System, method, and program for providing games

By controlling player object movement based on numerical values of acquired objects, the system enhances strategic engagement and enjoyment in games with multiple squares.

JP7808993B2Active Publication Date: 2026-01-30DENA CO LTD
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Patent Information

Application Number
JP2022052628
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2022-03-28
Publication Date
2026-01-30
Estimated Expiration
2042-03-28

AI Technical Summary

Technical Problem

Conventional games determine the movement of player objects randomly, lacking strategic engagement.

Method used

Implement a system where player objects move based on numerical values assigned to acquired objects, enhancing strategic movement through a game field with multiple squares.

Benefits of technology

Improves enjoyment by providing strategic control over player object movement, increasing engagement and interest in the game.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To improve amusement property in a game in which a player object moves in a game field where a plurality of squares are arranged.SOLUTION: A game provision server 10 provides a game to a user who operates a player terminal 30 communicably connected through a communication network 20. In the server 10, a player object moves in a plurality of squares on the basis of a numerical value set to an object for movement specified out of a plurality of objects for movement owned by the player in a second game. The object for movement is obtained by the player through the play of a first game so that amusement on the movement of the player object is improved as compared to a case where an amount of movement of the player object is determined simply at random.SELECTED DRAWING: Figure 1
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Description

[Technical Field]

[0001] The present invention relates to a system, a method, and a program for providing a game. [Background technology]

[0002] Conventionally, games have been provided that use a game field (sometimes called an area, a map, etc.) on which a plurality of squares are arranged (see, for example, Patent Document 1 below). Typically, such games progress by a player object (piece) moving through a plurality of squares, and the amount of movement of the object (the number of squares moved) is determined randomly through an action such as rolling a dice. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2015-16336 Summary of the Invention [Problem to be solved by the invention]

[0004] However, in the conventional games described above, the amount of movement is determined randomly, and therefore the strategic nature of the player object's movement is not fully satisfied. Therefore, there is a need for an improved method of engaging with the player's piece movement.

[0005] One object of the embodiments of the present invention is to improve the enjoyment of a game in which a player object moves across a game field having a plurality of squares arranged thereon. Other objects of the embodiments 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 steps of controlling the progress of a first game in which a player can acquire a plurality of types of predetermined objects, each of which has a different numerical value set thereto, and controlling the progress of a second game in which a player object moves through a plurality of squares arranged on a game field, wherein the step of controlling the progress of the second game includes moving the player object based on a numerical value set for a predetermined object identified from a plurality of the predetermined objects possessed 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: a step of controlling the progress of a first game in which a player can acquire multiple types of predetermined objects, each of which has a different numerical value set thereto; and a step of controlling the progress of a second game in which a player object moves through multiple squares arranged on a game field, wherein the step of controlling the progress of the second game includes moving the player object based on a numerical value set for a predetermined object identified from the multiple predetermined objects possessed 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 controlling the progress of a first game in which a player can acquire multiple types of predetermined objects, each of which has a different numerical value set thereto, and controlling the progress of a second game in which a player object moves through multiple squares arranged on a game field, wherein the step of controlling the progress of the second game includes moving the player object based on a numerical value set for a predetermined object identified from the multiple predetermined objects possessed by the player. [Effects of the Invention]

[0009] Various embodiments of the present invention improve the enjoyment of games in which a player object moves across a game field having a plurality of squares arranged thereon. [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. 10 is a diagram illustrating an example of information managed by a owned object management table 153. [Figure 4] FIG. 10 is a diagram illustrating an example of information managed by a possession item management table 155. [Figure 5] FIG. 2 is a diagram illustrating a top screen 50. [Figure 6] FIG. 6 is a diagram illustrating an example of an event main screen 60. [Figure 7] FIG. 2 is a diagram illustrating an example of details of a game field display area 64. [Figure 8] 10 is a flowchart illustrating a process executed by the server 10 when a player's piece moves. [Figure 9] FIG. 7 is a diagram illustrating a confirmation screen 70. [Figure 10] FIG. 10 is a diagram illustrating a first notification screen 80. [Figure 11] FIG. 10 is a diagram illustrating a second notification screen 90. [Figure 12] FIG. 10 is a diagram illustrating a confirmation screen 70 when the player's piece passes through the starting mass object 200. [Figure 13] FIG. 10 is a diagram illustrating a game field display area 64 in which a special game field is displayed. 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, by a magnetic disk, a flash memory, or the like. The storage 15 stores various programs including an operating system, various data, and the like. For example, as shown in FIG. 1 , the storage 15 includes a player information table 151 for managing information about game players, a possessed object management table 153 for managing information about moving objects (predetermined objects) owned by each player, and a possessed item management table 155 for managing information about other items owned by each player. The moving objects, which will be described in detail later, are objects used when a player object moves among multiple squares arranged on a game field. 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 that causes 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 configured to be executed on the player terminal 30 via a terminal-side program 42, which will be described later.

