WO2016136378A1 - 情報処理装置、情報処理方法及びプログラム - Google Patents

情報処理装置、情報処理方法及びプログラム Download PDF

Info

Publication number
WO2016136378A1
WO2016136378A1 PCT/JP2016/052621 JP2016052621W WO2016136378A1 WO 2016136378 A1 WO2016136378 A1 WO 2016136378A1 JP 2016052621 W JP2016052621 W JP 2016052621W WO 2016136378 A1 WO2016136378 A1 WO 2016136378A1
Authority
WO
WIPO (PCT)
Prior art keywords
game
parameter
value
character
characters
Prior art date
Application number
PCT/JP2016/052621
Other languages
English (en)
French (fr)
Japanese (ja)
Inventor
慎平 伊藤
Original Assignee
株式会社セガゲームス
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 株式会社セガゲームス filed Critical 株式会社セガゲームス
Publication of WO2016136378A1 publication Critical patent/WO2016136378A1/ja

Links

Images

Classifications

    • 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
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/35Details of game servers
    • 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
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/58Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level
    • 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
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/822Strategy games; Role-playing games

Definitions

  • the present invention relates to an information processing apparatus, an information processing method, and a program.
  • a value obtained by dividing the total experience value for each battle by the number of characters in the group is assigned to each character as an experience value (see, for example, Patent Document 1).
  • experience values are assigned to the characters in the battled group regardless of the level of each character.
  • a parameter with a high level uses a strong parameter in battle, the more characters with a high level are included in the group, the easier the player wins in the battle.
  • players tend to include high-level characters in the group in order to win battles. Then, a newly acquired character or a character with a low level is difficult to be included in a group in a battle, and a new character or a character with a low level is a system in which the level is difficult to increase.
  • the parameter for raising the character level is not appropriately given to the character that the player wants to raise the level.
  • an object of the present invention is to provide an information processing apparatus, an information processing method, and a program capable of appropriately assigning a parameter for raising the level of a character to a character whose player wants to raise the level. To do.
  • a first parameter to which a value is given when the game satisfies a predetermined condition and a second parameter related to the strength of the character based on the value of the first parameter are set.
  • a reception unit for receiving selection of a character;
  • a game control unit for controlling the game using a plurality of characters including the selected character;
  • an assigning unit that assigns a value of the first parameter to each of the plurality of characters;
  • An additional granting unit for imparting an additional first parameter value to one or more predetermined characters possessed by the player when the plurality of characters include a character having a second parameter value equal to or greater than a threshold; Is provided.
  • FIG. 1 is a front view of a mobile phone showing an example of an external configuration of a mobile phone according to an embodiment. It is a block diagram which shows roughly the hardware constitutions of the mobile telephone in embodiment. It is a figure which shows an example of the hardware constitutions of the server apparatus in embodiment. It is a block diagram which shows an example of a function structure of the mobile telephone in embodiment. It is a block diagram which shows an example of a function structure of the server apparatus in embodiment. It is a figure which shows an example of the character information in embodiment. It is a figure which shows an example of the screen as which provision of the experience value in embodiment is displayed. It is a flowchart which shows an example of the game process regarding provision of the experience value in embodiment.
  • the game device can use various computer game machines such as a video game machine, a portable game machine, an arcade game machine, and a personal computer.
  • a game device according to an embodiment of the present invention described below is exemplified by a portable game machine, particularly a mobile phone.
  • the game program which concerns on embodiment of this invention is performed with the said mobile phone, for example.
  • FIG. 1 is a front view of a mobile phone showing an example of an external configuration of the mobile phone 10 according to the embodiment.
  • the mobile phone 10 includes a rectangular thin casing 12, and one surface of the thin casing 12 is configured such that the touch panel 14 occupies many portions.
  • a speaker 16, a microphone 18, and a hard button 20 are provided on the surface (front surface) on which the touch panel 14 is mounted.
  • external interfaces such as a hard key 22 and an audio output terminal 24 (see FIG. 2) are provided on the side surface and the bottom surface of the mobile phone 10.
  • a camera 26 is provided on the back surface of the mobile phone 10.
  • FIG. 2 is a block diagram schematically illustrating a hardware configuration of the mobile phone 10 according to the embodiment.
  • the mobile phone 10 includes a mobile communication antenna 30, a mobile communication unit 32, a wireless LAN communication antenna 34, a wireless LAN communication unit 36, a storage unit 38, and a main control unit 40 in addition to the components shown in FIG. And an external interface 42 including the speaker 16, the camera 26, and the audio output terminal 24.
  • the touch panel 14 has functions of both a display device and an input device, and includes a display (display screen) 14A that bears the display function and a touch sensor 14B that bears the input function.
  • the display 14A is configured by a general display device such as a liquid crystal display or an organic EL (Electro Luminescence) display.
  • the touch sensor 14B includes an element for detecting a touch operation arranged on the upper surface of the display 14A and a transparent operation surface stacked on the element.
  • a contact detection method of the touch sensor 14B any of known methods such as a capacitance type, a resistance film type (pressure sensitive type), and an electromagnetic induction type can be adopted.
  • the touch panel 14 displays a game image generated by executing the game program 44 stored in the storage unit 38 by the main control unit 40.
