WO2022201643A1 - ゲームシステム、処理方法及び情報記憶媒体 - Google Patents
ゲームシステム、処理方法及び情報記憶媒体 Download PDFInfo
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- WO2022201643A1 WO2022201643A1 PCT/JP2021/044422 JP2021044422W WO2022201643A1 WO 2022201643 A1 WO2022201643 A1 WO 2022201643A1 JP 2021044422 W JP2021044422 W JP 2021044422W WO 2022201643 A1 WO2022201643 A1 WO 2022201643A1
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- opponent
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- 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
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/53—Controlling 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
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- 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
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- 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
- A63F13/70—Game security or game management aspects
- A63F13/79—Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
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- 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
Definitions
- the present invention relates to game systems, processing methods, information storage media, and the like.
- Patent Literature 1 discloses a game system in which each team selects characters one by one in a predetermined order in a competitive game in which teams compete against each other to determine the composition of the team.
- the strategy of the battle depends on which characters and other gameplay elements are selected by the subject of the battle, such as a team, before the start of the game.
- the settings (conditions) for selecting game play elements are fixed, and it has not been possible to realize the selection of game play elements rich in strategy and development.
- One aspect of the present disclosure is a game processing unit that performs game processing for a plurality of opponent subjects including a first opponent subject and a second opponent subject that is an opponent of the first opponent subject to play a battle game.
- a selection processing unit that performs a selection process for causing each of the plurality of competition subjects to select a game play element that each of the plurality of competition subjects uses in the battle game; and a display process of the competition game. and a display processing unit, wherein the selection processing unit is configured to, when the first opponent subject issues a change instruction based on the ability of the first opponent subject or the game play element, the second opponent subject.
- Another aspect of the present disclosure relates to a program that causes a computer to function as each of the above units, or a computer-readable information storage medium that stores the program.
- a first opponent entity can use abilities to change predetermined settings in the selection of gameplay elements for a second opponent entity.
- the first opponent subject can influence the selection of game play elements of the second opponent subject, which is the opponent, and the game system can realize the selection of game play elements rich in strategy and development. etc. can be provided.
- the predetermined setting is a setting of the order of selection of game play elements
- the selection processing unit when the first opponent subject issues the change instruction based on the ability, , the selection order of the game play elements of the second opponent subject may be changed.
- the first opponent subject can use the ability to change the selection order when the second opponent subject selects gameplay elements.
- the predetermined setting is a setting to display a game play element in a hidden state
- the selection processing unit causes the first opponent subject to perform the change instruction based on the ability. is performed, the game play element set to the non-display state by the second opponent subject may be changed to the display state.
- the display state and the non-display state of the game play elements allow the first opponent to visually recognize part or all of the information of the game play elements of the second opponent subject. , may be in a state of being invisible.
- part of the information about the second opponent-based gameplay element may be changed from the hidden state to the displayed state.
- the predetermined setting is a setting that makes a selectable gameplay element unselectable
- the selection processing unit causes the first opponent subject to issue the change instruction based on the ability. In this case, even if the setting is made such that at least one of the plurality of gameplay elements cannot be selected when the second opponent subject selects a gameplay element to be used from among the plurality of gameplay elements. good.
- the predetermined setting is a setting to deselect a selected game play element
- the selection processing unit causes the first opponent subject to change the change instruction based on the ability. is performed, the game play element selected by the second opponent subject is set to the deselected state, and after setting the deselected state, the second opponent subject is given an opportunity to select the game play element. It may be set to allow the gameplay element to be selected again.
- the selection processing unit may change the predetermined setting on condition that the first opponent subject consumes predetermined game parameters.
- the selection processing unit may perform a process of changing the amount of consumption of the predetermined game parameter required to change the predetermined setting when a predetermined condition is satisfied. .
- the predetermined condition is a condition based on a compatibility relationship between a game play element of the first opponent subject and a game play element of the second opponent subject
- the selection processing unit The consumption amount required for changing the predetermined setting may be changed when the predetermined condition based on the compatibility relationship is satisfied.
- the predetermined condition is a condition based on a strength difference between the first battle subject and the second battle subject
- the selection processing unit determines the predetermined condition based on the strength difference.
- the consumption required for changing the predetermined setting may be changed if a condition is met.
- the predetermined condition is a condition based on a usage history of gameplay elements of the first opponent subject or the second opponent subject
- the selection processing unit includes The consumption amount required for changing the predetermined setting may be changed when the predetermined condition based on is satisfied.
- a notification unit may be included that, when the ability is used by the first opponent subject, notifies the second opponent subject that the ability has been used.
- Good a computer may function as a notification unit.
- the selection processing unit when the second opponent subject receives the notification and performs a predetermined operation, causes the first opponent subject to use part of the ability or A process of prohibiting all may be performed.
- the second opponent who has received the notification that the first opponent has used the ability performs a predetermined operation, thereby allowing the first opponent to partially use the ability. Or you can prevent all of them, and you can adjust the game balance.
- one aspect of the present disclosure is a game process for a plurality of opponent subjects including a first opponent subject and a second opponent subject that is an opponent of the first opponent subject to play a battle game; a selection process for allowing each of the plurality of opponent subjects to select a game play element to be used in the battle game by each of the opponent subjects; and a display process of the battle game, wherein the selection process includes: A process of changing a predetermined setting when the second opponent subject selects a gameplay element when the first opponent subject issues a change instruction based on the ability of the first opponent subject or the gameplay element. related to the processing method for
- one aspect of the present disclosure is game processing for performing game processing for a plurality of opponent subjects including a first opponent subject and a second opponent subject that is an opponent of the first opponent subject to play a battle game.
- a selection processing unit that performs a selection process for causing each of the plurality of competition subjects to select a game play element to be used by each of the plurality of competition subjects in the battle game; and a display process of the competition game.
- the display processing unit stores a program that causes a computer to function, and the selection processing unit, when the first opponent subject gives a change instruction based on the ability of the first opponent subject or game play element, , a computer-readable information storage medium that performs a predetermined setting change process when the second opponent subject selects a game play element.
- 1(A) to 1(F) are explanatory diagrams of a hardware device that implements the game system of this embodiment.
- 4 is a flowchart for explaining processing of the embodiment;
- 4 is a flowchart for explaining detailed processing of the embodiment;
- 6A to 6C are explanatory diagrams of a method for changing the setting of the order of selection of game play elements.
- 7(A) and 7(B) are explanatory diagrams of a method for changing the setting of game play elements in a non-display state to a display state. Explanatory diagram of a method for changing the setting of a selectable gameplay element to be unselectable.
- 4 is a flow chart describing processing for changing the setting of a selected gameplay element to a deselected state.
- 10(A) and 10(B) are explanatory diagrams of a method for changing the setting of a selected game play element to a deselected state.
