Program, game device, and provision management device

The game system addresses the challenge of maintaining player engagement by consecutively awarding specific game elements and non-consecutive higher-value rewards, ensuring sustained player interest and enjoyment.

WO2025177764A1PCT designated stage Publication Date: 2025-08-28BANDAI CO LTD
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Patent Information

Application Number
PCT/JP2025/002206
Authority / Receiving Office
WO · WO
Patent Type
Applications
Current Assignee / Owner
Priority Date
2024-02-19
Filing Date
2025-01-24
Publication Date
2025-08-28

AI Technical Summary

Technical Problem

Existing competitive games lack mechanisms to provide highly entertaining experiences that keep players engaged and motivated by offering a variety of rewarding game elements without leading to player burnout.

Method used

A game system that awards a first type of game element consecutively but not a second type, using a combination of game cards and in-game currencies, along with non-consecutive rewards like badges, to maintain player interest and engagement.

Benefits of technology

The system provides a highly entertaining gaming experience by continuously rewarding players with game elements while preventing burnout, enhancing player motivation and enjoyment.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

[Problem] To provide a highly amusing game. [SOLUTION] A program causes a computer to function as: a competitive game execution means for executing a competitive game; and a granting means for granting, as a reward in the competitive game, either of a first type of game element and a second type of game element. The granting means can continuously grant the first type of game element, but does not continuously grant the second type of game element.
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Description

Program, game device, and provision management device

[0001] The present invention relates to a program, a game device, and a provision management device.

[0002] To encourage players to continue playing a game, there is a technique for providing rewards that players perceive as beneficial (for example, Patent Document 1).

[0003] Japanese Patent Application Laid-Open No. 2021-62197

[0004] In the above-mentioned competitive games, it is important to provide a highly entertaining game that keeps players interested in the game. Therefore, an object of the present invention is to provide a highly entertaining program, a game device, and a provision management device.

[0005] One aspect of the present invention is a program that causes a computer to function as a competitive game execution means that executes a competitive game, and as an awarding means that awards either a first type of game element or a second type of game element as a reward for the competitive game, wherein the awarding means is capable of awarding the first type of game element consecutively, but is not capable of awarding the second type of game element consecutively.

[0006] One aspect of the present invention is a game device that includes a competitive game execution means for executing a competitive game, and an awarding means for awarding either a first type of game element or a second type of game element as a reward for the competitive game, wherein the awarding means is capable of awarding the first type of game element consecutively, but is not capable of awarding the second type of game element consecutively.

[0007] One aspect of the present invention is a program that causes a computer to function as a competitive game management means that manages the progress of a player in a competitive game, and a providing means that provides either a first type of game element or a second type of game element as a reward for the result of the player's progress in the competitive game, wherein the providing means is capable of providing the first type of game element consecutively, but does not provide the second type of game element consecutively.

[0008] One aspect of the present invention is a provision management device that includes a competitive game management means that manages the progress of a player in a competitive game, and a provision means that provides either a first type of game element or a second type of game element as a reward for the result of the player's progress in the competitive game, wherein the provision means is capable of providing the first type of game element consecutively, but is not capable of providing the second type of game element consecutively.

[0009] According to the present invention, a highly entertaining game can be provided.

[0010] FIG. 1 is a diagram showing an example of the overall configuration of a game system in this embodiment. FIG. 2 is a diagram showing an example of the device configuration of a notebook computer, which is an example of a player terminal 1. FIG. 3 is a diagram showing an example of the front side of a leader card 21. FIG. 4 is a diagram showing an example of the back side of a leader card 21. FIG. 5 is a diagram showing an example of the front side of a battle card 22. FIG. 6 is a diagram showing an example of the back side of a battle card 22. FIG. 7 is a diagram showing an example of the front side of an extra card 23. FIG. 8 is a diagram showing an example of a profile card. FIG. 9 is a block diagram showing an example of the functional configuration of a player terminal 1. FIG. 10 is a diagram showing an example of a player information database D1. FIG. 11 is a diagram showing an example of a game element database D2. FIG. 12 is a diagram showing an example of a title database D3. FIG. 13 is a diagram showing an example of a reward database D4. FIG. 14 is a diagram showing an example of a player image parts list D5. FIG. 15 is a diagram showing an example of profile card information D6. FIG. 16 is a diagram showing an example of a home screen. FIG. 17 is a diagram showing an example of a profile screen. FIG. 18 is a diagram showing an example of a profile screen. FIG. 19 is a diagram showing an example of a mission screen. FIG. 20 is a block diagram showing an example of the functional configuration of a game server 2. Fig. 21 is a diagram showing an example of the player information management database D7. Fig. 22 is a diagram showing an example of the profile card information management database D8. Fig. 23 is a sequence diagram for explaining the operations between the player terminal 1 and the game server 2. Fig. 24 is a diagram for explaining the operation of granting a reward.

[0011] An embodiment of the present invention will now be described. <Overall Configuration> Fig. 1 is a diagram showing an example of the overall configuration of a game system in this embodiment. As shown in Fig. 1, the game system is configured to include player terminals 1 provided for game players A and B, and a game server 2. The player terminals 1 and the game server 2 can be connected to a communication line N and can communicate with each other.

[0012] The communication line N refers to a communication path that allows data communication. That is, the communication line N includes a dedicated line (dedicated cable) for direct connection, a LAN such as Ethernet (registered trademark), a telephone communication network, a cable network, the Internet, and other communication networks, regardless of whether the communication method is wired or wireless.

[0013] The player terminal 1 is a computer capable of executing a game program, and is connected to a communication line N via a wireless communication base station or the like, and is capable of performing data communication with the game server 2. The player terminal 1 is, for example, a personal computer, a smartphone, a mobile phone, a portable game device, a stationary home game device, an arcade game device, a tablet computer, a controller for a stationary home game device, etc. Basically, there are multiple player terminals 1, and each is operated by a player.

[0014] The game server 2 is a server system configured to include one or more server devices, storage devices, etc. The game server 2 provides various services for operating the game of this embodiment, and can manage data necessary for operating the game, distribute game programs and data necessary for running the game on the player terminals 1, etc.