  • the touch panel 14 as an input device detects an operation of a contact object (including a player's finger, a touch pen, etc., which will be described as a representative example hereinafter) in contact with the operation surface.
  • the operation input is received, and information on the contact position is given to the main control unit 40.
  • the movement of the finger is detected as coordinate information indicating the position or region of the contact point, and the coordinate information is expressed as, for example, coordinate values on two axes of the short side direction and the long side direction of the touch panel 14.
  • the mobile phone 10 is connected to the network (Internet) N through the mobile communication antenna 30 and the wireless LAN communication antenna 34, and can perform data communication with the server device 50.
  • the server device 50 functions as a server serving as a hub of the game system, for example, collecting play data such as games executed on the mobile phone 10 via the network N and accumulating and managing the play data.
  • an online game system that can provide various games online to the mobile phone 10 is constructed.
  • the online game system by managing and providing play data corresponding to a plurality of types of game programs, it is possible to provide the player with fun as if playing various games in the game center.
  • the game program 44 according to the embodiment may be installed in the mobile phone 10 or may be provided with a game function from a server (server device 50) online.
  • FIG. 3 is a diagram illustrating an example of a hardware configuration of the server device 50 according to the embodiment.
  • the server device 50 includes a control unit 51, a communication interface 53, a storage unit 54, a display unit 57, and an input unit 58, and each unit is connected via a bus line 59. Is done.
  • the control unit 51 includes a CPU, a ROM, a RAM 52, and the like.
  • the control unit 51 is configured to execute, for example, a process related to an online game in addition to a function as a general information processing apparatus by executing a control program 55 or the like stored in the storage unit 54.
  • the RAM 52 temporarily stores various information and is used as a work area when the CPU executes various processes.
  • the communication interface 53 controls communication with a billing server (not shown) and the mobile phone 10 via the network N.
  • the storage unit 54 is composed of an HDD, for example, and stores a control program 55 in addition to storing an application and data (not shown) for realizing a function as a general information processing apparatus.
  • the storage unit 54 has an information storage unit 56.
  • the control program 55 is a program for performing processing related to the game, and is a program that receives an operation instruction from the mobile phone 10 and controls the progress of the game while playing based on the operation instruction.
  • the control program 55 may be stored in a computer-readable recording medium, read from the recording medium, and stored in the storage unit 54.
  • the information storage unit 56 stores, for example, data necessary for a game, data related to a user, and the like.
  • the display unit 57 displays information to the administrator.
  • the input unit 58 receives input from the administrator or receives instructions from the administrator.
  • the server device 50 does not necessarily include the display unit 57 and the input unit 58, and the display unit 57 and the input unit 58 may be connected to the server device 50 from the outside.
  • the experience value is a first parameter given to the character when the game satisfies a predetermined condition.
  • the predetermined condition is, for example, the end of the battle due to defeating the enemy in the battle, the elapse of a predetermined time, or the case where the player acquires a specific weapon or item and uses the item.
  • the level is a second parameter related to the strength of the player based on the experience value. This experience value and level are individually set for a plurality of characters.
  • the predetermined condition is the end of the battle due to defeating the enemy in the battle
  • a party group
  • the characters in the party cooperate to defeat the enemy character.
  • an enemy character is defeated, an experience value is given to each character.
  • an additional experience value (also referred to as a bonus experience value) is given to each character.
  • the character to which the bonus experience value is given may be any character possessed by the player regardless of inside or outside the group, any character included in the group, or any character outside the group.
  • FIG. 4 is a block diagram illustrating an example of a functional configuration of the mobile phone 10 according to the embodiment.
  • the mobile phone 10 illustrated in FIG. 5 includes, for example, a first transmission unit 102, a first reception unit 104, and a game execution unit 106. Each unit functions, for example, when the game program 44 is executed by the main control unit 40.
  • the first transmission unit 102 can be realized by the main control unit 40, the mobile communication unit 32, the wireless LAN communication unit 36, and the like, for example.
  • the first transmission unit 102 transmits a command based on the operation content input by the player to the server device 50.
  • the first receiving unit 104 can be realized by, for example, the main control unit 40, the mobile communication unit 32, the wireless LAN communication unit 36, and the like.
  • the first receiving unit 104 receives, from the server device 50, information on battle events in the game, information on granting experience values, data on game progress, and the like.
  • the game execution unit 106 can be realized by the main control unit 40, for example.
  • the game execution unit 106 executes a game (for example, a plurality of events).
  • the game execution unit 106 includes an operation reception unit 112, a command issue unit 114, an image generation unit 116, and a display control unit 118.
  • the operation accepting unit 112 accepts the player's operation input from the touch panel 14 during the game execution. For example, the operation accepting unit 112 accepts an operation by the player regarding the organization of the party before an event in the game, or accepts an operation for an attack or defense from the player during the event.
  • the accepted operation content is output to the command issuing unit 114.
