for implementing various functions for the server processing unit 200s to comprehensively control the server system 1100. It is also used as a working area for the server processing unit 200s, and temporarily stores the results of calculations executed by the server processing unit 200s according to various programs. This function is implemented by, for example, IC memory such as RAM or ROM, magnetic disks such as hard disks, optical disks such as CD-ROMs or DVDs, online storage, etc. In the example of FIG. 1, this corresponds to storage media such as IC memory 1152 and hard disks mounted on the main unit, and storage 1140.
[0149] 12 is a diagram showing an example of programs and data stored in the server storage unit 500s. The server storage unit 500s in this embodiment stores a server program 501, a distribution client program 503, and game initial setting data 510. The server storage unit 500s also stores, as data that is sequentially generated and managed, user management data 600, play data 700, and current date and time 800. The server storage unit 500s also stores other programs and data (such as timers, counters, and various flags) as appropriate.
[0150] The server program 501 is a program that is read and executed by the server processing unit 200s to realize the functions of the user management unit 202, the online shopping management unit 206, and the game management unit 210. The delivery client program 503 is an original client program provided to the player terminal 1500 .
[0151] The game initial setting data 510 includes various initial setting data necessary for controlling the execution of the game. Specifically, the game initial setting data 510 includes game content definition data 520, synthesis pattern definition data 550, decomposition pattern definition data 570, and effect definition data 580. Of course, data other than these may also be included as appropriate.
[0152] Game content definition data 520 is prepared for each type of game content (in this embodiment, a robot weapon character) and stores various data that defines the initial state of the game content. Specifically, for example, as shown in FIG. 13, game content definition data 520 includes a unique game content type 521, an in-game name 523, a type 525, initial specification information 530, and initial display mode data 538. Of course, other data than these may also be included as appropriate.
[0153] The in-game name 523 is the name given to the robot weapon within the game world of the game medium.
[0154] The type 525 indicates whether the game medium is any of the first type game medium 11, second type game medium 12, third type game medium 13, or fourth type game medium 14 of the common character 10, or a minor character 5.
[0155] Initial specification information 530 is various initial setting values related to the capabilities and the like of the game medium. Specifically, initial specification information 530 includes initial characteristic parameter value 533, initial skill type 534 which is a skill type considered to have been acquired from the initial state, initial skill parameter value 535 which is an initial skill parameter value related to the skill indicated by initial skill type 534, and initial performance parameter value 536. Of course, data other than these may also be included as appropriate.
[0156] The initial skill type 534 and the initial skill parameter value 535 are used as one set. In a game medium that is set to have multiple skills from the beginning, multiple sets of initial skill type 534 and initial skill parameter value 535 are prepared.
[0157] The initial display mode data 538 is data that defines the original display mode that is set for the game media from the beginning, and stores a unique display mode ID in association with display mode data for realizing the display mode (e.g., illustration data depicting a character, texture data to be applied to a character model, etc.).
[0158] Returning to Fig. 12, the composite pattern definition data 550 is prepared for each composite pattern in the composite function, and stores various data that defines the content of the pattern. For example, as shown in Fig. 14, the composite pattern definition data 550 includes a unique composite pattern ID 551, specific combination definition data 552 indicating a specific combination 28, specific material medium definition data 553, additional material definition data 554 indicating a combination of additional materials 29, composite result game medium type 555, specific parameter value change content data 556, skill parameter value change content data 557, performance parameter value change content data 558, and display mode setting change content data 559. Of course, data other than these may also be included as appropriate.
[0159] The specific combination definition data 552, the specific material medium definition data 553, and the additional material definition data 554 define a combination of synthetic materials in a synthetic pattern of the definition data.
[0160] The specific material medium definition data 553 is set to either the first specific material game medium 21, the second specific material game medium 22, or no setting. The additional material definition data 554 can also be set to no setting.
