WO2018003553A1 - ゲームシステム、ゲーム制御装置、及びプログラム - Google Patents
ゲームシステム、ゲーム制御装置、及びプログラム Download PDFInfo
- Publication number
- WO2018003553A1 WO2018003553A1 PCT/JP2017/022325 JP2017022325W WO2018003553A1 WO 2018003553 A1 WO2018003553 A1 WO 2018003553A1 JP 2017022325 W JP2017022325 W JP 2017022325W WO 2018003553 A1 WO2018003553 A1 WO 2018003553A1
- Authority
- WO
- WIPO (PCT)
- Prior art keywords
- game
- period
- bonus
- user
- effect
- Prior art date
Links
Images
Classifications
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/30—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/60—Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
- A63F13/69—Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/80—Special adaptations for executing a specific game genre or game mode
- A63F13/812—Ball games, e.g. soccer or baseball
Definitions
- the present invention relates to a game system, a game control device, and a program.
- Patent Document 1 in a game in which a user battles using a game card and earns points, a special card that produces a special effect only during the event period of the game event is distributed, and the user uses the special card.
- a game system is described that makes it easier to earn points when competing.
- Patent Document 1 a special effect for a limited time is generated on a special effect card so that the value as a game card can be increased without increasing the ability parameter of the game card.
- the special effect of the special effect card does not occur and the game card is handled in the same way as a normal game card, so the value as a game card is reduced at a stretch.
- a game card with an ability parameter lower than the ability parameters of other game cards owned by the user is a special effect card, and the special effect card is treated the same as a normal game card, There is a possibility that it will not be used again by the user after the passage.
- the period during which the value of a game object having a special effect such as a special effect card is high depends on the holding period of the game event, so the shorter the holding period, the more rapidly the value of the game object decreases in a short period It will be.
- the present invention has been made in view of the above problems, and an object of the present invention is to provide a game system, a game control device, and a program capable of preventing the value of a game object such as a game card from rapidly decreasing. It is to provide.
- a game system acquires period-specific effect data indicating a plurality of effects corresponding to a plurality of periods having different lengths associated with a game object.
- Data acquisition means for specifying a period in which the game execution time is included among the plurality of periods, and the period specification associated with the game object on condition that the game object is used
- Effect generating means for generating the effect indicated by the acquired period-specific effect data corresponding to the period specified by the means.
- a game control apparatus includes a data acquisition unit that acquires period-specific effect data indicating a plurality of effects respectively associated with a plurality of periods having different lengths associated with a game object; A period specified by the period specifying means associated with the game object on the condition that the game object is used and a period specifying means for specifying a period in which the game execution time is included. Effect generating means for generating an effect indicated by the corresponding period-specific effect data.
- FIG. 1 is a diagram showing an overall configuration of a game system according to an embodiment of the present invention.
- the game system 1 according to the present embodiment includes a plurality of user terminals 10-1, 10-2,..., 10-N and a server 30.
- contents common to the user terminals 10-1, 10-2, and 10-N may be described as “user terminal 10”.
- the user terminal 10 and the server 30 are connected to the network N. For this reason, data communication is possible between the user terminal 10 and the server 30.
- the user terminal 10 is a computer operated by a user.
- the user terminal 10 is a mobile phone (including a smartphone), a tablet computer, a personal computer, a portable game machine, a stationary game machine, an arcade game machine, or a multi-function television receiver having an information processing function. (Smart TV).
- a case where the mobile phone provided with the touch panel is the user terminal 10 and the program supplied from the server 30 is executed on the mobile phone will be described.
- the program may be supplied via a server, a recording medium, or the like different from the server 30.
- the user terminal 10 includes a control unit 11, a storage unit 12, a communication unit 13, an input unit 14, and a display unit 15.
- the control unit 11 includes at least one microprocessor.
- the control unit 11 executes processing according to an operating system and other programs.
- the storage unit 12 includes a main storage unit (for example, RAM) and an auxiliary storage unit (for example, a nonvolatile semiconductor memory).
- the storage unit 12 stores programs and data.
- the storage unit 12 may include an auxiliary storage unit such as a hard disk drive or a solid state drive.
- the communication unit 13 includes a network card. The communication unit 13 performs data communication via the network N.
- the input unit 14 is an input device for a user to perform a game input operation or the like.
- the input unit 14 is, for example, a button, a key, a lever, a game controller (game pad), a pointing device such as a mouse or a touch panel, or a keyboard.
- the input unit 14 may include a microphone and a camera for the user to perform an input operation by voice or gesture.
- the display unit 15 is, for example, a liquid crystal display panel or an organic EL display, and displays a screen according to instructions from the control unit 11. Note that the input unit 14 and the display unit 15 may not be built in the user terminal 10, and may be an external device connected to the user terminal 10.
- the server 30 is realized by a server computer, for example. As illustrated in FIG. 1, the server 30 includes a control unit 31, a storage unit 32, and a communication unit 33.
- the control unit 31 and the communication unit 33 have the same functions as the control unit 11 and the communication unit 13 of the user terminal 10.
- the storage unit 32 includes a main storage unit (for example, RAM) and an auxiliary storage unit (for example, a hard disk drive or a solid state drive), and stores programs and data.
- the program and data described as being stored in the storage unit 12 or the storage unit 32 may be supplied to the user terminal 10 or the server 30 via the network N, for example.
- the user terminal 10 or the server 30 may include a reading unit (for example, an optical disk drive or a memory card slot) for reading a program or data stored in an information storage medium (for example, an optical disk or a memory card). . Then, a program or data may be supplied to the user terminal 10 or the server 30 via the information storage medium.
- Game Overview In the game system 1, a game is executed by executing a program on the user terminal 10. In the game system 1, various games can be executed. In the present embodiment, a game in which a game object operates in a virtual world will be described as an example. Here, before explaining the outline of the game, terms such as a virtual world and game objects will be explained.
- the “virtual world” is the world in the game, and there are various worlds depending on the type of game. For example, in the case of a sports game, it is a stadium where sports competitions are performed, and in the case of a fighting game, it is a place where battles are performed.
- the virtual world may be a three-dimensional space or a two-dimensional plane. In this embodiment, a case where the virtual world is a three-dimensional space is taken as an example.
- a “game object” is a target that can be used in a game, for example.
- the game object is, for example, a virtual moving body arranged in the virtual world.
- the moving object is a three-dimensional model (3D object) if the virtual world is three-dimensional, and is a planar object shown in the image if the virtual world is two-dimensional.
- a game character or the like corresponds to an example of a game object.
- the game object is used by the user in the game.
- the game object may be possessed by the user.
- it may be a game object selected by the user as a game object used in the game from among the game objects held by the user.
- a game object selected by a user as a game object used in a game from game objects provided in a game.
- it may be a game object set by a game control device (game system) as a game object used by a user in a game.
- a game character will be described as an example of a game object.
- “Action” is, for example, movement in a virtual world.
- the movement is a movement of the game character's body.
- moving, jumping, or performing a predetermined behavior in a competition may correspond to an action.
- kicking the moving object, throwing the moving object, heading the moving object, or hitting the moving object corresponds to the action. It's okay.
- a game character performs an action of moving a ball in soccer (for example, dribbling, shooting, passing, heading) or an action of moving on a pitch.
- the first parameter that affects the action of the game character is associated with the game character.
- the “first parameter” is a parameter that affects, for example, the speed, strength, or accuracy of movement in the virtual world.
- it is a parameter related to the speed, strength, or accuracy of movement in the virtual world.
- it is a parameter that determines the speed, strength, or accuracy of movement in the virtual world.
- the first parameter is a parameter related to the action ability of the game character. For example, the higher the ability indicated by the first parameter, the faster the game character moves. For example, the higher the ability indicated by the first parameter, the stronger the game character moves.
- the force with respect to an object for example, a moving object such as a ball
- the moving speed of the object may be increased.
- the higher the ability indicated by the first parameter the higher the accuracy of the game character.
- the ability parameter of the game character corresponds to the first parameter is taken as an example.
- the game character of the present embodiment is associated with a second parameter that affects the reward associated with the user identification information.
- “User identification information” is information for uniquely identifying a user, for example.
- the user identification information is information for identifying the user.
- a user ID, a user name, a user account, or an e-mail address corresponds to an example of user identification information.
- a case where the user ID corresponds to user identification information is taken as an example.
- “Reward” is a game reward given to a user at a predetermined timing, for example, after the game is over.
- associating (associating) a reward with a user ID corresponds to giving a reward.
- the reward may be points (in-game currency) or items.
- the reward is given to the user identified by the user ID.
- giving points to the user may correspond to a reward. That is, the reward may be to increase the points held by the user.
- increasing the points associated with the user ID by further associating the points in a state where the user ID and the points are associated may correspond to an example of a reward.
- the reward may be to give a game character to the user.
- the number of the game characters that the user has is determined.
- Increasing may correspond to an example of a reward.
- the number of game characters associated with the user ID is increased by associating a new game character with the user ID or by further associating the game character with the user ID in a state where the user ID and the game character are associated with each other.
- Doing may correspond to an example of a reward.
- the reward is not limited to points or game characters, and may be various rewards set according to the content of the game. Further, for example, the reward may be to temporarily or permanently change a parameter (a parameter other than points) associated with the user to be advantageous to the user. In the present embodiment, a case where increasing the points associated with the user ID corresponds to a reward will be described as an example.
- the second parameter is, for example, a parameter that affects the quality of the reward given to the user. For example, it is a parameter regarding the content of the reward given to a user. For example, it is a parameter that determines the content of the reward given to the user. For example, if the reward is a point as in the present embodiment, the parameter that affects the increase / decrease in the amount of points given is the second parameter, and if the reward is a game item, game character, or the like, these rarity levels and grants The parameter that affects the number is the second parameter.
- the second parameter may be a parameter indicating the reward itself. Further, for example, the second parameter may be a parameter indicating how much the basic reward according to the result of the game is changed. In the present embodiment, a case where a basic bonus described later corresponds to the second parameter will be described as an example. Note that period-specific bonuses such as a special effect bonus, a season bonus, and an event bonus may correspond to an example of the second parameter.
- a soccer game in which a team is formed by game characters acquired by a user by lottery and is played against an opponent team will be described as an example.
- the user team is referred to as a user team.
- the game may be advanced automatically without the user operating the game character. Further, the user may be allowed to play a game by consuming points or coins owned by the user, or may be able to play a game at any time without any particular limitation.
- a list indicating the opponent team candidates is displayed on the display unit 15.
- the opponent team may be a user team of another user or a team prepared in advance by a game provider.
- a team organization image for organizing the user team is displayed on the display unit 15.
- FIG. 2 is a diagram showing an example of the team organization image.
- an icon I indicating a game character designated as a squad among the game characters held by the user is displayed in the team organization image G1.
- Scud means a member of the user team, and here means both a member who participates in the game and a member who has a possibility (right) to participate in the game.
- “scud” includes both a starting member who participates in the game from the beginning and a bench member who may participate in the game halfway (a reserved member).
