Programs and Systems
The system enhances card battle games by generating game elements based on player actions and dynamically adjusting secondary elements, addressing repetitive gameplay issues and increasing player engagement.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2025-07-31
- Publication Date
- 2026-03-25
AI Technical Summary
Existing card battle games lack interest and engagement for players due to repetitive gameplay and limited player interaction in card generation.
A system and program that generate a first game element based on player actions and a second game element independently, allowing status degradation and dynamic adjustment of the second element's display based on the first element's generation status, enhancing player interaction and game variety.
Improves player interest and engagement by introducing dynamic card generation and interaction, making gameplay more varied and engaging.
Smart Images

Figure 0007835942000001_ABST
Abstract
Description
Technical Field
[0004] ,
[0006] , , , , , , The system generates a first game element to which one of a predetermined set of statuses is assigned, and then degrades any of the statuses that have not yet been assigned to the first game element and assigns them to the second game element. ,
[0005] , , ,
[0001] The present invention relates to a program and a system.
Background Art
[0002] Conventionally, a so-called "card battle game" is known in which a deck is formed by combining a plurality of cards and battles are fought against an opponent using the formed deck (see, for example, Patent Documents 1 to 4).
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Patent Document 2
Patent Document 3
Patent Document 4
Summary of the Invention
Problems to be Solved by the Invention
[0004] An object of the present invention is to improve the趣味性 (interest).
Means for Solving the Problems
[0005] To solve the above problems, a program according to the present invention causes a computer to display a list of a plurality of game elements including a first game element generated by a player's action and a second game element generated without depending on the player's action, for the player to select, The system generates a first game element to which one of a predetermined set of statuses is assigned, and then degrades any of the statuses that have not yet been assigned to the first game element and assigns them to the second game element. and changes the number, ratio, or type of the second game elements to be displayed in the list according to the generation status of the first game element. can .
Effects of the Invention
[0006] According to the present invention, interest is improved. [Brief explanation of the drawing]
[0007] [Figure 1] This diagram shows an overview of the system according to this embodiment. [Figure 2] This is a hardware configuration diagram for the game server. [Figure 3] This is a hardware configuration diagram of the user terminal. [Figure 4] This is a conceptual diagram of AI-based learning (A) and generation (B) processes. [Figure 5] This diagram shows a neural network that enables AI. [Figure 6] This is a functional block diagram of the game server and user terminals. [Figure 7] This is an example of a game map. [Figure 8] This is an example of the screen for selecting the direction of travel. [Figure 9] This is an example of an action selection screen. [Figure 10] This is an example of data for an action list. [Figure 11] This is an example of the battle screen during an attack turn. [Figure 12] This is an example of the battle screen during a defensive turn. [Figure 13] This is a diagram showing the variations of the cards. [Figure 14] This is an example of data for a name list. [Figure 15] This is an example of data for a status list. [Figure 16] This is a flowchart of the creation process. [Figure 17] This is an example of the creation confirmation screen. [Figure 18] This is an example of data for the creation card list. [Figure 19] This is an example of the notification screen for the creation of the card. [Figure 20] This is a flowchart of the card selection process. [Figure 21] This is an example of a card selection screen. [Figure 22] This is another example of a card selection screen.
Embodiments for Carrying out the Invention
[0008] <G Hereinafter, the system 1 according to the embodiment will be described based on the drawings. Note that the embodiments of the present invention described below show examples when embodying the present invention, and do not limit the scope of the present invention to the scope of the description of the embodiments. Therefore, the present invention can be implemented with various modifications to the embodiments.
[0009] [Overview of System 1] FIG. 1 is a diagram showing an overview of the system 1 according to the present embodiment. As shown in FIG. 1, the system 1 mainly includes a game server 10, an AI server 16, and a plurality of user terminals 20. Although three user terminals 20 are shown in FIG. 1, the number of user terminals 20 included in the system 1 is not limited thereto. The game server 10, the AI server 16, and the user terminals 20 are connected so as to be able to communicate with each other via a communication network 2. A specific example of the communication network 2 is not particularly limited, and for example, it is composed of the Internet, a mobile communication system (for example, 4G, 5G, etc.), a wireless network such as Wi-Fi (registered trademark), or a combination thereof.
[0010] The system 1 according to the present embodiment realizes, for example, an online game. That is, the game server 10 realizes an online game by, for example, transmitting and receiving game data to and from each of the plurality of user terminals 20. The online game may be a solo play type game in which each player independently progresses the game, or a multiplayer type game in which a plurality of players cooperate or compete. As another example, the game realized by the system 1 may be an offline game that is completed on one user terminal 20. Further, the game server 10 causes the AI server 16 to output output data by, for example, inputting input data (prompt) to the AI server 16.
[0011] Hereafter, users who operate user terminal 20 to play online games will be referred to as "players." Furthermore, players on user terminals 20A, 20B, 20C, and 20D will be referred to as Player A, B, C, and D, respectively.
[0012] [Game Server 10 Configuration] Figure 2 is a hardware configuration diagram of the game server 10. The game server 10 is implemented on a general-purpose computer such as a workstation or personal computer. As shown in Figure 2, the game server 10 mainly comprises a processor 11, memory 12, storage 13, input / output interface 14, and communication interface 15. Each component of the game server 10 is connected to the communication bus 19.
[0013] The processor 11 performs the processing described later by executing a series of instructions contained in the server program 13P stored in memory 12 or storage 13. The processor 11 can be implemented as, for example, a CPU (Central Processing Unit), a GPU (Graphics Processing Unit), an MPU (Micro Processing Unit), an FPGA (Field-Programmable Gate Array), or other device.
[0014] Memory 12 temporarily holds the server program 13P and data. The server program 13P is loaded, for example, from storage 13. The data includes data input to the game server 10 and data generated by the processor 11. For example, memory 12 can be implemented as RAM (Random Access Memory) or other volatile memory.
[0015] Storage 13 permanently holds the server program 13P and data. Storage 13 can be implemented as, for example, ROM (Read-Only Memory), a hard disk drive, flash memory, or other non-volatile storage device. Alternatively, storage 13 may be implemented as a removable storage device, such as a memory card. In yet another example, instead of being built into the game server 10, storage 13 may be connected to the game server 10 as an external storage device. With such a configuration, for example, in situations where multiple user terminals 20 are used, such as in an amusement facility, it becomes possible to update the server program 13P and data all at once.
[0016] The input / output interface 14 is an interface for connecting external devices such as monitors, input devices (e.g., keyboards, pointing devices), external storage devices, speakers, cameras, microphones, and sensors to the game server 10. The processor 11 communicates with external devices through the input / output interface 14. The input / output interface 14 can be implemented using, for example, USB (Universal Serial Bus), DVI (Digital Visual Interface), HDMI (Registered Trademark) (High-Definition Multimedia Interface), or other terminals.
[0017] The communication interface 15 communicates with other devices (e.g., user terminal 20) connected to the communication network 2. The communication interface 15 can be implemented as a wired communication interface such as a LAN (Local Area Network), or a wireless communication interface such as Wi-Fi (Wireless Fidelity), Bluetooth (registered trademark), or NFC (Near Field Communication).
[0018] [Configuration of User Terminal 20] The user terminal 20 can be implemented as, for example, an HMD (Head Mounted Display) set, a tablet terminal, a wearable device, smart glasses, a smartphone, a feature phone, a laptop computer, or a desktop computer. In this embodiment, an example of the user terminal 20 as a tablet terminal is described, as shown in Figure 1.