[0161] The unique parameter value change content data 556 specifies how to change the initial unique parameter value 533 (see FIG. 13) of the game media indicated by the combination result game media type 555. For example, it is possible to set appropriate values such as "adding the values of the same type parameters of the combination materials," "replacing with the maximum value of the same type parameter values of the combination materials," "replacing with the minimum value of the same type parameter values of the combination materials," or "replacing with a specified value." It is also possible to set a formula for calculating the parameter value.
[0162] Similarly, skill parameter value change data 557 specifies how to change the initial skill parameter value 535 (see FIG. 13) of the game media indicated by the combined result game media type 555. Presentation parameter value change data 558 specifies how to change the initial presentation parameter value 536 (see FIG. 13) of the game media indicated by the combined result game media type 555.
[0163] The display mode setting change content data 559 specifies how to change the initial display mode data 538 (see FIG. 13) of the display mode of the game media resulting from the merging. For example, when a display mode is to be added (the display mode is to be inherited) as a result of merging, the display mode setting change content data 559 stores the game media type 521 (see FIG. 13) indicating which game media's initial display mode is to be added. Alternatively, the display mode data itself to be added is stored. When a display mode is to be deleted as a result of merging, the data specifies how to select the deletion target. Alternatively, the data stores information indicating the display mode data to be deleted.
[0164] 12, the decomposition pattern definition data 570 is prepared for each pattern of decomposition of game content (see FIG. 3) and stores various data describing the details of the pattern. The decomposition pattern definition data 570 stores the types of game content to be decomposed and a list of the types of game content resulting from the decomposition in association with each other.
[0165] The effect definition data 580 is prepared for each effect. The effect definition data 580 includes effect parameter value requirements 581, game progress trigger trigger requirements 584, and effect trigger data 585, which is data for triggering and realizing the effect. Of course, data other than these may also be included as appropriate.
[0166] Rendering parameter value requirement 581 describes conditions that should be satisfied for first rendering parameter value 51 to fourth rendering parameter value 54 (see FIG. 5). More specifically, rendering type condition 582 and setting parameter value condition 583 are described in combination.
[0167] The game progress trigger requirement 584 describes the conditions for the game progress. When both the effect parameter value requirement 581 and the game progress cause activation requirement 584 are satisfied, an effect is activated according to the effect activation data 585.
[0168] The user management data 600 is prepared for each user who has completed a prescribed registration procedure, and stores various data related to the user. The user management data 600 includes, for example, a unique user account 601 and save data 603, as shown in Fig. 15. Of course, data other than these may also be included as appropriate.
[0169] The save data 603 is saved data related to a game played by the user as a player, and includes owned game media management data 610. The owned game media management data 610 is prepared for each game media owned by the user (player), and stores various information related to the game media.
[0170] Specifically, the owned game media management data 610 includes a unique game media ID 611, a game media type 613, and specification information 620. Of course, other data may also be included as appropriate.
[0171] The spec information 620 is a record of various parameter values related to the capabilities, etc. of the game content at the time of saving, and includes a unique parameter value 621, a skill type 622, a skill parameter value 623, an original effect parameter value 624, an inherited effect parameter value 625, original display mode data 626, inherited display mode data 627, and an applied display mode ID 628. Of course, data other than these may also be included as appropriate.
[0172] The skill type 622 and the skill parameter value 623 form one set. If skills are set in the game media from the initial state, they are copied from initial skill type 534 and initial skill parameter value 535 (see FIG. 13). If a new skill is acquired as the game progresses, a set for that skill is added.
[0173] The original effect parameter values 624 are copies of the initial effect parameter values 536 (see FIG. 13) of the game content. When the game media undergoes effect inheritance by the synthesis function (see FIG. 7), the initial effect parameter values 536 of the game media that are to be used as the synthesis material are copied and added as the inherited effect parameter values 625.
