Game System and Program
The game system addresses player dropout by awarding game elements based on gameplay interruption, enhancing motivation and catch-up potential, thereby reducing abandonment.
Patent Information
- Application Number
- JP2020144197
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2020-08-28
- Publication Date
- 2025-07-15
- Estimated Expiration
- 2040-08-28
AI Technical Summary
Conventional game systems uniformly weaken player character parameters based on elapsed time since last play, leading to a high risk of players abandoning the game.
A game system that awards game elements to players based on the interruption period of their gameplay, allowing parameter changes and incentives to resume play, with varying quantities and types of game elements determined by the length of interruption.
This approach motivates players to return to the game by providing incentives and allowing them to catch up with others, reducing abandonment rates.
Smart Images

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Abstract
Description
Technical Field
[0001] The present invention relates to a game system and a program.
Background Art
[0002] Conventionally, there are games (for example, role-playing games) in which a player character as an operation target of a player battles against an enemy character based on the player's operation information, and the player enjoys growing (increasing) the parameters (for example, level) of the player character.
[0003] In such a conventional game system, there is a technique of weakening the parameters of the player's character based on the elapsed time since the player's last game play (see, for example, paragraphs 0052, 0117, and 0118 of Patent Document 1).
Prior Art Documents
Patent Documents
[0004]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0005] However, since the conventional technology uniformly weakens the parameters of the player character based on the elapsed time since the player's last game play, there is a problem that it is impossible to prevent the player from leaving the game.
[0006] The present invention has been made to solve the above problems, and an object thereof is to provide a game system or the like capable of preventing a player from leaving the game when the player interrupts game play.
Means for Solving the Problems
[0007] (1) The present invention relates to a game system for controlling parameters of an object associated with a player, wherein when the player interrupts and then resumes a game play in a predetermined game mode, a game element awarding unit performs a process of awarding the game element to the player based on an interruption period from the interruption to the resumption; and a parameter control unit that changes parameters of the object based on the game element when accepting use of the game element based on the operation information of the player. The present invention relates to a game system characterized by including the above.
[0008] The present invention also relates to a server device including each of the above units. The present invention also relates to a terminal device including each of the above units. The present invention also relates to a program for causing a computer to function as each of the above units. The present invention also relates to an information storage medium readable by a computer and storing a program for causing a computer to function as each of the above units.
[0009] Further, the "use" of a game element may mean a one-time use, that is, consumption, for one game unit (for example, one mission). Further, the "use" of a game element may mean that the right to vary parameters based on the game element continues until the expiration date or indefinitely.
[0010] According to the present invention, since the player can recover from an adverse situation that occurred during the interruption period by using a game element, it is possible to give the player a motivation to resume the game play. As a result, it is possible to prevent the player who has interrupted the game play from leaving the game.
[0011] In addition, since the present invention leaves the timing of using the acquired game element to the player, the player's discretion is involved in the use of the game element, and the fun of the game when resumed can be improved.
[0012] (2) Further, the game system, server device, terminal device, program, and information storage medium according to the present invention further include a game element determination unit that determines game elements to be given to the player, and the game element determination unit may vary at least one of the quantity and type of game elements given to the player according to the length of the interruption period. The game element determination unit may vary at least one of the quantity and type of game elements given to the player according to the length of the interruption period.
[0013] According to the present invention, since at least one of the quantity and type of game elements given to the player is varied according to the length of the interruption period, for example, the longer the interruption period, the greater the quantity of game elements can be (e.g., more points are given, more items are given). Also, according to the present invention, for example, the longer the interruption period, the more advantageous the type of game elements can be for the player. Therefore, according to the present invention, it is possible to further give the player an incentive to resume the game play and prevent the player from leaving the game.
[0014] (3) The present invention is a game system that controls parameters of an object associated with a player, and when the player interrupts and then resumes the game play in a predetermined game mode, a game element giving unit that performs a process of giving the game elements to the player based on the interruption period from the interruption to the resumption, a parameter control unit that changes the parameters of the object based on the game elements when receiving the use of the game elements, and a game element determination unit that determines game elements to be given to the player, and includes wherein the game element determination unit varies at least one of the quantity and type of game elements given to the player according to the length of the interruption period. The present invention relates to a game system characterized by this.
[0015] The present invention also relates to a server device including each of the above components. The present invention also relates to a terminal device including each of the above components. The present invention also relates to a program that causes a computer to function as each of the above components. The present invention also relates to a computer-readable information storage medium that stores a program that causes a computer to function as each of the above components.
[0016] According to the present invention, for example, game elements can be used based on player or computer (CPU) control. In such a case, by recovering the adverse situation that occurred during the interruption period, it is possible to give the player an incentive to resume the game play. As a result, it becomes possible to prevent the player who interrupted the game play from leaving the game.
[0017] Further, according to the present invention, at least one of the quantity and type of game elements given to the player is made different according to the length of the interruption period. For example, the longer the interruption period, the greater the quantity of game elements can be increased (for example, increasing the points given, increasing the number of items given). Further, according to the present invention, for example, the longer the interruption period, the more advantageous the type of game elements can be made for the player. Therefore, according to the present invention, it is possible to further give the player an incentive to resume the game play and prevent the player from leaving the game.
[0018] (4) Further, in the game system, server device, terminal device, program, and information storage medium according to the present invention, the parameter control unit may change the parameters of the object based on the type of the game element when accepting the use of the game element.
[0019] According to the present invention, for example, if game elements rich in variations such as type A, type B, and type C are prepared, a variety of game developments can be led. Therefore, it is possible to further give the player an incentive to resume the game play and prevent the player from leaving the game.
[0020] (5) Also, in the game system, server device, terminal device, program, and information storage medium according to the present invention, the parameter control unit may change the parameters of the object based on the type of the game element and whether or not a predetermined condition is satisfied when accepting the use of the game element.
[0021] According to the present invention, since it is possible to consider whether or not a predetermined condition is satisfied, it is possible to further give the player an incentive to resume the game play and prevent the player from leaving the game.
[0022] (6) Also, in the game system, server device, terminal device, program, and information storage medium according to the present invention, it further includes a selection processing unit that performs a process of selecting any one of a plurality of game media by lottery, and the selection processing unit may determine the lottery probability of the lottery based on the type of the game element when accepting the use of the game element.
[0023] Since the present invention determines the lottery probability of the lottery based on the type of the game element, the player will consider which type of game element to use to increase the lottery probability, etc., so that the fun of the game can be improved.
[0024] (7) Also, in the game system, server device, terminal device, program, and information storage medium according to the present invention, when accepting the use of the game element, it may further include a time limit control unit that sets an expiration date of the game element according to the type of the game element.
[0025] According to the present invention, since the expiration date of the game element is determined according to the type of the game element, it is possible to prompt the player to use the game element. Further, since the expiration date is set according to the type of the game element (for example, type A, type B, type C), the player will consider which type of game element to use early, and the fun of the game can be improved.
[0026] (8) Further, in the game system, server device, terminal device, program, and information storage medium according to the present invention, The parameter control unit may aggregate the game play information of each player participating in the game mode, and change the parameters of the object based on the aggregation result.
[0027] According to the present invention, since the balance of the entire game is considered, it is possible to make it easier for a player who is lagging behind to catch up, and as a result, it is possible to prevent the player from leaving the game.
[0028] (9) Further, in the game system, server device, terminal device, program, and information storage medium according to the present invention, a display control unit that displays information indicating that the game element has been granted on the player's terminal device when the game element is granted may be further included.
[0029] According to the present invention, the player can know that the game element has been granted.
[0030] (10) Further, in the game system, server device, terminal device, program, and information storage medium according to the present invention, a display control unit that displays information regarding the change in the parameter on the player's terminal device when the parameter of the object is changed based on the game element may be further included.
[0031] According to the present invention, a player can know that the parameters of an object have been changed based on game elements.
[0032] (11) Further, in the game system, server device, terminal device, program, and information storage medium according to the present invention, a game element determination unit that determines game elements to be given to the player; and an analysis unit that performs a process of analyzing the growth elements of other players during the interruption period, and further includes the game element determination unit may determine the game elements based on the analysis result by the analysis unit.
[0033] According to the present invention, since the growth elements of other players during the interruption period of the player can be analyzed and the analysis result can be reflected in the game elements given to the player, it is possible to make it easier for the player to catch up with other players. As a result, it is possible to prevent the player from leaving the game.
[0034] (12) Further, in the game system, server device, terminal device, program, and information storage medium according to the present invention, the analysis unit may perform a process of analyzing the growth elements of other players based on the game play information at the time of interruption of the player's game play.
[0035] According to the present invention, since the growth elements of other players are analyzed based on the game play information at the time of interruption of the player's game play, it is possible to perform an analysis for making it easier for the player to catch up with other players when the player resumes the game play.
[0036] (13) Further, in the game system, server device, terminal device, program, and information storage medium according to the present invention, the game element determination unit may determine the game elements based on the analysis result and the game play information up to the time of interruption of the player's game play.
[0037] According to the present invention, in addition to the analysis result, based on the game play information of the player until the interruption of the game play, the game elements to be given to the player are determined. Therefore, it is possible to predict the growth pace of the player after the resumption of the game play based on the past game play information of the player, and it is possible to determine the optimal game elements that make it easier for the player to catch up with other players.
[0038] (14) Further, in the game system, server device, terminal device, program, and information storage medium according to the present invention, it further includes a settlement determination unit that determines whether or not a settlement of a privilege option indicating an option for giving a privilege to the game within an effective period has been made for the player, the game element giving unit, when it is determined that the settlement of the privilege option has been made, may perform a process of giving the game element to the player based on the interruption period.
[0039] According to the present invention, for a player for whom settlement (payment, charging) of a privilege option has been made, a process of giving the game element to the player can be performed based on the interruption period. As a result, it is possible to prevent the player who has settled the privilege option from feeling a loss during the interruption period.
[0040] (15) Further, in the game system, server device, terminal device, program, and information storage medium according to the present invention, it further includes a settlement determination unit that determines whether or not a settlement of a privilege option indicating an option for giving a privilege to the game within an effective period has been made for the player, the parameter control unit, when it is determined that the settlement of the privilege option has been made, may accept the use of the game element.
[0041] According to the present invention, since the use of game elements is accepted for players who have made a settlement (payment, charging) of a privilege option, it is possible to prevent players who have made a settlement of the privilege option from feeling a loss during the interruption period.
[0042] (16) Further, in the game system, server device, terminal device, program, and information storage medium according to the present invention, a game element determination unit that performs a process of changing the content of the game element according to at least one of the type of the privilege option and the settlement amount of the privilege option may be further included.
