Program, system, and method for providing a game

JP7645951B2Active Publication Date: 2025-03-14DENA CO LTD
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Patent Information

Application Number
JP2023149149
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2023-09-14
Publication Date
2025-03-14
Estimated Expiration
2041-03-25

AI Technical Summary

Benefits of technology

【0009】 本発明の様々な実施形態は、現実の時間の経過に基づいて進行するゲームの興趣を向上させ得る。

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To increase the enjoyment of a game that progresses on the basis of the passage of real time.SOLUTION: A game providing server 10 according to an embodiment of the present invention is communicably connected to a player terminal 30 via a communication network 20, and provides a game to a user who operates the player terminal 30. The server 10 gives a player a specific object that has an effect of changing the variation speed of a specific parameter whose value varies on the basis of the passage of real time, as the game progresses. Since a reward based on at least a value of the specific parameter is given to the player, the player can enjoy acquiring a specific object for changing the variation speed of the specific parameter and acquiring a reward based on the value of the specific parameter.SELECTED DRAWING: Figure 1
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Description

[Technical field]

[0001] The present invention relates to a program, a system, and a method for providing a game. [Background technology]

[0002] Conventionally, various games that progress based on the passage of real time have been provided. For example, the following Patent Document 1 discloses that in a so-called city-building game, a construction progress object is displayed in response to a player's instruction to construct a facility, and when the required construction time has elapsed, the object changes to an object showing the corresponding facility. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2014-113249 A Summary of the Invention [Problem to be solved by the invention]

[0004] However, some players may find the game progression based on the passage of time, such as in the conventional games described above, monotonous. Therefore, it is desirable to improve the entertainment value of such games so that they can be enjoyed by a variety of players.

[0005] One of the objects of the embodiment of the present invention is to improve the enjoyment of a game that progresses based on the passage of real time. Other objects of the embodiment of the present invention will become apparent by referring to the entire specification. [Means for solving the problem]

[0006] A program according to one embodiment of the present invention is a program for providing a game, which causes a computer to execute the following processes: a process of varying the value of a parameter based at least on the passage of real time; a process of granting a player an object having the effect of changing the fluctuation speed, which is the range of fluctuation of the parameter per unit time, in accordance with the progress of the game; and a process of granting the player a reward based at least on the value of the parameter.

[0007] A system according to one embodiment of the present invention is a system for providing a game, comprising one or more computer processors, wherein the one or more computer processors execute, in response to execution of readable instructions, a process of varying a value of a parameter based at least on the passage of real time, a process of granting to a player an object having the effect of changing the fluctuation speed, which is the fluctuation range of the parameter per unit time, in response to the progress of the game, and a process of granting to the player a reward based at least on the value of the parameter.

[0008] A method according to one embodiment of the present invention is a method for providing a game, executed by one or more computers, comprising the steps of: varying a value of a parameter based at least on the passage of real time; providing a player with an object having the effect of changing the fluctuation speed, which is the fluctuation range of the parameter per unit time, in accordance with the progress of the game; and providing the player with a reward based at least on the value of the parameter. Effect of the Invention

[0009] Various embodiments of the present invention may enhance the enjoyment of games that progress based on the passage of real time. [Brief description of the drawings]

[0010] [Figure 1] 1 is a diagram showing a schematic configuration of a network including a game providing server 10 according to an embodiment of the present invention. [Diagram 2] FIG. 13 is a diagram for explaining a game period that is repeated during an event. [Diagram 3] 13 is a diagram illustrating an example of information managed by a player information table 151. [Figure 4] FIG. 4 is a diagram illustrating an example of information managed by an object information table 152. [Diagram 5] 13 is a diagram illustrating an example of information managed by a game progress management table 153. [Figure 6] 13 is a diagram illustrating an example of information managed by a player object management table 154. [Figure 7] FIG. 4 is a diagram illustrating an example of a start screen 45. [Figure 8] FIG. 4 is a flow diagram illustrating a process executed by the server 10 for each player who has started a game. [Figure 9] FIG. 2 is a diagram illustrating a game screen 50. [Figure 10] FIG. 13 is a diagram illustrating a game screen 50 one minute after the start of a game in a first game period of a first season. [Figure 11] FIG. 6 is a diagram illustrating an example of an aircraft manufacturing screen 60. [Figure 12] 4 is a flow diagram illustrating a process executed by the server 10 when manufacturing one airframe. [Figure 13] 11 is a flow diagram illustrating a process executed by the server 10 when using a transport booster. [Figure 14] FIG. 13 is a diagram illustrating a game screen 50 in a state where a certain amount of time has elapsed since the start of the game. [Figure 15] FIG. 7 is a diagram illustrating a result screen 70. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0011] Hereinafter, embodiments of the present invention will be described with reference to the drawings. In each drawing, the same reference numerals may be used to denote the same or similar components.

[0012] FIG. 1 is a diagram showing a schematic configuration of a network including a game providing server 10 according to one embodiment of the present invention. As shown in the figure, the server 10 is communicatively connected to player terminals 30 via a communication network 20 such as the Internet. Although only one player terminal 30 is shown in FIG. 1, the server 10 may be communicatively connected to a plurality of player terminals 30. The server 10 provides a game to a user who operates the player terminal 30. The game providing server 10 is an example of a device that implements all or a part of the system of the present invention.

