Game Control Method
By dividing the time period group battle into multiple sub-periods and dynamically adjusting the competition conditions, the problem of concentrated participation rates and difficulty for novices to participate is solved, and the overall participation rate of the game is improved and the fair competition environment is achieved.
Patent Information
- Application Number
- JP2024032630
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2024-03-05
- Publication Date
- 2025-05-07
- Estimated Expiration
- 2034-02-25
AI Technical Summary
In group battles in time periods, the game participation rate is high in the second half of the time period, resulting in the concentration of attack strategies at this time. Due to insufficient level and attack power, novices find it difficult to participate in effective combat, resulting in a decrease in their sense of participation.
By dividing the game time period into multiple sub-periods and setting different match conditions for each sub-period, such as increasing the attack power of the novice character in the first half of the time period, or adjusting the match conditions for subsequent time periods based on the match results of the previous time period, to improve the overall participation rate.
By dynamically adjusting the competition conditions, the overall participation rate of the game is improved, ensuring that the game has sufficient participants throughout the time period, and providing a level playing field for players of different levels.
Smart Images

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Abstract
Description
[Technical field]
[0001] The present invention relates to a game device for providing a competitive game to each client device via a network. The present invention relates to a system control method. [Background technology]
[0002] In recent years, online services provided from a server device to a client device via a communication network have become available. In-game services have been well received, with many game titles being available on multiple platforms. These games are released by various companies. The types and categories of these games are diverse, Among these, the so-called Social games are booming.
[0003] As an example of this type of social game, there are games in which multiple players each control a character. A group consisting of Rakuta (a.k.a. guild) is formed, and monster characters and other A system has been proposed in which players compete against each other (see, for example, Patent Document 1). Depending on the game, groups can be "guilds," "parties," "teams," or "communities." "It is also sometimes called ".
[0004] Recently, games have been proposed that implement a function that allows groups of players to play against each other. This function is called "GvG" for short "Guild vs Guild". In GvG, the game is played from 8pm to 9pm. 1 hour (some are set to 30 minutes and some to 2 hours) A specific time period is set, and the groups that are paired during that time period compete against each other (for example, The time period during which group battles are held varies depending on the game. The number is set.
[0005] Group matches during a specific time period (hereinafter referred to simply as "time period group matches") The implementation may be, for example, as follows: In one embodiment, the group list The entry authority was given to the Master, who is the leader, and the Deputy Master, who is the sub-leader. Players enter by selecting a specific time slot from multiple available time slots for the match. This allows the group to participate in group battles. As a result, all groups will be divided into groups during a pre-defined time period (for example, one battle during the day and one battle at night). In some games, players are randomly combined and battle it out in any combination.
[0006] There are also multiple battle formats. For example, the number of times you have defeated the characters of the opponent's group The winner is decided by the total number of characters in the opponent's group. The winner is determined by how many characters in the group the player can win, or by defeating the boss character of the opponent's group. There are various types of games, including one in which a player's score changes and the winner is determined by the number of points scored. [Prior art documents] [Patent documents]
[0007] [Patent Document 1] Patent Publication No. 2013-244126 Summary of the Invention [Problem to be solved by the invention]
[0008] By the way, in time-based group battles, group members' tendency to participate in battles is as follows: There is a tendency for participation rates to increase in the latter half of the time slot. One of the things they do is concentrate their attacks on a relatively close time frame. In order to prevent time from being given to turn the game around, and in the short period of the second half, multiple members were attacking consecutively, This is done as a strategy to perform efficient attacks by increasing the attack power (so-called combo). Another reason is that if you defeat the boss character in the latter half of the game, you can get a high score. Therefore, even if you actively participate in the match and attack the enemy in the first half, you may not be able to participate in the match in the second half. In addition, it is sometimes easy to reverse the situation. The number of times may be set to a finite number based on the battle points given at the start of the battle. In many cases, if you actively participate from the first half, you may end up using up all the points you have in the second half. There are also circumstances in which the weapon runs out of ammo, making it impossible to attack.
[0009] However, game providers have the right to restrict players from playing for the entire duration of a group match. Actively participate in the match and enjoy the game for the entire set time. There is a desire to do so.
