Computer systems and programs

The computer system dynamically changes item states and rewards based on passage information and end points, enhancing gameplay interest by offering variable and strategic gameplay experiences.

JP7724071B2Active Publication Date: 2025-08-15BANDAI NAMCO ENTERTAINMENT INC
1 Cites 0 Cited by

Patent Information

Application Number
JP2021058403
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2021-03-30
Publication Date
2025-08-15
Estimated Expiration
2041-03-30

AI Technical Summary

Technical Problem

Conventional games where players obtain rewards by transporting items are monotonous due to rewards being determined by item type, distance, and time, allowing players to predict outcomes easily.

Method used

A computer system that controls game progression by varying rewards based on item state changes influenced by passage points, routes, and end points, allowing players to strategically select routes and times to maximize rewards.

Benefits of technology

Enhances gameplay interest by providing variable rewards based on item states and end points, encouraging strategic decision-making and dynamic gameplay.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 0007724071000001
    Figure 0007724071000001
  • Figure 0007724071000002
    Figure 0007724071000002
  • Figure 0007724071000003
    Figure 0007724071000003
Patent Text Reader

Abstract

To increase interest of a game. in a game in which rewards are obtained by carrying items.SOLUTION: In a game, rewards can be obtained by operating a character to carry a predetermined item. For the item, a game state can be changed on the basis of a path or a position to carry the item. Rewards to be given to a player is variably determined, on the basis of the state of the item and information on a predetermined finish point at which carrying the item is finished.SELECTED DRAWING: Figure 3
Need to check novelty before this filing date? Find Prior Art

Description

[Technical Field]

[0001] The present invention relates to a computer system or the like that controls the progress of a game in which a player operates a character to carry an item. [Background technology]

[0002] Conventionally, games in which a player can obtain a reward by controlling a character to carry an item have been known. As an example of such a game, Patent Document 1 discloses a board game in which a player can obtain game points (reward) by moving a game element (item) from a start point on a playfield to a destination point within a predetermined allowable time by using a dice to move through the grid. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2009-148331 Summary of the Invention [Problem to be solved by the invention]

[0004] In conventional games, rewards obtained by transporting items are generally determined by the type of item, the distance traveled, and the time taken to transport the item. This makes it easy for players to predict the rewards they will receive, but it can also be boring as the gameplay tends to be monotonous, requiring players to transport items as quickly as possible, leaving room for improvement.

[0005] The present invention has been devised in view of the above circumstances, and aims to improve the entertainment value of games in which players can receive rewards by carrying items. [Means for solving the problem]

[0006] The first invention to solve the above problem is: A computer system for controlling the progress of a game in which a player can obtain a reward by operating a character to carry a given item, the item is an item whose state can change, a state change control means (for example, the state change control unit 212 in FIG. 17) for controlling the change of the state of the item based on a passage point or a passage route along which the item is carried (hereinafter collectively referred to as "passage information"); a reward determination means (for example, the reward determination unit 214 of FIG. 17) for variably determining a reward to be given to a player based on the state of the item and information regarding a given end point where the transportation of the item ends; A computer system comprising:

[0007] Other inventions include: A program for causing a computer system to control the progress of a game in which a player can obtain a reward by operating a character to carry a given item, the item is an item whose state can change, a state change control means for controlling a change in the state of the item based on a passage point or a passage route along which the item is carried; a reward determination means for variably determining a reward to be given to the player based on information regarding the state of the item and a given end point at which the transportation of the item ends; The program for causing the computer system to function may be configured as follows.

[0008] According to the first invention and the like, it is possible to improve the interest of a game in which a player can obtain a reward by transporting an item. That is, the reward to be provided to the player is variably determined based on the state of the item and information regarding the end point of the transport. The state of the item changes depending on the pass points and pass routes (pass information) along which the item is transported. Therefore, even for the same item, if the information regarding the end point of the transport is different, the reward obtained may differ. Also, even if the information regarding the end point of the transport is the same, if the pass information, such as the pass points and pass routes leading to the end point, is different, the reward obtained may change because the state of the item may change. This requires the player to select pass points and pass routes while taking into account changes in the state of the item and transport the item so as to obtain the desired reward, thereby increasing the interest of transporting items.

[0009] The second invention is the first invention, tentative end point determination means (for example, the tentative end point determination unit 216 in FIG. 17) for tentatively determining the end point based on an operation of the player; Further provided with the reward determination means provisionally determines the reward based on the state of the item and information relating to the end point provisionally determined by the end point provisional determination means, and performs control to present the provisionally determined reward to the player. It is a computer system.

[0010] According to the second aspect of the present invention, a reward is presented to the player that is provisionally determined based on the state of the item and information relating to the end point provisionally determined based on the player's operation. This allows the player to decide whether or not to end the transport of the item by referring to the reward presented by provisionally determining the information relating to the end point of the transport, thereby increasing the convenience and interest of transporting items.

[0011] The third invention is the first or second invention, a prediction control means (e.g., the prediction control unit 218 in FIG. 17) for predicting the state of the item at the end point by setting the end point and the traffic information up to the end point based on an operation input by the player before the transportation of the item is completed, and predicting the reward based on the predicted information about the item and information about the end point; The computer system further comprises:

[0012] According to the third aspect of the present invention, before the transport of an item is completed, the state of the item is predicted based on the end point set based on the player's operation input and traffic information up to the end point, and a reward is predicted based on the predicted item information and information about the end point. Therefore, for example, before completing the transport of an item, the player can select the end point of the item transport and traffic information up to the end point while comparing the set end point and traffic information up to the end point with the predicted reward. This can increase the convenience and interest of transporting items.

[0013] A fourth invention is any one of the first to third inventions, The state change control means changes the state of the item based on a transportation time from when the transportation of the item starts from a given start point to when the transportation of the item reaches the end point (for example, a change element setting table 336A in FIG. 7 ); It is a computer system.

[0014] According to the fourth aspect of the present invention, the state of an item is changed based on the transport time to the end point. This allows the player to adjust the transport time to reach the end point taking into account the change in the state of the item. There may be times when it is necessary to transport the item quickly, and times when it is better to transport it slowly. This increases the interest in transporting items.

[0015] The fifth invention is the fourth invention, The reward determination means compares the transportation time with a given reference transportation time, and changes the reward based on the comparison result (for example, the evaluation factor setting table 339A in FIG. 13 ); It is a computer system.

[0016] According to the fifth aspect of the present invention, the reward to be awarded is changed based on the result of comparing a given reference transport time with the transport time to the item's end point. This allows the player to transport the item while referring to the reference transport time in order to obtain the desired reward, thereby increasing the interest in transporting the item.

[0017] The sixth invention is the fifth invention, a target transport time setting means (for example, the target transport time setting unit 220 in FIG. 17) for setting the reference transport time as a target transport time by the player; The computer system further comprises:

[0018] According to the sixth aspect of the present invention, the target delivery time set by the player is set as the reference delivery time. This allows the player to deliver items aiming for the target delivery time set by the player in order to obtain the desired reward, thereby increasing the enjoyment of delivering items.

[0019] A seventh aspect of the present invention is any one of the first to fifth aspects of the present invention, The reward determination means compares the in-game date and time when the end point is reached with a given in-game designated arrival date and time, and changes the reward based on the comparison result (for example, the evaluation element setting table 339C in FIG. 15 ); It is a computer system.