[0174] The original display mode data 626 is a copy of the initial display mode data 538 (see FIG. 13) of the game medium. When the game medium inherits the display mode, initial display mode data 538 of the game medium that will be used as a combined material is copied and added to the inherited display mode data 627. In addition, for the third type game medium 13, a copy of initial performance parameter values 536 of the game medium that is the source of the combined material is added as new inherited performance parameter values 625 (see FIG. 10).
[0175] The applied display mode ID 628 indicates which display mode is to be applied to the game medium from among the original display mode data 626 and the inherited display mode data 627. This is the result of the selection operation by the player 2 of the display mode to be applied to the game medium.
[0176] The owned game media management data 610 is added when a new game media 3 is given to the player 2. In the synthesis function, the management data of the game media 3 used as the synthesis material is deleted when the synthesis is performed, and the management data of the game media 3 resulting from the synthesis is added. In the dismantling function, the management data of the game media 3 used as the source of the dismantling is deleted when the dismantling is performed, and the management data of the game media 3 resulting from the dismantling is added.
[0177] Returning to Fig. 12, play data 700 is created for each game play, and stores various data for controlling the progress of the play. As shown in Fig. 16, one piece of play data 700 includes a player account 701 indicating a user who is a player, synthesis control data 703, decomposition control data 730, play results 732, and game progress control data 740. Of course, data other than these may also be included as appropriate.
[0178] The synthesis control data 703 stores various data relating to control of the synthesis function. 17, the combination control data 703 includes a combination material game media ID list 711, which is a list of game media 3 to be used as combination materials, and combination result game media data 713. Of course, other data may also be included as appropriate.
[0179] The combined game media data 713 includes a game media type 715 and spec information 720. The spec information 720 includes a unique parameter value 721, a skill type 722, a skill parameter value 723, an original effect parameter value 724, an inherited effect parameter value 725, original display mode data 726, inherited display mode data 727, and an applied display mode ID 728. Of course, data other than these may also be included as appropriate.
[0180] 16, the disassembly control data 730 stores various data related to control of the disassembly function, such as the game media ID to be used as the source of disassembly.
[0181] The game progress control data 740 stores various data describing the latest game progress. For example, the game progress control data 740 includes position and motion control information of each background object constituting the game space arranged in the virtual space, control information of the virtual camera, position information and motion control information of the player character 4 and enemy NPCs in the game space, the elapsed game time, the type of game stage being played, etc. The game progress control data 740 also includes used game media management data 750.
[0182] The used game media management data 750 is prepared for each game media used in game play, and stores various data describing the latest state of the game media. For example, the used game media management data 750 includes a unique game media ID 751, a game media type 752, and specification information 760.
[0183] Specifically, the spec information 760 includes a unique parameter value 761, a skill type 762, a skill parameter value 763, an original performance parameter value 764, an inherited performance parameter value 765, original display mode data 766, inherited display mode data 767, and an applied display mode ID 768. Of course, data other than these may also be included as appropriate.
[0184] The used game media management data 750 is copied from the owned game media management data 610 (see Figure 15) at the start of the game and is changed as appropriate depending on the progress of the game and the execution of the synthesis and disassembly functions, and the state at the end of the game is copied and saved in the owned game media management data 610.
[0185] 18 is a functional block diagram showing an example of the functional configuration of the player terminal 1500. The player terminal 1500 includes an operation input unit 100, a terminal processing unit 200, a sound output unit 390, an image display unit 392, a communication unit 394, and a terminal storage unit 500.
[0186] The operation input unit 100 outputs an operation input signal corresponding to various operation inputs made by a user to the device processing unit 200. For example, this can be realized by a push switch, a joystick, a touch pad, a track ball, an acceleration sensor, a gyro, a CCD module, etc. Examples of this include the direction input key 1502, the button switch 1504, and the touch panel 1506 in Fig. 2.
