Game program, computer control method and computer
The game program addresses the challenge of managing multiple characters by implementing a system that allows easy character acquisition and sharing, enhancing player interaction and game interest through automated updates and conditional sharing mechanisms.
Patent Information
- Application Number
- JP2023148009
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2023-09-13
- Publication Date
- 2025-04-01
- Estimated Expiration
- 2035-03-17
AI Technical Summary
Existing game systems require players to manually select and manage characters from a large pool, leading to reduced player enthusiasm and difficulty in deepening interactions between players.
A game program that implements a memory function to store game media associated with players, an update function to adjust parameters based on game progress, a judgment function to determine game conditions, and a transmission function to easily share game media between players, enhancing character acquisition and player interaction.
The solution allows players to easily acquire and interact with characters trained by other players, increasing game interest and player engagement by providing a mechanism for character sharing and deepening player interactions.
Smart Images

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Abstract
Description
[Technical field]
[0001] The present invention relates to a game program for a game that can be played by multiple players, a computer control method, and a computer. [Background technology]
[0002] Conventionally, in order to improve game playability, a system for growing one's own character by other players has been disclosed, which allows characters other than the player's own character to grow (develop) in the game (see, for example, Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2001-334069 A Summary of the Invention [Problem to be solved by the invention]
[0004] However, in the above prior art, the player must select the other character to be used in the game from the other characters stored in the server device. Therefore, when there are many other characters, it takes time for the player to select the other character. Furthermore, since the player's character is developed by the other players, this may reduce the player's enthusiasm for the game, and there is a problem that the player's desire to deepen interactions with other players after developing his / her own character and appealing to other players cannot be satisfied.
[0005] The present invention has been made in consideration of the above problems, and aims to provide a more entertaining game in which players can more easily acquire other players' characters, demonstrate their own abilities, and deepen interactions between players. [Means for solving the problem]
[0006] In order to solve the above-mentioned problems, a game program according to one embodiment of the present invention is a game program for a game that can be executed by multiple players, and is characterized in that the program has a computer that realizes a storage function for storing game media assigned to a player in a predetermined storage device in association with the player, an update function for updating parameters related to the game media associated with the player in accordance with the player's progress in the game, a determination function for determining whether or not the progress of the player in the game satisfies a predetermined condition, a duplication function for, if the determination function determines that the predetermined condition is satisfied, copying the game media associated with the player in the parameter state at the time of the determination, and a transmission function for transmitting the game media associated with the player copied by the duplication function to a terminal device of the player of the game as a provision target.
[0007] In addition, in a game program according to one embodiment of the present invention, a receiving function is further implemented to receive acquired information including information regarding the game medium acquired as an offering from the game medium to be provided that was transmitted by the transmission function by a player of the game.
[0008] In addition, in a game program according to one aspect of the present invention, a selection function is further implemented to select, in response to an acquisition request from a player of a game, a game medium to be acquired as an offering by the player from among the game mediums associated with the player that have been duplicated by the duplication function.
[0009] In addition, in a game program according to one embodiment of the present invention, the determination function determines at a predetermined timing whether or not a player's progress in the game satisfies a predetermined condition, and the duplication function duplicates the player's game content in the parameter state at the predetermined timing.
[0010] In addition, in a game program according to one embodiment of the present invention, the determination function is characterized in that it determines the rankings of multiple players based on the progress of the game, and determines that a player satisfies a predetermined condition when the player is ranked high.
[0011] In addition, a game program according to one aspect of the present invention is characterized in that some of the parameters of the game medium acquired as an offering by a player of the game are restricted from being updated in accordance with the progress of the game by the player who acquired the game medium.
[0012] In addition, in a game program according to one embodiment of the present invention, the acquired information includes information regarding the number of times the game medium has been selected as an offering by a player of the game, and is characterized in that a reward granting function is further realized that grants a reward to the player corresponding to the game medium that is the subject of the offering depending on the number of times it has been selected.
[0013] In addition, in a game program according to one embodiment of the present invention, the acquisition information includes information regarding the usage by a player of a game of a game medium acquired as an offering by the player, and further realizes a reward granting function that grants a reward to the player corresponding to the game medium in accordance with the usage.
[0014] In order to solve the above problem, one aspect of the present invention provides a control method for a computer that executes a game that can be played by multiple players, comprising: a storage step of storing game media assigned to a player in a predetermined storage device in association with the player; an update step of updating parameters related to the game media associated with the player in accordance with the player's progress in the game; a determination step of determining whether or not the player's progress in the game satisfies a predetermined condition; a duplication step of duplicating the game media associated with the player in the parameter state at the time of determination if it is determined in the determination step that the predetermined condition is satisfied; and a transmission step of transmitting the game media associated with the player duplicated in the duplication step to a terminal device of a player of the game as a provision target.
[0015] In order to solve the above problem, according to one embodiment of the present invention, a computer executing a game program that can be executed by multiple players includes a memory unit that stores game media assigned to the player in association with the player, an update unit that updates parameters related to the game media associated with the player in accordance with the player's progress in the game, a judgment unit that determines whether the player's progress in the game satisfies a predetermined condition, and a transmission unit that, when the judgment unit determines that the predetermined condition is satisfied, transmits the game media associated with the player, which has been duplicated by a duplication unit associated with the player, to a terminal device of the player of the game as a provision target.
[0016] It should be noted that the game program according to one embodiment of the present invention may be implemented in at least the following three configurations: (a) the game program may be implemented in a configuration in which a computer functions as a client device (e.g., a smartphone, a personal computer, etc.) and the game program is executed on the client device, (b) the game program may be implemented in a configuration in which a computer functions as a server device (e.g., a mainframe, a cluster computer, any computer capable of providing game services to external devices, etc.) and part or all of the game program is executed on the server device and the results of the executed processing are returned to the client device, or (c) the processing included in the game program may be arbitrarily shared between the client device and the server device.
[0017] Therefore, the display function realized by the game program may (a) output information (e.g., display information) to an external display device (e.g., a display unit provided on a mobile terminal) communicatively connected to the computer via a predetermined network (e.g., the Internet), thereby causing the display device to display a game screen, or (b) output display information to a display device provided on the computer, thereby causing the display device to display a game screen.
[0018] In addition, (a) a client device communicatively connected to a computer via a specified network (e.g., the Internet) may be equipped with a specified input device, and the client device may transmit operation input information input via the specified input device (e.g., a touch panel equipped on a mobile terminal) to the computer, and an information processing function realized on the computer by the game program may acquire the operation information, or (b) the computer may be equipped with a specified input device, and the information processing function may acquire the operation input information via the specified input device. Effect of the Invention
[0019] According to one aspect of the present invention, since the acquisition of the character of another player that was raised by the other player is performed by lottery, the player can acquire the character of another player more easily without time and effort, and can deepen the interaction with the other players. Furthermore, in order for the player's character to be offered in the lottery, it is necessary to satisfy a certain condition (to be ranked high in the game), so that the player can be enthusiastic about the game. Furthermore, the player who is offered can appeal his / her ability to the other players, and the player who performed the lottery can acquire a character that is effective in the game. [Brief description of the drawings]
[0020] [Figure 1] 1 is a schematic diagram of a game system configuration according to one embodiment of the present invention. [Diagram 2] 1 is a block diagram showing an example of a mobile terminal according to an embodiment of the present invention. [Diagram 3] FIG. 2 is a block diagram illustrating an example of a server according to an embodiment of the present invention. [Figure 4] 1 is an example of a game screen (start screen) according to an embodiment of the present invention. [Diagram 5] 1 is an example of a game screen (map) according to an embodiment of the present invention. [Figure 6] 1 is an example of a game screen (accompanying character) according to an embodiment of the present invention. [Figure 7] 1 is an example of a game screen (battle screen) according to an embodiment of the present invention. [Figure 8] 1 is a flowchart showing processing in a game according to an embodiment of the present invention. [Figure 9] 1 is a flowchart showing processing in a game according to an embodiment of the present invention. [Figure 10] 13 is an example of a table showing information on an offering. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0021] First, a brief overview of a game realized by a game program according to an embodiment of the present invention will be given.
