WO2010067664A1 - ゲームシステムおよびゲームプログラム - Google Patents
ゲームシステムおよびゲームプログラム Download PDFInfo
- Publication number
- WO2010067664A1 WO2010067664A1 PCT/JP2009/068129 JP2009068129W WO2010067664A1 WO 2010067664 A1 WO2010067664 A1 WO 2010067664A1 JP 2009068129 W JP2009068129 W JP 2009068129W WO 2010067664 A1 WO2010067664 A1 WO 2010067664A1
- Authority
- WO
- WIPO (PCT)
- Prior art keywords
- player
- game
- point
- points
- unit
- Prior art date
Links
- 238000012545 processing Methods 0.000 claims abstract description 35
- 238000012790 confirmation Methods 0.000 claims abstract description 24
- 238000010200 validation analysis Methods 0.000 claims abstract description 15
- 238000000034 method Methods 0.000 claims description 56
- 238000004891 communication Methods 0.000 claims description 6
- 230000006870 function Effects 0.000 claims description 6
- 230000004044 response Effects 0.000 claims description 2
- 206010013647 Drowning Diseases 0.000 description 1
- 238000012217 deletion Methods 0.000 description 1
- 230000037430 deletion Effects 0.000 description 1
- 238000010586 diagram Methods 0.000 description 1
- 230000002787 reinforcement Effects 0.000 description 1
Images
Classifications
-
- 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
- A63F13/55—Controlling game characters or game objects based on the game progress
- A63F13/58—Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level
-
- 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
- A63F13/85—Providing additional services to players
-
- 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
-
- 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
- A63F13/40—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
- A63F13/42—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
- A63F13/422—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle automatically for the purpose of assisting the player, e.g. automatic braking in a driving game
-
- 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
- A63F13/55—Controlling game characters or game objects based on the game progress
-
- 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
-
- 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
- A63F9/00—Games not otherwise provided for
-
- 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
- A63F2300/5546—Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history
- A63F2300/558—Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history by assessing the players' skills or ranking
-
- 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
- A63F2300/5586—Details of game data or player data management for enforcing rights or rules, e.g. to prevent foul play
-
- 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
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/61—Score computation
-
- 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
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/65—Methods for processing data by generating or executing the game program for computing the condition of a game character
Definitions
- the present invention relates to a game system and a game program in which points that can be used by a player are given to the player.
- a game system in which points that can be used by a player are given to the player based on the game result or game content, and an item used in the game can be obtained in exchange for the consumption of the point, or a desired parameter value can be changed. It is well known (see, for example, Patent Document 1).
- points are given according to the game result and game content, so that a player with a higher skill level is given more points. Therefore, it is difficult for beginners to accumulate points as compared to highly skilled players. If the item acquired by points is an item that reinforces the player's ability in the game, such as weapons or magic used in the game, the beginner cannot obtain these reinforcement items, and the beginner and skill There is a problem that a difference with a player with a high level becomes larger.
- an object of the present invention is to provide a game system and a game program that give points so that there is no great difference depending on the skill level of the player.
- a game system of the present invention is a game system that includes an operation input unit that receives an operation of a player and a display unit that presents a game screen, and a predetermined game is executed according to the operation of the player, and the player used by the player
- a player point storage unit that stores points, a temporary point storage unit that stores temporary points given to the player according to the usage time of the game, and the temporary points are added when the game is started
- a temporary point addition processing unit that adds the number of points of the temporary points in the temporary point storage unit each time the point addition time for the operation has elapsed, and an operation that indicates an operation status of the player when the game is started
- An operation status information acquisition unit for acquiring status information, and an operation confirmation time for confirming the operation of the player Each time, whether or not to validate the temporary point added within the operation confirmation time is determined based on the operation state information acquired within the operation confirmation time by the operation state acquisition unit.
