CN115845393A - Program and game device - Google Patents
Program and game device Download PDFInfo
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- CN115845393A CN115845393A CN202211602355.9A CN202211602355A CN115845393A CN 115845393 A CN115845393 A CN 115845393A CN 202211602355 A CN202211602355 A CN 202211602355A CN 115845393 A CN115845393 A CN 115845393A
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Abstract
The invention aims to provide game elements with high interestingness. The program of the present invention is a program that enables a computer that provides a competitive experience of a battle game to execute: an acquisition process of acquiring an evaluation value of each of a player and a competitor for a competitive game providing a competitive experience; a granting process of granting a game element to the player in accordance with provision of a competitive experience of the battle game; and a control process for controlling the addition of the game elements in the addition process based on the lottery result of the executed lottery process; and the control process makes the winning probability of the drawing process different according to the difference of the evaluation values of the player and the opponent.
Description
Technical Field
The present invention relates to a program and a game device, and more particularly to an electronic game including a function of providing a game element to a player.
Background
An electronic game in which game elements are provided according to the result of the drawing by the drawing process (patent document 1).
[ Prior art documents ]
[ patent document ]
[ patent document 1] Japanese patent application laid-open No. 2018-033864
Disclosure of Invention
[ problems to be solved by the invention ]
However, in a mode in which the drawing process as described above is executed as a bonus point for achieving a winning condition of a battle game, for example, the difficulty level of the battle game varies depending on a player who becomes a competitor, and therefore, it may be difficult to achieve the winning condition. Therefore, depending on the matching situation of the opponents, the drawing chance given to the player may be reduced. On the other hand, if the winning probability of the lottery process is fixed in consideration of fairness, even in the case of an opponent with a high winning level, there is a possibility that the winning may be dropped in the lottery process, and as a result, there is a risk that the player's attention to the battle game is reduced from the viewpoint of matching with the bonus point.
The invention aims to provide a program and a game device for providing game elements with high interestingness.
[ means for solving problems ]
The program of the present invention is a program that enables a computer that provides a competitive experience of a battle game to execute: an acquisition process of acquiring an evaluation value of each of a player and a competitor for a competitive game providing a competitive experience; an assigning process of assigning a game element to the player in accordance with provision of a competitive experience of the match-up game; and a control process for controlling the addition of the game elements in the addition process based on the lottery result of the executed lottery process; and the control process makes the winning probability of the drawing process different according to the difference of the evaluation values of the player and the opponent.
[ inventive ] A Effect ]
According to the present invention, game elements having high interest can be provided.
Drawings
Fig. 1 is a diagram illustrating a system configuration of a game system according to an embodiment and a modification of the present invention.
Fig. 2 is a block diagram illustrating a functional configuration of the game device 100 according to the embodiment and the modification of the present invention.
Fig. 3 is a block diagram illustrating a functional configuration of the server 200 according to the embodiment and the variation of the present invention.
Fig. 4 is a diagram illustrating a change mode of the election probability according to the embodiment of the present invention.
Fig. 5 is a flowchart illustrating the payout control process executed in the game device 100 according to the embodiment and the modification of the present invention.
Fig. 6 is a diagram illustrating a setting screen 600 related to the use of the function related to the change of the winning probability according to variation 6 of the present invention.
Fig. 7 (a) and (b) are diagrams illustrating data configurations of various information used in the game system according to the embodiment and the variation of the present invention.
Detailed Description
[ embodiment ]
Hereinafter, embodiments will be described in detail with reference to the drawings. The following embodiments do not limit the inventions of the claims, and all combinations of features described in the embodiments are not essential to the inventions. Two or more features of the plurality of features described in the embodiments may be combined as desired. In addition, the same or similar components are denoted by the same reference numerals, and duplicate description is omitted.
An embodiment described below describes an example in which the present invention is applied to a game device configured to provide a competitive game experience in which players using a plurality of game devices that are communicatively connected via a network participate, as an example of the game device. However, the present invention provides a service including provision of a competitive experience of a match-up game, and is applicable to any device that can provide a game element to a player.
Composition of Game System
Fig. 1 is a diagram showing a system configuration of a game system according to the present embodiment. As shown in the drawing, the game system is configured to enable communication between the server 200 and each of 1 or more game devices 100 via the network 300.
In the present embodiment, with such a system configuration, a match-up game between players using a plurality of game devices 100 can be realized via the server 200 and the network 300. The game that provides the competitive experience in the game device 100 is not limited to the battle game between players, and may include a game for 1 person.