- 18 game characters including 11 game characters designated as starting members and 7 game characters designated as members in a bench among the game characters held by the user are squad. Equivalent to. Note that the number of members on the bench is not limited to seven, and an arbitrary number of members may be designated. For example, in the screen example of FIG. 2, the game character on which the icon I is displayed on the pitch image G10 simulating a soccer pitch is a starting member, and the game character on which the icon I is displayed below is a bench character. A member.
- the user can specify a game character to be put into the squad in the team formation image G1. For example, by dragging and dropping the icon I, the user can change the position in the starting member, or can change the starting member and the member on the bench. Further, for example, when the user selects the replacement button B10, the game character put in the squad and the game character not put in the squad can be exchanged. Further, for example, even if the user does not specify a squad, a recommended squad may be automatically organized.
- the icon I selected by the user is indicated by diagonal lines.
- basic information G11 such as the name, position, and image of the game character indicated by the icon I
- an ability parameter G12 a basic bonus G13, and a period-specific bonus G14 are displayed.
- the game character is associated with a bonus for increasing the points given to the user after the match is finished, and the basic bonus G13 and the period-specific bonus G14 are examples thereof. Since the points given after the match are comprehensively added with the bonus of the entire squad, a squad bonus G15 (details will be described later) indicating the overall value is also displayed on the team-organized image G1. Since the value of the scud bonus G15 varies depending on the scud, when the user replaces the scud from the team formation image G1, the display is updated in real time.
- the team organization image G1 may display setting information G16 such as formation and strategy of the user team so that the user can set them.
- the user designates the game character at each position in the formation being set on the pitch image G10.
- the user organizes the user team (scud) from the team formation image G1 and selects the game start button B11, a virtual world indicating a soccer field in the game is constructed and the game starts.
- FIG. 3 is a diagram showing an example of a virtual world.
- an Xw axis, a Yw axis, and a Zw axis that are orthogonal to each other are set in the virtual world W.
- the position in the virtual world W is specified by the world coordinate values (the coordinate values of the world coordinate system) of these coordinate axes.
- a pitch P that is a three-dimensional model representing the ground is arranged.
- the pitch P is arranged in parallel to the Xw-Zw plane.
- any game character C1 of the user team is set as a user operation target.
- the game character C1 set as the user's operation target moves based on the user's operation.
- the game character C1 other than the operation target of the user team and the game character C2 of the opponent team operate based on an algorithm defined in the game program.
- a virtual camera VC is set in the virtual world W.
- the position and line-of-sight direction of the virtual camera VC may be fixed so as not to change, or may be changed so as to maintain a predetermined relationship with a user's operation target or a specific three-dimensional model such as the ball B.
- a virtual world image showing the virtual world viewed from the virtual camera VC is displayed on the display unit 15.
- FIG. 4 is a diagram illustrating an example of a virtual world image.
- the virtual world image G2 depicts a state in the visual field of the virtual camera VC in the virtual world W.
- the virtual world image G2 may indicate a part of the virtual world W or the entire virtual world W.
- the user operates the game character C1 set as the operation target while viewing the virtual world image G2.
- the progress of the game itself may be executed by a known game program.
- the first half of the game ends the second half of the game starts after the half-time. Then, when the end time of the second half arrives, the winning or losing of the game is determined based on the score acquired by the user team and the score acquired by the opponent team.
- reference numerals such as game characters and balls are omitted when it is not particularly necessary to refer to the drawings.
- the user is given points according to the result of the game and the squad.
- game events are repeatedly held, and for example, ranking rewards are given according to the accumulated value of points given during the holding period of each game event (hereinafter referred to as accumulated points).
- accumulated points are accumulated point rewards.
- the ranking reward is a reward having a relative relationship with other users. Since the ranking reward has a relative relationship with other users, it is important to earn more points than other users. For example, a game character that can obtain a lot of bonuses is required to aim for a higher rank even for an advanced player with high play skills.
- the accumulated point reward is a reward having no relative relationship with other users.
- the accumulated point reward has no relative relationship with other users, how much points the user himself earns is important. For example, even a user with low play skills can obtain a reasonable reward if he / she can have a game character that can obtain many bonuses. On the other hand, if the user has high play skills, he / she can obtain a certain reward even if he / she does not own a game character that can obtain a bonus. For this reason, the user aims to increase the accumulated points by playing the game many times during the holding period of the game event. When the match is over, a point grant image indicating the points given in the match is displayed on the display unit 15.
- FIG. 5 is a diagram showing an example of the point grant image.
- the basic point (“59” pt in FIG. 5) corresponding to the result of the game and the point increase corresponding to the squad (“ The numerical value calculated by the Scud Bonus (24 times times) ("5916 pt" multiplied by "2416", "1416” pt in FIG. 5) is increased or decreased according to the result of the game.
- the grant point at (in FIG. 4, “1816” pt) is determined.
- the basic points are determined only based on the result of the game, and are not related to the value of the scud bonus.
- the basic points reflect the user's play skills as they are, and may be determined based on, for example, the difference between points scored in the game or the strength of the opponent team.
- the play skill is a skill for the user to operate the game character. If the play skill is high, the probability that the result of the game is improved is high, and the play skill is reflected in the basic points. For example, when two users use game characters having the same ability parameters, a user who has the skill to operate the game character has a higher probability of winning, so the probability that this user's basic points will increase is higher. .
- users with play skills can cover disadvantageous ability parameters with their operation techniques even if they use a game character with a lower ability parameter than their opponents. There is a high probability that
- the game character is associated with a basic bonus and a period-specific bonus as a parameter indicating an increase in basic points.
- the squad bonus is a value corresponding to the squad regardless of the result of the game. That is, the scud bonus has the same value regardless of whether the game is won or lost, and it depends on which game character has entered the squad. In other words, the squad bonus is a bonus that has nothing to do with the user's play skills. For this reason, even if the user has just started the game, and there is no play skill of the user, if he / she can knitting a high-squad squad, he / she can Comparison may be advantageous.
- FIG. 6 is a diagram showing a bonus generated when a certain game character is put into a squad.
- t is a time axis
- each of t1 to t5 is a holding period of a game event.
- the height of each bonus box shown in FIG. 6 represents the size of the bonus.
- the value of the basic bonus does not change in principle after the user acquires the game character, regardless of when it is put into the squad. That is, the basic bonus is the same value regardless of when the game character is put into the squad, and is a constant value bonus that is always generated when the game character is put into the squad.
- the bonus for each period the presence / absence of the bonus and the size of the bonus change depending on the time when the game character is put into the squad.
- three types of period-specific bonuses that are generated at different times are prepared, and are described as a special bonus, an event bonus, and a season bonus, respectively.
- the special effect bonus is a bonus that occurs in the short term, and is generated only during a game event holding period immediately after a game character is added to the game system 1, for example.
- the period in which the special bonus is generated is referred to as a special bonus generation period.
- the special effect bonus generation period is a short period of only the holding period t1. Instead, as shown in FIG. 6, the special effect bonus may be higher than that of other bonuses.
- the event bonus is a bonus that occurs in the medium term, and may or may not occur due to a game event, for example.
- a period in which an event bonus occurs is referred to as an event bonus occurrence period.
- the event bonus generation period is a period that includes the holding periods t1, t2, and t4. For this reason, the event bonus generation period is longer than the special effect bonus generation period. Note that an event bonus does not occur during the holding period t3.
- the event bonus generation period may be a group of a plurality of periods between each other instead of one continuous period.
- the season bonus is a bonus that occurs over a long period of time, for example, continuously during a period of about six months to one year after the addition of a game character.
- a period in which a season bonus occurs is referred to as a season bonus occurrence period.
- the season bonus generation period is a period that includes the holding periods t1 to t4. For this reason, the season bonus generation period is longer than the event bonus generation period and is the longest period.
- the special effect bonus generation period, event bonus generation period, and season bonus generation period may be collectively referred to as a bonus generation period. Further, as described above, since the basic bonus is generated regardless of the time in the present embodiment, there may be no bonus generation period.
- the basic bonus and the bonus for each period are indicated by parameters different from the ability parameters, and do not affect the kick accuracy or dribble speed during the match. That is, just because the ability parameter is high does not mean that the basic bonus and the period-specific bonus are high. In other words, just because the basic bonus and the bonus for each period are high, the movement of the game character is not always agile and does not necessarily release a strong shot. For this reason, the user must select a high-performance scud to advance the game advantageously, a high-basis bonus and a high-period bonus to increase the number of points granted, or a balanced scud The team will be organized while thinking comprehensively after taking into account their own play skills. As described above, the game system 1 of the present embodiment mainly has the first configuration related to the basic bonus and the second configuration related to the period-specific bonus. Hereinafter, details of the first configuration and the second configuration will be described.
- FIG. 7 is a functional block diagram showing functions related to the present invention among the functions realized by the game system 1.
- data related to a game is managed by the server 30 and main processing related to the game is executed by the user terminal 10 will be mainly described.
- the data storage unit 300 is realized mainly by the storage unit 32.
- the data storage unit 300 stores data necessary for executing the game.
- a grant candidate database DB1, a user database DB2, and an event database DB3 will be described as examples of data stored in the data storage unit 300.
- FIG. 8 is a diagram illustrating an example of the grant candidate database DB1.
- the grant candidate database DB1 stores data related to game characters registered in the game system 1 as grant candidates.
- the “granting candidate” is, for example, a candidate given to the user. Registering a game character as a grant candidate can also be said to register a game character as a distribution target.
- Distribution target means that a game character can be distributed from the server 30 to the user terminal 10. For example, game characters are distributed by lottery (so-called gacha) or gifts. In addition, in order to perform lottery, predetermined conditions are set, and the user cannot perform lottery unlimited.
- This condition may be to use a user's points and items (so-called gacha tickets, etc.) held for the lottery, or to use a paid item purchased by the user.
- the probability that each game character is elected may be set individually or may be set for each attribute (such as a league) of the game character. For example, the game character having a higher ability parameter or bonus may be set to have a lower probability.
- the Scud game character is given to the user from among a plurality of game characters registered as grant candidates. As described above, from among the game characters registered in the grant candidate database DB1, those given to the user are drawn. For this reason, it can be said that the grant candidate database DB1 is master data of all game characters existing in the game.
- basic information of the game character is stored in association with the game character ID that uniquely identifies the grant candidate game character.
- the basic information of the game character includes, for example, the name, version, basic position, attribute, total value, ability parameter, and basic bonus of the game character.
- the version is information indicating the registration time (additional time) of the game character.
- a game character representing a certain person is repeatedly registered as a new game character by changing parameters and images.
- the version can also be said to be information for identifying a game character representing a soccer player at which time point.
- the game character when there are two seasons in a soccer league in the real world, the game character may be added twice a year according to the season. For example, as an addition timing twice a year, a game character may be added at the beginning of each summer (for example, April to September) and winter (for example, October to March). In this case, for a certain soccer player, a summer version game character and a winter version game character exist for each year.
- the ability parameter of the game character may be set so as to represent the activity and tone in the real world at that time.
