JP2008017946A - Server and game system - Google Patents

Server and game system Download PDF

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Publication number
JP2008017946A
JP2008017946A JP2006190853A JP2006190853A JP2008017946A JP 2008017946 A JP2008017946 A JP 2008017946A JP 2006190853 A JP2006190853 A JP 2006190853A JP 2006190853 A JP2006190853 A JP 2006190853A JP 2008017946 A JP2008017946 A JP 2008017946A
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Prior art keywords
mission
player character
missions
game
player
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JP2006190853A
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Japanese (ja)
Inventor
Junichi Kogo
淳一 向後
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Aruze Corp
アルゼ株式会社
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Priority to JP2006190853A priority Critical patent/JP2008017946A/en
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Abstract

<P>PROBLEM TO BE SOLVED: To provide a server and a game system which enable players to acquire the result, primarily obtainable by accomplishing a mission, seeking another way even when the mission, a weak point, can not be accomplished. <P>SOLUTION: The server has a plurality of client devices connected through a network and makes players' characters, controlled with the respective client devices, act in a virtual space on a game in the progress of the game. When any action to be taken by a player's character within a virtual space requires the participation in the mission, missions of multiple kinds which could generate the same result when accomplished are presented selectably onto the client device corresponding to the player's character involved. <P>COPYRIGHT: (C)2008,JPO&INPIT

Description

The present invention relates to a server connected to a plurality of client devices via a communication line, and a game system including the server and the plurality of client devices.

2. Description of the Related Art Conventionally, in a network game configured by connecting a plurality of game devices via a network, a game progresses when a player operates a player character and clears a mission.

Conventionally, when a mission with a specific task is added to a game (such as a Hanafuda) where rules are widely known, and when the player achieves the mission, the score based on the general rules is predetermined. There is a game providing system in which a player can obtain a score obtained by multiplying a multiple of (see, for example, Patent Document 1).

In addition, there is a video game apparatus that can perform a mission even if the level of the player character is low by separating the character from the party and avoiding encounters with enemy characters (for example, patents). Reference 2).

Further, there is a game system in which a player can place an order for a mission with another player (see, for example, Patent Document 3).

JP 2003-265863 A JP 20048763 A JP 20048764 A

However, in the game providing system disclosed in Patent Document 1, the video game device disclosed in Patent Document 2, and the game system disclosed in Patent Document 3, the mission is achieved when the given mission is not good for the player. There is a problem that the player cannot acquire the profit that can be acquired by this, and the game cannot be advanced in some cases.

The present invention has been made in view of the above-mentioned problems, and the object of the present invention is to obtain results that can be obtained by accomplishing the mission, even if the player is not able to accomplish the mission that is not good. The object is to provide a server and a game system that can be obtained by the method.

In order to achieve the above object, the present invention connects a plurality of client devices via a network and causes a player character controlled by each client device to act in a virtual space on the game, thereby playing a game. When the player character in the virtual space is an action that requests participation in a mission, the server is a plurality of types of missions that produce the same result upon clearing in the client device corresponding to the player character. Is provided so as to be selectable.

According to the server described above, in a game in which a plurality of client devices (such as personal computers) are connected to the server and a player character controlled by each client device moves in a virtual space on the game, One mission can be selected from a plurality of presented missions. The result obtained by the player character operated by the player achieving the mission is the same regardless of which mission the player has selected.
By adopting such a configuration, the player can achieve other missions presented at the same time without achieving a mission that the player is not good at (for example, a mission that requires reflexes). As a result, it is possible to obtain the same result as when the mission having the content that the person is not good at is achieved.

Specifically, the present invention provides the following.
(1) A server including a storage unit that stores a program that advances a game by connecting a plurality of client devices via a network and causing a player character controlled by each client device to act in a virtual space on the game. There,
A mission introduction image that introduces a plurality of types of missions to the client device corresponding to the player character in response to the action of the player character in the virtual space requiring participation in the mission by executing the program. When a selection signal for selecting any one of the missions is received from the client device, a setting process for enabling a game in the mission is performed, and the action of the player character is When the clear condition set for the mission is satisfied, based on the clear grant data set for the mission, update the state data indicating the state of the player character, and
A server comprising a control device that sets the same grant data at the time of clearing a plurality of types of missions introduced by one mission introduction image.

According to the invention of (1), in a game in which a plurality of client devices (such as personal computers) are connected to a server and a player character controlled by each client device moves in a virtual space on the game, The player can select one mission from a plurality of presented missions. The result obtained by the player character operated by the player achieving the mission is the same regardless of which mission the player has selected.
By adopting such a configuration, the player can achieve other missions presented at the same time without achieving a mission that the player is not good at (for example, a mission that requires reflexes). As a result, it is possible to obtain the same result as when the mission having the content that the person is not good at is achieved.