The game device 100 of the present embodiment has an external appearance as shown in the drawing. The game device 100 is configured to be able to detect payment of a price in a usable state, and to provide a service of a game competition experience including provision of at least 1 game element to a user (player) when payment of a price is detected. Payment of the price is detected, for example, by putting a specific amount of hard goods into the input port 141.
The game device 100 can provide game elements including a game card as a real object, and provide the game card by satisfying conditions during service provision. In the present embodiment, at least 1 game card is provided for the competitive experience of 1 game. An outlet 142 is provided on the exterior of the game device 100, and a player can access a holding portion 143 provided inside through the outlet 142. When a game card is supplied, the holding portion 143 holds the game card so that a player can take out the game card at any time.
Further, a placing section 144 is provided on the external appearance of the game device 100, and the placing section 144 can place a specific card including a game card provided by the game device 100. As will be described later in detail, when the player places the game card on the placement portion 144 while the game device 100 is being used, the player can play a game in a state in which information attached to the game card is reflected. In addition to the game card, the placement unit 144 can place a player card for identifying a player. When the player uses the game device 100, the player card is placed on the placement portion 144, and thereby the game competition can be performed in a state in which the progress status of the player is reflected. The progress status of the player is managed in the server 200, and when the player is identified when using the game device 100, that is, when the game competition experience of the game is provided in a state where the player is identified, the information managed for each player is updated.
Functional structure of game device
Fig. 2 is a block diagram showing a functional configuration of the game device 100 according to the present embodiment.
The control Unit 101 is, for example, a CPU (Central Processing Unit), and controls the operation of each functional block of the game device 100. Specifically, the control unit 101 reads an operation program related to each functional block stored in the storage device 102, for example, and develops and executes the program in the memory 103, thereby realizing the operation of each functional block.
The storage device 102 is a device capable of permanently holding data, such as a nonvolatile memory or an HDD (Hard Disk Drive). The storage device 102 stores, in addition to the operation programs related to the respective function blocks included in the game device 100, information such as parameters necessary for the operation of the respective function blocks, various graphic data used in a game executed by the game device 100, and the like. The memory 103 is a storage device used for temporary data storage such as a volatile memory. The memory 103 is used not only as an expansion area for the operation program of each block but also as a storage area for temporarily storing data and the like output during the operation of each block.
The payout detecting unit 104 detects that the game device 100 pays out a price. The payment of the price can be determined by, for example, putting a specific amount of hard goods or a corresponding token into the slot 141 of the game device 100, or detecting completion of a settlement process based on communication with a chip relating to specific electronic money. The game device 100 according to the present embodiment is described as a service for starting providing a competitive experience including a battle game based on payment of a price for starting service provision.
The acquisition unit 105 is an interface related to acquisition of information from a physical card provided in the game device 100 according to the present embodiment. Specifically, the acquisition unit 105 includes a reader configured to acquire information attached to the card placed on the placement unit 144. The physical cards that can be used in the game device 100 (information can be acquired by the acquisition unit 105) are roughly classified into the following 2 types, and the placement unit 144 can be placed on any of them.
One type 1 of usable cards is a game card provided in the game device 100. Game elements (characters, riding objects, items, effects, and the like) related to a game providing a competitive experience in the game device 100 are associated with the respective game cards. In the present embodiment, for the sake of easy understanding of the invention, it is described that each game element associated with each game card is a character, but the practice of the invention is not limited to this. The association of the character and the game card is performed by adding information for a specific character (character ID: identification information of the character) to each game card. The player can register a corresponding character by placing a game card on the placing unit 144 and causing the obtaining unit 105 to obtain the information, and use the character in a game (or, initiate an effect associated with a character that is entered in a game, for example, in a game).
Another type of card that can be used is a player card that identifies information on a player related to the use of the game device 100. The game device 100 according to the present embodiment is configured to store the progress status of the game of the player, and when the next use is made, the game device can be restarted from the stored progress status. Therefore, the player card is attached with at least identification information (player ID: identification information of the player) that can uniquely identify the specific player. The player can receive the service provision in a state reflecting the progress status regarding the past use by placing the player card on the placing unit 144 and causing the obtaining unit 105 to obtain the information. Here, the progress status includes information of the interesting elements that increase or expand with repeated use of the game device 100, such as the evaluation value of the player related to the game, such as the experience value, the rank, or the interesting elements that are provided to the player in stages, such as the function release status, the provision status of the game elements, or the like. The progress status also includes information on game elements given to the player. As will be described in detail later, in the game providing the competitive experience in the game device 100 according to the present embodiment, various game elements are assigned to the player. The game elements to be provided include game elements (items or techniques) and the like that can be used in the next and subsequent game competitions, game elements (tokens) and the like that are accumulated for replacement with such game elements.
