Computer System and Game System
Patent Information
- Application Number
- JP2021059769
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2021-03-31
- Publication Date
- 2025-05-27
- Estimated Expiration
- 2041-03-31
AI Technical Summary
Conventional trading specifications in games are limited to simple exchanges of game assets between players, lacking added value and complexity.
A computer system that controls the execution of trading of game assets by detecting trades and granting privileges to players, making it more advantageous for players to reacquire traded game elements, improve received elements, or acquire related items.
Enhances the trading experience by adding new value through privileges that facilitate reacquisition, improvement, and acquisition of game elements, thereby enriching the gameplay experience.
Smart Images

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Abstract
Description
Technical Field
[0001] The present invention relates to a computer system that controls the execution of trading of game assets and the like.
Background Art
[0002] As one of the specifications of a game, there is a trading specification for exchanging items, characters, etc. that can be obtained in the game and can be used in the game among players. According to this trading specification, for example, instead of releasing unnecessary items and providing them to the other player, desired items can be received from the other player. For example, Patent Document 1 discloses a mechanism for notifying and prompting confirmation when there is a difference in the value of each item to be exchanged as a trading target.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] However, the conventional trading specification was simply for exchanging items and the like between players. Therefore, it can be said to be a simple specification for exchanging trading objects, neither more nor less.
[0005] The problem to be solved by the present invention is to provide a technology capable of adding new added value to the trading specification.
Means for Solving the Problems
[0006] A first invention for solving the above problems is a computer system that controls the execution of trading of game assets including at least game elements that can be acquired in a game and can be used in the game between players or between a player and a virtual player controlled by a computer, comprising: trade detection means (for example, the trade detection unit 233 in FIG. 7) for detecting that a trade has been made with the game element as the trade target; and privilege granting control means (for example, the privilege granting control unit 235 in FIG. 7) for granting a privilege associated with the game element that has become the trade target to the player in response to the detection by the trade detection means, wherein the privilege granting control means grants, to the player who is the transfer player who has transferred the game element that has become the trade target, a privilege that makes it more advantageous to reacquire the game element in the game when the privilege is granted compared to when it is not granted.
[0007] According to the first invention, when players trade game elements with each other or a player trades game elements with a virtual player, as a privilege related to the game element that has become the trade target, a privilege that makes it easier to reacquire the game element transferred in the trade can be granted to the player. According to this, by making a trade to exchange game elements, the player can receive, together with the desired game elements, a privilege that makes it easier to reacquire the game element transferred in the trade. Therefore, it becomes possible to add a new added value to the specification of the trade. In addition, the privilege granted to the player is a privilege related to the game element that is the trade target. The privilege granted can also vary depending on what the trade target is. In this regard as well, a new added value can be added to the specification of the trade.
[0008] Further, a second invention is a computer system that controls the execution of trading of game assets including at least game elements that can be acquired in a game and can be used in the game between players or between a player and a virtual player controlled by a computer, the computer system comprising: a trade detection means for detecting that a trade has been made for trading the game element; and a privilege granting control means for granting a privilege associated with the game element that has become the subject of the trade to the player in response to the detection by the trade detection means, wherein the privilege granting control means determines that the player is a receiving player who has received the game element that has become the subject of the trade, and when the game element has growth elements and / or enhancement elements (hereinafter collectively referred to as "improvement elements"), grants a privilege to the player such that the improvement elements of the game element are more likely to be improved when granted than when not granted.
[0009] According to the second invention, when players trade game elements with each other or a player trades game elements with a virtual player, as a privilege related to the game element that has become the subject of the trade, a privilege can be granted to the player such that the improvement elements of the game element received in the trade are more likely to be improved. According to this, by making a trade to exchange game elements, the player can receive, together with the desired game element, a privilege such that the improvement elements of the game element are more likely to be improved. Therefore, it becomes possible to add a new added value to the specifications of the trade. Further, the privilege granted to the player is a privilege related to the game element that is the subject of the trade. The privilege granted can vary depending on what the subject of the trade is. In this respect too, a new added value can be added to the specifications of the trade.
[0010] Further, in the third invention, the privilege granting control means grants different privileges to the player depending on whether the player is 1) a transfer player who has transferred the game element that is the subject of the trade, or 2) a receiving player who has received the game element that is the subject of the trade, in the computer system of the first or second invention.
[0011] According to the third invention, even for the same game element, different privileges can be granted to the player depending on whether the player transfers it or receives it.
[0012] Further, in the fourth invention, when the player is a receiving player who has received the game element that is the subject of the trade, the privilege granting control means grants a privilege to the player such that the acquisition of an item associated with the game element in the game is more advantageous when the privilege is granted than when it is not granted, in the computer system of any one of the first to third inventions.
[0013] According to the fourth invention, it becomes possible to grant a privilege to the player such that it is easier to acquire an item related to the game element received in the trade.
[0014] Further, in the fifth invention, when the player is a receiving player who has received the game element that is the subject of the trade, the privilege granting control means grants a privilege to the player such that the ability and / or the effect exerted by the game element in the game increases when the privilege is granted compared to when it is not granted, in the computer system of any one of the first to fourth inventions.
[0015] According to the fifth invention, it becomes possible to grant a privilege to the player that increases the ability and the effect of the game element received in the trade.
[0016] Further, the sixth invention is a computer system of any one of the first to fifth inventions, wherein the privilege has a given expiration date, and the privilege granting control means has an expiration date setting means (for example, the expiration date setting unit 237 in FIG. 7) for variably setting the expiration date of the privilege to be granted.
[0017] According to the sixth invention, the expiration date of the privilege to be granted can be variably set.
[0018] Further, the seventh invention is a computer system of the sixth invention, wherein the expiration date setting means sets the expiration date of the privilege to be granted based on the game element that has become the trade target.
[0019] According to the seventh invention, the expiration date of the privilege to be granted can be set according to the game element that is the trade target.
[0020] Further, the eighth invention is a computer system of the sixth or seventh invention, wherein the expiration date setting means sets the expiration date of the privilege to be granted based on the player's trade history.
[0021] According to the eighth invention, the expiration date of the privilege to be granted can be set according to the player's trade history.
[0022] Further, the ninth invention is a computer system of any one of the sixth to eighth inventions, wherein the expiration date setting means sets the expiration date of the privilege to be granted based on the player's play data.
[0023] According to the ninth invention, the expiration date of the privilege to be granted can be set according to the player's play data.
[0024] Further, in the tenth invention, the game is a game in which each player plays belonging to a group, and the expiration date setting means sets the expiration date of the privilege to be granted based on the group play data of the group to which the player belongs, and it is a computer system of any one of the sixth to ninth inventions.
[0025] According to the tenth invention, it is possible to set an expiration date corresponding to the group play data of the group to which the player belongs for the privilege to be granted.
[0026] Further, in the eleventh invention, the privilege granting control means changes the content or type of the privilege to be granted based on the game element that has become the trade target, and it is a computer system of any one of the first to tenth inventions.
