Program and game device
The game device and program enhance user engagement by managing character interactions and intimacy levels to create varied and engaging character evolution processes, addressing the monotony in existing games.
Patent Information
- Application Number
- JP2025050201
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2025-03-25
- Publication Date
- 2025-08-13
- Estimated Expiration
- 2045-03-25
Smart Images

Figure 0007723222000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a program and a game device, and more particularly to an electronic game in which multiple characters can appear. [Background technology]
[0002] In a social game in which characters interact with each other, there is an electronic game in which, when a marriage relationship with another character is established, an egg of a child character to be newly raised is given (Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Publication No. 2020-006264 Summary of the Invention [Problem to be solved by the invention]
[0004] However, in electronic games such as those described in Patent Document 1, unless a marriage relationship is established in the social game, it is not possible to raise a child character with the desired characters as parent characters, which could potentially reduce users' interest in the electronic game.
[0005] An object of the present invention is to provide a program and a game device that provide a highly entertaining playing experience. [Means for solving the problem]
[0006] A program according to one embodiment of the present invention causes a computer executing a game in which characters appear to execute a communication process for communicating with other computers, a first identification process for identifying a first character appearing in the game on the computer, a second identification process for identifying a second character appearing in the game on the other computers, an assignment process for assigning new game elements on the condition that communication with the other computers has been established, and a first control process for determining the number of communications with other computers required before the new game elements are assigned based on the combination of the first and second characters. [Effects of the Invention]
[0007] According to the present invention, it is possible to provide a highly entertaining playing experience. [Brief explanation of the drawings]
[0008] [Figure 1] 1 is a diagram illustrating an example of the external configuration of a game device 100 according to an embodiment and a modification of the present invention; [Figure 2] FIG. 1 is a block diagram illustrating a hardware configuration of a game device 100 according to an embodiment and a modification of the present invention. [Figure 3] FIG. 10 is a diagram illustrating an example of the structure of data referenced by the game device 100 according to the embodiment and modifications of the present invention. [Figure 4] 1 is a flowchart illustrating an interaction process executed in the game device 100 according to an embodiment and a modification of the present invention. DETAILED DESCRIPTION OF THE INVENTION
[0009] [Embodiment 1] Hereinafter, the embodiments will be described in detail with reference to the accompanying drawings. Note that the following embodiments do not limit the scope of the invention as claimed, and not all combinations of features described in the embodiments are necessarily essential to the invention. Two or more of the features described in the embodiments may be combined in any desired manner. Furthermore, the same reference numerals are used to designate identical or similar components, and redundant descriptions will be omitted.
[0010] In the embodiment described below, the present invention is applied to a game device capable of executing a game in which characters appear, in which there is at least one target character, and in which the appearance of the target character changes as the game progresses. However, the present invention can be applied to any device capable of executing an electronic game in which characters appear.
[0011] As one mode of application of the present invention, the electronic game exemplified in the following embodiment is configured to provide a user with an exciting experience of growing a target character while gradually changing its appearance. For example, the electronic game may be configured so that the target character's appearance after growth changes depending on how the user cares for the target character. Hereinafter, the electronic game exemplified in this embodiment will be referred to as an "evolution game" from the perspective that the target character's appearance evolves as it grows. Note that the evolution game is merely one mode of electronic game to which the present invention is applied, and the implementation of the present invention is not limited to games of a specific genre such as an evolution game.
[0012] <<Configuration of the Game Device>> 1 shows an example of the external configuration of a game device 100 according to this embodiment. In this embodiment, the game device 100 is configured as a portable toy and operates using power supplied from a battery or dry cell (not shown). In the battery-operated mode, the game device 100 is provided with a terminal (not shown) that can be connected to a power source, and is configured to be able to charge the battery by electrically connecting a commercial power source or the like to the terminal via a power supply cable.
[0013] <Hardware configuration of game device> Next, the hardware configuration of the game device 100 will be described with reference to Fig. 2. Fig. 2 is a block diagram illustrating the hardware configuration of the game device 100.
[0014] The control unit 101 is a processor such as a CPU, and performs various controls including operational control of each piece of hardware included in the game device 100. Specifically, the control unit 101 performs the relevant controls by, for example, reading out a necessary program stored in the storage device 102, expanding it into the memory 103, and executing it. The control unit 101 also has a built-in clock and is configured to be able to obtain the current time.
[0015] The storage device 102 is a device capable of permanently storing information, such as a non-volatile memory. The storage device 102 stores programs related to the operation of the game device 100, programs for the evolution game executed in the game device 100, and information on parameters required for implementing various controls. The storage device 102 also functions as a database (character DB 121) for various data related to the evolution game. The memory 103 is a storage device used for temporary data storage, such as a volatile memory. The memory 103 may be used not only as a development area for each program, but also as a storage area for temporarily storing data output during the operation of various hardware and various controls.
[0016] The character DB 121 is a database that manages, as records, information (character information) about characters that can be trained in the evolution game. In the evolution game executed on the game device 100 of this embodiment, a user can train a character that grows through multiple growth stages. A character is configured so that its appearance changes as the growth stage changes. The character DB 121 manages, as records, various information about each appearance that a character can have at each growth stage. For example, as shown in FIG. 3(a), the character information for one record is associated with a character ID 301 that uniquely identifies the character (its appearance), and includes graphics information 302 for drawing the character's appearance, a growth stage 303 indicating the growth stage at which the character will have that appearance, and growth destination information 304 indicating the appearance that the character can grow from that appearance. The growth destination information 304 may store information about the corresponding character ID 301.