- 5 is a flowchart for explaining processing for changing settings for selection of game play elements on the condition that game parameters are consumed;
- 4 is a flowchart for explaining a process of determining a predetermined condition for changing the amount of consumption of game parameters;
- 5 is a flow chart describing the process of notifying when an ability to change gameplay elements is used.
- a server system 500 (information processing system) is connected to terminal devices TM1 to TMn via a network 510 for communication.
- the server system 500 is a host, and the terminal devices TM1-TMn are clients.
- the game system and its processing of this embodiment may be implemented by the server system 500, or may be implemented by distributed processing between the server system 500 and the terminal devices TM1 to TMn.
- the game system and processing of this embodiment can also be realized using a blockchain technique.
- a program called a smart contract that can be executed on Ethereum may be used to execute each process of the game system of this embodiment.
- the terminals TM1-TMn are connected peer-to-peer.
- Various types of information such as game information communicated between the terminal devices TM1 to TMn are transferred using blockchain.
- each of the terminal devices TM1 to TMn is hereinafter referred to as a terminal device TM as appropriate.
- the server system 500 can be realized by, for example, one or more servers (management server, game server, billing server, service providing server, content distribution server, authentication server, database server, communication server, etc.).
- This server system 500 can provide various services for operating community websites and online games, manage data necessary for game execution, and distribute client programs and various data.
- the network 510 (distribution network, communication line) is a communication path using, for example, the Internet or a wireless LAN.
- Communication networks such as networks, cable networks, and wireless LANs can be included. Also, the communication method may be wired or wireless.
- the terminal device TM (player terminal) is, for example, a terminal having a network connection function (Internet connection function).
- Examples of these terminal devices TM include a home-use game device (stationary type) shown in FIG. 1B, a portable communication terminal such as a smart phone and a mobile phone shown in FIG.
- Various devices such as a portable game device, an arcade game device shown in FIG. 1E, or an information processing device such as a personal computer (PC) or a tablet PC shown in FIG. 1F can be used.
- a wearable device HMD, watch-type device, etc.
- the terminal device TM may be used as the terminal device TM.
- Fig. 2 shows a configuration example of the game system of this embodiment.
- the configuration of the game system is not limited to that shown in FIG. 2, and various modifications such as omitting some of its components (each part) or adding other components are possible.
- the battle game realized by the game system of this embodiment may be a many-to-many battle. It can be a one-on-many (one-to-many enemy) match, a many-to-one (multiple allies against multiple enemies) match, or a one-on-one match.
- the opponent may be another player or an NPC (Non Player Character).
- NPC Non Player Character
- it may be a game in which a plurality of players form a party and cooperate to fight against NPC enemies.
- an AI Artificial Intelligence
- the AI-operated characters on the player side may be all or some of them.
- the game system includes a processing unit 100, a storage unit 170, and a communication unit 196.
- This game system can be realized, for example, by the server system 500 of FIG.
- the processing unit 100 performs game processing, selection processing, notification processing, management processing, communication processing, display processing, or sound processing based on various information, programs, or operation information stored in the storage unit 170. etc.
- Each process (each function) of this embodiment performed by each part of the processing unit 100 can be realized by a processor (a processor including hardware).
- each process of this embodiment can be implemented by a processor that operates based on information such as a program and a memory that stores information such as the program.
- the function of each section may be implemented by separate hardware, or the function of each section may be implemented by integrated hardware.
- a processor includes hardware, which may include circuitry for processing digital signals and/or circuitry for processing analog signals.
- the processor can be composed of one or more circuit devices (such as ICs) or one or more circuit elements (such as resistors and capacitors) mounted on a circuit board.
- the processor may be, for example, a CPU (Central Processing Unit).
- the processor is not limited to the CPU, and various processors such as GPU (Graphics Processing Unit) or DSP (Digital Signal Processor) can be used.
- the processor may be a hardware circuit based on ASIC.
- the processor may also include amplifier circuits, filter circuits, and the like that process analog signals.
- the memory storage unit may be a semiconductor memory such as SRAM or DRAM, or may be a register.
- it may be a magnetic storage device such as a hard disk device (HDD) or an optical storage device such as an optical disk device.
- the memory stores computer-readable instructions, and the processes (functions) of each part of the processing unit 100 are realized by executing the instructions by the processor.
- the instruction here may be an instruction set that constitutes a program, or an instruction that instructs a hardware circuit of a processor to operate.
- the processing unit 100 includes a game processing unit 102, a selection processing unit 104, a notification unit 106, a management unit 118, a display processing unit 120, and a sound processing unit 130. Note that the configuration of the processing unit 100 is not limited to this, and various modifications such as omitting some of these components or adding other components are possible.
- the game processing unit 102 performs various game processes for the player to play the game.
- Game processing includes, for example, processing for starting a game when a game start condition is satisfied, processing for progressing a started game, processing for ending a game when a game end condition is satisfied, or a game such as game results. It is a process of calculating the result, and the like.
- the game processing unit 102 can be realized by, for example, a game server. Specifically, for example, the game processing unit 102, the selection processing unit 104, the notification unit 106, the display processing unit 120, and the sound processing unit 130 can be realized by the game server.
- the game processing unit 102 controls the progress of the game for each player by managing various types of player information.
- Player information is stored in the player information storage unit 174 .
- the game processing unit 102 causes the terminal device TM to display a web page that constitutes a website that provides a game service, in response to a request from the terminal device TM.
- a web page is displayed by a web browser provided in the terminal device TM.
- the game processing unit 102 transmits new HTML data corresponding to the hyperlink to the terminal device TM, and the terminal device TM displays the web page based on the new HTML data.
- a page is displayed.
- the web pages are sequentially provided to the terminal device TM by the game processing unit 102 in accordance with the player's operation, so that the game can be progressed based on the player's operation on the terminal device TM. .
- each of the terminal devices TM performs processing for generating a game image such as a CG image, so that the game image is displayed on the display section of the terminal device TM.
- the selection processing unit 104 performs selection processing for game play elements.
- the notification unit 106 performs various notification processes for the opponent subject. Details of the selection processing unit 104 and the notification unit 106 will be described later.
- the management unit 118 performs, for example, player authentication processing. For example, a terminal device is used to authenticate a player who has logged in. This authentication processing is performed based on, for example, a password or account information entered by the player.
- the management unit 118 also performs various billing processes. For example, it performs charging determination processing, charging data creation processing, storage processing, and the like.
- the management unit 118 also performs various management processes. For example, it performs management processing of various services and management processing of various information.
- the management unit 118 can be implemented by, for example, a management server.
- the player performs a predetermined procedure to acquire an account.
- the player can play network games, use services on game sites, online shopping for items, exchange messages with other players, make friends, and so on. You will be able to use various services such as player registration.
- the management unit 118 also manages such player account information.
- the display processing unit 120 performs processing for displaying an image on the display unit of the terminal device TM.
