WO2017110227A1 - Game device and program - Google Patents

Game device and program Download PDF

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Publication number
WO2017110227A1
WO2017110227A1 PCT/JP2016/081217 JP2016081217W WO2017110227A1 WO 2017110227 A1 WO2017110227 A1 WO 2017110227A1 JP 2016081217 W JP2016081217 W JP 2016081217W WO 2017110227 A1 WO2017110227 A1 WO 2017110227A1
Authority
WO
WIPO (PCT)
Prior art keywords
game
article
character
information
content
Prior art date
Application number
PCT/JP2016/081217
Other languages
French (fr)
Japanese (ja)
Inventor
幸太郎 谷口
真理 格和
Original Assignee
株式会社バンダイ
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 株式会社バンダイ filed Critical 株式会社バンダイ
Priority to CN201680055446.1A priority Critical patent/CN108136256A/en
Publication of WO2017110227A1 publication Critical patent/WO2017110227A1/en

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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
    • A63F13/20Input arrangements for video game devices
    • 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
    • A63F13/25Output arrangements for video game devices
    • 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
    • A63F13/69Generating 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 by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
    • 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
    • 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
    • A63F13/90Constructional details or arrangements of video game devices not provided for in groups A63F13/20 or A63F13/25, e.g. housing, wiring, connections or cabinets
    • A63F13/95Storage media specially adapted for storing game information, e.g. video game cartridges

Definitions

  • the present invention relates to a game device and a program, and more particularly to a game device having functions for reading and discharging articles.
  • the user uses a character corresponding to a card read before the start of the game among characters predetermined as appearing in the game content to be used during the game. can do. Also, at the end of the game, a card in which an image of the selected character among the characters that appeared during the game is printed in a state (status etc.) reflecting the game progress is ejected, and the user reflects it in the next game play. The same character can be used from a later status.
  • game contents related to the same title have been provided as a plurality of types of works that give different game experiences.
  • the game content with the title A is not limited to a single work, but can be expanded into multiple types of works, such as a successor to a series related to the same game genre, or a derivative work in a different game genre or a different series. Can be provided.
  • in-game objects such as main characters and items are often designed to appear in common.
  • data linking elements are also provided. *
  • the present invention has been made in view of the above-described problems, and an object of the present invention is to provide a game device and a program that realize a suitable interlocking element between different game contents.
  • the game device of the present invention provides a first game content in which a character or item corresponding to the article information is made to appear in the game based on the article information acquired from the article at the time of game play.
  • An execution means for executing the game process according to the above, an instruction means for giving an instruction to discharge a new article having other article information related to the character or item introduced during the game during or after the execution of the game process, and an article Control means for controlling the instruction means according to whether or not the article from which the article information is acquired is an article ejected by any game device based on the information.
  • the acquired item is an item discharged by another game device that provides a second game content different from the first game content
  • the flowchart which illustrated the registration process of the use character which concerns on embodiment of this invention The flowchart which illustrated the generation processing of card information concerning the embodiment of the present invention.
  • the figure which illustrated the card discharged by the 1st game device and the 2nd game device concerning an embodiment of the present invention The figure which showed the data structural example of the various information which concerns on embodiment of this invention
  • “title” does not indicate only the title or product name given to one game work providing game play, but the same character or world view such as a series work or derivative work. Used to identify a series of works provided for. Therefore, the works related to the same “title” include a plurality of types of works provided so that game play is possible on the same type of game device (hardware such as a game console or a game case), or different types. A plurality of types of works provided so that game play is possible in each of the game apparatuses may be included.
  • game content will be described as indicating one work (one provision unit) in such a series of works. That is, one game content provides a game play (user experience) related to the game content when a corresponding process is executed in a predetermined game device, and is a game content related to the same title. However, at least a part of the provided contents, operation methods, and the like are different for each game content.
  • game content provided for game play in the game device 100 is “first game content”, which is game content related to the same title as the first game content.
  • the content different from the game content is referred to as “second game content”.
  • a game device that provides a game play relating to the first game content, including the game device 100 is referred to as a “first game device” when there is a need for distinction.
  • the other game device that provides the game play related to the second game content is referred to as a “second game device” correspondingly.
  • FIG. 1 is a block diagram showing a functional configuration of the game device 100 according to an embodiment of the present invention. *
  • the control unit 101 is, for example, a CPU, and controls the operation of each block included in the game apparatus 100. Specifically, the control unit 101 controls the operation of each block by, for example, reading an operation program for each block recorded on the recording medium 102 and developing the operation program in the memory 103. *
  • the recording medium 102 is a recording device that can hold data permanently, such as a nonvolatile memory or an HDD.
  • the recording medium 102 stores information such as parameters necessary for the operation of each block and various graphics data used for the game executed by the game device 100 in addition to the operation program for each block of the game device 100.
  • the memory 103 is a storage device used for temporary data storage such as a volatile memory.
  • the memory 103 is used not only as a development area for the operation program of each block, but also as a storage area for temporarily storing data output in the operation of each block. *
  • the payment detection unit 104 detects that the game device 100 has paid the price.
  • the payment of the consideration is determined by detecting, for example, that a predetermined amount of coins or corresponding coins have been inserted into the coin slot, or completion of settlement processing based on communication with a chip related to the predetermined electronic money. It may be done.
  • the game apparatus 100 of the present embodiment is described as starting the provision of game play to the user based on the payment of the price. However, payment of the price is not an essential requirement, and the game play is based on a predetermined start instruction. The provision of may begin. *
  • the acquisition unit 105 acquires information on characters or items used in the game.
  • the acquisition is performed through a reader 120 that is detachably connected in the same housing as the game apparatus 100 or outside the game apparatus 100, and is converted into a format suitable for use in the game process through a predetermined data conversion process or the like. And get.
  • the reader 120 detects that a game article has been placed on a predetermined part, and recognizes the article or acquires information from the article, for example, using an imaging device and predetermined image processing.
  • the game apparatus 100 uses a card configured as a game article to acquire information (card information) attached to the card.
  • the game article is not limited to a card, and may be any print medium that can be printed and discharged by the printing unit 140 described below.
  • the printing unit 140 is a device capable of generating a three-dimensional model such as a so-called 3D printer
  • the article may be a model such as a figure related to a character, and the printing unit 140 corresponds to card information. Data may be recorded and output.
  • the printing unit 140 when the printing unit 140 has a sorter of a plurality of types of toys and is replaced by a device configured to be able to selectively output a toy related to a predetermined character, the article may be the toy, Similarly, data corresponding to the card information may be recorded and output.
  • One card is associated with any of the characters that can appear in the game and will be described as having a pattern (image) of the character. It does not exclude the possibility of being associated with an item.
  • the card information is described as being converted into a one-dimensional or multi-dimensional pattern (code image) as shown in FIG. 5 and attached to the card by printing.
  • the card information is not limited to that which is attached to the card in such a visible state, but is attached by printing with invisible ink, or recorded on a recording medium such as an IC chip included in the card as data. It may be held. *
  • FIG. 5 shows cards that can be used by the user when playing the game in the first game content.
  • the card is discharged during or after execution of a process related to a predetermined game (matching game) in the game play related to the first game content as described later (FIG. 5).
  • the card shown in FIG. 5B can also be used.
  • the card shown in FIG. 5B is a card that is ejected by the second game device that provides the second game content, and is different in configuration content from the card shown in FIG.
  • the first game content and the second game content are game contents related to the same title, the story, background setting, and the like are common or related, and the same character appears in both contents. .
  • the card configuration example shown in FIGS. 5A and 5B is an image having a composition or design different from that of the character image 501 and the character image 511, both of which indicate cards associated with the same character. ing.
  • the elements constituting the card other than the character image are also different as shown in the figure. For example, at least some parameters indicating the same attribute show different values for the first game content and the second game content. . This is based on the fact that the handling of characters is designed for each game content, for example, depending on the importance of the role on the story, the appearance frequency, the rarity, and the like.
  • the above-described code image 502 and code image 512 indicating the card information are set in common on the card. Further, these code images are generated by converting the card information by a common conversion (encoding) method, and the method for acquiring (decoding) information from the code image may be common.
  • the card information has a data structure adjusted so as to have the same data length as shown in FIGS. 6A and 6B, for example.
  • FIG. 6A shows a structure of card information attached to a card ejected from the game apparatus 100 when a game play of the first game content is performed.
  • FIG. 6B shows a structure of card information attached to a card discharged from the second game device when the game play of the second game content is performed.
  • the card information of FIG. 6A and the card information of FIG. Only the parameter 603 and the blank 613 are different. *
  • the card ID is identification information given to uniquely identify the card, and may be adjusted so that the same value is not assigned to the first game content and the second game content. Alternatively, since it is possible to identify which game content corresponds to the card with the discharge device information described later, the same value may be assigned.
  • the character ID is identification information for uniquely identifying a character in the game content. In consideration of a reduction in the scale of the character DB 106 described later, the same identification information is attached to the same character for one title. Preferably there is.
  • the discharge device information is information for determining the game device that has discharged the card, and in the present embodiment, indicates whether the game device is the first game device or the second game device.
  • the discharge device information may be information indicating whether the game process relating to the first game content or the second game content is being executed in the discharged game device.
  • the cards that can be used in the game apparatus 100 are simple, so that the cards that are discharged as a result of the game play of the first game content or the second game content will be described. It will be readily understood that implementation is not limited to this. That is, the cards that can be used in the game apparatus 100 may be cards discharged by different apparatuses that execute game processing of different game contents related to the same title, and are not limited to two types. . *
  • the card discharged by the game device 100 (first game device) and the card discharged by the second game device are discharged when the former is discharged. It has a parameter 603 that is dynamically generated according to the execution content of the executed game process, and the latter is different in that it does not have this parameter.
  • the first game content provided with game play in the game device 100 of the present embodiment is so-called breeding in which the character can grow and change in different manners depending on the user as the user plays the game related to the battle game. Has an element. Therefore, in the first game content, the user can discharge a new card in a state in which the growth according to the play result of the game is reflected with respect to the character set as the use character using the card at the time of game play. At this time, the information of the grown state is included in the card information as a parameter 603 that is dynamically changed according to the play result, and the card having the card information is used in the subsequent game play. Game play that continues the state will be provided.
  • the parameter 603 may include information for identifying the user who has played the game and is the owner of the card to which the card information is attached. *
  • the second game content for which the game play is provided by the second game device is so-called on that does not have such a breeding element in the present embodiment, or ejects a card in a state after the breeding. It is assumed that card generation by demand printing is not performed. In this case, the card used for setting the character used in the game play does not need to have a parameter reflecting the breeding state, and the second game content can be provided if only the character can be specified. That is, if there is no breeding element, the parameters for using one character are fixed, and it is not necessary to bother including the parameters in the card information.
  • the card information attached to the card ejected by the second device includes, in place of the parameter 603, a blank 613 that is not specified any parameter, for example, zero-padded fixed length data. It shall be. That is, the card information attached to the card discharged by the second game device has a fixed content regardless of the execution content of the game process, and may be, for example, a card produced at a factory.
  • the blank 613 does not need to be zero-padded data or the like, and may be fixed information regardless of the execution of the game process. Of course, it may be configured to indicate a fixed parameter in the second game content. *
  • the character DB 106 is a database that manages character information for each character that is predetermined as appearing in the first game content.
  • the character information managed for one character may have a data structure as shown in FIG. 6C, for example.
  • initial values of character-specific ability parameters such as physical strength, attack power, skill, skill, etc., which are predetermined in relation to the character ID 621 for identifying the character and not considering growth factors.
  • Basic parameter 622 indicating (reference value), increase / decrease width according to the growth (number of times played, contents of play) for various parameters from the basic parameters, growth information 623 indicating skills, skills, etc. that can be additionally given
  • drawing information 624 including various drawing data necessary for drawing the character on the game screen is managed.
  • the display control unit 107 is a drawing device that generates a game-related screen by performing a drawing process such as a GPU.
  • the display control unit 107 draws a game screen related to the first game content.
  • the display control unit 107 reads out necessary drawing objects in accordance with information such as in-game parameters according to the progress of the game, and executes appropriate arithmetic processing during execution of the game processing described later. Do.
  • the generated game screen is output to the display unit 130 which is a display device that is detachably connected in the same housing as the game device 100 or outside the game device 100, and is displayed in a predetermined display area, thereby displaying the user.
  • the display unit 130 is a display device that is detachably connected in the same housing as the game device 100 or outside the game device 100, and is displayed in a predetermined display area, thereby displaying the user.
  • the lottery unit 108 performs various lottery processes relating to the first game content using, for example, random number generation.
  • the first game content one character is output as a card with card information having a parameter 603 dynamically determined according to the execution content of the game process during or after the game play is executed (cardification) can do.
  • card information having a parameter 603 dynamically determined according to the execution content of the game process during or after the game play is executed (cardification) can do.
  • card information having a parameter 603 dynamically determined according to the execution content of the game process during or after the game play is executed (cardification) can do.
  • a character that can be made into a card a character selected from characters that appear during the game or characters that appear as appearing in the first game content may be adopted according to a predetermined condition.
  • the lottery unit 108 is used for the latter character selection, for example.
  • the character selected based on the lottery process by the lottery unit 108 may be a character that makes a card, or may be a plurality of characters listed as candidates
  • the use of the lottery unit 108 is not limited to this. For example, whether the increase / decrease value of the parameter 603 is set to a value included in a predetermined change range, whether to give a skill, etc. It may be used for determination. *
  • the print control unit 109 generates print data related to a card to be printed out, including a code image and a character image of card information, for a character for which an instruction to make a card is given.
  • the print control unit 109 transmits the print data together with a print command to the printing unit 140 to instruct printing of the corresponding card and discharge the print data.