[0019] Figure 3 is a hardware configuration diagram of the user terminal 20. As shown in Figure 3, the user terminal 20 mainly comprises a processor 21, memory 22, storage 23, communication interface 25, monitor 31, cameras 33 and 34, microphone 35, speaker 36, motion sensor 41, position sensor 42, and operating device 43 (operating unit). Each component of the user terminal 20 is connected to the communication bus 29.
[0020] The configuration of the processor 21, memory 22, storage 23, and communication interface 25 is the same as that of the game server 10, consisting of the processor 11, memory 12, storage 13, and communication interface 15. Additionally, the storage 23 stores the terminal program 23P.
[0021] The monitor 31 is mounted on the surface of a flat casing, as shown in Figure 1, for example. The monitor 31 is a display device (display unit) that displays images or videos. The camera 33 is mounted on the surface of the flat casing and is a so-called in-camera that captures the face of the user viewing the monitor 31. The camera 34 is mounted on the back of the flat casing (the side opposite the monitor 31) and is a so-called out-camera that captures the surroundings.
[0022] The microphone 35 converts the user's speech into an audio signal (electrical signal) and outputs it. The speaker 36 converts the audio signal into sound and outputs it to the user. The user terminal 20 may include earphones instead of the speaker 36.
[0023] The motion sensor 41 detects the movement of the housing (for example, rotation around three mutually orthogonal axes). The motion sensor 41 may be implemented as, for example, an angular velocity sensor, a geomagnetic sensor, a vibration sensor, or an acceleration sensor.
[0024] The position sensor 42 detects the current location of the user terminal 20. Since it is assumed that the user terminal 20 is in the possession of the user, the location of the user terminal 20 corresponds to the location of the user possessing the user terminal 20. The position sensor 42, for example, acquires signals from a GPS (Global Positioning Satellite) and outputs information indicating the current location (hereinafter referred to as "current location information"). The specific examples of current location information are not particularly limited, but for example, it may be a combination of the latitude and longitude of the current location.
[0025] The user terminal 20 may use the detection results of the motion sensor 41 and the position sensor 42 to calculate the user's step count, distance traveled, and direction of travel. The user's location may also be determined using values detected by external devices (sensors). For example, the results detected by imaging devices or position sensors (such as infrared sensors) placed in the building could be used. Alternatively, the user may own multiple terminals (devices) and determine their location by sharing the detection results of sensors between these devices.
[0026] The operating device 43 receives input (operations) of commands from the user to the user terminal 20. The operating device 43 is, for example, a touch panel superimposed on the monitor 31 that receives various touch operations from the user. In other words, the monitor 31 in this embodiment is a touch panel display unit. As another example, the user terminal 20 may be equipped with a controller with buttons, an operation stick, etc., as the operating device 43.
[0027] [Configuration of AI Server 16] The AI server 16 is implemented on a general-purpose computer such as a workstation or personal computer. The AI server 16 implements AI (Artificial Intelligence) including a trained model. For example, the AI server 16 may be equipped with a dedicated AI optimized for the online space provided by the game server 10. In this case, the game server 10 and the AI server 16 may be implemented on a single piece of hardware. As another example, the AI server 16 may be equipped with a general-purpose AI that can be used for various purposes. The configuration of the AI is already well known, so a detailed explanation will be omitted, but for example, it may have the following configuration.
[0028] Figure 4 is a conceptual diagram of the AI's learning process (A) and generation process (B). Figure 5 is a diagram of the neural network 18 that implements the AI. The AI installed in the AI server 16 is a so-called "generative AI" that processes input data and generates output data. The AI then performs the learning process shown in Figure 4(A) and the generation process shown in Figure 4(B). In addition, the AI generates output data from input data using, for example, the neural network 18 shown in Figure 5.
[0029] As shown in Figure 4(A), the AI includes a learning model 17a. The learning model 17a refers to the neural network 18 before the learning process is performed. The learning model 17a then becomes a trained model 17b by receiving training data that includes input data and correct answer data. Input data refers to the data that is input to the AI. Correct answer data refers to the data that should be output when the input data is received. By inputting multiple training data into the learning model 17a, the neural network 18 is optimized as described later, resulting in the trained model 17b.
[0030] Furthermore, as shown in Figure 4(B), the trained model 17b generates and outputs output data by inputting input data into the neural network 18. The input and output data may be in any format, including text, image, and audio. Also, the input and output data may be in different formats. On the other hand, the format of the ground truth data is the same as the format of the output data.
[0031] Furthermore, the learning process shown in Figure 4(A) may be performed not only on the learning model 17a but also on the trained model 17b. Also, the AI does not need to be trained using the input data and ground truth data actually used in this invention, but may be trained with general-purpose learning data. Moreover, the learning process performed by the AI is not limited to "supervised learning" in which input data and ground truth data are input, but may also be "unsupervised learning" in which ground truth data is not input, or it may perform reinforcement learning or transfer learning, etc.
[0032] As shown in Figure 5, the neural network 18 of the learning model 17a or the trained model 17b consists of an input layer L1 composed of multiple nodes I1, I2, and I3, an intermediate layer L2 composed of multiple nodes H1, H2, H3, H4, and H5, and an output layer L3 composed of multiple nodes O1, O2, and O3. In the example in Figure 5, the number of nodes in the input layer L1 and the output layer L3 are the same, but the number of nodes in the input layer L1 and the output layer L3 may be different. Furthermore, the neural network 18 may have multiple intermediate layers L2. In addition, Figure 5 shows a fully connected neural network 18 in which multiple nodes constituting each layer L1, L2, and L3 are connected to all nodes in adjacent layers, but the structure of the neural network 18 is not limited to this.
[0033] The learning process involves adjusting the weight coefficients and biases of each node so that when input data is input to the input layer L1, the correct answer data is output from the output layer L3. The generation process involves processing the input data input to the input layer L1 using the weight coefficients and biases that have been pre-adjusted for each node to generate output data, which is then output from the output layer L3.
[0034] However, the aforementioned specific examples of AI processing are merely examples, and the AI server 16 can employ a variety of well-known methods. As another example, the AI may have a network structure such as a CNN (Convolutional Neural Network). As yet another example, the network structure may have configurations such as an LLM (Large Language Model), RNN (Recurrent Neural Network), or LSTM (Long Short-Term Memory). In other words, the AI may have a network structure other than deep learning.
[0035] This embodiment describes an example in which text-formatted input data is input to a trained model 17b, and output data in text or image format is generated. However, the combination of input and output data formats is not limited to the example described above.
[0036] [Functional block diagram of game server 10 and user terminal 20A] Figure 6 is a functional block diagram of the game server 10 and the user terminal 20. As shown in Figure 6, the server program 13P loaded into memory 12 causes the game server 10 (computer) to function as a collection means 110, a first generation means 120, a selection means 130, and a second generation means 140. The terminal program 23P loaded into memory 22 causes the user terminal 20 (computer) to function as a progress means 210 and a list display means 220. The game server 10 and the user terminal 20 may also be equipped with other control means (for example, control means for progressing the online game).
[0037] The collection means 110 collects the player's actions in the game and stores them in the action list shown in Figure 10. The first generation means 120 generates creation cards, described later, in the creation process shown in Figure 16, based on the action list shown in Figure 10, the name list shown in Figure 14, and the status list shown in Figure 15. The selection means 130 selects creation cards to be displayed on the card selection screen from the creation card list shown in Figure 18 in the card selection process shown in Figure 20. The second generation means 140 generates trial cards, described later, in the card selection process shown in Figure 20, based on the name list shown in Figure 14 and the status list shown in Figure 15. The second generation means 140 also functions as a change means that changes the number, proportion, or type of trial cards displayed in the list depending on the creation status of the creation cards.
