Program, game device, and provision management device
The program and game device enable players to change their names in online games by paying a cost, addressing confusion and maintaining game enjoyment through controlled player information registration.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- BANDAI CO LTD
- Filing Date
- 2025-03-10
- Publication Date
- 2026-04-24
AI Technical Summary
In online games, changing a player's name can cause confusion to other players and reduce the enjoyment of the game.
A program and game device that allow player information, including the player's name, to be changed upon payment of a cost, enabling a cost payment mechanism to control the registration of player information.
This solution maintains the enjoyment of the game by allowing players to change their names while ensuring clarity and consistency in player identification.
Smart Images

Figure 0007851441000001 
Figure 0007851441000002 
Figure 0007851441000003
Abstract
Description
Technical Field
[0001] The present invention relates to a program, a game device, and a provision management device.
Background Art
[0002] In online games, for example, items such as weapons, lives, and HP (Hit Points) recovery items that can be obtained by paying a cost are known. (For example, Patent Document 1).
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] In an online game that can communicate with other players, changing the name of a player may cause confusion to other players and reduce the趣味性 of the game. Therefore, an object of the present invention is to provide a program, a game device, and a game server that can sustain the趣味性 of a game.
Means for Solving the Problems
[0005] One aspect of the present invention is a program that causes a computer to function as a对战 game execution means for executing a对战 game, a registration means for registering player information, and a cost payment means for executing a cost payment, and the registration means controls the registered player information to be changeable on the condition of paying a cost.
[0006] One aspect of the present invention is a game device comprising: a competitive game execution means for executing a competitive game; a registration means for registering player information; and a payment means for executing payment of a fee, wherein the registration means controls the registered player information to be changeable on the condition of payment of the fee.
[0007] One aspect of the present invention is a game server comprising a registration means for registering player information for a competitive game and a payment means for executing payment of a fee, wherein the registration means controls the registered player information to be changeable on the condition of payment of the fee. [Effects of the Invention]
[0008] According to the present invention, it is possible to provide a highly entertaining game. [Brief explanation of the drawing]
[0009] [Figure 1] Figure 1 shows an example of the overall configuration of the game system in this embodiment. [Figure 2] Figure 2 shows an example of the device configuration of a notebook computer, which is an example of a player terminal 1. [Figure 3] Figure 3 is a diagram illustrating an example of the surface of the reader card 21. [Figure 4] Figure 4 is a diagram illustrating an example of the back side of the reader card 21. [Figure 5] Figure 5 is a diagram illustrating an example of the front surface of Battle Card 22. [Figure 6] Figure 6 is a diagram illustrating an example of the back of Battle Card 22. [Figure 7] Figure 7 is a diagram illustrating an example of the surface of Extra Card 23. [Figure 8] Figure 8 is a diagram illustrating an example of a profile card. [Figure 9] Figure 9 is a block diagram showing an example of the functional configuration of player terminal 1. [Figure 10]FIG. 10 is a diagram showing an example of a player information database D1. [Figure 11] FIG. 11 is a diagram showing an example of a game element database D2. [Figure 12] FIG. 12 is a diagram showing an example of a title database D3. [Figure 13] FIG. 13 is a diagram showing an example of a reward database D4. [Figure 14] FIG. 14 is a diagram showing an example of a player image parts list D5. [Figure 15] FIG. 15 is a diagram showing an example of profile card information D6. [Figure 16] FIG. 16 is a diagram showing an example of a home screen. [Figure 17] FIG. 17 is a diagram showing an example of a profile screen. [Figure 18] FIG. 18 is a diagram showing an example of a profile screen. [Figure 19] FIG. 19 is a diagram showing an example of a mission screen. [Figure 20] FIG. 20 is a diagram showing an example of a store screen. [Figure 21] FIG. 21 is a diagram showing an example of a change screen. [Figure 22] FIG. 22 is a block diagram showing an example of the functional configuration of game server 2. [Figure 23] FIG. 23 is a diagram showing an example of a player information management database D7. [Figure 24] FIG. 24 is a diagram showing an example of a profile card information management database D8. [Figure 25] FIG. 25 is a sequence diagram for explaining the operations of player terminal 1 and game server 2. [Figure 26] FIG. 26 is a diagram for explaining the operation of changing the player name.
BEST MODE FOR CARRYING OUT THE INVENTION
[0010] <<First Embodiment>> An embodiment of the present invention will be described. <Overall Structure> Figure 1 shows an example of the overall configuration of the game system in this embodiment. As shown in Figure 1, the game system is configured to include a player terminal 1, which is provided for each of the game's players A and B, and a game server 2. The player terminal 1 and the game server 2 can connect to a communication line N and communicate with each other.
[0011] Communication line N refers to a communication path capable of data communication. In other words, communication line N includes not only dedicated lines (dedicated cables) for direct connection and LANs using Ethernet (registered trademark), but also communication networks such as telephone networks, cable networks, and the Internet, and the communication method can be wired or wireless.
[0012] Player terminal 1 is a computer capable of executing game programs, and can connect to a communication line N via a wireless communication base station or the like, and communicate data with the game server 2. Examples of player terminal 1 include personal computers, smartphones, mobile phones, portable game consoles, home consoles, arcade game consoles, tablet computers, and controllers for home consoles. Basically, there are multiple player terminals 1, each operated by a different player.
[0013] Game Server 2 is a server system comprising one or more server devices, storage devices, etc. Game Server 2 provides various services for operating the game of this embodiment, and can manage data necessary for game operation, and distribute game programs and data necessary for running the game on Player Terminal 1.
[0014] Figure 2 shows an example of the device configuration of a notebook computer, which is an example of a player terminal 1. As shown in Figure 2, the player terminal 1 comprises a display 11 and a keyboard 12, which is an operating means. The player terminal 1 is also equipped with a control board, a built-in battery, a power button, volume control buttons, a speaker, etc., which are not shown.