[0187] The terminal processing unit 200 is realized by electronic components such as a microprocessor such as a CPU or GPU, and an IC memory, and controls input and output of data between each functional unit including the operation input unit 100 and the terminal storage unit 500. It executes various arithmetic processes based on predetermined programs and data, operation input signals from the operation input unit 100, and various data received from the server system 1100, to control the operation of the player terminal 1500. This corresponds to the control board 1550 in FIG. 2.
[0188] The terminal processing unit 200 in this embodiment has a player terminal calculation unit 260 , a timing unit 280 , a sound generation unit 290 , an image generation unit 292 , and a communication control unit 294 .
[0189] The player terminal calculation unit 260 controls the player terminal 1500 to function as a client device that communicates with the server system 1100. Specifically, the player terminal calculation unit 260 includes an operation signal transmission control unit 261 and an image display control unit 262.
[0190] The operation signal transmission control unit 261 executes processing for transmitting various data and requests to the server system 1100 in response to operations performed on the operation input unit 100 .
[0191] The image display control unit 262 performs control for displaying a game screen, various operation screens, and the like, based on various data received from the server system 1100 .
[0192] The timekeeping unit 280 uses a system clock to keep track of the current date and time, time limit, and the like.
[0193] The sound generation unit 290 is realized, for example, by a digital signal processor (DSP), a processor such as a voice synthesis IC, or an audio codec capable of playing audio files, and generates sound signals for music, sound effects, and various operation sounds, and outputs them to the sound output unit 390.
[0194] The sound output unit 390 is realized by a device that outputs (emits) sound based on the sound signal input from the sound generation unit 290. This corresponds to the speaker 1510 in FIG.
[0195] The image generation unit 292 performs image generation, image composition, and output of image signals for displaying them on the image display unit 392, based on the processing result of the image display control unit 262. In the example of Fig. 2, this corresponds to a GPU (Graphics Processing Unit) and a graphics controller mounted on the control board 1550.
[0196] The image display unit 392 is realized by a device that displays images, such as a flat panel display, a head mounted display, a projector, etc. In the example of FIG.
[0197] The communication control unit 294 executes data processing related to data communication, and realizes data exchange with external devices via the communication unit 394.
[0198] The communication unit 394 realizes communication by connecting to the network 9. For example, it is realized by a wireless communication device, a modem, a TA (terminal adapter), a jack for a wired communication cable, a control circuit, etc. In the example of FIG. 2, the wireless communication module 1553 corresponds to this.
[0199] In this embodiment, images of the game screen and various screens are generated by the server system 1100, but they may also be generated by the player terminal 1500. In this case, the image display control unit 262 controls objects arranged in a virtual three-dimensional space for generating 3DCG, for example, and the image generation unit 292 renders the 3DCG and executes various controls for generating the game screen.
[0200] The terminal storage unit 500 stores programs for causing the terminal processing unit 200 to realize given functions, various data, and the like. It is also used as a working area for the terminal processing unit 200, and temporarily stores the results of calculations executed by the terminal processing unit 200 according to various programs, input data input from the operation input unit 100, and the like. These functions are realized by, for example, IC memories such as RAM and ROM, magnetic disks such as hard disks, and optical disks such as CD-ROMs and DVDs. In the example of FIG. 2, these correspond to the IC memory 1552 and memory card 1540 mounted on the control board 1550. A configuration using online storage is also possible.
[0201] Specifically, the terminal storage unit 500 records a client program 502 for causing the terminal processing unit 200 to function as the player terminal calculation unit 260, operation input data 690, and a current date and time 800. Of course, data other than these can also be stored as appropriate.
[0202] Next, the operation of the game system 1000 will be described. 19 is a flowchart for explaining the flow of the synthesis process executed by the server system 1100. This process is executed when a predetermined synthesis start operation is detected at any timing, such as before the start of game play or after the end of the game.
[0203] The server system 1100 first accepts the selection of game media to be used as a combination material, and sets the game media in the combination material game media ID list 711 (see FIG. 17) (step S4).
