System, method, and program for providing games
The system enhances player satisfaction by enabling enjoyable profile setup through customizable content elements in games, addressing the lack of engagement in conventional profile creation processes.
Patent Information
- Application Number
- JP2021198885
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2021-12-07
- Publication Date
- 2025-12-11
- Estimated Expiration
- 2041-12-07
AI Technical Summary
The process of setting up a player profile in conventional games is not enjoyable, which can hinder player satisfaction.
A system that allows players to generate profile content using content elements, including changing the display manner of elements based on their ownership and relationships, enhancing the customization and enjoyment of the profile setup process.
Enables players to have fun setting up their profiles by allowing customization and interaction with content elements, thereby improving player satisfaction.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present invention relates to a system, a method, and a program for providing a game. [Background technology]
[0002] Conventionally, in online games and the like, player profiles are sometimes used to promote communication between players. For example, Patent Document 1 below discloses displaying player information of matched opponents during a mahjong game. Player information includes, for example, a player's image, nickname, game results, etc., and this information is set individually by the player or automatically. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2014-174968 Summary of the Invention [Problem to be solved by the invention]
[0004] However, in the conventional games described above, although communication via player profiles can be promoted, the process of setting up a profile itself cannot be said to be enjoyable for players. If a good user experience such as setting up a profile could be realized outside of the main game, player satisfaction could be improved.
[0005] One of the objects of the embodiment of the present invention is to enable a game player to enjoy the process of setting up a profile. Other objects of the embodiment of the present invention will become apparent by reading the entire specification. [Means for solving the problem]
[0006] A system according to one embodiment of the present invention is a system for providing a game, comprising one or more computer processors, wherein the one or more computer processors execute, in response to execution of readable instructions, the following steps: assigning content elements to a player of the game for generating profile content including player information about the player of the game; and generating the profile content using the content elements owned by the player; and the step of assigning the content elements includes enabling the player to use, in addition to the first content element, a third content element in which the display manner of the first content element has been changed, in conjunction with the assignment of a second content element having a predetermined relationship with a first content element owned by the player.
[0007] A method according to one embodiment of the present invention is a method for providing a game, executed by one or more computers, comprising the steps of: assigning content elements to a player of the game for generating profile content including player information about the player of the game; and generating the profile content using the content elements owned by the player, wherein the step of assigning the content elements includes, in addition to the first content element, enabling the player to use a third content element in which the display manner of the first content element has been changed, in conjunction with the assignment of a second content element having a predetermined relationship with a first content element owned by the player.
[0008] A program according to one embodiment of the present invention is a program for providing a game, which causes one or more computers to execute the steps of: assigning content elements to a player of the game for generating profile content including player information about the player of the game; and generating the profile content using the content elements owned by the player, wherein the step of assigning the content elements includes, in addition to the first content element, enabling the player to use a third content element in which the display manner of the first content element has been changed, in conjunction with the assignment of a second content element having a predetermined relationship with a first content element owned by the player. [Effects of the Invention]
[0009] Various embodiments of the present invention allow game players to have fun setting up their profiles. [Brief explanation of the drawings]
[0010] [Figure 1] 1 is a diagram showing a schematic configuration of a network including a game providing server 10 according to one embodiment of the present invention. [Figure 2] FIG. 2 is a diagram illustrating information managed by a player information table 151. [Figure 3] FIG. 3 is a diagram illustrating an example of information managed by a content element information table 152. [Figure 4] FIG. 3 is a diagram illustrating an example of information managed by a mission information table 153. [Figure 5] FIG. 10 is a diagram illustrating an example of information managed by a owned content element management table 154. [Figure 6] FIG. 10 is a diagram illustrating information managed by a profile content management table 155. [Figure 7] FIG. 10 is a diagram illustrating an example of information managed by a mission achievement management table 156. [Figure 8] FIG. 4 is a diagram illustrating a profile screen 50. [Figure 9]FIG. 3 is a diagram illustrating a profile card 300. [Figure 10] FIG. 6 is a diagram illustrating a card editing screen 60. [Figure 11] FIG. 7 is a diagram illustrating a skin details screen 70. [Figure 12] FIG. 3 is a diagram illustrating a profile card 300. [Figure 13] FIG. 10 is a diagram illustrating a panel editing screen 80. [Figure 14] FIG. 10 is a diagram illustrating a skin treasure chest screen 90. [Figure 15] 4 is a flowchart illustrating a process executed by the server 10. [Figure 16] FIG. 2 is a diagram illustrating a winning skin display screen 200. [Figure 17] FIG. 2 is a diagram illustrating an example of an upgrade display screen 210. [Figure 18] FIG. 2 is a diagram illustrating a mission management screen 220. [Figure 19] FIG. 2 is a diagram illustrating a mission management screen 220. [Figure 20] FIG. 2 is a diagram illustrating a mission management screen 220. [Figure 21] FIG. 2 is a diagram illustrating a stamp card screen 230. DETAILED DESCRIPTION OF THE INVENTION
[0011] Hereinafter, embodiments of the present invention will be described with reference to the drawings. In the various drawings, the same reference numerals may be used to designate the same or similar components.
[0012] FIG. 1 is a diagram illustrating a schematic configuration of a network including a game providing server 10 according to one embodiment of the present invention. As illustrated, the server 10 is communicably connected to player terminals 30 via a communication network 20 such as the Internet. Although only one player terminal 30 is illustrated in FIG. 1, the server 10 may be communicably connected to a plurality of player terminals 30. The server 10 provides a game to a user who operates the player terminal 30. The game providing server 10 is an example of a device that implements all or part of the system of the present invention.