[0015] The control board is equipped with various microprocessors such as CPUs, GPUs, and DSPs, ASICs, various IC memories such as VRAM, RAM, and ROM, and a wireless communication module for wireless communication with mobile phone base stations. The control board also includes so-called I / F circuits (interface circuits), such as the driver circuit for the touch operation panel 12. Each of these elements mounted on the control board is electrically connected via bus circuits, etc., enabling data reading and writing, and signal transmission and reception. The game in this embodiment features multiple game elements. Each game element will be described below.
[0016] <Type 1 Game Element> The first type of game element is an object in which a character is embodied, and is represented through an image. The image includes both still images and moving images. The object can be intangible or tangible. For example, it could be a virtual game card displayed on a computer or a physical game card. Furthermore, the object is not limited to a card, as long as it is an object configured in a way that allows the game element associated with the object to be identified. The object may also be a sculpted object such as a figure that has the appearance of a game element. In the following explanation, the first type of game element will be described using the example of a virtual game card in which a character is embodied.
[0017] In the game of this embodiment, there are multiple types of game cards, which are the first type of game element. The information printed on the surface of the game card differs depending on the type of game card. Any number of game card types may be provided, but in the following description, we will use three types of game cards as examples: leader card 21 (first game element of the first type), battle card 22 (second game element of the first type), and extra card 23 (third game element of the first type). What all types of game cards have in common is that they are associated with character images from the work. Character images are images of characters that appear in the work, but in this embodiment, images of scenes that include characters that appear in the work will also be described as character images. Furthermore, even for the same character, there may be multiple game cards with different character designs, and each is treated as a separate game card.
[0018] The player constructs a deck using the acquired game cards and then plays the game by placing the game cards in the play area. The total number of cards in the deck and the number of cards of each type are predetermined. In this embodiment, a deck of 50 cards in total, including one leader card 21, is used as an example, but any number of cards is acceptable as long as it is predetermined.
[0019] Furthermore, game cards have an upright position, which is when the player can directly interpret the information written on the game card. There are multiple possible positions for game cards. In the following explanation, the state in which a game card is in its upright position will be called the active state, and the state in which a game card is rotated 90 degrees and facing sideways will be called the rest state. In addition, the state in which a game card is rotated 180 degrees and facing inverted within a designated area (energy area) of the play area will also be called the active state. Alternatively, a predetermined orientation may be designated as the active state, and the state in which the orientation of the game card is changed from that predetermined orientation may be designated as the rest state.
[0020] <Reader Card 21> This section describes the Leader Card 21 (the first game element of the first type). Figures 3 and 4 show examples of Leader Card 21. Figure 3 is a diagram illustrating an example of the front side of Leader Card 21. Figure 4 is a diagram illustrating an example of the back side of Leader Card 21. Leader Card 21 is a card that is included as one in each deck. Leader Card 21 is a game card that is used to play against an opponent's Leader Card 21 or Battle Card 22.
[0021] Character information 10 and card information 11 are inscribed on both the front and back of the reader card 21. At the start of the game, the reader card 21 is placed with the front side facing outwards, but when certain conditions are met, it is placed with the back side facing outwards. Reader card 21 contains character information 10 and card information 11. Character information 10 includes the character name 101, character image 102, power information 103, and effect information 104.
[0022] Character name 101 is the name of the character associated with the card. In the examples shown in Figures 3 and 4, "Sakurakoji" is written. Character image 102 is an image of the character associated with the card.
[0023] Ability information 103 is the parameter of the character's ability associated with the game card. In this embodiment, we will explain using the case where the character's power value is listed as ability information. Victory is achieved when the power value is greater than the power value of the opponent's battle card 22. In the example in Figure 3, the power value is listed as "15000", and in the example in Figure 4, the power value is listed as "20000".
[0024] Effect Information 104 contains skill information related to effects that activate during an attack, and awakening information related to the conditions and effects of flipping the card from face up to face down. In the example in Figure 3, the skill information is listed as "When attacking: Draw one card," and the awakening information is listed as "If your life is 4 or less, draw one card. Then flip this card over." Note that ability information 103 and effect information 104 may be included in character information 10, but this explanation will use an example where ability information 103 and effect information 104 are not included in character information.
[0025] Card information 11 includes front / back information 111, card type name 112, card type symbol 113, color information 114, rarity 115, and card identification information 116.
[0026] The front / back information 111 is information that clearly indicates the front and back of the reader card 21. Any information that indicates the front and back can be a string of characters, an illustration, a symbol, etc. In the example shown in Figure 3, the front / back information is indicated by the word "front", and in the example shown in Figure 4, the front / back information is indicated by the string of characters "back", indicating the back. Note that the front / back information only needs to be on the back. This is because the appearance of the game cards themselves is important in card games, so it is preferred that no unnecessary information is printed on the front.
[0027] The card type name 112 is information indicating the type of card. The card type name 112 contains information indicating that it is either a leader card, a battled card, or an extra card. In the example of the leader card 21 shown in Figures 3 and 4, the card type name 112 is written as "Leader".
[0028] The card type symbol 113 is marked with one of the symbols that distinguish between leader cards 21, battle cards 22, and extra cards 23. The leader card 21 is marked with a leader symbol to indicate that it is a leader card. This leader symbol (first symbol) is preferably a symbol that evokes the role of the leader card 21 so that it can be visually understood that it is a leader card.
[0029] Color information 114 indicates the color information to which the card belongs. The player refers to the color information 114 of the leader card 21 and constructs a deck using battle cards 22 and extra cards 23 with the same color information. Rarity 115 indicates the rarity level of game card 2. The rarity level can be displayed in any way as long as it is predetermined, but in this embodiment, we will explain using the case where the rarity is divided into 5 levels. The examples shown in Figures 3 and 4 illustrate the case where the rarity level is 1.
[0030] Card identification information 116 contains identification information that uniquely identifies game card 2. In the examples in Figures 3 and 4, "001" is written as card identification information 116. Unlike other game cards, Leader Card 21 has a card type symbol 113 (leader symbol) and ability information 103 or effect information 104 printed on both the front and back of the card. Furthermore, the ability information 103 or effect information 104 is different on the front and back. This allows a single card to represent the evolution or awakening of one character, and also allows the card to be identified as a leader card by the display on both sides.