In the present embodiment, the description is given of the case where the player is identified by acquiring information from the player card, but the method of identifying the player is not limited to this, and information may be acquired from an item other than the player card, for example, instead of the identification process of the player via another device.
As described above, in the present embodiment, although the card is described as the actual object from which information can be acquired by the acquisition unit 105, it is needless to say that the card may be an actual object other than the card.
A character DB (Data Base: database) 106 is a database for managing information (character information) on each character appearing in the game. As shown in fig. 7 (a), for example, the character information for managing 1 character includes parameter information 702 in which a name, an attribute, a parameter, an effect to be activated by using the character, and the like of the character are described in association with a character ID701 that uniquely specifies the character. The parameter information 702 is information referred to in a game using a character, and relates to the progress control of the game.
The supply control unit 107 controls the supply of the game card to the player when the game device 100 is used. The game card is provided by the providing unit 120 provided in the game device 100. The supply unit 120 is configured to be able to store a plurality of game cards in a storage unit, not shown, and to operate to feed out 1 stored game card when a supply instruction of a character card is received by the supply control unit 107. The dispensed game card is held by the holding portion 143 in a form that can be taken out by the player.
The assigning unit 108 controls the assignment of game elements to the player for a game that provides a game experience in the game device 100. As will be described in detail later, in the game device 100 of the present embodiment, the medals that are 1 of the game elements related to the game are assigned according to the content of the game that provides the game experience. The payout unit 108 executes processing related to the payout of the medals, and determines whether or not to payout the medals and the payout amount to the player.
The presentation control unit 109 controls presentation of various information to the player via the presentation unit 130 in the game device 100. The presentation unit 130 for realizing information presentation is described as a display device capable of presenting visual information, such as a liquid crystal display, for displaying images (game screen images, menu screen images, and the like) in the present embodiment. However, the mechanism of the information presentation is not limited thereto, and can of course be substituted or added. The presentation unit 130 may include, for example, a speaker for presenting auditory information.
In the case where the presentation Unit 130 is a display device, the presentation control Unit 109 includes a drawing device such as a GPU (Graphics Processing Unit), for example, and performs specific drawing Processing for generating a screen to be displayed on the presentation Unit 130. Specifically, the presentation control unit 109 executes necessary arithmetic processing on necessary drawing objects (graphics data) based on processing or commands performed by the control unit 101 during startup (during service provision or in a standby state) of the game device 100, and draws a screen. The generated screen is output to the presentation unit 130 and is displayed in the specific display area to be presented to the player.
The operation input unit 110 is, for example, a user interface of the game device 100 such as an operation member for determining input and various sensors. When the operation input section 110 detects that an operation input to the operation member is performed, a control signal corresponding to the operation input is output to the control section 101. In the present embodiment, the operation input unit 110 includes, for example, a touch input detection sensor or the like that detects a touch input performed on the display screen of the presentation unit 130, that is, a contact of a part of a human body.
The communication unit 111 is a communication interface with an external device included in the game device 100. The communication unit 111 can be connected to an external device via a network 300 (wired or wireless) and can transmit and receive data, and the network 300 may be a cable connecting a communication network such as the internet or a device to another device. The communication unit 111 converts information input as a transmission target into data of a specific format, for example, and transmits the data to an external device such as the server 200 via the network 300. When receiving information from an external device via the network 300, the communication unit 111 decodes the information and stores the information in the memory 103. In the present embodiment, the game device 100 transmits and receives information via the communication unit 110 at least when providing a service reflecting the progress status of the player.
Constitution of server
Next, the functional configuration of the server 200 according to the present embodiment will be described with reference to the block diagram of fig. 3. In the description of the functional configuration of the server 200, in order to be strictly distinguished from the configuration of the game device 100, a configuration that realizes the same function as the configuration of the game device 100 is indicated by a contact letter of "server".
The server control unit 201 is, for example, a CPU, and controls the operation of each functional block included in the server 200. Specifically, the server control unit 201 controls the operation of each function block by reading out an operation program of each function block recorded in the server storage device 202, and developing and executing the program in the server memory 203.
The server storage device 202 is a recording device capable of permanently holding data, such as a nonvolatile memory or an HDD. The server storage device 202 records information such as parameters necessary for the operation of each function block, in addition to the operation programs related to each function block included in the server 200. The server memory 203 is a storage device used for temporary data storage such as a volatile memory. The server memory 203 is used not only as an expansion area for the operation program related to each function block but also as a storage area for temporarily storing data and the like output during the operation of each function block.
The player DB204 is a database that manages various information (player information) on users (players) of a game that provides a competitive experience in the game device 100 of the game system according to the present embodiment. The player information may be sequentially changed according to the provided competitive experience when the game device 100 provides the competitive experience of the game by acquiring information from the player card.