- a point validation processing unit that adds the temporary point of the temporary point storage unit to the player point of
- provisional points are added according to the game usage time by the provisional point addition processing unit, and based on the operation situation information acquired by the operation situation information acquisition unit by the point validation processing unit.
- the temporary points are validated as the player points of the player.
- the number of points according to the game usage time can be given to the player. Therefore, even if it is a beginner, if the usage time is long, the player points corresponding to the usage time are set. Can be acquired. Accordingly, it is possible to provide a game system that gives player points so that there is no great difference depending on the skill level of the player.
- the “operation status information” includes, for example, information indicating the type and order of input operations performed by the player, information indicating changes in parameter values that always change according to the player's operation in the game, and the like.
- the provisional points added by the provisional point processing unit may be a fixed number of points, or may be configured such that the number of added points changes according to the game usage time. For example, when the number of points to be added increases, the number of points to be added increases when the game is used for a predetermined time or more, and the number of provisional points to be added increases in proportion to the game usage time. Etc. Note that the manner in which the player uses the player points may be the same as in a known game system. For example, processing performed in exchange for player points in the game system includes processing related to game contents and processing related to game progress.
- the process related to the game content includes, for example, a process for obtaining items and information used in the game, a process for damaging the opponent in the case of a game with an opponent, and a process related to the progress of the game. For example, a process of extending a limit time for clearing a predetermined stage is included.
- the operation determination unit determines whether or not the game situation is in a specific state. If the operation state information is not in the specific state, the operation determination unit determines to activate the temporary point when the operation state information satisfies a predetermined criterion. In the specific state, even if the operation status information does not satisfy a predetermined standard, it may be determined that the temporary point is to be validated. Thereby, when the game situation is in a specific state, points can be accumulated even if the operation situation information does not satisfy a predetermined standard. Therefore, for example, even when the player character that is the operation target of the player is in a moribund state, even when the number of operations and the operation content are more limited than in the normal state, the player character is set according to the normal state. The player can accumulate points because it is not necessary to satisfy the standard. That is, even when the operation restriction is in a specific state, a disadvantage due to the operation restriction can be avoided.
- the specific state may be determined based on, for example, attribute parameters such as the physical strength parameters and life parameters of the player character, the score of the player, the situation of the game itself (the number of hand-held items, etc.), and the like.
- attribute parameters such as the physical strength parameters and life parameters of the player character, the score of the player, the situation of the game itself (the number of hand-held items, etc.), and the like.
- a service providing unit that provides the player with a service related to the game according to consumption of the player points, and requests the service from the service providing unit according to an operation of the player, and the number of points corresponding to the service is determined as follows: You may further provide the point consumption part subtracted from the player point memorize
- the service providing unit provides a service for selling an item used in the game to the player according to the number of points consumed by the player, and the point consuming unit sells an item designated by the player. While requesting the service providing unit, the number of points corresponding to the designated item may be subtracted from the player points. Thereby, items used in the game during the game can be reinforced using the points acquired during the game.
- the number of points corresponding to the service may be held by the service providing unit, or may be held by the point consuming unit.
- the display unit, the player point storage unit, the temporary point storage unit, the temporary point addition processing unit, the operation status acquisition unit, the operation determination unit, the point validation processing unit, and the point consumption unit are added to the game machine.
- the service providing unit is provided in a server connectable to the game machine via a communication line, provides an item sales site to the game device, and the point consuming unit is played by the player during the game. When there is a server connection operation, it accesses the item sales site provided by the service providing unit, requests the service providing unit to sell the item selected by the player, and points corresponding to the selected item May be subtracted from the player points in the player point storage unit.
- the game system of the present invention determines whether or not the predetermined process in the game is completed within a reference time at a predetermined timing in the game, and when it is determined that the predetermined process is completed, You may further have the privilege point provision part which adds a predetermined number of points as a privilege point with respect to a player point.
- a special privilege can be given to a player with a high skill level who completes a process with a high degree of difficulty in a very short time. Therefore, in a game system in which more points are given as time is spent, it can be meaningful to end the game quickly.