Furthermore, the present invention provides the following.
(2) The server of (1) above,
The control device
When the action of the player character satisfies the clear condition set for the mission, the number of clearers of the mission is incremented by 1 and stored in the storage device, and a plurality of types of missions introduced by the same mission introduction image as the mission 1 is added to the number of clearers of the group consisting of the above, and the process is stored in the storage device. The clear selection ratio of the mission is calculated from the clear number of the mission and the clear number of the group,
The clear condition set for the mission is changed when the clear selection ratio of the mission becomes a predetermined value or more.

According to the invention of (2), the selection ratio of each mission in a group consisting of a plurality of missions presented simultaneously to the player is calculated. Then, for a mission whose selection ratio is equal to or greater than a predetermined value, the set clear condition is changed. By adopting such a configuration, it is possible to change the difficulty of achieving the mission by changing the clear condition for the mission selected by many players, and the selection ratio can be adjusted. A mission with a high selection ratio is likely to be a mission that can be easily achieved by the player. For example, the mission clear condition with a high selection ratio is changed so that the mission is difficult to achieve. As a result, the number of players that select the mission can be reduced, and the selection ratio of each mission in the group can be equalized.

Furthermore, the present invention provides the following.
(3) The server of (1) above,
The control device
When the action of the player character satisfies the clear condition set for the mission, a process of adding 1 to the number of clearers of the mission and storing it in the storage device is performed.
The clear condition set for the mission is changed when the number of people who complete the mission exceeds a predetermined value.

According to the invention of (3), the set clear condition is changed for a mission selected by a player having a number of players equal to or greater than a predetermined value. By adopting such a configuration, it is possible to change the difficulty level of a mission selected by many players by changing the clear condition, and within a group consisting of a plurality of missions presented simultaneously to the player. The selection ratio of each mission in can be adjusted. The mission selected by many players is likely to be a mission that is determined to be easily achieved by the players. For example, the mission clear conditions selected by many players are highly difficult. By changing so as to become, it becomes possible to reduce the number of players that select the mission, and to equalize the selection ratio of each mission in the group.

Furthermore, the present invention provides the following.
(4) The server according to any one of (1) to (3) above,
Rank values are set for each of the missions, and a plurality of types of missions introduced by one mission introduction image are missions set with the same rank value.
The control device
First, the client device corresponding to the player character that has taken the action of requesting participation in the mission performs processing for displaying a mission introduction image that introduces a plurality of types of missions having the lowest rank value.
Each time the player character satisfies the clear condition set for the mission, the rank value set for the mission is stored in the storage device in association with the identification data of the player character,
After that, if the action of the player character is an action requesting participation in the mission, the client device corresponding to the player character has the next highest rank value associated with the identification data of the player character. A process for displaying a mission introduction image for introducing a plurality of types of missions for which rank values are set is performed.

According to the invention of (4), the player can select one mission from a plurality of missions initially set with the lowest rank value. Then, when a mission is achieved, it becomes possible to select one mission from among a plurality of missions in which the rank value set next to the rank value set in the accomplished mission is set. That is, the player can select a mission with a gradually higher rank value every time the mission is completed. By adopting such a configuration, it becomes possible to reduce the possibility that the game cannot proceed first because the mission of the content that I am not good at cannot be achieved. .

Furthermore, the present invention provides the following.
(5) A game system in which a plurality of client devices and a server are connected via a network, and a player character controlled by each client device causes the server to act in a virtual space on the game to advance the game. And
A control device included in the server; and a storage device included in the server or the client device.
When the action of the player character in the virtual space is an action requesting participation in the mission, the control apparatus displays a mission introduction image for introducing a plurality of types of missions on the client apparatus corresponding to the player character. When a selection signal indicating that one of the missions is selected is received from the client device, a setting process for enabling the game in the mission is performed, and the action of the player character is set to the mission. When the clear condition is satisfied, the state data indicating the state of the player character is updated based on the clear grant data set for the mission,
A game system characterized in that the same grant data at the time of clearing is set for a plurality of types of missions introduced by one mission introduction image.

According to the invention of (5), in a game that is progressed by connecting a plurality of client devices (such as personal computers) to a server and causing a player character controlled by each client device to act in a virtual space on the game, The player can select one mission from a plurality of presented missions. The result obtained by the player character operated by the player achieving the mission is the same regardless of which mission the player has selected.
By adopting such a configuration, the player can achieve other missions presented at the same time without achieving a mission that the player is not good at (for example, a mission that requires reflexes). As a result, it is possible to obtain the same result as when the mission having the content that the person is not good at is achieved.

According to the present invention, there is provided a server and a game system that can obtain a result that can be obtained by accomplishing a mission by another method even if the player cannot accomplish a mission that is not good. It becomes possible.

