Game program, game device and game system
The game program and system facilitate multiple players to set and apply conditions for game content, ensuring a personalized and balanced game experience through synchronized progression and reward determination.
Patent Information
- Application Number
- JP2022203639
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2022-12-20
- Publication Date
- 2026-01-30
- Estimated Expiration
- 2042-12-20
AI Technical Summary
Existing game technologies only allow a single player to progress through game content, lacking flexibility for multiple players.
A game program and system that allows multiple players to set and apply conditions for game content, including team formation, condition selection, and reward determination, enabling synchronized game progression based on individual player inputs.
Enables tailored game conditions for multiple players, enhancing game experience by allowing each player to contribute to the game scenario they prefer, while balancing rewards and challenges according to their contributions.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present invention relates to a game program, a game device, and a game system. [Background technology]
[0002] Conventionally, there exists a technology that allows a player to select conditions to be applied to game content such as a quest, and then applies the selected conditions to the game content to progress. Furthermore, such a technology provides the player with a reward according to the applied conditions when, for example, the game content is cleared. For example, Patent Document 1 discloses an information processing program that allows a player to select the points to be consumed to progress through a quest from first points or second points smaller than the first points. This information processing program discloses that if the selected and consumed points are second points, a smaller reward is provided to the player than if the first points were consumed. This technology makes it possible to tailor the conditions applied to game content to suit the player. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Patent Publication No. 2021-29467 Summary of the Invention [Problem to be solved by the invention]
[0004] The above-described conventional technology is only designed to allow a single player to progress through game content, and there is room for improvement in cases where multiple players progress through game content.
[0005] The present disclosure provides a game program, a game device, and a game system that, when multiple players are progressing through game content, can make the conditions applied to the game content more suitable for the multiple players. [Means for solving the problem]
[0006] (1) A first aspect is a game program that causes a computer to function as: a first reception means that receives, from a first player, a condition selected from a plurality of conditions for setting rules for game content; a second reception means that receives, from a second player, a condition selected from a plurality of conditions for setting the rules; a setting means that sets the rules based on the conditions selected from the first reception means and the second reception means; and a game progression means that causes both the first player and the second player to progress through the game content based on the rules and in accordance with operation inputs from the first player and the second player.
[0007] (2) In (1) above, the computer can further function as a third reception means for receiving from the first player the setting of a team consisting of multiple players for progressing the game content, a team setting means for setting the team in association with conditions selected by the first player, and a team presentation means for presenting team information regarding the team, including the associated conditions, to the player.
[0008] (3) In (2) above, the computer may further function as a first reward determination means for determining a reward based on the degree of advantage or disadvantage of the selected conditions, and may further function as a first granting means for granting the determined reward to a player who joined the team when the game content is cleared by progressing based on the rules.
[0009] (4) In (2) or (3) above, the computer can further function as a range determination means for determining whether the scope of application of the selected condition is to all players participating in the team, to limit the condition to players who have selected the condition, or to players who have satisfied a predetermined condition, and the game progression means can progress the game content further based on the determined scope of application.
[0010] (5) In any of (2) to (4) above, if the selected conditions are multiple, the game progression means may further function as an effect determination means that determines a game effect to be generated in the progression of the game content based on a combination of the multiple conditions, and the game progression means may generate the specified game effect in the progression of the game content.
[0011] (6) In any of (2) to (5) above, the conditions for clearing the game content may include achieving the selected conditions.
[0012] (7) In any of (2) to (5) above, the conditions for clearing the game content are set separately from the selected conditions, and the computer can further function as a second reward determination means for determining a reward according to the degree to which the selected conditions have been achieved when the game content is cleared, and a second granting means for granting the determined reward to a player who has joined the team.
[0013] (8) In any of (1) to (7) above, the game progression means can start the game content by consuming the amount of game parameters associated with the selected condition, based on condition information that associates each of the multiple conditions with the amount of game parameters consumed.
[0014] (9) In the above (8), the computer can further function as a condition specification means for specifying the plurality of conditions based on the total amount of game parameters consumed by the player within a predetermined period of time, and a condition presentation means for presenting the specified plurality of conditions to the player.
[0015] (10) A second aspect is a game device including: a first reception unit that receives, from a first player, conditions selected from a plurality of conditions for setting rules for game content; a second reception unit that receives, from a second player, conditions selected from a plurality of conditions for setting the rules; a setting unit that sets the rules based on the conditions selected from the first reception unit and the second reception unit; and a game progression unit that causes both the first player and the second player to progress through the game content based on the rules and in accordance with operation inputs from the first player and the second player.
[0016] (11) A third aspect is a game system including: a first reception unit that receives, from a first player, conditions selected from a plurality of conditions for setting rules for game content; a second reception unit that receives, from a second player, conditions selected from a plurality of conditions for setting the rules; a setting unit that sets the rules based on the conditions selected from the first reception unit and the second reception unit; and a game progression unit that causes both the first player and the second player to progress through the game content based on the rules and in accordance with operation inputs from the first player and the second player.
[0017] According to the present disclosure, a game program, a game device, and a game system are provided that, when multiple players are progressing through game content, can make the conditions applied to the game content more suitable for the multiple players. [Brief explanation of the drawings]
[0018] [Figure 1] 1 is a block diagram showing the configuration of a game system according to an embodiment of the present invention. [Figure 2] 10 is an example of a screen displayed on the display during the game. [Figure 3] 10 is an example of a screen displayed on the display during the game. [Figure 4] 10 is an example of a screen displayed on the display during the game. [Figure 5] 10 is an example of a screen displayed on the display during the game. [Figure 6] FIG. 2 is a sequence diagram showing a series of operations of the game system according to the present embodiment. [Figure 7] FIG. 2 is a sequence diagram showing a series of operations of the game system according to the present embodiment. DETAILED DESCRIPTION OF THE INVENTION
[0019] A game system 1 according to an embodiment of the present disclosure will be described with reference to the drawings.
[0020] <Game Description> In the game system 1 shown in FIG. 1, a server device 2 and a plurality of game devices 5 are connected to each other via a communication network 6 so that they can communicate with each other, and a game is executed on the game devices 5.
[0021] The game according to this embodiment is an online game executed by the game system 1. In this game, a user of the game device 5 (hereinafter simply referred to as "user") controls one or more player characters (corresponding to objects) in a virtual game space and pits the player characters against enemy characters (corresponding to objects), which are non-player characters. In other words, this user includes the player of the game. Hereinafter, unless there is a particular need to distinguish between player characters and enemy characters, they will be collectively referred to as "characters." An example will be described in which the game according to this embodiment is an MORPG (Multiplayer Online Role-Playing Game), but this is not intended to be limiting.
[0022] The above-described games are played using a game device 5, which is a home game console such as PlayStation (registered trademark), a portable game console such as Nintendo Switch (registered trademark), or an electronic device such as a personal computer, a smartphone, or a tablet. In the following, a case where the game device 5 is a smartphone will be exemplified.
[0023] <Game System 1 Overview> The game system 1 is made up of a server device 2 and a plurality of game devices 5. The server device 2 stores game programs and game data, and manages the game data of the game devices 5 (for each account information described below).