[0017] In addition, the character information includes type information 305 that is uniquely determined for each character. Type information 305 indicates information that identifies the classification (hereinafter simply referred to as type) to which the character belongs, such as the character's type (race) or nature (attributes). Type information is primarily referenced when providing an interesting element that expresses the compatibility between characters in the evolution game. In the evolution game of this embodiment, each character that can be trained is assigned one of a plurality of pre-established types, and type information 305 is configured to uniquely identify one of the plurality of types.
[0018] The display control device 104 performs display control to display various screens related to the evolution game on the display 110. In this embodiment, the display control device 104 also includes a drawing device such as a graphics chip or GPU, and executes drawing processing to generate various screens related to the evolution game. The display control device 104 includes a drawing memory (not shown), expands various graphics data read from the storage device 102, and performs predetermined calculations to generate various images (screens) related to the evolution game. The screens and images generated by the display control device 104 are presented to the user by being displayed on the display 110 provided in the game device 100, for example. The display 110 is a device provided in the game device 100 that displays information, such as a liquid crystal display.
[0019] The communication I / F 106 is a communication interface with an external device provided in the game device 100. As described above, the game device 100 of this embodiment is provided with connection terminals (not shown), and by connecting these connection terminals together, information communication with other game devices 100 is possible.
[0020] Operation I / F 105 is a user interface provided in game device 100 that accepts operation input. When operation I / F 105 detects that an operation input has been made, it outputs a control signal corresponding to the operation input to control unit 101. In an aspect in which display 110 is configured to be able to detect touch input, operation I / F 105 may include a touch input detection sensor provided on display 110. In addition, operation I / F 105 may include various operation members provided on the exterior of game device 100, for example.
[0021] Game Overview The following provides an overview of the evolution game that provides a play experience on the game device 100 of this embodiment.
[0022] In an evolution game, a user can raise a target character by performing operational inputs related to caring for the target character. An evolution game starts, for example, by hatching an egg, and by sequentially performing operational inputs related to the necessary care, the target character progresses through growth stages (progression stages), and the target character grows while changing in appearance. The growth stages are, for example, a concept that refers to each of the multiple stages that divide the growth process (period) of the target character in an evolution game (egg stage (before birth), baby stage (infancy), kid stage (childhood), young stage (adolescence), adult stage (adulthood), etc.), and progress is achieved by satisfying conditions such as the elapsed time of raising.
[0023] Here, characters at each growth stage are configured to exhibit a predetermined appearance for that growth stage. In other words, in the evolution game of this embodiment, the possible appearances that a target character can have at each growth stage are predetermined, and the appearance that the character will have is determined depending on, for example, the selected egg and the care situation at the growth stage up to that point. As described above, the character's appearance is determined as graphics information 302 in the character information registered in the character DB 121. In other words, the evolution game is configured so that the target character's appearance changes to one of multiple predetermined appearances as the target character's development progresses.
[0024] Each of the possible appearances of a target character in an evolution game, i.e., multiple predefined appearances for the evolution game, is assigned a unique name, and each appearance can be considered a character with a unique name. That is, each character that can appear in the evolution game has a unique name, and the change in appearance as a character grows can be considered an evolution from pre-grown character A (name) to grown character B (name). A user can repeatedly play the evolution game, for example, by obtaining a new egg and hatching it, using the resulting character as the target character. During this process, the target character can "evolve into a specific character." For this reason, in the following description, "changing the target character's appearance to that of a specific character" may simply be referred to as "evolving into a specific character."
[0025] In other words, one game device 100 is configured to be able to repeatedly execute an evolution game in which a target character evolves as the game progresses. That is, in one game device 100, an evolution game for one target character is executed at a time, and each time the target character is switched to a new character, the evolution game that had been executed up to that point is terminated, and an evolution game for the new character is started. In this way, since a game in which a target character is raised while being sequentially switched in one game device 100 continues, the concept of "generations" is provided and managed for the characters raised in the game device 100. That is, in one game device 100, the target character of the evolution game executed initially is the first generation, and then, when the evolution game for the target character of the first generation is terminated, the target character of the evolution game executed newly is the second generation, and then, when the evolution game for the target character of the second generation is terminated, the target character of the evolution game executed newly is the third generation, and so on, and execution of the evolution game is repeated while the target character's generation number is sequentially increased.
[0026] Therefore, each character raised on one game device 100 is configured to be identifiable as the Nth generation. The generation of the target character currently being raised may be identifiable, for example, by the target character generation ID stored in the storage device 102. Hereinafter, the execution of an evolution game in which a character that appears by hatching a new egg is used as a new target character may be referred to as a "generation change." In other words, when a generation change is executed on the game device 100, the target character is switched, and the information on the target character generation ID stored in the storage device 102 is changed to information about the target character after the switch.
[0027] Note that a change of generation does not necessarily occur when an evolution game is executed in which a character hatched from an egg derived from a target character of a previous generation is used as a new target character, but occurs simply when a change of character to be raised occurs. In other words, the concept of a generation in the game device 100 of this embodiment indicates which character has been raised in the game device 100.
