WO2006123477A1 - ゲームシステム - Google Patents
ゲームシステム Download PDFInfo
- Publication number
- WO2006123477A1 WO2006123477A1 PCT/JP2006/306640 JP2006306640W WO2006123477A1 WO 2006123477 A1 WO2006123477 A1 WO 2006123477A1 JP 2006306640 W JP2006306640 W JP 2006306640W WO 2006123477 A1 WO2006123477 A1 WO 2006123477A1
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- WO
- WIPO (PCT)
- Prior art keywords
- game
- information
- personal information
- registration fee
- unit
- Prior art date
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Classifications
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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
- A63F13/70—Game security or game management aspects
- A63F13/79—Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
- A63F13/792—Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for payment purposes, e.g. monthly subscriptions
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- A63F13/12—
-
- 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
- A63F13/30—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
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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
- A63F13/30—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
- A63F13/33—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections
- A63F13/335—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections using Internet
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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
- A63F13/70—Game security or game management aspects
- A63F13/71—Game security or game management aspects using secure communication between game devices and game servers, e.g. by encrypting game data or authenticating players
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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
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/40—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of platform network
- A63F2300/407—Data transfer via internet
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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
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/50—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
- A63F2300/55—Details of game data or player data management
- A63F2300/5513—Details of game data or player data management involving billing
Definitions
- the present invention relates to a game system.
- a network-type game system that allows a plurality of game devices connected via a network to operate while being controlled by a server device has become widespread.
- This game apparatus plays a game using a wrestler card.
- a wrestler card information indicating one type of wrestler is recorded as a character (game character) used in the game.
- a wrestler card is essential when a player attempts to register a wrestler with his organization by operating a game device. Therefore, the player can select and register the desired wrestler with more wrestler cards as he / she has more types of wrestler cards. That is, the degree of freedom of selection increases. Wrestler cards have this value and can be collected.
- the game also offers hundreds of wrestler cards. Therefore, wrestler cards can be treated as trading cards exchanged between players. This is also an important factor that enhances the game's taste.
- the present invention has been made in view of the above-described problems, and the usage rate of each game character may be significantly biased in a game using a game character registered by a player in his / her organization. Aim to provide no game system.
- a game system (100) includes a server device (3) and a plurality of game devices (Al, B1) that can communicate with the server device, Each of the plurality of game devices (A1) registers at least one game character among a plurality of game characters prepared in advance in a group operated by a player in a virtual space, and at least one registered in the group The game character specified by the player The game character specified by the player is used to play against other game devices (Al, B1), and according to the content of the battle, pseudo funds owned by the group in the game A game system (100) for calculating the amount, wherein the server device (3) is a key indicating identification information for identifying a player and a game character registered by the player in an organization operated by the player.
- the personal information storage unit (TBL1) that stores the personal information including the character information and the personal information including the financial information indicating the amount of pseudo funds owned by this organization, and requests for acquiring personal information including the identification information
- the personal information corresponding to the received identification information is acquired from the personal information storage unit (TBL1), and the personal information is acquired.
- a personal information acquisition response unit (300, 304) that returns a personal information acquisition response including the acquired personal information to the game device (Al, B1) that is the transmission source of the information acquisition request, and the identification information is updated.
- the personal information is stored in the personal information storage unit (TBL1) in association with the received identification information.
- the personal information update unit (300) that updates the personal information by replacing the personal information to be updated with the updated personal information, and the stored contents of the personal information storage unit (TBL1) are prepared in advance.
- a popularity degree calculation unit (300, S300 to S302) for calculating a popularity related to the number of groups in which each game character is registered for each of the plurality of game characters, and the plurality of prepared game characters Each of the game characters Therefore, registration fee information indicating a pseudo registration fee necessary for registering each game character with a group according to the popularity calculated by the popularity calculation unit (300, S300 to S302).
- a registration fee determination unit (300, S303) for generating the registration fee information of each game character determined by the registration fee determination unit (300, S303) is distributed to the plurality of game devices (Al, B1) Each of the plurality of game devices (Al, B1) from the first information recording medium (30) in which identification information for identifying the player is recorded.
- the first storage unit (201) that stores the registration fee information of each game character received from the server device (3), and includes the identification information before starting the game, and corresponds to the identification information
- a personal information acquisition request unit (200) that transmits a personal information acquisition request for returning personal information to the server device (3) and receives a personal information acquisition response including the personal information from the server device (3).
- the first update unit (200, S90) that updates the financial information in the personal information stored in the second storage unit (201) according to the contents, and the second reading unit (250) When the character information is read, the character information read is not matched.
- the gate to A comparison unit (200, S205) that reads out the registration fee information of the mobile phone character from the first storage unit (201) and compares the registration fee indicated by the read registration fee information with the current fund amount indicated by the fund information.
- the game character is allowed to be registered in an organization operated by the player identified by the identification information.
- the registration permission unit allows the registration of the game character
- the current funding amount is also deducted from the registration fee of the game character to obtain new funding information.
- a second updating unit (200, S208) for updating personal information stored in the second storage unit (201) so as to include the new fund information and the character information of the game character;
- the personal information is updated by at least one of the first update unit and the second update unit, a personal information update request including the updated personal information and the identification information is generated;
- a personal information update request unit (200, S120) to be transmitted to the server device (3).
- the game characters that can be used in the battle are limited to those registered in the group.
- a registration fee the fee required for a player to hire a game character to your organization to play a game
- you can register a game character with the organization so multiple players can use the same game character. Will be registered with your organization.
- the degree of registration concentrated on popular game characters becomes more prominent than when there is no upper limit. If the same game character is registered more than once, the possibility that a match between the same game characters will increase will be more interesting.
- the registration fee can be determined according to the popularity of the game character, the registration fee is set high for game characters with high popularity, and the registration fee is set low for game characters with low popularity. it can. Thereby, it is possible to suppress the concentration of registration to some game characters, and to promote the registration of various game characters to a group. As a result, the value of the second information recording medium (the wrestler card of the embodiment) that has been fixed in the past can be dynamically changed, and the game system can be greatly improved in preference.
- Pseudo money in the present invention is an index of exchange value in a game. By paying a registration fee from pseudo funds, a game character can be registered in an organization operated by a player. It is assumed that a plurality of players participating in this game compete for the simulated box office income acquired during the game and the total amount of funds so far (new funds). However,
- the player may win other points (eg title, orb) and compete for that point. In this case, you may earn points using pseudo funds.
- the acquired points may be used to exchange for game elements (for example, game characters). If such points can be exchanged for game elements, the points can be used as an indicator of exchange value in the game. In this case, the points are a concept included in pseudo money.
- the registration fee determining unit determines the difference between the popularity and the average value of the popularity of the game characters for each of the plurality of game characters prepared in advance. And a second process for determining the registration fee by increasing or decreasing a reference value of the registration fee by a value corresponding to the deviation for each of the plurality of game characters prepared in advance. It is preferable to carry out.
- the registration fee can be determined by increasing or decreasing a predetermined reference value according to the degree of popularity.
- the reference value may be common to a plurality of game characters, or may be determined individually. For example, when the attacking ability and the defense ability are different for each game character, it is preferable to set the reference value for each game character. That is, a game character with higher ability sets a higher registration fee so that it cannot be easily registered with a group, and increases the rarity value of the second information recording medium on which character information specifying the game character is recorded. That's right.
- each of the game devices (Al, B1) includes a discharge mechanism (280) for discharging a new second information recording medium (31) at the end of the game, and the registration fee
- the determination unit (300, S303) discharges at least a part (a part or all) of the plurality of game characters prepared in advance from the discharge mechanism (280). According to the appearance rate and the deviation, which is the probability that the game character indicated by the character information recorded in the information recording medium (31) is the game character.
