WO2020153033A1 - Program, terminal, game system, and game management device - Google Patents

Program, terminal, game system, and game management device Download PDF

Info

Publication number
WO2020153033A1
WO2020153033A1 PCT/JP2019/048713 JP2019048713W WO2020153033A1 WO 2020153033 A1 WO2020153033 A1 WO 2020153033A1 JP 2019048713 W JP2019048713 W JP 2019048713W WO 2020153033 A1 WO2020153033 A1 WO 2020153033A1
Authority
WO
WIPO (PCT)
Prior art keywords
game
player
game element
card
information
Prior art date
Application number
PCT/JP2019/048713
Other languages
French (fr)
Japanese (ja)
Inventor
修 猿舘
裕 長瀬
英斗 小谷
佑佳 加藤
真彦 齊藤
賢秀 李
Original Assignee
株式会社バンダイ
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by 株式会社バンダイ filed Critical 株式会社バンダイ
Publication of WO2020153033A1 publication Critical patent/WO2020153033A1/en

Links

Images

Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/54Controlling the output signals based on the game progress involving acoustic signals, e.g. for simulating revolutions per minute [RPM] dependent engine sounds in a driving game or reverberation against a virtual wall
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/58Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • A63F13/69Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • A63F13/792Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for payment purposes, e.g. monthly subscriptions
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode

