US20140162780A1 - Video game processing apparatus and video game processing program - Google Patents
Video game processing apparatus and video game processing program Download PDFInfo
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- US20140162780A1 US20140162780A1 US14/093,163 US201314093163A US2014162780A1 US 20140162780 A1 US20140162780 A1 US 20140162780A1 US 201314093163 A US201314093163 A US 201314093163A US 2014162780 A1 US2014162780 A1 US 2014162780A1
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- Prior art keywords
- event
- time
- video game
- executing
- management information
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- A63F13/10—
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/80—Special adaptations for executing a specific game genre or game mode
- A63F13/822—Strategy games; Role-playing games
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/45—Controlling the progress of the video game
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/53—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
- A63F13/537—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
Definitions
- the present invention relates to a technique for controlling progress of a video game.
- Such a system is configured so that construction of in-game facilities and the like (hereinafter, referred to as a “facility”) is caused to make progress the predetermined number by the predetermined number (for example, one).
- a predetermined number for example, one
- an upper limit of the number of construction reservations of facilities can be increased by using an in-game item (for example, URL: http://sengokuixa.jp/help/ixa_help04.html, and http://w327.sengokuixa.jp/cp/item_list.php).
- an in-game event hereinafter, referred to as an “event”
- an in-game event hereinafter, referred to as an “event”
- the present invention has been made in order to solve the problem described above, and it is an object of the present invention to be capable of providing a video game in which a player can understand a progress status of an event by intuition.
- the present invention is directed to a video game processing apparatus for controlling progress of a video game.
- the video game processing apparatus includes an event information memory for storing event information, the event information containing one or more event carried out in the video game and an event execution time, the event execution time being defined in advance as a time from when the corresponding event is started to when the event is ended.
- the video game processing apparatus also includes an event management information memory for storing event management information, the event management information containing executing event related information on one or more executing event and a maximal allowed time, the one or more executing event is an event under execution, the maximal allowed time being allowed as the maximum of a total time of a remaining time of each of the one or more executing event.
- the video game processing apparatus also includes an executing event related information updater for updating the executing event related information in accordance with elapse of time.
- the video game processing apparatus also includes an event progress status graph display controller for causing a display device to display an event progress status graph on a display screen of the display device on the basis of the event management information, the event progress status graph indicating a status of the remaining time of each of the one or more executing event in the maximal allowed time.
- the video game processing apparatus By configuring the video game processing apparatus as described above, it is possible to provide a video game in which a player can understand a progress status of an event by intuition.
- the video game processing apparatus further includes: an event execution request receiver for receiving an execution request for an event, the execution request specifying any one of the one or more event contained in the event information; an execution time confirmer for confirming whether the event execution time of the event received by the event execution request receiver is secured or not by referring to the event information and the event management information; and an event management information adder for starting execution of the event for which the execution request is received in a case where the execution time confirmer confirms that the event execution time is secured, the event management information adder adding executing event related information on the executing event whose execution is started to the event management information.
- the event progress status graph is a bar-shaped graph whose length is formed so as to correspond to the maximal allowed time, and the bar-shaped graph is configured so that a scale having a length corresponding to a remaining time of each of the one or more executing event is arranged within the bar-shaped graph, wherein, in accordance with the executing event related information in the event management information, the event progress status graph display controller causes the display section to display the event progress status graph so that the length of each scale is reduced to a length corresponding to the remaining time of the executing event.
- the event progress status graph is a circular-shaped graph formed so that the maximal allowed time corresponds to a maximal angle of circumference, and the circular-shaped graph is configured so that a scale of an angle corresponding to the remaining time of each executing event is arranged within the circular-shaped graph, wherein, in accordance with the executing event related information in the event management information, the event progress status graph display controller causes the display device to display the event progress status graph so that the angle of each scale is reduced to an angle corresponding to the remaining time of the executing event.
- the video game processing apparatus further includes a maximal allowed time updater for updating the maximal allowed time in the event management information in accordance with a progress status of the video game so as to increase the maximal allowed time.
- the present invention is directed to a non-transitory computer-readable medium including a video game processing program product for causing a computer to control progress of a video game.
