System and Program
The system facilitates fair and engaging object exchange among players by using a control device with selection and owner determination means, addressing the lack of efficient object exchange in existing systems and enhancing player engagement and game balance.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- CAPCOM CO LTD
- Filing Date
- 2024-08-22
- Publication Date
- 2026-07-01
Smart Images

Figure 0007883154000001 
Figure 0007883154000002 
Figure 0007883154000003
Abstract
Description
Technical Field
[0001] The present invention relates to a system and a program.
Background Art
[0002] As an invention related to a conventional system, for example, a game processing method described in Patent Document 1 is known. Patent Document 1 discloses a method for players to exchange items or characters.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] By the way, a new system for exchanging objects among a plurality of players is required.
[0005] Therefore, an object of the present invention is to provide a new system and program for exchanging objects among a plurality of players.
Means for Solving the Problems
[0006] The first aspect is a system including one or more computers, wherein a control device of the one or more computers includes a selection object acquisition means, an ordering means, a desired object acquisition means, and an owner determination means, the selection object acquisition means acquires a plurality of selection object information indicating selection objects selected by each of a plurality of players from among one or more objects owned by itself, the ordering means assigns an order to each of the plurality of players, The desired object acquisition means acquires a plurality of desired object information indicating the desired object selected by each of the plurality of players from among the plurality of selected objects, based on the order assigned by the order assignment means. The owner determination means changes the plurality of players who own the plurality of desired objects based on the plurality of desired object information. It is a system.
[0007] The second aspect is, Each of the aforementioned multiple selection objects is a reward randomly selected from a predetermined reward list containing multiple types of objects in response to the actions of the aforementioned multiple players. This is the system described on the first side.
[0008] The third aspect is, Each of the one or more objects owned by each of the aforementioned players belongs to one of several different ranks. Each of the aforementioned players selects an object belonging to a specific rank as the selected object. This is the system described in the first or second aspect.
[0009] The fourth aspect is, Each of the one or more objects owned by each of the aforementioned multiple players has a first level that changes depending on how the aforementioned multiple players use it in the game. The owner determination means sets the first level of the plurality of desired objects to an initial value. The system is one of the systems described in either the first or third aspect.
[0010] The fifth aspect is, Each of the one or more objects owned by each of the aforementioned multiple players has a first level that changes depending on how the aforementioned multiple players use it in the game. The owner determination means does not change the first level of the plurality of desired objects. The system is one of the systems described in either the first or third aspect.
[0011] The sixth aspect is, Each of the one or more objects owned by each of the aforementioned multiple players has a first level that changes depending on how the multiple players use it in the game. Each of the aforementioned multiple players is assigned a second level that changes depending on how the multiple players play the game. The owner determination means determines the first level of the plurality of desired objects based on the second level of the one or more players who own the plurality of desired objects. The system is one of the systems described in either the first or third aspect.
[0012] The seventh aspect is, The control device of the one or more computers further comprises a billing means, The aforementioned billing method performs billing processing for players registered in the game. The selected object acquisition means acquires the plurality of object information indicating the selected object selected by each of the plurality of players on whom the billing process was performed. The system is one of the systems described in Aspect 1 through Aspect 6.
[0013] The eighth side is, Each of the one or more objects owned by each of the aforementioned players belongs to one of several different ranks. The ordering means assigns an order to each of the plurality of players based on the rank of the selected object. It is a system described in any of the first to seventh aspects.
[0014] The ninth aspect is, The server and the plurality of player terminals are the one or more computers, The control device of the plurality of player terminals includes display control means. The plurality of player terminals are operated by the plurality of players or more. When displaying information regarding the desired object, the display control means displays that the desired object is an object whose owner has been determined by the owner determination means. The system according to any one of the first aspect to the eighth aspect.
[0015] The tenth aspect is The program causes the control device of the computer to execute selection object transmission means and desired object transmission means. The selection object transmission means transmits selection object information indicating a selection object selected by the first player from one or more objects owned by itself to the server. The server can assign an order to each of the plurality of players including the first player. Based on the order assigned by the server, the desired object transmission means transmits desired object information indicating a desired object selected by the first player from the plurality of selection objects to the server. Based on the plurality of desired object information including the desired object selected by the first player, the server can change the plurality of players who own the plurality of desired objects. It is a program.
Effect of the Invention
[0016] According to the present disclosure, a new system and program for exchanging objects among a plurality of players can be provided.
Brief Description of the Drawings
[0017] [Figure 1] FIG. 1 is a block diagram of systems 1, 1a to 1e. [Figure 2] Figure 2 is a block diagram of the first player terminal 10-1. [Figure 3] Figure 3 is a block diagram of server 110. [Figure 4] Figure 4 is a flowchart showing the processes executed by the control device 12 of the first player terminal 10-1 and the processes executed by the control device 112 of the server 110. [Figure 5] Figure 5 is an explanatory diagram showing the exchange of information between the first player terminal 10-1 to the fifth player terminal 10-5 and the server 110. [Figure 6] Figure 6 shows the image displayed on the display 20 of the first player terminal 10-1. [Figure 7] Figure 7 is an explanatory diagram showing the exchange of information between the first player terminal 10-1 to the fifth player terminal 10-5 and the server 110. [Figure 8] Figure 8 is an explanatory diagram showing the exchange of information between the first player terminal 10-1 to the fifth player terminal 10-5 and the server 110. [Figure 9] Figure 9 shows the entry video displayed on the display 20 of the first player terminal 10-1. [Figure 10] Figure 10 is a flowchart showing the processes executed by the control device 12 of the first player terminal 10-1 and the processes executed by the control device 112 of the server 110. [Figure 11] Figure 11 is a flowchart showing the processes executed by the control device 12 of the first player terminal 10-1 and the processes executed by the control device 112 of the server 110. [Figure 12] Figure 12 is a flowchart showing the processes executed by the control device 12 of the first player terminal 10-1 and the processes executed by the control device 112 of the server 110. [Figure 13] Figure 13 shows the image displayed on the display 20 of the first player terminal 10-1. [Modes for carrying out the invention]
[0018] (Embodiment) System 1 according to an embodiment of this disclosure will be described with reference to the drawings.