[0027] According to the eleventh invention, it is possible to grant privileges with different contents or types according to the game element that is the trade target.
[0028] Further, in the twelfth invention, the privilege granting control means changes the content or type of the privilege to be granted based on the player's trade history, and it is a computer system of any one of the first to eleventh inventions.
[0029] According to the twelfth invention, it is possible to grant privileges with different contents or types according to the player's trade history.
[0030] Further, in the thirteenth invention, the privilege granting control means changes the content or type of the privilege to be granted based on the player's play data, and it is a computer system of any one of the first to twelfth inventions.
[0031] According to the thirteenth invention, it is possible to grant privileges with different contents or types according to the player's play data.
[0032] Further, the 14th invention is a computer system according to any one of the 1st to 13th inventions, wherein the game is a game in which each player plays belonging to a group, and the privilege granting control means changes the content or type of the privilege to be granted based on the group play data of the group to which the player belongs.
[0033] According to the 14th invention, privileges different in content or type can be granted according to the group play data of the group to which the player belongs.
[0034] Further, the 15th invention is a game system (for example, the game system 1000 in FIG. 1) including a server system (for example, the server system 1100 in FIG. 1) which is a computer system according to any one of the 1st to 14th inventions, and a player terminal (for example, the player terminal 1500 in FIG. 1) of the player which communicates with the server system and undertakes the function of a man-machine interface.
[0035] According to the 15th invention, a game system having the same operational effects as those of any one of the 1st to 14th inventions can be realized.
Brief Description of the Drawings
[0036]
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Mode for Carrying Out the Invention
[0037] Hereinafter, with reference to the drawings, preferred embodiments of the present invention will be described. Note that the present invention is not limited by the embodiments described below, nor is the applicable form of the present invention limited to the following embodiments. Also, in the description of the drawings, the same reference numerals are given to the same parts.
[0038] [Overall Configuration] FIG. 1 is a diagram showing an example of the overall configuration of a game system 1000 in the present embodiment. As shown in FIG. 1, the game system 1000 includes a server system 1100 and a player terminal 1500 owned by a player (user) 2 of the game in the present embodiment, and these are configured to be connected to be capable of data communication with each other via a network N. It is a computer system.
[0039] The network N means a communication path capable of data communication. That is, the network N includes, in addition to a dedicated line (dedicated cable) for direct connection and a LAN (Local Area Network) such as Ethernet (registered trademark), a communication network such as a telephone communication network, a cable network, and the Internet, and the communication method may be wired / wireless.
[0040] The server system 1100 is a computer system including a main body device 1101, a keyboard 1106, a touch panel 1108, and a storage 1140. The main body device 1101 incorporates a control board 1150 on which various microprocessors such as a CPU (Central Processing Unit) 1151, a GPU (Graphics Processing Unit), and a DSP (Digital Signal Processor), various IC memories 1152 such as VRAM, RAM, and ROM, and electronic components such as a communication device 1153 are mounted. Note that part or all of the control board 1150 may be realized by an ASIC (Application Specific Integrated Circuit), an FPGA (field-programmable gate array), or a SoC (System on a Chip).
[0041] In this server system 1100, the CPU 1151 etc. perform arithmetic processing based on a predetermined program and data, thereby realizing a user management function related to user registration etc. and a game management function for providing data necessary for playing a game on the player terminal 1500 and managing the execution control of the game on the player terminal 1500. That is, the game in the present embodiment is realized as a kind of client-server type online game. The player 2 accesses the server system 1100 with his / her own player terminal 1500, logs in with the issued account (player ID), and enjoys the game of the present embodiment.
[0042] In addition, the server system 1100 cooperates with an external electronic payment server operated by an electronic payment provider etc. to perform a purchase procedure (billing process) of game coins which are in-game currency. At the time of the billing process, the electronic payment server performs a process of clearing the purchase amount of the game coins with a credit card or a prepaid card etc. of the player 2 in response to an inquiry from the server system 1100. Then, the server system 1100 grants game coins corresponding to the purchase amount cleared by the electronic payment server to the player 2.
[0043] Note that the server system 1100 is not limited to the single configuration shown in FIG. 1, and may have a configuration in which a plurality of blade servers that share each function are installed and are communicably connected to each other via an internal bus. Alternatively, a configuration may be adopted in which a plurality of independent servers installed at remote locations are caused to perform data communication via the network N, so that the overall system functions as the server system 1100.
[0044] The player terminal 1500 is a computer system that undertakes the function of a man-machine interface, and is connected to the network N via a mobile phone base station, a wireless communication base station, or the like, and can perform data communication with the server system 1100. This player terminal 1500 can take the form of, for example, a smartphone, a mobile phone, a portable game device, a stationary home game device, a controller for a stationary home game device, a business game device, a personal computer, a tablet computer, a wearable computer, or the like.
[0045] FIG. 2 is a diagram showing an example of the device configuration of a smartphone, which is an example of the player terminal 1500. As shown in FIG. 2, the player terminal 1500 includes a direction input key 1502, a home key 1504, a touch panel 1506 that functions as an image display device and a contact position input device, a built-in battery 1509, a speaker 1510, a microphone 1512, a camera 1520, a control board 1550, and a memory card reader 1542 that can read and write data to and from a memory card 1540, which is a computer-readable storage medium. In addition, a power button, a volume adjustment button, etc. (not shown) are provided.
[0046] The control board 1550 is equipped with various microprocessors such as a CPU 1551, a GPU, and a DSP, various IC memories 1552 such as VRAM, RAM, and ROM, a wireless communication module 1553 for wireless communication with a mobile phone base station, a wireless communication base station, etc. connected to the network N, an interface circuit 1557, etc. The interface circuit 1557 includes a circuit for receiving signals from the direction input keys 1502 and the home key 1504, a driver circuit for the touch panel 1506, an output amplifier circuit for outputting audio signals to the speaker 1510, an audio signal generation circuit for generating audio signals collected by the microphone 1512, a circuit for inputting image data of images captured by the camera 1520, a signal input / output circuit to the memory card reader 1542, etc. Each element mounted on the control board 1550 is electrically connected via a bus circuit or the like, enabling data reading / writing and signal transmission / reception. Note that part or all of the control board 1550 may be configured with an ASIC, an FPGA, or a SoC.
[0047] In this control board 1550, the IC memory 1552 stores a game client program and various setting data necessary for executing this game client program. The game client program, etc. is downloaded from the server system 1100 at an appropriate timing. Note that it may also be configured to read from a storage medium such as a separately obtained memory card 1540. Then, the CPU 1551, etc. executes the game client program to perform arithmetic processing, and controls each part of the player terminal 1500 according to operation inputs to the touch panel 1506, the direction input keys 1502, and the home key 1504, enabling the player 2 to play the game.