[0015] Fig. 2 is a diagram showing an example of the device configuration of a laptop computer, which is an example of the player terminal 1. As shown in Fig. 2, the player terminal 1 includes a display 11 and a keyboard 12, which is an operating means. The player terminal 1 also includes a control board, an internal battery, a power button, a volume control button, a speaker, etc., which are not shown.

[0016] The control board is equipped with various microprocessors such as a CPU, GPU, and DSP, various IC memories such as an ASIC, VRAM, RAM, and ROM, and a wireless communication module for wireless communication with a mobile phone base station. The control board also is equipped with so-called I / F circuits (interface circuits), such as a driver circuit for the touch operation panel 12. These elements equipped on the control board are electrically connected to each other via bus circuits or the like, and are connected to enable reading and writing of data and sending and receiving of signals. The game in this embodiment features multiple types of game elements. Each game element will be described below.

[0017] <First Type of Game Element> The first type of game element is an object in which a character is embodied, and is represented through an image. The image includes a still image and a video. The object may be an intangible or tangible object. For example, it may be a virtual game card displayed on a computer, or a physical game card. Note that the object is not limited to a card, as long as it is configured to identify the game element associated with the object. The object may also be, for example, a shaped object such as a figurine having the appearance of a game element. In the following explanation, the first type of game element will be explained using an example in which a virtual game card in which a character is embodied.

[0018] In the game of this embodiment, there are multiple types of game cards, which are the first type of game element. The information written on the surface of each game card varies depending on the type of game card. While any number of types of game cards may be provided, the following description will use three types of game cards as examples: leader cards 21 (first game elements of the first type), battle cards 22 (second game elements of the first type), and extra cards 23 (third game elements of the first type). A common feature of each type of game card is that it is associated with a character image from the work. While a character image is an image of a character appearing in the work, in this embodiment, an image of a scene featuring a character appearing in the work will also be described as a character image. Furthermore, even if the same character is featured, there may be multiple game cards with different character designs, and each is treated as a different game card.

[0019] A player builds a deck in advance using the acquired game cards and places the game cards in the play area to play the game. When building a deck, the total number of cards in the deck and the number of cards of each type are predetermined. In this embodiment, a deck containing a total of 50 cards, including one leader card 21, will be described as an example, but any number of cards may be used as long as it is predetermined.

[0020] Furthermore, game cards have an upright position, which is the state in which the contents written on the game card can be read as is from the player's perspective. There are multiple game card placement states. In the following description, the state in which a game card is upright is referred to as the active state, and the state in which the game card is rotated 90 degrees and placed sideways is referred to as the rest state. Furthermore, the state in which a game card is rotated 180 degrees and placed in the reverse position in a predetermined area (energy area) within the play area is referred to as the active state. It is also possible to determine a predetermined orientation as the active state, and to determine the state in which the orientation of the game card is changed from the predetermined orientation as the rest state.

[0021] <Leader Card 21> The leader card 21 (first type of first game element) will be described. FIGS. 3 and 4 are diagrams showing an example of the leader card 21. FIG. 3 is a diagram for explaining an example of the front side of the leader card 21. FIG. 4 is a diagram for explaining an example of the back side of the leader card 21. The leader card 21 is a card that is composed of one card in a deck. The leader card 21 is a game card that is used in a battle against the opponent's leader card 21 or battle card 22.

[0022] Character information 10 and card information 11 are written on the front and back of the leader card 21. The leader card 21 is placed with its front side visible at the start of the game, but is placed with its back side visible once certain conditions are met. The leader card 21 includes the character information 10 and card information 11, and the character information 10 includes a character name 101, a character image 102, power information 103, and effect information 104.

[0023] The character name 101 is the name of the character associated with the card. In the example shown in Figures 3 and 4, "Sakurakoji" is written. The character image 102 is an image of the character associated with the card.

[0024] The ability information 103 is a parameter of the ability of the character associated with the game card. In this embodiment, a case will be described in which the power value of the character is written as the ability information. A victory is achieved when the power value is greater than the power value of the opponent's battle card 22. In the example of FIG. 3, a power value of "15,000" is written, and in the example of FIG. 4, a power value of "20,000" is written.

[0025] The effect information 104 contains skill information regarding the effect that is activated when attacking, and awakening information regarding the conditions and effects for flipping a card from face up to face down. In the example of Figure 3, the skill information is "When attacking: Draw one card," and the awakening information is "If life is 4 or less, draw one card. Then flip this card over." Note that the ability information 103 and effect information 104 may be included in the character information 10, but this explanation will use an example in which the ability information 103 and effect information 104 are not included in the character information.

[0026] The card information 11 includes front and back information 111 , card type name 112 , card type symbol 113 , color information 114 , rarity 115 , and card identification information 116 .

[0027] The front / back information 111 is information that clearly indicates the front and back of the leader card 21. Any information that identifies the front and back may be used, such as a character string, an illustration, or a symbol mark. In the example shown in FIG. 3, the character string "front" is used as the front / back information to indicate that it is the front side, and in the example shown in FIG. 4, the character string "back" is used as the front / back information to indicate that it is the back side. Note that the front / back information only needs to be on the back side. This is because the appearance of the card itself is also important for game cards in card games, and it is preferred that no unnecessary information is written on the front side.

[0028] The card type name 112 is information indicating the type of card. The card type name 112 indicates information on whether the card is a leader card, a battled card, or an extra card. In the example of the leader card 21 shown in Figures 3 and 4, the card type name 112 indicates "leader."

[0029] The card type symbol 113 is marked with any one of symbols that distinguish between the leader card 21, the battle card 22, and the extra card 23. A leader symbol indicating that it is a leader card is marked on the leader card 21. This leader symbol (first symbol) is preferably a symbol that evokes the role of the leader card 21 so that it can be visually understood to be the leader card.

[0030] The color information 114 indicates the color information to which the card belongs. The player refers to the color information 114 of the leader card 21 and builds a deck using battle cards 22 and extra cards 23 with the same color information. The rarity 115 indicates the rarity level of the game card 2. The rarity level may be displayed in any manner as long as it is set in advance, but in this embodiment, the case where rarity is divided into five levels will be described. The examples shown in Figures 3 and 4 illustrate a case where the rarity level is 1.