  • the printing unit 140 is a printing device such as a printer configured to be able to transmit and receive information to and from the print control unit 109 detachably connected in the same housing as the game device 100 or outside the game device 100.
  • the print unit 140 When the print unit 140 receives print data related to the card and a print command related to the data from the print control unit 109, the print unit 140 performs a print operation of the print data.
  • the printing unit 140 When the printing unit 140 is built in the same housing as the game apparatus 100, the card discharged by printing is provided to the user by being guided to a discharge port (not shown) accessible from the outside of the game apparatus 100. Good. *
  • the operation input unit 110 is a user interface that the game apparatus 100 has, such as an operation member for direction input, an operation member for determination input, and various sensors. When the operation input unit 110 detects that an operation input to the operation member has been made, the operation input unit 110 outputs a control signal corresponding to the operation input to the control unit 101. *
  • the communication unit 111 is a user interface that the game apparatus 100 has, such as buttons used for selecting a character to be carded and determining various commands during a game.
  • the operation input unit 110 detects an operation input made on various user interfaces, the operation input unit 110 outputs a control signal corresponding to the operation input to the control unit 101.
  • the game apparatus 100 is described as having various interfaces as physical operation members.
  • the game apparatus 100 includes, for example, a touch input detection sensor that detects a touch input made on the screen of the display unit 130. Also good. *
  • the control unit 101 executes a registration process for registering a character (used character) used for game play.
  • the second game which is a game product related to the first game content, a card discharged by the first game device, or a game product related to the second game content This is done by causing the reader 120 to read the card ejected by the apparatus (acquiring card information from the card).
  • step S ⁇ b> 301 the control unit 101 determines whether registration of the character to be used has been completed.
  • the completion of the registration of the use character may be determined based on the detection that the operation input related to the end of registration by the user has been made or the registration of the upper limit number of use characters has been completed.
  • the use character is registered with the card so that the game can be played even when the card is not owned at the first experience. Even if it does not perform, the user can omit the registration state of the character to be used and perform the game play by performing the operation input related to the end of the registration.
  • control unit 101 determines that the registration of the character to be used has been completed, the main registration process is completed. At this time, when the number of registered characters used has not reached the upper limit, the control unit 101 acquires character information from the character DB 106 for the insufficient number of characters selected based on the lottery process by the lottery unit 108, for example, memory What is necessary is just to add to the use character management table managed by 103. The character added in this way may be selected from some characters that are determined in advance as usable even without a card. Note that information managed for each character in the used character management table is associated with the character ID 631, for example, as shown in FIG.
  • It may include information for use 633, a card use flag 634 (for example, logical type) indicating whether or not a use character has been registered by a card, and discharge device information 635.
  • a card use flag 634 for example, logical type
  • discharge device information 635 When adding the insufficient number of characters to the character management table, for example, the basic parameter 622 of the character is substituted for the play time parameter 632, and the card use flag 634 is information indicating that no card is used for registration ( False), information indicating that neither the first game apparatus nor the second game apparatus is used for the discharge apparatus information 635 may be used.
  • the character ID 631 and the drawing information 633 may be substituted with the corresponding information of the acquired character information.
  • control unit 101 determines that the registration of the character to be used has not yet been completed. If the control unit 101 determines that the registration of the character to be used has not yet been completed, the process proceeds to S302. *
  • step S302 the control unit 101 determines whether a card (target card) has been read.
  • the control unit 101 determines this step based on whether or not the card information (target card information) has been acquired by the acquisition unit 105. If the control unit 101 determines that the target card has been read, it moves the process to S303, and if it determines that the target card has not been read, it repeats the process of this step. *
  • the control unit 101 determines whether or not the target card is a card discharged by the second game device.
  • the control unit 101 refers to the discharging device information included in the target card information, and determines whether or not the device that has discharged is the second game device. If the control unit 101 determines that the target card is a card ejected by the second game device, the process proceeds to S304. If the control unit 101 determines that the target card is not a card ejected by the second game device, that is, a card ejected by the first game device, the process proceeds to S305.
  • the control unit 101 refers to the character ID 612 included in the target card information, acquires the character information related to the target card from the character DB 106, and adds various information to the used character management table. Since the addition of information to the table performed in this step is the use character registration based on the card discharged by the second game device, the control unit 101 uses the card for registering the card use flag 634. This is performed by substituting the discharge device information 614 of the target card information into the discharge device information 635.
  • the play time parameter 632 may be substituted with the basic parameter 622 of the acquired character information, for example, or a value obtained by changing the growth information 623 to a predetermined growth state based on the basic parameter 622 is substituted. It may be a thing. *
  • the game apparatus 100 of the present embodiment in consideration of game play in a situation where the user does not own the card, as described above, when the number of characters added to the use character management table is insufficient, Character information based on the lottery is added so that the upper limit is reached. Therefore, regarding the registration of the use character based on the target card discharged by the second game device, the use character registered without being based on the card is used as an incentive for performing the game play related to the second game content. It is preferable to provide a game difference between the two.
  • the play time parameter 632 is determined by substituting the basic parameter 622 of the character information
  • registration is possible based on, for example, a use character that can be registered without being based on a card and a card discharged by the second game device.
  • the character used is composed of different character groups. That is, it is preferable that the use characters that can be registered without being based on the cards are constituted by character groups excluding the character group from which the cards can be discharged in the second game device.
  • the character from which the card can be discharged in the second game device may be a character that makes the battle game proceed more advantageously than a use character that can be registered without being based on the card.
  • a character having a plurality of modes for handling on a game such as a different state or a different display mode, is configured so that a mode to be registered is classified based on whether or not it is based on a card. May be.
  • the control unit 101 adds various information to the used character management table in S305 as in S304. That is, the control unit 101 refers to the character ID 602 included in the target card information, acquires character information related to the target card from the character DB 106, and adds information. Since the addition of information to the table performed in this step is the use character registration based on the card discharged by the first game device, the control unit 101 uses the card for registering the card use flag 634. This is performed by substituting the discharge device information 604 of the target card information into the discharge device information 635. Further, a value obtained by changing the basic parameter 622 of the acquired character information according to the parameter 603 of the target card information may be substituted for the play time parameter 632. *
  • the control unit 101 executes a game process related to the battle game in which the character registered in the use character management table appears as a use character in S202 of the play process.
  • the battle game according to the first game content of the present embodiment is won or lost based on a predetermined game rule between a predetermined number of characters that can be determined by the user and opponent characters as opponents. It is a battle game that decides.
  • the control unit 101 executes a battle game in which the use character and the opponent character are controlled to appear.
  • the competitive game is a user who plays a game simultaneously on the game device 100 (so-called two-player battle), and a user who plays a game on another game device 100 that provides the first game content connected via the communication unit 111.
  • control unit 101 executes a generation process for generating card information for a character to be carded in the current game play.
  • step S ⁇ b> 401 the control unit 101 determines a character (candidate character) that is a candidate for card formation based on the execution content of the game process.
  • Candidate characters include at least a character group selected as a character to be used.
  • the candidate characters are increased or decreased based on the content of game processing. For example, when the battle game executed in the game process is a battle between people (a battle with another user), the control unit 101 determines only the characters included in the use character management table as candidate characters. For example, when the played game is an NPC game, the control unit 101 may determine the opponent character group as a candidate character in addition to the characters included in the used character management table.
  • whether or not to add the opponent character group as a candidate character group depends on whether the battle game is cooperative play (a game in which two users cooperate with NPC) as a result of the battle game, and the battle character. It may be determined in consideration of at least one of the above classification and cardable conditions.
  • the information on the identified candidate character may be held in the memory 103, for example.
  • the control unit 101 determines a character that can be selected as a card formation target among the candidate characters determined in S203.
  • the first game content of the present embodiment is configured such that a card ejected by the second game device can also be used. However, it is possible to turn the corresponding character in the first game content into a card by obtaining the card in the second game device that discharges the card that does not have dynamic elements that may differ from card to card in particular. As shown in the above, it is possible to hinder the provision of a suitable service in the first game device. Therefore, in the generation process of the present embodiment, among the used characters included in the candidate character, for the characters registered based on the cards ejected by the second game device, the control unit 101 is set as a card formation target. Control not to select. In this step, for example, the control unit 101 adds information indicating that selection is possible for each candidate character, except for characters registered based on the cards ejected by the second game device. *
  • control unit 101 can add the newly selected character based on the lottery process by the lottery unit 108 to the candidate character and select the character. What is necessary is just to determine as a character. *
  • step S403 the control unit 101 accepts selection of a character to be carded by the user.
  • the selection of a character to be carded is performed based on an operation input detected by the operation input unit 110 based on the screen that displays a screen for presenting a candidate character on the display unit 130.
  • the display control unit 107 generates a screen under which the candidate character can be confirmed under the control of the control unit 101 and that the non-selectable character among the candidate characters cannot be selected. And displayed on the display unit 130.
  • the control unit 101 notifies that the character cannot be selected, for example, when an operation input for selecting and confirming a character that cannot be selected is made, or the character instruction cursor cannot be moved onto the character that cannot be selected.
  • Control so as not to accept selection by the user.
  • the character registered based on the card discharged by the second game device cannot be selected while being presented as a candidate character, so that a new card cannot be formed based on the corresponding card. And that the card of the corresponding character can be discharged in the game play relating to the first game content.
  • the control unit 101 moves the process to S404.
  • the control unit 101 generates card information for the selected character to be carded and completes the generation process. Specifically, the control unit 101 obtains a new card ID and determines a parameter based on the execution content of the game process, and indicates that the character ID of the cardification target character and the first game device have been discharged.
  • the card information is generated by combining the discharge device information and the information.
  • the parameter determined based on the execution content may be, for example, an absolute value after increase or decrease, or a relative value from the basic parameter.
  • the character to be carded is not a used character, it may indicate that there is no increase / decrease from the basic parameter, or the basic parameter is changed according to the result of the battle game and the basic It may indicate a difference from the parameter.
  • the parameter determination may be dynamically determined in consideration of, for example, the result of the battle game or the number of times the same character has been carded.
  • the print control unit 109 When the generation process is completed, the print control unit 109 generates print data relating to the card to be ejected and issues a print instruction to the printing unit 140 in S204 of the play process. More specifically, the print control unit 109 arranges the card information generated in the generation process on the character image of the character to be carded, as shown in FIG. Print data including the changed parameters is generated. The print data is transmitted to the printing unit 140 together with the print command, and the printing unit 140 prints and ejects the card based on this. When the discharge is completed, or when a predetermined time has passed since the print instruction is given and the time required for the discharge has elapsed, the control unit 101 completes the play process. *
  • Embodiment 2 In Embodiment 1 described above, the advantage received by the user regarding the game play relating to the second game content is that the character corresponding to the card ejected by the second game device can be used without fail. The point is that the battle game can be advantageously advanced over characters registered without being based on cards. On the other hand, since the character corresponding to the card discharged by the second game device can be used for game play but cannot be converted into a card, for example, when other used characters have reached the growth upper limit. A situation may occur in which only a character not desired by the user can be selected as a character to be carded. That is, by registering the character to be used based on the card discharged by the second game device, the number of characters that can be selected as the actual card target character is reduced. Therefore, the user's interest in the first game content is reduced. obtain. *
  • user information is managed for each user for at least a user who uses the first game content.
  • User information about each user is managed in an external server (not shown) or the like that is communicably connected via the communication unit 111.
  • the identification of the user may be performed by causing the reader 120 to read information recorded on another recording medium, for example.
  • the control unit 101 may control the generation process so that the parameter 603 of the card information attached to the discharged card becomes a value that favorably advances the battle game.
  • ⁇ Aspect 2 For example, for a user who uses the second game content, user information including the usage history of the second game content for each user is managed, and the card discharged by the second game device is the game device 100.
  • the user information of the first game content related to the same user and the second game content may be associated with each other.
  • the control unit 101 sets the card information parameter based on the usage history of the user related to the character in the second game content. You may make it change 603 further. More specifically, when a character to be carded is selected, it depends on the number of times the character is used in the second game content or the progress of the game when the character is used in the second game content.
  • the parameter 603 of the card information attached to the card to be ejected becomes a value that favorably advances the battle game (a value that is more advantageous as the number of times of use or the progress of the stage that has been captured is higher).
  • the control unit 101 may control the generation process.
  • the user information including whether or not the predetermined condition of each character relating to the game play of the second game content for each user is achieved is managed, and the second game
  • the user information of the first game content related to the same user and the second game content may be associated with each other.
  • the control unit 101 in the game play of the first game content, the same character is registered as a use character based on each of the card discharged by the first game device and the card discharged by the second game device,
  • the control unit 101 further sets the card information parameter 603 in accordance with the fact that the user has achieved the predetermined condition related to the character in the second game content.
  • the control unit 101 may control the generation process so that the value can be advantageously advanced.
  • the present invention is not limited to the above-described embodiments, and various changes and modifications can be made without departing from the spirit and scope of the present invention.
  • the game device according to the present invention can also be realized by a program that causes a computer to function as the game device.
  • the program can be provided / distributed by being recorded on a computer-readable recording medium or through a telecommunication line.

Abstract

[Problem] To realize a suitable interlocking element between different game content. [Solution] On the basis of article information obtained from an article during gameplay, a game device executes a game process relating to first game content causing a character or item corresponding to the article information to appear in the game. During or after execution of the game process, the device carries out a discharge direction for a new article having different article information relating to the character or item caused to appear in the game. At this time, in cases in which the article for which article information was obtained is an article discharged by a different game device providing second game content differing from the first game content, on the basis of the article information, the device controls so as not to carry out a discharge direction for the new article relating to a character or item caused to appear in the game.

