Game Program and Game System
The game program and system enhance entertainment in computer games by allowing players to receive previews and requests, and enabling spectators to offer rewards, thereby increasing player engagement and spectator participation.
Patent Information
- Application Number
- JP2023124575
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2023-07-31
- Publication Date
- 2025-06-20
- Estimated Expiration
- 2041-12-27
AI Technical Summary
Existing computer games lack mechanisms to enhance entertainment value beyond traditional rewards, necessitating innovative approaches to engage players and spectators.
A game program and system that allow players to receive previews and requests for play content, enabling spectators to offer rewards in real currency, virtual currency, or in-game items, which are recorded and displayed upon successful execution of the content.
This solution enhances the entertainment value of computer games by increasing player engagement, spectator participation, and the sense of expectation, thereby improving overall gaming experience.
Smart Images

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Abstract
Description
Technical Field
[0001] The present disclosure relates to a game program and a game system.
Background Art
[0002] Among games implemented using a computer, there are those in which a coin - throwing item is given to a user when a predetermined achievement condition is satisfied (see, for example, Patent Document 1).
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] In the example of Patent Document 1, an improvement in entertainment is expected by the coin - throwing (reward). However, for games implemented on a computer, an improvement in entertainment is always required.
[0005] An object of the present disclosure is to enhance the entertainment of games implemented on a computer.
Means for Solving the Problems
[0006] A first aspect is to cause a computer to a first reception unit that receives a preview of play content by a player or a request for the play content from the player, a second reception unit that receives an indication of the intention to give a reward for successful execution of the play content from the user, a reward recording unit that, when the player succeeds in executing the preview or the request, associates and records the reward related to the indication of intention with the player, A game program characterized by causing it to function.
[0007] In a first aspect, the reward may be at least one of virtual currency, in-game items, and real currency.
[0008] In the above aspect, when the player fails to execute the notice or the request, the reward recording unit may be configured not to record the reward in association with the player.
[0009] In the above aspect, the second reception unit may receive the intention indication from the user at least one of before the start of the game and during the execution of the game.
[0010] In the above aspect, when the player succeeds in executing the notice or the request, the second reception unit may additionally receive the intention indication.
[0011] In the above aspect, the computer When the player succeeds in executing the notice or the request, the computer may function as an effect unit that presents at least one of a visual effect and an auditory effect to the user.
[0012] In the above aspect, the computer The computer may function as a reward display unit that displays at least one of the content of the reward and the number of received intention indications on a display.
[0013] In the above aspect, after the game ends, the reward recording unit may record another reward in association with the player according to the reward associated with the player.
[0014] In the above aspect, the computer When the first reception unit receives the request, it may be configured to function as a request display unit that displays the content of the request.
[0015] In the above aspect, the computer may be configured to function as a third reception unit that receives a preview or video playback of the play content related to the request.
[0016] Further, a second aspect is a game system characterized by including a storage unit that stores the game program, and a control unit that executes the game program.
Effect of the Invention
[0017] According to the present disclosure, it is possible to enhance the entertainment property in a game implemented on a computer.
Brief Description of the Drawings
[0018]
Figure 1
Figure 2
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Figure 10
Figure 11
Mode for Carrying Out the Invention
[0019] Hereinafter, the game system in the present disclosure will be described with reference to the drawings. In the following description, a "game" refers to an activity for achieving some purpose according to a predetermined rule and implemented using a computer. Among the games, there are those in which a plurality of participants (players) compete (determine victory or defeat), and there are also those in which each participant is evaluated based on some index such as score and time. Here, the participants include both individuals and teams. That is, there are also those that receive an evaluation based on some index. The participants here include both individuals and teams.
[0020] [Embodiment] 《Overview of the Game System》 FIG. 1 is a block diagram showing the configuration of a game system 1 in an embodiment. The game system 1 is used, for example, to operate an e-sports tournament. The game in the game system 1 receives the operation of a game player (participant) and causes a player character to act in a three-dimensional or two-dimensional virtual game space (hereinafter simply referred to as a virtual space), or causes various actions to be performed on the friends of the player character.