As shown in fig. 7 (b), the player information may be associated with a player ID711 of a unique specific player, and include setting information 712 individually set by the player including a display name, date of birth, and a network avatar configuration of the player, progress status information 713 indicating a progress status of a game by the player, the number of tokens held 714 indicating the number of tokens held by the player, and an evaluation value 715 relating to a game competition by the player. The player information associated with 1 player may be logged in when gaming device 100 is first utilized using the player's gamercard. The information included in the setting information 712 may be input to the game device 100 at the time of use.
When a competition request for a competition game is received from a game device 100, the matching unit 205 identifies another game device 100 that has similarly received the competition request for the competition game, and realizes the competition game between these game devices 100. That is, the matching unit 205 detects players who wish to play the battle game at the same time, and performs a process of deciding 2 of the players as players who participate in 1 battle game.
In the following description, a game that provides a competitive experience to players in the game device 100 of the present embodiment is a match-up game that is played between players using a specific number of game devices 100 connected via the network 300 and the server 200. The match-up game places 1 or more characters registered by acquiring information from a game card as characters operated by each player, and controls the progress of the match-up game based on operation input by each player in the game and parameter information of each character.
The server communication unit 206 is a communication interface with an external device included in the server 200. The server communication unit 206 is connectable to an external device via a network 300 (wired or wireless) and is capable of transmitting and receiving data, and the network 300 may be a cable connecting a communication network such as the internet or a device to another device. The server communication unit 206 converts information input as a transmission target into data of a specific format, for example, and transmits the data to an external device such as the game device 100 via the network 300. When receiving information from an external device via the network 300, the server communication unit 206 decodes the information and stores the information in the server memory 203.
Brief description of the assignment of tokens
Hereinafter, the token money to be given to the player in the game system of the present embodiment will be described in brief.
In the game system of the present embodiment, a competitive experience of a match-up game in which 2 players match up is provided. In addition, a drawing process related to the token assignment is executed for a player who wins a competitor in the battle game, and the token assignment is performed based on the result of the drawing process. In the present embodiment, when the drawing result is winning, a predetermined number (1 piece) of medals are given to the player concerned. In other words, the player can obtain a drawing chance in the case of winning in the battle game, and can obtain tokens in the case of winning in the drawing process and cannot obtain tokens in the case of losing.
The token is configured to be held over 1 time of the usage period of the game device 100. More specifically, the information of the credit to be given to the player is reflected in the number of held tokens 714 of the player information managed in association with the player in the player DB204 of the server 200, for example, at the time when the use of the game device 100 is completed. When the same player acquires information on the player card and reuses the game device 100, the same player provides a service that inherits the player information, and thus the token money is accumulated. Therefore, the medals are given on condition that the game device 100 is used in a state where the player is recognized.
The accumulated medals can be replaced with other game elements (items or techniques) that are used during game play to create an effect of adjusting the progress of the game in a favorable direction, for example, on the condition that a certain number of medals are consumed. The other game elements are of a different category from the character registered based on the game card, and in addition, in order to ensure fairness, a limit may be set on the number of times of use.
However, as described above, the matching of the opponents is not necessarily suitable because the number of players who make a match request at the same time may increase or decrease depending on, for example, the time period or the week of the competition or the region where the server 200 is installed. That is, between the players who are competing, for example, a difference in game competition technique (skill) of the players or a difference in ability (performance) of using the character occurs, and therefore matching that can be favorably performed for one player may also occur. In the case where such matching occurs, the motivation of the player of the disadvantageous party to the battle game may be reduced, and further, the concern of the player about the game may be caused to decrease. Further, in the case where a player of a disadvantageous party gives up a game competition of a competing game halfway, a delay in progress of the game may also cause a decrease in interest of a player of a competing opponent (a favorable party) in the game.
Therefore, in the game system of the present embodiment, when there is a difference in skill or the like between players, the drawing process executed when a player who is a disadvantage can win is controlled so that the winning probability thereof becomes high. That is, since tokens are easily given to the player, the power of the player for the battle game is improved, and the player's interest in the game can be easily maintained. Further, by increasing the possibility of giving tokens, the chance of providing such players with game elements that are advantageous for the progress of the game increases, and as a result, it can be guided to easily achieve fairness in a battle game to be implemented later.