- the game program of the present invention includes an operation input unit that receives a player's operation, a display unit that presents a game screen, a player point storage unit that stores player points used by the player, and the player according to a game usage time.
- the provisional point addition processing unit for adding the number of points of the provisional points in the provisional point storage unit, and when the game is started,
- An operation status information acquisition unit for acquiring operation status information indicating the operation status of the player; Every time the operation confirmation time for confirming the operation of the player elapses, the operation confirmation time is added within the operation confirmation time based on the operation situation information acquired by the operation situation acquisition unit within the operation confirmation time.
- An operation determination unit that determines whether or not to activate the provisional point, and when it is determined to validate the provisional point, the provisional point in the provisional point storage unit is used as the player point in the player point storage unit.
- provisional points are added each time the point addition time elapses, while operation status information indicating the operation status of the player is acquired.
- a game system that, when it is determined that the player is performing an operation related to a game based on the information, the temporary points are validated as player points, thereby giving points so that there is no great difference depending on the skill level of the player And a game program can be provided.
- the figure which shows an example of a structure of the game system of this invention The figure which shows schematic structure of the hardware of the game machine shown in FIG.
- the flowchart which shows the flow of the process in a temporary point addition process The flowchart which shows the flow of a process in a point validation process.
- FIG. 1 is a diagram showing an example of the configuration of the game system 1 of the present invention.
- a game machine 10 in which a predetermined game is played by a player and a service providing server 20 are connected via a network 30 via a communication line.
- the communication line may be a private line or a public line, and may be wireless or wired.
- the service providing server 20 provides an item sales site that provides sales of items used in the game in response to a request from the game machine 10.
- the configuration of the service providing server 20 may be a known server configuration that provides an item sales site to a game machine as a client.
- the game played on the game machine 10 may be a game in which the game progresses according to the operation of the player, and the type of game is not limited.
- it may be a network game in which one game is executed together with other game machines via the network 30, or may be a stand-alone game in which a game is executed on a single game machine 10.
- the game machine 10 includes a monitor as a display unit that displays a game screen, an output unit 11 that includes a speaker that outputs sound, an operation input unit 12 that receives a player's operation, and communication for communication with the service providing server 20.
- the unit 13 and the game control unit 14 are included.
- the game control unit 14 includes a CPU and a storage area 15 necessary for its operation.
- the game control unit 14 operates according to a game program stored in the storage area 15 to thereby mainly control a game progress unit 14a and a player.
- a point control unit 14b that controls processing related to the points to be given to.
- the point control unit 14b further includes a provisional point addition processing unit 14ba, an operation status acquisition unit 14bb, an operation determination unit 14bc, a point validation processing unit 14bd, and a point consumption unit 14be. Processing in each unit will be described later.
- the game control unit 14 is also provided with various timer functions for measuring a predetermined time.
- the storage area 15 includes a player information storage unit 15a and a temporary point storage unit 15b.
- the player information storage unit 15a stores player information 40 in which information on each player is stored, and the temporary point storage unit 15b indicates temporary points given to the player before being validated as the player points 42.
- Temporary point information 50 is stored.
- the player information 40 includes a player ID 41 for identifying the player, a player point 42 indicating the number of points that can be given to the player and available, and various parameter values indicating the attributes of the player in the game.
- the game attribute 43, item information 44 indicating the type and number of items possessed by the player, and the skill level 45 of the player based on past game results and game contents are associated with each other.
- the item indicated by the item information 44 may be of any type as long as it is an item used in the game. For example, magic and weapons are used for battle games, and clothes and accessories are used for dress-up games.
- temporary points are calculated according to the game usage time.
- the temporary point addition process performed in the game machine 10 in order to calculate temporary points will be described. Processing performed in the provisional point addition processing will be described with reference to the flowchart shown in FIG.