[0028] <Communication function> The evolution game of this embodiment is also provided with an "interaction function" that provides an element of interest in allowing the target character to interact with other characters (hereinafter referred to as "other characters") being raised in evolution games executed on other game devices 100. The interaction function is configured to be available on the condition that the game device 100 and the other game devices 100 are communicatively connected via their respective communication I / Fs 106. Use of the interaction function may be initiated, for example, on the condition that an operation input related to use of the function is detected while the game device 100 and the other game devices 100 are communicatively connected, or may be initiated without requiring an operation input in response to the communicative connection between the game device 100 and the other game devices 100.
[0029] The interaction function allows the target character to interact with other characters, thereby building friendly relationships between the characters, and as a result, it is possible to obtain a character egg that can become a target character of a new generation. In other words, the game device 100 of this embodiment is provided with the interaction function as one means for bringing about a generational change.
[0030] Incidentally, conventional game devices such as that described in Patent Document 1 are also configured so that eggs can be obtained by having characters interact with each other. On the other hand, conventional game devices are configured so that eggs can always be obtained when characters are married at the user's discretion, which can lead to a lack of interest in that the procedure for changing generations can become tedious.
[0031] For this reason, the evolution game of this embodiment is configured so that the process by which characters reach a close friendship where egg-laying occurs through the use of the interaction function does not become monotonous. In other words, unlike conventional game devices in which egg-laying occurs and eggs are obtained in response to an operation to establish a marriage relationship, the evolution game of this embodiment is configured to create differences in the process by which characters reach a close friendship depending on the relationship between the characters. As a result, how the interaction function should be used until eggs are obtained changes depending on the combination of the target character and other characters, providing the user with the excitement of a non-monotonous generational change.
[0032] Specifically, when the communication function is used, the control unit 101 is configured to identify characters (target character and other characters) being developed (appearing) in each of the game device 100 that is communicatively connected and the other game device 100, and manage the intimacy parameters of these characters. Here, since the intimacy between characters should be managed for the same combination of characters, the control unit 101 performs a process of storing intimacy information for the combination of the target character and each of the other characters for which the communication function has been used with at least the target character in the storage device 102.
[0033] As described above, in the game device 100 of this embodiment, generational changes may occur. Therefore, even if a communication connection is established with the same other game device 100 and the exchange function is used, the character that interacts with the target character may be different from the character that interacted with the target character in the previous communication connection. Therefore, in managing intimacy, information about the character's generation is also used to identify each character. Here, in this embodiment, each game device 100 is assigned a device ID that can uniquely identify the game device 100. Another character that interacts with the target character through the exchange function can be uniquely identified by the device ID of the other game device 100 and the generation ID that identifies the generation of the other character in the other game device 100. Therefore, when the exchange function is used, the control unit 101 stores intimacy information configured as shown in FIG. 3(b) in the storage device 102.
[0034] In the example of FIG. 3(b), the intimacy information includes a target character generation ID 311 and a target character ID 312 indicating the appearance of the target character as information for identifying the target character. The intimacy information also includes an other device ID 313, an other character generation ID 314, and an other character ID 315 indicating the appearance of the other character as information for identifying the other character. The intimacy information includes an intimacy level 316 associated with this information for identifying the target character and the other character. The intimacy level 316 is configured to increase as the interaction between the characters progresses, and is configured to be accumulated sequentially each time the interaction function is used for a combination of the target character and the other character.
[0035] Therefore, when the communication function is used, multiple game devices 100 that are connected for communication transmit at least the device ID of their own device, the generation ID of the target character being developed in the evolution game being executed on their own device, and the character ID of the target character to the other game device 100. Then, upon receiving this information, the control unit 101 derives the intimacy between the characters after use of the current communication function based on the information and the generation ID and character ID of the target character currently being developed.
[0036] Here, if the intimacy information for the character combination in question is not stored in the storage device 102, that is, if the other character is a character with which the target character has not interacted in the past, the control unit 101 determines the intimacy after use based on the compatibility between the target character and the other character. In other words, in the evolution game of this embodiment, the intimacy after the first interaction between characters (hereinafter referred to as initial intimacy) is determined based on the combination of the target character and the other character.
[0037] In the evolution game of this embodiment, compatibility between characters is determined based on the character's type. In one aspect, the types (type information 305 of the character information) assigned to characters that can be trained in the evolution game are identified by six integer values ranging from 0 to 5, and compatibility between characters is expressed by the difference in the type information 305 of each character. The integer values assigned to the six types of types as type information 305 may be defined such that the difference increases as the types have fewer common game elements. In this aspect, characters of the same type are treated as having the best compatibility because the difference in type information 305 is zero. Furthermore, characters of different types are treated as having poor compatibility because the difference in type information 305 increases as the difference between the types increases.
[0038] Therefore, in this embodiment, the control unit 101 determines as the initial intimacy a value that is inversely proportional to the difference between the type information 305 of the target character and another character. The intimacy value is configured so that the higher the value, the closer the friendly relationship between the characters (the better the relationship), and the control unit 101 determines the initial intimacy to be a higher value the smaller the difference in type information 305, and the larger the difference in type information 305, the lower the value the initial intimacy to be.
[0039] Furthermore, if intimacy information for the character combination in question is already stored in the storage device 102 (if the characters have interacted in the past), the control unit 101 determines the intimacy after use based on the intimacy 316 in the intimacy information. The evolution game of this embodiment is configured so that the intimacy increases by a predetermined fixed amount (the accumulated amount increases by a fixed amount) when interacting with characters other than the first time. Therefore, the control unit 101 performs processing to update the value of the intimacy 316 in the current intimacy information for the character combination in question to a value increased by a fixed amount.
