Programs and Systems
The system enables item exchange among players in multiplayer games, addressing the issue of mismatched item distribution by allowing negotiation and friendship-based trades, thereby enhancing player satisfaction and engagement.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- COLOPL
- Filing Date
- 2025-09-25
- Publication Date
- 2026-06-09
Smart Images

Figure 0007872427000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a program and a system.
Background Art
[0002] Conventionally, in an online game that enables multiplayer play, a system is known in which a plurality of players cooperate to conquer an event and each player obtains an item (see, for example, Patent Document 1).
[0003] In addition, there is also a technology in which the server controls the provision of items according to the situation of the player, such as making it easier for a specific player to obtain a specific item or awarding a specific item as a reward (see, for example, Patent Document 2).
Prior Art Documents
Patent Documents
[0004]
Patent Document 1
Patent Document 2
Summary of the Invention
Problems to be Solved by the Invention
[0005] However, in a system in which the server unilaterally controls the items given to the player, there may be cases where items that do not match the player's intentions or roles are given. For example, if there is a mismatch such that an attacking player is given defensive equipment or a defensive player is given attacking equipment, the player may not be able to enjoy the benefit of clearing the event and may instead become dissatisfied.
[0006] The present invention has been made in view of the above circumstances, and its object is to provide a technique for making it easier for players to obtain desired game media in a game that enables multiplayer play. [Means for solving the problem]
[0007] To solve the aforementioned problems, the program according to the present invention causes the computer to proceed with an event in which the first player and the second player play multiplayer, and the event Among the multiple game media that are to be awarded upon achieving the objective , the first game medium to be provided to the first player, and the second player This is different from the first game medium mentioned above. The system determines the second game medium, notifies the first player of the first game medium and the second game medium, receives a request from the first player to exchange the first and second game mediums, allows the second player to choose whether or not to accept the exchange request received from the first player, and if the second player accepts the exchange request, provides the first player with the second game medium and provides the second player with the first game medium. [Effects of the Invention]
[0008] According to the present invention, in a game that allows for multiplayer, it becomes easier for players to obtain their desired game medium. [Brief explanation of the drawing]
[0009] [Figure 1] This diagram shows an overview of the system. [Figure 2] This is a hardware configuration diagram for the server. [Figure 3] This is a hardware configuration diagram of the user terminal. [Figure 4] This is a functional block diagram of the server. [Figure 5] This is an example of a game screen display. [Figure 6] This is a flowchart for processing trade requests. [Figure 7] This is a flowchart for processing trade replies. [Figure 8] This is an example of the display screen for the item grant notification. [Figure 9]This is an example of the trade request screen. [Figure 10] This is an example of how the trade reply screen looks. [Modes for carrying out the invention]
[0010] System 1 according to an embodiment will be described below with reference to the drawings. The embodiments of the present invention described below are merely examples of how the present invention can be implemented, and do not limit the scope of the present invention to the scope described in the embodiments. Therefore, the present invention can be implemented by making various modifications to the embodiments. Furthermore, the following embodiments and modifications can be combined in any combination without departing from the spirit of the present invention.
[0011] [System 1 Overview] Figure 1 is a diagram illustrating the overview of System 1. As shown in Figure 1, System 1 mainly comprises a server 10 and user terminals 20A, 20B, 20C, and 20D (hereinafter, these may be collectively referred to as "user terminals 20"). Although four user terminals 20 are shown in Figure 1, the examples of user terminals 20 included in System 1 are not limited to these. The server 10 and the user terminals 20 are connected to communicate with each other via a communication network 2. The specific examples of the communication network 2 are not particularly limited, but for example, it may consist of the Internet, a mobile communication system (e.g., 4G, 5G, etc.), a wireless network such as Wi-Fi (registered trademark), or a combination thereof.
[0012] System 1, for example, enables a so-called "online game" where the game progresses on the user terminal 20 by sending and receiving game data between the server 10 and the user terminal 20. System 1 also enables a so-called "multiplayer game" where multiple players cooperate or compete against each other.
[0013] Hereinafter, users A, B, C, and D who play games (multi-play) on user terminals 20A, 20B, 20C, and 20D respectively are denoted as "Player A", "Player B", "Player C", and "Player D". Also, although the illustration of the user terminal 20 is omitted, as long as two or more players play the game (multi-play), it is not limited to the four players A to D, and even more players may play the game (multi-play).