[0048] [Details] 1. About the game The game of this embodiment is a so-called open-world type game, and is an RPG (Role Playing Game) in which a battle (duel) is triggered when an encounter occurs between the player character and the enemy character. The enemy character is a computer-controlled NPC (Non-Player Character). The player selects one player character from the owned characters, equips items such as weapons and armors, and plays the game. It may also be configured to select a plurality of characters, compile a deck, and play. More specifically, in the game of this embodiment, a plurality of players share the game space. When encountering other player characters in the game space, the player can chat with that player or play the game together.
[0049] In addition, in the game of this embodiment, there is a trading specification in which game assets to be traded with each other are provided and exchanged between the player and others. The game assets include at least game elements that can be acquired and used in the game. Specifically, the game assets include, for example, characters that can be selected as player characters, weapons, armors, bullets, medicines, and other various items that can be equipped or used by the player character, vehicles of the player character, summoned beasts, additional abilities that can be added to the player character such as magic and skills, opening of new game stages and maps, lottery rights for drawing characters, items, etc. (lottery tickets that can draw gacha), and other various game elements, and can also include game coins and the like. Hereinafter, the case of exchanging items such as weapons as the trading target will be taken as an example for explanation, but it can also be similarly applied to the case of trading other game elements.
[0050] 2. About the Outline of Trading The trade in this embodiment is an exchange of game elements where a player conducts it with another player or a computer-controlled virtual player as the opponent player. In this embodiment, for the sake of simplicity of explanation, the game elements are described as items which are representative examples. The player offers the items in hand that he / she possesses as the trade targets to the opponent player and conducts the trade. For example, there are specifications enabling a first trade conducted when a player encounters another player character in the game space, a second trade conducted at an exchange set in the game space, and a third trade conducted at a shop set in the game space.
[0051] The first trade is a trade conducted with that player as the opponent player from a trade menu displayed when encountering another player character. The second trade is a trade conducted by registering the items in hand (items to be transferred) as the trade targets and the desired items (items to be received), and recruiting an opponent player who responds to the trade. If there is a player who responds, the trade is conducted with that player as the opponent player. The third trade is a trade conducted by negotiating with a merchant character at the shop. When the negotiation is successful, the trade is conducted with that merchant character (NPC) as the opponent player.
[0052] Figure 3 is a schematic diagram for explaining the outline of the trade in this embodiment. In the example of Figure 3, the first trade is assumed, and it shows a trade where each player K, B plays the game by operating their respective player characters C11, C13 and exchanges items I11, I13 with each other in the process. According to the trade in Figure 3, player K receives item I13 from player B in exchange for the item I11 in hand, and player B receives item I11 from player K in exchange for the item I13 in hand. And at that time, each player K, B is given a privilege associated with the traded items I11, I13.
[0053] As a process for this, when any one of the first to third trades is made, the server system 1100 performs a privilege granting control process. In the present embodiment, for each item that can be a trade target, privilege content data 540 (see FIG. 4), which defines the content or type of the privilege when it becomes a trade target, is prepared in advance. Then, in the privilege granting control process, the granting of privileges to the player is controlled according to the privilege content data 540 of the item that has become the trade target. In the first trade or the second trade conducted between players, the privilege granting control process is performed with each player as a privilege granting target. That is, in the example of FIG. 3, the privilege granting control process with player K as the privilege granting target is performed, and the privilege G111 related to item I11 and the privilege G131 related to item I13 are granted to player K. Also, the privilege granting control process with player B as the privilege granting target is performed, and the privilege G133 related to item I13 and the privilege G113 related to item I11 are granted to player B.
[0054] More specifically, the privilege content data 540 is classified into a transfer-time grant candidate, which is a candidate for what is to be granted to the player (transferring player) who transferred the applicable item during the trade, and a receipt-time grant candidate, which is a candidate for what is to be granted to the player (receiving player) who received the item during the trade. The privilege content for each candidate is determined. Then, as a privilege (privilege for the transferred item) regarding the item (transferred item) that the player released in the trade, a privilege selected from among the transfer-time grant candidates for the item is granted to the player. Also, as a privilege (privilege for the received item) regarding the item (received item) that the player received in the trade, a privilege selected from among the receipt-time grant candidates for the item is granted to the player. In the example of FIG. 3, one privilege G111 granted to player K is a privilege for the transferred item directed to the transferred item, which is selected from among the transfer-time grant candidates related to item I11, which is the transferred item for player K, and the other privilege G131 is a privilege for the received item directed to the received item, which is selected from among the receipt-time grant candidates related to item I13, which is the received item for player K. Similarly, one privilege G133 granted to player B is a privilege for the transferred item directed to the transferred item, which is selected from among the transfer-time grant candidates related to item I13, which is the transferred item for player B, and the other privilege G113 is a privilege for the received item directed to the received item, which is selected from among the receipt-time grant candidates related to item I11, which is the received item for player B.
[0055] Rather than granting both the privilege for the transferred item and the privilege for the received item to the player, it is also possible not to grant the privilege for the received item to the player and to grant only the privilege for the transferred item to the player.
[0056] 3. Regarding the privilege content data FIG. 4 is a diagram showing an example of the data configuration of privilege content data 540 defined for one item (item I11 in the example of FIG. 4). As shown in FIG. 4, the privilege content data 540 stores a transfer-time grant candidate table 543 in which transfer-time grant candidates are set, and a transfer-and-receipt-time grant candidate table 545 in which transfer-and-receipt-time grant candidates are set. Further, in the present embodiment, expiration dates are set for the granting of privileges (privileges for transfer items and privileges for transfer-and-receipt items), and the privilege content data 540 also stores an expiration date setting table 547 for setting the expiration dates.
[0057] Here, the privilege for transfer items includes a privilege that makes it more advantageous to reacquire the item (item I11 in FIG. 4) in the game when the privilege is granted compared to when it is not granted. Specifically, examples include a discount ticket that allows the item to be purchased at a price lower than the list price, a lottery ticket with a high winning probability for the item, and the like.
[0058] In the transfer-time grant candidate table 543, transfer-time grant candidates of such content and types are set in association with privilege ranks. The higher the discount rate, the higher the privilege rank is set, and the higher the winning probability, the higher the privilege rank is set.
[0059] Therefore, by using the acquired privilege for transfer items, the player can obtain transfer items at a low price or with a high probability. According to this, even when the player makes a trade to release a held item as a transfer item, it becomes easier to reacquire the item later, and in some cases, it is possible to reacquire it surely.
[0060] On the one hand, the privilege for the transferred item includes a privilege that the improvement elements, which are the growth elements and / or enhancement elements of the item (item I11 in FIG. 4), are more likely to improve when the privilege is granted than when it is not granted. The privilege is included in the case of an item with improvement elements (for example, an item having parameters that grow by cultivation / enhancement). Specifically, it includes a material object that can cultivate or enhance the item, a material object that can add a special skill to the item, and the like.
[0061] On the other hand, the privilege for the transferred item includes a privilege that the acquisition of the item related to the transferred item (item I11 in FIG. 4) in the game is more advantageous when the privilege is granted than when it is not granted. Specifically, it includes a discount ticket that can purchase the above-mentioned material object at a price lower than the fixed price, a lottery ticket with a higher winning probability for the material object, and the like.