[0031] The card identification information 116 is recorded as identification information that uniquely identifies the game card 2. In the examples of FIGS. 3 and 4, "001" is recorded as the card identification information 116. The leader card 21 differs from other game cards in that a card type symbol 113 (leader symbol) and ability information 103 or effect information 104 are recorded on the front and back of the card. The ability information 103 or effect information 104 is different on the front and back. This allows a single card to represent the evolution or awakening of a single character, and also makes it possible to identify the card as a leader card from the display on both the front and back.

[0032] <Battle Card 22> The battle card 22 (first type of second game element) will now be described. FIG. 5 is a diagram illustrating an example of the front side of the battle card 22. FIG. 6 is a diagram illustrating an example of the back side of the battle card 22. As shown in FIG. 5, the battle card 22 has an image of the associated character printed only on the front side. The back sides of all battle cards 22 are the same. The battle card 22 is a card that attacks the leader card 21 or battle card 22 of the opposing player. The battle card 22 is a card that can be placed in the battle area of ​​the play area.

[0033] The battle card 22 includes character information 10 and card information 11. Like the leader card 21, the character information 10 includes a character name 101, a character image 102, power information 103, and effect information 104. In addition, combo information 105 and cost information 106 are also included.

[0034] The character name 101 is the name of the character associated with the card, similar to the leader card 21. In the example shown in Fig. 5, "Umekoji" is written. The character image 102 is an image of the character associated with the card, similar to the leader card 21.

[0035] The ability information 103, like the leader card 21, is a parameter of the ability of the character associated with the card. In the example of FIG. 5, a power value of "20000" is written. The effect information 104 describes skill information related to the effect that is activated when attacking. In the example of FIG. 5, the skill information states "If you are attacked by this card and lose, one life will be lost."

[0036] The combo information 105 is information regarding the power value exerted when the card is placed in the combo area of ​​the play area. In the example shown in FIG. 5, "+5000" is written as the combo information 105. The cost information 106 is information regarding the cost required to place the battle card 22 from the hand in the battle area of ​​the play area. In other words, the battle card 22 can be placed in the battle area of ​​the play area by changing the number of game cards 2 placed in the energy area of ​​the play area from active to rest, the number of cards corresponding to the value written in the cost information 106. In the example of FIG. 5, "3" is written as the cost information 106. In the following explanation, changing the game cards 2 placed in the energy area of ​​the play area from active to rest will be referred to as "paying the cost."

[0037] The card information 11 includes a card type name 112, a card type symbol 113, color information 114, a rarity level 115, and card identification information 116. The card type name 112 is information indicating the type of card. In the example of the battle card 22 shown in Figure 5, the card type name 112 is written as "Battle."

[0038] The card type symbol 113 is marked with a battle symbol (second symbol) that indicates that it is a battle card 22. This battle symbol is preferably a symbol that evokes the role of the battle card 22, so that it can be visually recognized as a battle card. The color information 114 indicates information about the color to which the card belongs. The player refers to the color information 114 of the leader card 21 and builds a deck using battle cards 22 and extra cards 23 with the same color information.

[0039] The rarity 115 indicates the rarity level of the game card 2. In the example shown in Fig. 5, the rarity level is 1. The card identification information 116 is recorded with identification information that uniquely identifies the game card 2. In the example of Fig. 5, "002" is recorded as the card identification information 116.

[0040] <Extra Card> The extra card 23 (third game element of the first type) will now be described. Fig. 7 is a diagram illustrating an example of the front side of the extra card 23. As shown in Fig. 7, the front side of the extra card 23 shows an image of the associated character.

[0041] The back side of the extra card 23 is the same as that of the battle card 22. Therefore, the back side of the extra card 23 is the same as that of the battle card 22 shown in Figure 6. The extra card 23 includes character information 10 and card information 11.

[0042] The character information 10 includes a character name 101, a character image 102, effect information 104, and cost information 106. The character name 101 is the name of the character associated with the card. In the case of the extra card 23, it is the name of a characteristic scene, scenery, landscape, background, building, character possession, event, etc. that appears in the work. In the example of FIG. 7, "Water Surface Slash" is written.

[0043] The character image 102 is an image of the character associated with the card, and is an image depicting the character along with characteristic scenes, scenery, landscapes, backgrounds, buildings, the character's possessions, events, etc. that appear in the work. The effect information 104 describes skill information related to the effect that is activated when attacking. In the example of FIG. 7, the skill information described is "power value is doubled for one turn."

[0044] The cost information 106 is information about the cost required to place the extra card 23 from the hand onto the battle area of ​​the play area. In the example of Figure 7, "3" is entered as the cost information 106. The card information 11 includes a card type name 112, a card type symbol 113, color information 114, a rarity 115, and card identification information 116.

[0045] The card type name 112 is information indicating the type of the card. In the example of the extra card 23 shown in Fig. 7, the card type name 112 is marked with "extra." The card type symbol 113 is marked with an extra symbol (third symbol) indicating that it is an extra card 23. This extra symbol is preferably a symbol that can evoke the role of the extra card 23 so that it can be visually recognized as an extra card.

[0046] The color information 114 indicates the color information to which the card belongs. The player refers to the color information 114 of the leader card 21 and builds a deck using battle cards 22 and extra cards 23 with the same color information. The rarity 115 indicates the rarity level of the game card 2. The example shown in FIG. 7 illustrates a case where the rarity level is 1.

[0047] The card identification information 116 is written with identification information that uniquely identifies the game card 2. In the example of Fig. 7, "003" is written as the card identification information 116.

[0048] <Second Type of Game Elements> The second type of game elements will now be described. In this embodiment, the second type of game elements are game elements used for transactions within the game and are referred to as in-game currency. The second type of game elements include paid second type game elements (second type first game elements) that players can acquire by paying a fee, and free second type game elements (second type second game elements) that are provided by the game operator. The paid second type of game elements (second type first game elements) and free second type of game elements (second type second game elements) are mainly used to exchange (purchase) the above-mentioned first type of game elements (game cards) and the like. In the following description, paid second type of game elements (second type first game elements) will be referred to as paid currency, and free second type of game elements (second type second game elements) will be referred to as free currency.