[0013] First, we will explain the hardware configuration of the game providing server 10. The game providing server 10 is configured as a general computer, and as shown in Fig. 1, it includes a computer processor 11, a main memory 12, an input / output I / F 13, a communication I / F 14, and a storage (storage device) 15, and these components are electrically connected via a bus or the like (not shown).
[0014] The computer processor 11 is configured as a CPU, a GPU, or the like, and loads various programs stored in a storage 15 or the like into a main memory 12 and executes various instructions included in the programs. The main memory 12 is configured, for example, by a DRAM or the like.
[0015] The input / output I / F 13 includes various input / output devices for exchanging information with an operator, etc. The input / output I / F 13 includes, for example, information input devices such as a keyboard and a pointing device (e.g., a mouse, a touch panel, etc.), a voice input device such as a microphone, and an image input device such as a camera. The input / output I / F 13 also includes an image output device such as a display, and an audio output device such as a speaker.
[0016] The communication I / F 14 is implemented as hardware such as a network adapter, various communication software, or a combination of these, and is configured to enable wired or wireless communication via a communication network 20 or the like.
[0017] The storage 15 is configured, for example, with a magnetic disk, a flash memory, or the like. The storage 15 stores various programs, including an operating system, and various data. For example, as shown in FIG. 1 , the storage 15 includes a player information table 151 for managing information about game players; a content element information table 152 for managing information about content elements for generating profile content; a mission information table 153 for managing information about missions completed as the game is played; a possessed content element management table 154 for managing information about content elements possessed by the player; a profile content management table 155 for managing information about the player's profile content; and a mission completion management table 156 for managing information about mission completion by the player. Furthermore, for example, the storage 15 stores a server-side program 40 according to one embodiment of the present invention. The program 40 is a program for causing the game providing server 10 to function as all or part of a system for providing a game. At least a portion of the server-side program 40 may be executed on the player terminal 30 via a web browser or other application.
[0018] In this embodiment, the game providing server 10 may be configured using a plurality of computers each having the above-described hardware configuration. For example, the server 10 may be configured by one or a plurality of server devices.
[0019] The game providing server 10 configured in this manner functions as a web server and an application server, executes various processes in response to requests from a web browser or other application (e.g., a game application) installed in the player terminal 30, and transmits screen data (e.g., HTML data) and control data according to the results of the processes to the player terminal 30. The player terminal 30 displays a web page or other screen based on the received data.
[0020] Next, we will explain the hardware configuration of the player terminal 30. The player terminal 30 is configured as a general computer, and as shown in Fig. 1, it includes a computer processor 31, a main memory 32, an input / output I / F 33, a communication I / F 34, and a storage (storage device) 35, and these components are electrically connected via a bus or the like (not shown).
[0021] The computer processor 31 is configured as a CPU, a GPU, or the like, and loads various programs stored in a storage 35 or the like into the main memory 32 and executes various instructions included in the programs. The main memory 32 is configured, for example, by a DRAM or the like.
[0022] The input / output I / F 33 includes various input / output devices for exchanging information with an operator, etc. The input / output I / F 33 includes, for example, information input devices such as a keyboard and a pointing device (e.g., a mouse, a touch panel, etc.), an audio input device such as a microphone, and an image input device such as a camera. The input / output I / F 33 also includes an image output device such as a display, and an audio output device such as a speaker.
[0023] The communication I / F 34 is implemented as hardware such as a network adapter, various communication software, or a combination thereof, and is configured to be able to realize wired or wireless communication via the communication network 20 or the like.
[0024] The storage 35 is configured by, for example, a magnetic disk or a flash memory, etc. The storage 35 stores various programs including an operating system, various data, etc. The programs stored in the storage 35 can be downloaded from an application market or the like and installed.
[0025] In this embodiment, the player terminal 30 may be configured as a smartphone, a tablet terminal, a wearable device, a personal computer, a dedicated game terminal, or the like.
[0026] A user (game player) of a player terminal 30 configured in this manner can play a game provided by the server 10 by communicating with the server 10 via a web browser or other application installed in storage 35, etc.
[0027] Next, we will explain the functions of the game providing server 10 configured as above. As shown in Figure 1, the computer processor 11 of the server 10 is configured to function as a management function control unit 111 and a game progress control unit 112 by executing instructions included in a program (for example, at least a part of the server-side program 40) loaded into the main memory 12.
[0028] The management function control unit 111 is configured to execute various processes related to the control of the management functions of the game. For example, the management function control unit 111 transmits screen data and control data of various screens related to the management functions to the player terminal 30, executes various processes in response to operation inputs by the player via the screens output on the player terminal 30, and transmits screen data and control data according to the results of the processes to the player terminal 30. The management functions controlled by the management function control unit 111 include, for example, login processing (user authentication), billing control, and player account management.
[0029] The game progression control unit 112 is configured to execute various processes related to the control of the progress of the game. For example, the game progression control unit 112 transmits screen data and control data of various screens for progressing the game to the player terminal 30, executes various processes in response to operation inputs by the user via the screens output on the player terminal 30, and transmits screen data, control data, etc. according to the results of the processes to the player terminal 30.