[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 the terminal-side program 42 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 outputs 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, for example, by a magnetic disk or a flash memory. The storage 35 stores various programs including an operating system, various data, and the like. The programs stored in the storage 35 can be downloaded and installed from an application market or the like. The storage 35 also stores the above-mentioned terminal-side program 42. The program 42 can be configured as a web browser or other application (e.g., a game application), and can be configured to execute at least a part of the server-side program 40, as described above.

[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 terminal-side program 42 installed in storage 35 or the like.

[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 113 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 113 is configured to execute various processes related to the control of the progress of the game. For example, the game progression control unit 113 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 player 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 progress control unit 113 is configured to control the progress of the first game and the second game. For example, one of the first and second games may be configured as a main game and the other as a sub-game.

[0031] In this embodiment, the second game is configured as a game in which a player object moves through multiple squares arranged in a game field (which may also be called a map, area, segment, or stage). The player object moves using multiple types of moving objects, each of which has a different numerical value set to it. The first game is configured as a game in which the player can acquire the moving objects. For example, the moving objects are given to the player as various rewards in the first game. Information regarding the moving objects owned by each player is managed, for example, in the owned object management table 153. The first game includes various types of games, including, but not limited to, RPGs, battle games, action games, puzzle games, card games, and combinations thereof.

[0032] Furthermore, when controlling the progress of the second game, the game progression control unit 113 is configured to move the player object based on a numerical value set for a moving object identified from among multiple moving objects possessed by the player. For example, the game progression control unit 113 transmits to the player terminal 30 screen data and control data for a screen that selectably displays multiple moving objects possessed by the player, and moves the player object based on a numerical value set for a moving object selected by the player via the screen output on the player terminal 30. Alternatively, the game progression control unit 113 moves the player object based on a numerical value set for a moving object automatically identified from among multiple moving objects possessed by the player. For example, the player object can move a number of spaces specified based on the numerical value set for the moving object (which may be the same number of spaces as the numerical value set for the moving object, or may be a different number of spaces).

[0033] As described above, in the game providing server 10 of this embodiment, in the second game, the player object moves across a plurality of squares based on a numerical value set for a moving object identified from a plurality of moving objects possessed by the player, and the moving object is acquired by the player through playing the first game, so the enjoyment of the player object's movement is improved compared to when the amount of movement of the player object is simply determined randomly. In other words, the game providing server 10 improves the interest in a game in which a player object moves across a game field arranged with a plurality of squares.

[0034] In this embodiment, the game progression control unit 113 may be configured to generate an effect corresponding to a square to which the player object is moved when controlling the progress of the second game. The effect may include various effects that may benefit or disadvantage the player, such as granting an item to the player. Information regarding the items possessed by each player is managed, for example, in the possessed item management table 155. For example, the game progression control unit 113 may be configured to enable a player to play on a predetermined game field in response to the player's acquisition of one or more predetermined items. For example, the predetermined game field may be configured as a special game field that is advantageous to the player (e.g., a game field with a large number of squares with advantageous effects). This configuration enhances the enjoyment of collecting predetermined items.

[0035] Furthermore, for example, the effect corresponding to the square may include the provision of an item that can be used in the first game. Such a configuration may promote play of both the first game and the second game.

[0036] In this embodiment, if the player object passes through a predetermined square when moved based on the numerical value set for the identified moving object, a notification may be sent to the player. The predetermined square may be, for example, a square that is advantageous to the player, including, but not limited to, a square (e.g., a goal square) for clearing the game field (including proceeding to the next game field) and a square where an item is awarded. For example, the game progression control unit 113 transmits screen data and control data for a screen including such a notification to the player terminal 30, and the screen is typically configured to allow the player to confirm or cancel the movement of the player object. This configuration prevents the player object from accidentally passing through a predetermined square.