[0043] According to the present invention, since the content of the game element is changed according to at least one of the type of the privilege option and the settlement amount of the privilege option, it is possible to provide a player with a service corresponding to at least one of the type and settlement amount of the privilege option.
Brief Description of the Drawings
[0044]
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Mode for Carrying Out the Invention
[0045] Hereinafter, this embodiment will be described. Note that the embodiment described below does not unduly limit the content of the present invention described in the claims. Also, not all of the configurations described in this embodiment are essential constituent elements of the present invention.
[0046] [1] Game system First, the outline and schematic configuration of the game system 1 of this embodiment will be described with reference to FIG. 1. Note that FIG. 1 is a diagram showing an example of a system configuration showing the configuration of the game system 1 of this embodiment.
[0047] The server device 10 is an information processing device capable of providing a service that allows a player to play a game using a terminal device (game device) 20 communicatively connected via the Internet.
[0048] The terminal device 20 is a client device and is an information processing device such as a game device, smartphone, mobile phone, PHS, computer, game device, PDA, portable game machine, etc., an image generation device, and is a device capable of connecting to the server device 10 via a network such as the Internet (WAN) or LAN.
[0049] [1.1] Game system composed of server and client As shown in FIG. 1, the game system 1 of this embodiment is configured such that a server device 10 that provides a game service and terminal devices 20 (for example, terminal devices 20A, 20B, 20C) can be connected to the Internet (an example of a network). In this embodiment, mainly a server-client type game system will be described.
[0050] By accessing the server device 10 from the terminal device 20, the player can play a game based on the information transmitted from the server device 10 via the Internet.
[0051] In this embodiment, each game may be provided to the terminal device 20 by one server device 10, or a server system may be constructed by linking a plurality of server devices 10 and each game may be provided to the terminal device 20.
[0052] Although not shown, the game system may be a system in which a game server device that executes a game, a communication server device (message server device) that performs communication control of information, and the terminal device 20 are mutually connected via the Internet.
[0053] Note that various processes related to the present invention may be performed only by the server device 10, or various processes related to the present invention may be performed only by the terminal device 20.
[0054] [1.2] Terminal Device In this embodiment, it may be realized by a single game device having the functions of the server device 10, that is, a device (standalone) that operates independently without depending on other devices such as a server device.
[0055] Also, in this embodiment, the present invention may be realized only by the terminal device 20 without connecting to the server device 10. For example, it may be a game system realized by a plurality of terminal devices 20 by communication using the P2P (peer-to-peer method).
[0056] Then, a plurality of such game terminal devices may be connected by wire or wirelessly, and one game device may function as the server device 10 and may be realized by a plurality of game devices.
[0057] Note that the terminal device may be not only a game device but also a tablet-type information terminal device, a personal computer, or a game device (housing) installed in an amusement park.
[0058] [1.3] Cloud-based game system Moreover, the game system 1 of this embodiment may also be a cloud-based game system. For example, in a cloud-based game system, the server device 10 (cloud device) performs basic game processing (including rendering processing, etc.) alone, and on the terminal device 20 side, only the display control of the processing result of the server device 10 (cloud device) is performed. Further, the terminal device 20 only transmits information such as input information of the controller to the server device 10. In such a case, the terminal device 20 may transmit information other than the input information. That is, in the case of the cloud-side game system 1, the game elements are imparted within the server device 10 (within the cloud device).
[0059] Furthermore, in this embodiment, except for the operation input, each function of the processing unit 200 of the terminal device 20 and the execution of the game program are executed by the server device 10, and the terminal device 20 may realize the above game by executing the operation input and the image display by streaming.
[0060] [1.4] Terminal device equipped with a plurality of controllers Also, in this embodiment, one terminal device 20 may be equipped with a plurality of controllers (input unit 260). When a plurality of players play a game using the controllers of each player of one terminal device 20, it is assumed that the plurality of players are realistically close to each other.
[0061] That is, in the case of a game system in which one terminal device 20 is equipped with a plurality of controllers (input unit 260), the game elements are imparted within the terminal device 20.
[0062] [1.5] Example of a social game Further, the server device 10 may function as an SNS server that provides a communication-type service. Here, the SNS server may be an information processing device that provides a service capable of providing communication among a plurality of players.
[0063] Also, for example, when the server device 10 functions as an SNS server, it can provide a game called a social game that is executed using the operating environment of the SNS to be provided (API (Application Programming Interface), platform, etc.).
[0064] Note that different from existing online games, social games include games that do not require dedicated client software and can be used only with a web browser and an SNS account. Further, the server device 10 has a configuration capable of providing an online game that can be connected to the terminal device 20 of another player via a network and share the same game progress online.
[0065] [1.6] Examples of Browser Games In particular, the server device 10 may provide games provided on the web browser of the terminal device 20, for example, browser games (games that can be launched simply by opening an installation site on a web browser) made in various languages such as HTML, FLASH (registered trademark), CGI, PHP, shockwave, Java (registered trademark) applet, and JavaScript (registered trademark).
[0066] In addition, the terminal device 20 is provided with a web browser capable of browsing web pages (data in HTML format). That is, the terminal device 20 has a communication control function for communicating with the server device 10, and performs display control using the data received from the server device 10 (such as web data, data created in HTML format), and also has a web browser function for transmitting player operation data to the server device 10. It executes various processes for providing a game screen to the player and enables the player to execute the game. However, the terminal device 20 may acquire game control information provided from the server device 10 and execute predetermined game processes, and execute a game based on the game processes.
[0067] Specifically, when the terminal device 20 makes a request to the server device 10 to perform a predetermined game, it connects to the game site of the server device 10 and the game starts. In particular, the terminal device 20 may, if necessary, use an API to cause the server device 10 functioning as an SNS server to perform predetermined processes, or may have a configuration in which it acquires player information managed by the server device 10 functioning as an SNS server and executes the game.
[0068] [1.7] Others The server device 10 may be composed of one (device, processor), or may be composed of a plurality of (devices, processors). Information stored in the storage area of the server device 10 (the storage unit 140 described later) (such as player information, game information, etc.) may be stored in a database (broadly, a storage device, memory) connected via a network (intranet or internet). Note that the communication line between the terminal device 20 and the server device 10 may be wired or wireless.
[0069] [2] Server device Next, the server device 10 of the present embodiment will be described with reference to FIG. 2. Note that FIG. 2 is a diagram showing the functional blocks of the server device 10 of the present embodiment. Also, the server device 10 of the present embodiment may have a configuration in which some of the components (each part) in FIG. 2 are omitted.
[0070] The server device 10 includes an input unit 120 for use by an administrator or other inputs, a display unit 130 for performing a predetermined display, an information storage medium 180 in which predetermined information is stored, a communication unit 196 for communicating with a terminal device 20 or others, a processing unit 100 for executing processing related to a game mainly provided, and a storage unit 140 for storing various data mainly used for the game.
[0071] The input unit 120 is used by a system administrator or the like for settings related to the game and other necessary settings and data input. For example, the input unit 120 of the present embodiment is configured by a mouse, a keyboard, or the like.
[0072] The display unit 130 displays an operation screen for the system administrator. For example, the display unit 130 of the present embodiment is configured by a liquid crystal display or the like. is configured by a liquid crystal display or the like.
[0073] The information storage medium 180 (a computer-readable medium) stores programs, data, etc., and its function is configured by an optical disk (CD, DVD), a magneto-optical disk (MO), a magnetic disk, a hard disk, a magnetic tape, or a memory (ROM), or the like.
[0074] The communication unit 196 performs various controls for communicating with the outside (for example, a terminal, another server, or another network system), and its function is configured by hardware such as various processors or communication ASICs, a program, or the like.
[0075] The storage unit 140 serves as a work area for the processing unit 100, the communication unit 196, etc., and its function is configured by a RAM (VRAM) or the like. Note that the information stored in the storage unit 140 may be managed by a database.
[0076] In addition to the main memory unit 142, the memory unit 140 of the present embodiment includes a game data storage unit 144 that stores game information indicating information related to the game, and a player information (user information) storage unit 146 that stores player information (user information) indicating information related to each player (each user).
[0077] In particular, the game data storage unit 144 stores information on the game space (game field) where the game is played, information on each character, information on the virtual camera, and other setting values used in the game.
[0078] In addition, the game data storage unit 144 stores information on the game media managed by the server device 10.
[0079] In addition, the player information storage unit 146 stores, for each player (1) The player's nickname, player ID (player identification information), and if belonging to a team, the team name and its ID (hereinafter referred to as "affiliation information"). (2) Information related to the personal and team achievements such as the current level, experience points, score, obtained rewards or game time (hereinafter also referred to as "achievement information"). (3) The characteristics and attributes of the player character (the character operated by the player). (4) Information related to the battle achievements such as the number of wins and losses against other player characters (characters operated by other players) or other teams in a battle game with other player characters or other teams (hereinafter also referred to as "battle achievement information"). (5) Position information indicating the position of each player or team within the game field. (6) Information on the presence or absence of defeat (whether the game is over) (hereinafter also referred to as "defeat information"), and (7) Information related to billing such as the billing history and the amount billed. (8) The number of game plays is stored.
[0080] Note that the achievement information, battle results information, and defeat information included in the player information are updated at predetermined timings. For example, as the predetermined timings, there are every given period (such as every 5 minutes), the timing when the player logs out, a predetermined time in the game (such as 8:00 in the morning), the timing when a predetermined event occurs (the timing when any one-on-one battle or team battle ends), and the like.
[0081] Note that an upper limit may be set for the experience value. For example, when the experience value reaches the upper limit (for example, 100), the experience value is updated to the initial value (0), and the player's level is incremented by 1. Note that the server device may set the level according to the cumulative experience value for each player. That is, it controls to increase the level as the cumulative experience value increases.
[0082] Also, the storage unit 140 includes a game element storage unit 148 and a tabulation information storage unit 149.
[0083] The processing unit 100 performs various processes using the main storage unit 142 in the storage unit 140 as a work area. The functions of the processing unit 100 can be realized by hardware such as various processors (CPU, DSP, etc.), ASIC (gate array, etc.), or a program.
[0084] The processing unit 100 performs various processes of the present embodiment based on the program (data) stored in the information storage medium 180. That is, the information storage medium 180 stores a program for causing a computer to function as each part of the present embodiment (a program for causing a computer to execute the processing of each part).
[0085] For example, the processing unit 100 (processor) controls the entire server device 10 based on the program stored in the information storage medium 180, and performs various processes such as control of data transfer between each part. Further, it performs a process of providing various services in response to a request from the terminal device 20.
[0086] Note that in this embodiment, the server device 10 may perform part or all of the operations, or the terminal device 20 may perform part of the operations.