FIG. 1 is a configuration diagram of a game system according to the present embodiment.
The game system 500 includes a plurality of (here, 15) terminal devices 1 and a center server 3 that is communicably connected via a store server 2 provided for each store. One display device 6 for halls connected via the terminal is provided for each store. The terminal device 1 corresponds to the client device in the present invention.

The terminal device 1 accepts a predetermined operation performed by the player via the operation lever 118, the operation switch 119, and the touch panel 14 (not shown), and is transmitted from the center server 3 and other terminal devices 1 via the store server 2. The game progresses based on the data to be played.

Each terminal device 1 is associated with a unique machine ID.
The machine ID includes a code for each store server 2 to which the terminal device 1 is connected and a code for each terminal device 1 in the store in which the terminal device 1 is disposed. For example, when the code of the store server of the store A is A and the code of the terminal device 1 in the store A is 1, the machine ID of the terminal device 1 is a1.

The store server 2 is connected to a plurality of (here, 15) terminal devices 1, a hall display device 6, and the center server 3 so as to be communicable, and data transmission / reception between the terminal device 1 and the center server 3. I do.

The center server 3 is communicably connected to the plurality of terminal devices 1 via the store server 2 and has character data (see FIG. 9) relating to each player character.

The hall display device 6 can communicate with the center server 3 via the store server 2. The hall display device 6 displays game rankings and the like under the control of the sander server 3. The hall display device 6 is installed so that all players who play a game on the terminal device 1 can visually recognize.

FIG. 2 is a perspective view showing the external appearance of 15 terminal devices and hall display devices installed in one store.
The terminal device 1 corresponds to the game device in the present invention.
In the following description, an arcade game apparatus provided with two displays (first display 11 and second display 12) will be described as an example of the game apparatus, but the present invention is not particularly limited to this example. It can be similarly applied to a home video game device configured by connecting a home video game device to a home television, a personal computer functioning as a video game device by executing a video game program, and the like. it can.

FIG. 3 is a perspective view showing the appearance of the terminal device.
As illustrated in FIG. 3, the terminal device 1 includes a housing 10, a first display 11 provided on the front surface of the housing 10 so as to be inclined at a predetermined angle, and a first display 11 provided above the first display 11. 2 displays 12.

A touch panel 14 is installed in front of the first display 11. The touch panel 14 can detect contact by the player, and outputs a detection signal indicating the contact position when the contact is detected. The player can input various instructions by touching the touch panel 14.
Speakers 13 for outputting sound are installed on both the left and right sides of the second display 12.

Below the first display 11, a coin insertion slot 15 into which coins are inserted and an ID card insertion slot 16 into which an ID card is inserted are provided. Coins inserted into the coin insertion slot 15 are detected by a coin sensor 115 (not shown). The ID card inserted into the ID card insertion slot 16 is read by the ID card reader 116 (not shown).

The housing 10 is provided with an operation table 18 that protrudes forward. On the upper surface of the operation table 18, an operation lever 118 and a plurality of operation switches 119a, 119b, and 119c (upper and lower, left and right) can be input. Hereinafter, the operation switches 119a, 119b, and 119c are collectively referred to as operation switches 119). The player can input a predetermined instruction by operating the operation lever 118 and the operation switch 119.

FIG. 4 is a block diagram illustrating a hardware configuration of the terminal device.
The control unit 100 controls the entire operation of the terminal device 1 and includes a CPU 101, a ROM 102, and a RAM 103.

The ROM 102 stores an operation character, an enemy character, a character object that constitutes another player character, a background object that constitutes a background, texture data, various image data, and the like. Character objects, background objects, etc. are made up of a predetermined number of polygons so that three-dimensional drawing is possible.

The ROM 102 stores a game program for making the game progress. The CPU 101 executes a game program stored in the ROM 102 and performs a process of progressing the game.

The ROM 102 may be a storage medium built in the terminal device 1 or a removable storage medium. Further, the ROM 102 may be configured by both of them.
In addition, among various data stored in the ROM 102, data that can be stored in a removable recording medium can be read by a driver such as a hard disk drive, an optical disk drive, a flexible disk drive, a silicon disk drive, or a cassette medium reader. May be. In this case, the recording medium is, for example, a hard disk, an optical disk, a flexible disk, a CD, a DVD, a semiconductor memory, or the like.

The RAM 103 temporarily stores information, variables, and the like during processing.

The first drawing processing unit 111 and the second drawing processing unit 112 display various game images on the first display 11 and the second display 12, and include a VDP (Video date Processor), a video RAM, and the like.