[0062] In addition, the privilege for the transferred item includes a privilege that the ability and / or effect exerted by the item (item I11 in FIG. 4) in the game increases when the privilege is granted than when it is not granted. Specifically, it includes an auxiliary item that can expand the range in the case of a weapon item with a defined attack range, an auxiliary item that can increase the recovery amount in the case of a recovery item, and the like.
[0063] And in the transfer-time grant candidate table 545, the transfer-time grant candidates with such contents are set in association with the privilege ranks. The higher the cultivation effect or enhancement effect of the material object, the higher the privilege rank; the higher the rarity of the skill to be granted, the higher the privilege rank. Also, the higher the discount rate, the higher the privilege rank; the higher the winning probability, the higher the privilege rank. Further, the greater the increase in ability or effect, the higher the privilege rank.
[0064] Therefore, by using the privilege for the acquired transferred item, the player can cultivate and strengthen the transferred item, or add special skills to the transferred item. In addition, it becomes possible to obtain the material objects for that purpose at a low price or with a high probability. Also, the ability and effect of the transferred item can be increased. According to this, the player can efficiently cultivate, strengthen, etc. the item received in the trade.
[0065] In addition, in the expiration date setting table 547, the period length (expiration date length) until the specific expiration date is set in association with the expiration date rank. The expiration date length is set to be longer as the expiration date rank is higher and shorter as it is lower.
[0066] 4. Regarding the privilege granting control process FIG. 5 is a flowchart showing the specific processing procedure of the privilege granting control process. As described above, when the current trade is the first or second trade, the privilege granting control process of FIG. 5 is performed with each player who has conducted the trade as the privilege granting target.
[0067] In this embodiment, two types of privileges, namely the privilege for the transferred item and the privilege for the acquired item, are granted to the player. Therefore, in the privilege granting control process, as shown in FIG. 5, the process of loop A is executed for each of these two privilege types (steps S901 to S917). Hereinafter, the privilege type to be processed is referred to as the "target privilege type".
[0068] That is, in loop A, first, one is selected from a plurality of predetermined decision elements (step S903), the privilege rank is determined according to the selected decision element (step S905), and one of the decision elements is selected in the same manner as in step S903 (step S907), and the expiration date rank is determined according to the selected decision element (step S909).
[0069] FIG. 6 is a diagram showing a data configuration example of a decision element selection table 550 for selecting decision elements used for determining each rank. As shown in FIG. 6, the decision element selection table 550 is a data table in which selection probabilities of each decision element are set in association with a plurality (for example, five) of decision elements used for determining a privilege rank or an expiration date rank. In steps S903 and S907 of FIG. 5, this decision element selection table 550 is referred to, and one is selected from among the first to fifth elements according to the set selection probabilities.
[0070] The setting of the selection probabilities includes a normal setting 551 and a special setting 553. Basically, the selection probabilities of the decision elements according to the normal setting 551 are used to select the decision elements in steps S903 and S907. However, when a predetermined condition is satisfied, the selection is made using the special setting 553.
[0071] Specifically, in the example of FIG. 6, when the game level of the player to whom the privilege is to be granted satisfies the high-level condition, the selection probabilities of the decision elements according to the first special setting 554 are used. The high-level condition can be set as, for example, "the game level of the player to whom the privilege is to be granted is equal to or higher than a predetermined level". In the first special setting 554, the first element, which is a decision element based on the trade history of the player to whom the privilege is to be granted, is likely to be selected. Therefore, as will be described later, in the case of a player who has made a lot of trades among the players to whom the privilege is to be granted, the privilege rank and the expiration date rank are likely to be determined to be high in steps S905 and S909 of FIG. 5.
[0072] Also, when the charging amount of the player to whom the privilege is to be granted satisfies a predetermined high amount condition, the selection probability of each determination element related to the second special setting 555 in FIG. 6 is used. The high amount condition can be set as, for example, "the total charging amount of the player to whom the privilege is to be granted is equal to or more than a predetermined amount". In the second special setting 555, the third element, which is a determination element based on the play data of the player to whom the privilege is to be granted, is likely to be selected. Therefore, as will be described later, in the case of a player who has played the game a lot among the players to whom the privilege is to be granted, the privilege rank and the expiration date rank are likely to be determined to be high in step S905 and step S909 of FIG. 5
[0073] Also, when the trading partner player is a player registered as a friend, the selection probability of each determination element related to the third special setting 556 in FIG. 6 is used. In the third special setting 556, the fifth element, which is a determination element based on the relationship with the trading partner player (for example, the friend relationship), is likely to be selected. Therefore, as will be described later, when trading with a friend, the privilege rank and the expiration date rank are likely to be determined to be high
[0074] After selecting the determination element in step S903 of FIG. 5 as described above, in the subsequent step S905, the privilege rank is determined using the value of the determination element. Similarly, after selecting the determination element in step S905, in the subsequent step S907, the expiration date rank is determined using the value of the determination element
[0075] Here, the first element is a determining element based on the trade history of the player to whom the privilege is to be granted. For example, the number of trades the player to whom the privilege is to be granted has made so far (the number of items released / received through trades), the number of trades made in the past with the other player, the total value (e.g., sales amount) of each item released, the total value of each item received, etc. can be used. Alternatively, a value obtained quadratically from the values of two or more of these items may be used. In this embodiment, the number of trades of the player to whom the privilege is to be granted is used. Therefore, when the first element is selected from among the determining elements in step S903, the privilege rank is determined from the number of trades of the player to whom the privilege is to be granted. If the first element is selected from among the determining elements in step S907, the expiration date rank is determined from the number of trades of the player to whom the privilege is to be granted. Specifically, by defining the correspondence between the number of trades and the privilege rank in a table format, the privilege rank is determined to increase step by step as the number of trades of the player to whom the privilege is to be granted increases. Similarly, by defining the correspondence between the number of trades and the expiration date rank, the expiration date rank is determined to increase step by step as the number of trades of the player to whom the privilege is to be granted increases. If another item value is used, the correspondence between the item value and the privilege rank or the expiration date rank may be defined.
[0076] The second element is a determining element based on the trade history of the player with whom the trade is to be made. As the content, the values of the same items as those of the first element can be used. For example, in this embodiment, the number of trades of the other player is used. In that case, by defining the correspondence between the number of trades and the privilege rank or the expiration date rank, the privilege rank and the expiration date rank are determined to increase step by step as the number of trades of the other player increases. The correspondence here may be the same as the correspondence related to the first element, or may be a separately prepared configuration.