- image generation data HTML data or the like
- the display unit of the terminal device TM can be implemented by, for example, an LCD, an organic EL display, a CRT, or an HMD.
- the sound processing unit 130 performs processing for outputting sound from the sound output unit of the terminal device TM. For example, it generates sound generation data for generating the sound (voice, game sound, effect sound).
- a sound output unit of the terminal device TM can be realized by a speaker, headphones, or the like.
- the terminal device TM has an operation unit.
- the operation unit is for the player, who is the user, to input various information such as operation information, and its functions include operation buttons, direction keys, analog sticks, levers, various sensors (angular velocity sensor, acceleration sensor, etc.). etc.), a microphone, or a touch panel display.
- a touch panel type display When a touch panel type display is used, a touch panel serving as an operation section and a display section serving as a display are provided integrally.
- the storage unit 170 serves as a work area for the processing unit 100, the communication unit 196, etc., and its function can be realized by a semiconductor memory, HDD, SSD, optical disk device, or the like.
- the storage section 170 includes a game play element information storage section 172 and a player information storage section 174 .
- the game play element information storage unit 172 stores various information about game play elements.
- the game play element information storage unit 172 stores parameter information, type information, image information, or the like of game play elements.
- the player information storage unit 174 stores various information about the player who is the user.
- the player information storage unit 174 stores the player's personal information (name, sex, date of birth, email address, etc.) as player information (user information).
- player account information player ID
- billing information for billing processing is associated with each account information of each player.
- the communication unit 196 communicates with an external device, and its function can be realized by hardware such as communication ASIC or communication processor, or communication firmware.
- the communication unit 196 which is a communication interface, performs various communication processes for communicating with the terminal devices TM (TM1 to TMn) via the network 510.
- FIG. 1 ASIC or communication processor, or communication firmware.
- the game system in FIG. 2 performs each process of the present embodiment based on the program of the present embodiment.
- This program is a program (a program for causing the computer to execute the processing of each unit) for functioning a computer (a device including an operation unit, a processing unit, a storage unit, and an output unit) as each unit of the present embodiment.
- This program is stored in, for example, an information storage medium. That is, the game system of this embodiment performs various processes of this embodiment based on the program (data) stored in the information storage medium.
- Information storage media which are computer-readable media, store programs and data, and their functions can be realized by optical discs, HDDs, semiconductor memories, and the like.
- a program (data) for causing a computer to function as each part of the present embodiment may be distributed via a network from an information storage medium possessed by a server system (host device).
- server system host device
- the use of information storage media by such server systems can also be included within the scope of this embodiment.
- the game system (server system) of this embodiment includes a game processing unit 102, a selection processing unit 104, and a display processing unit 120. Further, the program of this embodiment causes the computer to function as the game processing unit 102 , the selection processing unit 104 and the display processing unit 120 .
- the game processing unit 102 performs game processing for a battle game played by opponent subjects. For example, the game processing unit 102 performs game processing for a plurality of opponent subjects including a first opponent subject and a second opponent subject that is an opponent of the first opponent subject to play a competitive game. For example, the game processing unit 102 performs processing for starting the competitive game when the conditions for starting the competitive game are satisfied, processing for proceeding with the started competitive game, and ending the competitive game when the conditions for ending the competitive game are satisfied. processing, or processing for calculating the result of the battle game.
- a competition subject is a competition subject in a competition game, and is, for example, a team or a player. A team is also called a group.
- the team is composed of, for example, a plurality of players who play cooperatively.
- a match is played between a first team consisting of a plurality of players as a first opponent and a second team consisting of a plurality of players as a second opponent.
- game play elements such as characters and cards used by each player of the first team
- game play elements such as characters and cards used by each player of the second team are used to compete.
- a game is played.
- a plurality of players who constitute the opponent subject may include a player who acts by computer processing such as AI processing.
- the opponent is an individual player, the player uses a plurality of game play elements such as a plurality of characters and a plurality of cards.
- a plurality of game play elements such as a plurality of characters and a plurality of cards used by the first player who is the subject of the first battle, and a plurality of characters used by the second player who is the subject of the second battle.
- a battle game is played using a plurality of game play elements such as cards.
- the selection processing unit 104 performs selection processing of game play elements used by each opponent subject. For example, the selection processing unit 104 performs selection processing for causing each of the plurality of competition subjects to select a game play element to be used by each of the plurality of competition subjects in the competition game. For example, the selection processing unit selects a game play element used in the battle game by the first subject and a game play element used in the battle game by the second subject.
- a gameplay element is an electronic character, card, item, skill, avatar, or the like, and is an element of a player's gameplay in a game.
- Gameplay elements are also referred to as game media.
- the game processing unit 102 performs game processing such as progress processing of a competitive game performed using the electronic game play elements.
- the game processing unit 102 performs game processing of a competitive game using a plurality of game play elements possessed by a first opponent subject and a plurality of game play elements possessed by a second opponent subject.
- the selection processing unit 104 performs selection processing of game play elements used by each of the first battle subject and the second battle subject in such a battle game.
- the display processing unit 120 performs display processing for the competitive game. For example, the display processing unit 120 performs a process of displaying a game image for playing a battle game by each of the first opponent subject and the second opponent subject. For example, when the subject of the competition is a team, the display processing unit 120 performs processing for displaying a game image of the competition game on the terminal devices of the players forming the team. Further, the display processing unit 120 performs processing for displaying a game image of the competitive game on the terminal device of the player when the subject of the competition is the player.
- the selection processing unit 104 performs processing for changing predetermined settings when selecting game play elements. For example, the selection processing unit 104, when the first opponent subject gives a change instruction based on the ability of the first opponent subject or the ability of the gameplay element, the second opponent subject selects a gameplay element. change processing of the predetermined setting of . For example, the selection processing unit 104 determines that the predetermined setting when the second opponent subject selects the gameplay element is based on the ability of the first opponent subject or the ability of the gameplay element of the first opponent subject, and the first selection processing that can be changed depending on the subject of the match.
- a predetermined setting (predetermined condition) when selecting a gameplay element is, for example, a controllable (processable) setting (condition) in the selection process of the gameplay element, and for example, a setting to be processed in the selection process. and so on.
- the predetermined settings include setting the order in which gameplay elements are selected, setting hidden gameplay elements to be displayed, setting selectable gameplay elements to be unselectable, or setting selected gameplay elements to be unselectable. It is a setting for deselecting.
- the ability of the first opponent subject data such as an ability flag indicating that the first opponent subject has the ability is stored in the storage unit 170 in association with the information of the first opponent subject, for example.
- the abilities of gameplay elements data such as ability flags indicating that the gameplay elements have the abilities are stored in the storage unit 170 in association with the information of the gameplay elements, for example.
- the abilities of the gameplay elements of the first opponent are, for example, the abilities of the gameplay elements possessed or used by the first opponent.