- the provisional point addition process is controlled by the game control unit 14 as the provisional point addition processing unit 14ba.
- the provisional point information 50 in the provisional point storage unit 15b is first initialized, and the provisional point information 50 is set to 5 every time one minute as the provisional point addition time elapses. Temporary points are added.
- step S100 the timing of the provisional point addition timer is started.
- the provisional point addition timer of this embodiment is a timer that measures one minute as the provisional point addition time.
- step S105 it is determined whether or not the game is over. In this embodiment, for example, when a predetermined break is reached in the game, or when a game end operation is performed by the player, it is determined that the game is ended.
- step S105 the provisional point addition process is terminated, and when a negative determination is made, the process proceeds to step S110.
- step S110 it is determined whether or not the time of the provisional point addition timer has passed 1 minute.
- step S110 the process returns to step S105, and when an affirmative determination is made, the process proceeds to step S115.
- step S115 provisional points are added. That is, 5 points are added to the temporary point information 50. After the addition process is executed, the process returns to step S100, and then the process related to the next provisional point addition time is performed.
- the game machine 10 executes a point validation process for validating the provisional points added in the provisional point addition process as the player points 42 together with the provisional point addition process.
- provisional points are validated, that is, set as player points 42 on the condition that the player is performing an operation for the game.
- the point validation process is controlled by the point control unit 14. Processing performed in the point validation processing will be described with reference to FIG.
- step S200 the operation confirmation timer starts counting.
- the operation confirmation timer is a timer for measuring the operation confirmation time (in this embodiment, 5 minutes).
- the operation confirmation time is a unit time for confirming whether or not the player is performing an operation for a game.
- operation status information indicating the operation status of the player is acquired.
- the point control part 14b functions as the operation condition acquisition part 14bb.
- the operation status information includes, for example, input key information (including key type and input order), parameter value information that changes in the game, and the like.
- it progresses to step S210 and it is determined whether it is the game end.
- step S210 it is determined that the game is over when a predetermined break in the game is reached, or when a game end operation is performed by the player. If an affirmative determination is made in step S210, the process proceeds to step S240, and if a negative determination is made, the process proceeds to step S215.
- step S215 it is determined whether or not the operation confirmation timer has elapsed for 5 minutes.
- step S220 an operation state analysis process is performed.
- the point control unit 14 functions as the operation determination unit 14bc.
- the operation status analysis process an analysis is performed to determine whether or not the player is performing an operation for the game on the game machine 10 based on the operation status information acquired within the operation confirmation time.
- standard key information that can be used in a game is set in advance, the standard key information is compared with key information acquired within the operation confirmation time, and the player The ratio of the same key operation is calculated.
- step S225 it is determined whether or not the temporary points stored in the temporary point information 50 are to be validated based on the analysis result of step S220.
- the temporary points are not validated, and after the temporary point information 50 is initialized in step S230, the process returns to step S200.
- step S225 the process proceeds to step S235, and player point setting processing is performed.
- the point control unit 14b functions as the point validation processing unit 14bd.
- the temporary point of the temporary point information 50 is added to the player point 40 corresponding to the player.
- the temporary point information 50 is initialized in step S230, and the process returns to step S200.
- step S240 it is determined whether or not the privilege condition is satisfied in the game.
- the privilege condition is a condition for further increasing the player points 42 set according to the usage time of the game. For example, when a predetermined game stage is cleared within a predetermined time during the game, or when a predetermined item is When acquired, it is determined that the privilege condition is satisfied. If a negative determination is made in step S240, the point validation process is terminated as it is, and if an affirmative determination is made, the process proceeds to step S245. In step S245, privilege point processing is performed.
- the same number of points as the number of points set for the player point 42 from the start of the game to the end of the game is further added to the player point 42 as a privilege.
- the point control part 14b functions as a specific point provision part.
- the point consumption process for acquiring items will be described with reference to the flowchart shown in FIG.