[0204] Next, the server system 1100 determines the type of game media of the synthesis result (step S6). Specifically, the server system 1100 searches the synthesis pattern definition data 550 (see FIG. 14) for definition data in which the specific combination definition data 552, the specific material medium definition data 553, and the additional material definition data 554 match the synthesis materials accepted in step S4, and sets the synthesis result game media type 555 to the game media type 715 of the synthesis result game media data 713.
[0205] Next, the server system 1100 sets the specifications of the game media resulting from the synthesis (step S8). Specifically, the initial specification information 530 is copied from the game media definition data 520 (see FIG. 13) corresponding to the game media type 715 to the specification information 720 of the synthesis result game media data 713. The settings of the specification information 720 are then changed from the initial settings in accordance with each of the data of the unique parameter value change content data 556, the skill parameter value change content data 557, the performance parameter value change content data 558, and the display mode setting change content data 559 of the synthesis pattern definition data 550 (see FIG. 14) that matches the synthesis material searched for in step S6. As a result, the game media resulting from the synthesis is prepared, to which the contents exemplified in FIGS. 6 to 10 have been applied in the synthesis function.
[0206] Next, the server system 1100 accepts a selection input of approval / cancellation of the synthesis execution by the player 2 (step S10). At this time, a part or all of the prepared information of the synthesis result may be disclosed to the player 2 to confirm the content of the synthesis this time.
[0207] If an operational input approving the execution of the merging is detected (YES in step S12), the server system 1100 adds the owned game media management data 610 (see FIG. 15) of the game media resulting from the merging to the user management data 600 of player 2 (step S14), and deletes it from the owned game media management data 610 of the game media used as the merging materials (step S16).The server system 1100 then causes the player terminal 1500 to notify player 2 of the completion of the merging (step S18).
[0208] Next, if the game media resulting from the synthesis have inherited display mode data 627 (see FIG. 15), the server system 1100 presents them to the player 2, accepts a selection operation of a display mode to be applied to the game media, and sets an applied display mode ID 628 (see FIG. 15) (step S20). Then, the server system 1100 ends the synthesis process.
[0209] 20 is a flowchart for explaining the flow of disassembly processing executed by the server system 1100. This processing is executed when a predetermined disassembly start operation is detected at any timing, such as before the start of game play or after the end of the game.
[0210] The server system 1100 accepts a selection input of the game media to be disassembled (step S30). For example, the server system 1100 displays a list of all game media currently owned by the player 2 on the player terminal 1500, and accepts a designation / selection operation of any of the game media. In the list display, the display mode indicated by the applied display mode ID 632 is applied to the display mode of each game medium, and a simplified display of the specifications (for example, an icon according to the type of specifications, a star or bar graph indicating the level of the specifications, etc.) is displayed.
[0211] Next, the server system 1100 refers to the decomposition pattern definition data 570 (see FIG. 12) to determine the game contents to be provided as the decomposition results (step S32).
[0212] Next, the server system 1100 accepts a selection input by the player 2 to approve / cancel the execution of the disassembly (step S34). At this time, information on some or all of the game media that will be the disassembly result determined in step S32 may be disclosed to the player 2 to allow the player 2 to confirm the expected result if the disassembly is performed.
[0213] Then, if an operational input approving the disassembly is detected (YES in step S36), the server system 1100 erases the owned game media management data 610 of the game media to be disassembled (step S38) and adds new owned game media management data 610 of the game media resulting from the disassembly (step S40).
[0214] Next, the server system 1100 notifies the player terminal 1500 of the completion of the disassembly (step S42), and ends the disassembly process.
[0215] 21 is a flowchart for explaining the flow of the game play process. This process is executed when a predetermined play start operation input is detected at the player terminal 1500. In this process, the server system 1100 first refers to the save data 603 (step S50) and accepts the selection of game media to be used in play as the player character 4 (see FIG. 3) (step S52). For example, the server system 1100 displays a list of all game media owned by the player terminal 1500 and accepts the designation and selection operation of any of the game media. In the list display, the display mode indicated by the applied display mode ID 768 is applied as the display mode of each game media, and a simplified display of the specifications of each game media is displayed.