[0020] According to the seventh aspect of the present invention, the reward to be awarded is changed based on the result of comparing the in-game date and time when the end point is reached with a given in-game designated arrival date and time. This allows the player to transport the item so that it arrives at the end point at the designated in-game arrival date and time in order to obtain the desired reward, thereby increasing the interest in transporting the item.

[0021] The eighth invention is any one of the first to seventh inventions, the reward determination means changes the reward based on player information of the player. It is a computer system.

[0022] According to the eighth aspect of the present invention, the reward to be given is changed based on player information. This means that the reward obtained by each player may differ, and even if the same player delivers the same item to the same end point, the reward obtained may differ, thereby increasing the interest in transporting items.

[0023] A ninth aspect of the present invention is the eighth aspect of the present invention, The player information includes item transportation record information, The reward determination means changes the reward based on the transportation performance information of the player (for example, the evaluation element setting table 339D in FIG. 16 ). It is a computer system.

[0024] According to the ninth aspect of the present invention, the reward to be given is changed based on the item transport record information included in the player information. This makes it possible to motivate the player to transport items by, for example, giving a better reward the more times the player has transported items.

[0025] A tenth aspect of the present invention is any one of the first to ninth aspects of the present invention, When carrying a plurality of types of items, the state change control means changes the states of the items based on a combination of the items (for example, a change element setting table 336C in FIG. 9 ); It is a computer system.

[0026] According to the tenth aspect, when carrying multiple types of items, the states of the items are changed based on the combination of the items. This allows the player to select a combination of items to carry while taking into consideration the changes in the states of the items, thereby increasing the interest in carrying items.

[0027] An eleventh aspect of the present invention is any one of the first to tenth aspects of the present invention, The state change control means changes the state of the item based on the item and / or equipment owned by the character (for example, the change element setting table 336B in FIG. 8 ); It is a computer system.

[0028] According to the eleventh aspect of the present invention, the state of an item is changed based on the items and equipment possessed by the character. This allows the player to select items and equipment to possess while taking into consideration the changes in the item state, thereby increasing the interest in carrying items.

[0029] A twelfth invention is any one of the first to eleventh inventions, There are multiple types of items that can be carried, a recommended location presentation control means (e.g., the recommended location presentation control unit 222 in FIG. 17 ) for setting an item to be transported from among the plurality of types of items and a starting point from which to start transporting the item based on an operation input by the player, and for executing a recommended location selection process for selecting a location to be recommended as the end point based on the set item to be transported and the start point, and presenting the selected recommended location to the player; The computer system further comprises:

[0030] According to the twelfth aspect of the present invention, a recommended end point is selected based on the item to be transported from among a plurality of types of items set based on the player's operation input and the start point of the transport. Therefore, for example, before starting to transport the item, the player can select the type of item to be transported and the start point by comparing the type of item to be transported, the start point of the transport, and the recommended end point. This can increase the convenience and interest of transporting items.

[0031] A thirteenth aspect of the present invention is any one of the first to twelfth aspects of the present invention, a stealing action control means (for example, a stealing action control unit 226 in FIG. 28) that causes the operation target character to perform a stealing action of stealing an item from another character different from the operation target character of the player while the other character is carrying the item, based on an operation input by the player; a stolen item transport reward granting means (for example, the stolen item transport reward granting unit 228 of FIG. 28) that grants a reward to the player by transporting the item captured by the stealing action to the end point; The computer system further comprises:

[0032] According to the thirteenth aspect of the present invention, a reward is awarded to a player whose player character seizes an item being carried by another character and transports it to the end point. In addition to controlling his or her own player character to transport items, a player can obtain a reward by seizing and transporting an item being carried by another character. Conversely, it may happen that a reward that would have been obtained is not obtained because an item has been seized by another character. This further enhances the enjoyment of transporting items.

[0033] A fourteenth aspect of the present invention is any one of the first to thirteenth aspects of the present invention, a multi-player carrying control means (for example, the multi-player carrying control unit 224 in FIG. 27) for controlling a plurality of players to carry the items by operating their respective characters; Further provided with the reward determination means, when the transportation of the items is controlled by the multiple player transportation control means, changes the reward based on player information of each player who transported the items. It is a computer system.

[0034] According to the fourteenth aspect of the present invention, when characters controlled by multiple players transport an item, the reward is changed based on the player information of each player who transported the item. In addition to controlling their own player character to transport an item, a player can cooperate with characters controlled by other players to transport an item. This can further increase the enjoyment of transporting items. [Brief explanation of the drawings]

[0035] [Figure 1] An example of a game system configuration. [Figure 2] Overview of the game. [Figure 3] A diagram illustrating an image of carrying an item. [Figure 4] An example of predictive reward presentation. [Figure 5] An example of predictive reward presentation. [Figure 6] An example of a suggested end point. [Figure 7] 10 is an example of a variable setting table. [Figure 8] 10 is an example of a variable setting table. [Figure 9] 10 is an example of a variable setting table. [Figure 10] 10 is an example of a variable setting table. [Figure 11] 10 is an example of a variable setting table. [Figure 12] 10 is an example of a variable setting table. [Figure 13] 10 is an example of an evaluation element setting table. [Figure 14] 10 is an example of an evaluation element setting table. [Figure 15] 10 is an example of an evaluation element setting table. [Figure 16] 10 is an example of an evaluation element setting table. [Figure 17] FIG. 2 is a functional configuration diagram of a server system. [Figure 18] 10 is an example of player management data. [Figure 19] An example of transportation initial setting data. [Figure 20] 10 is an example of a maximum transportation cost setting table. [Figure 21] 10 is an example of a standard remuneration setting table. [Figure 22] An example of a reference transport time table. [Figure 23] An example of game initial setting data. [Figure 24] An example of play data. [Figure 25] FIG. 2 is a functional configuration diagram of a player terminal. [Figure 26] 10 is a flowchart showing the flow of processing related to item transportation in the game processing. [Figure 27] 10 shows another example of a server system configuration. [Figure 28] 10 shows another example of a server system configuration. DETAILED DESCRIPTION OF THE INVENTION

[0036] Hereinafter, an example of a preferred embodiment of the present invention will be described with reference to the drawings. Note that the present invention is not limited to the embodiment described below, and the forms to which the present invention can be applied are not limited to the following embodiment. In addition, in the description of the drawings, the same elements are given the same reference numerals.

[0037] [Game System] Fig. 1 is a diagram showing an example of the configuration of a game system according to this embodiment. According to Fig. 1, the game system 1 according to this embodiment includes a server system 1000 connectable to a communication network N, and a plurality of player terminals 1500 that can access the server system 1000 via the communication network N and communicate with the server system 1000.

[0038] The communication network N refers to a communication path that allows data communication. In other words, the communication network N includes a dedicated line (dedicated cable) for direct connection, a LAN (Local Area Network) using Ethernet (registered trademark), etc., as well as a communication network such as a telephone communication network, a cable network, or the Internet, and the communication method can be either wired or wireless.

[0039] The server system 1000 is a computer system that includes a main unit 1010, a keyboard 1002, a display 1004, and a storage 1030, and has a control board 1020 mounted on the main unit 1010.