[0040] In this way, in the evolution game of this embodiment, the initial intimacy level changes depending on the character combination, and the number of times the interaction function must be used for the same character combination varies until the intimacy level 316 reaches or exceeds the threshold defined as intimacy.
[0041] When the intimacy level 316 reaches or exceeds a threshold value by using the communication function and the characters have a close friendship in the game, the next time the communication function is used for the same character combination, an egg is given in the evolution game executed on both communicating game devices 100. In other words, when characters interact with each other while they are close, egg-laying occurs, and users of both game devices 100 can obtain eggs.
[0042] When the interaction function is used, a display effect showing the target character interacting with another character may be displayed on the display 110. For example, in an interaction session where the intimacy level is equal to or greater than a threshold, the display effect may be changed to a different display content from other interaction sessions, so as to inform the user that an egg will be available the next time the interaction function is used.
[0043] Interaction Processing The following describes specific communication processing executed in relation to the communication function in game device 100 of this embodiment, using the flowchart in Fig. 4. The processing corresponding to this flowchart can be realized by control unit 101 reading out a corresponding processing program stored in storage device 102, for example, and loading and executing the program in memory 103. Note that this communication processing will be described as being initiated, for example, when game device 100 and another game device 100 are connected for communication and an operation input related to using the communication function is made.
[0044] In S401, the control unit 101 acquires information about another character being developed in the evolution game being executed on the game device from the game device of the other communication partner (the other game device 100). Specifically, the control unit 101 acquires information about the other character from the game device of the other communication partner, such as the device ID of the game device, and the generation ID and character ID of the other character.
[0045] In S402, the control unit 101 determines whether or not there is an interaction history between the target character and another character. The determination in this step is made based on whether or not intimacy information relating to the combination of the target character and another character is stored in the storage device 102. If the control unit 101 determines that there is an interaction history between the target character and another character, it shifts the process to S405, and if it determines that there is no interaction history, it shifts the process to S403.
[0046] In S403, the control unit 101 determines the initial intimacy level for the combination of the target character and another character. As described above, in the evolution game of this embodiment, the initial intimacy level is determined based on the type information 305 of the target character and the type information 305 of the other character.
[0047] In S404, the control unit 101 creates intimacy information relating to the combination of the target character and another character, and stores it in the storage device 102. The intimacy 316 of the created intimacy information is set to the initial intimacy determined in S403.
[0048] On the other hand, if it is determined in S402 that the target character has an interaction history with another character, the control unit 101 determines in S405 whether the intimacy between these characters is equal to or greater than a threshold. If the control unit 101 determines that the intimacy between the target character and another character is equal to or greater than the threshold, it proceeds to S408, and if it determines that the intimacy is less than the threshold, it proceeds to S406.
[0049] In S406, the control unit 101 updates the type information 305 of the intimacy information relating to the combination of the target character and another character to a value increased by a certain amount.
[0050] In S407, under the control of the control unit 101, the display control device 104 displays on the display 110 a display effect relating to the interaction between the target character and another character, thereby completing this interaction processing.
[0051] On the other hand, if it is determined in S405 that the intimacy between the target character and the other character is equal to or greater than the threshold, the control unit 101 executes processing to grant an egg in S408. Further, under the control of the control unit 101, the display control device 104 displays on the display 110 a display effect indicating that an egg has been granted as a result of the interaction between the target character and the other character, thereby completing this interaction processing.
[0052] As described above, the game device of this embodiment can provide a highly entertaining playing experience.
[0053] [Variation 1] In the above-described embodiment, an initial intimacy level is determined during the first interaction between the target character and another character, and then a certain amount of intimacy is accumulated each time the interaction function is used for the same combination. However, the present invention is not limited to this. Character evolution in an evolution game may involve changing the character type. In such an embodiment, when the interaction function is used after the target character or at least one of the other characters has evolved, the intimacy level after interaction may be redetermined based on the relationship between the evolved types, rather than increasing the intimacy level by a certain amount.
[0054] In this case, the intimacy level after the interaction may be re-determined based on the type information of the target character and the other character at the time of the interaction, similar to the initial intimacy level determination. However, it is possible that multiple interactions occurred before at least one character underwent evolution accompanied by a type change, and the intimacy level between the target character and the other character was already higher than the intimacy level re-determined based on the type of the target character and the other character at the time of the interaction. In such a case, changing the intimacy level after the interaction to the re-determined intimacy level would require the user to use the interaction function more frequently before obtaining the egg. Therefore, the control unit 101 controls the intimacy level after the interaction resulting from evolution accompanied by a type change to be the higher of either the intimacy level determined based on the type information of the target character and the other character at the time of the interaction or a value obtained by adding a certain amount to the already-progressed intimacy level.
[0055] By doing this, it is possible to provide a highly entertaining playing experience that involves changes in compatibility due to changes in species, while also controlling so that the user is not treated unfavorably.
[0056] [Variation 2] In the above-described embodiment, the intimacy level is increased by a certain amount for each pairing of the target character and another character after the first interaction, but the present invention is not limited to this. To add randomness to the progression of the friendship, the change in intimacy level due to the interaction may be differentiated based on the state of the character at the time of the interaction. For example, in an evolution game where hunger and mood parameters are managed as the character state, the increase in intimacy level may be reduced from a certain amount in the following cases:
[0057] For example, when using the interaction function, if the hunger parameters of both the target character and another character are 0 and they are hungry, a fight may break out even if they interact, and the intimacy level after the interaction may be controlled so as not to change from the intimacy level before the interaction.Also, for example, when using the interaction function, if the mood parameters of both the target character and another character are 0 and they are in a bad mood, a fight may break out even if they interact, and the intimacy level after the interaction may be controlled so as not to change from the intimacy level before the interaction.