The sound reproducing unit 113 outputs predetermined sound, BGM, and the like to the speaker 12.
The touch panel 14 is a rectangular thin layer provided in front of the first display. The touch panel 14 is formed by covering a pressure-sensitive material made of a linear transparent material at predetermined pitches in the vertical and horizontal directions with a transparent cover. It is configured. A conventionally known touch panel 14 can be used. The touch panel 14 outputs a detection signal indicating a contact position when touched.

The coin sensor 115 transmits a predetermined signal to the control unit 100 when a coin inserted from the coin insertion slot 15 is detected. The ID card reader 116 reads the ID code from the ID card 8 inserted in the ID card insertion slot 16 and supplies the ID code to the control unit 100. The operation lever 118 and the operation switch 119 supply a predetermined signal to the control unit 100 when operated by the player.

FIG. 5 is a block diagram showing the internal configuration of the server.
The server 200 includes a CPU 201, a ROM 202, a RAM 203, a communication interface circuit 204 for communicating with the terminal device 1 via the Internet, and a hard disk drive 205. The CPU 201 corresponds to the control device in the present invention. The hard disk drive 205 corresponds to a storage device in the present invention.

The hard disk drive 205 stores party data (see FIG. 8), character data (see FIG. 9), mission data (see FIG. 10), and the like. The party data is data indicating information on the party currently formed. The character data is data indicating various information of each player character. The mission data is data indicating the contents of missions that can be selected by the player character. Although the name “mission” is used in the present embodiment as an equivalent to the mission in the present invention, the name corresponding to the mission in the present invention is not particularly limited. For example, a quest, an order, The name may be a request.

When the player interrupts the game play, the terminal device 1 transmits the character data at that time to the server 200. The server 200 stores the received data in the hard disk drive 205. Thereafter, when the player resumes the game, the server 200 transmits the data stored in the hard disk drive 205 to the terminal device 1. As a result, the player can resume play from the state where the previous play was interrupted.

FIG. 6 is a flowchart showing a flow of processing up to the game start in the terminal device and the center server.
First, the CPU 101 of the terminal device 1 accepts coin insertion from the coin insertion slot 15 (step S100). When the CPU 101 receives a predetermined signal output from the coin sensor 115 when detecting a coin, the CPU 101 reads the ID code of the player from the ID card 8 inserted into the ID card insertion slot 16 by the ID card reader 116. (Step S101). Next, a password input by the player's operation is accepted (step S102).

Next, the CPU 101 transmits the read ID code together with the password inputted by the operation of the player, to the center server 3 via the dedicated server 5 and the store server 2 by the communication interface circuit 104 (step). S103).

The CPU 301 of the center server 3 determines whether or not there is an ID code received from the terminal device 1 among the ID codes stored in the RAM 303. Authentication is performed by determining whether or not the player password associated with the code and stored in the RAM 303 matches the password received from the terminal device 1 (step S301). The CPU 301 transmits the result as a response signal to the terminal device 1 (step S302).

When the response signal from the center server 3 is received, the CPU 101 of the terminal device 1 transmits entry request data to the center server 3 via the store server 2 (step S105).

On the other hand, when receiving the entry (step S303), the CPU 301 of the center server 3 extracts various data of the player who plays the game on the terminal device 1 based on the ID data (step S307), and transmits it to the terminal device 1. (Step S308).

In the terminal device 1, after receiving various data (step S107), an initial setting process for starting the game is performed (step S108). Thereafter, the game is started on the terminal device 1 (step S109).

FIG. 7 is a diagram illustrating an example of a mission introduction image displayed on the first display.
On the left side of the screen of the first display 11, a list of missions 31a, 31b, and 31c that can be selected by the player is displayed. Then, on the right side of the screen of the first display 11, detailed information 33 of the currently selected mission 31 b is displayed by the cursor 32. The player can view detailed information of each mission by operating the cursor 32 using the operation lever 118. A message 34 indicating the remaining time during which a mission can be selected is displayed at the lower right of the screen of the first display 11.

Rank values are set in the mission data stored in the hard disk drive 205 provided in the center server 3 (see FIG. 10). The player character can select 1 from a plurality of missions whose rank value is 1 at the beginning of the game. When any one mission with a rank value of 1 is achieved, next, 1 can be selected from a plurality of missions with a rank value of 2. Thus, every time a mission is cleared, the mission rank value that can be selected increases by one.

FIG. 8 is a diagram showing party data. The party data is stored in the hard disk drive 205 provided in the center server 3.
As described above, in the game system 500 according to the first embodiment, a maximum of four player characters who have selected the same mission from a plurality of missions displayed on the first display 11 at the start of the game form a party. Then, we will work together to achieve the mission. When a party is formed, the CPU 201 included in the center server 3 generates new party data.