- the change instruction may be performed by the first opponent subject's operation of the change instruction, or, for example, by the first opponent subject using or equipping the game play element. good too.
- the predetermined setting is, for example, the order in which gameplay elements are selected.
- the selection processing unit 104 changes the selection order of the game play elements of the second opponent subject when the first opponent subject issues a change instruction based on the ability.
- the selection order is, for example, the order in which game play elements are selected between the first opponent and the second opponent.
- the change in the selection order is, for example, not allowing the second opponent to select a game play element even though it is the selection order of the second opponent, or not allowing the second opponent to select a game play element even though it is not the selection order of the second opponent. For example, let the opponent subject select a game play element.
- the selection order may be changed in a random order.
- the predetermined setting is, for example, a setting to display a hidden game play element.
- the selection processing unit 104 changes the game play element set to the non-display state by the second opponent subject to the display state when the first opponent subject issues a change instruction based on the ability.
- the second opponent can set the gameplay elements to a hidden state to hide the gameplay elements that he or she uses.
- the selection processing unit 104 sets the second opponent subject, which has been set to the non-display state, to the display state.
- the player who constitutes the first opponent subject can visually recognize the game play elements of the second opponent subject set in the non-display state.
- the display state and non-display state of game play elements are states in which part or all of the information of the game play elements of the second opponent is visible or invisible to the first opponent.
- the gameplay element is a character or a card
- the image or name of the character or card may be set to a display state or a non-display state.
- the predetermined setting is, for example, a setting that makes a selectable gameplay element unselectable. Then, the selection processing unit 104 selects a game play element to be used by the second opponent subject from among the plurality of game play elements when the first opponent subject issues a change instruction based on the ability. Make settings that make at least one of the gameplay elements of the game unselectable. For example, during normal times, the second opponent subject can freely select a game play element to use from a plurality of game play elements that are selection candidates. When the first opponent gives a change instruction, the selection processing unit 104 sets at least one of the plurality of game play elements that are normally selectable to be unselectable.
- the gameplay element may be deleted from a plurality of gameplay elements that are candidates for selection, hidden on the gameplay element selection screen, changed to a different display mode on the gameplay element selection screen, or Even when the second opponent performs a selection operation for the game play element, the selection operation is not accepted.
- the predetermined setting is, for example, a setting that deselects the selected gameplay element. Then, the selection processing unit 104 sets the game play element selected by the second opponent subject to a deselected state when the first opponent subject issues a change instruction based on the ability. After setting the deselected state, the selection processing unit 104 sets an opportunity for the second opponent subject to select a game play element, and causes the second opponent subject to select the game play element again. For example, the selection processing unit 104 cancels the selection state of the gameplay element selected by the second opponent subject from among the selection candidate gameplay elements. After that, the selection processing unit 104 sets a game play element selection opportunity to cause the second opponent subject to select the game play element again.
- the selection order of the game play elements is changed to the order of the second opponent subject, thereby giving the second opponent subject an opportunity to select the game play elements. Then, when the second opponent subject selects a gameplay element, the selected gameplay element becomes a substitute gameplay element for the game play element set to the deselected state.
- the selection processing unit 104 performs a predetermined setting change process on the condition that the first opponent subject consumes predetermined game parameters. For example, in order to change a predetermined setting when selecting a game play element for the second opponent subject, a cost of consuming predetermined game parameters is required, and an instruction to change the predetermined setting is not given recklessly. make it
- a game parameter is a parameter used for game processing.
- the predetermined game parameter may be a parameter prepared for activating an ability to change a predetermined setting, or may be a status parameter for the first opponent, such as hit points or magic points. good.
- consumption of a predetermined game parameter may be consumption of billing points such as use of billing items.
- the selection processing unit 104 also performs processing to change the amount of consumption of a predetermined game parameter necessary for changing predetermined settings when a predetermined condition is satisfied. For example, the selection processing unit 104 performs processing for changing the amount of consumption of a predetermined game parameter necessary for changing predetermined settings. For example, the amount of consumption of a predetermined game parameter required to change a predetermined setting is not constant, and the selection processing unit 104 determines whether a predetermined condition is satisfied based on the compatibility relationship between opponent subjects, the difference in strength, or the usage history of game play elements. change the consumption required to change a given setting, if so.
- the amount of consumption of predetermined game parameters which is the cost required to change predetermined settings, is reduced, making it easier for the first opponent subject to change predetermined settings based on their abilities.
- the selection processing unit 104 causes the predetermined game parameter to be consumed with the changed consumption amount when an instruction to change the predetermined setting is received, and changes the predetermined setting. .
- the predetermined condition is a condition based on the compatibility relationship between the gameplay elements of the first competition subject and the gameplay elements of the second competition subject. Then, the selection processing unit 104 changes the amount of consumption of a predetermined game parameter necessary to change the predetermined setting when a predetermined condition based on the compatibility relationship is satisfied.
- the affinity relationship can be determined based on, for example, status parameters such as ability parameters and skill parameters of gameplay elements of the first competition subject and status parameters such as ability parameters and skill parameters of gameplay elements of the second competition subject. .
- compatibility parameters may be separately set between a plurality of gameplay elements, and based on this compatibility parameter, the compatibility relationship between the first competition-oriented gameplay element and the second competition-oriented gameplay element may be determined. good.
- the selection processing unit 104 for example, when the gameplay element selected by the second opponent subject has a poor compatibility with the game play element of the first opponent subject (when the affinity is disadvantageous to the second opponent subject) reduces the consumption required to change a given setting. This makes it easier for the first opponent subject to change the predetermined settings based on the ability. Also, the selection processing unit 104 selects the increases the consumption required to change a given setting. This makes it difficult for the first opponent subject to change the predetermined settings based on the ability.
- the predetermined condition is, for example, a condition based on the strength difference between the first opponent and the second opponent.
- the selection processing unit 104 changes the amount of consumption of a predetermined game parameter necessary to change the predetermined setting when a predetermined condition based on the strength difference is satisfied.
- the difference in strength between the first opponent and the second opponent is, for example, a game rank difference, a game level difference, an experience value difference, or an ability parameter of a gameplay element used between the first opponent and the second opponent main. can be determined based on the difference between Then, the selection processing unit 104 determines the amount of consumption required to change the predetermined settings when there is a relationship of strength difference such that the strength of the first opponent subject is lower than that of the second opponent subject, for example. Decrease.
- the selection processing unit 104 increases the amount of consumption required to change the predetermined setting when there is a difference in strength such that the strength of the first opponent subject is higher than that of the second opponent subject. Let This makes it difficult for the first opponent subject to change the predetermined settings based on the ability.
- the predetermined condition is, for example, a condition based on the usage history of the game play elements of the first opponent subject or the second opponent subject. Then, the selection processing unit 104 changes the amount of consumption required to change the predetermined setting when a predetermined condition based on the usage history is satisfied.