[0038] The progress means 210 advances the game on the user terminal 20 according to the player's operations via the operating device 43 and various data transmitted and received between it and the game server 10. More specifically, the progress means 210 updates the screen displayed on the monitor 31 according to the player's operations and transmitted and received data. The list display means 220 displays the card selection screen shown in Figure 21 or Figure 22 during the card selection process described later.
[0039] [Game Overview] The game progresses on user terminal 20 when server program 13P causes game server 10 (an example of a computer) to execute the following processes, and terminal program 23P causes user terminal 20 (another example of a computer) to execute the following processes. Hereafter, the process of server program 13P (terminal program 23P) causing game server 10 (user terminal 20) to execute processes will simply be referred to as "game server 10 (user terminal 20) executes the processes." Before proceeding with the game, game server 10 and user terminal 20 identify the account to be used by the user and execute the process to proceed with the game using the identified account.
[0040] The game according to this embodiment is a so-called "card battle game" in which players assemble a deck by combining multiple cards and battle enemies with that deck. Furthermore, the types and number of cards a player possesses gradually increase as the game progresses. In addition, some of the cards given to the player as the game progresses are original cards (creation cards) whose design and stats may change depending on the player's actions in the game.
[0041] Cards are one example of a game element. However, specific examples of game elements are not limited to cards. Other examples of game elements include characters (e.g., people, monsters, robots), weapons (e.g., guns, tanks, aircraft, ships), items and tools (e.g., hammers, golf clubs), and player characters in sports games (e.g., pitchers, goalkeepers). Furthermore, the games implemented by System 1 are not limited to card battles; they may also be battle games using characters, weapons, items, etc., sports games, role-playing games, puzzle games, etc.
[0042] Figure 7 shows an example of a game map M. Game map M is in the form of a passageway (e.g., a corridor in a building) leading from entrance P1 to exit P7, as shown in Figure 7. Game map M also includes multiple branching points P2, P3, P4, P5, and P6. Furthermore, game map M may include dead ends (e.g., the location of facility icon F).
[0043] A game character (avatar) representing the player is placed on the game map M. The player moves the avatar from the entrance P1 to the exit P7 of the game map M by operating the user terminal 20. In other words, the movement means 210 moves the avatar on the game map M according to the player's operation.
[0044] Figure 8 shows an example of the direction selection screen. When the movement means 210 reaches a T-junction on the game map M (for example, moving upward from entrance P1 to branching point P2), it displays the direction selection screen shown in Figure 8 on the monitor 31. The direction selection screen allows the player to select the direction of movement for the avatar on the game map M. More specifically, the direction selection screen allows the player to select one of two options (for example, left or right).
[0045] In this embodiment, each screen illustrates the view of the game map M from the avatar's viewpoint (for example, a virtual camera at the eye level), and therefore the avatar is not displayed. However, the view of the game map M from above and behind the avatar may also be illustrated. In this case, the avatar's back will be displayed on each screen.
[0046] The movement means 210 moves the avatar to the left from branching point P2 on the game map M when the left direction is selected (for example, by swiping left on the direction selection screen). The movement means 210 also moves the avatar to the right from branching point P2 on the game map M when the right direction is selected (for example, by swiping right on the direction selection screen). On the other hand, if, for example, the player turns right at branching point P2 and reaches branching point P4 (i.e., does not reach a T-junction), the movement means 210 moves the avatar straight towards branching point P5 without displaying the direction selection screen (i.e., without allowing the player to select a direction).
[0047] Furthermore, various icons (C1, C2, C3, B1, B2, B3, F) are placed on the game map M. The selection icons C1, C2, and C3 are used to trigger selection events, which will be described later. The battle icons B1, B2, and B3 are used to trigger battle events, which will be described later. The facility icon F is used to trigger facility events, which will be described later. The progression means 210 then triggers the corresponding event when the avatar fulfills a predetermined positional relationship with each of the icons (for example, when the avatar reaches the position of an icon).
[0048] A choice event is an event in the game that prompts the player to select one of the options presented. Furthermore, choice events alter the player's state depending on the chosen option. These state changes include, for example, the granting of rewards or changes in stats (e.g., HP increase / decrease, buffs, debuffs).
[0049] Figure 9 shows an example of the action selection screen. The progression means 210 displays the action selection screen shown in Figure 9 when, for example, the avatar reaches the position of the selection icon C2. The action selection screen is a screen for advancing the selection event. The action selection screen includes, for example, a situation such as "There is a person running away from being chased by a monster," a choice of actions for that situation (for example, "Help," "Don't help"), and a change in state when an option is selected (for example, "HP -50 & Coins +100," "Coins -200").
[0050] Then, if the option “Help” is selected (for example, by swiping left on the action selection screen), the progression means 210 decreases the avatar’s HP by 50 and increases the avatar’s coins by 100. On the other hand, if the option “Don’t help” is selected (for example, by swiping right on the action selection screen), the progression means 210 decreases the avatar’s coins by 200.
[0051] Furthermore, the progress mechanism 210 transmits action data to the game server 10 via the communication IF 25. The action data includes, for example, an event ID (e.g., C2) that uniquely identifies the selection event and the choice made by the player (e.g., "Help the person who is running away"). Selecting an option in a selection event is one example of a player action. Also, the number of options in a selection event is not limited to two, but may be three or more.
[0052] Figure 10 shows an example of action list data. The action list is a list that stores the actions of a player (avatar) in the game. For example, the action list is stored in the storage 13 of the game server 10 for each player who plays the game. As another example, the action list may be stored in the storage 23 of each user terminal 20. The action list stores, for example, an event ID associated with the player's action.
[0053] When the collection means 110 receives behavioral data from the user terminal 20 via the communication IF 15, it associates the event ID (e.g., C2) contained in the behavioral data with the player's action in the event identified by that event ID (e.g., "help the person who is running away") and registers it in the behavioral list.
[0054] As another example, the action list may also register the player's actions in battle events identified by event IDs (B1, B2) (e.g., fought the enemy "Ghost", fought the enemy "Giant"), and the player's actions in facility events identified by event ID (F) (e.g., strengthened the normal card "Mars"). In other words, battling an enemy in a battle event is one example of a player's action. Similarly, strengthening a card in a facility event is another example of a player's action.
[0055] As yet another example, the action list may also register the direction of travel selected by the player at a branching point (for example, turning left at branching point P2) and the number of times each card was used in a battle event (for example, using the creation card "Hephaestus" twice at event ID (B1)). In this way, the player's actions registered in the action list include all inputs (actions) made by the player through the control device 43 within the game.
[0056] Furthermore, the data collection means 110 updates the counter each time it receives action data from the user terminal 20. In this embodiment, an example is described in which the counter counts down from an initial value (e.g., 10), but it may also count up. The counter indicates the number of actions remaining until the creation process (creation event), which will be described later with reference to Figure 16, is triggered. As an example, the counter is stored in the storage 23 for each player. As another example, the counter may be stored in the storage 23 of each user terminal 20 and counted down by the progress means 210. The value of the counter may also be displayed on part of the screen (e.g., the upper left corner of Figure 8-9).
[0057] A battle event is an event in which the player's avatar battles an enemy according to the player's instructions. More specifically, a battle event is an event in which the player battles an enemy using multiple cards acquired by the player. Even more specifically, a battle event is an event that alternates between attack turns in which the player attacks the enemy using cards, and defense turns in which the player defends against the enemy's attacks using cards. In a battle event, the enemy's remaining HP decreases due to the avatar's attacks during the attack turn, and the avatar's remaining HP decreases due to the enemy's attacks during the defense turn. The avatar wins if the enemy's remaining HP reaches 0 first, and the avatar loses if the avatar's remaining HP reaches 0 first.