[0014] [Configuration of Server 10] Figure 2 is a hardware configuration diagram of the server 10. The server 10 realizes an online game by synchronizing the data of each of a plurality of user terminals 20. The server 10 is realized by a general-purpose computer such as a workstation or a personal computer, for example. As shown in Figure 2, the server 10 mainly includes a processor 11, a memory 12, a storage 13, an input / output interface 14, and a communication interface 15. Each component of the server 10 is connected to a communication bus 19.
[0015] The processor 11 realizes the processing described later by executing a series of instructions included in the server program 13P stored in the memory 12 or the storage 13. The processor 11 is realized 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 devices.
[0016] The memory 12 temporarily holds the server program 13P and data. The server program 13P is loaded from the storage 13, for example. The data includes the data input to the server 10 and the data generated by the processor 11. For example, the memory 12 is realized as a RAM (Random Access Memory) or other volatile memory.
[0017] 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 server 10, storage 13 may be connected to the server 10 as an external storage device. With such a configuration, for example, in a scenario 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.
[0018] 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 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.
[0019] 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).
[0020] [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, a desktop computer, a home game console, or an arcade game machine. In this embodiment, an example of the user terminal 20 as a tablet terminal will be described, as shown in Figure 1.
[0021] 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.
[0022] The configuration of the processor 21, memory 22, storage 23, and communication interface 25 is the same as that of the server 10's processor 11, memory 12, storage 13, and communication interface 15. The storage 23 also stores the terminal program 23P.
[0023] 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.
[0024] 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.
[0025] 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.
[0026] 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.
[0027] 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 movement. The user's location may also be determined using values detected by external devices (sensors). For example, the results of imaging devices or position sensors (such as infrared sensors) placed in a building could be used. Alternatively, the user may own multiple terminals (devices) and share the detection results of sensors between these devices to determine the user's location.
[0028] 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.
[0029] [Functional block diagram of Server 10] Figure 4 is a functional block diagram of server 10. As shown in Figure 4, the server program 13P loaded into memory 12 causes server 10 (computer) to function as a progress means 110, a decision means 120, a reception means 130, a selection means 140, and an assignment means 150. Server 10 may also be further equipped with other control means.
[0030] The progression means 110 allows players A to D to advance the game on user terminals 20A to 20D. More specifically, the progression means 110 transmits game data necessary for displaying the game screen shown in Figure 5 to user terminals 20A to 20D, receives game data from user terminals 20A to 20D indicating the content of players A to D's operations, and further transmits game data necessary for displaying the game screen that changes according to players A to D's operations to user terminals 20A to 20D. As a result, the game progresses synchronously on user terminals 20A to 20D.
[0031] The decision-making means 120 determines which items are to be given to each of the players A to C who will be playing multiplayer in the event. "Planning to give items" means, for example, giving the players the right to acquire the item, but in reality, it refers to a state in which the item has not yet been given.
[0032] The reception means 130 accepts requests to exchange items that are to be awarded between multiple players in a multiplayer game. More specifically, the reception means 130 accepts requests to exchange items that are to be awarded from the first player. The reception means 130 may also accept the first player's designation of additional items as compensation for the exchange. Furthermore, the reception means 130 may only accept requests to exchange items between players whose friendship level is above a certain threshold. In addition, the reception means 130 may limit the period during which it accepts exchange requests.
[0033] The selection means 140 causes the second player to select whether to accept the exchange request received from the first player. Further, when the selection means 140 receives exchange requests from a plurality of first players, the selection means 140 may cause the second player to select the first player who accepts the exchange request. Furthermore, the selection means 140 may display a list of a plurality of first players on the terminal of the second player, and display the first players with a higher level of friendliness with the second player higher.
[0034] When the trade is not successful, the granting means 150 grants the item determined by the determination means 120 to each player. On the other hand, when the trade is successful, the granting means 150 grants the traded item to each player.
[0035] [Overview of the game realized by System 1] The server program 13P causes the server 10 (an example of a computer) to execute the following processes, and the terminal program 23P causes the user terminal 20 (another example of a computer) to execute the following processes, whereby the game progresses on the user terminals 20A to 20D. Hereinafter, the server program 13P (terminal program 23P) causing the server 10 (user terminal 20) to execute the process is simply referred to as "the server 10 (user terminal 20) executes the process".