Description

ゲーム装置及びプログラムGAME DEVICE AND PROGRAM
本発明は、ゲーム装置及びプログラムに関し、特に物品の読み取り及び排出の機能を有するゲーム装置に関する。 The present invention relates to a game device and a program, and more particularly to a game device having functions for reading and discharging articles.
近年、1回のゲームプレイに対し、ゲーム進行中に登場したキャラクタを印刷した印刷媒体を排出するゲーム装置がある。  2. Description of the Related Art In recent years, there is a game apparatus that discharges a print medium on which a character that appears during a game is printed for one game play. *
特許文献1に開示されるゲーム装置では、ユーザは、ゲームコンテンツに登場するものとして予め定められたキャラクタのうち、ゲーム開始前に読み取らせたカードに対応するキャラクタをゲーム進行中に登場させて使用することができる。またゲーム終了時には、ゲーム進行中に登場したキャラクタのうちの選択されたキャラクタの画像を、ゲーム進行を反映した状態(ステータス等)で印刷したカードが排出され、ユーザは次回以降のゲームプレイにおいて反映後のステータスから同キャラクタを使用することができる。 In the game device disclosed in Patent Document 1, the user uses a character corresponding to a card read before the start of the game among characters predetermined as appearing in the game content to be used during the game. can do. Also, at the end of the game, a card in which an image of the selected character among the characters that appeared during the game is printed in a state (status etc.) reflecting the game progress is ejected, and the user reflects it in the next game play. The same character can be used from a later status.
特開2015-116268号公報Japanese Patent Laying-Open No. 2015-116268
ところで、従来、同一タイトルに係るゲームコンテンツを、各々異なるゲーム体験を与える複数種類の作品として提供することがなされてきている。例えば、Aというタイトルが付されたゲームコンテンツは、1作品だけでなく、同一のゲームジャンルに係るシリーズの後継作品や、異なるゲームジャンルや異なるシリーズでの派生作品等、複数種類の作品に展開して提供され得る。同一タイトルに係る複数のゲームコンテンツでは、主要キャラクタやアイテム等のゲーム内オブジェクトは共通して登場するように設計されることも多く、各ゲームコンテンツを提供する機器間の連動要素や、ゲームコンテンツ間でのデータ連動要素等も提供されることがある。  By the way, conventionally, game contents related to the same title have been provided as a plurality of types of works that give different game experiences. For example, the game content with the title A is not limited to a single work, but can be expanded into multiple types of works, such as a successor to a series related to the same game genre, or a derivative work in a different game genre or a different series. Can be provided. In multiple game contents related to the same title, in-game objects such as main characters and items are often designed to appear in common. In some cases, data linking elements are also provided. *
一方で、同一のタイトルに係る異なるゲームコンテンツ間でこのような連動要素が提供される場合、次のような問題が生じ得る。例えば、第2のゲーム装置で提供される第2のゲームコンテンツにおいて使用可能にするための条件(以下、入手条件)が設定されるキャラクタが、その入手条件を満たした後にデータ連動させることで、第1のゲーム装置で提供される第1のゲームコンテンツにおいても使用可能に提供される場合、該キャラクタの第1のゲームコンテンツにおける取り扱いによってはユーザの興趣を低減し得る。より詳しくは、該キャラクタが第1のゲームコンテンツにおける有利なゲーム進行を可能せしめるキャラクタに設定されている場合、第2のゲームコンテンツにおける入手条件の達成をもって使用可能としてしまうことで、所謂ゲームバランスの崩壊によりユーザの第1のゲームコンテンツに対する興趣を削ぎ得る。また第1のゲームコンテンツが、ユーザ間の対戦を行うコンテンツやゲーム内成績のユーザランキングに対応したコンテンツ等である場合、第1のゲームコンテンツしかプレイしていないユーザの有意義なゲームプレイを阻害し、興趣を削ぎ得る。  On the other hand, when such interlocking elements are provided between different game contents related to the same title, the following problems may occur. For example, a character for which a condition for enabling use in the second game content provided by the second game device (hereinafter referred to as an acquisition condition) is linked to data after satisfying the acquisition condition, When the first game content provided by the first game device is provided to be usable, the user's interest can be reduced depending on the handling of the character in the first game content. More specifically, when the character is set as a character that allows an advantageous game progression in the first game content, the character can be used with the achievement of the acquisition conditions in the second game content, so-called game balance. The user's interest in the first game content can be reduced by the collapse. In addition, when the first game content is content that matches between users, content that corresponds to the user ranking of in-game results, or the like, the significant game play of a user who is playing only the first game content is hindered. , You can cut interest. *
本発明は、上述の問題点に鑑みてなされたものであり、異なるゲームコンテンツ間での好適な連動要素を実現するゲーム装置及びプログラムを提供することを目的とする。 The present invention has been made in view of the above-described problems, and an object of the present invention is to provide a game device and a program that realize a suitable interlocking element between different game contents.
前述の目的を達成するために、本発明のゲーム装置は、ゲームプレイに際し物品から取得された物品情報に基づき、該物品情報に対応するキャラクタまたはアイテムをゲーム中に登場させた第1のゲームコンテンツに係るゲーム処理を実行する実行手段と、ゲーム処理の実行中又は実行後、ゲーム中に登場させたキャラクタまたはアイテムに係る別の物品情報を有する新たな物品の排出指示を行う指示手段と、物品情報に基づき、該物品情報が取得された物品がいずれのゲーム装置により排出された物品であるか否かに応じて、指示手段を制御する制御手段と、を有し、制御手段は、物品情報が取得された物品が第1のゲームコンテンツと異なる第2のゲームコンテンツを提供する別のゲーム装置により排出された物品である場合に、該物品情報に基づいてゲーム中に登場させたキャラクタまたはアイテムに係る新たな物品の排出指示は行わせないように指示手段を制御することを特徴とする。 In order to achieve the above-described object, the game device of the present invention provides a first game content in which a character or item corresponding to the article information is made to appear in the game based on the article information acquired from the article at the time of game play. An execution means for executing the game process according to the above, an instruction means for giving an instruction to discharge a new article having other article information related to the character or item introduced during the game during or after the execution of the game process, and an article Control means for controlling the instruction means according to whether or not the article from which the article information is acquired is an article ejected by any game device based on the information. If the acquired item is an item discharged by another game device that provides a second game content different from the first game content, the item And controlling the instruction means so as not to perform ejection instruction for a new article according to the character or the item was appearing in the game based on the distribution.
このような構成により本発明によれば、異なるゲームコンテンツ間での好適な連動要素を実現することが可能となる。 With such a configuration, according to the present invention, a suitable interlocking element between different game contents can be realized.
本発明の実施形態に係るゲーム装置100の機能構成を示したブロック図The block diagram which showed the function structure of the game device 100 which concerns on embodiment of this invention. 本発明の実施形態に係るゲーム装置100で実行される第1のゲームコンテンツのプレイ処理を例示したフローチャートThe flowchart which illustrated the play processing of the 1st game content performed with the game device 100 which concerns on embodiment of this invention. 本発明の実施形態に係る使用キャラクタの登録処理を例示したフローチャートThe flowchart which illustrated the registration process of the use character which concerns on embodiment of this invention 本発明の実施形態に係るカード情報の生成処理を例示したフローチャートThe flowchart which illustrated the generation processing of card information concerning the embodiment of the present invention. 本発明の実施形態に係る第1のゲーム装置及び第2のゲーム装置により排出されるカードを例示した図The figure which illustrated the card discharged by the 1st game device and the 2nd game device concerning an embodiment of the present invention 本発明の実施形態に係る各種情報のデータ構成例を示した図The figure which showed the data structural example of the various information which concerns on embodiment of this invention
[実施形態] 以下、本発明の例示的な実施形態について、図面を参照して詳細に説明する。なお、以下に説明する一実施形態は、ゲーム装置の一例としての、同一のタイトルに係る異なるゲームコンテンツを提供する別のゲーム装置により排出された物品を使用したゲームプレイが可能なゲームコンテンツを提供するゲーム装置に、本発明を適用した例を説明する。しかし、本発明は、排出された物品を使用したゲームプレイが提供することが可能な任意の機器に適用可能である。  [Embodiment] Hereinafter, an exemplary embodiment of the present invention will be described in detail with reference to the drawings. In addition, one embodiment described below provides game content that enables game play using an article discharged by another game device that provides different game content related to the same title, as an example of a game device. An example will be described in which the present invention is applied to a game device. However, the present invention is applicable to any device that can be provided by game play using the discharged article. *
また、本明細書等において「タイトル」とは、ゲームプレイを提供する1つのゲーム作品に付された題名や商品名のみを指すものではなく、シリーズ作品や派生作品等の同一のキャラクタや世界観について提供される一連の作品群を特定する目的で使用される。故に、同一の「タイトル」に係る作品には、同一の種別のゲーム装置(ゲームコンソールやゲーム筐体等のハードウェア)においてゲームプレイが可能なように提供される複数種類の作品、あるいは異なる種別のゲーム装置の各々においてゲームプレイが可能なように提供される複数種類の作品が含まれ得る。  In addition, in this specification and the like, “title” does not indicate only the title or product name given to one game work providing game play, but the same character or world view such as a series work or derivative work. Used to identify a series of works provided for. Therefore, the works related to the same “title” include a plurality of types of works provided so that game play is possible on the same type of game device (hardware such as a game console or a game case), or different types. A plurality of types of works provided so that game play is possible in each of the game apparatuses may be included. *
また、本明細書等において「ゲームコンテンツ」とは、このような一連の作品群のうちの1作品(1提供単位)を示すものとして説明する。即ち、1つのゲームコンテンツは、所定のゲーム装置において対応する処理が実行された場合に、該ゲームコンテンツに係るゲームプレイ(ユーザ体験)を提供するものであり、同一のタイトルに係るゲームコンテンツであっても、提供される内容や操作方法等はゲームコンテンツごとに少なくとも一部が異なる。  Further, in this specification and the like, “game content” will be described as indicating one work (one provision unit) in such a series of works. That is, one game content provides a game play (user experience) related to the game content when a corresponding process is executed in a predetermined game device, and is a game content related to the same title. However, at least a part of the provided contents, operation methods, and the like are different for each game content. *
以下の説明では、本実施形態に係るゲーム装置100においてゲームプレイが提供されるゲームコンテンツを「第1のゲームコンテンツ」、第1のゲームコンテンツと同一のタイトルに係るゲームコンテンツであるが、第1のゲームコンテンツとは異なるコンテンツを「第2のゲームコンテンツ」とする。また、ゲーム装置100を含む、第1のゲームコンテンツに係るゲームプレイを提供するゲーム装置は、峻別の必要がある場合には「第1のゲーム装置」として言及する。また、第2のゲームコンテンツに係るゲームプレイを提供する上記別のゲーム装置は、これに対応し「第2のゲーム装置」として言及する。  In the following description, game content provided for game play in the game device 100 according to the present embodiment is “first game content”, which is game content related to the same title as the first game content. The content different from the game content is referred to as “second game content”. In addition, a game device that provides a game play relating to the first game content, including the game device 100, is referred to as a “first game device” when there is a need for distinction. Further, the other game device that provides the game play related to the second game content is referred to as a “second game device” correspondingly. *
《ゲーム装置100の構成》 図1は、本発明の実施形態に係るゲーム装置100の機能構成を示したブロック図である。  << Configuration of Game Device 100 >> FIG. 1 is a block diagram showing a functional configuration of the game device 100 according to an embodiment of the present invention. *
制御部101は、例えばCPUであり、ゲーム装置100が有する各ブロックの動作を制御する。具体的には制御部101は、例えば記録媒体102に記録されている各ブロックの動作プログラムを読み出し、メモリ103に展開して実行することにより各ブロックの動作を制御する。  The control unit 101 is, for example, a CPU, and controls the operation of each block included in the game apparatus 100. Specifically, the control unit 101 controls the operation of each block by, for example, reading an operation program for each block recorded on the recording medium 102 and developing the operation program in the memory 103. *
記録媒体102は、例えば不揮発性メモリやHDD等の恒久的にデータを保持可能な記録装置である。記録媒体102は、ゲーム装置100が有する各ブロックの動作プログラムに加え、各ブロックの動作において必要となるパラメータ等の情報や本ゲーム装置100が実行するゲームに使用される各種のグラフィックスデータを記憶する。メモリ103は、例えば揮発性メモリ等の一時的なデータ記憶に使用される記憶装置である。メモリ103は、各ブロックの動作プログラムの展開領域としてだけでなく、各ブロックの動作において出力されたデータ等を一時的に記憶する格納領域としても用いられる。  The recording medium 102 is a recording device that can hold data permanently, such as a nonvolatile memory or an HDD. The recording medium 102 stores information such as parameters necessary for the operation of each block and various graphics data used for the game executed by the game device 100 in addition to the operation program for each block of the game device 100. To do. The memory 103 is a storage device used for temporary data storage such as a volatile memory. The memory 103 is used not only as a development area for the operation program of each block, but also as a storage area for temporarily storing data output in the operation of each block. *