[0030] In this embodiment, the game progression control unit 112 is configured to assign content elements to a player for generating profile content including player information about the player. The profile content includes various types of electronic and virtual content used as the player's profile, and is configured as, for example, still images, video, audio, and combinations thereof. Furthermore, content elements can also be referred to as elements (components) corresponding to at least a portion of such still images, video, audio, etc. Information regarding content elements owned by a player is managed, for example, in an owned content element management table 154.
[0031] The game progression control unit 112 is also configured to generate profile content for a player using content elements owned by the player. For example, the game progression control unit 112 generates profile content that includes one or more content elements selected by the player from among multiple content elements owned by the player. Information about the generated profile content is managed, for example, in the profile content management table 155. The profile content can be displayed on a screen output to the player terminal 30 of the corresponding player or another player at various times.
[0032] In this embodiment, the game progression control unit 112 is configured to enable a player to use, in addition to the first content element, a third content element obtained by changing the display mode of the first content element when a second content element that has a predetermined relationship with a first content element owned by the player is granted to the player. For example, in response to the granting of such a second content element, the second content element is changed to a third content element, or the third content element is granted in addition to the second content element. Alternatively, in response to the granting of such a second content element, a display mode corresponding to the third content element is added as a display mode of the first content element.
[0033] In this way, when providing content elements for generating profile content, the game providing server 10 in this embodiment allows the use of content elements whose display mode has been changed in accordance with the provision of content elements that have a predetermined relationship with content elements owned by the player, so that the player can enjoy setting up profile content using such content elements. In other words, the game providing server 10 allows the player of the game to enjoy setting up their profile itself.
[0034] In this embodiment, the predetermined relationship, which is a condition for enabling the use of a content element whose display mode has been changed, includes various relationships. For example, the second content element includes a content element that is identical to the first content element. Also, for example, the second content element includes a content element that has the same parameter value (attribute, type, effect, etc.) as the first content element.
[0035] In this embodiment, the game progression control unit 112 can be configured to set a data item selected by the player from a plurality of data items that can be set as player information included in the profile content as the player information. The plurality of data items include, but are not limited to, items that are individually set by the player (e.g., a self-introduction, etc.) and items that are automatically set (e.g., game play history and achievements, etc.). This configuration allows the player to customize the player information included in the profile content.
[0036] In this embodiment, the content elements may be granted to the player at various times, for example, through a lottery (gacha) or through purchase with real currency.
[0037] Furthermore, for example, the game progress control unit 112 may be configured to grant content elements as rewards in accordance with game play. For example, the game progress control unit 112 grants content elements to a player as rewards based at least on the completion of a mission in accordance with game play. A mission is typically completed by fulfilling a predetermined achievement condition (e.g., reaching 10 wins). For example, the game progress control unit 112 grants the player an item (including coins, points, etc.) for acquiring the content element in accordance with the completion of the mission, and the player uses the item to acquire the content element (e.g., by winning through a lottery or exchanging). Furthermore, for example, the game progress control unit 112 grants the content element itself to the player in accordance with the completion of the mission. This configuration, in which content elements are granted in accordance with game play, may encourage the player to set profile content using the content elements.
[0038] In this embodiment, at least some of the multiple missions may be configured as missions that are enabled in response to the use of a predetermined item. For example, the game progress control unit 112 may be configured to enable a specific mission that is disabled when a predetermined item is not used in response to the use of the predetermined item. For example, an invalid mission may not result in the acquisition of a reward in response to its completion, while an enabled mission may result in the acquisition of a reward in response to its completion. Also, for example, an invalid mission may not even be possible to complete. This configuration increases the enjoyment of completing missions.
[0039] In this embodiment, at least some of the multiple missions may be configured as missions in which the reward for completing the mission is enhanced depending on the use of a predetermined item. For example, the reward for using a predetermined item may be higher in value and / or larger in quantity than the reward for not using the predetermined item. This configuration increases the enjoyment of completing the missions.
[0040] In this embodiment, the multiple missions may include missions covering different time periods. For example, the multiple missions may include a mission to be completed by playing the game in a first time period (e.g., one day) and a mission to be completed by playing the game in a second time period (e.g., one month) that is longer than the first time period. This configuration increases the enjoyment of completing the missions.
[0041] Furthermore, for example, the game progress control unit 112 may be configured to grant content elements in response to the player's use of a predetermined item (which may also be referred to as a purchase using the item). Such a configuration may provide the player with the enjoyment of acquiring items for obtaining content elements.
[0042] Furthermore, the game progression control unit 112 may be configured to, upon granting the third content element (a content element in which the display mode of the first content element has been changed) to a player who does not possess the first content element, enable the player to use the first content element. This configuration enables the player to use the content element before the change in display mode upon acquiring the content element after the change in display mode.
[0043] Furthermore, the game progression control unit 112 may be configured to enable the player to use a fourth content element obtained by further changing the display mode of the third content element in response to the further acquisition of a second content element that has a predetermined relationship with a first content element owned by the player. For example, in response to the further acquisition of a second content element, the second content element is changed to a fourth content element, or the fourth content element is acquired in addition to the second content element. Alternatively, in response to the further acquisition of a second content element, a display mode corresponding to the fourth content element is further added as a display mode of the first content element. This configuration may provide the player with the enjoyment of acquiring additional second content elements.
[0044] Next, a specific example of one aspect of the game providing server 10 of this embodiment having such functions will be described. In this example, the game providing server 10 provides a fighting game in which players use characters to fight against other players. Note that the type of game in this embodiment is not particularly limited, and various types of games such as card games, puzzle games, RPGs, and action games are included.