[0031] <Battle Card 22> This section describes Battle Card 22 (the second game element of the first type). Figure 5 is an example of the front side of Battle Card 22. Figure 6 is an example of the back side of Battle Card 22. As shown in Figure 5, Battle Card 22 has an image of the corresponding character printed only on the front side. The back sides of all Battle Card 22 are identical. Battle Card 22 is a card used to attack the opponent player's Leader Card 21 or Battle Card 22. Battle Card 22 is a card that can be placed in the Battle Area of the Play Area.
[0032] Battle Card 22 includes Character Information 10 and Card Information 11. Character information 10 includes the character name 101, character image 102, power information 103, and effect information 104, similar to leader card 21. Furthermore, it includes combo information 105 and cost information 106.
[0033] Character name 101, like reader card 21, is the name of the character associated with that card. In the example shown in Figure 5, "Umekoji" is written. Character image 102, like reader card 21, is an image of the character associated with that card.
[0034] Ability information 103, like leader card 21, is a parameter of the character's ability associated with that card. In the example in Figure 5, the power value "20000" is written. Effect Information 104 contains skill information related to effects that activate during an attack. In the example in Figure 5, the skill information states, "If you are attacked and lose with this card, you lose 1 life."
[0035] Combo information 105 is information about the power value that is activated when the card is placed in the combo area of the play area. In the example shown in Figure 5, "+5000" is written as combo information 105. Cost information 106 is information about the cost required to place the battle card 22 from your hand into the battle area of the play area. In other words, by changing the number of game cards 2 located in the energy area of the play area from active to rest, as indicated by the number of cards listed in cost information 106, it becomes possible to place the battle card 22 into the battle area of the play area. In the example in Figure 5, "3" is written as cost information 106. Note that changing the game cards 2 located in the energy area of the play area from active to rest will be referred to as "paying the cost" in the following explanation.
[0036] Card information 11 includes card type name 112, card type Shiboru 113, color information 114, rarity 115, and card identification information 116. The card type name 112 is information indicating the type of card. In the example of battle card 22 shown in Figure 5, the card type name 112 is written as "Battle".
[0037] The card type symbol 113 is marked with a battle symbol (second symbol) indicating that it is a battle card 22. This battle symbol should preferably be one that evokes the role of battle card 22 so that it can be visually understood that it is a battle card. Color information 114 indicates the color information to which the card belongs. The player refers to the color information 114 of the leader card 21 and constructs a deck using battle cards 22 and extra cards 23 with the same color information.
[0038] Rarity 115 indicates the rarity level of game card 2. The example shown in Figure 5 illustrates the case where the rarity level is 1. Card identification information 116 contains identification information that uniquely identifies game card 2. In the example in Figure 5, "002" is written as card identification information 116.
[0039] <Extra Card> Extra Card 23 (Type 1, Third Game Element) will now be explained. Figure 7 is a diagram illustrating an example of the front surface of Extra Card 23. As shown in Figure 7, the front surface of Extra Card 23 displays an image of the corresponding character.
[0040] The reverse side of Extra Card 23 is identical to that of Battle Card 22. Therefore, the reverse side of Extra Card 23 is identical to that of Battle Card 22 shown in Figure 6. Extra card 23 contains character information 10 and card information 11.
[0041] Character information 10 includes character name 101, character image 102, effect information 104, and cost information 106. Character name 101 is the name of the character associated with the card. In the case of Extra Card 23, it is the name of a characteristic scene, setting, landscape, background, building, character's possessions, event, etc. that appears in the work. In the example in Figure 7, "Water Surface Slash" is written.
[0042] Character image 102 is an image of the character associated with the card, and depicts the character together with characteristic scenes, scenery, landscapes, backgrounds, buildings, the character's possessions, events, etc. that appear in the work. Effect information 104 contains skill information related to effects that are activated during an attack. In the example in Figure 7, the skill information is listed as "Power value is doubled for 1 turn."
[0043] Cost information 106 is information about the cost required to place the extra card 23 from your hand into the battle area of the play area. In the example in Figure 7, "3" is written as cost information 106. Card information 11 includes card type name 112, card type symbol 113, color information 114, rarity 115, and card identification information 116.
[0044] The card type name 112 is information indicating the type of card. In the example of the extra card 23 shown in Figure 7, the card type name 112 is written as "Extra". The card type symbol 113 is marked with an extra symbol (third symbol) indicating that it is an extra card 23. This extra symbol should preferably be one that evokes the role of extra card 23 so that it can be visually understood that it is an extra card.
[0045] Color information 114 indicates the color information to which the card belongs. The player refers to the color information 114 of the leader card 21 and constructs a deck using battle cards 22 and extra cards 23 with the same color information. Rarity 115 indicates the rarity level of game card 2. The example shown in Figure 7 illustrates the case where the rarity level is 1.
[0046] Card identification information 116 contains identification information that uniquely identifies game card 2. In the example in Figure 7, "003" is written as card identification information 116.
[0047] <Second type of game element> Let's explain the second type of game element. In this embodiment, the second type of game element is a game element used for in-game transactions and is called in-game currency. The second type of game element includes a paid second type of game element (second type first game element) that players can acquire by paying a price, and a free second type of game element (second type second game element) that is provided by the game operator. The paid second type of game element (second type first game element) and the free second type of game element (second type second game element) are mainly used for exchanging (purchasing) the first type of game element (game cards) etc. described above. In the following description, the paid second type of game element (second type first game element) will be referred to as paid currency, and the free second type of game element (second type second game element) will be referred to as free currency.
[0048] <Third type of game element> Let's explain the third type of game element. The third type of game element in this embodiment is an item awarded upon completion of a predetermined mission, and is an item that cannot be exchanged for paid or free currency. The third type of game element is represented through an image. The image includes both still images and videos. The item can be intangible or tangible. For example, it could be a virtual badge displayed on a computer or a physical badge. The item is not limited to a badge, as long as it is configured in a way that allows for the identification of the third type of game element associated with that item. The item may be, for example, a figure, sticker, or other molded object that has the appearance of the third type of game element. In the following description, the third type of game element will be described using the example of a virtual badge that is an embodiment of a badge. A specific description of the badge will follow later.