[0049] <Third Type of Game Element> The third type of game element will now be described. In this embodiment, the third type of game element is an item that is awarded upon clearing a predetermined mission and cannot be exchanged for paid or unpaid currency. The third type of game element is represented through an image. The image includes a still image and a video. The item may be either an intangible or tangible item. For example, it may be a virtual badge displayed on a computer or a tangible badge. Note that the item is not limited to a badge as long as it is configured to identify the third type of game element associated with the item. The item may also be, for example, a shaped object such as a figure or sticker that has the appearance of the third type of game element. In the following description, the third type of game element will be described using an example in which the third type of game element is a virtual badge embodied by a badge. A detailed description of the badge will be provided later.

[0050] <Fourth Type of Game Element> The fourth type of game element will now be described. In this embodiment, the fourth type of game element is an object embodied by a player and is represented through an image. The image includes both still images and moving images. The object may be either an intangible or tangible object. For example, it may be a virtual card displayed on a computer or a physical card. Note that the object is not limited to a card, as long as it is configured to identify the fourth type of game element associated with the object. The object may also be, for example, a sculpted object such as a figurine having the appearance of the fourth type of game element. In the following description, the fourth type of game element will be referred to as a profile card, taking as an example a case where the fourth type of game element is a virtual card embodied by a player. One profile card is assigned to each player at the start of the game, and the profile card is displayed as the player's avatar during a competitive game, etc.

[0051] 8 is a diagram illustrating an example of a profile card. A profile card 80 includes the player's player name 81, a player image (including still images and videos) 82, level information 83, rank information 84, title information 85, badge information 86, and frame information 87.

[0052] The player name 81 is, for example, the player's nickname. The player name can be set arbitrarily by the player. The player image 82 includes a character image 82-1 and a background image 82-2. The character image 82-1 is an image of a character set by the player. When a profile card is issued, a default character is assigned to all players, and the character image 82-1 can be set by replacing or adding parts obtained as a reward for playing the game or by paying a fee. The background image 82-2 is an image of the character's background; like character parts, a default background image is assigned when a profile card is issued, and multiple background images can be obtained as a reward for playing the game or by paying a fee. The background image 82-2 can be set by the player.

[0053] The level information 83 displays the player's level, which is obtained by accumulating experience points since the start of the game. The rank information 84 is information about the ranking when the game is played in ranked match mode, one of the multiple game modes. In this embodiment, ranked match refers to a game in which players compete for ranking with other players during a period set by the game organizer (game official). The rank information may be a ranking position or a mark set for each predetermined ranking. The following explanation will be given using an example of a mark.

[0054] The title information 85 is a title (at least one of a name and a title image) that is granted when the title granting conditions are met. The title information 85 is displayed when the player selects a title to display from among the titles granted by the title granting control unit 63 (described later). The badge information 86 displays an image of a badge, which is one of the rewards granted when a predetermined mission is completed. When the player selects a badge to display (overlap) on the profile card from among the badges granted by the reward granting control unit 64 (described later), the badge image associated with the selected badge is displayed, and the appearance of the profile card changes. The badge information 86 is not displayed if no badge is granted or if the player does not select one. The badge information 86 can display multiple badges. The frame information 87 is the frame of the profile card and can be set using a frame obtained as a reward for playing the game or by paying a fee.

[0055] [Configuration of Terminal 1] Next, the configuration of each device will be described.

[0056] 9 is a block diagram showing an example of the functional configuration of the player terminal 1. The terminal 1 includes a display unit 51, a game element reading unit 52, an operation input unit 53, a sound output unit 54, a communication unit 55, a storage unit 56, and a processing unit 57. The display unit 51 displays various game screens based on input image signals. The functions of the display unit 51 can be realized by a display device such as a flat panel display such as a liquid crystal display, a cathode ray tube (CRT), a projector, or a head-mounted display. The display unit 51 corresponds to the display 11 in the example of the personal computer shown in FIG. 2.

[0057] The game element reading unit 52 is a reader that reads character information to be made to appear in the game from an actual game card. By setting (placing) a character to be made to appear in the competitive game from a game card held by a player in the game element reading unit 52, the game element reading unit 52 can read the identification information etc. of the game card.

[0058] The operation input unit 53 is used by the player to input various operations related to the game, and outputs operation input signals corresponding to the operation input to the processing unit 57. The functions of the operation input unit 53 can be realized by elements that are directly operated by the player's fingers, such as a keyboard, mouse, touch pad, home button, button switch, joystick, or trackball, as well as elements that detect movement or posture, such as an acceleration sensor, angular velocity sensor, tilt sensor, or geomagnetic sensor. In the example of the personal computer in Figure 2, the operation input unit 53 corresponds to the keyboard 12.

[0059] The sound output unit 54 outputs sound effects and the like related to the game based on the input sound signals. The communication unit 55 realizes communication by connecting to a communication line N. The function of the communication unit 55 can be realized by, for example, a wireless communication device, a modem, a TA (terminal adapter), a jack for a wired communication cable, a control circuit, etc.

[0060] The storage unit 56 stores in advance or temporarily stores each time processing is performed programs for operating the terminal 2 and realizing various functions of the terminal 2, and data used during execution of these programs. The storage unit 56 can be realized by, for example, RAM, ROM, a solid state drive using IC memory such as flash memory, a magnetic disk such as a hard disk, an optical disk such as a CD-ROM or DVD, or the like.

[0061] The storage unit 56 stores a system program and a game program. The system program is a program for realizing the basic functions of the player terminal 1 as a computer. The game program is a program for causing the processing unit 57 to perform functions described below. This program is distributed from the game server 2 or another application distribution server, etc., once the player has completed account registration. The storage unit 56 also stores databases necessary for running the game. In this embodiment, the storage unit 56 stores a player information database D1, a game element database D2, a title list D3, and a reward database D4.