[0045] First, the information managed by each table in this example will be explained. Figure 2 shows an example of information managed by the player information table 151 in this example. The player information table 151 in this example manages information about players of the game, and as shown in the figure, associates the information with a "player account" that identifies an individual player, and manages information such as an "account name," a "level," a "total number of wins" that is the total number of victories in the competitive game, a "game start date" that is the date the competitive game was first played, a "number of login days" that is the total number of days the player has logged in, a "self-introduction" that is individually input by the player, a "player tag" that is a tag (title) that is individually set by the player, a "number of mission points" that is the total number of mission points acquired for completing missions, a "battle pass purchase flag" that indicates whether a battle pass has been purchased, a "battle pass consecutive purchase target flag" that indicates whether a battle pass is being purchased consecutively, a "number of skin exchange coins owned" that is the number of skin exchange coins that can be exchanged for skins (content elements) for generating a profile card (profile content), "owned item information" that is information about other items owned by the player, and "owned character information" that is information about characters owned by the player.
[0046] In this example, acquisition conditions are set for each of a plurality of tags (titles), and a player can set a tag acquired by satisfying the corresponding acquisition condition as his / her own player tag. The tag acquisition conditions include, for example, conditions related to the achievements of the fighting game (for example, the number of login days, the number of matches, or the number of wins reaching a predetermined value).
[0047] In this example, the number of mission points is managed for each repeating target period (for example, one month). Specifically, the number of mission points is updated during the period and cleared when the period ends and a new period begins.
[0048] In this example, the battle pass, which will be described in detail later, is an item that activates missions exclusive to the battle pass and enhances rewards according to the number of mission points, and is purchased with real currency. Note that the battle pass may be purchased with an item including virtual currency (coins, points, etc.), or may be granted through other methods (for example, as a reward for playing the game).
[0049] In this example, one Battle Pass is valid only during the specific period for which the number of mission points is managed, and becomes invalid when that period ends. Then, when a new period begins, the player can purchase another Battle Pass. The Battle Pass consecutive purchase flag is set to a value indicating that the player is "eligible for consecutive purchase" when a Battle Pass is purchased, and then, if a period occurs during which the player does not purchase a Battle Pass, a value indicating that the player is "not eligible for consecutive purchase" is set.
[0050] Skin exchange items are given to players at various times, for example, as a reward for playing a game.
[0051] The owned item information includes information for identifying the owned item (for example, an item ID), and the owned character information includes information for identifying the owned character (for example, a character ID).
[0052] 3 illustrates information managed by content element information table 152. In this example, content element information table 152 manages information related to skins as content elements, and as shown in the figure, manages information such as "skin type," "rarity," and "image information" in association with a "skin ID" that identifies an individual skin.
[0053] In this example, a skin is a component used to generate a profile card as profile content. Skins are classified into five types: "card base," "character," "nameplate," "profile panel," and "frame," and a value corresponding to one of these five types is set as the skin type in content element information table 152.
[0054] In this example, the skins have four grades, and four display modes (images) corresponding to the four grades are set for each skin. Information about the four images corresponding to these four display modes is set in the image information of the content element information table 152.
[0055] FIG. 4 illustrates information managed by the mission information table 153 in this example. The mission information table 153 in this example manages information about missions that are accomplished by playing a battle game, and as shown in the figure, manages information such as "achievement condition information," which is information about the conditions for accomplishing the mission, a "target period," "reward information," which is information about rewards given to players in response to the accomplishment of the mission, and a "battle pass target flag," which is activated in response to the purchase of a battle pass, indicating whether the mission is target of the battle pass, in association with a "mission ID" that identifies each individual mission. In this example, the target period is set to either one day (daily mission) or a specific period (e.g., one month) (stock mission). To accomplish a mission, the achievement conditions must be met within the target period.
[0056] 5 illustrates information managed by owned content element management table 154 in this example. In this example, owned content element management table 154 manages information related to skins owned by a player, and as shown, manages information such as "number of owned skins" in association with a combination of a "player account" that identifies an individual player and a "skin ID" that identifies an individual skin. As will be described in more detail below, in this example, skins are granted to players according to the total number of mission points granted to players in response to the completion of missions.
[0057] 6 illustrates information managed by the profile content management table 155 in this example. The profile content management table 155 in this example manages information related to a player's profile card, and as shown in the figure, manages information such as "card base information" which is information related to the card base as a skin, "character information" which is information related to the character, "nameplate information" which is information related to the nameplate, "profile panel information" which is information related to the profile panel, "frame information" which is information related to the frame, and a "main card flag" which indicates whether the card is the main card, in association with a combination of a "player account" which identifies an individual player and a "profile card ID" which identifies an individual profile card for each player. The card base information, character information, nameplate information, profile panel information, and frame information each include a skin ID which identifies the corresponding skin.
[0058] In this example, one player can simultaneously possess a predetermined number of profile cards (for example, five), and one of these cards is set as the main card. Note that the number of profile cards that one player can simultaneously possess may also be limited to one.
[0059] 7 illustrates information managed by the mission achievement management table 156 in this example. The mission achievement management table 156 in this example manages information related to the achievement of missions by players, and as shown in the figure, manages information such as "progress information" which is information related to the progress (degree of achievement) of a mission, and a "reward acquisition flag" which indicates whether the corresponding reward has been acquired, in association with a combination of a "player account" which identifies an individual player, a "mission ID" which identifies an individual mission, and an "achievement deadline."