- the usage history of gameplay elements is the number of times the gameplay elements are used, the frequency of use, or the trend of usage. For example, the number of times of use is the number of times the game play element is used by the opponent, and the frequency of use is the frequency of use of the game play element by the opponent.
- the usage tendency is, for example, a tendency regarding what type of gameplay element the opponent has used in the past.
- the usage history of gameplay elements can be determined based on log information or the like recorded when the opponent uses the gameplay elements.
- the selection processing unit 104 tries to select a favorite gameplay element or the like, such as a type that the second opponent subject has used many times, has a high frequency of use, or prefers to use. If so, it reduces the consumption required to change a given setting. This makes it easier for the first opponent subject to change the predetermined settings based on the ability.
- the selection processing unit 104 attempts to select a game play element or the like that is not a favorite, such as a type in which the second opponent subject has a low number of uses, a low frequency of use, or a type that does not use it very much. If so, increase the consumption required to change a given setting. This makes it difficult for the first opponent subject to change the predetermined settings based on the ability.
- the game system also includes a notification unit 106 (the computer functions as the notification unit 106). Then, when the ability is used by the first opponent subject, the notification unit 106 notifies the second opponent subject that the ability has been used. For example, the notification unit 106, when the first opponent subject issues a change instruction to change a predetermined setting based on the ability of the first opponent subject or gameplay element, sends a notification to that effect to the second player. against the opposing subject.
- the notification may be, for example, notification using a notification screen, notification by displaying a display object such as a predetermined icon, or notification by sound.
- the selection processing unit 104 performs processing to prohibit some or all of the use of abilities by the first opponent subject when the second opponent subject receives the above notification and performs a predetermined operation. For example, when the first opponent subject notifies the second opponent subject that the ability to change a predetermined setting has been used, the selection processing unit 104 receives the second opponent subject's predetermined accept the operation. Then, when the second opponent subject performs a predetermined operation, the selection processing unit 104 performs an ability use prohibition process that prohibits part or all of the use of the ability by the first opponent subject. For example, the selection processing unit 104 performs the ability use prohibition process when the second opponent subject pays a cost equal to or greater than the cost required to use the ability of the first opponent subject.
- the selection processing unit 104 performs an ability usage prohibition process when the second opponent subject consumes a predetermined game parameter equal to or greater than the consumption amount of the first opponent subject.
- the game system and processing of the present embodiment shown in FIG. 2 described above can be realized in various ways, such as by the server system 500 shown in FIG. Implementation is possible.
- various programs such as application programs for smartphones, game programs for home-use game devices, game programs for PCs, browser game programs for smartphones and PCs, and programs for arcade game devices. Applicable.
- the game play element is a game character.
- the gameplay elements may be cards in a card-fighting game.
- the gameplay elements may be items and skills, and the technique of this embodiment can be applied to the process of selecting an item or skill to be used from among a plurality of selectable items or skills by the opponent.
- the subject of competition is, for example, a team composed of a plurality of players will be mainly described as an example, but the present embodiment is not limited to this, and the subject of competition may be an individual player. .
- FIG. 3 is an example of a screen for selecting a character, which is a gameplay element. This selection screen is also called a character pick screen.
- This selection screen is also called a character pick screen.
- an online competitive game is played between team A, which is the first subject of competition, and team B, which is the second subject of competition.
- team A and team B is composed of, for example, a plurality of players, and a character to be used by each player of team A is selected on the character selection screen as shown in C1 of FIG.
- characters CA1 to CA5 are selected as characters used by the first to fifth players forming team A.
- FIG. also, as shown in C1 of FIG. 3, a character to be used by each player of team B is selected on this character selection screen.
- characters CB1 to CB5 are selected as characters used by the sixth to tenth players forming team B.
- character selection has been completed up to characters CA1 and CA2 for team A, as indicated by C1.
- character selection has been completed for team B up to characters CB1 and CB2.
- the characters of each team are selected (picked) in a predetermined selection order, such as team A, team B, team A, team B, and so on.
- the team selection order is automatically set by, for example, a computer.
- the strategy of the battle depends on which characters and other game play elements are selected by the subject of the battle, such as the team and the players, before the battle game starts. For this reason, the selection of game play elements by the opponent subject is an important aspect that affects the progress of the game. Therefore, in this embodiment, the order of selecting gameplay elements is changed or hidden selected gameplay elements are changed based on the abilities of the opponents such as teams and players, or the abilities of gameplay elements such as characters and cards. Force disclosure, eliminate selectable gameplay elements, or allow opponents to deselect selected gameplay elements. By doing so, it becomes possible to disturb the strategy regarding the selection of the game play elements such as the opponent's opponent characters, and it is possible to realize the selection of the game play elements that are rich in development and full of realism.
- team A which is the first competition subject, issues an instruction to change a predetermined setting
- team A which is the first competition subject
- issues an instruction to change a predetermined setting will be mainly described as an example. It is possible to give an instruction to change a predetermined setting when selecting an element.
- the method of the present embodiment will mainly be described by taking as an example a case in which two opponents play a battle game, such as a first opponent and a second opponent.
- the method of the present embodiment can also be applied to the case where three or more opponent subjects participate in a competitive game, such as two opponent subjects and a third opponent subject.
- FIG. 4 is a flowchart for explaining the processing of this embodiment.
- the game system displays a selection screen for game play elements (step S1). For example, a character selection screen as shown in FIG. 3 is displayed.
- the game system then executes a game play element selection process (step S2).
- the game system executes a selection process in which the opponent subject selects game play elements in a predetermined selection order such as team A, team B, team A, team B, and so on.
- the game system determines whether or not the first opponent subject has issued a change instruction based on the ability of the first opponent subject or the game play element (step S3).
- the players of team A who are the first opponents, issue instructions to change predetermined settings when selecting game play elements based on their abilities (skills). Decide whether you went or not.
- the game system determines whether or not an instruction to change a predetermined setting has been issued based on the ability of the game play element such as the character or item possessed or equipped by the first opponent subject. Then, in the game system, when a change instruction is given, the second opponent subject performs a predetermined setting change process when selecting a game play element (step S4).
- the game system performs a process of changing the selection order of game play elements, a process of changing a display state, and the like, as the process of changing predetermined settings. Then, the game system determines whether or not the selection of the game play elements has been completed (step S5), returns to step S2 if not completed, and terminates the process if completed.
- the first opponent subject, the second opponent subject, and the like perform the game processing for playing the battle game, and the game play elements used by each opponent subject in the battle game are set for each battle.
- a selection process is performed to allow the subject to make a selection.