- the addition timing of the game character is not limited to the above example, and may be added every month or weekly. Further, for example, the addition timing of the game character may be arbitrary and may not be regular. For example, it may be added irregularly depending on when a soccer event is held in the real world.
- the basic position is a position that the game character is good at, and at least one of a plurality of positions is set.
- the attribute indicates, for example, the nature or classification of the game character, and here, a case will be described in which the club is a club, club, country, nationality, age, or the like in the real world.
- a basic position may be used as an attribute, and sex etc. may be used as an attribute.
- the attribute only needs to be information capable of classifying game characters, and may be, for example, a rarity level (rare degree) of a game character, or a total value described later may be used as an attribute.
- the total value is a parameter that makes it possible to understand at a glance the height of the total ability.
- the total value is calculated by substituting a capability parameter described later into a predetermined mathematical formula.
- the ability parameter is, for example, a value indicating whether the motion in the virtual world is good or bad, and a value indicating the height of athletic ability as a soccer player.
- the ability parameters include stamina parameters related to physical strength, speed parameters related to moving speed, shoot parameters related to shoot accuracy, defense parameters related to defense technology, physical parameters related to trunk strength, path parameters related to path accuracy, dribbling related to dribbling technology It may be a parameter and a saving parameter related to a technique as a keeper.
- the ability parameter is indicated by a numerical value or symbol indicating the height of each ability.
- the ability parameter may or may not change after the game character is given to the user.
- the ability parameter stored in the grant candidate database DB1 indicates an initial value.
- the ability parameter changes it may change according to the aging of the game character in the game, or it changes when the user performs a predetermined breeding operation or obtains an experience value in the game Also good.
- the ability parameter may be changed by composition performed by consuming other game characters. In the present embodiment, for the sake of simplicity of explanation, a case will be described in which the ability parameter does not change after the game character is given to the user.
- the basic bonus of each game character stored in the granting candidate database DB1 is a parameter indicating an increase in the grant points by the basic bonus (that is, the size of the basic bonus), and is indicated by a numerical value or a symbol.
- the basic bonus is a value unique to the game character.
- a basic bonus common to a plurality of game characters may be used. Similar to the ability parameter, the basic bonus may change after the game character is given to the user, or may not change. Here, it is assumed that the basic bonus does not change. For this reason, as long as the game characters are the same, the basic bonus remains the same regardless of which user is granted.
- FIG. 9 is a diagram illustrating an example of the user database DB2.
- the user database DB2 stores data relating to all users who have registered for use of the game.
- the user database DB2 stores user registration information, user parameters related to the user, and user squad data DT3 in association with the user ID.
- the registration information the contents input by the user at the time of use registration are stored.
- the user's name, email address, avatar image, favorite soccer team, and the like are stored.
- User parameters store user-specific parameters, for example, accumulated points, rankings, in-game currency, and the like at a game event being held. Details of the squad data DT3 will be described later.
- FIG. 10 is a diagram illustrating an example of the event database DB3.
- the event database DB3 stores data related to game events held in the game system 1. For example, in the event database DB3, an event that uniquely identifies each game event held during the season during each season in association with a season ID that uniquely identifies a season that spans a plurality of game event holding periods. The ID, game event name, holding period, and period-specific bonus data DT1 are stored.
- the period of each season should just be a period which has a fixed length, and may be common length in all the seasons, and length may differ for every season.
- one year is divided into two, and a season from April to September of a certain year and a season from October to March of the following year are set.
- the season may be set so as to correspond to the addition timing of the game character.
- the holding period of the game event may be a period having a certain length, may be a common length for all game events, or may be different for each game event. It should be noted that the game event holding period may be set continuously so that there is no gap between the next game events, but may be spaced from the next game event holding period. For example, like the event N and the event O shown in FIG. 10, the holding period may not be continuous.
- the period-specific bonus data DT1 is an example of the period-specific effect data according to the present invention, and is data defining the bonus generation period and period-specific bonus contents associated with each game character.
- the period-specific bonus data DT1 stores a game character ID for which a special bonus is generated and the size of the special bonus during the holding period of each game event.
- the magnitude of the special effect bonus is indicated by a numerical value or a symbol, for example.
- the size of the special effect bonus varies depending on the game character ID, but the size of the special effect bonus may not be particularly varied depending on the game character ID.
- the special effect bonus generation period is only the holding period of a certain game event and is a relatively short period.
- the game character specified as the game character for which the special bonus is generated may be a game character added as a grant target most recently.
- the special bonus generation period may extend over a plurality of holding periods, or may have a length that is not related to the holding period. This also applies to the event bonus generation period. Moreover, there may be a game event in which no special bonus is generated, such as event O shown in FIG.
- the period-specific bonus data DT1 stores an attribute for generating an event bonus and the size of the event bonus during the holding period of each game event.
- the magnitude of the event bonus is indicated by a numerical value or a symbol, for example.
- the size of the event bonus differs depending on the attribute, but the size of the event bonus may not be different depending on the attribute.
- an event bonus generation condition not only one attribute but also a plurality of attributes may be designated as shown in FIG. For this reason, depending on the game character, these multiple attributes may match.
- event bonuses may be accumulated and generated, but in the present embodiment, only the highest event bonus is valid. The event bonus is sometimes generated according to the conditions determined for each event.
- the event bonus may be a medium-term bonus that occurs for a longer period than the special effect bonus and occurs for a shorter period than the season bonus. For example, if your nationality is Italian or if you are over 30 years old, an event bonus will be held between the 10th and 14th of each month, which is longer than a single event and shorter than the season Event bonuses can be generated during regular periods.
- the period-specific bonus data DT1 stores the version of the game character in which the season bonus occurs and the size of the season bonus during each season.
- the magnitude of the season bonus is indicated by a numerical value or a symbol, for example.
- FIG. 10 in a certain holding period, not only one version in which a season bonus is generated, but a plurality of versions may be designated. In this case, the same season bonus may be generated for the plurality of versions. However, as shown in FIG. 10, the new version may have a larger season bonus than the old version. That is, the game character's season bonus may be gradually reduced as time passes.
- the season bonus generation period is associated with the season ID, not the individual event IDs, so the season bonus occurs throughout one season. Therefore, it can be said that the period of each season indicates a season bonus generation period. Even if there is a gap in the event period, such as between the event N and the event O, a season bonus is generated during that period. That is, in the period between the event N and the event O, April 8, 2016 and April 9, 2016, the special effect bonus and the event bonus are not generated, and only the season bonus is generated. Good.
- the season bonus generation period is relatively long.
- the data stored in the data storage unit 300 is not limited to the above example.
- other data may be included in the grant candidate database DB1, and data such as the addition date and time of the game character may be stored.
- the user database DB2 may include other data, and data such as a history of accumulated points in the past game event and a history of past granted points may be stored.
- the event database DB3 may include other data, and data indicating a reward (game item or the like) corresponding to the granted point for each game event may be stored.
- the period-specific bonus data DT1 may not be stored as data in the event database DB3, but may be managed as data separate from the event database DB3.
- the data storage unit 300 may store data other than the data described above.
- the game character adding unit 301 is realized mainly by the control unit 31.
- the game character adding unit 301 adds a new game character as an assignment candidate. That is, the game character adding unit 301 adds data relating to a game character that is a new grant candidate to the grant candidate database DB1.
- the game character adding unit 301 may acquire data regarding a game character that is a new grant candidate from a game creator's terminal or the like via the communication unit 13, or information storage directly connected to the server 30. You may acquire from a medium. This data is created in accordance with the data format of the grant candidate database DB1, and it is assumed that ability parameters, basic bonuses, and the like of newly added game characters are set.
- the game character adding unit 301 grants a new game character associated with a basic bonus that can give more rewards than a plurality of game characters registered as grant candidates. Add as a candidate.
- the game character addition unit 301 increases the basic bonus of the newly added game character, compared to the basic bonus of the game character registered as the grant candidate.
- the game character adding unit 301 has a basic feature that more points are given to the user when a newly added game character is used than when a registered game character is used.
- the game character associated with the bonus is added as a candidate for grant.
- the game character adding unit 301 is a new game in which bonus data by period DT1 indicating an effect in a period after a plurality of game characters registered as grant candidates is associated.
- a character is added as a candidate for grant.
- the “later period” is a new period in time and a future period.
- the game character adding unit 301 sets the time when a bonus for each newly added game character is generated, after the time when a bonus for each game character registered as a grant candidate is generated. In other words, the game character adding unit 301 newly adds a game character for which a period-specific bonus is generated even when the period-specific bonus for a registered game character is not generated. Therefore, the game character ID, attribute, and version of the game character newly added by the game character adding unit 301 are stored in the period-specific bonus data DT1 corresponding to the holding period after the addition timing. A bonus for each period is generated with priority over the registered game characters.
- the data storage unit 100 is realized mainly by the storage unit 12. Note that the data storage unit 100 of the user terminal 10 and the data storage unit 300 of the server 30 are common in that the data necessary for executing the game is stored, but the data storage unit 100 of the server 30 is entirely the same. While data related to the user is stored, the data storage unit 100 of the user terminal 10 is different in that it stores only data related to the user operating the user terminal 10.
- the retained character data DT2, the squad data DT3, and the game situation data DT4 will be described as data stored in the data storage unit 100.
- FIG. 11 is a diagram illustrating an example of possessed character data DT2.
- the possessed character data DT ⁇ b> 2 is data relating to a game character possessed by a user who operates the user terminal 10. That is, in the possessed character data DT2, information on the game character given to the user among the game characters stored in the grant candidate database DB1 is stored.
- the retained character data DT2 stores the basic information of the game character in association with the game character ID.
- Each item of the basic information stored in the possessed character data DT2 is the same as the item of the basic information stored in the grant candidate database DB1, but if the parameter changes after being given to the user, the grant candidate database DB1
- the latest value is stored instead of the initial value stored in. For example, when the game character can be trained, the ability parameter and the basic bonus are the latest values.
- FIG. 12 is a diagram illustrating an example of the squad data DT3.
- the squad data DT3 is data related to the user's squad.
- the squad data DT3 stores user team formations, strategies, information on starting members, information on bench members, and the like.
- As information about the starting member for example, the game character ID of the starting member and its position are stored.
- squad data DT3 of each user terminal 10 is uploaded to the server 30 at a predetermined timing and stored in the user database DB2. For this reason, the squad data DT3 of each user terminal 10 and the squad data DT3 stored in the user database DB2 of the server 30 are consistent.
- the squad data DT3 stored in the user database DB2 of the server 30 may be referred to when determining an opponent team.
- FIG. 13 is a diagram showing an example of the game situation data DT4.
- the game situation data DT4 is data relating to the game situation.
- the game situation data DT4 is generated when the game starts and is updated as the game progresses.
- the game situation data DT4 stores information indicating the current state of the virtual world and information indicating the current battle situation. For example, as the current state of the virtual world, the game character of the user team, the game character of the opponent team, and the current position and moving direction of the ball are stored. Further, for example, the game situation data DT4 stores information for identifying a game character set as a user operation target. Further, for example, the information indicating the game situation stores the score of the user team, the score of the opponent team, and the remaining time or elapsed time of the game.