[0036] The system 1 according to the present embodiment provides a so-called "action game" that causes the avatars A to D to act on the field F according to the instructions of players A to D, for example. Examples of this action game include adventure games that achieve a predetermined goal (for example, reaching a goal point), and battle games that battle against enemy characters (enemy teams). However, the system 1 is not limited to these action games, and can provide all games such as location information games, role-playing games, shooting games, sports games, puzzle games, and breeding games.
[0037] Furthermore, in this embodiment, the game can be played solo by player A, or player A can play in multiplayer with other players B and C. Hereinafter, a group of multiple players playing in multiplayer will be referred to as a "party".
[0038] An event refers to a mini-game with a predetermined objective (e.g., a quest or mission). In this embodiment, the following process will be explained using a dungeon event as an example, where the objective is to reach a destination set within a field (e.g., a town, cave, or tower). However, the type of event is not limited to this; it may also be a battle event with the objective of defeating a specific enemy character (a so-called boss character), or an acquisition event with the objective of obtaining a predetermined item.
[0039] [Explanation of the game screen] The progression means 110 forms a party by matching multiple players who intend to challenge the same event (for example, the cursed city). The method of matching is not particularly limited, but for example, it may be a method in which guest players join a room created by a host player, or it may be a method in which the progression means 110 automatically matches multiple players who intend to challenge the same event.
[0040] The progression means 110 starts the event "Cursed City" with the party when the party reaches its capacity (3 people in this embodiment). The following process will be explained assuming that players A, B, and C play the event "Cursed City" together (multiplayer).
[0041] Figure 5 shows an example of a game screen display. The user terminals 20A, 20B, and 20C of players A, B, and C, who are progressing through the event together, display the game screen shown in Figure 5 on the monitor 31 according to the game data received from the server 10. The game screen includes, for example, a field F, avatars A, B, and C placed on field F, an enemy character E, and an item I, as shown in Figure 5.
[0042] The game data includes all the information necessary to advance the game (for example, the shape of field F, the appearance and status of avatars A, B, and C, enemy character E, and item I, and the actions of avatars A, B, C and enemy character E). The progression means 110 transmits the game data to user terminals 20A, 20B, and 20C via the communication IF 15. The user terminals 20A, 20B, and 20C then display the game screen on the monitor 31 according to the game data received from the server 10 via the communication IF 25. Furthermore, the user terminals 20A, 20B, and 20C transmit game data indicating the game situation as it has changed due to the actions of avatars A, B, and C to the server 10 via the communication IF 25. By repeating this process, the game progresses synchronously on the user terminals 20A, 20B, and 20C.
[0043] Field F is, for example, the map that serves as the setting for the game. Avatars A, B, and C are, for example, 3D objects with three-dimensional coordinates and a three-dimensional shape. Avatars A, B, and C are avatars of the players who act on Field F according to the instructions of players A, B, and C. However, the specific examples of avatars are not limited to human form; they may also be animals, monsters, robots, vehicles (e.g., cars, bicycles, tanks, ships), etc.
[0044] Enemy character E is the character that avatars A, B, and C will target for defeat. Enemy character E may be stationary at a predetermined position on field F, or it may move on field F according to predetermined rules. In the example in Figure 5, only one enemy character E is shown, but multiple enemy character E may be placed on field F.
[0045] Item I is an example of a game medium that can be acquired by avatars A, B, and C. Item I may be placed at a predetermined location on field F, or it may appear on field F after defeating enemy character E. In this embodiment, when one of the avatars A, B, and C playing in multiplayer (for example, avatar B) acquires item I, item I is granted only to avatar B.
[0046] Game elements include, for example, in-game currency, characters, equipment items (e.g., weapons, armor, accessories), consumable items (e.g., attack items, healing items), materials, titles, etc.
[0047] Avatars A, B, and C act on field F according to instructions from players A, B, and C respectively (for example, moving, attacking enemy character E, using skills, using consumable items, and acquiring item I).
[0048] As an example, avatars A, B, and C move across field F according to the respective controls of players A, B, and C via the control device 43. As another example, avatars A, B, and C move across field F following players A, B, and C who are moving in real space. The game screen then displays a portion of field F captured by a virtual camera (not shown) positioned above and behind avatars A, B, and C. In other words, the game screens displayed on user terminals 20A, 20B, and 20C have different fields of view (position of the virtual camera).