[0087] Specifically, the processing unit 100 of this embodiment includes at least a communication control unit 101, a Web processing unit 102, a game control unit 103, a timer management unit 104, a display control unit 107, a game element adding unit 111, a game element determining unit 112, a parameter control unit 113, a selection processing unit 114, a deadline control unit 115, an analysis unit 116, and a settlement determination unit 117.
[0088] The communication control unit 101 transmits and receives information to and from the terminal device 20 via the network.
[0089] The Web processing unit 102 functions as a Web server. For example, the Web processing unit 102 performs a process of transmitting data in response to a request from a Web browser installed in the terminal device 20 and a process of receiving data transmitted by the Web browser of the terminal device 20 through a communication protocol such as HTTP (Hypertext Transfer Protocol).
[0090] The game control unit 103 operates in conjunction with the terminal device 20 and executes game processing of the game provided in this embodiment for each player based on the operations of the players input via the terminal device 20. In addition, the game control unit 103 executes control for preset characters such as NPCs (non-player characters).
[0091] The timer management unit 104 has a timer function and is used to manage the progress of the game. In particular, the timer management unit 104 operates in conjunction with the game control unit 103 and outputs the current time and preset times to each unit. In addition, the timer management unit 104 is used to synchronize with each terminal device 20.
[0092] The display control unit 107 controls to display given information on the terminal device 20. The display control unit 107 may perform transmission control to display the game screen on the terminal device 20. That is, the display control unit 107 generates display control information such as a game screen, and controls to display the generated display control information on the player's terminal device 20.
[0093] In the present embodiment, when a game element is given, the display control unit 107 displays information indicating that the game element has been given on the player's terminal device.
[0094] Further, when the display control unit 107 changes the parameters of an object based on a game element, the display control unit 107 displays information regarding the change in the parameters on the player's terminal device 20. For example, the display control unit 107 may display information regarding the change in the parameters based on the game element on the player's terminal device 20 until the expiration date of the game element arrives.
[0095] When the player interrupts and then resumes playing a game in a predetermined game mode, the game element awarding unit 111 performs a process of awarding a game element to the player based on the interruption period from the interruption to the resumption.
[0096] Note that when it is determined that the settlement of the privilege option is being performed, the game element awarding unit 111 may perform a process of awarding the game element to the player based on the interruption period.
[0097] The game element determination unit 112 determines the game element to be awarded to the player. For example, the game element determination unit 112 may vary at least one of the quantity and type of the game element to be awarded to the player according to the length of the interruption period. Note that the game element determination unit 112 may determine the change content for each type of game element.
[0098] Further, the game element determination unit 112 may determine the game element based on the analysis result by the analysis unit 116.
[0099] Also, the game element determination unit 112 may determine game elements based on the analysis result by the analysis unit 116 and the game play information up to the time when the player's game play is interrupted.
[0100] Also, the game element determination unit 112 may change the content of the game elements according to at least one of the type of the privilege option and the settlement amount of the privilege option.
[0101] When the parameter control unit 113 accepts the use of a game element based on the player's operation information or based on computer control (CPU control), the parameter control unit 113 changes the parameters of the object associated with the player based on the game element.
[0102] Also, when the parameter control unit 113 accepts the use of a game element, the parameter control unit 113 may change the parameters of the object associated with the player according to the type of the game element.
[0103] Also, when the parameter control unit 113 accepts the use of a game element, the parameter control unit 113 may change the parameters of the object associated with the player based on the type of the game element and whether a predetermined condition is satisfied.
[0104] Also, the parameter control unit 113 may totalize the game play information of each player participating in the game mode and change the parameters of the object associated with the player based on the totalization result (totalization information).
[0105] Also, when it is determined that the settlement of the privilege option is being performed, the parameter control unit 113 may accept the use of a game element. Then, when the game element is accepted, the parameter control unit 113 may change the parameters of the object based on the game element.
[0106] The selection processing unit 114 performs a process of selecting any one of a plurality of game media by lottery. For example, when receiving the use of a game element, the selection processing unit 114 may determine the lottery probability of the lottery based on the type of the game element.
[0107] When receiving the use of a game element, the expiration control unit 115 sets the expiration date of the game element according to the type of the game element.
[0108] The analysis unit 116 performs a process of analyzing the growth elements of other players during the interruption period. For example, the analysis unit 116 may perform a process of analyzing the growth elements (for example, level, number of items acquired) of other players based on the game play information (for example, level) at the time of interruption of the player's game play.
[0109] The settlement determination unit 117 determines whether or not the settlement (charging) of the privilege option is being performed.
[0110] [3] Terminal device Next, the terminal device 20 of the present embodiment will be described with reference to FIG. 3. Note that FIG. 3 is an example of a functional block diagram showing the configuration of the terminal device in the present embodiment. Also, the terminal device 20 of the present embodiment may have a configuration in which some of the components (each part) in FIG. 3 are omitted.
[0111] The input unit 260 is for a player to input operation data, and its function can be realized by a touch panel or a touch panel type display or the like. That is, the input unit 260 includes a detection unit 262 capable of detecting two-dimensional instruction position coordinates (x, y) on the screen where an image is displayed. For example, the input unit 260 includes a detection unit 262 capable of detecting two-dimensional contact position coordinates (x, y) in the contact detection area (touch panel).
[0112] Note that the contact operation on the display screen (hereinafter referred to as "touch panel" except in special cases) may be performed using a fingertip or an input device such as a touch pen.
[0113] In addition, the input unit 260 may include buttons, levers, keyboards, steering wheels, microphones, acceleration sensors, etc. that can input operation information (operation signals) other than the instruction position.
[0114] The storage unit 270 is a work area such as the processing unit 200 and the communication unit 296, and its function can be realized by RAM (VRAM), etc. And the storage unit 270 of the present embodiment includes a main storage unit 271 used as a work area and an image buffer 272 in which the final display image, etc. is stored. Note that a configuration in which some of these are omitted may be adopted, or the storage unit 140 of the server device 10 may constitute a part of them.
[0115] The information storage medium 280 (a medium readable by a computer) stores programs, data, etc., and its function can be realized by an optical disk (CD, DVD), a magneto-optical disk (MO), a magnetic disk, a hard disk, a magnetic tape, or a memory (ROM), etc.
[0116] In addition, the information storage medium 280 can store a program (a program for causing a computer to execute the processing of each part) for causing a computer to function as each part of the present embodiment. Note that the processing unit 200 performs various processes of the present embodiment based on the programs (data) stored in the information storage medium 280, as will be described later.
[0117] The display unit 290 outputs the image generated according to the present embodiment, and its function can be realized by a CRT, an LCD, a touch panel type display, or an HMD (head-mounted display), etc.
[0118] In particular, in the present embodiment, the display unit 290 also functions as an input unit 260 through which a player performs game operations by using a touch panel display. Here, as the touch panel, for example, a touch panel such as a resistive film method (4-wire type, 5-wire type), a capacitance method, an electromagnetic induction method, a surface acoustic wave method, an infrared scanning method, etc. can be used.
[0119] The sound output unit 292 outputs the sound generated according to the present embodiment, and its function can be realized by a speaker, headphones, or the like.
[0120] The communication unit 296 performs various controls for communicating with an external device (for example, the server device 10 or another terminal device 20), and its function can be realized by hardware such as various processors or communication ASICs, programs, or the like.
[0121] Note that the terminal device 20 may receive, via a network, a program and data for causing a computer to function as each unit of the present embodiment stored in the information storage medium 180 and the storage unit 140 of the server device 10, and store the received program and data in the information storage medium 280 and the storage unit 270. Even when the terminal device 20 is caused to function by receiving such a program and data, it can be included within the scope of the present invention.
[0122] The processing unit 200 (processor) performs processes such as game processing, image generation processing, or sound generation processing in conjunction with the server device 10 based on input data, programs, etc. from the input unit 260.
[0123] In particular, in the present embodiment, as game processing, there are included processes for starting a game when game start conditions are satisfied, processes for advancing the game, processes for arranging objects such as a player character (for example, the player character CA associated with the player PA), an enemy character CE, etc., processes for displaying the objects, processes for calculating game results, or processes for ending the game when game end conditions are satisfied.
[0124] Further, the processing unit 200 performs various processes using the storage unit 270 as a work area. The functions of the processing unit 200 can be realized by hardware such as various processors (CPU, DSP, etc.), ASIC (gate array, etc.), or programs.
[0125] The processing unit 200 includes a communication control unit 210, a Web browser 211, a game processing unit 212, a display control unit 213, a drawing unit 220, and a sound processing unit 230. Note that a configuration in which some of these are omitted may also be used.
[0126] The communication control unit 210 performs processes of transmitting and receiving data to and from the server device 10 respectively. Further, the communication control unit 210 performs processes of storing the data received from the server device 10 in the storage unit 270, analyzing the received data, and other control processes related to data transmission and reception.
[0127] Note that the communication control unit 210 may perform processes of storing and managing the destination information (IP address, port number) of the server device 10 in the information storage medium 280. And the communication control unit 210 may perform communication with the server device 10 when receiving input information for starting communication from the player.
[0128] In particular, the communication control unit 210 performs processes of transmitting the player's identification information and operation information to the server device 10 and receiving data (player's Web page, game screen, etc.) from the server device 10.
[0129] Note that the communication control unit 210 may perform data transmission and reception with the server device 10 at a predetermined cycle, or may perform data transmission and reception with the server device 10 when receiving input information from the input unit 260. In particular, the communication control unit 210 of the present embodiment performs processes of receiving given screen information (for example, information of a game screen, a guide screen, etc.) from the server device 10.
[0130] The web browser 211 is an application program for viewing web pages (game screens), which downloads HTML files, image files, etc. from a web server (server device 10), analyzes the layout, and controls the display. Also, the web browser 211 uses input forms (links, buttons, text boxes, etc.) to send data to the web server (server device 10).
[0131] The web browser 211 of this embodiment can implement browser games. For example, the web browser 211 may execute programs described in JavaScript (registered trademark), FLASH (registered trademark), Java (registered trademark), etc. received from a web server (server device 10).
[0132] The terminal device 20 can display information from a web server specified by a URL (abbreviation of Uniform Resource Locator) via the internet by the web browser 211. For example, the terminal device 20 can cause the web browser 211 to display a game screen (data such as HTML) received from the server device 10.
[0133] The game processing unit 212 performs various game processes. For example, there are processes such as starting the game when the game start condition is satisfied, advancing the game, and ending the game when the game end condition is satisfied.
[0134] And the game processing unit 212 may perform a process of arranging and setting various objects (objects composed of primitives such as polygons, free-form surfaces, or subdivision surfaces) representing display objects such as player characters, buildings, stadiums, cars, trees, pillars, walls, and maps (terrain) in the object space.