- the data stored in the data storage unit 100 is not limited to the above example.
- the retained character data DT2 may include other information, and when a new ID is reassigned every time a game character is given to the user, the ID may be stored. That is, when the same game character is given to a plurality of users, or when one user can acquire a plurality of the same game characters, each game character may be identified by the ID.
- the squad data DT3 may include other information, and may include ability parameters of a starting member or a member with a bench.
- the game situation data DT4 may include other information, and may store the level of the opponent team and the ability parameter of the game character, or the yellow card or the red card during the match.
- the game character ID of the received game character may be stored. Further, for example, the data storage unit 100 may store data other than the data described above, and may leave the game situation data DT4 as a history in time series. Further, for example, the data storage unit 100 may store motion data that defines the action of the game character. For example, the data storage unit 100 may store 3D model data, texture image data, and the like arranged in the virtual space.
- the parameter acquisition unit 101 is realized mainly by the control unit 11.
- the parameter acquisition unit 101 acquires an ability parameter that is associated with the game character and affects the action of the game character in the virtual world where the game is played, and a basic bonus that affects the reward associated with the user ID.
- the parameter acquisition unit 101 acquires the ability parameter and the basic bonus by referring to the retained character data DT2 stored in the data storage unit 100.
- the timing at which the parameter acquisition unit 101 acquires the ability parameter may be different from the timing at which the basic bonus is acquired, and it is not necessary to acquire them simultaneously.
- the parameter acquisition unit 101 only needs to have a function to acquire an ability parameter and a function to acquire a basic bonus. What is necessary is just to acquire a basic bonus when it is required for the processing of the reward determination unit 106.
- the parameter acquisition unit 101 may acquire parameters other than ability parameters and basic bonuses.
- the operation control unit 102 is realized mainly by the control unit 11.
- the motion control unit 102 moves the game character in the virtual world based on the ability parameter associated with the game character acquired by the parameter acquisition unit 101.
- the motion control unit 102 causes the game character to perform a motion according to the ability parameter of the game character.
- the motion control unit 102 moves the game character with a speed, strength, or accuracy determined based on the ability parameter.
- the operation control unit 102 may determine whether or not the predetermined operation is successful based on the capability parameter.
- the motion control unit 102 may be configured such that the higher the capability parameter, the higher the probability of successful operation, and the lower the capability parameter, the lower the probability of successful operation.
- the motion control unit 102 moves the game character at a speed determined based on the stamina parameter and the speed parameter. Also, for example, the motion control unit 102 causes the game character to shoot the ball with strength and accuracy determined based on the shoot parameter. Further, for example, the motion control unit 102 causes the ball to be taken from the game character of the opponent team with an accuracy determined based on the defense parameter. Further, for example, the motion control unit 102 makes the game character contact the game character of the opponent team with a strength determined based on the physical parameter. Further, for example, the motion control unit 102 allows the game character to pass the ball with an accuracy determined based on the pass parameter.
- the motion control unit 102 causes the game character to dribble at a speed and accuracy determined based on the dribble parameter. Further, for example, the motion control unit 102 causes the game character to catch or punch the ball with an accuracy determined based on the saving parameter.
- any one of the game characters of the user team is set as an operation target. Therefore, for the game character set as the operation target, the motion control unit 102 responds to the user operation. Based on the ability parameter associated with the game character, the game character is moved in the virtual world (or in the virtual world based on the user's operation and the ability parameter associated with the game character. The game character may be operated). The game character can perform a plurality of types of actions, and the correspondence between the operation contents and the actions may be described in advance in the game program, or stored in the data storage unit 100 as data in a mathematical formula format or a table format. May be. This correspondence relationship is associated with each of a plurality of types of operations and each of a plurality of types of operations. The motion control unit 102 controls the motion based on the ability parameter of the game character so that the game character performs the motion associated with the user's operation.
- the action control unit 102 controls not only the game character set as the operation target but also the action of the game character other than the operation target.
- the action control unit 102 controls the action of the game character other than the operation target based on the ability parameter of the game character and a predetermined algorithm.
- Various known techniques can be applied to the motion control of the game character. For example, the motion control unit 102 moves each part of the game character based on the motion data stored in the data storage unit 100. You may do it.
- the motion control unit 102 moves the game character in the virtual world without being based on the basic bonus associated with the game character.
- “Not based on the basic bonus” means that the action (for example, speed, strength, accuracy, or success or failure) of the game character does not change regardless of the value of the basic bonus.
- the action control unit 102 does not refer to the basic bonus in the process of determining the action of the game character. That is, it can be said that the basic bonus does not affect the action of the game character.
- the display control unit 103 is realized mainly by the control unit 11.
- the display control unit 103 causes the display unit 15 to display a virtual world image G2 indicating the state of the virtual world where the game is played.
- the display control unit 103 since the virtual world is a three-dimensional space, the display control unit 103 generates a virtual world image G2 showing a state in the visual field of the virtual camera.
- Various known rendering processes can be applied to the process itself of generating an image using the virtual camera.
- the display control unit 103 uses the three-dimensional coordinates of the vertex of the three-dimensional model in the field of view of the virtual camera.
- a virtual matrix image G2 is generated and displayed on the display unit 15 by executing a predetermined matrix conversion process and converting it into two-dimensional coordinates.
- the display control unit 103 may display the entire virtual world as the virtual world image G2, or a virtual image obtained by cutting out a part of the virtual world. You may display as world image G2.
- the operation receiving unit 104 is realized mainly by the control unit 11.
- the operation receiving unit 104 receives an operation by the user in a state where the virtual world image G2 is displayed on the display unit 15.
- the user can perform a plurality of types of operations, and the operation reception unit 104 identifies the operation performed by the user based on the detection signal of the input unit 14.
- Various known methods can be applied to the operation content specifying method itself, and it may be determined according to the type of the input device employed in the input unit 14. For example, when a pointing device such as a touch panel is adopted as the input unit 14, the operation receiving unit 104 may specify a user operation based on the coordinate information detected by the input unit 14.
- the operation receiving unit 104 specifies a user operation based on a detection signal indicating a pressing state of each input member. That's fine.
- the result acquisition unit 105 is realized mainly by the control unit 11.
- the result acquisition unit 105 acquires a game result obtained by operating the game character.
- the “game result” is the content of the game or the winning or losing.
- the game result acquired by the result acquisition unit 105 changes depending on the action taken by the game character.
- the game result may be the strength, level, or ability of the opponent in the finished game.
- the result of the game may be a score obtained in the battle or a difference in points scored in the battle.
- the result acquisition unit 105 acquires a game result based on the game situation data DT4.
- the result acquisition unit 105 refers to the game situation data DT4 at the end of the match, specifies the score of the user team and the opponent team, or specifies the difference between the points of the user team, thereby determining the game result. You may get it.
- the result acquisition unit 105 may acquire the game result by referring to the time-series change of the game situation data DT4 and specifying the action taken by the game character.
- the result acquisition unit 105 may acquire the result of the game by referring to the level of the opponent team and the ability parameter at the start of the match.
- the game character when it is described in this embodiment as “move a game character”, it means that the game character participates in the game and actually operates in the virtual world.
- the game character actually moves in the virtual world (for example, moves in the game and moves on the pitch), and the virtual world
- the scud bonus may be determined based on the basic bonus and the period-specific bonus of both the starting member and the bench member, or the basic of only one of the starting member and the bench member.
- the scud bonus may be determined based on the bonus and the period-specific bonus. For this reason, in the present embodiment, the meaning of “acting a game character” does not necessarily match the meaning of “a game character is used”.
- the reward determination unit 106 is realized mainly by the control unit 11.
- the reward determination unit 106 determines the grant points based on the basic bonus associated with the game character acquired by the parameter acquisition unit 101 on condition that the game character is used.
- Game character is used means that, for example, a game character is used in the virtual world (actually operates in the virtual world) and is selected as a game character that may be used in the virtual world. Is meant to include both. For example, it may be selected as an object to be operated in the virtual world or a candidate thereof from game characters associated with the user ID (in other words, game characters held by the user). This selection may be performed by the user himself or may be automatically selected by the computer under a predetermined condition. For example, in a competitive game, the player may actually participate in a game, or may be selected as a game character that may participate in the game halfway.
- It does not work in the virtual world at the beginning of the game (for example, it does not play at the start of the game) and can operate in the virtual world in the middle of the game (for example, it can play in the game)
- It may be a sex game character. It is not necessary to become a game character that actually operates in the virtual world until the game ends. That is, although it was selected as a game character that may be used in the virtual world, it may not actually operate in the virtual world.
- it is selected as a starting member or a member with a bench. It is only necessary to be selected as a member with a bench, and the match may end without actually participating in the match.
- putting a game character in a squad corresponds to using the game character. For this reason, when a game character is placed in a squad, the conditions for using the game character are satisfied.
- the reward determining unit 106 determines whether or not a game character is used by determining whether or not a game character ID is stored based on the squad data DT3.
- the reward determination unit 106 determines the points to be awarded based on the basic bonus of the game character that does not satisfy the basic bonus of the game character that does not satisfy this condition.
- the reward determining unit 106 refers to only the basic bonus of the squad without referring to the basic bonus of the game character that is not a squad when determining the grant points.
- the reward point determined by the reward determination unit 106 does not change regardless of the value of the basic bonus of the game character that is not a squad, but changes depending on the value of the basic bonus of the squad. .
- At least one of a plurality of game characters is used, and a basic bonus having a value unique to the game character is associated with each of the plurality of game characters.
- the determination unit 106 determines the awarded points based on a basic bonus having a value unique to at least one game character used in the game. “Unique value” means that a value is determined for each game character, and that the game character and the parameter have a one-to-one relationship. Since parameters are prepared for each game character, the reward determination unit 106 does not use parameters common to a certain game character and other game characters.
- the reward determination unit 106 acquires a scud bonus based on each basic bonus of the plurality of game characters, and grant points based on the scud bonus To decide.
- the squad bonus is one parameter obtained by substituting a plurality of basic bonuses into a predetermined mathematical formula, and is an example of a third parameter according to the first configuration. It is assumed that the relational expression between the basic bonus and the squad bonus is stored in the data storage unit 100.
- This relational expression is a mathematical formula in which a scud bonus is calculated when a basic bonus is substituted, and is defined such that the more the basic bonus is, the more the scud bonus is, and the fewer the basic bonus is, the less the scud bonus is.
- Formula 1 is used to calculate a personal bonus indicating the degree to which each squad affects the bonus increase
- Formula 2 is used to calculate the scud bonus for the entire squad from the individual bonus of each squad. It is. It should be noted that each of the special effect bonus, event bonus, and season bonus in Equation 1 is counted only when they are generated by the effect generating unit 112 of the second configuration described later.
- the starter bench adjustment coefficient of Formula 1 is a different coefficient depending on whether it is a starting member or a member with a bench, and the starting member is higher than the member with a bench.