[0024] The game data is data for executing a game on the game device 5, and includes, for example, a player character operated by a user, other game space objects (the terrain of the game space, objects constituting the field, NPC (non-player character) objects such as enemy characters), and / or operation data for automatically operating enemy characters. The game data may also include display information and game image information, which will be described later.
[0025] The game device 5 executes a predetermined game based on user operations. To do so, the game device 5 receives (specifically, downloads and installs) a game program and game data from the server device 2 via the communication network 6. Each user is assigned account information, including identification information and a password, in association with the game device 5. This account information is transmitted from the game device 5 to the server device 2 at the time of login, and is used for user authentication in the server device 2.
[0026] After user authentication, the server device 2 and the game device 5 can communicate with each other. After logging in, the game device 5 receives data necessary for the game to proceed (data related to the game progress status) from the server device 2, and then progresses the game while outputting game images and sounds to the display 61 and the speaker 62 based on the user's operations.
[0027] <Configuration of Game System 1> The hardware configuration of each of the server device 2 and the game device 5 will be described below with reference to Fig. 1. Note that each of the multiple game devices 5 has the same configuration.
[0028] <Configuration of server device 2> 1, the server device 2 includes a network interface 21, a storage unit 22, and a control unit 23. The network interface 21 and the storage unit 22 are electrically connected to the control unit 23 via a bus 29.
[0029] The network interface 21 is communicably connected to each game device 5 via a communication network 6 such as the Internet or a LAN.
[0030] The storage unit 22 is composed of an HDD (Hard Disk Drive), RAM (Random Access Memory), ROM (Read Only Memory), SSD (Solid State Drive), etc. The storage unit 22 stores various programs including a part of the game program according to this embodiment, as well as various data such as a user DB 221, a lottery list 222, etc.
[0031] The user DB 221 stores, for each identification number of a user playing a game, information (status, etc.) about the player character operated by the user, the amount of consumable media that can be used in the virtual game space, information about parameters, etc., in association with each other. Hereinafter, this information will be collectively referred to as "user information."
[0032] "Consumable media" refers to currency, points, etc. that can be used within the virtual game space and are consumed within the game to progress through the game. Consumable media are given to users as rewards for completing quests or through charges in the real world.
[0033] "Information about parameters" is, for example, information about stamina. Information about stamina includes, for example, the current value of stamina, the upper limit, the player rank corresponding to the upper limit, unit time (for example, the unit of time required to restore stamina value by "1"), recovery speed (for example, the amount of stamina restored per minute), or the time elapsed since stamina was restored.
[0034] "Stamina" is a parameter consumed to start and progress through game content included in a game. Stamina is consumed, for example, to start and progress through a quest. Stamina recovers over the passage of real-world time, regardless of quest progress. Stamina can also be recovered in response to user instructions, such as the consumption of consumable media or various in-game items. Stamina may also be recovered without user instructions, such as by increasing the player rank as a result of quest progress.
[0035] "Game content" refers to content that a user can play within a game, and includes, for example, quests (game tasks or objectives), mini-games, missions (game duties), events, etc. Game content such as quests has, for example, a clearing condition (hereinafter also referred to as a "first clearing condition") set therefor.
[0036] For example, zero to multiple missions (hereinafter also referred to as "quest missions") may be set for each quest. A quest mission may have a clearing condition (hereinafter also referred to as "second clearing condition") that is different from the first clearing condition. For example, if the quest is "battle against enemy characters" and the first clearing condition is set to "annihilate all enemy characters in the battle," the second clearing condition of the quest mission may be set to "not use a specified item in the battle" or "finish the battle with a specified attack means (e.g., magic) (annihilate all enemy characters)." In other words, while performing a quest, there are cases where only the first clearing condition is achieved, and cases where only the second clearing condition is achieved. Furthermore, when both the first clearing condition and the second clearing condition are achieved, the user is given a specified reward for each by the granting means 238 described later.
[0037] The lottery list 222 is used when the lottery execution means 233 (described below) performs a lottery process generally known as gacha, and includes multiple pieces of information about the game media to be selected. For example, the lottery list 222 associates information about the game media (such as name, ability parameters, rarity, and level) with the selection rate (selection probability) in the lottery. Furthermore, if the game media is a player character, the parameters include, for example, combat power, HP, attack power, defense power, intelligence, and / or speed.
[0038] "Game media" refers to electronic data representing elements related to a game, such as the name of the character used as the player character and items (weapons, armor, tools) used by the player character in the virtual game space. Users can obtain game media through direct purchase by paying a fee, by completing quests, or through a lottery system known as gacha. The obtained game media is stored and managed in the user DB 221 in association with the identification information of the user who has acquired the game media.
[0039] "Gacha" is a method in which the server device 2 selects any game medium from the lottery list 222 by lottery based on a predetermined selection rate. The selected game medium is given to the user's game device 5. "Giving the game medium selected by gacha to the user / owning it as the user" is synonymous with "associating / being associated with the game medium selected by the lottery process with identification information identifying the user."
[0040] The control unit 23 is configured by a microcomputer including a CPU and a semiconductor memory, and controls the operation of the device 2 itself.
[0041] By executing various programs, the control unit 23 functions as an information processing means 231, a matching means 232, a lottery execution means 233, a reception means 234, a setting means 235, a presentation means 236, a determination means 237, an awarding means 238, and / or a game progress means 239.
[0042] -Information processing means- The information processing means 231 transmits and receives various data to and from each game device 5. Main data received by the information processing means 231 includes game program download request information, a gacha lottery request in response to a user operation, a team participation request, a game content start / end request, account information, game data, etc. Main data transmitted by the information processing means 231 includes a game program, game data, information for confirming that the game device 5 has received the game program, information regarding game media obtained by gacha, etc.
[0043] -Method of verification- The verification means 232 uses the user identification information received from the game device 5 to authenticate the user account.
[0044] -Lottery execution method- In response to a gacha lottery request, the lottery execution means 233 selects one or more game media by lottery from the lottery list 222 based on the selection rate for each game medium. The lottery execution means 233 associates information about the selected game media with the identification information of the user who performed the operation that sent the lottery request in the user DB 221. As a result, the game media that the user won as a result of their own gacha draw are awarded to the user.
[0045] -Method of reception- The accepting unit 234 accepts various requests from the user to the server device 2. The accepting unit 234 includes, for example, a first accepting unit 2341, a second accepting unit 2342, and a third accepting unit 2343.
[0046] -First reception method- The first receiving means 2341 receives, from the first player, a condition selected from a plurality of conditions for setting rules for game content. Hereinafter, the "rules for game content" will also be referred to as "content rules." In particular, hereinafter, when the game content is a quest, the rules for the quest will also be referred to as "quest rules." Also, hereinafter, the conditions for setting rules for game content will also be referred to as "rule conditions."
[0047] -Second method of reception- The second receiving means 2342 receives a rule condition selected from a plurality of rule conditions from a second player. This second player is a player different from the first player, and is, for example, a player who progresses through game content together with the first player, i.e., a player who participates in so-called multiplay.
[0048] -Third reception method- The third receiving means 2343 receives from the first player the setting of a team (hereinafter simply referred to as a "team") made up of multiple players for progressing through the game content. This team is, for example, a collection of multiple players. In other words, the multiple player characters used by the multiple players participating in this team make up a party that progresses through the quest. Note that, hereinafter, this party may be appropriately interpreted as a gathering area (so-called a room or meeting place) where multiple player characters gather. Also, hereinafter, a player who sets up a new team, i.e., who starts a new team, and the player character thereof, are also referred to as a "host." Also, hereinafter, a player who joins a team or a player character who joins a party are also referred to as a "participating member."
