CN115845393A - Program and game device - Google Patents
Program and game device Download PDFInfo
- Publication number
- 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
- Authority
- CN
- China
- Prior art keywords
- game
- player
- opponent
- evaluation value
- difference
- Prior art date
- Legal status (The legal status 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 status listed.)
- Pending
Links
Images
Landscapes
- Management, Administration, Business Operations System, And Electronic Commerce (AREA)
Abstract
Description
技术领域technical field
本发明涉及一种程序及游戏装置,特别是涉及一种包含向玩家赋予游戏要素的电子游戏。The present invention relates to a program and a game device, and more particularly to an electronic game including giving game elements to players.
背景技术Background technique
有根据抽选处理的抽选结果赋予游戏要素的电子游戏(专利文献1)。There is an electronic game in which game elements are given according to a lottery result of a lottery process (Patent Document 1).
[以往技术文献][Prior Technical Documents]
[专利文献][Patent Document]
[专利文献1]日本专利特开2018-033864号公报[Patent Document 1] Japanese Patent Laid-Open No. 2018-033864
发明内容Contents of the invention
[发明所要解决的问题][Problem to be Solved by the Invention]
然而,在作为与例如达成对战游戏的胜利条件相对的奖励点而执行如上所述的抽选处理的形态中,因为对战游戏的难易度根据成为对战对手的玩家而变化,所以有时难以达成胜利条件。因此,根据对战对手的匹配状况,可能减少给予玩家的抽选机会。另一方面,如果考虑公平性而将抽选处理的当选概率设为固定,那么即使在战胜水平高的对战对手的情况下,也有可能在抽选处理中落选,结果,在匹配与奖励点的观点上,有减少玩家对对战游戏的关心的风险。However, in the form in which the above-mentioned lottery processing is performed as bonus points for achieving the victory condition of the competition game, for example, since the difficulty of the competition game changes according to the player who becomes the opponent of the competition, it may be difficult to achieve victory. condition. Therefore, depending on the matching status of the opponent, the chances of drawing given to the player may be reduced. On the other hand, if the probability of winning the lottery process is fixed in consideration of fairness, even if you defeat a high-level opponent, you may lose in the lottery process. From a point of view, there is a risk of reducing players' interest in the battle game.
本发明的目的在于提供一种实现趣味性高的游戏要素的赋予的程序及游戏装置。An object of the present invention is to provide a program and a game device that realize the award of highly interesting game elements.
[解决问题的技术手段][Technical means to solve the problem]
本发明的程序是使能提供对战游戏的竞技体验的计算机执行以下处理的程序:取得处理,对提供竞技体验的对战游戏,取得玩家及对战对手的每一个的评价值;赋予处理,根据对战游戏的竞技体验的提供,向玩家赋予游戏要素;及控制处理,基于执行的抽选处理的抽选结果,控制赋予处理中的游戏要素的赋予;且控制处理根据玩家与对战对手的评价值的差,使抽选处理的当选概率不同。The program of the present invention is a program that enables a computer that provides a competitive experience in a competitive game to execute the following processes: acquisition processing for obtaining evaluation values for each of the player and the opponent for the competitive game that provides the competitive experience; The provision of competitive experience, assigning game elements to players; and control processing, based on the drawing result of the executed lottery processing, controlling the granting of game elements in the grant processing; and the control processing is based on the difference between the evaluation value of the player and the opponent , so that the selection probabilities of the lottery processing are different.
[发明的效果][Effect of the invention]
根据本发明,能实现趣味性高的游戏要素的赋予。According to the present invention, it is possible to provide highly interesting game elements.
附图说明Description of drawings
图1是例示本发明的实施方式及变化例的游戏系统的系统构成的图。FIG. 1 is a diagram illustrating a system configuration of a game system according to an embodiment and a modified example of the present invention.
图2是例示本发明的实施方式及变化例的游戏装置100的功能构成的框图。FIG. 2 is a block diagram illustrating the functional configuration of a
图3是例示本发明的实施方式及变化例的服务器200的功能构成的框图。FIG. 3 is a block diagram illustrating a functional configuration of a
图4是例示本发明的实施方式的当选概率的变更形态的图。FIG. 4 is a diagram illustrating an example of a change in the probability of winning in the embodiment of the present invention.
图5是例示在本发明的实施方式及变化例的游戏装置100中执行的赋予控制处理的流程图。FIG. 5 is a flowchart illustrating a payout control process executed in the
图6是例示本发明的变化例6的、与当选概率的变更有关的功能的利用相关的设定画面600的图。FIG. 6 is a diagram illustrating a
图7(a)、(b)是例示在本发明的实施方式及变化例的游戏系统中使用的各种信息的数据构成的图。7( a ) and ( b ) are diagrams illustrating the data structure of various information used in the game system according to the embodiment and the modification of the present invention.
具体实施方式Detailed ways
[实施方式][implementation mode]
以下,参考附图详细说明实施方式。另外,以下实施方式并不限定权利要求书的发明,此外实施方式所说明的特征的组合并非全部是发明所必须的。实施方式所说明的多个特征中的两个以上的特征可以任意组合。此外,对同一或者同样的构成标注同一参考编号,并省略重复的说明。Embodiments will be described in detail below with reference to the drawings. In addition, the following embodiments do not limit the invention of the claims, and not all combinations of features described in the embodiments are essential to the invention. Two or more of the features described in the embodiments may be combined arbitrarily. In addition, the same reference numerals are assigned to the same or similar configurations, and overlapping descriptions are omitted.