[0058] In addition, when such an interaction results in no change in intimacy or when the increase in intimacy is less than a certain amount, the display effect relating to the interaction between the target character and the other character may be different from that during normal interactions. In one aspect, the display effect displayed in such a case may be configured to show the target character fighting with the other character and getting injured.
[0059] [Variation 3] In the above-mentioned variant example 2, an embodiment was described in which the increase in intimacy level is reduced below a certain amount when both the target character and the other character are in a predetermined state, but the implementation of the present invention is not limited to this. For example, in an embodiment in which the pair of characters interacting is a pair of types in a predatory relationship, regardless of the state of the prey character, if the hunger level of the predator character indicates a value other than full, the interaction between the characters may not be established, and the intimacy level after the interaction may not change from the intimacy level before the interaction (the increase in intimacy level due to the interaction may be reduced below a certain amount). In this case, the display presentation related to the interaction between the target character and the other character may be configured with content indicating that the interaction was not established, unlike a fight.
[0060] [Variation 4] In the above-mentioned modified examples 2 and 3, the control mode of the increase in intimacy level according to the state of the interacting character in the direction of increasing the number of times the interaction function is used until an egg is given (the control mode of reducing the increase in intimacy level) has been described. However, the implementation of the present invention is not limited to these, and the increase in intimacy level may be controlled according to the state of the interacting character in the direction of decreasing the number of times the interaction function is used until an egg is given.
[0061] For example, in an aspect in which a parameter indicating whether a character is in an estrus state is managed in an evolution game, when at least one of the target character and another character is in an estrus state, the increase in intimacy due to interaction may be controlled to be greater than a certain amount. In this aspect, the increase in intimacy due to interaction may be controlled to be greater when both interacting characters are in an estrus state than when only one of the interacting characters is in an estrus state.
[0062] Controlling the intimacy increase rate according to the state of the interacting character while reducing the number of times the interaction function is used to obtain an egg improves user convenience, so the estrus state may be configured to be intentionally triggered by the user. In one aspect, the estrus state of a character may be triggered when a predetermined item is used on the character in an evolution game. In other words, the user can increase the intimacy increase rate by using the interaction function while the effect of the item used on the character is being exerted, thereby reducing the number of times the interaction function is used to obtain an egg and efficiently progressing through the game.
[0063] At this time, the display effect relating to the interaction between the target character and other characters may be different from the display effect relating to the interaction when the character is not in an aroused state, and may be composed of content indicating that the interaction has been more successful.
[0064] [Embodiment 2] In the above-described embodiment and modified example, the initial intimacy level is varied depending on the combination of interacting characters, thereby varying the number of interactions required until an egg is granted, but the present invention is not limited to this. That is, the control of varying the number of interactions required until an egg is granted may be realized by simply having the control unit 101 determine the number of times the interaction function should be used (the number of communications with the relevant other game device 100) depending on the combination of interacting characters, without accumulating and managing the intimacy level for each combination of interacting characters.
[0065] In this aspect, instead of storing intimacy information related to the combination of the target character and another character in the storage device 102, the storage device 102 may store information related to the combination, such as the number of times that communication must be performed with another game device 100 currently playing an evolution game related to the other character in order to obtain an egg (hereinafter referred to as the required number of communications), and the number of times communication has been performed with the game device (the number of completed communications). Here, the information for identifying the combination of the target character and another character may be a terminal ID, a generation ID, and a character ID, as in the above-described embodiment and modified examples. That is, in this embodiment, the information managed related to the combination of the target character and another character may include a required number of communications 321 and a completed number of communications 322 associated with a target character generation ID 311, a target character ID 312, an other device ID 313, an other character generation ID 314, and an other character ID 315, as shown in FIG. 3(c).
[0066] In this aspect, for example, when the communication function is used, the control unit 101 may determine whether or not the number of completed communications (number of completed communications 322 stored in the storage device 102) for the other game device 100 has reached the required number of communications 321 (whether or not the number of completed communications has reached the required number of communications due to an update at the most recent communication for the same combination). If the number of completed communications has reached the required number of communications, the control unit 101 may perform control to award an egg to the combination of characters.
[0067] Furthermore, in this embodiment, when evolution occurs in at least one of the interacting characters, which involves a change in type, as in Modification 1, the required number of communications may be re-determined based on the values of the type information of the target character and other characters at the time of the interaction. In this case, the control unit 101 may perform control so that the value of the number of communications completed is maintained regardless of the evolution of the character.
[0068] Furthermore, in a mode such as variant example 2 in which a fight occurs when the hunger level or mood parameters of both the target character and another character are at a predetermined value, the control unit 101 may perform control to increase the number of required communications under the relevant conditions.
[0069] Furthermore, in a configuration such as variant example 3, where the combination of interacting characters is of a type that is in a predatory relationship, and the interaction is not established if the predator character is not full, the control unit 101 can simply control the number of required communications to be increased under the relevant conditions.
[0070] In addition, in a mode in which the progress of a friendly relationship is facilitated depending on whether the interacting character is in an estrus state, as in Variation 4, the control unit 101 may perform control to reduce the number of required communications when at least one of the interacting characters is in an estrus state. In this case, the control may be performed so that the number of required communications is smaller when both interacting characters are in an estrus state than when only one of the interacting characters is in an estrus state.
