WO2014087540A1 - Object exchange system - Google Patents
Object exchange system Download PDFInfo
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- WO2014087540A1 WO2014087540A1 PCT/JP2012/081800 JP2012081800W WO2014087540A1 WO 2014087540 A1 WO2014087540 A1 WO 2014087540A1 JP 2012081800 W JP2012081800 W JP 2012081800W WO 2014087540 A1 WO2014087540 A1 WO 2014087540A1
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- WIPO (PCT)
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- player
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- terminal
- exchange request
- server device
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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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- 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
- A63F13/60—Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
- A63F13/61—Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor using advertising information
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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
- A63F2300/57—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 details of game services offered to the player
- A63F2300/575—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 details of game services offered to the player for trading virtual items
Definitions
- the present invention relates to an object exchange system for purchasing items that a player can use in a game in a network game.
- the present invention has been made to solve such a problem, and when purchasing items and characters that can be used in the game, it leaves the pleasure that it does not know what can be obtained by lottery.
- the present invention is an object exchange system including a terminal capable of playing a game and a server device capable of communication connection with the terminal, and a player operating the terminal exchanges objects that can be used in the game.
- the server device is determined by the point storage means for storing the points owned by the player, the object determination means for determining an object to be exchanged by lottery from a plurality of candidate objects, and the object determination means
- Object information transmitting means for transmitting object information related to the object to the terminal, and an object information receiving means for receiving the object information from the server device and an image corresponding to the object information received by the object information receiving means.
- Objects to display on the display screen An information exchange display means, and an exchange request transmission means for sending an exchange request for an object corresponding to the image displayed on the display screen by the object information display means to the server apparatus.
- the exchange request is received by the exchange request receiving means and the exchange request receiving means, the points stored in the point storage means are subtracted, and an object corresponding to the exchange request received by the exchange request receiving means is given to the player.
- the present invention relates to an object exchanging system comprising an object providing unit.
- the player can select whether or not to purchase the object after confirming the result of the lottery. Therefore, when the player wants to acquire a specific object, he / she does not charge for not knowing whether or not the object can be acquired, so that the preference is maintained while performing the lottery. It does not happen that the billing amount for acquiring the object becomes too high.
- a player who has played a game without purchasing an object for a fee may be a system according to the present invention.
- an object that can be purchased in advance can be confirmed, if the object that the player desires to acquire is available for purchase as a result of the lottery, the object is acquired for a fee.
- the object that the player desires to acquire is available for purchase as a result of the lottery, the object is acquired for a fee.
- more players can experience the effectiveness and convenience of the game progress that can be obtained by using special objects that can be acquired by lottery, so that the game can be enjoyed more deeply. become.
- the present invention provides a case where an object is purchased with either a virtual currency obtained by purchasing based on currency distributed in the real world or a virtual currency obtained only by progressing a game. Can also be applied. Even when an object is purchased with a virtual currency obtained only by progressing the game, the object that can be purchased in advance can be confirmed as a result of the lottery, so that the object can be purchased with peace of mind.
- the object determination means after determining an object to be exchanged, performs lottery again from candidate objects by satisfying a predetermined condition, and determines a new object to be exchanged. It is preferable.
- the lottery can be performed again by satisfying a predetermined condition.
- the lottery chance is given many times, so that the result of the lottery can be looked forward until the desired object is selected by the lottery.
- the predetermined condition is preferably that a predetermined time elapses.
- next lottery can be performed every 24 hours, for example, once a day, after 0:00 am, the next lottery can be performed Then, in order to confirm the result of the lottery, the player performs a lottery every day. Therefore, the player is encouraged to perform a lottery regularly, or the player is motivated to regularly log in to the game.
- the object determining means determines one or more objects
- the predetermined condition is that all the objects to be exchanged determined by the object determining means are changed by the object giving means. It is preferable that it is provided.
- probability changing means for changing a probability for determining an object to be exchanged from a plurality of candidate objects in accordance with the type of object owned by the player, and the object determining means comprises the probability changing means. It is preferable to determine the object according to the probability changed by
- the probability of appearance of an object determined by lottery can be varied according to the type of object owned by the player. For example, an object with a slightly higher degree of rarity than the rarity of an object owned by the player (which represents the difficulty level to obtain, and the effect as an object increases as the rarity increases) By making the probability of appearing relatively high, it is possible to make it easier for a player to appear an object that is likely to be purchased.
- the probability of the appearing character can be varied according to the character's occupation.
- an object with a high possibility that the player wants to purchase appears by increasing the probability of the appearance of a character having an occupation with a small number of characters. Can be easier.
- probability changing means for changing a probability for determining an object to be exchanged from a plurality of candidate objects in accordance with the progress of the game of the player, and the object determining means includes the probability changing means.
- the object is preferably determined according to the changed probability.
- the probability of appearance of an object determined by lottery can be changed according to the game progress of the player, for example, the level of the player or the number of completed quests.
- the level of the player is low, the probability of appearance of an object with a low degree of rarity is relatively high, and when the level of the player is high, the probability of appearance of an object with a low degree of rarity is relatively high, Matched objects are more likely to appear.
- probability changing means for changing a probability for determining an object to be exchanged from a plurality of candidate objects according to an object exchange history of the player.
- the object is preferably determined according to the changed probability.
- the probability of appearance of an object determined by lottery can be varied according to the purchase history of the player's object, for example, the purchase amount and purchase frequency. For example, by increasing the probability that an object having a purchase amount close to the average purchase amount per player will appear, it is possible to make it easier for a player to appear an object that is likely to be purchased.
- the present invention further comprises candidate object determining means for determining a plurality of candidate objects according to the progress of the game of the player, and the object determining means is selected from a plurality of candidate objects determined by the candidate object determining means. It is preferable to determine the object to be exchanged.
- An object such as an item or character to be purchased by the player is selected by lottery from a plurality of candidate objects, and this candidate object can be changed according to the progress of the game of the player. Therefore, the probability that an object suitable for the progress of the game is a purchase target is increased, and an object that is highly likely to be purchased by the player can be made easier to appear.
- the present invention relates to an object exchange system comprising a terminal capable of playing a game and a server device capable of communication connection with the terminal, wherein a player operating the terminal exchanges objects usable in the game.
- An object exchange method to be executed wherein a server device performs a lottery operation from among a plurality of candidate objects, determines an object to be exchanged, and transmits object information related to the determined object to a terminal And a step of receiving object information from the server device at the terminal, a step of displaying an image corresponding to the received object information on the display screen, and an exchange request for the object corresponding to the image displayed on the display screen Transmitting to the server device, and executing the server
- the step of receiving an object exchange request from the terminal and when the exchange request is received, the points owned by the player stored in the storage means are subtracted, and an object corresponding to the received exchange request is given to the player.
- an object exchanging method characterized in that the object exchanging method is executed.
- the present invention is a server device that enables communication connection with a terminal capable of playing a game, and allows a player operating the terminal to exchange objects that can be used in the game.
- Point storage means for storing, object determination means for determining an object to be exchanged by lottery from a plurality of candidate objects, and object information for transmitting object information relating to the object determined by the object determination means to the terminal
- the exchange request receiving means for receiving the exchange request for the object corresponding to the object information from the terminal that has received the object information from the server device, and stored in the point storage means
- Received exchange request About the server device, characterized in that it comprises a object adding means for adding an object corresponding to the exchange request received by the step to the player.
- the present invention relates to a program that is executed in a server device that is capable of communication connection with a terminal capable of playing a game and allows a player operating the terminal to exchange objects that can be used in the game.
- the apparatus relates to a point storage means for storing points owned by the player, an object determination means for determining an object to be exchanged by lottery from a plurality of candidate objects, and an object determined by the object determination means
- An object information transmitting means for transmitting object information to the terminal, an exchange request receiving means for receiving an exchange request for an object corresponding to the object information from the terminal that has received the object information from the server device, and an exchange request by the exchange request receiving means.
- Point storage means The stored point by subtracting a program for causing to function object corresponding to the exchange request received by the exchange request receiving means as an object adding means for adding to the player.
- FIG. 1 shows the flowchart of the object determination process concerning embodiment of this invention. It is a figure showing the relationship between the level of a player, and the appearance probability of each rank of an object. It is a figure showing the relationship between the rank of the object which the player owns, and the appearance probability of each rank. It is a figure showing the correspondence of the random number at the time of determining an object, and a character.
- the terminal of the present invention will be described.
- the terminal of the present invention is not particularly limited as long as the game can be played, but a portable terminal such as a smartphone, a mobile phone, a portable game machine, or a stationary game-dedicated terminal is used. it can.
- a portable terminal such as a smartphone, a mobile phone, a portable game machine, or a stationary game-dedicated terminal is used. it can.
- This Embodiment demonstrates the case where a smart phone is employ
- FIG. 1 is a block diagram showing a configuration of an object exchange system according to an embodiment of the present invention.
- the object exchange system includes a plurality of game devices 1 (game devices 1a, 1b,... 1z) operated by a plurality of players (players A, B... Z), a server device 3, and And a communication network 2.
- the game apparatus 1 can connect to the server apparatus 3 by logging in to a predetermined website on the Internet via the communication network 2. Note that the game apparatus 1 does not have to be always connected to the server apparatus 3, as long as it can be connected as necessary.
- FIG. 2 is a block diagram showing the configuration of the game device according to the embodiment of the present invention.
- the game apparatus 1 includes a CPU (Central Processing Unit) 11, a RAM (Random Access Memory) 12, a ROM 13, an HDD 14, a sound processing unit 15, a graphic processing unit 17, a touch input detection unit 19, a communication interface 21, and an interface unit 23. Each connected by an internal bus.
- the CPU 11 executes a game program stored in the ROM 13 and controls the game apparatus 1. Further, the CPU 11 is provided with an internal timer for measuring time.
- the RAM 12 is a work area for the CPU 11.
- the HDD 14 is a storage area for storing programs and data.
- the CPU 11 reads out programs and data necessary for the progress of the game from the RAM 12 and performs processing.
- the CPU 11 processes the program and data loaded in the RAM 12, thereby outputting a sound output instruction to the sound processing unit 15 and outputting a drawing command to the graphic processing unit 17.
- the sound processing unit 15 is connected to the speaker 16.
- the CPU 11 When the CPU 11 outputs a sound output instruction to the sound processing unit 15, the sound processing unit 15 outputs a sound signal to the speaker 16.
- the graphic processing unit 17 is connected to the liquid crystal monitor 20.
- the graphic processing unit 17 develops an image in a frame memory (frame buffer) 18 and outputs a video signal for displaying the image on the liquid crystal monitor 20.
- the graphic processing unit 17 executes drawing of one image for each frame.
- One frame time of an image is, for example, 1/30 second.
- the input unit 24 is connected to the interface unit 23. Input information from the input unit 24 and the touch input detection unit 19 by the player is stored in the RAM 12, and the CPU 11 executes various arithmetic processes based on the input information.
- the communication interface 21 is connected to a communication network by radio. In addition, the communication interface 21 communicates with other game apparatuses 1 wirelessly via a communication unit having the antenna 22 to transmit and receive game information and the like.
- FIG. 3 is a block diagram showing a configuration of the server device according to the embodiment of the present invention.
- the server device 3 includes a control unit 31, a RAM 32, an HDD 33, and a communication interface 34, and each is connected by an internal bus.
- the control unit 31 includes a CPU and a ROM, and executes a program stored in the HDD 33 to control the server device 3.
- the control unit 31 includes an internal timer that measures time.
- the RAM 32 is a work area for the control unit 31.
- the HDD 33 is a storage area for storing programs and data.
- the control unit 31 reads a program and data necessary for the progress of the game from the RAM 32 and performs a progress process of the game based on the operation instruction information received from the game apparatus 1.
- the term “object” includes not only tools and equipment, skills, and magic that can be used in the game by the player or the player character operated by the player, but also a character that can be operated and instructed in the game. It is. These objects may be expressed in a card format.