[0019] [System 1 Overview] First, I will explain the overall configuration of System 1 with reference to the diagram. Figure 1 is a block diagram of System 1, 1a to 1e.
[0020] System 1, shown in Figure 1, comprises a first player terminal 10-1 (one or more computers) through a fifth player terminal 10-5 (one or more computers) and a server 110 (one or more computers). The first player terminals 10-1 through the fifth player terminals 10-5 and the server 110 can communicate with each other via a communication network. The network can be the internet, an intranet, or the like.
[0021] Each of the first player terminals 10-1 through the fifth player terminals 10-5 is an information processing device operated by the first player through the fifth player. The first player terminals 10-1 through the fifth player terminals 10-5 send requests to the server 110. The first player terminals 10-1 through the fifth player terminals 10-5 are mobile communication terminals. The first player terminals 10-1 through the fifth player terminals 10-5 are, for example, smartphones, tablet terminals, VR / AR terminals such as HMDs, personal computers, portable game consoles, or home game consoles.
[0022] Server 110 is a computer. Server 110 provides responses to requests to the first player terminal 10-1 through the fifth player terminal 10-5. Server 110 is, for example, a game server.
[0023] [Structure of the first player terminal 10-1 to the fifth player terminal 10-5] Next, the structure of the first player terminal 10-1 to the fifth player terminal 10-5 will be explained with reference to the drawings. Figure 2 is a block diagram of the first player terminal 10-1.
[0024] As shown in Figure 2, the first player terminal 10-1 includes a control device 12, a storage device 14, a network interface 16, a graphics processing unit 18, a display 20, an audio processing unit 22, a speaker 24, and an operation unit 26.
[0025] The storage device 14 stores programs and data. The storage device 14 is, for example, a combination of ROM (Read Only Memory), RAM (Random Access Memory), and storage (for example, flash memory or hard disk). The program includes, for example, the following: • OS (Operating System) programs • Programs for applications that perform information processing (e.g., web browsers, or target applications described later)
[0026] The data includes, for example, the following: • Databases referenced in information processing • Data obtained by performing information processing (i.e., the results of performing information processing)
[0027] The control device 12 implements the functions of the first player terminal 10-1 by executing the program stored in the storage device 14. The control device 12 is, for example, at least one of the following: ·CPU(Central Processing Unit) ·GPU(Graphic Processing Unit) ·ASIC(Application Specific Integrated Circuit) ·FPGA(Field Programmable Array)
[0028] The control device 12 includes a desired object transmission means 120, a selected object transmission means 122, and a display control means 124 as functional blocks.
[0029] The network interface 16 controls communication between the first player terminal 10-1 and an external device. The external device is a server 110.
[0030] The graphics processing unit 18 displays an image on the display 20 based on the image data generated by the control device 12. The display 20 is either a liquid crystal display or an organic EL (Electro-Luminescence) display.
[0031] The audio processing unit 22 causes the speaker 24 to output sound based on the audio data generated by the control device 12.
[0032] The operation unit 26 generates operation signals based on user input and outputs these signals to the control device 12. The operation unit 26 is, for example, a touch panel or a gamepad.
[0033] Note that the structure of the second player terminal 10-2 through the fifth player terminal 10-5 is the same as that of the first player terminal 10-1, so we will omit the explanation.
[0034] [Structure of Server 110] Next, the structure of server 110 will be explained with reference to the diagram. Figure 3 is a block diagram of server 110.
[0035] Server 110 can communicate with the first player terminal 10-1 operated by the first player to the fifth player terminal 10-5 operated by the fifth player. As shown in Figure 3, Server 110 includes a control device 112, a storage device 114, and a network interface 116.
[0036] The storage device 114 stores programs and data. The storage device 114 is, for example, a combination of ROM (Read Only Memory), RAM (Random Access Memory), and storage (for example, flash memory or hard disk). The program includes, for example, the following: • OS (Operating System) programs • Programs for applications that perform information processing (e.g., web browsers, or target applications described later)
[0037] The data includes, for example, the following: • Databases referenced in information processing • Data obtained by performing information processing (i.e., the results of performing information processing)
[0038] The control device 112 implements the functions of the server 110 by executing the program stored in the storage device 114. The control device 112 is, for example, at least one of the following: ·CPU(Central Processing Unit) ·GPU(Graphic Processing Unit) ·ASIC(Application Specific Integrated Circuit) ·FPGA(Field Programmable Array)
[0039] The control device 112 includes, as functional blocks, a means for acquiring selected objects 130, a means for assigning sequences 132, a means for acquiring desired objects 134, a means for determining the owner 136, and a means for billing 138.
[0040] The network interface 116 controls communication between the server 110 and external devices. The external devices are the first player terminal 10-1 through the fifth player terminal 10-5.
