WO2020184651A1 - Programme et dispositif de traitement d'informations - Google Patents

Programme et dispositif de traitement d'informations Download PDF

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Publication number
WO2020184651A1
WO2020184651A1 PCT/JP2020/010739 JP2020010739W WO2020184651A1 WO 2020184651 A1 WO2020184651 A1 WO 2020184651A1 JP 2020010739 W JP2020010739 W JP 2020010739W WO 2020184651 A1 WO2020184651 A1 WO 2020184651A1
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WIPO (PCT)
Prior art keywords
recovery
player
game
condition
value
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PCT/JP2020/010739
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English (en)
Japanese (ja)
Inventor
真依子 松永
公二 大塚
剛 ▲高▼橋
裕紀 浅野
駿矢 吉岡
Original Assignee
株式会社セガゲームス
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Publication of WO2020184651A1 publication Critical patent/WO2020184651A1/fr

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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/537Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/58Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • A63F13/69Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • A63F13/798Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for assessing skills or for ranking players, e.g. for generating a hall of fame

Definitions

  • the present invention relates to a program and an information processing device.
  • Patent Document 1 discloses a technique for recovering a parameter to a maximum value with the passage of time and recovering the parameter regardless of the maximum value (exceeding the maximum value) by using a recovery item or the like. There is.
  • the present invention has been made in view of such a problem, and an object of the present invention is to provide a program and an information processing device that allows a player to easily recover parameters consumed by selecting a game part.
  • the program according to the first aspect of the present invention includes the display control means for displaying and controlling the current value of the parameter corresponding to the player of the game and the maximum value of the parameter, the game.
  • a consumption means that consumes a value corresponding to one game part selected by a player from a plurality of game parts, and a first recovery means that recovers the current value to the maximum value with the passage of time.
  • the second recovery means for recovering the current value to a value equal to or higher than the maximum value when the first condition different from the passage of time is satisfied, and the second condition different from the first condition is satisfied. It functions as a canceling means for canceling the recovery by the second recovery means, and a granting means for giving the player a virtual object that can be used for the game when the recovery is canceled by the canceling means.
  • the cancellation means automatically cancels the recovery when the second condition is satisfied.
  • the second condition includes a condition that the game part is not executed by the player within a predetermined time from the recovery by the second recovery means.
  • the first recovery means elapses between the recovery by the second recovery means and the cancellation.
  • the current value is recovered according to the above.
  • the degree of recovery of the first recovery means when the recovery by the second recovery means is canceled is other than the case where the recovery by the second recovery means is cancelled. It is lower than the degree of recovery of the first recovery means in the case.
  • the first condition includes a condition that the player has used the item related to recovery, and the virtual object depends on the item used by the player or the item. Includes items.
  • the virtual object includes an item having a lower value than the item used by the player.
  • the first condition includes a condition that the rank of the player is increased, and the canceling means recovers the second condition when the second condition is satisfied.
  • the recovery by means is canceled, the rank-up is canceled, and the rank-up is suspended.
  • the information processing device includes display control means for displaying and controlling the current value of a parameter corresponding to a player of the game and the maximum value of the parameter, and a plurality of game parts included in the game.
  • the consumption means which consumes the value corresponding to one game part selected by the player from the current value
  • the first recovery means which recovers the current value to the maximum value with the passage of time, and the time.
  • a second recovery means for recovering the current value to a value equal to or higher than the maximum value when the first condition different from the elapsed time is satisfied, and the second recovery means when the second condition different from the first condition is satisfied. It includes a canceling means for canceling the recovery by the means, and a granting means for giving the player a virtual object that can be used for the game when the recovery is canceled by the canceling means.
  • the player can easily recover the parameters consumed by selecting the game part.
  • FIG. (A) is a diagram showing a part of the menu screen immediately before the stamina is restored by the second recovery means.
  • (B) is a diagram showing a part of the menu screen immediately after the stamina is restored by the second recovery means. It is a figure which shows an example of the confirmation screen which is displayed on the terminal apparatus when the cancel button is pressed in the menu screen shown in FIG. 6B. It is a flowchart which shows an example of the flow of processing by the giving means and the like in the game system which concerns on 2nd Embodiment. It is a figure which shows an example of the privilege selection screen displayed on a terminal device. It is a flowchart which shows an example of the flow of processing by consumption means, grant means, etc. in the game system which concerns on 3rd Embodiment. It is a figure which shows an example of the promotion screen displayed on a terminal device.
  • FIG. 1 is a block diagram showing an example of the overall configuration of the game system 1 including the information processing device (computer) according to the first embodiment.
  • the game system 1 is a system that provides a game to one or a plurality of players.
  • the game system 1 includes a server device 10 as an information processing device according to the first embodiment, and one or more terminal devices 12.
  • the server device 10 and the terminal device 12 are connected to each other so as to be able to communicate with each other via a communication network NT such as an intranet, the Internet, or a telephone line.
  • a communication network NT such as an intranet, the Internet, or a telephone line.