- the registration fee is preferably determined by increasing or decreasing a reference value of the registration fee.
- the player obtains a second information recording medium, and this second information recording medium is ejected from the game device at the end of the game.
- Character information for uniquely identifying the game character is recorded on the second information recording medium.
- the plurality of game characters that can be recorded on the second information recording medium have different appearance rates.
- the appearance rate is the ratio of the number of second information recording media that record a certain type of game character to the number of all second information recording media issued by the game provider. In other words, the appearance rate is the probability that the second information recording medium on which a certain type of game character is recorded is the second information recording medium that is discharged at the end of the game.
- a game character with a low appearance rate in the second information recording medium to be ejected is unlikely to be registered in the first place.
- game characters are more likely to be registered because of their high appearance rate. If the appearance rate is low and the registration fee for game characters is high, the possibility of registration will become lower and the registration fee will be higher. Since the registration fee is set not only by popularity but also by the appearance rate, it is possible to set a well-balanced registration fee.
- Another game system includes a server device (3) and a plurality of game devices (Al, B1) capable of communicating with the server device, and each of the plurality of game devices (A1) includes: Register at least one game character among a plurality of game characters prepared in advance in a group operated by the player in the virtual space, and specify the at least one game character registered in the group.
- a game system (100) that executes a battle with another game device (B1) using the game character and calculates the amount of pseudo funds owned by the group in the game according to the content of the battle.
- the server device (3) includes identification information for identifying a player, character information indicating a game character registered by the player in an organization operated by the player, and the organization.
- Personal information storage unit that stores in association with the personal information including money information indicating the pseudo cash amount to (TBL1), the plurality of game devices personal information acquisition request including the identification information of (Al, B1)! If it is received from the wrong side, the personal information corresponding to the received identification information is obtained from the personal information storage unit (TBL1), and is the source of the personal information acquisition request Personal information update including a personal information acquisition response unit (300, 304) for returning a personal information acquisition response including the acquired personal information to the game device (Al, B1), and identification information and updated personal information
- the request is received from any of the plurality of game devices (A1, B1)
- the personal information stored in the personal information storage unit (TBL1) in association with the received identification information is updated.
- a personal information update unit (300) that updates the personal information by replacing the personal information with the personal information, and specific information that identifies the game character used by the player in each game device received by the plurality of game device capabilities
- a usage rate calculation unit (300) that calculates a usage rate indicating the frequency with which each of the game characters is used in a battle for each of the plurality of game characters prepared in advance; For each of the plurality of game characters, registration fee information indicating a pseudo registration fee necessary for registering each game character with a group according to the usage rate calculated by the usage rate calculation unit (300).
- the registration fee determining unit (300, S303) for generating the registration fee and the registration fee information of each game character determined by the registration fee determining unit (300, S303) are distributed to the plurality of game devices (Al, B1).
- Each of the plurality of game devices (Al, B1) from a first information recording medium (30) on which identification information for identifying a player is recorded.
- a personal information acquisition request including a request for returning personal information corresponding to the identification information to the server device (3), and sending a personal information acquisition response including the personal information to the server device (3 ) Received from the personal information acquisition request unit (200, S20, S30), and a second storage unit (201) for storing the personal information acquired by the personal information acquisition request unit (200, S20, S30)
- a first updating unit (200, S90) for updating the fund information in the personal information stored in the second storage unit (201) according to the content of the game after the game is over;
- a comparison unit (200) that reads the registration fee information of the game character and compares the registration fee indicated by the read registration fee information with the current fund amount indicated by the fund information.
- a second updating unit (200, S208) that updates the personal information stored in the second storage unit (201) so as to include the new fund information and the character information of the game character.
- the personal information update request unit (200, S120) that generates a personal information update request including the updated personal information and the identification information and transmits the request to the server device (3), and the specific information generation unit.
- a specific information transmission unit (200) for transmitting the generated specific information to the server device.
- the registration fee can be determined in accordance with the usage rate of the game character used in the battle. Therefore, a game character with a high usage rate increases the registration fee and a game with a low usage rate. Characters can set registration fees cheaply. Thereby, it is possible to suppress the concentration of registration to some game characters, and it is possible to promote the registration of various game characters to a group. As a result, the value of the second information recording medium (the wrestler card of the embodiment), which has been fixed in the past, can be dynamically changed, and the appetite of the entire game system can be greatly improved.
- the second information recording medium the wrestler card of the embodiment
- the registration fee determination unit calculates a difference between the usage rate and an average value thereof for each of the plurality of game characters prepared in advance. It is preferable to execute a first process and a second process for determining the registration fee by increasing or decreasing a reference value of the registration fee information according to the deviation for each of the plurality of game characters prepared in advance. . In this case, it is possible to increase or decrease the registration fee according to the usage rate from a predetermined reference value.
- the reference value is a plurality of games
- the characters may be common or may be determined individually. For example, when the attacking ability and the defense ability differ for each game character, it is preferable to individually set the reference value. In other words, the higher the ability of the game character, the higher the registration fee, and the easier it is not to register with the group. Thus, the rare value of the second information recording medium on which the character information specifying the game character is recorded is reduced. Can be increased.
- the game apparatus (Al, B1) includes a discharge mechanism (280) for discharging a new second information recording medium (31) at the end of the game, and the registration fee determining unit (300, S303).
- the second information recording medium (31) discharged from the discharge mechanism (280) for at least some (a part or all) of the plurality of game characters prepared in advance.
- the registration fee is determined by increasing or decreasing a reference value of the registration fee in accordance with the appearance rate, which is the probability that the game character indicated by the character information recorded in the game character is the game character.
- the player obtains the second information recording medium, and the second information recording medium is discharged at the end of the game.
- character information for uniquely identifying a game character is recorded on the second information recording medium.
- the appearance rate is low on the second information recording medium to be discharged, and the possibility that the game character is registered in the first place is low.
- a game character with a high appearance rate is highly likely to be registered.
- Increasing the registration fee for game characters with a low appearance rate increases the possibility of registration more and more and increases the registration fee. Since the registration fee is set in consideration of not only the usage rate but also the appearance rate, it is possible to set a registration fee with no risk.
- the game device (Al, B1) generates a registration fee information distribution request for requesting distribution of the registration fee information at the time of activation, and the server device (3 ),
- the registration fee information distribution unit (300, 304) of the server device (3) receives a registration fee information distribution request from any of the plurality of game devices.
- the registration fee information is transmitted to the game device (Al, B1) that is the transmission source of the registration fee distribution request.
- the registration fee varies and is determined by the server device.
- a game device If the server device is inquired about the registration fee of the game character every time the registration of the game character occurs, the number of communications increases and the processing load on the server device also increases.
- registration fee information of a plurality of game characters can be acquired at the time of activation. As a result, communication resources can be saved and the processing load on the server device can be reduced.
- the registration fee information is acquired at the time of activation, the acquisition of the registration fee information is completed before the player starts the game, and the processing load of the game device is not concentrated.
- FIG. 1 is a block diagram showing a configuration of a game system according to an embodiment of the present invention.
- FIG. 2 is a perspective view showing an external configuration of a game device in the game system of FIG.
- FIG. 3 is a block diagram showing a configuration of the game device of FIG. 2.
- FIG. 4 is a block diagram showing a configuration of a server device in the game system of FIG.
- FIG. 5 is an explanatory diagram showing a data structure of a personal information table stored in the server device of FIG.