- RPG Role Playing Game
- a player acquires a character to be a friend as an object
- a player organizes a party by hiring (purchasing) a friend character (hereinafter referred to as a “friend character”) in a plurality of towns and castles existing on the field map.
- a friend character By acquiring the experience value and virtual currency gil by fighting the organized party with the enemy character, the level of the ally character can be raised, or the equipment of the ally character can be purchased.
- a lottery is executed, and a character that can be exchanged with points such as virtual currency, that is, a character that can be purchased is determined.
- a character purchase screen (employment screen) on which information on characters that can be purchased is displayed.
- FIG. 4 to 6 are examples of a character purchase screen.
- a player's money 41 is displayed at the top of the employment screen 40.
- a gil employment button 42 and a coin employment button 43 are provided below the possession 41.
- the possession money 41 displays the possession money of the virtual currency gil in the gil employment mode, and displays the possession money of the virtual currency coin in the coin employment mode.
- character icons 44a to 44c determined to be available for purchase by lottery are displayed below the gil employment button 42 and the coin employment button 43.
- the number of characters determined by one lot only needs to be one or more. For example, three characters are determined by lottery. In the case of FIG. 4, three characters are determined by lottery, and an icon 44 on which a character image is drawn is displayed for each of the three characters. It should be noted that the number of characters determined by one lottery is 3 for Gil employment, 5 for coin employment, etc. It is also possible to change the number.
- FIG. 5 Scrolling the character purchase screen in FIG. 4 downward displays a purchase screen as shown in FIG.
- a character name 51, a character race 52, and a character occupation 53 are displayed on the purchase screen 40.
- a character image 54 is displayed on the lower side, and a character status 55 is displayed on the right side.
- the character status 55 includes HP, attack power, defense power, quickness, and the like.
- a cost 56 for purchasing this character is displayed on the lower left side of the display screen.
- an employment button 57 is provided on the right side. By selecting the employment button 57, this character can be purchased (employed).
- the value displayed in the cost 56 is subtracted from the virtual currency coin (or virtual currency gil) owned by the player. By hiring the character, the player can use the character in the game.
- a recruitment confirmation window 58 is displayed asking whether or not to recruit again.
- the recruitment confirmation window 58 displays the remaining number of recruitments and the cost required for the recruitment.
- the recruitment confirmation window 58 is provided with a recruitment button 59 displayed as “Apply for recruitment”. By selecting this recruitment button 59, the lottery can be performed again, and three new characters are determined as purchase targets.
- the number of times that the re-lottery can be performed by selecting the recruitment button 59 is not limited to an unlimited number, but may be determined several times per predetermined time.
- a lottery can be performed a predetermined number of times a day, such as up to five times a day, and the number of lotteries can be reset every 0:00 am. Rather than displaying a large number of characters as a purchaseable target in the first lottery, allowing a lottery to be performed multiple times leads to a player experiencing more lotteries. .
- FIG. 7 is an example of a diagram showing a player management table according to the embodiment of the present invention.
- the player management table 60 is set in the RAM 32 of the server device 3 and manages the status and money of each player participating in the network game.
- a player name 62, a level 63, an experience value 64, a possessed gil 65, a possessed coin 66, and the like are stored in association with the account ID 61 of the player.
- the experience value can be acquired by winning the battle with the enemy character as the game progresses or by clearing a predetermined quest, and the experience value 64 in the player management table 60 is updated. When the experience value 64 exceeds a predetermined value, the player's level 63 also increases.
- a virtual currency gil may be obtained by winning a battle with an enemy character or by examining a treasure box in a field map. In such a case, it is added to the possession gil 65. Further, by purchasing virtual currency coins using real world currency, the purchase amount is added to the possessed coins 66. When the character is purchased through the employment of the gil, the possessed gil 65 is subtracted, and when the character is purchased through the employment of the coin, the possessed coin 66 is subtracted.
- FIG. 8 is an example of a flowchart of object purchase processing.
- a lottery is performed from a plurality of candidate objects, and an object to be purchased is determined (step S1).
- the number of objects determined by one lot only needs to be one or more. For example, three objects can be determined by lottery. Details of the object determination process will be described later.
- the determination of the object by lottery in step S1 may be executed on the condition that a predetermined time has passed when the game apparatus 1 is instructed to move to the purchase screen displaying the object to be purchased. it can. For example, when the next lottery can be performed every 24 hours, that is, once a day, after 0:00 am, the next lottery can be performed. Can be set. Therefore, once the purchase screen is displayed, even if it moves to the purchase screen again before 0:00 am, the lottery will not be performed again, and the purchase will be made with the result of the lottery performed before that. The target object will be displayed.
- step S1 makes it possible to determine objects by lottery again by purchasing all these objects after the objects to be purchased are determined by lottery. After all the objects have been purchased, a lottery can be performed again by selecting a button for requesting the lottery execution again on the purchase screen.
- the recruitment button 59 for recruiting in FIG. 6 corresponds to this.
- object information related to the object determined in step S1 is transmitted to the game apparatus 1 (step S2).
- the object information includes the character name, character race / profession, character image data, character level / HP / MP / attack status, and the cost required to purchase the character.
- step S3 When the game apparatus 1 receives object information from the server apparatus 3 (step S3), an image corresponding to the object information is displayed on the display screen of the game apparatus 1 as shown in FIG. 5 (step S4).
- the display screen In addition to displaying the character name / race / profession and character image, the display screen is provided with a purchase button (employment button 57).
- a purchase button On the display screen, an item purchase operation is accepted in the game apparatus 1 (step S5), and a purchase request for a character (object) displayed on the display screen is transmitted to the server apparatus 3. (Step S6).
- step S7 When the server device 3 receives an object purchase request from the game device 1 (step S7), the possessed gil 65 or the possessed coin 66 of the player management table 60 is subtracted (step S8), and the object is given to the player (step S8). Step S9).
- the player can use the assigned character in the game.
- FIG. 9 is an example of a flowchart of the object determination process.
- the probability for determining the rank of the object to be purchased is specified (step S11).
- the process of determining the rank of the object is performed by generating a random number.
- the probability can be specified by setting the value of the random number corresponding to each rank in advance, but by changing the setting of the relationship between the rank and the random number, the object to be purchased is of any rank The probability of whether or not will also fluctuate.
- step S11 for example, the probability that the object of each rank is selected can be changed as appropriate according to the level of the player, the rank of the object owned by the player, and the like. How to change the probability may be appropriately set according to the game concept, the network game management policy, and the like.
- FIG. 10 is a diagram illustrating the relationship between the level of the player and the occurrence probability of each rank of the object.
- the random number can take a value from 0 to 99
- the case where the level of the player is level 1 is set as a standard setting.
- the S rank (the highest rarity)
- the A rank is set for the random numbers 85 to 97
- the B rank is set for the random numbers 65 to 84
- the C rank (the lowest degree of rarity) is set for the random numbers 0 to 64.
- the probabilities of each rank are 2% for S rank, 13% for A rank, 20% for B rank, and 65% for C rank.
- the random number is 95 to 99, the S rank, the random number is 75 to 94, the A rank, the random number is 45 to 74, the B rank, and the random number is 0 to 44 Is changed to the setting of C rank, the probability of becoming each rank varies from 5% for S rank, 20% for A rank, 30% for B rank, and 45% for C rank.
- the probability that an object having a higher rank than the rank having the largest number of objects (hereinafter referred to as “the most owned rank”) is selected.
- a method such as raising the value is conceivable.
- the probability that the rank closest to the most owned rank is selected is the highest.
- the probability for determining the rank of the object to be purchased can be changed according to the purchase history of the object of the player. For example, in the case of a player whose purchase frequency increases at the beginning of the month, it is possible to increase the probability that an object with a higher rank will appear at the beginning of the month. In addition, it is possible to increase the probability that an object with a higher rank appears for a player who purchases frequently or has a high purchase price per time.
- the rank of the object is specified by generating a random number (step S12).
- the probability for determining each object is determined when a lottery is performed from among a plurality of candidate objects having the specified rank (step S13).
- step S13 for example, the probability that each object is selected is changed according to the country or alliance to which the player belongs in the game, or the region to which the castle or town where the object is purchased belongs. be able to.
- the character of race 1 is easy to be selected by lottery.
- step S13 the probability that each object is selected can be changed according to the type of object owned by the player (for example, the occupation or race of the character).
- the type of object owned by the player for example, the occupation or race of the character.
- the character's profession or race suitable for school-garde If the number is small, it is possible to make settings such that objects of these occupations and races are easily selected by lottery. It is also possible to make a setting in which a group is formed with characters suitable for each of the school-garde, middle-guard and rear-guard, and the characters belonging to the group having the lowest average level and average rank of the characters are easily selected by lottery. . By doing so, the probability that a simple type of object among the objects owned by the player is selected as a purchase target increases, and an object that the player feels more desirable is more likely to be selected by lottery.
- the probability for determining an object to be purchased from candidate objects can be varied according to the purchase history of the player's object. For example, in the case of a player whose purchase frequency is high at the beginning of the month, it is possible to increase the probability that an expensive object will appear at the beginning of the month. In addition, it is possible to increase the probability that a high-cost object appears for a player who purchases frequently or has a high purchase amount per time.
- FIG. 12 is a diagram illustrating the correspondence between random numbers and characters when determining an object.
- a table as shown in FIG. 12 is generated according to the specified probability, and the object is determined according to this table.
- step S15 When it is set to determine a plurality of objects as purchase targets, it is determined whether or not lottery of a predetermined number of objects has been completed (step S15), and if lots of objects still remain (NO in step S15), the process returns to step S11, and the processes from steps S11 to S15 are repeatedly executed. On the other hand, when the lottery of the predetermined number of objects is finished (YES in step S15), the object determination process is finished.
- the candidate object prior to determining a purchase target object from among a plurality of candidate objects, can be changed according to the progress of the game. For example, there are multiple types of tables that store information related to different candidate objects, and the level of the player is increased, the game stage is changed, or the quest in the game is cleared.
- Candidate objects are identified based on a table in which candidate objects with higher ranks are registered according to the progress.
- the present invention is applied to RPG.
- the genre is There is no particular limitation.
- the present invention can be applied to an action game, a shooting game, a simulation game, a race game, and the like.
- Game device 2 Communication network 3 Server device 11 CPU 12 RAM 13 ROM 14 HDD DESCRIPTION OF SYMBOLS 15 Sound processing part 16 Speaker 17 Graphic processing part 18 Frame memory 19 Touch input detection part 20 Liquid crystal monitor 21 Communication interface 22 Antenna 23 Interface part 24 Input part 31 Control part 32 RAM 33 HDD 34 Communication interface 40 Purchase screen 60 Player management table
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Abstract
The purpose of the present invention is to provide an object exchange system which keeps the entertainment factor of not knowing what will be won in a prize drawing when purchasing items, characters, or other such objects which can be used in a game, while resolving the problems of not obtaining the desired object from a purchase or being charged a large amount to obtain the desired object. A server device performs a prize drawing for a plurality of candidate objects, determines the object to be purchased, and transmits object information for the determined object to a game device. Upon an input operation for purchasing the object at a terminal, the server device deducts the "gils" or coins in a player management table (60) and assigns the object to the player.
Description
本発明は、ネットワークゲームにおいて、プレイヤがゲーム内で利用できるアイテムを購入するためのオブジェクト交換システムに関する。
The present invention relates to an object exchange system for purchasing items that a player can use in a game in a network game.