[0037] In this embodiment, multiple squares may be arranged in various ways on the game field. For example, multiple squares may be arranged on the game field so that a player object can move around (e.g., in a ring shape). In this case, the game progress control unit 113 may be configured to award a reward to a player based on the number of laps made by the player object (e.g., the number of laps made in a predetermined period of time). For example, the more laps a player makes, the more advantageous the reward to be awarded to the player. The number of laps made by each player is managed, for example, in the player information table 151. Furthermore, the game progress control unit 113 may be configured to award a reward to each player based on the total number of laps made by each player object of multiple players. This configuration encourages the movement (movement) of player objects.

[0038] 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 provided by the game providing server 10 is configured as a game in which various items are collected through quests, battles, etc. In addition to a main game (first game) such as quests and battles, a sub-game is provided as a time-limited event, and the sub-game includes a "sugoroku game" (second game) in which a player's piece (player object) moves between multiple squares.

[0039] First, the information managed by each table in this example will be described. Figure 2 illustrates the information managed by the player information table 151 in this example. The player information table 151 in this example manages information about game players, and as shown in the figure, manages information such as "basic information" including account name, gender, date of birth, etc., in association with a "player account" that identifies an individual player, the "number of laps" that is the number of laps in the Sugoroku game, the "number of owned crystals" that is the number of owned crystals that can be obtained in the Sugoroku game, the "number of owned gold crystals" that is the number of owned gold crystals that can be obtained in the Sugoroku game, and the "number of owned fragments" that is the number of owned fragments of gold crystals.

[0040] As will be described in more detail later, the Sugoroku game is played using square number objects (movement objects) that can be acquired through playing the main game such as quests and battles. In a typical game field in a Sugoroku game, multiple squares are arranged in a ring shape so that the player's piece can move around, and the number of laps in the player information table 151 is set to the number of laps that the player's piece will make around the circular route formed by these multiple squares.

[0041] In this example, crystals are items that can be exchanged for various rewards, and gold crystals are items for playing special game fields, which will be described later.

[0042] 3 illustrates information managed by the owned object management table 153. In this example, the owned object management table 153 manages information related to the number of square objects owned by each player, and as shown in the figure, manages information such as "number of objects owned" in association with a combination of a "player account" that identifies an individual player and an "object type" that indicates the type of number of square objects.

[0043] In this example, there are six types of square number objects, each corresponding to a numerical value from 1 to 6, and a value corresponding to one of these six types (i.e., the numerical values ​​from 1 to 6) is set as the object type in the owned object management table 153. As will be described in detail later, the numerical value corresponding to the type of square number object corresponds to the number of squares that the player's piece moves on the game field depending on the use of the object.

[0044] 4 illustrates information managed by the owned item management table 155 in this example. The owned item management table 155 in this example manages information related to items owned by each player, and as shown in the figure, manages information such as the "number of items owned" in association with a combination of a "player account" that identifies an individual player and an "item ID" that identifies an individual item. The items managed in the owned item management table 155 include various items other than the above-mentioned items (crystals, gold crystals, gold crystal fragments, square number objects, etc.), and may include various items that can be used in various sub-games other than the above-mentioned main game and Sugoroku game, and in other services, etc.

[0045] The information managed by each table in this example has been described above. Next, the processing executed by the server 10 and the screens output on the player terminal 30 in this example will be described. FIG. 5 illustrates an example of a top screen 50 output on the player terminal 30. The screen 50 is the starting point for playing the game in this example, and as shown in the figure, has a basic information display area 52 that displays basic information about the game, a quest button 54, a battle button 56, and a sugoroku event banner 58 that is a screen element for instructing play of the sugoroku game. The basic information display area 52 displays various information, such as the values ​​of various parameters associated with the player.

[0046] When the quest button 54 is selected, a screen (not shown) for playing a quest is displayed, and the player can play the quest via this screen. A quest is made up of multiple stages, each having multiple areas, and when a specific stage is cleared in accordance with the fulfillment of a predetermined condition (for example, defeating a boss character), a reward is given to the player. The reward includes a square number object. The type of square number object given to the player is determined, for example, randomly.

[0047] When the battle button 56 is selected, a screen (not shown) for playing a battle is displayed, and the player can play the battle via this screen. The battle is configured as a synchronous or asynchronous battle with an enemy character (which may be a character (NPC) controlled by the server 10 or a character controlled by another player), and a reward is given to the player in response to defeating the enemy character. The reward includes a square number object. The type of square number object given to the player is determined, for example, randomly.