[0010] The group also included players who were experienced in the game, as well as those who had just started playing the game. This includes beginners with low levels and attack power. However, in time-based group battles, Like fighting against tough enemies (raid bosses) that appear in the game, we have divided the game into segments based on level. In many cases, players may not be able to play against opponents with much stronger offensive power. In this case, beginners who are not familiar with the game may not be able to use efficient attacks such as combos or guild Understand the "tacit" rules that mature groups have, such as the timing of attacks. As a result, beginners may not be able to participate in group matches. For this reason, in time-group matches, It is a game that can be enjoyed by players of a wide range of levels, regardless of their level. It is desirable to provide the following:
[0011] The present invention has been made in consideration of the above-described circumstances, and its object is to provide a method for determining the level difference and attack speed. A wide range of players can enjoy the game regardless of their attack power, and can participate throughout the set time period. We propose a game control method that can realize time-limited group matches, which can improve the rate of winning. The purpose is to provide. [Means for solving the problem]
[0012] In order to solve the above problems, a game system for providing a fighting game according to one embodiment of the present invention is provided. The control method is a group of players each of whom operates a character via a client device. A game control method for controlling a competitive game between loops, comprising the steps of: For each of the divided periods, the competitive games in adjacent periods are A step of setting the battle conditions so that the battle conditions are different from each other; and progressing the competitive game based on the conditions, and The battle conditions do not change within the game.
[0013] According to the present invention, a competitive game to be played in a predetermined time period is Divide the game into multiple parts, such as the first half and the second half, and set the match conditions for at least one of the divided time periods. Divide the time period of the match game into multiple periods and set the match conditions for each period. This brings change to the traditional competitive games that were played according to set rules for a set period of time. In particular, it is possible to set conditions for a match that are advantageous to a specific target. In time-based competitive games, the participation rate is low during the first half of the game, so the conditions for the match are changed. By setting this, we can expect to improve the participation rate of characters throughout the entire time period. As a battle condition, for example, the attack power of a character with a low game level equivalent to a beginner can be increased. By giving preferential treatment to so-called beginners in the first half of the match, when the participation rate is not so high, It is possible to create an environment in which beginners can enjoy playing against each other. Effect of the Invention
[0014] According to the present invention, a wide range of players can enjoy the game regardless of their level or attack power. It is possible to realize group matches that can increase participation rates throughout a set time period. A method for controlling a game may be provided. [Brief description of the drawings]
[0015] [Figure 1] FIG. 2 is a diagram showing a network configuration of the game system according to the present embodiment. [Diagram 2] FIG. 2 is a block diagram showing a configuration of a server device according to the present embodiment. [Diagram 3] FIG. 2 is a block diagram showing a configuration of a client device according to the embodiment. [Figure 4] FIG. 2 is an explanatory diagram showing an example of a game screen according to the present embodiment. [Diagram 5] FIG. 2 is a functional block diagram showing a battle part process according to the present embodiment; [Figure 6] FIG. 13 is an image diagram showing time management for a group match according to the present embodiment. [Figure 7] 13 is an image diagram showing an example of the match conditions and the change targets of a group match according to the present embodiment. FIG. [Figure 8] 13 is a flowchart showing the flow of a battle part process according to the present embodiment. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0016] Hereinafter, an embodiment of the invention (hereinafter, referred to as the present embodiment) will be described with reference to the drawings. do.
[0017] [Network Configuration Example: FIG. 1] FIG. 1 shows a network configuration of a game system 100 according to this embodiment. The work configuration is shown below. The game system 100 allows multiple client devices 30 to play against each other via a network 20. The server device 10 provides a game service. A network node that has the function of providing services, for example, a host with high computing power. However, the present invention is not limited to this and may be implemented by a general-purpose communication terminal device. On the other hand, the client device 30 may be configured to provide a fighting game service. A network node that has the function of receiving the signal, and is configured, for example, by a general-purpose communication terminal device. In this specification, the term "network" refers to a network that provides a competitive game service regardless of the computing power. The network that receives the competitive game service and the work node is called the "server device" The node is called a "client device." Responds to requests from client devices 30 The server device 10 returns a response to the request, thereby providing an online game service. .
[0018] The number of host computers constituting the server device 10 does not necessarily have to be one. It may be composed of multiple sub-computers distributed over the network 20. A general-purpose communication terminal device constituting the server device 10 or the client device 30 is, for example, Desktop computers, notebook computers, tablet computers, laptop computers The mobile phone includes, for example, a PDC (Personal Digital Cellular Phone). lular), PCS (Personal Communication System), GSM (Global System mobile communications), PHS(Personal Handy phone System), PDA( Handheld mobile terminals such as W-CDMA Personal Digital Assistants. (Wideband Code Division Multiple Access), CDMA-2000(Code Division Multiple Access) ltiple Access-2000), IMT-2000(International Mobile Telecommunication-2 Data communication is possible using standards such as IEEE 802.11b (IPX 800), ... and Wibro (Wireless Broadband Internet). The network 20 may be, for example, a wired network (for example, a local area network (LAN) ), wide area network (WAN), or value-added network (VAN), etc.) and wireless network (mobile Mobile communication network, satellite communication network, Bluetooth, WiFi (Wireless Fidelity), HSDPA (Hi The communication network is a mixture of the server device 10 and the client device 11. A gateway server that converts the communication protocol between the client device 30 and the computer is provided. may be intervening.