  • the command issuing unit 114 issues a command corresponding to the operation content received by the operation receiving unit 112, and transmits the issued command to the server device 50 via the first transmission unit 102.
  • the command issuing unit 114 issues a command indicating character selection in party organization, a command indicating attack or defense in an event, and the like.
  • the image generation unit 116 acquires data related to the progress of the game received by the first reception unit 104, and generates an image to be displayed on the touch panel 14 based on the information.
  • the image generation unit 416 outputs the generated image to the display control unit 118.
  • the display control unit 118 controls to display the acquired image on the touch panel 14. Thereby, the mobile phone 10 can display the image based on the data related to the progress of the game transmitted from the server device 50 and can advance the game.
  • FIG. 5 is a block diagram illustrating an example of a functional configuration of the server device 50 according to the embodiment.
  • the server device 50 illustrated in FIG. 5 includes, for example, a second transmission unit 202, a second reception unit 204, and a game control unit 206. Each unit functions, for example, when the control program 110 is executed by the control unit 51.
  • the second transmission unit 202 can be realized by the communication interface 53, the control unit 51, and the like, for example.
  • the second transmission unit 202 transmits information regarding the provision of experience values, data regarding the progress of the game, and the like to the mobile phone 10.
  • the second receiving unit 204 can be realized by the communication interface 53, the control unit 51, and the like, for example.
  • the second receiving unit 204 receives a command or the like based on the operation content input by the player from the mobile phone 10.
  • the game control unit 206 can be realized by the control unit 51, for example.
  • the game control unit 206 controls the progress of the game based on the operation of the player. For example, the game control unit 206 acquires a command based on the operation content of the player, and controls the progress of an event in the game such as a battle using this command.
  • the game control unit 206 executes the above-described game (for example, a game including a time attack event), and controls to give an experience value (first parameter) when a predetermined condition is satisfied. Therefore, the game control unit 206 includes a reception unit 212, a determination unit 214, a grant unit 216, and an addition grant unit 218.
  • the accepting unit 212 accepts selection of characters used in the game. Specifically, the accepting unit 212 accepts a command indicating character selection.
  • the character is set with an experience value (first parameter) that is given when the game satisfies a predetermined condition, and a level (second parameter) related to the strength of the character based on the value of the experience value. ing.
  • the game control unit 206 controls the game using a plurality of characters including the selected character.
  • the game control unit 206 controls execution of a so-called “tower defense game” in which a battle with an enemy character is performed using a group (party) including the selected character.
  • the determination unit 214 determines whether or not the game satisfies a predetermined condition.
  • the predetermined condition is that the game ends, a predetermined time elapses, or the like. Further, the determination unit 214 determines whether or not a character having a level equal to or higher than a threshold is included in the party that has battled.
  • the granting unit 216 gives an experience value to each of the plurality of characters.
  • the assigning unit 216 assigns the set total experience value to a plurality of characters according to a predetermined standard.
  • the predetermined reference may be a total experience value that can be acquired for each type of game, or an experience value is set for each enemy character that appears in the game, and the enemy character that the player character defeats.
  • the total of experience values may be the total experience value.
  • the addition granting unit 218 gives an additional experience value (bonus experience value) to one or a plurality of predetermined characters possessed by the player when a plurality of characters include a character whose level value is equal to or greater than a threshold value.
  • the predetermined character is a character whose level is lower than a predetermined value among the battled characters.
  • the granted experience value is accumulated and added.
  • an experience value can be appropriately given to a character that the player wants to raise the level, for example, a character with a low level.
  • the additional giving unit 218 may give the value of the additional first parameter to the character whose level value is less than the threshold value.
  • the character with the maximum level has no effect even if more experience values are given, so the experience value for that level is additionally given to the character with a lower level. Is not wasted, and a character having a lower level than before can be quickly grown.
  • the additional granting unit 218 may change the value of the additional experience value according to the number of characters whose level value is equal to or greater than the threshold value. For example, the experience value may be increased as the number of characters having a level value equal to or greater than a threshold value increases. This makes it easier for the party to win the battle, and at the same time allows for further growth of low-level characters.
  • the additional granting unit 218 assigns an additional experience value to the character in the party, and if there is a character whose level value is equal to or greater than the threshold value, the additional experience value originally assigned to the character is It may be allocated to other characters in the party. As a result, even if a player includes a high-level character in the party in order to win the battle, the experience value of the high-level character can be distributed to the low-level character, and the low-level character grows. Can be made.
  • the addition assigning unit 218 may change the value of the additional experience value based on any of the level value differences set for each of the plurality of characters. For example, the additional provision unit 218 may increase the value of the additional experience value as the difference between the highest value and the lowest value among the plurality of characters increases. As a result, the greater the level difference between the characters in the party, the larger the bonus experience value, and the more experience values can be given to characters with lower levels.