[0049] -Setting method- The setting means 235 sets various parameters for progressing through the game content. The setting means 235 includes, for example, a team setting means 2351. The setting means 235 sets content rules based on rule conditions selected by the first receiving means 2341 and the second receiving means 2342. For example, the setting means 235 may set the rule conditions selected by the first player and the rule conditions selected by the second player independently of each other in the content rules.
[0050] The team setting means 2351 sets a team in association with the conditions selected by the first player. The team setting means 2351 stores this set team and the associated conditions in the storage unit 22 as team information, which will be described later.
[0051] - Presentation means - The presentation unit 236 presents various pieces of information related to the game to the player. The presentation unit 236 includes, for example, a team presentation unit 2361 and a condition presentation unit 2362.
[0052] The presentation means 236 may present various pieces of information to the player in any manner. For example, the presentation means 236 may transmit various pieces of information to the game device 5 and display them on the screen via the graphics processing unit 52 and display 61 of the game device 5, or may output them as audio via the audio processing unit 53 and speaker 62 of the game device 5. For example, when displaying various pieces of information on the screen of the game device 5, the presentation means 236 may first generate information to be displayed on the display 61 of the game device 5 used by the player (hereinafter also referred to as "display information"). Then, the presentation means 236 transmits the generated display information to the game device 5 via the network interface 21.
[0053] - Team presentation method - The team presentation means 2361 presents information about teams for progressing through game content (hereinafter also referred to as "team information") to a player. The team information may include, for example, one or more rule conditions associated with each team. For example, when generating display information for displaying a recruitment screen 620 (described later) or the like, the team presentation means 2361 may generate the display information by including the team information. The team information includes, for example, player identification information for identifying the host player, member information indicating the participating members of each team, the name of each team, content identification information for identifying the game content targeted by each team, and the like. The team information may also include, for example, information indicating rule conditions associated with each team (hereinafter also referred to as "condition information").
[0054] According to the above configuration, the team presentation means 2361 can present the rule conditions that will be applied to a team to a player or the like who is considering joining the team. Therefore, for example, the rule conditions that will be applied to the team can be notified to the player on a screen (such as the recruitment screen 620) that solicits participation in a team that will challenge a quest. Therefore, the player can join the team taking into consideration the compatibility of the notified rule conditions with the skills and ability parameters of his or her player character.
[0055] - Condition presentation means - The condition presenting means 2362 presents to the player a plurality of conditions specified by the condition specifying means 2375, which will be described later.
[0056] - Specific means - The determination means 237 determines the scope of application of the reward or rule condition, the effect of the rule condition, etc. based on the set conditions, information specified by the player, etc. The determination means 237 includes a first reward determination means 2371, a second reward determination means 2372, a range determination means 2373, an effect determination means 2374, and a condition determination means 2375.
[0057] -First remuneration identification means- The first reward specification means 2371 specifies a reward to be given to the player or the participating members of the team in which the player participates, based on the degree of advantage or disadvantage of the rule condition selected by the player.
[0058] For example, the first reward identification means 2371 first selects a lottery list 222 to be used to identify a reward based on the advantageous degree of the rule condition selected by the player. This lottery list 222 associates rewards with the selection rate of each reward in the lottery. Next, the first reward identification means 2371 causes the lottery execution means 233 to select one or more rewards by lottery from the selected lottery list 222 based on the selection rate for each reward. Then, the first reward identification means 2371 identifies the one or more rewards selected by the lottery execution means 233 as rewards to be granted to players such as participating members of a team.
[0059] The "degree of advantage of the rule condition" may be the degree of an advantageous effect on the progress of the game content that is generated for the player character, for example, rule condition A, which specifies "increasing the attack power of player characters in the same party by two times," is more advantageous than rule condition B, which specifies "increasing the attack power of enemy characters by two times." For example, when the selected rule condition is rule condition A, the first reward identification means 2371 may select a lottery list 222 that offers a smaller reward than in the case of rule condition B.
[0060] The "degree of disadvantage of the rule condition" may be the degree of the adverse effect that the rule condition has on the player character in progressing through the game content. For example, rule condition C, which specifies "increasing the enemy character's strength by two times," is more disadvantageous than rule condition D, which specifies "increasing the enemy character's strength by 1.5 times." For example, when the selected rule condition is rule condition C, the first reward identification means 2371 may select a lottery list 222 that offers a larger reward than rule condition D.
[0061] -Second remuneration identification means- If the conditions for clearing the game content are set separately from the rule conditions selected by the player, the second reward determination means 2372 determines the reward to be given to the player or the participating members of the team in which the player participates, depending on the degree to which the selected conditions are achieved when the game content is cleared.
[0062] - Range identification method - The range specifying means 2373 may specify the application range of the rule condition selected by the player as any one of the following (1) to (3): The range specifying means 2373 may specify the application range of the rule condition based on a specification by the player, or may specify a preset application range for each quest or each mission of a quest as the application range of the rule condition. (1) All members who participated in the team in which this player participates (2) Limit the selected condition to the player who selected it. (3) Limiting the player characters to those who meet certain conditions
[0063] Regarding the above (1), the range specifying means 2373 may, for example, apply the rule conditions selected by each participating member to all participating members of each team.
[0064] Regarding (2) above, the range specification means 2373 may, for example, limit the scope of application of the selected rule condition to the respective players who selected each rule condition. In this case, the rule condition is applied only to the selected player among the participating members, and this rule condition is not applied to other players.
[0065] Regarding (3) above, the range specification means 2373 may, for example, limit the scope of application of each rule condition to participating members whose ability parameters of player characters used in quests exceed a predetermined threshold or are below the predetermined threshold. As another example, the range specification means 2373 may limit the scope of application of each rule condition to participating members whose total game play time exceeds a predetermined threshold or is below the predetermined threshold. As another example, the range specification means 2373 may limit the scope of application of each rule condition to participating members who use player characters whose skills match the skills set as the predetermined conditions. Conversely, the range specification means 2373 may limit the scope of application of each rule condition to exclude players who use player characters whose skills match the skills set as the predetermined conditions.
[0066] According to the above configuration, the range specification means 2373 can vary the range of application of the selected rule condition. For example, applying some rule conditions to all members of a team can suddenly increase the difficulty level, or the existence of a participating member may be rendered meaningless depending on the compatibility of the rule condition with the skills of the player character of the participating member. Specifically, a player character skilled in recovery magic can play the role of a healer if there is one on the team. However, if a rule condition that prohibits recovery is applied to this player character, this character will not be able to be used at all, which may dampen the player's enthusiasm for the game. Therefore, by varying the range of application of the rule conditions, the range specification means 2373 can adjust the range of application of each rule condition to suit the player character of the participating member. Ultimately, the range specification means 2373 can also maintain the player's enthusiasm for the game.