Definitions

  • the present invention relates to a program, a terminal, a game system and a game management device.
  • a server receives a city scoring request from a player, scores a predetermined item in a city, and a character advises the player about the next operation.
  • the character's advice differs depending on the situation of the city at the time of scoring, but the character's ability and personality did not change. ..
  • an object of the present invention is to provide a program, a terminal, a game system, and a game management device that can provide a game with improved interest of the user.
  • One aspect of the present invention is a program that causes a computer to execute a game that uses a first game element owned by a first player and a first game element owned by a second player who is an opponent.
  • the program causes the computer to provide a game element providing means for providing a first game element to the first player, a first setting means for setting a first game element forming a deck of the first player, and a predetermined game.
  • Second setting means for setting the second game element of the first player, which has character information that can be changed based on the condition of 1.
  • the game is a program that causes the first player to compete with the second player together with the second game element by causing it to function as a determining unit that determines the selection or action of the first game element. ..
  • One aspect of the present invention is a terminal for playing a game using a first game element owned by a first player and a first game element owned by a second player who is an opponent,
  • the game element providing means for providing the first player, the first setting means for setting the first game element constituting the deck of the first player, and the character information that can be changed based on a predetermined condition regarding the game.
  • Second setting means for setting the second game element of the first player, which has the first game element owned by the first player, and determines the selection or action of the first game element. Determining means, and the game is a terminal in which the first player plays a game with the second player together with the second game element. ..
  • One aspect of the present invention is a game system for playing a game using a first game element owned by a first player and a first game element owned by a second player who is an opponent, and a terminal,
  • a game management device wherein the terminal comprises a game element providing means for providing a first game element to the first player or the second player, and a first deck constituting a deck of the first player or the second player.
  • the game management apparatus includes: a second setting unit configured to set two game elements; and a determination unit configured to determine the selection or action of the first game element by the first player or the second player.
  • Character information changing means for changing the character information of the second game element of the player or the second player according to a predetermined condition regarding the game, wherein the first player and the second player play the game.
  • a game system that is a game in which a game is played with each of the second game elements. ..
  • One aspect of the present invention is a game management device capable of communicating with a terminal of a first player and a terminal of a second player that is an opponent of the first player, the first game element constituting a deck of the first player. Is transmitted to the terminal of the second player and the first game element forming the deck of the second player is transmitted to the terminal of the first player; and the first player or the second player owns A first acquisition means for acquiring character information of a second game element that can use the first game element, and character information of the second game element of the first player or the second player And a character information changing unit for changing the character information according to the condition of 1.
  • the game management device is a game in which the first player and the second player compete with each of the second game elements.
  • the present invention can provide a game in which the user's interest is improved.
  • FIG. 1 is a diagram showing an example of the overall configuration of a game system according to this embodiment.
  • FIG. 2 is a diagram showing a device configuration example of a smartphone which is an example of the player terminal 1.
  • FIG. 3 is a diagram showing an example of a screen display displayed on the display 11 of the player terminal 1 in the standby phase or the card use preparation phase of the competitive game.
  • FIG. 4 is a diagram showing an example of a screen displayed on the display 11 of the player terminal 1.
  • FIG. 5 is a block diagram showing a functional configuration example of the player terminal 1.
  • FIG. 6 is a diagram illustrating a card purchase screen.
  • FIG. 7 is a diagram illustrating a request card screen.
  • FIG. 8 is a diagram for explaining the operation image display processing.
  • FIG. 1 is a diagram showing an example of the overall configuration of a game system according to this embodiment.
  • FIG. 2 is a diagram showing a device configuration example of a smartphone which is an example of the player terminal 1.
  • FIG. 3 is
  • FIG. 9 is a diagram showing an example of the card setting data.
  • FIG. 10 is a diagram showing an example of deck setting data.
  • FIG. 11 is a diagram showing an example of the buddy setting data of the player A.
  • FIG. 12 is a block diagram showing a functional configuration example of the game server 2.
  • FIG. 13 is a diagram for explaining a process of updating the level of character information.
  • FIG. 14 is a diagram for explaining the process of updating the card comprehension level of the character information.
  • FIG. 15 is a diagram for explaining the process of updating the personality of the character information.
  • FIG. 16 is a diagram for explaining the process of updating the synchronization level of the character information.
  • FIG. 17 is a diagram showing an example of user information data.
  • FIG. 18 is a sequence diagram for explaining the operation of the player terminal 1 and the game server 2.
  • FIG. 1 is a diagram showing an example of the overall configuration of a game system according to the present embodiment.
  • the game system includes a player terminal 1 prepared for each of the game players A and B, and a game server 2.
  • the player terminal 1 and the game server 2 can be connected to the communication line N and can communicate with each other. ..
  • the communication line N means a communication path capable of data communication. That is, the communication line N includes a LAN such as a dedicated line (dedicated cable) for direct connection and Ethernet (registered trademark), a telephone communication network, a cable network, and a communication network such as the Internet. / It doesn't matter whether it is wireless or not. ..
  • the player terminal 1 is a computer capable of executing a game program, can be connected to a communication line N via a wireless communication base station, etc., and can perform data communication with the game server 2.
  • the player terminal 1 is, for example, a smartphone, a mobile phone, a portable game device, a stationary home game device, an arcade game device, a personal computer, a tablet computer, a controller of a stationary home game device, or the like. Basically, there are a plurality of player terminals 1, and each player operates them. ..
  • the game server 2 is a server system configured to include one or more server devices and storage devices.
  • the game server 2 provides various services for operating the game of the present embodiment, manages data necessary for operating the game, distributes game programs and data required for executing the game on the player terminal 1, and the like. It can be performed. ..
  • FIG. 2 is a diagram illustrating a device configuration example of a smartphone that is an example of the player terminal 1.
  • the player terminal 1 includes a display 11, a touch operation panel 12 integrated with the display 11, and a speaker 13.
  • the player terminal 1 is provided with a control board, a built-in battery, a power button, a volume control button, etc., which are not shown. ..
  • the control board is equipped with various microprocessors such as CPU, GPU, and DSP, various IC memories such as ASIC, VRAM, RAM, ROM, and wireless communication modules for wireless communication with mobile phone base stations.
  • a so-called I/F circuit (interface circuit) such as a driver circuit of the touch operation panel 12 is mounted on the control board.
  • the respective elements mounted on these control boards are electrically connected to each other via a bus circuit or the like, and are connected so as to be able to read and write data and send and receive signals. ..
  • the above-described game system is applied to a competitive game using the first game element owned by the first player A and the first game element owned by the second player B who is an opponent.
  • An example will be described. ..
  • the first game element is a character associated with a virtual or substantial article.
  • virtual or substantive items are, for example, virtual cards displayed on a computer, substantive cards, and the like.
  • the first game element that can be made to appear by using the card is a character whose behavior is controlled based on the operation of the player (including the non-player operated by the computer).
  • the card is provided with a design of the corresponding character (an image showing the appearance of the character).
  • the card for the purpose of specifying the game element of the game to be executed is not limited to this, and is not limited to the one capable of specifying the game element such as the character, the item, the effect to be activated, etc.
  • the article is not limited to the card, but is not limited to the card as long as the article is configured to identify the game element associated with the article.
  • the article may be a shaped article, such as a figure, having the appearance of a game element, for example. ..
  • a second game element different from the first game element is added.
  • the second game element is a character like the first game element, but it does not necessarily have to be associated with a virtual or substantial article. ..
  • the second game element uses the first game element possessed by the player in the game.
  • Using the first game element includes determining the selection or action of the first game element in the game. If the first game element is, for example, a card, the second game element autonomously or voluntarily determines the selection or action of the card held by the player in the match in the game. In other words, like a non-player function operated by a computer, the same operation as the selection of the first game element or the determination of the action performed by the player is performed.
  • a conventional non-player operated by a computer does not use the first game element owned by the player, whereas the second game element in the present embodiment uses the first game element owned by the player.
  • the second game element of the present embodiment uses the first game element owned by the player together with the player, They differ in that they play against the opponent player.
  • the battle between the player and the second game element means, for example, that the player and the second game element form a team, and the first game element held by the player is used to compete with another player. ..
  • the players and the second game elements that form one team use the same first game elements alternately. It also includes providing the player with advice on the battle when using the first game element possessed by the player to compete with another player. ..
  • the second game element has character information that changes based on a predetermined condition related to the game.
  • the character information indicates the attribute of the second game element.
  • This character information influences the autonomous or spontaneous behavior of the second game element (use of the first game element).
  • the character information is the ability and character of the second game element, and the autonomous or voluntary action of the second game element (use of the first game element) is caused by the difference between the ability and character. It is different. Then, this character information changes in accordance with the progress of the game so that the person grows through various experiences. For example, the character information is changed by achieving a predetermined condition regarding the game. ..
  • Predetermined conditions related to the game include not only exchange for a reward (for example, experience value or use of a specific first game element) obtained for the battle result of the game, achievement of a predetermined event in the game, This includes acquisition of a new first game element, acquisition of a specific first game element, and the like as compensation for some action of the player.
  • the actions of the player include payment of money (money, in-game currency, points acquired by the player by participating in a lottery event carried out on the Internet, etc.), participation in an in-game event, and the like. ..
  • the character information may include a plurality of parameters.
  • the character information is obtained by a parameter (hereinafter, referred to as a level) that changes according to an experience value obtained as a result of the game, the frequency of use of the type of the first game element, and acquisition of a specific card.
  • a parameter that changes hereinafter, referred to as a card comprehension degree
  • a parameter that changes depending on the usage ratio of the type of the first game element hereinafter, described as a personality
  • a parameter that changes according to a predetermined event hereinafter, (Referred to as a sync level). ..
  • the level represents the basic level of the second game element, and is increased by the experience value obtained by playing the battle. Then, when the level increases, the thinking power of the second game element can be increased. The higher the thinking ability, the more appropriately the first game element can be used according to the situation of the game. ..
  • the card comprehension level is the comprehension level with respect to the first game element (the comprehension level with respect to the effect of the character of the card, etc.), and the higher the comprehension level, the more appropriate use of the first game element (card) is You can ..
  • the personality represents the personality of the second game element, and changes depending on the usage rate of the attribute of the first game element (having an attribute according to the character). ..
  • the sync level increases as the game progresses.
  • the sync level also rises by completing certain in-game events.
  • the predetermined event includes logging in to the game, acting with the player in the game, purchasing a card, and acquiring a specific card.
  • the game of the present embodiment also includes a mode such as a contact mode in which communication with the second game element is enjoyed.
  • the predetermined event includes a touch operation on the image of the second game element displayed on the screen in the contact mode. In the contact mode, the contents of expression of the second game element are different due to the different sync levels, and the higher the sync level, the more intimate the expression.
  • the sync level can be said to be a parameter indicating the relationship between the player and the second game element. ..
  • the autonomous or spontaneous action corresponding to the character information by the second game element as described above is performed based on the information provided by the AI function of the game server 2.
  • This AI function is an AI function obtained by machine learning using the contents of game progress of many competitive games and the results thereof as teacher data. Deep learning is a representative machine learning method, but the method is not limited to this.
  • Outline of Game Contents Next, in order to help understanding of the description of the embodiment, an outline of the game will be described using the display screen of the display 11 of the player terminal 1. ..
  • the players A and B use virtual game cards (cards in which the first game element is embodied, simply referred to as “cards”) that are game objects in the game.
  • cards cards in which the first game element is embodied, simply referred to as “cards”
  • a plurality of types of cards are prepared, and the cards are distinguished by a combination of the character's ability and card attributes associated with each.
  • the card attribute is defined by a color such as red or blue, a number from 1 to 7, or the like.
  • ability parameter values such as a level, offensive power, and HP used for a battle play (battle) with a computer-controlled enemy character or an opponent such as another player are defined. ..
  • the number of cards required for battle play is added at the time of account registration, it can be acquired during the game, purchased as a billing item, or acquired by lottery called gacha. ..
  • the card can be obtained by obtaining a substantial game card (hereinafter, referred to as “real card”) and performing a registration procedure for enabling the obtained real card in the game.
  • real card a substantial game card
  • the players A and B can obtain a card of the card type associated with the real card by performing the registration procedure of the real card. ..
  • the player A composes a deck with a predetermined number (for example, 40 cards) of the possessed cards, and challenges the battle play (battle) using the deck.
  • Competitive play using a deck (battle) is to determine the win or loss with an opponent using the ability parameter value (character information of the first game element) defined in the cards (deck cards) that make up the deck. Is. ..
  • the battle is started by selecting (touching) the battle menu from the home screen displayed after login. Prior to the game, players A and B need to complete account registration and organize a deck.
  • the deck can be organized by touching the card menu from the home screen or the like and using the deck organization menu presented as one of them. ..
  • the players A and B can obtain it by selecting their favorite buddy from a plurality of second game elements (hereinafter referred to as buddies) at the time of account registration. ..
  • the parameters included in the character information of the buddy at the time of acquisition are the initial state (lowest level).
  • the player A and the buddy A obtained by the player A form a team.
  • the player B and the buddy B obtained by the player B form one team. ..
  • a standby phase in which the hand of the deck cards is set in the player area of the player such as a field
  • a card use preparation phase in which other deck cards are prepared in order to use the set deck card, and a player is used. It is composed of a plurality of phases such as a battle phase in which an opponent player or a card of the opponent player is attacked by using a deck card placed in the area. ..
  • FIG. 3 is a diagram showing an example of a screen display displayed on the display 11 of the player terminal 1 in the standby phase or the card use preparation phase of the competitive game.
  • the screen of the display 11 has a first area 20 in which the player A's cards and the like are set, and a second area 21 in which the player B's cards and the like are set. Further, at the boundary between the first area 20 and the second area 21, operation information 30 that displays information about operations that can be currently executed is displayed. ..
  • Each of the first area 20 and the second area 21 is for activating a field area 22 in which five cards (hands) selected from the own deck are arranged and an action or effect of the cards arranged in the field.
  • a force area 24 in which an object is arranged.
  • the second object 32 is also displayed as a buddy that is the second game element. ..
  • the player A touches the card used for the attack with his/her finger and drags to the opponent's card to be attacked, the first or second object 31, 32,
  • the card used for the attack, the card of the opponent player B to be attacked, and the first or second object 31, 32 are determined.
  • the attack of player A is started.
  • the card used for the attack, the card of the opponent player B to be attacked, and the first or second object 31, 32 are determined by the card operation information provided from the game server 2. To be done. ..
  • FIG. 5 is a block diagram showing an example of the functional configuration of the player terminal 1. ..
  • the player terminal 1 includes an operation input unit 51, a processing unit 52, an image display unit 53, a sound output unit 54, a communication unit 55, and a storage unit 56. ..
  • the operation input unit 51 is for the player to input various operations related to the game, and outputs an operation input signal according to the operation input to the processing unit 52.
  • the function of the operation input unit 51 is, for example, a touch operation pad, a home button, a button switch, an element directly operated by the player A with a finger such as a joystick, a trackball, an acceleration sensor, an angular velocity sensor, an inclination sensor, and a geomagnetic sensor. It can also be realized by an element or the like that detects motion or posture.
  • the touch operation panel 12 corresponds to this. ..
  • the processing unit 52 comprehensively controls the operation of the player terminal 1 based on a program or data stored in the storage unit 56, an operation input signal from the operation input unit 51, and the like.
  • the function of the processing unit 52 can be realized by, for example, a microprocessor such as CPU or GPU, or an electronic component such as ASIC or IC memory.
  • the processing unit 52 has a game calculation unit 61, an image generation unit 62, and a sound generation unit 63 as main functional units. And a communication control unit 64.
  • the game calculation unit 61 executes various game processes for realizing the game of the present embodiment, and outputs the processing result to the image generation unit 62 and the sound generation unit 63.
  • the game calculation unit 61 includes a card providing unit 70, a card setting unit 71, a buddy setting unit 72, an action determination unit 73, an operation information acquisition unit 74, an operation image display unit 75, and a game management unit 76. Including. ..
  • the card providing unit 70 performs a process related to providing a card (first game element).
  • the card is provided to the player by satisfying a predetermined condition.
  • the predetermined conditions include payment of price (money, in-game currency, points acquired by a player by participating in a lottery event held on the Internet, etc.), player's action in or out of the game. There are exchanges for the obtained consideration and registration of user accounts.
  • the card providing unit 70 transmits a card providing request to the game server 2, receives card data transmitted from the game server 2 from the game server 2 via the communication unit 55 when the card providing conditions are satisfied, It is added to the card setting data described later. ..
  • cards are purchased in card pack units composed of a plurality of cards.
  • the card purchase is not limited to the card pack unit, and the card unit may be purchased. ..
  • the card providing unit 70 displays the card purchase screen (corresponding to the second mode).
  • the card purchase screen is illustrated in FIG.
  • the card purchase screen is displayed so that the card pack to be purchased can be selected.
  • the card providing unit 70 detects a touch operation for selecting a card pack on the card purchase screen, the card providing unit 70 requests the game server 2 for the data of the card pack to be provided, and outputs the received data of the card pack to the image generating unit 62. To do.
  • the card pack “XX” is displayed.
  • another card pack is displayed by a slide operation.
  • the player can purchase a card by selecting a desired card pack from a plurality of card packs by a slide operation and pressing the purchase button 41 on the screen.
  • the card providing unit 70 detects that the purchase button 41 is pressed, it sends a card purchase request to the game server 2. ..
  • the card providing unit 70 detects that the request button 42 included in the card purchase screen is pressed, the card providing unit 70 transitions the display screen to the request card screen.
  • the request card screen is illustrated in FIG.
  • the request card screen displays information on cards (request cards) recommended by the second game element.
  • the information on the request card displayed includes the card name of the request card, the pack name of the card pack including the request card, and the like.
  • the request card is a card selected by the AI function of the game server 2 to analyze and evaluate the weaknesses of the player's deck and the possessed cards, and to supplement the weaknesses. Therefore, the request card screen displayed by the card providing unit 70 presents a card that can advance the game more favorably than the card presented on the card purchase screen.
  • the player wants to purchase a card pack that includes cards recommended by the second game element on the request card screen
  • the player presses the return button on the request screen to return to the card purchase screen, and selects the card pack corresponding to the desired request card. Can be purchased at. ..
  • Acquiring a card from the card purchase screen and including the request card in the acquired card are set as conditions for increasing the synchronization level, which is a parameter of the character information of the second game element. Therefore, it can be said that the card providing unit 70 transmits information that is a factor of the condition for changing the character information. ..
  • obtaining the request card is set not only for the sync level but also for the condition of increasing the card comprehension level.
  • the increase rate of the card comprehension level due to acquisition of the request card is set to be higher than the increase rate of the card comprehension level corresponding to other conditions.
  • Different values are set for the price of the card pack including the request card and the price of the other card packs.
  • the price of the card pack of the request card may be set higher than the prices of the other card packs. ..
  • the card providing unit 70 may limit the display of the request card display screen. For example, the displayable time zone of the request card display screen, the displayable number of times in a predetermined period, and the like may be set to control the display/non-display of the request button 42 on the card purchase screen. As a result, the number of times the request card is provided is less than the number of times a card other than the request card is provided. This increases the value of obtaining the request card.
  • the method of limiting the number of times the request card is provided is not limited to this, and another method may be used. ..
  • the card providing unit 70 requests the game server 2 for the request card data, outputs the received card data to the image generating unit 62, and displays the request card display screen on condition that the player loses the game. You may display on the image display part 53. With this configuration, it is possible to provide the player with the information of the card necessary for winning the battle in good timing. ..
  • the contents of the card are displayed in an invisible form before payment of the price.
  • the image of the card pack before being opened may be displayed.
  • the contents of the purchased card are displayed in a visible form.
  • a card may be taken out from the opened card pack and an image showing the contents of each card may be displayed. ..
  • the card setting unit 71 uses the card setting data and the deck setting data, which will be described later, to manage the possessed cards that the players A and B have so far. Also, the cards constituting each deck are managed from the possessed cards, and the cards and hands set in each field are set from the decks selected by the players A and B in the standby phase and the card use preparation phase. In addition, it generates card setting information, which is information about cards and hands set in each field, and transmits the card setting information to the game server 2 via the communication unit 55. ..
  • the buddy setting unit 72 allows the players A and B to use information (including character information) about buddies as the second game elements selected by the players A and B at the time of account registration, using buddy setting data described later. to manage.
  • the buddy setting unit 72 sets a plurality of parameters included in the character information of the buddy (second game element) at the time of account registration to initial values (lowest values).
  • the buddy setting unit 72 sets a plurality of parameters included in the character information of the buddy (second game element) after the change to initial values (lowest values).
  • the second game element can be set without the condition that payment of the price is required. ..
  • the buddy setting unit 72 responds to the second game element in response to a predetermined operation (for example, a touch operation on the image of the second game element displayed on the display 11). Is output by voice or image.
  • a predetermined operation for example, a touch operation on the image of the second game element displayed on the display 11.
  • the game management unit 76 reads out voice data and/or character data corresponding to the synchronization level of the second game element from the storage unit 56, and generates an image. It is output to the unit 62 and/or the sound generation unit 63.
  • the buddy setting unit 72 transmits data indicating that a touch operation on the image of the second game element has been detected in the contact mode, to the game server 2 together with the user identification information. It can be said that the buddy setting unit 72 transmits information that causes a condition for changing the character information. ..
  • the buddy setting unit 72 receives the changed character information transmitted from the game server 2 and updates the character information stored in the storage unit 56. ..
  • the buddy setting unit 72 outputs the image information of the buddy to the image generation unit 62 during the battle or on the other menu screen. ..
  • the action determination unit 73 determines a card selection or a card action by a touch operation of the players A and B or the like, generates action selection information which is information on the card selection or the action, and via the communication unit 55. , To the game server 2. ..
  • the operation information acquisition unit 74 acquires, through the communication unit 55, card operation information that is information related to card selection or action operation.
  • the card operation information is information generated by the AI function of the game server 2 by referring to the character information of the buddy and the status of the card setting information in the battle. ..
  • the operation image display unit 75 uses the card operation information acquired by the operation information acquisition unit 74 to perform a process of displaying an image in which the buddy operates the card selection or the action. For example, when the acquired card operation information is information about the card operation content of “attack the opponent's card B with the card A”, the operation image display unit 75 displays the buddy's dialogue and the card as shown in FIG. An image with an arrow from A to the opponent's card B is displayed. ..
  • the game management unit 76 manages the progress of the entire game. ..
  • the image generation unit 62 generates one game screen in one frame time (for example, 1/60 seconds) based on the processing result of the game calculation unit 61, and outputs the generated image signal of the game screen to the image display unit 103.
  • the function of the image generation unit 62 is used for, for example, a processor such as a GPU or a digital signal processor (DSP), a program such as a video signal IC, a video codec, an IC memory for a drawing frame such as a frame buffer, and the expansion of texture data. It can be realized by an IC memory or the like. ..
  • a processor such as a GPU or a digital signal processor (DSP)
  • DSP digital signal processor
  • a program such as a video signal IC, a video codec, an IC memory for a drawing frame such as a frame buffer, and the expansion of texture data. It can be realized by an IC memory or the like. ..
  • the sound generation unit 63 generates a sound signal such as a sound effect related to the game, BGM, voice information of operation auxiliary information, various operation sounds, and the like based on the processing result of the game calculation unit 61, and outputs the sound signal to the sound output unit 54.
  • the function of the sound generation unit 63 can be realized by, for example, a processor such as a digital signal processor (DSP) or a voice synthesis IC, an audio codec capable of reproducing a voice file, or the like. ..
  • DSP digital signal processor
  • voice synthesis IC an audio codec capable of reproducing a voice file, or the like. ..
  • the communication control unit 64 performs communication connection and data processing for data communication with the game server 2. ..
  • the image display unit 53 displays various game screens based on the image signal input from the image generation unit 62.
  • the function of the image display unit 53 can be realized by a display device such as a flat panel display, a cathode ray tube (CRT), a projector, or a head mounted display.
  • the image display unit 62 corresponds to the display 11. ..
  • the sound output unit 54 is for outputting sound effects and the like related to the game based on the sound signal input from the sound generation unit 63.
  • the sound output unit 54 corresponds to the speaker 13. ..
  • the communication unit 55 connects to the communication line N to realize communication.
  • 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 of a wired communication cable, a control circuit, or the like. ..
  • the storage unit 56 stores in advance a program for operating the player terminal 1 to realize various functions of the player terminal 1, data used during execution of this program, or the like, or a temporary storage for each processing. Be remembered.
  • the storage unit 56 can be realized by, for example, an RAM, a ROM, an IC memory such as a flash memory, a magnetic disk such as a hard disk, an optical disk such as a CD-ROM or a DVD.
  • 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 52 to function as the game calculation unit 61. This program is distributed from the game server 2 or another application distribution server when the player completes the account registration. ..
  • the storage unit 56 also stores card setting data, deck setting data, and buddy setting data.
  • model data and texture data for displaying the character and buddy image of the card, motion data, effect data, background image of the game screen, sound data such as sound effects, used in the contact mode, Voice data, character data, and the like having different expression contents for each intimacy degree are appropriately distributed as data necessary for the game and stored in the storage unit 56. ..
  • the card setting data is character information of the cards held by the player, and is prepared for each card type.
  • FIG. 9 is a diagram showing an example of card setting data of cards held by the player.
  • FIG. 9 shows card setting data of one card specified by the card identification information “001” held by the player.
  • the card setting data includes card identification information, an image, a card name, a card type, a cost number, a color, a race, an ability, an attack power, a hit point, and a rarity.
  • FIG. 9 shows an example of the card setting data, and the present invention is not limited to this.
  • the card setting data is increased/decreased as the number of cards owned by the players A and B is increased/decreased. ..
  • the deck setting data is data relating to each deck of the player, and includes card identification information of cards constituting each deck.
  • FIG. 10 is a diagram showing an example of deck setting data.
  • the example of FIG. 10 is an example of the deck setting data of the deck 1 of the player A, and shows that the deck 1 is composed of cards of the card identification information “001” to the card identification information “023”. is there.
  • FIG. 10 shows an example of deck setting data, and the present invention is not limited to this. ..
  • the buddy setting data is character information of the buddy selected from the menu setting.
  • the character information of this buddy changes as the game progresses, but when it changes, the changed character information is notified from the game server 2 and the character information is updated.
  • FIG. 11 is a diagram showing an example of the buddy setting data of the player A.
  • the buddy setting data includes buddy identification information, buddy name, level, card comprehension level, personality, and sync level. Note that FIG. 11 shows an example of the buddy setting data, and the present invention is not limited to this. ..
  • FIG. 12 is a block diagram showing a functional configuration example of the game server 2. ..
  • the game server 2 includes a processing unit 91, a communication unit 92, and a storage unit 93. ..
  • the processing unit 91 includes a player management unit 101, a game management unit 102, an AI processing unit 103, a card provision management unit 104, and a character information updating unit 105. ..
  • the player management unit 101 manages an account, a game progress, and the like for each connected player terminal 1 by using user information data described below. ..
  • the game management unit 102 receives the card setting information, the action selection information, and the like from the player terminal 1, performs a battle process using the card setting information, the action selection information, and card data described below, and outputs the battle result. ..
  • the AI processing unit 103 has an algorithm obtained by machine learning the contents of game progress of many competitive games and teacher data such as the results thereof.
  • This algorithm is an algorithm according to the character information of the buddy (buddy's ability). Deep learning is a representative machine learning method, but the method is not limited to this. ..
  • the AI processing unit 103 inputs the card setting information transmitted from the player terminal 1 and the character information (buddy ability) of the player's buddy of the player terminal 1, and outputs the card operation information in the situation of the card setting information. To do. Even if the card setting information transmitted from the player terminal 1 is the same, different card operation information may be output if the player's buddy character information (buddy ability) is different. ..
  • the AI processing unit 103 analyzes and evaluates information such as a deck set in the player and cards held by the player, and outputs a card which is highly likely to strengthen the player's deck and held cards. ..
  • the card provision management unit 104 acquires the information of the card to be displayed on the card purchase screen or the request screen of the player terminal 1 from the storage unit 93 and transmits it to the player terminal 1.
  • the information on the request card the information on the card that is likely to strengthen the player's deck or the possessed card is acquired from the AI processing unit 103 and transmitted to the player terminal 1.
  • the data corresponding to the card setting data is read from the storage unit 93 and transmitted to the player terminal 1.
  • the information of the card acquired by the player is supplied to the player management unit 101.
  • the price may be reduced from the balance (in-game currency or balance of points) in the user information stored in the storage unit, or another payment method may be used. ..
  • the character information update unit 105 updates to increase or change various parameters (level, card comprehension level, personality, sync level) of the character information of the second game element.
  • the conditions for changing the parameters are set for each parameter (level, card comprehension level, personality, sync level), as described later.
  • the character information updating unit 105 determines whether or not a condition for changing each parameter is satisfied, and if the condition is satisfied, the parameter is updated.
  • the timing for determining the condition for changing the parameter includes, for example, detection of a predetermined operation (touch operation on the image of the second game element) in the contact mode at the time of login, at the end of battle, when acquiring a card, when acquiring a specific card. There are times, etc. However, it is not limited to this. ..
  • the experience value necessary for increasing the level is set for each level.
  • the character information updating unit 105 at a predetermined timing such as at the end of the battle, information on the battle (card setting information, action selection information, battle result, etc.) acquired from the game management unit 102 and a predetermined calculation formula. Using, the experience value of the player is calculated and updated. Then, based on the updated experience value, it is determined whether or not the experience value necessary for increasing the level has been reached, and if the experience value has been reached, updating is performed to increase the level.
  • the predetermined calculation formula may be set so that the experience value obtained by using the specific card provided by the card providing unit 70 in the deck is high.
  • the specific card is a request card presented by the second game element. Further, a card to which the highest rarity is given among the rarities in a plurality of stages may be included in the specific card. Further, the present invention is not limited to this, and other cards may be included. ..
  • the card comprehension level is a parameter indicating the comprehension level of each card for all cards.
  • the condition “put a card in a deck and battle” in FIG. 14 means that a certain deck is used at the time of battle, and the 40 cards constituting the deck are the cards for which the card comprehension level is increased. Become.
  • the rate of increase "x%” means that if the condition is met, the degree of understanding of each card constituting the deck will increase by x%.
  • the condition “use a card” means that a card is used during a battle regardless of the type of the card, and the used card is a card whose card comprehension level is increased.
  • the rate of increase “y%” means that if the condition is met, the card comprehension of the card used during the battle is increased by y%.
  • the condition “win using a specific card” means that the specific card provided by the card providing unit 70 is used in a battle and wins.
  • the specific card used at the time is the card for which the degree of understanding of the card is increased.
  • the rate of increase “z%” means that if the condition is met, the comprehension level of the particular card is increased by z%.
  • the character information updating unit 105 determines, for each condition, whether the condition is satisfied at a predetermined timing such as when the battle ends or when the card is provided. Then, if there is a condition to be satisfied, the card comprehension is increased by an increase rate corresponding to the condition.
  • the condition "the second game element uses the player's card to battle” means that the second game element uses the card during the battle, and the used card is a card whose card comprehension level is increased. Is.
  • the rate of increase “m%” means that the card comprehension of the card used for the second game element during the battle is increased by m% if the condition is met. Note that FIG. 14 shows only one example, and other examples may be used. ..
  • one personality is set from a plurality of personalities (first personality, second personality,... Nth personality).
  • each of the personalities (first personality, second personality,... Nth personality) is associated with one of the card attributes (color in this embodiment).
  • the character information updating unit 105 is used in the battle based on the information (card setting information, action selection information, etc.) about the battle acquired from the game management unit 102 at a predetermined timing such as the end of the battle.
  • points are added to the cumulative value for each color set in the personality.
  • the personality corresponding to the color having the largest cumulative value is selected and set as the personality.
  • the color is used as the card attribute corresponding to a plurality of personalities, the present invention is not limited to this, and other card attributes of a plurality of types may be used. ..
  • Conditions for increasing the synchro level include, for example, “login”, “battle”, “touch operation on image of second game element in contact mode”, “purchase card pack”, “request card” "Get” is set.
  • the character information updating unit 105 determines for each condition whether or not the condition is satisfied at a predetermined timing such as at the time of login, at the end of the battle, at the time of providing the card by the card providing unit 70, or at the time of detecting a touch operation in the contact mode. To do.
  • the character information updating unit 105 performs an update to increase the sync level by the increase rate corresponding to the condition.
  • the synchronization level increases due to purchase of a card pack, acquisition of a request card, or the like.
  • the synchro level may have a changeable upper limit set for each predetermined period. ..
  • the communication unit 92 is connected to the communication line N to realize communication. ..
  • the storage unit 93 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 91 to function as the player management unit 101, the game management unit 102, the AI processing unit 103, the card provision management unit 104, and the character information updating unit 105. ..
  • the recording unit 93 stores user information data and card data. ..
  • the user information data is basic data of the players participating in the game, and records user information data for each player.
  • FIG. 17 is a diagram showing an example of user information data.
  • the example of FIG. 17 includes user identification information of the player, buddy setting data of the player, deck setting data, and balance information. Note that FIG. 17 shows an example of the user information data, and the present invention is not limited to this.
  • the card data is card data of all cards used in this game. Basically, the same data as the above-mentioned card setting data of FIG. 9 is stored for all the cards used in the game.
  • [Operation of Each Device] Next, the operation of the player terminal 1 and the game server 2 will be described. Here, an example will be described in which the players A and B form a team with their respective buddies, play a competitive game using the player terminal 1, and the character information is updated at the end of the game.
  • FIG. 18 is a sequence diagram for explaining the operations of the player terminal 1 and the game server 2. ..
  • each player A, B performs a buddy setting process for setting a buddy when registering a game account (Step 100).
  • the buddy setting is selected from the menu screen.
  • the buddy setting can be set by selecting a desired buddy from a plurality of buddies. Information on the selected buddy is transmitted to the game server 2. ..
  • the player management unit 101 of the game server 2 uses the buddy information received from the player terminal 1 to register the buddy character information in the user information data corresponding to the user identification information of the player terminal 1 (Step 101).
  • the character information of the registered buddy is transmitted to the player terminal 1. ..
  • the buddy setting unit 72 of the player terminal 1 registers the character information of the registered buddy as buddy setting data (Step 100). ..
  • the players A and B log in to the game (Step 102).
  • the player terminal 1 transmits a login request including the user identification information. ..
  • the player management unit 101 of the player terminal 1 performs login processing in response to the login request (Step 103).
  • the login process includes a process of acquiring the user information data corresponding to the user identification information of the player who requested the login, and passing the user information data to the game management unit 102. ..
  • a card setting process is performed in the player terminals 1 of the players A and B (Step 104).
  • the card setting process is performed by selecting one of the set decks and arranging the cards of the deck in the field area, the base area, the force area, and the hand.
  • the card identification information of the arranged cards and the arrangement status of the cards are transmitted to the game server 2 as card setting information. ..
  • Step 105 action selection processing is performed.
  • the player A determines the choice of card or the like or the action.
  • the action determination unit 73 transmits the information regarding the determined selection of the card or the like or the action as the action selection information to the game server 2. ..
  • the game management unit 102 of the game server 2 receives the action selection information of the player A, and performs the battle process using the action selection information of the player A, the card setting information of the players A and B, and the card data (Step 106). ..
  • the information on the battle result is transmitted to the player terminals 1 of the respective players A and B. ..
  • the game management unit 76 of the player terminal 1 of each of the players A and B receives the battle result and performs the battle result process (Step 107).
  • the battle result process is a process of displaying the result of the battle on the player terminals 1 of the respective players A and B. ..
  • the action selection process (Step 105), the battle process (Step 107), and the battle result process (Step 108) of the player B in the second attack are similarly performed. ..
  • the card operation information providing process provides the player terminal 1 of the player A with the card operation information indicating the selection or action of the card or the like by the buddy A. ..
  • the operation information acquisition unit 74 of the player terminal 1 receives the card operation information.
  • the operation image display unit 75 performs a process of displaying the attack content of the buddy A indicated by the card operation information (Step 109). ..
  • the game management unit 102 of the game server 2 performs the battle process using the card operation information of the buddy A, the card setting information of the players A and B, and the card data (Step 106).
  • the information on the battle result is transmitted to the player terminals 1 of the respective players A and B. ..
  • the game management unit 76 of the player terminal 1 of each of the players A and B receives the battle result and performs the battle result process (Step 107). ..
  • the card operation information providing process provides the player terminal 1 of the player B with card operation information indicating the selection or action of the card or the like by the buddy B. ..
  • the operation information acquisition unit 74 of the player terminal 1 of the player B receives the card operation information.
  • the operation image display unit 75 performs a process of displaying the attack content of the buddy B indicated by the card operation information (Step 109). Next, the battle process (Step 106) and the battle result process (Step 107) are similarly performed. ..
  • the player A and the player B alternately repeat the battle together with their buddies, and the life of one of the players becomes 0, or the number of cards in the deck becomes 0, whereby the win or loss is determined. .. ..
  • the character information updating unit 105 of the game server 2 performs a character information updating process (Step 110).
  • the character information update unit 105 receives the card setting information and the battle result during the battle from the game management unit 102, and updates to increase or change the character information of the players A and B according to the result. Specifically, the level is calculated from the experience value obtained from the battle result, the card comprehension and personality are calculated according to the type of card used during the battle, and if the predetermined event is achieved, the sync level is calculated. To calculate. Then, the buddy setting data of the user information data is updated with the calculated value of each parameter. The updated character information is transmitted to the player terminal 1. ..
  • the buddy setting unit 72 of the player terminal 1 receives the updated character information and updates the buddy setting data (Step 111). ..
  • the player's buddy uses the card held by the player to compete, and the character information thereof is used for the progress of the game, the event, and the new card ( It changes (increases and grows) depending on the first game element) and the acquisition of a specific card.
  • the character information By changing the character information, an appropriate selection or action of the first game element is determined in the battle, or an expression with a high degree of intimacy is performed, so that it is possible to provide a game with a high interest for the user. ..
  • the card operation information and the contact mode (advice information) provided at the time of the card battle are different due to the difference in the character information of the player's buddy (second game element), the training game in which the player raises the buddy (second game element). You can also enjoy it. ..
  • the second game element may use the player's deck to play alone against another player (including non-computer operated players) even while the player is not participating in the game. it can.
  • the game management unit 102 of the game server 2 causes the second game element of the player to play a match with another player (including a non-player operated by a computer) while the player is not logged in to the game.
  • the character update unit 105 may update the character information of the second game element based on the result. ..
  • the AI function may be used to allow the second game element to provide advice information for favorably advancing the game in a state where the player can determine the selection or action of the first game element in the game. it can. ..
  • a processor the processor providing a game element providing process for providing the first game element to the first player by the execution instruction, and setting a first game element forming a deck of the first player Setting process and setting the second game element of the first player, which has the character information that can be changed based on a predetermined condition related to the game and can use the first game element owned by the first player
  • a game system for playing a game using a first game element possessed by a first player and a first game element possessed by a second player as an opponent which comprises a terminal and a game management device.
  • the terminal includes a memory storing an execution instruction and a processor, and the processor provides a game element providing process for providing a first game element to the first player or the second player according to the execution instruction. And a first setting process for setting a first game element constituting the deck of the first player or the second player, and the first game held by the first player or the second player having character information.
  • the game management device includes a memory in which execution instructions are stored and a processor, and the processor executes the determination processing to determine and the processor of the first player or the second player according to the execution instructions.
  • Character information conversion processing for changing the character information of the second game element according to a predetermined condition related to the game is executed, and in the game, the first player and the second player together with the respective second game elements.
  • a game management device capable of communicating with a terminal of a first player and a terminal of a second player, which is an opponent of the first player, including a memory in which execution instructions are stored and a processor, and The processor transmits the first game element forming the deck of the first player to the terminal of the second player in response to the execution instruction, and the first game element forming the deck of the second player to the first player.
  • a first transmission process for transmitting to the terminal a first acquisition process for acquiring character information of a second game element that can use the first game element possessed by the first player or the second player; Character information changing processing for changing the character information of the second game element of one player or the second player according to a predetermined condition related to the game, wherein the game is performed by the first player and the second player.
  • a game management device that is a game in which a player competes with each of the second game elements. ..