- the computer includes: an event information memory for storing event information, the event information containing one or more event carried out in the video game and an event execution time, the event execution time being defined in advance as a time from when the corresponding event is started to when the event is ended; and an event management information memory for storing event management information, the event management information containing executing event related information on one or more executing event and a maximal allowed time, the one or more executing event is an event under execution, the maximal allowed time being allowed as the maximum of a total time of a remaining time of each of the one or more executing event.
- the video game processing program product causes the computer to execute steps including updating the executing event related information in accordance with elapse of time.
- the steps also include causing a display device to display an event progress status graph on a display screen of the display device on the basis of the event management information, the event progress status graph indicating a status of the remaining time of each of the one or more executing event in the maximal allowed time.
- FIG. 1 is a block diagram showing a configuration example of a video game processing apparatus
- FIG. 2 is an explanatory drawing for explaining an example of a configuration of a control section
- FIG. 3 is an explanatory drawing showing an example of a storage state of event information
- FIG. 4 is an explanatory drawing showing an example of a storage state of event management information
- FIG. 5 is an explanatory drawing for explaining an outline of the video game.
- FIG. 6 is a flowchart showing an example of event managing processing.
- FIG. 1 is a block diagram showing a configuration example of a video game processing apparatus 100 according to one embodiment of the present invention.
- the video game processing apparatus 100 includes: a game program reading section 10 ; a the control section 11 ; a storage section 12 ; a display section 13 ; an audio output section 14 ; a player operation receiving section 15 ; and a communication section 16 .
- the game program reading section 10 has a function to read out a necessary video game program from a storage medium. Various kinds of video game programs are stored in the storage medium.
- the game program reading section 10 has a mounting section into which a game cartridge 20 , in which the video game program is stored, is detachably mounted.
- a player that is, an operator (or a user) of the video game processing apparatus 100 ) reads out a video game program from a storage medium of the game cartridge 20 that is mounted into the mounting section, and stores the read-out video game program in the storage section 12 .
- a video game carried out in accordance with the video game program used in the present embodiment may be any one such as an RPG, a simulation game, a puzzle game and a battle game so long as the video game is a video game that includes an event as an element of the video game.
- various kinds of events including: events regarding virtual facilities of an in-game such as construction, destruction, relocation, extension, rebuilding of the facility; and events regarding characters of the in-game such as recovery of a character, level up, execution of a command are thought.
- the control section 11 has a function to execute a game program read out by the game program reading section 10 and stored in the storage section 12 , and a function to carry out various kinds of controls to cause the video game to proceed in response to an operation of the player.
- FIG. 2 is an explanatory drawing for explaining an example of a configuration of the control section 11 according to the present embodiment.
- the control section 11 includes an information updating section 11 a , a graph display section 11 b and an execution time confirming section 11 c.
- the information updating section 11 a has a function to carry out a process to update various kinds of information stored in the storage section 12 in accordance with a predetermined update condition.
- the content of the update condition is not particularly limited.
- the information updating section 11 a may update predetermined information in accordance with an actual elapse of time (that is, the elapsed time including not only a playing time of the user but also an elapse of time when the user does not play the video game).
- the graph display section 11 b has a function to carry out a process to cause the display section 13 to display a graph regarding a progress status of the video game on the display screen on the basis of various kinds of information stored in the storage section 12 .
- the execution time confirming section 11 c has a function to carry out a process to confirm whether a time required executing an event (that is, an execution time for the event) is secured as a time allowed for the user or not by referring to various kinds of information stored in the storage section 12 .
- the storage section 12 is a storage medium for storing video game programs necessary when the video game is caused to proceed and various kinds of data.
- the storage section 12 is configured by a nonvolatile memory such as a RAM, for example.
- a nonvolatile memory such as a RAM, for example.
- various kinds of information registered and updated in accordance with progress of the video game, and various kinds of information used in the video game, which are read out from the storage medium embedded into the game cartridge 20 are stored.
- the video game processing apparatus 100 may be configured so that the video game program is downloaded from a video game program providing server (not shown in the drawings) via a communication network such as the Internet or the like and is stored in the storage section 12 .
- the storage section 12 includes an event information storage section 12 a and an event management information storage section 12 b.
- the event information storage section 12 a is a storage medium for storing event information.
- the event information is information on an event to be carried out (executed) in the video game.
- FIG. 3 is an explanatory drawing showing an example of a storage state of the event information stored in the event information storage section 12 a .
