WO2023127578A1 - 情報処理プログラム、情報処理方法、ゲーム装置および情報処理システム - Google Patents

情報処理プログラム、情報処理方法、ゲーム装置および情報処理システム Download PDF

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Publication number
WO2023127578A1
WO2023127578A1 PCT/JP2022/046695 JP2022046695W WO2023127578A1 WO 2023127578 A1 WO2023127578 A1 WO 2023127578A1 JP 2022046695 W JP2022046695 W JP 2022046695W WO 2023127578 A1 WO2023127578 A1 WO 2023127578A1
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WIPO (PCT)
Prior art keywords
character
game
race
player
screen
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Ceased
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PCT/JP2022/046695
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English (en)
French (fr)
Japanese (ja)
Inventor
篤志 佐藤
洋平 山岸
祐貴 西
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Cygames Inc
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Cygames Inc
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Priority to KR1020247021347A priority Critical patent/KR20240108543A/ko
Priority to CN202280092049.7A priority patent/CN118715046A/zh
Publication of WO2023127578A1 publication Critical patent/WO2023127578A1/ja
Priority to US18/752,230 priority patent/US20240342602A1/en
Anticipated expiration legal-status Critical
Ceased legal-status Critical Current

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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
    • A63F13/60Generating 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
    • A63F13/50Controlling 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
    • A63F13/533Controlling 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 for prompting the player, e.g. by displaying a game menu
    • 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
    • A63F13/70Game 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
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/822Strategy games; Role-playing games
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/825Fostering virtual characters