[0071] Furthermore, when such control is performed to increase or decrease the number of required communications, the display effects relating to the interaction between the target character and other characters may be configured with content different from that relating to normal interactions.
[0072] [Variation 5] In the above-described embodiment and modified example, the game element provided by using the communication function is described as an egg for starting a new evolution game with another character as the target character on the game device 100, but the implementation of the present invention is not limited to this. That is, it will be easily understood that the game element provided by communication between the game device 100 and another game device 100 may be a game element other than an egg.
[0073] [Variation 6] In the above-described embodiment and modified example, in order to manage the usage status of the interaction function for a combination of a target character and another character, a mode has been described in which the combination is identified using the device ID of the game device 100, the generation ID of the character, and the character ID, but the implementation of the present invention is not limited to this. For example, in a mode in which the game device 100 plays a game in which the concept of generational change does not exist, the identification of the character combination may be modified as appropriate, such as not including the generation ID.
[0074] [Variation 7] In the above-described embodiment and modified examples, communication between one game device 100 and another game device 100 is performed by connecting the connection terminals of the respective devices, but the present invention is not limited to this. Needless to say, communication between game devices may be achieved directly or indirectly via various networks or servers.
[0075] [Other embodiments] The invention is not limited to the above-described embodiment, and various modifications and variations are possible within the scope of the gist of the invention.
[0076] [Summary of the embodiment] The above embodiment discloses at least the following program and game device.
[0077] (1) A computer that runs a game in which a character appears. A communication process for communicating with other computers; a first identification process in the computer for identifying a first character appearing in the game; a second identification process for identifying a second character appearing in the game on the other computer; a granting process for granting a new game element on the condition that communication with the other computer has been established; a first control process for determining the number of communications with the other computer required until the new game element is granted based on a combination of the first character and the second character; A program that executes the following.
[0078] (2) The game is a game in which the appearance of the characters changes as the game progresses, Each of the appearances provided for the character is associated with one of a plurality of types; The program described in (1), wherein the first control process redetermines the number of communications for a combination of the first character and the second character, on the condition that the appearance of at least one of the first character and the second character has changed to a different type of appearance.
[0079] (3) The program described in (1) or (2), wherein the first control process, when communicating with the other computer, changes the number of communications for a combination of the first character and the second character, on the condition that at least one of the first character and the second character is in a predetermined state in the game.
[0080] (4) The program further causes the computer to execute a first management process for managing character parameters of a character in the game, The program described in (3), wherein the predetermined state includes the character parameters of at least one of the first character and the second character being a predetermined value when the computer communicates with the other computer.
[0081] (5) The program according to (4), wherein the first control process increases the number of communications when the character parameters of both the first character and the second character are a first predetermined value.
[0082] (6) The program described in (4), wherein the first control process increases the number of communications when the combination of the first character and the second character is a predetermined combination and the character parameter of one of the first character and the second character is a second predetermined value.
[0083] (7) The program according to (4), wherein the first control process reduces the number of communications when the character parameter of at least one of the first character and the second character is a third predetermined value.
[0084] (8) The program described in (7), wherein the first control process reduces the number of communications when the character parameters of both the first character and the second character are the third predetermined value compared to when the character parameter of one of the first character and the second character is the third predetermined value.
[0085] (9) A program described in any one of (3) to (8), wherein the first control process reduces the number of communications when at least one of the first character and the second character is in a state where an effect is occurring due to the use of a predetermined item.
[0086] (10) The program described in (9), wherein the first control process reduces the number of communications when both the first character and the second character are in the generated state compared to when one of the first character and the second character is in the generated state.
[0087] (11) The program further causes the computer to execute a display control process for displaying a performance on a display device when communicating with the other computer, The program described in any one of (3) to (10), wherein the display control process changes the presentation displayed on the display device depending on whether the number of communications is changed by the first control process.
[0088] (12) A program described in any one of (1) to (11), wherein the granting process grants the new game element on the condition that further communication with the other computer occurs after the number of communications with the other computer reaches the number determined by the first control process.
[0089] (13) A program described in any one of (1) to (12), further causing the computer to execute a second management process that manages information on the number of times communication has been performed with the other computer for the combination of the first character and the second character.
[0090] (14) The program described in (13), wherein the second management process manages information on the number of times communication has been performed with the other computer for a combination of the first character and the second character by associating the combination with information identifying each of the first character and the second character.
[0091] (15) The program further causes the computer to execute a third management process of accumulating a predetermined parameter for the combination of the first character and the second character on the condition that communication with the other computer has been performed; the granting process further grants the new game element on the condition that the accumulated amount of the predetermined parameter is equal to or greater than a threshold; The program described in (1) causes the computer to execute, instead of the first control process, a second control process that determines the amount of the specified parameter after accumulation through communication with the other computer based on the combination of the first character and the second character.
[0092] (16) The game is a game in which the appearance of the characters changes as the game progresses, Each of the appearances provided for the character is associated with one of a plurality of types; The program described in (15) in which the second control process redetermines the accumulated amount for a combination of the first character and the second character, on the condition that the appearance of at least one of the first character and the second character has changed to a different type of appearance.
[0093] (17) The program according to (15) or (16), wherein the third management process further accumulates a predetermined amount of the predetermined parameter on the condition that communication with the other computer has been performed after the predetermined parameter has been set to the accumulated amount.