[0060] In this example, as described above, there are "daily missions" whose target period is one day, and "stock missions" whose target period is a specific period (for example, one month), and the daily missions are repeatedly added to the mission achievement management table 156 as each player's missions at midnight every day. The deadline for completing the daily missions is 11:59 PM on the current day, and progress information is updated until that deadline. The progress information includes, for example, the current value (for example, 1 win) of a parameter required to fulfill the achievement condition (for example, 3 wins).
[0061] Furthermore, stock missions are repeatedly added as missions for each player at the start of the target period (for example, at midnight on the first day of each month) to the mission achievement management table 156. The deadline for completing the stock mission is the end of the target period (for example, 11:59 PM on the last day of the current month), and progress information is updated until that deadline.
[0062] The information managed by each table in this example has been described above. Next, the screens output on the player terminal 30 and the processing executed by the game providing server 10 in this example will be described. FIG. 8 illustrates a profile screen 50 output on the player terminal 30. The screen 50 is a screen for displaying a player's profile card, and as shown in the figure, has a card display area 52 for displaying the profile card, a card edit button 541 located on the lower left of the area 52, a panel edit button 542 located to the right of the button 541, a main settings button 543 located to the right of the button 542, a skin treasure chest button 56 located on the left side of the bottom edge of the screen, and a skin exchange button 58 located to the right of the button 56.
[0063] The card display area 52 displays one of one or more profile cards (managed in the profile content management table 155) owned by the player, and is configured so that the displayed profile card can be switched by a horizontal flick or slide operation. FIG. 9 illustrates a profile card 300 displayed in the card display area 52. As shown in the figure, the card 300 has a card base 301, which is the base of the card, a character 302, a frame 303, a nameplate 304 that displays the player's account name, level, player tag, etc., and a profile panel 305 that displays other player information. These five objects 301 to 305 each correspond to a skin selected from the skins owned by the player.
[0064] Returning to the profile screen 50 in Fig. 8, the card edit button 541 is an object that allows the player to instruct editing of the profile card. When the button 541 is selected, a card edit screen 60, exemplified in Fig. 10, is displayed in place of the profile screen 50. As shown in the figure, the screen 60 has a card display area 62 that displays the profile card, a skin type selection area 64 for selecting the type of skin to change, and a skin list area 66 for displaying a list of skins owned by the player.
[0065] The skin type selection area 64 is configured to allow selection of one of "card base," "character," "nameplate," "profile panel," and "frame." When one of the skin types is selected in this area 64, the corresponding skins owned by the player are displayed in a list in the skin list area 66. The skins owned by the player are managed in the owned content element management table 154, and the type of each individual skin is identified by referencing the skin type in the content element information table 152.
[0066] In the skin list area 66, a plurality of individual display areas 661, each corresponding to the grade of an individual skin, are arranged side by side. In this example, as described above, four grades are set for each skin, and the available grades increase as the number of owned skins increases. In other words, in this example, for any given skin, if the number of owned skins is one, only grade 1 can be used (grade 1 skin is assigned), if the number of owned skins is two, grade 2 can be used in addition to grade 1 (grade 2 skin is assigned), if the number of owned skins is three, grade 3 can also be used (grade 3 skin is assigned), and if the number of owned skins is four or more, grade 4 can also be used (grade 4 skin is assigned).
[0067] In the skin list area 66, individual display areas 661 corresponding to the grades of skins usable by the player are arranged, and for example, in the case of a skin for which multiple grades are available, multiple individual display areas 661 are arranged for each grade even for the same skin. A character string corresponding to the grade is displayed in the lower right corner of the individual display area 661, and specifically, a character string with a number (1 to 4) corresponding to the grade added to the right of a diamond-shaped symbol is displayed.
[0068] 11 illustrates an example of a skin details screen 70 that is displayed superimposed on the card editing screen 60 in response to a long tap operation on an individual display area 661. The screen 70 is a screen for checking details of the corresponding skin, and as shown in the figure, has a basic information display area 72, a skin image display area 74 that displays an image of the skin, and a grade display area 76. The skin details screen 70 displays information on a skin-by-skin basis. In other words, multiple individual display areas 661 corresponding to different grades of the same skin will display the skin details screen 70 for the same skin in response to a long tap operation.
[0069] The basic information display area 72 displays information such as the skin name (in the example of Figure 11, "Card Base (Blue)"), available grade (current value / maximum value), rarity (represented by the number of star-shaped symbols), and number acquired (number owned).
[0070] The grade display area 76 displays images of skins corresponding to each of the four grades of the corresponding skin, and also displays whether the image of the skin of each grade is available for use (whether it has already been acquired or not). Specifically, four skin images corresponding to grades 1 to 4 are displayed in order from left to right, with the word "acquired" added below the images of usable skins and the word "not yet acquired" added below the images of unusable skins.
[0071] Returning to the card editing screen 60 of Fig. 10, when one or more individual display areas 661 arranged in the skin list area 66 is selected, the corresponding grade of skin is reflected in the profile card displayed in the card display area 62. When the skin is changed, the card base information, character information, nameplate information, profile panel information, or frame information in the profile content management table 155 is updated according to the type of changed skin.