The control of the token assignment is realized by deriving an evaluation value for each player in accordance with the game technique or the performance of a character to be used (a character having a corresponding game card), and by making the winning probability of the drawing process different based on the difference in evaluation value between players participating in the battle game when the battle game is played. In the following, for the sake of simplifying the invention, game competition techniques related to players, performance of characters used, and the like are referred to only as "strength" of players, and the evaluation value of each player is derived by digitizing the strength in a specific manner. The evaluation value of the player may be, for example, a ratio determined according to the win or loss of the match-up game, an accumulated score increased or decreased according to the number of wins of the match-up game, or an accumulated number of tokens to be given. That is, the evaluation value of the player numerically expresses, as an absolute value, the degree to which the player can favorably play the match game. The evaluation value of each player thus derived is included in the player information relating to the player as evaluation value 715 and managed.
In the present embodiment, as shown in fig. 4, for example, the winning probability is changed in such a manner that the larger the difference between the evaluation values of the player and the opponent, the larger the increment of the winning probability. That is, in the case where a player having an evaluation value lower than that of a competitor wins the battle game, the winning probability in the lottery process performed after the battle game is changed to an amount higher than the difference of the evaluation value, as compared with the case of winning a competitor having an equivalent evaluation value.
In the case of winning a match game with a player having a high evaluation value (a high-ranking player), information on a mechanism for increasing the winning probability of the drawing process may be presented via the presentation unit 130 while the game apparatus 100 is in standby, while the match game is being executed, while the drawing process is being executed, or may be presented on a game description panel attached to the appearance of the game apparatus 100. In addition, in order to appropriately progress the match-up game, the evaluation value of each player participating in the match-up game is not presented at least in the provision of the competitive experience of the match-up game. However, in order to appropriately stimulate the gambling of tokens by players, information indicating the difference in evaluation value between players may be presented, for example, if the opponent is a high-level player, or if the winning probability of the drawing process performed at the time of winning is increased.
Giving control treatment
In the game device 100 of the present embodiment having such a configuration, a specific process will be described with reference to the flowchart of fig. 5 with respect to the payout control process executed in association with the payout of tokens. The processing corresponding to the flowchart can be realized by the control unit 101 reading out a corresponding processing program stored in the storage device 102, for example, and expanding and executing the program in the memory 103.
The present assignment control processing is explained, for example, when the provision of the competitive experience relating to the executed competitive game is completed and when the result of the competitive game is determined. Before the present endow control process is executed, information is acquired from a player card relating to a player (hereinafter referred to as a target player) using the game device 100, and the game device 100 receives player information managed by the player from the server 200, and stores the player information in the memory 103, for example. In addition, at least information of the evaluation value of the player who is the opponent of the battle is received for the executed battle game and is held in the memory 103.
In S501, the control unit 101 determines whether or not the result of the match of the executed match game is a win. If the result of the match is judged to be winning, the control unit 101 proceeds to S502. When the result of the match is determined not to be a win, that is, a failure, the control unit 101 does not assign a token and completes the assignment control process.
In S502, the control unit 101 determines whether or not the evaluation value of the opponent is higher than the evaluation value of the target player. The control unit 101 proceeds to S504 if it determines that the evaluation value of the opponent is higher than the evaluation value of the target player, and proceeds to S503 if it determines that the evaluation value is not high.
In S503, the control unit 101 determines the winning probability of the drawing process related to token assignment. The winning probability decided in this step is a fixed winning probability (fixed probability) predetermined for the lottery process.
On the other hand, when it is determined in S502 that the evaluation value of the opponent is higher than the evaluation value of the target player, the control unit 101 determines the winning probability of the drawing process related to the token addition based on the evaluation values of the target player and the opponent in S504. The winning probability decided in this step is a probability higher than a fixed probability (the probability of winning is high). Specifically, the control unit 101 determines the winning probability of the drawing process to be a value that increases from the fixed probability at a rate proportional to the difference between the evaluation value of the target player and the evaluation value of the opponent. In other words, the winning probability determined in this step is determined to be higher as the difference between the evaluation values of the target player and the opponent is larger.
In S505, the control unit 101 executes the drawing process with the determined winning probability. That is, the lottery processing performed in this step is performed with a winning probability higher than a fixed probability by the difference of the evaluation values when the evaluation value of the opponent is higher than the evaluation value of the target player, and with a fixed probability when the evaluation value of the opponent is not higher than the evaluation value of the target player.
In S506, the control unit 101 determines whether or not the drawing result of the drawing process executed in S505 is winning. The control unit 101 moves the process to S507 when the drawing result is the winning, and completes the present payout control process as not to award the medal when the drawing result is the losing.