[0077] The third element is a determining element based on the play data of the player to whom the privilege is to be granted. For example, values of each item such as the game level of the player to whom the privilege is to be granted, the progress of the game, the number of logins or login frequency, play time, amount of payment, etc. can be used. Or, a value obtained secondarily from the values of two or more of these items may be used. In the present embodiment, the game level of the player to whom the privilege is to be granted is used. In that case, by determining the correspondence relationship between the game level and the privilege rank or expiration rank, the privilege rank or expiration rank is determined so as to increase step by step as the game level of the player to whom the privilege is to be granted increases.
[0078] The fourth element is a determining element based on the play data of the partner player with whom the trade is to be made. As the content, values of the same items as those of the third element can be used. For example, in the present embodiment, the game level of the partner player is used. In that case, by determining the correspondence relationship between the game level and the privilege rank or expiration rank, the privilege rank or expiration rank is determined so as to increase step by step as the game level of the partner player increases. The correspondence relationship here may be the same as the correspondence relationship related to the third element, or may be a configuration prepared separately.
[0079] The fifth element is a determining element based on the relationship between the player to whom the privilege is to be granted and the partner player. For example, information on whether the partner player is a friend of the player to whom the privilege is to be granted can be used. In that case, the privilege rank or expiration rank is determined so as to be higher when the friend registration is made than when it is not made. Note that not limited to the presence or absence of friend registration, the intimacy between each player and other players may be managed, and the value of the intimacy may be used. The intimacy is managed, for example, by updating it at any time based on the number and frequency of chats exchanged during play with the other player, the number and frequency of trades made with the other player, the number and frequency of games played together with the other player, etc.
[0080] If the privilege rank is determined in step S905 and the expiration date rank is determined in step S909 as described above, then the privilege for the target privilege type (privilege for transfer items or privilege for transfer-received items) is determined according to the privilege rank (step S911), and an expiration date is set for the privilege determined in step S911 according to the expiration date rank (step S913). Then, the privilege of the target privilege type with the expiration date is granted to the player who is the target of privilege grant (step S915).
[0081] Specifically, when the target privilege type is a privilege for transfer items, in step S911, the privilege content data 540 of the transfer items related to the current trade is referred to, and the transfer grant candidate of the specific rank determined in step S905 is read from the transfer grant candidate table 543 and determined as the privilege for transfer items. If there are multiple corresponding transfer grant candidates, any one of them is randomly selected and determined, for example. Then, in step S913, the expiration date length of the expiration date rank determined in step S909 is read from the expiration date setting table 547, and an expiration date is set for the privilege for transfer items determined according to the read expiration date length. Then, it is granted to the player who is the target of privilege grant in step S915.
[0082] On the other hand, when the target privilege type is a privilege for transfer-received items, in step S911, the privilege content data 540 of the transfer-received items related to the current trade is referred to, and the transfer-received grant candidate of the specific rank determined in step S905 is read from the transfer-received grant candidate table 545 and determined as the privilege for transfer-received items. If there are multiple corresponding transfer-received grant candidates, any one of them is randomly selected and determined, for example. Then, in step S913, the expiration date length of the expiration date rank determined in step S909 is read from the expiration date setting table 547, and an expiration date is set for the privilege for transfer-received items determined according to the read expiration date length. Then, it is granted to the player who is the target of privilege grant in step S915.
[0083] [Functional Configuration] 1. Server System FIG. 7 is a block diagram showing a functional configuration example of the server system 1100. As shown in FIG. 7, the server system 1100 of the present embodiment includes an operation input unit 100s, a server processing unit 200s, an image display unit 390s, a sound output unit 392s, a communication unit 394s, and a server storage unit 500s.
[0084] The operation input unit 100s is for inputting various operations for system management, maintenance, etc., and can be realized by, for example, a keyboard, a mouse, a touch panel, etc. In FIG. 1, the keyboard 1106 and the touch panel 1108 correspond to this.
[0085] The server processing unit 200s can be realized by a processor which is an arithmetic circuit such as a CPU, a GPU, an ASIC, an FPGA, etc., and electronic components such as an IC memory, and performs input / output control of data with each part of the device including the operation input unit 100s and the server storage unit 500s. Then, it performs various arithmetic processes based on a predetermined program, data, an operation input signal from the operation input unit 100s, data received from the player terminal 1500, etc., and comprehensively controls the operation of the server system 1100. In FIG. 1, the control board 1150 and its CPU 1151 correspond to this.
[0086] This server processing unit 200s includes a user management unit 210, a billing processing unit 220, a game management unit 230, a timing unit 280s, an image generation unit 290s, a sound generation unit 292s, and a communication control unit 294s.
[0087] The user management unit 210 manages the processes related to user registration and the data of each registered user (player) associated with an account (player ID). For example, it can execute processes such as granting a unique account to a registered user, registered information management processes for registering and managing personal information for each account, usage history management processes for managing login and logout histories, etc. Of course, other management processes for other data associated with these accounts can also be appropriately included.
[0088] The charging processing unit 220 performs charging processing in response to a player's operation of purchasing game coins, and grants the player game coins equivalent to the purchase amount.
[0089] The game management unit 230 performs various processes related to the execution management of the game. Since the game of this embodiment is a client-server type online game, the game management unit 230 controls to provide data necessary for game play while communicating with the player terminal 1500.
[0090] Further, the game management unit 230 includes a trade execution control unit 231, a trade detection unit 233, and a privilege granting control unit 235.
[0091] The trade execution control unit 231 controls the execution of the trades in the first to third aspects described above.
[0092] The trade detection unit 233 detects that a player has conducted a trade with another player or a virtual player controlled by a computer as the counterparty player under the control of the trade execution control unit 231.
[0093] The privilege granting control unit 235 is a functional unit that performs privilege granting control processing. In response to the detection by the trade detection unit 233, it grants the privilege associated with the item that is the subject of the trade to the player who is the privilege granting target. This privilege granting control unit 235 includes an expiration date setting unit 237. The expiration date setting unit 237 performs the processes of steps S907 to S909 and step S913 in FIG. 5 to set an expiration date for the granted privilege.
[0094] The timing unit 280s uses the system clock to measure the current date and time, the time limit, etc.
[0095] The image generation unit 290s generates images related to system management of the server system 1100 and outputs them to the image display unit 390s.
[0096] The sound generation unit 292s is realized by the execution of an IC or software that generates and decodes voice data, and generates or decodes voice data such as operation sounds related to system management and video distribution of the server system 1100, and BGM. The voice signal related to system management is output to the sound output unit 392s.
[0097] The communication control unit 294s performs communication connection and data processing for data communication with an external device (for example, the player terminal 1500) via the communication unit 394s, and realizes the exchange of data with the external device.
[0098] The image display unit 390s displays various screens for system management and the like based on the image signal input from the image generation unit 290s. For example, it can be realized by an image display device such as a flat panel display, a projector, or a head-mounted display. In FIG. 1, the touch panel 1108 corresponds to this.
[0099] The sound output unit 392s emits the voice signal input from the sound generation unit 292s. In FIG. 1, the speakers (not shown) provided in the main body device 1101 and the touch panel 1108 correspond to this.