[0067] -Method of identifying effects- The effect specifying means 2374 specifies a game effect to be generated in the progression of the game content based on a combination of rule conditions selected by the player. This game effect may be, for example, an effect on a character (player character and / or enemy character). This effect on a character may be, for example, an effect that increases or decreases a specific parameter of the character, or an effect that grants a specific skill or a specific restriction to the character. For example, as an effect on an enemy character, the effect specifying means 2374 may specify an effect that increases the attack power of the enemy character. Also, for example, as an effect on a player character, the effect specifying means 2374 may specify an effect that decreases the stamina of the player character.
[0068] For example, if the selected combination of rule conditions is a combination of rule condition E that "doubles the stamina of the player character" and rule condition F that "doubles the attack power of the enemy character," the effect specifying means 2374 may cancel out the effect of rule condition E and the effect of rule condition F. As another example, if the selected combination of rule conditions is a combination of rule condition F that "doubles the attack power of the enemy character" and rule condition G that "halves the defensive power of the player character," the effect specifying means 2374 may synergize the effect of rule condition F and the effect of rule condition G.
[0069] -Condition identification means- The condition specifying means 2375 specifies a plurality of rule conditions to be selected by the player. The condition specifying means 2375 may specify the plurality of rule conditions based on, for example, the consumption amount of game parameters consumed to start the game content.
[0070] -Means of granting- The granting means 238 grants to the player rewards such as game media, predetermined value media, game effects that give an advantage in the progress of the game, etc. The granting means 238 includes a first granting means 2381 and a second granting means 2382.
[0071] -First granting means- When the game content is cleared by progressing based on the rules set by the setting means 235, the first granting means 2381 grants the reward identified by the first reward identifying means 2371 to the players who joined the team.
[0072] According to the above configuration, the first granting means 2381 can grant a larger reward when a rule condition is achieved, the more disadvantageous the rule condition is to the player. Also, the more advantageous the rule condition is to the player, the smaller the reward (minimum reward) can be granted when the rule condition is achieved. Therefore, the first granting means 2381 can balance the advantage or disadvantage of the rule condition with the reward to be granted when the rule condition is achieved.
[0073] -Second means of granting- The second granting means 2382 grants the reward specified by the second reward specifying means 2372 to the player who joined the team.
[0074] -Game progression- The game progression means 239 progresses the game by operating a character in response to an operation input from the player. The game progression means 239 progresses the game by operating a character via the game execution means 562 in response to, for example, an operation input from the player to the operation unit 54 of the game device 5. To this end, the game progression means 239 transmits game data and user information to the game execution means 562 of the game device 5 via the network interface 21.
[0075] The game progression means 239 causes both the first player and the second player to progress through the game content in accordance with operation inputs from the first player and the second player, for example, based on the rules set by the setting means 235. In other words, the game progression means 239 causes the game content to progress through multiplay between the first player and the second player in accordance with the set rules.
[0076] For example, if one of the set quest rules is "recovery prohibited," the game progression means 239 performs one of the following processes (a) to (b) in the progress of the quest. (a) Making some or all of the party's player characters unable to use items or magic that would heal them. (b) It is possible to use items or magic that heal the party's player characters, but the effects of such items or magic can be disabled for some or all of the party's player characters. (c) It is possible to use items or magic that heal party members, but doing so will be considered a violation of the rules and will result in the 25% bonus given when the quest is cleared being forfeited.
[0077] "Making it impossible to use items or magic" may mean, for example, hiding the screen, area, or input means for selecting items or magic, or making it impossible to select items or magic displayed on the screen (for example, by graying them out).
[0078] According to the above configuration, the game progression means 239 can progress game content in multiplay between the first player and the second player based on the rule conditions selected by each of the first player and the second player. For example, in multiplay, since there is a wide range of game proficiency levels among players, even if various rules are prepared for each quest, the quest must be progressed based on the rules selected by one player, such as the host player, on behalf of the players. In contrast, the game progression means 239 allows each of the participating members of the multiplay, such as the first player and the second player, to create the situation they want to play in and progress the game content, rather than allowing only the selected player to create the situation they want to play in. In other words, it allows the game content to be multiplayed. Therefore, when game content is progressed by multiple players, the conditions applied to the game content can be made more suitable for the multiple players.
[0079] The game progression means 239 may, for example, progress the game content further based on the application range specified by the range specification means 2373. With this configuration, the game progression means 239 can progress the game content by applying rule conditions limited to the application range adjusted by the range specification means 2373. This makes it possible to apply rule conditions within a range that is more suitable for the multiple players constituting each team.
[0080] The game progression means 239 may, for example, generate a game effect identified by the effect identification means 2374 in the progression of game content. For example, when a game effect is due to one rule condition or when game effects under multiple rule conditions do not affect each other, the game progression means 239 may generate a game effect that falls within the player's expectations. With this configuration, the game progression means 239 can generate a game effect that exceeds the player's expectations by having effects under multiple rule conditions affect each other based on a combination of multiple selected rule conditions. Therefore, the game progression means 239 can increase the interest level of the game.
[0081] The game progression means 239 may, for example, start the progression of the game content by consuming a game parameter in an amount corresponding to a condition selected by the player, further based on the condition information. "Condition information" is information that associates each of a plurality of conditions with the amount of game parameter consumption. In other words, the condition information is information that indicates the game parameter required to set each of the plurality of conditions. Furthermore, this game parameter is typically, but is not limited to, stamina.
[0082] According to the above configuration, the game progression means 239 can start game content by consuming a consumption amount of a game parameter, such as stamina, set for each rule condition. Therefore, the consumption amount of the game parameter required to start game content can be changed depending on the difficulty level for achieving the rule condition and, ultimately, the reward for setting the rule condition. This makes it possible to balance the reward and its compensation by, for example, increasing the consumption amount of the game parameter for a rule condition that provides a large reward, and decreasing the consumption amount of the game parameter for a rule condition that provides only a small reward.
[0083] <Configuration of Game Device 5> Returning to FIG. 1 , the explanation will continue. A display 61, a speaker 62, and a touchpad 63 are externally connected or built into the game device 5. The game device 5 also has a network interface 51, a graphics processing unit 52, an audio processing unit 53, an operation unit 54, a storage unit 55, and a control unit 56. The network interface 51, the graphics processing unit 52, the audio processing unit 53, the operation unit 54, and the storage unit 55 are electrically connected to the control unit 56 via a bus 59. In this embodiment, the game device 5 used by the first player is referred to as a first game device 5a, and the game device 5 used by the second player is referred to as a second game device 5b.
[0084] The network interface 51 is communicably connected to a communication network 6 in order to transmit and receive various data between the game device 5 and the server device 2.
[0085] The graphics processing unit 52 renders game images including characters and various objects related to the virtual game space in a moving image format in accordance with game data such as game image information output from the control unit 56. The graphics processing unit 52 is connected to a display 61, which may be, for example, a liquid crystal display, and the game images rendered in a moving image format are displayed on the display 61 as a game screen.
[0086] The audio processing unit 53 is connected to a speaker 62 , and reproduces and synthesizes game sounds in accordance with instructions from the control unit 56 , and outputs the sounds from the speaker 62 .
[0087] The operation unit 54 is connected to the touchpad 63, and transmits and receives data relating to operation inputs to and from the touchpad 63. The user touches the touchpad 63 to input operation signals to the game device 5.
[0088] The storage unit 55 is composed of an HDD, an SSD, a RAM, a ROM, etc. The storage unit 55 stores game data downloaded from the server device 2, various programs including part of the game program, account information of the device 5 itself, etc.