[0019] [Server Device Configuration: FIG. 2] FIG. 2 is a block diagram showing the configuration of the server device 10 according to this embodiment. This is a block diagram. The server device 10 includes a processor 11, a communication interface 12, and a storage resource 13. The processor 11 is an arithmetic and logic unit that processes arithmetic operations, logical operations, bit operations, etc. and various registers (program counter, data register, instruction register, general-purpose register A computer program that is composed of a clock, a timer, etc., and is stored in the storage resource 13. 40 and responds to requests from multiple client devices 30. Returns the address.
[0020] The computer program 40 responds to requests from multiple client devices 30. It is a program that processes the game by calling the main program. The software modules are , each to perform a specific process (game calculation process, image display process, communication process, etc.) A modular subprogram, e.g., a procedure, subroutine, method, A module is created using code, functions, and data structures. It is a stackable unit.
[0021] One such modularized subprogram is the computer program Reference numeral 40 denotes a battle part processing unit 60 (described later) that performs the performance processing of the battle part between groups. The performance processing module 50 has a function of processing a battle part. In addition to the processing unit 60, depending on the specifications of the game, for example, a quest is executed in a search game. A quest part processing unit 51, a gacha part processing unit 52 for processing gacha, and a card synthesis unit For example, a synthesis part processing unit 53 that executes the synthesis part Functions such as a battle part processing unit 54 that executes processing to fight against enemy characters such as Dobos The details of the battle part processing unit 60 will be described later. Description of parts 51 to 54 will be omitted since they are not specific to the present invention.
[0022] The memory resource (memory unit) 13 stores parameters 70 for each character. The meter 70 is, for example, a variable related to the character's attack power (specifically, the character's " Attack value, etc.) and the opponent group's key in a match between groups. The type of technique written on the card used to attack the character (details below) " and specific "items" related to the technique, and "attributes" of items and cards, It is not intended to be limited to this.
[0023] For example, variables related to "defense value" etc. may be included, and "rewards" obtained in a competitive game may be included. A variable that indicates the amount of reward may be included. The higher the reward value, the more reward the opponent will receive in the game. Reward is a value concept that creates an effect of giving a comparative advantage to others. It is a currency used to purchase items within the game, and an armor that increases the character's attack power. It can be an item that restores the character's health or damage, or an item that restores the enemy character's health or damage. The reward can be points earned by dealing damage to the character. Furthermore, the parameter 70 may have a value that can be exchanged between players, for example. The number of players may include a variable indicating the amount of time that has elapsed since the player participated in a competitive game.
[0024] The storage resource 13 may be, for example, a physical device (for example, a disk drive or a semiconductor memory A logical device provided by the memory area of a computer-readable recording medium such as a memory card. Multiple physical devices may be mapped to one logical device, or one physical device may be mapped to one logical device. A client may map one or more logical devices to multiple logical devices. The data and logs showing the access history, play status, game progress status, etc. of the game device 30 are stored. The communication interface 12 is connected to the client device 30 via the network 20. A hardware module for connecting devices, such as an ISDN modem or an ADSL modem. These include mobile phones, cable modems, etc.
[0025] [Configuration of the client device: FIG. 3] FIG. 3 shows the configuration of the client device 30 according to this embodiment. FIG. The client device 30 includes a processor 31, an audio output device 32, and a communication interface 33, a storage resource 34, an input device 35, and a display device 36. 1 is an arithmetic logic unit and various registers (program counter, data register, It is composed of a command register, a general-purpose register, etc. and a timer, and is stored in the memory resource 34. The computer program 80 is interpreted and executed, and operation information input to the input device 35 is processed. and receives a response from the server device 10. The computer program 80 connects to the server device 10 and provides a fighting game service. This application program is provided to The program can be distributed from a server device 10 through a network 20 .
[0026] The storage resource 34 is a physical device (for example, a computer such as a disk drive or semiconductor memory). A logical device provided by the storage area of a computer-readable recording medium, and The operating system program and the driver program used in the processing of the client device 10 It also stores RAM, various data, etc.
[0027] The driver program may be, for example, an input device driver for controlling the input device 35. A driver program for controlling the audio output device 32 and the display device 36. Output device driver programs, etc. Various data, for example, This includes image data of each object that appears, the background, etc.
[0028] The audio output device 32 is, for example, a sound device capable of reproducing sound data such as game sound effects. The communication interface 33 is a connection interface with the server device 10. The system provides a wireless communication interface or a wired communication interface. It is composed.