[0049] Additionally, avatars A, B, and C approach enemy character E within a predetermined distance and attack enemy character E according to the instructions of players A, B, and C (for example, physical attacks, magical attacks, or the use of attack items). This reduces enemy character E's health. When enemy character E's health reaches 0, avatars A, B, and C have defeated enemy character E. Also, when avatars A, B, and C are attacked by enemy character E, their health decreases. The game ends when the health of all avatars A, B, and C reaches 0.
[0050] Furthermore, avatars A, B, and C approach item I within a predetermined distance and acquire it according to the instructions of players A, B, and C. Additionally, avatars A, B, and C use consumable items they have already acquired, according to the instructions of players A, B, and C. For example, avatars A, B, and C use a recovery item, restoring their health.
[0051] [Explanation of trade processing] Figure 6 is a flowchart of the trade request processing. Figure 7 is a flowchart of the trade reply processing. The trade processing includes trade request processing and trade reply processing. The trade processing is the process of trading items acquired in an event between players who have participated in a multiplayer event. Server program 13P starts trade request processing and trade reply processing in parallel when the event ends (more specifically, when the objective of the event is achieved).
[0052] The following explanation of the trade process assumes that players A and C request item trades from player B. That is, players A and C are examples of the first player, and player B is an example of the second player. Server program 13P then executes trade request processing for user terminals 20A and 20C, and trade reply processing for user terminal 20B.
[0053] First, the progress mechanism 110 determines whether or not the objective of the event has been achieved. For example, the progress mechanism 110 determines that the objective of the event has been achieved if at least one of avatars A, B, and C reaches the destination set within field F. On the other hand, the progress mechanism 110 determines that the objective of the event has not been achieved if the health of all avatars A, B, and C reaches zero before reaching the destination.
[0054] Next, the decision means 120 determines which items to award to each of the players A, B, and C who played the event "Cursed City" in multiplayer mode, once the progress means 110 has determined that the event's objective has been achieved. For example, the decision means 120 awards the rights to item I, which each of the players A, B, and C acquired during the event, to the players A, B, and C who acquired it. As another example, if players A, B, and C achieve the objective of the event "Cursed City," the decision means 120 randomly awards each of the players A, B, and C the rights to a portion of a predetermined set of items.
[0055] The determination means 120 according to this embodiment determines the items to be given to player A ("Flame Sword", "Dragon Wings", "Mermaid Scales"), to be given to player B ("Great Shield", "Oasis Flower", "Dragon Wings"), and to be given to player C ("Holy Staff", "Dragon Wings", "Healing Potion"). In other words, the number of items to be given to players A, B, and C is one or any number. The number of items to be given to players A, B, and C may be the same or different from each other. Furthermore, the items to be given to players A, B, and C shall be at least partially different.
[0056] Next, the reception means 130 instructs user terminals 20A, 20B, and 20C to display an item notification screen that informs players A, B, and C, as determined by the determination means 120, of the items to be given to them. The terminal programs 23P of user terminals 20A, 20B, and 20C display the item notification screen on the monitor 31 in accordance with the instructions of the reception means 130 (S11, S21).
[0057] Figure 8 shows an example of the item grant notification screen displayed on user terminal 20A. The item grant notification screen notifies players A, B, and C of the items they are scheduled to receive. The item grant notification screen displayed on user terminal 20A shows the names of the items scheduled to be given to player A: "Flame Sword," "Dragon Wings," and "Mermaid Scales"; the names of the items scheduled to be given to player B: "Great Shield," "Oasis Flower," and "Dragon Wings"; and the names of the items scheduled to be given to player C: "Holy Staff," "Dragon Wings," and "Healing Potion."
[0058] Furthermore, on the item grant notification screen displayed on user terminal 20A (i.e., presented to player A), the names of the items to be granted to other players B and C are represented by item icons 51, 52, 53, 54, 55, and 56. Item icon 51 is an icon used by player A to accept a trade request (hereinafter referred to as "exchange request") for the corresponding item "Great Shield" (an example of a second game medium) from player B, who is scheduled to receive the item. The same applies to the other item icons 52-56. The item grant notification screen also includes a [Confirm] icon 57.