  • the server device 10 is an information processing device that provides the game obtained by executing the game program 14 or the game program 14 itself to each terminal device 12 via the communication network NT.
  • the server device 10 executes the game program 14, transmits the execution result (image data, audio data, etc.) to each terminal device 12, and outputs the game to each terminal device 12 to provide the game.
  • the server device 10 advances the game by receiving the operation information from each terminal device 12, transmits the progress result (image data, voice data, etc.) to each terminal device 12 and outputs the progress result.
  • the game program 14 may be executed in cooperation with the terminal device 12 and the server device 10.
  • Each terminal device 12 is an information processing device possessed by the player, and outputs the execution result of the game program 14 received from the server device 10 to provide a game to the player.
  • Examples of these terminal devices 12 include various devices such as video game machines, portable game machines, arcade game machines, smartphones, tablets, and personal computers.
  • Each terminal device 12 may provide the game to the player by downloading the game program 14 from the server device 10 and executing the game program 14 by itself.
  • FIG. 2 is a diagram schematically showing an example of the hardware configuration of the server device 10.
  • the server device 10 includes a control device 20, a communication device 26, and a storage device 28.
  • the control device 20 mainly includes a CPU (Central Processing Unit) 22 and a memory 24.
  • CPU Central Processing Unit
  • the CPU 22 functions as various functional means by executing a predetermined program stored in the memory 24, the storage device 28, or the like. Details of this functional means will be described later.
  • the communication device 26 is composed of a communication interface or the like for communicating with an external device.
  • the communication device 26 transmits and receives various types of information to and from the terminal device 12, for example.
  • the storage device 28 is composed of a hard disk or the like.
  • the storage device 28 stores various programs and various information necessary for executing the process in the control device 20, including the game program 14, and information on the processing result.
  • the server device 10 can be realized by using an information processing device such as a dedicated or general-purpose server computer. Further, the server device 10 may be configured by a single information processing device or may be configured by a plurality of information processing devices distributed on the communication network NT. Further, FIG. 2 shows only a part of the main hardware configurations of the server device 10, and the server device 10 can include other configurations generally provided by the server. Further, the hardware configuration of the plurality of terminal devices 12 may be the same as that of the server device 10 except that, for example, an operating means, a display device, and a sound output device are provided.
  • the game according to the first embodiment includes a plurality of game parts.
  • the game part include quests, team battles, boss battles, and the like.
  • a quest is also called a search, a mission, or the like.
  • the game part is a quest will be described.
  • Each of the plurality of quests can be selected by the player on the menu screen of the game or the like.
  • the value corresponding to the selected one quest is consumed from the current value of the parameter corresponding to the player, and the one game part is used. Will be executed. It should be noted that the value corresponding to one selected quest from the current value of the parameter corresponding to the player may be consumed when the quest is completed (cleared).
  • the above parameters are expressed by, for example, stamina, physical strength, power, vitality, credits, hit points, action parameters, and the like.
  • the parameter is stamina
  • the stamina When this stamina is consumed, for example, "0", the player cannot select or execute a game part. Moreover, even if the stamina is consumed as described above, the stamina gradually recovers to the maximum value with the passage of time. In addition, stamina is restored regardless of the maximum value by increasing the rank of the player or by using a recovery item. The maximum value differs depending on, for example, the rank of the player.
  • recovery items include, for example, gems called paid stones (paid stones) and free stones (free stones), recovery agents (items that restore stamina), and recovery drinks (items that partially restore stamina).
  • a paid stone is a kind of paid item (paid item, charged item) that can be obtained by purchasing.
  • Free stones are a type of free items (free items, non-chargeable items) that can be obtained by playing the game.
  • FIG. 3 is a block diagram schematically showing an example of the functional configuration of the server device 10.
  • the server device 10 has a storage means 40, a progress means 42, a display control means 44, a consumption means 46, a first recovery means 48, and a second recovery means 50 as functional configurations.
  • the canceling means 52 and the granting means 54 are provided.
  • the storage means 40 is realized by one or more storage devices 28.
  • a functional configuration other than the storage means 40 is realized by the control device 20 executing the game program 14 stored in the storage device 28 or the like.
  • the storage means 40 is a functional means for storing play data 40A for each user (player) of the terminal device 12.
  • the play data 40A describes the progress of the player's game, various parameters, ranks, identification information and number of characters possessed by the player, identification information and number of items, and the like.
  • Various parameters include, for example, the current value and the maximum value of stamina.
  • the item identification information includes the recovery item identification information.
  • the progress means 42 is a functional means for executing and progressing the game according to the operation of the player in the terminal device 12. For example, when one quest is selected by the player among the plurality of quests, the progress means 42 executes the selected one quest.
  • the display control means 44 is a functional means for displaying and controlling the display device of the terminal device 12 by transmitting display data to the terminal device 12.
  • the display control means 44 controls the display of the display device of the terminal device 12 by displaying the current value of the stamina and the maximum value of the stamina corresponding to the player of the game.