[0135] Here, the object space is a virtual space that includes both two-dimensional and three-dimensional spaces. The two-dimensional space is a space where an object is arranged, for example, in two-dimensional coordinates (X, Y), and the three-dimensional space is a space where an object is arranged, for example, in three-dimensional coordinates (X, Y, Z).
[0136] In addition, the game processing unit 212 performs game processing (such as processing for a battle game, etc.), lottery processing, etc. based on the player input information input by the input unit 260.
[0137] For example, the terminal device 20 may send a lottery request to the server device 10, and the server device 10 may be controlled to perform lottery processing when it receives the lottery request from the terminal device 20.
[0138] In addition, the game processing unit 212 may be executed in conjunction with the server device 10, or a part or all of it may be formed in the server device 10.
[0139] In addition, the display control unit 213 performs processing to display the game screen on the display unit 290. For example, the display control unit 213 may display using the web browser 211. That is, the display control unit 213 causes the display unit 290 to display information necessary during the game based on the information transmitted from the server device 10. For example, the terminal device 20 displays the display information of the game screen received from the server device 10.
[0140] The drawing unit 220 performs drawing processing based on various processes (such as game processing) performed by the processing unit 200, thereby generating an image and outputting it to the display unit 290 by the display control unit 213. The image generated by the drawing unit 220 may be a so-called two-dimensional image or a so-called three-dimensional image.
[0141] The sound processing unit 230 performs sound processing based on the results of various processes performed by the processing unit 200, generates game sounds such as BGM, sound effects, or voices, and outputs them to the sound output unit 292.
[0142] [4] Summary In this embodiment, a role-playing game (hereinafter referred to as an RPG game) is concerned, in which a player participating in the game operates a character associated with the player (hereinafter referred to as a player character) and aims to achieve the goal by overcoming missions (quests, adventures, explorations, battles against enemy characters, etc.) given in a fictional game situation.
[0143] In the RPG game of this embodiment, the player character obtains experience points through missions and raises the level of the player character, thereby growing the player character. Furthermore, as the player character grows, the action range (map) to be explored in the game space can be expanded.
[0144] In particular, in this embodiment, based on the interruption period of the player's game play, a process of imparting the game element to the player is performed. For example, in this embodiment, based on the interruption period, a game element that increases the attack power is imparted to the player, and based on the game element, the parameter of the attack power of the object is changed to increase. In this way, a player who has fallen behind by interrupting the game play can easily catch up with other players whose games are progressing ahead of himself. Thus, the game system of this embodiment has the effect of preventing the player from leaving the game.
[0145] [5] Explanation of the interruption period First, the interruption period of this embodiment will be described with reference to FIG. 4. In this embodiment, the "interruption period" is a period Tb from the timing T1 when the player interrupts the game play of a predetermined game mode to the timing T2 when resuming. The interruption period may be rephrased as a pause period or a log-off period.
[0146] Here, "interrupting" game play means stopping game play midway, ending game play, etc. The timing T1 at which the player interrupts game play is the timing at which the player last interrupted game play. In other words, it is the most recent timing of interruption relative to the current time.
[0147] The server device 10 stores information on the timing T1 at which the player stopped playing and the timing T2 at which the player restarts playing in the player information storage unit 146 for each player. In other words, the server device 10 stores the history of the timing T1 at which each player stopped playing the game and the timing T2 at which the player restarted playing the game. The history of the match T0 and the game play period Ta may also be stored.
[0148] Then, the server device 10 calculates the interruption period Tb from the interruption timing T1 to the restart timing T2 of the last game play.
[0149] For example, in this embodiment, various events are prepared, such as an event EA in which a player character (an example of an object associated with a player) operated by a player plays a treasure hunt game, and an event EB in which a player character plays a battle game against an enemy character. In this case, when a player interrupts game play of an event EA (an example of a predetermined game mode), the "interruption period" is a period Tb from the timing T1 at which the event EA is interrupted to the timing T2 at which the event EA is resumed. Note that there may be a situation in which the player is playing a different event EB during the interruption period Tb.
[0150] Also, the "interruption period" may mean a log-off period. In other words, when a player logs off from a game play in a logged-in state (an example of a predetermined game mode), the "interruption period" is a period Tb from the timing T1 of the log-off to the timing T2 of the player logging in again. In other words, the interruption may mean the log-off, and the resumption may mean the login.
[0151] Further, the "interruption period" may mean a period when the power is off. That is, when the player changes the game play in the power-on state (an example of a predetermined game mode) to the power-off state, the "interruption period" is the period Tb from the power-off timing T1 to the power-on timing T2 again. That is, interruption means turning off (powering off, shutting down) the power of the terminal device 20 operated by the player, and resumption may mean turning on (powering on, starting up) the power.
[0152] [6] Explanation of Game Elements Next, the game elements of the present embodiment will be described with reference to FIG. 5. Note that FIG. 5 is an example of information on game elements used in the present embodiment.
[0153] Here, the "game elements" are parameters (for example, points) that can be used in the game, virtual items, missions (dungeons, maps), events that occur in the game, rights, and the like. In other words, the game elements may be referred to as privileges, bonuses, service elements, or effect contents.
[0154] For example, the "item" is a character such as a player character, a game medium, a game card, a game object, a weapon, armor, a tool, a magic, etc. owned by the character.
[0155] And as shown in FIG. 5, there are a plurality of types of game elements such as type A, type B, and type C. The game system of the present embodiment stores the type, the target object, the type of the target parameter, the change amount, and the expiration period in the game element storage unit 148 of the server device 10 in association with the game element ID.
[0156] That is, in the present embodiment, the content is determined for each type of game element. When the server device 10 receives the use of a game element, it changes the target parameter of the target object according to the change amount based on the content corresponding to the type of the game element.
[0157] Here, the "target object" is an object on which game elements can be used. For example, it can be the designation of a player character or a specific item (such as Item 1, Item 2, etc.). Note that there may be cases where the target object is not specified.
[0158] Also, the "target parameter" is the parameter of the target when using game elements. For example, it is the target parameter when using game elements classified by characteristics such as attack power, defense power, recovery power, and speed.
[0159] Also, the "change amount" indicates the magnitude, degree, extent, rate of change, etc. of the change in the parameters of the target object.
[0160] Also, the "valid period" is the valid period when the game element is used for the target object, and the timing of the valid period starts based on a given timing (for example, when the game element is used).
[0161] To explain with a specific example, for example, the game element of type A with game element ID = 001 increases the attack power of the player character by 10% and is a game element valid for 1 day from the time of using the game element.
[0162] Also, the game element of type B with game element ID = 002 increases the defense power of the object of Item 1 by 20 (adds 20) and is a game element valid for 2 days from the time of using the game element.
[0163] Also, for the game element of type C with game element ID = 003, the target object is not specified. The game element of type C doubles the growth effect and is a game element valid for 3 days from the time of using the game element.
[0164] For example, the growth effect relates to the increase in experience points and levels obtained in a given game (such as an event or a dungeon). The target of the growth effect is mainly the player character, but if an item has experience points, that item also becomes the target of the growth effect.
[0165] For example, usually, assume that the experience points obtained when a player character clears a dungeon game is "10". In such a case, when clearing the dungeon using a type C game element, the obtained experience points shall be doubled to "20".
[0166] Although not shown in the figure, when the "game element" relates to a mission (dungeon, map), it may be something that reduces the number of enemy characters appearing in the mission. For example, the type J game element with game element ID = 020 sets the reduction number of enemy characters in the mission to "1" and the effective period to 1 day. In such a case, control is performed to reduce the number of enemy characters appearing in the mission by 1 for 1 day from the time of using the game element. For example, when the normal number of enemy characters in the mission is "5", the number of enemy characters is set to "4" at the time of using the game element.
[0167] Also, when the "game element" relates to an event, it may be something that varies the experience points that can be obtained when the objective of the event is achieved. For example, the type K game element with game element ID = 021 multiplies the obtained experience points at the time of achieving the event objective by 5 and sets the effective period to 1 day. In such a case, the obtained experience points at the time of achieving the event are multiplied by 5 for 1 day from the time of using the game element.
[0168] [7] Granting of Game Elements In this embodiment, when the player interrupts and then resumes the game play, a process of granting the game element to the player is performed based on the interruption period from the interruption to the resumption. This is done. That is, since the player acquires game elements according to the interruption period, even if other players are advancing the game first, the player can catch up with other players quickly by using the game elements.
[0169] As shown in FIG. 4, the timing at which the server device 10 grants game elements to the player is the restart time T2 of the game play, but it may also be a given timing after the restart time T2.
[0170] Also, in the present embodiment, performing the process of granting game elements to the player based on the interruption period may mean granting game elements to the player with a 100% probability, or may mean granting game elements to the player with a given granting probability (for example, with a 50% probability).
[0171] For example, as shown in FIG. 6, the granting probability may be increased as the interruption period becomes longer. That is, when the interruption period is 0, the granting probability is set to 0%, and the granting probability is increased as the interruption period becomes longer. And for players whose interruption period is 30 days or more, game elements are granted with a 100% granting probability.
[0172] [8] Method for determining game elements In the present embodiment, game elements determined based on the interruption period are granted. For example, the server device 10 determines, for each player, the game elements to be granted to the player based on the interruption period from the interruption to the restart when the player resumes the game play.
[0173] For example, the server device 10 determines the game elements to be granted to the player by varying at least one of the quantity and type of the game elements to be granted to the player according to the length of the interruption period.
[0174] Here, the "quantity of game elements to be granted" refers to, for example, the value of points to be granted, or the number of game elements or items to be granted. Points can be used in the game. For example, by consuming a predetermined number of points in the game, an item can be obtained or a predetermined service can be used.
[0175] Also, the "type of game elements to be granted" refers to, for example, the classification of game elements, which is an attribute of the effects in the game.
[0176] [8.1] Method for determining the quantity of game elements The server device 10 of this embodiment determines the game elements to be granted to the player. In particular, in this embodiment, the quantity of game elements to be granted to the player may be determined according to the length of the interruption period.
[0177] For example, when the interruption period Tb is within 1 day (within 24 hours) (Tb ≤ 1), the server device 10 sets the number of game elements to be granted to the player to 1; when the interruption period exceeds 1 day and is within 2 days (1 < Tb ≤ 2), the number of game elements to be granted to the player is set to 2; when the interruption period exceeds 3 days and is within 4 days (3 < Tb ≤ 4), the number of game elements to be granted to the player is set to 3; and when the interruption period exceeds 4 days (4 < Tb), the number of game elements to be granted to the player is determined to be 4.
[0178] In this way, by increasing the quantity of game elements to be granted to the player as the interruption period becomes longer, the player can be motivated to resume the game play.
[0179] Also, since the player can obtain a larger quantity of game elements as the interruption period becomes longer, even if other players have advanced the game first, the player can catch up with other players by using a larger quantity of these game elements.