[0029] The input device 35 provides an interface for receiving input operations from the player. The display device 36 is, for example, a touch panel, a keyboard, a mouse, etc. It provides an image display interface for a game screen, etc. to a player. These include electroluminescent displays, liquid crystal displays, and CRT displays.
[0030] The player operates the input device 35 to input authentication information (ID, password, etc.). When the player logs in to the game service of the server device 10, the player's authentication information is associated with the game service. The My Page screen thus selected is displayed on the display device 36.
[0031] The My Page screen displays a menu screen related to the groups to which each player belongs. A "group" is a group of characters that each player controls via the client device 30. This is a virtual group consisting of members, and such groups are created for each game title. A new game title may be created or may be common to multiple game titles. Groups formed for such purposes have become known as "guilds" and "parties" in the field of social games. Characters are sometimes called "parties," "teams," "communities," etc. A virtual object that acts in the virtual space on behalf of the player according to the instructions of the layer. It means.
[0032] A character operated by a player who has participated in the game service provided by the server device 10 In principle, each character belongs to one of the groups, and their history information is stored in the player's The authentication information is stored in the storage resource 13 of the server device 10 in association with the authentication information. Based on the history information, an edit menu screen for the group is displayed on the display device 36. can be.
[0033] On the other hand, a player who is participating in the game service provided by the server device 10 for the first time operates Characters, as a rule, do not belong to any particular group, so Belonging menu screen (e.g. searching for groups or creating new groups) A screen showing the group to which the player belongs is displayed on the display device 36. After the game is started, if the player chooses to participate in the game service, The screen of the event is displayed on the display device 36.
[0034] [Game Screen Example: FIG. 4] FIG. 4 is an explanatory diagram showing an example of a game screen 200 according to this embodiment. It is. The game screen 200 includes an event field 201 and a palette 202. Field 201 is a virtual field where a match between groups 300 and 400 is played. In this group, characters 301, 302, 303, and 304 belong to one group 300. 3 and characters 401, 402, and 403 belonging to the other group 400 are displayed. .
[0035] Battles between groups are called "guild battles" or "guild matches." They are sometimes referred to as "GvG" after the first letter of the group. Characters belonging to each group communicate with each other and Attack the opposing character.
[0036] The palette 202 is a set of items that each character can use to attack an opponent character. The palette 202 is a virtual place for selecting the "techniques" that can be used. A deck 600 is a pile of cards, and a number of cards 601, 602, 603, 604, 605, 606, 607, 608, 609, 610, 611, 612, 613, 614, 615, 616, 617, 618, 619, 620, 621, 622, 03 is displayed. Each card has a display (illustration or text) showing the type of technique, Each card also has an attack value (the attack value of the skill or attack that is activated). Attack points, defense values (stamina, vitality, etc.), and attributes (fire, water, wood, earth, etc.) are set. It has been done.
[0037] Each player turns over multiple cards 601, 602, 603 from a deck 600 and The skills, attack values, specific items, and defense values shown on cards 601, 602, and 603 Depending on the combination of attacks, the damage dealt to the opponent character and the self-power The damage each unit takes is calculated.
[0038] The gauge 501 is a series of characters 301, 302, and 303 belonging to a group 300. The number of times the player has attacked the opponent characters 401, 402, and 403 is displayed. In page 502, characters 401, 402, and 403 belonging to group 400 are consecutively arranged. Displays the number of attacks made to the hand characters 301, 302, and 303. The number of times to set up a combo is called the "combo number", and gauges 501, 502 display the number of combos. is called the "combo gauge."
[0039] [Configuration of the battle part execution unit: Figure 5] This constitutes one of the functional units of the performance processing module 50. As shown in the functional block diagram of FIG. 5, the battle part processing unit 60 includes a battle time management unit 61 and a battle A battle condition extraction unit 62, a change target setting unit 63, a battle condition change unit 64, and a battle result tallying unit 6 5 and a battle performance processing unit 66.
[0040] The match time management unit 61 refers to the timer and the memory resource 13 and determines the time of the match between the groups. The time managed by the battle time management unit 61 is as shown in FIG. In addition to time S and end time E, there are multiple match times BT (for example, first half F, middle M, second half When the time is divided into three parts (3 divisions of L), the start time (MS) and end time of each division are That is, the battle time management unit 61 manages the start time and the end time. Determine when time is up and when the match time is over, and use these results to determine the match time. The signal processing unit 60 has a function of inputting the signal to other functional units.
[0041] Regarding the time slot, the difference between the start and end times can be 30 minutes or 1 hour. Depending on the game specifications, multiple patterns are possible, such as one hour, two hours, etc. Regarding the time slots, the match time was divided into the first half and the second half, and there were four or more There are various patterns, such as splitting the number of times, and you can choose the appropriate one depending on the game specifications. In addition, this information is stored in the storage resource 13.