近年、携帯電話やスマートフォンなどの携帯型端末や、据え置き型のゲーム端末を用いてサーバにアクセスしてゲームを進める、いわゆるネットワークゲームが楽しまれている。従来は、これらのネットワークゲームを利用するために、定期的にその利用料の支払いを求めるといった方法がとられていたが、近年、ネットワークゲームの利用料そのものは無料とし、ゲーム内で利用できるアイテムやキャラクタを購入することで課金をしたり(例えば、特許文献1、特許文献2参照)、或いは、ゲームを有利に進めることができる特殊な機能を利用することで課金をするといった方法がとられるようになってきている。
In recent years, so-called network games have been enjoyed, in which a mobile terminal such as a mobile phone or a smartphone, or a stationary game terminal is used to access a server to advance the game. In the past, in order to use these network games, the method of periodically requesting payment of the usage fee was taken, but in recent years the network game usage fee itself has been free and items that can be used in the game Or by purchasing a character (see, for example, Patent Document 1 and Patent Document 2), or by using a special function that can advantageously advance the game. It has become like this.
さらには、ゲーム内で利用できるアイテムやキャラクタを購入する際に、あらかじめ課金を行い、複数のアイテムやキャラクタの中から抽選を行うことで、プレイヤが取得できるアイテムやキャラクタが決定されるようなシステムも、多くのネットワークゲームで導入されるようになっている(例えば、特許文献3参照)。アイテムやキャラクタを取得するのに抽選を採用することで趣向性を向上させることができるが、射幸性が高くなるという問題がある。例えば、プレイヤが特定のアイテムやキャラクタを取得したいと希望しても、それらのアイテム等を自ら選択して購入することができないため、希望するアイテム等が取得できるまで、繰り返し抽選を行う必要がある。その結果、プレイヤの希望するアイテム等を取得するための課金額が高くなってしまう場合がある。
Furthermore, when purchasing an item or character that can be used in a game, a system in which an item or character that can be acquired by a player is determined by charging in advance and performing a lottery from a plurality of items or characters. Has been introduced in many network games (see, for example, Patent Document 3). Adopting lottery to acquire items and characters can improve the preference, but there is a problem that gambling is enhanced. For example, even if a player desires to acquire a specific item or character, it is necessary to repeat lottery until the desired item can be acquired because the item cannot be selected and purchased by himself / herself. . As a result, there may be a case where the billing amount for acquiring the item or the like desired by the player becomes high.
また、希望するアイテム等が取得できるかできないかが分からないため、アイテム等の有料での購入をすることなくゲームを進めるプレイヤが大多数となり、アイテム等を有料で取得しようとするプレイヤは、プレイヤ全体のごく一部となる傾向にある。結果として、プレイヤの大多数は、抽選により取得できる特殊なアイテム等を利用することで得られるゲーム進行上の有効性や利便性を体験することなく、ゲームを進めているというのが実情である。
In addition, since it is not known whether the desired item or the like can be acquired, there are a large number of players who advance the game without paying for the item or the like, and the player who wants to acquire the item or the like is the player It tends to be a small part of the whole. As a result, the reality is that the majority of players are proceeding with the game without experiencing the effectiveness and convenience in the progress of the game obtained by using special items that can be acquired by lottery. .
本発明は、このような問題を解決するためになされたもので、ゲーム内で利用できるアイテムやキャラクタを購入する際に、抽選で何が得られるのか分からないといった楽しみを残すことで趣向性を維持しつつ、課金を行っても希望するアイテム等を取得できない、または、希望するアイテム等を取得するための課金額が大きくなる、といった問題を解消することができるオブジェクト交換システムを提供することを目的とする。
The present invention has been made to solve such a problem, and when purchasing items and characters that can be used in the game, it leaves the pleasure that it does not know what can be obtained by lottery. To provide an object exchange system that can solve the problem that the desired item or the like cannot be acquired even if charging is performed or the charged amount for acquiring the desired item or the like becomes large while maintaining Objective.
本発明は、ゲームのプレイが可能な端末と、該端末と通信接続が可能なサーバ装置とを備え、該端末を操作するプレイヤがゲーム内で利用可能なオブジェクトを交換するためのオブジェクト交換システムであって、サーバ装置が、プレイヤの所有するポイントを記憶するポイント記憶手段と、複数の候補オブジェクトの中から抽選を行い、交換の対象となるオブジェクトを決定するオブジェクト決定手段と、オブジェクト決定手段により決定されたオブジェクトに関するオブジェクト情報を端末に送信するオブジェクト情報送信手段とを備え、端末が、サーバ装置からオブジェクト情報を受信するオブジェクト情報受信手段と、オブジェクト情報受信手段により受信したオブジェクト情報に対応する画像を表示画面に表示するオブジェクト情報表示手段と、オブジェクト情報表示手段により表示画面に表示された画像に対応するオブジェクトの交換要求をサーバ装置に送信する交換要求送信手段とを備え、サーバ装置が、さらに、端末からオブジェクトの交換要求を受信する交換要求受信手段と、交換要求受信手段により交換要求を受信すると、ポイント記憶手段に記憶されたポイントを減算し、交換要求受信手段により受信した交換要求に対応するオブジェクトをプレイヤに付与するオブジェクト付与手段とを備えることを特徴とするオブジェクト交換システムに関する。
The present invention is an object exchange system including a terminal capable of playing a game and a server device capable of communication connection with the terminal, and a player operating the terminal exchanges objects that can be used in the game. In this case, the server device is determined by the point storage means for storing the points owned by the player, the object determination means for determining an object to be exchanged by lottery from a plurality of candidate objects, and the object determination means Object information transmitting means for transmitting object information related to the object to the terminal, and an object information receiving means for receiving the object information from the server device and an image corresponding to the object information received by the object information receiving means. Objects to display on the display screen An information exchange display means, and an exchange request transmission means for sending an exchange request for an object corresponding to the image displayed on the display screen by the object information display means to the server apparatus. When the exchange request is received by the exchange request receiving means and the exchange request receiving means, the points stored in the point storage means are subtracted, and an object corresponding to the exchange request received by the exchange request receiving means is given to the player. The present invention relates to an object exchanging system comprising an object providing unit.
本発明によれば、アイテムやキャラクタといったオブジェクトを交換する(購入する)前に抽選が行われるため、プレイヤはその抽選の結果を確認してからオブジェクトを購入するかどうかを選択することができる。したがって、プレイヤが特定のオブジェクトを取得したいと希望する場合に、そのオブジェクトが取得できるかどうか分からないのに課金をするといったことがなくなるため、抽選を行うことによる趣向性を維持しつつ、希望するオブジェクトを取得するための課金額が高くなりすぎるということも起こらなくなる。
According to the present invention, since a lottery is performed before exchanging (purchasing) an object such as an item or a character, the player can select whether or not to purchase the object after confirming the result of the lottery. Therefore, when the player wants to acquire a specific object, he / she does not charge for not knowing whether or not the object can be acquired, so that the preference is maintained while performing the lottery. It does not happen that the billing amount for acquiring the object becomes too high.
また、従来のシステムであれば、希望するオブジェクトが取得できるかできないかが分からないため、オブジェクトの有料での購入をすることなくゲームを進めていたプレイヤであっても、本発明のシステムであれば、事前に購入できるオブジェクトを確認できるため、抽選の結果、プレイヤが取得を希望するオブジェクトが購入可能となっていれば、有料でのオブジェクトの取得を希望するようになる。結果として、より多くのプレイヤに、抽選により取得できる特殊なオブジェクトを利用することで得られる、ゲーム進行上の有効性や利便性を体験してもらい、よりゲームを深く楽しんでもらうことができるようになる。
In addition, since it is not known whether or not a desired object can be acquired with a conventional system, even a player who has played a game without purchasing an object for a fee may be a system according to the present invention. For example, since an object that can be purchased in advance can be confirmed, if the object that the player desires to acquire is available for purchase as a result of the lottery, the object is acquired for a fee. As a result, more players can experience the effectiveness and convenience of the game progress that can be obtained by using special objects that can be acquired by lottery, so that the game can be enjoyed more deeply. become.
なお、本発明は、現実社会で流通している通貨をもとに購入して得られる仮想通貨と、ゲームを進行することでのみ得られる仮想通貨のいずれの仮想通貨でオブジェクトを購入する場合にも、適用することが可能である。ゲームを進行することでのみ得られる仮想通貨でオブジェクトを購入する場合であっても、抽選の結果、事前に購入できるオブジェクトを確認できるため、安心してオブジェクトを購入することが可能となる。
Note that the present invention provides a case where an object is purchased with either a virtual currency obtained by purchasing based on currency distributed in the real world or a virtual currency obtained only by progressing a game. Can also be applied. Even when an object is purchased with a virtual currency obtained only by progressing the game, the object that can be purchased in advance can be confirmed as a result of the lottery, so that the object can be purchased with peace of mind.
本発明では、オブジェクト決定手段は、交換の対象となるオブジェクトを決定した後に、所定の条件を満たすことで、再度、候補オブジェクトの中から抽選を行い、新たな交換の対象となるオブジェクトを決定することが好ましい。
In the present invention, after determining an object to be exchanged, the object determination means performs lottery again from candidate objects by satisfying a predetermined condition, and determines a new object to be exchanged. It is preferable.
プレイヤが購入をしたいと考えるオブジェクトが抽選の結果として、選ばれないこともあるため、所定の条件を満たすことで再度、抽選が可能となる。何度も、抽選のチャンスが与えられることで、自らの希望するオブジェクトが抽選で選ばれるまで、抽選の結果を楽しみにすることができる。
Since an object that the player wants to purchase may not be selected as a result of the lottery, the lottery can be performed again by satisfying a predetermined condition. The lottery chance is given many times, so that the result of the lottery can be looked forward until the desired object is selected by the lottery.
本発明では、所定の条件は、所定の時間が経過することであることが好ましい。
In the present invention, the predetermined condition is preferably that a predetermined time elapses.
24時間が経過する毎に次の抽選を行うことが可能となるような場合、例えば、1日1回、午前0時00分を過ぎると、次の抽選が行うことが可能となるような設定をすると、プレイヤは抽選の結果を確認するため、毎日、抽選を行うようになる。したがって、プレイヤに定期的に抽選を行うことを促すことになり、或いは、プレイヤが定期的にゲームにログインすることの動機づけとなる。
When the next lottery can be performed every 24 hours, for example, once a day, after 0:00 am, the next lottery can be performed Then, in order to confirm the result of the lottery, the player performs a lottery every day. Therefore, the player is encouraged to perform a lottery regularly, or the player is motivated to regularly log in to the game.
本発明では、オブジェクト決定手段は、1つ以上のオブジェクトを決定するものであり、前記所定の条件は、オブジェクト決定手段により決定された、交換の対象となるオブジェクトの全てが、オブジェクト付与手段によりプレイヤに付与されることであることが好ましい。
In the present invention, the object determining means determines one or more objects, and the predetermined condition is that all the objects to be exchanged determined by the object determining means are changed by the object giving means. It is preferable that it is provided.
プレイヤによっては、少しでも多くのオブジェクトを購入してゲームを有利に進めたいという要望があるため、プレイヤが抽選により決定されたオブジェクトの全てを購入した場合に、追加で抽選を行い、新たなオブジェクトを購入できるようにしたものである。
Depending on the player, there is a desire to purchase as many objects as possible to advance the game, so when the player purchases all the objects determined by the lottery, an additional lottery is performed and a new object is obtained. Can be purchased.
本発明では、プレイヤが所有するオブジェクトの種類に応じて、複数の候補オブジェクトから交換の対象となるオブジェクトを決定するための確率を変動させる確率変動手段とを備え、オブジェクト決定手段は、確率変動手段により変動した確率にしたがって、オブジェクトを決定することが好ましい。
In the present invention, there is provided probability changing means for changing a probability for determining an object to be exchanged from a plurality of candidate objects in accordance with the type of object owned by the player, and the object determining means comprises the probability changing means. It is preferable to determine the object according to the probability changed by
プレイヤが所有するオブジェクトの種類に応じて、抽選により決定されるオブジェクトの出現する確率を変動させることができる。例えば、プレイヤの所有しているオブジェクトのレア度(入手するための難易度を現したもので、レア度が高くなるにつれて、オブジェクトとしての効果も高くなる)よりも、レア度が少し高いオブジェクトの出現する確率を比較的高くすることで、プレイヤが購入を希望する可能性の高いオブジェクトを出現しやすくすることができる。
The probability of appearance of an object determined by lottery can be varied according to the type of object owned by the player. For example, an object with a slightly higher degree of rarity than the rarity of an object owned by the player (which represents the difficulty level to obtain, and the effect as an object increases as the rarity increases) By making the probability of appearing relatively high, it is possible to make it easier for a player to appear an object that is likely to be purchased.