  • the additional granting unit 218 gives an additional experience value to the selected one or more characters. May be.
  • the player can select a character to which a bonus experience value is to be given in advance. For example, a player who wants to increase the number of characters with the maximum level may select in advance (for example, before the start of a game event) a character with the maximum level soon as a bonus experience value grant destination.
  • giving an experience value additionally includes correcting so that the value of the experience value given in the granting unit is increased.
  • FIG. 6 is a diagram illustrating an example of character information in the embodiment.
  • the character information shown in FIG. 6 is stored in the information storage unit 56 or the RAM 52, for example.
  • party information As shown in FIG. 6, party information, level information, experience value information, and the like are associated with each character.
  • the party information may be separately stored separately.
  • the party information is information indicating which character belongs to which party by the operation of the player. For example, character A and character F are set to party 1. Further, it is assumed that a character cannot belong to a plurality of parties.
  • Level is a parameter related to character strength. For example, the level increases as the experience value increases.
  • the experience value is a parameter given to the character when the game satisfies a predetermined condition. For example, an experience value is given when the player defeats an enemy character, when a specific weapon or item is obtained, or when a player wins a lottery or the like.
  • the determination unit 214 and the addition provision unit 218 perform their own processing with reference to the character information as appropriate. Further, when a party is organized, an experience value is given, or the level is raised, the character information is updated by the game control unit 206.
  • FIG. 7 is a diagram illustrating an example of a screen on which the provision of experience values in the embodiment is displayed.
  • “WIN !” indicating that the game has been won is displayed, and the characters 62A to 62D in the party are displayed.
  • the level of the character 62A is equal to or lower than the threshold value
  • the levels of the characters 62B to D are equal to or higher than the threshold value.
  • the determination unit 214 determines that the levels of the characters 62B to D are equal to or higher than the threshold value.
  • the addition granting unit 218 gives an additional experience value 1500 to the character 62A. For example, if there are three characters whose level is equal to or greater than the threshold value, the additional experience value is 1500. If there are two characters whose level is equal to or greater than the threshold value, the additional experience value is 1000, and the character whose level is equal to or greater than the threshold value. If there is one, the additional experience value is 500. Note that the screen example shown in FIG. 7 is merely an example, and the present invention is not limited to this example.
  • FIG. 8 is a flowchart illustrating an example of a game process related to the provision of experience values in the embodiment.
  • the game process shown in FIG. 8 is started when the player selects an arbitrary game event from a menu screen (not shown) of the tower defense game.
  • step S102 the game control unit 206 manages battle times and controls game events.
  • the game control unit 206 may execute basic processing of the game event on the mobile phone 10 side to acquire the game result from the mobile phone 10, or the game according to the operation command received from the mobile phone 10.
  • the event may be controlled and game event progress information may be transmitted to the mobile phone 10.
  • step S104 the determination unit 214 determines whether or not the game event has ended. If the game event has ended (step S104-YES), the process proceeds to step S106. If the game event has not ended (step S104-NO), the process returns to step S102.
  • step S106 the grant unit 216 assigns and assigns the total experience value determined for each game event or for each enemy character to each character.
  • the character to which the experience value is given is basically a character included in the party, but may be a character that does not belong to the party that has battled.
  • step S108 the determination unit 214 determines whether or not there is a character whose level is equal to or higher than a threshold in the battled party. If there is a character whose level is greater than or equal to the threshold (step S108—YES), the process proceeds to step S110. If there is no character whose level is greater than or equal to the threshold (step S108—NO), the process ends. It should be noted that a character whose level is equal to or higher than the threshold need not be limited to the party in the battle, and may be included in the character possessed by the player.
  • step S110 the addition grant unit 218 additionally gives an experience value to a predetermined character possessed by the player.
  • an experience value can be appropriately given to the character whose player wants to raise the level. For example, while satisfying the player's desire to win a battle by including a character with a high level in the party, a lot of bonus experience points are given to characters with a low level, making it easy to raise the level Can do.
  • the player can organize a character having a high level and a character having a low level in the party, and can balance the victory in the battle and the growth of the character in the organization of the characters in the group.
  • the level of a low-level character for example, a newly acquired character is likely to increase, the motivation that the player wants to obtain a new character can be improved.
  • a predetermined game event (quest) realized by the mobile phone 10 of the embodiment executing the game program 44 will be described.
  • a predetermined game event there are a plurality of battle events, and a battle is performed by associating each battle event with one party.