Definitions

  • the trained character does not necessarily have parameters that are advantageous for the event game. Therefore, for example, it has been difficult to increase the willingness to play games.
  • FIG. 57C is a diagram explaining the play mode selection screen.
  • FIG. 57D is a diagram illustrating a daily race entry character selection screen.
  • FIG. 58A is a diagram explaining a skip setting screen.
  • FIG. 58B is a first diagram for explaining the skip result display screen.
  • FIG. 58C is a second diagram for explaining the skip result display screen.
  • FIG. 58D is a third diagram for explaining the skip result display screen.
  • FIG. 59 is a diagram for explaining the specific event race screen.
  • FIG. 60A is the first diagram for explaining a display example of the special race selection operating section.
  • FIG. 60B is a second diagram for explaining a display example of the special race selection operating section.
  • FIG. 60C is a third diagram for explaining a display example of the special race selection operation section.
  • FIG. 60A is the first diagram for explaining a display example of the special race selection operating section.
  • FIG. 60B is a second diagram for explaining a display example of the special race selection
  • each factor has its activation timing and activation conditions set. Therefore, even if the succeeding character has the factor, if the activation condition is not met at the timing of activation, the effect is not brought to the main character.
  • the activation probability of level 3 aptitude factors is set to 5%
  • the activation probability of level 2 aptitude factors is set to 3%
  • the activation probability of level 1 aptitude factors is set to 1%. ing.
  • the aptitude parameter corresponding to the aptitude factor increases.
  • the upper limit of each aptitude is raised from A to S. Therefore, in the 30th and 54th turns, the value of the aptitude parameter can be raised to S by activating the aptitude factor.
  • FIG. 13A is a diagram explaining compatibility determination targets
  • FIG. 13B is a diagram explaining compatibility determination items.
  • No. 1 to No. Seven determination targets up to 7 are provided.
  • the first determination target (No. 1) is the current main character and the breeding character of the first succession generation in the first succession group.
  • the second determination target (No. 2) is the current main character and the breeding character of the first succession generation in the second succession group.
  • R rarity support cards have an upper limit of level 20
  • SR rarity support cards have an upper limit of level 25
  • SSR rarity support cards have an upper limit of level 30.
  • the support character and the specific character are registered as team members from the beginning of the training main game, but the support character and the specific character are registered as sub-members at the start of the training main game and then , may be registered as a team member at a predetermined timing.
  • a hint event For example, if a hint event occurs, you can get a skill hint. Once the skill hint is obtained, the player can acquire the skill by consuming skill points. There are multiple types of skills, and each skill may trigger a specific ability. Activation conditions and effects are defined for each skill, and the predetermined effects are activated when each activation condition is met. Skills may be activated during individual races and team races, which will be described later.
  • FIG. 28A is the first diagram for explaining the skill screen 230.
  • FIG. FIG. 28B is a second diagram illustrating the skill screen 230.
  • FIG. When the skill operation section 217 of the game screen 210 is operated, the skill screen 230 shown in FIG. 28A is displayed on the display 26.
  • each training level is set to "Level 1" and the team ranking is 99th or higher and 60th or lower, each training level is set to "Level 2" and the team ranking is 59th or higher. And if it is 30th or lower, each training level is set to "level 3", and if the team ranking is 29th or higher and 10th or lower, each training level is set to "level 4", When the team ranking is ninth or higher, each training level is set to "level 5".
  • the events to appear or the events that can appear are set in advance for each turn and for each type of event.
  • this story event a story is reproduced that prompts the player to select a team name.
  • a total of five types of team names are provided by adding a preset default team name to the four team names proposed by the four specific characters.
  • the probability of "appearing" is not affected by the registered support card. In other words, in each turn, the probability of determining that a support event will appear is common regardless of which support card is registered. On the other hand, when the "appearance" of the support event is determined, the content of the support event is determined, but at this time, the probability that the content of the support event is determined changes depending on the registered support card. .
  • FIG. 40A is a diagram explaining a fixed increase value (for special training) table.
  • the value (fixed increase value) by which the ability parameter of the team member subject to special training is increased by the special training event is determined.
  • a range of values (fixed increase values) for increasing the ability parameter of the team member subject to special training is set according to the type of training performed.
  • a value (fixed increase value) within the range set in FIG. 40A is determined by lottery.
  • the player can display the factor information acquired by the breeding character on the breeding completion screen 330 .
  • breeding character generated as described above can be entered in various races other than breeding games.
  • a team competition game, a practice match, a room match, a daily race, and an event race (second game) are provided as racing games in which breeding characters can run.
  • FIG. 42D is a diagram explaining the breeding character list screen 420.
  • the player can select a registered character. Specifically, an image of the breeding character in the provisionally selected state and an ability parameter display field 421 are displayed at the top of the breeding character list screen 420 .
  • the ability parameter display column 421 displays the ability parameter of the breeding character in the provisionally selected state.
  • the character details dialog 185A is displayed on the display 26.
  • the competing teams are extracted based on the currently set total score of the player team.
  • a team with a higher score than the overall evaluation score of the player team within a first range for example, a range of +8000 points to +10000 points
  • a difference between the overall evaluation score of the player team and the second range for example, - 2000 points to +2000 points
  • a team with a score lower than the overall evaluation score of the player team within a third range e.g. -8000 points to -10000 points.
  • FIG. 43C is the first diagram for explaining the result list screen 460.
  • FIG. FIG. 43D is a second diagram illustrating the result list screen 460.
  • FIG. 44 is a diagram explaining the overall race result screen 470.
  • FIG. Character images of the leaders of the five teams are displayed in the upper part of the total race result screen 470, and the wins and losses of the teams and the total race points of the player teams are displayed below them.
  • race points are determined for each registered character that has entered the race according to preset point awarding conditions.
  • a training partner registration function is provided that allows a trained character trained by another player, such as a friend, to be registered as a training partner. Training characters of other players registered as practice partners by the practice partner registration function are displayed on the running character selection screen 520 .
  • “participation” includes “running” in which one's training character is entered in a battle race held by another player, and “running” in which one's training character is not entered in a battle race held by another player. Includes “spectator” to simply watch. Also, here, when a battle race is to be “held,” the player needs to have his/her breeding character enter the race. However, even when a competitive race is “held”, it may be possible to select between "running” and "watching”.
  • Each type of race that can be held has a stipulated number of participants.
  • a prescribed number is set as the number of runners, which is predetermined for each race type of the race to be held.
  • a private slot is a slot exclusively for players who have a predetermined relationship with the host player.
  • the player having a predetermined relationship is, for example, a player set as a friend such as a follower by the host player, a player belonging to the same circle as the host player, or the like.
  • a training rank is a parameter that classifies a character's ability, and is derived based on the ability parameter.
  • the player can set the breeding rank of characters who can participate in the competition race to a predetermined rank or higher.
  • the training rank is set to "no designation". This "no specification" means that characters of all breeding ranks can run in the held race.
  • the daily race has a normal mode and a skip mode as play modes.
  • the daily race is executed in normal mode
  • the skip operation section 653c is tapped
  • the daily race is executed in skip mode.
  • the normal mode is a play mode in which the daily races are run once each. When the normal mode is selected, it is possible to reproduce the race video for one daily race, or to display only the race result without reproducing the race video.
  • FIG. 59 is a diagram explaining the specific event race screen 680.
  • FIG. 59 When the specific event icon 108 displayed on the home screen 100 is tapped, the specific event race screen 680 shown in FIG. 59 is displayed.
  • the specific event race screen 680 shown in FIG. 59 displays a normal race selection operation section 681a, a special race selection operation section 681b, a breeding game operation section 104, a point exchange selection operation section 681c, and a return operation section 681d.
  • the player can select the normal event race by tapping the normal race selection operation section 681a. Also, the player can select a special event race by tapping a later-described race start operation section 681f of the special race selection operation section 681b.
  • the special event race has a time limit. Therefore, the special event race ends after a predetermined period of time has passed since the start of the special event race.
  • the predetermined time is, for example, 10 minutes.
  • the player can play the special event race any number of times within the time limit of the special event race until he or she obtains a predetermined order of finish (for example, first place).
  • FIG. 60D shows a state in which the order of finish for the special event race has not been confirmed even once, and the retry bonus has not yet occurred.
  • the description of the retry bonus is displayed as "not yet generated", and the player can understand that the retry bonus has not yet been generated by looking at this description.
  • the finishing order of the special event race is fixed and the trained character does not get first place in the special event race, the first retry bonus is generated.
  • an event point exchange screen (not shown) is displayed.
  • the player can exchange event points for arbitrary rewards on the event point exchange screen.
  • the breeding character can acquire the event skill of skill level 2 corresponding to the factor level 2.
  • the breeding game execution unit 701a refers to the event occurrence determination table and determines whether or not to cause the support event to appear (P13-7). Then, if it is decided to make the support event appear, that is, if it is the support event appearance turn (YES in P13-7), the content of the support event (event ID) is determined based on the event content determination table, Store (P13-8).
  • team race results may be derived at server 1000 .
  • the player terminal 1 transmits to the server 1000 information requesting derivation of the team race result and information necessary for deriving the team race result. Then, the player terminal 1 may receive the team race result derived by the server 1000 .
  • the breeding game execution unit 701a causes a hint event to appear based on the hint event information related to the selected training item. (P21-9). If a plurality of hint event information are stored for the selected training item, any one hint event appears. Also, the breeding game execution unit 701a updates the skill information related to the main character stored in the game information storage unit 751 based on the hint event information that appeared in P21-9 (P21-10).
  • story screens There are multiple story screens for each character, and some story screens have release conditions. Some story screens have dearness points set as release conditions, and when the dearness points reach or exceed a threshold, the player can view the story screen.
  • the event race execution unit 703a executes race result information storage processing to store the received race result information in the game information storage unit 751 (P202).
  • the event race execution unit 703a also executes event race control processing for controlling the event race (P203).