また、例えば、プレイヤの所有しているオブジェクトがキャラクタであるような場合に、キャラクタの職業に応じて、出現するキャラクタの確率を変動させることができる。プレイヤが所有しているキャラクタの職業に偏りがあるような場合に、キャラクタの数が少ない職業を有するキャラクタの出現する確率を高くすることで、プレイヤが購入を希望する可能性の高いオブジェクトを出現しやすくすることができる。
Also, for example, when the object owned by the player is a character, the probability of the appearing character can be varied according to the character's occupation. When there is a bias in the occupation of the character owned by the player, an object with a high possibility that the player wants to purchase appears by increasing the probability of the appearance of a character having an occupation with a small number of characters. Can be easier.
本発明では、プレイヤのゲームの進行状況に応じて、複数の候補オブジェクトから交換の対象となるオブジェクトを決定するための確率を変動させる確率変動手段とを備え、オブジェクト決定手段は、確率変動手段により変動した確率にしたがって、オブジェクトを決定することが好ましい。
In the present invention, there is provided probability changing means for changing a probability for determining an object to be exchanged from a plurality of candidate objects in accordance with the progress of the game of the player, and the object determining means includes the probability changing means. The object is preferably determined according to the changed probability.
プレイヤのゲームの進行状況、例えば、プレイヤのレベルやクエストをクリアーした数などに応じて、抽選により決定されるオブジェクトの出現する確率を変動させることができる。プレイヤのレベルが低い時はレア度の低いオブジェクトの出現する確率を比較的高くし、プレイヤのレベルが高い時はレア度の高いオブジェクトの出現する確率を比較的高くすることで、プレイヤのレベルに合ったオブジェクトが出現しやすくなる。
The probability of appearance of an object determined by lottery can be changed according to the game progress of the player, for example, the level of the player or the number of completed quests. When the level of the player is low, the probability of appearance of an object with a low degree of rarity is relatively high, and when the level of the player is high, the probability of appearance of an object with a low degree of rarity is relatively high, Matched objects are more likely to appear.
本発明では、プレイヤのオブジェクトの交換履歴に応じて、複数の候補オブジェクトから交換の対象となるオブジェクトを決定するための確率を変動させる確率変動手段とを備え、オブジェクト決定手段は、確率変動手段により変動した確率にしたがって、オブジェクトを決定することが好ましい。
According to the present invention, there is provided probability changing means for changing a probability for determining an object to be exchanged from a plurality of candidate objects according to an object exchange history of the player. The object is preferably determined according to the changed probability.
プレイヤのオブジェクトの購入履歴、例えば、購入額や購入頻度に応じて、抽選により決定されるオブジェクトの出現する確率を変動させることができる。例えば、プレイヤの一回あたりの平均購入額に近い購入額を有するオブジェクトの出現する確率を高くすることで、プレイヤが購入を希望する可能性の高いオブジェクトを出現しやすくすることができる。
The probability of appearance of an object determined by lottery can be varied according to the purchase history of the player's object, for example, the purchase amount and purchase frequency. For example, by increasing the probability that an object having a purchase amount close to the average purchase amount per player will appear, it is possible to make it easier for a player to appear an object that is likely to be purchased.
本発明では、プレイヤのゲームの進行状況に応じて、複数の候補オブジェクトを決定する候補オブジェクト決定手段とを備え、オブジェクト決定手段は、候補オブジェクト決定手段により決定された複数の候補オブジェクトの中から抽選を行い、交換の対象となるオブジェクトを決定することが好ましい。
The present invention further comprises candidate object determining means for determining a plurality of candidate objects according to the progress of the game of the player, and the object determining means is selected from a plurality of candidate objects determined by the candidate object determining means. It is preferable to determine the object to be exchanged.
プレイヤの購入の対象となるアイテムやキャラクタといったオブジェクトは、複数の候補オブジェクトの中から抽選で選ばれるが、プレイヤのゲームの進行状況に応じて、この候補オブジェクトを変えることが可能である。そのため、ゲームの進行状況に適したオブジェクトが購入の対象となる確率が高まり、プレイヤが購入を希望する可能性の高いオブジェクトを出現しやすくすることができる。
An object such as an item or character to be purchased by the player is selected by lottery from a plurality of candidate objects, and this candidate object can be changed according to the progress of the game of the player. Therefore, the probability that an object suitable for the progress of the game is a purchase target is increased, and an object that is highly likely to be purchased by the player can be made easier to appear.
本発明は、ゲームのプレイが可能な端末と、該端末と通信接続が可能なサーバ装置とを備え、該端末を操作するプレイヤがゲーム内で利用可能なオブジェクトを交換するためのオブジェクト交換システムにおいて実行されるオブジェクト交換方法であって、サーバ装置において、複数の候補オブジェクトの中から抽選を行い、交換の対象となるオブジェクトを決定するステップと、決定されたオブジェクトに関するオブジェクト情報を端末に送信するステップとを実行し、端末において、サーバ装置からオブジェクト情報を受信するステップと、受信したオブジェクト情報に対応する画像を表示画面に表示するステップと、表示画面に表示された画像に対応するオブジェクトの交換要求をサーバ装置に送信するステップとを実行し、サーバ装置において、さらに、端末からオブジェクトの交換要求を受信するステップと、交換要求を受信すると、記憶手段に記憶されたプレイヤの所有するポイントを減算し、受信した交換要求に対応するオブジェクトをプレイヤに付与するステップと実行することを特徴とするオブジェクト交換方法に関する。
The present invention relates to an object exchange system comprising a terminal capable of playing a game and a server device capable of communication connection with the terminal, wherein a player operating the terminal exchanges objects usable in the game. An object exchange method to be executed, wherein a server device performs a lottery operation from among a plurality of candidate objects, determines an object to be exchanged, and transmits object information related to the determined object to a terminal And a step of receiving object information from the server device at the terminal, a step of displaying an image corresponding to the received object information on the display screen, and an exchange request for the object corresponding to the image displayed on the display screen Transmitting to the server device, and executing the server In addition, the step of receiving an object exchange request from the terminal, and when the exchange request is received, the points owned by the player stored in the storage means are subtracted, and an object corresponding to the received exchange request is given to the player. And an object exchanging method characterized in that the object exchanging method is executed.
本発明は、ゲームのプレイが可能な端末と通信接続が可能であり、端末を操作するプレイヤに、ゲーム内で利用可能なオブジェクトを交換させるためのサーバ装置であって、プレイヤの所有するポイントを記憶するポイント記憶手段と、複数の候補オブジェクトの中から抽選を行い、交換の対象となるオブジェクトを決定するオブジェクト決定手段と、オブジェクト決定手段により決定されたオブジェクトに関するオブジェクト情報を端末に送信するオブジェクト情報送信手段と、サーバ装置からオブジェクト情報を受信した端末から、該オブジェクト情報に対応するオブジェクトの交換要求を受信する交換要求受信手段と、交換要求受信手段により交換要求を受信すると、ポイント記憶手段に記憶されたポイントを減算し、交換要求受信手段により受信した交換要求に対応するオブジェクトをプレイヤに付与するオブジェクト付与手段とを備えることを特徴とするサーバ装置に関する。
The present invention is a server device that enables communication connection with a terminal capable of playing a game, and allows a player operating the terminal to exchange objects that can be used in the game. Point storage means for storing, object determination means for determining an object to be exchanged by lottery from a plurality of candidate objects, and object information for transmitting object information relating to the object determined by the object determination means to the terminal When the exchange request is received by the exchange means, the exchange request receiving means for receiving the exchange request for the object corresponding to the object information from the terminal that has received the object information from the server device, and stored in the point storage means Received exchange request About the server device, characterized in that it comprises a object adding means for adding an object corresponding to the exchange request received by the step to the player.
本発明は、ゲームのプレイが可能な端末と通信接続が可能であり、端末を操作するプレイヤに、ゲーム内で利用可能なオブジェクトを交換させるためのサーバ装置において実行されるプログラムであって、サーバ装置を、プレイヤの所有するポイントを記憶するポイント記憶手段と、複数の候補オブジェクトの中から抽選を行い、交換の対象となるオブジェクトを決定するオブジェクト決定手段と、オブジェクト決定手段により決定されたオブジェクトに関するオブジェクト情報を端末に送信するオブジェクト情報送信手段と、サーバ装置からオブジェクト情報を受信した端末から、該オブジェクト情報に対応するオブジェクトの交換要求を受信する交換要求受信手段と、交換要求受信手段により交換要求を受信すると、ポイント記憶手段に記憶されたポイントを減算し、交換要求受信手段により受信した交換要求に対応するオブジェクトをプレイヤに付与するオブジェクト付与手段として機能させることを特徴とするプログラムに関する。
The present invention relates to a program that is executed in a server device that is capable of communication connection with a terminal capable of playing a game and allows a player operating the terminal to exchange objects that can be used in the game. The apparatus relates to a point storage means for storing points owned by the player, an object determination means for determining an object to be exchanged by lottery from a plurality of candidate objects, and an object determined by the object determination means An object information transmitting means for transmitting object information to the terminal, an exchange request receiving means for receiving an exchange request for an object corresponding to the object information from the terminal that has received the object information from the server device, and an exchange request by the exchange request receiving means. Point storage means The stored point by subtracting a program for causing to function object corresponding to the exchange request received by the exchange request receiving means as an object adding means for adding to the player.
本発明の端末について説明する。本発明の端末としては、ゲームのプレイが可能であれば特に制限はないが、スマートフォンや携帯電話、携帯型ゲーム専用機などの携帯型の端末、又は、据え置き型のゲーム専用の端末などが利用できる。本実施の形態では、ゲームのプレイが可能な端末(ゲーム装置)としてスマートフォンを採用した場合について説明する。
The terminal of the present invention will be described. The terminal of the present invention is not particularly limited as long as the game can be played, but a portable terminal such as a smartphone, a mobile phone, a portable game machine, or a stationary game-dedicated terminal is used. it can. This Embodiment demonstrates the case where a smart phone is employ | adopted as a terminal (game device) which can play a game.
以下、添付図面を参照して、本発明の実施の形態について説明する。図1は、本発明の実施の形態にかかるオブジェクト交換システムの構成を示すブロック図である。図示するように、オブジェクト交換システムは、複数のプレイヤ(プレイヤA、B・・・Z)によって操作される複数のゲーム装置1(ゲーム装置1a、1b・・・1z)と、サーバ装置3と、通信ネットワーク2とから構成される。ゲーム装置1は、通信ネットワーク2を介してインターネット上の所定のウェブサイトにログインすることで、サーバ装置3との接続が可能となる。なお、ゲーム装置1はサーバ装置3と常時接続されていなくてもよく、必要に応じて、接続が可能であればよい。
Hereinafter, embodiments of the present invention will be described with reference to the accompanying drawings. FIG. 1 is a block diagram showing a configuration of an object exchange system according to an embodiment of the present invention. As illustrated, the object exchange system includes a plurality of game devices 1 ( game devices 1a, 1b,... 1z) operated by a plurality of players (players A, B... Z), a server device 3, and And a communication network 2. The game apparatus 1 can connect to the server apparatus 3 by logging in to a predetermined website on the Internet via the communication network 2. Note that the game apparatus 1 does not have to be always connected to the server apparatus 3, as long as it can be connected as necessary.