[0180] Note that the server device 10 may also determine the value of points such that the value of points increases as the length of the interruption period becomes longer, similar to the method for determining the quantity of game elements.
[0181] [8.2] Method for determining the type of game element In addition, in this embodiment, the type of game element to be given to the player may be determined according to the length of the interruption period.
[0182] For example, when the interruption period Tb is within 1 day (within 24 hours) (Tb ≤ 1), the server device 10 sets the game element to be given to the player as type A (a game element with a 10% increase in attack power). When the interruption period exceeds 1 day and is within 2 days (1 < Tb ≤ 2), the game element to be given to the player is set as type D (a game element with a 20% increase in attack power). When the interruption period exceeds 3 days and is within 4 days (3 < Tb ≤ 4), the game element to be given to the player is set as type E (a game element with a 30% increase in attack power). When the interruption period exceeds 4 days (4 < Tb), the game element to be given to the player is determined as type F (a game element with a 40% increase in attack power).
[0183] In this way, by making the type of game element given to the player more advantageous for game progress (for example, a game element with stronger attack power) as the interruption period is longer, the player can be motivated to resume the game play.
[0184] [8.3] Method for determining the quantity and type of game element Note that the server device 10 may determine the type of game element to be given to the player and the quantity of that type according to the length of the interruption period.
[0185] For example, when the interruption period Tb is within 1 day (within 24 hours) (Tb ≦ 1), the server device 10 sets the quantity of game elements given to the player to 1 and sets the type of game element to type A. When the interruption period exceeds 1 day and is within 2 days (1 < Tb ≦ 2), two game elements of type D with an increased attack power increase rate (game elements with an attack power increase of 20%) are given. When the interruption period exceeds 3 days and is within 4 days (3 < Tb ≦ 4), three game elements of type E with an increased attack power increase rate (game elements with an attack power increase of 30%) are given. When the interruption period exceeds 4 days (4 < Tb), four game elements of type F with an increased attack power increase rate (game elements with an attack power increase of 40%) are given.
[0186] Also, the server device may increase the types given to the player according to the length of the interruption period.
[0187] For example, when the interruption period Tb is within 1 day (within 24 hours) (Tb ≦ 1), the server device 10 sets the quantity of game elements given to the player to 1 and sets the type of game element to type A. When the interruption period exceeds 1 day and is within 2 days (1 < Tb ≦ 2), the quantity of game elements given to the player is set to 2, and the types of game elements are set to type A and type D. When the interruption period exceeds 3 days and is within 4 days (3 < Tb ≦ 4), the quantity of game elements given to the player is set to 3, and the types of game elements are set to type A, type D, and type E. When the interruption period exceeds 4 days (4 < Tb), the quantity of game elements given to the player is set to 4, and the types of game elements are set to type A, type D, type E, and type F.
[0188] Also, for a player with an interruption period of 30 days or more, the server device 10 sets the quantity of game elements given to the player to 5, and the types of game elements are set to type A, type D, type E, type F, and type X (for example, a game element that sets the opponent's defense power to 0 and doubles the attack power).
[0189] [9] Management of Given Game Elements The server device 10 of the present embodiment performs a process of registering (storing) information on game elements given to each player in association with the player ID for each player in the game element storage unit 148. That is, "giving" means storing in the game element storage unit 148, and the server device 10 stores information on each game element given to each player in association with the player ID in the game element storage unit 148 for each player.
[0190] FIG. 7 shows an example of game elements given to player PA. Each game element has a usage flag and an expiration date set.
[0191] The usage flag is a flag indicating whether the game element has been used. If it has not been used, it is "0", and if it has been used, it is updated to "1". The initial value is set to "0".
[0192]
[10] Expiration date The server device 10 of the present embodiment manages the expiration date of each game element given to each player in association with the player ID for each player in the game element storage unit 148.
[0193] That is, for game elements whose expiration date has passed, the server device invalidates the game elements. That is, for game elements whose expiration date has passed, control is performed so that parameter changes are not made based on the content of the game elements.
[0194] Note that the expiration date is the expiration date of the game element, and is measured based on the timing when an instruction to use the game element is given based on player or computer (CPU) control. For example, when the expiration period of the game element with game element ID = 001 is one day, and player PA gives an instruction to use the game element with game element ID = 001 at 20:10:00 on July 15, 2020, the expiration date of the game element is set to 20:10:00 on July 16, 2020.
[0195] In this way, in this embodiment, a player who has interrupted the gameplay can recover the delay by using game elements. However, by setting an expiration date for the game elements, it is ensured that the player does not overly advantageously progress the game.
[0196] Note that in this embodiment, when a given prohibition condition is satisfied, parameter changes based on game elements may be prohibited regardless of the expiration date. The prohibition condition is the case where the level of the player or the player character reaches a predetermined level (for example, the average value of the levels).
[0197] Also, the effect that can be enjoyed by using the game element may be attenuated according to the passage of time from the start timing of using the game element to the expiration date. For example, the server device 10 increases the attack power of the player character by 10% at the start timing of using a game element of type A with game element ID = 001, and gradually decreases the increase rate of the attack power to 9%, 8%, 7%, etc. according to the passage of time, and sets the increase rate of the attack power to 0% at the expiration timing of the expiration date.
[0198] Also, in this embodiment, there may be game elements without an expiration date. For example, there may be game elements whose parameters can be changed indefinitely. There may be game elements whose parameters can be changed indefinitely.
[0199] Further, the server device 10 may set (update) the expiration date so that the effective period of parameter fluctuations of the game element becomes longer according to the length of the interruption period. For example, when player PA gives an instruction to use a game element with game element ID = 001 at 20:10:00 on July 15, 2020, and the interruption period is less than 1 day, the expiration date of the game element is set to 20:10:00 on July 16, 2020; when the interruption period is 1 day or more and less than 2 days, the expiration date of the game element is set to 20:10:00 on July 17, 2020; when the interruption period is 3 days or more, the expiration date of the game element is set to 20:10:00 on July 18, 2020.
[0200]
[11] Change of parameters [11.1] Use of game elements based on player operation information In this embodiment, when accepting the use of a game element based on the operation information of the player, the parameters of the object are changed based on the game element.
[0201] For example, as shown in FIG. 4, when the server device 10 accepts the use of a game element at a given timing T3 after the game play restart timing T2, the parameters of the object are changed based on the type of the game element.
[0202] For example, assume that the terminal device 20 of the player PA receives an instruction to use a game element with a game element ID = 001 (type A) based on the operation information of the player PA. Then, the terminal device 20 of the player PA transmits the information of the use instruction to the server device 10. Note that the information of the use instruction is the game element ID (for example, 001 (type A)) of the game element to be used and the quantity of using the game element.
[0203] Then, the server device 10 receives the information of the use instruction from the terminal device 20. For example, when receiving the information of the use instruction to use one game element with a game element ID = 001 (type A), if it is unused (use flag = 0), the use flag of one game element with a game element ID = 001 (type A) is updated to 1, and based on the expiration period (for example, one day) of the game element with a game element ID = 001 (type A), an expiration date is set based on the time point when the information of the use instruction of the game element with a game element ID = 001 (type A) is received.
[0204] Then, in this embodiment, until the expiration date of the game element with a game element ID = 001 (type A) arrives, parameter change processing is performed based on the content of the game element with a game element ID = 001 (type A).
[0205] Specifically explaining parameter changes, for example, the game element of type A with game element ID = 001 increases the attack power of the player character by 10%. Therefore, the attack power of the player character CA targeted by player PA's operation is increased by 10%. That is, assuming the attack power of player character CA when not using the game element with game element ID = 001 is 100. In such a case, when player character CA uses the game element with game element ID = 001, the parameter of the attack power is changed so that the attack power of player character CA becomes 110.
[0206] In addition, when consuming a game element, without setting an expiration date, after changing the parameters based on the content of the game element ID = 001 (type A), the use of the game element is prohibited by the number of uses of the game element ID = 001 (type A). For example, for the convenience of management, the server device 10 may store the available number in association with the game element ID. For example, when a game element is granted, the available number of the game element ID is added by the granted quantity, and each time the game element is used, the number of uses is subtracted from the available number. The quantity thus added, and each time the game element is used, the number of uses is subtracted from the available number.
[0207] [11.2] Use of game elements based on computer control The server device 10 may automatically accept the use of game elements under computer (CPU) control regardless of the player's operation information.
[0208] The timing at which the server device 10 issues an instruction to use a game element may be when the game play resumes. For example, when the game play resumes, if there is a game element whose target parameter to be changed is the attack power (for example, game element ID = 001, etc.), the server device 10 accepts the instruction to use the game element and performs a process of changing the parameter of the attack power based on the game element.
[0209] Further, the server device 10 may give an instruction to use a game element at a timing that satisfies a predetermined usage condition. For example, at the timing when the physical strength value (HP value) of the player character becomes equal to or less than a predetermined value, an instruction to use a game element for increasing the attack power of the player character is given, and a change process for increasing the attack power of the player character is performed.
[0210]
[12] Predetermined conditions When the server device 10 receives the use of a game element, it may change the parameters of the object based on the type of the game element and whether or not a predetermined condition is satisfied.
[0211] Here, the "predetermined condition" means (A) that the game situation has become a predetermined situation (for example, the level of the object associated with the player has become equal to or higher than a predetermined value), (B) that the billing situation has become a predetermined situation (for example, the billing amount has become equal to or higher than a predetermined amount), (C) that the play frequency has become a predetermined frequency (for example, the number of game times (login times or the number of starts of a predetermined game mode) per month has become a predetermined number), (D) that the lottery situation has become a predetermined situation (for example, the result of the lottery process is a winning).
[0212] That is, the server device 10 may change the parameters of the object based on the type of the game element for which the use instruction has been received from the player when at least one of the conditions (A) to (D) above is satisfied. Note that, for each type of game element, the conditions for using the game element may be determined in advance. For example, for the server device 10, the condition for using the game element ID = 001 (type A) is that (A) the game situation has become a predetermined situation. Also, the condition for using the game element ID = 002 (type B) is that (B) the billing situation has become a predetermined situation. Also, the condition for using the game element ID = 003 (type C) is that (C) the play frequency has become a predetermined frequency. Also, the condition for using the game element ID = 004 (type D) is that (D) the lottery situation has become a predetermined situation.
[0213]
[13] Extraction probability The server device performs a process of selecting any one of a plurality of game media (for example, items) by extraction. In such a case, when the server device 10 receives the use of a game element, it may determine the extraction probability of the extraction based on the type of the game element.