[0049] <Fourth type of game element> Let's explain the fourth type of game element. In this embodiment, the fourth type of game element is an item in which the player is embodied, and is represented through an image. The image includes both still images and moving images. The item can be intangible or tangible. For example, it could be a virtual card displayed on a computer or a physical card. The item is not limited to a card, as long as it is configured in a way that allows for the identification of the fourth type of game element associated with the item. The item may be a sculpted object such as a figure having the appearance of the fourth type of game element. In the following description, the fourth type of game element will be referred to as a profile card, taking the case where it is a virtual card in which the player is embodied as an example. At the start of the game, one profile card is assigned to each player, and it is displayed as the player's avatar during competitive games, etc.
[0050] Figure 8 is a diagram illustrating an example of a profile card. The profile card 80 includes the player's player name 81, player image (including still images and videos) 82, level information 83, rank information 84, title information 85, badge information 86, and frame information 87.
[0051] Player name 81 is text information, such as the player's nickname. The player name can be set by the player. Player image 82 includes character image 82-1 and background image 82-2. Character image 82-1 is the image of the character set by the player. When a profile card is issued, a default character is assigned to all players as character image 82-1, and it is possible to set it by exchanging or adding parts obtained through game rewards or payment. Background image 82-2 is the image of the character's background. Similar to character parts, a default background image is assigned when a profile card is issued, and multiple background images can be obtained through game rewards or payment. Background image 82-2 can be set by the player.
[0052] Level information 83 displays the player's level, which is achieved through the accumulation of experience points since the start of the game. Rank information 84 is ranking information when playing a game in ranked match mode, one of several game modes. In this embodiment, ranked match refers to a game in which players compete for rankings with other players during a period set by the game organizer (game official). Rank information may be the ranking position or a mark set for each predetermined ranking. The following explanation will use an example of a mark.
[0053] Title information 85 is a title (at least one of either the name or the title image) that is awarded when the title awarding conditions are met, and is displayed when the player selects one of the titles they want to display from among the titles awarded by the title awarding control unit 63, which will be described later. Badge information 86 displays an image of a badge, which is one of the rewards given upon completing a predetermined mission. The badge information 86 changes the appearance of the profile card when the player selects a badge from those awarded by the reward awarding control unit 64 (described later) that they wish to display (overlay) on their profile card. Badge information 86 is not displayed if no badges have been awarded or if the player does not select any badges. Badge information 86 can display multiple badges. Frame information 87 is the frame of the profile card, and it can be set using frames obtained through rewards or payments for playing the game.
[0054] [Configuration of Player Terminal 1] Next, we will explain the configuration of each device.
[0055] Figure 9 is a block diagram showing an example of the functional configuration of player terminal 1. The player terminal 1 includes a display unit 51, a game element reading unit 52, an operation input unit 53, an audio output unit 54, a communication unit 55, a storage unit 56, and a processing unit 57. The display unit 51 displays various game screens based on the input image signal. The functions of the display unit 51 can be realized by display devices such as a flat panel display such as an LCD, a cathode ray tube (CRT), a projector, or a head-mounted display. In the example of the personal computer in Figure 2, the display unit 51 corresponds to the display 11.
[0056] The game element reading unit 52 is a reader that reads character information to be used in the game from actual game cards. By setting (placing) the characters to be used in the competitive game from the game cards held by the player into the game element reading unit 52, the game element reading unit 52 can read the identification information of the game cards.
[0057] The input unit 53 is for the player to input various game-related operations and outputs an input signal to the processing unit 57 in accordance with the input. The functions of the input unit 53 can be realized not only by elements that the player directly operates with their fingers, such as a keyboard, mouse, touch pad, home button, button switch, joystick, and trackball, but also by elements that detect movement and posture, such as an accelerometer, angular velocity sensor, tilt sensor, and geomagnetic sensor. In the example of the personal computer in Figure 2, the input unit 53 corresponds to the keyboard 12.
[0058] The sound output unit 54 is for outputting sound effects and the like related to the game based on the input sound signal. The communication unit 55 connects to the communication line N to enable communication. The functions of the communication unit 55 can be realized by, for example, a wireless communication device, a modem, a TA (terminal adapter), a jack or control circuit for a wired communication cable, etc.
[0059] The storage unit 56 pre-stores programs for operating the player terminal 1 and realizing various functions of the player terminal 1, as well as data used during the execution of these programs, or temporarily stores them each time processing is performed. The storage unit 56 can be implemented, for example, by a solid-state drive using IC memory such as RAM, ROM, or flash memory, a magnetic disk such as a hard disk, or an optical disk such as a CD-ROM or DVD.
[0060] The memory unit 56 stores the system program and the game program. The system program is a program that implements the basic computer functions of the player terminal 1. The game program is a program that causes the processing unit 57 to perform the functions described later. This program is delivered from the game server 2 or other application distribution server, etc., once the player has completed account registration. The memory unit 56 also stores the database necessary to run the game. In this embodiment, the memory unit 56 stores the player information database D1, the game element database D2, the title list D3, and the reward database D4.
[0061] The Player Information Database D1 is a database that stores various information about a player. Figure 10 shows an example of the Player Information Database D1. The Player Information Database D1 includes fields for Player ID, Player Name, Player Information, Level, Rank, Profile Card Information, Owned Game Card Information, Deck Information, Owned Currency Information, Purchase History Information, and Last Updated Date and Time, and each piece of information is stored in association with other information.