[0013] First, a description will be given of the hardware configuration of the game providing server 10. The game providing server 10 is configured as a general computer, and as shown in Fig. 1, includes a computer processor 11, a main memory 12, an input / output I / F 13, a communication I / F 14, and a storage (storage device) 15, and these components are electrically connected via a bus or the like (not shown).

[0014] The computer processor 11 is configured as a CPU, a GPU, or the like, and loads various programs stored in a storage 15 or the like into a main memory 12, and executes various instructions included in the programs. The main memory 12 is configured, for example, by a DRAM or the like.

[0015] The input / output I / F 13 includes various input / output devices for exchanging information with an operator, etc. The input / output I / F 13 includes, for example, an information input device such as a keyboard, a pointing device (e.g., a mouse, a touch panel, etc.), an audio input device such as a microphone, and an image input device such as a camera. The input / output I / F 13 also includes an image output device such as a display, and an audio output device such as a speaker.

[0016] The communication I / F 14 is implemented as hardware such as a network adapter, various communication software, or a combination of these, and is configured to realize wired or wireless communication via a communication network 20 or the like.

[0017] The storage 15 is composed of, for example, a magnetic disk, a flash memory, etc. The storage 15 stores various programs including an operating system, various data, etc. For example, as shown in FIG. 1, the storage 15 has a player information table 151 that manages information about players of the game, an object information table 152 that manages information about specific objects used in the game, a game progress management table 153 that manages the progress of the game, and a player-specific object management table 154 that manages information about specific objects given to players in the game. In addition, for example, the storage 15 stores a server-side program 40 according to an embodiment of the present invention. The program 40 is a program that causes the game providing server 10 to function as a part or all of a system for providing a game. A part or all of the server-side program 40 can be configured to be executed on the player terminal 30 side via a web browser or other application.

[0018] In this embodiment, the game providing server 10 may be configured using a plurality of computers each having the above-mentioned hardware configuration. For example, the server 10 may be configured by one or a plurality of server devices.

[0019] The game providing server 10 configured in this manner functions as a web server and an application server, executes various processes in response to requests from a web browser or other applications (e.g., game applications, etc.) installed in the player terminal 30, and transmits screen data (e.g., HTML data) and control data, etc., according to the results of the processes, to the player terminal 30. The player terminal 30 displays a web page or other screen based on the received data.

[0020] Next, a description will be given of the hardware configuration of the player terminal 30. The player terminal 30 is configured as a general computer, and as shown in Fig. 1, includes a computer processor 31, a main memory 32, an input / output I / F 33, a communication I / F 34, and a storage (storage device) 35, and these components are electrically connected via a bus or the like (not shown).

[0021] The computer processor 31 is configured as a CPU, a GPU, or the like, and loads various programs stored in a storage 35 or the like into a main memory 32 and executes various instructions included in the programs. The main memory 32 is configured, for example, by a DRAM or the like.

[0022] The input / output I / F 33 includes various input / output devices for exchanging information with an operator, etc. The input / output I / F 33 includes, for example, an information input device such as a keyboard or a pointing device (e.g., a mouse, a touch panel, etc.), an audio input device such as a microphone, and an image input device such as a camera. The input / output I / F 33 also includes an image output device such as a display, and an audio output device such as a speaker.

[0023] The communication I / F 34 is implemented as hardware such as a network adapter, various communication software, or a combination of these, and is configured to realize wired or wireless communication via the communication network 20 or the like.

[0024] The storage 35 is configured by, for example, a magnetic disk or a flash memory, etc. The storage 35 stores various programs including an operating system, various data, etc. The programs stored in the storage 35 can be downloaded from an application market, etc., and installed.

[0025] In this embodiment, the player terminal 30 may be configured as a smartphone, a tablet terminal, a wearable device, a personal computer, a dedicated game terminal, or the like.

[0026] A user (game player) of a player terminal 30 configured in this manner can play a game provided by the server 10 by communicating with the server 10 via a web browser or other application installed in storage 35, etc.

[0027] Next, a description will be given of the functions of the game providing server 10 configured as above. The computer processor 11 of the server 10 is configured to function as a management function control unit 111 and a game progress control unit 112 by executing instructions included in a program (e.g., at least a part of the server-side program 40) loaded into the main memory 12, as shown in FIG.

[0028] The management function control unit 111 is configured to execute various processes related to the control of the management function of the game. For example, the management function control unit 111 transmits screen data and control data of various screens related to the management function to the player terminal 30, executes various processes in response to an operation input by a player via the screen displayed on the player terminal 30, and transmits screen data and control data according to the results of the processes to the player terminal 30. The management functions controlled by the management function control unit 111 include, for example, login processing (user authentication), billing control, and management of player accounts.

[0029] The game progress control unit 112 is configured to execute various processes related to the control of the progress of the game. For example, the game progress control unit 112 transmits screen data and control data of various screens related to the game to the player terminal 30, executes various processes in response to operation inputs by the player via the screens displayed on the player terminal 30, and transmits screen data, control data, etc. according to the results of the processes to the player terminal 30.