[0022] In the virtual space of this game, there are "player's towers" (game spaces) corresponding to multiple players, and the player can play a game not only in the player's tower but also in the "other player's towers" corresponding to other players. The multiple players of the game can play a game in multiple towers asynchronously. The game in the tower involves having the player's player character (game medium) explore the inside of the tower within a limited number of turns, acquiring items, and winning against enemy characters encountered, thereby progressing through the tower. When the player conquers the "player's tower" to the top floor, the player can increase the number of floors of the tower. In this way, since each player can increase the number of floors of the "player's tower" (which becomes the "other player's tower" for the other players), even if the player conquers the "other player's tower" to the top floor at a certain point, the number of floors of the "other player's tower" may be higher than when the player conquered it the next time he logs into the game.
[0023] In the virtual space of this game, in addition to the towers associated with players as described above, there are game spaces such as a "common tower," a "battle tower," a "event tower," and a "quest." These game areas such as towers and quests are game areas that are not associated with any player and are managed by the server (operator). In any of these game spaces, players aim to conquer the top floor or the bottom floor by having their player characters explore the interior. A "common tower" is a tower that can be conquered by all players in common. In a "common tower," players can encounter other player characters while exploring the interior and exchange greetings with them, and the progress of conquering the "common tower" by multiple players is displayed in a ranking. A "battle tower" is a tower for competing against other players, and the opponents encountered inside are other player characters. An "event tower" is a tower related to an in-game event held for a specified period of time. An "event tower" is a tower that appears under specified conditions according to the progress of the player's game, and players can earn special rewards by exploring the interior. A "quest (for example, an object displayed in the form of a bottomless well)" allows the player to encounter enemy characters different from the tower described above and to obtain special rewards.
[0024] In addition, players can explore game areas such as the towers described above together with other players' characters, using the avatars of the other players' characters that the players have obtained by lottery (gacha) as companion characters. Furthermore, the players can place the companion characters that they have obtained by lottery in the player's tower as defensive characters that defend the player's tower. In addition, an "achievement list" is set that the players of the game can achieve, and when they achieve the items on the list, the players are given rewards. Items on the achievement list include, for example, "log in to the game for 10 days or more," "bring back a total of 50 or more items from all towers," "encounter other players in the towers 10 or more times," and "visit other players' towers 10 or more times." This is a simple overview of the game.
[0025] An embodiment of the present invention will be described in detail below with reference to the drawings. First, a configuration will be described in which a computer according to an embodiment of the present invention functions as a server, a game program according to an embodiment of the present invention is executed as a so-called native application (native game) on a terminal, and the results of the executed processing are returned to the server. Details will be described later, but specifically, the processing of the game progress in the game space and the processing of the lottery (gacha) are performed on each mobile terminal, and the processing of the items to be provided in the lottery (gacha) is performed on the server.
[0026] Fig. 1 is a schematic diagram of a game system configuration according to an embodiment of the present invention. As shown in the figure, a game system 400 includes a plurality of mobile terminals 100A, 100B, 100C, and a server 200. The server 200 is connected to the mobile terminals 100A to 100C via a network 300. Note that in Fig. 1, for the sake of simplicity, only three mobile terminals are shown, but it goes without saying that more than three mobile terminals may be present.
[0027] The mobile terminals (computers) 100A to 100C are information processing devices capable of executing a game program including the processes described below. As long as the devices are capable of executing the processes described below, the specific devices are not limited to mobile terminals, and may be, for example, smartphones, tablet terminals, home game consoles, mobile phones, personal computers, and other electronic devices. The game program is particularly preferably executed in a multifunction device (such as a smartphone) that includes a display (display unit), an input surface capable of detecting touch input, a memory, and one or more processors capable of executing one or more programs stored in the memory.
[0028] 2 is a block diagram showing an example of a configuration of a main part of the mobile terminal 100 A. Here, the mobile terminal 100 A will be described, but the same applies to the mobile terminals 100 B and 100 C.
[0029] As shown in FIG. 2, the mobile terminal 100A includes a communication unit 110, a display unit 120, an input receiving unit 130, an audio interface (I / F) 140, a control unit 150, a storage unit 160, and a speaker 170.
[0030] The communication unit 110 includes a receiving unit 111 and a transmitting unit 112, and has a function of communicating with the server 200 via the network 300. The communication may be performed either wired or wirelessly, and any communication protocol may be used as long as the communication between the two units can be performed. As will be described in detail later, the receiving unit 111 receives information on a game medium (player character) associated with a player that has been duplicated as a provided object by the duplication unit 254 of the server 200. The transmitting unit 112 transmits information on the player character as a provided object selected by the selection unit 157 and acquired by the player to the server 200.
[0031] The display unit 120 is a device that displays a game screen. In this embodiment, the display unit 120 may be a liquid crystal display. In FIG. 2, the input receiving unit 130 and the display unit 120 are shown separately in order to clearly show the functions that each of them has. However, for example, when the input receiving unit 130 is a touch panel and the display unit 120 is a liquid crystal display, it is preferable that the two are configured as an integrated unit.
[0032] The input receiving unit 130 receives operation input by the player. In this embodiment, the input receiving unit 130 may be a touch panel capable of detecting multi-touch, detects a contact position touched by a pointing tool such as a player's finger or a stylus, and transmits information on the coordinates of the detected position to the information processing unit 151. In this embodiment, the input receiving unit 130 receives operation input of a game medium (character) by the player, tap operations on various icons, menu buttons, etc. displayed on the display unit 120, etc. Note that the method of receiving the operation input by the player is not limited to touch operations using the touch panel, and may be, for example, by the player pressing a predetermined input key.
[0033] The audio I / F 140 is an interface for the speaker 170 and earphones (not shown). When playing sound effects, background music, and the like in a game, the control unit 150 outputs sound from the speaker 170 or earphones via the audio I / F 140.
[0034] The control unit 150 is a processor having a function of controlling each unit of the mobile terminal 100A. The control unit 150 includes an information processing unit 151, a display processing unit 152, a progress unit 153, a reward granting unit 154, an update unit 155, a map generating unit 156, and a selection unit 157. The information processing unit 151 acquires coordinate information transmitted from the input receiving unit 130 at a predetermined time interval, and outputs a series of coordinate information as a trajectory to each unit. The display processing unit 152 converts display data transmitted from the information processing unit 151 or other functional units into pixel information, and outputs the pixel information to the display unit 120.
[0035] Although the details will be described later, the functions of each of the other units of the control unit 150 will be briefly described. The progression unit 153 progresses the game in the game space based on operation input information from the player via the input reception unit 130. The reward granting unit 154 grants rewards to the player of the game based on the progress of the game by the progression unit 153. The update unit 155 updates parameters related to the game medium associated with the player according to the progress of the game by the player. The map generation unit 156 generates maps for multiple game areas for each of multiple players who play the game. The selection unit 157 selects a player character as a provision from the player characters to be provided based on information on the multiple player characters to be provided that are duplicated by the duplication unit 254 of the server 200.
[0036] The storage unit 160 includes a game information storage unit 161. The storage unit 160 is realized by various recording media such as a hard disk drive (HDD), a solid state drive (SSD), and a flash memory, and has a function of storing various programs and various data required for the operation of the mobile terminal 100A. That is, the storage unit 160 stores information (game programs and data) about a game that is downloaded by a player from a game server via the network 300 and installed in the mobile terminal 100A.
[0037] The game information storage unit 161 stores game information data necessary for progressing through the game, such as information on the game medium (player character) given to the player, items acquired by the player, and decorative elements of the game space.