- the point consumption process is controlled by a point control unit 14b as the point consumption unit 14be.
- step S300 it is determined whether or not a server connection operation for accessing the service providing server 20 has been performed. If a negative determination is made in step S300, the point consumption process ends. If an affirmative determination is made, the process proceeds to step S305 to access the item sales site provided by the service providing server 20. When the item sales site is accessed, the process proceeds to step S310, and an item selection process is performed. In the item selection process, for example, an item selection screen on which various items to be sold can be selected by the player is displayed on the display unit, and a desired item is selected by the player. Each item provided on the item sales site is associated with the number of points corresponding to the item.
- step S320 it is determined whether or not to end the item sales site. When a predetermined site termination operation is performed by the player, it is determined that the item sales site is terminated. When an affirmative determination is made in step S320, the process proceeds to step S325, the connection with the item sales site is released, and the point consumption process is terminated. If a negative determination is made in step S320, the process returns to step S310, and the process at the item sales site is continued.
- a reference value for a normal state and a reference value for a specific state are prepared as reference values to be referred to in the determination made in step S225, and the player character that is the operation target of the player is in a specific state (for example, In the case of drowning), a reference value for a specific state may be referred to. Or in the case of a specific state, you may comprise so that a point may be accumulate
- the determination as to whether or not the specific state is made may be made, for example, by referring to attribute parameters such as physical strength parameters and life parameters of the player character.
- the service providing server 10 and the game machine 20 may be directly connected without using the network 30.
- the service providing unit of the present invention may not be configured independently of the game machine 10 and may be provided in the game machine 10 as a configuration dedicated to the game machine 10.