  • a conventional game having a plurality of battle events for example, Brave Frontier ("New content that emphasizes the story to be challenged at multiple parties to" Brave Frontier "", [online], Famitsu.com, [2015 2 Search on the 26th of the month] and the Internet ⁇ http://app.famitsu.com/20141113_464793/>)
  • Brave Frontier New content that emphasizes the story to be challenged at multiple parties to
  • Brave Frontier [online]
  • Famitsu.com [2015 2 Search on the 26th of the month]
  • the player can proceed to the next battle event from the route where the battle is cleared by the strong party. Therefore, when a player forms a plurality of parties, it is only necessary to form one strong party, so that the strategy in the party formation such as which character is formed into which party is low. Therefore, in the embodiment, the strategy in the party organization can be improved as compared with the conventional game.
  • One battle event includes a plurality of stages (also referred to as WAVE).
  • a plurality of parties are organized by the operation of the player, and one party is set for each battle event. It should be noted that one character cannot be duplicated and included in different parties. Accordingly, since various characters are used in the game, it is possible to prevent only a specific character from being used in the game and to enhance the interest of the game.
  • the game proceeds to the game of the next stage, and all the games of the stage are cleared within the time limit, the battle event is determined to be cleared. .
  • Each battle event is executed once, and after all battle events are executed, the clear determination of the quest is performed. At this time, if there is one battle event that cannot be cleared, it is determined that the quest cannot be cleared.
  • the player must not clear all battle events before proceeding to the next quest.
  • a penalty is given when the player executes the battle event again. This penalty is, for example, that the player must wait until a predetermined time elapses before re-executing the battle event.
  • the strategy in the party organization can be improved as compared with the conventional game.
  • the first transmission unit 102 transmits a command or the like based on the operation content input by the player to the server device 50. For example, a command related to team organization indicating which character belongs to which party, a command indicating which battle event is selected, and the like are transmitted to the server device 50.
  • the first receiving unit 104 receives information on battle events in the game, data on the progress of the game, and the like from the server device 50.
  • the game execution unit 106 executes a predetermined event in the game (for example, a predetermined battle event in the quest).
  • the operation accepting unit 112 accepts the player's operation input from the touch panel 14 during the game execution. For example, the operation accepting unit 112 accepts an operation by the player regarding the party organization before the event in the game, or accepts an operation for attack or defense from the player during the event.
  • the accepted operation content is output to the command issuing unit 114.
  • the command issuing unit 114 issues a command corresponding to the operation content received by the operation receiving unit 112, and transmits the issued command to the server device 50 via the first transmission unit 102.
  • the command issuing unit 114 issues a command indicating character selection in party organization, a command indicating which battle event has been selected, a command indicating attack or defense in the event, and the like.
  • the image generation unit 116 acquires data related to the progress of the game received by the first reception unit 104, and generates an image to be displayed on the touch panel 14 based on the information.
  • the image generation unit 416 outputs the generated image to the display control unit 118.
  • the display control unit 118 controls to display the acquired image on the touch panel 14. Thereby, the mobile phone 10 can display the image based on the data related to the progress of the game transmitted from the server device 50 and can advance the game.
  • FIG. 9 is a block diagram illustrating an example of a functional configuration of the server device 50 according to the embodiment.
  • the server device 50 shown in FIG. 9 the same components as those shown in FIG.
  • the second transmission unit 202 transmits to the mobile phone 10 data relating to the progress of the game, such as which stage is currently in the plurality of stages of the battle event.
  • the second receiving unit 204 receives from the mobile phone 10 a command based on the operation content input by the player, for example, a command related to party organization, a command indicating the association between a party and a battle event, and the like.
  • the game control unit 206 acquires a command based on the operation content of the player, and controls the progress of an event in the game such as a battle using this command. For example, the game control unit 206 controls the game of each stage to be executed in order for one battle event.
  • the game control unit 206 controls to execute the predetermined game event described above. Therefore, the game control unit 206 includes a reception unit 212, a composition unit 222, a setting unit 224, a storage unit 226, a clear determination unit 228, and an extension unit 230.
  • the accepting unit 212 accepts selection of characters belonging to a plurality of parties. Specifically, the accepting unit 212 accepts a command indicating character selection.
  • the knitting unit 222 knitting a plurality of parties including different characters according to the operation of the player.
  • the organization unit 222 associates which character is included in which party based on a command related to party organization, and stores, for example, the character information illustrated in FIG. 6 in the storage unit 226.
  • the setting unit 224 sets a plurality of parties in association with a plurality of battle events set in one quest according to the operation of the player. For example, the setting unit 224 sets a battle event and a party in a one-to-one correspondence. The correspondence between the battle event and the party may be stored in the storage unit 226. Note that the number of parties that can be organized at one time and the number of battle events set in one quest may be the same.
  • the storage unit 226 stores character information, quest information related to the quest, and the like.
  • the clear determination unit 228 determines that the quest is cleared when all battle events are cleared after a plurality of battle events are executed once, and when at least one battle event is not cleared. It is determined that the quest has not been cleared.
