WO2024070167A1 - 情報処理装置、プログラム及びゲームシステム - Google Patents

情報処理装置、プログラム及びゲームシステム Download PDF

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Publication number
WO2024070167A1
WO2024070167A1 PCT/JP2023/027083 JP2023027083W WO2024070167A1 WO 2024070167 A1 WO2024070167 A1 WO 2024070167A1 JP 2023027083 W JP2023027083 W JP 2023027083W WO 2024070167 A1 WO2024070167 A1 WO 2024070167A1
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WIPO (PCT)
Prior art keywords
character
game
information
processing device
information processing
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Ceased
Application number
PCT/JP2023/027083
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English (en)
French (fr)
Japanese (ja)
Inventor
雄太 島野
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Bandai Co Ltd
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Bandai Co Ltd
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Publication of WO2024070167A1 publication Critical patent/WO2024070167A1/ja
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Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special 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
    • A63F13/55Controlling game characters or game objects based on the game progress
    • 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
    • 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

Definitions

  • the present invention relates to an information processing device, a program, and a game system, and in particular to an electronic game with a character development function.
  • Patent Document 1 There is a game system that includes a game device that executes an electronic game that has the function of developing a character according to the user's activity state.
  • One aspect of the present invention aims to provide an information processing device, program, and game system that provide a highly entertaining game playing experience.
  • One aspect of the present invention includes an acquisition means for acquiring character information relating to a character trained in a game device, a determination means for determining whether a condition for imparting a game element to a target character relating to the character information acquired by the acquisition means is satisfied based on the character information acquired by the acquisition means, and an imparting means for imparting a game element to the target character when the determination means determines that the condition for imparting the game element is satisfied, the game device executes a training game in which a character grows through a number of training stages, and the condition for imparting the game element includes at least a change in the training stage of the target character in the training game.
  • the present invention makes it possible to provide a highly entertaining gameplay experience.
  • FIG. 1 is a diagram illustrating a configuration of a game system according to an embodiment and a modification of the present invention.
  • FIG. 1 is a block diagram illustrating a functional configuration of a management server 100 according to an embodiment and a modification of the present invention.
  • FIG. 2 is a block diagram illustrating a functional configuration of a game device 200 according to an embodiment and a modification of the present invention.
  • FIG. 3 is a block diagram illustrating a functional configuration of a smartphone 300 according to an embodiment and a modification of the present invention.
  • FIG. 1 is a diagram illustrating an example of the data configuration of various data used in the game system according to an embodiment of the present invention.
  • FIG. 13 is a diagram illustrating a lottery table according to an embodiment and a modification of the present invention.
  • FIG. 13 shows an example of displaying abilities on a smartphone 300 according to an embodiment and a modification of the present invention.
  • FIG. 13 shows an example of how abilities are displayed on the game device 200 according to the embodiment and modified examples of the present invention.
  • 1 is a flowchart illustrating a storage process executed by the management server 100 according to an embodiment of the present invention.
  • the embodiment described below is an example of a game system in which the present invention is applied to a system that includes a game device that is worn by a user and capable of playing an electronic game in which the user develops a character, a communication terminal that is configured to be able to communicate with the game device, and an information processing device that is configured to be able to communicate with the communication terminal.
  • the present invention can be applied to any device that is capable of receiving information about a character developed in the game device and adding game elements to the character.
  • FIG. 1 is a diagram illustrating the configuration of a game system according to this embodiment.
  • the game system according to this embodiment is configured to include a game device 200, a smartphone 300 which is a communication terminal configured to be able to directly communicate information with the game device 200, and a management server 100 which is an information processing device configured to be able to communicate with the smartphone 300.
  • the management server 100 and the smartphone 300 can be connected for communication via a network 400. Therefore, the management server 100 can obtain information related to the game device 200 and transmit information to the game device 200 via the smartphone 300.
  • the game device 200 is a toy configured in the shape of a bracelet that can be worn, for example, on the user's wrist.
  • the game device 200 is equipped with various sensors that can detect and measure the user's activity state when worn, and can measure various items.
  • the game device 200 is described as being worn on the wrist, so that the user can easily check the display contents of the display unit 220 (described below) that the game device 200 is equipped with.
  • the implementation of the present invention is not limited to this, and the game device 200 may be worn on any part of the user's body, such as the fingers, upper arms, waist, legs, etc.