- the number of points added to the provisional point information 50 in the provisional point addition process may not be constant, and may be configured to increase in proportion to the game usage time, for example. In that case, a usage time timer for measuring the game usage time from the start of the game is prepared, and a process for determining the number of points to be added according to the game usage time may be inserted between step S110 and step S115. .
Landscapes
- Engineering & Computer Science (AREA)
- Multimedia (AREA)
- Human Computer Interaction (AREA)
- Business, Economics & Management (AREA)
- Computer Security & Cryptography (AREA)
- General Business, Economics & Management (AREA)
- Theoretical Computer Science (AREA)
- Management, Administration, Business Operations System, And Electronic Commerce (AREA)
Abstract
Description
Claims (7)
- プレイヤの操作を受け付ける操作入力部及びゲーム画面を提示する表示部を備え、プレイヤの操作に従って所定のゲームが実行されるゲームシステムであって、
前記プレイヤによって利用されるプレイヤポイントを記憶するプレイヤポイント記憶部と、
前記ゲームの利用時間に応じて前記プレイヤに付与される仮ポイントを記憶する仮ポイント記憶部と、
前記ゲームが開始されると、前記仮ポイントが加算されるためのポイント加算用時間が経過する毎に、前記仮ポイント記憶部の前記仮ポイントのポイント数を加算する仮ポイント加算処理部と、
前記ゲームが開始されると、前記プレイヤの操作状況を示す操作状況情報を取得する操作状況情報取得部と、
前記プレイヤの操作を確認するための操作確認用時間が経過する毎に、前記操作状況取得部によって前記操作確認用時間内に取得された操作状況情報に基づいて、前記操作確認用時間内に加算された前記仮ポイントを有効化するか否かを判断する操作判断部と、
前記仮ポイントを有効化すると判断された時は前記仮ポイント記憶部の仮ポイントを、前記プレイヤポイント記憶部のプレイヤポイントに加算するポイント有効化処理部と、
を備えるゲームシステム。 - 前記操作判断部は、前記ゲームの状況が特定状態であるか否かを判断し、前記特定状態でない時は、前記操作状況情報が所定の基準を満たす場合に前記仮ポイントを有効化すると判断し、前記特定状態である時は、前記操作状況情報が所定の基準を満たさない場合であっても前記仮ポイントを有効化すると判断する、請求項1に記載のゲームシステム。
- 前記プレイヤポイントの消費に応じて前記ゲームに関するサービスを前記プレイヤに提供するサービス提供部と、
前記プレイヤの操作に応じて前記サービス提供部に前記サービスを要求し、前記サービスに対応するポイント数を、前記プレイヤポイント記憶部に記憶されたプレイヤポイントから減算するポイント消費部とを更に備える、請求項1又は2に記載のゲームシステム。 - 前記サービス提供部は、前記プレイヤが消費するポイント数に応じて前記ゲームにおいて使用されるアイテムを前記プレイヤに販売するサービスを提供し、
前記ポイント消費部は、前記プレイヤによって指定されたアイテムの販売を前記サービス提供部へ要求するとともに、前記指定されたアイテムに対応するポイント数を前記プレイヤポイントから減算する、請求項3に記載のゲームシステム。 - 前記表示部、前記プレイヤポイント記憶部、前記仮ポイント記憶部、前記仮ポイント加算処理部、前記操作状況取得部、前記操作判断部、前記ポイント有効化処理部、及び前記ポイント消費部はゲーム機に備えられ、
前記サービス提供部は、前記ゲーム機と通信回線を介して接続可能なサーバに備えられ、前記ゲーム装置にアイテム販売サイトを提供し、
前記ポイント消費部は、前記ゲーム中に前記プレイヤによるサーバ接続操作があると、
前記サービス提供部が提供するアイテム販売サイトにアクセスし、前記プレイヤによって選択されたアイテムの販売を前記サービス提供部に要求するととともに、前記選択されたアイテム対応するポイント数を前記プレイヤポイント記憶部の前記プレイヤポイントから減算する、請求項4に記載のゲームシステム。 - 前記ゲームにおける所定のタイミングにおいて、前記ゲームにおける所定処理を基準時間内に完了したか否かを判断し、前記所定処理を完了したと判断された場合に、前記プレイヤポイントに対して更に所定数のポイントを特典ポイントとして追加する特典ポイント付与部を更に有する、請求項1~5のいずれか1項に記載のゲームシステム。
- プレイヤの操作を受け付ける操作入力部、ゲーム画面を提示する表示部、前記プレイヤによって利用されるプレイヤポイントを記憶するプレイヤポイント記憶部、及びゲームの利用時間に応じて前記プレイヤに付与される仮ポイントを記憶する仮ポイント記憶部を備え、プレイヤの操作に従って所定のゲームが実行されるゲーム機のコンピュータを機能させるゲームプログラムであって、
前記コンピュータを、
前記ゲームが開始されると、前記仮ポイントが加算されるためのポイント加算用時間が経過する毎に、前記仮ポイント記憶部の前記仮ポイントのポイント数を加算する仮ポイント加算処理部、
前記ゲームが開始されると、前記プレイヤの操作状況を示す操作状況情報を取得する操作状況情報取得部、
前記プレイヤの操作を確認するための操作確認用時間が経過する毎に、前記操作状況取得部によって前記操作確認用時間内に取得された操作状況情報に基づいて、前記操作確認用時間内に加算された前記仮ポイントを有効化するか否かを判断する操作判断部、及び
前記仮ポイントを有効化すると判断された時は前記仮ポイント記憶部の仮ポイントを、前記プレイヤポイント記憶部のプレイヤポイントに加算するポイント有効化処理部、として機能させることを特徴とするゲームプログラム。