以下说明的一实施方式,说明对作为游戏装置的一例的、构成为能提供使用经由网络而通信连接的多个游戏装置的玩家参加的对战游戏的竞技体验的游戏装置应用本发明的例子。但是,本发明提供包含对战游戏的竞技体验的提供的服务,能应用于能向玩家赋予游戏要素的任意机器。In one embodiment described below, an example in which the present invention is applied to a game device configured to provide a competitive experience in a competitive game in which players using a plurality of game devices communicatively connected via a network, as an example of a game device, will be described. However, the present invention provides a service including the provision of a competitive experience of a battle game, and can be applied to any device that can provide game elements to a player.
《游戏系统的构成》"The Composition of the Game System"
图1是表示本实施方式的游戏系统的系统构成的图。如图示,游戏系统构成为通过经由网络300,使服务器200与1个以上的游戏装置100的各者能通信。FIG. 1 is a diagram showing a system configuration of a game system according to this embodiment. As shown in the figure, the game system is configured such that a
在本实施方式中,通过这样的系统构成,构成为经由服务器200及网络300,能实现利用多个游戏装置100的玩家间的对战游戏。此外,在游戏装置100中提供竞技体验的游戏并不限定于玩家间的对战游戏,也可包含构成为1人用的游戏。In this embodiment, with such a system configuration, it is configured so that a competitive game between players using a plurality of
本实施方式的游戏装置100具有如图示的外观。游戏装置100构成为在处于能利用的状态下能检测价款的支付,在检测到价款的支付的情况下,向利用者(玩家)提供包含至少1个游戏要素的提供的、游戏的竞技体验的服务。价款的支付例如根据向投入口141投入特定额的硬货而检测出。The
游戏装置100能提供的游戏要素中包含有实物也就是游戏卡,通过在服务提供中满足条件而提供游戏卡。在本实施方式中,说明为对1次游戏的竞技体验,提供至少1张游戏卡。在游戏装置100的外观设置有取出口142,经由所述取出口142,玩家能接取设置于内部的保持部143。保持部143在提供游戏卡的情况下,以玩家能在任意时刻取出所述游戏卡的方式保持。Game elements that can be provided by the
此外,在游戏装置100的外观设置有载置部144,所述载置部144能载置包含游戏装置100提供的游戏卡的特定卡。细节将后述,玩家在游戏装置100的利用中,通过将游戏卡载置于载置部144,能在对附加于所述游戏卡的信息进行反映的状态下进行游戏竞技。此外在载置部144,除了游戏卡以外,还能载置用于识别玩家的玩家卡。玩家通过在利用游戏装置100时将玩家卡载置于载置部144,能在反映玩家的进行状况的状态下进行游戏竞技。玩家的进行状况在服务器200中管理,在利用游戏装置100时识别玩家的情况下,也就是说,在识别为哪位玩家的状态下提供游戏的竞技体验的情况下,更新针对各玩家管理的信息。In addition, on the exterior of the
〈游戏装置的功能构成〉<Functional configuration of the game device>
图2是表示本实施方式的游戏装置100的功能构成的框图。FIG. 2 is a block diagram showing the functional configuration of the
控制部101例如为CPU(Central Processing Unit:中央处理单元),控制游戏装置100所具有的各功能块的动作。具体来说,控制部101例如读出存储于存储装置102的各功能块相关的动作程序,在存储器103展开并执行,由此实现各功能块的动作。The
存储装置102为例如非易失性存储器或HDD(Hard Disk Drive:硬盘驱动器)等能永久保持数据的装置。存储装置102除存储游戏装置100所具有的各功能块相关的动作程序外,还存储在各功能块的动作中必要的参数等的信息、或游戏装置100所执行的游戏中使用的各种图形数据等。存储器103为例如易失性存储器等的暂时的数据存储所使用的存储装置。存储器103不仅用作各块的动作程序的展开区域,还用作暂时存储在各块的动作中输出的数据等的储存区域。The
支付检测部104检测在游戏装置100中进行价款的支付。价款的支付例如可通过在游戏装置100所具有的投入口141投入特定金额的硬货或相当的游戏币、或者检测基于与特定电子货币相关的芯片进行的通信的结算处理的完成等来判断。本实施方式的游戏装置100说明为基于服务提供开始相关的价款的支付,开始提供包含对战游戏的竞技体验的提供的服务。The
取得部105是本实施方式的游戏装置100所具备的与从实物卡取得信息有关的界面。具体来说,取得部105具备读取器,所述读取器构成为能取得附加于载置部144所载置的卡的信息。在游戏装置100中能利用(取得部105能取得信息)的实物卡大致分为以下2种,载置部144构成为均可载置。The obtaining
能利用的卡的1种是构成为能在游戏装置100中提供的游戏卡。在游戏装置100中提供竞技体验的游戏相关的游戏要素(角色、搭乘物、项目、效果等),与所述游戏卡的每一个建立对应。在本实施方式中,为了容易理解发明,说明为与游戏卡的每一个建立对应的游戏要素是角色,但本发明的实施并不限定于此。通过对各游戏卡附加用于特定角色的信息(角色ID:角色的识别信息),进行所述角色与游戏卡的对应建立。玩家通过在载置部144载置游戏卡并使取得部105取得所述信息,能登录对应的角色,在游戏中使用(或者,使在游戏中登场的、与角色建立对应的效果在游戏中发动等)。One type of available cards is a game card configured to be provided on the
此外,能利用的卡的另一种类是用于识别与游戏装置100的利用有关的玩家的信息的玩家卡。在本实施方式的游戏装置100中,构成为保存玩家的游戏的进行状况,在下次利用时,能实现从保存的进行状况重启。因此,玩家卡至少附加有能唯一特定玩家的识别信息(玩家ID:玩家的识别信息)。玩家通过将玩家卡载置于载置部144并使取得部105取得所述信息,能在反映过去的利用相关的进行状况的状态下接受服务提供。这里,进行状况包含例如经验值、等级、排名等与游戏有关的玩家的评价值、或功能释放状况、游戏要素的提供状况等对玩家阶段性地提供的趣味要素这样的随着重复利用游戏装置100而增大、扩张的趣味要素的信息。此外,进行状况还包含赋予玩家的游戏要素的信息。细节将后述,在本实施方式的游戏装置100中提供竞技体验的游戏中,对玩家进行各种游戏要素的赋予。所赋予的游戏要素包含下次以后的游戏竞技中能使用的游戏要素(项目或技术)等、或为了更换为这样的游戏要素而积蓄的游戏要素(代币)等。In addition, another type of card that can be used is a player card for identifying player information related to the use of the
另外,虽然在本实施方式中对通过从玩家卡取得信息而识别玩家进行说明,但玩家的识别方法并不限定于此,可从玩家卡以外的物品取得信息,例如也可替代为经由其它装置的玩家的辨识处理。In addition, although in this embodiment, the identification of the player by obtaining information from the player card is described, the identification method of the player is not limited to this, and the information may be obtained from items other than the player card, for example, it may be replaced by other devices. The identification process of the player.