- FIG. 6 is a flowchart showing the operation of each game device of FIG.
- FIG. 7 is an explanatory diagram showing a data structure of a registration fee list provided from the server device of FIG. 4 to the game device of FIG.
- FIG. 8 is an explanatory diagram showing an example of a group registration screen displayed on the game device of FIG. 2.
- FIG. 9 is a flowchart showing a registration / departure process executed by the game device of FIG. 2.
- FIG. 10 is an explanatory diagram showing an example of a menu screen displayed on the game device of FIG. 2.
- FIG. 11 is an explanatory diagram showing an example of a screen on which a message prompting the player to register a wrestler is displayed on the game device of FIG. 2.
- FIG. 12 is an explanatory diagram showing an example of a selection screen for prompting the player to select a wrestler to be trained in the game apparatus of FIG. 2.
- FIG. 13 is a detailed flowchart showing a registration fee calculation process executed by the server device of FIG. 4.
- FIG. 14 is an explanatory diagram showing an example of the number of individual registrations counted for each wrestler ID in the server device of FIG.
- FIG. 15 is an explanatory diagram showing storage contents of a management table TBL2 stored in the server apparatus according to the second embodiment of the present invention.
- FIG. 16 is a flowchart showing the contents of usage rate calculation processing of each wrestler executed by the server device according to the second embodiment of the present invention.
- FIG. 1 shows an overall configuration of a game system 100 according to an embodiment of the present invention.
- the server device 3 is connected to a communication network such as the Internet 1 via the router 3R.
- the Internet 1 is connected to routers 20, 20,... Provided in a plurality of game arcades A, B,.
- Each game device can communicate with the server device 3 and other game devices via the router 20.
- a professional wrestling game is executed.
- This professional wrestling game is designed to allow players to run and grow their own organizations.
- the organization is operated using its operating funds.
- An organization's operating funds increase as the organization gains income by performing.
- a match between a wrestler belonging to one organization and a wrestler belonging to the other organization is held at the match venue. Therefore, the player must register the wrestler with his organization. This requires a registration fee.
- FIG. 2 shows an external configuration of the game apparatus A1.
- the game apparatus A1 includes a display device 21 that displays a game screen in the center of the front. On the left side of the display device 21, there is provided a discharge port 28 for discharging a card pack 35 described later at the end of the game.
- a coin insertion slot 22 is provided on the right side of the display device 21. The player must insert a predetermined amount of coins into the coin insertion slot 22 at the start of the game.
- a horizontal first operation table 25 is provided below the display device 21, and a stage 221 on which various cards used for the game are placed is provided at the center.
- a second operation console 26 is provided adjacent to the first operation console 25. There is a step between the first operation console 25 and the second operation console 26.
- Two operation buttons 24 a and 24 b are arranged on the right side of the first operation table 25.
- the operation button 24a functions as an input unit for designating a counterattack against the opponent's attack.
- the operation button 24b functions as an input unit for designating a passive state against the opponent's attack.
- an entry card 30, a wrestler card 31, and a technique card 32 are used.
- a unique card ID is recorded in the entry card 30.
- the entry card 30 is possessed by a plurality of players, and is used to identify the player at the start of the game. Therefore, the card ID functions as identification information for identifying each of the plurality of players.
- the wrestler card 31 is a card corresponding to a wrestler as a virtual game character that can appear in a professional wrestling game. For this reason, there are as many types of wrestler cards 31 as there are wrestlers that can appear in this professional wrestling game. However, for a wrestler who is the same person, for example, when playing a villain (heel), a villain, playing a babyface (good guy), wearing a mask, or a degree of strength Etc. Several types of wrestler cards 31 may be set.
- the wrestler card 31 stores a wrestler ID for uniquely identifying a wrestler (game character) and wrestler information corresponding to the wrestler ID (wrestler name, image, and initial values of wrestler parameters described later). ing.
- the technique card 32 is a card corresponding to a technique that a wrestler can play against an opponent in a professional wrestling game. Therefore, there are as many types of trick cards 32 as the number of tricks that can be used in this professional wrestling game.
- the technique card has a technique ID recorded to uniquely identify the technique.
- the card ID on the entry card 30 is magnetically recorded, and the wrestler ID on the wrestler card 31 and the technique ID on the technique card 32 are recorded using a bar code.
- Bar codes are printed with invisible ink (, so-called stainless ink), which has high transmittance for visible light.
- a bar code reader 250 is provided at the end of the first operation console 25.
- the barcode reader 250 reads the barcode printed on the wrestler card and the technique card used in the game as will be described later.
- the card is placed on the second operation console 26, and the card is slid left and right so that it passes under the bar code reader 250.
- the barcode reader 250 includes a light emitting element that emits infrared light and a light receiving element that receives infrared light.
- the wavelength of the light emitting element and the light receiving element should be selected according to the reflection and absorption characteristics of stealth ink.
- a card insertion slot 27 is provided at the lower right of the second operation console 26.
- the player inserts the entry card 30 into the force insertion slot 27, the card ID recorded on the entry card 30 can be read.
- FIG. 3 shows an electrical configuration of the game apparatus A1.
- Other game devices are similarly configured.
- the CPU 200 is connected to other components via a nose and functions as a control center.
- the RAM 201 is used as a work area for the CPU 200.
- a list of played matches is stored there. In the played list, identification information for identifying an opponent who has played in a single knockout tournament is stored. Specifically, we have already played The communication address of the other party is stored.
- the ROM 202 stores game programs and the like.
- the CPU 200 controls the entire game apparatus A1 according to the game program.
- a storage device such as a hard disk or DVD may be provided, and game programs and image data may be stored in these storage devices.
- the communication interface 203 communicates with the router 20 (see FIG. 1) according to a predetermined protocol under the control of the CPU 200.
- the display device 21 is composed of a CRT, a liquid crystal display device, a plasma display, or the like, and displays an image.
- the button sensor group 230 is also configured with four button sensor forces. The button sensor is provided corresponding to each of the operation buttons 23a to 23d, and outputs an operation signal corresponding to the operation of the player.
- the button sensor group 240 corresponds to the operation buttons 24a and 24b.
- the bar code reader 250 reads the bar code printed on the wrestler card or the technique card, and outputs the wrestler ID and the technique ID.
- the coin sensor 260 detects that a coin has been inserted into the coin slot 22 and outputs a detection signal.
- the card reader 270 reads the card ID recorded on the entry card and outputs the card ID.
- the card discharge mechanism 280 discharges the card pack 35 that is given to the player as a privilege that the player has played the game from the card discharge port 28 at the end of the game.
- a new wrestler card 31 or technique card 32 is packed in the card pack 35. By acquiring the card pack 35, the player can use the wrestler card 31 and the skill card 32 that have newly acquired the next game power. As a result, new wrestlers can be registered with their own organizations and the variations of techniques that can be used in the game will increase, so that the game's preference will improve.
- FIG. 4 shows an electrical configuration of the server device 3.
- the server device 3 has a function for storing personal information for each card ID, and a wrestler registration fee according to the popularity of the wrestler (the fee required for the player to hire the wrestler to his organization to play games) ) And a function to specify the opponent's game device in order to play a match between game devices.
- a control program is stored in the hard disk 301, and the CPU 300 expands the control program in the RAM 302.
- the RAM 302 functions as a work area for the CPU 300, and stores a personal information table TBL1 and an entry list EL.
- the entry list EL stores a communication address for designating a game device waiting for an opponent and a registered time. This communication address functions as information for identifying the game device or information for specifying the opponent.