[0216] Once the game media to be used has been selected, the server system 1100 starts controlling the game progress (step S54). The display mode indicated by the applied display mode ID 768 is applied to the player character 4 displayed on the game screen, and a simplified display of each of the specifications is displayed.
[0217] During the progress of the game, the server system 1100 monitors the arrival of the timing for initiating an effect for the player character 4. Specifically, the effect definition data 580 (see FIG. 12) indicated by the original effect parameter value 764 and the inherited effect parameter value 765 (see FIG. 16) of the player character 4 is referenced to determine whether both the effect parameter value requirement 581 and the game progress cause activation requirement 584 are satisfied, and if the answer is yes, it is determined that the effect activation timing for that effect has arrived.
[0218] Then, when it is determined that the timing for effect activation has arrived (YES in step S56), that is, the server system 1100 executes activation control of the corresponding effect (step S58).
[0219] Steps S56 and S58 are repeated until the game ends. When the game ends (YES in step S60), the server system 1100 provides new game media 3 to the player 2 according to the playing results (step S62), updates the save data 603 (step S64), and ends the game play processing.
[0220] In addition, if the synthesis function is configured to be available even during game play, a determination step for detecting a synthesis start operation can be provided in the game play process, and if a positive determination is made in this step, the server system 1100 can execute the synthesis process (see FIG. 19). Similarly, if the disassembly function is configured to be available even during game play, a determination step for detecting a disassembly start operation can be provided within the game play process, and if a positive determination is made in that step, the server system 1100 can execute the disassembly process (see Figure 20).
[0221] As described above, according to this embodiment, the game system 1000 has a synthesis function for synthesizing game media associated with characters, and a disassembly function for disassembling game media into multiple game media, which can add new interest to a game and increase the likelihood that a player will continue playing the game.
[0222] Second Embodiment Next, a second embodiment will be described. Comparing the second embodiment with the first embodiment, the difference is that in the first embodiment, each function of game management is realized by the server system 1100, but in the second embodiment, game management is realized by the player terminal 1500. In the following, differences from the first embodiment will be mainly described, and components similar to those in the first embodiment will be given the same reference numerals as in the first embodiment, and duplicated explanations will be omitted.
[0223] 22 is a functional block diagram showing an example of the functional configuration of a player terminal 1500B in this embodiment. The player terminal 1500B in this embodiment has a game management unit 210 instead of the player terminal calculation unit 260 in the first embodiment.
[0224] As shown in FIG. 23, the terminal memory unit 500 of this embodiment stores a game program 506, game initial setting data 510, user management data 600 of the player 2 who owns the player terminal 1500, play data 700, and the current date and time 800.
[0225] The game program 506 is stored in place of the client program 502. By executing this program, the terminal processing unit 200 functions as a game management unit 210.
[0226] The game initial setting data 510 may be downloaded from the server system 1100 in advance and stored, or a reference request may be made to the server system 1100 as appropriate each time reference is required to obtain the necessary data.
[0227] Similarly, the user management data 600 may also be managed by the server system 1100 as in the first embodiment, and the player terminal 1500 may request the server system 1100 to read and write data contained in the user management data 600 as necessary.
[0228] The process flow in the player terminal 1500B of this embodiment is similar to the process flow in the server system 1100 of the first embodiment. That is, the process execution subject in the process flow in the server system 1100 of the first embodiment should be replaced with the player terminal 1500B.
[0229] According to this embodiment, the same effects as those of the first embodiment can be obtained.
[0230] [Modifications] Although the embodiment to which the present invention is applied has been described above, the forms to which the present invention can be applied are not limited to the above-described forms, and constituent elements can be added, omitted, or modified as appropriate.