[0038] 3 is a block diagram showing an example of a main configuration of a server 200 according to an embodiment of the present invention. As shown in FIG. 3, the server 200 includes a communication unit 210, a display unit 220, an input receiving unit 230, a control unit 250, and a storage unit 260.
[0039] The communication unit 210 includes a receiving unit 211 and a transmitting unit 212, and has a function of executing communication with the mobile terminals 100A to 100C via the network 300 in accordance with instructions from the control unit 250. That is, the communication unit 210 transmits and receives data related to a game to and from the mobile terminals 100A to 100C. Although details will be described later, the transmitting unit 212 transmits the game medium associated with the player copied by the copying unit 254 as a provided object to the terminal device 100A of the game player. The receiving unit 211 receives acquisition information including information about the game medium acquired as a provided object by the game player from the game medium to be provided transmitted by the transmitting unit 212.
[0040] The display unit 220 is realized by a liquid crystal display or a monitor, and displays information necessary for the game operator to control the server 200. The input receiving unit 230 is realized by a keyboard or a touch pad, and receives operation inputs necessary for controlling the server 200.
[0041] The control unit 250 is a processor having a function of controlling each unit of the server 200. The control unit 250 includes an information processing unit 251, a display processing unit 252, a determination unit 253, a duplication unit 254, a selection unit 255, and a reward granting unit 256. The information processing unit 251 performs various processes on operation input information input from the input reception unit 230 and information transmitted and received by the communication unit 210. The display processing unit 252 processes various data to be displayed on the display unit 220 and the displays of the mobile terminals 100A to 100C.
[0042] Although details will be described later, the determination unit 253 determines whether or not the progress of the game by the player satisfies a predetermined condition. Note that the determination unit 253 determines whether or not the progress of the game by the player satisfies a predetermined condition at a predetermined timing. Furthermore, the determination unit 253 determines the ranking of multiple players based on the progress of the game, and determines that a player satisfies the predetermined condition when the player is ranked high.
[0043] When the determination unit 253 determines that the predetermined condition is satisfied, the duplication unit 254 duplicates the player's game media in the parameter state at the time of the determination (at the predetermined timing). In response to an acquisition request from a player of a game, the selection unit 255 selects game media to be acquired as a provision by the player from among the game media to be provided stored in the provision object storage unit 262. Note that some of the parameters of the game media selected by the selection unit 255 are restricted from being updated in accordance with the progress of the game by the player who acquired the game media.
[0044] The reward granting unit 256 grants a reward to a player corresponding to a unique game medium to be provided, depending on the number of times the game medium is selected as a gift by the selection unit 255 or the number of times the game medium is selected as a gift by the selection unit 157 of the terminal device 100A. Information regarding the number of times the game medium is selected by the terminal device 100A is included in the acquired information transmitted from the player's terminal device 100A. Furthermore, the reward granting unit 256 grants a reward to a player corresponding to a game medium, depending on the usage status of the game medium, selected as a gift by the selection unit 255 or acquired by the player of the game selected as a gift by the selection unit 157 of the terminal device 100A, by the player in the game.
[0045] The storage unit 260 has a function of storing (storing) various programs and data required for the operation of the server 200. The storage unit 260 includes a game information storage unit 261 and a provided object storage unit 262. The game information storage unit 261 stores various data required for progressing the game. That is, the game information storage unit 261 stores game media provided to a player in association with the player. The provided object storage unit 262 stores game media specific to the player copied by the copying unit 254 as a provided object. The storage unit 260 is typically realized by various recording media such as an HDD, an SSD, or a flash memory.
[0046] Next, an outline of a game realized by a game program according to an embodiment of the present invention will be described with reference to Figs. 4 to 7. Fig. 4 is a diagram showing an example of a start screen of a game displayed on the display unit 120 of the mobile terminal 100A. Hereinafter, a player having the mobile terminal 100A will be described as player A, and players having the mobile terminals 100B and 100C will be described as player B and player C, respectively. Note that although the mobile terminal 100A will be described, the same applies to the mobile terminals 100B and 100C.
[0047] As shown in the figure, the start screen 500 displays the player A's tower (own game area) 510, a shop (SHOP) button 520, a menu (MENU) button 530, a map (MAP) button 540, a news (NEWS) button 550, a mail (MAIL) button 560, a coin count 570, and a possessed gem count 580. Information (programs, image data, etc.) for displaying the start screen 500 is stored in the game information storage unit 161 of the mobile terminal 100A. Then, the display processing unit 152 generates display information for the start screen 500 using the information stored in the game information storage unit 163, and outputs the information to the display unit 120.
[0048] By tapping the tower 510, the player A can make his / her player character A enter the tower 510. The player A moves his / her player character A in the tower 510 in a limited number of turns to fight against the enemy characters encountered. The player character A can gain experience points and grow by winning the battle, and can also acquire coins. In addition, there is a treasure chest inside the tower 510, and the player character A can acquire items in the treasure chest as rewards. The acquired items are weapons, armor, and other arms that determine the characteristic values of the player character A, such as defense power, attack power, speed, and luck, or accessories, such as a collar and a ring. The player A can set the arms and accessories to be equipped to his / her player character A in order to win the battle against the enemy character. In a battle between player character A and an enemy character, parameter calculations are performed in progression section 153 based on the characteristic values of player character A, such as defense power, attack power, speed, and luck, which are determined based on the equipment, and the characteristic values of the enemy character, and the amount of damage each character will receive is determined. The character whose total amount of received damage exceeds his or her own HP (hit points) is declared the loser.
[0049] The above-mentioned game progresses, for example, as follows. First, the input receiving unit 130 receives a tap operation or a slide operation by the player A (detects a tap operation or a slide operation on the touch panel) and transmits coordinate information to the information processing unit 151. The information processing unit 151 transmits information to the progression unit 153, such as whether the instruction by the player A is a tap, or if so, in what direction, a slide. The progression unit 153 determines the direction of movement of the player character A based on the slide operation by the player A, and issues an instruction to update the display screen (appearance of an enemy character or a treasure chest, transition of the screen inside the tower, etc.). As described above, the progression unit 153 also performs parameter calculations in a battle with an enemy character.
[0050] In addition, parameters such as skills representing executable special abilities and jobs representing the characteristics of the player character's abilities and ability growth may be set for the player character. Furthermore, at the start of the game, parameters such as unique appearance and items may be set for the player character by the player's selection. Furthermore, the player character may grow depending on the player, or may grow as a unique character for each player by combining items, skills, jobs, etc. Information on these parameters is stored in the storage unit 160 of the terminal device 100A or the storage unit 260 of the server 200.
[0051] The tower 510 has three floors in the initial state of the game. When the player wins a battle against a boss (boss battle) on the highest floor of the tower, a button 512 for increasing the number of floors of the tower is displayed. Player A can increase the number of floors of the tower by three floors 514 by tapping the button 512 and consuming a preset number of coins. The higher the floor of the enemy character, the higher the defensive power and attack power are, and the characteristic values of the items that can be acquired are also set to be higher, and such information is stored in the game information storage unit 163. There is a boss on every three floors of the tower 510 (i.e., the third floor, the sixth floor, the ninth floor, etc.), and when the player wins the boss battle, he or she can escape the tower 510 with the items that he or she has acquired. If the number of turns becomes zero, or if the player loses the boss battle, or if the player escapes the tower during the exploration, the player cannot take the items that he or she has acquired back out of the tower.
[0052] Each of the multiple players in the game is assigned a tower as shown on the game screen 500, and players can visit other players' towers (other player towers) and play the above-mentioned competitive game in the other players' towers.
[0053] Returning to the explanation of the game screen 500, by tapping the shop button 520, player A can display the screen of the virtual shop in the game. In the virtual shop, player A can purchase items and summon accompanying characters using the coins and gems acquired. Coins and gems are virtual currencies consumed when the player purchases items in the game, summons accompanying characters, and enters the tower of another player or the tower of a battle. The menu button 530 is a button for displaying a menu screen for progressing through the game. On the menu screen, for example, a game score (e.g., the highest reached floor, etc.), which is information on the progress of the game in the player's tower, the tower of another player, the common tower, or the tower of a battle, a button to a screen for setting the equipment of the player character, a button to an item management screen, etc. are displayed.