- the server device 3 also receives an entry request for a certain game device, it stores the communication address and registration time of the game device of the entry list EU. Further, the server device 3 searches the entry one list EL at a predetermined cycle, deletes information whose registration time power has passed the predetermined time, and deletes the delete response indicating that the entry list EL power has also been deleted. Sent to the game device specified by. Upon receiving the delete response, the game device recognizes that the opponent has found power and executes the game with the CPU 200 as the opponent.
- the server device 3 receives another game device power entry request while the communication address of one of the game devices is stored in the entry list EL, the server device 3 receives the entry request sender. Notifies the game device communication address stored in the game device. The game device that has acquired the communication address transmits a battle request to the game device corresponding to the communication address indicated in the notification from the server device 3. As a result, matching is established, and thereafter, players can play using these game devices.
- FIG. 5 shows a data structure of data stored in the personal information table TBL1.
- the personal information table TBL1 stores a plurality of sets of card IDs and personal information.
- Personal information includes funding information and group information associated with individual card IDs.
- the fund information is information indicating the amount of funds of the organization operated by the player specified by the card ID. The amount of funds increases when income is obtained from the box office, and decreases due to wrestler registration and venue use.
- the group information includes a group name, a wrestler ID, parameters, and a game date and time.
- the organization name is the name of the organization operated by the player. There can be up to a limited number of wrestlers registered in a single organization (10 people in this example).
- the wrestler ID associated with the organization name indicates the wrestler belonging to the organization. In such games, there are many types of wrestlers If one is allowed to register with one organization, the information indicating the wrestler registered with one organization will be enlarged.
- the server device 3 holds information indicating registration status for many organizations. Since the server device 3 must appropriately transfer the information to the game device, the enlargement of the information causes an increase in load on the server device 3 and the network. In order to avoid this, in this embodiment, an upper limit on the number of wrestlers that can be registered with one group is set.
- the wrestler ID is associated with a parameter.
- Parameters include power, speed, technique, and toughness.
- Power, speed, and technique are parameters related to the wrestler's attack potential.
- Toughness is a parameter that indicates the ability to endure damage that the opponent receives during the match. These parameters can be improved by having the wrestler participate in the game or by training.
- the wrestler ID is also associated with the game date. The match date indicates the date and time when the wrestler played the match.
- the personal information table TBL1 functions as a personal information storage unit.
- the personal information table TBL1 may be stored in a memory stored in the RAM 302, such as a hard disk or other suitable storage device.
- the ROM 303 stores a boot program that is read when the server device 3 is started up.
- the communication interface 304 communicates with a plurality of game devices installed in each game facility A, B,... Via a router 3R (see FIG. 1).
- the CPU 300 displays the operation status on the monitor 305.
- FIG. 6 is a flowchart showing the operation of the game apparatus A1.
- the first player who plays this professional wrestling game purchases a starter pack at a card vending machine.
- the starter pack contains one entry card 30, one wrestler card 31, and five skill cards 32.
- the player can start the game using the entry card 30 included in the starter pack.
- the CPU 200 of the game device A1 transmits a registration fee information distribution request for requesting distribution of the registration fee list to the server device 3 when the game device A1 is activated.
- Server device 3 When the registration fee information distribution request is received, it functions as a registration fee information distribution unit, generates a distribution response including the registration fee list, and returns this to game device A1.
- the game device A1 stores the registration fee list received from the server device 3 in the RAM 201 as the first storage unit.
- the registration fee list is information indicating, for each wrestler, the registration fee of all wrestlers that can appear in this professional wrestling game.
- Figure 7 shows an example of the registration fee list. For example, the registration fee for wrestler ID “00 02” is “3.5 million”.
- the server device 3 changes the registration fee for some or all of the plurality of wrestlers appearing in the game according to the popularity of the wrestler. The calculation of the registration fee will be described later.
- the CPU 200 reads the card ID recorded therein and writes it in the personal information area 201R (step S10).
- the CPU 200 transmits an entry request including the card ID in the personal information area 201R to the server device 3 (step S20).
- This entry request reaches the server device 3 and is received by the CPU 300.
- CPU 300 reads personal information corresponding to the card ID included in the entry request from personal information table TBL1.
- an entry response including the personal information is generated and returned to the game device A1. Therefore, the entry request sends personal information related to the player who uses the game device to play the game as a message requesting the server device 3 to identify the opponent.
- the entry response including personal information is a personal information acquisition response in response to the entry one request.
- the CPU 200 of the game device is a personal information acquisition request unit that transmits a personal information acquisition request to the server device 3 and receives a personal information acquisition response from the server device 3.
- the CPU 300 of the server 3 responds to the personal information acquisition request.
- a personal information acquisition response unit that returns a personal information acquisition response to the game device.
- the CPU 300 generates an entry response including unregistered information indicating that the card has not been registered and a registration fee list. This is returned to game device A1.
- the game apparatus A1 receives the entry response, the items included in the entry response
- the personal information is stored in the personal information area 201R of the RAM 201 (step S30).
- the RAM 201 functions as a second storage unit that stores personal information.
- the CPU 200 determines whether or not the organization corresponding to the card ID is unregistered (step S40). Specifically, when an entry response including personal information is returned, it is determined as registered, and when an entry response including unregistered information is returned, it is determined as unregistered.
- the CPU 200 advances the process to step S50 and executes group registration processing.
- the CPU 200 displays a group name registration screen for group name registration on the display device 21, and prompts the player to input the group name and password through this screen.
- Figure 8 shows an example of the organization name registration screen.
- the group name is displayed in area X2.
- the organization name in this example is “ABC PRO WRESTLING”.
- the CPU 200 causes the display device 21 to display a menu screen (step S60).
- menus including “start game” and “group management” are displayed.
- the CPU 200 determines which process has been selected (step S70), and executes the selected process.
- the CPU 200 executes registration and leaving processing. This process involves registering and leaving the wrestler with the organization corresponding to the card ID.
- FIG. 9 is a flowchart showing the operation of the game apparatus A1 in the registration / departure process.
- the CPU 200 refers to the personal information recorded in the personal information area 201R, and acquires the number of wrestler IDs registered in the organization corresponding to the force ID (step S200).
- the CPU 200 switches between “register player” and “dismiss player” valid Z invalid (possible Z impossible) and displays the menu screen (step).
- S201 shows an example of the menu screen.
- This menu screen has a register button X3 used for registering players and a leave button X4 used for leaving players.
- the CPU 200 displays the number of selected players according to the number of wrestler IDs counted in the area X5. Specifically, if the number of wrestler IDs in the personal information area 201R (the above number) is less than a predetermined number (for example, 10 people), the registration button X3 is enabled and a new player can be registered. Otherwise, register button X3 is disabled and new player registration is impossible. If the above number is less than a predetermined number (for example, one), the leaving button X4 is disabled and the player cannot be left, otherwise the leaving button X4 is enabled and the player cannot be left. .
- a predetermined number for example, 10 people
- the number of wrestlers currently registered in area X5 and the upper limit of the number of wrestlers that can be registered are displayed. If this display is omitted, the upper limit value or the number of registrations may be grasped, and if the registration button X3 is invalidated, the player may mistakenly recognize that the device is faulty. In this example, the player does not mistake for the above-described display. Note that only the above-described display may be performed, and switching between enabling and disabling registration button X3 and leaving button X4 may be omitted.
- the CPU 200 determines whether or not registration has been selected (step S202).
- the CPU 200 sends a message prompting the wrestler registration work as shown in FIG. 11 (for example, “pass the wrestler card to be registered with the organization through the barcode reader”). Display ”) on display device 21.