[0048] The Sugoroku event banner 58 is displayed on the top screen 50 during the period of an event in which a Sugoroku game is provided. Fig. 6 shows an example of an event main screen 60 that is displayed in place of the top screen 50 in response to selection of the banner 58. As shown in the figure, the screen 60 has an event information display area 62 that displays information about the corresponding event, a game field display area 64 that displays the game field, a square number object selection area 66 for receiving selection of a square number object, a gold crystal information display area 68 that displays information about gold crystals possessed by the player, and a lap number information display area 69 that displays information about the number of laps.

[0049] The event information display area 62 displays various information related to the event, for example, information related to the duration of the event.

[0050] In the square number object selection area 66, six square number object icons 662, each corresponding to a different type of square number object, are arranged in a row in the left-right direction. Each icon 662 is given a number (any of 1 to 6) corresponding to the type of square number object, and the icons 662 corresponding to 1 to 6 are arranged in order from left to right. Below each icon 662, the number of square number objects of the corresponding type owned by the player is displayed. The number of square number objects owned by type is managed in the owned object management table 153.

[0051] The gold crystal information display area 68 displays the number of gold crystal fragments and the number of gold crystals owned, and below that is a use gold crystal button 682 with the text "Use gold crystal" attached. In this example, when six gold crystal fragments are collected, these six fragments automatically turn into one gold crystal.

[0052] The lap count information display area 69 displays the number of laps of the circular route in the Sugoroku game of the corresponding player, and the total number of laps of all players (the current number of laps of all users).

[0053] 7 illustrates details of the game field display area 64. As shown in the figure, this area 64 displays a game field on which a plurality of mass objects 200 are arranged, and at its bottom edge, the number of possessed crystals is displayed, and at its lower right corner, the floor number of the game field ("B1" in the example of FIG. 7) is displayed. In this example, when a game field is cleared, the player advances to the game field on the next floor down (descending underground).

[0054] Furthermore, in this example, a plurality of mass objects 200 are arranged in a circular shape in a normal game field, and the player's piece can move around the circular route formed by these plurality of mass objects 200. In the initial state at the start of play on each game field, the player's piece is located at a start mass object 200 (the object 200 in the lower left corner in the example of FIG. 7) among the plurality of mass objects 200, to which the letter "S" is attached. A frame-shaped current position object 202 is attached to the outer edge of the object 200 on which the player's piece is located. Note that instead of or in addition to this object 202, an object (such as a character) corresponding to the player's piece may be placed on the mass object 200 on which the piece is located.

[0055] In this example of the Sugoroku game, a player can use a square number object to move a piece. FIG. 8 is a flowchart illustrating the process executed by the server 10 when the player's piece moves. As shown in the figure, the server 10 first accepts the selection of a square number object (step S100). The player selects the square number object via the square number object selection area 66 on the event main screen 60.

[0056] Returning to the event main screen 60 of Figure 6, when one of the six square number object icons 662 arranged in the square number object selection area 66 is selected, a confirmation screen 70 shown in Figure 9 is displayed in place of the screen 60. As shown in the figure, the screen 70 has a game field display area 72 that displays the game field, a selected square number object information display area 74 that displays information about the selected square number object, a move confirmation button 76 with the text "Move forward 3 squares" added, and a cancel button 78 for canceling the selection of the square number object. The number of squares in the text added to the move confirmation button 76 ("3 squares" in the example of Figure 9) changes depending on the type of square number object selected.

[0057] In the game field display area 72 of the confirmation screen 70, the display mode of the destination mass object 200 when the player's piece moves the number of squares corresponding to the selected mass number object changes. Specifically, in the example of Fig. 9, the background color of the destination mass object 200A when the player's piece moves three squares upward from the starting mass object 200 where the player's piece is located changes. This change in background color allows the player to recognize the destination mass object 200 when the selected mass number object is used.

[0058] The selected square number object information display area 74 displays the type of the selected square number object (i.e., the number of squares to be moved) and the change in the number of square number objects held before and after its use. When the move confirmation button 76 is selected, the selection of the corresponding type of square number object (i.e., its use) is confirmed.