这样,在本实施方式中,虽然对能通过取得部105取得信息的实物是卡进行了说明,但当然也可为卡以外的实物。In this way, in the present embodiment, the real thing that can acquire information by the acquiring
角色DB(Data Base:数据库)106是对游戏中登场的各个角色相关的信息(角色信息)进行管理的数据库。对1个角色进行管理的角色信息例如如图7(a)所示,与唯一特定所述角色的角色ID701相关联,包含记述有所述角色的名称、属性、参数、通过使用所述角色而发动的效果等的参数信息702。参数信息702是在使用角色的游戏中参考的信息,涉及所述游戏的进行控制。The character DB (Data Base: database) 106 is a database for managing information (character information) related to each character appearing in the game. The role information that manages one role is associated with a
提供控制部107在利用游戏装置100时控制向玩家的游戏卡的提供。游戏卡的提供由游戏装置100所具备的提供部120实现。提供部120构成为能在未图示的收容部收容多张游戏卡,当由提供控制部107接收角色卡的提供指示时,以送出收容的1张游戏卡的方式动作。送出的游戏卡以能由玩家取出的形态保持在保持部143。The
赋予部108对在游戏装置100中提供竞技体验的游戏,控制向玩家的游戏要素的赋予。细节将后述,在本实施方式的游戏装置100中,根据提供竞技体验的游戏的内容,进行所述游戏相关的游戏要素的1个也就是代币的赋予。赋予部108执行与所述代币的赋予有关的处理,并决定是否对玩家赋予代币及赋予数量。The
提示控制部109控制在游戏装置100中经由提示部130向玩家提示各种信息。实现信息提示的提示部130在本实施方式中,作为进行图像(游戏画面、菜单画面等)显示的、例如液晶显示器等能进行视觉信息提示的显示装置而进行说明。然而,信息提示的机构并不限定于此,当然能替代或者追加。提示部130例如也可包含进行听觉信息提示的扬声器等。The
在提示部130为显示装置的形态中,提示控制部109例如包含GPU(GraphicsProcessing Unit:图形处理单元)等描绘装置,进行产生显示于提示部130的画面的特定描绘处理。具体来说,提示控制部109在游戏装置100的启动中(服务提供中或待机状态中),基于由控制部101进行的处理或命令,对必要的描绘用对象(图形数据)执行必要的运算处理,进行画面的描绘。产生的画面输出到提示部130,通过显示在特定显示区域中而提示给玩家。In the form in which the
操作输入部110例如为决定输入用的操作部件或各种传感器等的、游戏装置100所具有的用户界面。当操作输入部110检测到进行对操作部件的操作输入时,将与所述操作输入对应的控制信号输出到控制部101。在本实施方式中,操作输入部110包含例如对在提示部130的显示画面上进行的触摸输入,也就是人体的一部分接触进行检测的触摸输入检测传感器等。The
通信部111为与游戏装置100所具有的外部装置的通信界面。通信部111能经由网络300(不论有线、无线)与外部装置连接,并能进行数据的收发,所述网络300可为将因特网等的通信网或机器间连接的电缆。通信部111例如将作为发送对象输入的信息转换为特定形式的数据,经由网络300发送到服务器200等的外部装置。此外,通信部111例如在经由网络300从外部装置接收信息时,对所述信息进行解码,并储存于存储器103。在本实施方式中,游戏装置100至少在提供反映玩家的进行状况的服务时,经由通信部110进行信息的收发。The
〈服务器的构成〉〈Configuration of the server〉
其次,使用图3的框图,对本实施方式的服务器200的功能构成进行说明。另外,在服务器200的功能构成的说明中,为了与游戏装置100的构成严格区分,对实现与游戏装置100所具有的构成同样的功能的构成,附加“服务器”的接头文字来表示。Next, the functional configuration of the
服务器控制部201例如为CPU,控制服务器200所具有的各功能块的动作。具体来说,服务器控制部201例如读出记录于服务器存储装置202的各功能块的动作程序,在服务器存储器203展开并执行,由此控制各功能块的动作。The
服务器存储装置202为例如非易失性存储器或HDD等能永久保持数据的记录装置。服务器存储装置202除记录服务器200所具有的各功能块相关的动作程序外,还记录在各功能块的动作中必要的参数等的信息。服务器存储器203为例如易失性存储器等的暂时的数据存储所使用的存储装置。服务器存储器203不仅用作各功能块相关的动作程序的展开区域,还用作暂时存储在各功能块的动作中输出的数据等的储存区域。The
玩家DB204为数据库,其对在本实施方式的游戏系统的游戏装置100中提供竞技体验的游戏,管理关于各利用者(玩家)的各种信息(玩家信息)。玩家信息在游戏装置100中进行从玩家卡取得信息而提供游戏的竞技体验的情况下参考,可根据所提供的所述竞技体验依次变更。The
玩家信息例如如图7(b)所示,可与唯一特定玩家的玩家ID711相关联,包含含有关于所述玩家的显示名、出生年月日、网络虚拟形象构成等的玩家个别设定的设定信息712、表示所述玩家的游戏的进行状况的进行状况信息713、表示所述玩家所持有的代币数量的持有代币数714、及所述玩家的游戏竞技相关的评价值715。1个玩家相关的玩家信息可在使用所述玩家的玩家卡初次利用游戏装置100时登录。另外,设定信息712所包含的信息在所述利用时在游戏装置100中输入即可。Player information, for example, as shown in FIG. 7( b ), can be associated with the
匹配部205在从游戏装置100接收到对战游戏的竞技请求的情况下,特定同样接收到对战游戏的竞技请求的其它游戏装置100,实现这些游戏装置100间的对战游戏。也就是说,匹配部205在同一时间检测希望对战游戏的玩家,并进行将其中2个玩家决定为参加1个对战游戏的玩家的处理。When the
另外,在以下的说明中,在本实施方式的游戏装置100中向玩家提供竞技体验的游戏,是在利用经由网络300及服务器200而连接的特定数的游戏装置100的玩家之间进行的对战游戏。对战游戏使通过从游戏卡取得信息而登录的1个以上的角色作为各玩家操作的角色登场,基于由游戏中的各玩家进行的操作输入、与各角色的参数信息,控制对战游戏的进行。In addition, in the following description, the game in which the
服务器通信部206是与服务器200所具有的外部装置的通信界面。服务器通信部206能经由网络300(不论有线、无线)与外部装置连接,并能进行数据的收发,所述网络300可为将因特网等的通信网或机器间连接的电缆。服务器通信部206例如将作为发送对象输入的信息转换为特定形式的数据,经由网络300发送到游戏装置100等的外部装置。此外,服务器通信部206例如在经由网络300从外部装置接收信息时,对所述信息进行解码,并储存于服务器存储器203。The
《代币赋予的概要》《Overview of Token Distribution》