  • the game device 200 is configured to be able to execute an electronic game (a development game) relating to character development. While the game device 200 is running, it controls the progress of the development game in accordance with the measurement results of the activity state. Details of the development game will be described later, but it goes without saying that in implementing the present invention, the input for developing a character is not limited to the measurement results of the activity state. Furthermore, the form of the game device 200 and the elements for progressing through the development game shown in this embodiment are merely examples.
  • the management server 100 is configured to be able to execute an electronic game (battling game) in which a character trained on the game device 200 appears and battles against characters trained by other users. That is, in order to execute a battle game on the management server 100, information on the characters to be featured in the battle game (hereinafter referred to as character information) needs to be transmitted from the game device 200 to the management server 100. For this reason, in the game system of this embodiment, a dedicated application is executed on the smartphone 300 for acquiring character information from the game device 200 and transmitting the character information to the management server 100.
  • a dedicated application is executed on the smartphone 300 for acquiring character information from the game device 200 and transmitting the character information to the management server 100.
  • the smartphone 300 is an example of a general-purpose information and communication terminal. In another embodiment, a PC, a tablet terminal, etc. can also be used. By executing a dedicated application program, the smartphone 300 becomes capable of presenting various displays and GUIs related to the use of the game system.
  • the game device 200 and smartphone 300 are configured to be connectable, for example, via short-range wireless communication, and a communication connection is established in response to an operational input related to starting communication in the training game and dedicated application.
  • a communication connection is established in response to an operational input related to starting communication in the training game and dedicated application.
  • the control unit 101 is, for example, a CPU, and controls the operation of each block of the management server 100. Specifically, the control unit 101 controls the operation of each block by reading out the operation programs of each block stored, for example, in the storage device 102, expanding them in the memory 103, and executing them.
  • the storage device 102 is a device capable of permanently retaining data, such as a non-volatile memory or HDD.
  • the storage device 102 stores information such as parameters required for the operation of each block, in addition to the operation programs of each block held by the management server 100.
  • the memory 103 is a storage device used for temporary data storage, such as a volatile memory.
  • the memory 103 is used not only as an area for expanding the operation programs of each block, but also as a storage area for temporarily storing data output during the operation of each block.
  • the user DB 104 is a database that manages various information (user information) for each user who uses the game system.
  • user information is generated for each user and managed in the user DB 104 so that each user can retain information on characters (characters that have been trained or are in the process of being trained) that they have trained on the game device 200.
  • the user information managed for one user may be associated with a user ID 501 that uniquely identifies the user, and may include stored character information 502 that has various information on one or more characters trained by the user, and battle record information 503 that indicates the battle record of a fighting game played by the user.
  • the stored character information 502 stores trained character information that indicates the training status of each character trained by the user.
  • the character DB 105 manages information (character information) about each type of character that can be trained in the training game of this embodiment.
  • the character information managed for one type of character is associated with a character ID 511 that uniquely identifies the type of character, and includes basic parameter information 512 that indicates parameters (basic parameters) for a fighting game that are set by default for the character, and a table ID 513 that uniquely identifies a lottery table used in a lottery process that determines the game elements to be assigned to the character.
  • the training game of this embodiment is configured to have multiple training stages to indicate the degree of progress in training for each character, and to progress sequentially through the training stages as specified growth conditions are met. Furthermore, as the training stage progresses, the character's form is changed to one of the forms predefined for the subsequent training stage. Furthermore, as the training stage progresses, the character's basic parameters are set to increase (change in a direction that favors the progress of the battle game), and basic parameter information 512 specifies basic parameters for each form of the training stage. More specifically, basic parameter information 512 specifies basic parameters 523 for the corresponding character at each training stage in association with a combination of stage ID 521 that uniquely identifies the training stage and form ID 522 that uniquely identifies the form of the character for each training stage.
  • the ability DB 106 manages information (ability information) on "abilities," which are game elements that are provided to a character trained by a user when a predetermined condition for providing the ability is satisfied.
  • ability information information on "abilities” which are game elements that are provided to a character trained by a user when a predetermined condition for providing the ability is satisfied.
  • the lottery table DB 107 manages information on lottery tables (lottery table information) that specifies the winning probability of each ability, which is referenced in the lottery process executed in relation to the granting of abilities.
  • the lottery table managed for each lottery table is composed of lottery table information 542 that describes the contents of the lottery table, associated with a table ID 541 that uniquely identifies the lottery table, as shown in FIG. 5(d), for example.