[0021] The game described in this embodiment is a battle-type action game in which a player character battles with other player characters or non-player characters in a virtual space. More specifically, the game of this embodiment is a so-called fighting game.
[0022] In the following description, an example in which two game players conduct a one-on-one battle will be described. In the battle, each game player selects and operates one character (player character). In the battle, for example, the victory or defeat is determined when the health value of any one character becomes 0.
[0023] In the e-sports tournament of this embodiment (hereinafter sometimes simply referred to as the tournament), the tournament proceeds, for example, by a tournament system (knockout system). In this tournament, the situation of the game (moving image of the game situation) is distributed. The game situation may also be displayed on the audience display installed in the tournament venue. Hereinafter, for convenience of explanation, both the viewers of the distribution and those who watch the game at the venue may sometimes be referred to as viewers or users.
[0024] In this game, it is possible to give a preview (preview play) of the play content by the player. In this game, the viewer can request the play content for the player. The preview and the request will be described in detail later.
[0025] In this game, the viewer can offer (express intention) to give a reward to the player. In this game, the player can receive (acquire ownership of) the reward when the preview or the request is successfully executed.
[0026] Examples of the reward include virtual currency, in-game items, and real currency. In this embodiment, the reward will be described as being real currency. Hereinafter, the reward for the player may sometimes be referred to as "tipping".
[0027] 《Configuration of Hardware》 〈Overview〉 The game system 1 includes a server device 2. The server device 2 is configured to be communicable with the game device 5 via a communication network 6 (for example, the Internet). The game device 5 may be prepared by the tournament operator or by the player.
[0028] A spectator terminal 10 is connected to the game system 1 via a communication network 6. In FIG. 1, only one spectator terminal 10 is shown, but in reality, many spectator terminals 10 are connected to the game system 1. The spectator terminal 10 is a terminal used by game spectators. The spectator terminal 10 and the server device 2 communicate with each other via the communication network 6.
[0029] <Configuration of Server Device 2> The server device 2 manages the tournament and so on. The server device 2 stores a game program and game data. The server device 2 manages the game data of the game device 5. The server device 2 stores various programs and data for managing the tournament.
[0030] FIG. 2 is a block diagram showing the configuration of the server device 2. As shown in FIG. 2, the server device 2 includes a network interface 21, a storage unit 22, and a control unit 23. The network interface 21 and the storage unit 22 are electrically connected to the control unit 23 via a bus 29.
[0031] The network interface 21 is communicably connected to the game device 5, the spectator terminal 10, etc. via a communication network 6 (communication network) such as the Internet or a LAN.
[0032] The storage unit 22 is composed of an HDD, an SSD, a RAM, a ROM, etc. Various programs including game data and a part of the game program according to this embodiment are stored in the storage unit 22.
[0033] The control unit 23 controls the operation of the server device 2. The control unit 23 includes a CPU (microcomputer) and a semiconductor memory (not shown). Programs for operating the CPU are stored in the semiconductor memory.
[0034] <Configuration of Game Device 5> The game device 5 executes a game based on the operations of the player. In this game, a battle action game is played on the game device 5. In this game, one game device 5 accepts the operations of a set of players (two players in this example).
[0035] As the game device 5, for example, commercially available devices such as a personal computer, PlayStation (registered trademark), XBox (registered trademark), PlayStation Vita (registered trademark), Nintendo Switch (registered trademark), etc. can be used.
[0036] The game device 5 may receive (download) a game program and game data from the server device 2 via the communication network 6. When the game device 5 receives a game program or the like, it installs the received game program or the like.
[0037] The game device 5 starts a battle in a battle action game based on the operations of each player (hereinafter referred to as players P1 and P2). The game device 5 advances the game while outputting game images and sounds to the display 61 and the speaker 62 (described later respectively) based on the operations of each player.
[0038] FIG. 3 is a block diagram showing the configuration of the game device 5. As shown in FIG. 3, a display 61, a speaker 62, and a controller 63 are externally connected or built in to the game device 5. Two displays 61 are provided. Also, two controllers 63 are provided for the game device 5. Hereinafter, for components where there are multiple such as the display 61, branch numbers are attached to the reference signs as necessary for distinction (for example, 61-1, 61-2, etc. The same applies hereinafter).