- the event information contains: an event number for uniquely specifying an event; and a time (event execution time) defined in advance as a time from when the event indicated by the event number is started to when the event is ended.
- the event management information storage section 12 b is a storage medium for storing event management information.
- the event management information is information for managing an event under execution in the video game.
- FIG. 4 is an explanatory drawing showing an example of a storage state of the event management information stored in the event management information storage section 12 b .
- the event management information contains: executing event related information; a time (total remaining time) until all of one or more event under execution (that is, one or more executing event) is ended; and a time (maximal allowed time) allowed as the maximum of a total time (that is, a total remaining time) of times until each of the one or more executing event is ended (a remaining time).
- the executing event related information is information relating to an executing event that is an event under execution.
- an event number for uniquely specifying an executing event and a remaining time are contained in the executing event related information.
- the remaining time is a time until the executing event is ended.
- the display section 13 is a display device for displaying the game screen in response to operations by the player in accordance with control by the control section 11 .
- the display section 13 is constructed by a liquid crystal display, for example.
- the audio outputting section 14 outputs audio in response to operations by the player and progress of the video game in accordance with control by the control section 11 .
- the player operation receiving section 15 receives operational signals in response to operations by the player, and notifies the control section 11 of that result.
- the player operation receiving section 15 is configured so as to receive an operation of the player via a touch panel provided in the display section 13 .
- the video game processing apparatus 100 may be configured so that the player operation receiving section 15 receives an operation of the player via a controller such as a mouse and a game pad.
- the communication section 16 causes the video game processing apparatus 100 to connect to a communication network such as the Internet by wireless or wired connections, and to transmit and receive various kinds of information.
- the video game processing apparatus 100 a video game in which the player strengthens his or her area (base) by constructing a facility in the base is carried out. More specifically, the player plays the video game by appropriately selecting three major elements.
- the major elements include: (1) a first element (base strengthening element) to strengthen the player's base by carrying out production of a resource in the base, construction of a facility and production of military force; (2) a second element (troop strengthening element) to strengthen his or her troop by playing the video game to acquire a virtual card; and (3) a third element (battle element) to carry out match-up against a troop of other player with communication (PvP), an event battle carried out to a limited extent by providing a period, and a time elapse type battle by alliance partners using a battle dedicated MAP.
- base strengthening element that is an element relating to the present invention will be described further.
- FIG. 5 is an explanatory drawing for explaining an outline of the video game carried out in the video game processing apparatus 100 according to the present embodiment.
- a video game that is, a so-called community development game
- the facility is constructed by consuming a resource displayed in a resource display area 502 .
- the player takes into consideration the amount of his/her own resources and characteristics of a constructible facility, and appropriately selects an operation item displayed in an operation item display area 503 ; thereby carrying out a construction instruction for the facility.
- the display section 13 displays a construction progress object (for example, a construction progress object B1) according to the construction instruction in the virtual field 501 .
- the construction object progress object is changed into an object indicating the facility according to the construction instruction when a time required for construction (hereinafter, referred to as a “construction required time”) (that is, an event execution time) associated with the facility according to the construction instruction elapses since the construction object progress object has been displayed in the virtual field 501 .
- a construction required time that is, an event execution time
- the configuration of the construction progress object is not limited to this configuration.
- the video game processing apparatus 100 may be configured so that a construction progress object for constructing a large facility is displayed to be different from that in a case of constructing a small facility, for example.
- the video game processing apparatus 100 may be configured so that a form of the construction progress object is changed in accordance with a ratio of the remaining time to the event execution time (for example, the form of the construction progress object is changed in accordance with an elapse of time so as to come closer to a form of the facility to be constructed).
- an event progress status graph (task bar) G is displayed on the game screen.
- the event progress status graph G indicates a status of a time (remaining time) until construction of each facility under construction is completed.
- the event progress status graph G is displayed as a bar-shaped graph (or a bar graph, a bar chart) in which a scale of the length corresponding to the remaining time of each of a plurality of construction progress objects including the construction progress object B1 is arranged.
- the length of the event progress status graph G is displayed as a length corresponding to the maximum amount that the player can make construction instructions (that is, a total amount of the event execution times of the facilities). Namely, the longer the event progress status graph G has, the more the player can make construction instructions for facilities at a time. In this regard, the player can make the length of the event progress status graph G longer by meeting a predetermined condition in accordance with progress of the video game.