  • the battle event is, for example, a tower defense game with a time limit, but is not limited thereto.
  • the game control unit 206 controls to execute the next quest.
  • the game control unit 206 controls to execute again the battle event that has not been cleared.
  • the game control unit 206 selects a battle event that has not been cleared, You may control to perform again from the stage which could not be cleared. Thereby, when the battle event is executed again, it is possible to prevent the player from failing this battle event many times by restarting from the first stage.
  • the game control unit 206 may perform control so that a battle event that has not been cleared is executed again after a predetermined time has elapsed.
  • the predetermined time is, for example, 1 hour.
  • the game control unit 206 may change the predetermined time as a penalty when a party associated with a battle event that has not been cleared is changed. For example, when a battle event that has not been cleared is executed at another party, the predetermined time may be shortened. In addition, when a party is changed, it is good to provide a predetermined restriction. The predetermined restrictions will be described later with reference to FIG.
  • the extension unit 230 extends the time limit of the game. For example, when a character possessing a specific weapon or a specific character is included in the party, the extension unit 230 extends the time limit when the party battles.
  • FIG. 10 is a diagram illustrating an example of quest information in the embodiment.
  • the quest information shown in FIG. 10 is associated with party information and WAVE information for each battle event information.
  • the quest information shown in FIG. 10 is held in the storage unit 226, for example.
  • Battle event information is information indicating a battle event that occurs for each quest. For example, battle events 1A, 1B, and 1C indicate three battle events in Quest 1.
  • Party information is information indicating which party is associated with and fights. For example, the party 1 is associated with the battle event 1A, and the party 1 fights in the battle event 1A.
  • WAVE information is information indicating how far the player has cleared among a plurality of stages. For example, in battle event 1A, party 1 indicates that all WAVEs have been cleared, and in battle event 1B, party 3 indicates that only 15 WAVEs have been cleared out of 20 WAVEs.
  • FIG. 11 is a diagram illustrating a screen example (part 1) of a predetermined game event.
  • the player's base Z is displayed, three routes from the base Z are displayed, and the enemy character bases A to C are displayed ahead of each route.
  • the player can perform party organization so that the plurality of characters owned by the player do not overlap, and can select and decide which party is to be expedited to which enemy base. .
  • the game control unit 206 controls the party that has traveled to return to the base Z over a predetermined time after the battle at the enemy base ends.
  • the game control unit 206 if the player wants to change to another party for a battle event that has not been cleared, the base that is currently exploring the battle event is returned to the base Z once. Let the party in Z choose from. Thereby, when the party once battled is changed, time restrictions can be added to the player.
  • FIG. 12 is a diagram illustrating a screen example during a battle according to the embodiment.
  • a game performed in embodiment it is not restricted to the example demonstrated below, For example, what is necessary is just the various games which cooperate and fight with a some character. Such a game may be set as an event in the game.
  • a plurality of types of player characters 62 for example, four types of player characters 62A to 62D are arranged in a predetermined area (arrangement area 64) in the game area, and an appearance area 66 is obtained.
  • the player character 62A to 62D intercepts a group of enemy characters 72 that appear in the movement area and move toward the self area (end area 70) through the movement area, thereby achieving the end area 70. This is a so-called “tower defense game”.
  • an HP display bar 63 indicating each HP is arranged above each player character 62A to 62D.
  • this HP is “0”, the player characters 62A to 62D die and disappear from the game area.
  • the enemy character 72 can move further toward the end region 70 side through the grid where the dead player character is located.
  • an HP display bar 73 is also arranged above the enemy character 72.
  • the game area includes, for example, an appearance area 66 that is arranged in the leftmost center area adjacent to the moving area displayed on the display 14A on the left side and in which the appearance position of the enemy character 72 can be set.
  • the enemy character 72 appears in the appearance area 66 at any time during the game play, and moves toward the end area 70 via the movement area.
  • a timer column T24 that starts measurement at the start of the game and ends at the end of the game is arranged.
  • the start of the game is triggered, for example, by the player pressing the game start button, and the end of the game is triggered, for example, by the player defeating the enemy character 72 that appears last.
  • the game area includes an area W24 where the current number of WAVEs is displayed.
  • the total number of WAVEs out of 20 indicates the current 12th WAVE.
  • FIG. 13 is a diagram showing a screen example (part 2) of a predetermined game event in the embodiment.
  • a screen D26 shown in FIG. 13 is a screen when one battle event is cleared. For example, in the area F26, it is displayed that the unit (party) has defeated the enemy base, the unit that has been destroyed returns to the base Z, and the player selects the next battlefield (enemy base) / unit (party).
  • the unit (party) has defeated the enemy base
  • the unit that has been destroyed returns to the base Z
  • the player selects the next battlefield (enemy base) / unit (party).
  • FIG. 14 is a diagram showing a screen example (part 3) of a predetermined game event in the embodiment.
  • a screen D28 shown in FIG. 14 is a screen when one battle event cannot be cleared.
  • the area F28 displays that the battle has ended when WAVE is 10, and that the next battlefield (enemy base) / unit (party) is selected.
  • FIG. 15 is a diagram showing a screen example (part 4) of a predetermined game event in the embodiment.