In S507, the granting unit 108 grants tokens to the target player under the control of the control unit 101, and the present granting control process is completed. The medals are given by acquiring the number of held medals 714 of the player information on the target player held in the memory 103 from the server 200 relating to the use of the game device 100 at this time, and changing the number to be increased by 1. The changed player information is transmitted to the server 200 together with an update request, and is used to update the player information of the player DB204 (i.e., update the player information on the target player held in the player DB204 to the player information with the changed number of held tokens 714), and as a result, the state of giving tokens to the player is realized.
As described above, according to the game device of the present embodiment, even when the match of the match-up game is not in an appropriate form, the benefit that a player who is a disadvantage (has a low evaluation value) enjoys in winning can be increased, and the game element having high interest can be provided.
[ variation 1]
In the above embodiment, the number of medals given when winning in the drawing process is described as a predetermined number (1 piece), but the practice of the present invention is not limited to this. For example, in order to further increase the profit that a player who is a disadvantageous party enjoys in winning, the number of tokens to be given at the time of winning may be increased based on the difference in evaluation values between the player and the opponent.
[ variation 2]
In the above-described embodiment and the modification, the description has been given of the modification mode in which the winning probability of the lottery process in the case where the player who is a disadvantage wins based on the difference in evaluation value from the opponent, but the practice of the present invention is not limited to this. For example, the difference in the evaluation values for increasing the winning probability may be determined in stages by a plurality of thresholds, or the winning probability set for the stage may be adopted by specifying the stage for classifying the difference in the evaluation values. In the above aspect, the winning probability employed when the difference class of the evaluation values is in the stage of being greater than the specific threshold value is higher than the winning probability employed when the difference class of the evaluation values is in the stage of being less than the specific threshold value.
In this configuration, as in the case of variation 1, the evaluation value difference may be classified into a larger stage, and the number of tokens to be given at the time of winning may be increased. That is, the number of tokens to be given when the difference class of the evaluation values is a stage greater than the specific threshold value may be larger than the number of tokens to be given when the difference class of the evaluation values is a stage smaller than the specific threshold value.
[ variation 3]
In the above-described embodiment and modification, the winning probability of the lottery process is determined to be a value higher than the fixed probability when the evaluation value of the opponent is higher than the evaluation value of the target player, that is, the fixed probability is adopted when the evaluation value of the target player is the same as or smaller than the evaluation value of the opponent, but the embodiment of the present invention is not limited to this. According to the method of deriving the evaluation value, it is difficult to set players having equal strength to the same evaluation value, and it is also conceivable that fairness among players is not ensured in the criterion that the winning probability changes with a slight difference in the evaluation value. Therefore, the target player may be configured to adopt the fixed probability when the target player and the opponent have the same strength. For example, if the difference between the evaluation value of the target player and the evaluation value of the opponent falls within a predetermined range for determining the same level of strength, the winning probability corresponding to the difference in evaluation values may be changed without using a fixed probability.
[ variation 4]
In the assignment control processing of the above embodiment, the drawing processing is executed with a fixed probability when the evaluation value of the opponent is higher than the evaluation value of the target player, and the medal is assigned when the opponent is elected. Since the assignment of tokens also increases the possibility that the player will start to enter game elements that contribute to the progress of the game, the assignment of tokens to the player of the favorable party may further increase the difference in strength between players when an inappropriate match is made. Therefore, the drawing process may be configured not to be executed when the evaluation value of the opponent is lower than the evaluation value of the target player or equal to or lower than the evaluation value of the target player.
[ variation 5]
In the above-described embodiment and the modification, the description has been given of the form in which the drawing process is executed on the condition that the target player wins the match game, but the practice of the present invention is not limited to this. The lottery process may be executed in accordance with the provision of the competitive experience of the competing game, for example, without depending on the competing result. In this case, the number of tokens awarded by winning in the drawing process executed when the result of the match is a failure may be, for example, 1/5 (5 tokens can be replaced with 1 token by collecting the same token), and the number of tokens awarded by winning in the match game may be smaller (lower value) than the number of tokens awarded by winning in the drawing process executed when the match game is a winning.
[ variation 6]
However, the game elements provided by the drawing process after the match game do not necessarily correspond to virtual items that can be used in the game, as with the medals shown in the above-described embodiment and modification. For example, a game card or an object such as a card for other purposes may be used as the game element to be provided when the game is selected.
On the other hand, when the game element to be added at the time of winning is a real object, the winning occurs by exceeding the assumed progress of addition, the stock of the real object disappears, and there is a possibility that the game element cannot be added to the player although the winning occurs. Therefore, the function of changing the winning probability in the drawing process according to the difference in the evaluation value between the players participating in the battle game can be configured to arbitrarily switch the use.