[0030] In this embodiment, the game progress control unit 112 is configured to vary the value of the specific parameter based at least on the passage of real time. For example, the value of the specific parameter is controlled to vary (for example, increase or decrease) according to a variation speed (which may also be called a variation rate) that is the variation range of the specific parameter per unit time. The value of the specific parameter is managed, for example, in the game progress management table 153 in association with the corresponding player.

[0031] The game progress control unit 112 is also configured to grant a specific object to the player that has the effect of changing the variation speed of the specific parameter in accordance with the progress of the game. For example, the specific object changes (accelerates or decelerates) the variation speed of the specific parameter in a direction advantageous to the player. For example, the game progress control unit 112 changes the variation speed of the specific parameter in accordance with the granting of the specific object to the player, either immediately or via an individual instruction by the player (for example, an instruction to use the specific object, etc.). The variation speed of the specific parameter is managed, for example, in the game progress management table 153. Information on the granted specific object is managed, for example, in the per-player object management table 154.

[0032] The game progress control unit 112 is also configured to provide the player with a reward based at least on the value of the specific parameter. For example, the greater (or the smaller) the value of the specific parameter (or another parameter based on the value of the specific parameter), the greater (or smaller) the value of the reward for the player.

[0033] In this way, the game providing server 10 in this embodiment provides the player with a specific object that has the effect of changing the rate of change of a specific parameter whose value changes based on the passage of real time as the game progresses, and provides the player with a reward based at least on the value of the specific parameter, so that the player can enjoy obtaining the specific object for changing the rate of change of the specific parameter and receiving the reward based on the value of the specific parameter. In this way, the game providing server 10 can increase the interest of the game that progresses based on the passage of real time.

[0034] In this embodiment, the value of the specific parameter may vary within a predetermined period. For example, the game progress control unit 112 varies (updates) the value of the specific parameter associated with the player over time during the predetermined period, regardless of whether or not the player's player terminal 30 communicates with the player, or whether or not the player performs an operation. In this case, the game progress control unit 112 may be configured to give the player a reward based at least on the value of the specific parameter at the end of the predetermined period. This configuration can give the player the enjoyment of the variation in the value of the specific parameter during the predetermined period.

[0035] In addition, the game of the present embodiment may be configured to repeat a plurality of periods during which the value of the specific parameter fluctuates. In this case, the game progress control unit 112 may be configured to provide the player with a reward based at least on the value of the specific parameter at the end of each period for each period. In addition, at least one of the specific parameter (value), the specific object (status of grant), and the specific parameter fluctuating speed (value) during the first period may be initialized with the start of a second period following the first period (for example, in response to the end of the first period or in response to the start of the second period). For example, the game progress control unit 112 sets the value of the specific parameter, the status of possession of the specific object by the player, and / or the value of the specific parameter fluctuating speed to initial values ​​with the start of a new period. Such a configuration encourages a player who starts the game late to join in the middle of the game.

[0036] In this embodiment, the reward based on the value of the specific parameter includes various types of rewards. The reward includes, for example, a real physical reward or a virtual and electronic reward (item, etc.). For example, the game progress control unit 112 may be configured to provide a virtual and electronic item available in a second period after the first period as a reward based at least on the value of the specific parameter at the end of the first period. Such items include, but are not limited to, an item for changing the rate of change of the specific parameter (for example, changing the rate of change in the same manner as the effect of the specific object, or expanding or enhancing the effect of the specific object, etc.). Such a configuration encourages a player who starts a game early to continue playing the game.

[0037] In this embodiment, the specific object having the effect of changing the fluctuation speed of the specific parameter includes various types of virtual and electronic objects (for example, implemented as a character, an item, a coin, or a point). In addition, multiple types of specific objects having different degrees of change in the fluctuation speed of the specific parameter (for example, acceleration width or deceleration width) may be prepared. For example, the game progress control unit 112 may be configured to grant any of these multiple types of specific objects to the player according to the progress of the game. For example, among the multiple types of specific objects, a specific object selected by the player or a specific object automatically selected according to a predetermined rule is granted. Such a configuration may give the player the fun of acquiring multiple types of specific objects.

[0038] Furthermore, the game progress control unit 112 may be configured to set the degree of change in the rate of change of the specific parameter as an effect of the specific object that is granted in accordance with a predetermined rule. For example, the degree of change in the rate of change is set by selecting from among a plurality of values, or by calculation using a predetermined calculation formula. The predetermined rule may include, for example, a rule that a value selected by lottery (randomly) from among a plurality of values ​​is set as the degree of change in the rate of change of the rate of change of the specific parameter. This configuration may give the player the enjoyment of setting the degree of change in the rate of change of the specific parameter.

[0039] Furthermore, the game progress control unit 112 may be configured to display the specific object in a manner (e.g., appearance) based on the degree of change of the set fluctuation speed when the specific object is given. For example, the specific object given to the player is displayed in a first manner when the degree of change of the set fluctuation speed is within a first range, and is displayed in a second manner when the degree of change of the fluctuation speed is within a second range. This configuration may give the player even more fun in setting the degree of change of the fluctuation speed of the specific parameter.