[0089] The storage unit 55 may store, for example, user information and game data. The user information is at least a part of the information in the user DB 221 stored in the storage unit 22 of the server device 2. The user DB 221 manages a master of the user information, and the storage unit 55 of the game device 5 stores at least a part of the information in this master that is distributed from the server device 2.
[0090] The control unit 56 is configured by a microcomputer including a CPU and a semiconductor memory, and controls the operation of the device 5 itself.
[0091] The control unit 56 executes various programs to function as a communication means 561, a game execution means 562, an audio control means 563, and a display control means 564.
[0092] -Means of communication 561- The communication means 561 is a function for communicating with the server device 2 via the network interface 51 .
[0093] The communication means 561 generates and transmits information that can be grasped by the server device 2 in response to various operation signals received by the operation unit 54 from the touchpad 63. For example, the communication means 561 transmits account information, download request information for new game data, a gacha execution request, a quest start request, a team participation request, etc. to the server device 2. The communication means 561 also receives from the server device 2 new game data transmitted from the server device 2 in response to the download request information, information on the game media selected by the lottery process, information on the reward granted by the first reward identification means 2371 and the second reward identification means 2372, information on the reward granted to the player by the granting means 238, etc.
[0094] -Game execution means- The game execution means 562 reads data such as virtual game space objects and textures included in the game data from the storage unit 55 in accordance with an operation of the touchpad 63 by the user of the device 5, or uses data received from the server device 2 to generate two-dimensional or three-dimensional game image information while executing the game program. As the game image information is processed by the graphics processing unit 52, the processed game images are successively displayed on the display 61.
[0095] The game execution means 562 then places a character on the game image in accordance with an operation by the user of the player's device 5, and controls the behavior of the character in the virtual game space in accordance with the user's operation and the progress of the game. For example, the game execution means 562 executes a quest in the game in accordance with an operation by the user via the touchpad 63 (hereinafter simply referred to as a "user operation"). Furthermore, the game execution means 562 causes the player character to use game content selected by the user in accordance with the user operation.
[0096] -Voice control means- The audio control means 563 controls the audio output of the speaker 62 in response to operations by the user of the device 5 during game execution.
[0097] -Display control means- When the game is executed, the display control means 564 controls the display output of the display 61 in response to operations by the user of the host device 5. The display control means 564 may control the display output of the display 61 in response to instructions from the presentation means 236 of the server device 2 for presenting various information to the player, for example. The display control means 564 causes the display 61 to display, for example, a condition selection screen 610, a recruitment screen 620, and / or a team screen 630, which will be described later.
[0098] <Acceptance means, presentation means and display control means> 2 to 5, an example of the processing of the reception means 234, presentation means 236, and display control means 564 will be described. In FIGS. 2 to 5, an example of a screen for making settings necessary to start game content will be described. In the examples of FIGS. 2 to 5, a team is expressed as a party made up of player characters of participating members.
[0099] As shown in FIG. 2, the condition presenting means 2362 causes the display control means 564 to display a condition selection screen 610 on the display 61 of the first game device 5a of the first player (represented as "Player 1" in the examples of FIGS. 2 to 5). The condition selection screen 610 is a screen for selecting one or more rule conditions from a plurality of rule conditions. The condition selection screen 610 includes a selection section 611 that accepts a selection input of the amount of stamina consumption, a condition selection area 612a, and an OK button 613.
[0100] The selection unit 611 is a screen component that accepts a selection input for the amount of stamina to be consumed. The selection unit 611 allows the player to select the amount of stamina to be consumed in order to start a quest (indicated as "Search for XX" in FIGS. 2 to 5). In this example, an example will be described in which the selection unit 611 is a select box, but the selection unit 611 is not limited to this. For example, when the condition selection screen 610 is first displayed, the selection unit 611 has a default consumption amount ("10" in this example) selected, and this consumption amount can be changed by an operational input from the first player.
[0101] The condition selection area 612a displays a plurality of rule conditions that can be selected by the first player. In this example, the condition selection area 612a is described as a checkbox, but the condition selection area 612a is not limited to this. The condition selection area 612a displays, for example, the following four rule conditions (A) to (D) that are specified based on the default consumption amount "10" of stamina consumed to start a quest (hereinafter also referred to as "first consumed stamina"). The condition selection area 612a allows the first player to select one or more rule conditions from the four displayed rule conditions. (A) The amount of recovery per use by the party's player characters is halved (in the examples of Figures 2 to 5, this is written as "Recovery amount halved"). (a) Doubling the MP (Magic Point) consumption of recovery magic for the party's player characters (in the examples of Figures 2 to 5, this is written as "Double Recovery Magic MP Consumption"). (c) Doubling the attack power of enemy characters (in the examples of Figures 2 to 5, this is written as "Double enemy attack power"). (D) Increasing the enemy character's stamina by two times (in the example of Figures 2-5, this is written as "Double enemy stamina")
[0102] The OK button 613 is a button for accepting input of the rule condition selected in the condition selection area 612a. When the OK button 613 is pressed by the first player, the display control means 564 transmits condition information indicating the selected rule condition to the server device 2 via the network interface 51. When the server device 2 receives this condition information, the first accepting means 2341 accepts the rule condition selected by the first player.
[0103] FIG. 3 shows the condition selection screen 610 in a state where the amount of stamina consumed to start a quest has been changed from the default consumption amount of "10" to "20" by the first player's operation input to the selection unit 611.
[0104] For example, if the first player changes the amount of stamina consumed from "10" to "20" in the selection unit 611, the display control means 564 transmits information indicating the changed amount of stamina consumed to the server device 2. When the receiving means 234 receives this information, the condition specifying means 2375 of the server device 2 specifies a total of seven conditions by adding the following three rule conditions (E) to (G) to the above four rule conditions, for example, based on the first amount of stamina consumed of "20". The condition presenting means 2362 transmits condition information indicating the seven specified rule conditions to the first game device 5a, and causes the display control means 564 of the first game device 5a to display the seven rule conditions in the condition selection area 612a. (E) Prohibiting the recovery of party player characters (in the examples of Figures 2 to 5, this is written as "Recovery Prohibited"); (F) Reducing the stamina of all party player characters to 1 / 2 (in the examples of Figures 2 to 5, this is written as "1 / 2 stamina of your own party"); (G) Decreasing the attack power of the party's player characters by half (in the examples of Figures 2 to 5, this is written as "own PT attack power 1 / 2").
[0105] As shown in Fig. 4, the team presentation means 2361 causes the display control means 564 to display a recruitment screen 620 for recruiting members to join a team on the display 61 of the second game device 5b of the second player (referred to as "player 2" in Figs. 2 to 5). The recruitment screen 620 is a screen for presenting team information of each team and recruiting players to join a team. The recruitment screen 620 includes a recruitment team list display area 621.
[0106] The recruiting team list display area 621 displays a list of recruiting areas 621a and 621b for each team. The recruiting area 621a is the area for the team "□□ Research Team" hosted by the first player. The recruiting area 621a includes a rule condition display area 621a1 that displays the rule conditions associated with each team, and a participation request button 621a2.