Priority Applications (2)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
US13/123,658 US20110195765A1 (en) | 2008-12-12 | 2009-10-21 | Game system and game program |
KR1020117008006A KR101183355B1 (ko) | 2008-12-12 | 2009-10-21 | 게임 시스템 및 기록 매체 |
Applications Claiming Priority (2)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
JP2008-316958 | 2008-12-12 | ||
JP2008316958A JP4485590B1 (ja) | 2008-12-12 | 2008-12-12 | ゲームシステムおよびゲームプログラム |
Publications (1)
Publication Number | Publication Date |
---|---|
WO2010067664A1 true WO2010067664A1 (ja) | 2010-06-17 |
Family
ID=42242656
Family Applications (1)
Application Number | Title | Priority Date | Filing Date |
---|---|---|---|
PCT/JP2009/068129 WO2010067664A1 (ja) | 2008-12-12 | 2009-10-21 | ゲームシステムおよびゲームプログラム |
Country Status (4)
Country | Link |
---|---|
US (1) | US20110195765A1 (ja) |
JP (1) | JP4485590B1 (ja) |
KR (1) | KR101183355B1 (ja) |
WO (1) | WO2010067664A1 (ja) |
Families Citing this family (5)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
JP5735847B2 (ja) * | 2011-04-14 | 2015-06-17 | 株式会社平和 | 遊技機 |
WO2013085164A1 (ko) * | 2011-12-08 | 2013-06-13 | (주)네오위즈게임즈 | 공 아이템을 적용한 게임 제공 방법, 게임 서버 및 기록매체 |
JP5528495B2 (ja) | 2012-04-26 | 2014-06-25 | 株式会社コナミデジタルエンタテインメント | ゲーム制御装置、ゲーム制御方法、ゲームプログラムおよびゲームシステム |
JP5924603B1 (ja) * | 2015-04-16 | 2016-05-25 | 株式会社セガゲームス | ゲームシステム及びプログラム |
KR101851366B1 (ko) * | 2016-07-14 | 2018-04-26 | 이희동 | 게임 머니 충전 시스템 |
Citations (4)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
JP2001357012A (ja) * | 2000-06-13 | 2001-12-26 | Nec Miyagi Ltd | ネットワーク不正アクセス防止システム |
JP2004298409A (ja) * | 2003-03-31 | 2004-10-28 | Koei:Kk | サーバ装置、サービス提供プログラム、記憶媒体、ネットワークシステム |
JP2006034601A (ja) * | 2004-07-27 | 2006-02-09 | Sankyo Kk | 価値使用サービス提供装置、価値使用サービス提供システム、価値使用サービス提供方法及び価値付与用ゲームプログラム |
JP2007267859A (ja) * | 2006-03-30 | 2007-10-18 | Namco Bandai Games Inc | サーバシステム、プログラム及び情報記憶媒体 |
Family Cites Families (3)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
JP3561511B2 (ja) * | 2002-05-14 | 2004-09-02 | 株式会社スクウェア・エニックス | ネットワークゲームシステム、ゲームサーバ装置、ネットワークゲームの進行方法、プログラム及び記録媒体 |
JP3892884B2 (ja) | 2005-08-01 | 2007-03-14 | 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、ゲーム装置の制御方法及びプログラム |
JP5184755B2 (ja) | 2006-05-10 | 2013-04-17 | 株式会社バンダイナムコゲームス | プログラムおよびコンピュータ |
-
2008
- 2008-12-12 JP JP2008316958A patent/JP4485590B1/ja active Active
-
2009
- 2009-10-21 KR KR1020117008006A patent/KR101183355B1/ko active IP Right Grant
- 2009-10-21 WO PCT/JP2009/068129 patent/WO2010067664A1/ja active Application Filing
- 2009-10-21 US US13/123,658 patent/US20110195765A1/en not_active Abandoned