[0039] The display 61-1 and the controller 63-1 are used by player P1. The display 61-2 and the controller 63-2 are used by player P2. Instead of the controllers 63 that are standardly equipped in the game system 1, those prepared by the players P1 and P2 themselves may be connected.
[0040] The game device 5 includes a network interface 51, a graphic processing unit 52, an audio processing unit 53, an operation unit 54, a storage unit 55, and a control unit 56. The network interface 51, the graphic processing unit 52, the audio processing unit 53, the operation unit 54, and the storage unit 55 are electrically connected to the control unit 56 via a bus 59.
[0041] The network interface 51 is communicably connected to the communication network 6. The network interface 51 realizes the transmission and reception of various data between the game device 5 and the server device 2 via the communication network 6.
[0042] The graphic processing unit 52 is connected to the display 61 (61-1, 61-2). The display 61 is, for example, a liquid crystal display. The graphic processing unit 52 draws a game image including various objects related to the virtual space in a video format according to the game image information output from the control unit 56. The game image drawn in the video format is displayed on the display 61 as a game screen.
[0043] The audio processing unit 53 is connected to the speaker 62. The audio processing unit 53 reproduces and synthesizes game sounds according to the instructions of the control unit 56 and outputs them from the speaker 62.
[0044] The operation unit 54 is connected to the controller 63 (63-1, 63-2). The operation unit 54 transmits and receives data related to operation inputs to and from the controller 63. The players P1 and P2 input operation signals to the game device 5 by operating various operators such as the buttons of the controller 63.
[0045] The storage unit 55 is composed of an HDD, an SSD, a RAM, a ROM, etc. The storage unit 55 stores game data downloaded from the server device 2, various programs including a part of the game program, etc.
[0046] The control unit 56 controls the operation of the game device 5. The control unit 56 includes a CPU (microcomputer) and a semiconductor memory (not shown). Programs for operating the CPU are stored in the semiconductor memory.
[0047] <Configuration of the viewing terminal 10> FIG. 4 is a block diagram showing the configuration of the viewing terminal 10. As shown in FIG. 4, a display 91, a speaker 92, and a keyboard 93 are connected to the viewing terminal 10. The viewing terminal 10 can be configured, for example, by installing predetermined software in a personal computer.
[0048] The viewing terminal 10 has a network interface 81, a graphic processing unit 82, an audio processing unit 83, an operation unit 84, a storage unit 85, and a control unit 86. The network interface 81, the graphic processing unit 82, the audio processing unit 83, the operation unit 84, and the storage unit 85 are electrically connected to the control unit 86 via a bus 87.
[0049] The network interface 81 is communicably connected to the communication network 6 in order to transmit and receive various data. Thereby, the viewing terminal 10 can communicate with the server device 2.
[0050] The graphic processing unit 82 is connected to the display 91. The graphic processing unit 82 displays various images on the display 91 according to the image information output from the control unit 86.
[0051] The audio processing unit 83 is connected to the speaker 92. The audio processing unit 83 outputs (plays) the voice from the speaker 92 according to the voice information output from the control unit 86.
[0052] The operation unit 84 is connected to the keyboard 93. An operation signal is input to the operation unit 84 according to the operation of the keyboard 93 by the user (for example, the spectator). For example, the spectator can execute various programs stored in the storage unit 85 by operating the keyboard 93. The spectator can input various information by operating the keyboard 93.
[0053] The storage unit 85 is composed of an HDD, an SSD, a RAM, a ROM, etc. Various programs and the like are stored in the storage unit 85.
[0054] The control unit 86 controls the viewing terminal 10. The control unit 86 includes a CPU (microcomputer) and a semiconductor memory (not shown). A program for operating the CPU and the like are stored in the semiconductor memory.
[0055] 《Functional Configuration of the Control Unit 56 in the Game Device 5》 The control unit 56 functions as a battle execution unit 561, a notice input unit 562, a coin insertion display unit 563, and a request display unit 564 when its CPU executes various programs (see FIG. 3).
[0056] The battle execution unit 561 executes the game program according to the operations of the controllers 63 by the players P1 and P2. Specifically, the battle execution unit 561 reads data such as objects and textures included in the game data, and generates two-dimensional or three-dimensional game image information.