[0062] The Player ID field is where identification information for the player is recorded. The Player Name field is where, for example, the nickname is recorded. The Player Information field is where experience points, etc., earned from playing competitive games are recorded. The Level field is where the player's level, earned through accumulated experience points, is recorded. The Rank field is where the player's level, earned through accumulated experience points, is recorded. The Profile Card Information field contains the character image information, background image information, rank information, badge information, and title information that the player has set to be displayed on their profile card. The Owned Game Card Information field is where the game card identification information (Game Card ID) of the game cards owned by the player is recorded. The Deck Information field contains information about the decks the player has constructed from game cards, and for each deck, the Game Card ID of the game cards that make up the deck is recorded. The Owned Currency Information field is where the number of in-game currencies owned by the player is recorded, with the quantity recorded for each type of currency (paid or free). The Purchase History field records the purchase history of game cards, currency, etc., purchased by the player. The Last Updated Date and Time field records the last updated date and time of the player information database D1.
[0063] The Game Element Database D2 is a database that stores information about game cards. Figure 11 shows an example of the Game Element Database D2. The Game Element Database D2 includes a Game Card ID field, a Character Information field, and a Game Card Image field, and each piece of information is stored in association with each other. The Game Card ID field is where the identification information (Game Card ID) that identifies the game card is written. The Character Information field is where the character information (e.g., profile information, ability scores, etc.) of the character embodied on the game card is written. The Game Card Image field is where the image data of the game card and the image data of the character embodied on the game card are written. Note that the image data includes both still images and videos.
[0064] These databases can be downloaded from game server 2 as needed, due to additions or changes to characters used in the game. The title database D3 is a database that stores information about titles that are awarded to players when they meet the conditions for awarding titles. Figure 12 shows an example of the title database D3. The title database D3 includes a field for title ID, a field for name, a field for awarding conditions, and a field for awarding information.
[0065] The Title ID field is a field that contains identification information that uniquely identifies the title. The Name field is a field that contains the name of the title. The Title Granting Conditions field is a field that contains the conditions under which the title is granted. The Granting Information field is a field that indicates whether or not the title has been granted.
[0066] Here, we will explain the conditions for granting titles to players. The conditions for granting titles should preferably be such that they can be met simply by playing the game. The title name should preferably be such that it is easy to imagine that the conditions for granting the title have been met, and furthermore, it should preferably include information that allows opponents to get a general understanding of the player, such as game progress, login status, play style, etc., that shows the player's game status. In the example in Figure 12, for example, when the conditions for game registration are met, that is, when the game starts, the title names "Beginner" and "Enjoying" are granted. In this way, the title information includes information that shows the player's game status, such as "Beginner" which indicates that the game has just started, or "Enjoying" which indicates the player's game style, and the player can select one title of their choice.
[0067] Furthermore, if the game is based on an existing work, using titles that evoke the original work's world and its atmosphere will allow fans of the original work to experience its world and enhance the game's appeal.
[0068] The reward database D4 is a database that stores at least one mission with multiple reward granting conditions. Figure 13 shows an example of the reward database D4. The reward database D4 includes fields for reward granting conditions, rewards, and granting information, and each piece of information is stored in association with each other. The reward granting conditions field is a field that describes the conditions under which the reward listed in the reward field is granted. The reward field is a field that describes the reward that is granted when the reward granting conditions are met. The granting information field is a field that describes whether or not the reward was granted.
[0069] Now, let's explain the missions. There is at least one mission, and each mission includes reward conditions of varying difficulty. The content of the missions should preferably allow players to learn the rules of the competitive game and the characteristics of the game cards during the game. In Mission 1 shown in Figure 13, an example mission is given where players must perform combos using Battle Card 22 during a competitive game. The reward conditions are set with varying difficulty levels, and are set in order from the easiest to the most difficult. In the case of Mission 1, the conditions are set so that the number of combos achieved increases. In other words, the conditions are set so that they become more difficult as the game progresses.
[0070] In this embodiment, the rewards for missions are either free currency or badges. The rewards for a mission are set so that the first reward given in the same mission is free currency, and the last reward given is a badge, with the number of times free currency is given being greater than the number of times badges are given. Furthermore, the rewards are set so that the degree to which the player feels a benefit increases along with the difficulty of the reward conditions. As shown in Figure 13, the free currency rewards are set so that they can be given consecutively each time the reward conditions are met in the same mission. The other reward, badges, are set so that they cannot be given consecutively each time the reward conditions are met. Furthermore, as shown in Figure 13, it is set so that multiple badges can be given in the same mission, and badges have ranks, with the rank of the badges given increasing according to the difficulty of the reward conditions, that is, as the game progresses. In the example shown in Figure 13, the rank of the badge is represented by the number of star marks. In this embodiment, the badges are described as being awarded in a format where a badge of a different rank is given each time the reward conditions are met. However, it is also possible to use a format where the rank of the awarded badge increases each time the reward conditions are met.
[0071] The Player Image Parts List D5 is a database that stores information on each part that makes up the player image. Figure 14 shows an example of the Player Image Parts List D5. In the Player Image Parts List D5, a part ID and an image of the part are associated and stored for each part, such as hair (shape and color), face (shape and color), eyes (shape and color), and background image.
[0072] Profile Card Information D6 is a database where profile card information is stored. Figure 15 shows an example of Profile Card Information D6. The Profile Card Information D6 shown in Figure 15 includes fields for character image, background image, rank information, badge information, and title information, and each piece of information is stored in association with others. The character image information field is where the data of the character image set by the player is recorded. The background image information field is where the data of the background image set by the player is recorded. The badge information field is where the data of the badge image set by the player is recorded. The title information field is where the data of the title set by the player is recorded. These databases can be downloaded sequentially from game server 2 as characters used in the game are added or changed.
[0073] The processing unit 57 comprehensively controls the operation of the player terminal 1 based on programs and data stored in the memory unit 56, various input signals from the operation input unit 53, etc. The functions of the processing unit 57 can be realized by electronic components such as a microprocessor such as a CPU or GPU, an ASIC, or an IC memory. The main functional units of this processing unit 27 include a player information management unit 60, a game execution control unit 61, a profile screen display control unit 62, a title granting control unit 63, a reward granting control unit 64, a mission screen display control unit 65, a store screen display control unit 66, a player name change screen display unit 67, and a player name registration unit 68.