[0100] The communication unit 394s connects to the network N to realize communication. For example, it can be realized by a wireless communication device, a modem, a TA (terminal adapter), a jack of a wired communication cable, a control circuit, etc. In FIG. 1, the communication device 1153 corresponds to this.
[0101] In the server storage unit 500s, programs for operating the server system 1100 and realizing various functions provided by the server system 1100, data used during the execution of this program, etc. are stored in advance, or temporarily stored each time processing is performed. For example, it can be realized by an IC memory such as a RAM or ROM, a magnetic disk such as a hard disk, an optical disk such as a CD-ROM or DVD. In FIG. 1, the IC memory 1152 and the storage 1140 correspond to this.
[0102] In addition, the server storage unit 500s stores a server program 501, a game client program 503 for distribution, user management data 510, game setting data 520, and in-game data 570. In addition, other necessary data such as timers, counters, various tables, thresholds, and flags are appropriately stored.
[0103] The server program 501 is a program for causing the server processing unit 200s to function as a user management unit 210, a billing processing unit 220, and a game management unit 230. Note that programs for causing the image generation unit 290s, the sound generation unit 292s, and the communication control unit 294s to function can also be appropriately included therein.
[0104] The game client program 503 for distribution is the original of the game client program 502 (see FIG. 10) that is downloaded to the player terminal 1500.
[0105] The user management data 510 is prepared for each player who has completed user registration and stores various management data related to the game play of the corresponding player. Specifically, as shown in FIG. 8, one user management data 510 includes the player's account 511, payment medium ledger data 512, game level 513, owned game element list 514, friend list 515, play history data 516, and trade history data 517. In addition, save data related to the play status of the player's game, personal information such as age, gender, and birthday, etc. are also stored.
[0106] The payment medium ledger data 512 stores information on the income and expenditure of the electronic payment medium (game coins in this embodiment) associated with the player, for example, the purchase date and time and purchase quantity (billing amount) history of the game coins, the consumption date and time and consumption quantity history of the game coins, etc.
[0107] The list 514 of all game elements stores a list of game elements such as characters and items that the player has obtained and currently holds during the game process. Among the game elements registered in the list 514 of all owned game elements, those given as special features for transfer items or received items when the player conducts a trade are stored with the setting of an expiration date associated. This game element with an expiration date is to be deleted from the list 514 of all owned game elements when the expiration date is exceeded, and the game element can no longer be used thereafter.
[0108] The friend list 515 stores the accounts of other players registered as friends by the player.
[0109] The play history data 516 stores the play date and time, play time, etc. of the player's game.
[0110] The trade history data 517 stores, for each trade conducted by the player during the game, the date and time of the trade, the account of the other player, the types of game elements (transfer items and received items in this embodiment) targeted for the trade, the types of special features (special features for transfer items and special features for received items) granted in the trade, etc.
[0111] Return to FIG. 7. The game setting data 520 stores various setting data necessary for executing the game. This game setting data 520 includes game element data 530 and the decision element selection table 550 shown in FIG. 6. In addition, for example, stage setting data related to the setting of the game stage, the types and various parameters of enemy characters that appear during the game, model data, enemy character setting data that defines action patterns, etc. are also stored. A data table defining the correspondence relationship between each of the first to fifth elements and the special feature rank and the expiration date rank is also stored.
[0112] The game element data 530 is prepared for each of various game elements such as characters, items, material objects for cultivating and strengthening them, tickets such as lottery tickets and discount tickets, etc., which can be obtained and used by the player during the game process. And as shown in FIG. 9, one game element data 530 includes a game element ID 531 of the corresponding game element, a category (character / equipment item / restorative item / material object / ···) 533 of the game element, and a parameter setting 535 of the game element. In addition, if it is a character, model data, motion data used for motion control, etc. are stored.
[0113] The parameter setting 535 stores the attribute, rarity, specified values of various ability values such as attack power and defense power, specified values of various ability values after evolution when the character or equipment item evolves, skills, etc. when the game element is a character or an equipment item.
[0114] Also, when the game element data 530 is an item that can be a trade target (in this embodiment), it includes the privilege content data 540 shown in FIG. 4.
[0115] Returning to FIG. 7, the in-play data 570 is prepared for each player 2 who is playing the game (that is, for each player terminal 1500 connected to the server system 1100), and stores various data describing the player's account and the play status (progress status) of the game.
[0116] 2. Player Terminal FIG. 10 is a block diagram showing an example of the functional configuration of the player terminal 1500. As shown in FIG. 10, the player terminal 1500 includes an operation input unit 100, a terminal processing unit 200, an image display unit 390, a sound output unit 392, a communication unit 394, and a terminal storage unit 500.
[0117] The operation input unit 100 is for the player to input various operations, and can be realized by, for example, button switches, joysticks, touch pads, trackballs, acceleration sensors, angular velocity sensors, CCD modules, etc. In FIG. 2, the direction input key 1502, the home key 1504, and the touch panel 1506 correspond to this.
[0118] The terminal processing unit 200 can be realized by a processor such as an arithmetic circuit such as a CPU, GPU, ASIC, or FPGA, and electronic components such as an IC memory, and performs input / output control of data with each part of the device including the operation input unit 100 and the terminal storage unit 500. Then, various arithmetic processes are performed based on a predetermined program, data, an operation input signal from the operation input unit 100, data received from the server system 1100, etc., and the operation of the player terminal 1500 is comprehensively controlled. In FIG. 2, the control board 1550 and its CPU 1551 correspond to this. And the terminal processing unit 200 in the present embodiment includes a player terminal arithmetic unit 270, a timing unit 280, an image generation unit 290, a sound generation unit 292, and a communication control unit 294.
[0119] The player terminal arithmetic unit 270 executes various arithmetic processes for making the player terminal 1500 function as a terminal for the player's game play. For example, the player terminal arithmetic unit 270 includes an operation signal transmission control unit 271 and a game screen display control unit 273.
[0120] The operation signal transmission control unit 271 performs processing for transmitting various data and request information to the server system 1100 in response to an operation input to the operation input unit 100.
[0121] The game screen display control unit 273 performs control for displaying the game screen based on various data received from the server system 1100. For example, if the online game of this embodiment is realized as a web game, it can be realized using web technologies such as Java (registered trademark) and CSS (Cascading Style Sheets) together with HTML based on a web browser to actively control the screen display, or using plugins such as Adobe (registered trademark) Flash. Of course, other methods are also acceptable. Also, in the configuration of this embodiment, the game space image (for example, 3DCG, etc.) that forms the basis of the game screen is generated by the server system 1100, but a configuration in which the game space image is generated by the player terminal 1500 is also possible. In that case, the game screen display control unit 273 will perform control of the objects arranged in the virtual three-dimensional space for generating 3DCG.
[0122] The image generation unit 290, in cooperation with the game screen display control unit 273, generates an image signal for displaying one game screen per frame time (for example, 1 / 60 second) based on various data received from the server system 1100, and outputs the generated image signal to the image display unit 390. For example, it can be realized by a processor such as a GPU or a digital signal processor (DSP), a program such as a video signal IC or a video codec, and a drawing frame IC memory such as a frame buffer.