[0107] The team presentation means 2361 causes the display control means 564 to display a rule condition display area 621a1 in order to present to the second player the rule conditions selected by the first player associated with the team "□□ Research Team." The rule condition display area 621a1 displays the three rule conditions selected by the first player as the rules of this quest.
[0108] The participation request button 621a2 is a button for joining the team "□□ Investigation Team" in the recruitment area 621a. When the second player presses the participation request button 621a2, the display control means 564 transmits this participation request to the server device 2 via the network interface 51. When the acceptance means 234 of the server device 2 accepts this participation request, the team setting means 2351 associates and sets the team "□□ Investigation Team" with the second player. In other words, the second player joins the team "□□ Investigation Team" hosted by the first player as a participating member.
[0109] 5, the team presentation means 2361 causes the display control means 564 to display, on the displays 61 of the first game device 5a and the second game device 5b, a team screen 630 for presenting information about the team to participating members (including the first player and the second player) who will join the team. The team screen 630 is a screen for presenting team information about each team and starting a quest. The team screen 630 includes a participating member list display area 631 and a start request button 632.
[0110] The participating member list display area 631 is an area that displays a list of participating members (respective player characters) participating in each quest and each team. The participating member list display area 631 includes member display areas 631a-631d that display, for each participating member, the rule conditions selected by each participating member. For example, the member display area 631a of the first player who is the team host displays the rule condition selected by the first player (in this example, "no recovery") and the reward associated with this rule condition (in this example, the normal reward awarded for clearing the quest is increased by +25 percent).
[0111] The start request button 632 is a button for starting the quest "Search for XX" with the team "XX Investigation Team." When the start request button 632 is pressed by each of the participating members, such as the first player and the second player, the display control means 564 transmits this start request to the server device 2 via the network interface 51. When the reception means 234 of the server device 2 receives this start request, the game progression means 239 causes the player characters of the participating members who have requested the start of the quest "Search for XX" to depart, and progresses the quest by applying quest rules that combine rule conditions selected by each of the participating members.
[0112] <Operation flow of game system 1> An example of the flow of processing and interactions executed by the game system 1 will be described with reference to FIGS. 6 to 7. FIGS. 6 to 7 are sequence diagrams showing the flow and interactions from the process of accepting a new team setting from the first player to the process of starting the progress of the game content. In this example, an example will be described in which the game content is Quest A. In this example, the game parameter used to identify the rule condition by the condition identification means 2375 is stamina. Note that the order of processing and processing units shown below are merely examples and may be changed as appropriate.
[0113] 6, first, the display control means 564 of the first game device 5a receives, from the first player, a team setting input made up of multiple players for progressing through quest A via a team setting screen (not shown) for setting the team (step st1). In this example, the team that has been set and input is referred to as team a.
[0114] Next, the display control means 564 of the first game device 5a transmits the team information of team a that has been set and input to the server device 2 (step st2).
[0115] Next, the third reception means 2343 of the server device 2 receives the team information transmitted from the first game device 5a and receives the setting of team a from the first player (step st3). When the third reception means 2343 receives the setting of team a, the team setting means 2351 sets team a and the first player in association with each other. Specifically, the team setting means 2351 stores the team information of team a and the user information of the first player in association with each other in the storage unit 22.
[0116] Next, the condition identification means 2375 of the server device 2 identifies a plurality of rule conditions for setting rules for quest A, which are to be selected by the first player, based on the amount of stamina consumed by the first player to start quest A (step st4).
[0117] Next, the condition presenting means 2362 of the server device 2 generates display information for displaying the condition selection screen 610 that displays the plurality of rule conditions in order to present the plurality of rule conditions identified above (step st5).
[0118] Next, the condition presenting means 2362 of the server device 2 transmits the generated display information to the first game device 5a (step st6).
[0119] Next, the display control means 564 of the first game device 5a receives the display information transmitted from the server device 2, and displays the condition selection screen 610 based on this display information to present the above-mentioned specified multiple rule conditions to the first player (step st7).
[0120] Next, the display control means 564 of the first game device 5a accepts a rule condition selected and input from the plurality of rule conditions presented by the first player via the condition selection screen 610 (step st8). In this example, the rule condition selected and input by the first player is referred to as a first rule condition.
[0121] Next, the display control means 564 of the first game device 5a transmits condition information indicating the selected first rule condition to the server device 2 (step st9).
[0122] Next, the first accepting means 2341 of the server device 2 receives the condition information transmitted from the first game device 5a, and accepts the first rule condition selected for quest A from the first player (step st10).
[0123] Next, the team setting means 2351 of the server device 2 sets the team a in association with the first rule condition accepted by the first accepting means 2341 (step st11). The team setting means 2351 includes condition information indicating the associated first rule condition in the team information of the team a.
[0124] Next, the team presentation means 2361 of the server device 2 generates display information for displaying a recruitment screen 620 for recruiting members to join the team a in order to present the team information of the set team a (step st12). This display information may include, for example, at least a part of the team information of the team a (including the condition information of the first rule condition).
[0125] Next, the team presentation means 2361 of the server device 2 transmits the generated display information to the first game device 5a (step st13).
[0126] Next, the display control means 564 of the second game device 5b receives the display information transmitted from the server device 2, and displays the recruitment screen 620 based on this display information to present the team information of team a to the second player (step st14).
[0127] Next, the display control means 564 of the second game device 5b accepts an input of a request to join the presented team a from the second player via the recruitment screen 620 (step st15).
[0128] Next, the display control means 564 of the second game device 5b accepts a rule condition selected and input from the second player via the condition selection screen 610 to join team A and progress through quest A (step st16). In this example, the rule condition selected and input by the second player is referred to as a second rule condition.
[0129] Next, the display control means 564 of the first game device 5a transmits a participation request for team a, which includes condition information indicating the selected second rule condition, to the server device 2 (step st17).
[0130] Next, the game system 1 executes the processing of steps st20 to st33 shown in Fig. 7. Specifically, as shown in Fig. 7, the accepting means 234 of the server device 2 accepts a participation request for team a from the second player transmitted from the server device 2 (step st20). When the accepting means 234 accepts this participation request, the team setting means 2351 associates and sets team a with the second player. Specifically, the team setting means 2351 associates and stores the team information of this team a with the user information of the second player in the storage unit 22. In addition to accepting this participation request, the second accepting means 2342 receives condition information transmitted from the second game device 5b and accepts the second rule condition selected for quest A from the second player.
[0131] Next, the team setting means 2351 of the server device 2 sets team A in association with the second rule condition accepted by the second accepting means 2342 (step st21). The team setting means 2351 includes condition information indicating the associated second rule condition in the team information of team A. As a result, team A is associated with the first rule condition selected by the first player and the second rule condition selected by the second player.
[0132] Next, the setting means 235 of the server device 2 sets rules for quest A for team a based on the first rule condition and the second rule condition selected from the first receiving means 2341 and the second receiving means 2342, respectively (step st22). In this example, the rules for quest A are a combination of the first rule condition and the second rule condition.
[0133] Next, the team presentation means 2361 of the server device 2 generates display information for displaying a team screen 630 showing the rules and participating members of this team a in order to present information showing the set rules of quest A (hereinafter also referred to as "rule information") to the first player and the second player (step st23). This display information may include, for example, the rule information of team a.