[0074] The player information management unit 60 manages player information using the player information database D1. When there are updates to player information such as player ID and player name, owned game cards, in-game currency, and game element information such as decks built by the player, the player information management unit 60 updates the player information database D1 and records the update date.
[0075] The game execution control unit 61 controls and manages the overall progress of the game. For example, the game execution control unit 61 displays a menu screen such as the home screen and executes the process selected by the player. Figure 16 shows an example of the home screen 170. The home screen 170 in Figure 16 includes a profile card button 171 that transitions to the profile screen 180 and a mission button 172 that transitions to the mission screen 186.
[0076] The game execution control unit 61 executes a competitive game between players, and once the winner and loser of the game are determined, it updates the player information, level, etc. in the player information database D1 and the rank, etc. in the profile information D6 with the match results and the experience points, level, rank, etc. that have changed as a result of the match.
[0077] The profile screen display control unit 62 displays the profile screen 180 when the profile guard button 171 is pressed on the home screen 170. The profile screen display control unit 62 then uses the profile screen 180 to execute the process selected by the player.
[0078] The profile screen display control unit 62 displays the profile screen 180 based on the information in the player information database D1 and the profile card information D6. Figures 17 and 18 show examples of the profile screen 180. The profile screen 180 includes a profile card display area 181 where the profile card shown in Figure 8 is displayed, a player name display area 182 where the information written in the player name field of the player information database D1 is displayed, a player name change button 183 to be pressed when changing the player name, a character editing button 184 to be pressed when setting the character image of the profile card, and a frame frame editing button 185 to be pressed when setting the frame frame. When the character editing button 184 is pressed, the parts of the character image can be set. When the frame frame editing button 185 is pressed, the frame frame and badge can be set. Figure 17 is an example where a profile card without a badge is displayed. Figure 18 is an example where a profile card with a badge is displayed.
[0079] The title granting control unit 63 checks whether the title granting conditions are met during game execution, and if the conditions are met, it updates the title database D3. The reward granting control unit 64 checks whether the reward granting conditions have been met during the execution of the competitive game, and if the conditions have been met, it grants the reward and updates the reward database D4.
[0080] When the mission button 172 is pressed on the home screen 170, the mission screen display control unit 65 displays the mission screen 190 shown in Figure 19 based on the reward database D4. The mission screen 190 includes a mission information display area 191. As shown in Figure 18, the mission information display area 191 displays the reward granting conditions, the reward content, and the granting information.
[0081] The store screen display control unit 66 displays the store screen 200, which is a screen where items usable in the game can be obtained. When the player name change button 183 is pressed on the profile screen 180, the system transitions to the store screen 200. The store screen display control unit 66 also controls payment using in-game currency. Figure 20 shows an example of the store screen 200. The store screen 200 includes a change button 201 that transitions to the player name change screen, a game currency display field 202 that displays the value of the game currency owned by the player, and a game currency provision screen transition button 203 that transitions to the screen where the player can acquire in-game currency.
[0082] The player name change screen presentation unit 67 presents the player name change screen 210 when the change button 201 is pressed on the store screen 200. Figure 21 shows an example of the player name change screen 210. The player name change screen 210 includes an input field 211 for entering a new player name, a cancel button 212 for returning to the store screen 200, and a confirm button 213 for deciding to change the player name. In this embodiment, the player name change screen presentation unit 67 will be explained using an example where the player name is changed by entering a new player name in the input field 211, but the current player name may also be displayed so that the new player name can be entered in the input field 211 while confirming the current player name.
[0083] When the OK button 213 on the player name change screen 210 is pressed, the player name registration unit 68 compares the player name in the player information database D1 with the new player name entered in the input field 211. If they are the same, it notifies the store screen display control unit 66 to display the store screen 200 without changing the player name in the player information database D1. As shown in Figure 21, in this embodiment, the player name is set to 3 characters or more and 20 characters or less, but it may be set as appropriate. If the comparison results differ, the player name registration unit 68 checks whether the number of times the player name has been changed exceeds a predetermined number. If it has not, it changes the player name in the player information database D1. If the number of times the player name has been changed exceeds a predetermined number, the player name registration unit 68 makes the payment by having the player consume a predetermined amount of in-game currency from the in-game currency held by the player, and notifies the player information management unit 60 to change the player name in the player information database D1. After notifying the player name change, the player name registration unit 68 notifies the store screen display control unit 66 to display the store screen 200.
[0084] <Game Server 2 Configuration> Figure 22 is a block diagram showing an example of the functional configuration of the game server 2. The game server 2 comprises a processing unit 200, a communication unit 201, and a storage unit 202. The processing unit 200 comprehensively controls the operation of the game server 2 based on programs and data stored in the memory unit 202, received information, etc. The functions of the processing unit 200 can be realized by electronic components such as a microprocessor such as a CPU or GPU, an ASIC, or an IC memory. The processing unit 200 includes the functions of a player information management unit 280, a game execution control unit 281, a profile card management unit 282, and a reward control unit 283.
[0085] The player information management unit 280 manages player information using the player information management database D7. Figure 23 shows an example of the player information management database D7. The player information management database D7 has one record for each player, and these records are the same as those in the player information database D1.
[0086] The player information management unit 280 compares the player ID and the last update date and time of the player information database D1, which are transmitted when the player terminal 1 logs into the game, with the player ID and the last update date and time of the player management database D1. If they match, it sends a message to that effect; if they do not match, it sends the information registered in the player information management database D7, thereby synchronizing the contents of the player information database D1 between the player terminal 1 and the game server 2. Furthermore, since the player information management unit 280 uniquely identifies players by player ID, even if there are multiple players with the same name, they will be registered in the player information management database D7.