以下,对本实施方式的游戏系统中的向玩家的代币赋予,说明其概要。Hereinafter, the outline|summary of the token payout to a player in the game system of this embodiment is demonstrated.
在本实施方式的游戏系统中,提供2个玩家对战的对战游戏的竞技体验。此外,构成为对在对战游戏中战胜对战对手的玩家,执行代币赋予相关的抽选处理,基于所述抽选处理的结果进行代币赋予。在本实施方式中构成为,在抽选结果为当选的情况下,对相应的玩家赋予规定数(1枚)的代币。换句话说,玩家在对战游戏中胜利的情况下能获得抽选机会,此外在抽选处理中当选的情况下能获得代币,在落选的情况下无法获得代币。In the game system of this embodiment, a competitive experience of a battle game in which two players play against each other is provided. In addition, it is configured to execute lottery processing related to token payouts for players who have defeated their opponents in the competing game, and to perform token payouts based on the results of the lottery processing. In the present embodiment, when the lottery result is a winner, a predetermined number (one) of tokens is given to the corresponding player. In other words, when the player wins the battle game, he can get a chance to draw, and if he wins in the lottery process, he can get tokens, but if he loses, he can't get tokens.
代币构成为能超过1次游戏装置100的利用期间而持有。更详细地说,赋予玩家的积分的信息例如在游戏装置100的利用结束的时刻,在服务器200的玩家DB204中,反映在与所述玩家相关管理的玩家信息的持有代币数714中。而且,在同一玩家进行玩家卡的信息取得而再次利用游戏装置100时,进行继承所述玩家信息的服务提供,因此实现代币的积蓄。因此,代币的赋予以在已识别玩家的状态下利用游戏装置100为条件而进行。The tokens are configured to be held beyond the use period of the
积蓄的代币可构成为例如以特定数的消耗为条件,能更换为通过在游戏竞技时使用来发动向有利的方向调整游戏进行的效果的其它游戏要素(项目或技术)。所述其它游戏要素为不同于基于游戏卡登录的角色的类别,此外为了保证公平性,也可对使用次数设置限制。The accumulated tokens can be exchanged for other game elements (items or techniques) that can be used in game competitions to activate effects that adjust the progress of the game in a favorable direction, for example, on the condition that a specific number of coins is consumed. The other game elements are of a different type from the character registered based on the game card. In addition, in order to ensure fairness, it is also possible to set a limit on the number of times of use.
然而,如上所述,对战对手的匹配例如根据竞技的时间段或星期、或者设置服务器200的地区,在同时期进行对战请求的玩家数可能增减,因此未必适合。也就是说,在对战的玩家之间,例如产生玩家的游戏竞技技术(技能)的差、或使用角色的能力(性能)的差,因此也可能发生可对一方玩家有利的进行的匹配。在发生这样的匹配的情况下,可能减少不利方的玩家对对战游戏的动力,进而,可能引起所述玩家对游戏的关心降低。此外,在不利方的玩家中途放弃对战游戏的游戏竞技的情况下,游戏的进行延迟,也可能引起对战对手(有利方)的玩家对游戏的关心降低。However, as described above, the matching of opponents may not necessarily be suitable because the number of players who request a match at the same time may increase or decrease depending on, for example, the time zone or day of the week of the competition, or the region where the
因此,在本实施方式的游戏系统中,在玩家间的技能等存在差的情况下,将不利方的玩家能胜利时执行的抽选处理,以使其当选概率变高的方式进行控制。也就是说,通过容易向所述玩家赋予代币,玩家对对战游戏的动力提高,能容易保持玩家对游戏的关心。此外,通过提高赋予代币的可能性,向这样的玩家提供有利于游戏进行的游戏要素的机会增大,结果,能引导为容易实现随后实施的对战游戏中的公平性。Therefore, in the game system according to this embodiment, when there is a difference in skill among players, the lottery process performed when the disadvantaged player wins is controlled so that the probability of winning is increased. That is, by easily assigning tokens to the player, the player's motivation for the battle game is improved, and it is easy to keep the player's interest in the game. In addition, by increasing the possibility of giving tokens, the opportunity to provide such players with game elements that are beneficial to the progress of the game increases, and as a result, it can lead to easy realization of fairness in the fighting game to be implemented later.