[0041] Incidentally, each of the first to fifth players can play the communication game using the first player terminal 10-1 to the fifth player terminal 10-5. Specifically, the server 110 stores the game program and game data and manages the game data of the first to fifth player terminals 10-1 to 10-5.
[0042] Each of the first player terminals 10-1 through the fifth player terminal 10-5 executes a communication game based on the operations of the first player through the fifth player. To this end, each of the first player terminals 10-1 through the fifth player terminal 10-5 receives (specifically, downloads and installs) the game program and game data from the server 110 via the communication network. Each of the first player terminals 10-1 through the fifth player terminal 10-5 is associated with an account that includes identification information and a password, which is assigned to each user. The account is sent from the first player terminals 10-1 through the fifth player terminal 10-5 to the server 110 upon login and is used for user authentication at the server 110.
[0043] After user authentication, communication between the server 110 and the first player terminal 10-1 to the fifth player terminal 10-5 becomes possible. After logging in, the first player terminal 10-1 to the fifth player terminal 10-5 receive data necessary for game progression (data related to game progress) from the server 110, and proceed with the communication game while outputting game images and sounds to the display 20 and speaker 24 based on the operations of the first player to the fifth player.
[0044] [System 1 Operation] Next, the operation of System 1 will be explained with reference to the diagrams. Figure 4 is a flowchart of the processes executed by the control device 12 of the first player terminal 10-1 and the processes executed by the control device 112 of the server 110. Figures 5, 7, and 8 are explanatory diagrams showing the exchange of information between the first player terminal 10-1 to the fifth player terminal 10-5 and the server 110. Figure 6 is the image displayed on the display 20 of the first player terminal 10-1.
[0045] The control device 12 of the first player terminal 10-1 reads the game program PG stored in the storage device 14, and these program PGs cause the control device 12 of the first player terminal 10-1 to execute the operations described below. The game is a role-playing game, an action game, etc. The program PG then causes the control device 12 of the first player terminal 10-1 to function as a desired object transmission means 120, a selected object transmission means 122, and a display control means 124.
[0046] The control device 112 of the server 110 reads the programs stored in the storage device 114, causing these programs to perform the operations described below on the control device 112 of the server 110. The programs then cause the control device 112 of the server 110 to function as a selection object acquisition means 130, an order assignment means 132, a desired object acquisition means 134, an owner determination means 136, and a billing means 138.
[0047] First, let's describe the operation of System 1. System 1 hosts an object exchange event. In the object exchange event, each of the first to fifth players selects one object from among the multiple objects they own. Then, each of the first to fifth players selects a desired object from the five objects selected by each of the first to fifth players. This allows for the exchange of objects between the first to fifth players. In this embodiment, the objects are characters used in a communication game.
[0048] Next, the processes executed by the control device 12 of the first player terminal 10-1 and the control device 112 of the server 110 during an object exchange event will be explained with reference to the diagram. Note that the processes executed by the control devices 12 of the second player terminal 10-2 through the fifth player terminal 10-5 are the same as those executed by the control device 12 of the first player terminal 10-1, so their explanation will be omitted.
[0049] First, the control device 12 of the first player terminal 10-1 displays an entry video on the display 20 (step S1). The entry video includes an icon indicating participation in an object exchange event. The first player touches the icon displayed on the display 20. As a result, the control device 12 of the first player terminal 10-1 receives an operation signal from the operation unit 26 and executes the billing process (step S2). In parallel with step S2, the control device 112 (billing means 138) of the server 110 also executes the billing process (step S101). In the billing process of step S101, the control device 112 (billing means 138) of the server 110 performs the billing process for the first player registered in the game. Specifically, the control device 112 of server 110 may collect the participation fee for the object exchange event from the first player's account based on the first player's credit card information, or it may collect the participation fee for the object exchange event from the first player's in-game currency (e.g., gems) managed by server 110.
[0050] Next, the first player selects a selected object OBJ1 to offer in the object exchange event from among the one or more objects owned by the first player terminal 10-1 by operating the operation unit 26. Accordingly, as shown in Figure 5, the control device 12 (selected object transmission means 122) of the first player terminal 10-1 transmits selected object information IOBJ1, which indicates the selected object OBJ1 selected by the first player from among the one or more objects owned by the first player, to the server 110 via the network interface 16 (step S3). The control devices 12 of the second player terminals 10-2 to the fifth player terminals 10-5 also transmit selected object information IOBJ2 to IOBJ5 to the server 110 via the network interface 16.
[0051] Here, we will explain the selected object OBJ1 and the selected object information IOBJ1 with reference to Figure 5. Selected objects OBJ1 to OBJ5 are rewards given to the first to fifth players by a system known as "gacha." That is, each of the selected objects OBJ1 to OBJ5 (multiple selected objects) is a reward randomly selected from a predetermined reward list containing multiple types of objects, in response to the actions of the first to fifth players (multiple players). The actions of the first to fifth players include the billing process for performing the "gacha" and the action of pressing an icon to perform the "gacha."