Patent Citations (4)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
JP2001357012A (ja) * | 2000-06-13 | 2001-12-26 | Nec Miyagi Ltd | ネットワーク不正アクセス防止システム |
JP2004298409A (ja) * | 2003-03-31 | 2004-10-28 | Koei:Kk | サーバ装置、サービス提供プログラム、記憶媒体、ネットワークシステム |
JP2006034601A (ja) * | 2004-07-27 | 2006-02-09 | Sankyo Kk | 価値使用サービス提供装置、価値使用サービス提供システム、価値使用サービス提供方法及び価値付与用ゲームプログラム |
JP2007267859A (ja) * | 2006-03-30 | 2007-10-18 | Namco Bandai Games Inc | サーバシステム、プログラム及び情報記憶媒体 |
Also Published As
Publication number | Publication date |
---|---|
JP4485590B1 (ja) | 2010-06-23 |
KR101183355B1 (ko) | 2012-09-14 |
US20110195765A1 (en) | 2011-08-11 |
JP2010136920A (ja) | 2010-06-24 |
KR20110055720A (ko) | 2011-05-25 |
Similar Documents
Publication | Publication Date | Title |
---|---|---|
JP3954632B1 (ja) | サーバシステム、プログラム及び情報記憶媒体 | |
JP6249341B2 (ja) | ゲームシステム及びそのコンピュータプログラム | |
JP4880324B2 (ja) | サーバシステム、プログラム及び情報記憶媒体 | |
JP4485590B1 (ja) | ゲームシステムおよびゲームプログラム | |
KR101487077B1 (ko) | 게임 시스템 및 그 제어 방법 | |
JP6927681B2 (ja) | ゲーム用サーバシステム及びプログラム | |
JP2007117200A (ja) | ゲームシステム、ゲームプログラム、ゲーム制御方法及び端末機 | |
JP2022168334A (ja) | ゲームプログラム、ゲーム装置、ゲームシステム | |
JP2002095871A (ja) | ゲーム実行方法、ゲームシステム、ゲームサーバ装置、クライアント装置、記録媒体 | |
JP2024009289A (ja) | ゲームサーバ、ゲームプログラム、情報処理方法 | |
JP6694670B2 (ja) | サーバシステム、ゲームシステム及びプログラム | |
JP4181176B2 (ja) | 通信回線を用いたゲームの管理方法 | |
JP5475827B2 (ja) | ビデオゲーム処理装置、およびビデオゲーム処理プログラム | |
JP5894552B2 (ja) | ゲームシステム、ゲーム制御方法及びコンピュータプログラム | |
JP2022049195A (ja) | コンピュータプログラム、およびコンピュータ装置 | |
JP7036542B2 (ja) | ビデオゲーム処理装置、およびビデオゲーム処理プログラム | |
JP6723590B1 (ja) | ゲームシステム、それに用いるコンピュータプログラム、及び制御方法 | |
JP7239838B2 (ja) | ゲームプログラムおよびゲームシステム | |
JP6206772B2 (ja) | ゲーム制御装置、ゲーム制御方法、プログラム、ゲームシステム | |
JP7480410B2 (ja) | ゲームシステム、サーバ、プログラム、抽選イベント実行方法 | |
JP7116322B2 (ja) | コンピュータプログラム、およびコンピュータ装置 | |
JP7124192B2 (ja) | ゲームサーバ、ゲームプログラム、情報処理方法 | |
JP6899880B2 (ja) | コンピュータプログラム、およびコンピュータ装置 | |
JP2022118702A (ja) | ゲームサーバ、ゲームプログラム、情報処理方法 | |
JP2022118701A (ja) | ゲームサーバ、ゲームプログラム、情報処理方法 |
Legal Events
Date | Code | Title | Description |
---|---|---|---|
121 | Ep: the epo has been informed by wipo that ep was designated in this application |
Ref document number: 09831770 Country of ref document: EP Kind code of ref document: A1 |
|
ENP | Entry into the national phase |
Ref document number: 20117008006 Country of ref document: KR Kind code of ref document: A |
|
WWE | Wipo information: entry into national phase |
Ref document number: 13123658 Country of ref document: US |
|
NENP | Non-entry into the national phase |
Ref country code: DE |
|
122 | Ep: pct application non-entry in european phase |
Ref document number: 09831770 Country of ref document: EP Kind code of ref document: A1 |