[0059] Although not shown in the diagram, the item notification screen displayed on user terminal 20B shows the names of the items that are scheduled to be given to other players A and C as item icons. Similarly, the item notification screen displayed on user terminal 20C shows the names of the items that are scheduled to be given to other players A and B as item icons.
[0060] Here, the receiving means 130 may enable the selection of item icons 51-53 (i.e., acceptance of an exchange request to player B) on the item granting notification screen displayed on the user terminal 20A if the friendship level between player A and player B is above a threshold. On the other hand, the receiving means 130 may disable the selection of item icons 54-55 (i.e., acceptance of an exchange request to player C) on the item granting notification screen displayed on the user terminal 20A if the friendship level between player A and player C is below a threshold.
[0061] Friendship level is an indicator of the degree of intimacy between players within a game. For example, the reception method 130 evaluates players A and B as more effective if they are friends than if they are not. Another example is that the reception method 130 evaluates players A and B as having a higher friendship level the longer (or more frequently) they have played together in the past (i.e., in a party and multiplayer). Yet another example is that the reception method 130 evaluates players A and B as having a higher friendship level the more times they have chatted in the past. The reception method 130 can then calculate the friendship level by quantifying at least one of the aforementioned evaluation indicators. However, specific examples of friendship levels are not limited to the examples given above.
[0062] Furthermore, the reception means 130 may display on the item notification screen the number of each item that players A, B, and C are currently possessing. In Figure 8, the "×1" displayed in association with the name of the item "Great Shield" that is scheduled to be given to player B indicates that player B already possesses one "Great Shield" item. The same applies to other items.
[0063] The terminal program 23P of user terminal 20A waits to execute the process from step S14 onward until the time limit (for example, 3 minutes) has elapsed since displaying the item notification screen (S12: No), or until player B selects one of the item icons 51 to 56 (S13: No). Then, if, for example, player B selects item icon 51 before the time limit has elapsed (S12: No & S13: Yes), the terminal program 23P of user terminal 20A displays the trade request screen on monitor 31 (S14).
[0064] Figure 9 shows an example of the trade request screen displayed on the user terminal 20A. The trade request screen is for accepting the specification of items to be traded for the item "Great Shield" selected on the item notification screen. The trade request screen includes item icons 61, 62, and 63, a pull-down menu 64 for selecting the type of added item, a text box 65 for entering the quantity of the added item, and a [Request] icon 66.
[0065] Item icons 61-63 correspond to the items “Flame Sword,” “Dragon Wings,” and “Mermaid Scales,” which are scheduled to be given to Player A. Additionally, the items corresponding to item icons 61-63 are candidates for exchange items (an example of the first game medium) that can be traded for the item “Great Shield.” For example, Player A can select one or more items as exchange items.
[0066] Furthermore, the exchange item may be selected from items other than those scheduled to be given to Player A. That is, Player A can exchange an item other than the one scheduled to be given to Player A for the "Great Shield" scheduled to be given to Player B. For example, Player A can select an item they already possess as the exchange item and exchange it for the "Great Shield" scheduled to be given to Player B. In addition, item icons 61 to 63 may display the number of each item that Player A already possesses. In this embodiment, the following process will be explained assuming that item icon 61 is selected (i.e., the item "Flame Sword" scheduled to be given to Player A has become the exchange item).
[0067] The bonus item is an example of a game medium that is transferred from Player A to Player B as payment for exchanging the item "Great Shield" for the item "Flame Sword". In other words, the bonus item is selected from the types (e.g., in-game currency, dragon wings, mermaid scales, antidotes) and quantities of game medium that Player A currently possesses.
[0068] Player A may choose not to select an exchange item, but only an add-on item. In this embodiment, the following process will be described assuming that the add-on item "in-game currency x 500G" is selected.
[0069] Next, the terminal program 23P of user terminal 20A sends request data to server 10 via communication IF25 when the [Request] icon 66 is selected (S15). The request data is an example of an exchange request that requests the exchange of the item "Flame Sword" and the in-game currency "500G" that player A possesses for the item "Great Shield" that player B is scheduled to receive.
[0070] The request data according to this embodiment includes, for example, a first player "Player A", a second player "Player B", a first game medium "Flame Sword", a second game medium "Great Shield", and an additional item "In-game currency x 500G". Note that the first and second game mediums to be traded are not limited to a 1:1 exchange, but may be 1:many, many:1, many:many, etc.