[0123] The sound generation unit 292 is realized, for example, by a processor such as a digital signal processor (DSP) or a voice synthesis IC, and an audio codec for playing voice files, etc. It generates voice signals for the game's sound effects, BGM, and various operation sounds and outputs them to the sound output unit 392.
[0124] The communication control unit 294 performs communication connection and data processing for data communication with an external device (for example, the server system 1100) via the communication unit 394, and realizes the exchange of data with the external device.
[0125] The image display unit 390 displays various screens such as game screens based on the image signal input from the image generation unit 290. For example, it can be realized by an image display device such as a flat panel display, a projector, or a head-mounted display. In FIG. 2, the touch panel 1506 corresponds to this.
[0126] The sound output unit 392 emits sound effects, BGM, etc. related to the game based on the audio signal input from the sound generation unit 292. In FIG. 2, the speaker 1510 corresponds to this.
[0127] The communication unit 394 connects to the network N to realize communication. For example, it can be realized by a wireless communication device, a modem, a TA, a jack for a wired communication cable, a control circuit, etc. In FIG. 2, the wireless communication module 1553 corresponds to this.
[0128] In the terminal storage unit 500, programs for operating the player terminal 1500 and realizing the functions of the player terminal 1500, data used during the execution of these programs, etc. are stored in advance or temporarily stored each time processing is performed. For example, it can be realized by an IC memory such as a RAM or ROM, a magnetic disk such as a hard disk, an optical disk such as a CD-ROM or DVD, etc. In FIG. 2, the IC memory 1552 and the memory card 1540 correspond to this.
[0129] Also, the game client program 502 is stored in the terminal storage unit 500. The game client program 502 is a program for causing the terminal processing unit 200 to function as the player terminal arithmetic unit 270. This game client program 502 may be a dedicated client program according to the technical method for realizing an online game, or may be configured by a web browser program and a plugin for realizing interactive image display, etc. In this embodiment, it is a copy of the distribution game client program 503 (see FIG. 7) provided from the server system 1100.
[0130] [Processing flow] FIG. 11 is a flowchart showing the flow of processing performed for one player participating in the game when the game is executed. When the game is executed, the processing in FIG. 11 is performed for each player participating in the game. The processing described here is realized by the server processing unit 200s reading and executing the server program 501. It is assumed that the player terminal 1500 has already completed the login procedure separately.
[0131] First, when the player operates the player terminal 1500 to log in to the game (step S1: YES), the server system 1100 starts the game for the player (step S3).
[0132] After that, a predetermined trade operation for trading by the player is monitored. If a trade operation is performed (step S5: YES), the trade execution control unit 231 executes a trade between the player and an opponent player (another player or a virtual player) (step S7). Then, the trade detection unit 233 detects that the player has performed a trade by virtue of the execution of the trade here.
[0133] Then, the privilege granting control unit 235 executes the privilege granting control process shown in FIG. 5 with the player as the privilege granting target, and grants privileges (privileges for transfer items and privileges for received items) to the player (step S9).
[0134] After that, an end determination of the game is made, and until the game ends (step S11: NO), the process returns to step S5 and the above-described process is repeated.
[0135] As described above, according to the present embodiment, when a player conducts a trade to exchange items with an opponent player, a privilege can be selected based on the player's trade history, game play data, the opponent player's trade history, game play data, or the relationship between the player and the opponent player, the expiration date thereof can be set, and the privilege can be granted to the player. The player can use the granted privilege only within the expiration date. Specifically, it is possible to grant a privilege for transfer items that makes it easier for the player to reacquire the items released in the trade, or a privilege for received items that makes it easier to grow and strengthen the items received in the trade. Therefore, it is possible to add a new added value to the trade specifications. In addition, the privilege granted to the player is a privilege related to the traded items. The privilege granted may vary depending on what the traded item is. In this regard as well, a new added value can be added to the trade specifications.
[0136] Note that the applicable form of the present invention is not limited to the above-described embodiment, and components can be added, omitted, or changed as appropriate.
[0137] [Modification Example 1] For example, in the above embodiment, item trading was exemplified, but the present invention can be similarly applied to trading of other game elements. For example, a character selectable as a player character may be a trade target, and a configuration may be adopted in which the players exchange the characters they hold with each other.
[0138] [Modification Example 2] In addition, the game to which the present invention is applicable is not particularly limited. The present invention may be applied to a game in which players compete against each other, and a configuration may be adopted in which a trade is conducted with the opponent player as the opponent. The present invention is also similarly applicable to a game in which a plurality of players belong to a group (for example, form a party) and play, or a game in which groups compete against each other. In that case, a sixth element or a seventh element may be added as a determining factor.
[0139] The sixth element is a determination element based on the group play data of the group to which the player to be granted the privilege belongs. For example, the values of each item such as the group level of the group to which the opponent player belongs, the game progress in the group, the number of plays in the group, and the play time in the group can be used. Alternatively, a value secondarily calculated from the values of two or more of these items may be used. For example, if the group level of the group to which the player to be granted the privilege belongs is used, the correspondence between the group level and the privilege rank and the expiration date rank is determined, so that the privilege rank and the expiration date rank are gradually increased as the group level of the group to which the player to be granted the privilege belongs increases.
[0140] The seventh element is a determination element based on the group play data of the group to which the opponent player belongs. The contents can use the values of the same items as the sixth element. For example, if the group level of the group to which the opponent player belongs is used, the privilege rank and the expiration date rank are determined so that they gradually increase as the group level of the group to which the opponent player belongs increases by determining the correspondence between the group level and the privilege rank and the expiration date rank. The correspondence here may be the same as the correspondence related to the sixth element, or may be a configuration prepared separately.
[0141] In addition, the selection probabilities for the sixth and seventh elements may be additionally set in the determination factor selection table 550 (see FIG. 6), and each of these elements may be included as a determination factor and used to determine the privilege rank and expiration date rank.
[0142] [Variation 3] In addition to the determining factors exemplified in the above embodiments and modifications, determining factors based on the items targeted for trading may also be included. For example, values of each item such as the value (e.g., sales amount), type, attribute, level, and the degree of growth of the item indicated by cultivation / strengthening, etc. of the transfer item or the transferred and received items can be used. Alternatively, values secondarily obtained from the values of two or more of these items may be used. Also, the compatibility between the attributes of the player to whom the privilege is to be granted and the transferred and received items (the compatibility between the player to whom the privilege is to be granted and the item received by the player through the trade), and the compatibility between the attributes of the other player and the transfer item (i.e., the compatibility between the other player and the item received by the other player through the trade) may be included as determining factors. Further, the relationship between the group to which the player to whom the privilege is to be granted belongs and the group to which the other player belongs may be included as a determining factor. When attributes are set for the groups, the compatibility between those attributes can be used.