The party ID is data that is automatically given in the order in which the party data is generated. The mission ID is data indicating a mission to be achieved by the formed party. For example, the party with party ID 3 is a party that intends to achieve the mission 61, and is therefore a party constituted by player characters that have selected the 61 mission.

FIG. 9 is a diagram showing character data. The character data is stored in the hard disk drive 205 provided in the center server 3. The character data is data indicating various information of the player character operated by each player.
The character ID is data that is automatically assigned in the order in which the character data is generated. The achievement rank is data indicating the highest rank of missions achieved so far. That is, the player can select a mission whose rank value is one greater than the achievement rank value of the player character. For example, a player character with a character ID of 101 has an achievement rank value of 4, and can therefore select a mission with a rank value of 5.

The affiliation party is data indicating to which party the player character currently belongs. That is, player characters having the same affiliation party value belong to the same party. When the player character does not belong to any party, the value of the belonging party is blank.
The possession money indicates the amount of money virtually owned by the player character.

FIG. 10 is a diagram showing mission data.
As described above, in mission data, rank values are stored in association with respective missions. Then, the player can select a mission whose rank value is one greater than the achievement rank value of the player character. For example, a player character with a character ID of 101 has an achievement rank value of 4, and can therefore select a mission with a rank value of 5. Therefore, when the player character with the character ID 101 selects a mission, a mission introduction image on which a list of missions with a rank value of 5 is displayed is displayed on the first display 11.

Each mission data is assigned a mission ID value. The mission ID is data whose value does not overlap with other missions.

Each mission data stores a reward amount, a clear condition, and the number of achievers in association with each other. The remuneration amount indicates the amount of remuneration that can be obtained when the player character achieves the selected mission, and the same remuneration amount is set for missions having the same rank value. For example, the reward amount of a mission with a rank value of 5 is all 1500. Therefore, no matter what mission the player selects from among a plurality of missions having the same rank value, there is no difference in the amount of reward obtained.

The clear condition is a condition for achieving the mission. For example, the mission “hunting mushrooms” is accomplished when 10 mushrooms are collected. The number of achievements is the number of player characters that have achieved the mission so far. When the ratio of the number of achievements of one mission of the rank to the total number of achievements of the same mission of the rank value is 60% or more, the ability value of enemy characters appearing in the mission becomes high. Correction is performed as follows. This is because the ratio of the number of achievers is considered to be higher because the mission is easier to achieve than other missions having the same rank value. The purpose is to reduce the difference in ease of achievement with other missions having the same rank value by performing correction so that the ability value of the enemy character appearing in the mission becomes higher.

By adopting the configuration as described above, for example, a player who is not good at battle does not need a battle with an enemy character when selecting 1 from among missions whose rank value is set to 5, for example. By selecting and accomplishing the “Material Collection” mission, the same result can be obtained as when other missions with a rank value of 5 are achieved. As a result, even if you do not achieve the mission that you are not good at, you can achieve other missions that are presented at the same time, as in the case where you achieve the mission that you are not good at. It is possible to increase the value to 5 and obtain a result of obtaining 1500 rewards.

FIG. 11 is a flowchart showing a subroutine of mission selection processing. The mission selection process is a process executed by the CPU 201 provided in the center server 3 at the start of the game.
First, the CPU 201 transmits mission data having a rank one higher than the achievement rank of the player character to the terminal device 1 (step S201). At this time, the terminal device 1 displays a mission image on the first display 11 based on the received mission data, and accepts an operation for the player to select one of the missions. After the process of step S201, the CPU 201 receives a selection signal indicating that the player has selected any one mission from the terminal device 1 (step S202). After the process of step S202 is completed, the process proceeds to step S203.

In step S203, the CPU 101 searches for a player who has selected the same mission as the mission selected by the player indicated by the data received from the terminal device 1. And the party data aiming at achievement of the said mission is newly produced | generated (step S204). Then, the character data of the player character operated by the player who has selected the mission is stored in association with the party ID of the party data generated in step S204 (step S205). However, since a maximum of four player characters can belong to one party, if there are five or more players who have selected the same mission in the process of step S203, two or more party data in step S204. Is generated. In step S205, the player character operated by each player searched in step S203 is automatically assigned to each party.
After the process of step S205 is completed, the process proceeds to step S211.

In step S <b> 211, the CPU 201 determines whether or not the ratio of the number of achievements of mission data of the mission to the total number of achievements of missions of the same rank is 60% or more. When it is determined that the ratio of the number of achievements of mission data of the mission to the total number of achievements of missions of the same rank is 60% or more (step S211: YES), the ability value of the enemy character appearing in the mission is Correction is performed so as to increase (step S212). This is because the ratio of the number of achievers is considered to be higher because the mission is easier to achieve than other missions having the same rank value. The purpose is to reduce the difference in ease of achievement with other missions having the same rank value by performing correction so that the ability value of the enemy character appearing in the mission becomes higher.
When it is determined that the ratio of the number of achievements of mission data of the mission to the total number of achievements of missions of the same rank is less than 60% (step S211: NO) or after the processing of step S212 is completed, the processing is performed. Move to step S213.