[0040] The game progress control unit 112 may be configured to grant a specific object with the consumption of a specific value possessed by the player. The specific value includes real value or virtual and electronic value, and includes, for example, various kinds of virtual and electronic objects (for example, characters, items (including diamonds or stones, etc.), coins, or points, etc.). For example, the specific value is configured to increase according to the fluctuation speed of a specific parameter, in which case the specific parameter is implemented as the amount of specific value possessed by the player, or another parameter that increases according to the fluctuation speed of the specific parameter may be implemented as the amount of specific value possessed by the player. In this case, the value of the specific parameter or the value of the other parameter decreases (is consumed) in response to the grant of the specific object. Also, for example, the game progress control unit 112 grants a specific object to the player in response to an instruction by the player, and consumes a corresponding amount of specific value with the grant of the specific object. Such a configuration may give the player the fun of acquiring a specific object using the specific value.

[0041] Next, a specific example of one aspect of the game providing server 10 of this embodiment having such functions will be described. The game of this specific example is configured as a game in which the player performs a transport mission of goods, and the game goal is to transport many goods, that is, to increase the total amount of goods transported (specific parameter). As will be described in detail later, the goods are transported by aircraft (specific object), and the player can improve the transport capacity (variation speed), which is the amount of goods transported per unit time, by manufacturing the aircraft.

[0042] Moreover, the game of this example is provided as a time-limited event (campaign) in a social card game, and in the event, a number of consecutive game periods are repeated. FIG. 2 is a diagram for explaining the game periods repeated in the event of the game of this example. As shown in the figure, the event of this example is divided into two periods, the first period and the second period, and each period is divided into three game periods, from the first to the third periods. Each game period corresponds to one month in the real world; for example, the first period of the first period corresponds to April 2021, and the next game period, the second period of the first period, corresponds to May 2021.

[0043] 3 illustrates information managed by the player information table 151 in this example. The player information table 151 in this example manages information about the players of the game, and as shown in the figure, manages information such as "basic information" including account name, gender, date of birth, etc., in association with a "player account" that identifies an individual player, "number of transport boosters owned" which is the number of transport boosters owned, which are items for improving transport capacity, and "number of aircraft manufacturing rights owned" which is the number of aircraft manufacturing rights owned, which are items for manufacturing aircraft.

[0044] 4 illustrates information managed by object information table 152 in this example. Object information table 152 in this example manages information related to the units used in the game of this example, and as shown in the figure, manages information such as a "unit name" which is the name of the corresponding unit, an "initial value of material required at the time of manufacture" which is the initial value of the amount of material required when the player manufactures the corresponding unit, and a "transport capacity range" which is the range of the transport capacity set for the corresponding unit, in association with a "unit ID" which identifies the type of individual unit.

[0045] In this example, the aircraft is manufactured using materials that have already been transported, and the "initial value of the amount of materials required at the time of manufacturing" is set to the initial value of the amount of materials required when manufacturing the corresponding aircraft. As will be described in detail later, the amount of materials required at the time of manufacturing increases each time one aircraft is manufactured. In addition, in this example, the transport capacity of the aircraft is defined as the weight of materials that can be transported per unit time (tons / second), and the "transport capacity range" is set to the range of the transport capacity of the corresponding aircraft (lower limit and upper limit). Transport capacity can also be referred to as transport speed, transport rate, transport efficiency, etc. Thus, in this example, the amount of materials required at the time of manufacturing and the transport capacity differ for each type of aircraft, and the higher the transport capacity of the type of aircraft, the larger the initial value of the amount of materials required at the time of manufacturing.

[0046] FIG. 5 illustrates information managed by the game progress management table 153 in this example. The game progress management table 153 in this example manages information for managing the progress of the game for each player, and as shown in the figure, manages information such as "total transported amount of materials" which is the total amount of materials already transported by the corresponding player in the corresponding game period, "actual amount of materials" which is the value (remaining number) of the amount of materials already transported in the corresponding game period at that time, and "transport capacity" which is the transport capacity of each player, in association with a combination of "player account" which identifies an individual player and "period ID" which identifies an individual game period. It can also be said that the actual amount of materials is the total amount of materials transported minus the amount of materials consumed for the manufacture of aircraft. Moreover, the transport capacity of each player is the total value of the transport capacity realized by all aircraft owned by the player.

[0047] FIG. 6 illustrates information managed by the player object management table 154 in this example. The player object management table 154 in this example manages information about the aircraft owned by the player, and as shown in the figure, manages information such as the "number of aircraft owned" which is the number of aircraft of the corresponding type owned by the corresponding player in the corresponding period, the "number of rare aircraft owned" which is the number of rare aircraft among the number of aircraft owned, the "current amount of materials required at the time of manufacturing" which is the value at that time of the amount of materials required to manufacture the aircraft, the "transport capacity" which is the transport capacity per type of aircraft, and the "number of transport boosters used" which is the number of transport boosters used for the aircraft, in association with a combination of a "player account" which identifies an individual player, a "period ID" which identifies an individual game period, and a "aircraft ID" which identifies an individual type of aircraft. The transport capacity per type of aircraft is the total value of the transport capacity realized by all aircraft of the same type owned by the player.

[0048] FIG. 7 illustrates a start screen 45 displayed on the player terminal 30. The screen 45 is a screen for starting a game in each game period, and as illustrated, displays information about a game period in which the game can be started at that time, and has a start object 451 for starting the game. The start screen 45 is displayed in response to access to a page corresponding to an event in which the game of this example is provided, when the game in the corresponding game period has not yet started, but is not displayed when the game in the corresponding game period has already started. When the start object 451 of the start screen 45 is selected, the game in the corresponding game period is started, and a corresponding record is newly created in the game progress management table 153 and the player object management table 154.