[0057] The game image information is processed by the graphics processing unit 52. Through the processing of the graphics processing unit 52, a game image is displayed on the display 61. For example, a game image Sc as shown in FIG. 5 is displayed on the display 61. In the game image Sc of FIG. 5, a character C1 and a character C2 are displayed. The character C1 is operated by the player P1. The character C2 is operated by the player P2.
[0058] The game image Sc is distributed to viewers via the communication network 6. The game image Sc may also be displayed on the display for spectators installed at the venue.
[0059] The battle execution unit 561 starts a battle when a predetermined condition is satisfied (for example, when a predetermined operation is performed on the controller 63). The battle execution unit 561 ends the battle when the outcome of the battle is determined (for example, when the health value of the character becomes 0).
[0060] The preview input unit 562 processes the input of previews of the player's play content. Here, examples of "previews" of the play content can include the following. For the convenience of explanation, the following examples also include examples of games other than fighting games.
[0061] (Examples in fighting games) Clear all of the opponent's consecutive attacks without taking damage by blocking Reverse victory from 5% or less remaining HP (Examples in first-person shooting games (FPS)) Achieve ○ headshots ○ consecutive kills with headshots from extremely long distances within a certain time (Examples in music games) Clear without misses Achieve ○ consecutive perfects regarding timing (Action puzzles) Achieve ○ combos Achieve ○ consecutive operations of high-difficulty puzzle blocks (Racing games) Breaking through curves at a shortcut limit speed with high difficulty In addition to the above examples, "plays that turn around an overwhelmingly disadvantageous situation (such as winning with a bare - hand attack in a FPS)", "constrained plays (such as closing eyes in a music game)", and "plays that excite the audience" are also included in the "preview".
[0062] Many of the "previews" can be expressed in words. The preview input unit 562 causes the display 61 to display a character - input screen (form screen) as a user interface for preview input.
[0063] When the preview input button PB1 (see Fig. 5) on the game image Sc is clicked, the preview input unit 562 overlays and displays a form screen for preview input (hereinafter, preview input form screen) on the game image Sc. Fig. 6 is an example of the preview input form screen. The display process of the preview input form screen is performed by the graphic processing unit 52.
[0064] Players P1, P2 can input characters into the input area A1 of the preview input form screen. Character input to the input area can use the controller 63. If a keyboard (not shown) is connected to the operation unit 54, the keyboard may be used for character input to the input area A1.
[0065] The preview input unit 562 transmits the preview (character information) input by players P1, P2 and the player's identification information (e.g., player ID) to the server device 2 via the network interface 51.
[0066] The coin - toss display unit 563 (reward display unit) displays information related to coin - toss (hereinafter, coin - toss information) on the display 61. In this game, the coin - toss information includes the player's ID and the preview content. Also, in this game, the coin - toss information includes at least one of the content of the reward (total amount of coin - toss) and the number of received intention expressions (number of applicants).
[0067] When the donation display button PB2 (see Fig. 5) is clicked, the donation display unit 563 transmits a signal (hereinafter referred to as the donation information transmission request) requesting the transmission of donation information to the server device 2. The server device 2 transmits the donation information to the donation display unit 563 in response to the donation information transmission request.
[0068] The donation display unit 563 superimposes and displays the donation information transmitted from the server device 2 on the game image Sc. Fig. 7 is an example of the display of donation information. In this example, the donation display unit 563 displays the player name, the notice content, and the total amount of donations (number of people) in tabular form on the display 61.
[0069] In Fig. 7, the notice content is the character information input by the players P1 and P2. The total amount of donations is the total amount of donations (here, real currency) offered by the spectators. The number of people is the number of spectators who offered donations (hereinafter referred to as the number of offers). The players P1 and P2 can also confirm the notice content of their opponents.
[0070] The request display unit 564 displays the content of the request (hereinafter referred to as the request information) from the spectator on the display 61. In this game, the request information includes information regarding the request content and the number of requests.
[0071] When the request display button PB3 is clicked, the request display unit 564 transmits a signal (request information transmission request) requesting the transmission of request information to the server device 2. The server device 2 transmits the request information to the request display unit 564 in response to the request information transmission request.