[0062] The player information database D1 is a database that stores various pieces of player information. Fig. 10 is a diagram showing an example of the player information database D1. The player information database D1 includes a field for a player ID, a field for a player name, a field for player information, a field for a level, a field for a rank, a field for profile card information, a field for owned game card information, a field for deck information, a field for owned currency information, a field for purchase history information, and a field for the last update date and time, and each piece of information is stored in association with each other.

[0063] The player ID field is a field in which identification information for identifying a player is entered. The player name field is a field in which, for example, a nickname is entered. The player information field is a field in which experience points and the like obtained by participating in a competitive game are entered. The level field is a field in which a player's level obtained by accumulating experience points is entered. The rank field is a field in which a player's level obtained by accumulating experience points is entered. The profile card information field is a field in which character image information, background image information, rank information, badge information, and title information set by the player to be displayed on the profile card are entered. The owned game card information field is a field in which game card identification information (game card IDs) of game cards owned by the player are entered. The deck information field is information about decks constructed from game cards by the player, and is a field in which the game card IDs of the game cards that constitute the deck are entered for each deck. The owned currency information field is a field in which the number of in-game currencies owned by the player is entered, and the number of paid currencies and free currencies is entered. The purchase history information field is a field in which the purchase history of the game cards, currency, etc. purchased by the player is recorded. The last update date and time field is a field in which the last update date and time of the player information database D1 is recorded.

[0064] The game element database D2 is a database in which information about game cards is stored. FIG. 11 is a diagram showing an example of the game element database D2. The game element database D2 includes a field for a game card ID, a field for character information, and a field for a game card image, and each piece of information is stored in association with each other. The game card ID field is a field in which identification information (game card ID) that identifies a game card is written. The character information field is a field in which character information (e.g., profile information, ability values, etc.) of the character embodied in the game card is written. The game card image field is a field in which image data of the game card and image data of the character embodied in the game card are written. Note that image data includes still images and videos.

[0065] These databases can be downloaded from the game server 2 as characters used in the game are added or changed. The title database D3 is a database that stores information about titles that are granted to players when the conditions for granting a title are met. Figure 12 is a diagram showing an example of the title database D3. The title database D3 includes a field for a title ID, a field for a name, a field for the conditions for granting a title, and a field for the grant information.

[0066] The title ID field is a field in which identification information that uniquely identifies the title information is entered. The name field is a field in which the name of the title is entered. The title granting conditions field is a field in which the conditions for granting the title are entered. The granting information field is a field in which whether the title has been granted or not is entered.

[0067] Here, the title-granting conditions for granting a title to a player will be described. The title-granting conditions are preferably fulfilled simply by playing the game. The title name is preferably a name that conveys the idea that the title-granting conditions have been fulfilled. Furthermore, the title name preferably includes information that allows the opponent to roughly understand the player, such as the player's game execution status, such as the player's game progress, login status, and play style. In the example of FIG. 12 , for example, when the game registration conditions are fulfilled, i.e., at the start of the game, the titles "Beginner" and "Enjoying" are granted. In this way, the title information includes information that indicates the player's game execution status, such as "Beginner," which indicates that the game has just started, or "Enjoying," which indicates the player's game style, and the player can select one of the desired titles.

[0068] Furthermore, if the game is based on an original work, for example, the titles should be names that appear in the original work and that evoke the world view of the original work, allowing fans of the original work to come into contact with the world view of the original work, thereby increasing the interest of the game.

[0069] The reward database D4 is a database that stores at least one mission having multiple reward granting conditions. FIG. 13 is a diagram showing an example of the reward database D4. The reward database D4 includes a field for reward granting conditions, a field for rewards, and a field for granting information, and each piece of information is stored in association with each other. The field for reward granting conditions is a field that describes the conditions under which the reward described in the reward field is granted. The reward field is a field that describes the reward that is granted when the reward granting conditions are met. The granting information is a field that describes whether or not the reward has been granted.

[0070] Here, the missions will be described. At least one mission is provided, and each mission includes reward conditions of varying difficulty. The mission content preferably allows players to learn the rules of the battle game and the characteristics of the game cards during the battle game. Mission 1 shown in FIG. 13 is an example of a mission in which a player must achieve a combo using a battle card 22 while playing the battle game. Reward conditions are set with different levels of difficulty, and are set in order from easiest to hardest. In the case of Mission 1, the conditions are set so that the number of times a combo is achieved increases. In other words, the conditions are set so that the stricter conditions become as the game progresses.

[0071] In this embodiment, the reward for a mission is free currency or a badge. The reward for a mission is set so that the first reward awarded in a mission is free currency and the last reward awarded is a badge, with the number of times free currency is awarded being greater than the number of times badges are awarded. Furthermore, the rewards are set so that the degree to which the player feels benefit increases along with the difficulty of the reward-awarding conditions. As shown in FIG. 13 , the free currency reward is set so that it can be awarded consecutively each time the reward-awarding conditions are met in the same mission. The other type of reward, badges, are set so that it is not possible to award consecutively each time the reward-awarding conditions are met. Furthermore, as shown in FIG. 13 , multiple badges can be awarded in the same mission. The badges are ranked, and the rank of the badges awarded increases according to the difficulty of the reward-awarding conditions, i.e., according to the progress of the game. In the example shown in FIG. 13 , the badge rank is represented by the number of star marks. In this embodiment, badges are described using a format in which badges of different ranks are awarded each time the reward awarding conditions are met, but it is also possible for the rank of the awarded badge to increase each time the reward awarding conditions are met.

[0072] The player image parts list D5 is a database that stores information about each part that makes up a player image. Fig. 14 is a diagram showing an example of the player image parts list D5. The player image parts list D5 stores part IDs and part images associated with each part, such as hair (type and color), face (shape and color), eyes (shape and color), and background image.