[0052] The selected object information IOBJ1 contains detailed information about the selected object OBJ1. Specifically, the selected object information IOBJ1 includes the name, rank, attack power, defense power, and first level. The name is the name of the selected object OBJ1. The rank indicates the value of the selected object OBJ1. More specifically, each of the one or more objects owned by each of the multiple first to fifth players belongs to one of several ranks. In this embodiment, the multiple ranks include S, A, B, C, and D. The rank increases from D to S. A higher rank means that the object is more difficult to obtain. A high difficulty in obtaining an object means that the probability of the object appearing in the "gacha" is low. Attack power and defense power are parameters that indicate the abilities of the selected object OBJ1. The first level is a parameter that increases by accumulating experience points that can be gained by the first player using the selected object OBJ1 in battle. When the first level increases, the attack power and defense power increase. Thus, each of the one or more objects owned by the first player through the fifth player (or multiple players) has a first level assigned to it that changes depending on how the first player through the fifth player (or multiple players) uses it in the game.
[0053] In response to the processing in step S3, the network interface 116 of the server 110 receives the selected object information IOBJ1 and outputs the selected object information IOBJ1 to the control device 112. The network interface 116 of the server 110 also receives the selected object information IOBJ2 to IOBJ5, which are selected by the second player to the fifth player, respectively, from among the one or more objects it owns, and outputs the selected object information IOBJ2 to IOBJ5 to the control device 112. As a result, the control device 112 of the server 110 (selected object acquisition means 130) acquires the selected object information IOBJ1 to IOBJ5 (multiple selected object information) indicating the selected objects selected by the first player to the fifth player (multiple players) from among the one or more objects it owns (step S102).
[0054] In step S101, the first to fifth players perform the billing process. Therefore, in step S102, the control device 112 (selected object acquisition means 130) of the server 110 acquires selected object information IOBJ1 to IOBJ5 (multiple object information) indicating the selected objects OBJ1 to OBJ5 selected by each of the first to fifth players (multiple players) who have performed the billing process.
[0055] Next, the control device 112 of the server 110 registers the selected object information IOBJ1 to IOBJ5 in the object table (see Figure 5) (step S103). The object table includes columns for player, object, rank, and first level. The control device 112 of the server 110 then associates the selected object information IOBJ1 to IOBJ5 with each of the first through fifth players and registers the selected object information IOBJ1 to IOBJ5 in the object table.
[0056] Next, the control device 112 of the server 110 generates selection video information showing the selection video shown in Figure 6 based on the information registered in the object table (step S104). The selection video is an image that allows the first player to the fifth player to select the desired object OBJ21 to OBJ25 from the selection objects OBJ1 to OBJ5. The control device 112 of the server 110 then transmits the selection video information to the first player terminal 10-1 via the network interface 116 (step S105). Accordingly, the network interface 16 of the first player terminal 10-1 receives the selection video information and outputs it to the control device 12. As a result, the control device 12 of the first player terminal 10-1 acquires the selection video information (step S4). Then, the control device 12 of the first player terminal 10-1 displays the selection video shown in Figure 6 on the display 20 based on the selection video information (step S5).
[0057] The first player selects a desired provisional desired object OBJ11 to OBJ15 from the selected objects OBJ1 to OBJ5 by touching the icon of the selected image (see Figure 6) displayed on the display 20. In this embodiment, as shown in Figure 7, the first player selects the selected object OBJ4 as the provisional desired object OBJ11. Accordingly, the control device 12 of the first player terminal 10-1 transmits provisional desired object information IOBJ11, indicating that the first player has selected the selected object OBJ4 as the provisional desired object OBJ11, to the server 110 via the network interface 16 (step S6). Accordingly, the network interface 116 of the server 110 receives the provisional desired object information IOBJ11 and outputs the provisional desired object information IOBJ11 to the control device 112. As a result, the control device 112 of the server 110 acquires the provisional desired object information IOBJ11 (step S106). Furthermore, the control device 112 of the server 110 also acquires provisional desired object information IOBJ12 to IOBJ15, as shown in Figure 7.
[0058] Next, the control device 112 (sequence assignment means 132) of the server 110 assigns an order to each of the first to fifth players (multiple players) (step S107). In this embodiment, as shown in Figure 7, the order of the first player is 2, the order of the second player is 4, the order of the third player is 3, the order of the fourth player is 1, and the order of the fifth player is 5. Now, the procedure for determining the order will be explained.
[0059] The control device 112 of the server 110 determines the order based on the number of votes each of the selected objects OBJ1 to OBJ5 receives. The control device 112 of the server 110 counts the number of votes each of the selected objects OBJ1 to OBJ5 receives based on the provisional desired object information IOBJ11 to IOBJ15. In this embodiment, selected object OBJ1 receives 1 vote, selected object OBJ2 receives 0 votes, selected object OBJ3 receives 1 vote, selected object OBJ4 receives 3 votes, and selected object OBJ5 receives 0 votes. Therefore, the fourth player is in the first position. Also, the number of votes for selected object OBJ1 and the number of votes for selected object OBJ3 are equal. However, as shown in the object table in Figure 5, the first level of selected object OBJ1 is higher than the first level of selected object OBJ3, so the first player is in the second position and the third player is in the third position. Similarly, the number of votes for selected object OBJ2 is equal to the number of votes for selected object OBJ5. Therefore, since the first level of selected object OBJ2 is higher than the first level of selected object OBJ5, the second player's turn is 4th, and the fifth player's turn is 5th.
[0060] Next, the control device 112 of the server 110 transmits the sequence information, which was determined in step S107, to the first player terminal 10-1 through the fifth player terminal 10-5 via the network interface 116 (step S108). Accordingly, the network interface 16 of the first player terminal 10-1 receives the sequence information and outputs it to the control device 12. As a result, the control device 12 of the first player terminal 10-1 acquires the sequence information (step S7). The control devices 12 of the second player terminal 10-2 through the fifth player terminal 10-5 also acquire the sequence information.