[0072] The request display unit 564 superimposes and displays the request information transmitted from the server device 2 on the game image Sc. Fig. 8 is an example of the request information displayed on the display 61-1 of the player P1. In this example, only the requests to the player P1 are displayed. Of course, the request information of the player P2 may also be displayed on the display 61-1 of the player P1.
[0073] Functional Configuration of Control Unit 86 in Audience Terminal 10 By executing various programs with its CPU, control unit 86 functions as a pre-announcement display unit 861, a coin input unit 862, and a request input unit 863 (see Fig. 4).
[0074] The pre-announcement display unit 861 displays information indicating the pre-announcement content (pre-announcement information) on the display 91. In this game, the pre-announcement information is information regarding the player's ID, the pre-announcement content, the total amount of coins, and the number of applicants.
[0075] When the pre-announcement list display button UB1 (see Fig. 9) is clicked, the pre-announcement display unit 861 transmits a signal requesting the transmission of pre-announcement information (hereinafter referred to as the pre-announcement information transmission request) to the server device 2. In response to the pre-announcement information transmission request, the server device 2 transmits the pre-announcement information to the pre-announcement display unit 861.
[0076] The pre-announcement display unit 861 overlays and displays the pre-announcement information transmitted from the server device 2 on the game image Sc on the display 91. Fig. 10 is an example of a display screen of the pre-announcement information (hereinafter referred to as the pre-announcement list screen). In this example, the pre-announcement content and the like are displayed on the display 91 in a list format.
[0077] In Fig. 10, the pre-announcement content is the character information input by players P1 and P2. The total amount of coins is the total amount of coins offered by the audience (here, actual currency). The number of people is the number of applicants.
[0078] The coin input unit 862 processes the input of coins (rewards) by the audience. The audience can select a pre-announcement (player) for which they wish to make a coin offer on the pre-announcement list screen (see Fig. 10). In the pre-announcement list (Fig. 10), the rows checked in the "Select" column are selected as the targets for coin offers.
[0079] The viewer can input the amount of the tip in the input area A2 (see FIG. 10) within the preview list screen. After inputting the amount, the viewer can indicate the intention to give a tip by clicking the tip execution button UB3 (FIG. 10). When the tip execution button UB3 is clicked, the tip input unit 862 transmits the identification information of the viewer, the amount of the tip, and the identification information of each of the tip target (preview) (hereinafter, application information) to the server device 2.
[0080] The request input unit 863 processes requests input from the viewer. When the request input button UB2 (see FIG. 9) is clicked, the request input unit 863 displays a form screen for request input (hereinafter, request form screen). FIG. 11 shows an example of the request form screen. The graphic processing unit 82 performs the display process of the request form screen.
[0081] The viewer can select a player as the request target on the request form screen (see FIG. 11). In the example of FIG. 11, the player P1 is selected. The viewer can input a request regarding the game content in the input area A3 in character information (see FIG. 11). The viewer can use the keyboard 93 for character input of the request. In the example of FIG. 11, the viewer has input a request of "KO within 1 minute". Of course, there is no limitation on the request content.
[0082] When the request transmission button UB4 is clicked, the request input unit 863 transmits information pairing the request content (character information) and the identification information of the player (the target person of the request) to the server device 2.
[0083] 《Functional Configuration of the Control Unit 23 in the Server Device 2》 By executing various programs by its CPU, the control unit 23 functions as a preview reception unit 231, a tip reception unit 232, a tip recording unit 233, a display unit 234, an effect unit 235, and a replay reproduction reception unit 236 (see FIG. 2).
[0084] The advance notice reception unit 231 (first reception unit) receives an advance notice of the play content by the player and a request for the play content to the player. Specifically, the advance notice reception unit 231 receives an advance notice (character information) and the player's identification information from the advance notice input unit 562. The advance notice reception unit 231 records them in the database in association with the advance notice content and the player's identification information. The database is recorded in, for example, the storage unit 22.
[0085] The advance notice reception unit 231 receives the request content (character information) and the identification information of the player (the target of the request) from the request input unit 863. The advance notice reception unit 231 records them in the database in association with the request content and the player's identification information.