  • the consumption means 46 is a functional means for consuming (subtracting) a value corresponding to one game part selected by the player from a plurality of game parts included in the game from the current value of stamina. Specifically, the consumption means 46 subtracts a value corresponding to one selected quest as a predetermined value from the current value of stamina included in the player's play data 40A.
  • the predetermined value may be a fixed value common to the quests or a value that changes according to the time.
  • the first recovery means 48 is a functional means for recovering the current value of stamina to the maximum value with the passage of time. For example, the first recovery means 48 recovers the current value by incrementing the current value of stamina included in the player's play data 40A every M minutes. Note that M is a positive integer.
  • the second recovery means 50 is a functional means for recovering the current value of stamina to a value equal to or higher than the maximum value, particularly to a value exceeding the maximum value, when the first condition different from the passage of time is satisfied.
  • the first condition include a condition that the player has used an item related to recovery (recovery item), a condition that the player's rank has increased, a condition that the recovery privilege has been won by lottery, and the like.
  • the first condition is a condition that the player has used the recovery item
  • the second recovery means 50 is the player's play data 40A when the condition that the player has used the recovery item is satisfied.
  • the current value is recovered (adding the amount up to the maximum value is called “recovery”, and the amount exceeding the maximum value is called “recovery”. May be referred to as “increase”). For example, if the current value of stamina is "10”, the maximum value is “50”, and the value corresponding to the recovery item is "50”, the current value of stamina after recovery by the second recovery means 50 is "50". The value is "60" regardless of the maximum value, that is, exceeding the maximum value.
  • the value according to the recovery item may be, for example, the maximum value of stamina.
  • the stamina may be recovered by using one recovery item, or the stamina may be recovered by using a plurality of recovery items.
  • the recovery item may be temporarily usable. In this case, the recovery item is actually used (consumed) when the game part is played after the temporary use.
  • the temporarily used recovery item jewel
  • the temporarily used recovery item may not be usable in a lottery or the like for acquiring a character or the like.
  • the temporarily used jewel can be used in a lottery or the like for acquiring a character or the like, the recovery by the temporary use may be canceled when the jewel is used in the lottery or the like.
  • the canceling means 52 is a functional means for manually (manipulating) or automatically canceling all or part of the recovery by the second recovery means 50 when the second condition different from the first condition is satisfied. Specifically, when the second condition is satisfied, the canceling means 52 subtracts a value corresponding to the recovered item used from the current value of stamina included in the player's play data 40A.
  • the second condition is that the player has canceled the recovery within a predetermined time from the recovery by the second recovery means 50, and the recovery by the player without executing the quest from the recovery by the second recovery means 50.
  • the condition that there was a cancel operation can be mentioned.
  • the second condition is that the game part is not executed by the player within a predetermined time from the recovery by the second recovery means 50, or the game is ended within a predetermined time from the recovery by the second recovery means 50.
  • the condition that the game operation was not performed within a predetermined time after the recovery by the second recovery means 50, the condition that the offline was continued for a predetermined time after the recovery by the second recovery means 50, and the like can be mentioned.
  • the current value of stamina after the recovery is canceled by the canceling means 52 may be the stamina value immediately before the recovery (at the time of using the recovery item) or a value lower than the stamina immediately before the recovery. It may be higher than the previous stamina. If the current value of stamina after the recovery is canceled is lower than the stamina immediately before the recovery, for example, the player can be made to play the game so that the recovery is not canceled, and the interest of the game is Is improved. Further, if the current value of stamina after the recovery is canceled is higher than the stamina immediately before the recovery, for example, the current value of the stamina is the maximum value between the recovery by the second recovery means 50 and the cancellation.
  • the first recovery means 48 recovers the current value of stamina according to the time elapsed between the recovery by the second recovery means 50 and the cancellation. To do.
  • the first recovery means 48 recovers the current value of stamina by the amount of recovery that should have been originally recovered if there is no recovery by the second recovery means 50. Specifically, if the stamina immediately before recovery is "21" and the recovery is canceled after M minutes have passed from the recovery by the second recovery means 50, the first recovery means 48 should have recovered originally.
  • the current value of stamina "21" is restored by the amount of "1" recovered, and as a result, the current value of stamina becomes "22".
  • the first recovery means 48 may recover the current value of stamina by a value less than the recovery amount that should have been originally recovered when the recovery by the second recovery means 50 is not performed.
  • the display control means 44 may display and control the stamina after the recovery is canceled by the cancel means 52 on the terminal device 12 before the recovery is canceled.
  • the canceling means 52 cancels the recovery by the second recovery means 50 and ranks up when the second condition is satisfied. You may suspend the rank-up even if you cancel the above and meet the rank-up condition (the condition that the experience value is equal to or higher than the threshold value).
  • the second condition is preferably a condition that the player has canceled the operation within a predetermined time or before the quest is played. Further, it is preferable that the hold is continued until a predetermined time from the cancellation of the recovery, until the start of the next game, until the play of the next quest, and until the player performs the rank-up operation.