[0214] For example, the server device 10 sets the extraction probability when the game element is not used to 5%. And when the server device 10 receives the use of the game element ID = 001 (type A), it sets the extraction probability to 10% which is 5% higher. Also, when the use of the game element ID = 002 (type B ) is received, the extraction probability is set to 15% which is 10% higher. Also, when the use of the game element ID = 003 (type C) is received, the extraction probability is set to 20% which is 15% higher. Also, when the use of the game element ID = 004 (type D) is received, the extraction probability is set to 25% which is 20% higher.
[0215]
[14] Parameter change based on the aggregation result of game play information The server device 10 aggregates the game play information of each player participating in a predetermined game mode, and may change (correct) the parameters (attack power, defense power, etc.) of the object based on the aggregation result (aggregation information).
[0216] Note that the game play information is data indicating the progress degree of each player (each player character), and is, for example, a level or the like.
[0217] For example, the server device 10 aggregates the levels of each player, and calculates the average value of the levels, the variance of the levels (degree of variation), and the standard deviation of the levels (degree of deviation from the average value). Note that the server device 10 stores the game play information (e.g., level) of each player in the player information storage unit 146. Further, the server device 10 stores the calculated aggregation result (e.g., average value, variance, standard deviation of the levels) in the aggregation information storage unit 149. Also, the server device 10 stores (updates) the game play information and the aggregation result of each player at a predetermined period (e.g., in units of 1 minute or 1 hour). Further, the server device 10 may store the history of the game play information and the aggregation result in the aggregation information storage unit 149.
[0218] Then, when the level of the player character CA of the player PA who has resumed the game play is lower than the average value (e.g., 50), the server device 10 increases the attack power so that the level of the player character CA approaches the average value. That is, the server device 10 automatically increases the attack power of the player character CA by the computer according to the interruption period of the player PA.
[0219] The increase rate of the attack power may be determined based on the standard deviation. For example, if the average value is 50 and the standard deviation is 10, it is considered that there are many characters with levels within the range of 10 based on the average value. Therefore, the increase rate of the attack power is determined so that the level of the player character CA falls within the value range based on the average value and the standard deviation (e.g., the value range of 40 to 60). For example, when the level of the player character CA is less than 10, the increase rate of the attack power is set to 30%, when the level of the player character CA is 10 or more and less than 40, the increase rate of the attack power is set to 20%, and when the level of the player character CA is 10 or more and less than 50 (less than the average value), the increase rate of the attack power is set to 10%.
[0220] Also, when the game play resumes, if the level of the player character CA of the player PA is equal to or higher than the average value (e.g., 50), the server device 10 controls so that the computer does not automatically increase the attack power.
[0221] In this way, it is possible to give the player an incentive to resume gameplay, and furthermore, it is possible to prevent the player from leaving the game.
[0222] Further, the server device 10 may be controlled so as not to increase the attack power for players whose level is higher than a predetermined value (for example, the average value).
[0223] In addition, when the game device 20 performs the game control offline, aggregated information (such as the average value, variance, standard deviation, etc.) may be stored in the storage unit in advance, and based on the aggregated information, parameters of the object (attack power, defense power, etc.) may be changed (corrected).
[0224] Note that the server device 10 may change parameters based on the aggregation result of game play information regardless of the granting or use of game elements.
[0225] Further, when the server device 10 receives an instruction to use a game element, the server device 10 may further change the parameter to be changed for the game element based on the aggregation result of game play information. For example, since the target parameter of game element type A is "attack power", the increase rate of the attack power is changed based on the aggregation result of game play information. Game element type A has an attack power increase rate of 10%, but based on the aggregation result of game play information, the attack power increase rate may be further changed. Also, for example, since the target parameter of game element type B is "defense power", the increase rate of the defense power is changed based on the aggregation result of game play information. Game element type B adds 20 to the defense power, but based on the aggregation result of game play information, the added value of the defense power may be further changed.
[0226]
[15] Display control When a game element is granted, the server device 10 may control to display information indicating that the game element has been granted on the player's terminal device 20. Note that "displaying" information means notifying the information to the player (the player's terminal device 20) and providing (presenting) the information to the player (the player's terminal device 20).
[0227] FIG. 8 shows an example of the game screen Sc1 of the player PA's terminal device 20. For example, when the server device 10 grants a type A game element to the player PA, the server device 10 controls to display information indicating that the game element has been granted on the game screen Sc1.
[0228] The information indicating that a game element has been granted is information A1 saying "A game element has been granted" and information A2 regarding the type of the game element (for example, type A or information such as the content of type A "Attack power +10%").
[0229] Also, when the server device 10 changes the parameters of an object based on a game element, the server device 10 may control to display information regarding the change in the parameters on the player's terminal device 20.
[0230] FIG. 9 shows an example of the game screen Sc2 of the player PA's terminal device 20. For example, when the server device 10 increases the attack power of the player PA's player character CA by 10% based on a type A game element, as shown in FIG. 9, the server device 10 controls to display on the player PA's terminal device 20 information regarding the change in the parameters of the player character CA (for example, information B1 on the service content such as "Chasing service in progress" and change information B2 on the parameters such as "Attack power +10%").
[0231]
[16] Preferential Option [16.1] Explanation of Preferential Option First, the preferential option will be explained. The preferential option is a service that allows a player to receive preferential treatment. The preferential option may also be referred to as a subscription.
[0232] The server device 10 executes preferential processing for players with preferential options set, and controls not to execute preferential processing for players without preferential options set. Note that the "player with preferential options set" may be referred to as the "option-set player", and the "player without preferential options set" may be referred to as the "non-option-set player". set player".
[0233] The target of the preferential processing is a player with preferential options set or an object (such as a player character) that is the operation target of the player.
[0234] Also, the "preferential processing" is to enable various preferential contents to be enjoyed for a player with preferential options set or an object that is the operation target of the player. That is, the preferential processing is a process of providing preferential services.
[0235] In this embodiment, the server device 10 performs preferential processing within a given valid period (preferential period).
[0236] Also, when the server device 10 receives an acquisition instruction for preferential options from a player, it sets the preferential options for the player.
[0237] In this embodiment, the preferential options may be services to be settled (paid, chargeable). That is, the server device 10 may set the preferential options for the player when the player consumes the consideration corresponding to the preferential options.
[0238] When the preferential option is the service to be settled, the server device 10 presets the consideration (charge amount) corresponding to the preferential option. Then, when the server device 10 receives a settlement instruction (payment instruction) for the preferential option, it performs a process of consuming the consideration corresponding to the preferential option and sets the preferential option for the player. In addition, the server device 10 may be configured to automatically receive a settlement instruction for the preferential option of the next valid period at the end of the valid period when it has previously received an automatic settlement instruction from the player to continue using the preferential option of the next valid period at the end of the valid period of the preferential option.
[0239] Note that the processing related to the settlement of the server device 10 may be performed by a settlement server connected to the server device 10 via a network.
[0240] The process of consuming the consideration corresponding to the preferential option refers to consuming (subtracting) the consideration corresponding to the preferential option from in-game currency, virtual currency, points, etc. associated with the player ID, paying the consideration corresponding to the preferential option from the electronic money associated with the player ID, paying the consideration corresponding to the preferential option from the credit card associated with the player ID, and so on.
[0241] Also, there may be multiple types of preferential options. For example, there may be multiple types of preferential options with different preferential treatments and valid periods.
[0242] Also, when there are multiple types of preferential options, the consideration (charge amount) corresponding to each preferential option is preset. For example, the higher the preferential content (preferential effect) enjoyed by the player, the higher the consideration is set. Then, when the server device 10 or the settlement server receives a settlement instruction for the preferential option selected by the player from among the multiple preferential options, it performs a process of consuming the consideration corresponding to the preferential option and sets the preferential option for the player.
[0243] The validity period (preferential period) is a period (also referred to as a season) indicating the interval from the start timing of a predetermined game to the end timing of the predetermined game. Further, the validity period may be a period from the start timing of a predetermined game or the start timing of a predetermined event such as the start of a battle, until the timing at which an event such as the player character reaching the goal arrives. It may also be a period until the timing at which an event such as the player character reaching the goal arrives, associated with an event such as the start of a battle.
[0244] The preferential option information is stored in the player information storage unit 146. The preferential option information includes the player ID of each player and flag information (hereinafter referred to as "preferential option setting flag information") indicating whether the preferential option is set for each player. For example, for a player for whom the preferential option is set, the preferential option setting flag is set to "1" in association with the ID of the player, and for a player for whom the preferential option is not set, the preferential option setting flag is set to "0" in association with the ID of the player. When there are multiple preferential options, the preferential option setting flag is set for each preferential option.
[0245] [16.2] Preferential processing Then, the server device 10 executes preferential processing for the player for whom the preferential option is set. On the other hand, for the player for whom the preferential option is not set, it controls so as not to execute the preferential processing.
[0246] In this embodiment, as one of the preferential processing, processing for giving a game element to the player based on the interruption period of the player may be performed.
[0247] That is, the server device 10 determines whether the settlement of the preferential option has been performed for the player, and when it is determined that the settlement of the preferential option has been performed, based on the interruption period, it performs processing for giving the game element to the player as a privilege. The timing of giving the game element may be at the time of resuming the game play or at a given timing after the resumption.
[0248] By doing so, even for players who are charged for preferential options without playing the game, a service can be provided that does not give them a sense of loss.
[0249] Furthermore, in this embodiment, as one of the preferential processes, for players with preferential options set, the use of game elements may be accepted.
[0250] And when the server device 10 determines that the settlement of the preferential option is being performed and accepts the use of the game element, it changes the parameters of the object based on the game element.
[0251] For example, the server device 10 accepts the use of game elements based on the operation information of the player for players with preferential options set. Also, the server device 10 may accept the use of game elements automatically by the computer (CPU) regardless of the operation information of the player for players with preferential options set.
[0252] That is, when the server device 10 accepts the use of game elements for players with preferential options set based on the operation information of the player or computer control, it changes the parameters of the object based on the game element. For example, when the use of game element A is accepted from player PA with preferential options set, the attack power of player character CA of player PA can be increased by 10%.
[0253] By doing so, for players who have obtained preferential options, it is possible not to give them a sense of loss during the interruption period. Also, since the delay during the interruption period can be recovered, a service that can satisfy the players can be provided.
[0254] In addition, the server device 10 may perform a process of changing the content of the game element according to at least one of the type of the preferential option and the settlement amount of the preferential option.
[0255] For example, both the preferential option a and the preferential option b are assumed to perform a preferential process of granting game elements to the player and a preferential process of accepting the game elements based on the interruption period of the player. And it is assumed that the price of the preferential option a is 500 yen, and the price of the preferential option b is 250 yen.
[0256] Then, when the player PA resumes the game play after interrupting it, if the preferential option a is set for the player PA, a game element of type A (attack power increased by 10%) is granted, and if the preferential option b is set for the player PA, a game element of type G (attack power increased by 5%) is granted. That is, the game element of type G is inferior to the game element of type A.