关于代币赋予的控制,根据游戏技术或使用角色(持有对应的游戏卡的角色)的性能,对各玩家导出评价值,在进行对战游戏时,基于参加所述对战游戏的玩家间的评价值的差使抽选处理的当选概率不同,由此来实现。以下,为了简化发明,将玩家相关的游戏竞技技术及使用角色的性能等只作为玩家的“实力”提及,各玩家的评价值通过将所述实力以特定方式数值化而导出。玩家的评价值例如可为根据对战游戏的胜败而确定的比率,也可为根据对战游戏的胜利数而增减的累计得分,还可基于所赋予的代币的累计数而确定。也就是说,玩家的评价值将所述玩家能有利进行对战游戏的程度数值化为绝对值。此外,将这样导出的各玩家的评价值,作为评价值715包含在所述玩家相关的玩家信息中进行管理。With regard to the control of token distribution, an evaluation value is derived for each player based on the game technology or the performance of the character used (the character holding the corresponding game card), and when playing a battle game, based on the evaluation among players participating in the battle game, The value difference is realized by making the selection probability of the lottery process different. Hereinafter, in order to simplify the invention, the player-related game skills and the performance of the characters used are only referred to as the "strength" of the player, and the evaluation value of each player is derived by quantifying the strength in a specific way. The player's evaluation value may be, for example, a ratio determined by winning or losing a competing game, a cumulative score that increases or decreases depending on the number of victories in a competing game, or may be determined based on the cumulative number of tokens awarded. That is, the player's evaluation value is quantified as an absolute value to the degree to which the player can advantageously play the battle game. In addition, the evaluation value of each player derived in this way is included in the player information related to the player as the
当选概率的变更形态在本实施方式中例如如图4所示,构成为玩家与对战对手的评价值的差越大,当选概率的增量越大。也就是说,在评价值低于对战对手的玩家在对战游戏中胜利的情况下,与战胜具有同等评价值的对战对手的情况相比,在对战游戏后执行的抽选处理中的当选概率变更为高出评价值的差的量。A form of changing the winning probability In this embodiment, for example, as shown in FIG. 4 , the winning probability increases as the difference between the evaluation values of the player and the opponent increases. That is, when a player whose evaluation value is lower than that of the opponent wins the competition game, the probability of winning in the lottery process performed after the competition game is changed compared to the case of defeating an opponent with the same evaluation value. is the amount of difference above the evaluation value.
此外,在与评价值高的玩家(高等级的玩家)的对战游戏中胜利的情况下,抽选处理的当选概率上升的机制的信息,例如在游戏装置100的待机中、对战游戏的执行中、抽选处理的执行时等经由提示部130提示,或者通过记载在附加于游戏装置100的外观等的游戏说明面板等而周知即可。另外,为了对战游戏的适当进行,参加所述对战游戏的各玩家的评价值至少在对战游戏的竞技体验的提供中不被提示。但是,为了适当刺激玩家对代币赋予的侥幸心,也可提示例如对战对手是高等级玩家、是在胜利时执行的抽选处理的当选概率上升的对战游戏等,暗示玩家间的评价值的差的信息。In addition, when the player with a high evaluation value (high-level player) wins the battle game, the information on the mechanism for increasing the winning probability of the lottery process is, for example, during standby of the
《赋予控制处理》"Give Control Treatment"
在具有这样的构成的本实施方式的游戏装置100中,对与代币的赋予有关而执行的赋予控制处理,使用图5的流程图说明具体的处理。与所述流程图对应的处理能通过控制部101读出例如存储于存储装置102的对应的处理程序,在存储器103中展开并执行来实现。In the
另外,本赋予控制处理说明为例如在所执行的对战游戏相关的竞技体验的提供完成、在对战结果确定时开始。此外在执行本赋予控制处理前,从利用游戏装置100的玩家(以下,作为对象玩家提及)相关的玩家卡取得信息,游戏装置100从服务器200接收对所述玩家管理的玩家信息,例如保持于存储器103。此外对所执行的对战游戏,至少也接收成为对战对手的玩家的评价值的信息,并保持于存储器103。In addition, this payout control process is described as being started when, for example, the provision of the competitive experience related to the executed fighting game is completed and the result of the fighting is determined. In addition, before executing this payout control process, information is obtained from a player card related to a player using the game device 100 (hereinafter referred to as a target player), and the
在S501中,控制部101判断所执行的对战游戏的对战结果是否为胜利。控制部101在判断对战结果为胜利的情况下将处理移至S502。此外控制部101在判断为对战结果不是胜利,也就是失败的情况下,不进行代币的赋予,完成本赋予控制处理。In S501 , the
在S502中,控制部101判断对战对手的评价值是否高于对象玩家的评价值。控制部101在判断为对战对手的评价值高于对象玩家的评价值的情况下将处理移至S504,在判断为不高的情况下将处理移至S503。In S502, the
在S503中,控制部101决定代币赋予相关的抽选处理的当选概率。在本步骤中决定的当选概率是对抽选处理预定的固定的当选概率(固定概率)。In S503, the
另一方面,在S502中判断为对战对手的评价值高于对象玩家的评价值的情况下,控制部101在S504中,基于对象玩家及对战对手的评价值,决定代币赋予相关的抽选处理的当选概率。在本步骤中决定的当选概率是高于固定概率(当选的可能性高)的概率。具体来说,控制部101将抽选处理的当选概率,决定为以与对象玩家的评价值与对战对手的评价值的差成比例的比率从固定概率上升的值。换句话说,在本步骤中决定的当选概率被决定为对象玩家与对战对手的评价值的差越大则越高。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
在S505中,控制部101以决定的当选概率执行抽选处理。也就是说,在本步骤中进行的抽选处理在对战对手的评价值高于对象玩家的评价值的情况下,以比固定概率高出所述评价值的差的量的当选概率进行,在对战对手的评价值不高于对象玩家的评价值的情况下,以固定概率进行。In S505, the