[0049] 8 is a flow diagram illustrating the processes executed by the server 10 for each player who has started a game. These processes are executed regardless of whether or not the player has accessed the server 10 via the player terminal 30.

[0050] First, the server 10 increases the amount of transported goods (transports goods) according to the transport capacity of each player as shown in Fig. 8 (step S100). Specifically, the total amount of transported goods and the actual amount of goods, which are also managed in the game progress management table 153, are increased every second according to the transport capacity of each player at that time, which is also managed in the game progress management table 153. This process of increasing the amount of transported goods is repeatedly executed until the corresponding game period ends (NO in step S110). In other words, when the start object 451 on the start screen 45 is selected and the game starts, updating (addition) of the amount of transported goods starts, and the updating continues until the corresponding game period ends.

[0051] 9 illustrates an example of a game screen 50 displayed on the player terminal 30. The screen 50 is a screen for playing the game of this example, and is displayed when the game has already started in response to access to a page corresponding to an event in which the game is provided. The game screen 50 in FIG. 9 corresponds to a state immediately after the game has started in a specific game period (specifically, the first game period of the first period).

[0052] As shown in the figure, the game screen 50 has a period information display area 52 that displays information about the current (playing) game period, a progress display area 54 that displays the game progress, an aircraft manufacturing instruction area 56 for giving instructions to manufacture aircraft, and an item information display area 58 that displays information about items owned by the player.

[0053] The period display area 52 displays information regarding the period of the game being played, and in the example of Fig. 9, it displays "1st period, 1st phase, until April 29th (Thursday) 22:59". From this information, the player can also know that the end point of the game period being played (1st period, 1st phase) is April 29th (Thursday) 22:59.

[0054] The progress display area 54 displays an image according to the progress of the game, and has a total transported goods amount display object 541 located at the top of the area and displaying the total amount of transported goods at that time, an actual goods amount display object 542 located at the bottom left corner of the area and displaying the actual goods amount which is the remaining amount of goods transported at that time, and a current transport capacity display object 543 located at the bottom right corner of the area and displaying the transport capacity of the player at that time. Note that these objects 541, 542, 543 display the corresponding parameter values ​​as numerical values, but instead of or in addition to this, a figure or graph based on the corresponding parameter value may be displayed, or the numerical values ​​may be displayed in a manner (such as a color) based on the corresponding parameter value.

[0055] In this example game, in the initial state immediately after starting the game in each game period, the player has only one type of aircraft with the smallest transport capacity (specifically, a balloon-shaped aircraft), and the transport capacity of this one aircraft is "10 tons / sec." In the game screen 50 of Fig. 9, the progress display area 54 displays a moving image of this balloon-shaped aircraft moving from left to right, and the current transport capacity display object 543 displays "10t / sec" as the transport capacity of the player.

[0056] In the aircraft manufacturing instruction area 56, five aircraft objects 561 corresponding to different types of aircraft are arranged in a left-right direction. Specifically, five aircraft objects 561 corresponding to balloon-type, helicopter-type, UFO-type, airplane-type, and rocket-type aircraft are arranged in order from left to right. Each aircraft object 561 displays an image, the number of aircraft owned at that time, and the amount of materials required for manufacturing at that time for the corresponding aircraft type. For example, in the aircraft manufacturing instruction area 56 of the game screen 50 of FIG. 9, the aircraft object 561 on the far left corresponds to a balloon-type aircraft, and displays a corresponding image, the number of aircraft owned at that time (initial value "1"), and the amount of materials required for manufacturing at that time (initial value "100"). The number of aircraft owned and the amount of materials required for manufacturing at that time for each type of aircraft are managed in the player-specific object management table 154.

[0057] The item information display area 58 displays information about items owned by the player, specifically, the number of transport boosters and aircraft manufacturing rights owned by the player. The numbers of these items owned are managed in the player information table 151.

[0058] For example, immediately after the start of the game in the first game period of the first phase, the transport capacity of each player is 10 tons / second, so 10 tons is added to the total amount of transported goods and the actual amount of goods every second, and the display of the total amount of transported goods display object 541 and the actual amount of goods display object 542 is updated in real time.

[0059] Fig. 10 illustrates the game screen 50 in a state where one minute has passed since the state in Fig. 9 (the state immediately after the game is started). In the game screen 50 in this state, as illustrated, the amount of transported goods has increased in accordance with the initial value of the transport capacity, 10 tons / second, and specifically, the total amount of transported goods displayed in the total amount of transported goods display object 541 and the actual amount of goods displayed in the actual amount of goods display object 542 are each 600 tons (10 x 60 = 600).

[0060] In the game of this example, the player can consume transported materials to manufacture a new aircraft, and the transport capacity can be improved by manufacturing a new aircraft. An instruction to manufacture an aircraft is given through the selection of an aircraft object 561 arranged in the aircraft manufacturing instruction area 56, as described above. The player selects an aircraft object 561 corresponding to the type of aircraft to be newly manufactured from among the multiple aircraft objects 561. Note that the number of selectable aircraft objects 561 (i.e., the types of aircraft that can be manufactured) may increase as the game progresses (for example, increase as the total amount of transported materials increases).