[0042] The battle condition extraction unit 62 refers to the storage resource 13 and determines the battle conditions for a battle to be held during a specific time period. This function determines whether to change the conditions of the match (match conditions) and execute the match. That is, the match condition extraction unit 62 activates a function for changing match conditions in a time period group match. It is a means to
[0043] Here, the match conditions broadly include additional conditions added in group matches. Details will be explained later, but for example, the battle conditions include the character's attack power, defense power, etc. Character parameters 70 (see Figure 2) that affect the ability of a character in a battle are changed. This includes changing individual ability values. In addition, the battle conditions also include changing the character It is possible to give rewards to the player and collect the results of the matches in the first half of the divided time. This includes adding some conditions to the match, such as calculating the time and reflecting it in the following time. Can be enjoyed.
[0044] The change target setting unit 63 refers to the storage resource 13 and changes the game conditions based on the extracted game conditions. This is a function to set the target. For example, if the battle conditions are that the lower ranks of the characters belonging to the group If the level, attack value, or defense value of n people is to be increased, the change target setting The section 63 selects the characters to be changed from a data table that lists the characters belonging to the group. Then, we extract n people with low levels, n people with low attack values, or n people with low defense values, and Set the character to be modified.
[0045] In addition, the battle conditions are for characters classified into certain attributes, such as fire, water, wind, wood, and earth. If the attack value of an item such as a card or a weapon is increased by 30%, , the attributes of the characters in the group and the cards in the character's deck From the data table, select the character or item with the relevant attribute to be changed. do.
[0046] The battle condition change unit 64 changes the battle conditions of the battle target picked up by the change target setting unit 63. This is a function to change the battle conditions. Specifically, the character or item parameters to be changed are The parameter 70 (see FIG. 2) is changed. Note that the parameter here is, for example, It includes values that indicate the strength of a character in a battle, such as the power value and defense value, and the battle conditions. For example, the change would be to increase the attack value from 10,000 points to 30%. In this case, the attack value after the increase will be 13,000 points.
[0047] Also, for example, the battle conditions in the change target setting unit 63 may be changed depending on the characters belonging to the group. If the objective was to increase the level, attack value, or defense value of the bottom n players by 30%, In this case, the battle condition change unit 64 performs a process of increasing the attack value of the extracted character by 30%. In addition, if the target of the change is a character or card classified as a fire attribute, For example, it will increase the attack value of items with the corresponding attribute by 30%.
[0048] The match result tabulation unit 65 is configured to tabulate the match results in the first half of the divided time period. In cases where the results of a transaction are reflected in a later time period, That is, the match result tabulation unit 65 is a function for tabulating and outputting the match results of the first half of the match. This function counts the number of attacks made by characters in the first half of the battle as a battle condition. Based on the results of the first half of the game, the game condition change unit 64 changes the game conditions for the second half of the game. The game results will be calculated based on the number of characters shown in the example. In addition to the number of attacks, there is also the attack value or the total damage dealt. Also, the composition of the group It is also possible to compile data such as the participation rate of members.
[0049] The battle performance processing unit 66 performs game performance processing related to the battle based on the changed battle conditions. This function is not unique to this embodiment and has been performed in the past. The game is processed using the technique shown in Fig. 4. As usual, it is a battle scene.
[0050] [Examples of battle conditions and changes: Figure 7] Next, Figure 7 shows examples of battle conditions and changes. The following two examples are given below. In each divided time period, the match conditions are set randomly or according to pre-determined settings. Another example is to change the time slot by dividing it into two parts (see Fig. 7(a)). The participation status and match results in the preceding time period are collected, and the collected results are compared with the preceding time period. This is an example of how the results are reflected in the match conditions for the subsequent time period (see FIG. 7(b)).
[0051] [Examples of time-dependent changes in match conditions] (1) Increase the attack value of the bottom n players in a group: For example, the characters in a group can be assigned the necessary information for a battle, such as their levels, attack values, and defense values. The attack value of the bottom few members or the bottom 30% of group members in key abilities is increased by 30%. (2) Item attribute attack value increase: For example, items classified as fire, water, wind, wood, earth, etc. The attack value of the character or item such as a card that is used will be increased by 10%. (3) Player Increase attack value according to attributes: For example, if the gender registered as a player is male or If you are female, your attack value will increase by 20%. (4) Combo effect doubled: For example, During times when participation rates are low, such as the first half of a group battle, attack value is usually increased by 10% each time a consecutive attack is made. The combo effect changes depending on the time of day, such as increasing the attack value by 15% each time the time increases. can.