[0061] Next, each of the first to fifth players selects a desired object OBJ21 to OBJ25 from the selected objects OBJ1 to OBJ5 based on the order indicated by the order information. Then, the control device 12 (desired object transmission means 120) of the first player terminal 10-1 transmits desired object information IOBJ21, which indicates the desired object OBJ21 selected by the first player from the multiple selected objects OBJ1 to OBJ5, to the server 110 via the network interface 16, based on the order assigned by the server 110 (step S8). Accordingly, the network interface 116 of the server 110 receives the desired object information IOBJ21 and outputs the desired object information IOBJ21 to the control device 112. As a result, the control device 112 of the server 110 acquires the desired object information IOBJ21 (step S109). Furthermore, the control device 112 of the server 110 also acquires desired object information IOBJ22 to IOBJ25. As a result, the control device 112 of the server 110 (desired object acquisition means 134) acquires desired object information IOBJ21 to IOBJ25 (multiple desired object information) indicating the desired objects OBJ21 to OBJ25 selected by the first player to the fifth player (multiple players) from among the selected objects OBJ1 to OBJ5 (multiple selected objects), based on the order assigned by the control device 112 (order assignment means 132).
[0062] However, in step S8, the order in which the first through fifth players select the desired objects OBJ21 to OBJ25 follows the following rules. (1) The player whose rank is highest according to the order information selects the desired objects OBJ21 to OBJ25. (2) The player corresponding to the selected objects OBJ1 to OBJ5, which were selected as the desired objects OBJ21 to OBJ25 in (1), selects the desired objects OBJ21 to OBJ25 after the player in (1). (3) If the selected object of player (1) and the object of player (2) are swapped, return to (1). If the selected object of player (1) and the object of player (2) are not swapped, return to (2). However, in this case, (1) is read as (2). Note that the first through fifth players cannot select an object as their desired object if it has been selected by another player before they have made their own selection.
[0063] In this embodiment, the fourth player is in the first position. Therefore, the fourth player selects the selected object OBJ3 as the desired object OBJ24 (process (1)). The player corresponding to the selected object OBJ3 selected by the fourth player is the third player. Therefore, the third player selects the selected object OBJ4 as the desired object OBJ23 (process (2)).
[0064] As a result of processes (1) and (2), the third player's selected object OBJ3 and the fourth player's selected object OBJ4 are swapped. Among the first, second, and fifth players, the player with the highest rank is the first player. Therefore, the first player selects the selected object OBJ5 as the desired object OBJ21 (process (1)). The player corresponding to the selected object OBJ5 selected by the first player is the fifth player. Therefore, the fifth player selects the selected object OBJ2 as the desired object OBJ25 (process (2)). Finally, the second player selects the selected object OBJ1 as the desired object OBJ22.
[0065] Next, the control device 112 (owner determination means 136) of the server 110 changes the first to fifth players (multiple players) who own the desired objects OBJ21 to OBJ25 (multiple desired objects) based on the desired object information IOBJ21 to IOBJ25 (multiple desired object information) (step S110). In step S110, the control device 112 of the server 110 updates the information regarding the objects owned by the first to fifth players managed by the server 110. In this embodiment, the control device 112 of the server 110 changes the owner of selected object OBJ5 to the first player, the owner of selected object OBJ1 to the second player, the owner of selected object OBJ4 to the third player, the owner of selected object OBJ3 to the fourth player, and the owner of selected object OBJ2 to the fifth player.
[0066] Finally, the control device 112 of server 110 sets the first level of the desired objects OBJ21 to OBJ25 (multiple desired objects) to its initial value (step S111). Also, the control devices 12 of the first player terminals 10-1 to the fifth player terminals 10-5 set the first level of the desired objects OBJ21 to OBJ25 stored in the storage device 14 to its initial value. In this embodiment, the initial value is 1. This completes the object exchange event.
[0067] [effect] System 1 provides a new system for exchanging objects between multiple players. More specifically, the control device 112 of server 110 obtains desired object information IOBJ21 to IOBJ25, which indicates the desired objects OBJ21 to OBJ25 selected by the first player to the fifth player from among the selected objects OBJ1 to OBJ5, based on the order assigned by the control device 112. Then, the control device 112 of server 110 changes the first player to the fifth player who owns the desired objects OBJ21 to OBJ25 based on the desired object information IOBJ21 to IOBJ25. As a result, the selected objects OBJ1 to OBJ5 are exchanged between the first player to the fifth player.
[0068] According to System 1, the first to fifth players will actively participate in object exchange events in order to obtain rare objects that are difficult to acquire. More specifically, each of the selected objects OBJ1 to OBJ5 is a reward randomly selected from a predetermined list of multiple types of objects in response to the actions of the first to fifth players. In other words, each of the selected objects OBJ1 to OBJ5 is a reward given to the first to fifth players by a system called "gacha". The first to fifth players will perform the "gacha" many times in order to obtain rare objects that are difficult to acquire. In object exchange events, the first to fifth players have a chance of obtaining rare objects that are difficult to acquire. As a result, according to System 1, the first to fifth players will actively participate in object exchange events in order to obtain rare objects that are difficult to acquire.
[0069] In System 1, the control device 112 of Server 110 sets the first level of the desired objects OBJ21 to OBJ25 to its initial value. Accordingly, the control devices 12 of the first player terminal 10-1 to the fifth player terminal 10-5 set the first level of the desired objects OBJ21 to OBJ25 stored in the memory device 14 to its initial value. As a result, the first to fifth players can enjoy developing the acquired desired objects OBJ21 to OBJ25.