[0072] When "character" is selected in the skin type selection area 64, the card display area 62 is configured to accept enlargement and reduction of the character (image) and a change in its display position. Specifically, a pinch operation in the card display area 62 enlarges and reduces the character, and a swipe operation in the card display area 62 changes its display position. For example, the character 302 in the profile card 300 illustrated in FIG. 12 is enlarged in size relative to the entire card 300, and its relative display position has also moved upward and to the left, compared to the character 302 in the profile card 300 illustrated in FIG. 9.
[0073] Returning to the profile screen of Fig. 8, panel edit button 542 is an object for instructing the setting of data items to be displayed in a profile panel that displays player information. When this button 542 is selected, a panel edit screen 80, as shown in Fig. 13, is displayed in place of the profile screen 50. As shown in the figure, this screen 80 has a card display area 82 that displays a profile card and an item selection area 84 for selecting data items to be displayed in the profile panel.
[0074] In this example, a plurality of data items that can be displayed on the profile panel are predetermined. The player can select up to six data items to display from among these data items via the item selection area 84. The data items that can be displayed on the profile panel include, for example, the total number of wins, the date the game started, the number of days logged in, and a self-introduction, which are managed in the player information table 151.
[0075] Returning to the profile screen of Fig. 8, the main setting button 543 is an object for setting the profile card displayed in the card display area 52 as the main card. When the button 543 is selected, the value of the main card flag in the profile content management table 155 is updated for the profile card whose main card setting has been changed.
[0076] In this example, the profile card set as the main card is displayed, for example, when playing against another player, on a screen output on the opponent's player terminal 30. Note that the profile card can also be used in various other situations.
[0077] The skin treasure chest button 56 is an object for opening a skin treasure chest owned by the player to acquire a skin. The skin treasure chest, which will be described in detail later, is given to the player as a reward according to the total number of mission points given in response to the completion of a mission.
[0078] 14 illustrates a skin treasure chest screen 90 that is displayed in place of the profile screen 50 in response to selection of the skin treasure chest button 56. As shown in the figure, the screen 90 has one or more individual display areas 92 arranged vertically, each corresponding to an individual skin treasure chest owned by the player. The area 92 displays an image or the like corresponding to the type of skin treasure chest, and an open button 921 is located at the right end thereof. In this example, multiple types of skin treasure chests are set in advance, and different types of skin treasure chests have different skins that can be obtained and / or different winning probabilities.
[0079] Here, the processing when a player opens a skin treasure chest will be described. FIG. 15 is a flowchart illustrating the processing executed by the server 10 in response to selection of the open button 921 on the skin treasure chest screen 90. As shown in the figure, the server 10 first determines a skin to be granted to the player (step S100). Specifically, one skin to be granted to the player is determined from a plurality of skins that can be acquired corresponding to the type of skin treasure chest that has been opened, according to the probability of winning set for each skin. Note that two or more skins may be granted.
[0080] 16 shows an example of a winning skin display screen 200 that is displayed overlaid on the skin treasure box screen 90 in response to the determination of the skin that will be awarded (won) to the player. As shown, the screen 200 displays an image 202 of the won skin, as well as the name and rarity of the skin (represented by the number of star-shaped symbols).
[0081] 15, the server 10 then grants the determined skin to the player (step S110). Specifically, if the player does not own the selected skin, a new record is created in the owned content element management table 154, whereas if the player already owns the selected skin, the number of records owned in the owned content element management table 154 is updated (increased by 1).
[0082] As mentioned above, skins have four grades corresponding to the number of skins owned. Therefore, if you owned 1 to 3 skins before receiving the skin you won, receiving the skin will update your number to 2 to 4, and you will be able to use a new skin of the corresponding grade (grade 2 to 4).
[0083] 17 shows an example of an upgrade display screen 210 that is displayed after the selected skin display screen 200 when a new grade of skin becomes available. As shown, the screen 210 displays an image 212 of the new grade of skin that becomes available, as well as the name of the skin and the grade that has become available.
[0084] Returning to the profile screen of FIG. 8 , the skin exchange button 58 is an object for acquiring (purchasing) a skin by consuming skin exchange coins. When this button 58 is selected, a screen (not shown) for acquiring a skin by consuming skin exchange coins is displayed, and the player can acquire the desired skin via this screen. In response to the acquisition of a new skin, a screen equivalent to the above-described winning skin display screen 200, which displays the acquired skin, is output. Furthermore, if a new grade of skin becomes available in response to the acquisition of the skin, a screen equivalent to the above-described grade upgrade display screen 210 is subsequently output. When the player acquires a skin by consuming skin exchange coins, the number of owned skin exchange coins in the player information table 151 is updated (decremented), and a new record is created in the owned content element management table 154, or the number of owned coins in the corresponding record is updated.
[0085] 18 shows an example of a mission management screen 220 for performing operations related to missions. As shown in the figure, the screen 220 has a status display area 222 that displays the player's status related to missions, a selection area 224, and a list display area 226. In this example, as described above, mission points are awarded to the player in accordance with the completion of missions, and the accumulated mission points are cleared at the start of the next target period (e.g., at midnight on the first day of each month). The status display area 222 displays the total number of mission points earned during the target period, as well as the time remaining until the target period ends (e.g., 11:59 PM on the last day of the month).
[0086] The selection area 224 is an area for selecting information to be displayed in the list display area 226, and has two tabs, each labeled "Pt Mission" and "Pt Reward." In the selection area 224 in FIG. 18, the "Pt Mission" tab is selected, and in this case, the list display area 226 displays the missions that are currently set.