  • the abilities granted to a character are determined differently for each character's development stage.
  • the lottery table information 542 defines a lottery table 552 that, for each development stage, determines the winning probability of each ability that can be granted to a character at that development stage, associated with a stage ID 551 that uniquely identifies the development stage.
  • the communication unit 108 is a communication interface that the management server 100 has for communicating with other devices.
  • the communication unit 108 connects to each smartphone 300 via the network 400 using a specific communication method, whether wired or wireless, and transmits and receives data.
  • the toy control unit 201 is, for example, a microcomputer, and controls the operation of each block of the game device 200. Specifically, the toy control unit 201 reads out the operation programs of each block recorded in the toy storage device 202, expands them in the toy memory 203, and executes them to control the operation of each block.
  • the toy memory device 202 is a device capable of permanently retaining data, such as a non-volatile memory. In addition to the operation programs of each block possessed by the game device 200, the toy memory device 202 stores parameters and the like required for the operation of each block.
  • the memory device 202 also includes an area for storing various information such as the character currently being trained in the training game and characters that can be trained in the game device 200.
  • the toy memory 203 is a memory device used for temporary data storage, such as a volatile memory. The toy memory 203 is used not only as an area for expanding the operation programs of each block, but also as a storage area for temporarily storing data output in the operation of each block.
  • the detection unit 204 uses the sensor 210 to detect various information indicating the user's activity state, and outputs the detection results.
  • the sensor 210 may be, for example, an acceleration sensor or a heart rate sensor, and detects the movement occurring in the game device 200 and the user's heart rate information as activity state information.
  • the sensor 210 is configured to output the detection results at predetermined time intervals, and may output, at each output timing, information such as the number of steps and heart rate detected after the most recent output.
  • the acquisition unit 205 acquires various information related to the training game from a memory card (not shown) attached to the game device 200.
  • the game device 200 of this embodiment is configured to be able to train multiple types of characters.
  • the game device 200 has information on some types of characters stored in advance in the toy storage device 202, and the characters can be selected as targets for training, or can be selected as targets for training and the training game can be started when certain conditions are met. Meanwhile, information on the remaining types of characters is configured to be able to be acquired via the acquisition unit 205 by attaching a memory card in order to expand the fun factor.
  • the display control unit 206 is responsible for controlling the display of information on the game device 200.
  • the display control unit 206 uses display information recorded in the toy storage device 202 for the character being raised to configure various screens related to the raising game to be displayed on the display unit 220, which may be, for example, an LCD.
  • the operation input unit 207 is a user interface that the game device 200 has, such as a physical operation member (button).
  • a physical operation member button
  • the operation input unit 207 detects that an operation input has been made to an operation member, it outputs a control signal corresponding to the operation input to the control unit 101.
  • the toy communication unit 208 is a communication interface equipped to the game device 200 for communicating information with an external device.
  • the toy communication unit 208 does not need to be in a state of constant communication connection, but may be configured to transition to a state of communication connection in some modes that are entered during the course of the training game or are entered as a result of a menu selection by the user, etc.
  • the communication method of the toy communication unit 208 may include, for example, short-range wireless communication and proximity wireless communication.
  • the terminal control unit 301 is, for example, a CPU, and controls the operation of each block of the smartphone 300. Specifically, the terminal control unit 301 reads out, for example, the operation programs of each block recorded in the terminal storage device 302 and the programs of the dedicated applications related to the game system described above, and controls the operation of each block by expanding them in the terminal memory 303 and executing them.
  • the terminal storage device 302 is a device capable of permanently retaining data, such as a non-volatile memory. In addition to the operating programs of each block of the smartphone 300 and programs related to dedicated applications, the terminal storage device 302 records parameters and display information required for the operation of each block.
  • the terminal memory 303 is a storage device used for temporary data storage, such as a volatile memory. The terminal memory 303 is used not only as an area for expanding the operating programs of each block, but also as a storage area for temporarily storing data output during the operation of each block.
  • the terminal display control unit 304 is responsible for displaying information on the smartphone 300.
  • the terminal display control unit 304 includes a drawing device such as a drawing chip, and performs a predetermined drawing process when generating a screen to be displayed on the terminal display unit 310, which may be, for example, an LCD.
  • the various functions include a character storage function (interrupting the development and managing the information in the management server 100) that is realized by acquiring development character information related to a character being developed in the game device 200 and transmitting the development character information to the management server 100.