図2は、本発明の実施の形態にかかるゲーム装置の構成を示すブロック図である。ゲーム装置1は、CPU(Centrl Processing Unit)11、RAM(Random Access Memory)12、ROM13、HDD14、サウンド処理部15、グラフィック処理部17、タッチ入力検出部19、通信インターフェイス21、及びインターフェイス部23からなり、それぞれ内部バスにより接続されている。
FIG. 2 is a block diagram showing the configuration of the game device according to the embodiment of the present invention. The game apparatus 1 includes a CPU (Central Processing Unit) 11, a RAM (Random Access Memory) 12, a ROM 13, an HDD 14, a sound processing unit 15, a graphic processing unit 17, a touch input detection unit 19, a communication interface 21, and an interface unit 23. Each connected by an internal bus.
CPU11は、ROM13に格納されたゲームプログラムを実行し、ゲーム装置1の制御を行なう。また、CPU11は時間を計時する内部タイマを備えている。RAM12は、CPU11のワークエリアである。HDD14は、プログラムやデータを保存するための記憶領域である。
The CPU 11 executes a game program stored in the ROM 13 and controls the game apparatus 1. Further, the CPU 11 is provided with an internal timer for measuring time. The RAM 12 is a work area for the CPU 11. The HDD 14 is a storage area for storing programs and data.
CPU11は、ゲームの進行に必要なプログラム及びデータをRAM12から読み出して処理を行なう。CPU11は、RAM12にロードされたプログラム及びデータを処理することで、サウンド出力の指示をサウンド処理部15に出力し、描画命令をグラフィック処理部17に出力する。
The CPU 11 reads out programs and data necessary for the progress of the game from the RAM 12 and performs processing. The CPU 11 processes the program and data loaded in the RAM 12, thereby outputting a sound output instruction to the sound processing unit 15 and outputting a drawing command to the graphic processing unit 17.
サウンド処理部15は、スピーカ16に接続されている。CPU11がサウンド出力の指示をサウンド処理部15に出力すると、サウンド処理部15はスピーカ16にサウンド信号を出力する。
The sound processing unit 15 is connected to the speaker 16. When the CPU 11 outputs a sound output instruction to the sound processing unit 15, the sound processing unit 15 outputs a sound signal to the speaker 16.
グラフィック処理部17は液晶モニタ20に接続されている。CPU11が描画命令をグラフィック処理部17に出力すると、グラフィック処理部17は、フレームメモリ(フレームバッファ)18に画像を展開し、液晶モニタ20上に画像を表示するためのビデオ信号を出力する。グラフィック処理部17は、フレーム単位で1枚の画像の描画を実行する。画像の1フレーム時間は、例えば30分の1秒である。
The graphic processing unit 17 is connected to the liquid crystal monitor 20. When the CPU 11 outputs a drawing command to the graphic processing unit 17, the graphic processing unit 17 develops an image in a frame memory (frame buffer) 18 and outputs a video signal for displaying the image on the liquid crystal monitor 20. The graphic processing unit 17 executes drawing of one image for each frame. One frame time of an image is, for example, 1/30 second.
インターフェイス部23には、入力部24が接続されている。プレイヤによる入力部24およびタッチ入力検出部19からの入力情報はRAM12に格納され、CPU11は入力情報をもとに各種の演算処理を実行する。
The input unit 24 is connected to the interface unit 23. Input information from the input unit 24 and the touch input detection unit 19 by the player is stored in the RAM 12, and the CPU 11 executes various arithmetic processes based on the input information.
通信インターフェイス21は無線により通信ネットワークに接続される。また、通信インターフェイス21は、アンテナ22を有する通信ユニットを介して、他のゲーム装置1と無線により通信を行ない、ゲーム情報等の送受信を行う。
The communication interface 21 is connected to a communication network by radio. In addition, the communication interface 21 communicates with other game apparatuses 1 wirelessly via a communication unit having the antenna 22 to transmit and receive game information and the like.
図3は、本発明の実施の形態にかかるサーバ装置の構成を示すブロック図である。サーバ装置3は、制御部31、RAM32、HDD33及び通信インターフェイス34を備え、それぞれ内部バスにより接続されている。
FIG. 3 is a block diagram showing a configuration of the server device according to the embodiment of the present invention. The server device 3 includes a control unit 31, a RAM 32, an HDD 33, and a communication interface 34, and each is connected by an internal bus.
制御部31は、CPUやROMから構成され、HDD33に格納されたプログラムを実行し、サーバ装置3の制御を行なう。また、制御部31は時間を計時する内部タイマを備えている。RAM32は、制御部31のワークエリアである。HDD33は、プログラムやデータを保存するための記憶領域である。制御部31は、ゲームの進行に必要なプログラム及びデータをRAM32から読み出し、ゲーム装置1から受信した操作指示情報をもとに、ゲームの進行処理を行う。
The control unit 31 includes a CPU and a ROM, and executes a program stored in the HDD 33 to control the server device 3. In addition, the control unit 31 includes an internal timer that measures time. The RAM 32 is a work area for the control unit 31. The HDD 33 is a storage area for storing programs and data. The control unit 31 reads a program and data necessary for the progress of the game from the RAM 32 and performs a progress process of the game based on the operation instruction information received from the game apparatus 1.
次に、本発明のオブジェクト交換システムの概要を説明する。本発明において、オブジェクトとは、プレイヤ又はプレイヤが操作するプレイヤキャラクタがゲーム内で使用できる道具や装備品、スキル、魔法だけでなく、ゲーム内で操作・指示をすることができるキャラクタをも含む概念である。これらのオブジェクトは、カード形式で表現されていてもよい。
Next, an outline of the object exchange system of the present invention will be described. In the present invention, the term “object” includes not only tools and equipment, skills, and magic that can be used in the game by the player or the player character operated by the player, but also a character that can be operated and instructed in the game. It is. These objects may be expressed in a card format.
以下、本発明をRPG(ロール・プレイング・ゲーム)に適用した場合を例にあげて説明する。ここでは、オブジェクトとして、味方となるキャラクタをプレイヤが獲得する場合について説明をする。プレイヤは、フィールドマップ上に存在する複数の町や城などで、味方となるキャラクタ(以下、「味方キャラクタ」という)を雇用する(購入する)ことで、パーティを編成する。編成したパーティを敵キャラクタと戦闘させて経験値や仮想通貨ギルを獲得することで、味方キャラクタのレベルを上げたり、味方キャラクタの装備品を購入することができる。
Hereinafter, a case where the present invention is applied to RPG (Role Playing Game) will be described as an example. Here, a case where a player acquires a character to be a friend as an object will be described. A player organizes a party by hiring (purchasing) a friend character (hereinafter referred to as a “friend character”) in a plurality of towns and castles existing on the field map. By acquiring the experience value and virtual currency gil by fighting the organized party with the enemy character, the level of the ally character can be raised, or the equipment of the ally character can be purchased.
プレイヤが城や町へ移動し、雇用モードに移動すると、抽選が実行され、仮想通貨といったポイントで交換できる、つまり、購入できるキャラクタが決定される。ゲーム装置1の表示画面には、購入が可能なキャラクタの情報等が表示された、キャラクタの購入画面(雇用画面)が表示される。
When a player moves to a castle or town and moves to the employment mode, a lottery is executed, and a character that can be exchanged with points such as virtual currency, that is, a character that can be purchased is determined. On the display screen of the game apparatus 1, a character purchase screen (employment screen) on which information on characters that can be purchased is displayed.
図4~6は、キャラクタの購入画面の一例である。図4に示すように、雇用画面40の上部には、プレイヤの所持金41が表示されている。所持金41の下側には、ギル雇用ボタン42とコイン雇用ボタン43が設けられている。キャラクタの雇用にあたっては、ゲームを進行することで獲得できる仮想通貨ギルと、現実社会で流通している通貨をもとに購入できる仮想通貨コインのいずれで購入するかを選択することができる。なお、所持金41は、ギル雇用モードの場合は仮想通貨ギルの所持金が表示され、コイン雇用モードの場合は仮想通貨コインの所持金が表示される。
4 to 6 are examples of a character purchase screen. As shown in FIG. 4, a player's money 41 is displayed at the top of the employment screen 40. Below the possession 41, a gil employment button 42 and a coin employment button 43 are provided. When hiring a character, it is possible to select whether to purchase a virtual currency gil that can be acquired by advancing the game or a virtual currency coin that can be purchased based on the currency distributed in the real world. In addition, the possession money 41 displays the possession money of the virtual currency gil in the gil employment mode, and displays the possession money of the virtual currency coin in the coin employment mode.
コイン雇用による購入画面となっている場合に、ギル雇用ボタン42を選択すると、仮想通貨ギルで購入可能なキャラクタが抽選により決定され、決定されたキャラクタが購入対象として表示される。一方、ギル雇用による購入画面となっている場合に、コイン雇用ボタン43を選択すると、仮想通貨コインで購入可能なキャラクタが抽選により決定され、決定されたキャラクタが購入対象として表示される。この場合、ギル雇用よりもコイン雇用により購入できるキャラクタの方が、レア度の高いキャラクタとなる可能性が高くなるように設定することができる。
When the purchase screen by coin employment is selected, when the Gil Employment button 42 is selected, characters that can be purchased with the virtual currency Gil are determined by lottery, and the determined characters are displayed as purchase targets. On the other hand, if the coin hiring button 43 is selected when the purchase screen is based on Gil employment, a character that can be purchased with virtual currency coins is determined by lottery, and the determined character is displayed as a purchase target. In this case, it is possible to set the character that can be purchased by coin employment rather than the gill employment to be more likely to be a character with a high degree of rarity.
ギル雇用ボタン42及びコイン雇用ボタン43の下側には、抽選により購入可能として決定されたキャラクタのアイコン44a~cが表示されている。一度の抽選で決定されるキャラクタの数は、1体以上であればよく、例えば、3体のキャラクタが抽選により決定される。図4の場合であれば、3体のキャラクタが抽選により決定され、3体のそれぞれについて、キャラクタの画像が描かれたアイコン44が表示されている。なお、一度の抽選で決定されるキャラクタの数を、ギル雇用の場合は3体とし、コイン雇用の場合は5体とするなど、ギル雇用とコイン雇用の場合で、抽選で決定されるキャラクタの数を変えることも可能である。
Below the gil employment button 42 and the coin employment button 43, character icons 44a to 44c determined to be available for purchase by lottery are displayed. The number of characters determined by one lot only needs to be one or more. For example, three characters are determined by lottery. In the case of FIG. 4, three characters are determined by lottery, and an icon 44 on which a character image is drawn is displayed for each of the three characters. It should be noted that the number of characters determined by one lottery is 3 for Gil employment, 5 for coin employment, etc. It is also possible to change the number.
図4のキャラクタの購入画面を下側にスクロールさせると、図5に示すような購入画面が表示される。図5では、購入画面40には、キャラクタの名称51、キャラクタの種族52、キャラクタの職業53が表示されている。その下側には、キャラクタの画像54が表示されており、その右側には、キャラクタのステータス55が表示されている。キャラクタのステータス55には、HP、攻撃力、防御力、素早さ等が含まれる。表示画面の最下部左側には、このキャラクタを購入するための費用56が表示されている。その右側には、雇用ボタン57が設けられており、雇用ボタン57を選択することで、このキャラクタを購入(雇用)することができる。このキャラクタを雇用すると、プレイヤの所有している仮想通貨コイン(或いは、仮想通貨ギル)から、費用56に表示されている値が減算される。プレイヤは、キャラクタを雇用することで、このキャラクタをゲーム内で使用することができるようになる。
Scrolling the character purchase screen in FIG. 4 downward displays a purchase screen as shown in FIG. In FIG. 5, a character name 51, a character race 52, and a character occupation 53 are displayed on the purchase screen 40. A character image 54 is displayed on the lower side, and a character status 55 is displayed on the right side. The character status 55 includes HP, attack power, defense power, quickness, and the like. On the lower left side of the display screen, a cost 56 for purchasing this character is displayed. On the right side, an employment button 57 is provided. By selecting the employment button 57, this character can be purchased (employed). When this character is employed, the value displayed in the cost 56 is subtracted from the virtual currency coin (or virtual currency gil) owned by the player. By hiring the character, the player can use the character in the game.