支払検出部104は、ゲーム装置100において対価の支払いがなされたことを検出する。対価の支払いは、例えば硬貨の投入口に所定の金額の硬貨や相当するコインが投入されたこと、あるいは所定の電子マネーに係るチップとの通信に基づく決算処理の完了等を検出することにより判断されるものであってよい。本実施形態のゲーム装置100は、対価の支払いに基づいてユーザへのゲームプレイの提供を開始するものとして説明するが、対価の支払いは必須の要件ではなく、所定の開始指示に基づいてゲームプレイの提供は開始されるものであってよい。  The payment detection unit 104 detects that the game device 100 has paid the price. The payment of the consideration is determined by detecting, for example, that a predetermined amount of coins or corresponding coins have been inserted into the coin slot, or completion of settlement processing based on communication with a chip related to the predetermined electronic money. It may be done. The game apparatus 100 of the present embodiment is described as starting the provision of game play to the user based on the payment of the price. However, payment of the price is not an essential requirement, and the game play is based on a predetermined start instruction. The provision of may begin. *
取得部105は、本実施形態のゲーム装置100が提供するゲームコンテンツ(第1のゲームコンテンツ)のゲームプレイに際し、該ゲームに使用するキャラクタまたはアイテムの情報を取得する。取得は、ゲーム装置100と同一筐体内、あるいはゲーム装置100の外部に着脱可能に接続されたリーダ120を介してなされ、所定のデータ変換処理等を介してゲーム処理における利用に適した形式に変換され取得される。リーダ120は、所定の部位にゲーム用の物品が載置されたことの検出、及び該物品の認識または該物品からの情報取得を、例えば撮像装置及び所定の画像処理を用いて行う。  When the game content (first game content) provided by the game device 100 of the present embodiment is played, the acquisition unit 105 acquires information on characters or items used in the game. The acquisition is performed through a reader 120 that is detachably connected in the same housing as the game apparatus 100 or outside the game apparatus 100, and is converted into a format suitable for use in the game process through a predetermined data conversion process or the like. And get. The reader 120 detects that a game article has been placed on a predetermined part, and recognizes the article or acquires information from the article, for example, using an imaging device and predetermined image processing. *
以下、簡単のため、本実施形態のゲーム装置100ではゲーム用の物品として構成されたカードを使用することで、該カードに付された情報(カード情報)の取得が行われるものとして説明する。ゲーム用の物品は、カードに限られるものではなく、後述の印刷部140により印刷され排出可能な印刷媒体であればいずれであってもよい。また、印刷部140が所謂3Dプリンタ等の立体造形物を生成可能な装置である場合は、物品はキャラクタに係るフィギュア等の造形物であってよく、印刷部140はこれにカード情報に相当するデータを記録させて出力するよう構成されてよい。また例えば、印刷部140が複数種類の玩具のソータを有し、所定のキャラクタに係る玩具を選択的に出力可能に構成された装置により代替される場合は、物品は該玩具であってよく、同様にこれにカード情報に相当するデータを記録させて出力するよう構成されてよい。また、1つのカードはゲームに登場させることが可能なキャラクタのうちのいずれかに対応付けられており、該キャラクタの図柄(画像)を有するものとして説明するが、カードがゲーム中のいずれかのアイテムに対応付けられる可能性を除外するものではない。カード情報は、本実施形態では図5に示されるような1次元あるいは多次元のパターン(コード画像)に変換されて印刷によりカードに付されるものとして説明する。しかしながら、カード情報はこのような可視の状態でカードに付されているものに限らず、不可視インクでの印刷により付される、あるいはカードに含まれるICチップ等の記録媒体に記録されてデータとして保持されるものであってもよい。  Hereinafter, for the sake of simplicity, description will be made assuming that the game apparatus 100 according to the present embodiment uses a card configured as a game article to acquire information (card information) attached to the card. The game article is not limited to a card, and may be any print medium that can be printed and discharged by the printing unit 140 described below. When the printing unit 140 is a device capable of generating a three-dimensional model such as a so-called 3D printer, the article may be a model such as a figure related to a character, and the printing unit 140 corresponds to card information. Data may be recorded and output. Further, for example, when the printing unit 140 has a sorter of a plurality of types of toys and is replaced by a device configured to be able to selectively output a toy related to a predetermined character, the article may be the toy, Similarly, data corresponding to the card information may be recorded and output. One card is associated with any of the characters that can appear in the game and will be described as having a pattern (image) of the character. It does not exclude the possibility of being associated with an item. In this embodiment, the card information is described as being converted into a one-dimensional or multi-dimensional pattern (code image) as shown in FIG. 5 and attached to the card by printing. However, the card information is not limited to that which is attached to the card in such a visible state, but is attached by printing with invisible ink, or recorded on a recording medium such as an IC chip included in the card as data. It may be held. *
図5は、第1のゲームコンテンツにおいてユーザがゲームプレイに際し使用可能なカードを示している。本実施形態のゲーム装置100ではユーザは、後述するように第1のゲームコンテンツに係るゲームプレイのうち、所定のゲーム(対戦ゲーム)に係る処理の実行中又は実行後に排出されるカード(図5(a))に加えて、図5(b)に示されるカードも使用することができる。図5(b)に示されるカードは、第2のゲームコンテンツを提供する第2のゲーム装置により排出されるカードであり、図5(a)に示したカードと構成内容が異なる。一方で、第1のゲームコンテンツと第
2のゲームコンテンツとは同一のタイトルに係るゲームコンテンツであることでストーリーや背景設定等が共通または関連しており、両コンテンツには同一のキャラクタが登場する。図5(a)及び(b)に示したカードの構成例は、キャラクタ画像501とキャラクタ画像511とは異なる構図またはデザインの画像であるが、いずれも同一のキャラクタに対応付けられたカードを示している。またキャラクタ画像以外のカードを構成する要素も、図示されるように異なっており、例えば同一属性を示す少なくとも一部のパラメータは、第1のゲームコンテンツと第2のゲームコンテンツとで異なる値を示す。これはゲームコンテンツごとにキャラクタの取扱いが設計されることに基づくものであり、例えばストーリー上の役割の重要性や出現頻度、レアリティ等に応じて異ならせている。 
FIG. 5 shows cards that can be used by the user when playing the game in the first game content. In the game apparatus 100 according to the present embodiment, the card is discharged during or after execution of a process related to a predetermined game (matching game) in the game play related to the first game content as described later (FIG. 5). In addition to (a)), the card shown in FIG. 5B can also be used. The card shown in FIG. 5B is a card that is ejected by the second game device that provides the second game content, and is different in configuration content from the card shown in FIG. On the other hand, since the first game content and the second game content are game contents related to the same title, the story, background setting, and the like are common or related, and the same character appears in both contents. . The card configuration example shown in FIGS. 5A and 5B is an image having a composition or design different from that of the character image 501 and the character image 511, both of which indicate cards associated with the same character. ing. The elements constituting the card other than the character image are also different as shown in the figure. For example, at least some parameters indicating the same attribute show different values for the first game content and the second game content. . This is based on the fact that the handling of characters is designed for each game content, for example, depending on the importance of the role on the story, the appearance frequency, the rarity, and the like.
一方で、カードを構成する要素のうち、上記したカード情報を示すコード画像502とコード画像512とは、カード上における配置位置は共通に設定されている。さらにこれらのコード画像は、カード情報が共通の変換(符号化)方式で変換されることで生成されるものであり、コード画像からの情報取得(復号)の方式も共通であってよい。またカード情報は、例えば図6(a)及び(b)に示されるように同一のデータ長を有するよう調整されたデータ構造を有している。図6(a)は、第1のゲームコンテンツのゲームプレイが行われた際に、ゲーム装置100から排出されるカードに付されるカード情報の構造を示している。また図6(b)は、第2のゲームコンテンツのゲームプレイが行われた際に、第2のゲーム装置から排出されるカードに付されるカード情報の構造を示している。図示されるように、図6(a)のカード情報と図6(b)のカード情報とは、カードID601とカードID611、キャラクタID602とキャラクタID612、及び排出装置情報604と排出装置情報614とが共通しており、パラメータ603とブランク613のみが異なっている。  On the other hand, among the elements constituting the card, the above-described code image 502 and code image 512 indicating the card information are set in common on the card. Further, these code images are generated by converting the card information by a common conversion (encoding) method, and the method for acquiring (decoding) information from the code image may be common. The card information has a data structure adjusted so as to have the same data length as shown in FIGS. 6A and 6B, for example. FIG. 6A shows a structure of card information attached to a card ejected from the game apparatus 100 when a game play of the first game content is performed. FIG. 6B shows a structure of card information attached to a card discharged from the second game device when the game play of the second game content is performed. As shown in the figure, the card information of FIG. 6A and the card information of FIG. Only the parameter 603 and the blank 613 are different. *
カードIDは、カードを一意に特定するために付される識別情報であって、第1のゲームコンテンツと第2のゲームコンテンツとで同一の値が割り当てられないよう調整されるものであってもよいし、後述の排出装置情報でいずれのゲームコンテンツに対応するカードであるか識別可能であるため同一の値が割り当てられるものであってもよい。キャラクタIDは、ゲームコンテンツにおけるキャラクタを一意に特定する識別情報であり、後述のキャラクタDB106の規模の低減を考えれば、1つのタイトルに係り同一のキャラクタには同一の識別情報が付されるものであることが好ましい。また排出装置情報とは、カードを排出したゲーム装置を判別するための情報であり、本実施形態では第1のゲーム装置と第2のゲーム装置とのいずれであるかを示す。換言すれば、排出装置情報は排出したゲーム装置において、第1のゲームコンテンツと第2のゲームコンテンツのいずれに係るゲーム処理が実行されていたかを示す情報であってよい。なお、本実施形態ではゲーム装置100において使用可能なカードは簡単のため、第1のゲームコンテンツまたは第2のゲームコンテンツのゲームプレイの結果排出されるカードであるものとして説明するが、本発明の実施がこれに限られるものではないことは容易に理解されよう。即ち、ゲーム装置100において使用可能なカードは、同一のタイトルに係る異なるゲームコンテンツのゲーム処理を実行する異なる装置により排出されたカードが使用可能であってよく、2種類に限定されるものではない。  The card ID is identification information given to uniquely identify the card, and may be adjusted so that the same value is not assigned to the first game content and the second game content. Alternatively, since it is possible to identify which game content corresponds to the card with the discharge device information described later, the same value may be assigned. The character ID is identification information for uniquely identifying a character in the game content. In consideration of a reduction in the scale of the character DB 106 described later, the same identification information is attached to the same character for one title. Preferably there is. The discharge device information is information for determining the game device that has discharged the card, and in the present embodiment, indicates whether the game device is the first game device or the second game device. In other words, the discharge device information may be information indicating whether the game process relating to the first game content or the second game content is being executed in the discharged game device. In the present embodiment, the cards that can be used in the game apparatus 100 are simple, so that the cards that are discharged as a result of the game play of the first game content or the second game content will be described. It will be readily understood that implementation is not limited to this. That is, the cards that can be used in the game apparatus 100 may be cards discharged by different apparatuses that execute game processing of different game contents related to the same title, and are not limited to two types. . *
一方、ゲーム装置100(第1のゲーム装置)により排出されるカードと第2のゲーム装置により排出されるカードとは、図6(a)及び(b)に示したように、前者が排出に際し実行されたゲーム処理の実行内容に応じて動的に生成されるパラメータ603を有し、後者はこれを有していない点で異なる。  On the other hand, as shown in FIGS. 6A and 6B, the card discharged by the game device 100 (first game device) and the card discharged by the second game device are discharged when the former is discharged. It has a parameter 603 that is dynamically generated according to the execution content of the executed game process, and the latter is different in that it does not have this parameter. *
