WO2014087540A1 - Système d'échange d'objet - Google Patents

Système d'échange d'objet Download PDF

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Publication number
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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WO
WIPO (PCT)
Prior art keywords
player
game
terminal
exchange request
server device
Prior art date
Application number
PCT/JP2012/081800
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English (en)
Japanese (ja)
Inventor
卓哉 岡田
正明 大屋
Original Assignee
株式会社スクウェア・エニックス
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by 株式会社スクウェア・エニックス filed Critical 株式会社スクウェア・エニックス
Priority to JP2014550877A priority Critical patent/JPWO2014087540A1/ja
Priority to PCT/JP2012/081800 priority patent/WO2014087540A1/fr
Publication of WO2014087540A1 publication Critical patent/WO2014087540A1/fr

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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • A63F13/792Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for payment purposes, e.g. monthly subscriptions
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating 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
    • A63F13/61Generating 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
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features 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
    • A63F2300/57Features 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
    • A63F2300/575Features 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

Abstract

La présente invention a pour objet de proposer un système d'échange d'objet qui conserve le facteur divertissant de ne pas connaître ce qui sera gagné lors d'un tirage au sort lors de l'achat d'articles, de personnages ou d'autres objets de ce type qui peuvent être utilisés dans un jeu tout en résolvant les problèmes de ne pas obtenir l'objet souhaité suite à un achat ou de dépenser une grande quantité d'argent pour obtenir l'objet souhaité. Un dispositif de serveur effectue un tirage au sort pour une pluralité d'objets candidats, détermine l'objet qui doit être acheté et transmet les informations d'objet concernant l'objet déterminé à un dispositif de jeu. Lors d'une opération d'entrée pour acheter l'objet réalisée au niveau d'un terminal, le dispositif de serveur déduit les « gils » ou pièces de monnaie dans une table de gestion de joueur (60) et attribue l'objet au joueur.
PCT/JP2012/081800 2012-12-07 2012-12-07 Système d'échange d'objet WO2014087540A1 (fr)

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JP2014550877A JPWO2014087540A1 (ja) 2012-12-07 2012-12-07 オブジェクト交換システム
PCT/JP2012/081800 WO2014087540A1 (fr) 2012-12-07 2012-12-07 Système d'échange d'objet

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JP2016059605A (ja) * 2014-09-18 2016-04-25 株式会社セガゲームス プログラム及び情報処理装置
US11158158B2 (en) 2015-10-08 2021-10-26 Nintendo Co., Ltd. Game system, game device, server, recording medium and item purchase limiting method
JP6128274B1 (ja) * 2016-11-02 2017-05-17 株式会社セガゲームス 情報処理装置およびゲームプログラム
JP2018068913A (ja) * 2016-11-02 2018-05-10 株式会社セガゲームス 情報処理装置およびゲームプログラム
JP2018069019A (ja) * 2017-03-17 2018-05-10 株式会社セガゲームス 情報処理装置およびゲームプログラム
JP2020058486A (ja) * 2018-10-08 2020-04-16 株式会社セガゲームス プログラム及び情報処理装置
JP2020058778A (ja) * 2019-06-06 2020-04-16 株式会社セガゲームス プログラム及び情報処理装置
JP7177004B2 (ja) 2019-06-06 2022-11-22 株式会社セガ プログラム及び情報処理装置
JP2022177101A (ja) * 2019-06-06 2022-11-30 株式会社セガ プログラム及び情報処理装置
JP2022066337A (ja) * 2021-01-21 2022-04-28 グリー株式会社 ゲーム制御方法、コンピュータ及び制御プログラム
JP7357860B2 (ja) 2021-01-21 2023-10-10 グリー株式会社 ゲーム制御方法、コンピュータ及び制御プログラム

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