- the personal bonus may be determined only by the basic bonus of the game character or the bonus for each period. You may consider the total value of. In other words, the personal bonus of the game character is not determined simply by the bonus associated with the game character, but the ability parameter may be considered to some extent. In this case, the influence of the total value on the personal bonus may be made smaller than the influence of the basic bonus and the period bonus on the personal bonus.
- the total value of the ability parameter affects the individual bonus to some extent as expressed by Equation 1, so that the reward determination unit 106 determines the grant points based on the ability parameter and the basic bonus. Will do. In this case, it is only necessary that the ability parameter affects the granted points.
- a relational expression between the ability parameter and the basic bonus and the given points may be stored in the data storage unit 100.
- This relational expression is not limited to the above mathematical formula 1, and it may be defined so that the higher the ability parameter, the higher the granted point, and the lower the ability parameter, the lower the granted point.
- the reward determination unit 106 acquires the grant points associated with the ability parameter and the basic bonus.
- the reward determination unit 106 multiplies the basic points according to the game result by the scud bonus calculated as described above. Based on the result of the game, the grant points are determined. For example, the reward determination unit 106 determines the basic reward based on the game result, and determines the grant points by changing the basic reward based on the basic bonus.
- the “basic reward” is a reward determined according to the game result. It is assumed that the relationship between the game result and the basic reward is determined in advance by a mathematical formula or a table. In the present embodiment, a case where the basic point corresponds to the basic reward will be described.
- the method by which the reward determining unit 106 determines the granted points based on the game result is not limited to the method of changing the basic points.
- the reward determination unit 106 may determine the awarded points by further changing the value determined based on the basic points and the squad bonus. Further, for example, the reward determining unit 106 does not have to calculate the basic points.
- a relational expression between the game result and the basic bonus and the granted points may be stored in the data storage unit 100. The relational expression only needs to be defined such that when the game result is a predetermined result, the awarded points are higher than when the game result is not the predetermined result.
- the reward deciding unit 106 obtains the grant points associated with the game result and the basic bonus.
- the reward determination unit 106 may determine the points to be awarded based on the squad bonus without being particularly based on the game result. In this case, if the scud is the same, the same points are given regardless of the game result.
- the data according to the second configuration may be the same as that described in the first configuration.
- the function of the data storage unit 100 according to the second configuration may be the same as the function described in the first configuration.
- the data acquisition unit 107 is realized mainly by the control unit 11.
- the data acquisition unit 107 acquires period-specific bonus data DT1 associated with the game character and indicating a plurality of effects respectively corresponding to a plurality of bonus generation periods having different lengths.
- the period-specific bonus data DT1 is stored as part of the data in the event database DB3, so the data acquisition unit 107 sends a reference request for the event database DB3 to the data storage unit 300 of the server 30.
- the period-specific bonus data DT1 in the event database DB3 is acquired.
- the bonus generation period may be, for example, from a certain point in time to a point after that point.
- the time point here may be the date and time in the real world or the date and time in the virtual world in the game.
- the bonus generation period does not have to be a continuous period, and may be spaced in the middle. That is, it may consist of a plurality of periods that are separated from each other in time, such as an event bonus generation period.
- the number of bonus generation periods may be two or more, and is not limited to three as in the present embodiment.
- the number of bonus generation periods may be the same for all game characters, or the number of bonus generation periods may be different depending on the game character. Further, each bonus generation period only needs to be different in length from at least one other bonus generation period.
- “Effect” means that the user has an advantage in the game.
- the effect may be to improve the reward.
- the reward is an in-game currency such as points
- an increase in the points awarded may correspond to an improvement in reward.
- the reward is a game item
- an increase in the value of the assigned game item may correspond to an improvement in the reward.
- it may correspond to an effect that it becomes advantageous during execution of the game.
- the ability of the game character may be improved or a special ability may be activated.
- each of the plurality of effects is an effect that affects a reward associated with the user identification information. For this reason, the game character is associated with a plurality of period bonuses as described with reference to FIG.
- the period specifying unit 108 is realized mainly by the control unit 31.
- the period specifying unit 108 specifies a bonus generation period including a game execution time point out of a plurality of bonus generation periods.
- the game execution time is the time when the game is executed. For example, it may be a time point at which a process for starting a game is executed, may be a time point before the game actually starts, or may be an arbitrary time point from the start to the end of the game. It may be the time when the game is finished, or the time when the game content is evaluated after the game is finished.
- the process for starting a game is a process for setting a game. For example, the process for selecting a character used in the game or a process for selecting an opponent of the game may be used. For example, when a screen for guiding which bonus generation period effect is applied to the game character is displayed before the start of the game, it may be the time when the screen is displayed.
- the execution time point may be, for example, a time point when the period specifying unit 108 executes processing for specifying the bonus generation period.
- the data for the period specifying unit 108 to specify the bonus generation period may be stored in the data storage unit 100.
- the period specifying unit 108 determines whether or not the current time is the special bonus generation period by determining whether or not the game character ID of each game character included in the squad is stored in the period-specific bonus data DT1. Further, for example, the period specifying unit 108 determines whether or not the current time is the event bonus generation period by determining whether or not the attribute of each game character included in the squad is stored in the period-specific bonus data DT1. Further, for example, the period specifying unit 108 determines whether the current time is the season bonus generation period by determining whether the version of each game character included in the squad is stored in the period-specific bonus data DT1.
- the method for specifying the bonus generation period by the period specifying unit 108 is not limited to the above example.
- the specifying method may be changed according to the data format for specifying each bonus generation period. For example, when the bonus data DT1 for each period is not prepared for each holding period of the game event as in this embodiment, but data defining each bonus occurrence period is prepared for each game character.
- the period specifying unit 108 may specify the bonus generation period by determining whether the current time is within the period defined in the data.
- the period attribute acquisition unit 109 is realized mainly by the control unit 11.
- the period attribute acquisition unit 109 acquires at least one of a plurality of attributes associated with a predetermined period corresponding to at least one of the plurality of bonus generation periods.
- “To correspond to at least one of a plurality of bonus generation periods” means to correspond to any one or two or more bonus generation periods of a plurality of bonus generation periods, for example.
- the bonus generation period corresponds to, for example, a part or all of the time coincides. In other words, it is designated as a bonus generation period in which a bonus corresponding to the attribute is generated among a plurality of bonus generation periods that can be specified by the period-specific bonus data DT1.
- the “predetermined period” is a predetermined fixed period, and may be a period having the same length as any of the “plurality of bonus generation periods” or may be a period having a different length.
- the holding period of each game event corresponds to the generating period of the event bonus that occurs according to the attribute associated with the holding period
- the event bonus generating period corresponds to the holding period of the game event. Will be.
- the period attribute acquiring unit 109 acquires a plurality of attributes associated with the holding period of the game event.
- the period attribute acquisition unit 109 acquires a plurality of attributes by referring to the period-specific bonus data DT1. Note that only one attribute may be associated with the holding period of the game event, and in this case, the period attribute acquiring unit 109 acquires one attribute associated with the holding period.
- the game character attribute acquisition unit 110 is realized mainly by the control unit 11.
- the game character attribute acquisition unit 110 acquires at least one of a plurality of attributes associated with the game character.
- the game character attribute acquisition unit 110 acquires the attribute of the game character by referring to the possessed character data DT2.
- the game character attribute acquisition unit 110 acquires a plurality of attributes associated with the game character. Note that only one attribute may be associated with the game character. In this case, the game character attribute acquisition unit 110 acquires one attribute associated with the game character.
- the attribute determination unit 111 is realized mainly by the control unit 11.
- the attribute determination unit 111 determines whether the attribute acquired by the period attribute acquisition unit 109 matches the attribute acquired by the game character attribute acquisition unit 110.
- the attribute determination unit 111 compares the attribute acquired by the period attribute acquisition unit 109 with the attribute acquired by the game character attribute acquisition unit 110 and determines whether at least one of them matches. For example, when the attribute is represented by a parameter, the attribute determination unit 111 determines whether the value acquired by the period attribute acquisition unit 109 matches the value acquired by the game character attribute acquisition unit 110. Become.
- the effect generating unit 112 is realized mainly by the control unit 11.
- the effect generating unit 112 is classified by the period acquired by the data acquiring unit 107 corresponding to the bonus generation period specified by the period specifying unit 108 associated with the game character on condition that the game character is used. A bonus for each period indicated by the effect data is generated.
- the effect generating unit 112 does not generate a bonus that does not correspond to the bonus generation period specified by the period specifying unit 108 among the period-specific bonuses associated with the game character, and during the bonus generation period specified by the period specifying unit 108. Generate a corresponding bonus. In other words, the effect generating unit 112 invalidates bonuses not corresponding to the bonus generation period specified by the period specifying unit 108 among the period-specific bonuses associated with the game character, and generates the bonus specified by the period specifying unit 108. The bonus corresponding to the period is valid.
- the effect generating unit 112 since each of the plurality of bonus generation periods overlaps each other, the effect generating unit 112 generates the plurality of bonus generations when the plurality of bonus generation periods are specified by the period specifying unit 108. Duplicate period bonuses corresponding to each period are generated. “Overlapping period” means that part or all of a certain period overlaps with part or all of another period. “Duplicate” means that multiple effects occur simultaneously. In other words, multiple effects are cumulative. That is, the effect generating unit 112 validates all the period-specific bonuses corresponding to each of the plurality of bonus generating periods specified by the period specifying unit 108.
- the effect generating unit 112 generates an effect specific to at least one game character used in the game.
- “Inherent effect” means that an effect is determined for each game character. In other words, data defining the effect is prepared for each game character, and common data is not used for a certain game character and other game characters.
- the effect generating unit 112 is based on the determination result of the attribute determining unit 111 when at least one bonus generating period (here, event bonus generating period) is specified by the period specifying unit 108 during the game event holding period.
- a period-specific bonus corresponding to the at least one bonus generation period is generated.
- the effect generating unit 112 may generate an event bonus only when the attributes match, or the effect generating unit 112 is higher than when the attributes do not match when the attributes match.
- An event bonus may be generated.
- the effect generating unit 112 determines whether or not an event bonus is generated based on the determination result of the attribute determining unit 111, or changes the size of the event bonus.
- the effect generation unit 112 determines that the attribute determination unit 111 matches a plurality of attributes. In such a case, the most effective one of the period-specific bonuses corresponding to each of the plurality of attributes corresponding to at least one bonus generation period is generated. “The most effective” is an effect that makes the user most advantageous in the game. For example, if the effect is to improve the reward, the increase in the reward is the largest. For example, if the effect is to increase the ability of the game character, the effect has the highest increase in ability. In the present embodiment, the effect generating unit 112 generates an event bonus with the highest increase among a plurality of event bonuses.
- the effect changing unit 113 is realized mainly by the control unit 11.
- the effect changing unit 113 changes the effect corresponding to at least one of the plurality of bonus generation periods based on the game execution time. For example, the effect changing unit 113 changes the degree of bonus as time passes.