[0052] The above battle conditions can be changed as desired depending on the time of day. As shown in Figure 7(a), for example, in the first half of the match, the players with lower match ability The attack value of the five players will be increased by 30%. In addition, in the middle of the match, cards classified as water attribute will be "The attack value of the player is increased by 30%." Furthermore, in the second half of the match, "If the player is female, the attack value is increased by 30%." The attack value increase rate is 30%. Note that the above-mentioned increase rate is just an example and depends on the game. The definition can be changed according to the situation. Also, the target of the change is not limited to the attack value, as mentioned above. 7 Parameters set for characters and items, including defense value and level Broadly inclusive of 0.
[0053] In this way, favoring so-called beginners in the first half of the match, when the participation rate is not so high, This allows beginners to enjoy the match. By changing the parameters that increase the attack value, This will encourage suitable characters to participate, and is expected to increase the participation rate in battles.
[0054] [Example of changing match conditions depending on participation status and match results] Other examples of match conditions For example, the participation status in a group or the preceding time of a divided battle time period The results of matches in the time slot are tallied. It is also possible to set specific match conditions based on the results of this analysis for matches in the middle of the game. For example:
[0055] (1) Incentives based on mid-game tally: For example, the first half of the match may be set as a condition for the first half of the match. The number of attacks by each character will be tallied, and the conditions for the second half of the game will be determined based on the results of the first half. The reward is a card that can be used in the second half of the game. In this case, the card will be given an event bonus, with its attack power doubled during the second half of the game. (2) Changes in match conditions due to mid-game tallying: For example, in the first half Extract the participation rate or number of participants of the group in the battle. If the participation rate in the first half of the battle is equal to or greater than a certain percentage, For groups with a large number of participants, the attack power of the second half of the battle will be increased by 10% across the board.
[0056] An example of this is shown in Figure 7(b). The results will be tallied and reflected in the subsequent time slot (second half L) accordingly. In order to advance favorably in the second half L, where the outcome will be decided, it is necessary to participate in the first half F and play aggressively in the first half. Therefore, we can expect an increase in participation rates throughout the entire time period, from the first half to the second half. do.
[0057] [Flow of Production Process: FIG. 8] FIG. 8 shows the production process in the battle part processing unit 60 according to this embodiment. 10 is a flowchart showing the flow of processing. The functions of the processing unit 60 are implemented in the server device 10 as the processes of steps 101 to 110. It is a subprogram written using a command set for executing a program.
[0058] In the battle part processing unit 60, a battle time management unit 61 refers to a timer and a memory resource 13. When the time for the group match to begin has come, That is, the battle time management unit 61 judges whether or not the The arrival of the start time S is determined.
[0059] If the match time management unit 61 determines that the match start time has not yet arrived (step Step S101: NO), the process of step S101 is repeated. When the unit 61 determines that the start time of the match has arrived (step S101: YES), the match The condition extraction unit 62 refers to the storage resource 13 and extracts a condition for changing the match conditions in the match. It is confirmed whether or not the flag is set (step S102).
[0060] The battle condition extraction unit 62 detects that a flag for changing the battle conditions is set in the battle. If the determination is affirmative (step S102: YES), the game conditions to be changed are stored in the storage resource 13. On the other hand, the battle condition extraction unit 62 reads the file for changing the battle conditions (step S103). If it is determined that there is no lag (step S102: NO), In this case, it is assumed that there is no change in the battle conditions, and the process proceeds to step S109.
[0061] Based on the battle conditions read in step S103, the change target setting unit 63 The memory resource 13 is referred to, and the character or characters to be changed that belong to the group to be played are selected. It is determined whether the character has any items such as cards (step S104). When the battle condition extraction unit 62 determines that there is a change target (stage), the change target setting unit 63 Step S104: YES), the change target is extracted and set as the change target (step S 105).
[0062] The battle condition change unit 64 changes the battle conditions for the character or item set as the change target. The battle conditions are changed (step S106), and the process proceeds to step S109.
[0063] On the other hand, the change target setting unit 63 determines that there is no character or item to be changed. If so (step S104: NO), the process proceeds to step S107.
[0064] In step S107, if there is no change to be made to the battle conditions, i.e., The item is the character to be changed that belongs to the group to be played or the character that the character has. The target condition is whether or not the item is a "match result tally" rather than a card or other item. If it is determined that the result of the match is to be tallied (step S107: YES), the match result tallying section 65 is the total number of attacks, attack value, or damage dealt by the character in the battle. The target conditions are: If it is determined that the result of the match is not to be tallied (step S107: NO), the process proceeds to step S109. Move.
[0065] In step S109, the battle performance processing unit 66 performs the battle based on the changed battle conditions. Execute the performance process.
[0066] Next, in step S110, the battle time management unit 61 checks whether there is a next division change time period. In this case, as shown in FIG. 6, the time period BT is divided into several parts. Determine whether there is a start time (MS).