[0054] The map button 540 is a button for transitioning to a map screen that displays towers of other players and common towers that player A can visit. The notification button 550 displays messages according to the progress of the game. Examples of the message contents include "Tower expansion (addition) is possible", "Another player has visited this tower", "Functions that player A can execute have been unlocked", "Information on other players' towers has been updated", etc. An exclamation mark is displayed on the warp zone 540 or the signboard 550 when there is information that player A has not confirmed. The shop 520 and the warp zone 540 are displayed when the height of the tower 510 is 9 floors or more.
[0055] The email button 560 is displayed by the display processing unit 153 based on information received from the server 200 when there is a notice from the game operator. Player A can have the notice displayed on the display unit 120 by tapping the balloon 560. The number of coins 570 displays the total number of coins currently owned by Player A. The number of gems 580 displays the number of gems owned, and the player can transition the display unit 120 to a gem purchase screen by tapping the plus button (+).
[0056] Next, a map displayed by player A tapping the mail button 540 will be described. FIG. 5 is a diagram showing an example of a map displayed on the display unit 120. This map is generated by the map generating unit 157 of the terminal device 100A. Alternatively, it may be generated by the map generating unit 254 of the server 200, and map information for displaying the map may be transmitted to the terminal device 100A. As shown in the figure, the player tower 610 of player A, the common tower 611, the battle tower 612, the event tower 613, and the quest (bottomless well) 614 are displayed on the map 600. A tab menu 620 and a list 630 are also displayed. Player A can tap on the map to select a destination.
[0057] In the tab menu 620, "Towers of other players" that player A can visit are displayed according to the selection of a tab, and although not shown in the figure, "Exploration history", "Favorites" and "Towers that other player A can enter" are displayed. In the figure, a list 630 of "Towers of other players" that player A can visit is displayed. As shown in the figure, player A can visit at least "Tower of player C", "Tower of player B", "Tower of player X" and "Tower of player Y".
[0058] In the game in the other player's tower, players fight against enemy characters while acquiring items, and aim to win the boss battle on the top floor of the other player's tower. As in the player's tower, the items acquired in the other player's tower can be taken home if the player wins the boss battle against the boss located every third floor and escapes from the other player's tower. In addition, the coins acquired in the other player's tower can not only be taken home, but are also recorded as the battle record in the other player's tower.
[0059] Here, we will provide additional explanations about other towers and the like displayed on the map. The player's tower 610 is a game space associated with player A as described above, and the height of the tower can be increased according to the strategy of player A.
[0060] The common tower 611 is a tower that all players can conquer. In the common tower, each player aims to conquer the top floor while fighting enemy characters and bosses encountered inside. In the common tower, players can also acquire items in treasure chests and equip them to their own characters. Coins must be consumed to enter the common tower 611, and the higher the floor, the more advanced the enemy characters they will fight and the reward items they can acquire. The height of the common tower 611 does not change depending on the user. On the other hand, the game operator may change the height according to the progress of the game of each user. Inside the common tower 611, players may encounter other player characters, but the other players of the other player characters may not be simultaneously executing the game, and the other player characters selected by the game program are displayed. That is, the game may be executed synchronously or asynchronously, the progress of the game may be stored in the server 200, and the other player characters may be selected by the server 200 based on the stored progress.
[0061] The results (score) of the game played by each player in the common tower are recorded, and rankings are determined based on items such as the number of coins acquired, the number of visits, the number of floors reached, and the level achieved. Each player advances in the competitive game in the player's tower 610, the towers of other players, and the common tower 611, and aims to acquire weapons and accessories that enhance parameters such as attack power, defense power, and speed, and to improve the abilities of his / her character to be ranked higher. Items can also be acquired by spending gems at the shop 520 in FIG. 4.
[0062] Note that, at a predetermined timing, such as midnight on the day when the month changes or midnight on Sunday, the player characters associated with the players ranked in the top 100 in the ranking in the common tower are stored (stored) as offerings in the server. At this time, the player characters as offerings are duplicated in a state in which they have the parameters of the player characters at the predetermined timing. As described above, the player of the game can acquire the other player characters stored as offerings by lottery (gacha). Note that the offerings may be stored in addition to existing offerings in the server, or existing offerings in the offering object storage unit 262 of the server 200 may be partially or entirely replaced. In the case of additional storage, the offerings may be overwritten by new offerings when the number of stored offerings reaches a predetermined number (for example, 300 bodies). These conditions may be stored in the storage unit 260, and the duplication unit 254 may perform duplication processing of the offerings based on the conditions. Also, the parameters of the player characters to be provided may be changed according to the history of the offering objects. For example, if the player character of a player who will be included in the top of the latest ranking as a result of the determination at a predetermined timing was previously a provided item, the parameters of the character as a provided item may be changed from the parameters at the predetermined timing depending on the number of times and the period during which it was previously a provided item. For example, a parameter such as HP of the player character may be added. This can be done by the duplication unit 254 referring to the history of the provided items stored in the provided item storage unit 162 of the server 200 and changing the parameters of the character based on, for example, whether the player character was previously selected as an object, the number of times it was previously a provided item, the period during which it was previously a provided item, etc.
[0063] When the store 520 on the game screen 500 in FIG. 4 is tapped, a menu screen is displayed, and the player can select a menu such as "Purchase an item" or "Summon an accompanying character". When the player selects "Summon an accompanying character", one player character can be acquired (summoned) by lottery from the player characters stored as offerings in the server. Note that, depending on the number of lottery draws made by the player, multiple accompanying characters may be acquired. Here, the lottery (gacha) is a lottery method in which the player characters stored as offerings are randomly selected based on a predetermined appearance probability set in advance. The acquired other player characters can be taken along as accompanying characters to explore the battle tower 612 or the common tower 610. Note that, the lottery method may be configured such that the order in which the player characters appear is set in advance, and the player characters are selected by the selection unit based on that order. Information on the appearance probability, order, and the like is stored in the storage unit 160 or 260 in advance. In addition, the acquisition of the provided items may be performed by combining a lottery based on a predetermined appearance probability and a selection based on a set order. This includes, for example, a configuration in which a plurality of order patterns are set and a lottery is performed based on the patterns.
[0064] The battle tower 612 is a tower where a battle between player A's player character A and other player's characters of other players takes place. The battle tower 612 is displayed on the map for the first time when the player's tower 610 meets a predetermined condition, for example, when the tower's height reaches 12 floors or more, and exploration becomes possible. Inside the battle tower 612, player A encounters other player characters as battle characters. The other player characters encountered are not simultaneously playing the game, but other player characters that meet a predetermined condition are selected by the game program and displayed to player A. As described above, player A can explore the inside of the battle tower 612 together with a copy of the other player character that the player has obtained by lottery (gacha) as an accompanying character.
[0065] As described above, according to one embodiment of the present invention, in a game in a game space (common tower), a player's character is set as an offering for a lottery (gacha) by satisfying a predetermined condition at a predetermined timing. Since the player character is determined as an offering at the predetermined timing, it is possible to arouse the player's enthusiasm for the game, such as wanting to satisfy the condition by the predetermined timing. Furthermore, by using the performance at the predetermined timing, a player character that is effective (strong) for the game configuration at that timing is included in the offering. Since a player who performs a lottery (draws a gacha) needs a player character that is effective in the current game configuration, by appropriately adjusting the timing, it is possible to set an effective player character as an offering according to the time, even if the game situation changes (event, update, etc.).