[0087] In this state, as shown in the figure, the list display area 226 has a plurality of mission objects 227 arranged in two columns, each corresponding to an individual mission. At the top of the list display area 226, a mission object 227 corresponding to a "daily mission" is arranged, and below that, a mission object 227 corresponding to a "stock mission" is arranged. Above the topmost mission object 227, the remaining time until the next update of the daily mission (midnight the following day) is displayed. The mission object 227 displays the number of mission points awarded when the mission is completed, and progress information (the degree to which the completion conditions have been met). The progress information is managed in the mission completion management table 156.
[0088] Furthermore, among the mission objects 227, mission objects 227 that correspond to completed missions have an acquisition button 2271 with the character string "acquire" added thereto. The button 2271 is an object that allows the player to acquire the corresponding number of mission points as a reward, and in response to the selection of the button, the mission points are awarded to the player. In response to the awarding of mission points, the number of mission points in the player information table 151 and the reward acquisition flag in the mission achievement management table 156 are updated. In addition, the total number of mission points displayed in the status display area 222 is also updated.
[0089] Furthermore, among the mission objects 227, an acquired object 2272 with the character string "acquired" added thereto is placed on the mission object 227 corresponding to a mission for which a reward (mission point) has already been acquired.
[0090] Furthermore, if the player has not purchased a battle pass during the current target period, a lock object 2273 having the appearance of a lock is placed on the mission object 227 corresponding to a battle pass target mission that is enabled in response to the purchase of a battle pass. If the player has not purchased a battle pass, no acquisition button 2271 is placed on the mission object 227 corresponding to a battle pass target mission even if the mission is accomplished.
[0091] 19 illustrates the mission management screen 220 in a state where the "Pt reward" tab is selected in the selection area 224. In this case, the list display area 226 displays rewards (items) that are granted according to the total number of mission points.
[0092] In this state, as shown in the figure, the list display area 226 has a plurality of reward objects 229, each corresponding to an individual reward, arranged in two columns with the total mission points (e.g., "100 points") sandwiched between them. Of these plurality of reward objects 229, the left column has reward objects 229 corresponding to normal rewards that can be obtained without purchasing a battle pass, and the right column has reward objects 229 corresponding to rewards that cannot be obtained without purchasing a battle pass. The reward objects 229 display images of the corresponding rewards, etc.
[0093] Additionally, an activation button 228 with the word "activate" attached is located in the upper right corner of the list display area 226. This button 228 is an object for purchasing a battle pass, and selecting this button displays a screen (not shown) for purchasing a battle pass. The player can purchase a battle pass via this screen.
[0094] Furthermore, among the reward objects 229, reward objects 229 corresponding to obtainable rewards (rewards for which the mission points required to obtain them are equal to or less than the total number of mission points at that time) have an obtain button 2291 with the character string "obtain" added. The button 2291 is an object that allows the player to obtain an item as a reward, and in response to the selection of the button, the corresponding item is granted to the player. In response to the granting of the item, the owned item information in the player information table 151 is updated. In this example, the rewards granted in accordance with the total number of mission points include a skin treasure chest.
[0095] Furthermore, among the reward objects 229, reward objects corresponding to already-acquired rewards are arranged as already-acquired objects 2292 to which the character string "already-acquired" is added.
[0096] Furthermore, if the player has not purchased a battle pass during the current target period, a lock object 2293 having the appearance of a lock is placed on the reward object 229 corresponding to the reward for the battle pass (i.e., the reward object 229 in the right column). If the player has not purchased the battle pass, no acquire button 2291 is placed on the reward object 229 corresponding to the reward for the battle pass, even if the total number of mission points reaches the number of points required to acquire the corresponding reward.
[0097] FIG. 20 illustrates an example of the mission management screen 220 when a battle pass is purchased from the state shown in FIG. 19. In this state of the mission management screen 220, as shown in the figure, the activation button 228 has the string "activated" added instead of the string "activated." In addition, the lock object 2293 is removed from the reward object 229 in the right column that corresponds to the reward for the battle pass. An acquire button 2291 is then placed on the reward object 229 that corresponds to the obtainable reward (in the example of FIG. 20, the reward object 229 located to the right of the string "200 points").
[0098] Furthermore, in response to the purchase of the battle pass, the above-mentioned battle pass target missions are enabled, and the lock object 2273 is also deleted from the corresponding mission object 227 (see FIG. 18). Then, an acquire button 2271 is placed on the mission object 227 corresponding to the completed mission.
[0099] FIG. 21 illustrates a stamp card screen 230 displayed in response to the purchase of a battle pass. In this example, stamps are stamped on the stamp card in response to the purchase of a battle pass, and a predetermined number of stamp items are awarded to the player each time a stamp is stamped. The more stamps there are, the greater the number of stamp items awarded to the player. Furthermore, if a player who purchased a battle pass in the previous target period purchases a battle pass in the current target period (i.e., if a player purchases a battle pass consecutively from the previous target period), two stamps are stamped for each purchase, and two stamp items corresponding to the two stamps are awarded to the player. Whether or not a battle pass was purchased in the previous target period is identified by referencing the battle pass consecutive purchase target flag in the player information table 151. In this way, consecutive battle pass purchases are beneficial to the player, and consecutive battle pass purchases are encouraged.
[0100] In the above example, the available grades increase as the number of owned skins of the same type increases, but the conditions under which a new grade of skin becomes available are not limited to this. For example, a new grade of a specific skin may become available in response to the player being granted another skin that has the same parameters (e.g., a combination of skin type and rarity) as a specific skin owned by the player.