Landscapes

  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Business, Economics & Management (AREA)
  • Computer Security & Cryptography (AREA)
  • General Business, Economics & Management (AREA)
  • Physics & Mathematics (AREA)
  • Theoretical Computer Science (AREA)
  • Human Computer Interaction (AREA)
  • Optics & Photonics (AREA)
  • Acoustics & Sound (AREA)
  • Management, Administration, Business Operations System, And Electronic Commerce (AREA)
  • User Interface Of Digital Computer (AREA)

Abstract

[Problem] To provide a game in which a user's interest is increased. [Solution] This program causes a computer to execute a game using a first game element owned by a first player and a first game element owned by a second player who is an opponent, the program causing a computer to function as: a game element providing means which provides the first game element to the first player; a first setting means which sets the first game element constituting a deck of the first player; a second setting means which sets a second game element of the first player, which has character information that can be changed on the basis of a predetermined condition regarding the game, and can use the first game element owned by the first player; and a determination means which determines a selection or action of the first game element. The game is a game in which the first player plays against the second player together with the second game element.

Description

プログラム、端末、ゲームシステム及びゲーム管理装置Program, terminal, game system and game management device
本発明はプログラム、端末、ゲームシステム及びゲーム管理装置に関する。 The present invention relates to a program, a terminal, a game system and a game management device.
近年、スマートフォンや携帯電話機等をプラットフォームとするゲームが人気である。例えば、仮想的なカード等のゲーム要素を組合せたデッキを用いて、デッキを構成する各ゲーム要素のパラメータ値を用いて対戦ゲームの勝敗を決定するようにしたゲーム等である。  In recent years, games using smartphones, mobile phones and the like as platforms have become popular. For example, there is a game in which a deck in which game elements such as virtual cards are combined is used, and the outcome of the competitive game is determined by using the parameter values of the respective game elements constituting the deck. ‥
一方、従来から、ユーザがゲーム内の街の環境を操作し、街を発展させることを目的とする街づくりシミュレーションゲームがある。このような街づくりゲームにおいては、ユーザは様々な施設や建物をゲーム内の街に設置して発展させ、また地震や公害等発生する諸問題に対処する。しかし、従来の街づくりゲームでは、ユーザの選択肢が多岐に渡り、またゲーム目的に終わりが無いため、街を更に発展させるためにユーザが次にどんな操作をすればよいか分からなくなることがあった。そこで、キャラクタがユーザに次の操作をアドバイスすることにより、ユーザが何をすればよいか分からない状態になることを防ぐことができる技術が提案されている(特許文献1)。 On the other hand, conventionally, there is a town-creation simulation game in which the user operates the environment of the town in the game to develop the town. In such a city-building game, the user installs various facilities and buildings in the city in the game to develop them, and copes with various problems such as earthquakes and pollution. However, in the conventional town-building game, since the user's choices are wide-ranging and the game purpose is endless, it may be difficult to know what the user should do next to further develop the town. .. Therefore, a technique has been proposed in which the character advises the user about the next operation, thereby preventing the user from being in a state where he or she does not know what to do (Patent Document 1).
特開2014-147527号公報JP 2014-147527 JP
ところで、特許文献1に記載された技術は、サーバが、プレーヤからの街の採点要求を受けて、街を所定の項目について採点し、キャラクタがプレーヤに次の操作をアドバイスしている。キャラクタのアドバイスは、採点時の街の状況に応じて異なるものとなるが、キャラクタの能力や性格が変化するものではなかった。  By the way, in the technique described in Patent Document 1, a server receives a city scoring request from a player, scores a predetermined item in a city, and a character advises the player about the next operation. The character's advice differs depending on the situation of the city at the time of scoring, but the character's ability and personality did not change. ‥
上述したデッキを構成する各カード等のゲーム要素を用いて行われる対戦ゲームにおいて、プレーヤの味方となるキャラクタの能力や性格がゲーム内で変化するものであれば、プレーヤであるユーザの興趣性が高まる。  In a competitive game played using the game elements such as the above-mentioned cards constituting the deck, if the ability and character of the player's friendly character changes within the game, the interest of the user who is the player is high. Increase. ‥
そこで、本発明の目的は、ユーザの興趣性を向上させたゲームを提供することができるプログラム、端末、ゲームシステム及びゲーム管理装置を提供することである。 Therefore, an object of the present invention is to provide a program, a terminal, a game system, and a game management device that can provide a game with improved interest of the user.
本発明の一態様は、第1プレーヤが保有する第1ゲーム要素と、対戦相手となる第2プレーヤが保有する第1ゲーム要素とを使用したゲームを、コンピュータに実行させるプログラムであって、前記プログラムは、前記コンピュータを、第1ゲーム要素を前記第1プレーヤに提供するゲーム要素提供手段と、前記第1プレーヤのデッキを構成する第1ゲーム要素を設定する第1設定手段と、ゲームに関する所定の条件に基づいて変化可能であるキャラクタ情報を持ち、前記第1プレーヤが保有する前記第1ゲーム要素を使用可能である、前記第1プレーヤの第2ゲーム要素を設定する第2設定手段と、前記第1ゲーム要素の選択又は行動を決定する決定手段として機能させ、前記ゲームは、前記第1プレーヤが前記第2ゲーム要素と共に、前記第2プレーヤと対戦するゲームであるプログラムである。  One aspect of the present invention is a program that causes a computer to execute a game that uses a first game element owned by a first player and a first game element owned by a second player who is an opponent. The program causes the computer to provide a game element providing means for providing a first game element to the first player, a first setting means for setting a first game element forming a deck of the first player, and a predetermined game. Second setting means for setting the second game element of the first player, which has character information that can be changed based on the condition of 1. and is capable of using the first game element owned by the first player, The game is a program that causes the first player to compete with the second player together with the second game element by causing it to function as a determining unit that determines the selection or action of the first game element. ‥
本発明の一態様は、第1プレーヤが保有する第1ゲーム要素と、対戦相手となる第2プレーヤが保有する第1ゲーム要素とを使用したゲームを行う端末であって、第1ゲーム要素を前記第1プレーヤに提供するゲーム要素提供手段と、前記第1プレーヤのデッキを構成する第1ゲーム要素を設定する第1設定手段と、ゲームに関する所定の条件に基づいて変化可能であるキャラクタ情報を持ち、前記第1プレーヤが保有する前記第1ゲーム要素を使用可能である、前記第1プレーヤの第2ゲーム要素を設定する第2設定手段と、前記第1ゲーム要素の選択又は行動を決定する決定手段と、を備え、前記ゲームは、前記第1プレーヤが前記第2ゲーム要素と共に、前記第2プレーヤと対戦するゲームである端末である。  One aspect of the present invention is a terminal for playing a game using a first game element owned by a first player and a first game element owned by a second player who is an opponent, The game element providing means for providing the first player, the first setting means for setting the first game element constituting the deck of the first player, and the character information that can be changed based on a predetermined condition regarding the game. Second setting means for setting the second game element of the first player, which has the first game element owned by the first player, and determines the selection or action of the first game element. Determining means, and the game is a terminal in which the first player plays a game with the second player together with the second game element. ‥
本発明の一態様は、第1プレーヤが保有する第1ゲーム要素と、対戦相手となる第2プレーヤが保有する第1ゲーム要素と、を使用したゲームを行うゲームシステムであって、端末と、ゲーム管理装置とを備え、前記端末は、第1ゲーム要素を前記第1プレーヤ又は前記第2プレーヤに提供するゲーム要素提供手段と、前記第1プレーヤ又は前記第2プレーヤのデッキを構成する第1ゲーム要素を設定する第1設定手段と、キャラクタ情報を持ち、前記第1プレーヤ又は前記第2プレーヤが保有する前記第1ゲーム要素を使用可能である、前記第1プレーヤ又は前記第2プレーヤの第2ゲーム要素を設定する第2設定手段と、前記第1プレーヤ又は前記第2プレーヤによる前記第1ゲーム要素の選択又は行動を決定する決定手段と、を備え、前記ゲーム管理装置は、前記第1プレーヤ又は前記第2プレーヤの前記第2ゲーム要素のキャラクタ情報を、ゲームに関する所定の条件に応じて変化させるキャラクタ情報変化手段と、を備え、前記ゲームは、前記第1プレーヤと前記第2プレーヤが、各々の前記第2ゲーム要素と共に、対戦するゲームであるゲームシステムである。  One aspect of the present invention is a game system for playing a game using a first game element owned by a first player and a first game element owned by a second player who is an opponent, and a terminal, A game management device, wherein the terminal comprises a game element providing means for providing a first game element to the first player or the second player, and a first deck constituting a deck of the first player or the second player. A first setting means for setting a game element; and a first player or a second player which has character information and is capable of using the first game element held by the first player or the second player. The game management apparatus includes: a second setting unit configured to set two game elements; and a determination unit configured to determine the selection or action of the first game element by the first player or the second player. Character information changing means for changing the character information of the second game element of the player or the second player according to a predetermined condition regarding the game, wherein the first player and the second player play the game. , A game system that is a game in which a game is played with each of the second game elements. ‥
本発明の一態様は、第1プレーヤの端末及び第1プレーヤの対戦相手となる第2プレーヤの端末と通信可能なゲーム管理装置であって、前記第1プレーヤのデッキを構成する第1ゲーム要素を第2プレーヤの端末に送信し、前記第2プレーヤのデッキを構成する第1ゲーム要素を前記第1プレーヤの端末に送信する第1送信手段と、前記第1プレーヤ又は前記第2プレーヤが保有する前記第1ゲーム要素を使用可能である第2ゲーム要素のキャラクタ情報を取得する第1取得手段と、前記第1プレーヤ又は前記第2プレーヤの前記第2ゲーム要素のキャラクタ情報を、ゲームに関する所定の条件に応じて変化させるキャラクタ情報変化手段と、を備え、前記ゲームは、前記第1プレーヤと前記第2プレーヤが、各々の前記第2ゲーム要素と共に対戦するゲームであるゲーム管理装置である。 One aspect of the present invention is a game management device capable of communicating with a terminal of a first player and a terminal of a second player that is an opponent of the first player, the first game element constituting a deck of the first player. Is transmitted to the terminal of the second player and the first game element forming the deck of the second player is transmitted to the terminal of the first player; and the first player or the second player owns A first acquisition means for acquiring character information of a second game element that can use the first game element, and character information of the second game element of the first player or the second player And a character information changing unit for changing the character information according to the condition of 1. The game management device is a game in which the first player and the second player compete with each of the second game elements.
本発明は、ユーザの興趣性を向上させたゲームを提供することができる。 INDUSTRIAL APPLICABILITY The present invention can provide a game in which the user's interest is improved.
図1は本実施形態におけるゲームシステムの全体構成例を示す図である。FIG. 1 is a diagram showing an example of the overall configuration of a game system according to this embodiment. 図2はプレーヤ端末1の一例であるスマートフォンの装置構成例を示す図である。FIG. 2 is a diagram showing a device configuration example of a smartphone which is an example of the player terminal 1. 図3はプレーヤ端末1のディスプレイ11に表示される対戦ゲームのスタンバイフェーズ又はカード使用準備フェーズにおける画面表示の一例を示した図である。FIG. 3 is a diagram showing an example of a screen display displayed on the display 11 of the player terminal 1 in the standby phase or the card use preparation phase of the competitive game. 図4はプレーヤ端末1のディスプレイ11に表示される画面の表示の一例を示した図である。FIG. 4 is a diagram showing an example of a screen displayed on the display 11 of the player terminal 1. 図5はプレーヤ端末1の機能構成例を示すブロック図である。FIG. 5 is a block diagram showing a functional configuration example of the player terminal 1. 図6はカード購入画面を例示する図である。FIG. 6 is a diagram illustrating a card purchase screen. 図7はリクエストカード画面を例示する図である。FIG. 7 is a diagram illustrating a request card screen. 図8は操作画像表示の処理を説明するための図である。FIG. 8 is a diagram for explaining the operation image display processing. 図9はカード設定データの一例を示す図である。FIG. 9 is a diagram showing an example of the card setting data. 図10はデッキ設定データの一例を示す図である。FIG. 10 is a diagram showing an example of deck setting data. 図11はプレーヤAのバディ設定データの一例を示す図である。FIG. 11 is a diagram showing an example of the buddy setting data of the player A. 図12はゲームサーバ2の機能構成例を示すブロック図である。FIG. 12 is a block diagram showing a functional configuration example of the game server 2. 図13はキャラクタ情報のレベルを更新する処理を説明するための図である。FIG. 13 is a diagram for explaining a process of updating the level of character information. 図14はキャラクタ情報のカード理解度を更新する処理を説明するための図である。FIG. 14 is a diagram for explaining the process of updating the card comprehension level of the character information. 図15はキャラクタ情報のパーソナリティを更新する処理を説明するための図である。FIG. 15 is a diagram for explaining the process of updating the personality of the character information. 図16はキャラクタ情報のシンクロレベルを更新する処理を説明するための図である。FIG. 16 is a diagram for explaining the process of updating the synchronization level of the character information. 図17はユーザ情報データの一例を示した図である。FIG. 17 is a diagram showing an example of user information data. 図18はプレーヤ端末1とゲームサーバ2との動作を説明するためのシーケンス図である。FIG. 18 is a sequence diagram for explaining the operation of the player terminal 1 and the game server 2.
[全体構成] 図1は、本実施形態におけるゲームシステムの全体構成例を示す図である。図1に示すように、ゲームシステムは、ゲームのプレーヤA,B毎に用意されるプレーヤ端末1と、ゲームサーバ2とを備えて構成される。プレーヤ端末1とゲームサーバ2とは、通信回線Nに接続可能で、相互に通信可能である。  [Overall Configuration] FIG. 1 is a diagram showing an example of the overall configuration of a game system according to the present embodiment. As shown in FIG. 1, the game system includes a player terminal 1 prepared for each of the game players A and B, and a game server 2. The player terminal 1 and the game server 2 can be connected to the communication line N and can communicate with each other. ‥
通信回線Nは、データ通信が可能な通信路を意味する。すなわち、通信回線Nは、直接接続のための専用線(専用ケーブル)やイーサネット(登録商標)等によるLANの他、電話通信網やケーブル網、インターネット等の通信網を含み、通信方法については有線/無線を問わない。  The communication line N means a communication path capable of data communication. That is, the communication line N includes a LAN such as a dedicated line (dedicated cable) for direct connection and Ethernet (registered trademark), a telephone communication network, a cable network, and a communication network such as the Internet. / It doesn't matter whether it is wireless or not. ‥
プレーヤ端末1は、ゲームプログラムを実行することのできるコンピュータであり、無線通信基地局等を介して通信回線Nに接続し、ゲームサーバ2とデータ通信を行うことができる。プレーヤ端末1は、例えば、スマートフォンや、携帯電話機、携帯型ゲーム装置、据置型家庭用ゲーム装置、業務用ゲーム装置、パソコン、タブレット型コンピュータ、据置型家庭用ゲーム装置のコントローラ等である。プレーヤ端末1は、基本的には、複数存在し、各プレーヤにより操作される。  The player terminal 1 is a computer capable of executing a game program, can be connected to a communication line N via a wireless communication base station, etc., and can perform data communication with the game server 2. The player terminal 1 is, for example, a smartphone, a mobile phone, a portable game device, a stationary home game device, an arcade game device, a personal computer, a tablet computer, a controller of a stationary home game device, or the like. Basically, there are a plurality of player terminals 1, and each player operates them. ‥
ゲームサーバ2は、単数又は複数のサーバ装置や記憶装置等を含んで構成されたサーバシステムである。ゲームサーバ2は、本実施形態のゲームを運営するための各種サービスを提供し、ゲームの運営に必要なデータの管理や、プレーヤ端末1でのゲームの実行に必要なゲームプログラムやデータの配信等を行うことができる。  The game server 2 is a server system configured to include one or more server devices and storage devices. The game server 2 provides various services for operating the game of the present embodiment, manages data necessary for operating the game, distributes game programs and data required for executing the game on the player terminal 1, and the like. It can be performed. ‥
図2は、プレーヤ端末1の一例であるスマートフォンの装置構成例を示す図である。図2に示すように、プレーヤ端末1は、ディスプレイ11と、ディスプレイ11と一体構成されるタッチ操作パネル12と、スピーカ13とを備える。また、プレーヤ端末1には、図示されていない制御基板、内蔵バッテリー、電源ボタン、音量調節ボタン等が設けられている。  FIG. 2 is a diagram illustrating a device configuration example of a smartphone that is an example of the player terminal 1. As shown in FIG. 2, the player terminal 1 includes a display 11, a touch operation panel 12 integrated with the display 11, and a speaker 13. In addition, the player terminal 1 is provided with a control board, a built-in battery, a power button, a volume control button, etc., which are not shown. ‥
制御基板には、CPUやGPU、DSP等の各種マイクロプロセッサ、ASIC、VRAMやRAM、ROM等の各種ICメモリ、携帯電話基地局と無線通信するための無線通信モジュール等が搭載されている。また、制御基板には、タッチ操作パネル12のドライバ回路といった、いわゆるI/F回路(インターフェース回路)等が搭載されている。これら制御基板に搭載されている各要素は、それぞれがバス回路等を介して電気的に接続され、データの読み書きや信号の送受信が可能に接続されている。  The control board is equipped with various microprocessors such as CPU, GPU, and DSP, various IC memories such as ASIC, VRAM, RAM, ROM, and wireless communication modules for wireless communication with mobile phone base stations. A so-called I/F circuit (interface circuit) such as a driver circuit of the touch operation panel 12 is mounted on the control board. The respective elements mounted on these control boards are electrically connected to each other via a bus circuit or the like, and are connected so as to be able to read and write data and send and receive signals. ‥
本実施の形態では、上述のようなゲームシステムを、第1プレーヤAが保有する第1ゲーム要素と、対戦相手となる第2プレーヤBが保有する第1ゲーム要素とを使用した対戦ゲームに適用した例を説明する。  In the present embodiment, the above-described game system is applied to a competitive game using the first game element owned by the first player A and the first game element owned by the second player B who is an opponent. An example will be described. ‥
ここで、第1ゲーム要素は、仮想的又は実体のある物品に対応付けられたキャラクタである。仮想的又は実体ある物品の一例としては、例えば、コンピュータに表示される仮想的なカードや、実体のあるカード等である。そして、実行するゲームにおいて、カードの使用により登場させることが可能となる第1ゲーム要素は、プレーヤ(コンピュータに操作されるノンプレーヤも含む)の操作に基づいて行動制御がなされるキャラクタであるものとし、カードには対応するキャラクタの図柄(該キャラクタの外観を示した画像)が付されるものとして説明する。更に、これに限られるものではなく、実行されるゲームのゲーム要素を特定する用途のカードは、キャラクタのようなゲーム要素を特定可能に構成されるものに限らず、アイテムや発動する効果等、その他のゲーム要素を特定するものであってもよいことは言うまでもない。尚、物品は、カードに限られることなく、物品に対応付けられたゲーム要素を特定可能に構成された物品であれば、カードに限られるものではない。物品は、例えばゲーム要素の外観を有するフィギュア等の造形物であってもよい。  Here, the first game element is a character associated with a virtual or substantial article. Examples of virtual or substantive items are, for example, virtual cards displayed on a computer, substantive cards, and the like. Then, in the game to be executed, the first game element that can be made to appear by using the card is a character whose behavior is controlled based on the operation of the player (including the non-player operated by the computer). The description will be made assuming that the card is provided with a design of the corresponding character (an image showing the appearance of the character). Furthermore, the card for the purpose of specifying the game element of the game to be executed is not limited to this, and is not limited to the one capable of specifying the game element such as the character, the item, the effect to be activated, etc. It goes without saying that it may specify other game elements. The article is not limited to the card, but is not limited to the card as long as the article is configured to identify the game element associated with the article. The article may be a shaped article, such as a figure, having the appearance of a game element, for example. ‥
更に、本実施の形態が適用される対戦ゲームでは、第1ゲーム要素とは異なる第2ゲーム要素が加わる。第2ゲーム要素は、第1ゲーム要素と同様にキャラクタではあるが、かならずしも仮想的又は実体のある物品と対応付けられる必要はない。  Furthermore, in the competitive game to which the present embodiment is applied, a second game element different from the first game element is added. The second game element is a character like the first game element, but it does not necessarily have to be associated with a virtual or substantial article. ‥
第2ゲーム要素は、プレーヤが保有する第1ゲーム要素をゲーム内にお
いて使用する。第1ゲーム要素を使用するとは、ゲーム内において第1ゲーム要素の選択又は行動を決定することを含む。第1ゲーム要素が例えばカードであるとすると、第2ゲーム要素は、ゲーム内の対戦において、プレーヤが保有するカードの選択又は行動を自律的又は自発的に決定する。別の言い方をするならば、コンピュータに操作されるノンプレーヤの機能のように、プレーヤによって行われる第1ゲーム要素の選択又は行動等の決定と同様な動作を行うということである。 
The second game element uses the first game element possessed by the player in the game. Using the first game element includes determining the selection or action of the first game element in the game. If the first game element is, for example, a card, the second game element autonomously or voluntarily determines the selection or action of the card held by the player in the match in the game. In other words, like a non-player function operated by a computer, the same operation as the selection of the first game element or the determination of the action performed by the player is performed.
但し、従来からあるコンピュータに操作されるノンプレーヤはプレーヤが保有する第1ゲーム要素を使用しないのに対し、本実施の形態における第2ゲーム要素はプレーヤが保有する第1ゲーム要素を使用する点で異なる。更に、従来からあるコンピュータに操作されるノンプレーヤはプレーヤの仮想対戦プレーヤであるのに対し、本実施の形態の第2ゲーム要素は、プレーヤと共に、プレーヤが保有する第1ゲーム要素を使用し、対戦プレーヤと対戦する点で異なる。プレーヤと第2ゲーム要素とが共に戦うとは、例えば、プレーヤと第2ゲーム要素がひとつのチームを編成し、プレーヤが保有する第1ゲーム要素を使用して他のプレーヤと対戦することである。一つのチームを編成するプレーヤと第2ゲーム要素は、交互に交代しながら、同一の第1ゲーム要素を使用する。また、プレーヤが保有する第1ゲーム要素を使用して他のプレーヤと対戦する際に、プレーヤに対して、対戦のアドバイスを提供することも含む。  However, a conventional non-player operated by a computer does not use the first game element owned by the player, whereas the second game element in the present embodiment uses the first game element owned by the player. Different. Furthermore, while a non-player operated by a conventional computer is a virtual opponent player of the player, the second game element of the present embodiment uses the first game element owned by the player together with the player, They differ in that they play against the opponent player. The battle between the player and the second game element means, for example, that the player and the second game element form a team, and the first game element held by the player is used to compete with another player. .. The players and the second game elements that form one team use the same first game elements alternately. It also includes providing the player with advice on the battle when using the first game element possessed by the player to compete with another player. ‥
また、第2ゲーム要素は、ゲームに関する所定の条件に基づいて変化するキャラクタ情報を持つ。キャラクタ情報は、第2ゲーム要素の属性を示すものである。このキャラクタ情報は、第2ゲーム要素の自律的又は自発的な行動(第1ゲーム要素の使用)に影響を与える。別の言い方をするならば、キャラクタ情報は第2ゲーム要素の能力と性格であり、この能力と性格の相違によって第2ゲーム要素の自律的又は自発的な行動(第1ゲーム要素の使用)が異なるということである。そして、このキャラクタ情報は、人間が種々の体験を経て成長していくように、ゲームの進行に応じて変化する。例えば、ゲームに関する所定の条件を達成することにより、キャラクタ情報が変化していくのである。  In addition, the second game element has character information that changes based on a predetermined condition related to the game. The character information indicates the attribute of the second game element. This character information influences the autonomous or spontaneous behavior of the second game element (use of the first game element). In other words, the character information is the ability and character of the second game element, and the autonomous or voluntary action of the second game element (use of the first game element) is caused by the difference between the ability and character. It is different. Then, this character information changes in accordance with the progress of the game so that the person grows through various experiences. For example, the character information is changed by achieving a predetermined condition regarding the game. ‥
ゲームに関する所定の条件には、ゲームの対戦結果に対して得た対価(例えば、経験値や特定の第1ゲーム要素の使用)との交換、ゲーム内の所定イベントを達成したことのみならず、プレーヤの何らかの行動に対する対価として新たな第1ゲーム要素を取得したこと、特定の第1ゲーム要素を取得したこと等が含まれる。ここで、プレーヤの行動とは、代価(金銭やゲーム内貨幣、インターネット上で実施されるくじ引きイベントに参加することによりプレーヤが取得したポイント等)の支払い、ゲーム内のイベントの参加等である。  Predetermined conditions related to the game include not only exchange for a reward (for example, experience value or use of a specific first game element) obtained for the battle result of the game, achievement of a predetermined event in the game, This includes acquisition of a new first game element, acquisition of a specific first game element, and the like as compensation for some action of the player. Here, the actions of the player include payment of money (money, in-game currency, points acquired by the player by participating in a lottery event carried out on the Internet, etc.), participation in an in-game event, and the like. ‥