- the CPU 200 reads out and acquires the wrestler ID from this card (step S 203).
- the CPU 200 identifies the registration fee corresponding to the wrestler ID based on the registration fee list (step S204).
- the CPU 200 reads the fund information from the personal information area 201R, and functions as a comparison unit to determine whether or not the current fund amount indicated by the fund information is equal to or greater than the registration fee of the wrestler (Ste S205). If the amount of funds is less than the registration fee, the CPU 200 displays an error screen on the display device 21 and returns the process to step S201. This error screen displays a message that registration is not possible due to lack of funds.
- the CPU 200 functions as a registration permission section and allows the wrestler to be registered with the player's organization. Specifically, registration A confirmation screen is displayed on the display device 21 (step S207).
- This registration confirmation screen guides the wrestler information (wrestler name, images and initial values of parameters) read from the wrestler card, registration fee provided by the server, organization name and operating funds, and registration operation. It is a screen on which messages and images representing messages for guiding the cancel operation are arranged.
- CPU 200 stands by until a registration operation or a cancel operation is performed. Specifically, it is determined whether or not the force that the registration operation has been performed. If the determination result is negative, it is determined whether or not the force has been a cancel operation. If the determination result is negative. If so, return to step S201. Assume that during this standby processing, the player performs a registration operation by operating the operation buttons. Then, the CPU 200 registers the wrestler with the group and updates the group operating funds (step S208). Specifically, the wrestler ID read from the wrestler card and the initial value of the wrestler parameters are added to the personal information area 201R, and the new operating capital is calculated by subtracting the wrestler's registration fee from the operating capital.
- step S209 the CPU 200 determines whether or not the player has selected to leave. If the player chooses not to leave the team, the CPU 200 returns the process to step S201. On the other hand, if the player chooses to leave the group, the CPU 200 causes the display device 21 to display wrestlers corresponding to all the wrestler IDs registered in the group information in the personal information corresponding to the card ID (step 21). S21 0), prompting the player to identify the wrestler to leave. When the player operates the operation button to identify the wrestler to leave, the CPU 200 displays a leaving confirmation screen on the display device 21 (step S211).
- This leaving confirmation screen guides wrestler information (name of wrestler, image, parameters and registration fee), group name and operating amount, message to guide leaving operation, and cancellation operation specified to leave. It is a screen on which images representing messages are placed.
- CPU 200 stands by until a leaving operation or a cancel operation is performed. Specifically, it is determined whether or not the force that the leaving operation was performed. If the determination result is negative, it is determined whether or not the force that the cancel operation was performed. If the determination result is negative. If so, return to step S201. Assume that during this standby process, the player operates the operation button to leave the group. Then, CPU 200 deletes the wrestler ID of the wrestler from the personal information stored in personal information area 201R (step S212).
- a registration fee is charged to register a wrestler with an organization.
- a wrestler cannot be registered unless the amount of funds is equal to or higher than the registration fee. Therefore, if the registration fee is set high, the desire for the wrestler's registration will be suppressed, and if the registration fee is set low, the desire for the wrestler's registration will be promoted.
- step S80 the CPU 200 executes a training process.
- the wrestler's attack and patience abilities are managed as parameters.
- the wrestler parameters are updated.
- the CPU 200 causes the display device 21 to display a wrestler selection screen that allows the player to select a wrestler to be trained.
- a wrestler selection screen that allows the player to select a wrestler to be trained.
- Figure 12 shows an example of the wrestler selection screen.
- a candidate wrestler image and parameters indicating its ability are displayed as data.
- the CPU 200 displays the training menu screen on the display device 21.
- This training menu screen has menus such as “power training”, “speed training”, “toughness training”, and “skill polishing”. “Power training” improves power parameters.
- the CPU 200 executes a game process (step S90).
- the CPU 200 displays a venue selection screen for selecting one of a plurality of game venues on the display device 21 to prompt selection of the game venue.
- the game venue is specified.
- the CPU 200 causes the display device 21 to display a screen prompting selection of the battle mode.
- the battle mode includes an in-facility battle mode that searches for opponents in the same game facility, a global battle mode that searches for opponents around the world, and a CPU battle mode that executes a game against a computer.
- the game device A1 transmits an entry request to the server device 3.
- the server device 3 executes the process of identifying the opponent based on the entry list, and notifies the game device A1 of the other game devices that are opponents. After this, the CPU 200 starts the match.
- the plurality of game venues in this professional wrestling game differ in the number of spectators that can be accommodated and the venue costs.
- the cost of the venue increases as the number of spectators that can be accommodated increases.
- the group's box office revenue is determined by the product of the ticket price of the game and the number of spectators. Ticket prices may be fixed for each venue or fixed.
- the number of mobilized spectators is determined based on the excitement of the spectators in the group's previous game. Audience excitement depends on the content of the game. Specifically, the game is divided into a plurality of parts, and an index, that is, a point corresponding to a predetermined scenario is calculated for each part, and the degree of excitement is obtained by this. For example, suppose a game is divided into three parts.
- Each of these parts is associated with the preferred storyline of the game. For example, in a match between a villain wrestler and a good wrestler, the first part gives a high point for the reward of tricks. In the second part, high points are awarded when villain wrestlers become dominant in foul play. In the third part, if a good wrestler holds up and wins a reversal victory with a Special Move, he gets a high point. The degree of excitement is given as the total of points for each part. In this way, the excitement level of the audience obtained according to the content of the match is reflected in the next number of spectators. In addition to just winning and losing, you can get the fun of running a box office.
- the CPU 200 functions as a first updating unit, and updates the fund information according to the content of the game.
- the amount of funds before the match processing is Zl
- the venue fee is K
- the ticket price is C
- the number of mobilized spectators is M
- the new amount of funds Z2 after the match is It is given by the following formula (1).
- CPU 200 updates the personal information in personal information area 201R so as to include fund information indicating new fund amount Z2 calculated according to equation (1).
- CPU 200 causes display device 21 to display a screen prompting the continuation of the game, and determines whether or not the player has inserted a coin within a predetermined time and instructed the continuation of the game (step S100). When an instruction to continue the game is given, the CPU 200 returns the process to step S60. On the other hand, if the player chooses not to continue the game, the CPU 200 controls the card ejection mechanism 280 to eject the card pack 35 (step S110).
- CPU 200 executes a save process (step S120).
- the CPU 200 functions as a personal information update request unit, reads the card ID and personal information from the personal information area 201R, and stores the data indicating the degree of excitement of the spectator calculated during the match, the card ID and personal information.
- a personal information update request is generated and transmitted to the server device 3.
- the personal information included in the personal information update request includes character information indicating the wrestler ID newly registered with the player's organization when both the wrestler registration process and the game process described above are performed.
- the amount of funds updated according to the content of the game The amount of funds deducted from the registration fee of the newly registered wrestler (or the amount of funds deducted from the registration fee of the wrestler is updated according to the content of the game.
- the personal information included in the personal information update request includes both the update contents of the first update unit and the second update unit.
- the registration process of the wrestler is not performed (that is, the newly registered wrestler power ⁇ , it is strong)
- only the content updated by the first update unit is personal.
- Information is transmitted to the server device 3.
- only the wrestler registration process is executed (that is, if the wrestler is newly registered) Only the updated contents are transmitted to the server device 3 as personal information.
- personal information from which the wrestler ID of the wrestler that has left the group is deleted is transmitted to the server device 3.
- the personal information in the personal information area 201R is overwritten and updated, and the final update is made when the player stops processing the game device.
- the contents are transmitted to the server device 3.