在S506中,控制部101判断在S505中执行的抽选处理的抽选结果是否为当选。控制部101在抽选结果为当选的情况下将处理移至S507,在落选的情况下作为不进行代币的赋予而完成本赋予控制处理。In S506, the
在S507中,赋予部108在控制部101的控制下,进行向对象玩家的代币赋予,完成本赋予控制处理。代币的赋予通过从与此次游戏装置100的利用有关的服务器200取得,将与保持于存储器103的对象玩家有关的玩家信息的持有代币数714变更为增加1的值来进行。另外,关于变更后的所述玩家信息,随后与更新请求一起向服务器200发送所述玩家信息,用于玩家DB204的相应玩家信息的更新(将与保持于玩家DB204的对象玩家有关的玩家信息更新为持有代币数714变更后的玩家信息),结果,实现向玩家赋予代币的状态。In S507, the
如以上所说明,根据本实施方式的游戏装置,即使在对战游戏相关的匹配不是适合的形态的情况下,也能增大不利方(评价值低)的玩家在胜利的情况下享受的利益,能实现趣味性高的游戏要素的赋予。As described above, according to the game device of the present embodiment, even if the matching related to the fighting game is not in an appropriate form, it is possible to increase the benefit that the disadvantaged (low evaluation value) player enjoys when he wins, It is possible to provide highly interesting game elements.
[变化例1][Variation 1]
在所述实施方式中,虽然对在抽选处理中当选的情况下赋予的代币的数量为规定数(1枚)进行了说明,但本发明的实施并不限定于此。例如为了进一步增大不利方的玩家在胜利的情况下享受的利益,也可构成为根据所述玩家与对战对手的评价值的差,增加当选时所赋予的代币的数量。In the above-described embodiment, the number of tokens to be awarded when winning in the lottery process is described as a predetermined number (one token), but implementation of the present invention is not limited to this. For example, in order to further increase the benefit enjoyed by the disadvantaged player in the case of victory, the number of tokens awarded when the player is elected may be increased according to the difference between the evaluation value of the player and the opponent.
[变化例2][Variation 2]
在所述实施方式及变化例中,虽然对根据与对战对手的评价值的差,使不利方的玩家胜利的情况下的抽选处理的当选概率上升的变更形态进行了说明,但本发明的实施并不限定于此。例如,使当选概率上升的评价值的差可由多个阈值阶段性地确定,也可构成为通过特定对评价值的差分类的阶段,采用对所述阶段设定的当选概率。在所述形态中,在评价值的差分类为大于特定阈值的阶段的情况下所采用的当选概率,比在评价值的差分类为小于特定阈值的阶段的情况下所采用的当选概率高。In the above-mentioned embodiment and modification example, the modification form in which the winning probability of the drawing process is increased when the disadvantaged player wins based on the difference in the evaluation value of the opponent and the opponent has been described. Implementations are not limited to this. For example, the difference in evaluation value that increases the probability of winning may be determined stepwise by a plurality of thresholds, or the step of specifying the difference between evaluation values may be adopted, and the probability of selection set for the step may be adopted. In this aspect, the selection probability adopted when the difference in evaluation values is classified as larger than a specific threshold is higher than the probability of selection adopted when the difference in evaluation values is classified as smaller than a specific threshold.
此外在这种形态中,也可构成为与变化例1同样,评价值的差分类为越大的阶段,当选时所赋予的代币的数量越多。也就是说,可构成为在评价值的差分类为大于特定阈值的阶段的情况下所赋予的代币的数量,比在评价值的差分类为小于特定阈值的阶段的情况下所赋予的代币的数量多。In addition, in this aspect, similarly to
[变化例3][Variation 3]
在所述实施方式及变化例中,虽然对在对战对手的评价值高于对象玩家的评价值的情况下,将抽选处理的当选概率决定为高于固定概率的值,也就是说,在对象玩家的评价值与对战对手的评价值相同或比其小的情况下采用固定概率的形态进行了说明,但本发明的实施并不限定于此。根据评价值的导出方法,难以将具有同等实力的玩家彼此设为同一评价值,在当选概率以微小的评价值的差变化的标准中,也可设想不保证玩家间的公平性的事例。因此,也可构成为在对象玩家与对战对手具有同等实力的情况下采用固定概率。例如构成为,如果对象玩家的评价值与对战对手的评价值的差落在为了判断为同程度的实力而预先确定的范围内,那么不进行与评价值的差对应的当选概率的变更,而采用固定概率即可。In the above-described embodiments and variations, although the evaluation value of the opponent in the match is higher than the evaluation value of the target player, the probability of winning the drawing process is determined to be a value higher than the fixed probability, that is, in It has been described that the evaluation value of the target player is the same as or smaller than the evaluation value of the opponent. However, the embodiment of the present invention is not limited to this. Depending on the method of deriving the evaluation value, it is difficult to set the same evaluation value for players with the same ability, and it is conceivable that fairness among players cannot be guaranteed in the standard where the probability of winning varies with a slight difference in evaluation value. Therefore, a fixed probability may be adopted 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 judging that they have the same level of strength, the selection probability corresponding to the difference in evaluation value is not changed, but Just use a fixed probability.