[0073] The profile card information D6 is a database in which profile card information is stored. FIG. 15 is a diagram showing an example of the profile card information D6. The profile card information D6 shown in FIG. 15 includes a field for a character image, a field for a background image, a field for rank information, a field for badge information, and a field for title information, and each piece of information is stored in association with each other. The field for character image information is a field in which data of a character image set by the player is entered. The field for background image information is a field in which data of a background image set by the player is entered. The field for badge information is a field in which data of a badge image set by the player is entered. The field for title information is a field in which data of a title set by the player is entered. These databases can be downloaded by the game server 2 as characters used in the game are added or changed.

[0074] The processing unit 57 comprehensively controls the operation of the terminal 1 based on the programs and data stored in the memory unit 56, various input signals from the operation input unit 53, etc. The functions of the processing unit 57 can be realized by electronic components such as a microprocessor such as a CPU or GPU, an ASIC, an IC memory, etc. The processing unit 27 includes, as main functional units, a player information management unit 60, a game execution control unit 61, a profile screen presentation control unit 62, a title assignment control unit 63, a reward assignment control unit 64, and a mission screen presentation control unit 65.

[0075] The player information management unit 60 manages player information using the player information database D1. When there is an update to player information such as a player ID, a player name, or information on game elements such as owned game cards, in-game currency, and a deck constructed by a player, the player information management unit 60 updates the player information database D1 and records the update date.

[0076] The game execution control unit 61 controls and manages the progress of the entire game. For example, the game execution control unit 61 displays a menu screen such as a home screen and executes processing selected by the player. Fig. 16 is a diagram showing an example of a home screen 170. The home screen 170 in Fig. 16 includes a profile card button 171 that transitions to a profile screen 180 and a mission button 172 that transitions to a mission screen 186.

[0077] The game execution control unit 61 executes a competitive game between players, and when the outcome of the game is determined, it updates the player information, level, etc. in the player information database D1 and the rank, etc. in the profile information D6 based on the match result and the experience points, level, rank, etc. that have changed as a result of the match.

[0078] The profile screen presentation control unit 62 displays the profile screen 180 when the profile guard button 171 is pressed on the home screen 170. The profile screen presentation control unit 62 uses the profile screen 180 to execute a process selected by the player.

[0079] When displaying the profile screen 180, the profile screen presentation control unit 62 presents it based on information in the player information database D1 and the profile card information D6. FIGS. 17 and 18 are diagrams showing an example of the profile screen 180. The profile screen 180 includes a profile card display field 181 in which the profile card shown in FIG. 8 is displayed, a player name display field 182 in which information entered in the player name field of the player information database D1 is displayed, a player name change button 183 pressed to change the player name, a character edit button 184 pressed to set a character image for the profile card, and a frame edit button 185 pressed to set a frame. Pressing the character edit button 184 allows the user to set parts of the character image. Pressing the frame edit button 185 allows the user to set a frame and a badge. FIG. 17 shows an example of a profile card in which no badge is set. FIG. 18 shows an example of a profile card in which a badge is set.

[0080] The title granting control unit 63 checks whether the title granting conditions are met during game execution, and if so, updates the title database D3. The reward granting control unit 64 checks whether the reward granting conditions are met during game execution, and if so, grants a reward and updates the reward database D4.

[0081] When the mission button 172 is pressed on the home screen 170, the mission screen presentation control unit 65 displays a mission screen 190 shown in Fig. 19 based on the reward database D4. The mission screen 190 includes a mission information display field 191. As shown in Fig. 18, the mission information display field 191 displays the reward granting conditions, the reward content, and grant information.

[0082] <Configuration of Game Server 2> Fig. 20 is a block diagram showing an example of the functional configuration of the game server 2. The game server 2 includes a processing unit 200, a communication unit 201, and a storage unit 202. The processing unit 200 performs overall control of the operation of the game server 2 based on programs and data stored in the storage unit 202, received information, etc. The functions of the processing unit 200 can be realized by electronic components such as a microprocessor such as a CPU or GPU, an ASIC, or an IC memory. The processing unit 200 includes the functions of a player information management unit 280, a game execution control unit 281, a profile card management unit 282, and a reward control unit 283.

[0083] The player information management unit 280 manages player information using a player information management database D7. Fig. 21 is a diagram showing an example of the player information management database D7. The player information management database D7 has one record for each player, and the record is the same as the player information database D1.

[0084] The player information management unit 280 compares the player ID and the last update date and time of the player information database D1 sent when the player terminal 1 logs in to the game with the player ID and the last update date and time of the player management database D1, and if they match, sends a message to that effect, but if they do not match, sends information registered in the player information management database D7, thereby synchronizing the contents of the player information database D1 between the player terminal 1 and the game server 2.

[0085] The game execution management unit 281 executes and manages matching between players, execution of the competitive game, and assignment of various parameters such as experience points based on the results of the competitive game. The profile card management unit 282 manages various game elements such as game cards used in the game using a profile card management database D8. FIG. 22 is a diagram showing an example of the profile card database D8. The profile card database D8 has information similar to that of the game element database D2 stored in each player terminal 1. The profile card management unit 282 compares the last update date and time of the profile card information D6 transmitted when the player terminal 1 logs in to the game with the last update date and time of the profile card management database D8, and if they match, notifies the same. If they do not match, the profile card information D6 or the profile card management database D8 with the most recent last update date and time is used to synchronize the contents of the two.

[0086] The communication unit 201 connects to the communication line N to realize communication. The storage unit 202 stores a system program and a game program. The system program is a program for realizing the basic functions of the game server 2 as a computer. The game program is a program for causing the processing unit 200 to function as a player information management unit 280, a game execution control unit 281, a profile card management unit 282, and a reward control unit 283.

[0087] Furthermore, the storage unit 202 stores a player information management database D7 and a profile card management database D8.

[0088] <Operation of Each Device> The operations of the player terminal 1 and the game server 2 will be described. When a player launches a game application on the player terminal 1 (S1), the game execution control unit 61 transmits the player's player ID, the last update date and time of the player information database D1, and the profile card information D6 to the game server 2 (S2). The player information management unit 280 of the game server 2 compares the last update date and time of the received player ID with the last update date of the player ID in the player information management database D7 (S3). If the last update dates match, the player information management unit 280 transmits a message to that effect. On the other hand, if they do not match, the player information management unit 280 transmits each piece of information stored in the record for the player ID in the player information management database D7 (S4). This synchronizes the player information between the player terminal 1 and the game server 2.