[0094] (18) The program described in (17) in which the third management process, when communicating with the other computer, changes the predetermined amount for a combination of the first character and the second character, on the condition that at least one of the first character and the second character is in a predetermined state in the game.
[0095] (19) The program further causes the computer to execute a first management process for managing character parameters of a character in the game, The program according to (18), wherein the predetermined state includes the character parameters of at least one of the first character and the second character being a predetermined value when the computer communicates with the other computer.
[0096] (20) The program according to (19), wherein the second control process decreases the predetermined amount when the character parameters of both the first character and the second character are at a first predetermined value.
[0097] (21) The program described in (19), wherein the second control process reduces the predetermined amount when the combination of the first character and the second character is a predetermined combination and the character parameter of one of the first character and the second character is a second predetermined value.
[0098] (22) The program according to (19), wherein the second control process increases the predetermined amount when the character parameter of at least one of the first character and the second character is a third predetermined value.
[0099] (23) The program described in (22), wherein the second control process increases the predetermined amount when the character parameters of both the first character and the second character are the third predetermined value, more than when the character parameter of one of the first character and the second character is the third predetermined value.
[0100] (24) The program described in any one of (18) to (23), wherein the second control process increases the predetermined amount when at least one of the first character and the second character is in a state where an effect is generated by using a predetermined item.
[0101] (25) The program described in (24), wherein the second control process increases the predetermined amount when both the first character and the second character are in the generated state more than when one of the first character and the second character is in the generated state.
[0102] (26) The program further causes the computer to execute a display control process for displaying a performance on a display device when communicating with the other computer, The program according to any one of (18) to (25), wherein the display control process changes the presentation displayed on the display device depending on whether the predetermined amount is changed by the second control process.
[0103] (27) A program described in any one of (15) to (26), wherein the granting process grants the new game element on the condition that further communication with the other computer has occurred after the accumulated amount of the specified parameter for the combination of the first character and the second character has reached or exceeded the threshold.
[0104] (28) The program described in any one of (15) to (27), wherein the third management process manages the specified parameters for a combination of the first character and the second character by associating the information identifying each of the first character and the second character.
[0105] (29) The computer is capable of communicating with a plurality of other computers; The program according to (14) or (28), wherein the information identifying the second character includes information identifying the other computer that is executing the game in which the second character appears.
[0106] (30) The game is a game in which different characters appear and progress. the information identifying the first character includes information regarding a time when the first character appeared in the progress of the game being executed on the computer; The program described in (29), wherein the information identifying the second character includes information regarding the time when the second character appeared in the progress of the game being executed on the other computer in which the second character appears.
[0107] (31) A program described in any one of (7), 8, 22 and 23, wherein the first management process changes the character parameter of the character to the third predetermined value on the condition that a predetermined item has been used on the character in the game.
[0108] (32) The program according to any one of (1) to (31), wherein the new game element is a game element that introduces a different character into the game.
[0109] (33) A game device for executing a game in which a character appears, a communication means for communicating with other game devices; a first identification means for identifying a first character appearing in the game in the game device; a second identification means for identifying a second character appearing in the game on the other game device; providing means for providing a new game element on the condition that communication with the other game device has been established; a first control means for determining the number of communications with the other game device required until the new game element is granted, based on the combination of the first character and the second character; A game device comprising:
[0110] (34) The game device further includes a management means for storing predetermined parameters for the combination of the first character and the second character on the condition that communication with the other game device has been performed; the granting means further grants the new game element on the condition that the accumulated amount of the predetermined parameter is equal to or greater than a threshold value; The game device described in (33), wherein the game device further includes, instead of the first control means, a second control means for determining the amount of the predetermined parameter accumulated through communication with the other game device based on the combination of the first character and the second character. [Explanation of symbols]
[0111] 100: Game device, 101: Control unit, 104: Display control device, 105: Operation I / F, 110: Display
Claims
1. A computer running a game featuring characters A communication process for communicating with other computers; a first identification process in the computer for identifying a first character appearing in the game; a second identification process for identifying a second character appearing in the game on the other computer; a granting process for granting a new game element on the condition that communication with the other computer has been established; a first control process for determining the number of communications with the other computer required until the new game element is granted based on a combination of the first character and the second character; A program that executes the following.
2. The game progresses while the appearance of the characters that appear changes, Each of the appearances provided for the character is associated with one of a plurality of types; the first control process redetermines the number of communications for a combination of the first character and the second character on the condition that an appearance of at least one of the first character and the second character has changed to a different type of appearance; The program according to claim 1.
3. the first control process changes the number of communications for a combination of the first character and the second character when communicating with the other computer, on the condition that at least one of the first character and the second character is in a predetermined state in the game; The program according to claim 1.
4. the program further causes the computer to execute a first management process for managing character parameters of a character in the game; the predetermined state includes a state in which the character parameter of at least one of the first character and the second character is a predetermined value during communication between the computer and the other computer; The program according to claim 3.
5. the first control process increases the number of communications when the character parameters of both the first character and the second character are equal to a first predetermined value; The program according to claim 4.
6. the first control process increases the number of communications when a combination of the first character and the second character is a predetermined combination and the character parameter of one of the first character and the second character is a second predetermined value; The program according to claim 4.
7. the first control process reduces the number of communications when the character parameter of at least one of the first character and the second character is a third predetermined value; The program according to claim 4.