- construction of a facility in the virtual field 501 is caused to make progress for every facility. Namely, while construction of a first facility is caused to make progress, the player is allowed to provide a construction instruction for a second facility as a construction reservation.
- the maximum number of construction reservations is not determined by the number of facilities, but determined by the sum of the construction required times corresponding to the respective facilities.
- the control section 11 causes a length of the scale arranged at the leftmost side of the scales arranged in the event progress status graph G to be reduced in accordance with an elapse of time.
- a method of causing construction of a facility to make progress is not limited to this.
- the video game processing apparatus 100 may be configured so that the control section 11 causes construction of the predetermined number or all of facilities to make progress in parallel in accordance with the elapsed time (that is, each of a plurality of scales arranged in the event progress status graph G is reduced in accordance with the elapsed time).
- a performance of the base of the player (for example, durability and productivity) is determined on the basis of the number of facilities constructed in a virtual field and the type of each of the facilities. Therefore, a player who constructs a lot of better facilities can cause the video game to make progress more advantageously than other players.
- the other elements the troop strengthening element and the battle element
- the base strengthening element are not related to the present invention directly, detailed description thereof will be omitted herein.
- FIG. 6 is a flowchart showing an example of event managing processing carried out by the video game processing apparatus 100 .
- event management processing a process to manage an event that occurs in accordance with progress of the video game is carried out.
- the content of processing with no relationship to the present invention may be omitted.
- the event management processing is started in a case where the control section 11 determines that the display section 13 displays a game screen including an event progress status graph G in response to an instruction from the player, for example.
- the event management processing will be described with reference to FIG. 5 properly.
- the control section 11 first causes the display section 13 to display the event progress status graph G in a predetermined area (for example, at a lower left of the screen) of the game screen on the basis of the event management information (Step S 101 ).
- the control section 11 determines whether a request to execute an event (that is, an event execution request) is received or not (Step S 102 ).
- a request to execute an event that is, an event execution request
- the control section 11 determines whether an execution time for the event is secured or not (Step S 103 ).
- the control section 11 causes the display section 13 to display a predetermined facility type selecting screen in a case where the operation item “new construction” is selected.
- the control section 11 specifies a type of the facility to be newly constructed (or built).
- the control section 11 determines that the execution time for the event is secured in a case where the construction required time (that is, event execution time) according to the type of the facility is a value obtained by subtracting a total remaining time from the maximal allowed time (see FIG. 4 ) or less.
- Step S 104 the control section 11 adds the event management information according to the request to execute the event to the event management information storage section 12 b (Step S 104 ).
- the control section 11 causes the display section 13 to display an object according to “construction of a facility” as the event (for example, the construction progress object B1) in the virtual field 501 at this time; and updates a form of the event progress status graph G in accordance with the content of the added event management information (in particular, the remaining time).
- the control section 11 arranges a scale having a length corresponding to the remaining time of the added event management information on the right side of other scales arranged in the event progress status graph G.
- the control section 11 starts execution of the event indicated by the added event management information (that is, the control section 11 starts measuring the corresponding remaining time).
- the control section 11 sets the event indicated by the event management information that is added this time to a standby state (that is, does not carry out measuring the corresponding remaining time), and starts the event after the event indicated by the event management information that has been added previously is ended.
- the control section 11 updates the executing event related information in the event management information in accordance with the elapsed time (Step S 105 ).
- the control section 11 reduce the remaining time, for the facility for which construction makes progress, in accordance with the elapsed time. Further, the control section 11 deletes the event management information corresponding to the facility whose remaining time becomes “0 (zero)” from the event management information storage section 12 b . Further, although it is not shown in the drawings, the control section 11 stores information regarding the facility for which the construction is completed in a predetermined storage area of the storage section 12 .
- control section 11 determines whether display of the event progress status graph G is to be terminated or not (Step S 106 ).
- the control section 11 causes the processing flow to proceed to the process at Step S 101 .
- the control section 11 terminates the processing herein.
- Step S 107 the control section 11 determines whether a request to increase the maximal allowed time is received or not.
- the control section 11 causes the processing flow to proceed to the process at Step S 106 .