Therefore, the game device 100 according to the present variation is configured to be capable of switching between 2 operation modes, i.e., the "operation mode" in which the competitive game experience and the "sales mode" in which the use of the player are permitted are provided as the mode 1 of the present invention, and the "maintenance mode" in which the competitive game experience and the use of the player are not permitted are not provided as the mode 2. The setting of the presence or absence of use of the function related to the change of the winning probability is a setting related to the operation of a store or the like in which the game device 100 is installed, and therefore cannot be preferably changed by the player. Therefore, the setting of the presence or absence of the use of the function related to the change of the winning-probability is configured to be performed only when the game device 100 operates in the maintenance mode.
The switching to the maintenance mode is realized, for example, when a special switch, not shown, is operated and input at the time of restarting the game apparatus 100. The staff in the installation shop or the like can set the use or non-use of the function related to the change of the winning probability on the setting screen 600 shown in fig. 6, for example, displayed after the game device 100 is switched to the maintenance mode and operated. In the example of the figure, the setting screen 600 includes a setting item 601 indicating a function related to the change of the winning probability, and a setting item 602 indicating that the function is not used, and indicates a state in which the setting item 601 is selected, that is, a state in which the function related to the change of the winning probability is used is set.
The setting screen 600 also includes a presentation of the winning probability 603 corresponding to the difference in evaluation value between players. In the example of fig. 6, the winning probability is presented for the difference in the evaluation values at the 3 stages in the winning probability 603. The winning probability associated with each stage can be changed by the increase/decrease button 604, and the winning probability can be adjusted for each difference in evaluation value by a worker or the like.
Information of the settings made on the setting screen 600 in this way is held in the storage device 102, for example, and when the control unit 101 executes the assignment control processing, the processing is performed with the contents reflecting the settings, so that the service can be provided in accordance with the assignment of the game elements when the player is elected, which is changed by the operator policy or the like.
[ variation 7]
In the above-described embodiment and modification, the description has been given of the mode in which the lottery process is executed in accordance with the provision of the competitive experience of the match game and the game elements (medals) are given, but the practice of the present invention is not limited to this. The assignment control processing for realizing such assignment of game elements may be executed for only a part of the categories of a multi-category match-up game that can provide a competitive experience in the game device 100. For example, since the difference in strength of the player may become significant according to the difference in the length of the use period (experience time) of the game device 100, it is difficult for the player of the disadvantageous party to compensate for the difference in strength to win. Therefore, the match game of the type in which the payout control process is executed can adjust the balance between fairness among players and interest in the payout of game elements by, for example, a match game of a type limited to a rule in which rules for the type of game cards that can be used by the players (only game cards that can be supplied from the game device 100 can be used in a specific period) are set. Therefore, it is possible to control whether or not the execution of the payout control process, that is, whether or not the execution of the lottery process and the payout of the game elements based on the lottery result are performed, in accordance with the type of the competing game selected as the player for the competition.
[ variation 8]
In the above-described embodiment and the modified examples, the opponents of the match-up game are described as the other players who use the other game devices 100, but the practice of the present invention is not limited to this. The opponent of the battle game may be a virtual Player (NPC) that is realized by executing a specific thinking program or the like, and the adding control process may be executed using an evaluation value corresponding to the ability (strength) specified by the virtual Player, such as the depth of the thinking or the height of the probability of taking an action with high effectiveness.
[ other embodiments ]
The invention is not limited to the above embodiment, and various changes and modifications can be made within the scope of the invention.
[ description of symbols ]
100 game device
101 a control unit
102 storage device
103 memory
104 Payment detecting section
105 acquisition part
106 role DB
107 providing a control part
108 imparting section
109, a presentation control unit
110 operation input part
111 communication part
120 providing part
130 a prompt part
200 server
201 server control part
202 server storage device
203 server memory
204 player DB
205 matching section
206 server communication part
300, network.
Claims (18)
1. A program that enables a computer that provides a competitive experience of a battle game to execute:
an acquisition process of acquiring an evaluation value of each of a player and a competitor for the competitive game providing a competitive experience;
a payout process of, in accordance with provision of a competitive experience of the match-up game, giving a game element to the player; and
a control process of controlling the addition of the game elements in the addition process based on a lottery result of the executed lottery process; and is
The control process makes the winning probability of the drawing process different according to the difference of the evaluation values of the player and the opponent.
2. The program according to claim 1, wherein the control process executes the lottery process on condition that the player wins a competing opponent in the competing game.
3. The program according to claim 1 or 2, wherein the control process makes the winning probability of the lottery process different according to a difference in the evaluation values of the player and the opponent in a case where the evaluation value of the opponent is higher than the evaluation value of the player.