  • the granting means 54 is a functional means for granting a virtual object that can be used (usable) to the game to the player when the recovery is canceled by the canceling means 52.
  • virtual objects include items, pieces of items (those that can be exchanged for items (free stones, etc.) by collecting multiple items), points, experience points, in-game currency, characters, and the like. Items include paid stones, free stones, recovery items that fully recover stamina, recovery items that partially recover stamina, and recovery items that recover stamina only on the day.
  • the virtual object includes an item used by the player or an item corresponding to the item when the second recovery means 50 recovers.
  • the granting means 54 grants a free stone, a recovery item, or the like according to the paid stone.
  • the granting means 54 returns (grant) a part of the paid stones used by the player and used the stones by the player. The remaining number of paid stones may be returned (granted) as free stones.
  • the granting means 54 may return (give) a part of the paid stones used by the player. All of the paid stones used by may be returned (granted) as free stones.
  • the granting means 54 may accept the selection of the virtual object to be granted from the player.
  • the granting means 54 does the granting means 54 return a part of the paid stones used by the player and the remaining number of paid stones used by the player as free stones? Alternatively, you may accept the option of returning all of the paid stones used by the player as free stones. Further, for example, the granting means 54 selects whether to return a part of the paid stones used by the player, or to return all the paid stones used by the player as free stones. May be accepted.
  • the virtual object may include an item having a lower value than the item used by the player. For example, when the item used by the player is a paid stone, the granting means 54 grants a free stone having a lower value than the paid stone, or a recovery item having a narrower use and a lower value than a jewel.
  • the granting means 54 may grant the free stone or a recovery item having a narrower use and a lower value than the free stone. If the item used by the player is a recovery item other than a jewel, the granting means 54 grants the recovery item used by the player or a recovery item having a smaller recovery amount and a lower value than the recovery item. May be good.
  • the virtual object may include a small number of items as compared with the number of items used by the player. Further, the virtual object may include an item different from the item used by the player.
  • FIG. 4 is a flowchart showing an example of a basic processing flow of the game by the progress means 42 and the like shown in FIG.
  • the process shown in FIG. 4 is started when the player gives an instruction to execute the game program 14 in the terminal device 12.
  • the order of the following processes can be changed as appropriate.
  • Step SP10 The traveling means 42 acquires the player ID of the player transmitted from the terminal device 12. Subsequently, the progress means 42 acquires play data 40A (hereinafter, referred to as player play data 40A) corresponding to the acquired player ID. Subsequently, the progress means 42 reflects the acquired play data 40A in the game. Subsequently, the display control means 44 controls the display of a menu screen (not shown) on the terminal device 12. This menu screen is configured so that the terminal device 12 can accept from the player a selection operation for selecting one of a plurality of quests included in the game, an operation for using a recovery item, an operation for ending the game, and the like. Then, the process shifts to the process of step SP12.
  • player play data 40A hereinafter, referred to as player play data 40A
  • the display control means 44 controls the display of a menu screen (not shown) on the terminal device 12. This menu screen is configured so that the terminal device 12 can accept from the player a selection operation for selecting one of a plurality of quest
  • Step SP12 The proceeding means 42 determines whether or not the terminal device 12 has accepted the quest selection operation based on the operation signal from the terminal device 12. Then, when the determination is affirmative, the process shifts to the process of step SP14, and when the determination is negative, the process shifts to the process of step SP24.
  • Step SP14 The consumption means 46 consumes a value corresponding to one selected quest from the current value of stamina associated with the player, that is, the current value of stamina included in the play data 40A. Then, the process shifts to the process of step SP16.
  • Step SP16 The progress means 42 executes one selected quest and proceeds according to the operation of the player in the terminal device 12.
  • the progress means 42 adds the experience value according to the play result of the one quest by the player to the current experience value included in the player's play data 40A. Then, the process proceeds to the process of step SP18.
  • Step SP18 Based on the player's play data 40A, the progress means 42 determines whether or not the player's experience value is equal to or greater than the threshold value corresponding to the next rank of the player's current rank. Then, when the determination is affirmative, the process proceeds to the process of step SP20, and when the determination is negative, the process returns to the process of step SP10.
  • Step SP20 The progress means 42 ranks up by adding "1" to the current rank included in the player's play data 40A. Further, according to the rank increase, the progress means 42 updates various parameters of the player included in the player's play data 40A. Then, the process shifts to the process of step SP22.
  • Step SP22 The second recovery means 50 recovers the player's stamina beyond the maximum value regardless of the maximum value. Specifically, the second recovery means 50 adds the maximum value of stamina to the current value of stamina included in the player's play data 40A. For example, when the current value of stamina is "10" and the maximum value of stamina is "50", the current value of stamina after addition is "60" which exceeds the maximum value. Then, the process returns to the process of step SP10.
  • Step SP24 If a negative determination is made in step SP12, the progress means 42 determines whether or not the terminal device 12 has accepted the operation of using the recovery item by the player based on the operation signal from the terminal device 12. Then, when the determination is affirmative, the process shifts to the process of step SP26, and when the determination is negative, the process shifts to the process of step SP28.