[0061] 11 illustrates an example of a machine manufacturing screen 60 displayed on the player terminal 30 in response to the selection of a machine object 561. As illustrated, the screen 60 displays information about the corresponding type of machine (for example, an image, a machine name, the number of possessions (possessions), the transport capacity of each type of machine, the number of transport boosters used, the number of rare machines among the number of possessions, the range of the transport capacity of the machine to be newly manufactured, the amount of materials required for manufacturing at that time, etc.), and also has a one-machine manufacturing object 62 for manufacturing one machine, a ten-machine manufacturing object 64 for manufacturing ten machines, a machine manufacturing right use object 66 for manufacturing one machine using a machine manufacturing right, and a transport booster use object 68 for using a transport booster. These objects 62, 64, 66, and 68 are selectable when the corresponding action can be executed, and are unselectable when the corresponding action cannot be executed. For example, the one-unit manufacturing object 62 becomes selectable when the amount of actual materials is equal to or greater than the amount of materials required for manufacturing one unit at that time, and the ten-unit manufacturing object 64 becomes selectable when the amount of actual materials is equal to or greater than the amount of materials required for manufacturing ten units at that time (in the example of FIG. 11, the one-unit manufacturing object 62 is selectable, while the ten-unit manufacturing object 64 is unselectable). In this example, the amount of materials required for manufacturing one unit is smaller when manufacturing ten units than when manufacturing one unit, which is advantageous for the player. Also, for example, the unit manufacturing right using object 66 becomes selectable when the player has the unit manufacturing right, and the transport booster using object 68 becomes selectable when the player has the transport booster (in the example of FIG. 11, both the unit manufacturing right using object 66 and the transport booster using object 68 are unselectable).

[0062] When manufacturing a new aircraft, the player selects one of the single-unit manufacturing object 62, the 10-unit manufacturing object 64, and the aircraft manufacturing right using object 66. Fig. 12 is a flow diagram illustrating the processing executed by the server 10 when manufacturing one aircraft. In other words, the processing in the flow diagram of Fig. 12 is executed once in response to the selection of the single-unit manufacturing object 62 or the aircraft manufacturing right using object 66, and is repeatedly executed ten times in response to the selection of the 10-unit manufacturing object 64.

[0063] When manufacturing one aircraft, the server 10 first determines the transport capacity of the aircraft to be manufactured this time (step S200), as shown in Fig. 12. In this example, as described above, a range of transport capacity is set in advance for each type of aircraft, and a value selected by lottery from among a plurality of values ​​included in the set range of transport capacity is determined as the current transport capacity.

[0064] For example, the aircraft type "balloon-type aircraft" corresponding to the aircraft manufacturing screen 60 in Figure 11 has a transport capacity range set to "10 to 15 tons / second," and a value selected by lottery (randomly) from six integer values ​​(10, 11, 12, 13, 14, 15) included in the set transport capacity range is determined as the current transport capacity.

[0065] When the current transport capacity is determined in this way, the server 10 then updates the number of aircraft in possession (step S210). Specifically, 1 is added to the number of aircraft in possession of the corresponding record in the player-specific object management table 154. Also, in this example, if the determined transport capacity is the maximum value of the range of the set transport capacity (for example, 15 tons / second for the "balloon type aircraft" in FIG. 11), it is determined that a rare aircraft has been manufactured, and 1 is added to the number of aircraft in possession and the number of rare aircraft in possession. Note that, in another example of this embodiment, in step S200, it is determined (for example, by lottery) whether the aircraft to be manufactured this time is a normal aircraft or a rare aircraft, and the transport capacity of each aircraft is set to a fixed value (for example, the transport capacity of a normal aircraft is "10 tons / second" and the transport capacity of a rare aircraft is "15 tons / second").

[0066] Next, the server 10 updates the transport capacity (step S220). Specifically, the determined current transport capacity is added to the transport capacity per unit type of aircraft (managed in the player object management table 154) and the transport capacity per player (managed in the game progress management table 153). In addition, as will be described in detail later, if a transport booster is used for the type of aircraft to be manufactured this time, the value after the determined current transport capacity is augmented by the transport booster is added to the transport capacity. When the transport capacity per player is updated, the amount of goods transported per second is updated according to the updated transport capacity.

[0067] Then, if the unit manufacturing right is not used (i.e., the 1-unit manufacturing object 62 or the 10-unit manufacturing object 64 is selected) (NO in step S230), the server 10 causes the player to consume the amount of materials required at that time for the type of unit manufactured (step S240). The corresponding amount of materials required at the time is managed in the per-player object management table 154, and the corresponding quantity is subtracted from the actual amount of materials at that time (managed in the game progress management table 153).

[0068] Next, the server 10 updates the amount of materials required at the time of production corresponding to the type of the manufactured unit (step S250). Specifically, the amount of materials required at the time of production is increased by a predetermined amount, and in this example, is increased by 10% (i.e., multiplied by 1.1). As described above, the amount of materials required at the time of production by type of unit is managed in the player object management table 154.

[0069] On the other hand, if the aircraft manufacturing right is being used (i.e., the aircraft manufacturing right using object 66 is selected) (YES in step S230), the server 10 causes the player to consume the aircraft manufacturing right (step S260). The number of aircraft manufacturing rights held is managed in the player information table 151, and one is subtracted from the number of aircraft manufacturing rights held.