[0257] In this embodiment, various processes may be performed so that a player with a preferential option set is provided with a more advantageous effect in the game than a player without a preferential option set. For example, when a player with a preferential option set and a player without a preferential option set clear the same mission, control may be performed so that a special item is granted to the player with the preferential option set and the special item is not granted to the player without the preferential option set.
[0258] [16.3] Acquisition guidance for preferential options The server device 10 may present acquisition guidance for preferential options to a player who has not set a preferential option and has resumed an interrupted game play.
[0259] FIG. 10 shows an example of a screen Sc3 including guidance information for acquiring a privilege option displayed on the terminal device 20 of player PA. For example, when the privilege option setting flag associated with the ID of player PA is "0", the server device 10 controls to display guidance information on the privilege option on the terminal device 20 of player PA when the game play of player PA resumes. The guidance information includes, for example, a message such as "Would you like to join the privilege option? The purchase price is 100 coins" and the charge amount information C1, game element information C2 such as "When you join the privilege option, a game element of type A (attack power increased by 10%) will be granted", a link for acquiring the privilege option instruction (a link for performing the purchase process of the privilege option) C3, and the like. Note that the guidance information on the privilege option may include the valid period of the privilege option.
[0260] [16.4] Others Note that although the privilege option has been described as a charging target, the privilege option may not be a charging target. That is, the privilege option may be free of charge.
[0261] In addition, the privilege option may be acquired by the player as a game item. For example, for "privilege option setting", the privilege option is set by using (consuming) the game item of the privilege option that the player already has. In such a case, when the game item of the privilege option is acquired, the privilege option may be set for the player simultaneously with the acquisition.
[0262] In addition, the privilege option may be acquired by the player as a "right to receive privileges" without going through a game item. For example, for "privilege option setting", the privilege option is set by enabling the right that the player already has. In such a case, when the right of the privilege option is acquired, the privilege option may be set for the player simultaneously with the acquisition.
[0263] Further, the privileged option may be an option that is acquired and set for the player by transfer from another player.
[0264] Also, the privileged option may be an option that is acquired and set for the player when the player wins in a lottery process.
[0265] Further, the privileged option may be one that is acquired and set for the player based on registration with a game membership or a platform service that provides the game.
[0266]
[17] Flowchart Next, with reference to FIG. 11, the flow of the process for changing the parameters of the server device 10 of the present embodiment will be described.
[0267] First, it is determined whether or not the player has interrupted the game play (step S1). That is, it is determined whether or not the player has interrupted the game play in a predetermined game mode.
[0268] If interrupted (Y in step S1), the timing of the interruption is stored in the storage unit in association with the player's ID (step S2).
[0269] Next, it is determined whether or not the player has resumed the game play (step S3). That is, for the predetermined game mode in which the player interrupted, it is determined whether or not the player has started the game play in that game mode again.
[0270] If resumed (Y in step S3), the timing of the resumption is stored in the storage unit in association with the player's ID (step S4).
[0271] Then, based on the interruption period from the interruption timing to the resumption timing, the game elements to be given to the player are determined (step S5). For example, the type and quantity of the game elements are determined according to the length of the interruption period.
[0272] Perform a process of assigning game elements to the player (step S6). For example, the server device 10 stores information on the game elements assigned to the player in the storage unit.
[0273] And when the use of a game element is accepted, based on the game element, change the parameters of the object associated with the player (step S7). For example, when the use of a type A game element that increases the attack power by 10% is accepted based on the player's operation information or computer control (CPU control), increase the attack power of the player character associated with the player by 10%. The process ends here.
[0274]
[18] Method for determining game elements based on analysis results In the present embodiment, during the interruption period when the player has interrupted the game play, information such as how much other players have grown, and how other players at the same level or approximately the same level as the interrupted self are currently growing and what kind of game play they are performing may be analyzed. Then, based on the analysis results, game elements (bonuses) may be determined and given to the player so that the player can catch up relatively easily.
[0275] First, the server device 10 records the game play information for each player in the storage unit in a state where time information is added. For example, at a predetermined cycle (for example, every minute), the game play information of each player is stored in the storage unit 140 (for example, the aggregation information storage unit 149) in association with the time. The game play information is growth elements such as the player's level, the level of each character owned by the player, and the items acquired by the player.
[0276] Then, the server device 10 analyzes the growth factors of other players during the interruption period of the player. For example, for the sake of convenience of explanation, taking player PA as an example, assume that player PA interrupts the game play at timing T1 and then resumes it at timing T2. Then, at the time T2 when player PA resumes the game play, the server device 10 acquires the game play information of other players during the period from the timing T1 when the game play was interrupted to the timing T2 when the game was resumed.
[0277] Here, other players are players whose levels are the same as or approximate to the level at the time T1 when player PA interrupts the game play, or players having a predetermined relationship with player PA (for example, friend players). The number of other players may be one or more, or may be a predetermined number (for example, 10).
[0278] That is, the server device 10 performs a process of analyzing the growth factors of other players based on the game play information (for example, level) at the time T1 when player PA interrupts the game play.
[0279] Hereinafter, taking the case where at the time T1 when player PA interrupts the game play, the levels of players PA, PB, and PC are "10", and players PB and PC are regarded as other players related to player PA as an example for explanation.
[0280] For example, the server device 10 analyzes the game play information of players PB and PC during the interruption period (during the period from T1 to T2) from the interruption time T1 to the resume time T2 of player PA's game play.
[0281] For example, the levels of players PB and PC at the time T1 when player PA interrupts the game play and the levels of players PB and PC at the time T2 when the game play is resumed are acquired.
[0282] Then, the server device 10 analyzes the increase values of the levels of players PB and PC during the interruption period of player PA. For example, during the interruption period of player PA, if the level of player PB increases from "10" to "12", the increase value of player PB is calculated as "2". Also, during the interruption period of player PA, if the level of player PC increases from "10" to "20", the increase value of player PC is calculated as "10".
[0283] Further, the server device 10 may calculate the average value of the increase values of the levels of players PB and PC during the interruption period of player PA. For example, the average value of the increase values of the levels of the other players PB and PC is "6".
[0284] Also, the server device 10 may calculate the increase values of the levels of each character owned by players PB and PC, and the average value of the increase values of the levels of each character during the interruption period of player PA.
[0285] Also, the server device 10 may calculate the acquired items of players PB and PC and the average value of the number of acquired items during the interruption period of player PA.
[0286] Then, the server device 10 determines the game elements to be given to player PA based on the analysis results.
[0287] For example, the server device 10 determines, based on the increase value "2" of player PB during the interruption period of player PA, that the game elements that can catch up with the level of player PB should be the game elements to be given to player PA. For example, an item that increases the attack power by 10% is determined as the game element to be given to player PA.
[0288] Note that the server device 10 may also determine the game elements that can catch up with the average levels of players PB and PC based on the average value "6" of the increase values of players PB and PC during the interruption period of player PA. For example, an item that increases the attack power by 30% is determined as the game element to be given to player PA.
[0289] Based on the analysis result value based on the analysis result, the server device 10 determines the parameters of the game elements to be given to the player PA.
[0290] For example, as the increase value (an example of the analysis result value) of the level of the player PB during the interruption period of the player PA increases, the parameters (attack power, defense power, recovery power, speed, etc.) of the game elements to be given to the player PA may be controlled to increase.
[0291] Note that the increase value of the level of the player PB is an example of the analysis result value. The analysis result value may be the number of items acquired by the player PB during the interruption period of the player PA. Also, the analysis result value is not limited to the value of a single player PB. For example, the analysis result value may be the average value of the increase values of the levels of a plurality of other players PB and PC, or the average value of the number of items acquired by the players PB and PC during the interruption period of the player PA.
[0292] Furthermore, the server device 10 may determine the game elements based on the analysis result of analyzing the game play information of other players during the interruption period of the player, and the game play information (for example, level, number of items acquired, etc.) until the game play of the player is interrupted.
[0293] For example, when the level of the player PA at the time T1 of the interruption of the game play is equal to or higher than a predetermined value (for example, level 80 or higher), it can be predicted that the player is highly skilled. On the other hand, when the level of the player PA at the time T1 of the interruption of the game play is less than the predetermined value (for example, less than level 10), it can be predicted that the player has low skill.
[0294] Therefore, the server device 10 may determine the game elements to be given based on the level of the player PA at the time T1 of the interruption of the game play. For example, the game elements given to a player with a level of 80 or higher may be items with lower parameters such as attack power than the game elements given to a player with a level of less than 10.
[0295] Specifically, while player PA is in an interruption period, as the analysis result value of other players (for example, the increased value of the level of player PB) increases, the parameters of the game elements given to player PA (attack power, defense power, recovery power, speed, etc.) are set to increase. Further, when the level of player PA at the game play interruption time T1 is equal to or higher than a predetermined value (for example, level 80 or higher), the parameters of the game elements are adjusted to decrease by 10%. When the level of player PA at the game play interruption time T1 is less than the predetermined value (for example, the level is less than 10), the parameters of the game elements are increased by 10%.
[0296] Also, when the number of item acquisitions by player PA until the game play interruption time T1 is such that there are many recovery items and attack items and few defense items, the server device 10 may determine the game elements for granting defense items.
[0297] Further, the server device 10 may predict the growth value of player PA after the game play restart time T2 based on the past game play information of player PA. Then, the server device 10 may determine the game elements for catching up with other players based on the analysis results of the game play information of players PB and PC and the predicted growth value of player PA.
[0298] For example, the server device 10 calculates, as the growth value, the increased value of the level per unit time (for example, 1 hour of game play) during the game play period from the start of the game of player PA until the game play interruption time T1. Then, based on the growth value of the level, the game elements are determined.
[0299] For example, while the player PA is in an interruption period, as the analysis result value of another player (e.g., the increase value of the level of player PB) during this period increases, the parameters of the game elements (attack power, defense power, recovery power, speed, etc.) given to player PA are set to increase. Further, when the growth value of player PA is equal to or greater than a predetermined value (e.g., 3 or more), the parameters of the game elements are controlled to decrease by 10%. When the growth value of player PA is less than the predetermined value (e.g., less than 1), the parameters of the game elements are increased by 10%.
[0300]
[19] Application Example [19.1] Number of Game Element Settings The server device 10 may be configured to provide a player with a preset number of game element settings in advance and assign game elements according to the number of settings.
[0301] For example, when the number of settings is 1, the server device 10 controls to assign only one game element and not allow the assignment of two or more game elements.
[0302] Further, when the server device 10 performs a charging process for increasing the number of settings from a player, the number of settings may be increased according to the amount of charge. For example, each time a charge (100 coins of in-game currency) is made, one setting number is increased.