[0059] Returning to the flowchart of Fig. 8, when the selection of the square number object is accepted, the server 10 then moves (advances) the player's piece by the corresponding number of squares and updates the number of possessed square number objects for the used piece (steps S110, S120). The player's piece moves in a predetermined direction, in this example, clockwise around a circular route. In addition, in updating the number of possessed objects, specifically, the number of possessed objects for the corresponding combination of player and object type in the possessed object management table 153 is updated (decreased by 1).

[0060] Then, the server 10 generates the effect set for the mass object 200 to which the player's piece is moved (step S130). In this example, one of the following three types of effects is set for the mass object 200. (1) Providing items for the Sugoroku game (2) Items for the main game (3) Transition to the next game field

[0061] FIG. 10 illustrates a first notification screen 80 that is output in response to the occurrence of the effect "(1) Granting of an item for the sugoroku game" (i.e., granting of an item). As illustrated, the screen 80 displays information about the items granted to the player (20 crystals in the example of FIG. 10), and further includes a close button 82. Items for the sugoroku game include crystals and gold crystal fragments. When these items are granted, the number of crystals or fragments held in the player information table 151 is updated. Furthermore, when the number of gold crystal fragments held reaches six, these fragments are transformed into gold crystals. Specifically, the number of fragments held in the player information table 151 is cleared, and the number of gold crystals held is updated (increased by 1).

[0062] FIG. 11 illustrates a second notification screen 90 that is output in response to the occurrence of the effect "(2) Grant of Main Game Item" (i.e., grant of an item). As illustrated, the screen 90 displays information about the item granted to the player (in the example of FIG. 11, a battle item), and further includes a reward box button 92 with the text "To Reward Box" added, and a close button 94. Main game items are granted to the player via a reward box used in the main game. When the reward box button 92 is selected, a screen (not shown) for acquiring rewards temporarily stored in the reward box is displayed, and the player can acquire these rewards via the screen. In response to the acquisition of an item, the number of items owned for the combination of player and item is updated in the owned item management table 155.

[0063] In the game field, the appearance (for example, background color) of a mass object 200 to which the effect (1) is set and the appearance (for example, background color) of a mass object 200 to which the effect (2) is set may be different from each other.

[0064] In this example, the effect of "(3) Transition to the next game field" is set to the start mass object 200. When the player's piece stops on the start mass object 200, the current game field ends (this can also be said to clear the game field), and the player moves on to the next game field. Note that the player can also pass through the start mass object 200 and enter a second lap of the circular route; however, in this example, even if the player stops again on a mass object 200 where an effect has already occurred (i.e., the player has acquired the corresponding item), the effect does not occur (the effect occurs only once for one mass object 200). When the player's piece stops on or passes through the start mass object 200, the number of laps made by the player is updated; specifically, the number of laps made by the corresponding player is updated (increased by 1) in the player information table 151.

[0065] In this example, when the total number of laps for all players reaches a predetermined value, items for the main game are given to all players (stored in each player's reward box).

[0066] Also, in this example, if the player's piece passes through the start mass object 200, a notification is given on the confirmation screen 70 before the movement is confirmed. FIG. 12 shows an example of the confirmation screen 70 in this case. In the game field display area 72 of FIG. 12, the player's piece is located on an object 200 (to which a current position object 202 is attached) three masses before the start mass object 200. If the player's piece moves from this position the number of masses (four masses) corresponding to the type of mass object selected, it will pass through the start mass object 200 (the destination will be the object 200A one mass above the start mass object 200). In this case, as shown in the figure, the selected mass object information display area 74 displays the text "There are three masses remaining until the start mass. Do you want to use the four-mass object?", in other words, a notification is given that the player will pass through the start mass object 200.

[0067] Returning to the event main screen 60 of Figure 6, the Use Gold Crystal button 682 in the gold crystal information display area 68 is an object for using gold crystals to play in a special game field. When this button 682 is selected, the game field transitions from the normal game field to the special game field, and the display in the game field display area 64 is updated. Furthermore, when the Use Gold Crystal button 682 is selected, a gold crystal is used, and specifically, the number of gold crystals held by the corresponding player in the player information table 151 is updated (decreased by 1).

[0068] 13 illustrates an example of the game field display area 64 in which a special game field is displayed. In this example, a plurality of mass objects 200 are arranged in the special game field so as to form a single non-circular route from the start (an object 200 with the letter "S" attached) to the goal (an object 200 with the letter "G" attached).