例えば、抽選の結果、3体のキャラクタが購入の対象として表示される場合であって、全てのキャラクタを購入した場合、仮想通貨ギルを消費することで、再度、抽選を行うことが可能となる。全てのキャラクタを購入することで、図6に示すように、再度、募集をかけるか否かを問う、募集確認ウィンドウ58が表示される。募集確認ウィンドウ58には、募集の残り回数と募集に必要な費用が表示されている。募集をかけるには、仮想通貨ギルの消費が必要である。また、募集確認ウィンドウ58には、「募集をかける」と表示された募集ボタン59が設けられている。この募集ボタン59を選択することで、再度、抽選を行うことができ、新たに3体のキャラクタが購入の対象として決定される。
For example, if three characters are displayed as purchase targets as a result of the lottery and all the characters have been purchased, the lottery can be performed again by consuming the virtual currency gil. . By purchasing all the characters, as shown in FIG. 6, a recruitment confirmation window 58 is displayed asking whether or not to recruit again. The recruitment confirmation window 58 displays the remaining number of recruitments and the cost required for the recruitment. In order to make a recruitment, it is necessary to consume the virtual currency gil. In addition, the recruitment confirmation window 58 is provided with a recruitment button 59 displayed as “Apply for recruitment”. By selecting this recruitment button 59, the lottery can be performed again, and three new characters are determined as purchase targets.
募集ボタン59を選択して、再抽選を行うことのできる回数も、無制限に認めるのではなく、所定時間当たりに数回までといったように定めておくことが好ましい。たとえば、1日5回までといったように、1日所定の回数だけ抽選を行うことができるようにし、午前0時00分ごとに抽選の回数がリセットできるような構成とすることができる。最初の抽選で多人数のキャラクタを購入可能な対象として表示するよりも、複数回、抽選を行うことができるようにすることで、より多くの回数の抽選をプレイヤに体験してもらうことにつながる。
It is preferable that the number of times that the re-lottery can be performed by selecting the recruitment button 59 is not limited to an unlimited number, but may be determined several times per predetermined time. For example, a lottery can be performed a predetermined number of times a day, such as up to five times a day, and the number of lotteries can be reset every 0:00 am. Rather than displaying a large number of characters as a purchaseable target in the first lottery, allowing a lottery to be performed multiple times leads to a player experiencing more lotteries. .
次に、プレイヤ管理テーブルについて説明する。図7は、本発明の実施の形態にかかるプレイヤ管理テーブルを示す図の一例である。プレイヤ管理テーブル60は、サーバ装置3のRAM32に設定され、ネットワークゲームに参加している各プレイヤのステータスや所持金などを管理するものである。プレイヤ管理テーブル60には、プレイヤのアカウントID61と関連付けて、プレイヤ名62、レベル63、経験値64、所持ギル65、所持コイン66などが記憶されている。
Next, the player management table will be described. FIG. 7 is an example of a diagram showing a player management table according to the embodiment of the present invention. The player management table 60 is set in the RAM 32 of the server device 3 and manages the status and money of each player participating in the network game. In the player management table 60, a player name 62, a level 63, an experience value 64, a possessed gil 65, a possessed coin 66, and the like are stored in association with the account ID 61 of the player.
ゲームの進行により敵キャラクタとの戦闘に勝利したり、所定のクエストをクリアーするなどにより経験値を獲得することができ、プレイヤ管理テーブル60の経験値64が更新される。経験値64が所定の値を超えると、プレイヤのレベル63も上昇する。また、敵キャラクタとの戦闘に勝利したり、フィールドマップ中の宝箱を調べることで、仮想通貨ギルを獲得することがある。このような場合に、所持ギル65に加算される。また、現実社会での通貨により仮想通貨コインを購入することで、購入分が所持コイン66に加算される。ギル雇用によるキャラクタの購入を行うと、所持ギル65が減算され、コイン雇用によるキャラクタの購入を行うと、所持コイン66が減算される。
The experience value can be acquired by winning the battle with the enemy character as the game progresses or by clearing a predetermined quest, and the experience value 64 in the player management table 60 is updated. When the experience value 64 exceeds a predetermined value, the player's level 63 also increases. Also, a virtual currency gil may be obtained by winning a battle with an enemy character or by examining a treasure box in a field map. In such a case, it is added to the possession gil 65. Further, by purchasing virtual currency coins using real world currency, the purchase amount is added to the possessed coins 66. When the character is purchased through the employment of the gil, the possessed gil 65 is subtracted, and when the character is purchased through the employment of the coin, the possessed coin 66 is subtracted.
次に、本発明の実施の形態にかかるオブジェクト購入処理について説明する。図8は、オブジェクト購入処理のフローチャートの一例である。まず、サーバ装置3において、複数の候補オブジェクトから抽選を行い、購入の対象となるオブジェクトを決定する(ステップS1)。一度の抽選で決定されるオブジェクトの数は、1つ以上であればよく、例えば、3つのオブジェクトが抽選により決定されるような構成とすることができる。なお、オブジェクト決定処理の詳細については、後述する。
Next, the object purchase process according to the embodiment of the present invention will be described. FIG. 8 is an example of a flowchart of object purchase processing. First, in the server device 3, a lottery is performed from a plurality of candidate objects, and an object to be purchased is determined (step S1). The number of objects determined by one lot only needs to be one or more. For example, three objects can be determined by lottery. Details of the object determination process will be described later.
ステップS1における抽選によるオブジェクトの決定は、ゲーム装置1において、購入対象となるオブジェクトを表示する購入画面への移動指示をした際に、所定の時間を経過していることを条件として実行することができる。例えば、24時間が経過する毎に次の抽選を行うことが可能となるような場合、つまり、1日1回、午前0時00分を過ぎると、次の抽選が行うことが可能となるような設定をすることができる。したがって、一度、購入画面を表示させた後に、午前0時00分を過ぎる前に、再度、購入画面へ移動したとしても、再抽選は行われず、その前に行われた抽選結果のまま、購入対象のオブジェクトが表示されることになる。
The determination of the object by lottery in step S1 may be executed on the condition that a predetermined time has passed when the game apparatus 1 is instructed to move to the purchase screen displaying the object to be purchased. it can. For example, when the next lottery can be performed every 24 hours, that is, once a day, after 0:00 am, the next lottery can be performed. Can be set. Therefore, once the purchase screen is displayed, even if it moves to the purchase screen again before 0:00 am, the lottery will not be performed again, and the purchase will be made with the result of the lottery performed before that. The target object will be displayed.
また、ステップS1における抽選によるオブジェクトの決定は、購入対象となるオブジェクトが抽選により決定された後に、これらのオブジェクトを全て購入することで、再度、抽選によりオブジェクトを決定することが可能となる。オブジェクトを全て購入した後、購入画面にて、再度、抽選の実行を要求するボタンを選択することで、再抽選が可能となる。図6の募集をかける募集ボタン59がこれに相当する。
In addition, the determination of objects by lottery in step S1 makes it possible to determine objects by lottery again by purchasing all these objects after the objects to be purchased are determined by lottery. After all the objects have been purchased, a lottery can be performed again by selecting a button for requesting the lottery execution again on the purchase screen. The recruitment button 59 for recruiting in FIG. 6 corresponds to this.
次いで、ステップS1にて決定されたオブジェクトに関するオブジェクト情報がゲーム装置1へ送信される(ステップS2)。オブジェクト情報としては、キャラクタの名称、キャラクタの種族・職業、キャラクタの画像データ、キャラクタのレベル・HP・MP・攻撃力などのステータスや、キャラクタを購入するために必要な費用である。
Next, object information related to the object determined in step S1 is transmitted to the game apparatus 1 (step S2). The object information includes the character name, character race / profession, character image data, character level / HP / MP / attack status, and the cost required to purchase the character.
ゲーム装置1において、サーバ装置3からオブジェクト情報を受信すると(ステップS3)、図5のように、ゲーム装置1の表示画面にオブジェクト情報に対応する画像が表示される(ステップS4)。表示画面には、キャラクタの名称・種族・職業、キャラクタ画像が表示されている他に、購入ボタン(雇用ボタン57)が設けられている。プレイヤが表示画面上の購入ボタンを選択すると、ゲーム装置1にて、アイテムの購入操作が受け付けられ(ステップS5)、表示画面に表示されたキャラクタ(オブジェクト)の購入要求がサーバ装置3へ送信される(ステップS6)。
When the game apparatus 1 receives object information from the server apparatus 3 (step S3), an image corresponding to the object information is displayed on the display screen of the game apparatus 1 as shown in FIG. 5 (step S4). In addition to displaying the character name / race / profession and character image, the display screen is provided with a purchase button (employment button 57). When the player selects a purchase button on the display screen, an item purchase operation is accepted in the game apparatus 1 (step S5), and a purchase request for a character (object) displayed on the display screen is transmitted to the server apparatus 3. (Step S6).
サーバ装置3にて、ゲーム装置1からオブジェクトの購入要求を受信すると(ステップS7)、プレイヤ管理テーブル60の所持ギル65又は所持コイン66が減算され(ステップS8)、プレイヤにオブジェクトが付与される(ステップS9)。プレイヤは付与されたキャラクタを、ゲーム内で使用することが可能となる。
When the server device 3 receives an object purchase request from the game device 1 (step S7), the possessed gil 65 or the possessed coin 66 of the player management table 60 is subtracted (step S8), and the object is given to the player (step S8). Step S9). The player can use the assigned character in the game.
次に、ステップS1のオブジェクト決定処理について、詳細に説明する。図9は、オブジェクト決定処理のフローチャートの一例である。まず、抽選の結果、購入の対象となるオブジェクトのランクを決定するための確率の特定が行われる(ステップS11)。オブジェクトのランクを決定する処理は、乱数を発生することにより行われる。ランク毎に対応する乱数の値を予め設定しておくことで確率を特定することができるが、ランクと乱数の対応関係の設定を変更することで、購入対象となるオブジェクトがいずれのランクのものであるかの確率も変動することになる。
Next, the object determination process in step S1 will be described in detail. FIG. 9 is an example of a flowchart of the object determination process. First, as a result of the lottery, the probability for determining the rank of the object to be purchased is specified (step S11). The process of determining the rank of the object is performed by generating a random number. The probability can be specified by setting the value of the random number corresponding to each rank in advance, but by changing the setting of the relationship between the rank and the random number, the object to be purchased is of any rank The probability of whether or not will also fluctuate.
ステップS11では、例えば、プレイヤのレベル、プレイヤの所有しているオブジェクトのランク等に応じて、適宜、各ランクのオブジェクトが選ばれる確率を変動させることができる。どのように確率を変動させるかについては、ゲームコンセプトやネットワークゲームの運営方針などにあわせて、適宜、設定すればよい。
In step S11, for example, the probability that the object of each rank is selected can be changed as appropriate according to the level of the player, the rank of the object owned by the player, and the like. How to change the probability may be appropriately set according to the game concept, the network game management policy, and the like.
例えば、プレイヤのレベルに応じて、適宜、各ランクのオブジェクトが選ばれる確率を変動させる場合について、説明をする。図10は、プレイヤのレベルと、オブジェクトの各ランクの発生確率の関係を表す図である。プレイヤのレベルに応じて確率を変動させる場合は、プレイヤのレベルが変化するに応じて、乱数とオブジェクトのランクとの対応関係を変化させることができる。
For example, a case where the probability that an object of each rank is selected is changed as appropriate according to the level of the player will be described. FIG. 10 is a diagram illustrating the relationship between the level of the player and the occurrence probability of each rank of the object. When the probability is changed according to the level of the player, the correspondence between the random number and the rank of the object can be changed as the level of the player changes.