- the control section 11 determines whether a condition regarding an increase of the maximal allowed time is met or not (Step S 108 ).
- the control section 11 updates the maximal allowed time so that the maximal allowed time in the event management information is increased (Step S 109 ), and causes the processing flow to proceed to the process at Step S 106 .
- the control section 11 causes the display section 13 to display the event progress status graph G on the game screen at this time.
- the event progress status graph G is configured so as to have a length according to the maximal allowed time after increase (that is, the increased maximal allowed time).
- control section 11 causes the display section 13 to display a predetermined condition deficiency message on the display screen (Step S 110 ), and causes the processing flow to proceed to the process at Step S 106 .
- the video game processing apparatus 100 for controlling progress of the video game is configures so as to: include the event information storage section 12 a for storing event information, the event information containing one or more event carried out in the video game (for example, construction of a facility) and an event execution time (for example, construction required time), the event execution time being defined in advance as a time from when a corresponding event is started to when the event is ended; include the event management information storage section 12 b for storing event management information (for example, an event number and a remaining time), the event management information containing executing event related information on an executing event and a maximal allowed time, the executing event is an event under execution, the maximal allowed time being allowed as the maximum of a total time of a remaining time of one or more executing event; update the executing event related information in accordance with the elapse of time (for example, Step S 105 ); and cause the display section 13 to display an event progress status graph on a display screen of the display device on the basis of the event
- the video game processing apparatus 100 may be configured so as to provide an upper limit (the maximal allowed time) for the total time of the remaining times of the executing events; and cause the display section 13 to display a status of the remaining time of each of the events as a graph. Therefore, by confirming the remaining time against the maximal allowed time, the player is allowed to understand the progress status of each of the events by intuition.
- an upper limit the maximal allowed time
- the video game processing apparatus 100 may be configured so as to: receive an execution request for an event, the execution request specifying any one of the one or more event contained in the event information (for example, Step S 102 ); confirm whether the event execution time of the event received by the event execution request receiver is secured or not by referring to the event information and the event management information (for example, Step S 103 ); and start execution of the event for which the execution request is received in a case where the execution time confirmer confirms that the event execution time is secured (for example, “Yes” at Step S 103 ), and add executing event related information on the executing event whose execution is started to the event management information (for example, Step S 104 ). Therefore, it is possible to provide a video game in which the player can understand an event, which can be added newly, by intuition.
- the video game processing apparatus 100 may be configured so that: the event progress status graph G is a bar-shaped graph whose length is formed so as to correspond to the maximal allowed time, and the bar-shaped graph is configured so that a scale having a length corresponding to a remaining time of each of the one or more executing event is arranged within the bar-shaped graph (see FIG. 5 ); and in accordance with the executing event related information in the event management information, the video game processing apparatus 100 causes the display section 13 to display the event progress status graph G so that the length of each scale is reduced to a length corresponding to the remaining time of the executing event. Therefore, it is possible to cause the player to recognize a progress status of each of a plurality of events by intuition.
- the configuration of the event progress status graph is not limited to this configuration.
- the video game processing apparatus 100 may be configured so that: the event progress status graph is a circular-shaped graph G formed so that the maximal allowed time corresponds to a maximal angle of circumference, and the circular-shaped graph is configured so that a scale of an angle corresponding to the remaining time of each executing event is arranged within the circular-shaped graph, for example; and in accordance with the executing event related information in the event management information, the video game processing apparatus 100 causes the display section 13 to display the event progress status graph G so that the angle of each scale is reduced to an angle corresponding to the remaining time of the executing event.
- the video game processing apparatus 100 By configuring the video game processing apparatus 100 so that the player can visually recognize the progress status of the event, in particular, the time until the executing event is ended using the event progress status graph G, it is possible to reduce a stress of the player when he or she plays the video game.
- the video game processing apparatus 100 may be configured so as to update the maximal allowed time in the event management information in accordance with a progress status of the video game (for example, a level of the player, a solution status of an in-game problem, a possessed item, a billing status and the like) so as to increase the maximal allowed time (for example, Step S 109 ). Therefore, in a case where an increase condition of the maximal allowed time is set to the possessed item, it is possible to prompt the player to use the possessed item, for example. This makes it possible to realize an adventitious effect obtained by allowing the player to understand a progress status of the event by means of the event progress status graph.