[0040] The control board 1020 is equipped with various processors such as a CPU (Central Processing Unit) 1021, a GPU (Graphics Processing Unit), and a DSP (Digital Signal Processor), various IC memories 1022 such as VRAM, RAM, and ROM, and a communication device 1023. Note that part or all of the control board 1020 may be implemented using an ASIC (Application Specific Integrated Circuit), an FPGA (Field-Programmable Gate Array), or an SoC (System on a Chip). These arithmetic circuits can also be considered processors. The server system 1000 realizes various services for operating the game of this embodiment by the control board 1020 performing arithmetic processing based on predetermined programs and data. For example, the server system 1000 realizes a player management function related to player registration and a game management function for managing game execution control on the player terminals 1500. In other words, the game of this embodiment is realized as a kind of client-server online game.

[0041] 1, the server system 1000 may be configured to include multiple blade servers each performing a different function, connected to each other via an internal bus for data communication. Alternatively, the server system 1000 may be configured to function as a whole by having multiple independent servers installed in remote locations communicate with each other via a communication line.

[0042] The player terminal 1500 is a computer system used individually by the player 3 to play the game, and is an electronic device that communicates with the server system 1000 via the communication network N. In this embodiment, the player terminal 1500 will be described as a device known as a smartphone in terms of hardware, but it may also be a portable game device, a home game device, a game controller for a home game device, a personal computer, a tablet computer, a wearable computer, or the like. Furthermore, it is not limited to the single device shown in FIG. 1 , and may also be configured such that multiple devices work together to function as an integrated unit. The player terminal 1500 mainly functions as a man-machine interface that allows the player 3 to play the game.

[0043] [Game Description] The online game provided by the game system 1 is a game in which a player can obtain a reward by controlling a character (hereinafter, a character controlled by a player is referred to as a "player character") and carrying a given item.

[0044] Fig. 2 is a diagram showing an overview of the game of this embodiment. As shown in Fig. 2, the game of this embodiment is a role-playing game in which a player character 20 of each of a plurality of players 3 is placed on a game field 10 constructed in a game space. The player 3 controls his / her own player character 20 and moves it around the game field 10 to progress through the game.

[0045] In the game of this embodiment, the player 3 controls the player character 20 to carry a given item, and can obtain a reward based on the end point where the item is transported and the state of the item at the end point.

[0046] FIG. 3 is a diagram illustrating an overview of item transportation. As an example of transportation, FIG. 3 shows a player character 20 transporting an item, "carrots," from a starting point, "Town A," to an end point, "Village B." When transporting an item, the player 3 first has the player character 20 acquire the item designated as the transportation target. Multiple types of items are available for transportation. Examples include agricultural products, seeds, seedlings, trees, seafood, minerals, oil, water, livestock products, and processed goods such as medicine and machinery. Items can be acquired in various ways depending on the type of item. For example, items can be acquired by gathering them in fields, orchards, mines, the sea, mountains, etc.; purchasing them at a store; receiving them from other characters; picking them up; crafting or processing them; etc. The location and time at which the item is acquired marks the starting location and time of the item's transportation.

[0047] Then, the player 3 carries the acquired item by moving the player character 20 around the game field 10 while in possession of the item. The player 3 can arbitrarily select the end point of the item transport from a plurality of predetermined points. For example, towns, villages, etc. are candidate end points. The player 3 can also arbitrarily select the travel route from the start point to the end point. However, the player 3 does not need to decide the end point or travel route in advance.

[0048] The reward obtained by transporting an item changes depending on the end point of the transport and the state of the item. The state of the item changes depending on the passage points and route (traffic information) along which the item is transported. Therefore, the player 3 operates the player character 20 to transport the item by selecting passage points, routes, end points, etc., while taking into consideration the changing state of the item, so as to obtain the reward he or she desires.

[0049] [Suggestion to Player] When the player tentatively determines the end point of the item, a reward predicted to be obtained at the tentative end point is presented based on the state of the item and the tentative end point, so that the tentative end point can be used as a reference for selecting the end point, route, and point of the item transport. The tentative end point of the transport is determined, for example, by the player 3 selecting it from among candidate end points of the transport.

[0050] 4 is a diagram showing an example of the presentation of predicted rewards made by provisionally determining an end point. In FIG. 4, an example is shown in which, when the player character 20 moves from "Town A," which is the start point of the transport, to "Town C," the current location, "Town C," is provisionally determined as the end point. Then, a reward predicted to be obtained if the transport of the item ends in "Town C," is presented.

[0051] Furthermore, if the end point of the transport and travel information up to the end point are set before the transport of the item is completed, the state of the item at the end point is predicted, and the reward predicted to be obtained at the set end point is presented based on the predicted item information and the set end point.

[0052] FIG. 5 is a diagram showing an example of presentation of predicted rewards by setting an end point and traffic information. FIG. 5 shows an example in which, when the player character 20 moves from "Town A," the starting point of the transport, to "Town C," "Village B" is set as the end point, and traffic information (traffic route) from "Town C," the current location, to "Village B" is set. Then, the reward predicted to be obtained if the item is transported to "Village B" is presented. Note that it is also possible to set only the end point, and not set traffic information to the end point. In this case, it is sufficient to predict one piece of traffic information, such as the shortest route, as traffic information to the set end point.

[0053] Furthermore, when the player 3 sets an item (item to be transported) to be transported by the player character 20 and a starting point from which the transport of the item begins, a recommended point (recommended point) as an end point of the transport is presented.

[0054] 6 is a diagram showing an example of a presentation of a recommended end point. In FIG. 6, an example is shown in which the player character 20 sets "Town A" as the starting point and "carrots" as the item to be transported. Then, "Village B" is presented as the recommended end point of the transport, and a route from "Town A" to "Village B" is presented. As the recommended end point, for example, a point that is predicted to provide the greatest reward for transporting the item is selected.

[0055] [Reward determination] In this embodiment, the reward obtained by carrying an item is determined for each type of item according to the following formula (1). Reward (per unit amount) = "Base reward (per unit amount)" × "Item condition" × "Transportation evaluation value" (1) In this embodiment, multiple types of items can be carried at the same time. Rewards are determined for each type of item, and the total of these is awarded to the player.

[0056] For each type of item, a base reward per unit amount is determined according to the combination of the start and end points of the transport. The reward is determined by changing this base reward according to the condition of the item and the transport evaluation value.

[0057] The condition of an item changes depending on the passage points and route (traffic information) along which the item is transported. The condition of an item indicates the freshness, quality, etc. of the item. In this embodiment, the condition of an item is represented by a condition value J, which is a numerical value equal to or greater than 0.0. The larger the condition value J, the better the condition of the item, and the greater the reward that can be obtained. Note that the condition value J may have a lower limit and an upper limit within a range equal to or greater than 0.0, depending on the type of item.

[0058] Then, the state value J of the item at a certain time point (t) t is the state value J at the previous time point (t-1). t-1 The change in the item's state is expressed by multiplying the value by the change coefficient R at the target time (t). The change coefficient R is a value greater than or equal to 0.0. A change coefficient R of 1.0 means that the state J at the previous time (t-1) is t-1 The change coefficient R is less than 1.0, which means that the state value J at the previous point in time (t-1) does not change from t-1 The change coefficient R exceeds 1.0, which indicates that the state value J at the previous point in time (t-1) has changed from t-1 It should be noted that the change coefficient R may have a lower limit and an upper limit depending on the type of item, within a range of 0.0 or more.