[0066] In addition, beginners to the game have difficulty in winning in the battle tower because there are few items and experience points that can be equipped to their own player character, and if they continue to lose, they may lose motivation for the game. At this time, if a powerful companion character can be obtained by lottery, the probability of winning the battle will increase, and even beginners will be able to enjoy the game. According to one embodiment of the present invention, the companion characters obtained by lottery are those who have a high ranking (high performance) in the game in the common tower, so that the player can easily obtain a companion character with high abilities, and the interest of the game for the player can be improved. Furthermore, in order to gain the honor of being used as a companion character, the player aims to improve the abilities of his / her character so that it will be registered as a donation. Therefore, the player can be motivated to repeatedly challenge the game.
[0067] The event tower 613 is displayed on the map 600 and becomes available for exploration by player A when a certain condition is met, such as when player A wins the battle in the battle tower 612 and achieves the capture of the top floor, or when the player A's performance in the common tower 611 is ranked within the top 10. In the event tower 613, depending on the content of the event, for example, no enemy characters appear and the player can proceed with the acquisition of items, or a special enemy character appears and the player can obtain a special reward if he or she wins the battle. The bottomless pit 614 is a game space where the player can encounter enemy characters different from those in the common tower or the player's tower and acquire special items.
[0068] FIG. 6 is an example of a game screen displaying details of an acquired accompanying character. As shown in the figure, the game screen 700 includes an accompanying character 710, an attached weapon 720, an attached accessory 730, and a social sharing button 740. The weapon 720 and the accessory 730 are items that were attached to the player character that is the source of the duplication of the accompanying character 710 when they were duplicated and stored as offerings at a predetermined timing. The parameters such as the weapon and the accessory are partially restricted from being changed by the player who acquired the accompanying character 710. For example, the attached item 720 cannot be changed to another item by the player who acquired it (it can be strengthened). The accessory 730 can be worn by overwriting the accessory of the player who acquired it, that is, the player cannot acquire the accessory that is worn by the accompanying character. In addition, even if the other player character that is the source of the duplication of the accompanying character exchanges the weapon or acquires a new accessory in the game, it is not reflected in the accompanying character.
[0069] 7 is a diagram showing an example of a game screen in which a companion character and an enemy character fight (battle) together. As shown in the figure, a game screen 800 includes an enemy character 810 and companion characters 820 and 830. The player can fight against the enemy character 810 by tapping a fight button 840. As described above, the battle is determined by the parameters possessed by each character, so the parameters of the companion characters 820 and 830 are important in determining whether or not the battle will be won.
[0070] In this way, according to one embodiment of the present invention, since the change of the parameters of the acquired accompanying character is restricted, it is possible to suppress the proliferation of powerful player characters and appropriately maintain the game balance. Specifically, by restricting the player characters that can be acquired with respect to the original player character of the player who copied the character, it is possible to ensure the advantage of the player who possesses the original player character. This makes it possible to increase the strength of players such as beginners, and to adjust the strength between players so that they do not easily become as strong as advanced players.
[0071] A reward may be given to a player corresponding to a player character that has been acquired many times as an accompanying character. For example, a configuration may be adopted in which the parameters of the player character increase according to the number of times the character has been acquired. A reward may be given to assist the player in progressing through the game according to the number of times the character has been acquired. The above-mentioned reward may be given according to the usage status of the character as an accompanying character in the game. Here, the usage status refers to the number of times or time the character has been used as an accompanying character in the game, the number of times the character has grown by the other player who acquired the character, the number of times the other player who acquired the character has won battles in which the character accompanied the player as an accompanying character, and the like. Specifically, the reward may be a reward that allows the player to acquire an item that has a low probability of appearing in the tower of the event, or an enemy character that allows the player to acquire more than double the number of coins if the player wins a battle.
[0072] In this way, the player can receive a reward according to the number of times a copy of his / her own character is obtained as a companion character, which gives the player enthusiasm to repeatedly challenge the game in order to enter the top of the game rankings. Also, the player can receive a reward according to the situation in which a copy of his / her own character is used as a companion character, which gives the player enthusiasm to develop an excellent character.
[0073] In addition, some kind of interaction may be possible with the player who is the source of duplication of the acquired accompanying character. For example, the player who acquired the accompanying character may be able to send an email to the player who is the source of duplication of the accompanying character. Also, the player may be able to express gratitude to the player who is the source of duplication of the accompanying character on a social networking service (SNS). This can be achieved by incorporating a chat function between players into the game program, or by having the player set registration information in the SNS at the start of the game and storing the player and the SNS in association with each other. Also, the tower of the player who acquired the accompanying character and the tower of the duplication source player may be stored in association with each other. For example, the player who acquired the accompanying character and the duplication source player may be configured to be able to visit each other's towers, or the coins acquired when each other's towers are conquered may be increased. Furthermore, the player who acquired the accompanying character and the duplication source player may be stored in association with each other. For example, the two players may be registered as friends, and when playing a cooperative game in which multiple players cooperate to fight an enemy, the player may be given priority in requesting cooperation. Furthermore, the acquired accompanying character and the original player character may be notified of information related to changed parameters. Specifically, when the acquired accompanying character is equipped with equipment A having stronger parameters, the player who owns the original player character may be notified of information about a quest in which the equipment A can be obtained, or the quest may be made available for capture.
[0074] By adopting the above-mentioned configuration, further interaction can be encouraged through the player characters.
[0075] Next, a process in a game according to an embodiment of the present invention will be described with reference to a flowchart. FIG. 8 is a flowchart showing an example of a process when player character A of player A of mobile terminal 100A is stored as an offering, and player B of mobile terminal 100B makes a request to acquire an accompanying character (accompanying character summon, gacha). Note that from here on, each part of player B's mobile terminal 100B will be represented by adding the letter "B" after the reference numeral. The function of each part of mobile terminal 100B is the same as that described for mobile terminal 100A above.
[0076] As shown in the figure, the progression unit 153 of the mobile terminal 100A progresses the game in the common tower of the player A based on the operation input information from the player via the input receiving unit 130 (step S11). Then, at a predetermined timing (for example, midnight on the last day of the month, midnight on Sunday, etc.), the progress status of the game in the common tower is stored in the game information storage unit 161. The stored game progress status includes information such as the number of coins acquired in the common tower, the number of times the common tower has been visited, the highest reached floor, and the equipment of the player character A. The game progress status is transmitted to the server 200 via the communication unit 110 (step S12). The server 200 stores the game progress status of the player A received by the communication unit 210 in the game information storage unit 261 (step S14). The game progress status of each of the multiple players of the game is transmitted to the server 200, and the server 200 stores the game progress status of each of the players in the game information storage unit 261.
[0077] Next, the determination unit 253 of the server 200 determines whether or not the player A satisfies a predetermined condition, that is, whether or not the player A's ranking in the game results in the common tower (for example, the number of acquired coins) is within the top 100 (step S15). If the player character A satisfies the predetermined condition, the duplication unit 254 duplicates the player character A and stores it in the provided object storage unit 262 (step S16). If it is determined in step S15 that the player character A does not satisfy the predetermined condition, information on the player character A may be deleted from the game information storage unit 261. The server 200 performs the above-mentioned process for each player of the game, duplicates a player character that is within the top 100 in the game ranking in the common tower, and stores it in the provided object storage unit 262.
[0078] The selection unit 255 of the server 200 transmits the provided object information related to the provided object (copy of the player character) stored in the provided object storage unit 262 to the mobile terminal 100B via the transmission unit 212 (step S17). The transmitted provided object information includes information on the player character to be provided, the lottery probability set for the provided object, and the top ranked players. The reception unit 111B of the mobile terminal 100B receives the provided object information and stores it in the storage unit 160. After that, in the mobile terminal 100B, "Summon Accompanying Character" by the player B is selected, and the selection unit 157B performs a lottery (gacha) for the accompanying character based on the provided object information (step S18). The information on the accompanying character selected (acquired) in step S18 is transmitted from the transmission unit 112 to the server 200 (step S19). After that, the information on the provided object acquired by the player B is stored in the storage unit 260 of the server 200 in association with the player B (step S20).