キャラクタ情報は、複数のパラメータを含んでもよい。例えば、本実施の形態では、キャラクタ情報は、ゲームの結果により得られる経験値により変化するパラメータ(以下、レベルと記載する)と、第1ゲーム要素の種類の使用頻度や特定のカードの取得によって変化するパラメータ(以下、カード理解度と記載する)と、第1ゲーム要素の種類の使用割合によって変化するパラメータ(以下、パーソナリティと記載する)と、所定のイベントに応じて変化するパラメータ(以下、シンクロレベルと記載する)とを含む。  The character information may include a plurality of parameters. For example, in the present embodiment, the character information is obtained by a parameter (hereinafter, referred to as a level) that changes according to an experience value obtained as a result of the game, the frequency of use of the type of the first game element, and acquisition of a specific card. A parameter that changes (hereinafter, referred to as a card comprehension degree), a parameter that changes depending on the usage ratio of the type of the first game element (hereinafter, described as a personality), and a parameter that changes according to a predetermined event (hereinafter, (Referred to as a sync level). ‥
レベルは、第2ゲーム要素の基本的なレベルを表し、対戦することによって得られる経験値によって上昇する。そして、レベルがアップすると、第2ゲーム要素の思考力が上昇可能である。思考力が高いほど、ゲームの状況に応じて適切に第1ゲーム要素を使用することができる。  The level represents the basic level of the second game element, and is increased by the experience value obtained by playing the battle. Then, when the level increases, the thinking power of the second game element can be increased. The higher the thinking ability, the more appropriately the first game element can be used according to the situation of the game. ‥
カード理解度は、第1ゲーム要素に対する理解度(カードのキャラクタの発動する効果等に対する理解度)であり、理解度が高いほど、その第1ゲーム要素(カード)を適切なタイミングで使用することができる。  The card comprehension level is the comprehension level with respect to the first game element (the comprehension level with respect to the effect of the character of the card, etc.), and the higher the comprehension level, the more appropriate use of the first game element (card) is You can ‥
パーソナリティは、第2ゲーム要素の性格を表し、第1ゲーム要素の属性(キャラクタに応じて属性を有している)の使用割合によって変化する。  The personality represents the personality of the second game element, and changes depending on the usage rate of the attribute of the first game element (having an attribute according to the character). ‥
シンクロレベルは、ゲームの進行に応じて上昇する。シンクロレベルは、ゲーム内の所定のイベントを達成することによっても上昇する。前記所定のイベントとは、ゲームへのログイン、ゲーム内でプレーヤと共に行動すること、カードの購入、特定のカードの取得を含む。本実施形態のゲームは、カード対戦モードの他に、第2ゲーム要素とのコミュニケーションを楽しむふれあいモード等のモードも含んでいる。前記所定のイベントには、ふれあいモードにおいて、画面表示された第2ゲーム要素の画像へのタッチ操作も含まれる。このふれあいモードでは、シンクロレベルが異なることにより、第2ゲーム要素の表現内容等が異なり、シンクロレベルが高い程、より親密度の高い表現となる。シンクロレベルは、プレーヤと第2ゲーム要素との関係を示すパラメータともいえる。  The sync level increases as the game progresses. The sync level also rises by completing certain in-game events. The predetermined event includes logging in to the game, acting with the player in the game, purchasing a card, and acquiring a specific card. In addition to the card battle mode, the game of the present embodiment also includes a mode such as a contact mode in which communication with the second game element is enjoyed. The predetermined event includes a touch operation on the image of the second game element displayed on the screen in the contact mode. In the contact mode, the contents of expression of the second game element are different due to the different sync levels, and the higher the sync level, the more intimate the expression. The sync level can be said to be a parameter indicating the relationship between the player and the second game element. ‥
上述のような、第2ゲーム要素によるキャラクタ情報に対応した自律的又は自発的な行動は、ゲームサーバ2が備えるAI機能によって与えられる情報に基づいて行われる。このAI機能は、多くの対戦ゲームのゲーム進行の内容とその結果等を教師データとし、機械学習して得られたAI機能である。機械学習の方法は、深層学習(ディープラーニング)が代表的なものであるが、これに限られない。[ゲーム内容の概略] 次に、実施の形態の説明の理解を助けるために、プレーヤ端末1のディスプレイ11の表示画面を用いて、ゲームの概要を説明する。  The autonomous or spontaneous action corresponding to the character information by the second game element as described above is performed based on the information provided by the AI function of the game server 2. This AI function is an AI function obtained by machine learning using the contents of game progress of many competitive games and the results thereof as teacher data. Deep learning is a representative machine learning method, but the method is not limited to this. [Outline of Game Contents] Next, in order to help understanding of the description of the embodiment, an outline of the game will be described using the display screen of the display 11 of the player terminal 1. ‥
本実施形態のゲームでは、プレーヤA,Bは、ゲームオブジェクトである仮想的なゲームカード(第1ゲーム要素が化体しているカード、単に「カード」という。)をゲーム内で使用する。カードは複数種類用意され、各々に関連付けられたキャラクタの能力及びカード属性等の組合せによって区別される。カード属性は、例えば、赤、青といった色や、1から7の何れかの数字等で定められる。各カードには、コンピュータ制御の敵キャラクタや他プレーヤ等の対戦相手との対戦プレイ(バトル)に用いるレベルや攻撃力、HPといった能力パラメータ値が定められている。  In the game of this embodiment, the players A and B use virtual game cards (cards in which the first game element is embodied, simply referred to as “cards”) that are game objects in the game. A plurality of types of cards are prepared, and the cards are distinguished by a combination of the character's ability and card attributes associated with each. The card attribute is defined by a color such as red or blue, a number from 1 to 7, or the like. In each card, ability parameter values such as a level, offensive power, and HP used for a battle play (battle) with a computer-controlled enemy character or an opponent such as another player are defined. ‥
カードは、アカウント登録時において対戦プレイ(バトル)に最低限必要な枚数が付与される他、ゲーム中に取得したり、課金アイテムとして購入によって取得したり、ガチャと呼ばれる抽選によって取得することができる。加えて、カードは、実体のあるゲームカード(以下、「リアルカード」という。)を入手し、入手したリアルカードをゲーム内で使用可能とするための登録手続きをすることによっても獲得できる。具体的には、プレーヤA,Bは、リアルカードの登録手続きを行うと、そのリアルカードと対応付けられたカード種類のカードを取得することができる。  The number of cards required for battle play (battle) is added at the time of account registration, it can be acquired during the game, purchased as a billing item, or acquired by lottery called gacha. .. In addition, the card can be obtained by obtaining a substantial game card (hereinafter, referred to as “real card”) and performing a registration procedure for enabling the obtained real card in the game. Specifically, the players A and B can obtain a card of the card type associated with the real card by performing the registration procedure of the real card. ‥
そして、プレーヤAは、保有しているカードのうちの所定枚数(例えば40枚)でデッキを構成し、デッキを用いた対戦プレイ(バトル)に挑む。デッキを用いた対戦プレイ(バトル)とは、デッキを構成するカード(デッキカード)に定められている能力パラメータ値(第1ゲーム要素のキャラクタ情報)を用いて、対戦相手との勝敗を決めるものである。  Then, the player A composes a deck with a predetermined number (for example, 40 cards) of the possessed cards, and challenges the battle play (battle) using the deck. Competitive play using a deck (battle) is to determine the win or loss with an opponent using the ability parameter value (character information of the first game element) defined in the cards (deck cards) that make up the deck. Is. ‥
バトルは、ログイン後に表示されるホーム画面からバトルメニューを選択操作(タッチ操作)することで開始される。なお、ゲームに先立ち、プレーヤA,Bは、アカウント登録を済ませ、デッキを編成しておく必要がある。デッキの編成は、ホーム画面等からカードメニューをタッチ操作し、その1つとして提示されるデッキ編成メニューから行えるようになっている。  The battle is started by selecting (touching) the battle menu from the home screen displayed after login. Prior to the game, players A and B need to complete account registration and organize a deck. The deck can be organized by touching the card menu from the home screen or the like and using the deck organization menu presented as one of them. ‥
ここで、第2ゲーム要素であるが、プレーヤA,Bは、アカウント登録時において、複数の第2ゲーム要素(以下、バディと記載する)から好みのバディを選択することにより、入手可能である。入手当初のバディのキャラクタ情報に含まれる複数のパラメータは初期状態(最も低いレベル)である。プレーヤAと、プレーヤAにより入手されたバディAとがひとつのチームを編成する。プレーヤBと、プレーヤBにより入手されたバディBとがひとつのチームを編成する。  Here, although it is the second game element, the players A and B can obtain it by selecting their favorite buddy from a plurality of second game elements (hereinafter referred to as buddies) at the time of account registration. .. The parameters included in the character information of the buddy at the time of acquisition are the initial state (lowest level). The player A and the buddy A obtained by the player A form a team. The player B and the buddy B obtained by the player B form one team. ‥
バトルは、プレーヤAのチームのターンと、対戦相手であるプレーヤBのチームのターンとが交互に実行される。各チーム内のターンはプレーヤとバディがターン毎に入れ替わりながら行われる。各ターンは、デッキカードのうち手札をフィールド等の自プレーヤのプレーヤ領域に設定するスタンバイフェーズと、設定したデッキカードを使用するために、他のデッキカード等を準備するカード使用準備フェーズと、プレーヤ領域に設置したデッキカードを用いて、対戦プレーヤ又は対戦プレーヤのカードに攻撃を行う対戦フェーズ等の複数のフェーズから構成される。  In the battle, the turn of the team of player A and the turn of the team of player B, who is an opponent, are alternately executed. The turns within each team are performed while the player and the buddy are swapping each turn. In each turn, a standby phase in which the hand of the deck cards is set in the player area of the player such as a field, a card use preparation phase in which other deck cards are prepared in order to use the set deck card, and a player is used. It is composed of a plurality of phases such as a battle phase in which an opponent player or a card of the opponent player is attacked by using a deck card placed in the area. ‥
図3はプレーヤ端末1のディスプレイ11に表示される対戦ゲームのスタンバイフェーズ又はカード使用準備フェーズにおける画面表示の一例を示した図である。ディスプレイ11の画面は、プレーヤAのカード等が設定される第1領域20と、対戦するプレーヤBのカード等が設定される第2領域21とを備えている。また、第1領域20と第2領域21との境界には、現在実行することが可能な操作の情報を表示する操作情報30が表示される。  FIG. 3 is a diagram showing an example of a screen display displayed on the display 11 of the player terminal 1 in the standby phase or the card use preparation phase of the competitive game. The screen of the display 11 has a first area 20 in which the player A's cards and the like are set, and a second area 21 in which the player B's cards and the like are set. Further, at the boundary between the first area 20 and the second area 21, operation information 30 that displays information about operations that can be currently executed is displayed. ‥
第1領域20、第2領域21の各領域は、自デッキより選択されたカード(手札)が5枚配置されるフィールド領域22と、フィールドに配置されたカードの行動又は効果を発動するために消費(行動コスト)されるカードが配置されるベース領域23と、カードの発動効果に影響与え(フォース)、ライフ(HP)を持つ第1オブジェクト31と、同様にライフ(HP)を持つ第2オブジェクトが配置されるフォース領域24とを備える。尚、本実施の形態では、第2オブジェクト32は、第2ゲーム要素であるバディと兼ねて表示されている。  Each of the first area 20 and the second area 21 is for activating a field area 22 in which five cards (hands) selected from the own deck are arranged and an action or effect of the cards arranged in the field. A base area 23 in which a card to be consumed (action cost) is placed, a first object 31 having a life (HP) that influences a card activation effect (force), and a second object similarly having a life (HP) And a force area 24 in which an object is arranged. In the present embodiment, the second object 32 is also displayed as a buddy that is the second game element. ‥
対戦フェーズでは、図4に示すように、プレーヤAは、攻撃に使用するカードを、指でタッチし、攻撃対象となる相手のカード、第1又は第2オブジェクト31,32までドラックすることにより、攻撃に使用するカード及び攻撃対象となる対戦プレーヤBのカード、第1又は第2オブジェクト31,32を決定する。これにより、プレーヤAの攻撃が開始される。また、バディAによる攻撃の場合には、ゲームサーバ2から提供されるカード操作情報によって、攻撃に使用するカード及び攻撃対象となる対戦プレーヤBのカード、第1又は第2オブジェクト31,32が決定される。  In the battle phase, as shown in FIG. 4, the player A touches the card used for the attack with his/her finger and drags to the opponent's card to be attacked, the first or second object 31, 32, The card used for the attack, the card of the opponent player B to be attacked, and the first or second object 31, 32 are determined. As a result, the attack of player A is started. In the case of an attack by the buddy A, the card used for the attack, the card of the opponent player B to be attacked, and the first or second object 31, 32 are determined by the card operation information provided from the game server 2. To be done. ‥
このような一連のフェーズからなるターンを、プレーヤAのチームと対戦相手のプレーヤBのチームとが交互に繰り返し、いずれかのプレーヤのライフが0になる、又は、デッキのカードが0枚になることにより、勝敗が決定する。[機能構成] 図5は、プレーヤ端末1の機能構成例を示すブロック図である。  A turn consisting of such a series of phases is alternately repeated by the team of player A and the team of player B of the opponent, and the life of either player becomes 0, or the number of cards in the deck becomes 0. The outcome is decided by this. [Functional Configuration] FIG. 5 is a block diagram showing an example of the functional configuration of the player terminal 1. ‥
図5に示すように、プレーヤ端末1は、操作入力部51と、処理部52と、画像表示部53と、音出力部54と、通信部55と、記憶部56とを備える。  As shown in FIG. 5, the player terminal 1 includes an operation input unit 51, a processing unit 52, an image display unit 53, a sound output unit 54, a communication unit 55, and a storage unit 56. ‥
操作入力部51は、プレーヤがゲームに関する各種操作を入力するためのものであり、操作入力に応じた操作入力信号を処理部52に出力する。操作入力部51の機能は、例えば、タッチ操作パッド、ホームボタン、ボタンスイッチや、ジョイスティック、トラックボールといった直接プレーヤAが指で操作する素子はもちろん、加速度センサや角速度センサ、傾斜センサ、地磁気センサといった、運動や姿勢を検知する素子等によっても実現できる。図2では、タッチ操作パネル12がこれに該当する。  The operation input unit 51 is for the player to input various operations related to the game, and outputs an operation input signal according to the operation input to the processing unit 52. The function of the operation input unit 51 is, for example, a touch operation pad, a home button, a button switch, an element directly operated by the player A with a finger such as a joystick, a trackball, an acceleration sensor, an angular velocity sensor, an inclination sensor, and a geomagnetic sensor. It can also be realized by an element or the like that detects motion or posture. In FIG. 2, the touch operation panel 12 corresponds to this. ‥
処理部52は、記憶部56に格納されるプログラムやデータ、操作入力部51からの操作入力信号等に基づいてプレーヤ端末1の動作を統括的に制御する。処理部52の機能は、例えば、CPUやGPU等のマイクロプロセッサ、ASIC、ICメモリ等の電子部品によって実現できる。この処理部52は、主な機能部として、ゲーム演算部61と、画像生成部62と、音生成部63
と、通信制御部64とを備える。 
The processing unit 52 comprehensively controls the operation of the player terminal 1 based on a program or data stored in the storage unit 56, an operation input signal from the operation input unit 51, and the like. The function of the processing unit 52 can be realized by, for example, a microprocessor such as CPU or GPU, or an electronic component such as ASIC or IC memory. The processing unit 52 has a game calculation unit 61, an image generation unit 62, and a sound generation unit 63 as main functional units.
And a communication control unit 64.
ゲーム演算部61は、本実施形態のゲームを実現するための種々のゲーム処理を実行し、処理結果を画像生成部62や音生成部63に出力する。ゲーム演算部61は、カード提供部70と、カード設定部71と、バディ設定部72と、行動決定部73と、操作情報取得部74と、操作画像表示部75と、ゲーム管理部76とを含む。  The game calculation unit 61 executes various game processes for realizing the game of the present embodiment, and outputs the processing result to the image generation unit 62 and the sound generation unit 63. The game calculation unit 61 includes a card providing unit 70, a card setting unit 71, a buddy setting unit 72, an action determination unit 73, an operation information acquisition unit 74, an operation image display unit 75, and a game management unit 76. Including. ‥
カード提供部70は、カード(第1ゲーム要素)の提供に関する処理を行う。カードは所定の条件を満たすことによりプレーヤに提供される。前記所定の条件には、代価(金銭やゲーム内貨幣、インターネット上で実施されるくじ引きイベントに参加することによりプレーヤが取得したポイント等)の支払い、ゲーム内又はゲーム外でプレーヤの行動に対して得た対価との交換、ユーザアカウントの登録等がある。カード提供部70は、カード提供要求をゲームサーバ2に送信し、カードの提供条件が満たされる場合にゲームサーバ2から送信されるカードのデータを通信部55を介してゲームサーバ2から受信し、後述するカード設定データに追加する。  The card providing unit 70 performs a process related to providing a card (first game element). The card is provided to the player by satisfying a predetermined condition. The predetermined conditions include payment of price (money, in-game currency, points acquired by a player by participating in a lottery event held on the Internet, etc.), player's action in or out of the game. There are exchanges for the obtained consideration and registration of user accounts. The card providing unit 70 transmits a card providing request to the game server 2, receives card data transmitted from the game server 2 from the game server 2 via the communication unit 55 when the card providing conditions are satisfied, It is added to the card setting data described later. ‥
代価の支払いによるカードの提供について説明する。提供されるカードの提示には、第1態様(第2ゲーム要素により薦められるカードの提示)と第2態様(通常の購入対象カードの提示)がある。本実施形態では、カードの購入は複数枚のカードから構成されるカードパック単位で行われる。但し、カードの購入をカードパック単位であることに限定するものではなく、カード単位の購入でも良い。  The provision of a card by paying the price will be described. There are a first mode (presentation of a card recommended by the second game element) and a second mode (presentation of a normal purchase target card) in the presentation of the provided card. In the present embodiment, cards are purchased in card pack units composed of a plurality of cards. However, the card purchase is not limited to the card pack unit, and the card unit may be purchased. ‥
プレーヤが代価の支払いによるカードの提供を受けるため、ホーム画面等からショップメニューをタッチ操作すると、カード提供部70は、カード購入画面(第2態様に対応)を表示する。カード購入画面が図6に例示される。カード購入画面は、購入対象のカードパックが選択可能に表示されるものである。カード提供部70は、カード購入画面においてカードパックが選択されるタッチ操作を検出すると、提供対象のカードパックのデータをゲームサーバ2に要求し、受信したカードパックのデータを画像生成部62に出力する。図6の例では、カードパック「○○○」が表示されている。例えばスライド操作によって他のカードパックが表示される。プレーヤは、スライド操作により、複数のカードパックの中から所望のカードパックを選び出し、画面の購入ボタン41を押下することで、カードを購入することができる。カード提供部70は、購入ボタン41の押下を検出すると、カード購入要求をゲームサーバ2に送信する。  When the player touches the shop menu on the home screen or the like in order to receive the payment of the card, the card providing unit 70 displays the card purchase screen (corresponding to the second mode). The card purchase screen is illustrated in FIG. The card purchase screen is displayed so that the card pack to be purchased can be selected. When the card providing unit 70 detects a touch operation for selecting a card pack on the card purchase screen, the card providing unit 70 requests the game server 2 for the data of the card pack to be provided, and outputs the received data of the card pack to the image generating unit 62. To do. In the example of FIG. 6, the card pack “XX” is displayed. For example, another card pack is displayed by a slide operation. The player can purchase a card by selecting a desired card pack from a plurality of card packs by a slide operation and pressing the purchase button 41 on the screen. When the card providing unit 70 detects that the purchase button 41 is pressed, it sends a card purchase request to the game server 2. ‥
また、カード提供部70は、カード購入画面に含まれるリクエストボタン42の押下を検出すると、表示画面をリクエストカード画面に遷移させる。リクエストカード画面を図7に例示する。リクエストカード画面は、第2ゲーム要素が勧めるカード(リクエストカード)の情報が表示されるものである。表示されるリクエストカードの情報は、リクエストカードのカード名、前記リクエストカードが含まれるカードパックのパック名等がある。そして、カード提供部70は、リクエストボタン42の押下を検出すると、リクエストカードのデータをゲームサーバ2に要求し、受信したカードのデータを画像生成部62に出力する。リクエストカードは、ゲームサーバ2が備えるAI機能により、プレーヤのデッキや保有カードの弱点が分析・評価され、その弱点を補うために選出されたカードである。このため、カード提供部70が表示するリクエストカード画面では、カード購入画面で提示されるカードよりも、ゲームの進行を有利に進められるカードが提示される。リクエストカード画面で第2ゲーム要素が勧めるカードが含まれるカードパックを購入したい場合、プレーヤは、リクエスト画面の戻るボタンを押下してカード購入画面に戻り、所望のリクエストカードに対応するカードパックを選んで購入することができる。  In addition, when the card providing unit 70 detects that the request button 42 included in the card purchase screen is pressed, the card providing unit 70 transitions the display screen to the request card screen. The request card screen is illustrated in FIG. The request card screen displays information on cards (request cards) recommended by the second game element. The information on the request card displayed includes the card name of the request card, the pack name of the card pack including the request card, and the like. When the card providing unit 70 detects that the request button 42 has been pressed, the card providing unit 70 requests the game server 2 for the request card data, and outputs the received card data to the image generating unit 62. The request card is a card selected by the AI function of the game server 2 to analyze and evaluate the weaknesses of the player's deck and the possessed cards, and to supplement the weaknesses. Therefore, the request card screen displayed by the card providing unit 70 presents a card that can advance the game more favorably than the card presented on the card purchase screen. When the player wants to purchase a card pack that includes cards recommended by the second game element on the request card screen, the player presses the return button on the request screen to return to the card purchase screen, and selects the card pack corresponding to the desired request card. Can be purchased at. ‥
カード購入画面からカードを取得すること、取得したカードにリクエストカードが含まれていることは、第2ゲーム要素のキャラクタ情報のパラメータであるシンクロレベルが上昇する条件に設定されている。このため、カード提供部70は、キャラクタ情報が変化する条件の要因となる情報を送信するともいえる。  Acquiring a card from the card purchase screen and including the request card in the acquired card are set as conditions for increasing the synchronization level, which is a parameter of the character information of the second game element. Therefore, it can be said that the card providing unit 70 transmits information that is a factor of the condition for changing the character information. ‥
また、リクエストカードを取得することは、シンクロレベルだけでなくカード理解度を上昇する条件にも設定されている。リクエストカードの取得によるカード理解度の上昇率は、他の条件に対応するカード理解度の上昇率よりも大きく設定される。リクエストカードを取得することにより、キャラクタ情報を大きく変化させることができる。  Further, obtaining the request card is set not only for the sync level but also for the condition of increasing the card comprehension level. The increase rate of the card comprehension level due to acquisition of the request card is set to be higher than the increase rate of the card comprehension level corresponding to other conditions. By acquiring the request card, the character information can be greatly changed. ‥
リクエストカードが含まれるカードパックの代価と、それ以外のカードパックの代価とでは異なる値が設定されている。リクエストカードのカードパックの代価の方がそれ以外のカードパックの代価よりも高く設定されていてもよい。  Different values are set for the price of the card pack including the request card and the price of the other card packs. The price of the card pack of the request card may be set higher than the prices of the other card packs. ‥
カード提供部70は、リクエストカード表示画面の表示を制限してもよい。例えば、リクエストカード表示画面の表示可能時間帯や所定期間における表示可能回数等を設定し、カード購入画面におけるリクエストボタン42の表示・非表示を制御するようにしてもよい。これにより、リクエストカードが提供される回数は、リクエストカード以外のカードが提供される回数よりも少なくなる。これにより、リクエストカードの取得の価値が高まる。なお、リクエストカードが提供される回数を制限する方法はこれに限定されず、他の方法を用いてもよい。  The card providing unit 70 may limit the display of the request card display screen. For example, the displayable time zone of the request card display screen, the displayable number of times in a predetermined period, and the like may be set to control the display/non-display of the request button 42 on the card purchase screen. As a result, the number of times the request card is provided is less than the number of times a card other than the request card is provided. This increases the value of obtaining the request card. The method of limiting the number of times the request card is provided is not limited to this, and another method may be used. ‥
また、カード提供部70は、プレーヤがゲームに敗北したことを条件として、リクエストカードのデータをゲームサーバ2に要求し、受信したカードのデータを画像生成部62に出力し、リクエストカード表示画面を画像表示部53に表示させてもよい。このように構成することにより、バトルに勝利するために必要となるカードの情報を、タイミング良くプレーヤに提供することができる。  Further, the card providing unit 70 requests the game server 2 for the request card data, outputs the received card data to the image generating unit 62, and displays the request card display screen on condition that the player loses the game. You may display on the image display part 53. With this configuration, it is possible to provide the player with the information of the card necessary for winning the battle in good timing. ‥
カード購入画面では、代価の支払い前は、カードの内容が視認不可能な形態で表示される。例えば、開封される前のカードパックの画像が表示されるようにしてもよい。代価の支払い後には、購入したカードの内容が視認可能な形態で表示される。例えば、開封されたカードパックからカードが出され、各カードの内容を示す画像が表示されるようにしてもよい。  On the card purchase screen, the contents of the card are displayed in an invisible form before payment of the price. For example, the image of the card pack before being opened may be displayed. After paying the price, the contents of the purchased card are displayed in a visible form. For example, a card may be taken out from the opened card pack and an image showing the contents of each card may be displayed. ‥