[0070] Then, the server 10 displays the manufactured aircraft (step S270). Specifically, the newly manufactured aircraft is displayed in the progress display area 54 of the game screen 50. In this example, if the manufactured aircraft is the rare aircraft described above, a aircraft with an appearance different from that of a normal aircraft that is not a rare aircraft is displayed.

[0071] In this example, the transport capacity of the player is increased by manufacturing a new aircraft. Also, in this example, the transport capacity is increased by using a transport booster. Specifically, the transport capacity of the aircraft type that uses a transport booster is increased, and in this example, the transport capacity is multiplied by 1.1 each time a transport booster is used.

[0072] 13 is a flow diagram illustrating a process executed by the server 10 when using a transport booster. That is, the process in the flow diagram in FIG. 13 is executed once in response to selection of a transport booster using object 68 on the aircraft manufacturing screen 60.

[0073] First, the server 10 updates the transport capacity as shown in Fig. 13 (step S300). Specifically, the transport capacity per unit type (managed in the player object management table 154) at that time is multiplied by 1.1, and the increase in the transport capacity per unit type is added to the transport capacity per player (managed in the game progress management table 153). When the transport capacity per player is updated, the amount of goods already transported is updated according to the updated transport capacity.

[0074] Then, the server 10 causes the player to consume the transport booster (step S310). The number of possessed transport boosters is managed in the player information table 151, and one is subtracted from the number of possessed transport boosters.

[0075] 14 illustrates an example of the game screen 50 after a certain amount of time has elapsed since the start of the game. In this state, as shown in the figure, the game screen 50 displays an animation of a plurality of manufactured aircraft moving from left to right in the progress status display area 54, and the displays of the total transported material amount display object 541, the current material amount display object 542, and the current transport capacity display object 543 have also been updated. In addition, in each aircraft object 561 in the aircraft manufacturing instruction area 56, the display of the number of aircraft of the corresponding type held at that time and the amount of materials required for manufacturing have been updated.

[0076] Returning to the flow diagram of FIG. 8, when the game period being played ends (YES in step S110), the server 10 grants the player a reward based on the total amount of transported materials. Specifically, if the game period that has ended is a game period corresponding to the first or second phase, items (transport boosters and aircraft manufacturing rights) that can be used in the next game period are granted as rewards. The greater the value of the total amount of transported materials, the higher the value of the granted items will be for the player, and for example, the greater the number of items granted. Also, if the game period that has ended is a game period corresponding to the third phase (i.e., the last game period of the phase), cards that can be used in the social card game are granted. The greater the value of the total amount of transported materials, the higher the value of the granted cards will be for the player, and for example, the rarity of the cards will be. Note that these rewards are merely examples, and in other examples of this embodiment, various rewards (including real physical rewards, as well as virtual and electronic rewards) other than the rewards exemplified here may be granted to the player. Also, instead of the total amount of transported goods, a reward may be given based on the actual amount of goods.

[0077] Then, when that time comes to a new game period, the start screen 45 corresponding to that game period is displayed again, and the player can start the game in the new game period via that screen 45. When the game in the new game period is started, new corresponding records are created in the game progress management table 153 and the player object management table 154. That is, in this example, with the start of the game in the new game period, the amount of goods transported in the previous game period (total amount of goods transported and actual amount of goods), the transport capacity, and the possession status of the aircraft are initialized.

[0078] FIG. 15 illustrates a result screen 70. The screen 70 displays the results of the game in each game period in the form of a "materials transport mission report." Specifically, the screen 70 is configured to allow an individual game period (period and next combination) to be selected via the period selection area 72, and displays the total amount of transported materials, final transport capacity (transport capacity per player at the end of the game period), number of aircraft manufactured (total number manufactured by type of aircraft (number owned at the end), transport capacity, number of rare aircraft, etc.) as the game results in the selected period. In addition, when "settlement" is selected via the period selection area 72, the total value of the total amount of transported materials, etc. of all players for the entire period (1st to 3rd) is displayed.

[0079] The game in the above example is configured so that multiple game periods corresponding to one real month are repeated, but in other examples of this embodiment, such game periods are not set. For example, in other examples of this embodiment, the game ends when other conditions (for example, the total value of the total transported materials of all players reaches a predetermined value, etc.) are satisfied, and a reward based on the total transported materials at the end of the game may be given to the player. In addition, when a new game period starts, the amount of transported materials, transport capacity, and aircraft ownership status are initialized, but at least some of these may not be initialized.

[0080] In the above example, the type of aircraft selected by the player from among a plurality of types of aircraft with mutually different transport capacities is manufactured, but the present invention is not limited to this embodiment. In another example of the present embodiment, for example, the type of aircraft selected by lottery from among a plurality of types of aircraft may be manufactured, or the aircraft that can be manufactured may be of a single type. In addition, when manufacturing a new aircraft, a value selected by lottery from among a plurality of values ​​included in the range of transport capacity is determined as the current transport capacity, but such a method of determining the transport capacity is merely an example, and the transport capacity may be determined by other methods. For example, a fixed transport capacity may be set for each type of aircraft.