  • the second recovery means 50 consumes the player's recovery item and recovers the player's stamina beyond the maximum value regardless of the maximum value. Specifically, the second recovery means 50 subtracts the number of recovery items included in the player's play data 40A, and sets the current value of stamina included in the player's play data 40A to the value corresponding to the recovery item. to add. For example, when the current value of stamina is "10", the maximum value of stamina is "50”, and the corresponding value is "100", the current value of stamina after addition is the maximum value. It becomes "110" that exceeds. Then, the process returns to the process of step SP10.
  • Step SP28 If a negative determination is made in step SP24, the progress means 42 determines whether or not the terminal device 12 has accepted the end operation of the game by the player based on the operation signal from the terminal device 12. Then, when the determination is affirmative, the series of processes shown in FIG. 4 is completed, and when the determination is negative, the process returns to the process of step SP10.
  • FIG. 5 is a flowchart showing an example of the processing flow by the canceling means 52 and the granting means 54 shown in FIG.
  • the process shown in FIG. 5 is started periodically, for example, every 0.1 seconds.
  • the order of the following processes can be changed as appropriate.
  • Step SP40 the canceling means 52 determines whether or not the player's stamina has been restored by the recovery item. Then, when the determination is affirmative, the process proceeds to the process of step SP42, and when the determination is negative, the series of processes shown in FIG. 5 ends.
  • the canceling means 52 displays, for example, the remaining time, a cancel button, or the like on the menu screen.
  • the remaining time is a time obtained by subtracting the elapsed time elapsed from the recovery by the second recovery means 50 from a predetermined predetermined time, and is a time during which the recovery can be canceled.
  • the cancel button is a button for canceling the recovery by the second recovery means 50.
  • FIG. 6A is a diagram showing a part of the menu screen 100 immediately before the stamina is restored by the second recovery means 50.
  • FIG. 6B is a diagram showing a part of the menu screen 100 immediately after the stamina is restored by the second recovery means 50.
  • the menu screen 100 is provided with a first display column 102, a second display column 104, and a third display column 106.
  • the first display column 102 the current value and the maximum value of the stamina of the player are represented by numerical values, and the current value of the stamina is represented by a bar.
  • the current rank of the player is represented in the second display column 104.
  • paid stones and free stones owned (possessed) by the player are numerically represented.
  • FIG. 6B in addition to the display columns 102 to 106 described above, the remaining time 108 and the cancel button 110 are shown. When the remaining time 108 becomes "0", the display of the remaining time 108 and the cancel button 110 is erased. Further, when the cancel button 110 is pressed, the display control means 44 may display and control the terminal device 12 with a confirmation screen for confirming whether or not to cancel the recovery by the second recovery means 50.
  • FIG. 7 is a diagram showing an example of a confirmation screen 120 displayed on the terminal device 12 when the cancel button 110 is pressed on the menu screen 100 shown in FIG. 6 (B).
  • the confirmation screen 120 is provided with, for example, a sentence confirming whether or not to cancel the recovery by the second recovery means 50, as well as a “yes” button 122 and a “no” button 124. Has been done.
  • step SP44 shifts to the process of step SP44.
  • the process of this step SP42 may be omitted.
  • Step SP44 The canceling means 52 measures the elapsed time from the recovery by the second recovery means 50. Then, the process shifts to the process of step SP46.
  • the canceling means 52 may measure the remaining time instead of the elapsed time.
  • Step SP46 The canceling means 52 determines whether or not the terminal device 12 has accepted the pressing operation of the cancel button 110 based on the operation signal from the terminal device 12.
  • the canceling means 52 causes the terminal device 12 to press the "Yes" button 122 based on the operation signal from the terminal device 12. Determine if it has been accepted. Then, when the determination is affirmative, the process shifts to the process of step SP52, and when the determination is negative, the process shifts to the process of step SP48.
  • Step SP48 The canceling means 52 determines whether or not a predetermined time has elapsed from the recovery by the second recovery means 50, that is, whether or not the remaining time has reached "0". Then, when the determination is affirmative, the process proceeds to the process of step SP50, and when the determination is negative, the process returns to the process of step SP44.
  • Step SP50 The canceling means 52 determines whether or not the second condition is satisfied. In the first embodiment, did the canceling means 52 satisfy the condition that the quest was not executed by the player within a predetermined time from the recovery by the second recovery means 50 (the player within a predetermined time from the recovery by the second recovery means 50)? Whether or not the quest was selected by) is determined. Then, when the determination is affirmative, the process proceeds to the process of step SP52, and when the determination is negative, the series of processes shown in FIG. 5 ends.
  • Step SP52 The canceling means 52 cancels the recovery by the second recovery means 50. Specifically, the canceling means 52 subtracts the recovery amount of the used recovery item from the current value of stamina included in the player's play data 40A. Then, the process proceeds to the process of step SP54.
  • the first recovery means 48 recovers the current value of stamina according to the elapsed time elapsed from the recovery by the second recovery means 50 to the cancellation.