本実施形態のゲーム装置100にてゲームプレイが提供される第1のゲームコンテンツは、ユーザが対戦ゲームに係るゲームプレイを行ったことにより、ユーザによって異なる態様でキャラクタが成長や変化し得る所謂育成要素を有する。故に、第1のゲームコンテンツではユーザは、ゲームプレイに際しカードを用いて使用キャラクタとして設定したキャラクタについて、ゲームのプレイ結果に応じた成長を反映させた状態で新たなカードを排出させることができる。このとき、成長させた状態の情報が、プレイ結果に応じて動的に変更されたパラメータ603としてカード情報に含められ、次回以降のゲームプレイにおいて該カード情報を有するカードを使用することで、育成状態を継続したゲームプレイが提供されることになる。ここで、パラメータ603には、カード情報が付されたカードの所有者である、ゲームプレイを行ったユーザを識別する情報が含まれていてもよい。  The first game content provided with game play in the game device 100 of the present embodiment is so-called breeding in which the character can grow and change in different manners depending on the user as the user plays the game related to the battle game. Has an element. Therefore, in the first game content, the user can discharge a new card in a state in which the growth according to the play result of the game is reflected with respect to the character set as the use character using the card at the time of game play. At this time, the information of the grown state is included in the card information as a parameter 603 that is dynamically changed according to the play result, and the card having the card information is used in the subsequent game play. Game play that continues the state will be provided. Here, the parameter 603 may include information for identifying the user who has played the game and is the owner of the card to which the card information is attached. *
他方、第2のゲーム装置にてゲームプレイが提供される第2のゲームコンテンツは、本実施形態ではこのような育成要素を有さない、あるいは育成後の状態のカードを排出するような所謂オンデマンド印刷によるカード生成を行わないものとする。この場合、ゲームプレイにおいて使用キャラクタの設定等に用いるカードには育成状態を反映したパラメータを有している必要はなく、キャラクタの特定のみできれば、第2のゲームコンテンツの提供は可能である。即ち、育成要素を有さないのであれば1つのキャラクタを使用する際のパラメータは固定的となり、わざわざカード情報にパラメータを含めておく必要がない。故に、第2の装置により排出されるカードに付されたカード情報には、パラメータ603に代えて、何らのパラメータも特定しない、例えば0埋めされた固定長のデータであるブランク613が含まれているものとする。つまり、第2のゲーム装置により排出されるカードに付されるカード情報は、ゲーム処理の実行内容に依らず固定的な内容となるため、例えば工場で生産されたカード等であってよい。なお、ブランク613は、0埋めされたデータ等である必要はなく、ゲーム処理の実行に依らず固定的な情報であればよい。また、当然第2のゲームコンテンツにおける固定的なパラメータを示すものとして構成されていてもよい。  On the other hand, the second game content for which the game play is provided by the second game device is so-called on that does not have such a breeding element in the present embodiment, or ejects a card in a state after the breeding. It is assumed that card generation by demand printing is not performed. In this case, the card used for setting the character used in the game play does not need to have a parameter reflecting the breeding state, and the second game content can be provided if only the character can be specified. That is, if there is no breeding element, the parameters for using one character are fixed, and it is not necessary to bother including the parameters in the card information. Therefore, the card information attached to the card ejected by the second device includes, in place of the parameter 603, a blank 613 that is not specified any parameter, for example, zero-padded fixed length data. It shall be. That is, the card information attached to the card discharged by the second game device has a fixed content regardless of the execution content of the game process, and may be, for example, a card produced at a factory. The blank 613 does not need to be zero-padded data or the like, and may be fixed information regardless of the execution of the game process. Of course, it may be configured to indicate a fixed parameter in the second game content. *
キャラクタDB106は、第1のゲームコンテンツに登場するものとして予め定められたキャラクタの各々についてキャラクタ情報を管理するデータベースである。1つのキャラクタについて管理されるキャラクタ情報は、例えば図6(c)に示されるようなデータ構造を有するものであってよい。図6(c)の例では、キャラクタを識別するキャラクタID621に関連付けて、成長要素を考慮しない状態について予め定められた、体力や攻撃力、持ち技、スキル等のキャラクタ固有の能力パラメータの初期値(基準値)を示す基本パラメータ622、基本パラメータからの各種パラメータについての成長(プレイ回数、プレイ内容)に応じた増減幅や、追加付与することが可能な持ち技、スキル等を示す成長情報623、及び該キャラクタをゲーム画面に描画するために必要となる各種の描画用データを含む描画用情報624が管理されている。  The character DB 106 is a database that manages character information for each character that is predetermined as appearing in the first game content. The character information managed for one character may have a data structure as shown in FIG. 6C, for example. In the example of FIG. 6C, initial values of character-specific ability parameters such as physical strength, attack power, skill, skill, etc., which are predetermined in relation to the character ID 621 for identifying the character and not considering growth factors. Basic parameter 622 indicating (reference value), increase / decrease width according to the growth (number of times played, contents of play) for various parameters from the basic parameters, growth information 623 indicating skills, skills, etc. that can be additionally given And drawing information 624 including various drawing data necessary for drawing the character on the game screen is managed. *
表示制御部107は、例えばGPU等の描画処理を行いゲームに係る画面を生成する描画装置である。表示制御部107は、第1のゲームコンテンツに係るゲーム画面の描画を行う。具体的には表示制御部107は、後述のゲーム処理の実行中、ゲームの進行状況に応じたゲーム内パラメータ等の情報に従って必要な描画用オブジェクトを読み出して適当な演算処理を実行し、描画を行う。生成したゲーム画面は、ゲーム装置100と同一筐体内、あるいはゲーム装置100の外部に着脱可能に接続された表示装置である表示部130に出力され、所定の表示領域中に表示されることでユーザに提示される。  The display control unit 107 is a drawing device that generates a game-related screen by performing a drawing process such as a GPU. The display control unit 107 draws a game screen related to the first game content. Specifically, the display control unit 107 reads out necessary drawing objects in accordance with information such as in-game parameters according to the progress of the game, and executes appropriate arithmetic processing during execution of the game processing described later. Do. The generated game screen is output to the display unit 130 which is a display device that is detachably connected in the same housing as the game device 100 or outside the game device 100, and is displayed in a predetermined display area, thereby displaying the user. Presented to. *
抽選部108は、例えば乱数発生を用いる、第1のゲームコンテンツに係る種々の抽選処理を行う。第1のゲームコンテンツでは、ゲームプレイの実行中又は実行後に1体のキャラクタをゲーム処理の実行内容に応じて動的に決定されたパラメータ603を有するカード情報を付したカードとして出力(カード化)することができる。このとき、カード化できるキャラクタは、ゲーム中に登場させたキャラクタ、または第1のゲームコンテンツに登場するものとして定められたキャラクタのうちから選択されたキャラクタを所定の条件に応じて採用することができるが、抽選部108は例えば後者のキャラクタ選択に使用される。抽選部108による抽選処理に基づき選択されるキャラクタは、カード化を行うキャラクタであってもよいし、カード化を行う候補として挙げる複数のキャラクタであってもよい。また抽選部108の利用はこれに限られるものではなく、例えばパラメータ603の増減値を、予め定められた変更幅に含まれるいずれの値にするかの選択やスキル等を付与するか否かの決定に用いられるものであってもよい。  The lottery unit 108 performs various lottery processes relating to the first game content using, for example, random number generation. In the first game content, one character is output as a card with card information having a parameter 603 dynamically determined according to the execution content of the game process during or after the game play is executed (cardification) can do. At this time, as a character that can be made into a card, a character selected from characters that appear during the game or characters that appear as appearing in the first game content may be adopted according to a predetermined condition. However, the lottery unit 108 is used for the latter character selection, for example. The character selected based on the lottery process by the lottery unit 108 may be a character that makes a card, or may be a plurality of characters listed as candidates for making a card. In addition, the use of the lottery unit 108 is not limited to this. For example, whether the increase / decrease value of the parameter 603 is set to a value included in a predetermined change range, whether to give a skill, etc. It may be used for determination. *
印刷制御部109は、カード化の指示がなされたキャラクタについて、カード情報のコード画像とキャラクタ画像とを含む、印刷出力するカードに係る印刷データを生成する。印刷制御部109は、印刷データを生成すると、該印刷データを印刷命令と共に印刷部140に伝送して該当のカードの印刷を指示し、排出させる。印刷部140は、ゲーム装置100と同一筐体内、あるいはゲーム装置100の外部に着脱可能に接続された、印刷制御部109との情報送受信が可能に構成されたプリンタ等の印刷装置である。印刷部140は、印刷制御部109からカードに係る印刷データ及び該データに係る印刷命令を受信すると、印刷データの印刷動作を行う。印刷により排出されるカードは、印刷部140がゲーム装置100と同一筐体内に内蔵される場合は、ゲーム装置100の外部からアクセス可能な不図示の排出口に導かれることでユーザに提供されてよい。  The print control unit 109 generates print data related to a card to be printed out, including a code image and a character image of card information, for a character for which an instruction to make a card is given. When the print control unit 109 generates print data, the print control unit 109 transmits the print data together with a print command to the printing unit 140 to instruct printing of the corresponding card and discharge the print data. The printing unit 140 is a printing device such as a printer configured to be able to transmit and receive information to and from the print control unit 109 detachably connected in the same housing as the game device 100 or outside the game device 100. When the print unit 140 receives print data related to the card and a print command related to the data from the print control unit 109, the print unit 140 performs a print operation of the print data. When the printing unit 140 is built in the same housing as the game apparatus 100, the card discharged by printing is provided to the user by being guided to a discharge port (not shown) accessible from the outside of the game apparatus 100. Good. *
操作入力部110は、例えば方向入力用の操作部材や決定入力要の操作部材や各種センサ等の、ゲーム装置100が有するユーザインタフェースである。操作入力部110は、操作部材に対する操作入力がなされたことを検出すると、該操作入力に対応する制御信号を制御部101に出力する。  The operation input unit 110 is a user interface that the game apparatus 100 has, such as an operation member for direction input, an operation member for determination input, and various sensors. When the operation input unit 110 detects that an operation input to the operation member has been made, the operation input unit 110 outputs a control signal corresponding to the operation input to the control unit 101. *
通信部111は、カード化対象のキャラクタ選択やゲーム中の種々のコマンド確定に用いられるボタン等、ゲーム装置100が有するユーザインタフェースである。操作入力部110は、各種ユーザインタフェースになされた操作入力を検出すると、該操作入力に対応する制御信号を制御部101に出力する。なお、本実施形態ではゲーム装置100は物理的な操作部材として各種インタフェースを備えるものとして説明するが、例えば表示部130の画面上になされたタッチ入力を検出するタッチ入力検出センサ等を含んでいてもよい。  The communication unit 111 is a user interface that the game apparatus 100 has, such as buttons used for selecting a character to be carded and determining various commands during a game. When the operation input unit 110 detects an operation input made on various user interfaces, the operation input unit 110 outputs a control signal corresponding to the operation input to the control unit 101. In the present embodiment, the game apparatus 100 is described as having various interfaces as physical operation members. However, the game apparatus 100 includes, for example, a touch input detection sensor that detects a touch input made on the screen of the display unit 130. Also good. *
《プレイ処理》 このような構成をもつ本実施形態のゲーム装置100において、第1のゲームコンテンツに係るゲームプレイを提供するプレイ処理について、図2のフローチャートを用いて具体的な処理を説明する。該フローチャートに対応する処理は、制御部101が、例えば記録媒体102に記憶されている対応する処理プログラムを読み出し、メモリ103に展開して実行することにより実現することができる。なお、本プレイ処理は、例えばゲームプレイに係る対価の投入がなされたことが支払検出部104により検出された際に開始されるものとして説明する。本プレイ処理の実行中、特に言及しない限り表示制御部107は制御部101により行われた処理や命令に基づいて適宜進行に対応する画面を生成し、表示部130に表示させるものとする。  << Play Process >> In the game apparatus 100 of this embodiment having such a configuration, a specific process will be described with reference to the flowchart of FIG. 2 for the play process for providing game play related to the first game content. The processing corresponding to the flowchart can be realized by the control unit 101 reading, for example, a corresponding processing program stored in the recording medium 102, developing it in the memory 103, and executing it. In addition, this play process demonstrates as what is started when the payment detection part 104 detects that the input concerning the game play was made | formed, for example. During execution of this play process, unless otherwise specified, the display control unit 107 generates a screen corresponding to the progress as appropriate based on the process and command performed by the control unit 101 and displays the screen on the display unit 130. *
S201で、制御部101は、ゲームプレイに使用するキャラクタ(使用キャラクタ)を登録する登録処理を実行する。登録処理は、上述したように第1のゲームコンテンツに係るゲーム用物品である、第1のゲーム装置により排出されたカード、または第2のゲームコンテンツに係るゲーム用物品である、第2のゲーム装置により排出されたカードを、ユーザがリーダ120に読み取らせる(カードからカード情報
の取得を行わせる)ことにより行われる。 
In S201, the control unit 101 executes a registration process for registering a character (used character) used for game play. In the registration process, as described above, the second game, which is a game product related to the first game content, a card discharged by the first game device, or a game product related to the second game content This is done by causing the reader 120 to read the card ejected by the apparatus (acquiring card information from the card).