[0086] The coin donation reception unit 232 (second reception unit) receives an indication of awarding a reward for the successful execution of the play content from the user (viewer). Specifically, the coin donation reception unit 232 receives the offer information transmitted by the coin donation input unit 862. The coin donation reception unit 232 receives the viewer's indication at least in one of before the start of the game and during the execution of the game.
[0087] The coin donation reception unit 232 records the viewer's identification information, the amount of the coin donation, the identification information of the player targeted by the coin donation, and the advance notice content in a predetermined database. Here, for the sake of convenience of explanation, this recording operation is called provisional registration. In this game, at the stage of provisional registration, the viewer loses the ownership of the currency offered as a coin donation. The database is recorded in, for example, the storage unit 22.
[0088] The coin donation recording unit 233 (reward recording unit) performs coin donation processing when the player succeeds in executing an advance notice or a request (hereinafter referred to as an advance notice, etc.). Specifically, first, the coin donation recording unit 233 confirms the success or failure of the advance notice, etc.
[0089] The success or failure of the advance notice may be determined by the game system 1 (for example, the coin donation recording unit 233), or the game system 1 (coin donation recording unit 233) may obtain the result determined by a person.
[0090] For example, when the game system 1 determines the success or failure of a notice or the like, the game program may be implemented to select a notice or the like from several predetermined options. By doing so, it becomes easier to determine success or failure in the game system 1.
[0091] Also, when a person determines the success or failure of a notice or the like, as the determiner, a player, a spectator (viewer), an operator of the game (tournament), etc. can be adopted. For example, if a spectator or an operator is adopted as the determiner, the legitimacy (objectivity) of the determination can be ensured. In other words, by using a spectator or an operator as the determiner, it becomes possible to prevent fraud in the determination of success or failure.
[0092] For example, to have a spectator make a determination of success or failure, an interface for inputting the determination result (e.g., a button) may be provided on the viewing terminal 10. To have an operator make a determination of success or failure, an interface for inputting the determination result (e.g., a button) may be provided in the game system 1.
[0093] After confirming the success or failure of a notice or the like, the coin insertion recording unit 233 identifies the provisional registration related to the successful notice. The coin insertion recording unit 233 records the reward related to the identified provisional registration in the database (electronic ledger) in association with the player.
[0094] More specifically, the coin insertion recording unit 233 records the reward in the database assuming that the player has the ownership of the reward. That is, the player can obtain a reward when the execution of a notice or the like is successful. In this game, the reward is real currency. The player can perform acts of disposing of the reward (use, transfer, etc.).
[0095] When the player fails in the execution of a notice or the like, the coin insertion recording unit 233 does not record the reward in the database in association with the player. That is, the ownership of the inserted coin does not transfer to the player.
[0096] When the player fails to execute a notice or the like, the coin toss recording unit 233 returns each spectator's coin toss. Specifically, the coin toss recording unit 233 remits (refunds) the amount corresponding to the coin toss to the system of the fund source. Examples of the system of the fund source include a charging management system, a bank system, a credit card management system, etc. In some cases, this game system 1 may be the system of the fund source (charging management system).
[0097] The display unit 234 prepares and transmits the information to be displayed on the game device 5 and the viewing terminal 10. For example, the display unit 234 displays buttons etc. serving as a user interface overlaid on the game image Sc. For example, the display unit 234 causes the buttons PB1, PB2, PB3 to be displayed on the display 61 of the game device 5 (see Fig. 5). The display unit 234 causes the buttons UB1, UB2 to be displayed on the display 91 of the viewing terminal 10 (see Fig. 9).
[0098] The display unit 234 transmits the data for displaying the notice information to the viewing terminal 10 in response to a notice information transmission request from the viewing terminal 10. The display unit 234 transmits the coin toss information to the game device 5 in response to a coin toss information transmission request from the game device 5. The display unit 234 transmits the request information to the game device 5 in response to a request information transmission request from the game device 5.
[0099] When the player succeeds in executing a notice or the like, the effect unit 235 causes a predetermined effect to occur on the viewing terminal 10. The effect caused by the effect unit 235 is at least one of a visual effect and an auditory effect.