  • the degree of recovery of the first recovery means 48 when the recovery by the second recovery means 50 is canceled is the normal recovery of the first recovery means 48 except when the recovery by the second recovery means 50 is cancelled. It is preferably lower than the degree.
  • the degree of recovery of is preferably "3" or the like, which is lower than "6". Then, the process shifts to the process of step SP56.
  • Step SP56 The granting means 54 determines whether the recovery item used by the player is a paid stone. Then, when the determination is affirmative, the process proceeds to the process of step SP58, and when the determination is negative, the process returns to the process of step SP60.
  • the granting means 54 grants X items having a lower value than the paid stones used by the player, for example, free stones. Specifically, the granting means 54 adds X to the current value of the free stone included in the player's play data 40A. Note that X is a positive integer. Further, X is the same as the number of paid stones used by the player or less than the number of paid stones used by the player. Then, a series of processes shown in FIG. 5 is completed.
  • Step SP60 If a negative determination is made in step SP56, the granting means 54 grants Y free stones. Specifically, the granting means 54 adds Y to the current value of the free stone included in the player's play data 40A. Note that Y is a positive integer and may be the same as or different from X. Further, Y is the same as the number of free stones used by the player or less than the number of free stones used by the player. Then, a series of processes shown in FIG. 5 is completed.
  • the game program 14 is included in the display control means 44 and the game in which the server device 10 as a computer is displayed and controlled to display and control the current value of stamina corresponding to the player of the game and the maximum value of the stamina.
  • One quest selected by the player out of multiple quests consumes the value corresponding to the selection from the current value of stamina 46, the first recovery that restores the current value of stamina to the maximum value over time Means 48, second recovery means 50 that recovers the current value to a value greater than or equal to the maximum value when the first condition different from the passage of time is satisfied, second when the second condition different from the first condition is satisfied It functions as a canceling means 52 that cancels the recovery by the recovery means 50, and a granting means 54 that grants a virtual object that can be used in the game to the player when the recovery is canceled by the canceling means 52.
  • the recovery by the second recovery means 50 can be canceled, and when the recovery is canceled, a virtual object that can be used for the game can be given to the player, so that it is consumed by the selection of the quest. Players can easily recover their stamina.
  • the canceling means 52 automatically cancels the recovery when the second condition is satisfied.
  • the recovery by the second recovery means 50 is automatically canceled, so that the time and effort of the player can be saved.
  • the second condition includes a condition that the quest is not executed by the player within a predetermined time from the recovery by the second recovery means 50.
  • the recovery by the second recovery means 50 is automatically performed. Since it is canceled, the player can easily recover the stamina.
  • the first recovery means 48 when the recovery by the second recovery means 50 is canceled, the first recovery means 48 has stamina according to the time elapsed from the recovery by the second recovery means 50 to the cancellation. Restores the current value of.
  • the recovery of the second recovery means 50 can make up for the recovery amount that the stamina exceeds the maximum value and cannot be recovered with the passage of time, and it is possible to suppress the loss of the player.
  • the player can recover stamina more easily.
  • the degree of recovery of the first recovery means 48 when the recovery by the second recovery means 50 is canceled is the first recovery except when the recovery by the second recovery means 50 is cancelled. It is preferably lower than the degree of recovery of means 48.
  • the interest of the game can be improved by making a difference in the degree of recovery between the case where the recovery by the second recovery means 50 is canceled and the case other than that.
  • the first condition includes a condition that the player has used a recovery item related to recovery, and the virtual object includes an item used by the player or an item corresponding to the used item.
  • the virtual object includes an item having a lower value than the item used by the player.
  • the first condition includes a condition that the rank of the player has increased, and the canceling means 52 cancels the recovery by the second recovery means 50 and ranks when the second condition is satisfied. Cancel the upgrade of and suspend the upgrade of the rank.
  • the recovery by the second recovery means 50 is canceled, the rank up is canceled, and the rank up is suspended, so that the rank up (execution of the quest) is performed.
  • the player can easily recover the stamina.
  • the second embodiment is different from the first embodiment in that the player can select the privilege by rank up and the cancellation means 52 is omitted.
  • the configuration and functions of the game system according to the second embodiment which are not described below, are the same as the configurations and functions of the game system according to the first embodiment.
  • the granting means 54 determines whether or not the player has accepted the selection of the privilege, and grants the selected privilege to the player.
  • This benefit includes stamina recovery, items (other than recovery items or recovery items), character experience points, points, in-game currency, characters, and the like.
  • FIG. 8 is a flowchart showing an example of a processing flow by the granting means 54 or the like in the game system according to the second embodiment.
  • the process shown in FIG. 8 is started periodically, for example, every 0.1 seconds.
  • the order of the following processes can be changed as appropriate.
  • Step SP70 The granting means 54 determines whether or not the player's rank has increased (ranked up) based on, for example, the player's play data 40A. Then, when the determination is affirmative, the process proceeds to the process of step SP72, and when the determination is negative, the process shown in FIG. 8 ends.