[0059] The change coefficient R is calculated by a calculation function F1 (r1, r2, ) that uses multiple change factors rn (n = 1, 2, ) related to passage points, passage routes (passage information), and other factors that change the state of the item as variables. The calculation function F1 is a function that increases the change coefficient R as the value of the change factor rn increases. Furthermore, the calculation function F1 and change factor rn are determined for each type of item.

[0060] 7 to 12 are diagrams illustrating an example of a variable setting table 336 that determines the variable factors rn (r1, r2, ...). The variable factor rn is determined for each type of item, and FIGS. 7 to 12 show an example of a variable factor setting table 336 that targets one type of item. For ease of understanding, FIGS. 7 to 12 also show that the value of the variable factor rn is such that a value of 1.0 does not change the state of the item, values greater than 1.0 change the state of the item to a "better" state, and values smaller than 1.0 change the state of the item to a "worse" state.

[0061] FIG. 7 is an example of a variable element setting table 336A for a variable element r1 related to transportation time. Transportation time is the time elapsed from the start of transportation of an item. In the example of FIG. 7, the variable element r1 is set to be maximum when transportation time is 0 (the start of transportation), and the variable element r1 decreases as the transportation time increases. In other words, as transportation time increases, the freshness of an item, such as perishable food, decreases and changes to a worse state. A value corresponding to the elapsed time (transportation time) from the start of transportation of the target item to the target time (t) is adopted as the value of the variable element r1. For items such as minerals where there is no concept of freshness, the variable element r1 can be fixed to 1.

[0062] FIG. 8 is an example of a variable element setting table 336B for the variable element r2 related to the player character's owned / equipped items. In the example of FIG. 8, multiple owned / equipped items are listed, and a value for the variable element r2 is set for each. The listed owned / equipped items are items that, when owned or equipped by the player character 20, have the function of influencing (changing) the state of a target item. The value corresponding to the owned / equipped item satisfied by the player character 20 at the target time (t) is adopted as the value of the variable element r2. Note that, if the player character 20 has multiple owned / equipped items, for example, the largest value among the values corresponding to those owned / equipped items may be adopted as the value of the variable element r2.

[0063] FIG. 9 shows an example of a variable setting table 336C for a variable r3 related to the type of other item being carried at the same time. In the example of FIG. 9, the types of other items are listed and a variable r3 is assigned to each. The types of other items listed here are items that, when placed nearby, will affect the state of the target item. The value corresponding to the type of other item being carried at the target item at the target time (t) is used as the value of variable r3. Note that if there are multiple types of other items being carried at the same time, for example, the integrated value or average value of the values corresponding to each of those other types of items may be used as the value of variable r2.

[0064] FIG. 10 is an example of a variable element setting table 336D for the variable element r4 related to passage points. In FIG. 10, multiple passage points are listed, and a value for the variable element r4 is assigned to each of them. The passage points listed here are geographical locations on the game field where facilities such as towns, villages, castles, and checkpoints are located, as well as topographical locations such as mountains, deserts, oceans, and rivers. Passing through these locations affects changes in the state of an item. The value corresponding to the points (passage points) passed through between the previous time point (t-1) and the target time point (t) is used as the value of the variable element r4. Note that if there are multiple passage points, the average or integrated value of the values corresponding to each of these passage points may be used as the value of the variable element r4.

[0065] FIG. 11 shows an example of a variable element setting table 336E for a variable element r5 related to environmental attributes along a travel route. Environmental attributes are attributes related to the environment on the game field, such as temperature, humidity, air pressure, and wind speed. For example, there are fixed attributes for locations, such as terrain (e.g., desert, grassland, mountain, ocean, and mountain) and climate (e.g., tropical and cold zones), as well as time-varying attributes, such as weather (e.g., heavy rain, sunny weather, snow, and typhoons). In the example of FIG. 11, multiple environmental attributes are listed, and a value for the variable element r5 is assigned to each. The value corresponding to the environmental element along the travel route between the immediately preceding time point (t-1) and the target time point (t) is used as the value of the variable element r5. Note that if there are multiple environmental attributes, the average or integrated value of the values corresponding to each of those environmental attributes may be used as the value of the variable element r5.

[0066] 12 is an example of a variable setting table 336F for a variable r6 related to the means of movement of the player character 20. In FIG. 12, multiple means of movement are listed, and a value of the variable r6 is set for each. The value corresponding to the means of movement of the player character 20 at the target time point (t) is adopted as the value of the variable r6.

[0067] The transportation evaluation value is a value that represents the evaluation of the transportation of an item, and is a numerical value equal to or greater than 0.0. The larger the transportation evaluation value, the higher the evaluation, and the greater the reward obtained. Note that within the range of 0.0 or greater, the evaluation value may have lower and upper limits set according to the type of item. The transportation evaluation value is calculated using a calculation function F2 (p1, p2, ··), which uses multiple evaluation elements pn (n = 1, 2, ··) related to the transportation itself and the player as variables. The calculation function F2 is set as a function such that the transportation evaluation value increases as the evaluation element pn increases. Furthermore, the calculation function F2 and the evaluation element p are set for each type of item.

[0068] 13 to 16 are diagrams showing an example of an evaluation element setting table 339 that defines evaluation elements pn (n=1, 2, . . .). Evaluation elements pn are defined for each type of item, and FIGS. 13 to 16 show an example of an evaluation element setting table 339 that targets one type of item. Also, for ease of understanding, FIGS. 13 to 16 show that the value of the evaluation element pn is an element that does not change from the base reward when it is 1.0, but changes so that the value increases from the base reward as it becomes larger than 1.0, and changes so that the value decreases from the base reward as it becomes smaller than 1.0.

[0069] FIG. 13 is an example of an evaluation element setting table 339A for an evaluation element p1 relating to a comparison between actual transport time and reference transport time. The reference transport time is predetermined for each combination of start point and end point. For example, it may be set to be proportional to the distance (travel distance) from the start point to the end point, or it may be set to the average of the transport times achieved by other players. In FIG. 13, the value of evaluation element p1 is set to increase as the time difference between the reference transport time and the player's actual transport time increases, i.e., the faster the player can transport the item than the reference transport time.

[0070] FIG. 14 is an example of an evaluation element setting table 339B for evaluation element p2, which relates to the comparison between actual transport time and target transport time. The target transport time is a transport time set by the player himself / herself. In FIG. 14, the smaller the magnitude (absolute value) of the time difference obtained by subtracting the player's actual transport time from the target transport time, that is, the closer the player is to transporting the item in a time that is closer to the target transport time, the larger the value of evaluation element p2.

[0071] 15 is an example of an evaluation element setting table 339C for an evaluation element p3 relating to a comparison between the actual arrival date and time at the end point and the designated arrival date and time. The designated arrival date and time is the in-game date and time designated as the arrival date and time at the end point. In the example of FIG. 15, the smaller the magnitude (absolute value) of the time difference between the designated date and time and the actual arrival date and time, i.e., the closer the item can be delivered to the date and time that is closest to the designated date and time, the larger the evaluation element p3 is set.