カード設定部71は、後述するカード設定データ及びデッキ設定データを用い、プレーヤA,Bが現時点までに保有している保有カードを管理する。また、保有カードから各デッキを構成するカードを管理し、プレーヤA,Bが選択したデッキより、スタンバイフェーズ及びカード使用準備フェーズにおいて、各フィールドに設定されるカード及び手札を設定する。また、各フィールドに設定されるカード及び手札に関する情報であるカード設定情報を生成し、通信部55を介して、ゲームサーバ2に送信する。  The card setting unit 71 uses the card setting data and the deck setting data, which will be described later, to manage the possessed cards that the players A and B have so far. Also, the cards constituting each deck are managed from the possessed cards, and the cards and hands set in each field are set from the decks selected by the players A and B in the standby phase and the card use preparation phase. In addition, it generates card setting information, which is information about cards and hands set in each field, and transmits the card setting information to the game server 2 via the communication unit 55. ‥
バディ設定部72は、プレーヤA,Bは、アカウント登録時において、プレーヤA,Bにより選択された第2ゲーム要素としてのバディに関する情報(キャラクタ情報も含む)を、後述するバディ設定データを用いて管理する。バディ設定部72は、アカウント登録時のバディ(第2ゲーム要素)のキャラクタ情報に含まれる複数のパラメータを初期値(最も低い値)に設定する。また、バディが変更された場合、バディ設定部72は、変更後のバディ(第2ゲーム要素)のキャラクタ情報に含まれる複数のパラメータを初期値(最も低い値)に設定する。なお、第2ゲーム要素は代価の支払いを条件とせずに設定可能である。  The buddy setting unit 72 allows the players A and B to use information (including character information) about buddies as the second game elements selected by the players A and B at the time of account registration, using buddy setting data described later. to manage. The buddy setting unit 72 sets a plurality of parameters included in the character information of the buddy (second game element) at the time of account registration to initial values (lowest values). When the buddy is changed, the buddy setting unit 72 sets a plurality of parameters included in the character information of the buddy (second game element) after the change to initial values (lowest values). The second game element can be set without the condition that payment of the price is required. ‥
バディ設定部72は、操作メニューからふれあいモードが選択された場合、所定の操作(例えば、ディスプレイ11に表示された第2ゲーム要素の画像へのタッチ操作)に応じて、第2ゲーム要素のリアクションを音声や画像により出力する処理を行う。第2ゲーム要素の台詞が音声及び/又は文字により出力される場合、ゲーム管理部76は、第2ゲーム要素のシンクロレベルに応じた音声データ及び/又は文字データを記憶部56から読み出し、画像生成部62及び/又は音生成部63に出力する。また、バディ設定部72は、ふれあいモードにおいて第2ゲーム要素の画像へのタッチ操作を検出したことを示すデータをユーザ識別情報とともにゲームサーバ2に送信する。バディ設定部72は、キャラクタ情報が変化する条件の要因となる情報を送信するともいえる。  When the contact mode is selected from the operation menu, the buddy setting unit 72 responds to the second game element in response to a predetermined operation (for example, a touch operation on the image of the second game element displayed on the display 11). Is output by voice or image. When the dialogue of the second game element is output by voice and/or characters, the game management unit 76 reads out voice data and/or character data corresponding to the synchronization level of the second game element from the storage unit 56, and generates an image. It is output to the unit 62 and/or the sound generation unit 63. In addition, the buddy setting unit 72 transmits data indicating that a touch operation on the image of the second game element has been detected in the contact mode, to the game server 2 together with the user identification information. It can be said that the buddy setting unit 72 transmits information that causes a condition for changing the character information. ‥
バディ設定部72は、ゲームサーバ2から送信されてくる変化後のキャラクタ情報を受信し、記憶部56に記憶されているキャラクタ情報を更新する。  The buddy setting unit 72 receives the changed character information transmitted from the game server 2 and updates the character information stored in the storage unit 56. ‥
また、バディ設定部72は、対戦中又はその他のメニュー画面において、バディの画像情報を画像生成部62に出力する。  Further, the buddy setting unit 72 outputs the image information of the buddy to the image generation unit 62 during the battle or on the other menu screen. ‥
行動決定部73は、プレーヤA,Bのタッチ操作等により、カードの選択や、カードの行動を決定し、カードの選択又は行動の情報である行動選択情報を生成し、通信部55を介して、ゲームサーバ2に送信する。  The action determination unit 73 determines a card selection or a card action by a touch operation of the players A and B or the like, generates action selection information which is information on the card selection or the action, and via the communication unit 55. , To the game server 2. ‥
操作情報取得部74は、カードの選択又は行動の操作に関する情報であるカード操作情報を、通信部55を介して取得する。カード操作情報は、ゲームサーバ2のAI機能により、バディのキャラクタ情報と、対戦におけるカード設定情報の状況とを参照して生成された情報である。  The operation information acquisition unit 74 acquires, through the communication unit 55, card operation information that is information related to card selection or action operation. The card operation information is information generated by the AI function of the game server 2 by referring to the character information of the buddy and the status of the card setting information in the battle. ‥
操作画像表示部75は、操作情報取得部74より取得されたカード操作情報を用いて、バディがカードの選択又は行動を操作する画像を表示する処理を行う。例えば、取得されたカード操作情報が「カードAで相手のカードBを攻撃する」というカード操作内容に関する情報である場合、操作画像表示部75は、例えば図8のように、バディの台詞とカードAから相手のカードBへの矢印との画像を表示する。  The operation image display unit 75 uses the card operation information acquired by the operation information acquisition unit 74 to perform a process of displaying an image in which the buddy operates the card selection or the action. For example, when the acquired card operation information is information about the card operation content of “attack the opponent's card B with the card A”, the operation image display unit 75 displays the buddy's dialogue and the card as shown in FIG. An image with an arrow from A to the opponent's card B is displayed. ‥
ゲーム管理部76は、ゲーム全体の進行を管理する。  The game management unit 76 manages the progress of the entire game. ‥
画像生成部62は、ゲーム演算部61の処理結果に基づいて1フレーム時間(例えば1/60秒)で1枚のゲーム画面を生成し、生成したゲーム画面の画像信号を画像表示部103に出力する。画像生成部62の機能は、例えば、GPUやデジタルシグナルプロセッサ(DSP)等のプロセッサ、ビデオ信号IC、ビデオコーデック等のプログラム、フレームバッファ等の描画フレーム用ICメモリ、テクスチャデータの展開用に使用されるICメモリ等によって実現できる。  The image generation unit 62 generates one game screen in one frame time (for example, 1/60 seconds) based on the processing result of the game calculation unit 61, and outputs the generated image signal of the game screen to the image display unit 103. To do. The function of the image generation unit 62 is used for, for example, a processor such as a GPU or a digital signal processor (DSP), a program such as a video signal IC, a video codec, an IC memory for a drawing frame such as a frame buffer, and the expansion of texture data. It can be realized by an IC memory or the like. ‥
音生成部63は、ゲーム演算部61の処理結果に基づいてゲームに関する効果音やBGM、操作補助情報の音声情報、各種操作音等の音信号を生成し、音出力部54に出力する。音生成部63の機能は、例えば、デジタルシグナルプロセッサ(DSP)や音声合成IC等のプロセッサ、音声ファイルを再生可能なオーディオコーデック等によって実現できる。  The sound generation unit 63 generates a sound signal such as a sound effect related to the game, BGM, voice information of operation auxiliary information, various operation sounds, and the like based on the processing result of the game calculation unit 61, and outputs the sound signal to the sound output unit 54. The function of the sound generation unit 63 can be realized by, for example, a processor such as a digital signal processor (DSP) or a voice synthesis IC, an audio codec capable of reproducing a voice file, or the like. ‥
通信制御部64は、ゲームサーバ2とのデータ通信のための通信接続及びデータ処理を行う。  The communication control unit 64 performs communication connection and data processing for data communication with the game server 2. ‥
画像表示部53は、画像生成部62から入力される画像信号に基づいて各種ゲーム画面を表示する。画像表示部53の機能は、例えば、フラットパネルディスプレイ、ブラウン管(CRT)、プロジェクター、ヘッドマウントディスプレイといった表示装置によって実現できる。図2では、画像表示部62は、ディスプレイ11に該当する。  The image display unit 53 displays various game screens based on the image signal input from the image generation unit 62. The function of the image display unit 53 can be realized by a display device such as a flat panel display, a cathode ray tube (CRT), a projector, or a head mounted display. In FIG. 2, the image display unit 62 corresponds to the display 11. ‥
音出力部54は、音生成部63から入力される音信号に基づいてゲームに関する効果音等を音出力するためのものである。図2では、音出力部54は、スピーカ13に該当する。  The sound output unit 54 is for outputting sound effects and the like related to the game based on the sound signal input from the sound generation unit 63. In FIG. 2, the sound output unit 54 corresponds to the speaker 13. ‥
通信部55は、通信回線Nと接続して通信を実現する。通信部55の機能は、例えば、無線通信機、モデム、TA(ターミナルアダプタ)、有線用の通信ケーブルのジャックや制御回路等によって実現できる。  The communication unit 55 connects to the communication line N to realize communication. 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 of a wired communication cable, a control circuit, or the like. ‥
記憶部56には、プレーヤ端末1を動作させ、プレーヤ端末1が備える種々の機能を実現するためのプログラムや、このプログラムの実行中に使用されるデータ等が予め記憶され、或いは処理の都度一時的に記憶される。記憶部56は、例えばRAMやROM、フラッシュメモリ等のICメモリ、ハードディスク等の磁気デ
ィスク、CD-ROMやDVD等の光学ディスク等によって実現できる。 
The storage unit 56 stores in advance a program for operating the player terminal 1 to realize various functions of the player terminal 1, data used during execution of this program, or the like, or a temporary storage for each processing. Be remembered. The storage unit 56 can be realized by, for example, an RAM, a ROM, an IC memory such as a flash memory, a magnetic disk such as a hard disk, an optical disk such as a CD-ROM or a DVD.
記憶部56には、システムプログラムと、ゲームプログラムとが格納される。システムプログラムは、プレーヤ端末1のコンピュータとしての基本機能を実現するためのプログラムである。ゲームプログラムは、処理部52をゲーム演算部61として機能させるためのプログラムである。このプログラムは、プレーヤがアカウント登録を済ませるとゲームサーバ2又は他のアプリ配信サーバ等から配信される。  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 52 to function as the game calculation unit 61. This program is distributed from the game server 2 or another application distribution server when the player completes the account registration. ‥
また、記憶部56には、カード設定データと、デッキ設定データと、バディ設定データとが格納される。なお、その他にも、カードのキャラクタ及びバディの画像を表示するためのモデルデータやテクスチャデータ、モーションデータ、エフェクトデータ、ゲーム画面の背景画像、効果音等の音データ、ふれあいモードで使用される、親密度毎に表現内容の異なる音声データと文字データ等が適宜ゲームに必要なデータとして配信され、記憶部56に格納される。  The storage unit 56 also stores card setting data, deck setting data, and buddy setting data. In addition, in addition, model data and texture data for displaying the character and buddy image of the card, motion data, effect data, background image of the game screen, sound data such as sound effects, used in the contact mode, Voice data, character data, and the like having different expression contents for each intimacy degree are appropriately distributed as data necessary for the game and stored in the storage unit 56. ‥
カード設定データは、プレーヤが保有するカードのキャラクタ情報であり、カード種類毎に用意される。図9は、プレーヤが保有するカードのカード設定データの一例を示した図である。図9では、プレーヤが保有するカード識別情報”001”で特定される1枚のカードのカード設定データを示している。カード設定データは、カード識別情報、画像、カード名、カード種類、コスト数、色、種族、能力、攻撃力、ヒットポイント及びレアリティを含んでいる。尚、図9はカード設定データの一例を示したものであり、これに限定されるものではない。また、カード設定データは、プレーヤA,Bが保有するカードが増減することにより、増減する。  The card setting data is character information of the cards held by the player, and is prepared for each card type. FIG. 9 is a diagram showing an example of card setting data of cards held by the player. FIG. 9 shows card setting data of one card specified by the card identification information “001” held by the player. The card setting data includes card identification information, an image, a card name, a card type, a cost number, a color, a race, an ability, an attack power, a hit point, and a rarity. Note that FIG. 9 shows an example of the card setting data, and the present invention is not limited to this. Further, the card setting data is increased/decreased as the number of cards owned by the players A and B is increased/decreased. ‥
デッキ設定データは、プレーヤの各デッキに関するデータであり、各デッキを構成するカードのカード識別情報を含む。図10は、デッキ設定データの一例を示す図である。図10の例では、プレーヤAのデッキ1のデッキ設定データの例であり、デッキ1がカード識別情報”001”~カード識別情報”023”のカードから構成されていることを示している例である。尚、図10はデッキ設定データの一例を示したものであり、これに限定されるものではない。  The deck setting data is data relating to each deck of the player, and includes card identification information of cards constituting each deck. FIG. 10 is a diagram showing an example of deck setting data. The example of FIG. 10 is an example of the deck setting data of the deck 1 of the player A, and shows that the deck 1 is composed of cards of the card identification information “001” to the card identification information “023”. is there. Note that FIG. 10 shows an example of deck setting data, and the present invention is not limited to this. ‥
バディ設定データは、メニュー設定より選択されたバディのキャラクタ情報である。このバディのキャラクタ情報はゲームの進行に伴って変化するが、変化した場合には変化後のキャラクタ情報がゲームサーバ2から通知され、キャラクタ情報は更新される。図11はプレーヤAのバディ設定データの一例を示す図である。図11の例では、バディ設定データは、バディ識別情報、バディ名、レベル、カード理解度、パーソナリティ及びシンクロレベルを含んでいる。尚、図11はバディ設定データの一例を示したものであり、これに限定されるものではない。  The buddy setting data is character information of the buddy selected from the menu setting. The character information of this buddy changes as the game progresses, but when it changes, the changed character information is notified from the game server 2 and the character information is updated. FIG. 11 is a diagram showing an example of the buddy setting data of the player A. In the example of FIG. 11, the buddy setting data includes buddy identification information, buddy name, level, card comprehension level, personality, and sync level. Note that FIG. 11 shows an example of the buddy setting data, and the present invention is not limited to this. ‥
次に、ゲームサーバ2の構成を説明する。図12は、ゲームサーバ2の機能構成例を示すブロック図である。  Next, the configuration of the game server 2 will be described. FIG. 12 is a block diagram showing a functional configuration example of the game server 2. ‥
ゲームサーバ2は、処理部91と、通信部92と、記憶部93とを備える。  The game server 2 includes a processing unit 91, a communication unit 92, and a storage unit 93. ‥
処理部91は、プレーヤ管理部101と、ゲーム管理部102と、AI処理部103と、カード提供管理部104と、キャラクタ情報更新部105とを備える。  The processing unit 91 includes a player management unit 101, a game management unit 102, an AI processing unit 103, a card provision management unit 104, and a character information updating unit 105. ‥
プレーヤ管理部101は、後述するユーザ情報データを用いてアカウントやゲームの進行状況等を接続されるプレーヤ端末1毎に管理する。  The player management unit 101 manages an account, a game progress, and the like for each connected player terminal 1 by using user information data described below. ‥
ゲーム管理部102は、プレーヤ端末1からのカード設定情報や行動選択情報等を受信し、カード設定情報や行動選択情報、後述するカードデータを用いて対戦処理を行い、その対戦結果を出力する。  The game management unit 102 receives the card setting information, the action selection information, and the like from the player terminal 1, performs a battle process using the card setting information, the action selection information, and card data described below, and outputs the battle result. ‥
AI処理部103は、多くの対戦ゲームのゲーム進行の内容とその結果等の教師データを機械学習して得られたアルゴリズムを有する。このアルゴリズムは、バディのキャラクタ情報(バディの能力)に応じたアルゴリズムである。機械学習の方法は、深層学習(ディープラーニング)が代表的なものであるが、これに限られない。  The AI processing unit 103 has an algorithm obtained by machine learning the contents of game progress of many competitive games and teacher data such as the results thereof. This algorithm is an algorithm according to the character information of the buddy (buddy's ability). Deep learning is a representative machine learning method, but the method is not limited to this. ‥
AI処理部103は、プレーヤ端末1から送信されるカード設定情報と、プレーヤ端末1のプレーヤのバディのキャラクタ情報(バディの能力)とを入力し、そのカード設定情報の状況におけるカード操作情報を出力する。尚、プレーヤ端末1から送信されるカード設定情報が同一であっても、プレーヤのバディのキャラクタ情報(バディの能力)が異なれば、異なるカード操作情報を出力する可能性がある。  The AI processing unit 103 inputs the card setting information transmitted from the player terminal 1 and the character information (buddy ability) of the player's buddy of the player terminal 1, and outputs the card operation information in the situation of the card setting information. To do. Even if the card setting information transmitted from the player terminal 1 is the same, different card operation information may be output if the player's buddy character information (buddy ability) is different. ‥
また、AI処理部103は、プレーヤに設定されているデッキ、プレーヤが保有しているカード等の情報を分析・評価し、プレーヤのデッキや保有カードを強化できる可能性の高いカードを出力する。  Further, the AI processing unit 103 analyzes and evaluates information such as a deck set in the player and cards held by the player, and outputs a card which is highly likely to strengthen the player's deck and held cards. ‥
カード提供管理部104は、プレーヤ端末1のカード購入画面又はリクエスト画面に表示させるカードの情報を記憶部93から取得してプレーヤ端末1に送信する。リクエストカードの情報については、プレーヤのデッキや保有カードを強化できる可能性の高いカードの情報をAI処理部103から取得し、プレーヤ端末1に送信する。プレーヤ端末1からカードの購入要求を受信した場合、代価の支払いが確認された後、カード設定データに対応するデータを記憶部93から読み出してプレーヤ端末1に送信する。また、プレーヤにより取得されたカードの情報をプレーヤ管理部101に供給する。代価の支払いは、例えば、記憶部に記憶されているユーザ情報における残高(ゲーム内通貨やポイントの残高)から代価を減額するようにしてもよく、他の支払い方法でもよい。  The card provision management unit 104 acquires the information of the card to be displayed on the card purchase screen or the request screen of the player terminal 1 from the storage unit 93 and transmits it to the player terminal 1. As for the information on the request card, the information on the card that is likely to strengthen the player's deck or the possessed card is acquired from the AI processing unit 103 and transmitted to the player terminal 1. When the card purchase request is received from the player terminal 1, after the payment of the price is confirmed, the data corresponding to the card setting data is read from the storage unit 93 and transmitted to the player terminal 1. Also, the information of the card acquired by the player is supplied to the player management unit 101. For the payment of the price, for example, the price may be reduced from the balance (in-game currency or balance of points) in the user information stored in the storage unit, or another payment method may be used. ‥
キャラクタ情報更新部105は、第2ゲーム要素のキャラクタ情報の各種パラメータ(レベル、カード理解度、パーソナリティ、シンクロレベル)を上昇又は変更する更新を行う。パラメータを変化させる条件は、後述するように、各パラメータ(レベル、カード理解度、パーソナリティ、シンクロレベル)毎に設定されている。キャラクタ情報更新部105は、各パラメータを変化させる条件を満たしたかどうかを判定し、満たしている場合にはパラメータを更新する。パラメータを変化させる条件を判定するタイミングには、例えば、ログイン時、バトル終了時、カード取得時、特定のカード取得時、ふれあいモードにおける所定操作(第2ゲーム要素の画像へのタッチ操作)の検知時等がある。しかし、これに限定されない。  The character information update unit 105 updates to increase or change various parameters (level, card comprehension level, personality, sync level) of the character information of the second game element. The conditions for changing the parameters are set for each parameter (level, card comprehension level, personality, sync level), as described later. The character information updating unit 105 determines whether or not a condition for changing each parameter is satisfied, and if the condition is satisfied, the parameter is updated. The timing for determining the condition for changing the parameter includes, for example, detection of a predetermined operation (touch operation on the image of the second game element) in the contact mode at the time of login, at the end of battle, when acquiring a card, when acquiring a specific card. There are times, etc. However, it is not limited to this. ‥
レベルについては、例えば、図13に示すように、レベル上昇に必要な経験値がレベル毎に設定されている。この場合、キャラクタ情報更新部105は、バトル終了時等の予め定められたタイミングで、ゲーム管理部102から取得した対戦に関する情報(カード設定情報、行動選択情報、対戦結果等)と所定の計算式を用いて、プレーヤの経験値を算出し、更新する。そして、更新後の経験値に基づいて、レベル上昇に必要な経験値に達したか否かを判定し、達した場合にはレベルを上昇させる更新を行う。尚、所定の計算式は、カード提供部70が提供した特定のカードをデッキに入れて使用することにより、得られる経験値が高くなるように設定するようにしても良い。特定のカードとは、第2ゲーム要素により提示されるリクエストカードである。また、複数段階あるレアリティのうち最も高いレアリティが付与されたカードも特定のカードに含めてもよい。また、これに限定されず他のカードを含めてもよい。  Regarding the level, for example, as shown in FIG. 13, the experience value necessary for increasing the level is set for each level. In this case, the character information updating unit 105, at a predetermined timing such as at the end of the battle, information on the battle (card setting information, action selection information, battle result, etc.) acquired from the game management unit 102 and a predetermined calculation formula. Using, the experience value of the player is calculated and updated. Then, based on the updated experience value, it is determined whether or not the experience value necessary for increasing the level has been reached, and if the experience value has been reached, updating is performed to increase the level. The predetermined calculation formula may be set so that the experience value obtained by using the specific card provided by the card providing unit 70 in the deck is high. The specific card is a request card presented by the second game element. Further, a card to which the highest rarity is given among the rarities in a plurality of stages may be included in the specific card. Further, the present invention is not limited to this, and other cards may be included. ‥
カード理解度については、例えば、図14に示すように、カード理解度が上昇するための条件と各条件に対応する上昇率とが設定されている。カード理解度は、全てのカードについて、カード毎にそのカードに対する理解度を示すパラメータである。図14中の条件「カードをデッキに入れてバトルする」は、バトル時に、あるデッキを使用することを意味し、そのデッキを構成する40枚のカードがカード理解度の上昇対象となるカードとなる。そして、上昇率「x%」はその条件に合致すれば、そのデッキを構成する各カード理解度がx%上昇することを意味している。また、条件「カードを使用する」は、カードの種類を問わず、バトル時にカードを使用することを意味し、使用されたカードがカード理解度の上昇対象のカードである。そして、上昇率「y%」はその条件に合致すれば、バトル時に使用されたカードのカード理解度がy%上昇することを意味する。また、条件「特定のカードを使用して勝利する」は、カード提供部70が提供した特定のカードをバトル時に使用し、且つ、勝利することを意味し、カード提供部70が提供し、バトル時に使用した特定のカードが、カード理解度の上昇対象のカードである。そして、上昇率「z%」はその条件に合致すれば、その特定のカードの理解度がz%上昇することを意味する。キャラクタ情報更新部105は、バトル終了時やカード提供時等の予め定められたタイミングで、条件が満たされるかを条件毎に判定する。そして、満たされる条件がある場合には、その条件に対応する上昇率だけカード理解度を上昇させる更新を行う。また、条件「第2ゲーム要素がプレーヤのカードを使用してバトルする」は、第2ゲーム要素がバトル時にカードを使用することを意味し、使用されたカードがカード理解度の上昇対象のカードである。そして、上昇率「m%」はその条件に合致すれば、バトル時に第2ゲーム要素に使用されたカードのカード理解度がm%上昇することを意味する。尚、図14は一例を示したものにすぎず、他の例でも良い。  As for the card comprehension level, for example, as shown in FIG. 14, conditions for increasing the card comprehension level and an increase rate corresponding to each condition are set. The card comprehension level is a parameter indicating the comprehension level of each card for all cards. The condition “put a card in a deck and battle” in FIG. 14 means that a certain deck is used at the time of battle, and the 40 cards constituting the deck are the cards for which the card comprehension level is increased. Become. The rate of increase "x%" means that if the condition is met, the degree of understanding of each card constituting the deck will increase by x%. The condition “use a card” means that a card is used during a battle regardless of the type of the card, and the used card is a card whose card comprehension level is increased. The rate of increase “y%” means that if the condition is met, the card comprehension of the card used during the battle is increased by y%. In addition, the condition “win using a specific card” means that the specific card provided by the card providing unit 70 is used in a battle and wins. The specific card used at the time is the card for which the degree of understanding of the card is increased. Then, the rate of increase “z%” means that if the condition is met, the comprehension level of the particular card is increased by z%. The character information updating unit 105 determines, for each condition, whether the condition is satisfied at a predetermined timing such as when the battle ends or when the card is provided. Then, if there is a condition to be satisfied, the card comprehension is increased by an increase rate corresponding to the condition. The condition "the second game element uses the player's card to battle" means that the second game element uses the card during the battle, and the used card is a card whose card comprehension level is increased. Is. The rate of increase “m%” means that the card comprehension of the card used for the second game element during the battle is increased by m% if the condition is met. Note that FIG. 14 shows only one example, and other examples may be used. ‥