[0143] [Modification Example 4] Also, some of the plurality of determining factors may be combined and used to determine the privilege rank or the expiration date rank.
[0144] For example, it may be possible to combine and use two factors: the trading history of the player to whom the privilege is to be granted, which is the first factor, and the trading history of the other player, which is the second factor, to determine the privilege rank or the expiration date rank. For example, the larger (or smaller) of the trading times of both the player to whom the privilege is to be granted and the other player may be used to determine the privilege rank or the expiration date rank, or the total value or average value thereof may be used for determination. Similarly, it may be possible to combine and use two factors: the play data of the player to whom the privilege is to be granted, which is the third factor, and the play data of the other player, which is the fourth factor, to determine the privilege rank or the expiration date rank. Also, it may be possible to combine and use two factors: the group play data of the group to which the player to whom the privilege is to be granted belongs, which is the sixth factor, and the group play data of the group to which the other player belongs, which is the seventh factor, to determine the privilege rank or the expiration date rank.
[0145] [Modification Example 5] In addition, in the above-described embodiment, when a trade is made between players (in the case of the first or second trade), both players are regarded as players eligible for benefits, and benefits are given to each player. However, the configuration is not necessarily limited to giving benefits to both players. For example, it may be determined whether to make a player an eligible player for benefits based on trade history, play data, etc. Specifically, conditions for making a player an eligible player for benefits, such as "the number of trades has reached a predetermined number" and "the game level has reached a predetermined level", are set in advance, and a configuration may be adopted in which benefits are given to players who meet the conditions as players eligible for benefits. In that case, even if a trade is made, benefits will not be given to players who do not meet the conditions. Also, the benefit given to an eligible player for benefits may be either a benefit for transfer items or a benefit for transferred / received items. Conditions may be set in a similar manner, and both a benefit for transfer items and a benefit for transferred / received items may be given, or either one may be given, depending on the trade history, play data, etc. of the player eligible for benefits.
[0146] [Modification Example 6] In the above-described embodiment, examples of selecting various game elements such as items, material objects, auxiliary objects, lottery tickets, and discount tickets as benefits for transfer items and transfer-received items and granting them to players who are the targets of benefit granting were described. On the other hand, it is also possible to adopt a configuration in which these benefits are granted by making settings that make it easier for the players who are the targets of benefit granting to acquire the game elements in the game. For example, during the game, game elements such as items are granted to players through login bonuses, dropped objects, game stage clear rewards, rewards for various events, lotteries, etc. In addition, there are cases where they are granted by appearing from treasure chests within the game stage. It can be achieved by making settings to grant transfer items with a high probability at the timing of such granting or to grant material objects and auxiliary objects of transfer-received items with a high probability for the players who are the targets of benefit granting.
Explanation of Signs
[0147] 1000…Game system 1100…Server system 100s…Operation input unit 200s…Server processing unit 210…User management unit 220…Billing processing unit 230…Game management unit 231…Trade execution control unit 233…Trade detection unit 235…Benefit granting control unit 237…Expiration date setting unit 290s…Image generation unit 292s…Sound generation unit 294s…Communication control unit 390s…Image display unit 392s…Sound output unit 394s…Communication unit 500s…Server storage unit 501…Server program 503…Distribution game client program 510…User management data 512…Settlement medium ledger data 513…Game level 514…List of all game elements 515…Friend list 516…Play history data 517…Trade history data 520…Game setting data 530…Game element data 533…Category 535…Parameter setting 540…Bonus content data 543…Grant candidate table at transfer 545…Grant candidate table at transfer and receipt 547…Expiration date setting table 550…Decision factor selection table 551…Normal setting 553…Special setting 570…Data during play 1500…Player terminal 100…Operation input section 200…Terminal processing section 270…Player terminal arithmetic unit 271…Operation signal transmission control section 273…Game screen display control section 290…Image generation section 292…Sound generation section 294…Communication control section 390…Image display section 392…Sound output section 394…Communication section 500…Terminal memory section 502…Game client program N…Network 2…User
Claims
1. A computer system for controlling the execution of a trade of game assets including at least game elements that can be acquired and used in a game between players or between a player and a virtual player controlled by a computer, trade detection means for detecting that a trade has been made in which the game element is the subject of the trade; privilege granting control means for granting a privilege associated with the game element that has become the subject of the trade to the player in response to the detection by the trade detection means; comprising: when the privilege granting control means determines that the player is a receiving player who has received the game element that has become the subject of the trade and the game element has growth elements and / or enhancement elements (hereinafter collectively referred to as "improvement elements"), the privilege granting control means grants to the player a privilege that makes it easier for the improvement elements of the game element to improve when granted compared to when not granted. A computer system.
2. The privilege granting control means grants different privileges to the player depending on whether 1) the player is a transferring player who has transferred the game element that has become the subject of the trade or 2) the player is a receiving player who has received the game element that has become the subject of the trade. The computer system according to claim 1.
3. when the privilege granting control means determines that the player is a receiving player who has received the game element that has become the subject of the trade, the privilege granting control means grants to the player a privilege that makes it more advantageous to acquire in the game an item associated with the game element when granted compared to when not granted. The computer system according to claim 1 or 2.
4. when the privilege granting control means determines that the player is a receiving player who has received the game element that has become the subject of the trade, the privilege granting control means grants to the player a privilege that increases the ability and / or effect exerted by the game element in the game when granted compared to when not granted. The computer system according to any one of claims 1 to 3.
5. The privilege has a given expiration date, and the privilege granting control means has expiration date setting means for variably setting the expiration date of the privilege to be granted. The computer system according to any one of claims 1 to 4.
6. The expiration date setting means sets an expiration date of a privilege to be granted based on the game element that has become the trade target. The computer system according to claim 5.
7. The expiration date setting means sets an expiration date of a privilege to be granted based on the trade history of the player. The computer system according to claim 5 or 6.
8. The expiration date setting means sets an expiration date of a privilege to be granted based on the play data of the player. The computer system according to any one of claims 5 to 7.
9. The game is a game in which each player plays belonging to a group, The expiration date setting means sets an expiration date of a privilege to be granted based on the group play data of the group to which the player belongs. The computer system according to any one of claims 5 to 8.
10. The privilege granting control means changes the content or type of the privilege to be granted based on the game element that has become the trade target. The computer system according to any one of claims 1 to 9.
11. The privilege granting control means changes the content or type of the privilege to be granted based on the trade history of the player. The computer system according to any one of claims 1 to 10.
12. The privilege granting control means changes the content or type of the privilege to be granted based on the play data of the player. The computer system according to any one of claims 1 to 11.
13. The game is a game in which each player plays belonging to a group, The privilege granting control means changes the content or type of the privilege to be granted based on the group play data of the group to which the player belongs. The computer system according to any one of claims 1 to 12.
14. A server system that is the computer system according to any one of claims 1 to 13, A player terminal that communicates with the server system and undertakes the function of a man-machine interface, A game system comprising the same.
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