In step S213, the CPU 201 performs various setting processes for starting the game. Specific contents of processing performed in step S213 include stage (scene) change, clear condition setting, and the like.
After the process of step S213 is completed, this subroutine is terminated.

FIG. 12 is a flowchart showing a subroutine of the mission achievement process. The mission achievement process is a process executed by the CPU 201 provided in the center server 3 at a predetermined timing during game execution.
First, the CPU 201 determines whether or not the party has achieved the mission clearing condition (step S221). If it is determined that the party has achieved the mission clearing condition (step S221: YES), the process proceeds to step S222. On the other hand, if it is determined that the party has not achieved the mission clearing condition (step S221: NO), the process returns to step S221.

In step S222, the CPU 201 increases the achievement rank value of the character data of each player character by one. By performing the process in step S222, each player character can select a mission that is one rank higher than the mission achieved this time when the game is played next time.
After the process of step S222 is completed, the process moves to step S223.

In step S223, the CPU 201 empties the value of the party to which the character data of each player character belongs. Then, the value of the number of achievements of mission data is increased by the number of player characters (step S224). For example, if there are four player characters belonging to the party that has achieved the mission this time, the value of the number of achievements is increased by four.
After the process of step S224 is completed, the process proceeds to step S225.

In step S225, the CPU 201 changes the character data indicating that a predetermined reward amount has been given to the player character. As described above, a reward amount is set for each mission data. By increasing the value of the money of each character data by the value of the reward set for the accomplished mission, a predetermined amount of reward has been paid to the player character that has accomplished the mission. The value of the reward amount in the present embodiment corresponds to the clear grant data in the present invention.
After the process of step S225 is completed, the process proceeds to step S226.

In step S226, the CPU 201 executes various processes for ending the mission. Specific contents of the processing performed in step S226 include reception of various data from the terminal device 1, storage in the hard disk drive 205, transmission of data indicating that the game is instructed to the terminal device 1, and the like. It is done.
After completing step S226, this subroutine is terminated.

As described above, according to the center server 3 and the game system 500 in the present embodiment, the player can select one mission from a plurality of presented missions. The result obtained by the player character operated by the player achieving the mission is the same regardless of which mission the player has selected.
By adopting such a configuration, the player can achieve other missions presented at the same time without achieving a mission that the player is not good at (for example, a mission that requires reflexes). As a result, it is possible to obtain the same result as when the mission having the content that the person is not good at is achieved.

Further, according to the center server 3 and the game system 500 in the present embodiment, the selection ratio of each mission within a group consisting of missions having the same rank value is calculated. For missions with a selection ratio of 60% or more, correction is performed so that the ability value of enemy characters appearing during the mission is increased. By adopting such a configuration, it becomes possible to make it difficult to achieve the mission selected by many players, and the selection ratio can be adjusted. A mission with a high selection ratio is likely to be a mission that can be easily achieved by the player. For example, the mission clear condition with a high selection ratio is changed so that the mission is difficult to achieve. As a result, the number of players that select the mission can be reduced, and the selection ratio of each mission in the group can be equalized.

Furthermore, according to the center server 3 and the game system 500 in the present embodiment, the player can select one mission from among a plurality of missions that are initially set with the lowest rank value. Then, when a mission is achieved, it becomes possible to select one mission from among a plurality of missions in which the rank value set next to the rank value set in the accomplished mission is set. That is, the player can select a mission with a gradually higher rank value every time the mission is completed. By adopting such a configuration, it becomes possible to reduce the possibility that the game cannot proceed first because the mission of the content that I am not good at cannot be achieved. .

In the present embodiment, the case where the data corresponding to the clear grant data in the present invention is the reward amount has been described, but the data corresponding to the clear grant data in the present invention is not particularly limited, for example, Data relating to the experience of the player character, items that can be acquired by performing a mission, and the like may be used.

Examples of the data relating to the experience of the player character include experience values that can be obtained by a battle with an enemy character. For example, among a plurality of missions having the same rank value, a clear condition other than winning a battle with an enemy character and a mission where the battle with the enemy character is a clear condition (for example, If there is a mission that is set to move to a predetermined point or obtain a predetermined item), it is clear that winning a battle with the enemy character is a clear condition. The experience value that can be obtained by winning the battle may be obtained even when a mission with a clear condition other than winning the battle with the enemy character is achieved. By adopting such a configuration, even a player who is not good at fighting can cause the player character to acquire an experience value that can be obtained by the fighting without performing a fight.