  • the various functions also include a character development restart function (restarting the character development game with the parameters at the time of storage inherited) that is realized by acquiring development character information related to a character stored in the management server 100 and transmitting the development character information to the game device 200.
  • the terminal operation input unit 305 is a user interface that the smartphone 300 has, such as an operating member or various sensors. When the terminal operation input unit 305 detects that an operation input has been made to an operating member or various sensors, it outputs a control signal corresponding to the operation input to the terminal control unit 301.
  • the terminal operation input unit 305 includes, in addition to the physical operating members, a touch input detection sensor that detects, for example, a touch input made on the screen of the terminal display unit 310.
  • the device communication unit 306 is a communication interface that the smartphone 300 has with an external device.
  • the device communication unit 306 performs short-range wireless communication with the game device 200 and can receive development character information related to a character being developed on the game device 200.
  • the device communication unit 306 is also connected to the management server 100 via the network 400, and is configured to be able to send and receive information.
  • the game device 200 is configured so that multiple types of characters can be selected as the character to be raised. The user can set one of these characters as the character to be raised and raise that character. In other words, the raising game executed on the game device 200 is configured so that one character can be set as the character to be raised at a time.
  • the character to be developed may be selected from among selectable characters by a lottery process, or based on conditions that are met while the game device 200 is being used. Alternatively, the character to be developed may be selected in response to an operational input by the user, or when the acquisition unit 205 acquires relevant information from a memory card.
  • Character development is basically carried out according to the activity state of the user wearing the game device 200.
  • the development game of this embodiment in order to represent the character's growth, multiple development stages are provided for each character, and the character progresses through the development stages sequentially as specific growth conditions are met.
  • the development game for one character is configured to progress through multiple development stages, and to progress to the next development stage when specific growth conditions are met in each development stage.
  • Each character is defined with multiple types of appearance (form) at least in some of the development stages, and which of these appearances the character will have is determined depending on the transition of the user's activity state in the previous development stages.
  • the development game presents the user with an expression of "character evolution" by changing the character's appearance as the development stage progresses.
  • the development game can provide an exciting character development experience that is not fixed, by changing the manner in which the character evolves depending on the activities performed by the user wearing the game device 200 as the multiple development stages progress.
  • the multiple forms defined in the development stage are not just different in appearance, but also have different basic parameters that are referenced when determining the parameters (battle parameters) used when participating in the fighting game described below.
  • the battle parameters may be, for example, physical strength, attacking power, defensive power (or evasive abilities such as agility), etc., and are referenced when determining the progress of the fighting game. Therefore, a user who wishes to progress favorably in the fighting game can wear the game device 200 and carry out planned activities so as to develop their character into a form with more favorable basic parameters.
  • the detection unit 204 acquires information on the user's number of steps and heart rate, and the form to which the character will evolve is determined, for example, according to the amount of points (scores) accumulated by measuring these over a specified period of time.
  • the method of score evaluation and the scores required to evolve into each form may be determined for each character being developed and the current form of the character.
  • the obtained information on the activity state can also be used to control in real time the state of the character displayed on the display unit 220 of the game device 200.
  • the activity information is also used to determine the condition (condition) of the character in the training game, and the display control unit 206 controls the image of the character displayed on the display unit 220 to reflect the condition.
  • a battle game is a game in which a user participates in a character (hereinafter referred to as the user's own character) that has been trained on the game device 200.
  • a user can not only enjoy appreciating the appearance and movements of the user's own character that has been trained in the training game, but can also enjoy participating in a battle game in which the character competes against a character (hereinafter referred to as the opponent character) trained by another user who is an opponent.
  • a user can select a menu related to a competitive game in a dedicated application executed on the smartphone 300, and select a character (the user's own character) to compete against from among the characters whose training character information is managed in the management server 100, thereby entering the opponent matching process.
  • the matching process may be performed by any method, but the matching process matches the user with other users who entered at the same time (or with an NPC (Non-Player Character) if no users exist).
  • a battle game In a battle game, the player's character and the opponent character take turns fighting, and the character who first reduces the opponent character's vitality to zero wins, or the character with the most vitality remaining after a certain number of turns has passed wins. Note that the content of a battle game is not limited to such turn-based games, and can be changed as appropriate to other battle-style games.
  • the progress of the battle game is determined by referring to the battle parameters of the player's character and the battle parameters of the opposing character.