- the relationship between the game execution time and the effect to be generated may be determined in advance by a mathematical expression or a table, for example. This relationship may be as effective as time passes is defined to be lower, or may be constant because so high effect as time passes.
- the effect change unit 113 changes the effect to the content associated with the game execution time. In the present embodiment, since the season bonus is gradually reduced, the effect changing unit 113 changes the effect of the season bonus.
- FIGS. 14 and 15 are flowcharts showing an example of processing executed in the game system 1.
- the processing shown in FIGS. 14 and 15 is executed by the control unit 11 operating according to the program stored in the storage unit 12 and the control unit 31 operating according to the program stored in the storage unit 32.
- the processing described below is an example of processing by each functional block shown in FIG. In executing the processing described below, the opponent team has already been determined, and the opponent team's squad data DT3, the ability parameters of each game character, image data, and the like are transmitted from the server 30 to the user terminal 10. Assume that it has been sent.
- the control unit 11 transmits an acquisition request for bonus data DT1 by period to the server 30 (S101).
- the acquisition request in S101 may be made in a predetermined data format.
- the IP address and user ID of the user terminal 10 are also transmitted, so that the server 30 can identify from which user terminal 10 the data has been received.
- the control unit 31 when receiving the acquisition request, refers to the event database DB3 stored in the storage unit 32 and transmits the period-specific bonus data DT1 corresponding to the current time to the user terminal 10 (S301).
- the control unit 31 obtains the current date and time using a real-time clock or the like, and identifies a season and a holding period including the current date and time. And the control part 31 will transmit to the user terminal 10 the period-specific bonus data DT1 stored in the record corresponding to the specified season or holding period among all the records of the event database DB3.
- the control unit 11 executes a bonus specifying process for specifying a bonus generated for each game character included in the current squad (S103).
- the control unit 11 may record the received period-specific bonus data DT1 in the storage unit 12.
- FIG. 16 is a diagram showing details of the bonus specifying process.
- the control unit 11 acquires the total value and basic bonus of each game character of the squad based on the retained character data DT2 and the squad data DT3 stored in the storage unit 12 (S1031). ).
- the control unit 11 acquires the game character ID stored in the squad data DT3, and by referring to the record corresponding to the game character ID among the records of the retained character data DT2, the individual of the squad The total value and basic bonus of the game characters are acquired.
- the control unit 11 specifies the special bonus generation period including the current time among the special bonus generation periods of the individual game characters of the squad based on the period-specific bonus data DT1 (S1033).
- the control unit 11 determines whether or not the game character ID stored in the squad data DT3 matches the game character ID in which the special bonus stored in the period-specific bonus data DT1 is generated. When the game character IDs match, the control unit 11 determines that it is the special bonus generation period of the game character indicated by the game character ID. When the game character IDs do not match, the control unit 11 determines the special effect of the game character It is determined that it is not a bonus generation period. In other words, the control unit 11 generates a special bonus when the current event is being held and the game character ID associated with the current event matches the game character ID of each Scud game character. It is determined that it is a period.
- the control unit 11 acquires a special effect bonus generated for each individual game character of the current squad based on the specific result of S1033 (S1035).
- the control unit 11 refers to the period-specific bonus data DT1, and acquires the size of the special bonus with the matching game character ID in S1033.
- the control unit 11 specifies the event occurrence period including the current time among the event bonus occurrence periods of the individual game characters of the squad based on the period-specific bonus data DT1 (S1037).
- the control unit 11 acquires an attribute for generating an event bonus stored in the period-specific bonus data DT1.
- the control part 11 acquires the attribute of each game character of a squad based on possessed character data DT2 and the squad data DT3.
- the control unit 11 determines whether the attribute in which the event bonus occurs and the attribute of the squad match. If at least one attribute matches, the control unit 11 determines that it is an event bonus occurrence period, and if no attribute matches, determines that the event bonus is not generated. That is, the control unit 11 determines that it is the event bonus generation period when the current event is being held and the attribute associated with the current event matches the attribute of the Scud game character. .
- the control unit 11 acquires an event bonus generated for each game character of the current squad based on the specific result of S1037 (S1039).
- the control unit 11 refers to the period-specific bonus data DT1, and acquires the size of the event bonus whose attributes match in S1037. Note that the control unit 11 acquires only the event bonus having the highest numerical value among the event bonuses corresponding to each of the plurality of attributes as the event bonus of the game character determined to match the plurality of attributes in S1037.
- the control unit 11 specifies the season bonus generation period including the current time among the season bonus generation periods of the individual game characters of the squad based on the period-specific bonus data DT1 (S1041).
- the control unit 11 acquires the version of each game character of the squad based on the retained character data DT2 and the squad data DT3. Then, the control unit 11 determines whether the version of each game character matches the version that is the season bonus generation condition of the period-specific bonus data DT1. If the versions match, the control unit 11 determines that it is a season bonus generation period, and if the versions do not match, determines that the version is not a season bonus generation period. That is, the control unit 11 determines that it is the season bonus generation period when the version associated with the current season matches the version of each game character of the squad.
- the control unit 11 acquires a season bonus generated for each individual game character of the current squad based on the identification result of S1041 (S1043). In S1043, the control unit 11 refers to the period-specific bonus data DT1, and acquires the size of the season bonus determined to be the same version in S1041.
- the control unit 11 acquires a scud bonus based on the total value and basic bonus acquired in S1031, the special effect bonus acquired in S1035, the event bonus acquired in S1039, and the season bonus acquired in S1043 (S1045). In S ⁇ b> 1045, the control unit 11 acquires a squad bonus based on Equations 1 and 2 described above.
- control unit 11 causes the display unit 15 to display the team organization image G1 based on the retained character data DT2 and the squad data DT3 stored in the storage unit 12 and the squad bonus acquired in S1045. (S105).
- the control unit 11 refers to the input from the input unit 14 (S107).
- any one of an editing operation for editing a squad, a display operation for displaying game character information, and a start operation for starting a game is performed.
- the editing operation is, for example, an operation of selecting the replacement button B10 or replacing the icon I.
- the display operation is an operation for selecting the icon I, for example.
- the start operation is, for example, an operation for selecting the game start button B11. It is assumed that the relationship between each icon I and the game character ID is stored in the storage unit 12. Further, when another operation such as an operation for canceling the game is performed, the present process may be terminated.
- the control unit 11 edits the squad based on the input from the input unit 14 (S109), and returns to the process of S103. In this case, the control unit 11 recalculates the value of the scud bonus based on the edited squad, and updates the display of the scud bonus G15 in the team organization image G1. Further, the control unit 11 updates the squad data DT3 stored in the storage unit 12 so as to indicate the edited squad.
- the control unit 11 displays the game character information on the team-organized image based on the stored character data DT2 stored in the storage unit 12 (S111).
- the control unit 11 displays the basic information G11, the ability parameter G12, and the basic bonus G13 of the game character selected by the user. Further, the control unit 11 performs the same processing as S1033 to S1043 on the game character selected by the user, and determines whether or not a bonus for each period is generated. And the control part 11 displays the magnitude
- the process proceeds to FIG. 15, and the control unit 11 starts the game based on the current squad (S113).
- the control unit 11 generates game situation data DT4 and records it in the storage unit 12.
- the control unit 11 displays the virtual world image G2 on the display unit 15 based on the game situation data DT4 stored in the storage unit 12 (S115), and based on the ability parameter of the game character stored in the storage unit 12
- the game character to be operated is operated according to the input from the input unit 14, or another game character is operated according to the algorithm (S117).
- the control unit 11 determines whether the game is over based on the game situation data DT4 (S119). In S119, the control unit 11 determines whether the end time of the game has come. When it is not determined that the game is over (S119; N), the process returns to S115 and the game is continued.
- the control unit 11 refers to the game situation data DT4 stored in the storage unit 12 to acquire the result of the game, and based on the result of the game
- the basic point is determined (S121).
- data indicating the relationship between the condition relating to the game result and the points is stored in the storage unit 12.
- This relationship may be a mathematical expression format or a table format.
- the condition relating to the game result is a condition relating to the value of the parameter stored in the game situation data DT4, and may be, for example, a condition relating to a difference in points, a condition relating to the winning or losing of the game, or a condition relating to the action of the game character during the game.
- control part 11 determines whether the conditions regarding a game result are satisfy
- the control unit 11 determines a grant point based on the basic point determined in S121 and the Scud bonus of the Scud used in the game, and transmits the determined grant point to the server 30 (S123). It is assumed that the scud bonus at the start of the game calculated in S1045 is stored in the storage unit 12. In S123, the control unit 11 multiplies the basic points determined in S121 by the scud bonus stored in the storage unit 12, and determines the grant points by increasing or decreasing according to the game result.
- the control unit 31 updates the accumulated points and rankings of the user database DB2 stored in the storage unit 32, and transmits the latest accumulated points and rankings to the user terminal 10 (S303). ).
- the control unit 31 updates the accumulated points by adding the received granted points to the accumulated points of the user.
- the control part 31 determines a user's ranking by referring the accumulation point of another user, and updates the ranking of user database DB2.
- the control unit 11 displays the point grant image G3 on the display unit 15 (S125), and this process ends.
- the control unit 11 causes the display unit 15 to display the point grant image G3 including the grant points determined in S123 and the received accumulated points and rankings.
- the value of the game character is determined not only by the ability parameter that affects the action of the game character but also by the basic bonus that affects the reward. Can continue to increase. That is, for example, even if the ability parameter is not changed, it is possible to make the game character attractive by the basic bonus, so even if a new game character is regularly added, the ability parameter is changed temporarily. Even if not, the value (attraction) of the newly added game character can be increased by the basic bonus. For this reason, it is possible to prevent the game character from performing an unnatural action that would reduce the interest of the game, and to maintain the game reality while increasing the value of the game character.
- the ability parameter may be changed according to the present invention. Even if not, it is possible to increase the value of the game character by changing the basic bonus. That is, it is possible to continue providing more valuable game characters without losing reality. In a game in which a user operates a game character, for example, if the game character performs an unnatural action that is impossible in reality, the user will directly feel the lack of reality. While maintaining the reality, the value of the game character can be continuously increased.
- the value of the game character can be expressed by a basic bonus separated from the motion of the game character as well as the performance of the ability parameter.
- the game character can be made diverse.
- a squad bonus that represents the overall value of a plurality of game characters used in the game, for example, the user can think of combinations of game characters to obtain more rewards. It is possible to effectively improve the interest of the game.
- the value of the ability parameter affects not only whether the operation is good or bad, but also whether the reward is good or bad, the value of the ability parameter can be multifaceted.
- the ability parameter can indirectly affect the reward, and the value of the ability parameter is multifaceted. It can be a typical one.
- the value of the basic bonus can be made easier to understand by changing the basic bonus to change the basic points.
- the value of the game character can be easily evaluated by the user.