[0058] Figure 11 shows an example of the battle screen during an attack turn. Figure 12 shows an example of the battle screen during a defense turn. The battle screen is the screen used to advance the battle event. The battle screen includes, for example, an enemy character 50, HP indicators 51 and 52, a cost indicator 53, a deck 54, hand cards 55A, 55B, and 55C, a discard pile 56, and a [End Turn] icon 57, as shown in Figures 11 and 12.
[0059] Enemy Character 50 is an image representing the enemy you will be fighting. The number, type, and stats of Enemy Character 50 differ for each battle icon B1, B2, and B3. HP Indicator 51 is an indicator that shows the remaining HP of Enemy Character 50. HP Indicator 52 is an indicator that shows the remaining HP of your avatar. HP Indicator 51 decreases when your avatar attacks, and HP Indicator 52 decreases when Enemy Character 50 attacks. Also, HP Indicator 51 increases when Enemy Character 50 heals, and HP Indicator 52 increases when your avatar heals.
[0060] The cost indicator 53 is an indicator that shows the remaining amount of actions a player can take during an attack turn. In this embodiment, the maximum amount a player can take in a single attack turn is 4. In the current attack turn, the amount of actions already taken is shown with a black icon, and the amount of actions still possible is shown with a white icon. The cost indicator 53 decreases each time a player selects one of the cards 55A to 55C from their hand by the usage cost associated with the selected card. The cost indicator 53 may also increase due to additional effects described later.
[0061] Deck 54 consists of cards assigned to the player. In other words, Deck 54 consists of cards that the player possesses. To put it another way, Deck 54 consists of cards that can be used in battle events. The cards contained in Deck 54 may include cards assigned to the player at the start of the game, cards generated or acquired through various events described later, and cards selected during the card selection process (Figure 20) described later.
[0062] The cards 55A to 55C in the hand are cards randomly drawn from the deck 54. Furthermore, the cards 55A to 55C can be used during the attack turn. Additionally, the cards 55A to 55C can defend against attacks from enemy character 50 during the defense turn. In this embodiment, the hand consists of a maximum of 3 cards (3 slots) of 55A to 55C, but the maximum number of cards (number of slots) in the hand is not limited to this.
[0063] Discard 56 consists of cards that have already been used in a battle event. In other words, discard 56 consists of used hand cards 55A to 55C. More specifically, discard 56 consists of cards used during an attack turn. Additionally, discard 56 consists of cards used to defend against an attack by enemy character 50 during a defense turn.
[0064] In the attack turn shown in Figure 11, the progression means 210 draws and displays cards 55A to 55C from the deck 54. When the player selects one of the cards 55A to 55C (in the example in Figure 11, card 55C), the progression means 210 inflicts damage to the enemy character 50 equivalent to the attack power attached to card 55C. That is, the progression means 210 reduces the HP indicator 51 by the amount of damage. The progression means 210 also activates the additional effect attached to card 55C if the activation conditions are met. The progression means 210 also reduces the cost indicator 53 by the amount of the usage cost attached to card 55C. Furthermore, the progression means 210 moves card 55C to the discard pile 56 and draws a new card 55D (see Figure 12) from the deck 54.
[0065] Furthermore, the progression mechanism 210 swaps the positions of the hand cards 55A to 55C according to the player's actions (for example, drag and drop). In other words, the player only needs to move the hand cards suitable for defense to the slots where the enemy character 50 will attack in the next defense turn. Then, when the player selects the [End Turn] icon 57, the progression mechanism 210 ends the attack turn and moves to the defense turn. Note that the [End Turn] icon 57 can be selected even before the cost indicator 53 reaches 0.
[0066] Next, in the defense turn shown in Figure 12, the progress means 210 causes the enemy character 50 to attack a pre-designated slot of a hand card (for example, hand card 55B). The progress means 210 then inflicts damage on the avatar equal to the enemy character 50's attack power minus the defense power of hand card 55B. That is, the progress means 210 reduces the indicator 52 by the amount of damage. The progress means 210 also activates any additional effects attached to hand card 55B if the activation conditions are met. Furthermore, the progress means 210 moves hand card 55B to the discard pile 56.
[0067] Next, once all of the enemy character 50's attacks are finished, the progress mechanism 210 ends its defense turn and moves back to an attack turn. The progress mechanism 210 also replenishes the empty slots in the hand with cards from the deck 54. Furthermore, if the deck 54 runs out, the progress mechanism 210 moves the discard pile 56 to the deck 54. The progress mechanism 210 alternates between attack turns and defense turns until one of the HP indicators 51 or 52 reaches 0.
[0068] The progress mechanism 210 then transmits action data, including a battle ID (B1) that identifies the battle event and the name (ghost) of the enemy character 50 that was battled, to the game server 10 via the communication interface 25 when the player wins the battle event. The progress mechanism 210 may also grant the player a reward (for example, an item, an acquisition event described later, a card selection process, etc.) when the player wins the battle event.
[0069] Facility events are events that allow players to perform various actions, such as generating new cards, acquiring new cards, strengthening existing cards, or changing the avatar's status (for example, HP recovery, buffs, or debuffs). The actions that players can perform in facility events may differ depending on the facility icon. Also, a player may perform one or more actions in a single facility event.
[0070] Generating a new card is an example of a generation event, where a new card is generated by consuming items (e.g., generation items, in-game currency, real currency). Acquiring a new card is an example of an acquisition event, where a player selects a card from a list of cards and adds it to their deck. Strengthening an acquired card is an example of an enhancement event, where the player selects a card to be strengthened (target card) and cards to be used for strengthening (consumable cards) from among several cards in the deck, and the consumable cards are consumed (removed from the deck) to increase the target card's stats. Changing an avatar's stats is an example of a change event, where HP is restored and special effects (e.g., buffs, debuffs) are applied to the avatar.
[0071] Then, when a player executes a facility event, the progress mechanism 210 transmits action data, including a battle ID (F) that identifies the facility event and the player's actions during the facility event (e.g., strengthening the normal card "Mars"), to the game server 10 via the communication IF 25.
[0072] Furthermore, generation events, acquisition events, enhancement events, and transformation events are not limited to occurring when the avatar reaches a facility icon. As another example, each event may occur at any time, such as when a battle event against a specific enemy (e.g., a powerful enemy, a boss) is won, when a counter reaches a predetermined value (e.g., 0), or when the avatar reaches exit P7 of game map M.
[0073] [Card Description] Figure 13 shows variations of the cards. As shown in Figure 13, the cards are broadly classified into regular cards (A), creation cards (B), and trial cards (C). In this embodiment, the type of card is distinguished by the characters (regular, creation, trial) added to the upper right corner of the card. However, the method of distinguishing the type of card is not limited to the above example, and may also be color / monochrome, presence or absence of a border, presence or absence of a specific color (only creation cards use gold or silver), etc.
[0074] Furthermore, each card displays a name (for example, "Mars," "Hephaestus," or "Demeter") and an illustration. In addition, each card has a basic status set (for example, attack power in the bottom left corner, defense power in the bottom right corner, and usage cost in the top left corner) and an additional effect (text below the illustration). The basic status set and additional effect are collectively referred to as "status."
[0075] Normal cards are cards pre-generated by the game's operator. Furthermore, normal cards are common to multiple players. Additionally, normal cards may be assigned to players at the start of the game, or they may be assigned to players as the game progresses. The stats assigned to normal cards are, on average, lower than those of creation cards.
[0076] Creation cards are cards generated during the creation process described later. Furthermore, creation cards are generated by game server 10 based on the player's action list. In other words, creation cards are unique cards generated specifically for each player. However, different players may possess creation cards that share some common characteristics (e.g., name, status). The status assigned to creation cards is, on average, higher than that of normal cards and trial cards. Creation cards are an example of the first game element generated by a player's actions.