[0070] (First variation) Next, the system 1a relating to the first modified example will be described with reference to the drawings. Figure 9 shows the entry video displayed on the display 20 of the first player terminal 10-1.
[0071] System 1a differs from System 1 in that it has rooms A to C, as shown in Figure 9. In step S1, the control device 12 of the first player terminal 10-1 displays the room entry video shown in Figure 9 on the display 20. In Room A, selected objects OBJ1 to OBJ5 with rank B or higher are exchanged. In Room B, selected objects OBJ1 to OBJ5 with rank A or higher are exchanged. In Room C, selected objects OBJ1 to OBJ5 with rank S are exchanged. The first player selects one of rooms A to C. Furthermore, each of the first player to the fifth player (multiple players) selects objects belonging to a specific rank as selected objects OBJ1 to OBJ5 in step S3. The specific rank is the rank specified in rooms A to C.
[0072] System 1a can achieve the same effect as System 1. In System 1a, each of the first through fifth players selects objects belonging to a specific rank as selected objects OBJ1 to OBJ5 in step S3. This results in the exchange of selected object information IOBJ1 to IOBJ5, which have similar acquisition difficulties. As a result, System 1a ensures fairness in the object exchange event.
[0073] (Second variation) Next, we will describe system 1b, which is a second modified example, with reference to the drawings. Figure 10 is a flowchart of the processes executed by the control device 12 of the first player terminal 10-1 and the processes executed by the control device 112 of the server 110.
[0074] System 1b differs from System 1 in that step S111 is not performed, as shown in Figure 10. Therefore, the control device 112 (owner determination means 136) of Server 110 does not change the first level of the desired objects OBJ21 to OBJ25 (multiple desired objects).
[0075] System 1b can achieve the same effect as System 1. In addition, in System 1b, the control device 112 of Server 110 does not change the first level of the desired objects OBJ21 to OBJ25. As a result, the first to fifth players can enjoy the game with the desired objects OBJ21 to OBJ25 whose first level has been increased by other players.
[0076] (Third variation) Next, we will describe system 1c, which relates to the third modified example, with reference to the drawings. Figure 11 is a flowchart of the processes executed by the control device 12 of the first player terminal 10-1 and the processes executed by the control device 112 of the server 110.
[0077] System 1c differs from System 1 in that step S211 is executed instead of step S111, as shown in Figure 11. More specifically, each of the first to fifth players (multiple players) has a second level set that changes depending on whether the first to fifth players (multiple players) are playing the game. Then, in step S211, the control device 112 (owner determination means 136) of the server 110 determines the first level of the desired objects OBJ21 to OBJ25 (multiple desired objects) based on the second level of the first to fifth players (one or more players) who own the desired objects OBJ21 to OBJ25. That is, the first level of each of the desired objects OBJ21 to OBJ25 is set to a value corresponding to the second level of the first to fifth players. For example, if the second level is high, the first level will also be high.
[0078] System 1c can achieve the same effect as System 1. In System 1c, the control device 112 of Server 110 determines the first level of desired objects OBJ21 to OBJ25 based on the second level of the first to fifth players who own those objects. As a result, each of the first to fifth players acquires desired objects OBJ21 to OBJ25 that have a level appropriate to their own second level. This helps maintain game balance.
[0079] (Fourth variation) Next, we will describe system 1d relating to the fourth modified example with reference to the drawings. Figure 12 is a flowchart of the processes executed by the control device 12 of the first player terminal 10-1 and the processes executed by the control device 112 of the server 110.
[0080] System 1d differs from System 1 in that it assigns order based on the ranks of the selected objects OBJ1 to OBJ5. More specifically, in step S207 of Figure 12, the control device 112 (ordering means 132) of Server 110 assigns order to each of the first through fifth players (multiple players) based on the ranks of the selected objects OBJ1 to OBJ5. Specifically, as shown in Figure 5, the ranks of the selected objects OBJ1 to OBJ5 are B, C, C, A, and D, respectively. Therefore, the first player is in order 2, the second player is in order 3, the third player is in order 4, the fourth player is in order 1, and the fifth player is in order 5. Note that the rank of selected object OBJ2 is equal to the rank of selected object OBJ3. However, the level of selected object OBJ2 is higher than the level of selected object OBJ3. Therefore, the second player's turn is higher than the third player's turn.
[0081] Note that rules (1) to (3) of System 1 do not apply to System 1d. Therefore, the first through fifth players select the desired objects OBJ21 to OBJ25 in the order assigned in step S207.
[0082] System 1d can achieve the same effect as System 1. Furthermore, in System 1d, higher rankings are given to players who select objects that are more difficult to obtain. As a result, System 1d ensures fairness in object exchange events.
[0083] (Fifth variation) Next, we will describe system 1e, which relates to the fifth modified example, with reference to the drawings. Figure 13 shows the image displayed on the display 20 of the first player terminal 10-1.
[0084] System 1e differs from System 1 in that it displays that the desired object OBJ21 is an object acquired by the first player in an object exchange event. Specifically, when the control device 12 (display control means 124) of the second player terminal 10-2 displays information about the desired object OBJ21 owned by the first player, it displays that the desired object OBJ21 is an object whose owner has been determined by the control device 112 (owner determination means 136) of the server 110. The acquisition route of the object is managed by the server 110.