[0079] In the above, the lottery is performed in the mobile terminal 100B, but the lottery may be performed by the server 200. A flowchart of the process in this case is shown in FIG. 9. Steps S11 to S16 are the same as those in the flowchart of FIG. 8, and therefore will not be described. In step P18, the player B selects "Summon Accompanying Character" in the mobile terminal 100B, and the information processing unit 151B transmits an acquisition request to the server 200 via the communication unit 110B (step P18). The selection unit 255 of the server 200 selects an object to be provided from the objects to be provided (replica of the player character) stored in the object to be provided storage unit 262, and transmits the object to the mobile terminal 100B via the communication unit 210 (step P17). The object to be provided (replica of the player character) transmitted from the server 200 is stored in the game information storage unit 161 in the mobile terminal 100B (step P19).
[0080] Next, information on the provided object (duplicated player character) stored in the provided object storage unit 262 of the server 200 will be described with reference to the drawings. FIG. 9 is an example of a table showing information on the provided object stored in the provided object storage unit 262. As shown in the figure, the table 900 includes "player name," "rank," "weapon," and "accessory." According to the example shown in the figure, player B is ranked "1st," and the types of weapon and accessory worn by player character B when the player character B was duplicated as a provided object and stored in the provided object storage unit 262 are stored. The table 900 may also store the appearance probability of each player character at the time of drawing.
[0081] The effects of the present invention will be described again. As described above, according to one embodiment of the present invention, in a game in a game space (common tower), by satisfying a predetermined condition at a predetermined timing, the player's character is set as an offering for a lottery (gacha). Since the player is determined to be an offering at a predetermined timing, it is possible to arouse the player's enthusiasm for the game, such that the player wants to satisfy the condition by the predetermined timing.
[0082] Furthermore, as an advantage of the side that acquires the player character, since the characters present at the top of the ranking are effective characters for the current game specifications, it is possible to easily obtain effective game characters among the characters trained by other players. Also, as an advantage of the side that trains the player character stored as an offering, it is possible to have interactions with other players by having the characters that one has trained used by more other players. Furthermore, in the past, in order to exchange player characters, it was necessary to directly play against other players or to contact other players. According to the present invention, exchange of player characters can be performed without direct exchange such as a battle between players. This can encourage interaction via player characters and increase opportunities for interaction.
[0083] Furthermore, according to one embodiment of the present invention, the accompanying characters obtained by lottery are those who have a high ranking (high performance) in the game in the common tower, so that the player can easily obtain an accompanying character with high abilities, and the interest of the game for the player can be improved. Furthermore, in order to obtain the honor and reward of being used as an accompanying character, the player aims to improve the abilities of his / her own character so that it can be registered as a donation. Therefore, the player can be motivated to repeatedly challenge the game.
[0084] Furthermore, according to one embodiment of the present invention, since the parameter changes of the acquired accompanying character are restricted, it is possible to suppress the proliferation of powerful player characters and appropriately maintain the game balance. Specifically, by restricting the player characters that can be acquired with respect to the original player character of the duplication source player, it is possible to ensure the advantage of the player who possesses the original player character. This makes it possible to increase the strength of players such as beginners, and to easily adjust the strength between players so that they do not become as strong as advanced players.
[0085] Furthermore, according to one embodiment of the present invention, a player can receive rewards based on the number of times a copy of his / her own player character is obtained as a companion character and on the usage status of the character as a companion character in the game, thereby giving the player enthusiasm to repeatedly challenge the game in order to achieve a high ranking in the game.
[0086] Although one embodiment of the present invention has been described above, it goes without saying that the present invention is not limited to this. For example, in the above, an embodiment in which the appearance probability at the time of lottery is set in advance has been described, but the appearance probability may be set according to a predetermined probability distribution from the top of the ranking. Specifically, the appearance probability of the player character ranked 1st may be the lowest, and the appearance probability of the player character ranked 100th may be the highest. In addition, the probability may be changed depending on the relationship between the player who draws the gacha and the player corresponding to the player character included in the gacha. For example, the probability that player A can obtain player B's player character by player A may be increased depending on the relationship, such as when player A is in a friend relationship with player B, can visit player B's tower, or has already conquered it.
[0087] Furthermore, a plurality of player characters may be associated with a player. In this case, the player characters stored as the provided object may be some or all of the plurality of player characters associated with the player. Furthermore, the duplication unit 254 may selectively store the plurality of player characters as the provided object according to the respective parameters of the plurality of player characters. For example, the player character with the highest parameter among the plurality of player characters may be duplicated as the provided object.
[0088] In the above, a configuration in which an item to be provided is determined at a predetermined timing has been described, but the present invention is not limited to this, and a player character may be added to the item to be provided whenever a condition is satisfied. For example, when a player is ranked within the top 100, the player character may be stored in the server at that time. Also, when a player is ranked out, the player character may be deleted from the server at that time. By adopting such a configuration, the player character included in the item to be provided can be changed dynamically.
[0089] In addition, the specified timing is not limited to the above, but may also be when the game configuration is changed (for example, when an event starts, when an event ends, when an update is performed, etc.), and the offerings stored in the server may be replaced periodically.
[0090] In addition, in the above description, a configuration has been described in which some of the changes to the parameters of the acquired accompanying character (equipping of weapons and accessories) are restricted, but the parameters that can be changed may also be restricted. For example, the player can increase the level of weapons by consuming coins, but the upper limit of the increase level may be restricted. In addition, the initial parameters of the acquired accompanying character may be set lower than the parameters before duplication.
[0091] In the above, a configuration has been described in which a computer according to an embodiment of the present invention functions as a server, a game program according to an embodiment of the present invention is executed in part or in whole on the server as a so-called web application (web game), and the results of the executed processing are returned to a mobile terminal. However, the present invention is not limited to this, and a configuration may be used in which a computer according to an embodiment of the present invention functions as a mobile terminal (client device), and a game program according to an embodiment of the present invention is executed on the mobile terminal as a so-called native application (native game).
[0092] When the game results are displayed via a web browser, the mobile terminal 100A can store the information received from the server 200 in, for example, a predetermined storage area (web storage) installed in the web browser.
[0093] In this way, the server 200 can be configured to include some or all of the functional units (especially the control unit 150) described as being included in the mobile terminal 100A, and the server 200 can be configured to transmit the output result of the game to the mobile terminal 100A based on the input given to the mobile terminal 100A. In this way, the server 200 can achieve the same effect as the mobile terminal 100A achieves when the mobile terminal 100A provides the function.
[0094] The game of the present invention can also be a hybrid game in which server 200 and mobile terminal 100A each handle part of the processing, for example by displaying the game progress screen as a web display on mobile terminal 100A based on data generated by server 200, and displaying other menu screens and the like as native displays using a native application installed on mobile terminal 100A.
[0095] Also, the mobile terminal 100A and other mobile terminals 100B and 100C can be connected to be able to communicate with each other (so-called peer-to-peer communication), and can play a game in a multiplayer manner by synchronizing with each other. Although the above describes a mode in which information is transmitted and received from a mobile terminal to another mobile terminal via the server 200, information may be transmitted and received directly between mobile terminals, for example, in an ad-hoc mode or an infrastructure mode.
[0096] Furthermore, the above-mentioned control method may include not only the processes described with reference to the flowcharts, but also any processes executed by each unit included in the control unit 150.
[0097] In the above, a tower battle game has been described as a game implemented by a game program according to an embodiment of the present invention. However, the present invention is not limited to this, and the game program according to the present invention can be implemented in a variety of games, such as a company management game, a farm management game, and a character development game.
[0098] In the above description, the game in which the results are determined as the offerings is described as a game in a common tower. However, the present invention is not limited to this, and may be based on the results of the games in the towers of the players respectively associated with the multiple players. In the above description, the accompanying character summoned is described as a player character duplicated as an offering, but the accompanying character may be a non-player character programmed in advance. In addition, the accompanying character obtained by lottery may be the player's character if the player's character is duplicated as an offering.