[0072] FIG. 16 is an example of an evaluation element setting table 339 for the evaluation element p4 related to the player's transportation rank. The player's transportation rank is a value determined based on the player's item transportation record. For example, it is determined based on the number of times an item is transported or the total amount of rewards obtained, so that the higher the transportation rank, the higher the transportation rank. In the example of FIG. 16, the evaluation element p4 is determined to be higher as the transportation rank is higher.

[0073] [Function Configuration] 17 is a block diagram showing the functional configuration of the server system 1000. According to Fig. 17, the server system 1000 includes an operation input unit 102, an image display unit 104, a sound output unit 106, a communication unit 108, a server processing unit 200, and a server storage unit 300.

[0074] The operation input unit 102 outputs operation input signals to the server processing unit 200 in response to various operation inputs for managing the server system 1000. This corresponds to the keyboard 1002 in FIG.

[0075] The server processing unit 200 is realized by, for example, a processor such as a CPU or GPU, or electronic components such as an ASIC or IC memory, and controls the input and output of data between the server processing unit 200 and each functional unit including the operation input unit 102 and the server storage unit 300. The server processing unit 200 performs various arithmetic processing based on predetermined programs and data, operation input signals from the operation input unit 102, data received from the player terminals 1500, and the like, thereby comprehensively controlling the operation of the server system 1000. This corresponds to the control board 1020 in FIG. 1. The server processing unit 200 also has a player management unit 202, a game management unit 210, a timing unit 230, an image generation unit 234, a sound generation unit 236, and a communication control unit 238. Of course, other functions may also be included as appropriate.

[0076] The player management unit 202 performs various processes related to the registration and management of players 3. In this embodiment, it has various functions such as assigning unique player accounts to registered players, managing registration information that registers and manages personal information for each player account, and managing game data. Of course, it can also include a function for managing data linked to other accounts as appropriate. The player management unit 202 manages data related to each player 3 by assigning a unique account (player ID) to a player 3 that has completed the player registration procedure and generating player management data 350.

[0077] 18 is a diagram showing an example of player management data 350. As shown in FIG. 18, the player management data 350 is generated for each registered player 3 and includes a player account 351, player terminal information 352 related to the player terminal 1500 of the player 3, and save data 360. The player account 351 includes a unique player ID assigned to the player 3, as well as a player name arbitrarily set by the player 3 and a password for login authentication. The save data 360 is data related to the progress of the player 3 in the game to date, and includes a player level 361, play history data 362, player character information 363, owned item information 364, owned transport points 365, transport rank 366, and transport record information 367.

[0078] The owned transport points 365 are transport points owned by the player 3. Transport points can be acquired by transporting items. The transport points that can be acquired are determined in the transport point setting table 342 (see FIG. 19). The transport rank 366 is the rank of the player 3 in terms of transporting items, and is set according to the owned transport points 365.

[0079] The transportation record information 367 is record information on the transportation of items performed by the player, and is generated for each transportation. One piece of transportation record information 367 stores, in association with a transportation ID, the type and unit quantity of the transported item, the start point and start date and time of the transportation, the end point and end date and time of the transportation, travel information, the target transportation time set by the player 3, the specified arrival date and time, and the reward granted to the player 3. The travel information includes the route and travel points traveled from the start point to the end point.

[0080] The game management unit 210 performs various processes related to the management of game execution. Since the game of this embodiment is a client-server online game, the game management unit 210 controls the provision of data necessary for game play while communicating with the player terminals 1500. In this embodiment, the game management unit 210 controls the progress of the game in which players can obtain rewards by operating characters and transporting items in accordance with the game server program 302. The progress of the game is controlled using transport initial setting data 320, which is initial setting data related to the transport of items.

[0081] 19 is a diagram showing an example of the transportation initial setting data 320. According to FIG. 19, the transportation initial setting data 320 includes a rank setting table 322 and transportation item setting data 330.

[0082] The rank setting table 322 is a setting table for the transport rank of a player. The rank setting table 322 associates the player's owned transport points with the transport rank, for example, so that the more owned transport points, the higher the rank.

[0083] The transportation item setting data 330 is data defining the items to be transported, and is prepared for each type of item. One transportation item setting data 330 stores the corresponding item type 331, a start / end point candidate list 332, a standard transportation cost per unit amount 333, a maximum transportation cost setting table 334, an initial state value per unit amount 335, a change factor setting table 336 (see FIGS. 7 to 12), a state change coefficient calculation function 337, a standard remuneration setting table 338, an evaluation factor setting table 339 (see FIGS. 13 to 16), a transportation evaluation value calculation function 340, a reference transportation time table 341, and a transportation point setting table 342.

[0084] The start / end point candidate list 332 is a list of points that are candidates for the start point and / or end point of transportation. The point where an item is acquired becomes the start point of transportation of the item.

[0085] The standard transportation cost 333 is the cost required to transport a unit amount of the item. Player 3 can simultaneously transport a unit amount of items that does not exceed the maximum transportation cost defined in the maximum transportation cost setting table 334. When transporting multiple types of items simultaneously, a cost by type is calculated for each type of item by multiplying the standard transportation cost per unit amount of that type by the number of unit amounts of that type of item, and multiple types of items are combined so that the total of these cost by type does not exceed the maximum transportation cost. Figure 20 is a diagram showing an example of the maximum transportation cost setting table 334. According to Figure 20, the maximum transportation cost setting table 334 associates a maximum transportation cost with each of the player's equipment items.

[0086] The initial state value 335 is the state value J0 at the start of the transportation of the item (i.e., at the time of acquisition). The state value J of the item is changed from this initial state value J0 by the change control of the state change control unit 212.

[0087] The state change coefficient calculation function 337 is a calculation function F1(r1, r2, . . . ) for calculating the change coefficient R using the change element rn (n=1, 2, . . . ) as a variable.

[0088] The standard reward setting table 338 defines a standard reward that can be obtained by transporting a specific type of item. Fig. 21 is a diagram showing an example of the standard reward setting table 338. According to Fig. 21, the standard reward setting table 338 defines a standard reward for transporting a unit amount of a specific type of item for each combination of a start point and an end point.

[0089] The reference transport time table 341 defines a reference transport time for transporting an item of the type in question. FIG. 22 is a diagram showing an example of the reference transport time table 341. As shown in FIG. 22, the reference transport time table 341 stores a reference transport time for each combination of a start point and an end point in association with the combination. The reference transport time is defined, for example, as the time required to travel from the start point to the end point at a predetermined travel speed, or the average transport time achieved by each player.

[0090] The transportation point setting table 342 is a setting table for transportation points that can be acquired by transporting the item of the type. The transportation point setting table 342 stores, for example, transportation points that can be acquired by transporting a unit amount of items for each combination of a start point and an end point in association with each other. For example, the transportation points are determined so that the longer the distance from the start point to the end point, the more transportation points are acquired.

[0091] Returning to FIG. 17, the game management unit 210 has a state change control unit 212, a reward determination unit 214, an end point tentative determination unit 216, a prediction control unit 218, a target transportation time setting unit 220, and a recommended point presentation control unit 222.

[0092] The state change control unit 212 controls the change of the state of an item based on the passage points or passage routes along which the item is transported (hereinafter collectively referred to as "passage information"). The state of the item is changed based on at least one of the following: 1) the transportation time from the start of transporting the item from a given start point to a given end point, 2) the combination of items when multiple types of items are being transported, and 3) the items and / or equipment owned by the character.