[0077] Trial cards are cards generated during the card selection process described later. Furthermore, trial cards are generated by game server 10 independently of the action list. Additionally, trial cards may be uniquely generated for each player, or they may be generated for multiple players. The stats assigned to trial cards are, on average, lower than those of generated cards. Trial cards are an example of a second game element that is generated independently of player actions.
[0078] The names, illustrations, and stats assigned to regular cards are predetermined combinations, for example. The names, illustrations, and stats assigned to creation cards are combined by the game server 10 during the creation process, for example. The names and illustrations assigned to trial cards are predetermined combinations, for example. On the other hand, the stats assigned to trial cards are selected by the game server 10 during the card selection process.
[0079] More specifically, the name assigned to the creation card is selected from the name list shown in Figure 14. The illustration assigned to the creation card is generated by the AI server 16. Furthermore, the status assigned to the creation card is selected from the status list shown in Figure 15. The name assigned to the trial card is selected from the name list shown in Figure 14. The illustration assigned to the trial card is predetermined and corresponds to the name. Furthermore, the status assigned to the trial card is a degraded version of the status selected from the status list shown in Figure 15.
[0080] The number displayed in the lower left corner of the card indicates the attack power of the card. In other words, when the card is used during an attack turn, the enemy character will take damage equal to the attack power of 50. The number displayed in the lower right corner of the card indicates the defense power of the card. In other words, when the card is attacked by the enemy character 50 during a defense turn, the avatar will take damage equal to the enemy character 50's attack power minus the card's defense power. Furthermore, the number displayed in the upper left corner of the card indicates the card's usage cost. In other words, when the card is used during an attack turn, the cost indicator decreases by 53 equal to the usage cost.
[0081] Cards are broadly categorized into three types: attack-type cards (A) that grant attack power but no defense power, defense-type cards (B) that grant no attack power but do have defense power, and balanced-type cards (C) that grant both attack power and defense power. In other words, even if you use a defense-type card during an attack turn, the attack power will not deal damage to the enemy character 50. Also, if an attack-type card is attacked by enemy character 50 during a defense turn, the enemy character 50's attack power will be dealt as damage to your avatar.
[0082] The text below the illustration indicates the activation conditions and additional effects attached to the card. While there are various possible variations for these additional effects and activation conditions, the example shown in Figure 13 is explained below.
[0083] As an example, the string "Additional damage +15 on successful attack" shown in Figure 13(A) indicates that when the card is used during an attack turn to deal damage to enemy character 50 (activation condition), in addition to the damage from the attack power (30), an additional "+15" damage is dealt to enemy character 50 (additional effect). As another example, the string "Player's defense +20 when used" shown in Figure 13(B) indicates that when the card is used during an attack turn (activation condition), the player's defense (in other words, the defense of all cards in the hand) increases by "+20" (additional effect). As yet another example, the string "Damage to opponent +10 on perfect defense" shown in Figure 13(C) indicates that when the attack from enemy character 50 is completely defended against during a defense turn (HP indicator 52 does not decrease) (activation condition), the HP (HP indicator 51) of enemy character 50 is reduced by "-10" (additional effect).
[0084] [Creation process] Figure 14 shows an example of name list data. The name list contains multiple names that can be assigned to creation cards and trial cards. The name list is stored, for example, in the storage 13 of the game server 10. Names are registered in the name list by the administrator of the game server 10. Names and usage flags are registered in the name list in association with each other. The usage flag indicates whether the corresponding name has already been used (assigned) to a creation card. The usage flag can be set to either a first value "Not Used" which indicates that the corresponding name has not yet been used, or a second value "Used" which indicates that the corresponding name has already been used.
[0085] Figure 15 shows an example of status list data. The status list registers multiple statuses that can be assigned to a creation card. The status list is stored, for example, in the storage 13 of the game server 10. Statuses are registered in the status list by the administrator of the game server 10. The status list registers the status ID, category, base status set, additional effect, and usage flag in association with each other. Note that statuses, base status sets, and additional effects may also be assigned ranks indicating their strength or degree of effect (for example, S, A, B, C in descending order of strength).
[0086] The status ID is an identifier that uniquely identifies the status. The basic status set is, for example, a combination of attack power, defense power, and usage cost. There are three types of basic status sets: no defense power (defense power is "-") which is given to attack-type cards, no attack power (attack power is "-") which is given to defense-type cards, and attack power and defense power which is given to balanced-type cards. The usage cost is set in the range of 0 to 2, for example. The additional effect is a string that indicates the additional effect given to the card and the conditions for its activation.
[0087] The categories indicate the classification of corresponding additional effects. That is, stats that include a common additional effect belong to the same category. In this embodiment, the categories are broadly divided into "buffs," which include additional effects that increase stats; "debuffs," which include additional effects that decrease stats; and "others," which include additional effects that do not fall into either of the above categories. However, if additional effects can be classified according to specific rules, the specific examples in the categories are not limited to those mentioned above. As another example, stats that share the same activation conditions for additional effects (e.g., "on successful attack," "when fully defended," "on use") may be classified into the same category.
[0088] The usage flag indicates whether the corresponding status has already been used (assigned) to a creation card. The usage flag can be set to either a first value "Not Used" which indicates that the corresponding status has not yet been used, or a second value "Used" which indicates that the corresponding status has already been used.
[0089] Figure 16 is a flowchart of the creation process. Figure 17 is an example of the creation confirmation screen. Figure 18 is an example of the data in the creation card list. Figure 19 is an example of the creation card notification screen. The creation process is the process of generating creation cards based on the action list (i.e., the player's actions). The first generation means 120 executes the creation process, for example, when the counter counted down by the collection means 110 reaches 0.
[0090] First, when the progress means 210 reaches zero (or when the game server 10 notifies that the counter has reached zero if the collection means 110 is counting down), it displays the creation confirmation screen shown in Figure 17 on the monitor 31 (S11). The creation confirmation screen is a screen for confirming with the player whether or not to create a new creation card. The creation confirmation screen includes, for example, a message asking whether or not to generate a new creation card, a [Create] icon, and a [Select] icon, as shown in Figure 17.
[0091] The [Create] icon corresponds to an instruction to generate a new creation card. The [Select] icon corresponds to an instruction to perform a card selection process without generating a new creation card. If an item (e.g., 100 coins) is required to generate a creation card, this may be further indicated. Furthermore, if the player does not possess the item required to generate a creation card, the [Create] icon may become unselectable (e.g., grayed out). The progress means 210 then receives the player's operation on the creation confirmation screen through the operation device 43 (S12).
[0092] Next, if the player selects the [Create] icon (S12:Yes), the progress mechanism 210 instructs the game server 10 to execute steps S13 to S18 via the communication IF 25. On the other hand, if the player selects the [Select] icon (S12:No), the progress mechanism 210 skips steps S13 to S17 and instructs the game server 10 to execute the card selection process (S18) via the communication IF 25. Details of the card selection process will be described later with reference to Figure 20 and subsequent figures.
[0093] When generating a creation card, the first generation means 120 selects one of the names in the name list shown in Figure 14 whose usage flag has the first value "Not yet" set (for example, "Ares") (S13). The method of selecting a name is not particularly limited, but for example, it may be a random number draw or the name registered at the top. The first generation means 120 also sets the usage flag corresponding to the selected name "Ares" to the second value "Done".
[0094] Next, the first generation means 120 selects one of the statuses from the status list shown in Figure 15 whose usage flag has a first value of "Not yet" set (for example, attack power "50", defense power "20", usage cost "2", additional effect "Opponent's defense power -20 when attack is successful") (S14). The first generation means 120 also sets the usage flag corresponding to the selected status (status ID=007) to a second value of "Completed".