[0087] The game execution management unit 281 performs and manages tasks such as matching players, executing the game, and assigning various parameters such as experience points based on the results of the game. The profile card management unit 282 manages each player's profile card information using the profile card management database D8. Figure 24 shows an example of the profile card database D8. The profile card database D8 contains information similar to the game element database D2 stored in each player terminal 1. The profile card management unit 282 compares the last update date and time of the profile card information D6, which is sent when the player terminal 1 logs into the game, with the last update date and time of the profile card management database D8. If they match, it displays a message indicating that they match; if they do not match, it synchronizes the contents of both by matching the latest last update date and time of the profile card information D6 or profile card management database D8.
[0088] The communication unit 201 connects to the communication line N to enable communication. The memory unit 202 stores the system program and the game program. The system program is a program that implements the basic functions of the game server 2 as a computer. The game program is a program that causes the processing unit 200 to function as the player information management unit 280, the game execution control unit 281, the profile card management unit 282, and the reward control unit 283.
[0089] Furthermore, the memory unit 202 stores the player information management database D7 and the profile card management database D8.
[0090] <Operation of each device> This section explains the operation between player terminal 1 and game server 2. Figure 25 is a chart illustrating an example of the operation between player terminal 1 and game server 2. When the player starts the game application on player terminal 1 (S1), the game execution control unit 61 sends the player's player ID, the last update date and time of player information database D1, and profile card information D6 to the game server 2 (S2). The player information management unit 280 of game server 2 compares the last update date and time of the received player ID with the last update date of the player ID in player information management database D7 (S3). If the last update dates match, the player information management unit 280 sends a message to that effect. If they do not match, the player information management unit 280 sends the information stored in the player ID record in player information management database D7 (S4). This synchronizes the player information between player terminal 1 and game server 2.
[0091] Similarly, the profile card management unit 282 compares the last update date and time of the profile card information D6 with the last update date and time of the profile card management database D8. If they do not match, it synchronizes the contents of both databases to match the most recent update date and time. This synchronizes the profile card information between the player terminal 1 and the game server 2.
[0092] <How to change player name> This section explains how rewards are granted. Figure 26 is a flowchart illustrating the process of granting rewards for changing a player's name. The following explanation uses an example where the first player name change is free, and subsequent name changes incur a fee.
[0093] The profile screen display control unit 62 displays the profile screen 180 (S101). When the player name change button 183 is pressed on the profile screen 180 (S102: Yes), the store screen display control unit 66 displays the store screen 200 (S103). When the change button 201 is pressed on the store screen 200 (S104: Yes), the player name change screen display unit 67 displays the player name change screen 210 (S105).
[0094] The player name registration unit 68 determines whether the OK button 213 on the player name change screen 210 has been pressed (S106). If the player name registration unit 68 determines that the OK button 213 has been pressed (S106: Yes), it compares the player name in the player information database D1 with the new player name entered in the input field 211 (S107). If the player name registration unit 68 determines that the player name has been changed based on the comparison result (S107: Yes), it checks whether the number of times the player name has been changed exceeds two (S108). If the number of times the player name has been changed exceeds two (S108: Yes), the player name registration unit 68 causes the player to consume a predetermined amount of in-game currency from the in-game currency held by the player (S109). Furthermore, the player name registration unit 68 notifies the player information management unit 60 to change the player name in the player information database D1 (S110). After the player name is changed, the player name registration unit 68 notifies the store screen display control unit 66 to display the store screen 200 (S111).
[0095] If the player name registration unit 68 determines in step S106 that the confirm button 213 was not pressed and the cancel button 212 was pressed (S112: Yes), it notifies the store screen display control unit 66 to display the store screen 200 (S111). If the player name registration unit 68 determines in S107 that the player name has not been changed (S107: No), it notifies the store screen display control unit 66 to display the store screen 200 (S111).
[0096] According to the above embodiment, since payment of a fee is incurred when the number of player name changes exceeds a predetermined number, it becomes possible to reduce the number of player name changes. This makes it possible to reduce the confusion in interactions with other players that can occur due to player name changes.
[0097] In the above embodiment, an example was used in which the player transitions from the profile screen 180 to the store screen 200 and then to the player name change screen. However, the player may also transition to the store screen and then to the player name change screen from other screens, for example, from the menu screen to the store screen 200 and then to the player name change screen.
[0098] <Other variations> In the above embodiment, a configuration was described in which the player name is changed on the condition of payment of a fee when the number of player name changes exceeds a predetermined number. However, if it is within a predetermined period, the player name may be changed without payment of a fee. In this case, the player registration unit 68 determines whether it is within the predetermined period, and if it is, the player name is changed without payment of a fee even if the number of player name changes exceeds the predetermined number.
[0099] In the above embodiment, the price for changing a player's name was described as a predetermined in-game currency. However, this predetermined in-game currency may be a fixed value, set to vary depending on the number of changes or the player's level, or a different price may be set for a specific player's name.
[0100] In the above embodiment, if the number of times the player name was changed exceeded a predetermined number, pressing the OK button 213 would initiate payment of the fee. However, the system may also be configured to display a screen that confirms to the player at least one of the amount of the fee and that payment of the fee is required.
[0101] In the above embodiment, we described a configuration in which only one player name is provided in the player information database D1, but it is also possible to have a configuration with multiple player names. In this case, the configuration may be such that the most recently updated player name is recorded in the player information database D1, or it may be such that the player can set it arbitrarily. Furthermore, in the case of a configuration in which multiple player names can be recorded in the player information database D1, the player name used (displayed) in the game may be the last changed player name, or it may be a configuration that the player can select.
[0102] According to this modified version, a fee is incurred if the number of player name changes exceeds a predetermined number, making it possible to reduce the number of player name changes. This reduces the confusion that can arise in interactions with other players due to player name changes.
[0103] <Second Embodiment> In the above embodiment, the player information management unit 280 was described using a configuration that registers multiple players with the same name in the player information management database D7. However, it is also possible to manage the system so that there are no multiple players with the same name. In this case, if the player name registration unit 68 determines that the player name has been changed by comparing the player name in the player information database D1 with the new player name entered in the input field 211, it sends a request to the game server 2 via the communication unit 55 asking whether it is possible to register with the new player name. If the response to the inquiry indicates that registration is possible, the process proceeds to determine whether the player name has been changed more than twice, as described above. On the other hand, if the response to the inquiry indicates that registration is not possible, the player is informed that the player name cannot be registered. When the player information management unit 80 of game server 2 receives an inquiry from player terminal 1 regarding whether it is possible to register a new player name, it checks whether the same player name already exists and sends the result to player terminal 1.