8. the first control process reduces the number of communications when the character parameters of both the first character and the second character are the third predetermined value, compared to when the character parameter of one of the first character and the second character is the third predetermined value; The program according to claim 7.
9. the first control process reduces the number of communications when at least one of the first character and the second character is in a state where an effect is generated by use of a predetermined item; The program according to claim 3.
10. the first control process reduces the number of communications when both the first character and the second character are in the generated state compared to when one of the first character and the second character is in the generated state; The program according to claim 9.
11. The program further causes the computer to execute a display control process for displaying a performance on a display device when communicating with the other computer, The display control process varies the presentation displayed on the display device depending on whether the number of communications is changed by the first control process. The program according to claim 3.
12. the granting process grants the new game element on condition that further communication with the other computer has occurred after the number of communications with the other computer has reached the number determined by the first control process. The program according to claim 1.
13. causing the computer to further execute a second management process for managing information on the number of times communication has been performed with the other computer for the combination of the first character and the second character; The program according to any one of claims 1 to 12.
14. the second management process manages information on the number of times communication has been performed with the other computer for a combination of the first character and the second character, in association with information identifying each of the first character and the second character; The program according to claim 13.
15. the program further causes the computer to execute a third management process of accumulating a predetermined parameter for the combination of the first character and the second character on the condition that communication with the other computer has been performed; the granting process further grants the new game element on the condition that the accumulated amount of the predetermined parameter is equal to or greater than a threshold; the program causes the computer to execute, instead of the first control process, a second control process of determining an initial value of the predetermined parameter through communication with the other computer based on a combination of the first character and the second character; The program according to claim 1.
16. The game progresses while the appearance of the characters that appear changes, Each of the appearances provided for the character is associated with one of a plurality of types; the second control process redetermines the initial amount for a combination of the first character and the second character on the condition that an appearance of at least one of the first character and the second character has changed to a different type of appearance; The program according to claim 15.
17. the third management process further accumulates a predetermined amount of the predetermined parameter on the condition that communication with the other computer has been performed after the determination of the initial amount by the second control process; The program according to claim 15.
18. the third management process, when communicating with the other computer, changes the predetermined amount for a combination of the first character and the second character on the condition that at least one of the first character and the second character is in a predetermined state in the game; The program according to claim 17.
19. the program further causes the computer to execute a first management process for managing character parameters of a character in the game; the predetermined state includes a state in which the character parameter of at least one of the first character and the second character is a predetermined value during communication between the computer and the other computer; 19. The program of claim 18.
20. the second control process reduces the predetermined amount when the character parameters of both the first character and the second character are at a first predetermined value; 20. The program of claim 19.
21. the second control process reduces the predetermined amount when a combination of the first character and the second character is a predetermined combination and the character parameter of one of the first character and the second character is a second predetermined value; 20. The program of claim 19.
22. the second control process increases the predetermined amount when the character parameter of at least one of the first character and the second character is equal to a third predetermined value; 20. The program of claim 19.
23. the second control process increases the predetermined amount when the character parameters of both the first character and the second character are the third predetermined value, compared to when the character parameter of one of the first character and the second character is the third predetermined value; 23. The program of claim 22.
24. the second control process increases the predetermined amount when at least one of the first character and the second character is in a state where an effect is generated by using a predetermined item; 19. The program of claim 18.
25. the second control process increases the predetermined amount when both the first character and the second character are in the generated state more than when one of the first character and the second character is in the generated state; 25. The program of claim 24.
26. The program further causes the computer to execute a display control process for displaying a performance on a display device when communicating with the other computer, The display control process varies the effect displayed on the display device depending on whether the predetermined amount is changed by the second control process.
19. The program of claim 18.
27. the granting process grants the new game element on the condition that further communication with the other computer has been performed after an accumulated amount of the predetermined parameter for the combination of the first character and the second character has reached or exceeded the threshold value. The program according to claim 15.
28. the third management process manages the predetermined parameters for a combination of the first character and the second character by associating the predetermined parameters with information identifying each of the first character and the second character.
28. The program according to any one of claims 15 to 27.
29. the computer is capable of communicating with a plurality of the other computers; the information identifying the second character includes information identifying the other computer executing the game in which the second character appears; The program according to claim 14.
30. The game is a game in which different characters appear and progress, the information identifying the first character includes information relating to a time when the first character appeared in the progress of the game being executed on the computer; the information identifying the second character includes information regarding a time when the second character appeared in the progress of the game executed on the other computer in which the second character appears; 30. The program of claim 29.
31. the first management process changes the character parameter of the character to the third predetermined value on condition that a predetermined item has been used on the character in the game; The program according to claim 7.
32. The new game element is a game element that introduces a different character into the game. The program according to claim 1.
33. A game device for executing a game in which a character appears, a communication means for communicating with other game devices; a first identification means for identifying a first character appearing in the game in the game device; a second identification means for identifying a second character appearing in the game on the other game device; providing means for providing a new game element on the condition that communication with the other game device has been established; a first control means for determining the number of communications with the other game device required until the new game element is granted, based on the combination of the first character and the second character; A game device comprising:
34. a management means for accumulating a predetermined parameter for the combination of the first character and the second character on the condition that communication with the other game device has been performed; the granting means further grants the new game element on the condition that the accumulated amount of the predetermined parameter is equal to or greater than a threshold value; the game device further includes, instead of the first control means, second control means for determining an initial value of the predetermined parameter through communication with the other game device based on a combination of the first character and the second character; 34. The gaming device according to claim 33.
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