  • a screen D30 shown in FIG. 15 is a screen when one quest is cleared. For example, in the example shown in FIG. 11, the battle is executed once for the enemy bases A to C, and the screen D30 is displayed when all the enemy bases are cleared. In the area F30, it is displayed that each unit (party) has defeated each enemy base, and that the player selects the next quest.
  • FIG. 16 is a diagram showing a screen example (part 5) of a predetermined game event in the embodiment.
  • the screen D32 shown in FIG. 16 is a screen when the battle is executed once at each enemy base and the quest is not cleared. For example, in the example shown in FIG. 11, the battle is executed once for the enemy bases A to C, and the screen D32 is displayed when at least one enemy base is not cleared. In the area F32, it is displayed as a penalty when it cannot be cleared that 90 minutes is waited until the battle event is re-executed.
  • FIG. 17 is a flowchart illustrating an example of game processing in a predetermined game event according to the embodiment.
  • the game process shown in FIG. 17 is started when a predetermined game event is periodically held from the server device 50 side or when a player selects from a menu screen (not shown) of the tower defense game.
  • step S200 the game control unit 206 acquires a command indicating the correspondence between the battlefield (battle event) and the unit (party) received from the mobile phone 10 before starting the battle of the battle event.
  • step S202 the game control unit 206 acquires a battlefield (battle event) selection command received from the mobile phone 10 side.
  • step S204 the game control unit 206 sets a game area as shown in FIG.
  • the game control unit 206 transmits information regarding the game progress to the mobile phone 10 side, and the mobile phone 10 transmits at least a part of the game area set in the display control unit 118 (for example, a range shown in FIG. 12). Is displayed as a game image.
  • a party corresponding to the selected battlefield is selected as a battle unit, and battle processing is executed.
  • step S206 the game control unit 206 determines the end of the battle based on whether the time limit has elapsed or the player has defeated all enemy characters. If the battle is over (step S206—YES), the process proceeds to step S208. If the battle is not over (step S206—NO), the process returns to step S204.
  • step S208 the game control unit 206 determines whether all battlefields have been selected (executed) once or not. If the entire battlefield has been selected (step S208—YES), the process proceeds to step S210. If the entire battlefield has not been selected (step S208—NO), the process returns to step S202, and the mobile phone 10 is used to notify the player. Let another battlefield be selected. Even when the entire battlefield is not selected in step S208, when the player gives up clearing of all battlefields (for example, when “retire” displayed as a game image is operated), the process proceeds to S212. Or the game event may end.
  • step S210 the clear determination unit 228 determines whether all battlefields have been cleared (one quest has been cleared) or not. If the entire battlefield has been cleared (step S210—YES), the process proceeds to step S214. If the entire battlefield has not been cleared (step S210—NO), the process proceeds to step S212.
  • step S212 the game control unit 206 determines whether or not a predetermined time has elapsed. If the predetermined time has elapsed (step S212—YES), the process proceeds to step S202. If the predetermined time has not elapsed (step S212—NO), the process returns to step S212. In addition, you may enable it to change the party character matched with the uncleared battlefield by step S212. Further, when the player changes the party, the predetermined time may be changed.
  • step S212 When the predetermined time has elapsed in step S212 and the process returns to step S202, the player is selected in the uncleared battlefield in the process in step S202. In step S208, it is determined whether there are other uncleared battlefields.
  • step S214 the game control unit 206 determines whether there is a next quest. If there is a next quest (step S214—YES), the process proceeds to step S216. If there is no next quest (step S214—NO), the predetermined game event ends.
  • step S216 the game control unit 206 controls execution of the next quest, and in step S202, causes the player to select a battlefield of the quest.
  • a plurality of parties are organized by the player's operation in this game event, and one party is set for each battle event. It should be noted that one character cannot be duplicated and included in the party. Accordingly, since various characters are used in the game, it is possible to prevent only a specific character from being used in the game and to enhance the interest of the game.
  • [Appendix 1] A knitting unit for knitting a plurality of groups each including a different character in accordance with the operation of the player; A setting unit that associates and sets each of the plurality of groups to each battle event set in one quest according to the operation of the player; After all the battle events are executed once, if all battle events have been cleared, it is determined that the quest has been cleared, and if at least one battle event has not been cleared, the quest A determination unit that determines that is not cleared, A game control unit that controls to execute the next quest when the quest is cleared, and controls again to execute a battle event that is not cleared when the quest is not cleared; An information processing apparatus comprising: [Appendix 2] The game control unit If it is determined that the battle event is cleared when one battle event is divided into multiple stages and all stages are cleared, the battle event that has not been cleared is executed again from the stage that could not be cleared.
  • the information processing apparatus according to appendix 1, wherein the information processing apparatus is controlled to perform.
  • the game control unit The information processing apparatus according to appendix 1 or 2, wherein when the quest is not cleared, execution of the battle event that is not cleared is restricted until a predetermined time elapses.
  • the game control unit The information processing apparatus according to any one of appendices 1 to 3, wherein the predetermined time is changed when a group associated with the battle event not cleared is changed.
  • Appendix 5 The information processing apparatus according to any one of appendices 1 to 4, wherein the number of groups that can be organized at one time and the number of battle events set in the one quest are the same.