[0099] Moreover, the mobile terminals 100A to 100C are not limited to smartphones. The mobile terminals may be any information processing devices capable of implementing the functions described in the above embodiment, and may be, for example, mobile phones, PCs (Personal Computers), tablet terminals, etc. Furthermore, in the above embodiment, a game is played between three mobile terminals, but the present invention is not limited to this, and may be three or more mobile terminals.
[0100] The control units of the mobile terminal 100A and the server 200 may be realized by a logic circuit (hardware) formed in an integrated circuit (IC chip) or the like, or may be realized by software using a CPU (Central Processing Unit). In the latter case, the mobile terminal 100A and the server 200 are provided with a CPU that executes instructions of a game program, which is software that realizes each function, a ROM (Read Only Memory) or storage device (these are referred to as "recording media") in which the game program and various data are recorded so as to be readable by a computer (or CPU), and a RAM (Random Access Memory) in which the game program is expanded. The object of the present invention is achieved by the computer (or CPU) reading and executing the game program from the recording medium. As the recording medium, a "non-transient tangible medium", for example, a tape, a disk, a card, a semiconductor memory, a programmable logic circuit, etc., can be used. The game program may be supplied to the computer via any transmission medium (such as a communication network or a broadcast wave) capable of transmitting the game program. The present invention may also be realized in the form of a data signal embedded in a carrier wave in which the game program is embodied by electronic transmission.
[0101] The game program can be implemented using, for example, a script language such as ActionScript or JavaScript (registered trademark), an object-oriented programming language such as Objective-C or Java (registered trademark), or a markup language such as HTML5. Also, the scope of the present invention includes a game system including an information processing terminal (for example, the mobile terminal 100A) having components for implementing the functions implemented by the game program, and a server having components for implementing remaining functions different from the above functions.
[0102] Although the present invention has been described based on the drawings and examples, it should be noted that those skilled in the art can easily make various modifications and corrections based on the present disclosure. Therefore, it should be noted that these modifications and corrections are included in the scope of the present invention. For example, the functions included in each means, each step, etc. can be rearranged so as not to cause logical contradictions, and multiple means, steps, etc. can be combined into one or divided. In addition, the configurations shown in the above embodiments may be appropriately combined. [Additional Notes] The claims of the original application of this application are set forth below. [1] On the computer, a storage function for storing the game content provided to the player in a predetermined storage device in association with the player; an update function that updates parameters related to the game content associated with the player in accordance with the progress of the game by the player; a determination function for determining, at a predetermined timing, whether or not the progress of the game by the player satisfies a predetermined condition; a duplication function that, when it is determined by the determination function that the predetermined condition is satisfied, duplicates the game content associated with the player in a parameter state at the time of the determination; A game program that realizes a transmission function of transmitting the game medium associated with the player that has been copied by the copy function to the terminal device of the player of the game as a provision target. [2] The game program described in [1], further realizing a receiving function for receiving acquired information including information regarding the game medium acquired as a gift from the game medium to be provided transmitted by the player of the game using the transmission function and / or from pre-programmed game medium not associated with the player of the game. [3] A game program as described in [1] or [2], further realizing a selection function for selecting, in response to an acquisition request from a player of the game, a game medium to be acquired as an offering by the player from among game medium associated with the player replicated by the replication function and / or pre-programmed game medium not associated with the player of the game. [4] The game program described in any one of [1] to [3], characterized in that the duplication function duplicates the player's game medium in the parameter state at the specified timing. [5] The game program described in any of [1] to [4], characterized in that the judgment function judges the ranking of the multiple players based on the progress of the game, and judges that the player satisfies the specified condition if the player is ranked high in the ranking. [6] A game program as described in any one of [1] to [5], characterized in that some of the parameters of the game medium acquired as an offering by a player of the game are restricted from being updated in accordance with the progress of the game by the player who acquired the game medium. [7] The game program described in [2], characterized in that the acquired information includes information regarding the number of times the game has been selected as a gift by a player of the game, and further realizing a reward granting function that grants a reward to the player corresponding to the game medium that has been selected as the gift depending on the number of times it has been selected. [8] The game program described in [2], characterized in that the acquisition information includes information regarding the usage by a player of the game of a game medium acquired as an offering by the player of the game, and further realizing a reward granting function that grants a reward to the player corresponding to the game medium in accordance with the usage. [9] A storage step of storing the game content provided to the player in a predetermined storage device in association with the player; an updating step of updating parameters related to the game content associated with the player in accordance with a progress of the game by the player; a determination step of determining, at a predetermined timing, whether or not a progress state of the game by the player satisfies a predetermined condition; a duplication step of duplication of the game content associated with the player in a parameter state at the time of the determination step when it is determined that the predetermined condition is satisfied; A computer control method including a transmission step of transmitting the game medium associated with the player copied in the copying step to a terminal device of the player of the game as a provision target.
[10] A storage unit that stores a game medium provided to a player in association with the player; an update unit that updates parameters related to the game content associated with the player in accordance with a progress of the game by the player; a determination unit that determines, at a predetermined timing, whether or not a progress status of the game played by the player satisfies a predetermined condition; a duplication unit that, when the determination unit determines that the predetermined condition is satisfied, duplicates the game content associated with the player in a parameter state at the time of the determination; A computer comprising: a transmission unit that transmits the game medium associated with the player that has been copied by the copying unit as a provision target to a terminal device of the player of the game. [Additional Notes] The claims as originally filed in the original application of this application are set forth below. [1] On the computer, a storage function for storing the game contents provided to each of the plurality of players in a predetermined storage device in association with the player; an update function that updates parameters related to the game content associated with the player in accordance with the progress of the game by the player; a copy function for copying a game content associated with the player; In response to a request from a player of the game, a game medium to be associated with the player is selected by lottery from among the duplicated game media. A decision function that decides on a medium; an associating function for associating the game content determined by the determining function with the one player; Realize this, The determination function is a game program that executes the lottery based on the relationship between the player to which the duplicated game medium is associated and the one player. [2] The game program described in claim 1, characterized in that the determination function executes the lottery based on a lottery method determined in accordance with the relationship between the player to which the copied game medium is associated and the one player. [3] The game program of claim 1 or 2, characterized in that the determination function changes the probability of appearance of the duplicated game medium and executes the lottery depending on the relationship between the player to which the duplicated game medium is associated and the one player. [4] The computer further comprises: 4. The game program according to claim 1, 2 or 3, further comprising a modification function for automatically modifying parameters of the game content copied by the copy function. [5] The computer further comprises: The game program according to any one of claims 1 to 4, characterized in that when a player of the game associates another item that changes parameters with an associated game medium, a notification function is realized that notifies the player associated with the game medium of information regarding the parameters that have been changed by the association of the other item. [6] The computer further comprises: 6. The game program according to claim 1, further comprising a transmission function for transmitting information relating to the association made by said association function to a terminal device of said one player. [7] The computer further comprises: a determining function for determining whether or not the progress of the game by the player satisfies a predetermined condition at a predetermined timing; The game program according to any one of claims 1 to 5, characterized in that, when the judgment function judges that the specified condition is satisfied, the duplication function duplicates the game content associated with the player in the parameter state at the time of judgment. [8] The computer further comprises: The game program according to any one of claims 1 to 7, characterized in that it realizes a receiving function for receiving acquired information including information regarding game media acquired by a player of the game as an offering from among the game media associated by the association function and / or pre-programmed game media not associated with the player of the game. [9] The computer further comprises: realizing a selection function for selecting a game medium to be acquired as an offering by a player of the game from among pre-programmed game media not associated with the player of the game in response to an acquisition request from the player of the game; 9. A game program according to claim 1, characterized in that:
[10] The game program described in claim 7, characterized in that the judgment function judges the rankings of the multiple players based on the progress of the game, and judges that the player satisfies the specified condition if the player is ranked high in the rankings.