〈登録処理〉 ここで、プレイ処理のS201において実行される登録処理について、図3のフローチャートを用いて詳細を説明する。  <Registration Process> Here, the registration process executed in S201 of the play process will be described in detail using the flowchart of FIG. *
S301で、制御部101は、使用キャラクタの登録が終了したか否かを判断する。使用キャラクタの登録が終了したことは、ユーザによる登録終了に係る操作入力がなされたことの検出や、上限数の使用キャラクタの登録が終了したことに基づいて判断されるものであってよい。また本実施形態のゲーム装置100において提供される第1のゲームコンテンツでは、例えば初回体験時等でカードを所有していない状態であってもゲームプレイ可能なように、カードによる使用キャラクタの登録を行わなくとも上記登録終了に係る操作入力を行うことで、ユーザは使用キャラクタの登録ステートを省略し、ゲームプレイを行うことができる。  In step S <b> 301, the control unit 101 determines whether registration of the character to be used has been completed. The completion of the registration of the use character may be determined based on the detection that the operation input related to the end of registration by the user has been made or the registration of the upper limit number of use characters has been completed. Further, in the first game content provided in the game device 100 of the present embodiment, for example, the use character is registered with the card so that the game can be played even when the card is not owned at the first experience. Even if it does not perform, the user can omit the registration state of the character to be used and perform the game play by performing the operation input related to the end of the registration. *
制御部101は、使用キャラクタの登録が終了したと判断した場合は本登録処理を完了する。このとき、登録された使用キャラクタの数が上限数に至っていない場合、制御部101は、抽選部108による抽選処理に基づき選択した不足数分のキャラクタについてキャラクタ情報をキャラクタDB106から取得し、例えばメモリ103に管理される使用キャラクタ管理テーブルに追加すればよい。このように追加されるキャラクタは、カードがなくとも使用可能であるものとして予め定められた一部のキャラクタのうちから選択されるものであってもよい。なお、使用キャラクタ管理テーブルにおいて1体のキャラクタにつき管理される情報は、例えば図6(d)に示されるように、キャラクタID631に関連付けて、今回のゲームプレイで使用されるプレイ時パラメータ632、描画用情報633、カードによる使用キャラクタの登録がなされたか否かを示す(例えば論理型の)カード使用フラグ634、及び排出装置情報635を含むものであってよい。不足数分のキャラクタをキャラクタ管理テーブルに追加する場合、例えばプレイ時パラメータ632には該キャラクタの基本パラメータ622を代入し、カード使用フラグ634には登録にカードが使用されていないことを示す情報(False)が、排出装置情報635には第1のゲーム装置でも第2のゲーム装置でもないことを示す情報が使用されればよい。またキャラクタID631及び描画用情報633には、取得したキャラクタ情報の該当する情報が代入されればよいことは言うまでもない。  If the control unit 101 determines that the registration of the character to be used has been completed, the main registration process is completed. At this time, when the number of registered characters used has not reached the upper limit, the control unit 101 acquires character information from the character DB 106 for the insufficient number of characters selected based on the lottery process by the lottery unit 108, for example, memory What is necessary is just to add to the use character management table managed by 103. The character added in this way may be selected from some characters that are determined in advance as usable even without a card. Note that information managed for each character in the used character management table is associated with the character ID 631, for example, as shown in FIG. It may include information for use 633, a card use flag 634 (for example, logical type) indicating whether or not a use character has been registered by a card, and discharge device information 635. When adding the insufficient number of characters to the character management table, for example, the basic parameter 622 of the character is substituted for the play time parameter 632, and the card use flag 634 is information indicating that no card is used for registration ( False), information indicating that neither the first game apparatus nor the second game apparatus is used for the discharge apparatus information 635 may be used. Needless to say, the character ID 631 and the drawing information 633 may be substituted with the corresponding information of the acquired character information. *
また制御部101は、使用キャラクタの登録がまだ終了していないと判断した場合は処理をS302に移す。  If the control unit 101 determines that the registration of the character to be used has not yet been completed, the process proceeds to S302. *
S302で、制御部101は、カード(対象カード)の読み取りがなされたか否かを判断する。制御部101は、取得部105によるカード情報(対象カード情報)の取得がなされたか否かにより本ステップの判断を行う。制御部101は、対象カードの読み取りがなされたと判断した場合は処理をS303に移し、なされていないと判断した場合は本ステップの処理を繰り返す。  In step S302, the control unit 101 determines whether a card (target card) has been read. The control unit 101 determines this step based on whether or not the card information (target card information) has been acquired by the acquisition unit 105. If the control unit 101 determines that the target card has been read, it moves the process to S303, and if it determines that the target card has not been read, it repeats the process of this step. *
S303で、制御部101は、対象カードが第2のゲーム装置により排出されたカードであるか否かを判断する。制御部101は、対象カード情報に含まれる排出装置情報を参照し、排出を行った装置が第2のゲーム装置であるか否かを判断する。制御部101は、対象カードが第2のゲーム装置により排出されたカードであると判断した場合は処理をS304に移す。また制御部101は、対象カードが第2のゲーム装置により排出されたカードではない、即ち第1のゲーム装置により排出されたカードであると判断した場合は処理をS305に移す。なお、本実施形態では簡単のため、ゲーム装置100におけるゲームプレイに使用できないカードが登録用に使用されないものとして説明するが、このようなカードが使用された際には使用できないことを通知するエラー処理が行われることは容易に理解されよう。  In S303, the control unit 101 determines whether or not the target card is a card discharged by the second game device. The control unit 101 refers to the discharging device information included in the target card information, and determines whether or not the device that has discharged is the second game device. If the control unit 101 determines that the target card is a card ejected by the second game device, the process proceeds to S304. If the control unit 101 determines that the target card is not a card ejected by the second game device, that is, a card ejected by the first game device, the process proceeds to S305. In this embodiment, for the sake of simplicity, a description will be given assuming that a card that cannot be used for game play in the game device 100 is not used for registration, but an error notifying that such a card cannot be used when used. It will be readily understood that processing is performed. *
S304で、制御部101は、対象カード情報に含まれるキャラクタID612を参照し、対象カードに係るキャラクタ情報をキャラクタDB106から取得し、使用キャラクタ管理テーブルに各種情報を追加する。本ステップにて行われるテーブルへの情報追加は、第2のゲーム装置により排出されたカードに基づく使用キャラクタ登録であるため、制御部101は、カード使用フラグ634を登録にカードが使用されていることを示す情報(True)とし、排出装置情報635に対象カード情報の排出装置情報614を代入して行う。またプレイ時パラメータ632には、例えば取得したキャラクタ情報の基本パラメータ622が代入されるものであってもよいし、成長情報623を基本パラメータ622に基づき所定の成長状態に変更した値が代入されるものであってもよい。  In S304, the control unit 101 refers to the character ID 612 included in the target card information, acquires the character information related to the target card from the character DB 106, and adds various information to the used character management table. Since the addition of information to the table performed in this step is the use character registration based on the card discharged by the second game device, the control unit 101 uses the card for registering the card use flag 634. This is performed by substituting the discharge device information 614 of the target card information into the discharge device information 635. The play time parameter 632 may be substituted with the basic parameter 622 of the acquired character information, for example, or a value obtained by changing the growth information 623 to a predetermined growth state based on the basic parameter 622 is substituted. It may be a thing. *
本実施形態のゲーム装置100では、ユーザがカードを所有していない状況でのゲームプレイも考慮し、上述したように使用キャラクタ管理テーブルに追加されたキャラクタの数が不足している場合には、上限数となるよう、抽選に基づくキャラクタの情報が追加される。故に、第2のゲーム装置により排出された対象カードに基づく使用キャラクタの登録については、第2のゲームコンテンツに係るゲームプレイを行ったことに対するインセンティブとして、カードに基づかずに登録された使用キャラクタとの間で、ゲーム上の差を設けることが好ましい。プレイ時パラメータ632がキャラクタ情報の基本パラメータ622を代入することで決定される態様では、例えばカードに基づかずに登録可能な使用キャラクタと、第2のゲーム装置により排出されるカードに基づいて登録可能な使用キャラクタとは、互いに異なるキャラクタ群で構成されることが好ましい。即ち、カードに基づかずに登録可能な使用キャラクタは、第2のゲーム装置においてカードが排出され得るキャラクタ群を除外したキャラクタ群で構成されることが好ましい。このとき、第2のゲーム装置においてカードが排出され得るキャラクタは、カードに基づかずに登録可能な使用キャラクタよりも、対戦ゲームを有利に進行せしめるキャラクタであってよい。あるいは、同一のキャラクタであっても、例えば状態違いや表示態様が異なる等、ゲーム上の取扱いに複数の態様を有するキャラクタについては、カードに基づくか否かで登録される態様を分別するよう構成されてもよい。  In the game apparatus 100 of the present embodiment, in consideration of game play in a situation where the user does not own the card, as described above, when the number of characters added to the use character management table is insufficient, Character information based on the lottery is added so that the upper limit is reached. Therefore, regarding the registration of the use character based on the target card discharged by the second game device, the use character registered without being based on the card is used as an incentive for performing the game play related to the second game content. It is preferable to provide a game difference between the two. In an aspect in which the play time parameter 632 is determined by substituting the basic parameter 622 of the character information, registration is possible based on, for example, a use character that can be registered without being based on a card and a card discharged by the second game device. It is preferable that the character used is composed of different character groups. That is, it is preferable that the use characters that can be registered without being based on the cards are constituted by character groups excluding the character group from which the cards can be discharged in the second game device. At this time, the character from which the card can be discharged in the second game device may be a character that makes the battle game proceed more advantageously than a use character that can be registered without being based on the card. Alternatively, even for the same character, for example, a character having a plurality of modes for handling on a game, such as a different state or a different display mode, is configured so that a mode to be registered is classified based on whether or not it is based on a card. May be. *
一方、S303において対象カードが第2のゲーム装置により排出されたカードではないと判断した場合、制御部101はS305で、S304と同様に使用キャラクタ管理テーブルへの各種情報の追加を行う。即ち、制御部101は、対象カード情報に含まれるキャラクタID602を参照し、対象カードに係るキャラクタ情報をキャラクタDB106から取得し、情報追加を行う。本ステップにて行われるテーブルへの情報追加は、第1のゲーム装置により排出されたカードに基づく使用キャラクタ登録であるため、制御部101は、カード使用フラグ634を登録にカードが使用されていることを示す情報とし、排出装置情報635に対象カード情報の排出装置情報604を代入して行う。またプレイ時パラメータ632には、取得したキャラクタ情報の基本パラメータ622を対象カード情報のパラメータ603に応じて変更することで得られた値が代入されればよい。  On the other hand, if it is determined in S303 that the target card is not a card ejected by the second game device, the control unit 101 adds various information to the used character management table in S305 as in S304. That is, the control unit 101 refers to the character ID 602 included in the target card information, acquires character information related to the target card from the character DB 106, and adds information. Since the addition of information to the table performed in this step is the use character registration based on the card discharged by the first game device, the control unit 101 uses the card for registering the card use flag 634. This is performed by substituting the discharge device information 604 of the target card information into the discharge device information 635. Further, a value obtained by changing the basic parameter 622 of the acquired character information according to the parameter 603 of the target card information may be substituted for the play time parameter 632. *
このようにS304またはS305で、対象カードに係るキャラクタの使用キャラクタ管理テーブルへの登録が完了すると、制御部101は処理をS301に戻す。  As described above, when the registration of the character related to the target card in the used character management table is completed in S304 or S305, the control unit 101 returns the process to S301. *
登録処理が完了すると、制御部101はプレイ処理のS202で、使用キャラクタ管理テーブルに登録したキャラクタを使用キャラクタとして登場させた、対戦ゲームに係るゲーム処理を実行する。なお、本実施形態の第1のゲームコンテンツに係る対戦ゲームは、ユーザが行動決定を可能な所定数の使用キャラクタと対戦相手である相手キャラクタとの間で、予め定められたゲームルールに基づき勝敗を決する対戦ゲームである。即ち、制御部101は、使用キャラクタと相手キャラクタとが登場するよう制御した対戦ゲームを実行する。また対戦ゲームは、ゲーム装置100において同時にゲームプレイを行うユーザ(所謂2プレイヤ対戦)、通信部111を介して接続された第1のゲームコンテンツを提供する他のゲーム装置100においてゲームプレイを行うユーザ(所謂ネットワーク対戦)、あるいは所定の意思決定プログラム等に基づいて操作に相当する処理を行うNPC(またはAI)と、ユーザとの間で実現される。即ち、相手キャラクタ群の行動決定は、他のユーザまたはNPCによりなされる。制御部101は、対戦ゲームに係るゲーム処理が完了、即ち1回のゲームプレイに係る対戦ゲームの勝敗が決するステータスまで進行すると、処理をS203に移す。  When the registration process is completed, the control unit 101 executes a game process related to the battle game in which the character registered in the use character management table appears as a use character in S202 of the play process. Note that the battle game according to the first game content of the present embodiment is won or lost based on a predetermined game rule between a predetermined number of characters that can be determined by the user and opponent characters as opponents. It is a battle game that decides. In other words, the control unit 101 executes a battle game in which the use character and the opponent character are controlled to appear. The competitive game is a user who plays a game simultaneously on the game device 100 (so-called two-player battle), and a user who plays a game on another game device 100 that provides the first game content connected via the communication unit 111. (So-called network battle) or an NPC (or AI) that performs processing corresponding to an operation based on a predetermined decision-making program or the like and a user. That is, the action determination of the opponent character group is made by another user or NPC. When the control unit 101 completes the game process related to the battle game, that is, progresses to a status in which the battle game related to one game play is determined to be successful, the process proceeds to S203. *
S203で、制御部101は、今回のゲームプレイにあたりカード化するキャラクタについてカード情報を生成する生成処理を実行する。  In S203, the control unit 101 executes a generation process for generating card information for a character to be carded in the current game play. *
〈生成処理〉 ここで、本ステップにおいて実行される生成処理について、図4のフローチャートを用いて詳細を説明する。  <Generation Process> Here, the generation process executed in this step will be described in detail with reference to the flowchart of FIG. *
S401で、制御部101は、ゲーム処理の実行内容に基づき、カード化の候補となるキャラクタ(候補キャラクタ)を決定する。候補キャラクタは、少なくとも使用キャラクタとして選択したキャラクタ群を含み、この他、ゲーム処理の実行内容に基づいて増減する。制御部101は、例えばゲーム処理において実施された対戦ゲームが対人対戦(他のユーザとの対戦)であった場合は、使用キャラクタ管理テーブルに含まれるキャラクタのみを候補キャラクタとして決定する。また制御部101は、例えば実施された対戦ゲームがNPC対戦であった場合は、使用キャラクタ管理テーブルに含まれるキャラクタに加えて、相手キャラクタ群を候補キャラクタとして決定してもよい。このとき、相手キャラクタ群を候補キャラクタ群として加えるか否かは、対戦ゲームの結果、対戦ゲームが協力プレイ(2人のユーザが協力してNPCと対戦するゲーム)であったか否か、及び対戦キャラクタの分類やカード化可能条件の少なくともいずれかを考慮して決定されるものであってよい。特定した候補キャラクタの情報は、例えばメモリ103に保持されればよい。  In step S <b> 401, the control unit 101 determines a character (candidate character) that is a candidate for card formation based on the execution content of the game process. Candidate characters include at least a character group selected as a character to be used. In addition, the candidate characters are increased or decreased based on the content of game processing. For example, when the battle game executed in the game process is a battle between people (a battle with another user), the control unit 101 determines only the characters included in the use character management table as candidate characters. For example, when the played game is an NPC game, the control unit 101 may determine the opponent character group as a candidate character in addition to the characters included in the used character management table. At this time, whether or not to add the opponent character group as a candidate character group depends on whether the battle game is cooperative play (a game in which two users cooperate with NPC) as a result of the battle game, and the battle character. It may be determined in consideration of at least one of the above classification and cardable conditions. The information on the identified candidate character may be held in the memory 103, for example. *
S402で、制御部101は、S203において決定した候補キャラクタのうちのカード化対象として選択可能なキャラクタを決定する。本実施形態の第1のゲームコンテンツは、第2のゲーム装置により排出されたカードも使用可能であるものとして構成されている。しかしながら、特にカードごとに異なり得る動的な要素をカード情報に有しないカードを排出する第2のゲーム装置においてカードを入手したことをもってして、第1のゲームコンテンツにおいて対応するキャラクタをカード化可能にせしめることは、上述したように第1のゲーム装置における好適なサービス提供を阻害し得る。故に、本実施形態の生成処理では、候補キャラクタに含まれる使用キャラクタのうち、第2のゲーム装置により排出されたカードに基づいて登録が行われたキャラクタについては、制御部101はカード化対象として選択できないよう制御する。本ステップでは制御部101は、例えば候補キャラクタの各々に対し、第2のゲーム装置により排出されたカードに基づき登録されたキャラクタを除いて、選択可能であることを示す情報を付す。  In S402, the control unit 101 determines a character that can be selected as a card formation target among the candidate characters determined in S203. The first game content of the present embodiment is configured such that a card ejected by the second game device can also be used. However, it is possible to turn the corresponding character in the first game content into a card by obtaining the card in the second game device that discharges the card that does not have dynamic elements that may differ from card to card in particular. As shown in the above, it is possible to hinder the provision of a suitable service in the first game device. Therefore, in the generation process of the present embodiment, among the used characters included in the candidate character, for the characters registered based on the cards ejected by the second game device, the control unit 101 is set as a card formation target. Control not to select. In this step, for example, the control unit 101 adds information indicating that selection is possible for each candidate character, except for characters registered based on the cards ejected by the second game device. *
なお、本ステップにおいて全ての候補キャラクタが選択不可能であると判断した場合、制御部101は、抽選部108による抽選処理に基づき新たに選択したキャラクタを候補キャラクタに加え、該キャラクタを選択可能なキャラクタとして決定すればよい。  If it is determined in this step that all candidate characters cannot be selected, the control unit 101 can add the newly selected character based on the lottery process by the lottery unit 108 to the candidate character and select the character. What is necessary is just to determine as a character. *
S403で、制御部101は、ユーザによるカード化対象のキャラクタの選択を受け付ける。カード化対象のキャラクタの選択は、候補キャラクタを提示する画面を表示部130に表示させ、該画面に基づき操作入力部110により検出された操作入力に基づいて行われる。このとき、表示制御部107は制御部101の制御の下、候補キャラクタを確認可能であり、かつ候補キャラクタのうちの選
択不可能であるキャラクタについては選択不可能であることを明示した画面を生成し、表示部130に表示させる。また制御部101は、例えば選択不可能であるキャラクタを選択確定する操作入力がなされた場合に不可能であることを通知する、あるいはキャラクタ指示用のカーソルを選択不可能なキャラクタ上には移動不能にする等、ユーザによる選択を受け付けないよう制御する。このように、第2のゲーム装置により排出されたカードに基づき登録したキャラクタについては、候補キャラクタとして提示しつつも選択不能とすることで、該当のカードに基づく新たなカード化が不可能であること、及び第1のゲームコンテンツに係るゲームプレイにおいて対応するキャラクタのカードを排出可能であることをユーザに知らしめることができる。ひいては、第1のゲームコンテンツにおけるゲームバランスの崩壊が生じないこと、第1のゲームコンテンツしかプレイしていないユーザの配慮がなされていることを間接的に通知することができる。制御部101は、カード化対象のキャラクタの選択が完了すると、処理をS404に移す。 
In step S403, the control unit 101 accepts selection of a character to be carded by the user. The selection of a character to be carded is performed based on an operation input detected by the operation input unit 110 based on the screen that displays a screen for presenting a candidate character on the display unit 130. At this time, the display control unit 107 generates a screen under which the candidate character can be confirmed under the control of the control unit 101 and that the non-selectable character among the candidate characters cannot be selected. And displayed on the display unit 130. Further, the control unit 101 notifies that the character cannot be selected, for example, when an operation input for selecting and confirming a character that cannot be selected is made, or the character instruction cursor cannot be moved onto the character that cannot be selected. Control so as not to accept selection by the user. As described above, the character registered based on the card discharged by the second game device cannot be selected while being presented as a candidate character, so that a new card cannot be formed based on the corresponding card. And that the card of the corresponding character can be discharged in the game play relating to the first game content. As a result, it is possible to indirectly notify that the game balance does not collapse in the first game content and that consideration is given to the user who is playing only the first game content. When the selection of the character to be carded is completed, the control unit 101 moves the process to S404.