[0085] System 1e can achieve the same effect as System 1. In addition, in System 1e, when the control device 12 of the second player terminal 10-2 displays information about the desired object OBJ21 owned by the first player, it displays that the desired object OBJ21 is an object whose owner has been determined by the control device 112 of the server 110. This allows the second player to see what objects the first player has acquired through object exchange events. For example, if the first player is an advanced player, the second player can gain insight into the objects desired by the advanced player and reflect this insight in their object acquisition strategy in the game.
[0086] (Other embodiments) Furthermore, the system according to the present invention is not limited to systems 1, 1a to 1e, but can be modified within the scope of its gist. Also, the configurations of systems 1, 1a to 1e may be combined in any way.
[0087] Although the term "object" is defined as a character, it may also refer to an item. An item may be a non-consumable item such as a weapon or armor, or a consumable item such as a healing potion. A non-consumable item is one that does not disappear when used by the player. A consumable item is one that disappears when used by the player.
[0088] Furthermore, the objects are not limited to those obtained by the player through "gacha." For example, in a role-playing game, an object could be an object dropped by an enemy character when defeated.
[0089] Furthermore, "gacha" can be either a paid gacha requiring payment processing or a free gacha that does not require payment processing.
[0090] The control device 112 of server 110 acquires desired object information IOBJ21 to IOBJ25, which indicates the desired objects OBJ21 to OBJ25 selected by the first to fifth players from among the selected objects OBJ1 to OBJ5, based on the order assigned by the control device 112. Here, "acquired based on the order assigned by the control device 112" includes acquiring the objects in the order assigned by the control device 112, and acquiring them in the order obtained by making changes according to the rules to the order assigned by the control device 112. The rules are, for example, (1) to (3) in system 1.
[0091] Players 1 through 5 may select multiple objects.
[0092] The method by which the control device 112 of the server 110 assigns the order is not limited to the methods shown in systems 1, 1a to 1e. The control device 112 of the server 110 may, for example, assign the order to the first through fifth players by lottery.
[0093] In addition, in systems 1, 1a to 1e, the server 110 does not necessarily have to exist. In this case, the first player terminal 10-1 to the fifth player terminal 10-5 are connected to each other via P2P communication. Then, one of the first player terminal 10-1 to the fifth player terminal 10-5 performs the function of the server 110.
[0094] In systems 1, 1a to 1e, each of the first through fifth players may select their own selected objects OBJ1 to OBJ5 as desired objects OBJ21 to OBJ25. Let's explain this using an example where the first through fifth players select multiple selected objects. The first player may select objects with high ranks in order to obtain a higher ranking. In this case, after the first player has selected desired objects in the first round, some of the first player's selected objects may remain in the second round. In such a case, the first player may select the remaining first player's selected objects as desired objects.
[0095] Note that Level 1 may be set to an object or to an object's parameters. Specifically, if Level 1 is set to an object, when Level 1 increases, parameters such as the object's attack power and defense power increase. If Level 1 is set to an object's parameters, for example, Level 4 may be set to attack power and Level 5 to defense power. When Level 4 increases, the object's attack power increases, and when Level 5 increases, the object's defense power increases. Levels 4 and 5 are examples of Level 1.
[0096] Note that the number of players is not limited to five. Any number of players, two or more, is acceptable.
[0097] In System 1e, if the first player terminal 10-1 acquires a dog object from the second player terminal 10-2, and the dog object performs well in the game, the server 110 may grant the second player a bonus commensurate with its performance. The bonus may be, for example, in-game currency, characters, or items.
[0098] Furthermore, the control device 112 (billing means 138) of the server 110 may vary the amount charged according to the rank of the selected objects OBJ1 to OBJ5. Specifically, the amount charged may increase or decrease as the rank of the selected objects OBJ1 to OBJ5 increases.
[0099] Note that the selected object information IOBJ1 to IOBJ5 may be NFT (Non-Fungible Token) data.
[0100] Furthermore, the game is not limited to role-playing games or action games. The game may be a shooting game, simulation game, card game, sports game, board game, or puzzle game, etc. For example, if the game is a card game, the characters are character cards. The items are item cards and skill cards. In this case, for example, the user plays the game by manipulating character cards, item cards, and skill cards. Specifically, a card object corresponding to a player character, on which the player character is depicted, is set up in a deck in a virtual space, and the player character corresponding to that card object battles against an enemy character.
[0101] Furthermore, the participation fee for the object exchange event is cheaper than the participation fee for the "gacha." This is because the 1st to 5th players are the ones offering the objects for sale. As a result, the 1st to 5th players can acquire objects at a lower participation fee than the "gacha." Also, the participation fee for the object exchange event may be free.
[0102] Furthermore, players 1 through 5 may or may not put objects acquired in past object exchange events up for sale in object exchange events.
[0103] The first player terminal 10-1 may be a home game console. In this case, the first player terminal 10-1 does not need to include a display 20, a speaker 24, and an operating unit 26.
[0104] Please note that there is usually a fee to participate in object exchange events. However, there may be periods, times, or days when participation in object exchange events is free of charge.
[0105] In system 1a, the control device 112 of server 110 may assign the first to fifth players to one of rooms A to C based on the rank of the selected object OBJ1 to OBJ5 chosen by the first to fifth players. In this case, the first to fifth players cannot choose which room to enter.