[11] A game program as described in any one of claims 1 to 10, characterized in that some of the parameters of the game medium acquired as an offering by a player of the game are restricted from being updated in accordance with the progress of the game by the player who acquired the game medium.
[12] The acquisition information includes information regarding the number of times the game has been selected as an offering by a player of the game; The computer further comprises: 9. The game program according to claim 8, further comprising a reward providing function for providing a reward to a player corresponding to the game medium that is the provided item, depending on the number of times the selection is made.
[13] The computer further comprises: the acquisition information includes information on a usage situation by a player of the game of a game medium acquired as an offering by the player of the game, and a reward granting function is realized that grants a reward to the player corresponding to the game medium in accordance with the usage situation; 9. The game program according to claim 8,
[14] A storage step of storing the game contents provided to each of the plurality of players in a predetermined storage device in association with the players; an updating step of updating parameters related to the game content associated with the player in accordance with a progress of the game by the player; a duplication step of duplication of the game content associated with the player; a determining step of determining, by lottery, from among the duplicated game media, a game medium to be associated with a player who is a player of the game, in response to an acquisition request from the player; an associating step of associating the game content determined in the determining step with the one player; Including, A computer control method in which, in the determination step, the lottery is executed based on a relationship between the player to which the duplicated game medium is associated and the one player.
[15] A storage unit that stores game contents assigned to each of a plurality of players in association with the respective players; an update unit that updates parameters related to the game content associated with the player in accordance with a progress of the game by the player; a duplication unit that duplicates the game content associated with the player; a determination unit that determines, by lottery, from among the duplicated game media, a game medium to be associated with a player of the game in response to an acquisition request from the player; an association unit that associates the game content determined by the determination unit with the one player; Equipped with The determination unit is a computer that executes the lottery based on the relationship between the player to which the duplicated game medium is associated and the one player. [Industrial Applicability]
[0103] The present invention can be widely applied to any computer, such as a smartphone, a tablet terminal, a mobile phone, a home game console, a personal computer, a server, a workstation, or a mainframe. [Explanation of symbols]
[0104] 100A, 100B, 100C Portable terminals (computers) 110, 210 Communications Department 111 211 Receiver 112 212 Transmitter 120, 220 display section 130, 230 Input reception section 140 Audio I / F 150, 250 Control section 151, 251 Information Processing Section 152, 252 Display processing unit 153 Progress Department 154, 256 Reward Department 155 Update Department 156 Map Generation Unit 157 Selection Section 160, 260 storage section 161, 261 Game information storage unit 170 Speaker 200 Servers 253 Judgment section 254 Reproduction Department 255 Selection 262 Storage unit to be provided 300 Network 400 Game System 500 Game screen (start screen) 510 Player's Tower 512 Button 520 stores 530 Menu button 540 Map Button 550 Notification button 560 Email button 570 Coins 580 Gems Owned 600 Maps 610 Player's Tower 611 Common Tower 612 Tower of Battle 613 Event Tower 614 Bottomless Pit 620 Tab Menu 630 List 800 game screens 810 Enemy Characters 820, 830 Accompanying characters 840 Fight button 700 game screens 710 Accompanying Characters 720 items 730 Accessories 740 Social Share Buttons 900 Table
Claims
1. On the computer, a storage function for storing the game contents provided to each of the plurality of players in a predetermined storage device in association with the player; an update function that updates parameters related to the game content associated with the player in accordance with the progress of the game by the player; a copy function for copying a game content associated with the player; a determination function for determining, in response to an acquisition request from a player of the game, a game content to be associated with the player from among the duplicated game content; an associating function for associating the game content determined by the determining function with the one player; Realize this, The storage function further associates a first game space with the one player and stores the first game space in a predetermined storage device, and associates a second game space with the player with which the source game medium is associated, and stores the second game space in the predetermined storage device; A game program in which, after associating the duplicated game medium with the one player, the first game space and the second game space are associated with each other, and the one player is able to progress in the game in the second game space.
2. The computer further comprises: realizing a determination function for determining whether or not the ranking of the player in the game satisfies a predetermined condition at a predetermined timing; 2. The game program according to claim 1, wherein the copy function copies the game content associated with the player when a predetermined condition is satisfied at a predetermined timing in the game.
3. The computer further comprises: The game program according to claim 1, characterized in that it realizes a reward granting function that associates a reward with a player to whom the original game medium of the copied game medium is associated, depending on the number of times the copied game medium has been associated with the player who made the acquisition request and / or the usage status of the copied game medium in the game by the player who made the acquisition request.
4. The game program described in claim 1, characterized in that the second game space changes according to the game execution status of the player to which the original game medium is associated, while the one player is progressing in the game in the second game space, the changes are not synchronized in the game being progressed by the one player.
5. The parameters of the copied game content are restricted from being updated in accordance with the progress of the game by the player who made the acquisition request, while 4. The game program according to claim 3, wherein the reward includes a reward that can update at least a part of parameters of the game content that is the source of the duplication.
6. After associating the duplicated game medium with the one player, The game program according to claim 1, characterized in that the replicated game content associated with the one player can be placed in a first game space corresponding to the one player.
7. The storage function further stores a game space not associated with each of the plurality of players in a predetermined storage device; 2. The game program according to claim 1, wherein the one player is allowed to enter the game space together with the replicated game medium associated with the one player.
8. The game program according to claim 1 , wherein the determination function determines, by lottery, from among the duplicated game media, a game medium to be associated with a player who is a player of the game, in response to an acquisition request from the player.
9. 2. The game program according to claim 1, wherein the copy function copies the game content associated with the player in a parameter state at the time of the copy.
10. 2. The game program according to claim 1, wherein the determination function determines based on a relationship between the player to which the copied game content is associated and the one player.
11. The game program according to claim 1, characterized in that the determination function determines by lottery the game medium to be associated with the one player based on a lottery method defined in accordance with the relationship between the player to which the duplicated game medium is associated and the one player.
12. The game program according to claim 1, characterized in that the determination function changes the probability of appearance of the duplicated game medium depending on the relationship between the player to which the duplicated game medium is associated and the one player, and determines the game medium to be associated with the one player by lottery.
13. The computer further comprises: The game program according to claim 1, characterized in that when a player of the game associates another item that changes parameters with an associated game medium, a notification function is realized that notifies the player associated with the game medium of information regarding the parameters that have been changed by the association of the other item.
14. The computer further comprises:
2. The game program according to claim 1, further comprising a transmission function for transmitting information relating to the association made by said association function to a terminal device of said one player.
15. a storage step of storing the game contents provided to each of the plurality of players in a predetermined storage device in association with the player; an updating step of updating parameters related to the game content associated with the player in accordance with a progress of the game by the player; a duplication step of duplication of the game content associated with the player; a determination step of determining, in response to an acquisition request from a player of the game, a game content to be associated with the player from among the duplicated game content; an associating step of associating the game content determined in the determining step with the one player; Including, The storage step further includes storing a first game space in association with the one player in a predetermined storage device, and storing a second game space in association with the player to which the source game medium is associated in the predetermined storage device; A computer control method in which, after associating the duplicated game content with the one player, the first game space and the second game space are associated, enabling the one player to progress in the game in the second game space.
16. a storage unit that stores game contents provided to each of a plurality of players in association with the respective players; an update unit that updates parameters related to the game content associated with the player in accordance with a progress of the game by the player; a duplication unit that duplicates the game content associated with the player; a determination unit that determines, in response to an acquisition request from a player of the game, a game content to be associated with the player from among the duplicated game content; an association unit that associates the game content determined by the determination unit with the one player; Equipped with The storage unit further associates a first game space with the one player and stores the first game space in a predetermined storage device, and also associates a second game space with the player with which the source game medium is associated and stores the second game space in the storage unit; A computer that associates the duplicated game content with the first player, and then associates the first game space with the second game space, allowing the first player to progress in the game in the second game space.
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