パーソナリティについては、例えば複数の性格(第1の性格、第2の性格、・・・第n性格)の中から、ひとつの性格が設定される。例えば、図15に示すように、パーソナリティ(第1の性格、第2の性格、・・・第n性格)の各々がカード属性の一つ(本実施形態では、色)に対応付けられている。この場合、キャラクタ情報更新部105は、バトル終了時等の予め定められたタイミングで、ゲーム管理部102から取得した対戦に関する情報(カード設定情報、行動選択情報等)に基づき、対戦で使用されたカードについて、パーソナリティに設定されている色毎の累積値に、ポイントを加算していく。そして加算した結果、最も累積値が大きい色に対応する性格を選択してパーソナリティに設定する。尚、複数の性格に対応するカード属性として色を用いたが、これに限定されず、複数の種類からなる他のカード属性を用いても良い。  Regarding the personality, for example, one personality is set from a plurality of personalities (first personality, second personality,... Nth personality). For example, as shown in FIG. 15, each of the personalities (first personality, second personality,... Nth personality) is associated with one of the card attributes (color in this embodiment). .. In this case, the character information updating unit 105 is used in the battle based on the information (card setting information, action selection information, etc.) about the battle acquired from the game management unit 102 at a predetermined timing such as the end of the battle. For cards, points are added to the cumulative value for each color set in the personality. Then, as a result of the addition, the personality corresponding to the color having the largest cumulative value is selected and set as the personality. Although the color is used as the card attribute corresponding to a plurality of personalities, the present invention is not limited to this, and other card attributes of a plurality of types may be used. ‥
シンクロレベルについては、例えば、図16に示すように、シンクロレベル上昇のための条件と各条件に対応する上昇率が設定される。シンクロレベルが上昇する条件には、例えば、「ログインする」、「バトルする」、「ふれあいモードで、第2ゲーム要素の画像にタッチ操作する」、「カードパックを購入する」、「リクエストカードを取得する」等が設定されている。キャラクタ情報更新部105は、ログイン時、バトル終了時、カード提供部70によるカード提供時、ふれあいモードにおけるタッチ操作検出時等の予め定められたタイミングで、前記条件が満たされるかを条件毎に判定する。満たされる条件がある場合、キャラクタ情報更新部105は、その条件に対応する上昇率だけシンクロレベルを上昇させる更新を行う。図16の例では、カードパックの購入やリクエストカードの取得等によりシンクロレベルが上昇する。シンクロレベルは所定期間毎に、変化可能な上限値が設定されていてもよい。  For the synchro level, for example, as shown in FIG. 16, conditions for increasing the synchro level and a rate of increase corresponding to each condition are set. Conditions for increasing the sync level include, for example, "login", "battle", "touch operation on image of second game element in contact mode", "purchase card pack", "request card" "Get" is set. The character information updating unit 105 determines for each condition whether or not the condition is satisfied at a predetermined timing such as at the time of login, at the end of the battle, at the time of providing the card by the card providing unit 70, or at the time of detecting a touch operation in the contact mode. To do. If there is a condition to be satisfied, the character information updating unit 105 performs an update to increase the sync level by the increase rate corresponding to the condition. In the example of FIG. 16, the synchronization level increases due to purchase of a card pack, acquisition of a request card, or the like. The synchro level may have a changeable upper limit set for each predetermined period. ‥
通信部92は、通信回線Nと接続して通信を実現する。  The communication unit 92 is connected to the communication line N to realize communication. ‥
記憶部93には、システムプログラムと、ゲームプログラムとが格納される。システムプログラムは、ゲームサーバ2のコンピュータとしての基本機能を実現するためのプログラムである。ゲームプログラムは、処理部91を、プレーヤ管理部101と、ゲーム管理部102と、AI処理部103と、カード提供管理部104、キャラクタ情報更新部105として機能させるためのプログラムである。  The storage unit 93 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 91 to function as the player management unit 101, the game management unit 102, the AI processing unit 103, the card provision management unit 104, and the character information updating unit 105. ‥
更に、記録部93は、ユーザ情報データと、カードデータとが格納されている。  Further, the recording unit 93 stores user information data and card data. ‥
ユーザ情報データは、ゲームに参加しているプレーヤの基本データであり、プレーヤ毎のユーザ情報デー
タを記録している。図17はユーザ情報データの一例を示した図である。図17の例では、プレーヤのユーザ識別情報と、そのプレーヤのバディ設定データと、デッキ設定データと、残高情報を含んでいる。尚、図17はユーザ情報データの一例を示したものであり、これに限定されるものではない。 
The user information data is basic data of the players participating in the game, and records user information data for each player. FIG. 17 is a diagram showing an example of user information data. The example of FIG. 17 includes user identification information of the player, buddy setting data of the player, deck setting data, and balance information. Note that FIG. 17 shows an example of the user information data, and the present invention is not limited to this.
カードデータは、本ゲームで使用されるカード全てのカードデータである。基本的に、上述した図9のカード設定データと同様なデータを、ゲームで使用される全てのカードについて格納している。[各装置の動作] 次に、プレーヤ端末1と、ゲームサーバ2との動作を説明する。ここでは、プレーヤA,Bがそれぞれのバディとチームを組み、プレーヤ端末1を用いて対戦ゲームを行い、ゲーム終了時にキャラクタ情報が更新される場合を例に説明する。図18は、プレーヤ端末1とゲームサーバ2との動作を説明するためのシーケンス図である。  The card data is card data of all cards used in this game. Basically, the same data as the above-mentioned card setting data of FIG. 9 is stored for all the cards used in the game. [Operation of Each Device] Next, the operation of the player terminal 1 and the game server 2 will be described. Here, an example will be described in which the players A and B form a team with their respective buddies, play a competitive game using the player terminal 1, and the character information is updated at the end of the game. FIG. 18 is a sequence diagram for explaining the operations of the player terminal 1 and the game server 2. ‥
まず、各プレーヤA,Bは、ゲームのアカウント登録時において、バディを設定するバディ設定処理を行う(Step100)。バディ設定処理は、メニュー画面より、バディ設定を選択する。バディ設定では、複数のバディから好みのバディを選択することにより、設定可能である。選択したバディの情報は、ゲームサーバ2に送信される。  First, each player A, B performs a buddy setting process for setting a buddy when registering a game account (Step 100). In the buddy setting process, the buddy setting is selected from the menu screen. The buddy setting can be set by selecting a desired buddy from a plurality of buddies. Information on the selected buddy is transmitted to the game server 2. ‥
ゲームサーバ2のプレーヤ管理部101は、プレーヤ端末1から受信したバディの情報を用いて、プレーヤ端末1のユーザ識別情報に対応するユーザ情報データに、バディのキャラクタ情報を登録する(Step101)。登録したバディのキャラクタ情報は、プレーヤ端末1に送信される。  The player management unit 101 of the game server 2 uses the buddy information received from the player terminal 1 to register the buddy character information in the user information data corresponding to the user identification information of the player terminal 1 (Step 101). The character information of the registered buddy is transmitted to the player terminal 1. ‥
プレーヤ端末1のバディ設定部72は、登録されたバディのキャラクタ情報を、バディ設定データとして登録する(Step100)。  The buddy setting unit 72 of the player terminal 1 registers the character information of the registered buddy as buddy setting data (Step 100). ‥
アカウント登録後、各プレーヤA,Bは、ゲームにログインする(Step102)。このとき、プレーヤ端末1は、ユーザ識別情報を含むログインの要求を送信する。  After the account registration, the players A and B log in to the game (Step 102). At this time, the player terminal 1 transmits a login request including the user identification information. ‥
プレーヤ端末1のプレーヤ管理部101は、ログインの要求に応答して、ログイン処理を行う(Step103)。ログイン処理は、ログインを要求したプレーヤのユーザ識別情報に対応するユーザ情報データを取得し、ゲーム管理部102に渡す処理を含む。  The player management unit 101 of the player terminal 1 performs login processing in response to the login request (Step 103). The login process includes a process of acquiring the user information data corresponding to the user identification information of the player who requested the login, and passing the user information data to the game management unit 102. ‥
ログインが完了すると、各プレーヤA,Bのプレーヤ端末1では、カード設定処理が行われる(Step104)。カード設定処理は、設定したデッキの中からひとつのデッキを選択し、そのデッキのカードを、フィールド領域、ベース領域及びフォース領域と、手札に配置することにより行われる。配置されたカードのカード識別情報及びそのカードの配置状況等は、カード設定情報としてゲームサーバ2に送信される。  When the login is completed, a card setting process is performed in the player terminals 1 of the players A and B (Step 104). The card setting process is performed by selecting one of the set decks and arranging the cards of the deck in the field area, the base area, the force area, and the hand. The card identification information of the arranged cards and the arrangement status of the cards are transmitted to the game server 2 as card setting information. ‥
次に、プレーヤAのプレーヤ端末1では、行動選択処理が行われる(Step105)。プレーヤAによりカード等の選択又は行動が決定される。決定されたカード等の選択又は行動の情報は、行動選択情報として、行動決定部73がゲームサーバ2に送信する。  Next, in the player terminal 1 of the player A, action selection processing is performed (Step 105). The player A determines the choice of card or the like or the action. The action determination unit 73 transmits the information regarding the determined selection of the card or the like or the action as the action selection information to the game server 2. ‥
ゲームサーバ2のゲーム管理部102は、プレーヤAの行動選択情報を受信し、プレーヤAの行動選択情報、各プレーヤA,Bのカード設定情報及びカードデータを用いて、対戦処理を行う(Step106)。対戦結果の情報は、各プレーヤA,Bのプレーヤ端末1に送信される。  The game management unit 102 of the game server 2 receives the action selection information of the player A, and performs the battle process using the action selection information of the player A, the card setting information of the players A and B, and the card data (Step 106). .. The information on the battle result is transmitted to the player terminals 1 of the respective players A and B. ‥
各プレーヤA,Bのプレーヤ端末1のゲーム管理部76は、対戦結果を受けて、対戦結果処理を行う(Step107)。対戦結果処理は、各プレーヤA,Bのプレーヤ端末1に、対戦の結果を表示する処理である。  The game management unit 76 of the player terminal 1 of each of the players A and B receives the battle result and performs the battle result process (Step 107). The battle result process is a process of displaying the result of the battle on the player terminals 1 of the respective players A and B. ‥
続いて、後攻のプレーヤBの行動選択処理(Step105)、対戦処理(Step107)及び対戦結果処理(Step108)が同様に行われる。  Subsequently, the action selection process (Step 105), the battle process (Step 107), and the battle result process (Step 108) of the player B in the second attack are similarly performed. ‥
続いて、プレーヤAのターンとなる。プレーヤAとバディAが交代するため、AI処理部103がカード操作情報提供処理を行う(Step108)。カード操作情報提供処理は、バディAによるカード等の選択又は行動を示すカード操作情報をプレーヤAのプレーヤ端末1に提供する。  Then, it is player A's turn. Since the player A and the buddy A are switched, the AI processing unit 103 performs the card operation information providing process (Step 108). The card operation information providing process provides the player terminal 1 of the player A with the card operation information indicating the selection or action of the card or the like by the buddy A. ‥
プレーヤ端末1の操作情報取得部74はカード操作情報を受信する。操作画像表示部75は、カード操作情報が示す、バディAによる攻撃内容を表示する処理を行う(Step109)。  The operation information acquisition unit 74 of the player terminal 1 receives the card operation information. The operation image display unit 75 performs a process of displaying the attack content of the buddy A indicated by the card operation information (Step 109). ‥
ゲームサーバ2のゲーム管理部102は、バディAのカード操作情報、各プレーヤA,Bのカード設定情報及びカードデータを用いて、対戦処理を行う(Step106)。対戦結果の情報は、各プレーヤA,Bのプレーヤ端末1に送信される。  The game management unit 102 of the game server 2 performs the battle process using the card operation information of the buddy A, the card setting information of the players A and B, and the card data (Step 106). The information on the battle result is transmitted to the player terminals 1 of the respective players A and B. ‥
各プレーヤA,Bのプレーヤ端末1のゲーム管理部76は、対戦結果を受けて、対戦結果処理を行う(Step107)。  The game management unit 76 of the player terminal 1 of each of the players A and B receives the battle result and performs the battle result process (Step 107). ‥
続いて、プレーヤBのターンとなる。プレーヤBとバディBが交代するため、AI処理部103がカード操作情報提供処理を行う(Step108)。カード操作情報提供処理は、バディBによるカード等の選択又は行動を示すカード操作情報をプレーヤBのプレーヤ端末1に提供する。  Then, it is player B's turn. Since the player B and the buddy B are switched, the AI processing unit 103 performs the card operation information providing process (Step 108). The card operation information providing process provides the player terminal 1 of the player B with card operation information indicating the selection or action of the card or the like by the buddy B. ‥
プレーヤBのプレーヤ端末1の操作情報取得部74はカード操作情報を受信する。操作画像表示部75は、カード操作情報が示す、バディBによる攻撃内容を表示する処理を行う(Step109)。次いで、対戦処理(Step106)及び対戦結果処理(Step107)が同様に行われる。  The operation information acquisition unit 74 of the player terminal 1 of the player B receives the card operation information. The operation image display unit 75 performs a process of displaying the attack content of the buddy B indicated by the card operation information (Step 109). Next, the battle process (Step 106) and the battle result process (Step 107) are similarly performed. ‥
このようにして、プレーヤAとプレーヤBとがそれぞれのバディと共に交互に対戦を繰り返し、いずれかのプレーヤのライフが0になる、又は、デッキのカードが0枚になることにより、勝敗が決定する。  In this way, the player A and the player B alternately repeat the battle together with their buddies, and the life of one of the players becomes 0, or the number of cards in the deck becomes 0, whereby the win or loss is determined. .. ‥
勝敗が決定すると、ゲームサーバ2のキャラクタ情報更新部105は、キャラクタ情報更新処理を行う(Step110)。キャラクタ情報更新部105は、ゲーム管理部102から対戦中のカード設定情報及び対戦結果を受信し、その結果に応じて、プレーヤA,Bのキャラクタ情報を上昇又は変更する更新を行う。具体的には、対戦結果から得られる経験値によりレベルを計算し、対戦中に使用されたカードの種類に応じてカード理解度及びパーソナリティを計算し、所定のイベントを達成したならば、シンクロレベルを計算する。そして、計算された各パラメータの値で、ユーザ情報データのバディ設定データを更新する。更新されたキャラクタ情報は、プレーヤ端末1に送信される。  When the winning or losing is decided, the character information updating unit 105 of the game server 2 performs a character information updating process (Step 110). The character information update unit 105 receives the card setting information and the battle result during the battle from the game management unit 102, and updates to increase or change the character information of the players A and B according to the result. Specifically, the level is calculated from the experience value obtained from the battle result, the card comprehension and personality are calculated according to the type of card used during the battle, and if the predetermined event is achieved, the sync level is calculated. To calculate. Then, the buddy setting data of the user information data is updated with the calculated value of each parameter. The updated character information is transmitted to the player terminal 1. ‥
プレーヤ端末1のバディ設定部72は、更新されたキャラクタ情報を受信し、バディ設定データを更新する(Step111)。  The buddy setting unit 72 of the player terminal 1 receives the updated character information and updates the buddy setting data (Step 111). ‥
以上で、プレーヤ端末1と、ゲームサーバ2との動作の説明を終了する。  This is the end of the description of the operations of the player terminal 1 and the game server 2. ‥
以上説明したように、本実施形態によれば、プレーヤのバディ(第2ゲーム要素)がプレーヤの保有するカードを使用して対戦を行い、そのキャラクタ情報がゲームの進行やイベント、新たなカード(第1ゲーム要素)や特定のカードを取得したこと等に応じて変化(上昇、成長)していく。キャラクタ情報が変化することによって、対戦において適切な第1ゲーム要素の選択又は行動を決定したり、親密度の高い表現を行ったりするため、ユーザの興趣性が高いゲームを提供することができる。  As described above, according to the present embodiment, the player's buddy (second game element) uses the card held by the player to compete, and the character information thereof is used for the progress of the game, the event, and the new card ( It changes (increases and grows) depending on the first game element) and the acquisition of a specific card. By changing the character information, an appropriate selection or action of the first game element is determined in the battle, or an expression with a high degree of intimacy is performed, so that it is possible to provide a game with a high interest for the user. ‥
プレーヤのバディ(第2ゲーム要素)のキャラクタ情報の相違により、カードバトル時に提供されるカード操作情報やふれあいモード(アドバイス情報)は異なるので、プレーヤはバディ(第2ゲーム要素)を育てるという育成ゲーム的な楽しみ方もできる。  Since the card operation information and the contact mode (advice information) provided at the time of the card battle are different due to the difference in the character information of the player's buddy (second game element), the training game in which the player raises the buddy (second game element). You can also enjoy it. ‥
さらに、プレーヤがゲームに参加していない間であっても、第2ゲーム要素がプレーヤのデッキを使用して、単独で他のプレーヤ(コンピュータに操作されるノンプレーヤも含む)と対戦することもできる。例えば、ゲームサーバ2のゲーム管理部102が、プレーヤがゲームにログインしていない間に、そのプレーヤの第2ゲーム要素を他のプレーヤ(コンピュータに操作されるノンプレーヤも含む)と対戦させ、対戦結果に基づいて、キャラクタ更新部105が、第2ゲーム要素のキャラクタ情報を更新するようにしてもよい。  In addition, the second game element may use the player's deck to play alone against another player (including non-computer operated players) even while the player is not participating in the game. it can. For example, the game management unit 102 of the game server 2 causes the second game element of the player to play a match with another player (including a non-player operated by a computer) while the player is not logged in to the game. The character update unit 105 may update the character information of the second game element based on the result. ‥
AI機能を用いて、ゲーム内でプレーヤが第1ゲーム要素の選択又は行動を決定可能な状態において、第2ゲーム要素がゲームの進行を有利に進めるためのアドバイス情報を提供するようにすることもできる。  The AI function may be used to allow the second game element to provide advice information for favorably advancing the game in a state where the player can determine the selection or action of the first game element in the game. it can. ‥
また、上記の実施の形態の一部又は全部は、以下の付記のようにも記載されるが、以下には限られない。  Further, part or all of the above-described exemplary embodiments are described as the following supplementary notes, but are not limited to the following. ‥
[付記1] 第1プレーヤが保有する第1ゲーム要素と対戦相手となる第2プレーヤが保有する第1ゲーム要素とを使用したゲームを行う端末であって、 実行命令が格納されたメモリと、プロセッサとを備え、 前記プロセッサは、前記実行命令により、 第1ゲーム要素を前記第1プレーヤに提供するゲーム要素提供処理と、 前記第1プレーヤのデッキを構成する第1ゲーム要素を設定する第1設定処理と、 ゲームに関する所定の条件に基づいて変化可能であるキャラクタ情報を持ち、前記第1プレーヤが保有する前記第1ゲーム要素を使用可能である、前記第1プレーヤの第2ゲーム要素を設定する第2設定処理と、 前記第1ゲーム要素の選択又は行動を決定する決定処理と、を実行し、前記ゲームは、前記第1プレーヤが前記第2ゲーム要素と共に、前記第2プレーヤと対戦するゲームである端末。  [Supplementary Note 1] A terminal for playing a game using the first game element possessed by the first player and the first game element possessed by the second player who is an opponent, and a memory storing execution instructions, A processor, the processor providing a game element providing process for providing the first game element to the first player by the execution instruction, and setting a first game element forming a deck of the first player Setting process and setting the second game element of the first player, which has the character information that can be changed based on a predetermined condition related to the game and can use the first game element owned by the first player A second setting process and a determination process for determining the selection or action of the first game element, and in the game, the first player competes with the second player together with the second game element. A terminal that is a game. ‥
[付記2] 第1プレーヤが保有する第1ゲーム要素と対戦相手となる第2プレーヤが保有する第1ゲーム要素とを使用したゲームを行うゲームシステムであって、 端末と、ゲーム管理装置とを備え、 前記端末は、実行命令が格納されたメモリと、プロセッサとを備え、 前記プロセッサは、前記実行命令により、  第1ゲーム要素を前記第1プレーヤ又は前記第2プレーヤに提供するゲーム要素提供処理と、  前記第1プレーヤ又は前記第2プレーヤのデッキを構成する第1ゲーム要素を設定する第1設定処理と、 キャラクタ情報を持ち、前記第1プレーヤ又は前記第2プレーヤが保有する前記第1ゲーム要素を使用可能である、前記第1プレーヤ又は前記第2プレーヤの第2ゲーム要素を設定する第2設定処理と、 前記第1プレーヤ又は前記第2プレーヤによる前記第1ゲーム要素の選択又は行動を決定する決定処理と、を実行し、 前記ゲーム管理装置は、実行命令が格納されたメモリと、プロセッサとを備え、 前記プロセッサは、前記実行命令により、 前記第1プレーヤ又は前記第2プレーヤの前記第2ゲーム要素のキャラクタ情報を、ゲームに関する所定の条件に応じて変化させるキャラクタ情報変処理を実行し、 前記ゲームは、前記第1プレーヤと前記第2プレーヤが、各々の前記第2ゲーム要素と共に、対戦するゲームであるゲームシステム。  [Supplementary Note 2] A game system for playing a game using a first game element possessed by a first player and a first game element possessed by a second player as an opponent, which comprises a terminal and a game management device. The terminal includes a memory storing an execution instruction and a processor, and the processor provides a game element providing process for providing a first game element to the first player or the second player according to the execution instruction. And a first setting process for setting a first game element constituting the deck of the first player or the second player, and the first game held by the first player or the second player having character information. A second setting process for setting a second game element of the first player or the second player, which element can be used, and a selection or action of the first game element by the first player or the second player The game management device includes a memory in which execution instructions are stored and a processor, and the processor executes the determination processing to determine and the processor of the first player or the second player according to the execution instructions. Character information conversion processing for changing the character information of the second game element according to a predetermined condition related to the game is executed, and in the game, the first player and the second player together with the respective second game elements. , A game system that is a competitive game. ‥
[付記3] 第1プレーヤの端末及び前記第1プレーヤの対戦相手となる第2プレーヤの端末と通信可能なゲーム管理装置であって、 実行命令が格納されたメモリと、プロセッサとを備え、 前記プロセッサは、前記実行命令により、 前記第1プレーヤのデッキを構成する第1ゲーム要素を第2プレーヤの端末に送信し、前記第2プレーヤのデッキを構成する第1ゲーム要素を前記第1プレーヤの端末に送信する第1送信処理と、 前記第1プレーヤ又は前記第2プレーヤが保有する前記第1ゲーム要素を使用可能である第2ゲーム要素のキャラクタ情報を取得する第1取得処理と、 前記第1プレーヤ又は前記第2プレーヤの前記第2ゲーム要素のキャラクタ情報を、ゲームに関する所定の条件に応じて変化させるキャラクタ情報変化処理と、を実行し、 前記ゲームは、前記第1プレーヤと前記第2プレーヤが、各々の前記第2ゲーム要素と共に対戦するゲームであるゲーム管理装置。  [Supplementary Note 3] A game management device capable of communicating with a terminal of a first player and a terminal of a second player, which is an opponent of the first player, including a memory in which execution instructions are stored and a processor, and The processor transmits the first game element forming the deck of the first player to the terminal of the second player in response to the execution instruction, and the first game element forming the deck of the second player to the first player. A first transmission process for transmitting to the terminal; a first acquisition process for acquiring character information of a second game element that can use the first game element possessed by the first player or the second player; Character information changing processing for changing the character information of the second game element of one player or the second player according to a predetermined condition related to the game, wherein the game is performed by the first player and the second player. A game management device that is a game in which a player competes with each of the second game elements. ‥
以上、好ましい実施の形態をあげて本発明を説明したが、本発明は必ずしも上記実施の形態に限定されるものではなく、その技術的思想の範囲内において様々に変形し実施することが出来る。 The present invention has been described above with reference to the preferred embodiments, but the present invention is not necessarily limited to the above embodiments, and various modifications can be made and implemented within the scope of the technical idea thereof.
1   プレーヤ端末2   ゲームサーバ11  ディスプレイ12  タッチ操作パネル13  スピーカ20  第1領域21  第
2領域22  フィールド領域23  ベース領域24  フォース領域30  操作情報31  第1オブジェクト32  第2オブジェクト41  購入ボタン42  リクエストボタン51  操作入力部52  処理部53  画像表示部54  音出力部55  通信部56  記憶部61  ゲーム演算部62  画像生成部63  音生成部64  通信制御部70  カード提供部71  カード設定部72  バディ設定部73  行動決定部74  操作情報取得部75  操作画像表示部76  ゲーム管理部91  処理部92  通信部93  記憶部101 プレーヤ管理部102 ゲーム管理部103 AI処理部104 カード提供管理部105 キャラクタ情報更新部 
1 Player Terminal 2 Game Server 11 Display 12 Touch Operation Panel 13 Speaker 20 First Area 21 Second Area 22 Field Area 23 Base Area 24 Force Area 30 Operation Information 31 First Object 32 Second Object 41 Purchase Button 42 Request Button 51 Operation Input unit 52 Processing unit 53 Image display unit 54 Sound output unit 55 Communication unit 56 Storage unit 61 Game calculation unit 62 Image generation unit 63 Sound generation unit 64 Communication control unit 70 Card providing unit 71 Card setting unit 72 Buddy setting unit 73 Action decision Part 74 Operation information acquisition part 75 Operation image display part 76 Game management part 91 Processing part 92 Communication part 93 Storage part 101 Player management part 102 Game management part 103 AI processing part 104 Card provision management part 105 Character information updating part