  • the battle parameters of each character may be derived, for example, from the sum of basic parameters determined according to the character's training stage and form, and additional parameters determined individually based on the exercise history performed by the user while training that character.
  • the trained character information of the character in order for a user to have their own character trained to participate in a battle game, the trained character information of the character must be stored in the management server 100. That is, the trained character information of the user's character must be acquired from the game device 200 by a dedicated application executed on the smartphone 300, transmitted to the management server 100, and included in the user information relating to the user.
  • the location of the character is either the game device 200 or the management server 100, and it is presented so that it is not present in both at the same time.
  • the character trained by the user is controlled so that it is either in a state where it can be trained on the game device 200, or in a state where it can participate in a competitive game on the management server 100.
  • the development character information is acquired by the dedicated application for a character that has been developed on the game device 200, the character is put into a state in which no development character information exists on the game device 200, and the character is controlled so that it cannot be developed.
  • the acquired development character information is sent to the management server 100 by the dedicated application, the character is put into a state in which the development character information is stored on the management server 100, and the character is controlled so that it can be selected as the player's own character in the dedicated application.
  • all characters are provided with six development stages, and the fighting game becomes available from the third development stage.
  • the user cannot have the character participate in the fighting game and play the game until the character reaches the second development stage.
  • the development character information of the character is transferred to the management server 100 and supplemented, making it possible to play the fighting game with the character participating.
  • ⁇ Ability Granting In a training game, if a user has an attachment to a particular character form, for example because they like the appearance of the character, the user can intentionally choose not to evolve the character, i.e., not progress through the training stages, even if certain growth conditions are met.
  • the character's battle parameters are determined using the method described above, a character with higher basic parameters and at a more advanced training stage will be more likely to progress in the battle game at an advantage. In other words, the tendency of the battle game to progress can be determined to some extent at the time when the player's character and the opponent character who will participate in the battle game are determined, depending on the progress of their training stages.
  • the conditions for granting abilities are determined in relation to the progress of the training game. More specifically, abilities are granted on the condition that a character's training stage changes in the training game being executed on the game device 200, and the character is stored for the first time after the change.
  • the control unit 101 grants an ability when the character indicated in the training character information received in relation to storage is a character that has evolved to the third or subsequent training stage, and is the first character whose state is being stored after that evolution.
  • the development character information is held in the toy memory 203 to indicate the progress of the development game while it is being played, and is transmitted from the game device 200 to the smartphone 300 at the time of storage, and is configured, for example, in a data structure as shown in FIG. 5(e).
  • the development character information for the character to be stored is associated with a development ID 561 that uniquely identifies the character among the characters developed by the user, and includes a character ID 562 that uniquely identifies the type of the character, a stage ID 563 that identifies the development stage of the character, a form ID 564 that identifies the form of the character, additional parameters 565 related to the character, and growth information 566 that indicates whether development character information for the same form of the character has been stored after a change in the development stage.
  • the ability selected by the lottery process is granted only once, users may lose interest in the training game or the battle game if the lottery result is not favorable, so it is preferable to set the granting conditions so that they can be met multiple times.
  • the opportunity to grant an ability is basically set to one time for one training stage.
  • characters granted a high rarity in the previous training stage would have an absolute advantage, so the period during which the granted ability is effective is limited to the period during which the character is in the training stage at the time of granting.
  • the ability granted to a character is deleted when training of the character is resumed in the game device 200 and the training stage changes.
  • growth information 566 is configured as information that stores an ability ID that uniquely identifies the ability that has been granted to the character. As a result, if the third development stage has not been reached and an ability has not been granted, or if an ability has been granted but has been deleted due to a change in development stage, growth information 566 does not indicate meaningful information (for example, null is stored), and therefore, in combination with stage ID 563, it is possible to identify that development character information of the form ID 564 has not been stored after the development stage change, i.e., that this is development character information that has been received for the first time since the development stage change.
  • growth information 566 indicates the ability ID of the ability, and therefore it is possible to identify that development character information of the same form has been stored after the development stage change, i.e., that this is development character information that has been received for the second or subsequent time since the development stage change.
  • the management server 100 executes a lottery process to select the ability to grant to the character.
  • the lottery process is carried out based on a lottery table that predetermines the abilities to be lotteryed and their winning probabilities.
  • a lottery table is provided for each type of character to encourage users to take an interest in developing various characters, and is managed by the lottery table information in the lottery table DB 107.
  • the abilities included as lottery items in the lottery table are configured to be at least partially different between different types of characters.