4. The program according to claim 3, wherein the control process increases the winning probability of the lottery process in a case where the difference in the evaluation values of the player and the opponent is larger than a threshold value, compared to a case where the difference in the evaluation values of the player and the opponent is smaller than the threshold value.
5. The program according to claim 4, wherein the control process controls the number of game elements to be awarded in the award process in such a manner that a difference in evaluation value between the player and the opponent is larger than the threshold value in comparison with a case where a difference in evaluation value between the player and the opponent is smaller than the threshold value in a case where the lottery result is winning.
6. The program according to claim 3, wherein the control process makes the winning probability of the lottery process higher the larger the difference of the evaluation values of the player and the opponent is.
7. The program according to claim 6, wherein the control process increases the number of game elements to be awarded in the awarding process as the difference of the evaluation values of the player and the opponent in the case where the lottery result is winning.
8. The program according to any one of claims 1 to 7, wherein the control process does not perform the lottery process in a case where the evaluation value of the opponent is equal to or less than the evaluation value of the player.
9. The program according to any one of claims 1 to 7, wherein the control process does not perform the lottery process in a case where the evaluation value of the opponent is lower than the evaluation value of the player.
10. The program according to any one of claims 1 to 9, wherein the computer is caused to further execute a setting process of accepting a setting of whether or not to make the winning probability of the lottery process different, in accordance with a difference in evaluation values of the player and the opponent.
11. The program of claim 10, wherein the computer is operable in a 1 st mode that can provide a competitive experience for the competing game and a 2 nd mode that cannot provide a competitive experience for the competing game; and is
The setting process is executed when the computer operates in the 2 nd mode.
12. The program according to claim 11, wherein in a case where the computer operates in the 2 nd mode, the computer is caused to further execute a 1 st presentation process of presenting an election probability corresponding to a difference in evaluation values of the player and the opponent.
13. The program according to claim 11 or 12, wherein when the computer operates in the 2 nd mode, the computer is caused to further execute a change process of accepting a change in winning probability corresponding to a difference in evaluation values between the player and the opponent.
14. The program according to any one of claims 1 to 11, wherein an evaluation value of a competitor is not prompted in provision of a competitive experience of the battle game.
15. The program of any one of claims 1 to 14, wherein
Among the battle games, there are a battle game of a 1 st category and a battle game of a 2 nd category different from the 1 st category; and is provided with
The control process is carried out in such a manner that,
in the offering of the competitive experience of the battle game of the 1 st category, the offering of the game element based on the drawing result of the drawing process is not performed in the offering process, while,
in the providing of the competitive experience of the battle game of the type 2, the game elements are provided based on the drawing result of the drawing process in the providing process.
16. The program of any one of claims 1-15, wherein the player's rating is decided based on the number of wins of the battle game.
17. The program according to any one of claims 1 to 16, wherein the battle game is controlled based on character information obtained from a real object.
18. A game device that can provide a competitive experience of a battle game, comprising:
an acquisition means for acquiring an evaluation value of each of a player and a competitor for the competitive game providing a competitive experience;
an assigning unit that assigns a game element to the player in accordance with provision of a competitive experience of the match-up game; and
a control mechanism for controlling the giving of the game elements of the giving mechanism based on the lottery result of the executed lottery processing; and is provided with
The control means makes the winning probability of the drawing process different according to the difference in the evaluation value between the player and the opponent.
Applications Claiming Priority (2)
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JP2022013455A JP7204965B1 (en) | 2022-01-31 | 2022-01-31 | Program and game device |
JP2022-013455 | 2022-01-31 |
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CN115845393A true CN115845393A (en) | 2023-03-28 |
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CN202211602355.9A Pending CN115845393A (en) | 2022-01-31 | 2022-12-13 | Program and game device |
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JP (2) | JP7204965B1 (en) |
CN (1) | CN115845393A (en) |
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JP7001936B2 (en) | 2019-09-26 | 2022-01-20 | 株式会社カプコン | Game programs and game systems |
JP7198740B2 (en) | 2019-12-27 | 2023-01-04 | 株式会社バンダイナムコエンターテインメント | SERVER SYSTEM, GAME SYSTEM, GAME PROVIDING METHOD AND PROGRAM |
JP7413023B2 (en) | 2020-01-06 | 2024-01-15 | 株式会社コーエーテクモゲームス | Game program, game processing method, information processing device |
JP7050349B2 (en) | 2020-07-30 | 2022-04-08 | 株式会社コナミデジタルエンタテインメント | Game systems, game controls, game terminals and programs |
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- 2022-11-08 TW TW111142579A patent/TW202332489A/en unknown
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TW202332489A (en) | 2023-08-16 |
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JP2023111553A (en) | 2023-08-10 |
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