- the second change processing of a predetermined setting when the opponent subject selects a game play element when the first opponent subject issues a change instruction based on the ability of the first opponent subject or the ability of the game play element, the second change processing of a predetermined setting when the opponent subject selects a game play element. That is, it is possible to change a predetermined setting associated with the selection of game play elements. In this way, the first opponent can use the ability to change the predetermined settings associated with the selection of gameplay elements for the second opponent.
- FIG. 5 is a flowchart explaining detailed processing of this embodiment.
- the game system determines whether or not the predetermined setting instructed to be changed by the first opponent subject is the selection order of game play elements (step S11). Then, in the case of such settings, the game system changes the selection order of the game play elements of the second opponent (step S12). For example, the default selection order set by the computer is changed to a different selection order. Also, the game system determines whether or not the predetermined setting instructed to be changed by the first opponent subject is a setting to display a hidden game play element (step S13). Then, in the case of such settings, the game system changes the game play element set to the non-display state by the second opponent subject to the display state (step S14).
- the game play elements of the second opponent that the second opponent set to be hidden in order to be hidden from the first opponent are set to be displayed.
- the game system also determines whether or not the predetermined setting instructed to be changed by the first opponent subject is a setting that disables the selectable game play elements (step S15).
- the game system selects at least one of the plurality of gameplay elements when the second opponent subject selects a gameplay element to use from the plurality of gameplay elements. It is set to disabled (step S16). For example, when the second opponent subject selects a game play element, the second opponent subject cannot select at least one game play element among a plurality of game play elements that are candidates for selection.
- the predetermined setting is the setting of the order of selection of game play elements.
- the selection order of the game play elements of the second opponent subject is changed.
- the first opponent can use the ability to change the order in which the second opponent chooses game play elements.
- a first competing entity can influence the selection of gameplay elements of a second competing entity that govern the strategy of the competitive game.
- FIG. 6(A) shows the default normal selection order for Team A, which is the first opponent, and Team B, which is the second opponent.
- characters are selected by draft pick.
- team A first selects character CA1, which is the first character, and then team B selects character CB1, which is the first character. That is, each of team A and team B selects a desired character from a plurality of characters CS1, CS2, CS3, CS4, . . . displayed in C3 of FIG.
- Team A selects its second character, character CA2, and team B then selects its second character, character CB2.
- the characters of team A and team B are selected in the order of characters CA3, CB3, CA4, CB4, CA5 and CB5.
- Team A the first opponent, activates its ability (skill) to change the selection order of Team B, the second opponent. That is, in FIG. 6A, team B was able to select character CB2 in the fourth selection order, whereas in FIG. Having selected character CA3, team B selects character CB2 in the fifth selection order, as shown at D2. That is, the selection order of team B is moved down by one and skipped. In this way, if team A wishes to select a character before team B among the selection candidates shown in C3 of FIG. By moving down as shown in , a desired character can be selected, and the battle game can be advanced advantageously.
- Team A activates its ability and changes the selection order of Team B. That is, in FIG. 6A, team A selects the character CA3 in the fifth selection order, whereas team B selects the character CA3 in the fifth selection order in FIG. selects the character CB3. Team B selects characters CB4 and CB5 in the sixth and seventh times, and team A selects characters CA3, CA4 and CA5 in the eighth, ninth and tenth times. That is, the selection order of team B is advanced so that the characters can be selected continuously. By advancing the selection order of team B in this way, team A allows team B to select a character first, and after confirming the character selected by team B, team A can select its own character. For example, team A can select a character that is compatible with the character selected by team B and has a high probability of winning, thereby making it possible to proceed with the competitive game in an advantageous manner.
- the ability to change a predetermined setting can be used by, for example, a player of Team A by activating the ability.
- the predetermined setting is changed.
- the ability to change predetermined settings may be activated by using team A characters or items.
- a first player may be allowed to freely determine the order in which gameplay elements are selected for a second player. That is, the first opponent subject may be allowed to freely determine the order in which the game play elements of the second opponent subject should be selected.
- the selection of the gameplay elements of the second opponent subject can be made after the selection of all the gameplay elements of the first opponent subject is completed, or conversely, all the games of the second opponent subject can be selected.
- the play element is selected first, and then the first opponent subject is allowed to select the game play element.
- the first opponent subject can freely determine the order of selection of arbitrary game play elements of the second opponent subject.
- the mode of changing the selection order of gameplay elements may be determined according to the abilities used by the first opponent subject. For example, the ability to move down one turn, the ability to move up one turn, the ability to move down the turn of a predetermined number of people by a predetermined number, the ability to move up the turn of a predetermined number of people by a predetermined number, etc.
- the method of carry-over may be uniquely determined.
- changing the selection order by using the ability may, for example, change the selection order to a random order.
- the ability is used by the first opponent subject, the previously selected gameplay elements are deselected, all are shuffled, and game play elements for each team are randomly selected and determined. good too.
- selection of gameplay elements by draft pick may be switched to selection of gameplay elements by blind pick.
- the predetermined setting is a setting to display the hidden game play element. Then, when the first opponent subject issues a change instruction based on the ability, the game play element set to the non-display state by the second opponent subject is changed to the display state. In this way, the game play elements set in the non-display state by the second opponent subject are forcibly disclosed, and what kind of gameplay element the second opponent subject has selected is displayed by the first player. It is possible to visually recognize the opponent.
- team A uses the setting change ability to change the character CB3, which was set to the hidden state by team B, to the displayed state.
- team A can recognize what kind of character the character CB3 selected by team B is, and can make an effective strategy for fighting against this character CB3.
- team A can confirm the displayed character CB3 of team B and select a character that is compatible with the character CB3, thereby making it possible to advance the battle game advantageously.
- the display state and non-display state of the game play elements are states in which part or all of the information of the game play elements of the second opponent is visible or invisible to the first opponent.
- the image of the character CB3 is changed from the non-display state to the display state, but the present invention is not limited to this.
- the status, equipment items, skills, etc. of the character CB3 may be changed from the non-display state to the display state.
- the image of the character CB3 may remain hidden, and the status, equipment items, skills, etc. of the character CB3 may be changed from hidden to displayed, or vice versa.
- team A can formulate a strategy for defeating character CB3.
- the image of the character CB3 may remain in the non-display state, and the attribute of the character CB3 may be changed from the non-display state to the display state.
- attributes such as short-distance type, long-distance type, swordsman type, or wizard type may be changed from hidden state to displayed state.
- team A can formulate an effective strategy for winning against the character CB3.
- the predetermined setting is a setting that disables selectable game play elements. Then, when the first opponent subject issues a change instruction based on ability, when the second opponent subject selects a gameplay element to use from among the plurality of gameplay elements, at least Set one to be unselectable. In this way, when the second opponent chooses a game play element, at least one of the plurality of candidate game play elements is made unselectable so that the second opponent cannot select it. it becomes possible to
- team A and team B can select a desired character from the selection candidate characters CS1, CS2, CS3, CS4, .