[0100] For example, the effect unit 235 transmits a signal for displaying a character that praises the player to the viewing terminal 10. Also, the effect unit 235 transmits a signal for playing a cheering voice or music to the viewing terminal 10. The effect unit 235 may cause the same effect as that for the viewing terminal 10 to occur also on the game device 5.
[0101] The replay playback reception unit 236 (third reception unit) receives a playback request for a replay video from the viewing terminal 10. In this game program, by specifying a preview or the like on the viewing terminal 10 at the time of the playback request, the replay video related to the specified preview or the like can be viewed.
[0102] 《Operation example》 When this game starts, a game image Sc is displayed on the display 61 of the game device 5 (see FIG. 5). By the operation of the display unit 234, the buttons PB1, PB2, and PB3 are also displayed on the display 61.
[0103] When the game image Sc is displayed on the display 61, the player can input a preview by clicking the preview input button PB1 (see FIG. 6). In this game, before the start of the battle and during the battle, the player can input a preview. Note that during the battle, for example, it is between the first round and the second round, halftime, etc.
[0104] When the game starts, the game image Sc is also displayed on the display 91 of the viewing terminal 10 (see FIG. 9). By the operation of the display unit 234, the buttons UB1 and UB2 are also displayed on the display 91.
[0105] When the viewer clicks the preview list display button UB1, a preview list screen is displayed on the display 91 (see FIG. 10). Thereby, the viewer (user) can confirm the preview content. The viewer can input money on the preview list screen. Thereby, the viewer can cheer for the player.
[0106] On the other hand, the player can confirm the amount of money thrown and the number of viewers who have thrown money for each preview by clicking the money display button PB2. (See FIG. 7). Thereby, the player can consider which preview execution (realization) to focus on. Also, when the preview is unpopular or the like, the player can consider adding a preview.
[0107] When a spectator clicks the request input button UB2, a request form screen is displayed on the display 91 (Figure 11). Thereby, the spectator can request the content of the play.
[0108] When a player clicks the request display button PB3, request information is displayed on the display 61 (see Figure 8). Thereby, the player can confirm the request content. The player can consider how to proceed with the game. The request may be displayed on the preview list screen. The request is the target of the donation.
[0109] When the player successfully executes a preview or the like, the donation recording unit 233 records the donation in the database in association with the player. Thereby, the ownership of the donation becomes that of the player. On the other hand, when the player fails to execute the preview, the donation recording unit 233 transfers (refunds) the amount corresponding to the donation to the system of the payer. That is, the ownership of the donation returns to the original owner.
[0110] Summarizing the above, this aspect is a game program characterized by causing a computer to function as a preview reception unit 231 (first reception unit) that receives a preview of the play content by the player or a request for the play content to the player, a donation reception unit 232 (second reception unit) that receives an indication of the intention to give a reward for the successful execution of the play content from the user, and a donation recording unit 233 (reward recording unit) that records the reward related to the indication in association with the player when the player succeeds in executing the preview or the request.
[0111] 《Effects of this Embodiment》 As described above, in this game (game program), the player can preview the play content. Thereby, it becomes possible to enhance the sense of expectation of the spectator. In other words, the entertainment property is improved.
[0112] The notice also has the effect of intimidating the opponent player. Intimidation is considered to affect the gameplay. Such an effect leads to an improvement in entertainment value.
[0113] In this game, spectators can request the gameplay from the player. The request can be considered to indicate an expectation for the player. The expectation for the player is considered to affect the gameplay. Such an effect leads to an improvement in entertainment value.
[0114] In this game, spectators can offer a reward (tipping) for the gameplay. As a result, the degree of expectation for the player is quantified. The quantified degree of expectation is considered to affect the gameplay. Such an effect leads to an improvement in entertainment value.
[0115] As described above, this game (game program) can implement a mechanism for affecting the gameplay. This game can also enhance the sense of expectation of the spectators. That is, according to this embodiment, the entertainment value in a game implemented on a computer can be enhanced.
[0116] [Other Embodiments] The types of rewards are not limited to those exemplified. For example, the reward may be a character, an object, stamina, a right to something in the game (gameplay right or gacha (lottery) right), etc. Also, the game program may be implemented so that the spectator can choose the type of reward. For example, it is conceivable to enable the spectator to select the reward (tipping) from virtual currency, in-game items, and real currency.