[0081] In the above example, the transported materials are consumed to manufacture the aircraft, but the aircraft may be manufactured by consuming items other than the transported materials. Furthermore, the aircraft may be given to the player as a reward for other events (including quests, battles, etc.) in the social card game.

[0082] The above-mentioned example games are merely examples of games in this embodiment, and the games in this embodiment are not limited to these.

[0083] For example, in another example game of this embodiment, the remaining time until a treasure chest opens as a specific parameter decreases based on the passage of real time, and an item as a specific object has the effect of accelerating the rate at which the remaining time decreases, and when the value of the remaining time reaches 0, the item in the treasure chest is given to the player as a reward.

[0084] Furthermore, for example, in yet another example game of this embodiment, a specific parameter such as a character's mood or likeability rating decreases based on the passage of real-world time, and an item as a specific object has the effect of slowing down the rate at which the character's mood or likeability rating decreases, and when the character's mood or likeability rating recovers to a predetermined value, a reward (for example, an item or an improvement in the character's parameters) is given to the player.

[0085] Furthermore, for example, in yet another example game of this embodiment, the remaining time until completion of a building as a specific parameter decreases based on the passage of real time, and an item as a specific object has the effect of accelerating the rate at which the remaining time decreases, and when the value of the remaining time reaches 0, the building is completed as a reward and awarded to the player.

[0086] The game providing server 10 according to the present embodiment described above provides the player with a specific object (e.g., an aircraft) that has the effect of changing the rate of change (e.g., transport capacity) of a specific parameter (e.g., total amount of transported goods) whose value changes based on the passage of real time as the game progresses, and provides the player with a reward (e.g., an item and a card) based at least on the value of the specific parameter, so that the player can enjoy obtaining the specific object for changing the rate of change of the specific parameter and obtaining the reward based on the value of the specific parameter. In this way, the game providing server 10 can increase the interest of the game that progresses based on the passage of real time.

[0087] In other embodiments of the present invention, some or all of the functions of the game providing server 10 in the above-described embodiment may be realized by cooperation between the game providing server 10 and the player terminal 30, or may be realized by the player terminal 30. For example, some or all of the functions of the server-side program 40 may be realized by a game application or the like executed on the player terminal 30 side.

[0088] The processes and procedures described herein may be realized by software, hardware, or any combination thereof, other than those explicitly described. For example, the processes and procedures described herein may be realized by implementing logic corresponding to the processes and procedures in a medium such as an integrated circuit, a volatile memory, a non-volatile memory, or a magnetic disk. In addition, the processes and procedures described herein may be implemented as a computer program corresponding to the processes and procedures, and executed by various computers.

[0089] Although processes and procedures described herein are described as being performed by a single device, software, component, or module, such processes or procedures may be performed by multiple devices, software, components, and / or modules. Also, the software and hardware elements described herein may be realized by combining them into fewer components or breaking them down into more components.

[0090] In this specification, even if a component of the invention is described as either singular or plural, or described without limitation to either singular or plural, the component may be either singular or plural unless the context requires otherwise. [Explanation of symbols]

[0091] 10 Game provider server 11. Computer Processors 111 Management function control section 112 Game progress control unit 15. Storage 151 Player Information Table 152 Object Information Table 153 Game Progress Management Table 154 Player-specific object management table 30 Player terminal 40 Server-side programs 45 Start screen 50 Game Screen 60 Aircraft manufacturing screen 70 Results screen

Claims

1. A program for providing a game, comprising: a process of granting to the player an object of a type selected by the player from among a plurality of types of objects, with consumption of a predetermined parameter associated with the player; a process of setting a capability value of the object to be given to the player by lottery from among a plurality of values; executing a process of managing, for each type of object, the number of the objects given to the player during a predetermined period of time, the number of specific objects having a specific ability value among the objects given to the player, and a value based on the ability value set for the object; program.

2. The method further causes the computer to execute a process of increasing the ability value in response to consumption of a specific item by the player. The program of claim 1.

3. the process of granting the objects includes granting the player a number of the objects selected by the player, and the greater the number of the objects granted, the less the consumption amount of the predetermined parameter per one of the objects; The program of claim 1.

4. The computer further comprises: A process of increasing a value of the predetermined parameter based on an increase per unit time of the predetermined parameter; and granting a reward to the player based on the value of the predetermined parameter at the end of a predetermined period. The program of claim 1.

5. 1. A system for providing a game, comprising one or more computer processors, the one or more computer processors, in response to execution of readable instructions: a process of granting to the player an object of a type selected by the player from among a plurality of types of objects, with consumption of a predetermined parameter associated with the player; a process of setting a capability value of the object to be given to the player by lottery from among a plurality of values; executing a process of managing, for each type of object, the number of the objects given to the player during a predetermined period of time, the number of specific objects having a specific ability value among the objects given to the player, and a value based on the ability value set for the object; system.

6. 1. A method for providing a game, executed by one or more computers, comprising: granting to the player an object of a type selected by the player from among a plurality of types of objects, with consumption of a predetermined parameter associated with the player; setting a capability value of the object to be given to the player by lottery from among a plurality of values; and managing, for each type of object, the number of the objects given to the player during a predetermined period of time, the number of specific objects having a specific ability value among the objects given to the player, and a value based on the ability value set for the object, method.

Citation Information

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