[0093] Specifically, a state change control process is performed to change the state of an item being carried by the player character 20 by repeatedly calculating and updating a state value J that represents the state of the item. That is, the state value of the item at the start of carrying is set to an initial state value 335 that corresponds to the type of the item. Then, every time a predetermined time elapses, a change factor rn at the current time (t) is calculated according to a change factor setting table 336 that corresponds to the type of item, and these change factors rn are used to calculate a change coefficient R at the current time (t) according to a state change coefficient calculation function 337. t Calculate the state value J at the previous time point (t-1) t-1 Nico's change coefficient R t Multiplying by the current (t) state value J t The state of the item is changed by calculating

[0094] The reward determination unit 214 variably determines the reward to be given to the player based on the state of the item and information about the given end point where the transportation of the item ends. The reward is changed based on at least one of the following: 1) the comparison result between the given reference transportation time and the transportation time, 2) the comparison result between the in-game date and time when the end point is reached and the given in-game specified arrival date and time, 3) the player information of the player, and 4) the item transportation record information included in the player information.

[0095] Specifically, when the player character 20 finishes transporting an item, a standard reward corresponding to the combination of the start point and end point of the transport is calculated according to the standard reward setting table 338 corresponding to the type of item. An evaluation element pn is also calculated according to the evaluation element setting table 339 corresponding to the type of item. A transport evaluation value is then calculated using the calculated evaluation element pn according to the transport evaluation value calculation function 340. A reward to be given to the player 3 is then calculated according to formula (1) using the calculated standard reward and transport evaluation value, and the state value J of the item at the end of transport calculated by the state change control unit 212.

[0096] Furthermore, the reward determination unit 214 provisionally determines a reward based on the state of the item and information related to the end point provisionally determined by the end point provisional determination unit 216, and performs control to present the provisionally determined reward to the player. Specifically, based on the state of the item at the time the end point is provisionally determined and the provisionally determined end point, the reward to be given to the player 3 when transportation ends at the provisionally determined end point is calculated, and presented to the player as the provisionally determined reward (see FIG. 4).

[0097] The tentative end point determination unit 216 tentatively determines the end point of the item transportation based on the player's operation.

[0098] Before the transportation of the item is completed, the prediction control unit 218 sets the end point and the travel information to reach the end point based on the player's operational input, thereby predicting the state of the item at the end point, and predicts the reward based on the predicted information about the item and the end point.

[0099] Specifically, before the player character 20 finishes transporting an item, the end point of the transport and travel information such as the route and travel points from the current position of the player character 20 to the end point are set, for example, according to the player's setting operation.

[0100] Next, the state of the item at the end of the transport is predicted, with the time when the player character 20 reaches the set end point when moving at a predetermined reference speed according to the set traffic information being the end point. The prediction of the item state can be performed, for example, in the same manner as the state change control process performed by the state change control unit 212. Then, based on the predicted state of the item and the set end point, a reward to be given to the player 3 when the transport of the item is completed at the set end point is calculated, and presented to the player 3 as a provisionally determined reward (see FIG. 5).

[0101] The player sets the reference transportation time as the target transportation time in the target transportation time setting unit 220. Specifically, for example, the target transportation time set according to the player's setting operation is set as the reference transportation time.

[0102] The recommended location presentation control unit 222 sets an item to be transported from among multiple types of items that can be transported and a starting point from which to begin transporting the item based on operational input from the player, and presents the selected recommended location to the player by executing a recommended location selection process that selects a location to recommend as an end point based on the set item to be transported and the starting point.

[0103] Specifically, for example, the type of item to be transported and the starting point of the transport are set according to a setting operation by the player. Next, for each of the candidate end points defined in the candidate start / end point list 332 that corresponds to the type of item, a reward predicted to be obtained when the item is transported to the candidate end point is calculated. The reward calculation can be performed in the same manner as the reward determination performed by the reward determination unit 214. Then, for example, the end point with the "best" predicted reward is presented to the player as a recommended end point (recommended point) (see FIG. 6).

[0104] The timekeeping unit 230 uses a system clock to keep track of the current date and time.

[0105] The image generation unit 234 generates images related to system management of the server system 1000, images to be displayed on the player terminal 1500, etc., and outputs image signals related to system management to the image display unit 104. The image display unit 104 displays various images for system management based on the image signals input from the image generation unit 234. This can be realized by an image display device such as a flat panel display or a projector. The display 1004 in FIG. 1 corresponds to this.

[0106] The sound generation unit 236 is realized by executing an IC or software that generates or decodes audio data, and generates or decodes audio data such as operation sounds and background music related to system management and game play of the server system 1000. The sound generation unit 236 then outputs an audio signal related to system management to the sound output unit 106. The sound output unit 106 emits sound based on the audio signal. This corresponds to a speaker (not shown) provided in the main device 1010 or display 1004 in FIG. 1.

[0107] The communication control unit 238 executes data processing related to data communication and realizes data exchange with an external device via the communication unit 108. The communication unit 108 realizes communication by connecting to a communication network N. For example, this is realized by a wireless communication device, a modem, a jack for a wired communication cable, a control circuit, etc. The communication device 1023 in FIG. 1 corresponds to this.

[0108] The server storage unit 300 stores programs and various data for implementing various functions that allow the server processing unit 200 to comprehensively control the server system 1000. It is also used as a working area for the server processing unit 200, and temporarily stores results of calculations executed by the server processing unit 200 in accordance with the various programs. For example, it may be implemented by IC memory such as RAM or ROM, a magnetic disk such as a hard disk, an optical disk such as a CD-ROM or DVD, online storage, etc. The server storage unit 300 stores a game server program 302, a distribution client program 304, game initial setting data 310 required for controlling game execution, player management data 350, and play data 370.

[0109] The game server program 302 is a program for realizing the function of the game server of the online game of this embodiment. The distribution client program 304 is an original of the client program 702 (see FIG. 25) downloaded to the player terminal 1500.

[0110] Fig. 23 is a diagram showing an example of game initial setting data 310. As shown in Fig. 23, the game initial setting data 310 includes game space initial setting data 312, character initial setting data 314, environment attribute setting data 316, and transportation initial setting data 320 (see Fig. 19).

[0111] The game space initial setting data 312 is initial setting data relating to the game field 10 constructed in the game space, and stores definition data for the terrain, structures, etc. that constitute the game field 10.

[0112] The character initial setting data 314 is initial setting data for characters appearing in the game (including the player character 20 and enemy characters), and stores, for each character, initial values such as type, level, rarity value, attribute, combat ability value, attack power, defense power, etc., as well as definition data for the character such as model data.

[0113] The environmental attribute setting data 316 is setting data for environmental attributes such as temperature, humidity, air pressure, wind speed, etc. on the game field constructed in the game space. For example, it includes attributes that are fixedly set for locations such as terrain such as desert, grassland, mountain, sea, mountain, etc., and climate such as tropical zone, cold zone, etc., as well as variable conditions for attributes that change over time such as weather such as heavy rain, clear skies, snow, typhoons, etc.

[0114] Fig. 24 is a diagram showing an example of play data 370. According to Fig. 24, the play data 370 includes game space control data 372 and player character control data 380 as various data related to game play.