[变化例4][Variation 4]
在所述实施方式的赋予控制处理中,虽然对在对战对手的评价值高于对象玩家的评价值的情况下以固定概率执行抽选处理,在当选的情况下赋予代币的形态进行了说明,但本发明的实施并不限定于此。因为代币的赋予也会提高玩家入手使游戏有利进行的游戏要素的可能性,所以在进行不适合的匹配时,向有利方的玩家赋予代币可能进一步扩大玩家间的实力差。因此,抽选处理也可构成为,在对战对手的评价值低于对象玩家的评价值、或为对象玩家的评价值以下的情况下不执行。In the payout control process of the above-mentioned embodiment, when the evaluation value of the opponent is higher than the evaluation value of the target player, the lottery process is executed with a fixed probability, and the form in which tokens are awarded in the case of winning is described. , but the practice of the present invention is not limited thereto. Since the granting of tokens also increases the possibility of players acquiring game elements that are beneficial to the game, when an inappropriate match is performed, granting tokens to an advantageous player may further widen the difference in skill between players. 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 is equal to or lower than the evaluation value of the target player.
[变化例5][Variation 5]
在所述实施方式及变化例中,虽然对以对象玩家在对战游戏中胜利为条件而执行抽选处理的形态进行了说明,但本发明的实施并不限定于此。抽选处理例如也可不依赖对战结果,而根据对战游戏的竞技体验的提供执行。在所述情况下也可构成为,通过在对战结果为失败的情况下执行的抽选处理的当选而赋予的代币的数量例如为1/5枚(通过收集5枚相同的代币能更换为1枚代币)等,比在对战游戏中获胜的情况下执行的抽选处理的当选而赋予的代币少(价值低)。In the above-mentioned embodiments and variations, the description has been given of the form in which the drawing process is executed on the condition that the target player wins the competition game, but implementation of the present invention is not limited thereto. For example, the lottery process may be executed in accordance with the provision of competitive experience of the competition game without depending on the competition result. In this case, it may also be configured such that the number of tokens awarded by winning the lottery process performed when the result of the competition is a failure is, for example, 1/5 (the same token can be exchanged by collecting 5 identical tokens). 1 token), etc., are smaller (lower in value) than the tokens awarded for winning the lottery process executed when winning the competition game.
[变化例6][Variation 6]
然而,通过对战游戏后的抽选处理而赋予的游戏要素无须像所述实施方式及变化例所表示的代币那样,与在游戏内能使用的虚拟物品对应。例如,也可将游戏卡或其它用途的卡等实物作为当选时赋予的游戏要素。However, the game elements given by the lottery process after the battle game do not need to correspond to the virtual items usable in the game like the tokens shown in the above-mentioned embodiments and modifications. For example, real objects such as game cards or cards for other purposes may be used as game elements given when selected.
另一方面,在这样将当选时赋予的游戏要素设为实物的情况下,通过超过设想的赋予进度而发生当选,所述实物的库存消失,虽然当选,但可能发生无法向玩家赋予游戏要素的状况。因此,根据参加对战游戏的玩家间的评价值的差而变更抽选处理的当选概率的功能,也可构成为任意切换其利用有无。On the other hand, when the game element given at the time of winning is set as a real thing in this way, the game element may not be given to the player even though the game element is won by exceeding the expected payout progress and the stock of the real thing disappears. situation. Therefore, the function of changing the probability of winning the lottery process according to the difference in the evaluation value between the players participating in the competition game may be configured so as to arbitrarily switch whether or not to use it.
因此,本变化例的游戏装置100构成为能切换作为本发明的第1模式的能提供对战游戏的竞技体验、容许玩家利用的“营业模式”、与作为所述第2模式的无法提供对战游戏的竞技体验、不容许玩家利用的“维护模式”这2种动作模式而动作。与当选概率的变更有关的功能的利用有无的设定是与设置游戏装置100的店铺等的运营相关的设定,因此不优选能由玩家变更。因此,与当选概率的变更有关的功能的利用有无的设定构成为只能在游戏装置100以维护模式动作中进行。Therefore, the
向维护模式的切换例如以在游戏装置100的重新启动时对未图示的特殊开关进行操作输入为契机来实现。设置店铺等的工作人员能在将游戏装置100切换为维护模式而动作之后显示的、例如如图6的设定画面600中,设定与当选概率的变更有关的功能的利用有无。在图的例子中,在设定画面600包含有表示利用当选概率的变更相关的功能的设定项目601、与表示不利用所述功能的设定项目602,表示选择设定项目601的状态、也就是设定有与当选概率的变更有关的功能的利用的状态。Switching to the maintenance mode is realized when, for example, an operation input to a special switch (not shown) is performed when the
此外在设定画面600中,包含与玩家间的评价值的差对应的当选概率603的提示。在图6的例子中,在当选概率603中对3阶段的评价值的差提示当选概率。各阶段相关的当选概率构成为能通过增减按钮604变更,构成为工作人员等能对每个评价值的差调整当选概率。In addition, the
这样在设定画面600中进行的设定的信息例如保持于存储装置102等,在控制部101执行赋予控制处理的情况下,通过以反映所述设定的内容进行处理,能配合运营方针等变更当选时的游戏要素的赋予而进行服务提供。In this way, the information set on the
[变化例7][Variation 7]
在所述实施方式及变化例中,虽然对根据对战游戏的竞技体验的提供而执行抽选处理,进行游戏要素(代币)的赋予的形态进行了说明,但本发明的实施并不限定于此。实现这样的游戏要素的赋予的赋予控制处理也可限定于能在游戏装置100中提供竞技体验的多类别的对战游戏中的一部分类别而执行。例如,因为根据游戏装置100的利用期间的长度(经验时间)的差,玩家的实力差可能变得显著,所以不利方的玩家难以弥补其实力差而取得胜利。因此,执行赋予控制处理的类别的对战游戏通过例如限定于将限制玩家能使用的游戏卡的种类(在特定期间只能使用能从游戏装置100提供的游戏卡)的规则进行设定的类别的对战游戏等,能调整玩家间的公平性与游戏要素赋予相关的趣味性的平衡。因此,也可构成为根据作为玩家进行竞技而选择的对战游戏的类别,能控制赋予控制处理的执行有无,也就是说,是否进行抽选处理的执行及基于抽选结果的游戏要素的赋予。In the above-mentioned embodiments and variations, the form in which game elements (tokens) are awarded by executing the lottery process based on the provision of the competitive experience of the battle game has been described, but the implementation of the present invention is not limited to this. The payout control process that realizes the payout of such game elements may be limited to a part of genres among the multi-genre competitive games that can provide a competitive experience on the
[变化例8][Variation 8]
在所述实施方式及变化例中,虽然说明为对战游戏的对战对手为利用其它游戏装置100的其它玩家,但本发明的实施并不限定于此。对战游戏的对战对手当然也可为通过执行特定思考程序等而实现的虚拟玩家(NPC:Non Player Character),还可使用所述思考的深度、或对有效性高的行动进行采纳的概率的高度等与虚拟玩家所确定的能力(实力)对应的评价值,执行所述赋予控制处理。In the above-mentioned embodiments and variations, it has been described that the opponent of the fighting game is another player using another
[其它实施方式][Other Embodiments]
发明并不限制于所述实施方式,在发明主旨的范围内,能进行各种变化、变更。The invention is not limited to the above-described embodiments, and various changes and modifications can be made within the scope of the gist of the invention.