- team A uses abilities to disable team B from selecting characters CS2, CS3, for example.
- team B cannot select characters CS2 and CS3 when selecting a desired character from the selection candidate characters.
- Making a character unselectable is also called a character ban, but in this embodiment, team A is allowed to ban a character when team B selects a character based on their abilities. For example, a normal character ban is performed in advance before character selection is performed. to
- disabling the selection of gameplay elements such as disabling the selection of specific attributes or specific types of gameplay elements, or disabling the selection of gameplay elements belonging to a specific group. may be disabled.
- the display frame of the unselectable game play element may be filled with a predetermined color such as black.
- the unselectable gameplay element may continue to be unselectable in the game after the ability is activated, or the second opponent-based gameplay element when the ability is activated may be rendered unselectable. It may be made unselectable only at the time of selection. Also, as shown in FIG. 8, when a game play element such as a character becomes unselectable, the number of game play elements that are candidates for selection decreases. Adjustments may be made to the number of gameplay elements.
- FIG. 9 is also a flowchart for explaining detailed processing of this embodiment.
- the game system determines whether or not the predetermined setting instructed to be changed by the first opponent subject is a setting that deselects the selected game play element (step S21). Then, when the game system determines that such settings are made, the game play element selected by the second opponent subject is set to a deselected state (step S22). For example, a setting is made such that the game play element selected by the second opponent is not selected. Then, an opportunity to select a game play element is set for the second opponent subject, and the game play element is selected again (step S23). For example, on the game play element selection screen, the second opponent subject selects a game play element to replace the deselected gameplay element.
- the predetermined setting is a setting that deselects the selected gameplay element. Then, when the first opponent subject issues a change instruction based on the ability, the game play element selected by the second opponent subject is set to a deselected state. After setting the deselected state, the second opponent subject is given an opportunity to select a game play element, and is made to select the game play element again. In this way, even when the second opponent selects a game play element, it is possible to cancel the selected state of the selected game play element so that it has not been selected. Then, it becomes possible to cause the second opponent subject to select a game play element to replace the game play element whose selection state has been canceled.
- FIG. 10(A) team B has selected character CB3, but team A uses an ability to cancel the selected state of character CB3. This means that team B did not select character CB3.
- FIG. 10(B) after the deselection of FIG. 10(A), team B is given an opportunity to select a character, and another character CB3 is selected again.
- the character CB3 in FIG. 10A and the character CB3 in FIG. 10B are different characters having different abilities, statuses, appearances, and the like. That is, when selecting again, the character whose selection has been canceled cannot be selected.
- team B may select a character with high ability, such as a special rank, or may select a character that is incompatible with the corresponding character of team A and may result in team A losing.
- team A can proceed with the competitive game advantageously by allowing team A to cancel the selected state of the character selected by team B based on the ability.
- FIG. 11 is a flow chart explaining the process of changing the settings for selecting game play elements on the condition that game parameters are consumed.
- the game system determines whether or not the first opponent subject has given an instruction to change a predetermined setting (step S31). For example, it is determined whether an instruction to change a predetermined setting as described with reference to FIGS. 4 to 10B has been issued. Then, the game system determines whether or not a predetermined condition is satisfied when such settings are made (step S32). Then, when a predetermined condition is satisfied, the game system changes the amount of consumption of the predetermined game parameter necessary for changing the predetermined setting (step S33). Next, the game system consumes predetermined game parameters of the first opponent subject, and performs processing for changing predetermined settings (step S34). That is, the process of changing the predetermined settings for the game play element of the second battle subject is performed.
- predetermined setting change processing is performed on the condition that the first opponent subject consumes predetermined game parameters.
- predetermined game parameters For example, on the condition that points for activating abilities, game points such as hit points and magic points, and billing points are consumed, a change in a predetermined setting during the second battle-based gameplay element can be changed to the first player. Permission to the opponent subject.
- Become As a result, for example, it is possible to prevent the game balance from collapsing due to the first opponent subject recklessly issuing an instruction to change a predetermined setting.
- processing is performed to change the amount of consumption of a predetermined game parameter necessary for changing predetermined settings when a predetermined condition is satisfied. For example, when a consumption amount change condition, which is a predetermined condition, is satisfied, the consumption amount required to change the predetermined setting is changed. By doing so, it is possible to change the amount of consumption of the predetermined game parameter required for the predetermined setting according to various situations. For example, by allowing the consumption of a small amount of game parameters to change the predetermined settings in the selection of game play elements for the second player, the first player will be able to use his abilities more easily. Alternatively, conversely, if a predetermined setting cannot be changed without consuming a large amount of game parameters, it becomes difficult for the first opponent subject to use the ability.
- FIG. 12 is a flowchart for explaining the process of determining a predetermined condition for changing the game parameter consumption amount.
- the game system acquires information on the compatibility between the game play elements of the first opponent subject and the game play elements of the second opponent subject (step S41). For example, compatibility information such as compatibility between game play elements is acquired.
- the game system also acquires information on the strength difference between the first opponent subject and the second opponent subject (step S42). For example, the information of the strength difference based on the game rank difference, the game level difference, or the difference in the ability parameter of the game play element is obtained.
- the game system also acquires information on the usage history of the game play elements of the first opponent subject or the second opponent subject (step S43).
- usage history information such as the number of uses, frequency of use, or trend of use of gameplay elements is obtained. Then, the game system determines whether a predetermined condition is satisfied based on the obtained compatibility relationship, strength difference, or usage history (step S44). That is, it is determined whether the predetermined condition in step S32 of FIG. 11 is satisfied.
- the predetermined condition is based on the compatibility relationship between the gameplay element of the first opponent subject and the gameplay element of the second opponent subject. It is a condition. Then, when a predetermined condition based on the compatibility relationship is satisfied, the amount of consumption necessary for changing the predetermined setting is changed. In this way, when a predetermined condition based on whether the compatibility between the game play element of the first opponent subject and the game play element of the second opponent subject is good or bad, the predetermined setting is satisfied. The amount of consumption of a predetermined game parameter required for the change of is changed.
- the amount of game parameters required to change the settings can be reduced. , makes it easier for the first opponent to use the ability to change the predetermined settings. As a result, for example, the first opponent subject can use the ability to easily issue a change instruction such as setting the selected anti-character to a deselected state.
- the game parameters required to change the predetermined settings when selecting the subsequent game play elements are determined. Consumption can be changed.
- the predetermined condition is, for example, a condition based on the strength difference between the first opponent and the second opponent. Then, when a predetermined condition based on the strength difference is satisfied, the amount of consumption required to change the predetermined setting is changed. In this way, when a predetermined condition is satisfied based on whether the difference in strength between the first opponent subject and the second opponent subject is large or small, or which of the two has higher or lower strength, The amount of consumption of a predetermined game parameter required for changing a predetermined setting is changed. For example, if there is a difference in strength or rank between the first opponent subject and the second opponent subject, the use of abilities can be used as one way of adjusting the power balance.