[0101] In the above example, the player acquires a skin through a skin treasure chest or purchases a skin by spending skin exchange coins, but the method of granting a skin to a player is not limited to these. For example, the skin itself may be granted as a reward for completing a mission.
[0102] In the above example, when the number of owned specific skins is 0, the specific skin of grade 2 or higher may be given. In this case, when a skin of grade 2 or higher is given, it may be possible to make it possible to use skins of a grade lower than the grade of the given skin.
[0103] In the above example, a profile card was used as profile content, but in other examples of this embodiment, various content other than this type of card is applied, and various content elements other than the skins described above are applied.
[0104] The game providing server 10 according to the present embodiment described above allows the use of content elements (skins) whose display mode has been changed (upgraded skins) in accordance with the addition of content elements (the same skins) that have a predetermined relationship with content elements owned by the player when assigning content elements (skins) for generating profile content (profile cards), allowing the player to enjoy setting profile content using such content elements. In other words, the game providing server 10 allows the player of the game to enjoy setting the profile itself.
[0105] In other embodiments of the present invention, some or all of the functions possessed by the game providing server 10 in the above-described embodiments may be realized by cooperation between the game providing server 10 and the player terminal 30, or may be realized by the player terminal 30.
[0106] The processes and procedures described herein, other than those explicitly described, may be implemented by software, hardware, or any combination thereof. For example, the processes and procedures described herein may be implemented by implementing logic corresponding to the processes and procedures in media such as integrated circuits, volatile memory, non-volatile memory, and magnetic disks. The processes and procedures described herein may also be implemented as computer programs corresponding to the processes and procedures and executed by various computers.
[0107] Although processes and procedures described herein are described as being performed by a single device, software, component, or module, such processes or procedures may be performed by multiple devices, software, components, and / or modules. Also, the software and hardware elements described herein may be implemented by combining them into fewer components or breaking them down into more components.
[0108] In this specification, even if a component of the invention is described as either singular or plural, or is described without limitation to either singular or plural, the component may be either singular or plural unless the context requires otherwise. [Explanation of symbols]
[0109] 10 Game provider server 11. Computer Processor 111 Management function control section 112 Game progress control unit 15. Storage 151 Player Information Table 152 Content Element Information Table 153 Mission Information Table 154 Retained Content Element Management Table 155 Profile Content Management Table 156 Mission Achievement Management Table 30 player terminals 40 Server-side programs 50 Profile screen 60 Card editing screen 70 Skin details screen 80 Panel editing screen 90 Skin Treasure Chest Screen 200 Winning Skin Display Screen 210 Upgrade display screen 220 Stamp card screen 300 Profile Cards
Claims
1. 1. A system for providing a game, comprising one or more computer processors, the one or more computer processors, in response to execution of computer readable instructions: assigning content elements to a player of the game for generating profile content including player information about the player of the game; generating the profile content using the content elements owned by the player; The step of providing the content element includes: When a second content element having a predetermined relationship with a first content element held by the player is granted, the player is allowed to use, in addition to the first content element, a third content element in which the display mode of the first content element has been changed; and When the third content element is granted to the player who does not have the first content element, the player is allowed to use the first content element in addition to the third content element. system.
2. The second content element is the same content element as the first content element. The system of claim 1.
3. the one or more computer processors further set, as the player information, a data item selected by the player from a plurality of data items that can be set as the player information; 3. The system of claim 1 or 2.
4. the step of granting the content element includes granting the content element as a reward in accordance with play of the game.
4. The system of any one of claims 1 to 3.
5. the one or more computer processors further perform the step of managing the accomplishment of missions in response to play of the game; the step of granting the content element includes granting the content element as a reward based at least on the completion of the mission; The system of claim 4.
6. the step of managing the completion of the mission includes enabling an invalid mission in response to use of a first item by the player; The system of claim 5.
7. the step of managing the completion of the mission includes enhancing a reward based at least on the completion of the mission in response to use of a first item by the player; The system of claim 5.
8. the missions include a mission to be accomplished in response to playing the game in a first period, and a mission to be accomplished in response to playing the game in a second period that is longer than the first period; 8. A system according to any one of claims 5 to 7.
9. the step of granting the content element includes granting the content element in response to use of a second item by the player; 9. A system according to any one of claims 1 to 8.
10. the step of assigning the content element includes enabling the player to use a fourth content element obtained by further changing a display mode of the third content element in accordance with the further assignment of the second content element; The system of claim 1.
11. 1. A method executed by one or more computers for providing a game, comprising: assigning content elements to a player of the game for generating profile content including player information about the player of the game; generating the profile content using the content elements owned by the player; The step of providing the content element includes: When a second content element having a predetermined relationship with a first content element held by the player is granted, the player is allowed to use, in addition to the first content element, a third content element in which the display mode of the first content element has been changed; and When the third content element is granted to the player who does not have the first content element, the player is allowed to use the first content element in addition to the third content element. method.
12. A program for providing a game, which is installed on one or more computers, assigning content elements to a player of the game for generating profile content including player information about the player of the game; generating the profile content using the content elements owned by the player; The step of providing the content element includes: When a second content element having a predetermined relationship with a first content element held by the player is granted, the player is allowed to use, in addition to the first content element, a third content element in which the display mode of the first content element has been changed; and When the third content element is granted to the player who does not have the first content element, the player is allowed to use the first content element in addition to the third content element. program.
Citation Information
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