[0095] The first generation means 120 may select a status by, for example, a random number lottery. Furthermore, the first generation means 120 may increase the probability of selecting a status belonging to a category as the number of statuses with the first value "Not yet" set in the usage flag is greater among the multiple categories, and decrease the probability of selecting a status belonging to a category as the number of statuses with the second value "Completed" set in the usage flag is greater among the multiple categories.
[0096] Next, the first generation means 120 instructs the AI server 16 via the communication IF 15 to create an illustration and backstory to be attached to the newly generated creation card (S15). In step S15, the first generation means 120 inputs input data to the AI server 16 and causes it to output an illustration (image) and a backstory (string) as output data. The backstory is a string that represents a fictional story such as the background, personality, and characteristics of the character (illustration) shown on the creation card. The illustration and backstory may be generated by the same AI server 16 or by different AI servers 16.
[0097] The input data includes at least the player's actions (strings) registered in the action list. The first generation means 120 may include all actions registered in the action list in the input data, or it may include some of them (for example, the most recent x actions, y actions selected by lottery). The input data may also include some or all of the name selected in step S13, the status selected in step S14, and other player information (for example, gender, age, place of residence, game play time).
[0098] The first generation means 120 can, for example, send the following string as input data (prompt) to the AI server 16: "Generate an illustration of a game character based on the following information, and generate a backstory for the character within 150 characters. Past actions: Fought the enemy "Ghost", strengthened the normal card "Mars", helped a fleeing person, fought the enemy "Giant", Name: "Ares", Status: Attack power "50", Defense power "20", Usage cost "2", Additional effect "When attack is successful, reduce opponent's defense power by 20"." However, the content of the specific input data is not limited to the example above.
[0099] Next, the first generation means 120 combines the name "Mars" selected in step S13, the status selected in step S14 (attack power "50", defense power "20", usage cost "2", additional effect "when attack is successful, opponent's defense power -20"), and the illustration generated by the AI server 16 in step S15 to generate a new creation card (see Figure 19). Then, the first generation means 120 registers the newly generated creation card in the creation card list shown in Figure 18 (S16).
[0100] The creation card list registers creation cards that have been generated in the past based on the player's actions. In other words, the creation card list registers creation cards that can be added to the player's deck of 54. To put it another way, the creation card list registers creation cards that can be displayed in a list on the card selection screen. The creation card list registers creation cards and their corresponding addition flags.
[0101] The addition flag can be set to either a first value "Not yet" which indicates that the corresponding creation card has not yet been added to deck 54, or a second value "Added" which indicates that the corresponding creation card has already been added to deck 54. The initial value of the addition flag is the first value "Not yet". In addition, the game server 10 removes a creation card from the creation card list when it is discarded (for example, consumed to strengthen other cards, or explicitly discarded by a player through the control device 43).
[0102] Next, the first generation means 120 instructs the user terminal 20 to display the creation card notification screen via the communication IF 15. That is, the first generation means 120 transmits to the user terminal 20 via the communication IF 15 the text data showing the backstory generated by the AI server 16 in step S15 and the image data showing the creation card generated in step S16. Then, the progress means 210 displays the creation card notification screen shown in Figure 19 on the monitor 31 according to instructions from the game server 10 (S17). The creation card notification screen is a screen for notifying the player of newly generated creation cards. The creation card notification screen includes the creation card and backstory received from the game server 10, for example, as shown in Figure 19.
[0103] Next, the game server 10 executes the card selection process (S18). The same applies if the [Select] icon is selected on the creation confirmation screen.
[0104] [Card selection process] Figure 20 is a flowchart of the card selection process. Figure 21 is an example of a card selection screen. Figure 22 is another example of a card selection screen. The card selection process is a process in which the player selects some of a number of cards, including creation cards and trial cards. In this embodiment, the card selection process is a process in which the player selects one of L (for example, 4) cards displayed in a list on the card selection screen. However, the number of cards displayed in the list L (an integer of 2 or more) and the number of cards that can be selected in one card selection process are not limited to the examples described above.
[0105] The game according to this embodiment enhances its appeal by allowing players to build their own unique strategies by collecting one-of-a-kind creation cards that are generated as a result of the accumulation of players' actions. However, players who have just started the game have few creation cards already generated, making it difficult to build their own strategies. In addition, some of the stats that can be assigned to creation cards (for example, combinations of attack power, defense power, usage cost, and additional effects) take time to find an effective way to use. Therefore, in this embodiment, a card selection process is performed to solve these problems.
[0106] Furthermore, the card selection process is not limited to being performed in step S18 of the creation process. As another example, the game server 10 may perform the card selection process when it wins a battle event against a specific enemy (e.g., a powerful enemy, a boss), when a card with an additional effect that allows it to perform the card selection process (e.g., an additional effect that temporarily redeems the card in the battle event) is used in the battle event, or when a predetermined item (e.g., in-game currency, real currency) is consumed.
[0107] First, the selection means 130 selects M cards from the creation card list whose addition flag has the primary value "Not yet" set (S21). M is an integer greater than or equal to 1, satisfying L ≥ M. M may also be a variable value that increases as the number of creation cards registered in the creation list (more specifically, the number of creation cards with the addition flag "Not yet" set) increases. For example, M=1 when the number of creation cards with the addition flag set to the primary value "Not yet" is less than 2, M=2 when the number of creation cards with the addition flag set to the primary value "Not yet" is 2 or more but less than 4, and M=3 when the number of creation cards with the addition flag set to the primary value "Not yet" is 4 or more. However, M may also be a fixed value (for example, M=2).
[0108] Next, the second generation means 140 initializes (=0) a variable N that counts the number of trial cards generated (S22). Then, the second generation means 140 repeats the generation of trial cards until the number of trial cards N reaches LM (S23: No) (S24~S27). In other words, the second generation means 140 repeats the process in steps S24~S27 until the sum of the number of generated cards M extracted in step S21 and the number of trial cards N generated in steps S24~S27 reaches L cards that are displayed in the list on the card selection screen.
[0109] First, the second generation means 140 selects one of the names from the name list shown in Figure 14 whose usage flag has the first value "Not Used" set (for example, "Hermes") (S24). The method of selecting the name may be the same as in step S13. However, step S24 differs from step S13 in that the usage flag corresponding to the selected name "Hermes" is maintained at the first value "Not Used". Furthermore, the illustrations to be attached to the trial cards are pre-stored in storage 13, corresponding to each name registered in the name list.
[0110] Next, the second generation means 140 selects one of the statuses from the status list shown in Figure 15 whose usage flag has the first value "Not yet set" (for example, attack power "-", defense power "30", usage cost "1", additional effect "when used, evades attacks twice") (S25). The method of selecting a status may be the same as in step S14. However, step S25 differs from step S14 in that the usage flag corresponding to the selected status is kept at the first value "Not yet set".
[0111] Furthermore, the second generation means 140 degrades the selected status. For example, degrading a status may refer to at least one of the following: reducing attack power, reducing defense power (30 → 25), increasing usage cost, reducing the degree of additional effects (e.g., attack evasion 2 times → 1 time), changing to a lower rank base status set (e.g., rank A base status set → rank B base status set), changing to a lower rank additional effect (e.g., rank B additional effect → rank C additional effect), or narrowing the range of the additional effect (e.g., attack all enemies → attack one enemy). For example, a test card with the status identified by status ID "003" will be a degraded version (backward compatible) of a creation card with the same status, with the defense power of the base status set reduced from 30 to 25 and the attack evasion of the additional effect reduced from 2 times to 1 time.