図10のように、乱数が0~99の値をとり得る場合に、プレイヤのレベルがレベル1の場合を基準の設定として、乱数が98~99の場合はSランク(最もレア度が高い)、乱数が85~97の場合はAランク、乱数が65~84の場合はBランク、乱数が0~64の場合はCランク(最もレア度が低い)と設定されていたとする。この場合、それぞれのランクとなる確率は、Sランクは2%、Aランクは13%、Bランクは20%、Cランクは65%である。プレイヤのレベルがレベル10の場合は、乱数が95~99の場合はSランク、乱数が75~94の場合はAランク、乱数が45~74の場合はBランク、乱数が0~44の場合はCランクという設定に変更したとすると、それぞれのランクとなる確率は、Sランクは5%、Aランクは20%、Bランクは30%、Cランクは45%に変動する。
As shown in FIG. 10, when the random number can take a value from 0 to 99, the case where the level of the player is level 1 is set as a standard setting. When the random number is 98 to 99, the S rank (the highest rarity) It is assumed that the A rank is set for the random numbers 85 to 97, the B rank is set for the random numbers 65 to 84, and the C rank (the lowest degree of rarity) is set for the random numbers 0 to 64. In this case, the probabilities of each rank are 2% for S rank, 13% for A rank, 20% for B rank, and 65% for C rank. When the player's level is level 10, if the random number is 95 to 99, the S rank, the random number is 75 to 94, the A rank, the random number is 45 to 74, the B rank, and the random number is 0 to 44 Is changed to the setting of C rank, the probability of becoming each rank varies from 5% for S rank, 20% for A rank, 30% for B rank, and 45% for C rank.
図10では、プレイヤのレベルが高くなるにつれて、高いランクのオブジェクトが購入対象として決定される確率が高くなっている。このようにすることで、プレイヤのレベルが高くなるにつれて、より必要性が高まる高いランクのオブジェクトが購入対象として選ばれることになり、プレイヤにとってオブジェクトの購入がしやすいものとなる。
In FIG. 10, as the level of the player increases, the probability that an object with a higher rank is determined as a purchase target increases. By doing in this way, as the level of the player increases, an object with a higher rank that is more necessary is selected as a purchase target, and the player can easily purchase the object.
また、プレイヤの所有しているオブジェクトのランク等に応じて、確率を変動させる場合は、最もオブジェクトの数の多いランク(以下、「最多所有ランク」という)よりも高いランクのオブジェクトが選ばれる確率を高くするなどの方法が考えられる。この場合、図11のように、最多所有ランクよりも高いランクのうち、最多所有ランクに最も近いランクが選ばれる確率を、最も高くするなどの方法が考えられる。このようにすることで、プレイヤの所有しているオブジェクトのランクが高くなるにつれて、よりランクの高いオブジェクトが購入対象として選ばれる確率が高くなり、プレイヤがより欲しいと感じるオブジェクトが抽選で選ばれやすくなる。
Further, when the probability is changed in accordance with the rank of the object owned by the player, the probability that an object having a higher rank than the rank having the largest number of objects (hereinafter referred to as “the most owned rank”) is selected. A method such as raising the value is conceivable. In this case, as shown in FIG. 11, among the ranks higher than the most owned rank, a method is conceivable in which the probability that the rank closest to the most owned rank is selected is the highest. In this way, as the rank of the objects owned by the player increases, the probability that an object with a higher rank will be selected as a purchase target increases, and an object that the player feels more desirable is likely to be selected by lottery. Become.
また、ステップS11では、プレイヤのオブジェクトの購入履歴に応じて、購入の対象となるオブジェクトのランクを決定するための確率を変動させることができる。例えば、月初に購入頻度が高くなるプレイヤの場合は、月初にランクの高いオブジェクトが出現する確率を高めることができる。また、購入頻度が多かったり、1回あたりの購入額が高いプレイヤに対しては、ランクの高いオブジェクトが出現する確率を高めることができる。
In step S11, the probability for determining the rank of the object to be purchased can be changed according to the purchase history of the object of the player. For example, in the case of a player whose purchase frequency increases at the beginning of the month, it is possible to increase the probability that an object with a higher rank will appear at the beginning of the month. In addition, it is possible to increase the probability that an object with a higher rank appears for a player who purchases frequently or has a high purchase price per time.
ステップS11にて、購入の対象となるオブジェクトのランクを決定するための確率が特定されると、乱数を発生させることで、オブジェクトのランクが特定される(ステップS12)。オブジェクトのランクが特定されると、特定されたランクを有する複数の候補オブジェクトの中から抽選を行う際の、各オブジェクトを決定するための確率が特定される(ステップS13)。
When the probability for determining the rank of the object to be purchased is specified in step S11, the rank of the object is specified by generating a random number (step S12). When the rank of the object is specified, the probability for determining each object is determined when a lottery is performed from among a plurality of candidate objects having the specified rank (step S13).
ステップS13では、例えば、プレイヤがゲーム内で所属している国や同盟、あるいは、オブジェクトの購入を行おうとする城や町がどの地域に属するかに応じて、各オブジェクトが選ばれる確率を変動させることができる。ゲーム内の国や同盟、地域によって、住んでいる種族が異なるような世界観をもつゲームにおいて、例えば、A国でキャラクタを購入する場合は種族1のキャラクタが抽選で選ばれやすく、B国でキャラクタを購入する場合は種族2のキャラクタが抽選で選ばれやすい、といった設定を行うことができる。例えば、図12に示すように、種族している地域に応じて、異なる確率で各種族に属するキャラクタが抽選でえらばれるような設定とすることができる。このようにすることで、ゲームの世界観をよりリアルにプレイヤに感じさせることが可能となる。
In step S13, for example, the probability that each object is selected is changed according to the country or alliance to which the player belongs in the game, or the region to which the castle or town where the object is purchased belongs. be able to. In a game with a view of the world where different races live depending on the country, alliance, or region in the game, for example, when purchasing a character in country A, the character of race 1 is easy to be selected by lottery. When purchasing a character, it is possible to make a setting such that a character of race 2 is easily selected by lottery. For example, as shown in FIG. 12, it can be set so that characters belonging to various tribes are selected by lottery with different probabilities according to the tribe region. By doing so, it is possible to make the player feel the world view of the game more realistically.
また、ステップS13では、プレイヤの所有しているオブジェクトの種類(例えば、キャラクタの職業や種族)に応じて、各オブジェクトが選ばれる確率を変動させることができる。キャラクタの職業や種族ごとに、敵キャラクタとの戦闘において、前衛、中衛、後衛のいずれに配置するのが適しているかの設定がなされているようなゲームにおいて、前衛に適したキャラクタの職業や種族の数が少なければ、これらの職業や種族のオブジェクトが抽選で選ばれやすい、といった設定を行うことができる。また、前衛、中衛、後衛のそれぞれに適しているキャラクタでグループを形成し、キャラクタの平均レベルや平均ランクが最も低いグループに属することになるキャラクタが抽選で選ばれやすいといった設定を行うこともできる。このようにすることで、プレイヤの所有しているオブジェクトにおいて手薄な種類のオブジェクトが購入対象として選ばれる確率が高くなり、プレイヤがより欲しいと感じるオブジェクトが抽選で選ばれやすくなる。
In step S13, the probability that each object is selected can be changed according to the type of object owned by the player (for example, the occupation or race of the character). In a game where each character's profession or race is set to be suitable for avant-garde, medium-guard, or rear-guard in battle with enemy characters, the character's profession or race suitable for avant-garde If the number is small, it is possible to make settings such that objects of these occupations and races are easily selected by lottery. It is also possible to make a setting in which a group is formed with characters suitable for each of the avant-garde, middle-guard and rear-guard, and the characters belonging to the group having the lowest average level and average rank of the characters are easily selected by lottery. . By doing so, the probability that a simple type of object among the objects owned by the player is selected as a purchase target increases, and an object that the player feels more desirable is more likely to be selected by lottery.
また、ステップS13では、プレイヤのオブジェクトの購入履歴に応じて、候補オブジェクトから購入の対象となるオブジェクトを決定するための確率を変動させることができる。例えば、月初に購入頻度が高くなるプレイヤの場合は、月初に費用の高いオブジェクトの出現する確率を高めることができる。また、購入頻度が多かったり、1回あたりの購入額が高いプレイヤに対しては、費用の高いオブジェクトが出現する確率を高めることができる。
Also, in step S13, the probability for determining an object to be purchased from candidate objects can be varied according to the purchase history of the player's object. For example, in the case of a player whose purchase frequency is high at the beginning of the month, it is possible to increase the probability that an expensive object will appear at the beginning of the month. In addition, it is possible to increase the probability that a high-cost object appears for a player who purchases frequently or has a high purchase amount per time.
ステップS13にて、各オブジェクトが選ばれる確率が決定されると、抽選により、購入対象となるオブジェクトの決定がされる(ステップS14)。図12は、オブジェクトを決定する際の乱数とキャラクタとの対応関係を表す図である。ステップS13により各オブジェクトが選ばれる確率が特定されると、特定された確率に応じて、図12のようなテーブルが生成され、このテーブルに従って、オブジェクトの決定がされる。
When the probability that each object is selected is determined in step S13, the object to be purchased is determined by lottery (step S14). FIG. 12 is a diagram illustrating the correspondence between random numbers and characters when determining an object. When the probability that each object is selected is specified in step S13, a table as shown in FIG. 12 is generated according to the specified probability, and the object is determined according to this table.
複数のオブジェクトを購入対象として決定するように設定されている場合は、所定の数のオブジェクトの抽選が終了したか否かが判定され(ステップS15)、まだ、オブジェクトの抽選が残っている場合は(ステップS15にてNO)は、ステップS11へ戻り、ステップS11~S15までの処理が繰り返し実行される。一方、所定の数のオブジェクトの抽選が終了した場合は(ステップS15にてYES)、オブジェクト決定処理が終了する。
When it is set to determine a plurality of objects as purchase targets, it is determined whether or not lottery of a predetermined number of objects has been completed (step S15), and if lots of objects still remain (NO in step S15), the process returns to step S11, and the processes from steps S11 to S15 are repeatedly executed. On the other hand, when the lottery of the predetermined number of objects is finished (YES in step S15), the object determination process is finished.
ステップS1やステップS14にて、複数の候補オブジェクトの中から購入対象のオブジェクトを決定するに先立って、ゲームの進行状況に応じて、候補オブジェクトを変更させることも可能である。例えば、複数の異なる候補オブジェクトに関する情報が記憶されたテーブルが複数種類、用意されており、プレイヤのレベルが上がったり、ゲームのステージが変化したり、あるいは、ゲーム中のクエストをクリアーするなどのゲームの進行状況に応じて、よりランクの高い候補オブジェクトが登録されたテーブルをもとに、候補オブジェクトが特定される。
In step S1 and step S14, prior to determining a purchase target object from among a plurality of candidate objects, the candidate object can be changed according to the progress of the game. For example, there are multiple types of tables that store information related to different candidate objects, and the level of the player is increased, the game stage is changed, or the quest in the game is cleared. Candidate objects are identified based on a table in which candidate objects with higher ranks are registered according to the progress.
上の実施の形態では、主に、本発明をRPGに適用する場合について述べたが、ゲーム内で使用できる道具や装備品、スキル、魔法、キャラクタなどを購入できるものであれば、そのジャンルは特に限定されない。たとえば、アクションゲーム、シューティングゲーム、シミュレーションゲーム、レースゲームなどにも適用することが可能である。
In the above embodiment, the case where the present invention is applied to RPG is mainly described. However, if tools, equipment, skills, magic, characters, etc. that can be used in the game can be purchased, the genre is There is no particular limitation. For example, the present invention can be applied to an action game, a shooting game, a simulation game, a race game, and the like.