- a progress status of the video game for example, a level of the player, a solution status of an in-game problem, a possessed item, a billing status and the like
- the video game processing apparatus 100 may be configured so as to: receive selection of a scale of the event progress status graph G; specify an event corresponding to the selected scale; and cause the display section 13 to display a progress status of the specified event (for example, cause the display section 13 to display a balloon image from the scale, and cause the display section 13 to display a character string and/or an image indicating a progress status of the event within the balloon).
- a progress status of the specified event for example, cause the display section 13 to display a balloon image from the scale, and cause the display section 13 to display a character string and/or an image indicating a progress status of the event within the balloon.
- the video game processing apparatus 100 may be configured so as to: receive selection of the scale of the event progress status graph G; specify an event corresponding to the selected scale; receive a request to change an execution order or a request to cancel the execution for the specified event; and update the event management information in accordance with the received request to change an execution order or request to cancel the execution.
- the video game processing apparatus 100 is configured so as to carry out various kinds of processings such as game processing described above on the basis of the video game program readout from the game cartridge 20 .
- the video game processing apparatus 100 may be configured so as to acquire the video game program via the communication network such as the Internet.
- the video game processing apparatus 100 may be configured so as to function as a video game server to provide the video game program to a video game terminal via the communication network.
- the video game which progress the video game processing apparatus according to the present invention controls may be a so-called browser game.
- the video game processing apparatus 100 carries out the various kinds of processes described above in accordance with various kinds of control programs (for example, the video game processing program product) stored in a storage device (the storage section 12 ) with which the video game processing apparatus 100 itself is provided.
- control programs for example, the video game processing program product
- the present invention is useful to provide a video game in which a player can understand a progress status of an event by intuition.
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Cited By (3)
Publication number | Priority date | Publication date | Assignee | Title |
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US20110239114A1 (en) * | 2010-03-24 | 2011-09-29 | David Robbins Falkenburg | Apparatus and Method for Unified Experience Across Different Devices |
US10500502B2 (en) | 2012-12-07 | 2019-12-10 | Kabushiki Kaisha Square Enix | Video game processing apparatus and video game processing program |
US11338210B2 (en) | 2018-10-22 | 2022-05-24 | Sony Interactive Entertainment LLC | Remote networked services for providing contextual game guidance |
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CA2564451A1 (en) * | 2006-10-17 | 2008-04-17 | Ibm Canada Limited - Ibm Canada Limitee | Determining an executable growth strategy |
JP6174530B2 (ja) * | 2014-07-17 | 2017-08-02 | 株式会社スクウェア・エニックス | ビデオゲーム処理プログラム、およびビデオゲーム処理システム |
JP6103124B1 (ja) * | 2016-09-23 | 2017-03-29 | 株式会社セガゲームス | 情報処理装置およびゲームプログラム |
JP6307750B2 (ja) * | 2017-02-27 | 2018-04-11 | 株式会社セガゲームス | 情報処理装置およびゲームプログラム |
JP7117356B2 (ja) * | 2020-09-30 | 2022-08-12 | 株式会社スクウェア・エニックス | ビデオゲーム処理プログラム、およびビデオゲーム処理システム |
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US20110239114A1 (en) * | 2010-03-24 | 2011-09-29 | David Robbins Falkenburg | Apparatus and Method for Unified Experience Across Different Devices |
US10500502B2 (en) | 2012-12-07 | 2019-12-10 | Kabushiki Kaisha Square Enix | Video game processing apparatus and video game processing program |
US10994212B2 (en) | 2012-12-07 | 2021-05-04 | Kabushiki Kaisha Square Enix | Video game processing apparatus and video game processing program |
US11338210B2 (en) | 2018-10-22 | 2022-05-24 | Sony Interactive Entertainment LLC | Remote networked services for providing contextual game guidance |
Also Published As
Publication number | Publication date |
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US10994212B2 (en) | 2021-05-04 |
US10500502B2 (en) | 2019-12-10 |
US20170252655A1 (en) | 2017-09-07 |
JP5584275B2 (ja) | 2014-09-03 |
JP2014113249A (ja) | 2014-06-26 |
US20200061475A1 (en) | 2020-02-27 |
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