Landscapes

  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Theoretical Computer Science (AREA)
  • Human Computer Interaction (AREA)
  • User Interface Of Digital Computer (AREA)
PCT/JP2016/052621 2015-02-26 2016-01-29 情報処理装置、情報処理方法及びプログラム WO2016136378A1 (ja)

Applications Claiming Priority (2)

Application Number Priority Date Filing Date Title
JP2015037088A JP6241626B2 (ja) 2015-02-26 2015-02-26 情報処理装置、情報処理方法及びプログラム
JP2015-037088 2015-02-26

Publications (1)

Publication Number Publication Date
WO2016136378A1 true WO2016136378A1 (ja) 2016-09-01

Family

ID=56788263

Family Applications (1)

Application Number Title Priority Date Filing Date
PCT/JP2016/052621 WO2016136378A1 (ja) 2015-02-26 2016-01-29 情報処理装置、情報処理方法及びプログラム

Country Status (2)

Country Link
JP (1) JP6241626B2 (enrdf_load_stackoverflow)
WO (1) WO2016136378A1 (enrdf_load_stackoverflow)

Families Citing this family (7)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
EP3498688B1 (en) 2016-08-12 2021-11-10 Mitsubishi Chemical Corporation Method for producing n-(alpha-alkoxyethyl)formamide
JP6206610B1 (ja) * 2017-02-23 2017-10-04 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
JP6273061B1 (ja) * 2017-07-13 2018-01-31 グリー株式会社 プログラム、制御方法、および情報処理装置
JP2020000735A (ja) * 2018-06-29 2020-01-09 株式会社コロプラ プログラム、方法、および情報処理装置
JP2020065733A (ja) * 2018-10-24 2020-04-30 株式会社ミクシィ ゲーム情報処理装置,情報処理装置の制御方法及び制御プログラム
JP7272799B2 (ja) * 2019-01-15 2023-05-12 株式会社コロプラ ゲームプログラム、方法、および情報処理装置
JP7328068B2 (ja) * 2019-08-13 2023-08-16 株式会社バンダイナムコエンターテインメント サーバシステム、ゲームシステム、端末装置及びプログラム

Citations (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2000157718A (ja) * 1998-11-30 2000-06-13 Square Co Ltd ゲーム装置、キャラクタ情報設定方法および記録媒体
JP2002263369A (ja) * 2001-03-13 2002-09-17 Square Co Ltd ビデオゲーム装置およびその制御方法、ビデオゲームシステム、ならびにビデオゲームのプログラムおよびそのプログラムを記録したコンピュータ読取り可能な記録媒体。

Family Cites Families (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP3561511B2 (ja) * 2002-05-14 2004-09-02 株式会社スクウェア・エニックス ネットワークゲームシステム、ゲームサーバ装置、ネットワークゲームの進行方法、プログラム及び記録媒体
JP5411373B1 (ja) * 2013-04-10 2014-02-12 遼 甲平 ゲーム処理プログラム、記憶媒体及びゲーム装置

Patent Citations (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2000157718A (ja) * 1998-11-30 2000-06-13 Square Co Ltd ゲーム装置、キャラクタ情報設定方法および記録媒体
JP2002263369A (ja) * 2001-03-13 2002-09-17 Square Co Ltd ビデオゲーム装置およびその制御方法、ビデオゲームシステム、ならびにビデオゲームのプログラムおよびそのプログラムを記録したコンピュータ読取り可能な記録媒体。

Non-Patent Citations (2)

* Cited by examiner, † Cited by third party
Title
"DragonNest", 19 March 2013 (2013-03-19), Retrieved from the Internet <URL:http://dragonnest.hangame.co.jp/community/noticebbs.nhn?m=read&view=&bbsid=1357&bbstype=notice&page=1&docid=4089591> *
DOLILAND KORYAKU: "Minazuki Dungeon Event", 6 June 2014 (2014-06-06), Retrieved from the Internet <URL:http://doliland2.game-gree.com/limitedarea/minazuki> *

Also Published As

Publication number Publication date
JP6241626B2 (ja) 2017-12-06
JP2016158645A (ja) 2016-09-05

Similar Documents

Publication Publication Date Title
JP6241626B2 (ja) 情報処理装置、情報処理方法及びプログラム
JP5529184B2 (ja) ゲーム制御装置、プログラム、ゲームシステム
JP5795394B2 (ja) プログラム、通信システム、及び制御方法
JP6427328B2 (ja) プログラム及びゲームシステム
JP5307923B1 (ja) ゲームサーバ、ゲーム制御方法、プログラム、及びゲームシステム
JP5792406B1 (ja) ゲーム制御方法、コンピュータ及び制御プログラム
JP2020039983A (ja) プログラム及びゲーム装置
JP5948476B1 (ja) ゲーム制御方法、コンピュータ及び制御プログラム
JP2022163216A (ja) ゲーム制御方法、コンピュータ及び制御プログラム
JP5819015B1 (ja) ゲーム制御方法、コンピュータ及び制御プログラム
WO2013154020A1 (ja) ゲーム制御装置、ゲーム制御方法、プログラム、記録媒体、ゲーム制御システム
JP6224166B2 (ja) プログラム、通信システム、及び制御方法
JP5945052B2 (ja) プログラム、通信システム、及び制御方法
JP2022049031A (ja) ゲーム装置、ゲーム方法及びゲームプログラム
JP5259863B1 (ja) ゲームサーバ、ゲーム制御方法、プログラム及びゲームシステム
JP6068398B2 (ja) 報酬付与プログラム、報酬付与方法、及びサーバ装置
JP7378744B2 (ja) 情報処理システム、情報処理方法、情報処理プログラム
JP6262840B1 (ja) 制御プログラム、制御方法及びコンピュータ
JP7467316B2 (ja) プログラム
JP6286163B2 (ja) プログラム及びサーバ
JP5833792B1 (ja) プログラム、通信システム、及び制御方法
JP6317845B1 (ja) 制御プログラム、制御方法及びコンピュータ
JP6170532B2 (ja) ゲーム制御方法、コンピュータ及び制御プログラム
JP2016120130A (ja) プログラム及びゲーム装置
JP2016120129A (ja) プログラム及びゲーム装置

Legal Events

Date Code Title Description
121 Ep: the epo has been informed by wipo that ep was designated in this application

Ref document number: 16755128

Country of ref document: EP

Kind code of ref document: A1

NENP Non-entry into the national phase

Ref country code: DE

122 Ep: pct application non-entry in european phase

Ref document number: 16755128

Country of ref document: EP

Kind code of ref document: A1