[0231] For example, the first embodiment shows an example in which the server system 1100 has the functions of the game management unit 210, and the second embodiment shows an example in which the player terminal 1500B has the functions of the game management unit 210, but an intermediate configuration is also possible. That is, based on the first embodiment, a configuration can be adopted in which some of the functions of the game management unit 210 are executed by the player terminal 1500. Conversely, based on the second embodiment, a configuration can be adopted in which some of the functions of the game management unit 210B are executed by the server system 1100. [Explanation of symbols]
[0232] 2. Player 3. Game media 10...Common characters 11...Type 1 game media 12...Type 2 game media 13...Third-class game media 14...Type 4 game media 21…First specific material game media 22...Second specific material game media 28...Specific combination 31...Type 1 specific parameter value 32...Type 2 specific parameter value 33...Third-class specific parameter value 41…1st type skill parameter value 42...Type 2 skill parameter value 43…Third-class skill parameter value 51…Parameter value for the first performance 52…Parameter value for the second performance 53…Parameter value for the third performance 61…Type 1 display mode 62...Type 2 display mode 63...Type 3 display mode 200s…Server processing section 210…Game Management Department 220...Synthesis control unit 221...First type game media synthesis output control unit 223...Third type game media synthesis output control unit 224...Fourth type game media synthesis output control unit 225…Reinforcement synthesis control unit 226...Performance parameter value improvement control unit 227…Skill parameter value improvement control unit 230...Disassembly control unit 232...Specific material decomposition output control unit 240...Performance activation control unit 241…First performance activation control unit 242…Second performance activation control unit 243…Third performance activation control section 250...Display mode control unit 253...Third type display mode change control unit 500s…Server storage 501...Server program 510... Game initial setting data 520...Game media definition data 550…Synthetic pattern definition data 552...Specific combination definition data 553...Specific material media defined data 554…Additional material definition data 555…Composite result game media type 556...Specific parameter value change data 557...Skill parameter value change data 558...Parameter value change data for performance 559...Display mode setting change contents data 570...Decomposition pattern definition data 580...Performance definition data 600...User management data 610: Game media ownership management data 621...Specific parameter value 623…Skill parameter value 700...Play data 703…Synthetic control data 721... Unique parameter value 723...Skill parameter value 730…Decomposition control data 740...Game progress control data 750…Game media management data 761... Unique parameter value 763...Skill parameter value 1000…Game System 1100...Server system 1500…Player terminal
Claims
1. A computer system for controlling a game having a synthesis function for synthesizing game media associated with characters appearing in the game, and a decomposition function for decomposing the game media into a plurality of game media, comprising: a first type game medium, a second type game medium, and a third type game medium are associated with a predetermined common character that appears in the game; the third type game medium is set so that the ability of the common character exhibited when used in the game is higher than that of the first type game medium; the second type game medium is a game medium that can be obtained by distribution in the real world or in the game world of the game, a first type game media synthesis output control means for outputting the first type game media as a synthesis result when a synthesis using a specific combination of game media is performed in the synthesis function; a specific material disassembly output control means for outputting a plurality of game media including a first specific material game medium when the first type game medium is disassembled, and for outputting a plurality of game media including a second specific material game medium that is the same as or different from the first specific material game medium when the second type game medium is disassembled, in the disassembly function; a third type game medium combination output control means for outputting the same third type game medium as a combination result when the specific combination of game media is combined with either the first specific material game medium or the second specific material game medium in the combination function, regardless of whether the first specific material game medium or the second specific material game medium is used; A computer system comprising:
2. The specific material decomposition output control means when dismantling the first type game medium, outputting a plurality of game media including, as the first specific material game media, game media that cannot be obtained without dismantling the first type game medium; when dismantling the second type game medium, outputting a plurality of game media including, as the second specific material game media, game media that cannot be obtained without dismantling the second type game medium; 2. The computer system of claim 1.