- a bonus for each period is associated with each of a plurality of bonus generation periods having different lengths, and even if the effect of a certain bonus generation period is lost, Since the effect of the bonus generation period can be effective, for example, it is possible to prevent the value of the game character from rapidly decreasing. As a result, the user can be motivated to use the game character for a certain period of time. Also, if you continue to use only a specific game character, there will be no change in the game, and there is a possibility that the interest of the game will be reduced. However, according to the second configuration, the effect will be improved over time. Since it can also be gradually reduced, it is possible to provide motivation to replace the game characters to be used at an appropriate timing.
- the game character can be varied by providing an effect unique to the game character.
- the value can be flexibly changed according to the time when the game character is used Can be changed. As a result, the game character value can be varied.
- the period-specific bonus is not accumulated, but by generating the highest period-specific bonus, it is possible to limit the generated period-specific bonus from becoming too high. As a result, it is possible to prevent a situation that becomes too advantageous only when a specific game character is used, and maintain fairness among users.
- the value of the game character can be adjusted according to the game execution time by changing the period-specific bonus according to the game execution time. That is, when an effect corresponding to a certain bonus generation period occurs, the contents of the bonus for each period can be changed or the strength of the bonus for each period can be adjusted at the time of execution of the game. Can change value.
- the bonus generation period in which the effect of the newly added game character is generated is set as a later bonus generation period, the period in which the bonus for each period is generated can be made longer than that of the previously registered game characters. Therefore, the value of the newly added game character can be increased. As a result, for example, when adding a game character, the value as a game character can be increased without increasing the ability, etc., so that the situation where the ability continues to increase every time a game character is added. Can be prevented.
- the virtual world image G2 may not be displayed on the display unit 15, and only text or voice indicating the state of the virtual world may be output.
- the user may be notified of only the result after the game is finished without particularly notifying the user of the status of the game being executed.
- the basic bonus may affect the quality of the game character or the success or failure of the action.
- the granted points may be calculated by substituting the basic bonuses of all the game characters included in the squad into a predetermined formula without particularly calculating the squad bonus that is the bonus parameter of the entire squad. .
- the granted points may be determined based only on the basic bonus, without calculating the basic points that depend on the user's play skills and the ability parameters of the game character. That is, the points to be given may be determined based only on the basic bonus, not based on the result of the game.
- the action is constant regardless of the ability parameter of the game character, it may be a fighting game in which the enemy's damage is determined based on the ability parameter, or a card battle type battle in which the game character does not move. It may be a game.
- the bonus generation periods do not have to overlap.
- the case where the event bonus whose attribute is the generation condition is included in the period-specific bonus has been described, but the bonus whose attribute is the generation condition may not be included.
- effects other than the increase in reward may occur for each period.
- the effect in this case may be that the ability parameter is improved during the execution of the game, or that the special skill is activated.
- the “period” according to the second configuration can be referred to as an ability parameter improvement period or a special skill activation period. That is, for each period, an increase in ability parameter or a special skill to be activated may be determined.
- the game character may not be added regularly or irregularly. That is, the game character to be given is determined in advance and may not be added midway.
- a game character is given to the user from the grant target data. There may be.
- the game system 1 may display an image similar to the team-organized image G1 in a game in which a bonus other than the basic bonus or the bonus for each period is generated.
- a bonus generated when the game character is used is associated with each game character.
- the knitting image G1 a bonus generated by the current squad may be displayed, or a bonus generated when a game character designated by the user is used may be displayed.
- the control unit 11 of the user terminal 10 identifies each bonus associated with each game character of the current Scud, and displays information regarding the identified individual bonus or the accumulated value thereof on the team organization image G1. You may make it.
- the control part 11 determines whether the bonus of the game character designated by the user generate
- the bonus generation condition may be a predetermined condition, and the generation condition may be determined for each bonus or for each game character.
- the generation condition may be a periodical condition such as a period-specific bonus, or may be a condition related to the level or attribute of the opponent.
- the generation condition may be a condition related to a combination of game characters used in the game, or may be a condition related to a user level or ranking.
- the control unit 11 may display information for identifying whether or not a bonus has occurred for the game character designated by the user or the size of the bonus.
- the control unit 11 is information indicating a bonus generated by a combination of the plurality of game characters (in the embodiment, , Scud Bonus) may be displayed.
- the soccer game is described as an example, the word “scud” which is a soccer term is used to describe “scud bonus”, but the processing according to the present invention can be applied to other games, so the game
- the bonus generated by the combination of characters can also be called a combination bonus. That is, the squad bonus described in the embodiment is an example of a combination bonus.
- the control unit 11 may recalculate the bonus generated by the combination of the changed game characters and update the information in real time.
- the squad bonus may change based on factors other than the basic bonus and the bonus for each period. For example, a parameter indicating the current mental state and momentum of the squad is prepared, and the squad Bonuses may change.
- the server 30 is a game control device.
- the data storage unit 300 may store possessed character data DT2, squad data DT3, and game situation data DT4 of each user.
- the functions related to the first configuration such as the parameter acquisition unit 101, the operation control unit 102, and the reward determination unit 106 are realized by the server 30, these are realized mainly by the control unit 31.
- the server 30 transmits display data of each image to the user terminal 10, and the user terminal 10 causes the display unit 15 to display each image based on the received display data. Then, the user terminal 10 transmits the operation content received by the input unit 14 to the server 30, and the server 30 executes each process based on the received operation content.
- the functions described as being realized by the server 30 may be realized by the user terminal 10.
- the data storage unit 100 may store a grant candidate database DB1, a user database DB2, and an event database DB3.
- the game character adding unit 301 may be realized by the user terminal 10.
- the game character adding unit 301 is realized mainly by the control unit 11.
- the user terminal 10 receives data related to the game character to be added via the network N and adds it to the grant candidate database DB1.
- each function may be shared by the user terminal 10 and the server 30.
- the server 30 acquires the capability parameter and the basic bonus with reference to the data storage unit 300 and transmits them to the user terminal 10.
- the server 30 acquires the game situation data DT 4 from the user terminal 10, and transmits data indicating the motion result of the game character to the user terminal 10.
- the reward determining unit 106 is realized by the server 30, the server 30 acquires a game result, a basic bonus, and the like from the user terminal 10 and determines a grant point.
- the server 30 refers to the data storage unit 300 and acquires the period-specific bonus data DT 1. Further, for example, when the period specifying unit 108 is realized by the server 30, the server 30 receives the notification that the game is started from the user terminal 10, and the bonus generation period of each game character of Scud. Determine if there is. Further, for example, when the effect generating unit 112 is realized by the server 30, the server 30 acquires the specified result of the period specifying unit 108 from the user terminal 10 and generates a period-specific bonus based on the specified result.
- the processing according to the present invention may be applied to other games.
- the processing according to the present invention may be applied to sports games other than soccer games (for example, games based on baseball, tennis, American football, basketball, volleyball, etc.).
- the processing according to the present invention is applied to various games such as action games, role playing games, simulation games, card battle games, and breeding games regardless of game formats and genres. May be.
- a game system (1) includes a first parameter associated with a game object and affecting the operation of the game object in a virtual world where the game is performed, and user identification information Parameter acquisition means (101) for acquiring a second parameter that affects the reward associated with the game object, and when the game object is operated in the virtual world, the first parameter associated with the acquired game object Based on the second parameter associated with the acquired game object on the condition that the game object is used and the motion control means (102) for operating the game object in the virtual world.
- Remuneration determining means (106) for determining the remuneration; Characterized in that it contains.
- the game control device (10, 30) includes a first parameter associated with a game object and affecting the operation of the game object in a virtual world in which the game is performed, Parameter acquisition means (101) for acquiring a second parameter that affects the reward associated with the identification information, and when operating the game object in the virtual world, the game object associated with the acquired game object Based on the first parameter, the motion control means (102) for operating the game object in the virtual world and the second associated with the acquired game object on condition that the game object is used.
- Reward determining means for determining the reward based on a parameter ( And 06), characterized in that it comprises a.
- a program according to an aspect of the present invention causes a computer to function as the game system according to any one of 1-1) to 1-9) or the game control device according to 1-10).
- An information storage medium is a computer-readable information storage medium storing the program 1-11).
- the value of the game object is determined not only by the first parameter that affects the motion of the game object but also by the second parameter that affects the reward.
- the value of the game object is continuously increased. be able to. That is, for example, the attractiveness of the game object can be felt by the second parameter without changing the first parameter. Therefore, even if a new game object is periodically added, Even if the parameter is not changed, the value (attraction) of the newly added game object can be increased by the second parameter. For this reason, it is possible to prevent the game object from performing an unnatural action that would reduce the interest of the game, and to maintain the reality of the game while increasing the value of the game object.
- the game system (1) includes a display control means (103) for causing the display means (15) to display a virtual world image indicating a state of the virtual world in which the game is performed. And an operation accepting means (104) for accepting an operation by the user in a state where the virtual world image is displayed on the display means (15), wherein the operation control means (102) is an operation of the user. Accordingly, the game object is operated in the virtual world based on the first parameter associated with the game object.
- the first parameter is changed to increase the value of the game object.
- the game object may be displayed in an unnatural manner in response to the user's operation, and the user may directly feel the lack of reality. Accordingly, even if the first parameter is not changed, the value of the game object can be increased by changing the second parameter. That is, it is possible to continue providing more valuable game objects without losing reality.
- the value of the game object can be continuously increased while maintaining the reality.
- the motion control means (102) operates the game object in the virtual world without being based on the second parameter associated with the game object.
- the value of the game object can be expressed by the second parameter separated from the action of the game object.
- the reward determining means (106) determines the reward based on the second parameter having a value unique to the at least one game object used in the game.
- the aspect 1-4 it is possible to make a difference in value between game objects by setting a second parameter unique to each game object and making a difference in the second parameter.
- the game object can be varied by setting the second parameter to a value unique to the game object.
- a plurality of the game objects are used in the game, and the reward determining means (106) performs a third operation based on the second parameter of each of the plurality of game objects.
- a parameter is acquired, and the reward is determined based on the third parameter.
- the aspect 1-5) by preparing the third parameter representing the total value of the plurality of game objects used in the game, for example, the game object for obtaining more rewards.
- a combination can be made to think about a user, and the interest property of a game can be improved effectively.
- One aspect of the present invention is characterized in that the reward determining means (106) determines the reward based on the first parameter and the second parameter.
- the value of the first parameter since the value of the first parameter affects not only the quality of the operation but also the quality of the reward, the value of the first parameter can be multifaceted.
- the game system (1) further includes a result acquisition means (105) for acquiring the result of the game obtained by operating the game object, and the reward determination means (106) is characterized in that the reward is determined based on the second parameter and the result of the game.
- the reward is determined based not only on the second parameter but also on the game result, and the game result is determined by the action of the game object, so the first parameter indirectly affects the reward.
- the value of the first parameter can be multifaceted.
- the reward determining means (106) determines the basic reward based on the result of the game, and changes the basic reward based on the second parameter, thereby It is characterized by determining a reward.
- the value of the second parameter can be made easier to understand by changing the second parameter to change the basic reward.
- the value of the game object can be easily evaluated by the user.
- the game object is given to a user from among the plurality of game objects registered as grant candidates, and the game system (1)
- the value of the newly registered game object can be improved by improving the second parameter without improving the first parameter. Can be made attractive.