[0112] Next, the second generation means 140 combines the name "Hermes" selected in step S24, the illustration stored in storage 13 in association with the name, and the degraded status selected in step S25 (attack power "-", defense power "25", usage cost "1", additional effect "when used, evades an attack once") to generate the trial card shown in the upper right of Figure 21 (S26). Furthermore, the second generation means 140 increments the variable N (+1) (S27) and returns to step S23.
[0113] Next, when the number of trial cards N reaches LM (S23: Yes), the second generation means 140 instructs the user terminal 20 to display the card selection screen via the communication IF 15. More specifically, the second generation means 140 transmits image data showing the N generated cards extracted in step S21 and image data showing the N trial cards generated in steps S24 to S27 to the user terminal 20 via the communication IF 15. Then, the list display means 220 displays the card selection screen shown in Figure 21 or Figure 22 on the monitor 31 according to instructions from the game server 10 (S28).
[0114] The card selection screen displays a list of multiple cards that the player can select. The cards displayed on the card selection screen include one or more creation cards and zero or more trial cards. The list display means 220 receives the player's operation to select some of the cards displayed on the card selection screen (for example, one card) via the operation device 43. The list display means 220 then adds the card selected by the player (for example, a creation card named "Ares") to the deck 54 (S29). From this point onward, the player can use the creation card named "Ares" to perform battle events.
[0115] Figure 21 shows an example where there are fewer than two creation cards with the first value "Not yet" set in the additional flag, and one creation card named "Ares" and three trial cards are displayed in the list. Figure 21 also shows an example where there are two or more but less than four creation cards with the first value "Not yet" set in the additional flag, and two creation cards named "Ares" and "Hera" and two trial cards are displayed in the list. As shown in Figures 21 and 22, in this embodiment, the number of cards displayed in the list on the card selection screen is fixed at L, and the more creation cards that have been generated (more specifically, creation cards that have been generated but have not been added to the deck 54) there are, the more the number of creation cards M displayed in the list is increased and the number of trial cards N displayed in the list is decreased. In other words, in this embodiment, the number of trial cards displayed in the list changes according to the generation status (number of generated) of creation cards.
[0116] However, the combinations of the number of generated cards and test cards displayed in the list on the card selection screen are not limited to the examples in Figures 21 and 22. As another example, the second generation means 140 may generate the same number of test cards (for example, N=2) regardless of the number of generated cards already generated. Also, the selection means 130 may increase the number of generated cards M extracted in step S21 as the number of generated cards already generated increases. That is, the list display means 220 may fix the number N of test cards displayed in the list on the card selection screen and increase the number M of generated cards displayed in the list as the number of generated cards already generated increases. In this example, the number of cards L displayed in the list on the card selection screen increases as the number of generated cards already generated increases (in other words, the proportion of test cards decreases). As a result, the proportion of test cards displayed in the list changes according to the generation status of the generated cards.
[0117] Furthermore, by selecting the first value "Not yet" for the usage flag in step S24, no test cards with the same name as already generated creation cards are generated (in other words, not displayed in the list). In addition, by selecting the first value "Not yet" for the usage flag in step S25, no test cards with the same (similar) status as already generated creation cards are generated (in other words, not displayed in the list). That is, in this embodiment, the types of test cards displayed in the list change depending on the generation status of the creation cards.
[0118] However, the name selected in step S24 and the status selected in step S25 are not limited to those for which the first value "Not Used" is set in the usage flag. As another example, the second generation means 140 may select a name and status regardless of the setting of the usage flag if predetermined conditions are met. These predetermined conditions may include, for example, using a predetermined item (e.g., an unlocking item, in-game currency, real currency) or clearing a predetermined event (e.g., defeating a boss, reaching the exit of a specific game map M). As a result, a trial card with the same name or a similar status to a generated creation card may be displayed on the card selection screen.
[0119] [Effects of the Embodiment] According to the above embodiment, the number, proportion, or type of trial cards displayed in the card selection screen are changed according to the status of the creation cards. This allows players who have just started the game to use trial cards as a safety net until they collect enough creation cards. As a result, the game's appeal can be enhanced from the early stages.
[0120] Furthermore, according to the above embodiment, as the number of generated creation cards increases, the number or proportion of trial cards displayed in the list can be reduced, thereby encouraging the use of original creation cards. As a result, each player can develop their own unique strategy, thus maintaining a high level of interest over a long period of time.
[0121] Here, as shown in Figures 21 and 22, by fixing the total number L of cards displayed in the card selection screen, the probability that the desired card will not be displayed in the card selection screen (in other words, extracted in step S21) increases, even if the number of generated cards already increases. In this way, by adding an element of luck to the cards that can be added to the deck 54, a high level of interest can be maintained over a long period of time.
[0122] On the other hand, by increasing the number of generated cards M displayed in the list as the number of generated cards increases (i.e., changing the proportion of trial cards), it becomes easier to add the desired generated cards to the deck 54, thus making the game proceed more smoothly.
[0123] Furthermore, according to the above embodiment, the originality (unique value) of the created cards can be improved by not generating (listing) trial cards with the same name as already generated creation cards. However, since the setting value of the usage flag is not changed in step S24, it is not possible to prevent the generation of a creation card with the same name after adding a trial card to the deck 54.
[0124] Furthermore, according to the above embodiment, since a test card is generated using stats that have not yet been assigned to a creation card, it is possible to try out cards with stats that have never been used before in a battle event. As a result, it is possible to give players a chance to find effective ways to use the stats that can be assigned to creation cards. However, since the setting value of the usage flag is not changed in step S25, it is not possible to prevent the generation of a creation card with similar stats after the test card has been added to the deck 54.
[0125] Furthermore, according to the above embodiment, by degrading the status registered in the status list and assigning it to a trial card, it is possible to give players a chance to try out cards with new statuses and to increase the motivation of players to collect creation cards (i.e., cards with higher statuses).
[0126] Furthermore, according to the above embodiment, the more statuses a category has that are assigned to the creation card, the lower the probability that a status will be selected to be assigned to the test card, thereby increasing the chances of trying out cards with new statuses. As a result, it becomes easier to build unique strategies and the motivation to collect creation cards can be increased.
[0127] Furthermore, according to the above embodiment, as the game progresses, the number of creation cards that can be displayed in the list (i.e., cards with the first value "Not yet" set in the additional flag) decreases, and the number of trial cards displayed in the list increases retrospectively. This allows the variety of cards displayed in the list on the card selection screen to be maintained in accordance with the player's game progress.
[0128] In the above embodiment, for example, an example was described in which the number, proportion, or type of trial cards displayed on the card selection screen shown on the user terminal 20A is changed according to the status of player A's card creation. However, the method of changing the number, proportion, or type of trial cards is not limited to the above example. As another example, the number, proportion, or type of trial cards displayed on player A's user terminal 20A may be changed according to the status of card creation by other player B's actions.
[0129] Here, a predetermined relationship may exist between Player A and Player B, such as being friends, following each other, or having played cooperative battles together. When such a relationship exists, Player A can learn how to use Creation Cards from Player B, or see Player B actually using Creation Cards in cooperative battles. By considering the Creation Card generation status of Player B in such a relationship and changing the number, percentage, or types (especially the types) of trial cards displayed in the list on Player A's user terminal 20A, it becomes easier for the player to find effective ways to use Creation Cards, and Player A's motivation to collect Creation Cards can be maintained.
[0130] [Other variations] Furthermore, the program according to the present invention is not limited to a single program, but may be a collection of multiple programs. Also, the program according to the present invention is not limited to being executed on a single device, but may be executed by multiple devices in a shared manner. Moreover, the division of roles between the game server 10 and the user terminal 20 is not limited to the examples described above. That is, a part of the processing of the game server 10 may be executed by the user terminal 20, and a part of the processing of the user terminal 20 may be executed by the game server 10. The embodiments described herein can be combined in part or in whole, and parts may be replaced, added, deleted, or modified with other elements. It should be noted that even matters not explicitly described herein may be appropriately adopted from known technical elements at the time of filing.