[0134] Next, the team presentation means 2361 of the server device 2 transmits the generated display information to the first game device 5a and the second game device 5b (steps st24 and st25).
[0135] Next, the display control means 564 of the first game device 5a receives the display information transmitted from the server device 2, and displays the team screen 630 based on this display information to present the rule information of team a to the first player (step st26).
[0136] Next, the display control means 564 of the first game device 5a receives a start request from the first player to start quest A based on the presented rule information (step st27).
[0137] Next, the display control means 564 of the first game device 5a transmits the request to start quest A received from the first player to the server device 2 (step st28).
[0138] Next, the display control means 564 of the second game device 5b receives the display information transmitted from the server device 2, and displays the team screen 630 based on this display information to present the rule information of team a to the second player (step st29).
[0139] Next, the display control means 564 of the second game device 5b receives a start request from the second player to start quest A based on the presented rule information (step st30).
[0140] Next, the display control means 564 of the second game device 5b transmits the request to start quest A received from the second player to the server device 2 (step st31).
[0141] Next, the game progression means 239 of the server device 2 starts Quest A for Team a based on the requests to start Quest A received from each of the first player and the second player (step st32).
[0142] Next, the game progression means 239 of the server device 2 progresses Quest A in accordance with the operation inputs from the first player and the second player, based on the set rules of Quest A (step st33).
[0143] To summarize the above, the control unit 23 (computer) of the server device 2 functions as a first reception means 2341 that receives conditions selected from a plurality of conditions for setting rules for game content from a first player, a second reception means 2342 that receives conditions selected from a plurality of conditions for setting rules from a second player who progresses the game content together with the first player, a setting means 235 that sets rules based on the conditions selected from each of the first reception means 2341 and the second reception means 2342, and a game progression means 239 that progresses the game content in accordance with operation inputs from the first player and the second player based on the rules.
[0144] <Effects> According to this embodiment, game content can be progressed in a multiplay between a first player and a second player based on conditions selected by each of the first player and the second player. Therefore, instead of only the host player selecting rules and creating the situation he or she wants to play in, each of the participating members of the multiplay, such as the first player and the second player, can create the situation he or she wants to play in and progress through the game content. Therefore, when game content is progressed by multiple players, the conditions applied to the game content can be made more suitable for the multiple players.
[0145] [Variations] Although the present invention has been described based on the above embodiment, the present invention is not limited to the above embodiment. The following cases are also included in the present invention.
[0146] [First Modification] In the above embodiment, an example was described in which the clearing conditions for game content were set separately from the rule conditions selected by the player, but the relationship between the clearing conditions and the rule conditions according to the present invention is not limited to this. For example, the clearing conditions for game content may include achieving the rule conditions selected by the player. In other words, if the player or a member of the team in which the player participates violates any one of the rule conditions selected by the player, the game content may be deemed to have failed to be cleared.
[0147] According to the above configuration, because deviation from the rule conditions immediately results in failure to complete the game content, players can be made to take the game seriously and tensely by selecting rule conditions and playing in accordance with the rule conditions. This also encourages multiple players to select rule conditions that are more suitable for them in order to avoid failing to complete the game content. As a result, the rule conditions applied to the game content can be made more suitable for multiple players.
[0148] [Second Modification] In the above embodiment, an example has been described in which multiple rule conditions to be selected by a player are identified based on the amount of game parameters consumed to start game content, but the method of identifying these multiple rule conditions is not limited to this. For example, the condition identification means 2375 may identify multiple rule conditions to be selected by a player based on the total amount of game parameters consumed by the player within a predetermined period of time.
[0149] For example, if the total amount of stamina consumed from when the player first downloads and installs the game program and starts playing the game until the time of the specific processing exceeds a predetermined threshold, the condition specifying means 2375 may specify the number of rule conditions to be selected to be greater than the default number. Conversely, if the total amount of stamina consumed from when the player first downloads and installs the game program and starts playing the game until the time of the specific processing is less than the predetermined threshold, the condition specifying means 2375 may specify the number of rule conditions to be selected to be less than the default number.
[0150] According to the above configuration, the condition specification means 2375 can specify options for rule conditions by taking into account the player's past game play records. Therefore, the condition specification means 2375 can provide more rule conditions as options to a player with more playing experience than to a player with less playing experience, for example.
[0151] [Third Modification] Although not shown in the above embodiment, the game program according to the present invention may have a chat function. This chat function may be a so-called text chat, which allows players to exchange text messages and image data (still images such as photographs, videos, or so-called stamps) between themselves. As another example, this chat function may be a so-called voice chat, which allows players to exchange voice messages between themselves. The team setting means 2351 of the server device 2 may set a chat group for each team, which is made up of the participating members. The control unit 23 of the server device 2 enables chat within this set chat group. Furthermore, the team setting means 2351 may enable the host player to set whether to enable (on) or disable (off) the chat function for the team.
[0152] If the game program has a text chat function, the display control means 564 of the game device 5 causes the display 61 to display the exchanged text messages, for example.
[0153] If the game program has a text chat function, the game device 5 may have a call unit (not shown) that generates call information. Here, "call information" refers to information related to voice communication. The call information includes, for example, the state of the call, audio data related to the call (hereinafter also referred to as "call audio data"), and the like. The call unit 65 transmits the call audio data generated by the microphone 64 to the game device 5 of the other player via the network interface 51, for example. The call unit 65 also receives the call audio data of the other player from the game device 5 of the other player via the network interface 51, and outputs it via the audio processing unit 53 and the speaker 62.
[0154] This function allows team members to, for example, discuss through chat which rule conditions to select, which allows team members to more easily accept the rule conditions selected by other team members, especially when the rule conditions are to be applied to all team members.
[0155] The team setting means 2351 may, for example, enable players to temporarily chat with each other even before joining a team. For example, the team setting means 2351 may enable a player who is considering joining a team to temporarily chat with the host player, limited to the period during which the team is recruiting members. With this configuration, for example, a player who is considering joining a team can negotiate with the host player about the rules and conditions to be selected via the chat function.
[0156] [Fourth Modification] In the above embodiment, the rule conditions of each team are presented to each player, and the player joins a team based on the compatibility of the presented rule conditions with the skills of the player character they own. However, the method of presenting the rule conditions of each team is not limited to this. The team presentation means 2361 may present team information including the rule conditions associated with each team to the player to whom the rule conditions are presented, based on the skills and ability parameters of the player's player character. For example, if a player character plays the role of a shield (a so-called attacker) for the team and has skills for the shield role, the team presentation means 2361 may control the team information of a team for which the rule condition "Defense Prohibited" is set not to be presented to the player using the player character, or may lower the presentation priority of the team information. In other words, the team presentation means 2361 may hide the team information from the player, for example, on the display of the recruitment screen 620, or may lower the display priority of the team information. Furthermore, the team presentation means 2361 may switch between presenting and not presenting the team information based on a specification from the player to whom the team information is presented.
[0157] According to the above configuration, the team presentation means 2361 can omit or lower the priority of presentation of information about teams that are incompatible with the player's character, to a player considering joining a team, etc. This allows the player to efficiently view team information that is compatible with the player's character.
[0158] [Other embodiments] The various control means and processing procedures described in the above embodiments are merely examples and are not intended to limit the scope of the present invention, its applications, or its uses. The various control means and processing procedures can be appropriately modified in design within the scope that does not change the gist of the present invention.