[0117] When accepting a declaration of reward from a spectator, the declaration may be accepted on the condition that the spectator holds virtual currency, in-game items, real currency, etc. Also, when accepting a declaration of reward from a spectator, if the spectator does not hold (or has insufficient) virtual currency, in-game items, etc., the spectator may be enabled to purchase items, etc.
[0118] The input of announcements and requests is not limited to character input. For example, the game program may be implemented so that announcements, etc. can be input by voice.
[0119] The game program may be implemented so as to retain the ownership of the reward (tipping money) with the spectator until the success or failure of an announcement, etc. is determined. That is, it is not always necessary to transfer the ownership of the reward through provisional registration. In such an implementation, when the player fails to execute an announcement, etc. , operations such as refunding become unnecessary.
[0120] The game program may be implemented so that the spectator can offer an additional reward after the success of an announcement, etc.
[0121] The reward (tipping money) may also be accepted when accepting a request.
[0122] The configuration of the user interface is illustrative. For example, the interfaces for tipping money input and announcement input may always be displayed on the game image Sc.
[0123] The game program may be implemented so as to grant another reward (so-called bonus) to the player according to the reward received by the player. Thereby, in the game, an effect such as selecting the MVP (Most Valuable Player) becomes possible. Such an effect leads to an improvement in entertainment.
[0124] As a result of the reward provision, what the spectator (user) consumes may be different from the reward received by the player. For example, it is conceivable to implement a game program so that the spectator pays virtual currency corresponding to in-game items as a reward.
[0125] The type of game is not limited to the exemplified games. The mechanism of the above embodiment can be applied to games where viewers (audience) can exist, such as music games, action puzzles, racing games, etc.
[0126] The processing that was being performed on the game device may instead be performed on the server side, or may be shared between the server side and the client (game device) side.
[0127] In a game in which a plurality of players participate, separate game devices may be arranged for each player.
[0128] Even when these other embodiments are adopted, the effects of this aspect are exhibited. Also, it is possible to appropriately combine this embodiment with other embodiments, and between other embodiments.
Explanation of Signs
[0129] 1 Game system 22 Storage unit 23 Control unit (computer) 55 Storage unit 56 Control unit 61 Display 85 Storage unit 86 Control unit 91 Display 231 Notice reception unit (first reception unit) 232 Coin toss reception unit (second reception unit) 233 Coin toss recording unit (reward recording unit) 235 Effect unit 236 Replay playback reception unit (third reception unit) 563 Coin toss display unit (reward display unit) 564 Request display unit Player P1 Player P2
Claims
1. A computer, a first reception unit that receives a preview of the player's play content in a game executed based on the player's operation, or a request for the play content of the player from a user who views the game; a determination unit that identifies the play content based on the preview or the request, and determines that the play content has been achieved based on the player's operation; a reward recording unit that, on the condition that it is determined that the play content specified based on the preview or the request has been achieved, associates and records the reward related to the achievement of the play content with the player; A game program characterized by causing the computer to function as described above.
2. In the game program according to Claim 1, the play content is specified based on the preview or the request selected by the player or the user from among options in which the preview or the request and the play content are associated in advance. A game program characterized by this.
3. In the game program according to Claim 1 or 2, the game progresses based on the operations of the player and an opponent player, causing the computer to function as a display unit that displays the preview selected by the player on the display of the opponent player. A game program characterized by this.
4. In any one of the game programs according to Claims 1 to 3, the play content includes causing a predetermined game situation to occur after parameters of a character operated by the player satisfy predetermined conditions. A game program characterized by this.
5. In any one of the game programs according to Claims 1 to 3, The play content includes causing a predetermined game action to occur a predetermined number of times by the operation of the player. A game program characterized by this.
6. In any one of the game programs according to Claims 1 to 5, The computer is made to function as a request display unit that displays the requested play content and the number of requestors on a display for each request. A game program characterized by this.
7. A storage unit that stores any one of the game programs according to Claims 1 to 6, a control unit that executes the game program, A game system characterized by comprising these.
Citation Information
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