  • the display control means 44 controls the display of the privilege selection screen for the player to select the privilege due to the rank-up by transmitting the screen data to the terminal device 12.
  • FIG. 9 is a diagram showing an example of the privilege selection screen 130 displayed on the terminal device 12.
  • the privilege selection screen 130 is provided with a recovery button 132 and an item button 134, in addition to a sentence asking whether to recover stamina or receive an item.
  • step SP74 the process shifts to the process of step SP74.
  • Step SP74 Based on the operation signal from the terminal device 12, the granting means 54 determines whether the terminal device 12 has accepted the pressing operation of the recovery button 132 or the pressing operation of the item button 134. When it is determined that the terminal device 12 has accepted the operation of pressing the recovery button 132, the process proceeds to the process of step SP76. If it is determined that the terminal device 12 has accepted the operation of pressing the item button 134, the process proceeds to the process of step SP78.
  • Step SP76 The second recovery means 50 recovers the current value of stamina as a privilege of rank up. Specifically, the second recovery means 50 adds the maximum value of stamina to the current value of stamina included in the player's play data 40A. Then, a series of processes shown in FIG. 8 is completed.
  • Step SP78 The granting means 54 grants an item to the player as a privilege of rank-up. Specifically, the item is added to the player's play data 40A. Then, a series of processes shown in FIG. 8 is completed.
  • the player can select the privilege of rank up. For example, the player who has time to play the game selects the recovery of stamina, and the player who does not have time to play the game selects the item. You can choose. As a result, it is possible to prevent the player from losing the amount of recovery that should have been recovered due to the passage of time while the game cannot be played.
  • the amount of stamina exceeding the maximum value is consumed up to the maximum value over time, and each time the stamina is consumed, a privilege other than stamina is given to the player as a compensation for consumption.
  • a privilege other than stamina is given to the player as a compensation for consumption.
  • FIG. 10 is a flowchart showing an example of a processing flow by the consuming means 46 and the giving means 54 in the game system according to the third embodiment.
  • the process shown in FIG. 10 is started periodically, for example, every 0.1 seconds.
  • the order of the following processes can be changed as appropriate.
  • Step SP90 The consumption means 46 determines whether or not the player's stamina exceeds the maximum value based on the player's play data 40A. Then, when the determination is affirmative, the process proceeds to the process of step SP92, and when the determination is negative, the series of processes shown in FIG. 10 ends.
  • Step SP92 The consumption means 46 determines whether or not the stop flag for time measurement is on. Then, when the determination is affirmative, the process shifts to the process of step SP96, and when the determination is negative, the process shifts to the process of step SP94.
  • Step SP94 The consumption means 46 measures the time (elapsed time) after the stamina exceeds the maximum value. Then, the process proceeds to the process of step SP96.
  • Step SP96 The consumption means 46 determines whether or not the quest has been executed by the player. Then, when the determination is affirmative, the process shifts to the process of step SP98, and when the determination is negative, the process shifts to the process of step SP100.
  • Step SP98 The consumer means 46 turns on the time measurement stop flag. Then, the process shifts to the process of step SP100. The process may shift to the process of step SP104.
  • Step SP100 The consumer means 46 determines if a jewel has been used to stop the time measurement. Then, when the determination is affirmative, the process shifts to the process of step SP102, and when the determination is negative, the process shifts to the process of step SP104.
  • Step SP102 The consumer means 46 turns on the time measurement stop flag. Then, the process shifts to the process of step SP104.
  • Step SP104 The consumption means 46 determines whether or not the third condition is satisfied. Then, when the determination is affirmative, the process shifts to the process of step SP106, and when the determination is negative, the process shifts to the process of step SP108.
  • the third condition includes a condition that the quest has been completed and a condition that a predetermined time has passed since the jewel was used.
  • Step SP106 The consumption means 46 turns off the time measurement stop flag. Then, the process shifts to the process of step SP108.
  • Step SP108 The consumption means 46 determines whether or not the time measured in step SP94 has passed Z minutes. Further, after the Z minute has elapsed, it is determined whether or not the Z minute has further elapsed. In addition, Z is a positive integer. Then, when the determination is affirmative, the process proceeds to the process of step SP110, and when the determination is negative, the process returns to the process of step SP92.
  • Step SP110 The consuming means 46 consumes the player's stamina. Specifically, the consumption means 46 subtracts the subtraction value S from the current value of the stamina included in the player's play data 40A. Then, the process shifts to the process of step SP112.
  • the subtraction value S is a positive integer. Further, the subtraction value S may be the same as the degree of recovery by the first recovery means 48. Further, the subtraction value S may be higher or lower than the degree of recovery by the first recovery means 48. When the subtraction value S is higher than the degree of recovery by the first recovery means 48, the player can be further promoted to play the game.
  • the subtraction value S When the subtraction value S is lower than the degree of recovery by the first recovery means 48, it is possible to promote the player to play the game and the stamina is consumed while the game cannot be played. It is possible to suppress giving the player a feeling of loss. Further, the subtraction value S may be changed according to the passage of time. For example, the subtraction value S may increase or decrease with the passage of time. Further, the subtraction value S may be changed according to the rank of the player.