[0159] In the above embodiment, the game device 5 is a smartphone, but the game device 5 may be an amusement machine provided in a game center or the like.
[0160] The game may be an action game, a shooting game, a role-playing game, a simulation game, a board game, a puzzle game, etc., and the invention can be applied to various types of games.
[0161] In the above embodiment, the object is a player character, but the object is not limited to this. For example, the object may be a card or an item (weapon, armor, or other equipment) used in the virtual game space.
[0162] In the above embodiment, the server device 2 and the multiple game devices 5 function as a single unit to execute the game program, but this is not limiting. All of the means of the game program, i.e., the accepting means, setting means, presenting means, identifying means, granting means, game progression means, and / or display control means, may be provided in the server device 2 alone, the game device 5 alone, a communication terminal separate from the server device and the game device 5, or a combination of two of these devices (e.g., distributed processing between the server device 2 and the game device 5). Furthermore, when the server device, the game devices, and the communication terminals function as a single unit, it is also possible to appropriately change which means are to function in which device. For example, the accepting means, setting means, presenting means, identifying means, granting means, and game progression means of the server device 2 illustrated in the above embodiment may be provided as these means by the control unit 56 of the game device 5 executing various programs.
[0163] The effects of this embodiment can be achieved even when these other embodiments are adopted. Furthermore, this embodiment can be combined with other embodiments, and other embodiments can be combined with each other as appropriate. [Explanation of symbols]
[0164] 1. Game System 2. Server device 23 Control Unit 234 Reception methods 2341 First reception method 2342 Second Reception Method 235 Setting Method 239 Game Progression Method
Claims
1. Computer, a first receiving means for receiving, from a first player, a condition selected from a plurality of conditions for setting rules for game content; second accepting means for accepting, from a second player, a condition selected from a plurality of conditions for setting the rule; a setting means for setting the rule based on conditions selected from the first receiving means and the second receiving means; a game progression means for allowing both the first player and the second player to progress through the game content in accordance with operation inputs from the first player and the second player based on the rules; a third receiving means for receiving, from the first player, a setting of a team made up of a plurality of players for progressing through the game content; a team setting unit that sets the team in association with the conditions selected by the first player; further functioning as a team presentation means for presenting team information relating to the team, the team information including the associated condition, to a player; The computer and further functioning as a first reward determination means for determining a reward based on the degree of advantage or disadvantage of the selected condition; and further functioning as a first granting means for granting the specified reward to a player who has joined the team when the game content has been cleared by progressing the game based on the rules; the clearing condition for the game content includes achieving the selected condition; Game program.
2. A computer, a first receiving means for receiving, from a first player, a condition selected from a plurality of conditions for setting rules for game content; second accepting means for accepting, from a second player, a condition selected from a plurality of conditions for setting the rule; a setting means for setting the rule based on conditions selected from the first receiving means and the second receiving means; a game progression means for allowing both the first player and the second player to progress through the game content in accordance with operation inputs from the first player and the second player based on the rules; a third receiving means for receiving, from the first player, a setting of a team made up of a plurality of players for progressing through the game content; a team setting unit that sets the team in association with the conditions selected by the first player; further functioning as a team presentation means for presenting team information relating to the team, the team information including the associated condition, to a player; The clearing condition for the game content includes achieving the selected conditions without violating any of the selected conditions. Game program.
3. A computer, a first receiving means for receiving, from a first player, a condition selected from a plurality of conditions for setting rules for game content; second accepting means for accepting, from a second player, a condition selected from a plurality of conditions for setting the rule; a setting means for setting the rule based on conditions selected from the first receiving means and the second receiving means; a game progression means for allowing both the first player and the second player to progress through the game content in accordance with operation inputs from the first player and the second player based on the rules; a third receiving means for receiving, from the first player, a setting of a team made up of a plurality of players for progressing through the game content; a team setting unit that sets the team in association with the conditions selected by the first player; further functioning as a team presentation means for presenting team information relating to the team, the team information including the associated condition, to a player; a clearing condition for the game content is set separately from the selected condition; The computer a second reward specifying means for specifying a reward according to the degree of achievement of the selected condition when the game content is cleared; and further functioning as a second granting means for granting the specified reward to a player who has joined the team. Game program.
4. A computer, a first receiving means for receiving, from a first player, a condition selected from a plurality of conditions for setting rules for game content; second accepting means for accepting, from a second player, a condition selected from a plurality of conditions for setting the rule; a setting means for setting the rule based on conditions selected from the first receiving means and the second receiving means; a game progression means for allowing both the first player and the second player to progress through the game content in accordance with operation inputs from the first player and the second player based on the rules; the game progression means, further based on condition information associating each of the plurality of conditions with a consumption amount of the game parameter, consumes the consumption amount of the game parameter associated with the selected condition, and starts the game content; The computer a condition specifying means for specifying the plurality of conditions based on a total value of the game parameters consumed by a player within a predetermined period; and further functioning as a condition presenting means for presenting the specified plurality of conditions to the player. Game program.
5. The computer: the control unit further functions as a range specifying means for specifying whether the scope of application of the selected condition is to be all players participating in the team, to be limited to a player who has selected the condition, or to be limited to a player who satisfies a predetermined condition; the game progression means progresses the game content further based on the specified application range. The game program according to any one of claims 1 to 3.
6. The device further functions as an effect specifying means for specifying a game effect to be generated in the progression of the game content based on the selected combination of conditions; the game progression means generates the specified game effect in the progression of the game content. The game program according to any one of claims 1 to 3.
7. a first receiving unit that receives, from a first player, a condition selected from a plurality of conditions for setting rules for game content; a second receiving unit that receives, from a second player, a condition selected from a plurality of conditions for setting the rule; a setting unit that sets the rule based on conditions selected from the first receiving unit and the second receiving unit; a game progression unit that allows both the first player and the second player to progress through the game content in accordance with operation inputs from the first player and the second player based on the rules; a third reception unit that receives, from the first player, a setting of a team made up of a plurality of players for progressing through the game content; a team setting unit that sets the team in association with the condition selected by the first player; a team presentation unit that presents team information related to the team, the team information including the associated condition, to a player; a clearing condition for the game content is set separately from the selected condition; a second reward determination unit that determines a reward according to the degree of achievement of the selected condition when the game content is cleared; a second granting unit that grants the specified reward to a player who has joined the team. Game device.
8. a first receiving unit that receives, from a first player, a condition selected from a plurality of conditions for setting rules for game content; a second receiving unit that receives, from a second player, a condition selected from a plurality of conditions for setting the rule; a setting unit that sets the rule based on conditions selected from the first receiving unit and the second receiving unit; a game progression unit that allows both the first player and the second player to progress through the game content in accordance with operation inputs from the first player and the second player based on the rules; a third reception unit that receives, from the first player, a setting of a team made up of a plurality of players for progressing through the game content; a team setting unit that sets the team in association with the condition selected by the first player; a team presentation unit that presents team information related to the team, the team information including the associated condition, to a player; a clearing condition for the game content is set separately from the selected condition; a second reward determination unit that determines a reward according to the degree of achievement of the selected condition when the game content is cleared; a second granting unit that grants the specified reward to a player who has joined the team. Game system.
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