[0115] The player character control data 380 is data related to the player character 20 appearing in the game, and is prepared for each player character 20. One piece of player character control data 380 includes a player ID 381 of the player operating the corresponding player character 20, a type 382 of the player character 20, owned and equipped items 383, and transport control data 390. The transport control data 390 is data related to items being carried by the player character 20, and includes a maximum transport cost 391 and currently transported item data 392. The currently transported item data 392 is generated for each type of item. One piece of currently transported item data 392 includes the type of item, the number of units being carried, the start point of transport, the start date and time of transport, travel information from the start point to the current location, a target transport time, and a specified arrival date and time.

[0116] [Player device] 25 is a block diagram showing an example of the functional configuration of the player terminal 1500. According to Fig. 25, the player terminal 1500 includes an operation input unit 502, an image display unit 504, a sound output unit 506, a communication unit 508, a device processing unit 600, and a device storage unit 700.

[0117] The operation input unit 502 outputs operation input signals corresponding to various operations and setting inputs by the player 3 to the device processing unit 600. For example, it can be realized by a touch panel, a push switch, a joystick, a touchpad, a trackball, an acceleration sensor, a gyro, a CCD module, or the like.

[0118] The device processing unit 600 is realized by, for example, a microprocessor such as a CPU or GPU, or electronic components such as an IC memory, and controls the input and output of data between the device and each functional unit including the operation input unit 502 and the device storage unit 700. The device processing unit 600 executes various types of arithmetic processing based on predetermined programs and data, operation signals from the operation input unit 502, data received from the server system 1000, and the like, to control the operation of the player terminal 1500. The device processing unit 600 also includes a device calculation unit 610, a timing unit 620, a sound generation unit 626, and a communication control unit 628.

[0119] The terminal calculation unit 610 has an operation signal transmission control unit 612 and an image display control unit 614 , and performs control to make the player terminal 1500 function as a client device that communicates with the server system 1000 .

[0120] The operation signal transmission control unit 612 executes processing for transmitting various data and requests to the server system 1000 in response to operations performed on the operation input unit 502 .

[0121] The image display control unit 614 performs control to display game screens, various operation screens, and the like based on various image data received from the server system 1000. Then, it generates image signals for displaying these images and outputs them to the image display unit 504. The image display unit 504 displays various images based on the image signals input from the image display control unit 614. For example, this can be realized by an image display device such as a touch panel, a flat panel display, a projector, or a head-mounted display.

[0122] The timekeeping unit 620 uses a system clock to keep track of the current date and time.

[0123] The sound generation unit 626 is realized by, for example, a digital signal processor (DSP), a processor such as a voice synthesis IC, an audio codec for reproducing audio files, etc., and generates sound signals such as sound effects and background music related to the game, various operation sounds, etc., and outputs them to the sound output unit 506. The sound output unit 506 outputs sound effects, background music, etc. based on the sound signals input from the sound generation unit 626.

[0124] The communication control unit 628 executes data processing related to data communication and realizes data exchange with an external device (mainly the server system 1000) via the communication unit 508. The communication unit 508 realizes communication by connecting to the communication network N. For example, it is realized by a wireless communication device, a modem, a TA (terminal adapter), a jack for a wired communication cable, a control circuit, etc.

[0125] The terminal storage unit 700 stores system programs for causing the device processing unit 600 to realize given functions, various data, etc. It is also used as a work area for the device processing unit 600, and temporarily stores the results of calculations executed by the device processing unit 600 in accordance with the various programs, input data from the operation input unit 502, etc. For example, it may be realized by IC memory such as RAM or ROM, a magnetic disk such as a hard disk, or an optical disk such as a CD-ROM or DVD. In this embodiment, the terminal storage unit 700 stores a client program 702.

[0126] [Processing flow] 26 is a flowchart illustrating the flow of processing related to the transportation of an item, which is part of the game processing. This processing is related to one item transportation, and is executed by the game management unit 210.

[0127] First, the player character 20 acquires an item to be carried according to an operation input by the player 3 (step S1). Then, the point and time of acquisition of the item are set as the starting point and starting time of carrying the item (step S3). Next, the state change control unit 212 starts a state change control process for the item (step S5).

[0128] When the end point of the transportation is set (provisionally set) by the operation input of the player 3 (step S7: YES), the prediction control unit 218 predicts the state of the item at the set end point (step S9). Then, based on the set end point and the predicted state of the item, the prediction control unit 218 predicts the reward at the set end point (step S11) and presents the predicted reward to the player 3 (step S13).

[0129] Furthermore, if the end point of the transportation (end of transportation) is tentatively determined by the operation input of player 3 (step S15: YES), the reward determination unit 214 tentatively determines a reward for the tentatively determined end point based on the tentatively determined end point and the state of the item (step S17), and presents the tentatively determined reward to player 3 (step S19).

[0130] Furthermore, if the end point of the transport (transportation end) is determined by the operation input of the player 3 (step S21: YES), the reward to be given to the player 3 is determined with the current position of the player character 20 as the end point of the transport (step S23), and the determined reward is given to the player 3 (step S25). After the above processing is performed, this processing ends.

[0131] [Action and effect] As described above, this embodiment can enhance the entertainment value of a game in which a player can receive a reward by transporting an item. Specifically, the reward to be given to the player 3 is variably determined based on the state of the item and information regarding the end point of the transport. The state of the item changes depending on the pass points and route (travel information) along which the item is transported. Therefore, even for the same item, the reward obtained may differ depending on the information regarding the end point of the transport. Furthermore, even for the same information regarding the end point of the transport, the reward obtained may change depending on the pass points and route information leading to the end point, such as the pass points and route, which may change depending on the state of the item. This requires the player 3 to select the pass points and route to transport the item while taking into consideration the changes in the state of the item so as to receive the desired reward, thereby enhancing the entertainment value of transporting items.

[0132] [Variations] It should be noted that the embodiments to which the present invention can be applied are not limited to the above-described embodiments, and can of course be modified as appropriate within the scope of the present invention.

[0133] (A) Carrying items with multiple player characters In the above embodiment, one player character 20 carries an item alone, but a plurality of player characters 20 may cooperate to carry an item. Note that some of the player characters 20 who cooperate to carry an item may be non-player characters (NPCs).

[0134] Fig. 27 shows an example of the functional configuration of the server system 1000A in this case. As shown in Fig. 27, the server system 1000A further includes a multi-player transport control unit 224 in the game management unit 210A.

[0135] The multi-player transport control unit 224 controls the transport of items by multiple players operating their respective characters. In this case, the types of items that can be transported may differ depending on the number of player characters 20 by determining the minimum number of player characters required to transport each type of item.

[0136] Furthermore, when the transportation of an item is controlled by the multi-player transportation control unit 224, the reward determination unit 214 changes the reward based on the player information of each player who carried the item. Specifically, in addition to the reward given when the item is carried by one player character 20, the reward given to each player 3 who carried the item together can be, for example, a special reward according to the number of player characters or the transportation rank based on the transportation record information 367 of each player. The transportation record information 367 is one piece of player information. Furthermore, the special reward may be different for each player 3.

[0137] (B) Stealing an item An item being carried by another character may be intercepted midway, and a player character 20 other than the other character may continue to carry the item. In this case, the player character 20 is considered to have started carrying the item from the start point of the other character's transport, and a reward is given to the player of the player character 20 that has carried the item to the end point (finished the transport). The other character may be the player character of another player, or may be a non-player character.