  • Step SP112 The granting means 54 grants a privilege to the player in exchange for consuming stamina. Examples of this identification include item fragments, points, experience points, in-game currency, and the like. Then, the process shifts to the process of step SP114.
  • Step SP114 The display control means 44 controls the display of the promotion screen for promoting the execution of the quest on the terminal device 12.
  • FIG. 11 is a diagram showing an example of the promotion screen 140 displayed on the terminal device 12.
  • the promotion screen 140 is provided with an OK button 142 and a quest button 144 in addition to a sentence for promoting the execution of the quest.
  • OK button 142 When the OK button 142 is pressed, the display control means 44 closes the promotion screen 140, and when the quest button 144 is pressed, the display control means 44 controls the display of the selection screen for selecting a quest on the terminal device 12.
  • step SP90 the process returns to the process of step SP90.
  • the third embodiment since the amount of stamina exceeding the maximum value is consumed up to the maximum value with the passage of time, it is possible to encourage the player to play the game, especially the quest that consumes stamina. it can. Further, in the third embodiment, since the player is given a privilege as a compensation for consuming the stamina, the player can easily recover the stamina.
  • the canceling means 52 describes the case where the recovery of stamina is canceled regardless of whether or not the stamina exceeds the maximum value, but only when the stamina exceeds the maximum value. , You may cancel the recovery of stamina.
  • the second recovery means 50 recovers the current value of stamina regardless of the maximum value has been described, but the current value of stamina may be recovered to the maximum value. Even in this case, the stamina does not recover with the passage of time, but the player can easily recover the stamina by the configuration of the first embodiment.
  • the granting means 54 grants the virtual object to the player who satisfies the second condition when the recovery is canceled by the canceling means 52 . It may be given to another player different from the player.
  • the other player is preferably a person related to the player, for example, a friend of the player or a member of the group to which the player belongs, from the viewpoint that the recovery can be canceled more easily.
  • the virtual object may be stamina.
  • the granting means 54 may grant a virtual object to both the player and another player.
  • the granting means 54 may accept selection of a target (player) to grant a virtual object from a player who satisfies the second condition. In this case, the granting means 54 grants a virtual object to the selected target.
  • the progress means 42 determines whether or not the player has accepted the selection of the rank-up timing based on the operation data transmitted from the terminal device 12. For example, when the condition for rank-up is satisfied, the progress means 42 determines whether or not the player has accepted the selection of whether or not to perform rank-up immediately. Then, the progress means 42 executes the rank-up when the determination is affirmed, and suspends the rank-up until a predetermined time or the operation of the player when the determination is negative.
  • a player who has time to play the game chooses to rank up now and plays the game, and a player who does not have time to play the game does not rank up now.
  • the rank up may be suspended until the stamina is restored to the maximum value.
  • the traveling means 42 may automatically rank up.
  • the granting means 54 may grant the item to the player over time instead of recovering the stamina while the stamina exceeds the maximum value.
  • the second recovery means 50 is when the stamina is recovered when the recovery item is used or when the rank is increased.
  • the maximum stamina may be temporarily increased.
  • the second recovery means 50 doubles or triples the maximum value of stamina from the recovery by the second recovery means 50 to the play of the next quest, or from the recovery by the second recovery means 50 to a predetermined time. It may rise.
  • the third embodiment even when the player satisfies the condition that the recovery item is used and the stamina exceeds the maximum value, the case where the stamina is consumed up to the maximum value with the passage of time has been described. When the condition of use is satisfied and the stamina exceeds the maximum value, it is not necessary to consume the stamina over time.
  • the other player is preferably a person related to the player, for example, a friend of the player or a member of the group to which the player belongs, from the viewpoint that the stamina can be recovered more easily.

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Abstract

Selon la présente invention, un joueur peut facilement restaurer un paramètre consommé en raison d'un choix dans une partie de jeu. Un programme amène un ordinateur à fonctionner comme : un moyen de commande d'affichage (44) qui commande l'affichage de la valeur actuelle et de la valeur maximale d'un paramètre correspondant à un joueur dans le jeu ; un moyen de consommation (46) qui consomme une valeur correspondant à une partie de jeu sélectionnée par le joueur, parmi une pluralité de parties de jeu incluses dans le jeu, sur la base de la valeur actuelle ; un premier moyen de restauration (48) qui restaure la valeur actuelle à la valeur maximale en fonction du passage du temps ; un second moyen de restauration (50) qui restaure la valeur actuelle à une valeur égale ou supérieure à la valeur maximale lorsqu'une première condition différente du passage du temps est remplie ; un moyen d'annulation (52) qui annule la restauration par le second moyen de restauration (50) lorsqu'une seconde condition est remplie ; et un moyen d'attribution (54) qui attribue un objet virtuel utilisable dans le jeu au joueur lorsque la restauration est annulée par le moyen d'annulation (52).
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