[0071] Although not shown in the diagram, it is assumed that Player C requested an exchange for the item "Dragon Wings" which is to be given to Player C, and the in-game currency "150G" which Player C possesses, for the item "Great Shield" which is to be given to Player B. In other words, it is assumed that the terminal program 23P of user terminal 20C sent request data including the first player "Player C", the second player "Player B", the first game medium "Dragon Wings", the second game medium "Great Shield", and the additional item "In-game currency × 150G" to the server 10 via the communication IF 25.
[0072] The selection means 140 forwards the request data received from user terminals 20A and 20C via the communication IF 15 to the user terminal 20B of the second player "Player B" of the request data. The selection means 140 then instructs the user terminal 20B to display the trade reply screen.
[0073] The terminal program 23P of user terminal 20B waits for the execution of the process from step S22 onward until the time limit (for example, 3 minutes) has elapsed (S22: No) after displaying the item grant notification screen. Next, if the time limit has elapsed (S22: Yes), the terminal program 23P of user terminal 20B determines whether it has received request data from another user terminal 20 via the server 10 (in other words, whether it has been instructed to display the trade reply screen) (S23). Then, if the terminal program 23P of user terminal 20B has received request data (S23: Yes), it displays the trade reply screen on the monitor 31 (S24).
[0074] Figure 10 shows an example of the trade reply screen displayed on user terminal 20B. The trade reply screen allows player B to choose whether or not to accept the exchange requests from players A and C. The trade reply screen displays a message indicating, for example, that a trade has been requested for the item "Great Shield" (second game medium) that is to be given to player B. The trade reply screen also includes one or more request records 71, 72, an [Accept] icon 73, and a [Reject] icon 74.
[0075] Request record 71 corresponds to the exchange request from player C (in other words, the request data received from user terminal 20C). Request record 72 corresponds to the exchange request from player A (in other words, the request data received from user terminal 20A). Request records 71 and 72 include the first player (requesting player), the first game medium (exchange item), additional items, and radio buttons included in the request data. The radio buttons are screen elements that allow player B to select one of the request data (in other words, one of the first players).
[0076] In other words, the selection means 140 displays a list of multiple first players (players C and A) on the trade reply screen of the user terminal 20B. The selection means 140 may also rearrange the display order of request records 71 and 72 based on the friendship level between players A and C and player B. For example, the selection means 140 may display request records 71 and 72 in order of highest friendship level with player B. In other words, the selection means 140 may, for example, display players C with a higher friendship level with player B higher up in the list.
[0077] The [Allow] icon 73 is a screen element for receiving instructions from Player B indicating that they will accept the exchange request. The [Reject] icon 74 is a screen element for receiving instructions from Player B indicating that they will not accept the exchange request.
[0078] The terminal program 23P of user terminal 20B, for example, if the radio button for request record 72 is selected and the [Allow] icon 73 is selected (S25: Yes), sends permission data to user terminal 20A via server 10 and rejection data to user terminal 20C via server 10 (S26). Permission data indicates acceptance of the exchange request. Rejection data indicates rejection of the exchange request. That is, the selection means 140 forwards permission data to player A selected by player B among the multiple players A and C who made the exchange request, and forwards rejection data to all other players C.
[0079] Then, the granting means 150 grants player B the item "Flame Sword" and the additional item "In-game currency x 500G" after the trade has been completed between players A and B, as well as the items "Oasis Flower" and "Dragon Wing" which are not subject to trade (S27). In other words, the granting means 150 exchanges the items "Flame Sword" and "Great Shield" that are to be granted to players A and B, and transfers the additional item "In-game currency x 500G" from player A to player B as consideration for the exchange.
[0080] Meanwhile, if the [Reject] icon 74 is selected (S25: No), the terminal program 23P of user terminal 20B sends rejection data via server 10 to all user terminals 20A and 20C that sent the request data (S28). Then, the granting means 150 grants the items “Great Shield”, “Oasis Flower”, and “Dragon Wings”, which were determined by the determination means 120, to player B (S29).
[0081] Furthermore, if there is only one request data received, the terminal program 23P of user terminal 20B should allow player B to select, via the trade reply screen, whether or not to accept the exchange request indicated by that request data.