[0089] Similarly, the profile card management unit 282 compares the last update date and time of the profile card information D6 with the last update date and time of the profile card management database D8, and if they do not match, matches the content with the most recent update date and time to make them match, thereby synchronizing the profile card information between the player terminal 1 and the game server 2.

[0090] <Reward Granting Operation> The reward granting operation will now be described. Fig. 24 is a flow diagram for explaining the reward granting operation. In the following explanation, it is assumed that the player has completed the initial setup of the game and has been assigned a player ID.

[0091] The game execution control unit 61 starts execution of the competitive game (S101). The reward granting control unit 64 checks whether the reward granting conditions are met (S102). If the reward granting conditions are met (S102: Yes), the reward granting control unit 64 grants the reward associated with the reward granting conditions (S103). Furthermore, the reward granting control unit 64 writes information indicating that the reward has been granted to the grant information in the reward database D4 (S104).

[0092] <Profile Information Display Operation> According to the above embodiment, a reward is awarded for completing a mission, which can maintain the player's interest in the game. In the above embodiment, the badge selected by the player is displayed on the player screen. However, the most recently awarded badge may be displayed. With this configuration, if multiple badges are awarded for the same mission, the highest-ranked badge will be displayed, which has the effect of encouraging the player to continue playing the game in order to display the highest-ranked badge.

[0093] <Other Embodiment 1> In the above embodiment, the title granting control unit 63 and the reward granting control unit 64 are configured in the terminal 1, but they may be configured in the server device 2. Even with such a configuration, the same effects as those of the above embodiment can be obtained.

[0094] <Other Embodiment 2> In the above embodiment, an example was described in which the order of reward awarding was determined for one mission, such as: the first reward awarded is free currency; the last reward awarded is a badge; the number of times free currency is awarded is greater than the number of times badges are awarded; free currency can be awarded consecutively each time the reward awarding conditions are met; and badges cannot be awarded consecutively. However, other arrangements are also possible. For example, the order of reward awarding may not be set in advance but may be random. This increases the sense of anticipation about which reward will be awarded, making the game more entertaining.

[0095] It should be noted that the above embodiments do not limit the scope of the invention, and not all of the combinations of features described in the embodiments are necessarily essential to the invention. Two or more of the features described in the embodiments may be combined in any desired manner.

[0096] Some or all of the above-described embodiments may also be described as in the following supplementary notes, but are not limited to the following.

[0097] [Supplementary Note 1] A program that causes a computer to function as: a competitive game execution means that executes a competitive game; and an awarding means that awards either a first type of game element or a second type of game element as a reward for the competitive game, wherein the awarding means is capable of awarding the first type of game element consecutively, but does not award the second type of game element consecutively.

[0098] [Supplementary Note 2] The program according to Supplementary Note 1, wherein the granting means grants either the first type of game element or the second type of game element each time a result of the competitive game satisfies a predetermined condition.

[0099] [Supplementary Note 3] The program according to Supplementary Note 1 or Supplementary Note 2, wherein the predetermined condition becomes stricter as the game progresses.

[0100] [Supplementary Note 4] The program according to any one of Supplementary Note 1 to Supplementary Note 3, wherein the granting means grants the first type of game element more times than the second type of game element.

[0101] [Supplementary Note 5] The program according to any one of Supplementary Note 1 to Supplementary Note 4, wherein the first type of game element includes one type of game element, and the second type of game element includes multiple types of game elements.

[0102] [Supplementary Note 6] The program according to any one of Supplementary Note 1 to Supplementary Note 5, wherein the plurality of types are ranks, and the granting means grants a second type of game element having a higher rank according to the progress of the competitive game.

[0103] [Supplementary Note 7] The program according to any one of Supplementary Note 1 to Supplementary Note 6, wherein the granting means grants the first type of game element as a game element to be granted for the first time.

[0104] [Supplementary Note 8] The program according to any one of Supplementary Note 1 to Supplementary Note 7, wherein the imparting means imparts the second type of game element as the game element to be imparted last.

[0105] [Supplementary Note 9] The program described in any one of Supplementary Note 1 to Supplementary Note 8, wherein the imparting means imparts a third type of game element that becomes an avatar of a player, and the second type of game element changes the appearance of the third type of game element.

[0106] [Supplementary Note 10] The program according to any one of Supplementary Note 1 to Supplementary Note 9, wherein the imparting means imparts one of the third type of game elements before imparting the first type of game element and the second type of game element.

[0107] [Supplementary Note 11] The program according to any one of Supplementary Note 1 to Supplementary Note 10, which causes a computer to function as a presentation means for presenting both the second type of game element and the third type of game element.

[0108] [Supplementary Note 12] The program according to any one of Supplementary Note 1 to Supplementary Note 11, wherein the presentation means controls the presentation means so that only the last-added second type of game element can be presented together with the third type of game element.

[0109] [Supplementary Note 13] The program according to any one of Supplementary Note 1 to Supplementary Note 12, wherein the third type of game element is in the form of a card.

[0110] [Supplementary Note 14] The program according to any one of Supplementary Note 1 to Supplementary Note 13, wherein the second type of game element is a game element that cannot be exchanged for a price.

[0111] [Supplementary Note 15] A game device comprising: a competitive game execution means for executing a competitive game; and a granting means for granting either a first type of game element or a second type of game element as a reward for the competitive game, wherein the granting means is capable of granting the first type of game element consecutively, but is not capable of granting the second type of game element consecutively.

[0112] [Supplementary Note 16] A program that causes a computer to function as: a competitive game management means that manages the progress of a competitive game between players; and a providing means that provides either a first type of game element or a second type of game element as a reward for the result of the progress of the competitive game between the players; wherein the providing means is capable of providing the first type of game element consecutively, but does not provide the second type of game element consecutively.

[0113] [Supplementary Note 17] The program according to Supplementary Note 16, wherein the providing means controls to provide either the first type of game element or the second type of game element each time the result of the competitive game satisfies a predetermined condition.