Also, for example, among a plurality of missions having the same rank value, a mission in which obtaining a predetermined item is a clear condition and a clear condition other than obtaining a predetermined item (for example, a predetermined item) Can be obtained in a mission where clearing a predetermined item is a mission that is set to move to a point or win a battle with a predetermined enemy character) An item that is a clear condition may be acquired when a mission in which a clear condition other than obtaining a predetermined item is set is achieved. By adopting such a configuration, even if the player selects a mission for which a clear condition other than obtaining a predetermined item is selected, the item is displayed as a player character without losing the opportunity to obtain the item. Can be acquired.

Moreover, in this embodiment, the case where the game system 500 is provided with the some server device 1 and the center server 3 connected so that communication was possible via the store server 2 provided for every store is demonstrated. However, the configuration of the game system in the present invention is not particularly limited. For example, a plurality of client devices may be directly connected to the server, and the terminal device 1 determined by the center server 3 may serve as a server.

In the present embodiment, the case where character data is stored in the hard disk drive 205 included in the center server 3 has been described. However, the apparatus in which the above-described data is stored in the present invention is not limited to this. It may be stored on a card.

In the present embodiment, it is difficult to achieve a mission by changing the enemy character's ability value higher for a mission in which the selection ratio in a group of missions having the same rank value is a predetermined value or more. In the present invention, the method for making it difficult to achieve the mission is not particularly limited. For example, it is difficult to achieve the clear condition set in the mission data shown in FIG. It is good also as changing as follows.

Further, in the present embodiment, for the mission in which the selection ratio in the group consisting of missions having the same rank value is equal to or greater than a predetermined value, the case where the change is made so that the achievement of the mission becomes difficult has been described. In the present invention, there are no particular limitations on the conditions for changing the mission so that it is difficult to achieve the mission. For example, for missions where the number of clearers exceeds a predetermined value, the mission is changed so that the mission is difficult to achieve. It is good as well.

Further, in the present embodiment, the case where the mission introduction image is displayed at the start of the game and the mission is presented to the player has been described. However, in the present invention, the timing at which the mission is presented to the player is particularly limited. Instead, for example, the player character may be presented with a mission by moving to a predetermined facility in the virtual space or having a conversation with a predetermined person.

In the present embodiment, the case where the mission is presented to the player by displaying the mission introduction image has been described. However, in the present invention, the method of presenting the mission to the player is not limited to this. For example, The mission may be presented by the player character having a conversation with a predetermined person.

The embodiment of the present invention has been described above, but only specific examples are illustrated, and the present invention is not particularly limited. The specific configuration of each unit and the like can be appropriately changed. The effects described in the embodiments of the present invention are only the most preferable effects resulting from the present invention, and the effects of the present invention are limited to those described in the embodiments of the present invention. is not.

It is a lineblock diagram of the game system concerning this embodiment. It is a perspective view which shows the external appearance of the 15 terminal devices installed in one shop, and the display apparatus for halls. It is a perspective view which shows the external appearance of a terminal device. It is a block diagram which shows the hardware constitutions of a terminal device. It is a block diagram which shows the hardware constitutions of a center server. It is a flowchart which shows the flow of a process until the game start in a terminal device and a center server. It is a figure which shows an example of the mission introduction image displayed on a 1st display. It is a figure which shows party data. It is a figure which shows character data. It is a figure which shows mission data. It is a flowchart which shows a mission selection process. It is a flowchart which shows a mission achievement process.

Explanation of symbols

DESCRIPTION OF SYMBOLS 1 Terminal device 2 Store server 3 Center server 4 Communication line 5 Dedicated line 6 Hall display device 8 ID card 10 Housing 11 First display 12 Second display 13 Speaker 14 Touch panel 15 Coin insertion slot 16 ID card insertion slot 18 100 control unit 101, 201 CPU
102, 202 ROM
103, 203 RAM
104 Communication Interface Circuit 111 First Drawing Processing Unit 112 Second Drawing Processing Unit 113 Audio Playback Unit 115 Coin Sensor 116 ID Card Reader 118 Operation Lever 119 (119a, 119b, 119c) Operation Switch 304 Interface Circuit Group 500 Game System

Claims (5)