[0131] Furthermore, some or all of the means implemented by the program can also be implemented by hardware such as integrated circuits. Additionally, the program may be provided by being recorded on a non-transient recording medium readable by a computer. Recording mediums include, for example, hard disks, SD cards, DVDs, and servers on the internet.
[0132] [Note] The features of this invention are summarized below. [assignment] The present invention aims to improve interest and appeal. [Solution] (1) To the computer, Multiple game elements, including a first game element generated by the player's actions and a second game element generated independently of the player's actions, are displayed in a list for the player to select from. A program that changes the number, proportion, or type of the second game elements displayed in a list according to the generation status of the first game elements. (2) In the program described in (1) above, The computer is instructed to increase the number of first game elements M and decrease the number of second game elements N among the L game elements displayed in the list, as the number of first game elements generated increases. A program where L = M + N. (3) In the program described in (1) above, A program for the computer that fixes the number of second game elements to display in a list, and increases the number of first game elements to display in the list as the number of generated first game elements increases. (4) In the program described in (1) above, A program that, when displayed on the computer, excludes a second game element that has the same name as the first game element that has already been generated from the list of game elements. (5) In the program described in (4) above, A program for the computer that, when the player satisfies predetermined conditions, includes in the list of game elements a second game element has the same name as the first game element that has already been generated. (6) In the program described in (1) above, To the aforementioned computer, The first game element is generated to which one of the predetermined statuses selected from a set of multiple statuses is assigned. A program that degrades any of the aforementioned statuses that have not yet been assigned to the first game element, and assigns them to the second game element. (7) In the program described in (6) above, The aforementioned status includes attack power, defense power, and usage cost. A program for the computer that degrades the status by at least one of reducing the attack power, reducing the defense power, or increasing the usage cost. (8) In the program described in (6) above, The aforementioned status includes additional effects that are activated when predetermined conditions are met. The statuses, including the common additional effects, belong to the same category. A program for the computer that reduces the probability of selecting a status to be assigned to a second game element, the more statuses a category has already been assigned to a first game element. (9) In the program described in (1) above, A program for the computer that, when the number of first game elements that can be displayed in a list decreases, increases the number of second game elements that can be displayed in a list. (10) In the program described in (1) above, A program for the computer that changes the number, proportion, or type of the second game elements displayed in a list on one player's terminal, according to the generation status of the first game elements due to the actions of other players. (11) A list display means that displays a list of multiple game elements, including a first game element generated by the player's actions and a second game element generated independently of the player's actions, for the player to select from; A system comprising a means for changing the number, proportion, or type of the second game elements displayed in a list, according to the generation status of the first game elements. The solutions described in the above program may be applied as appropriate to other categories such as systems, methods, media, and devices. [Effects and Effects] According to the above solutions (1) and (11), the second game element can be used by players who have just started the game as a safety net until the first game element is acquired. As a result, the game's appeal can be enhanced from the early stages. According to the solutions (2) and (3) described above, the use of the first game element can be encouraged by decreasing the number or proportion of the second game element displayed in the list as the number of generated first game elements increases. As a result, players can develop their own unique strategies, thus maintaining a high level of interest over a long period of time. According to solution (4) above, the originality (unique value) of the first game element can be improved by not generating (listing) a second game element with the same name as the already generated first game element. On the other hand, according to solution (5) above, the variations in the names of the second game element can be increased. According to the above solution (6), the second game element is generated using a status that has not yet been assigned to the first game element, allowing players to try out game elements with statuses they have never used before. As a result, players are given the opportunity to find effective ways to use the statuses that can be assigned to the first game element. According to the above solution (7), by degrading the status registered in the status list and assigning it to the second game element, it is possible to give players a chance to try out the new status of the game element, and at the same time, improve the motivation of players to collect the first game element (i.e., the game element with a higher status). According to the above solution (8), the more statuses assigned to the first game element a category has, the lower the probability of selecting a status to assign to the second game element, thereby increasing the chances of trying out new statuses for game elements. As a result, it becomes easier to build unique strategies and the motivation to collect the first game element can be improved. According to the above solution (9), when the number of first game elements that can be displayed in a list decreases, the number of second game elements that can be displayed in a list increases retrospectively, so that the variety of game elements displayed in the list can be maintained in accordance with the player's game progress. According to the above solution (10), the motivation to collect the first game elements can be improved by changing the number, proportion, or type of second game elements that a player can select, in accordance with the generation status of the first game elements due to the actions of other players. [Explanation of symbols]
[0133] 1...System, 2...Communication Network, 10...Game Server, 11,21...Processor, 12,22...Memory, 13,23...Storage, 13P...Server Program, 14...Input / Output Interface, 15,25...Communication Interface, 16...AI Server, 17a...Training Model, 17b...Trained Model, 18...Neural Network, 19,29...Communication Bus, 20...User Terminal, 23P...Terminal Program, 31...Monitor 33,34...Camera, 35...Microphone, 36...Speaker, 41...Motion sensor, 42...Position sensor, 43...Operating device, 50...Enemy character, 51,52...HP indicator, 53...Cost indicator, 54...Deck, 55A,55B,55C,55D...Hand, 56...Discard, 57...Icon, 110...Collection means, 120...First generation means, 130...Selection means, 140...Second generation means, 210...Progress means, 220...List display means
Claims
1. On the computer, A list of multiple game elements, including a first game element generated by the player's actions and a second game element generated independently of the player's actions, is displayed for the player to select from. The first game element is generated to which one of the predetermined statuses selected from a set of multiple statuses is assigned. Of the multiple statuses, the status that has not yet been assigned to the first game element is degraded and assigned to the second game element. A program that changes the number, proportion, or type of the second game elements displayed in a list according to the generation status of the first game elements.
2. In the program described in claim 1, The aforementioned status includes attack power, defense power, and usage cost. A program for the computer that degrades the status by at least one of reducing the attack power, reducing the defense power, or increasing the usage cost.
3. In the program described in claim 1, The aforementioned status includes additional effects that are activated when predetermined conditions are met. The statuses, including the common additional effects, belong to the same category. A program for the computer that reduces the probability of selecting a status to be assigned to a second game element, the more statuses a category has already been assigned to a first game element.
4. On the computer, A list of multiple game elements, including a first game element generated by the player's actions and a second game element generated independently of the player's actions, is displayed for the player to select from. Depending on the generation status of the first game element, the number, proportion, or type of the second game element displayed in the list is changed. A program that changes the number, proportion, or type of the second game elements displayed in a list on one player's terminal according to the generation status of the first game elements due to the actions of other players.
5. A list display means that displays a list of multiple game elements, including a first game element generated by the player's actions and a second game element generated independently of the player's actions, for the player to select from; A generation means for generating the first game element to which one of a predetermined set of statuses is assigned, A means for degrading the status among the multiple statuses that has not yet been assigned to the first game element and assigning it to the second game element, A system comprising a means for changing the number, proportion, or type of the second game elements displayed in a list, according to the generation status of the first game elements.
6. A list display means that displays a list of multiple game elements, including a first game element generated by the player's actions and a second game element generated independently of the player's actions, for the player to select from; The system includes a means for changing the number, proportion, or type of the second game elements displayed in a list, depending on the generation status of the first game elements. The aforementioned changing means is a system that changes the number, proportion, or type of the second game elements displayed in a list on one player's terminal in accordance with the generation status of the first game elements due to the actions of other players.
Citation Information
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