[0138] Fig. 28 shows an example of the functional configuration of the server system 1000B in this case. As shown in Fig. 28, the server system 1000A further includes a stealing action control unit 226 and a stolen item transport reward granting unit 228 in the game management unit 210B.

[0139] The stealing action control unit 226 causes the character to be operated by the player 3 to perform a stealing action to steal an item from another character different from the character to be operated by the player 3 while the other character is carrying the item, based on the operation input of the player.

[0140] The stolen item transport reward granting unit 228 grants a reward to the player 3 by transporting an item stolen by a stealing action controlled by the stealing action control unit 226 to the end point. The reward granted to the player 3 is a reward that is calculated assuming that the player character 20 has started transporting from the start point of the transport by the other character. In addition to this reward, a special reward may be added based on the point where the stealing action was performed, the passage information and player information of each of the other characters and the player character 20, etc. Furthermore, instead of adding a special reward, the reward may be reduced as a penalty.

[0141] (C) Computer Systems Furthermore, in the above-described embodiment, an example was given in which an online game was implemented in the game system 1, which is a client-server computer system, but it may also be implemented in a computer system in which multiple player terminals 1500 are connected peer-to-peer. In this case, one of the player terminals 1500 is made to perform the functions of the server system 1000 in the above-described embodiment. Alternatively, a configuration may be adopted in which the functions of the game management unit 210 are shared and performed by multiple player terminals 1500.

[0142] Alternatively, a single-player game may be implemented. In this case, the player terminal 1500 is configured to have the functions of the game management unit 210 of the server system 1000 described above, and various data stored in the server storage unit 300 is stored in the terminal storage unit 700. Then, instead of the game server program 302, a game program executed by the player terminal 1500 is written in the terminal storage unit 700, and the player terminal 1500 reads and executes this game program, thereby implementing the same functions as the server system 1000 described above. The process of transporting an item is a process in which the subject described with reference to FIG. 26 is replaced with the player terminal 1500.

[0143] (D) Type of game Furthermore, in the above-described embodiment, the game provided by the game system 1 is a role-playing game, but the present invention can be similarly applied to other types of games, such as action games and simulation games, as long as the game is enjoyed by the player controlling a player character. [Explanation of symbols]

[0144] 1. Game System 1000 (1000A, 1000B)...Server system 200...Server processing unit 202...Player management section 210...Game Management Department 212...State change control unit 214...Remuneration Determination Department 216...Tentative End Point Determination Section 218...Prediction control unit 220...Target transport time setting unit 222...Recommended location presentation control unit 224...Multiple player transport control unit 226…Seizure Control Department 228…Captured Item Transport Reward Granting Department 300...Server storage section 302...Game server program 304...Delivery client program 310... Game initial setting data 320...Transportation initial setting data 330...Transport item setting data 342... Variable element setting table 348...Evaluation element setting table 350...Player management data 370...Play data 1500...Player terminal 3...Player 10...Game field 20...Player character

Claims

1. A computer system for controlling the progress of a game in which a player can obtain a reward by operating a character to carry a given item, the item is an item whose state can change, There are multiple types of items that can be carried, a state change control means for controlling a change in the state of the item based on a passage point or a passage route along which the item is carried (hereinafter collectively referred to as "passage information"); a reward determination means for variably determining a reward to be given to the player based on the state of the item and information regarding a given end point at which the transportation of the item ends; a recommended point presentation control means for setting an item to be transported from among the plurality of types of items and a starting point from which to start transporting the item based on an operation input by the player, and for executing a recommended point selection process for selecting a point to be recommended as the end point based on the set item to be transported and the start point, and presenting the selected recommended point to the player; A computer system comprising:

2. A computer system for controlling the progress of a game in which a player can obtain a reward by operating a character to carry a given item, the item is an item whose state can change, a state change control means for controlling a change in the state of the item based on a passage point or a passage route along which the item is carried (hereinafter collectively referred to as "passage information"); a multi-player carrying control means for controlling a plurality of players to carry the items by operating their respective characters; a reward determination means for variably determining a reward to be given to a player based on the state of the item and information regarding a given end point at which the transportation of the item ends, the reward determination means changing the reward based on player information of each player who transported the item when the transportation of the item is controlled by the multi-player transportation control means; A computer system comprising:

3. a prediction control means for predicting the state of the item at the end point by setting the end point and the traffic information up to the end point based on an operation input by the player before the transportation of the item is completed, and predicting the reward based on the predicted information on the item and information on the end point; The computer system according to claim 1 or 2, further comprising:

4. the state change control means changes the state of the item based on a transportation time from when transportation of the item starts from a given start point to when transportation of the item reaches the end point. The computer system according to any one of claims 1 to 3.

5. The reward determination means compares the transportation time with a given reference transportation time and changes the reward based on the comparison result.

5. The computer system of claim 4.

6. a target transport time setting means for setting the reference transport time as a target transport time by the player; The computer system of claim 5 further comprising:

7. the reward determination means compares the in-game date and time when the end point is reached with a given in-game designated arrival date and time, and changes the reward based on the comparison result; A computer system according to any one of claims 1 to 6.

8. the reward determination means changes the reward based on player information of the player. A computer system according to any one of claims 1 to 7.

9. The player information includes item transportation record information, the reward determination means changes the reward based on the transportation performance information of the player.

9. The computer system of claim 8.

10. When carrying a plurality of types of items, the state change control means changes the states of the items based on a combination of the items. A computer system according to any one of claims 1 to 9.

11. the state change control means changes the state of the item based on an item and / or equipment owned by the character; A computer system according to any one of claims 1 to 10.

12. a stealing action control means for causing the controlled character to perform a stealing action of stealing an item from another character different from the controlled character of the player while the other character is carrying the item, based on an operation input by the player; a stolen item transport reward granting means for granting a reward to the player by transporting the item stolen by the stealing action to the end point; The computer system according to any one of claims 1 to 11, further comprising:

13. A program for causing a computer system to control the progress of a game in which a player can obtain a reward by operating a character to carry a given item, the item is an item whose state can change, There are multiple types of items that can be carried, a state change control means for controlling a change in the state of the item based on a passage point or a passage route along which the item is carried; a reward determination means for variably determining a reward to be given to the player based on information regarding the state of the item and a given end point at which the transportation of the item ends; a recommended point presentation control means for setting an item to be transported from among the plurality of types of items and a starting point from which to start transporting the item based on an operation input by the player, and for executing a recommended point selection process for selecting a point to be recommended as the end point based on the set item to be transported and the start point, thereby presenting the selected recommended point to the player; A program for causing the computer system to function as a

14. A program for causing a computer system to control the progress of a game in which a player can obtain a reward by operating a character to carry a given item, the item is an item whose state can change, a state change control means for controlling a change in the state of the item based on a passage point or a passage route along which the item is carried; a multi-player carrying control means for controlling a plurality of players to carry the items by operating their respective characters; a reward determination means for variably determining a reward to be given to a player based on the state of the item and information regarding a given end point at which transportation of the item ends, the reward determination means changing the reward based on player information of each player who transported the item when transportation of the item is controlled by the multi-player transportation control means; A program for causing the computer system to function as a

Citation Information

Patent Citations

  • Game program and game machine for board game

    JP2009148331A