- Server apparatus 3 functions as a personal information update unit. Upon receiving a personal information update request, server device 3 refers to the card ID and records the personal information recorded in personal information table TBL 1 as a personal information update request. Update personal information by replacing it with included personal information. The personal information updated by the server device 3 includes data indicating the degree of excitement of the audience regarding the group. When the next entry request including the same card ID is received by the game device power, the server device 3 is excited. An entry response including data indicating the degree is transmitted to the game device, and the game device can determine the number of spectators based on the degree of excitement in the previous game.
- FIG. 13 is a flowchart showing the registration fee calculation process.
- the CPU 300 refers to the personal information table TBL1 and counts the number of force IDs (number of individual registrations) for which each wrestler ID is registered in the personal information (step S300).
- the number of individual registrations is the number of players who use each wrestler (more precisely, the number of entry cards).
- CPU 300 calculates the total number of registrations, which is the total number of individual registrations (step S301).
- the number of wrestlers that can appear in this pre-loss game is 100, and wrestler IDs “0001” to “0100” are assigned.
- Figure 14 shows an example of the number of individual registrations counted for each wrestler ID.
- the individual registration numbers for wrestler IDs “0001” to “0100” are P1 to P100, respectively.
- the CPU 300 functions as a popularity degree calculation unit, and calculates a registration rate for each wrestler ID (step S302).
- the registration rate is an index of popularity and is given by “Number of individual registrations Z Total number of registrations”. In other words, the number of registered individual organizations with which a wrestler is registered is registered. It is the ratio to the number of registered organizations (total) of all wrestlers. For example, the registration rate of wrestler ID “0001” is P1ZQ. The more popular wrestlers are, the more they are registered in multiple groups. As a result, the number of registered organizations increases, and the registration rate increases. On the other hand, the number of registered organizations is low and the registration rate is low.
- CPU 300 functions as a registration fee determination unit, and determines a registration fee according to the registration rate (step S303).
- the registration fee can be determined in any way as long as the registration rate increases and the registration fee increases. Specifically, there are modes described below.
- a reference value for the registration fee is set for each wrestler ID, and the reference value is also increased or decreased according to the deviation of the registration rate.
- the reference value for the registration fee for a wrestler ID is REF (X)
- the registration rate R (X) for that wrestler ID is R
- the registration fee H (X) corresponding to the registration rate R (X) is given by the following equation (2), where AVR and the coefficient of increase / decrease are K.
- H (X) REF (X) + K (R (X)-R)--(2)
- the CPU 300 calculates the average value R of the registration rates of all the wrestlers based on the registration rate R (X) of all the wrestler IDs, and further executes the calculation of equation (2). Calculate registration fee H (X)
- the first process is performed to calculate the deviation between the registration rate of each wrestler and the average value of the registration rate of all wrestlers, and the registration fee is determined by increasing or decreasing the registration fee reference value by a value corresponding to the deviation. Execute the second process.
- an upper limit value and a lower limit value of the increase / decrease amount may be set. Since the registration of the most popular wrestlers is high, the registration fee can be very high, which can be detrimental to the player who starts the game later. By setting an upper limit and a lower limit, this drawback can be minimized.
- the registration fee is determined in consideration of the appearance rate of the wrestler card 31 in the first mode.
- the appearance rate is the ratio of the number of issued wrestler cards of a certain type to the total number of wrestler cards issued by the game provider.
- the appearance rate is the probability that the wrestler card 31 included in the card pack discharged from the card discharge port 28 at the end of the game is a certain type of wrestler card.
- Individual wrestlers have different attack and defense capabilities, and some of them have outstanding attack capabilities. There are wrestlers that are very strong. The appearance rate of such wrestler cards is set low. If a player does not obtain a wrestler card, he / she cannot register a wrestler with a group, so the appearance rate is low! Wrestlers tend to have a low registration rate. Therefore, the registration fee may be changed in consideration of the appearance rate.
- the reference value for the registration fee for a wrestler ID is REF (X)
- the registration rate R (X) for that wrestler ID the average value for the registration rate for all wrestlers is R
- the coefficient of increase or decrease is Kl
- the registration fee H (X) corresponding to the registration rate R (X) when the appearance rate S (X) of the wrestler card 31 corresponding to D, the average appearance rate of all wrestler cards S, and the correction factor K2 are as follows:
- the upper and lower limits of the increase / decrease amount may be set in the second mode as in the first mode.
- the registration fee may not be corrected according to the appearance rate for all wrestlers, and the registration fee may be corrected according to the appearance rate for only some wrestlers. In this case, the correction may be made only for the so-called rare card wrestler with a very low appearance rate.
- the registration fee is determined in consideration of the appearance rate of the wrestler card 31 and the expected value of the registration rate.
- the expected value of the registration rate is a preset value for each wrestler card 31. Based on the number of all types of wrestler card 31 and the appearance rate of a certain wrestler card 31, the game designer The expected registration rate that you set.
- the reference value for the registration fee for a wrestler ID is REF (X)
- the registration rate R (X) for that wrestler ID the coefficient of increase or decrease is Kl
- the expected value for the registration rate for that wrestler ID is given by the following equation (4).
- H (X) REF (X) + K1 (R (X) / Rex) '(4)
- the expected value Rex of the error ID registration rate is given by, for example, the following equation (5).
- the actual registration rate with respect to the preset registration rate expected value (reference value) The ratio (R (X) ZRex) is calculated and multiplied by a coefficient to make the amount of increase or decrease.
- the upper and lower limits of the increase / decrease amount may be set in the third mode as in the first mode.
- the registration fee may be adjusted according to the appearance rate.
- the upper limit and lower limit of the registration fee are determined in advance, and the highest registration rate (the highest value among the registration rates for all wrestler IDs) is related to the upper limit.
- the registration rate (the lowest value among all wrestler IDs) is related to the lower limit, and the registration rate of a certain wrestler ID is the highest registration rate.
- the registration fee is determined depending on whether or not there is.
- the maximum registration fee is H,
- the wrestler ID registration rate H (X) corresponding to the wrestler ID registration rate R (X) is given by the following equation (6).
- H (X) H + (H H) (R (X) -R) / (R R)
- the registration rate range from the highest registration rate to the lowest registration rate is divided into a plurality of categories, and the registration fee depends on which category the registration rate of a certain wrestler ID belongs to. Is determined. For example, when the lowest registration rate is less than 5%, the first category, the registration rate is 5% or more and less than 10% is the second category, and the registration rate is more than 10% and the highest registration rate is the third category.
- the registration fee for the first category may be set to 1 million, the registration fee for the second category to 2 million, and the registration fee for the third category to 3 million.
- the registration fee required for registering a wrestler with an organization is varied according to the registration rate of the wrestler with the organization, that is, the popularity. This allows you to suppress when registrations are concentrated on popular wrestlers, and to distribute wrestler registrations. Wrestlers that can participate in the match are registered wrestlers Because it is limited to one, the fight between the same wrestlers decreases, and the taste of the game improves.
- the registration fee is low even for popular low-powered wrestlers, the utility value of wrestler cards corresponding to such wrestlers is improved for players. As a result, wrestler cards are actively exchanged between players. Further, the value of the card pack obtained at the end of the game is increased, and the operating rate of the game device can be improved.
- the registration rate of the wrestler to the organization given by “the number of individual registrations Z the total number of registrations” is used as an index of popularity.
- the popularity is not limited to this. .
- the number of individual registrations for each wrestler ID in addition to the registration rate may be used as an index of popularity. The bottom line is that you should select the popularity index appropriately so that more players want to register with their organization and the registration fee can be set higher!