S404で、制御部101は、選択されたカード化対象のキャラクタについてカード情報を生成し、本生成処理を完了する。具体的には制御部101は、新たなカードIDの取得、及びゲーム処理の実行内容に基づくパラメータの決定を行い、カード化対象キャラクタのキャラクタID及び第1のゲーム装置により排出されたことを示す排出装置情報とこれらの情報を結合し、カード情報を生成する。実行内容に基づき決定されるパラメータは、例えば増減後の絶対値であってもよいし、基本パラメータからの相対値であってもよい。後者の場合、例えばカード化対象キャラクタが使用キャラクタでない場合は基本パラメータからの増減がないことを示すものであってもよいし、基本パラメータに対戦ゲームの結果に応じた変更を加えたパラメータと基本パラメータとの差分を示すものであってもよい。またパラメータ決定は、例えば対戦ゲームの結果や同一キャラクタについてカード化を行った回数等を考慮して動的に決定されるものであってよい。  In S404, the control unit 101 generates card information for the selected character to be carded and completes the generation process. Specifically, the control unit 101 obtains a new card ID and determines a parameter based on the execution content of the game process, and indicates that the character ID of the cardification target character and the first game device have been discharged. The card information is generated by combining the discharge device information and the information. The parameter determined based on the execution content may be, for example, an absolute value after increase or decrease, or a relative value from the basic parameter. In the latter case, for example, if the character to be carded is not a used character, it may indicate that there is no increase / decrease from the basic parameter, or the basic parameter is changed according to the result of the battle game and the basic It may indicate a difference from the parameter. The parameter determination may be dynamically determined in consideration of, for example, the result of the battle game or the number of times the same character has been carded. *
生成処理が完了すると、印刷制御部109はプレイ処理のS204で、排出するカードに係る印刷データを生成し、印刷部140に印刷指示を行う。より詳しくは、印刷制御部109は制御部101の制御の下、図5(a)に示したように、生成処理において生成されたカード情報をカード化対象キャラクタのキャラクタ画像上に配置し、さらに変更後のパラメータ等を含めて印刷データを生成する。印刷データは印刷命令とともに印刷部140に送信され、印刷部140はこれに基づきカードを印刷し、排出する。排出が完了すると、あるいは印刷指示を行ってから、排出に要するものとして予め定められた時間が経過すると、制御部101は本プレイ処理を完了する。  When the generation process is completed, the print control unit 109 generates print data relating to the card to be ejected and issues a print instruction to the printing unit 140 in S204 of the play process. More specifically, the print control unit 109 arranges the card information generated in the generation process on the character image of the character to be carded, as shown in FIG. Print data including the changed parameters is generated. The print data is transmitted to the printing unit 140 together with the print command, and the printing unit 140 prints and ejects the card based on this. When the discharge is completed, or when a predetermined time has passed since the print instruction is given and the time required for the discharge has elapsed, the control unit 101 completes the play process. *
このようにすることで、本実施形態のゲーム装置では、複数種類のゲームコンテンツに係る排出物品を使用可能としつつも、提供する第1のゲームコンテンツの興趣性を担保した、好適な連動要素を実現することができる。  By doing in this way, in the game device of this embodiment, while making the discharge | emission article | item which concerns on multiple types of game content usable, the suitable interlocking element which ensured the interest property of the 1st game content to provide is provided. Can be realized. *
なお、上述した生成処理では、第2のゲーム装置により排出されたカードに基づく使用キャラクタのみ選択不可能に制御するものとして説明したが、カードに基づかず決定された使用キャラクタについても、同様に取り扱うものとしてもよい。即ち、カードの読み取りを行わせずにゲームプレイを行ったユーザに対しては、抽選部108による抽選処理に基づき選択されたキャラクタまたは相手キャラクタのみをカード化可能な構成としてもよい。  In the above-described generation process, it has been described that only the use character based on the card ejected by the second game device is controlled so as not to be selected, but the use character determined not based on the card is handled in the same manner. It may be a thing. That is, for a user who has played a game without reading a card, only the character selected based on the lottery process by the lottery unit 108 or the opponent character may be carded. *
[実施形態2] 上述した実施形態1では、第2のゲームコンテンツに係るゲームプレイを行ったことについてユーザが受ける利点は、第2のゲーム装置により排出されたカードに対応するキャラクタを必ず使用できる点や、カードに基づかずに登録されたキャラクタよりも対戦ゲームを有利に進行せしめる点にあった。一方で、第2のゲーム装置により排出されたカードに対応するキャラクタについては、ゲームプレイには使用できるもののカード化できないため、例えば他の使用キャラクタが成長上限に達した状態である場合等においては、ユーザの所望しないキャラクタのみがカード化対象キャラクタとして選択可能となる状況が生じ得る。即ち、第2のゲーム装置により排出されたカードに基づいて使用キャラクタを登録することで、実質カード化対象キャラクタとして選択可能なキャラクタ数は減少するため、ユーザの第1のゲームコンテンツに対する興趣を削ぎ得る。  [Embodiment 2] In Embodiment 1 described above, the advantage received by the user regarding the game play relating to the second game content is that the character corresponding to the card ejected by the second game device can be used without fail. The point is that the battle game can be advantageously advanced over characters registered without being based on cards. On the other hand, since the character corresponding to the card discharged by the second game device can be used for game play but cannot be converted into a card, for example, when other used characters have reached the growth upper limit. A situation may occur in which only a character not desired by the user can be selected as a character to be carded. That is, by registering the character to be used based on the card discharged by the second game device, the number of characters that can be selected as the actual card target character is reduced. Therefore, the user's interest in the first game content is reduced. obtain. *
本実施形態ではさらに、第1のゲームコンテンツ及び第2のゲームコンテンツの双方に係る、ユーザの興趣性を相乗的に高める種々の態様について説明する。本実施形態のゲーム装置100では、少なくとも第1のゲームコンテンツを利用するユーザについては、ユーザごとにユーザ情報が管理されるものとする。各ユーザについてのユーザ情報は、通信部111を介して通信接続可能な不図示の外部のサーバ等において管理されるものとする。なお、ユーザの識別は、例えば別の記録媒体に記録された情報をさらにリーダ120に読み取らせること等により行われればよい。  In the present embodiment, various aspects relating to both the first game content and the second game content that synergistically enhance the user's interest will be described. In the game device 100 of the present embodiment, user information is managed for each user for at least a user who uses the first game content. User information about each user is managed in an external server (not shown) or the like that is communicably connected via the communication unit 111. The identification of the user may be performed by causing the reader 120 to read information recorded on another recording medium, for example. *
《態様1》 例えばユーザ情報として、ユーザが第2のゲーム装置により排出されたカードに基づき使用したキャラクタについて、キャラクタごとにその利用回数を管理するものであってもよい。この場合、第1のゲームコンテンツのゲームプレイにおいて、利用回数が管理されているキャラクタの入手条件が満たされた、即ちカード化対象として選択可能なキャラクタに該当のキャラクタが含まれる際に、それまでの利用回数が多いほど、排出されるカードに付されるカード情報のパラメータ603が対戦ゲームを有利に進行せしめる値となるよう、制御部101が生成処理を制御すればよい。  << Aspect 1 >> For example, as user information, the number of uses of each character may be managed for each character used by the user based on the card discharged by the second game device. In this case, in the game play of the first game content, when the character acquisition condition for which the number of times of use is managed is satisfied, that is, when the corresponding character is included in the characters that can be selected as cards, As the number of uses increases, the control unit 101 may control the generation process so that the parameter 603 of the card information attached to the discharged card becomes a value that favorably advances the battle game. *
このようにすることで、第2のゲーム装置により排出されたカードを使用した第1のゲームコンテンツの興趣性を高めつつ、第1のゲームコンテンツにおける入手条件が満たされる前から所望のキャラクタの(利用回数に基づく)育成を行いたいユーザの、カード取得のための第2のゲームコンテンツの利用を促進することができる。  In this way, the interest of the first game content using the card discharged by the second game device is enhanced, and the desired character (( It is possible to promote the use of the second game content for card acquisition by the user who wants to train based on the number of times of use. *
《態様2》 例えば第2のゲームコンテンツを利用するユーザについても、ユーザごとの第2のゲームコンテンツの利用履歴を含むユーザ情報が管理され、第2のゲーム装置により排出されたカードがゲーム装置100において使用された際に、同一ユーザに係る第1のゲームコンテンツのユーザ情報と第2のゲームコンテンツとを紐づけするよう構成してもよい。この場合、第1のゲームコンテンツのゲームプレイにおいてカード化対象のキャラクタが選択された際に、該キャラクタに係るユーザの第2のゲームコンテンツでの利用履歴に基づき、制御部101がカード情報のパラメータ603をさらに変更するようにしてもよい。より詳しくは、カード化対象のキャラクタが選択された際に、該キャラクタに係る第2のゲームコンテンツでの利用回数、または第2のゲームコンテンツにおける該キャラクタを利用した際のゲームの進行状況に応じて、排出されるカードに付されるカード情報のパラメータ603が対戦ゲームを有利に進行せしめる値(利用回数が多いほど、または攻略済みのステージ等の進行度が高いほど有利な値)となるよう、制御部101が生成処理を制御すればよい。  << Aspect 2 >> For example, for a user who uses the second game content, user information including the usage history of the second game content for each user is managed, and the card discharged by the second game device is the game device 100. The user information of the first game content related to the same user and the second game content may be associated with each other. In this case, when a character to be carded is selected in the game play of the first game content, the control unit 101 sets the card information parameter based on the usage history of the user related to the character in the second game content. You may make it change 603 further. More specifically, when a character to be carded is selected, it depends on the number of times the character is used in the second game content or the progress of the game when the character is used in the second game content. Thus, the parameter 603 of the card information attached to the card to be ejected becomes a value that favorably advances the battle game (a value that is more advantageous as the number of times of use or the progress of the stage that has been captured is higher). The control unit 101 may control the generation process. *
このようにすることで、第1のゲーム装置と第2のゲーム装置の双方のユーザ利用を促進しつつ、第1のゲームコンテンツと第2のゲームコンテンツの興趣性を高めることができる。  By doing in this way, the interest property of a 1st game content and a 2nd game content can be improved, promoting the user use of both the 1st game device and a 2nd game device. *
《態様3》 例えば第2のゲームコンテンツを利用するユーザについても、ユーザごとの第2のゲームコンテンツのゲームプレイに係る各キャラクタの所定条件の達成有無を含むユーザ情報が管理され、第2のゲーム装置により排出されたカードがゲーム装置100において使用された際に、同一ユーザに係る第1のゲームコンテンツのユーザ情報と第2のゲームコンテンツとを紐づけするよう構成してもよい。この場合、第1のゲームコンテンツのゲームプレイにおいて、第1のゲーム装置により排出されたカードと第2のゲーム装置により排出されたカードのそれぞれに基づき、同一のキャラクタが使用キャラクタとして登録され、該キャラクタがカード化対象として選択された際、第2のゲームコンテンツにおいてユーザが該キャラクタに係る所定条件の達成をしていることに応じて、制御部101がカード情報のパラメータ603をさらに対戦ゲームを有利に進行せしめる値とするよう、制御部101が生成処理を制御すればよい。  << Aspect 3 >> For example, for a user who uses the second game content, the user information including whether or not the predetermined condition of each character relating to the game play of the second game content for each user is achieved is managed, and the second game When the card discharged by the device is used in the game device 100, the user information of the first game content related to the same user and the second game content may be associated with each other. In this case, in the game play of the first game content, the same character is registered as a use character based on each of the card discharged by the first game device and the card discharged by the second game device, When the character is selected as a card object, the control unit 101 further sets the card information parameter 603 in accordance with the fact that the user has achieved the predetermined condition related to the character in the second game content. The control unit 101 may control the generation process so that the value can be advantageously advanced. *
このようにすることで、第1のゲーム装置と第2のゲーム装置の双方のユーザ利用を促進しつつ、第1のゲームコンテンツと第2のゲームコンテンツの興趣性を高めることができる。  By doing in this way, the interest property of a 1st game content and a 2nd game content can be improved, promoting the user use of both the 1st game device and a 2nd game device. *
以上、態様1乃至3を例示したが、これらの態様はどのように組み合わせられるものであってもよいことは言うまでもない。また態様1乃至3では、生成処理において生成する新たなカード情報のパラメータ603を変更するためにユーザ情報が利用される構成を説明したが、ユーザ情報はこれに限らず、登録処理におけるプレイ時パラメータ632の変更に利用されてもよい。  As mentioned above, although aspect 1 thru | or 3 was illustrated, it cannot be overemphasized that these aspects may be combined how. In Embodiments 1 to 3, the configuration in which the user information is used to change the parameter 603 of the new card information generated in the generation process has been described. However, the user information is not limited to this, and the play time parameter in the registration process is used. 632 may be used for the change. *
[その他の実施形態] 本発明は上記実施の形態に制限されるものではなく、本発明の精神及び範囲から離脱することなく、様々な変更及び変形が可能である。また本発明に係るゲーム装置は、コンピュータを該ゲーム装置として機能させるプログラムによっても実現可能である。該プログラムは、コンピュータが読み取り可能な記録媒体に記録されることにより、あるいは電気通信回線を通じて、提供/配布することができる。 [Other Embodiments] The present invention is not limited to the above-described embodiments, and various changes and modifications can be made without departing from the spirit and scope of the present invention. The game device according to the present invention can also be realized by a program that causes a computer to function as the game device. The program can be provided / distributed by being recorded on a computer-readable recording medium or through a telecommunication line.