[符号的说明][explanation of the symbol]
100:游戏装置100: game device
101:控制部101: Control Department
102:存储装置102: storage device
103:存储器103: memory
104:支付检测部104:Payment Inspection Department
105:取得部105: Acquisition Department
106:角色DB106:Role DB
107:提供控制部107:Provide control department
108:赋予部108: Endowed Ministry
109:提示控制部109: prompt control department
110:操作输入部110: Operation input part
111:通信部111: Ministry of Communications
120:提供部120: Supply Department
130:提示部130: Prompt department
200:服务器200: server
201:服务器控制部201: Server Control Department
202:服务器存储装置202: server storage device
203:服务器存储器203: server memory
204:玩家DB204: Player DB
205:匹配部205: Matching Department
206:服务器通信部206: Server Communication Department
300:网络。300: Network.
Claims (18)
Applications Claiming Priority (2)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
JP2022-013455 | 2022-01-31 | ||
JP2022013455A JP7204965B1 (en) | 2022-01-31 | 2022-01-31 | Program and game device |
Publications (1)
Publication Number | Publication Date |
---|---|
CN115845393A true CN115845393A (en) | 2023-03-28 |
Family
ID=84901089
Family Applications (1)
Application Number | Title | Priority Date | Filing Date |
---|---|---|---|
CN202211602355.9A Pending CN115845393A (en) | 2022-01-31 | 2022-12-13 | Program and game device |
Country Status (3)
Country | Link |
---|---|
JP (2) | JP7204965B1 (en) |
CN (1) | CN115845393A (en) |
TW (1) | TWI868512B (en) |
Family Cites Families (5)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
JP6656276B2 (en) * | 2018-02-01 | 2020-03-04 | 株式会社バンダイ | Game system, game device and program |
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 |
-
2022
- 2022-01-31 JP JP2022013455A patent/JP7204965B1/en active Active
- 2022-11-08 TW TW111142579A patent/TWI868512B/en active
- 2022-12-13 CN CN202211602355.9A patent/CN115845393A/en active Pending
- 2022-12-28 JP JP2022211769A patent/JP2023111860A/en active Pending
Also Published As
Publication number | Publication date |
---|---|
JP2023111553A (en) | 2023-08-10 |
TWI868512B (en) | 2025-01-01 |
TW202332489A (en) | 2023-08-16 |
JP7204965B1 (en) | 2023-01-16 |
JP2023111860A (en) | 2023-08-10 |
Similar Documents
Publication | Publication Date | Title |
---|---|---|
JP3980936B2 (en) | Medal game machine | |
US10504335B2 (en) | Second chance lottery skill wagering interleaved game system | |
US20090280891A1 (en) | Regulated multi-phase gaming | |
US9953487B2 (en) | Bonus element interleaved wagering system | |
JP2004073583A (en) | Medal game machine and game management server | |
JP2017185369A (en) | Information processing device and program | |
JP3830861B2 (en) | Medal game machine | |
CN108778435A (en) | Game device and program | |
WO2020262500A1 (en) | Game device and game program | |
US20190347906A1 (en) | Variable skill reward wagering system | |
JP2007536022A (en) | Method or apparatus for determining performance data in a game system | |
CN115845393A (en) | Program and game device | |
JP3830862B2 (en) | Medal game machine | |
TWI837932B (en) | Programs and Game Devices | |
JP7562810B1 (en) | Program, game device and game system | |
JP3950016B2 (en) | Medal game machine | |
JP7693733B2 (en) | Program and game device | |
JP7644074B2 (en) | Game system and server | |
JP7633146B2 (en) | Game program and game device | |
JP3929834B2 (en) | Medal game machine | |
JP3878074B2 (en) | Medal game machine | |
JP3929825B2 (en) | Medal game machine | |
CN115920410A (en) | Program and game device | |
JP3929833B2 (en) | Medal game machine | |
JP2024160570A (en) | Information processing device, information processing method, and program |
Legal Events
Date | Code | Title | Description |
---|---|---|---|
PB01 | Publication | ||
PB01 | Publication | ||
SE01 | Entry into force of request for substantive examination | ||
SE01 | Entry into force of request for substantive examination |