3. a first type unique parameter value that is unique to the first type game medium is set in the first type game medium; a second type unique parameter value unique to the second type game medium is set in the second type game medium; a third type unique parameter value unique to the third type game medium is set in the third type game medium; In the synthesis function, a means for outputting, as a synthesis result, new first type game media having improved first type unique parameter values only when synthesis is performed using the first type game media; a means for outputting, as a synthesis result, new second type game media having improved second type unique parameter values only when synthesis is performed using the second type game media; a means for outputting, as a synthesis result, new third type game media having improved third type unique parameter values only when synthesis is performed using the third type game media; having 3. A computer system according to claim 1 or 2.
4. a fourth type game medium synthesis output control means for outputting, as a synthesis result, a fourth type game medium associated with the common character, capable of activating a second effect associated with the second type game medium and a third effect associated with the third type game medium, when synthesis is performed using the second type game medium and the third type game medium in the synthesis function; The computer system according to any one of claims 1 to 3, further comprising:
5. a first effect activation control means for controlling activation of a first effect when the first type game medium is used in game play; A second effect activation control means for controlling activation of a second effect different from the first effect when the second type game medium is used in game play; a third effect activation control means for controlling activation of a third effect different from the first effect and the second effect when the third type game medium is used in game play, and for (1) controlling activation of the first effect when the first specific material game medium is used as a synthetic material for the third type game medium, and (2) controlling activation of the second effect when the second specific material game medium is used as a synthetic material for the third type game medium; 5. The computer system according to claim 1, further comprising:
6. A first performance parameter value for the first performance is set in the first type game medium; A second performance parameter value for the second performance is set in the second type game medium; A third performance parameter value for the third performance is set in the third type game medium, In the synthesis function, a means for outputting, as a synthesis result, a new first type game medium in which the first performance parameter value has been improved only when synthesis is performed using the first type game media; a means for outputting, as a synthesis result, a new second type game medium in which the second performance parameter value has been improved only when synthesis is performed using the second type game media; a means for outputting, as a synthesis result, a new third type game medium having an improved third performance parameter value only when the third type game media are synthesized together; having 6. The computer system of claim 5.
7. The first to third effects are at least one of a given video playback control, a given audio output control, and a given character motion playback control.
7. A computer system according to claim 5 or 6.
8. The first type game medium is not set with a skill specific to the first type game medium, or a first type skill and a first type skill parameter value are set with the first type game medium; a second type skill and a second type skill parameter value specific to the second type game medium are set in the second type game medium; a third type skill and a third type skill parameter value specific to the third type game medium are set in the third type game medium; In the synthesis function, a means for outputting, as a synthesis result, new second type game media having improved second type skill parameter values only when synthesis is performed using the second type game media; a means for outputting, as a synthesis result, new third type game media having improved third type skill parameter values only when synthesis is performed using the third type game media; having A computer system according to any one of claims 1 to 7.
9. the third type game media includes a plurality of sub-types of third type game media associated with the common character; the third type game media synthesis output control means outputs the sub-type third type game media as a synthesis result in accordance with the game media to be combined in the synthesis in addition to the specific combination of game media and the first specific material game media or the second specific material game media; A computer system according to any one of claims 1 to 8.
10. a first type display mode based on the common character is set as a display mode of the first type game medium; a second type display mode based on the common character is set as a display mode of the second type game medium, a third type display mode based on the common character is set as a display mode of the third type game medium, a third type display mode change control means for performing control of changing the display mode of the third type game medium to the first type display mode when the first specific material game medium is used as a combining material for the third type game medium, and control of changing the display mode of the third type game medium to the second type display mode when the second specific material game medium is used as a combining material for the third type game medium; The computer system according to any one of claims 1 to 9, further comprising:
11. a player information management means for managing information on game media owned by each player; The computer system according to any one of claims 1 to 10, further comprising:
12. A server system which is the computer system according to claim 11; a player terminal for each player; A game system comprising:
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