  • the lottery table provided for one character is configured as shown in Figure 6.
  • the lottery table determines abilities with a probability of winning of 10%, 5%, 3%, and 1% for each of the four development stages from the third development stage at which the fighting game becomes available to the sixth development stage.
  • the abilities determined in the lottery table are usually determined by ability ID, since it is sufficient to identify any of the ability information managed in the ability DB 106, but in the example of Figure 6, for the sake of explanation, each ability is indicated by its "effect and amount of effect (rarity)".
  • the lineup of abilities included in the lottery in the lottery table provided for one character differs at least in part for each development stage. Furthermore, the later the development stage, the rarer the abilities included in the lottery. Furthermore, the effect of the ability is determined to be greater the higher the rarity (the greater the effect on progression, the greater the advantage in progressing through the competitive game).
  • control unit 101 updates the value of the growth information 566 of the training character information received for storage to the ability ID of the selected ability, and stores it in the stored character information 502 of the user information related to the user.
  • the abilities granted to a character are presented to the user in the dedicated application by displaying a notification screen at the time of grant, a screen for viewing stored characters, a screen at the start of a fighting game, etc. More specifically, when the dedicated application is executed on the smartphone 300 and a sequence for displaying these screens is reached, various information including information on the granted abilities is supplied from the management server 100 as display information for the screen, and the terminal display control unit 304 generates a screen to be displayed on the terminal display unit 310.
  • Figure 7(a) shows an example of a screen (start screen) that is displayed on the terminal display unit 310 when a battle game begins.
  • start screen a screen
  • a display 702 of the abilities granted to the player's character and a display 704 of the abilities granted to the opponent character are arranged on the start screen.
  • displays 702 and 704 are composed of text that abbreviates the abilities, but when the user performs a selection operation on the display, a detailed display of the abilities granted to the characters is displayed, as in display 711 shown in Figure 7(b).
  • detailed display 711 is shown when a selection operation is performed on display 702.
  • a request for the return of the character training information of that character is sent from the smartphone 300 to the management server 100.
  • the management server 100 retrieves the corresponding character training information from the stored character information 502 of the user information and returns it to the smartphone 300.
  • the smartphone 300 and the game device 200 are then connected for communication, so that the character training information is transmitted to the game device 200, and the character training game of that character is resumed based on that information.
  • the ability ID is stored in the growth information 566 of the character training information transmitted to the game device 200, so that the game device 200 can also determine whether or not the ability has been granted and can present the corresponding information.
  • a screen that is displayed when a request is made to display various statuses of a character being trained can be presented to the user with a display that allows the user to determine whether or not an ability has been granted.
  • a status screen in which no abilities have been granted to a character is configured as shown in FIG. 8(a)
  • a status screen can be configured and presented in which an icon 801 indicating the rarity of the granted ability is additionally arranged, as shown in FIG. 8(b).
  • the storage processing executed when a storage request for developed character information is received by the management server 100 of this embodiment will be specifically explained below with reference to the flowchart in FIG. 9.
  • the processing corresponding to this flowchart can be realized by the control unit 101 reading out a corresponding processing program stored in, for example, the storage device 102, expanding it in the memory 103, and executing it. Note that this storage processing is initiated, for example, when developed character information is received together with a storage request from the smartphone 300.
  • the control unit 101 determines whether the development stage of the character indicated by the received development character information (hereinafter referred to as the target character) is a development stage at which a fighting game can be used. The determination at this step is made based on the stage ID 563 of the received development character information. If the control unit 101 determines that the development stage of the target character is a development stage at which a fighting game can be used, it transfers the process to S902, and if it determines that the development stage is not a development stage at which a fighting game can be used, it transfers the process to S905.
  • control unit 101 determines whether or not this is the first storage request since the target character's development stage has changed. The determination in this step is made based on whether or not significant information is included in the growth information 566 of the received development character information. If the control unit 101 determines that this is the first storage request since the target character's development stage has changed, it moves the process to S903, and if it determines that this is the second or subsequent storage request since the development stage has changed, it moves the process to S905.
  • the control unit 101 executes a lottery process to select an ability to be granted to the target character. More specifically, the control unit 101 first refers to the table ID 513 of the character information managed in the character DB 105 in association with the character ID 562 of the received development character information, and acquires the table ID of the lottery table to be used in the lottery process. Next, the control unit 101 acquires a lottery table associated with the stage ID 563 of the received development character information from the lottery table information 542 of the lottery table information managed in the lottery table DB 107 in association with the acquired table ID. The control unit 101 then executes a lottery process based on the lottery table, and acquires the ability ID selected as the lottery result.