  1. A server including a storage unit that stores a program for advancing a game by connecting a plurality of client devices via a network and causing a player character controlled by each client device to act in a virtual space on the game,
    A mission introduction image that introduces a plurality of types of missions to a client device corresponding to the player character in response to the action of the player character in the virtual space requiring participation in the mission by executing the program. When a selection signal for selecting any one of the missions is received from the client device, a setting process for enabling the game in the mission is performed, and the action of the player character is When the clear condition set for the mission is satisfied, based on the clear grant data set for the mission, update the state data indicating the state of the player character, and
    A server comprising a control device that sets the same grant data when clearing a plurality of types of missions introduced by a single mission introduction image.
  2. The controller is
    When the action of the player character satisfies the clear condition set for the mission, the clearing number of the mission is incremented by 1 and stored in the storage device, and a plurality of types of missions introduced by the same mission introduction image as the mission 1 is added to the number of clearers in the group consisting of the above, and the process is stored in the storage device.
    The server according to claim 1, wherein when the mission clear selection ratio becomes equal to or greater than a predetermined value, the clear condition set for the mission is changed.
  3. The controller is
    When the action of the player character satisfies the clear condition set for the mission, a process of adding 1 to the number of clearers of the mission and storing it in the storage device,
    2. The server according to claim 1, wherein the clear condition set for the mission is changed when the number of clearers of the mission exceeds a predetermined value.
  4. A rank value is set for each of the missions, and a plurality of types of missions introduced by one mission introduction image are missions having the same rank value set.
    The controller is
    First, the client device corresponding to the player character that has taken the action of requesting participation in the mission performs processing for displaying a mission introduction image that introduces a plurality of types of missions having the lowest rank value.
    Each time the player character satisfies the clear condition set for the mission, the rank value set for the mission is stored in the storage device in association with the identification data of the player character,
    After that, if the action of the player character is an action requesting participation in the mission, the client device corresponding to the player character has the next highest rank value associated with the identification data of the player character. The server according to claim 1, wherein a process for displaying a mission introduction image for introducing a plurality of types of missions for which rank values are set is performed.
  5. A game system in which a plurality of client devices and a server are connected via a network, and a player character controlled by each client device causes the server to act in a virtual space on the game, so that the game proceeds.
    A control device included in the server; and a storage device included in the server or the client device,
    When the action of the player character in the virtual space is an action requesting participation in a mission, the control apparatus displays a mission introduction image for introducing a plurality of types of missions on a client apparatus corresponding to the player character. When a selection signal indicating that one of the missions is selected is received from the client device, a setting process for enabling the game in the mission is performed, and the action of the player character is set in the mission. When the cleared clear condition is satisfied, based on the clear grant data set for the mission, state data indicating the state of the player character is updated.
    The game system characterized in that the same grant data is set for a plurality of types of missions introduced by one mission introduction image.
JP2006190853A 2006-07-11 2006-07-11 Server and game system Pending JP2008017946A (en)

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Cited By (6)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
WO2011159433A2 (en) * 2010-06-17 2011-12-22 CrowdFlower, Inc. Using virtual currency to compensate workers in a crowdsourced task
JP2012000361A (en) * 2010-06-21 2012-01-05 Miracle Positive Co Ltd Massively multiplayer online role-playing game
WO2013099349A1 (en) * 2011-12-28 2013-07-04 株式会社コナミデジタルエンタテインメント Game device, game device control method, game system, game system control method, program, and information storage medium
US8554605B2 (en) 2011-06-29 2013-10-08 CrowdFlower, Inc. Evaluating a worker in performing crowd sourced tasks and providing in-task training through programmatically generated test tasks
US8626545B2 (en) 2011-10-17 2014-01-07 CrowdFlower, Inc. Predicting future performance of multiple workers on crowdsourcing tasks and selecting repeated crowdsourcing workers
JP5903729B1 (en) * 2015-06-30 2016-04-13 株式会社gloops Game server, game control method, game program, game program recording medium, and terminal device

Cited By (8)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
WO2011159433A2 (en) * 2010-06-17 2011-12-22 CrowdFlower, Inc. Using virtual currency to compensate workers in a crowdsourced task
WO2011159433A3 (en) * 2010-06-17 2012-03-29 CrowdFlower, Inc. Using virtual currency to compensate workers in a crowdsourced task
JP2012000361A (en) * 2010-06-21 2012-01-05 Miracle Positive Co Ltd Massively multiplayer online role-playing game
US8554605B2 (en) 2011-06-29 2013-10-08 CrowdFlower, Inc. Evaluating a worker in performing crowd sourced tasks and providing in-task training through programmatically generated test tasks
US8626545B2 (en) 2011-10-17 2014-01-07 CrowdFlower, Inc. Predicting future performance of multiple workers on crowdsourcing tasks and selecting repeated crowdsourcing workers
WO2013099349A1 (en) * 2011-12-28 2013-07-04 株式会社コナミデジタルエンタテインメント Game device, game device control method, game system, game system control method, program, and information storage medium
JP2013138715A (en) * 2011-12-28 2013-07-18 Konami Digital Entertainment Co Ltd Game system, game device, method of controlling game device, and program
JP5903729B1 (en) * 2015-06-30 2016-04-13 株式会社gloops Game server, game control method, game program, game program recording medium, and terminal device

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