[0114] [Supplementary Note 18] The program according to Supplementary Note 16 or Supplementary Note 17, wherein the predetermined condition becomes stricter as the game progresses.

[0115] [Supplementary Note 19] The program according to any one of Supplementary Note 16 to Supplementary Note 18, wherein the providing means provides the first type of game element more times than the second type of game element.

[0116] [Supplementary Note 20] The program according to any one of Supplementary Note 16 to Supplementary Note 19, wherein the first type of game element includes one type of game element, and the second type of game element includes multiple types of game elements.

[0117] [Supplementary Note 21] The program according to any one of Supplementary Note 16 to Supplementary Note 20, wherein the plurality of types are ranks, and the granting means provides a second type of game element with a higher rank as the competitive game progresses.

[0118] [Supplementary Note 22] The program according to any one of Supplementary Note 16 to Supplementary Note 21, wherein the providing means provides the first type of game element as a game element to be provided for the first time.

[0119] [Supplementary Note 23] The program according to any one of Supplementary Note 16 to Supplementary Note 22, wherein the providing means provides the second type of game element as the game element to be finally imparted.

[0120] [Supplementary Note 24] The program described in any one of Supplementary Note 16 to Supplementary Note 23, wherein the providing means provides a third type of game element that becomes an avatar of a player, and the second type of game element changes the appearance of the third type of game element.

[0121] [Supplementary Note 25] The program according to any one of Supplementary Note 16 to Supplementary Note 24, wherein the providing means provides one of the third type of game elements before providing the first type of game element and the second type of game element.

[0122] [Supplementary Note 26] The program according to any one of Supplementary Note 16 to Supplementary Note 24, wherein the third type of game element is in the form of a card.

[0123] [Supplementary Note 27] The program according to any one of Supplementary Note 16 to Supplementary Note 26, wherein the second type of game element is a game element that cannot be exchanged for a price.

[0124] [Supplementary Note 28] A provision management device comprising: a competitive game management means for managing the progress of a player's competitive game; and a provision means for providing either a first type of game element or a second type of game element as a reward for the result of the player's progress in the competitive game, wherein the provision means is capable of providing the first type of game element consecutively, but is not capable of providing the second type of game element consecutively.

[0125] 1 Game device 2 Server

Claims

1. A program that causes a computer to function as: a competitive game execution means that executes a competitive game; and an awarding means that awards either a first type of game element or a second type of game element as a reward for the competitive game, wherein the awarding means is capable of awarding the first type of game element consecutively, but does not award the second type of game element consecutively.

2. The program according to claim 1, wherein the granting means grants either the first type of game element or the second type of game element each time the result of the competitive game satisfies a predetermined condition.

3. The program according to claim 2, wherein the predetermined conditions become stricter as the game progresses.

4. The program according to claim 1 or 2, wherein the granting means grants the first type of game element more times than the second type of game element.

5. The program according to claim 4, wherein the first type of game elements includes one type of game elements, and the second type of game elements includes multiple types of game elements.

6. The program according to claim 5, wherein the plurality of types are ranks, and the granting means grants a second type of game element with a higher rank according to the progress of the competitive game.

7. The program according to claim 4, wherein said granting means grants said first type of game element as the first game element to be granted.

8. The program according to claim 7, wherein the granting means grants the second type of game element as the last game element to be granted.

9. The program according to claim 4, wherein the imparting means imparts a third type of game element that becomes the player's avatar, and the second type of game element changes the appearance of the third type of game element.

10. The program according to claim 9, wherein the granting means grants one of the third type of game elements before granting the first type of game element and the second type of game element.

11. The program according to claim 10, which causes a computer to function as a presentation means for presenting both the second type of game element and the third type of game element.

12. The program according to claim 11, wherein said presentation means controls so that only the second type of game element that was last added can be presented together with the third type of game element.

13. The program according to claim 9, wherein the third type of game element is a card type.

14. The program of claim 1, wherein the second type of game element is a game element that cannot be exchanged for a price.

15. A game device comprising: a competitive game execution means for executing a competitive game; and an awarding means for awarding either a first type of game element or a second type of game element as a reward for the competitive game, wherein the awarding means is capable of awarding the first type of game element consecutively, but is not capable of awarding the second type of game element consecutively.

16. A program that causes a computer to function as: a competitive game management means that manages the progress of a player in a competitive game; and a provision means that provides either a first type of game element or a second type of game element as a reward for the result of the player's progress in the competitive game, wherein the provision means is capable of providing the first type of game element consecutively, but does not provide the second type of game element consecutively.

17. The program according to claim 16, wherein the providing means controls to provide either the first type of game element or the second type of game element each time the result of the competitive game satisfies a predetermined condition.

18. The program according to claim 17, wherein the predetermined condition becomes stricter as the game progresses.

19. A program according to claim 16 or 17, wherein the providing means provides the first type of game element more times than the second type of game element.

20. The program of claim 19, wherein the first type of game element includes one type of game element, and the second type of game element includes multiple types of game elements.

21. The program according to claim 20, wherein the plurality of types are ranks, and the granting means provides a second type of game element with a higher rank according to the progress of the competitive game.

22. The program according to claim 20, wherein the providing means provides the first type of game element as a game element to be provided for the first time.

23. The program according to claim 22, wherein the providing means provides the second type of game element as the last game element to be granted.

24. The program according to claim 22, wherein the providing means provides a third type of game element that serves as a player's avatar, and the second type of game element changes the appearance of the third type of game element.

25. The program according to claim 24, wherein the providing means provides one of the third type of game elements before providing the first type of game element and the second type of game element.

26. The program according to claim 24, wherein the third type of game element is a card type.

27. The program of claim 16, wherein the second type of game element is a game element that cannot be exchanged for a price.

28. A provision management device comprising: a competitive game management means for managing the progress of a player in a competitive game; and a provision means for providing either a first type of game element or a second type of game element as a reward for the result of the player's progress in the competitive game, wherein the provision means is capable of providing the first type of game element consecutively, but does not provide the second type of game element consecutively.

Citation Information

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