[0067] In step S110, the battle time management unit 61 determines the next divided time period (for example, If it is determined that there is a divided time period (step S110: YES), the divided time period has arrived. The battle time management unit 61 judges whether or not the division time has arrived (step S111). If it is determined that the number of the spooled 14 is not reached (step S111: NO), the process of step S111 is repeated. On the other hand, when the battle time management unit 61 determines that the division time has arrived, it executes the following. Step S111: YES), return to step S102, and proceed from step S102 to step The process up to S109 is repeated. As a result, the next divided time period (for example, the time period in FIG. 6) The process of changing the target conditions in the "ME / LS" interval is executed.
[0068] On the other hand, if the match time management unit 61 determines that there is no next divided time slot (step S 110: NO), and then it is determined whether the end time has arrived (step S112). That is, the match time management unit 61 detects that the end time of the match (time "E" in FIG. 6) has arrived. If it is determined that there is no such a problem (step S112: NO), the process of step S112 is repeated. On the other hand, when the match time management unit 61 determines that the match end time has arrived, (Step S112: YES), the process to end the match is performed (Step S113), and this process End (END).
[0069] [Effects] According to the present embodiment described above, a competitive game that is played over a predetermined period of time Divide the time into multiple parts, such as the first half, middle, and second half, and at least one of the divided time periods In this way, the time period of the match game is divided into several periods, and the match conditions are changed. By setting the match conditions for each time period, the time period during which a match game is normally played can be set. It can bring about changes to the competitive games that have been played according to certain rules. In the first half of the game, you can set specific tasks, such as increasing the attack power of a character with a low game level. Set the conditions for the match to be advantageous for the target. In the early stages of the game, when participation rates are low, the match conditions are changed and set. By setting battle conditions for each time period, the participation rate of characters can be improved throughout the time period. It's promising.
[0070] In particular, the target of change as a battle condition is the offensive power, defensive power, etc., which the members of the group will use to battle. By making it an ability value that can be demonstrated in the match, it will be possible to respond quickly and gain an advantage in the match. This involves changing parameters, which can increase players' desire to participate in battles.
[0071] As mentioned above, the conditions for the match are the attack speed of a character with a low game level equivalent to a beginner. By increasing the attacking power, the participation rate of the game is low in the first half of the game, and so-called beginners are given preferential treatment. By doing so, it is possible to create an environment where beginners can enjoy playing against each other. By changing the attack value to increase by half, it will match the parameters. This will motivate characters to participate in battles, increasing their participation rate, while also reducing the sense of unfairness. Therefore, regardless of the level, players of a wide range of levels can enjoy the game. This allows us to provide games that can be enjoyed by everyone.
[0072] In addition, the results of the match in the preceding period (for example, the first half) can be used as a setting for the match conditions. The results will be aggregated, and then the time period after the preceding time period (e.g. This allows you to take an advantage in the second half of the game, when the outcome of the match is decided. To do this, you must participate in the first half of the match and actively attack the enemy while consuming battle points during the first half of the match. Therefore, it is necessary to play aggressively, such as attacking. It is expected that participation rates will increase over the entire period.
[0073] [Other Embodiments] The processing in the present embodiment described above is performed by the performance processing module 50. This is realized in cooperation with the processor 11, but does not require dedicated hardware resources (e.g. For example, the same effect processing could be performed using an application specific integrated circuit (ASIC) or firmware. good.
[0074] The computer program 40 may also be written in an object-oriented language, for example. In an object-oriented language, each character 301 to 303 is treated as an object. The parameter 70 is defined as the "attribute value" of each character 301 to 303. The behavior of each character 301-303 (for example, attack) is controlled by the By defining it as a "method", it becomes possible to process a fighting game. For example, gauges 501, 502 and cursors displayed on the game screen 200 The codes 601, 602, 603, etc. are also treated as objects, and their "attribute values" and " By defining "methods", it is possible to control image display.
[0075] However, the computer program 40 is not limited to an object-oriented language. For example, The computer program 40 may be written in a program oriented language. After being encrypted, the signal is transmitted between nodes via a transmission medium (wired communication network) or a transmission wave (radio wave). It is possible to send it.
[0076] The above-described embodiment is an example for explaining the present invention, and the present invention is not limited to the embodiment. Furthermore, the present invention can be modified in various ways without departing from the spirit of the invention. For example, a person skilled in the art can easily understand the resources (hardware resources or software resources) described in the embodiments. It is possible to substitute equivalents for the software resources, and such substitutions are within the scope of the present invention. Included.