  • control unit 101 updates the growth information 566 of the received character information with the ability ID selected at S903, adds the updated character information to the stored character information 502 of the corresponding user information, and completes this storage process.
  • control unit 101 adds the received development character information to the stored character information 502 of the corresponding user information without updating it in S905, and completes this storage process.
  • the information processing device of this embodiment grants abilities to characters when the conditions for granting abilities are met, providing a highly entertaining competitive gameplay experience.
  • the training game is configured to delete the granted ability if the character's training stage changes while the character's training game is being played.
  • the display unit 220 or the terminal display unit 310 may be controlled to notify the user that the ability will be deleted if the training stage changes, for example, when training is resumed or the growth conditions are met.
  • development character information having the same development ID, character ID, and stage ID as the received development character information is not retained, it is determined that this is the first storage request since the change in the development stage, and if it is retained, it is determined that this is the second or subsequent storage request since the change in the development stage.
  • the lottery table defined for any character is described as being configured so that the later the development stage, the rarer the abilities are included in the lottery.
  • the abilities included in the lottery at each development stage may be controlled according to the degree of their effect. Some abilities may be controlled so that they are included in the lottery only at specific development stages. For example, some abilities that have a small effect on the fighting game may be controlled so that they are included in the lottery only at the third development stage when the fighting game becomes available, while some abilities that have a large effect on the fighting game may be controlled so that they are included in the lottery only at the sixth development stage, which is the final stage. In this way, it is possible to compensate to some extent for the effect of the abilities newly granted after deletion for users who choose to evolve the development stage.
  • the highest rarity ability that is the subject of the lottery for the sixth training stage may be controlled so that it is not included in the lottery for the lottery tables for training stages prior to that stage.
  • the fighting game is played one-on-one, and the granted abilities are described as simply having the effect of enhancing elements referenced in the progress of the fighting game for each character, but the implementation of the present invention is not limited to this.
  • the fighting game may be one in which teams containing multiple characters compete against each other, such as two-on-two, and in this case, the abilities granted to a character may be configured so that their effect or magnitude changes depending on the combination with the abilities granted to other characters belonging to the team.
  • the competitive game is described as being executed by the management server 100, but the implementation of the present invention is not limited to this.
  • Competitive games in which users participate with their characters may include those executed on the game device 200 due to the occurrence of an event during the training game, for example.
  • the opponent character becomes an NPC.
  • information related to the opponent character is stored in advance in the toy storage device 202 of the game device 200 and is retained without being transmitted to the management server 100, so the act of granting abilities does not occur.
  • the effect of the ability given to the player's character being developed is realized, the development of the fighting game may become unilaterally advantageous to the user. For this reason, the effect of the ability given to the character is realized only in a fighting game against a character that can be given the ability, i.e., a fighting game executed by the management server 100, and is controlled so that the effect is not realized in a fighting game against a character that cannot be given the ability, i.e., a fighting game executed by the game device 200.
  • the selection table may be provided for each memory card that is the information source so that abilities with similar tendencies are imparted to multiple types of related characters.
  • the selection table may be different for each memory card that is the information source, and a common selection table may be used for characters based on the same memory card.
  • An information processing device comprising: an acquisition means for acquiring character information relating to a character raised in a game device; a judgment means for judging whether a condition for imparting a game element to a target character relating to the character information acquired by the acquisition means is satisfied based on the character information acquired by the acquisition means; and an imparting means for imparting a game element to the target character when the judgment means judges that the condition for imparting the game element is satisfied, wherein the game device executes a training game in which a character grows through a plurality of training stages, and the condition for imparting the game element includes at least a change in the training stage of the target character in the training game.
  • the information processing device further includes a management means for managing the character information acquired by the acquisition means, and the determination means determines whether or not the character information related to the target character has been acquired for the first time after a change in the development stage of the target character, based on the character information acquired by the acquisition means and the character information managed by the management means that includes the same identification information as the character information.
  • An information processing device further comprising an execution means for executing a fighting game in which a character related to the character information acquired by the acquisition means appears, and the game element assigned by the assignment means is an element that produces an effect that affects the progress of the fighting game.
  • the information processing device further comprising an output means for outputting, as display information, information on characters appearing in the competitive game and the game elements assigned to the characters when the competitive game is being played.