Claims (23)

  1. 第1プレーヤが保有する第1ゲーム要素と、対戦相手となる第2プレーヤが保有する第1ゲーム要素とを使用したゲームを、コンピュータに実行させるプログラムであって、 前記プログラムは、前記コンピュータを、 第1ゲーム要素を前記第1プレーヤに提供するゲーム要素提供手段と、 前記第1プレーヤのデッキを構成する第1ゲーム要素を設定する第1設定手段と、 ゲームに関する所定の条件に基づいて変化可能であるキャラクタ情報を持ち、前記第1プレーヤが保有する前記第1ゲーム要素を使用可能である、前記第1プレーヤの第2ゲーム要素を設定する第2設定手段と、 前記第1ゲーム要素の選択又は行動を決定する決定手段として機能させ、 前記ゲームは、前記第1プレーヤが前記第2ゲーム要素と共に、前記第2プレーヤと対戦するゲームであるプログラム。 A program for causing a computer to execute a game using a first game element possessed by a first player and a first game element possessed by a second player as an opponent, the program comprising: A game element providing means for providing the first game element to the first player, a first setting means for setting the first game element constituting the deck of the first player, and a changeable based on predetermined conditions regarding the game Second character setting means for setting the second game element of the first player, which has the character information and is capable of using the first game element owned by the first player, and the selection of the first game element. Alternatively, the program is made to function as a determining means for determining an action, and the game is a game in which the first player competes with the second player together with the second game element.
  2. 前記ゲームに関する所定の条件は、第1ゲーム要素を第1プレーヤが対価として取得すること、ゲーム内の所定のイベントが達成されること、の少なくともいずれかを含む請求項1に記載のプログラム。 The program according to claim 1, wherein the predetermined condition regarding the game includes at least one of a first player acquiring a first game element as a consideration and a predetermined event in the game being achieved.
  3. 前記ゲーム要素提供手段が第1ゲーム要素を提供する条件は、金銭を支払うこと、ゲームの進行に伴って前記第1プレーヤが得る対価と交換すること、及びゲーム外で行われるイベントで得られる対価と交換すること、の少なくともいずれかを含む請求項2に記載のプログラム。 The conditions for the game element providing means to provide the first game element are: payment of money, exchange of consideration for the first player as the game progresses, and consideration obtained at an event held outside the game. The program according to claim 2, including at least one of exchanging with.
  4. 前記ゲーム要素提供手段は、コンピュータの出力部を用いた前記第2ゲーム要素からの提案として前記第1ゲーム要素を提示する第1態様と、前記第1の態様とは異なる第2態様と、の少なくともいずれかにおいて前記第1ゲーム要素を提供する、請求項1から請求項3のいずれかに記載のプログラム。 The game element providing means includes: a first aspect that presents the first game element as a proposal from the second game element using an output unit of a computer; and a second aspect that is different from the first aspect. The program according to any one of claims 1 to 3, which provides the first game element in at least one of them.
  5. 前記ゲーム要素提供手段による前記第1態様で提供される第1ゲーム要素は、前記ゲーム要素提供手段による前記第2態様で提供される第1ゲーム要素よりも、ゲームの進行を有利に進めることが可能である請求項4に記載のプログラム。 The first game element provided by the first aspect by the game element providing means can advance the game more advantageously than the first game element provided by the second aspect by the game element providing means. The program according to claim 4, which is possible.
  6. 前記第1態様による第1ゲーム要素の提供は、前記第2態様による第1ゲーム要素の提供よりも、ゲームの進行を有利にさせるように、前記キャラクタ情報を変化させることを可能とする請求項4又は請求項5に記載のプログラム。 The provision of the first game element according to the first aspect makes it possible to change the character information so as to make the progress of the game more advantageous than the provision of the first game element according to the second aspect. The program according to claim 4 or claim 5.
  7. 前記第1態様における前記第1ゲーム要素の提供の代価と、前記第2態様における前記第1ゲーム要素の提供の代価とは、異なる請求項4から請求項6のいずれかに記載のプログラム。 7. The program according to claim 4, wherein a price for providing the first game element in the first aspect and a price for providing the first game element in the second aspect are different.
  8. 前記第1態様における前記第1ゲーム要素の提供の代価は、前記第2態様における前記第1ゲーム要素の提供の代価よりも高く設定される請求項4から請求項7のいずれかに記載のプログラム。 8. The program according to claim 4, wherein the price of providing the first game element in the first aspect is set higher than the price of providing the first game element in the second aspect. ..
  9. 前記ゲーム要素提供手段による前記第1態様での提供可能回数は、前記ゲーム要素提供手段による前記第2態様での提供可能回数よりも少ない回数に設定される請求項4から請求項8のいずれかに記載のプログラム。 9. The number of times that the game element providing means can provide in the first mode is set to a number smaller than the number of times that the game element providing means can provide in the second mode. The program described in.
  10. 前記プログラムは、前記コンピュータを、 前記第1ゲーム要素を画像として表示する表示制御手段として機能させ、 前記表示制御手段は、前記ゲーム要素提供手段により提供される前記第1ゲーム要素を、代価の支払い前には視認不可能な形態で表示し、代価の支払い後には視認可能な形態で表示する請求項2から請求項9のいずれかに記載のプログラム。 The program causes the computer to function as display control means for displaying the first game element as an image, and the display control means pays the price of the first game element provided by the game element providing means. 10. The program according to claim 2, wherein the program is displayed in an invisible form before, and is displayed in a visible form after payment of the price.
  11. 前記第2設定手段により第2ゲーム要素が変更されると、変更後の第2ゲーム要素のキャラクタ情報は初期値に設定される請求項1から請求項10のいずれかに記載のプログラム。 11. The program according to claim 1, wherein when the second game element is changed by the second setting unit, the character information of the changed second game element is set to an initial value.
  12. 前記ゲームに関する所定の条件は、 特定の第1ゲーム要素が第1プレーヤのデッキに設定されたこと、及び 第1プレーヤのデッキに設定された特定の第1ゲーム要素を使用して勝利したことの少なくともいずれかを含む請求項1から請求項11のいずれかに記載のプログラム。 The predetermined condition regarding the game is that a specific first game element is set in the first player's deck, and that a particular first game element set in the first player's deck is used to win. The program according to any one of claims 1 to 11, including at least one of them.
  13. 前記ゲームに関する所定の条件は、 第2ゲーム要素が、第1プレーヤが保有する第1ゲーム要素を使用したことを含む請求項1から請求項12のいずれかに記載のプログラム。 The program according to any one of claims 1 to 12, wherein the predetermined condition regarding the game includes that the second game element uses the first game element owned by the first player.
  14. 前記ゲーム要素提供手段は、第1プレーヤがゲームに敗北したことを条件として、コンピュータの出力部を用いた前記第2ゲーム要素からの提案とする形式で、前記第1ゲーム要素を提供可能である請求項1から請求項13のいずれかに記載のプログラム。 The game element providing means can provide the first game element in a format proposed by the second game element using the output unit of the computer, provided that the first player loses the game. The program according to any one of claims 1 to 13.
  15. 前記第1ゲーム要素は代価の支払いを条件として設定可能なゲーム要素を含み、 前記第2ゲーム要素は代価の支払いを条件とせずに設定可能である請求項1から請求項14のいずれかに記載のプログラム。 The first game element includes a game element that can be set on condition that payment of price is set, and the second game element can be set without setting payment of price on condition. Program of.
  16. 前記キャラクタ情報は、第1プレーヤと第2ゲーム要素との関係を示す関係パラメータを含み、 前記関係パラメータはゲームの進行に応じて上昇可能である請求項1から請求項15のいずれかに記載のプログラム。 16. The character information according to claim 1, wherein the character information includes a relationship parameter indicating a relationship between the first player and the second game element, and the relationship parameter can be increased according to the progress of the game. program.
  17. 前記関係パラメータは、所定期間毎に、変化可能な上限値が設定される請求項16に記載のプログラム。 The program according to claim 16, wherein the relational parameter is set to a changeable upper limit value every predetermined period.
  18. 前記プログラムは、前記コンピュータを、 前記関係パラメータの変化に応じた台詞情報を、前記第2ゲーム要素からの文字情報及び音声情報の少なくともいずれかの形式で出力可能な出力手段として機能させる請求項16又は請求項17に記載のプログラム。 17. The program causes the computer to function as an output unit capable of outputting the dialogue information according to the change of the relational parameter in at least one of the character information and the voice information from the second game element. Alternatively, the program according to claim 17.
  19. 前記関係パラメータは、 コンピュータにより前記第1プレーヤがゲームにログインしたこと、前記コンピュータの表示部に表示された前記第2ゲーム要素への接触を検出したこと、前記第1プレーヤが第1ゲーム要素を入手したこと、の少なくとも何れかを条件として上昇可能である請求項16から請求項18のいずれかに記載のプログラム。 The relational parameters are that the first player has logged in to the game by a computer, that the contact with the second game element displayed on the display unit of the computer has been detected, and that the first player has set the first game element. The program according to any one of claims 16 to 18, wherein the program can be increased on the condition that at least one of having acquired it.
  20. 前記コンピュータを、 前記第2ゲーム要素のキャラクタ情報を参照して生成された情報であって、前記第1ゲーム要素の選択又は行動の操作に関する情報である第1ゲーム要素操作情報を取得する操作情報取得手段と、 前記第1ゲーム要素操作情報を用いて、前記第2ゲーム要素が前記第1ゲーム要素の選択又は行動を操作する画像を表示する操作画像表示手段としてさらに機能させる請求項1から請求項19のいずれかに記載のプログラム。 Operation information for the computer to obtain first game element operation information, which is information generated by referring to the character information of the second game element and which is information related to operation of selecting or action of the first game element. Claim 1 to claim 2 which further functions as an operation image display means for displaying an image for operating the selection or action of the first game element by using the acquisition means and the operation information of the first game element. 20. The program according to any one of item 19.
  21. 第1プレーヤが保有する第1ゲーム要素と、対戦相手となる第2プレーヤが保有する第1ゲーム要素とを使用したゲームを行う端末であって、 第1ゲーム要素を前記第1プレーヤに提供するゲーム要素提供手段と、 前記第1プレーヤのデッキを構成する第1ゲーム要素を設定する第1設定手段と、 ゲームに関する所定の条件に基づいて変化可能であるキャラクタ情報を持ち、前記第1プレーヤが保有する前記第1ゲーム要素を使用可能である、前記第1プレーヤの第2ゲーム要素を設定する第2設定手段と、 前記第1ゲーム要素の選択又は行動を決定する決定手段と、を備え、 前記ゲームは、前記第1プレーヤが前記第2ゲーム要素と共に、前記第2プレーヤと対戦するゲームである端末。 A terminal for playing a game using a first game element possessed by a first player and a first game element possessed by an opponent second player, which provides the first game element to the first player With the game element providing means, the first setting means for setting the first game element that constitutes the first player's deck, and the character information that can be changed based on predetermined conditions related to the game, the first player A second setting means for setting the second game element of the first player, which is capable of using the first game element possessed, and a determining means for deciding the selection or action of the first game element, The game is a terminal in which the first player competes with the second player together with the second game element.
  22. 第1プレーヤが保有する第1ゲーム要素と、対戦相手となる第2プレーヤが保有する第1ゲーム要素と、を使用したゲームを行うゲームシステムであって、 端末と、ゲーム管理装置とを備え、 前記端末は、  第1ゲーム要素を前記第1プレーヤ又は前記第2プレーヤに提供するゲーム要素提供手段と、  前記第1プレーヤ又は前記第2プレーヤのデッキを構成する第1ゲーム要素を設定する第1設定手段と、 キャラクタ情報を持ち、前記第1プレーヤ又は前記第2プレーヤが保有する前記第1ゲーム要素を使用可能である、前記第1プレーヤ又は前記第2プレーヤの第2ゲーム要素を設定する第2設定手段と、 前記第1プレーヤ又は前記第2プレーヤによる前記第1ゲーム要素の選択又は行動を決定する決定手段と、を備え、 前記ゲーム管理装置は、 前記第1プレーヤ又は前記第2プレーヤの前記第2ゲーム要素のキャラクタ情報を、ゲームに関する所定の条件に応じて変化させるキャラクタ情報変化手段と、を備え、 前記ゲームは、前記第1プレーヤと前記第2プレーヤが、各々の前記第2ゲーム要素と共に、対戦するゲームであるゲームシステム。 A game system for playing a game using a first game element owned by a first player and a first game element owned by a second player who is an opponent, comprising a terminal and a game management device, The terminal is a game element providing means for providing a first game element to the first player or the second player, and a first game element for configuring a first game element constituting a deck of the first player or the second player. Setting means and setting a second game element of the first player or the second player that has character information and can use the first game element owned by the first player or the second player 2 setting means, and a determining means for determining the selection or action of the first game element by the first player or the second player, the game management device, the game management device of the first player or the second player Character information changing means for changing the character information of the second game element according to a predetermined condition relating to the game, wherein the game is performed by the first player and the second player. A game system that is a game in which you play a battle with the elements.
  23. 第1プレーヤの端末及び第1プレーヤの対戦相手となる第2プレーヤの端末と通信可能なゲーム管理装置であって、 前記第1プレーヤのデッキを構成する第1ゲーム要素を第2プレーヤの端末に送信し、前記第2プレーヤのデッキを構成する第1ゲーム要素を前記第1プレーヤの端末に送信する第1送信手段と、 前記第1プレーヤ又は前記第2プレーヤが保有する前記第1ゲーム要素を使用可能である第2ゲーム要素のキャラクタ情報を取得する第1取得手段と、 前記第1プレーヤ又は前記第2プレーヤの前記第2ゲーム要素のキャラクタ情報を、ゲームに関する所定の条件に応じて変化させるキャラクタ情報変化手段と、を備え、 前記ゲームは、前記第1プレーヤと前記第2プレーヤが、各々の前記第2ゲーム要素と共に対戦するゲームであるゲーム管理装置。   A game management apparatus capable of communicating with a terminal of a first player and a terminal of a second player that is an opponent of the first player, wherein the first game element that constitutes the deck of the first player is a terminal of the second player. First transmitting means for transmitting and transmitting the first game element constituting the deck of the second player to the terminal of the first player, and the first game element possessed by the first player or the second player First acquisition means for acquiring usable character information of the second game element, and changing character information of the second game element of the first player or the second player according to a predetermined condition related to the game Character information changing means, wherein the game is a game in which the first player and the second player compete with the respective second game elements.  
PCT/JP2019/048713 2019-01-23 2019-12-12 Program, terminal, game system, and game management device WO2020153033A1 (en)