[0069] When playing in the special game field, just like in the normal game field, the player uses the square number object to move the piece, and the effect set for the square object 200 to which the piece moves occurs. The items that can be acquired in the special game field are more advantageous for the player than in the normal game field; for example, the number of items that can be acquired is greater and the value of the items is higher. Also, in the special game field, the effect of "(3) Transition to the next game field" is set for the goal square object 200, and when the goal square object 200 is reached, the player returns to the original normal game field even if there are remaining squares.

[0070] In this example, during the event in which the Sugoroku game is offered, the player can enjoy playing on the special game field in addition to the regular game field. Note that the Sugoroku game may be always offered regardless of the event period.

[0071] In the above example, the plurality of mass objects 200 are arranged in a ring shape in the normal game field, but this arrangement of the mass objects 200 is merely an example, and the plurality of mass objects 200 may also be arranged in the normal game field so as to form a non-circular route, as in the special game field. Furthermore, the plurality of mass objects 200 may also be arranged so as to form a plurality of routes with branches, and in this case, the player may specify the direction in which his or her piece should move at the branching point of the route.

[0072] In the game providing server 10 according to the present embodiment described above, in the second game (for example, a sugoroku game), a player object (for example, a piece) moves across multiple squares based on a numerical value set for a moving object identified from multiple moving objects (for example, a square number object) possessed by the player, and the moving object is acquired by the player through playing the first game (for example, a main game such as a quest or battle). This improves the enjoyment of the player object's movement compared to when the amount of movement of the player object is simply determined randomly. In other words, the game providing server 10 improves the enjoyment of a game in which a player object moves across a game field arranged with multiple squares.

[0073] 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.

[0074] 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.

[0075] 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.

[0076] In this specification, even if a component of the invention is described as either singular or plural, or is described without limitation as either singular or plural, the component may be either singular or plural unless the context requires otherwise. [Explanation of symbols]

[0077] 10 Game provider server 11. Computer Processor 111 Management function control section 113 Game progress control unit 15. Storage 151 Player Information Table 153 Retained Object Management Table 155 Owned Item Management Table 30 player terminals 40 Server-side programs 42 Terminal side program 50 Top screen 60 Event main screen 70 Confirmation Screen 80 1st notification screen 90 2nd notification screen

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: controlling progress of a first game in which a player can acquire a plurality of types of predetermined objects, each having a different numerical value; controlling the progress of a second game in which a player object moves among a plurality of squares arranged on a game field; the plurality of squares are arranged in the game field so that the player object can move around the game field; the step of controlling the progress of the second game includes moving the player object based on a numerical value set for a predetermined object identified from the plurality of predetermined objects possessed by the player, and providing a reward to each of the plurality of players based on a total value of the number of laps made by the player object of each of the plurality of players. system.

2. the step of controlling the progress of the second game includes generating an effect corresponding to a square to which the player object has moved. The system of claim 1.

3. the effect includes providing an item to the player; the step of controlling the progress of the second game includes enabling the player to play a predetermined game field in response to the player's acquisition of one or more predetermined items; The system of claim 2.

4. the effect includes providing the player with an item that can be used in the first game; The system of claim 2.

5. the step of controlling the progress of the second game includes notifying the player when the player object passes through a predetermined square when moved based on the numerical value set for the specified predetermined object. The system of claim 1.

6. the predetermined square is a square for clearing the game field; The system of claim 5.

7. 1. A method executed by one or more computers for providing a game, comprising: controlling progress of a first game in which a player can acquire a plurality of types of predetermined objects, each having a different numerical value; controlling progress of a second game in which a player object moves among a plurality of squares arranged on a game field, the plurality of squares are arranged in the game field so that the player object can move around the game field; the step of controlling the progress of the second game includes moving the player object based on a numerical value set for a predetermined object identified from the plurality of predetermined objects possessed by the player, and providing a reward to each of the plurality of players based on a total value of the number of laps made by the player object of each of the plurality of players. method.

8. A program for providing a game, which is installed on one or more computers, controlling progress of a first game in which a player can acquire a plurality of types of predetermined objects, each having a different numerical value; controlling the progress of a second game in which a player object moves among a plurality of squares arranged on a game field; the plurality of squares are arranged in the game field so that the player object can move around the game field; the step of controlling the progress of the second game includes moving the player object based on a numerical value set for a predetermined object identified from the plurality of predetermined objects possessed by the player, and providing a reward to each of the plurality of players based on a total value of the number of laps made by the player object of each of the plurality of players. program.

Citation Information

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