1 ゲーム装置
2 通信ネットワーク
3 サーバ装置
11 CPU
12 RAM
13 ROM
14 HDD
15 サウンド処理部
16 スピーカ
17 グラフィック処理部
18 フレームメモリ
19 タッチ入力検出部
20 液晶モニタ
21 通信インターフェイス
22 アンテナ
23 インターフェイス部
24 入力部
31 制御部
32 RAM
33 HDD
34 通信インターフェイス
40 購入画面
60 プレイヤ管理テーブル 1Game device 2 Communication network 3 Server device 11 CPU
12 RAM
13 ROM
14 HDD
DESCRIPTION OFSYMBOLS 15 Sound processing part 16 Speaker 17 Graphic processing part 18 Frame memory 19 Touch input detection part 20 Liquid crystal monitor 21 Communication interface 22 Antenna 23 Interface part 24 Input part 31 Control part 32 RAM
33 HDD
34Communication interface 40 Purchase screen 60 Player management table
2 通信ネットワーク
3 サーバ装置
11 CPU
12 RAM
13 ROM
14 HDD
15 サウンド処理部
16 スピーカ
17 グラフィック処理部
18 フレームメモリ
19 タッチ入力検出部
20 液晶モニタ
21 通信インターフェイス
22 アンテナ
23 インターフェイス部
24 入力部
31 制御部
32 RAM
33 HDD
34 通信インターフェイス
40 購入画面
60 プレイヤ管理テーブル 1
12 RAM
13 ROM
14 HDD
DESCRIPTION OF
33 HDD
34
Claims (11)
- ゲームのプレイが可能な端末と、該端末と通信接続が可能なサーバ装置とを備え、該端末を操作するプレイヤがゲーム内で利用可能なオブジェクトを交換するためのオブジェクト交換システムであって、
サーバ装置が、
プレイヤの所有するポイントを記憶するポイント記憶手段と、
複数の候補オブジェクトの中から抽選を行い、交換の対象となるオブジェクトを決定するオブジェクト決定手段と、
オブジェクト決定手段により決定されたオブジェクトに関するオブジェクト情報を端末に送信するオブジェクト情報送信手段と
を備え、
端末が、
サーバ装置からオブジェクト情報を受信するオブジェクト情報受信手段と、
オブジェクト情報受信手段により受信したオブジェクト情報に対応する画像を表示画面に表示するオブジェクト情報表示手段と、
オブジェクト情報表示手段により表示画面に表示された画像に対応するオブジェクトの交換要求をサーバ装置に送信する交換要求送信手段と
を備え、
サーバ装置が、さらに、
端末からオブジェクトの交換要求を受信する交換要求受信手段と、
交換要求受信手段により交換要求を受信すると、ポイント記憶手段に記憶されたポイントを減算し、交換要求受信手段により受信した交換要求に対応するオブジェクトをプレイヤに付与するオブジェクト付与手段と
を備えることを特徴とするオブジェクト交換システム。 An object exchange system comprising a terminal capable of playing a game and a server device capable of communication connection with the terminal, wherein a player operating the terminal exchanges objects usable in the game,
Server device
Point storage means for storing points owned by the player;
An object determination means for performing a lottery from a plurality of candidate objects and determining an object to be exchanged;
Object information transmitting means for transmitting object information related to the object determined by the object determining means to the terminal,
The device
Object information receiving means for receiving object information from the server device;
Object information display means for displaying an image corresponding to the object information received by the object information receiving means on the display screen;
Exchange request transmitting means for transmitting an object exchange request corresponding to the image displayed on the display screen by the object information display means to the server device;
The server device further
An exchange request receiving means for receiving an object exchange request from the terminal;
When the exchange request is received by the exchange request receiving means, the object storing means is provided for subtracting the points stored in the point storage means and giving the player an object corresponding to the exchange request received by the exchange request receiving means. An object exchange system. - オブジェクト決定手段が、交換の対象となるオブジェクトを決定した後に、所定の条件を満たすことで、再度、候補オブジェクトの中から抽選を行い、新たな交換の対象となるオブジェクトを決定することを特徴とする請求項1に記載のオブジェクト交換システム。 The object determining means, after determining an object to be exchanged, by satisfying a predetermined condition, again by drawing lots from candidate objects and determining a new object to be exchanged The object exchange system according to claim 1.
- 所定の条件が、所定の時間が経過することである請求項2に記載のオブジェクト交換システム。 The object exchange system according to claim 2, wherein the predetermined condition is that a predetermined time elapses.
- オブジェクト決定手段が、1つ以上のオブジェクトを決定するものであり、
前記所定の条件が、オブジェクト決定手段により決定された、交換の対象となるオブジェクトの全てが、オブジェクト付与手段によりプレイヤに付与されることである請求項2に記載のオブジェクト交換システム。 The object determining means determines one or more objects;
3. The object exchange system according to claim 2, wherein the predetermined condition is that all objects to be exchanged determined by the object determination means are given to the player by the object giving means. - プレイヤが所有するオブジェクトの種類に応じて、複数の候補オブジェクトから交換の対象となるオブジェクトを決定するための確率を変動させる確率変動手段とを備え、
オブジェクト決定手段が、確率変動手段により変動した確率にしたがって、オブジェクトを決定することを特徴とする請求項1~4のいずれかに記載のオブジェクト交換システム。 Probability changing means for changing the probability for determining an object to be exchanged from a plurality of candidate objects according to the type of object owned by the player,
5. The object exchanging system according to claim 1, wherein the object determining means determines the object according to the probability changed by the probability changing means. - プレイヤのゲームの進行状況に応じて、複数の候補オブジェクトから交換の対象となるオブジェクトを決定するための確率を変動させる確率変動手段とを備え、
オブジェクト決定手段が、確率変動手段により変動した確率にしたがって、オブジェクトを決定することを特徴とする請求項1~4のいずれかに記載のオブジェクト交換システム。 Probability changing means for changing the probability for determining an object to be exchanged from a plurality of candidate objects according to the progress of the game of the player,
5. The object exchanging system according to claim 1, wherein the object determining means determines the object according to the probability changed by the probability changing means. - プレイヤのオブジェクトの交換履歴に応じて、複数の候補オブジェクトから交換の対象となるオブジェクトを決定するための確率を変動させる確率変動手段とを備え、
オブジェクト決定手段が、確率変動手段により変動した確率にしたがって、オブジェクトを決定することを特徴とする請求項1~4のいずれかに記載のオブジェクト交換システム。 Probability changing means for changing the probability for determining an object to be exchanged from a plurality of candidate objects according to the player's object exchange history,
5. The object exchanging system according to claim 1, wherein the object determining means determines the object according to the probability changed by the probability changing means. - プレイヤのゲームの進行状況に応じて、複数の候補オブジェクトを決定する候補オブジェクト決定手段とを備え、
オブジェクト決定手段が、候補オブジェクト決定手段により決定された複数の候補オブジェクトの中から抽選を行い、交換の対象となるオブジェクトを決定する請求項1~7のいずれかに記載のオブジェクト交換システム。 Candidate object determining means for determining a plurality of candidate objects according to the progress of the game of the player,
The object exchanging system according to any one of claims 1 to 7, wherein the object deciding means performs a lottery from among a plurality of candidate objects decided by the candidate object deciding means and decides an object to be exchanged. - ゲームのプレイが可能な端末と、該端末と通信接続が可能なサーバ装置とを備え、該端末を操作するプレイヤがゲーム内で利用可能なオブジェクトを交換するためのオブジェクト交換システムにおいて実行されるオブジェクト交換方法であって、
サーバ装置において、
複数の候補オブジェクトの中から抽選を行い、交換の対象となるオブジェクトを決定するステップと、
決定されたオブジェクトに関するオブジェクト情報を端末に送信するステップと
を実行し、
端末において、
サーバ装置からオブジェクト情報を受信するステップと、
受信したオブジェクト情報に対応する画像を表示画面に表示するステップと、
表示画面に表示された画像に対応するオブジェクトの交換要求をサーバ装置に送信するステップと
を実行し、
サーバ装置において、さらに、
端末からオブジェクトの交換要求を受信するステップと、
交換要求を受信すると、記憶手段に記憶されたプレイヤの所有するポイントを減算し、受信した交換要求に対応するオブジェクトをプレイヤに付与するステップと
実行することを特徴とするオブジェクト交換方法。 An object that is executed in an object exchange system that includes a terminal capable of playing a game and a server device capable of communication connection with the terminal, and allows a player operating the terminal to exchange objects that can be used in the game An exchange method,
In the server device,
A lottery from a plurality of candidate objects to determine an object to be exchanged;
Performing object information on the determined object to the terminal,
On the terminal,
Receiving object information from the server device;
Displaying an image corresponding to the received object information on the display screen;
Executing an object exchange request corresponding to the image displayed on the display screen to the server device;
In the server device,
Receiving an object exchange request from the terminal;
When the exchange request is received, the object possessing method stored in the storage means is subtracted and the object corresponding to the received exchange request is given to the player. - ゲームのプレイが可能な端末と通信接続が可能であり、端末を操作するプレイヤに、ゲーム内で利用可能なオブジェクトを交換させるためのサーバ装置であって、
プレイヤの所有するポイントを記憶するポイント記憶手段と、
複数の候補オブジェクトの中から抽選を行い、交換の対象となるオブジェクトを決定するオブジェクト決定手段と、
オブジェクト決定手段により決定されたオブジェクトに関するオブジェクト情報を端末に送信するオブジェクト情報送信手段と、
サーバ装置からオブジェクト情報を受信した端末から、該オブジェクト情報に対応するオブジェクトの交換要求を受信する交換要求受信手段と、
交換要求受信手段により交換要求を受信すると、ポイント記憶手段に記憶されたポイントを減算し、交換要求受信手段により受信した交換要求に対応するオブジェクトをプレイヤに付与するオブジェクト付与手段と
を備えることを特徴とするサーバ装置。 A server device capable of communication connection with a terminal capable of playing a game and allowing a player operating the terminal to exchange objects that can be used in the game,
Point storage means for storing points owned by the player;
An object determination means for performing a lottery from a plurality of candidate objects and determining an object to be exchanged;
Object information transmitting means for transmitting object information relating to the object determined by the object determining means to the terminal;
An exchange request receiving means for receiving an exchange request for an object corresponding to the object information from a terminal that has received the object information from the server device;
When the exchange request is received by the exchange request receiving means, the object storing means is provided for subtracting the points stored in the point storage means and giving the player an object corresponding to the exchange request received by the exchange request receiving means. Server device. - ゲームのプレイが可能な端末と通信接続が可能であり、端末を操作するプレイヤに、ゲーム内で利用可能なオブジェクトを交換させるためのサーバ装置において実行されるプログラムであって、
サーバ装置を、
プレイヤの所有するポイントを記憶するポイント記憶手段と、
複数の候補オブジェクトの中から抽選を行い、交換の対象となるオブジェクトを決定するオブジェクト決定手段と、
オブジェクト決定手段により決定されたオブジェクトに関するオブジェクト情報を端末に送信するオブジェクト情報送信手段と、
サーバ装置からオブジェクト情報を受信した端末から、該オブジェクト情報に対応するオブジェクトの交換要求を受信する交換要求受信手段と、
交換要求受信手段により交換要求を受信すると、ポイント記憶手段に記憶されたポイントを減算し、交換要求受信手段により受信した交換要求に対応するオブジェクトをプレイヤに付与するオブジェクト付与手段
として機能させることを特徴とするプログラム。 A program that can be connected to a terminal capable of playing a game and that is executed in a server device for causing a player operating the terminal to exchange objects that can be used in the game,
Server device
Point storage means for storing points owned by the player;
An object determination means for performing a lottery from a plurality of candidate objects and determining an object to be exchanged;
Object information transmitting means for transmitting object information relating to the object determined by the object determining means to the terminal;
An exchange request receiving means for receiving an exchange request for an object corresponding to the object information from a terminal that has received the object information from the server device;
When the exchange request is received by the exchange request receiving means, the point stored in the point storage means is subtracted, and the object corresponding to the exchange request received by the exchange request receiving means is made to function as an object giving means for giving to the player. Program.
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