Applications Claiming Priority (2)

Application Number Priority Date Filing Date Title
JP2019008925 2019-01-23
JP2019-008925 2019-01-23

Publications (1)

Publication Number Publication Date
WO2020153033A1 true WO2020153033A1 (en) 2020-07-30

Family

ID=71736759

Family Applications (1)

Application Number Title Priority Date Filing Date
PCT/JP2019/048713 WO2020153033A1 (en) 2019-01-23 2019-12-12 Program, terminal, game system, and game management device

Country Status (3)

Country Link
JP (2) JP6746757B2 (en)
TW (1) TW202030008A (en)
WO (1) WO2020153033A1 (en)

Families Citing this family (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
TWI740637B (en) * 2020-09-10 2021-09-21 宏碁股份有限公司 Method and system for recommending teammate for team game

Citations (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
KR20180136827A (en) * 2017-06-15 2018-12-26 주식회사 넥슨코리아 Method and apparatus for providing game supporting substitution with artificial intelligence player

Family Cites Families (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP3870412B2 (en) * 2001-08-09 2007-01-17 株式会社セガ Game device program

Patent Citations (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
KR20180136827A (en) * 2017-06-15 2018-12-26 주식회사 넥슨코리아 Method and apparatus for providing game supporting substitution with artificial intelligence player

Non-Patent Citations (4)

* Cited by examiner, † Cited by third party
Title
"Playing a smartphone game 'Pokemon Comaster' that you can enjoy a novel strategic battle in Pokemon X board game", GIGAZINE, 24 April 2016 (2016-04-24), Retrieved from the Internet <URL:https://web.archive.org/web/20160504071139/https://gigazine.net/news/20160424-pokemon-comaster> [retrieved on 20190925] *
"Start pre- registration of a new sense card battle game that fights with AI!", SUMAHO GAME CH, 30 December 2018 (2018-12-30), Retrieved from the Internet <URL:https://gameappch.com/news/2018123001> [retrieved on 20191226] *
"The technology behind the scenes that support the game balance adjustment of 'Othellonia", GAME AI THAT DENA WORKS ON, 9 November 2018 (2018-11-09), Retrieved from the Internet <URL:https://leclge.ai/bit-valley-clena-game-ai> [retrieved on 20191225] *
"Tokimeki Memorial -forever with you- Perfect Guide", KONAMI OFFICIAL GUIDE PERFECT SERIES, 29 June 1997 (1997-06-29), pages 8 - 9 *

Also Published As

Publication number Publication date
JP2020175241A (en) 2020-10-29
JP2020116365A (en) 2020-08-06
JP7348146B2 (en) 2023-09-20
JP6746757B2 (en) 2020-08-26
TW202030008A (en) 2020-08-16

Similar Documents

Publication Publication Date Title
JP2021137444A (en) Program, terminal, game system and game management device
JP2023076605A (en) Program, terminal, game system and game management device
JP6746757B2 (en) Program, terminal, game system and game management device
JP7394040B2 (en) Programs, terminals, server devices and systems
JP7053125B2 (en) Programs, terminals, game systems and game management devices
JP6820643B1 (en) Programs, terminals, game systems and game management servers
JP2021145761A (en) Program, terminal, game management device
JP6820644B1 (en) Programs, terminals, servers, and game systems
JP6826217B1 (en) Programs, terminals, game execution devices and methods
JP6761075B2 (en) Programs, terminals, game systems and game management devices
JP6810291B1 (en) Programs, terminals, game management devices, game systems and game methods
WO2021193582A1 (en) Program, terminal and game management device
JP6821838B1 (en) Programs, terminals, and game systems
JP6773867B1 (en) Programs, terminals, server devices and systems
JP7123992B2 (en) Program and game management device
JP6775093B1 (en) Programs, terminals, game systems and game management devices
JP2021145760A (en) Program, terminal, game system and game management device

Legal Events

Date Code Title Description
121 Ep: the epo has been informed by wipo that ep was designated in this application

Ref document number: 19911878

Country of ref document: EP

Kind code of ref document: A1

NENP Non-entry into the national phase

Ref country code: DE

122 Ep: pct application non-entry in european phase

Ref document number: 19911878

Country of ref document: EP

Kind code of ref document: A1