- the registration fee is changed according to the registration rate of the wrestler, but in the second embodiment, the registration fee is changed according to the number of times the wrestler participates in the game.
- the game system according to the second embodiment is configured in the same manner as the game system 100 of the first embodiment shown in FIG. 1, and the operations of the game device and the server device 3 are basically the same as those of the first embodiment. However, the difference is that the game device transmits wrestler participation information to the server device 3, and the server device 3 determines the registration fee according to the number of times of participation.
- the CPU 200 of the game device writes the wrestler ID of the wrestler who participated in the game in the personal information area 201R as participation information.
- the participation information is specific information that identifies the wrestler used by the player in the match. That is, the CPU 200 functions as a specific information generating unit that specifies the wrestler used for the battle and generates specific information.
- the CPU 200 transmits participation information to the server device 3 in the save process (step S120 in FIG. 6). That is, the CPU 200 functions as a specific information transmission unit that transmits specific information to the server device 3.
- the CPU 200 may include the participation information in the personal information update request, or may transmit it to the server device 3 as an information flow different from the personal information update request.
- the CPU 300 of the server device 3 determines the wrestler ID for each game device based on the participation information received. Is stored in the management table TBL2.
- the management table TBL2 is gc fe to the RAM 302.
- FIG. 15 shows the storage contents of the management table TBL2.
- each value inside the bold frame indicates the number of wrestlers played each day.
- the number of appearances of each wrestler during 35 days (5 weeks) is stored. Then, the number of appearances is updated by overwriting the oldest data every day.
- CPU 300 functions as a utilization rate calculation unit, and calculates the utilization rate of each wrestler, which is the ratio of the number of participation times of each wrestler to the number of appearances of all wrestlers. Utilization is the frequency at which each wrestler was used in a match. Specifically, the CPU 300 calculates the usage rate of each wrestler as a weekly moving average. In other words, the usage rate of each wrestler, which is the basis for calculating the registration fee, is updated once a week. The reason for updating the usage rate for each week in this way is that the operating rate of the game device differs depending on the day of the week. For example, the number of players who visit the game center on weekends tends to increase the number of wrestlers participating.
- the CPU 300 executes a utilization rate calculation process shown in FIG. First, the period for which the utilization rate is calculated is determined (step S400). In this example, the week to which the previous Sunday belongs is the first week, and the four weeks from the first week to the fourth week before are set as the basis period for calculation. Next, the CPU 300 refers to the management table TBL2, obtains the number of times each wrestler has participated in the period, and stores this as the number of times each wrestler has participated (step S401). Next, the CPU 300 calculates the sum of the number of individual appearances and sets this as the total number of appearances (step S402). The total number of appearances is the total number of matches played by all wrestlers during the period. Next, the CPU 300 calculates the utilization rate of each wrestler by dividing the number of individual appearances by the total number of appearances (step S403).
- CPU 300 functions as a registration fee determination unit, and determines a registration fee according to the usage rate.
- the registration fee can be determined in any way as long as the usage rate increases and the registration fee increases. Specifically, there are modes described below.
- a reference value for the registration fee is set for each wrestler ID, and the reference value is also increased or decreased according to the deviation in the utilization rate.
- the reference value for the registration fee for a wrestler ID is REF (X)
- the usage rate V (X) for that wrestler ID the average value for all wrestler usage rates is V
- the coefficient of increase / decrease is K
- the registration fee ⁇ ( ⁇ ) corresponding to the usage rate V (X) is given by the following equation (7).
- H (X) REF (X) + K (V (X)-V)--(7)
- the CPU 300 calculates the average value V of the utilization rate of all the wrestlers based on the utilization rate V (X) of all the wrestler IDs, and further executes the calculation of equation (5). Calculate registration fee H (X)
- the first process of calculating the deviation of the average value of the individual wrestler's usage rate and the usage rate of all wrestlers is executed, and the registration fee is determined by increasing / decreasing the registration fee standard value by the value corresponding to the deviation. Execute the second process.
- an upper limit and a lower limit of the increase / decrease amount may be set! /. Setting a registration fee that is too far away from the standard value of the registration fee will make it very difficult for the wrestler to register, and the game's preference may be impaired.
- the registration fee is determined in consideration of the appearance rate of the wrestler card 31 in the first mode.
- the reference value for the registration fee for a wrestler ID is REF (X)
- the usage rate for that wrestler ID is V (X)
- the average value for all wrestler usage is V
- the coefficient of change is Kl
- the registration fee H (X) corresponding to the usage rate V (X) when the appearance rate S (X) of the wrestler card 31 corresponding to the ID, the average appearance rate of all wrestler cards is S, and the correction factor is K2 is as follows: Formula shown in
- H (X) REF (X) + K1 (V (X) -V) + K2 (S (X) — S) '(8)
- the upper and lower limits of the increase / decrease amount may be set as in the first mode.
- the appearance rate may be corrected for only some wrestlers. In this case, it is possible to make corrections only for wrestlers with very low appearance rates, V, and so-called rare cards.
- the registration fee is determined in consideration of the appearance rate of the wrestler card 31 and the expected value of the usage rate.
- the expected usage rate is a preset value for each wrestler card 31, and is set by the game designer based on the number of all types of wrestler cards 31 and the appearance rate of a certain wrestler card 31. Expected utilization rate.
- the reference value for the registration fee for a certain wrestler ID is REF (X)
- the usage rate V (X) for that wrestler ID is the coefficient of increase / decrease is Kl
- the expected usage rate for that wrestler ID is the registration fee H (X) corresponding to the usage rate V (X) is given by equation (9) below.
- H (X) REF (X) + K1 (V (X) / Vex) '(9)
- the expected value Vex of the error ID utilization rate is given by, for example, the following equation (10).
- Vex (l / Q) (S (X) / S) ⁇ (10)
- the ratio (V (X) ZVex) of the actual usage rate to the expected value (reference value) of the usage rate set in advance is calculated and multiplied by a coefficient to obtain an increase / decrease amount.
- V (X) ZVex is the center value “REF (X) + K1”. If the actual usage rate exceeds the expected usage rate, V (X) ZVex> l, and the registration fee H (X) is increased from the central value REF (X) + Klj. On the other hand, when the actual usage rate is lower than the expected usage rate, V (X) / Vex ⁇ 1, and the registration fee H (X) is below the central value REF (X) + K1. It will be reduced.
- the upper and lower limits of the increase / decrease amount may be set in the third mode as in the first mode.
- the registration fee may be adjusted according to the appearance rate.
- the upper and lower limits of the registration fee are determined in advance, and the highest usage rate (the highest value among all wrestler ID usage rates) is associated with the upper limit value.
- the utilization rate (the lowest value of all wrestler ID utilization values) is related to the lower limit, and the utilization rate of a certain wrestler ID is any level within the range of utilization rates up to the lowest utilization rate.
- the registration fee is determined depending on whether or not it exists.
- the maximum registration fee is H,
- H (X) H + (H H) (V (X) -V) / (V -V) to (11)
- the range of utilization rates up to the highest utilization rate power is divided into multiple categories, and registration is made according to which category the utilization rate of a certain wrestler ID belongs to.
- the fee is determined. For example, from the lowest usage rate to a usage rate of less than 5%, the first category, usage rate 5 % Is less than 10% in the second category, and the usage rate is more than 10% and the highest usage rate is in the third category.