[0104] According to the above embodiment, if the same player name is already registered, it cannot be changed to that player name, thus reducing the number of times a player name needs to be changed. This reduces the confusion that can occur in interactions with other players due to player name changes.
[0105] <Other Embodiments 1> In the above embodiment, the description was based on the case where the title granting control unit 63, the reward granting control unit 64, and the player name registration unit 68 are configured on the player terminal 1, but they may also be configured on the game server 2. Even with such a configuration, the same effects as in the above embodiment can be obtained.
[0106] In this embodiment, we have described a configuration that prevents the registration of the same player name. However, it is also possible to have a configuration that prevents the registration of inappropriate words (text information), such as words that violate public order and morals or words that other players may find offensive.
[0107] Furthermore, the above embodiments do not limit the invention as defined in the claims, and not all combinations of features described in the embodiments are essential to the invention. Two or more of the features described in the embodiments may be combined in any way.
[0108] Some or all of the above embodiments may also be described as follows, but are not limited to the following.
[0109] [Note 1] Computers, A means for executing a competitive game, A registration method for registering player information. A means of payment that carries out the payment of the price. To make it function as, The registration means controls the registered player information to be changeable, conditional on payment of the aforementioned fee. program.
[0110] [Note 2] The registration means controls the ability to change the registered player information if the number of changes to the player information exceeds a predetermined number, on the condition that the payment of the aforementioned fee is made. Control to change player information. The program described in Appendix 1.
[0111] [Note 3] The registration means controls the registered player information to be changeable without payment of a fee if the number of changes to the player information is less than a predetermined number. The program described in Appendix 1 or Appendix 2.
[0112] [Note 4] The registration means controls the ability to update the registered player information without payment of a fee, provided that the change in the player information occurs within a predetermined period. The program described in any of the appendices 1 through 3.
[0113] [Note 5] The registration means changes the newly entered player information to the registered player information if the newly entered player information differs from the registered player information. The program described in any of the appendices 1 through 4.
[0114] [Note 6] The registration means can change the player information to be at least partially identical to the player information of other players.
[0115] [Note 7] The registration means can be changed to player information that is the same as the player information of another player. The program described in any of the appendices 1 through 6.
[0116] [Note 8] The aforementioned payment method executes payment if the newly entered player information differs from the registered player information. The program described in any of the appendices 1 through 7.
[0117] [Note 9] The aforementioned payment means executes payment of a price corresponding to the content of the newly entered player information, according to the content of the player information. The program described in any of the appendices 1 through 8.
[0118] [Note 10] The system includes a display means for displaying a store screen for purchasing items used in the aforementioned competitive game, and a change screen for changing the aforementioned player information. The display means controls the transition from the store screen to the change screen. The program described in any of the appendices 1 through 9.
[0119] [Note 11] A means for executing a competitive game, A registration method for registering player information, A means of payment for which the payment of the price is carried out, Equipped with, The registration means controls the registered player information to be changeable, conditional on payment of the aforementioned fee. Game device.
[0120] [Note 12] Computers, A registration method for registering player information for competitive games. Management means for managing the registered player information, A means of payment for which the settlement of price is carried out. To make it function as, The management means controls the registered player information to be changeable, conditional on the settlement of the payment. program.
[0121] [Note 13] A registration method for registering player information for competitive games, A management means for managing the registered player information, A means of payment for which the payment is settled, Equipped with, The management means controls the registered player information to be changeable, conditional on the settlement of the payment. Game management device. [Explanation of Symbols]
[0122] 1 Player terminal 2 Game Servers
Claims
1. Computers, A means for executing a competitive game, A registration method for registering player information. A profile screen display means that displays the player's profile screen based on the aforementioned player information. A means of payment that carries out the payment of the price. To make it function as, The aforementioned profile screen includes options for changing the player information, The aforementioned profile screen display means transitions to the store screen on the condition that the player information change option is selected. The destination store screen is a screen where you can purchase the right to change your registered player information, subject to payment. The right to modify the aforementioned player information has a price that varies depending on the player's level. program.
2. The aforementioned change in player information is a change in the player name. The program according to claim 1.
3. A means for executing a competitive game, A registration method for registering player information, A profile screen display means that displays the player's profile screen based on the aforementioned player information, A means of payment for which the payment of the price is carried out, Equipped with, The aforementioned profile screen includes options for changing the player information, The aforementioned profile screen display means transitions to the store screen on the condition that the player information change option is selected. The destination store screen is a screen where you can purchase the right to change your registered player information, subject to payment. The right to modify the aforementioned player information has a price that varies depending on the player's level. Game device.
4. Computers, A registration method for registering game player information. Management means for managing the registered player information, A profile screen display means that displays the player's profile screen, based on the aforementioned player information, to the game device. A means of payment for which the settlement of price is carried out. Store management tools for managing stores, To make it function as, The aforementioned profile screen includes options for changing the player information, The store management means, in response to the selection of the player information change option on the profile screen, presents a screen for purchasing the right to change the registered player information, subject to payment of a fee. The right to modify the aforementioned player information has a price that varies depending on the player's level. program.
5. A registration method for registering game player information, A management means for managing the registered player information, A profile screen display means that displays the player's profile screen, based on the aforementioned player information, to the game device, A means of payment for which the payment is settled, Store management tools for managing stores, Equipped with, The aforementioned profile screen includes options for changing the player information, The store management means, in response to the selection of the player information change option on the profile screen, presents a screen for purchasing the right to change the registered player information, subject to payment of a fee. The right to modify the aforementioned player information has a price that varies depending on the player's level. Game management device.
Citation Information
Patent Citations
Game system
JP2007195702A
Program, game apparatus, and server system
JP2017012424A
Program and information processor
JP2020110580A