- the game system (1) obtains period-specific effect data indicating a plurality of effects associated with a game object and corresponding to a plurality of periods having different lengths.
- Effect generating means (112) for generating the effect indicated by the acquired period-specific effect data corresponding to the period specified by the specified period specifying means (108).
- the game control device (10, 30) provides period-specific effect data indicating a plurality of effects respectively associated with a plurality of periods having different lengths associated with the game object.
- the period specifying means (108) for specifying the period in which the game execution time is included among the plurality of periods, and the game object are used
- the game And effect generating means (112) for generating the effect indicated by the acquired period-specific effect data corresponding to the period specified by the period specifying means (108) associated with the object.
- a program according to an aspect of the present invention causes a computer to function as the game system described in any one of 2-1) to 2-8) or the game control device described in 2-9).
- An information storage medium is a computer-readable information storage medium storing the above program.
- the effect is associated with each of a plurality of periods having different lengths, and even if the effect of a certain period disappears, the effect of another period can be effective. Therefore, for example, it is possible to prevent the value of the game object from rapidly decreasing. As a result, the user can be motivated to use the game object for a certain period of time. Further, if only a specific game object is used continuously, there is a possibility that the game will not change, and conversely, there is a possibility that the interest of the game will be reduced. Since the effects can be gradually reduced, it is possible to provide a motivation to replace game objects to be used at an appropriate timing.
- each of the plurality of periods overlaps each other, and the effect generating means (112) has the plurality of periods specified by the period specifying means (108). In some cases, the effect corresponding to each of the plurality of periods is generated in an overlapping manner.
- the aspect 2-2 depending on the time when the game object is used, a plurality of effects are generated in duplicate, and a very high effect can be obtained. Therefore, the value of the game object at that time can be effectively reduced. Can be increased. For this reason, the user can be motivated to use the game object aiming at the time.
- the aspect 2-3 by setting an effect specific to each game object, it is possible to make a difference in the generated effect and to make a difference in value between game objects.
- the effect unique to the game object it is possible to give the game object diversity.
- the game system (1) has at least one of a plurality of attributes associated with a predetermined period corresponding to at least one of the plurality of periods.
- Period attribute acquisition means (109) for acquiring, game object attribute acquisition means (110) for acquiring at least one of the plurality of attributes associated with the game object, and period attribute acquisition means (109)
- attribute determination means (111) for determining whether or not the attribute acquired by the game object attribute acquisition means (110) matches, the effect generation means (112)
- the attribute determining means 111 Based on the determination result, the generating the effectively corresponds to at least one period, and wherein the.
- the aspect of 2-4 it is possible to switch the presence / absence of the effect according to the period, and to adjust the content and strength of the effect, so that the value is given according to the time when the game object is used. Can be changed flexibly. As a result, the game object value can be varied.
- a plurality of attributes are associated with the predetermined period
- a plurality of attributes are associated with the game object
- the at least one period includes An effect is associated with each attribute of the game object
- the effect generating means (112) corresponds to the at least one period when the attribute determining means (111) determines that a plurality of attributes match.
- the most effective one is generated.
- the aspect 2-5 it is possible to limit the generated effect not to be too high by generating the highest effect instead of accumulating the effect when a plurality of attributes match. . As a result, it is possible to prevent a situation that becomes too advantageous only when a specific game object is used, and to maintain fairness among users.
- the game system (1) changes the effect corresponding to at least one of the plurality of periods based on the execution time of the game (113). ) Is further included.
- the value of the game object can be adjusted according to the game execution time by changing the effect according to the game execution time.
- the content of the effect can be changed or the strength of the effect can be adjusted at the time of execution of the game. Can do.
- the game object is given to a user from among the plurality of game objects registered as grant candidates, and the game system (1)
- the period during which the effect of the newly added game object is generated is set to a later period, so that the period during which the effect is generated is longer than that of the previously registered game object. Therefore, the value of the newly added game object can be increased.
- the value as a game object can be increased without increasing the ability, etc., so the situation where the ability continues to increase every time a game object is added. Can be prevented.
- each of the plurality of effects is an effect affecting a reward associated with user identification information.
Landscapes
- Engineering & Computer Science (AREA)
- Multimedia (AREA)
- Management, Administration, Business Operations System, And Electronic Commerce (AREA)
Priority Applications (1)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
KR1020187034296A KR102071243B1 (ko) | 2016-06-30 | 2017-06-16 | 게임 시스템, 게임 제어 장치 및 컴퓨터 판독가능 기록 매체 |
Applications Claiming Priority (2)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
JP2016-130698 | 2016-06-30 | ||
JP2016130698A JP6284204B2 (ja) | 2016-06-30 | 2016-06-30 | ゲームシステム、ゲーム制御装置、及びプログラム |
Publications (1)
Publication Number | Publication Date |
---|---|
WO2018003553A1 true WO2018003553A1 (ja) | 2018-01-04 |
Family
ID=60786014
Family Applications (1)
Application Number | Title | Priority Date | Filing Date |
---|---|---|---|
PCT/JP2017/022325 WO2018003553A1 (ja) | 2016-06-30 | 2017-06-16 | ゲームシステム、ゲーム制御装置、及びプログラム |
Country Status (3)
Country | Link |
---|---|
JP (1) | JP6284204B2 (ko) |
KR (1) | KR102071243B1 (ko) |
WO (1) | WO2018003553A1 (ko) |
Families Citing this family (3)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
JP7381829B2 (ja) | 2018-12-07 | 2023-11-16 | 株式会社Mixi | ゲーム情報処理装置,情報処理装置の制御方法及び制御プログラム |
JP6965302B2 (ja) * | 2019-03-26 | 2021-11-10 | 株式会社 ディー・エヌ・エー | 情報処理装置、ゲームプログラム、及び、情報処理方法 |
JP6763496B1 (ja) * | 2020-03-03 | 2020-09-30 | 株式会社セガ | 情報処理装置及びプログラム |
Citations (2)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
JP2016030188A (ja) * | 2014-07-30 | 2016-03-07 | 株式会社コナミデジタルエンタテインメント | ゲームシステム、交換制御装置、及びプログラム |
JP2016043255A (ja) * | 2015-05-19 | 2016-04-04 | グリー株式会社 | プログラム、情報処理装置の制御方法、及び情報処理装置 |
Family Cites Families (1)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
JP5896530B2 (ja) | 2012-12-26 | 2016-03-30 | 株式会社コナミデジタルエンタテインメント | ゲームシステム、ゲーム制御装置、及びプログラム |
-
2016
- 2016-06-30 JP JP2016130698A patent/JP6284204B2/ja active Active
-
2017
- 2017-06-16 KR KR1020187034296A patent/KR102071243B1/ko active IP Right Grant
- 2017-06-16 WO PCT/JP2017/022325 patent/WO2018003553A1/ja active Application Filing
Patent Citations (2)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
JP2016030188A (ja) * | 2014-07-30 | 2016-03-07 | 株式会社コナミデジタルエンタテインメント | ゲームシステム、交換制御装置、及びプログラム |
JP2016043255A (ja) * | 2015-05-19 | 2016-04-04 | グリー株式会社 | プログラム、情報処理装置の制御方法、及び情報処理装置 |
Non-Patent Citations (2)
Title |
---|
WIKI, 23 August 2017 (2017-08-23), XP055601135, Retrieved from the Internet <URL:https://gamewith.jp/article/show/18125> * |
WIKI, 26 November 2015 (2015-11-26), XP055601138, Retrieved from the Internet <URL:https://gamy.jp/dqmsl/dqmsl-tougijou-bussitu> * |
Also Published As
Publication number | Publication date |
---|---|
JP2018000482A (ja) | 2018-01-11 |
KR102071243B1 (ko) | 2020-01-30 |
JP6284204B2 (ja) | 2018-02-28 |
KR20190002588A (ko) | 2019-01-08 |
Similar Documents
Publication | Publication Date | Title |
---|---|---|
JP6358479B2 (ja) | ゲームシステム、ゲーム制御装置、及びプログラム | |
JP6317600B2 (ja) | ゲーム管理装置、ゲームシステム及びプログラム | |
US9931569B2 (en) | Game management device, game system, and computer-readable storage medium having program recorded thereon | |
US10016687B2 (en) | Game system, server device, control method for server device, program, and information recording medium | |
US20220152491A1 (en) | Choreographed avatar movement and control | |
JP2023024720A (ja) | ゲームシステム、ゲーム制御装置、及びプログラム | |
CN113171608B (zh) | 用于基于网络的视频游戏应用程序的系统和方法 | |
JP6593892B2 (ja) | ゲームシステム、ゲーム制御装置、及びプログラム | |
WO2019088205A1 (ja) | ゲームシステム、ゲーム制御装置、及びプログラム | |
WO2018003553A1 (ja) | ゲームシステム、ゲーム制御装置、及びプログラム | |
US11691086B2 (en) | Hater player pool fantasy sports | |
JP6643607B2 (ja) | ゲームシステム、ゲーム制御装置、及びプログラム | |
JP2020108795A (ja) | ゲームシステム、ゲーム端末、及びプログラム | |
JP6685061B1 (ja) | ゲームシステム、ゲーム制御装置、及びプログラム | |
JP6621156B1 (ja) | ゲームシステム、それに用いるコンピュータプログラム、及び制御方法 | |
JP6593894B2 (ja) | ゲームシステム、ゲーム制御装置、及びプログラム | |
JP6685062B2 (ja) | ゲームシステム、ゲーム制御装置、及びプログラム | |
JP2022169495A (ja) | プログラム、情報処理システム、および情報処理方法 | |
JP7037834B2 (ja) | ゲーム管理装置、ゲームシステム及びプログラム | |
JP7317364B2 (ja) | ゲームシステム、それに用いるコンピュータプログラム、及び制御方法 | |
WO2020166514A1 (ja) | ゲームシステム、それに用いるコンピュータプログラム、及び制御方法 | |
JP5943884B2 (ja) | ゲームシステム、ゲーム装置、及びプログラム | |
JP2014113271A (ja) | ゲームシステム、ゲーム制御装置、ゲーム制御方法、及びプログラム | |
JP2019080950A (ja) | ゲームシステム、ゲーム制御装置、及びプログラム | |
US20170165577A1 (en) | Augmented Fantasy Game Systems and Processes Pertaining to - Physiological Movements, Ratings, Bonus Points, Avatars, and Virtual Worlds |
Legal Events
Date | Code | Title | Description |
---|---|---|---|
ENP | Entry into the national phase |
Ref document number: 20187034296 Country of ref document: KR Kind code of ref document: A |
|
121 | Ep: the epo has been informed by wipo that ep was designated in this application |
Ref document number: 17819913 Country of ref document: EP Kind code of ref document: A1 |
|
NENP | Non-entry into the national phase |
Ref country code: DE |
|
122 | Ep: pct application non-entry in european phase |
Ref document number: 17819913 Country of ref document: EP Kind code of ref document: A1 |