[0082] Furthermore, the granting means 150 grants the item "Great Shield" (which was traded between players A and B) and the items "Dragon Wings" and "Mermaid Scales" (which were not traded) to player A of the user terminal 20A to which the permission data is sent (S16: Yes) (S17). In addition, the granting means 150 deducts the additional item "In-game currency x 500G" that was granted to player B as consideration for the trade from the in-game currency held by player B.
[0083] Furthermore, the granting means 150 grants the items “Holy Staff,” “Dragon Wings,” and “Healing Potion” determined by the determination means 120 to player C of the user terminal 20C to which the rejection data is sent (i.e., player C not selected by player B) (S16: No) (S18). On the other hand, the granting means 150 does not deduct the additional item “In-game currency × 150G” specified by player C from the in-game currency possessed by player C.
[0084] On the other hand, if, for example, item icons 51-56 are not selected and the time limit expires (S12:Yes & S13:No), the server program 13P skips steps S14-S17 and executes step S18. Also, if the [Confirm] icon 57 on the item notification screen is selected, the server program 13P skips steps S14-S17 and executes step S18. Furthermore, if the user terminal 20B does not receive the request data before the time limit expires (S23:No), the server program 13P skips steps S24-S28 and executes step S29. In addition, if the progress mechanism 110 determines that the objective of the event has not been achieved, the server program 13P skips steps S11, S21 and onward and terminates the trade process.
[0085] [Effects of the Embodiment] According to the above embodiment, the items that are scheduled to be awarded to each player in an event can be exchanged by mutual agreement of the players. This makes it easier for players to acquire the items they want, thus contributing to an improvement in the game's retention rate. Furthermore, it stimulates communication among players, bringing new strategic and social elements to the game. As a result, it is expected to significantly improve player satisfaction and engagement.
[0086] Furthermore, according to the above embodiment, by paying a price to the player requesting the exchange, the player on the receiving end of the request can also enjoy the benefits of the exchange. As a result, each player will be able to acquire more of the items they desire, and the circulation of items within the game will be stimulated. However, it is also possible to omit the additional items and simply have the items determined by the determination means 120 be exchanged.
[0087] Furthermore, according to the above embodiment, by allowing trading only between players whose friendship level is above a threshold, it is possible to encourage active communication between players. However, trading may also be permitted between all players, regardless of their friendship level.
[0088] Furthermore, according to the above embodiment, when exchange requests are received from multiple players A and C, player B's satisfaction can be improved by allowing player B to choose which exchange request to accept. However, server 10 may automatically accept one of the multiple exchange requests. For example, server 10 may accept the earliest exchange request. As another example, server 10 may accept the exchange request from player C with the highest friendship level.
[0089] Furthermore, according to the above embodiment, by displaying players with higher friendship levels (e.g., player C) higher up on the trade reply screen, trades between players with high friendship levels (e.g., player B and player C) become easier to complete. As a result, communication between players can be stimulated.
[0090] Furthermore, according to the above embodiment, by setting a time limit on trade requests, it is possible to prevent excessive delays in the game's progress.
[0091] [Other variations] The program according to the present invention is not limited to a single program, but may be a collection of multiple programs. Furthermore, 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 server 10 and the user terminal 20 is not limited to the examples described above. That is, part of the processing of the server 10 may be executed by the user terminal 20, and part of the processing of the user terminal 20 may be executed by the server 10.
[0092] 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.