  • the information processing device according to any one of (1) to (14), further comprising an update means for updating the character information relating to the target character to a state in which the game element has been imparted to the target character by the imparting means.
  • a game system including a game device that executes a development game in which a character grows through a number of development stages, a communication terminal configured to be able to communicate with the game device, and an information processing device configured to be able to communicate with the communication terminal, wherein the communication terminal comprises: an acquisition means for acquiring character information relating to a character developed in the game device; and a first transmission means for transmitting the character information acquired by the acquisition means to the information processing device, and the information processing device comprises: a reception means for receiving the character information from the communication terminal; a determination means for determining whether a condition for granting a game element to a target character related to the character information is satisfied based on the character information received by the reception means; and an assignment means for assigning a game element to the target character when the determination means determines that the condition for granting the game element is satisfied, and the condition for granting the game element includes at least a change in the development stage of the target character in the development game.
  • the game system described in (17) further includes an update means for updating the character information of the target character to a state in which the game element has been imparted to the target character by the imparting means.
  • the information processing device further includes a return means for returning the character information received by the receiving means to the communication terminal based on a predetermined return request, and the return means returns the character information related to the target character updated by the update means to the communication terminal when the game element is assigned to the target character by the assigning means.
  • the communication terminal further comprises a second transmission means for transmitting the character information to the game device
  • the game device comprises a display means for receiving the character information transmitted by the second transmission means and displaying a character related to the character information, and when the received character information is in a state in which the game element is provided, the display means displays the provided game element together with the character related to the character information.
  • 100 Management server, 101: Control unit, 102: Storage device, 103: Memory, 104: User DB, 105: Character DB, 106: Ability DB, 107: Lottery table DB, 108: Communication unit, 200: Game device, 201: Toy control unit, 202: Toy storage device, 203: Toy memory, 204: Detection unit, 210: Sensor, 205: Acquisition unit, 206: Display control unit, 220: Display unit, 207: Operation input unit, 208: Toy communication unit, 300: Smartphone, 301: Terminal control unit, 302: Terminal storage device, 303: Terminal memory, 304: Terminal display control unit, 310: Terminal display unit, 305: Terminal operation input unit, 306: Terminal communication unit, 400: Network

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Human Computer Interaction (AREA)
  • Management, Administration, Business Operations System, And Electronic Commerce (AREA)
  • Electrically Operated Instructional Devices (AREA)
  • Display Devices Of Pinball Game Machines (AREA)
PCT/JP2023/027083 2022-09-29 2023-07-24 情報処理装置、プログラム及びゲームシステム Ceased WO2024070167A1 (ja)

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Citations (6)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP3047742U (ja) * 1997-10-02 1998-04-24 中日本プロジェクト株式会社 携帯用ゲーム装置
JPH11192384A (ja) * 1997-12-26 1999-07-21 Bandai Co Ltd ネットワークを利用した育成シミュレーション装置
JPH11249544A (ja) * 1998-03-02 1999-09-17 Bandai Co Ltd 育成シミュレーション装置
JP2003245407A (ja) * 2002-02-26 2003-09-02 Aruze Corp 遊技システム、キャラクタサーバ及び遊技機
JP2013046746A (ja) * 2011-07-28 2013-03-07 Konami Digital Entertainment Co Ltd ゲーム機、それに用いられる制御方法、及びコンピュータプログラム
JP6966619B1 (ja) * 2020-12-02 2021-11-17 株式会社バンダイ ゲーム装置及びプログラム

Patent Citations (6)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP3047742U (ja) * 1997-10-02 1998-04-24 中日本プロジェクト株式会社 携帯用ゲーム装置
JPH11192384A (ja) * 1997-12-26 1999-07-21 Bandai Co Ltd ネットワークを利用した育成シミュレーション装置
JPH11249544A (ja) * 1998-03-02 1999-09-17 Bandai Co Ltd 育成シミュレーション装置
JP2003245407A (ja) * 2002-02-26 2003-09-02 Aruze Corp 遊技システム、キャラクタサーバ及び遊技機
JP2013046746A (ja) * 2011-07-28 2013-03-07 Konami Digital Entertainment Co Ltd ゲーム機、それに用いられる制御方法、及びコンピュータプログラム
JP6966619B1 (ja) * 2020-12-02 2021-11-17 株式会社バンダイ ゲーム装置及びプログラム

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