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PCT/JP2022/046695 2021-12-28 2022-12-19 情報処理プログラム、情報処理方法、ゲーム装置および情報処理システム Ceased WO2023127578A1 (ja)

Priority Applications (3)

Application Number Priority Date Filing Date Title
KR1020247021347A KR20240108543A (ko) 2021-12-28 2022-12-19 정보 처리 프로그램, 정보 처리 방법, 게임 장치 및 정보 처리 시스템
CN202280092049.7A CN118715046A (zh) 2021-12-28 2022-12-19 信息处理程序、信息处理方法、游戏装置和信息处理系统
US18/752,230 US20240342602A1 (en) 2021-12-28 2024-06-24 Non-transitory computer readable medium, information processing method, game device, and information processing system

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JP2021-215172 2021-12-28
JP2021215172A JP7193608B1 (ja) 2021-12-28 2021-12-28 情報処理プログラム、情報処理方法、ゲーム装置および情報処理システム

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US18/752,230 Continuation US20240342602A1 (en) 2021-12-28 2024-06-24 Non-transitory computer readable medium, information processing method, game device, and information processing system

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JP7574989B2 (ja) * 2022-07-28 2024-10-29 任天堂株式会社 情報処理プログラム、情報処理装置、情報処理方法、および情報処理システム
JP7574988B2 (ja) * 2022-07-28 2024-10-29 任天堂株式会社 情報処理プログラム、情報処理装置、情報処理方法、および情報処理システム
JP7448718B1 (ja) * 2023-08-21 2024-03-12 株式会社Cygames 情報処理プログラム、情報処理方法、情報処理システム、ゲーム装置
JP7518259B1 (ja) * 2023-08-21 2024-07-17 株式会社Cygames 情報処理プログラム、情報処理方法、情報処理システム、ゲーム装置
JP7673281B1 (ja) 2024-03-22 2025-05-08 株式会社バンダイ プログラム、及びゲーム装置
JP2025154647A (ja) * 2024-03-29 2025-10-10 株式会社バンダイ プログラム、及びゲーム装置
JP2025167954A (ja) * 2024-04-26 2025-11-07 株式会社Cygames 情報処理プログラム、情報処理方法、ゲーム装置および情報処理システム

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JP2008212741A (ja) * 2002-05-17 2008-09-18 Sega Corp ゲーム装置の制御方法
JP2021164729A (ja) * 2021-01-22 2021-10-14 株式会社コナミデジタルエンタテインメント ゲーム管理装置、ゲームシステム、ゲーム管理方法及びプログラム

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JP7193608B1 (ja) 2022-12-20
KR20240108543A (ko) 2024-07-09
JP2023098647A (ja) 2023-07-10
US20240342602A1 (en) 2024-10-17
JP2023098428A (ja) 2023-07-10
CN118715046A (zh) 2024-09-27

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