- the first opponent subject can obtain a predetermined amount based on ability. It becomes easier to change the settings of and adjust the power balance. Also, if the first opponent subject is stronger than the second opponent subject, by increasing the amount of consumption required to change the predetermined settings, the first opponent subject is given a predetermined amount based on ability. It becomes difficult to change the setting of , and you can adjust the power balance.
- the predetermined condition is a condition based on the usage history of the game play elements of the first opponent or the second opponent. Then, when a predetermined condition based on the usage history is satisfied, the amount of consumption necessary for changing the predetermined setting is changed. In this way, when a predetermined condition based on the usage history of the game play elements of the first opponent subject and the second opponent subject is satisfied, the consumption of the predetermined game parameter necessary to change the predetermined setting. amount will change. For example, in a competitive game, there are highly popular characters that are frequently used by the players of the team, such as those that have been used many times or have a high frequency of use.
- the amount of consumption of the predetermined game parameters required for changing the settings is reduced. This makes it easier for the first opponent subject to issue a setting change instruction to disable selection of such a character or cancel the selection state, thereby adjusting the game balance.
- the second opponent tries to select or selects an unpopular character whose usage frequency or frequency of use is low, the amount of consumption of predetermined game parameters required for changing the settings is increased. This makes it difficult for the first opponent subject to issue a setting change instruction to disable selection of such a character or cancel the selection state, thereby adjusting the game balance.
- FIG. 13 is a flow chart explaining the process of notifying when the ability to change gameplay elements is used.
- the game system determines whether or not the ability to change a predetermined setting has been used by the first opponent subject (step S51). Then, when the ability is used, the game system notifies the second opponent subject that the ability has been used (step S52). For example, notification using a notification screen or notification by displaying a display object such as a predetermined icon is performed.
- the game system determines whether or not the second opponent who has received the notification has performed a predetermined operation (step S53). A process for prohibiting part or all of the use of the ability by is performed (step S54).
- the second opponent subject when the ability is used by the first opponent subject, the second opponent subject is notified that the ability has been used. do it against In this way, when the first opponent subject uses the ability to change the predetermined setting in the selection of the game play element of the second opponent subject, the fact that the ability has been used is notified to the second opponent subject. It becomes possible to inform the opponent subject of Therefore, the second opponent subject can recognize from the notification that the predetermined settings such as the order of selection of game play elements have been changed due to the use of the ability of the first opponent subject. .
- steps S53 and S54 in FIG. 13 when the second opponent subject receives the notification and performs a predetermined operation, part of the use of the ability by the first opponent subject or Prohibit all.
- the second opponent who has received the notification that the first opponent has used the ability performs a predetermined operation, thereby allowing the first opponent to partially use the ability. Or you can prevent all of them, and you can adjust the game balance.
- Team A is notified that the ability to continuously select characters has been activated.
- Consecutive selection of characters means moving down the selection order of the characters of team B.
- FIG. For example, it is notified that the ability to change the setting of the selection order as described with reference to FIGS.
- a screen is displayed for the player of team B who has received this notification to perform a predetermined operation to block the continuous selection ability. Specifically, a screen for selecting whether or not to prevent team A from activating the ability of continuous selection using the continuous selection invalid item is displayed. This allows the players of team B to prevent team A from activating the continuous selection ability.
- the prohibition processing by the second opponent subject's predetermined operation may be processing that prohibits part of the use of abilities by the first opponent subject.
- the first player activates the ability to continuously select four characters
- the second player who has been notified of this activates a predetermined operation, for example, one of the four characters can be continuously selected. A part is prohibited, and prohibition processing is executed to make, for example, continuous selection of two characters.
- the first opponent subject activates the ability to display the character that was hidden by the second opponent subject, and the second opponent subject being notified of this activates the ability to display the character
- the second opponent subject performs a predetermined operation.
- Inhibition processing is executed to display only part of the information such as skills and attributes of the character that has been turned on.
- game play elements may be selected by draft picks during normal times, and, for example, when the first opponent uses an ability, draft picks may be switched to brand picks.
- special rank characters who have extremely high abilities and a high probability of winning in battle, and the fact that the character is a special rank may not be disclosed in the game.
- the selection of a special-ranked character by the second opponent is prohibited or restricted.
- the selection of special rank characters may be entirely prohibited, or the number of selectable special rank characters may be limited.
- Processing unit 102 Game processing unit 104
- Selection processing unit 106 ... Notification unit 118... Management unit 120
- Display processing unit 130 ... Sound processing unit 170
- Storage unit 172 Game play element information Memory unit 174
- Player information storage unit 196 Communication unit 500 Server system 510 Network CA1 to CA5, CB1 to CB5, CS1 to CS4 Character TM1 to TMn, TM Terminal device
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| JP2021052715A JP7721296B2 (ja) | 2021-03-26 | 2021-03-26 | ゲームシステム及びプログラム |
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| JP2024068990A (ja) * | 2022-11-09 | 2024-05-21 | 任天堂株式会社 | ゲームプログラム、情報処理システム、および情報処理方法 |
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| JP2004222989A (ja) * | 2003-01-23 | 2004-08-12 | Namco Ltd | ゲーム情報、情報記憶媒体及びゲーム装置 |
| US20160030840A1 (en) * | 2013-06-27 | 2016-02-04 | Sport Gamet International Llc | Stack roster fantasy sports game and platform |
| KR101665040B1 (ko) * | 2015-05-06 | 2016-10-11 | 주식회사 엔씨소프트 | 온라인 게임에서의 강제픽 처리방법 및 시스템 |
| JP2019042020A (ja) * | 2017-08-31 | 2019-03-22 | 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 |
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2021
- 2021-03-26 JP JP2021052715A patent/JP7721296B2/ja active Active
- 2021-12-03 WO PCT/JP2021/044422 patent/WO2022201643A1/ja not_active Ceased
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2025
- 2025-07-30 JP JP2025126807A patent/JP2025146975A/ja active Pending
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| JP2004222989A (ja) * | 2003-01-23 | 2004-08-12 | Namco Ltd | ゲーム情報、情報記憶媒体及びゲーム装置 |
| US20160030840A1 (en) * | 2013-06-27 | 2016-02-04 | Sport Gamet International Llc | Stack roster fantasy sports game and platform |
| KR101665040B1 (ko) * | 2015-05-06 | 2016-10-11 | 주식회사 엔씨소프트 | 온라인 게임에서의 강제픽 처리방법 및 시스템 |
| JP2019042020A (ja) * | 2017-08-31 | 2019-03-22 | 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 |
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|---|---|
| JP7721296B2 (ja) | 2025-08-12 |
| JP2022150221A (ja) | 2022-10-07 |
| JP2025146975A (ja) | 2025-10-03 |
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