[0106] In system 1a, the control device 12 of the first player terminal 10-1 may allow the first player to open a room by operating the operation unit 26. In this case, the control device 12 of the first player terminal 10-1 may allow the first player to set the room entry conditions by operating the operation unit 26. The room entry conditions are, for example, that the rank of the selected objects OBJ1 to OBJ5 is a predetermined rank or higher. Alternatively, even if no room entry conditions are set, the control device 112 of the server 110 may allow entry to a player who has selected selected objects OBJ2 to OBJ5 having a rank close to that of selected object OBJ1.
[0107] Furthermore, systems 1,1a to 1e may be applied not only to games, but also, for example, to virtual spaces.
[0108] In System 1, if the number of votes for selected object OBJ1 and the number of votes for selected object OBJ3 are the same, the control device 112 of Server 110 determines the order based on the first level of selected object OBJ1 and the first level of selected object OBJ3. However, if the number of votes for selected object OBJ1 and the number of votes for selected object OBJ3 are the same, the control device 112 of Server 110 may also determine the order based on factors other than the first level of selected object OBJ1 and the first level of selected object OBJ3. For example, the control device 112 of Server 110 may determine the order of selected object OBJ1 and the order of selected object OBJ3 using random numbers. Alternatively, the control device 112 of Server 110 may determine the order of selected object OBJ1 and the order of selected object OBJ3 based on rank. [Explanation of Symbols]
[0109] 1,1a~1e: System 10-1~10-5: Player Terminal 1~Player Terminal 5 12: Control device 14:Storage device 16: Network Interface 18: Graphics Processing Unit 20: Display 22: Audio Processing Unit 24: Speaker 26:Operation unit 110: Server 112: Control device 114: Storage device 116: Network Interface 120: Means for transmitting desired object 122: Selected Object Transmission Means 124: Display control means 130: Means for obtaining selected objects 132: Order assignment means 134: Means for obtaining the desired object 136: Owner determination means 138: Payment Methods IOBJ1~IOBJ5: Selected Object Information IOBJ21~IOBJ25: Desired Object Information M1~M5: Provisional desired object information OBJ1~OBJ5: Selected Objects OBJ21~OBJ25: Desired objects PG: Program
Claims
1. A system comprising one or more computers, The control device of the one or more computers includes a means for acquiring selected objects and a means for assigning order. It includes means for acquiring a desired object and means for determining the owner. The aforementioned object acquisition means selects multiple objects from among the one or more objects it owns. Multiple selection objects indicating the selected objects selected by each player. Obtain information, The order assignment means assigns an order to each of the plurality of players, The desired object acquisition means, based on the order assigned by the ordering means, From among the multiple selected objects, each of the multiple players selected Obtain information on multiple desired objects that indicate the desired object, The aforementioned multiple players cannot select as their desired object an object that has been selected by another player before they themselves have selected the desired object. The owner determination means determines the owner based on the plurality of desired object information. To change the multiple players who own the object, system.
2. Each of the aforementioned multiple selection objects is a reward randomly selected from a predetermined reward list containing multiple types of objects in response to the actions of the aforementioned multiple players. The system according to claim 1.
3. Each of the one or more objects owned by each of the aforementioned players belongs to one of several different ranks. Each of the aforementioned players selects an object belonging to a specific rank as the selected object. The system according to claim 1 or claim 2.
4. Each of the one or more objects owned by each of the aforementioned multiple players has a first level that changes depending on how the aforementioned multiple players use it in the game. The owner determination means sets the first level of the plurality of desired objects to an initial value. The system according to claim 1 or claim 2.
5. Each of the one or more objects owned by each of the aforementioned multiple players has a first level that changes depending on how the aforementioned multiple players use it in the game. The owner determination means does not change the first level of the plurality of desired objects. The system according to claim 1 or claim 2.
6. Each of the one or more objects owned by each of the aforementioned multiple players has a first level that changes depending on how the aforementioned multiple players use it in the game. Each of the aforementioned multiple players is assigned a second level that changes depending on how the multiple players play the game. The owner determination means determines the first level of the plurality of desired objects based on the second level of the one or more players who own the plurality of desired objects. The system according to claim 1 or claim 2.
7. The control device of the one or more computers further comprises a billing means, The aforementioned billing method performs billing processing for players registered in the game. The selected object acquisition means acquires the plurality of object information indicating the selected object selected by each of the plurality of players on whom the billing process was performed. The system according to claim 1 or claim 2.
8. Each of the one or more objects owned by each of the aforementioned players belongs to one of several different ranks. The ordering means assigns an order to each of the plurality of players based on the rank of the selected object. The system according to claim 1 or claim 2.
9. The server and multiple player terminals are the one or more computers mentioned above. The control devices for the aforementioned plurality of player terminals are equipped with display control means, Multiple player terminals are operated by the aforementioned multiple or more players. When the display control means displays information about the desired object, it displays that the desired object is an object whose owner has been determined by the owner determination means. The system according to claim 1 or claim 2.
10. The program causes the computer's control unit to execute the selected object transmission means and the desired object transmission means. The aforementioned selected object transmission means causes the server to transmit selected object information indicating the selected object selected by the first player from among one or more objects owned by the means. The server can assign an order to each of the multiple players, including the first player. The desired object transmission means causes the first player to transmit desired object information to the server, indicating the desired object selected from among the multiple selected objects based on the order assigned by the server. The aforementioned multiple players cannot select as their desired object an object that has been selected by another player before they themselves have selected the desired object. The server can change the number of players who own the number of desired objects based on the information of the number of desired objects, including the desired object selected by the first player. program.