- the first category is the registration fee of 1 million
- the second category is the registration fee of 2 million
- the registration fee required for registering a wrestler with an organization is varied according to the utilization rate of the wrestler with the organization. This allows you to suppress when registrations are concentrated on popular wrestlers and to distribute wrestler registrations. Since wrestlers that can participate in the game are limited to registered wrestlers, the number of matches between the same wrestlers will be reduced and the game will be more attractive. In addition, the registration fee is low even for wrestlers that were less popular in the past, so the value of wrestler cards that support such wrestlers is improved for players. As a result, wrestler cards are actively exchanged between players. In addition, the value of the card pack acquired at the end of the game increases, and the operating rate of the game device can be improved.
- the present invention has been described with respect to the professional wrestling game as an example, the present invention is not intended to be limited to this.
- the network game described above can be applied to other games that play against game characters registered in an organization run by another player, and are registered in an organization run by another player.
- game character refers to a wrestler, other athletic athletes, robots, animals, and other game characters such as imaginary game characters.
- a system for calculating the registration fee required for registration based on popularity (eg, registration rate) or usage rate is within the scope of the present invention.
- the force ID (identification information) on the entry card (first information storage medium) 30 is magnetically recorded, and the card reader (first reading unit) 270 The ability to read the card ID that is magnetically recorded on the entry card
- the identification information that identifies each player is magnetically recorded on a disc, stick, or other suitable mechanically readable information recording medium. Good.
- the identification information for identifying each player may be stored on a card or other suitable storage medium as a visible or invisible barcode or other optically readable two-dimensional code. .
- the wrestler on the wrestler card (second information storage medium) 31 One ID (character information) is recorded with a barcode, and the barcode reader (second reading unit) 250 reads the wrestler ID recorded with the barcode on the wrestler card. It may be magnetically recorded on a disc, stick, or other suitable mechanically readable information recording medium. The character information may be stored in a card or other appropriate storage medium as an optically readable two-dimensional code other than a visible or invisible barcode.
- the server device 3 of the embodiment is a single unit.
- the server device has a plurality of units, for example, a unit that calculates a registration fee and distributes it to the game device, and manages and transmits personal information to the game device. Have another unit to do.
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- Engineering & Computer Science (AREA)
- Multimedia (AREA)
- Business, Economics & Management (AREA)
- Computer Security & Cryptography (AREA)
- General Business, Economics & Management (AREA)
- Management, Administration, Business Operations System, And Electronic Commerce (AREA)
Abstract
Description
Claims
Priority Applications (5)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
EP06730588A EP1882503A4 (en) | 2005-05-20 | 2006-03-30 | GAME SYSTEM |
US11/914,726 US8088008B2 (en) | 2005-05-20 | 2006-03-30 | Game system |
CA002606484A CA2606484A1 (en) | 2005-05-20 | 2006-03-30 | Game system |
CN2006800174632A CN101180108B (zh) | 2005-05-20 | 2006-03-30 | 游戏系统 |
HK08107852.4A HK1117444A1 (en) | 2005-05-20 | 2008-07-16 | Game system |
Applications Claiming Priority (2)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
JP2005148424A JP3857712B2 (ja) | 2005-05-20 | 2005-05-20 | ゲームシステム |
JP2005-148424 | 2005-05-20 |
Publications (1)
Publication Number | Publication Date |
---|---|
WO2006123477A1 true WO2006123477A1 (ja) | 2006-11-23 |
Family
ID=37431059
Family Applications (1)
Application Number | Title | Priority Date | Filing Date |
---|---|---|---|
PCT/JP2006/306640 WO2006123477A1 (ja) | 2005-05-20 | 2006-03-30 | ゲームシステム |
Country Status (9)
Country | Link |
---|---|
US (1) | US8088008B2 (ja) |
EP (1) | EP1882503A4 (ja) |
JP (1) | JP3857712B2 (ja) |
KR (1) | KR100942360B1 (ja) |
CN (1) | CN101180108B (ja) |
CA (1) | CA2606484A1 (ja) |
HK (1) | HK1117444A1 (ja) |
TW (1) | TWI294298B (ja) |
WO (1) | WO2006123477A1 (ja) |
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WO2012141188A1 (ja) * | 2011-04-12 | 2012-10-18 | 株式会社バンダイナムコゲームス | サーバ、端末、ネットワークシステム、プログラム、及び情報記憶媒体 |
JP2014155861A (ja) * | 2014-03-27 | 2014-08-28 | Namco Bandai Games Inc | プログラム、サーバ及びネットワークシステム |
JP2015219612A (ja) * | 2014-05-14 | 2015-12-07 | ヤフー株式会社 | 集約装置、集約方法及び集約プログラム |
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US9576330B2 (en) * | 2008-03-07 | 2017-02-21 | Virtually Live (Switzerland) Gmbh | Media system and method |
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JP4951648B2 (ja) * | 2009-04-30 | 2012-06-13 | 株式会社コナミデジタルエンタテインメント | 仮想通貨を利用した料金支払いシステム |
JP4955729B2 (ja) | 2009-04-30 | 2012-06-20 | 株式会社コナミデジタルエンタテインメント | 仮想通貨を利用した料金支払いシステム |
JP4642928B1 (ja) * | 2010-04-27 | 2011-03-02 | 株式会社バンダイナムコゲームス | コンピュータシステムおよびプログラム |
JP4642929B1 (ja) | 2010-05-28 | 2011-03-02 | 株式会社バンダイナムコゲームス | プログラム、情報記憶媒体、及びコンピュータシステム |
JP4642933B1 (ja) * | 2010-10-08 | 2011-03-02 | 株式会社バンダイナムコゲームス | コンピュータシステムおよびプログラム |
JP6137773B2 (ja) * | 2012-02-28 | 2017-05-31 | 株式会社カプコン | ゲームシステム、ゲームプログラム、及びゲーム装置 |
JP5715600B2 (ja) * | 2012-08-24 | 2015-05-07 | 株式会社コナミデジタルエンタテインメント | ゲーム装置、ゲームシステム、及びプログラム |
US10255613B1 (en) * | 2013-05-06 | 2019-04-09 | Kabam, Inc. | Identity-recognition-based promotions using virtual containers |
WO2017015878A1 (zh) * | 2015-07-28 | 2017-02-02 | 秦玲娟 | 根据游戏周目收费的方法和收费系统 |
CN107547492B (zh) * | 2016-06-29 | 2022-02-15 | 无敌媒体有限公司 | 用于减少网络中断的影响的系统和方法 |
JP6607174B2 (ja) * | 2016-12-02 | 2019-11-20 | 株式会社セガゲームス | 情報処理装置、プログラム及び情報処理システム |
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- 2006-03-30 KR KR1020077029576A patent/KR100942360B1/ko not_active IP Right Cessation
- 2006-03-30 WO PCT/JP2006/306640 patent/WO2006123477A1/ja active Application Filing
- 2006-03-30 EP EP06730588A patent/EP1882503A4/en not_active Withdrawn
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Also Published As
Publication number | Publication date |
---|---|
HK1117444A1 (en) | 2009-01-16 |
CN101180108B (zh) | 2011-05-04 |
TWI294298B (en) | 2008-03-11 |
KR100942360B1 (ko) | 2010-02-12 |
US8088008B2 (en) | 2012-01-03 |
JP3857712B2 (ja) | 2006-12-13 |
KR20080012366A (ko) | 2008-02-11 |
US20090062009A1 (en) | 2009-03-05 |
CN101180108A (zh) | 2008-05-14 |
CA2606484A1 (en) | 2006-11-23 |
JP2006320636A (ja) | 2006-11-30 |
TW200702026A (en) | 2007-01-16 |
EP1882503A1 (en) | 2008-01-30 |
EP1882503A4 (en) | 2008-12-17 |
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