[0077] The inventions described in the claims of the original application of this application are set forth below. [1] A group of players each controlled a character via a client device. A game control method for controlling a competitive game between two teams, comprising: Dividing a battle time period of the battle game into a plurality of divided battle time periods; The battle conditions for at least one of the divided battle time periods are changed to other divided battle time periods. a step of setting the battle conditions to be different from those of the and a step of progressing the match game based on the set match conditions. Game control method. [2] The step of setting the battle conditions includes: The game control method according to [1] above, which includes changing and setting. [3] The battle conditions include changing the ability scores of the members of the group. The game control method according to the above [1] or [2]. [4] The conditions for the match shall include the following: The above [1] or The game control method described in [2]. [5] The step of setting the battle conditions includes setting the battle conditions to the divided battle time periods. Based on the results of the match in the preceding time period, the time period after the aforementioned time period will be changed. The game control method according to the above [1], [6] The match conditions include, based on the results of the match in the preceding time period, and setting items that can be used in the battle for the members of the group. The game control method according to the above [5]. [7] A group of players each controlled a character via a client device. A server device for controlling a competitive game between two teams, A means for dividing a time period during which the competitive game is played into a plurality of divided time periods; The battle conditions for at least one of the divided battle time periods are changed to other divided battle time periods. A means for setting the battle conditions to be different from those of the and a means for progressing the battle game based on the set battle conditions. Device. [8] A group of players each controlled a character via a client device. A program for causing a server device to control a competitive game between two teams, This program is provided to the server device. A function of dividing a battle time period of the battle game into a plurality of divided battle time periods; The battle conditions for at least one of the divided battle time periods are changed to other divided battle time periods. The ability to set different battle conditions from those of the previous game, A function of progressing the battle game based on the set battle conditions. Program. [Explanation of symbols]
[0078] 10... server device 11... processor 12... communication interface 13... storage resource 20... network network 30...client device 31...processor 32...audio output device 33...communication interface Interface 34... storage resource 35... input device 36... display device 40... computer Program 50...Performance processing module 60...Battle processing part 70...Parameter 80... Computer Program 100...Game System
Claims
1. A game control method for controlling a competitive game between groups whose members are characters operated by each player via a client device, comprising: storing information about a plurality of divided battle time periods constituting a battle time of the battle game; setting a match condition for at least one divided match time period among a plurality of divided match time periods constituting a match time of the match game such that the match condition is different from the match conditions for the other divided match time periods; progressing the competitive game based on the set competitive conditions; Including, The opponent group does not change during the match time of the match game, The battle conditions do not change during each of the divided battle time periods. Game control methods.
2. A game control method as described in claim 1, wherein the step of setting the match conditions includes setting the match conditions for at least one of the split match time periods so that the match is advantageous for a specified member of the group.
3. A game control method as described in claim 2, wherein the specified members are either those having lower abilities required for a match, those classified into a specified attribute, or those in which the player controlling the character who is said member is classified into a specified attribute.
4. 4. The game control method according to claim 1, wherein the step of setting the battle conditions includes changing and setting the battle conditions for each of the divided battle time periods.
5. 5. The game control method according to claim 1, wherein the battle conditions include changing ability values of members of the group.
6. 6. A game control method according to claim 1, wherein the match conditions include increasing the ability values of members of the group who have low ability values that can be demonstrated in the match by a predetermined ratio.
7. 7. A game control method according to claim 1, wherein the step of setting the battle conditions includes changing and setting the battle conditions for a time period subsequent to the time period based on a battle result in an earlier time period among the divided battle time periods.
8. 8. The game control method according to claim 7, wherein the match conditions include setting items that can be used in the match for the members of the group based on the match results in the preceding time period.
9. The game control method according to claim 1 , further comprising a step of storing information regarding which group the character belongs to.
10. A server device for controlling a competitive game between groups of players each having a character operated by a client device, comprising: A means for storing information regarding a plurality of divided battle time periods constituting a battle time of the battle game; a means for setting a match condition for at least one divided match time period among a plurality of divided match time periods constituting a match time of the match game such that the match condition for the divided match time period is different from the match condition for the other divided match time periods; a means for progressing the competitive game based on set competitive conditions; Equipped with The opponent group does not change during the match time of the match game, The battle conditions do not change during each of the divided battle time periods. Server device.
11. A program for causing a server device to control a competitive game between groups, each of which is made up of a character operated by each player via a client device, comprising: This program is provided to the server device. A function of storing information regarding a plurality of divided battle time periods constituting the battle time of the battle game; A function of setting the match conditions such that the match conditions of at least one divided match time period among a plurality of divided match time periods constituting the match time of the match game are different from the match conditions of the other divided match time periods; a function of progressing the competitive game based on set competitive conditions; Realize this, The opponent group does not change during the match time of the match game, The battle conditions do not change during each of the divided battle time periods. program.
Citation Information
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