[0303] Also, the server device 10 may associate the number of settings with the types of parameters of the game element targets. For example, the types of parameters are types of parameters that are affected by the use of game elements, such as "attack power", "defense power", "recovery power", "speed", etc.
[0304] And each time the server device performs a charge (e.g., a process that consumes 100 coins of in-game currency), different types of setting numbers may be increased. When the player has secured all types of setting numbers, the same type of setting number may be increased repeatedly.
[0305] In this way, the player can obtain a variety of game elements, and the willingness to resume the game play can be increased.
[0306] [19.2] Example of granting game elements If the server device 10 has game elements (for example, Christmas-limited specific items) that were uniformly granted to other players who were playing the game during the interruption period of player PA, when player PA resumes the game play, the server device 10 may grant the game elements to player PA.
[0307] [19.3] Processing without granting game elements The server device 10 of the present embodiment grants game elements to players based on the interruption period and varies the object associated with the player by using the game elements based on the operation information of the player or computer control (CPU control). However, it may perform processing that does not require game elements. For example, the server device 10 may vary the parameters of the object associated with the player based on the interruption period.
[0308] [19.4] Processing of the terminal device In the present embodiment, part or all of the processing performed by the server device 10 may be performed by the terminal device 20.
[0309]
[20] Others The present invention is not limited to what is described in the above embodiments, and various modifications can be made. For example, terms cited as broad or synonymous terms in the description in the specification or drawings can be replaced with broad or synonymous terms in other descriptions in the specification or drawings.
[0310] In the present embodiment, the game is not limited to an RPG game. For example, it can be used in action games, fighting games, sports games and other competitive games, music games, breeding games, and other simulation games.
[0311] The present invention includes a configuration that is substantially the same as the configuration described in the embodiments (for example, a configuration having the same functions, methods, and results, or a configuration having the same objectives and effects). The present invention also includes a configuration in which non-essential parts of the configuration described in the embodiments are replaced. The present invention further includes a configuration that exhibits the same operational effects as the configuration described in the embodiments or a configuration that can achieve the same objective. The present invention also includes a configuration in which known technologies are added to the configuration described in the embodiments.
[0312] As described above, although the embodiments of the present invention have been described in detail, those skilled in the art will easily understand that many modifications can be made without substantially departing from the novel matters and effects of the present invention. Therefore, all such modifications are intended to be included within the scope of the present invention.
Explanation of Reference Numerals
[0313] 10 Server device 20, 20A, 20B, 20C Terminal devices, 100 Processing unit, 101 Communication control unit, 102 Web processing unit, 103 Game control unit, 104 Timer management unit, 107 Display control unit, 111 Game element adding unit, 112 Game element determining unit, 113 Parameter control unit, 114 Selection processing unit, 115 Time limit control unit, 116 Analysis unit, 117 Settlement determination unit, 140 Storage unit, 142 Main storage unit, 144 Game data storage unit, 146 Player information storage unit, 148 Game element storage unit, 149 Aggregate information storage unit, 180 Information storage medium, 196 Communication unit, 120 Input unit, 130 display unit, 200 processing unit, 210 communication control unit, 211 Web browser, 212 game processing unit, 213 display control unit, 220 drawing unit, 230 sound processing unit, 260 input unit, 262 detection unit, 270 storage unit, 271 main storage unit, 272 drawing buffer, 280 information storage medium, 290 display unit, 292 sound output unit, 296 communication unit
Claims
1. A game system for controlling parameters of an object associated with a player, comprising: a game element awarding unit that, when the player resumes the game play after interrupting it, performs a process of awarding a game element to the player based on an interruption period from the interruption to the resumption; a parameter control unit that, when receiving the use of a game element, changes the parameters of the object based on the game element; a validity period control unit that, when receiving the use of a game element, sets a validity period of the game element; wherein the validity period control unit sets the validity period of the game element so that the validity period of the game element becomes longer according to the length of the interruption period. A game system characterized by this.
2. In Claim 1, the validity period control unit sets the validity period of the game element according to the type of the game element. A game system characterized by this.
3. A game system for controlling parameters of an object associated with a player, comprising: a game element awarding unit that, when the player resumes the game play after interrupting it, performs a process of awarding a game element to the player based on an interruption period from the interruption to the resumption; a parameter control unit that, when receiving the use of a game element, changes the parameters of the object based on the game element; a game element determination unit that determines a game element to be awarded to the player; an analysis unit that performs a process of analyzing growth elements of other players during the interruption period; wherein the game element determination unit determines at least one of the quantity and type of the game element based on the analysis result by the analysis unit. A game system characterized by this.
4. A game system for controlling parameters of an object associated with a player, comprising: a game element awarding unit that, when the player resumes the game play after interrupting it, performs a process of awarding a game element to the player based on an interruption period from the interruption to the resumption; a parameter control unit that, when receiving the use of a game element, changes the parameters of the object based on the game element; a game element determination unit that determines a game element to be awarded to the player; an analysis unit that performs a process of analyzing growth elements of other players during the interruption period; wherein the game element determination unit A game system characterized by determining the game elements based on the analysis results by the analysis unit.
5. In claim 3 or 4, The game element determination unit A game system characterized by determining the parameters of the game elements based on the analysis results by the analysis unit.
6. In any one of claims 3 to 5, The analysis unit A game system characterized by performing a process of analyzing the growth elements of other players based on the game play information of the player at the time of interruption of the game play.
7. In any one of claims 3 to 6, The game element determination unit A game system characterized by determining the game elements based on the analysis results and the game play information of the player up to the time of interruption of the game play.
8. A game system for controlling the parameters of an object associated with a player, A game element granting unit that, when the player resumes the game play after interrupting it, performs a process of granting game elements to the player based on the interruption period from the interruption to the resumption; A parameter control unit that, when receiving the use of a game element, changes the parameters of the object based on the game element; A settlement determination unit that determines whether or not a settlement of a privilege option indicating an option for granting a privilege to the game within a valid period is being performed for the player, and includes: The game element granting unit A game system characterized by performing a process of granting the game element to the player based on the interruption period when it is determined that the settlement of the privilege option is being performed.
9. A game system for controlling the parameters of an object associated with a player, A game element granting unit that, when the player resumes the game play after interrupting it, performs a process of granting game elements to the player based on the interruption period from the interruption to the resumption; A parameter control unit that, when receiving the use of a game element, changes the parameters of the object based on the game element; A settlement determination unit that determines whether or not a settlement of a privilege option indicating an option for granting a privilege to the game within a valid period is being performed for the player, and includes: The parameter control unit A game system characterized by accepting the use of game elements when it is determined that the settlement of the preferential option has been made.
10. In claim 8 or 9, A game system further comprising a game element determination unit that performs a process of changing the content of the game element according to at least one of the type of the preferential option and the settlement amount of the preferential option.
11. In any one of claims 1 to 10, further comprising a game element determination unit that determines the game elements to be given to the player, wherein the game element determination unit A game system characterized by varying at least one of the quantity and type of the game elements given to the player according to the length of the interruption period.
12. In any one of claims 1 to 11, wherein the parameter control unit A game system characterized by changing the parameters of the object based on the type of the game element when accepting the use of the game element.
13. In any one of claims 1 to 12, wherein the parameter control unit A game system characterized by changing the parameters of the object based on the type of the game element and whether or not a predetermined condition is satisfied when accepting the use of the game element.
14. In any one of claims 1 to 13, further comprising a selection processing unit that performs a process of selecting any one of a plurality of game media by lottery, wherein the selection processing unit A game system characterized by determining the lottery probability of the lottery based on the type of the game element when accepting the use of the game element.
15. In any one of claims 1 to 14, wherein the parameter control unit A game system characterized by aggregating the game play information of each player and changing the parameters of the object based on the aggregation result.
16. In any one of claims 1 to 15, A game system further comprising a display control unit that displays information indicating that the game element has been given to the player's terminal device when the game element is given.
17. In any one of claims 1 to 16, A game system, further comprising a display control unit that, when changing the parameters of the object based on the game element, displays information regarding the change in the parameters on the player's terminal device.
18. A program for controlling parameters of an object associated with a player, comprising: a game element granting unit that, when the player resumes the game play after interrupting it, performs a process of granting a game element to the player based on the interruption period from the interruption to the resume; a parameter control unit that, when receiving the use of a game element, changes the parameters of the object based on the game element; causing a computer to function as a validity period control unit that, when receiving the use of a game element, sets a validity period of the game element; wherein the validity period control unit: sets the validity period of the game element so that the validity period of the game element becomes longer according to the length of the interruption period.
19. A program for controlling parameters of an object associated with a player, comprising: a game element granting unit that, when the player resumes the game play after interrupting it, performs a process of granting a game element to the player based on the interruption period from the interruption to the resume; a parameter control unit that, when receiving the use of a game element, changes the parameters of the object based on the game element; a game element determination unit that determines a game element to be granted to the player; causing a computer to function as an analysis unit that performs a process of analyzing growth elements of other players during the interruption period; wherein the game element determination unit: determines at least one of the quantity and type of the game element based on the analysis result by the analysis unit.
20. A program for controlling parameters of an object associated with a player, comprising: a game element granting unit that, when the player resumes the game play after interrupting it, performs a process of granting a game element to the player based on the interruption period from the interruption to the resume; a parameter control unit that, when receiving the use of a game element, changes the parameters of the object based on the game element; a game element determination unit that determines a game element to be granted to the player; Function a computer as an analysis unit that performs a process of analyzing growth factors of other players during the interruption period. The game element determination unit A program characterized in that, based on the analysis result by the analysis unit, the game element is determined.
21. A program for controlling parameters of an object associated with a player, When the player resumes the game play after interrupting it, a game element granting unit that performs a process of granting a game element to the player based on the interruption period from the interruption to the resumption, A parameter control unit that changes the parameters of the object based on the game element when the use of the game element is accepted, For the player, an option Function a computer as a settlement determination unit that determines whether or not a settlement of a privilege option indicating a privilege for the game within a valid period has been made. The game element granting unit A program characterized in that, when it is determined that the settlement of the privilege option has been made, a process of granting the game element to the player is performed based on the interruption period.
22. A program for controlling parameters of an object associated with a player, When the player resumes the game play after interrupting it, a game element granting unit that performs a process of granting a game element to the player based on the interruption period from the interruption to the resumption, A parameter control unit that changes the parameters of the object based on the game element when the use of the game element is accepted, For the player, an option Function a computer as a settlement determination unit that determines whether or not a settlement of a privilege option indicating a privilege for the game within a valid period has been made. The parameter control unit A program characterized in that, when it is determined that the settlement of the privilege option has been made, the use of the game element is accepted.
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