100:ゲーム装置、101:制御部、102:記録媒体、103:メモリ、104:支払検出部、105:取得部、106:キャラクタDB、107:表示制御部、108:抽選部、109:印刷制御部、110:操作入力部、111:通信部、120:リーダ、130:表示部、140:印刷部 DESCRIPTION OF SYMBOLS 100: Game device 101: Control part 102: Recording medium 103: Memory 104: Payment detection part 105: Acquisition part 106: Character DB 107: Display control part 108: Lottery part 109: Print control 110: Operation input unit 111: Communication unit 120: Reader 130: Display unit 140: Printing unit

Claims (12)

  1. ゲームプレイに際し物品から取得された物品情報に基づき、該物品情報に対応するキャラクタまたはアイテムをゲーム中に登場させた第1のゲームコンテンツに係るゲーム処理を実行する実行手段と、 前記ゲーム処理の実行中又は実行後、前記ゲーム中に登場させたキャラクタまたはアイテムに係る別の物品情報を有する新たな物品の排出指示を行う指示手段と、 前記物品情報に基づき、該物品情報が取得された物品がいずれのゲーム装置により排出された物品であるか否かに応じて、前記指示手段を制御する制御手段と、を有し、 前記制御手段は、前記物品情報が取得された物品が前記第1のゲームコンテンツと異なる第2のゲームコンテンツを提供する別のゲーム装置により排出された物品である場合に、該物品情報に基づいて前記ゲーム中に登場させたキャラクタまたはアイテムに係る前記新たな物品の排出指示は行わせないように前記指示手段を制御することを特徴とするゲーム装置。 Execution means for executing a game process related to the first game content in which a character or item corresponding to the article information appears during the game based on the article information acquired from the article at the time of game play, and execution of the game process During or after execution, an instruction means for instructing discharge of a new article having another article information related to the character or item entered during the game, and an article from which the article information is acquired based on the article information Control means for controlling the instruction means according to whether or not the game device is an article discharged, wherein the control means is configured such that the article from which the article information is acquired is the first article. In the case of an article discharged by another game device that provides a second game content different from the game content, the previous information is based on the article information. Game apparatus characterized by controlling the instruction means to eject instruction of the new product in accordance with the character or the item was appearing in the game is not to perform.
  2. 前記物品情報は、少なくとも該物品情報を有する物品を排出したゲーム装置を識別する識別情報を含み、 前記実行手段は、前記識別情報に依らず、取得した前記物品情報に基づくキャラクタまたはアイテムをゲーム中に登場させるよう前記ゲーム処理を実行し、 前記制御手段は、前記識別情報に基づいて、前記物品情報が取得された物品が前記ゲーム装置と前記別のゲーム装置のいずれにより排出された物品であるかを判断することを特徴とする請求項1に記載のゲーム装置。 The article information includes at least identification information for identifying a game device that has ejected an article having the article information, and the execution means does not depend on the identification information and is playing a character or item based on the acquired article information. The game process is executed so that the article is displayed on the basis of the identification information, and the article from which the article information is acquired is an article discharged by either the game apparatus or the another game apparatus. The game device according to claim 1, wherein the game device is determined.
  3. 前記指示手段による排出指示に基づき、前記新たな物品として第1の種別の物品を排出する排出手段をさらに有し、 前記排出手段は、前記第2のゲームコンテンツを提供する前記別のゲーム装置が排出する第2の種別の物品は排出しないことを特徴とする請求項1または2に記載のゲーム装置。 Based on a discharge instruction from the instruction unit, the apparatus further includes a discharge unit that discharges a first type of article as the new article. The discharge unit is provided by the other game device that provides the second game content. The game apparatus according to claim 1, wherein the second type of article to be discharged is not discharged.
  4. 前記ゲーム処理の実行中又は実行後、前記ゲーム中に登場させたキャラクタまたはアイテムに各々対応する複数の画像
    を表示手段に表示させ、いずれかの画像に対する操作入力に基づき前記新たな物品を排出させるキャラクタまたはアイテムを選択する選択手段をさらに有し、 前記指示手段は、前記選択手段により選択されたキャラクタまたはアイテムに係る前記新たな物品の排出指示を行うことを特徴とする請求項3に記載のゲーム装置。
    During or after execution of the game process, a plurality of images respectively corresponding to characters or items that have appeared during the game are displayed on the display means, and the new article is discharged based on an operation input on any of the images. 4. The apparatus according to claim 3, further comprising a selection unit that selects a character or an item, wherein the instruction unit issues an instruction to discharge the new article related to the character or item selected by the selection unit. Game device.
  5. 前記選択手段は、前記ゲーム中に登場させたキャラクタまたはアイテムのうち、前記第1の種別の物品から取得された前記物品情報に基づくキャラクタまたはアイテムに対応する画像は選択可能な態様で前記表示手段に表示させ、前記第2の種別の物品から取得された前記物品情報に基づくキャラクタまたはアイテムに対応する画像は選択不可能な態様で前記表示手段に表示させることを特徴とする請求項4に記載のゲーム装置。 The display means is configured to select an image corresponding to the character or item based on the article information acquired from the article of the first type among the characters or items introduced during the game. 5. The display means displays an image corresponding to a character or item based on the item information acquired from the second type of item in a manner that cannot be selected. Game device.
  6. 前記第1のゲームコンテンツに係る前記ゲームは、前記ゲームプレイに際して取得された前記物品情報に基づき前記ゲーム中に登場させたキャラクタと、前記ゲーム処理において決定された相手キャラクタとの間で対戦ゲームを実現するものであり、 前記選択手段は、前記ゲームプレイに際し前記物品情報が取得された物品が全て前記第2の種別の物品である場合に、前記第1のゲームコンテンツについて定められたキャラクタのうちから抽選処理により選択されたキャラクタ及び前記相手キャラクタの少なくともいずれかの画像を前記表示手段に表示させることを特徴とする請求項4または5に記載のゲーム装置。 The game according to the first game content is a game between a character that appears during the game based on the product information acquired during the game play and an opponent character determined in the game process. The selection means includes a character defined for the first game content in a case where all of the articles for which the article information has been acquired in the game play are the second type of articles. 6. The game apparatus according to claim 4, wherein at least one of the character selected by the lottery process and the opponent character is displayed on the display means.
  7. 前記第1の種別の物品は、前記第1のゲームコンテンツに係る前記ゲーム処理の実行内容に応じて動的に決定された情報を含む前記物品情報を有し、 前記第2の種別の物品は、前記第2のゲームコンテンツに係るゲーム処理の実行内容に依らず固定的な前記物品情報を有することを特徴とする請求項3乃至6のいずれか1項に記載のゲーム装置。 The first type of article has the article information including information dynamically determined according to the execution content of the game process related to the first game content, and the second type of article is The game apparatus according to claim 3, wherein the product information is fixed regardless of execution contents of the game processing related to the second game content.
  8. 前記物品情報を物品から取得する第1の取得手段をさらに有し、 前記第1の種別の物品と前記第2の種別の物品とは、同一の情報取得方式を用いて、前記第1の取得手段により前記物品情報の取得がなされることを特徴とする請求項3乃至7のいずれか1項に記載のゲーム装置。 The apparatus further comprises first acquisition means for acquiring the article information from the article, wherein the first type of article and the second type of article are obtained using the same information acquisition method. The game apparatus according to claim 3, wherein the article information is acquired by a means.
  9. 前記第1のゲームコンテンツと前記第2のゲームコンテンツとは、同一のタイトルに係る異なるゲームコンテンツであることを特徴とする請求項1乃至8のいずれか1項に記載のゲーム装置。 The game device according to any one of claims 1 to 8, wherein the first game content and the second game content are different game contents related to the same title.
  10. 前記物品情報が取得された物品について、前記別のゲーム装置において該物品を使用して前記第2のゲームコンテンツのゲームプレイがなされた回数、前記別のゲーム装置において該物品を使用した前記第2のゲームコンテンツのゲームプレイによるゲーム進行状況、及び前記ゲーム装置において該物品を使用した前記第1のゲームコンテンツのゲームプレイがなされた回数の少なくともいずれかを示す履歴情報を取得する第2の取得手段をさらに有し、 前記実行手段は、前記物品情報が取得された物品が前記別のゲーム装置により排出された物品である場合に、該物品情報に基づくキャラクタまたはアイテムのゲームパラメータを、前記第2の取得手段により取得された履歴情報に基づいて変更して前記ゲーム処理を実行することを特徴とする請求項9に記載のゲーム装置。 For the article for which the article information has been acquired, the number of times that the second game content has been played using the article on the other game device, and the second game device using the article on the other game device. Second acquisition means for acquiring history information indicating at least one of a game progress status of the game content of the game content and the number of times the first game content is played using the article in the game device; The execution means, when the article from which the article information has been acquired is an article discharged by the other game device, displays the character parameter or item game parameter based on the article information as the second The game process is executed by changing the history information acquired by the acquisition means. The game device according to claim 9.
  11. 前記物品情報が取得された物品について、前記別のゲーム装置において該物品を使用して前記第2のゲームコンテンツのゲームプレイがなされた回数、前記別のゲーム装置において該物品を使用した前記第2のゲームコンテンツのゲームプレイによるゲーム進行状況、及び前記ゲーム装置において該物品を使用した前記第1のゲームコンテンツのゲームプレイがなされた回数の少なくともいずれかを示す履歴情報を取得する第2の取得手段をさらに有し、 前記制御手段は、前記物品情報が取得された物品が前記ゲーム装置により排出された物品である場合に、該物品情報に基づくキャラクタまたはアイテムに係る前記別の物品情報を、前記第2の取得手段により取得された履歴情報に基づいて変更して前記指示手段に排出指示を行わせることを特徴とする請求項9または10に記載のゲーム装置。 For the article for which the article information has been acquired, the number of times that the second game content has been played using the article on the other game device, and the second game device using the article on the other game device. Second acquisition means for acquiring history information indicating at least one of a game progress status of the game content of the game content and the number of times the first game content is played using the article in the game device; The control means, when the article from which the article information has been acquired is an article discharged by the game device, the other article information relating to the character or item based on the article information, A change is made based on the history information acquired by the second acquisition means, and the instruction means can issue a discharge instruction. The game device according to claim 9 or 10, characterized in.
  12. コンピュータを、請求項1乃至11のいずれか1項に記載のゲーム装置として機能させるためのプログラム。 The program for functioning a computer as a game device of any one of Claims 1 thru | or 11.
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