[0093] [Note] The features of this invention are summarized below. [assignment] The present invention aims to provide a technology that makes it easier for players to acquire their desired game medium in a multiplayer game. [Solution] (1) To the computer, The event progresses with the first and second players playing in multiplayer mode. In the aforementioned event, the first game medium to be given to the first player and the second game medium to be given to the second player are determined. The first player is notified of the first game medium and the second game medium, and a request for exchange of the first game medium and the second game medium is received from the first player. The second player is given the option to accept or reject the exchange request received from the first player. A program that, when the second player accepts the exchange request, causes the first player to provide the second game medium, and causes the second player to provide the first game medium. (2) In the program described in (1) above, A program that causes the computer to receive from the first player a game medium to be transferred from the first player to the second player as payment for exchanging the first and second game media. (3) In the program described in (1) above, A program that causes the computer to accept the exchange request from the first player when the level of friendship between the first player and the second player is above a threshold. (4) In the program described in (1) above, A program that, when the computer receives exchange requests for the second player from multiple first players, causes the second player to select which first player to accept the exchange request. (5) In the program described in (4) above, To the aforementioned computer, Multiple first players are displayed in a list on the terminal of the second player. A program that displays the first player higher in the rankings based on their level of friendship with the second player. (6) In the program described in (1) above, A program that causes the computer to limit the period during which it accepts the exchange request from the first player. (7) A means for progressing an event in which the first player and the second player play multiplayer, In the aforementioned event, a determination means for determining the first game medium to be given to the first player and the second game medium to be given to the second player, A receiving means for notifying the first player of the first game medium and the second game medium, and receiving a request from the first player to exchange the first game medium and the second game medium, A selection means that causes the second player to choose whether or not to accept the exchange request received from the first player, A system comprising: a means for providing the second game medium to the first player and a means for providing the first game medium to the second player when the second player accepts the exchange request. 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 (7), the items that are scheduled to be given to each player in the event can be exchanged by agreement of the players. This makes it easier for players to acquire the items they want, thus contributing to an improvement in the game's retention rate. Furthermore, according to solution (2) above, the player requesting the exchange pays a price, allowing the player being requested to exchange the benefits of the exchange. As a result, each player will have an easier time acquiring the items they desire, and the circulation of items within the game will be stimulated. Furthermore, according to the above solution (3), by allowing trading only between players whose friendship level is above a threshold, it is possible to encourage increased communication between players. Furthermore, according to the above solution (4), when multiple exchange requests are received from the first player, the satisfaction of the second player can be improved by allowing the second player to choose which exchange request to accept. Furthermore, according to the above solution (5), by displaying first players with higher friendship levels higher, trades between players with high friendship levels become easier to complete. As a result, it is possible to promote the activation of communication between players. Furthermore, according to the above solution (6), by setting a time limit on trade requests, it is possible to prevent excessive delays in the game's progress. [Explanation of Symbols]
[0094] 1...System, 2...Communication Network, 10...Server, 11,21...Processor, 12,22...Memory, 13,23...Storage, 13P...Server Program, 14...Input / Output Interface, 15,25...Communication Interface, 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, 51~56,61~63...Item Icon, 57...[Confirm] Icon, 64...Pull-down Menu, 65...Text Box, 66...[Request] Icon, 71,72...Request Record, 73...[Allow] Icon, 74...[Deny] Icon, 110...Progression Means, 120...Decision Means, 130...Acceptance Means, 140...Selection Means, 150...Assignment Means
Claims
1. On the computer, The event progresses with the first and second players playing in multiplayer mode. If the objective of the aforementioned event is achieved, the player will be asked to determine which of the multiple game media to be awarded is the first game media to be awarded to the first player, and which will be a second game media different from the first game media to be awarded to the second player. The first player is notified of the first game medium and the second game medium, and a request for exchange of the first game medium and the second game medium is received from the first player. The second player is given the option to accept or reject the exchange request received from the first player. A program that, when the second player accepts the exchange request, causes the first player to provide the second game medium, and causes the second player to provide the first game medium.
2. In the program described in claim 1, A program that causes the computer to accept from the first player any additional game media to be transferred from the first player to the second player, within the range of game media already possessed by the first player, as consideration for exchanging the first game media and the second game media.
3. In the program described in claim 1, A program that causes the computer to accept the exchange request from the first player when the level of friendship between the first player and the second player is above a threshold.
4. In the program described in claim 1, A program that, when the computer receives exchange requests for the second player from multiple first players, causes the second player to select which first player accepts the exchange request.
5. In the program described in claim 4, To the aforementioned computer, Multiple first players are displayed in a list on the terminal of the second player. A program that displays the first player higher in the rankings based on their level of friendship with the second player.
6. In the program described in claim 1, A program that causes the computer to limit the period during which it accepts the exchange request from the first player.
7. A means of progressing an event in which the first player and the second player play multiplayer, A determination means for determining, among multiple game media to be awarded upon achieving the objective of the aforementioned event, a first game media to be awarded to the first player, and a second game media different from the first game media to be awarded to the second player, A receiving means that notifies the first player of the first game medium and the second game medium, and receives a request from the first player to exchange the first game medium and the second game medium, A selection means that causes the second player to choose whether or not to accept the exchange request received from the first player, A system comprising: a means for providing the second game medium to the first player and a means for providing the first game medium to the second player when the second player accepts the exchange request.