Program, game device, and game system

文档序号:816483 发布日期:2021-03-26 浏览:14次 中文

阅读说明:本技术 程序、游戏装置以及游戏系统 (Program, game device, and game system ) 是由 名仓孝 山田慎也 中井宏辅 于 2019-06-27 设计创作,主要内容包括:与游戏的玩游戏状况无关地确保对战游戏中的平等的兴趣体验。一种程序,使实现对战游戏的计算机执行以下处理:针对进行对战游戏的第一玩家和第二玩家分别获取干预对战游戏的进展控制的游戏信息;以及基于第一玩家的游戏信息和第二玩家的游戏信息来进行控制以实现对战游戏,其中,以第一玩家的游戏信息与第二玩家的游戏信息不同为条件,以变更第一玩家的游戏信息和第二玩家的游戏信息中的至少任一者的方式进行调整,基于该调整后的游戏信息进行控制以实现对战游戏。(An equal interest experience in a battle game is ensured regardless of the game play situation of the game. A program for causing a computer that implements a battle game to execute: acquiring game information for intervening progress control of a battle game for a first player and a second player who play the battle game, respectively; and performing control based on the game information of the first player and the game information of the second player to realize the match-up game, wherein the control is performed based on the adjusted game information to realize the match-up game by changing at least one of the game information of the first player and the game information of the second player on the condition that the game information of the first player and the game information of the second player are different.)

1. A program for causing a computer that implements a battle game to execute:

acquiring game information for intervening progress control of the battle game for a first player and a second player who play the battle game, respectively; and

performing control to implement the battle game based on the game information of the first player and the game information of the second player,

wherein the game information of the first player and the game information of the second player are adjusted so as to change at least one of the game information of the first player and the game information of the second player on the condition that the game information of the first player and the game information of the second player are different, and the battle game is realized by controlling based on the adjusted game information.

2. The program according to claim 1, wherein,

the game information includes information on game elements that are present in the battle game,

in the battle game to be realized, at least one of the game information of the first player and the game information of the second player is adjusted so as to be changed on the condition that there is a difference between a parameter associated with a game element on the departure of the first player and a parameter associated with a game element on the departure of the second player.

3. The program according to claim 2, wherein,

the parameters associated with the game elements that are present are determined based on parameters predetermined for the game elements.

4. The program according to claim 3, wherein,

the adjustment of the game information is performed by: the parameters predetermined for the game elements that are present with respect to one of the first player and the second player are changed based on the parameters predetermined for the game elements that are present with respect to the other player.

5. The program according to claim 4, wherein,

there are a plurality of game elements that are present in the battle game in relation to one player,

the adjustment of the game information is performed by: and changing a parameter, which is included in at least one of the game information of the first player and the game information of the second player and is predetermined for a part of game elements which are present in the battle game.

6. The program according to claim 5, further causing the computer to execute:

when the game information is adjusted, selection of a game element that is changed by a predetermined parameter is accepted.

7. The process according to any one of claims 3 to 6,

the game information includes player information indicating a game play situation of the player in the match-up game,

the parameters associated with the game elements that come out are also determined based on the player information,

the game information is adjusted on the condition that the player information on the first player is different from the player information on the second player.

8. The program according to claim 7, wherein,

the adjustment of the game information is performed by: the player information relating to one of the first player and the second player is temporarily changed based on player information relating to the other player.

9. The program according to claim 8, wherein,

the adjustment of the game information is performed by: the parameter associated with the game element that is present in relation to one of the first player and the second player is changed based on player information relating to the other player.

10. The program according to any one of claims 3 to 9,

the game information may include additional information indicating an element to be added to the game element in the match-up game,

the adjustment of the game information is performed on the condition that the presence or absence of additional information is different between the game information of the first player and the game information of the second player, or that the additional information included in the game information of the first player is different from the additional information included in the game information of the second player.

11. The program according to claim 10, wherein,

the adjustment of the game information is performed by: the additional information relating to one of the first player and the second player is changed so that the additional information is in a state that is determined to be the same as the additional information relating to the other player.

12. The program according to any one of claims 3 to 11,

the adjustment of the game information is performed by: the information to be changed included in the game information of the first player and the information to be changed included in the game information of the second player are changed so that the information becomes information that is determined to be the same during the progress of the match-up game.

13. The program according to claim 12, wherein,

the adjustment of the game information is performed by: and changing information regarding one of the first player and the second player as the change target so that the information is determined to be in the same state as information regarding the other player as the change target.

14. The program according to claim 12, wherein,

in the adjustment of the game information, both the information to be changed relating to the first player and the information to be changed relating to the second player are changed, whereby both the information are determined to be the same information.

15. The process of any one of claims 3 to 14,

the program further causes the computer to execute:

receiving a selection of a game element to be presented in the battle game for at least one of the first player and the second player; and

game information of the corresponding player is configured to include information of the selected game element.

16. The program according to claim 15, wherein,

the game elements that are present in the battle game are selected by acquiring information for specifying the game elements associated with the game item from the game item.

17. The program according to claim 16, wherein,

each game element is associated with any one of a plurality of predetermined degrees of rareness,

when information is acquired from the game article for the corresponding player, if a predetermined number of game elements showing the same degree of rareness as the game elements associated with the game article have already been selected, control is performed so as not to accept selection of the game elements associated with the game article.

18. The program according to claim 17, wherein,

when information is acquired from the game article for the corresponding player, if a game element showing the same degree of rareness as a game element associated with the game article has already been selected, control is performed so as not to accept selection of a game element associated with the game article.

19. The program according to any one of claims 16 to 18,

the game article includes a first kind of game article and a second kind of game article different in kind of the associated game element,

in the selection of the game elements to be presented in the battle game, the number of the game elements associated with the first type of game article is controlled to be the same as the number of the game elements associated with the second type of game article.

20. The program according to claim 15 or 16, wherein,

each game element is associated with any one of a plurality of predetermined degrees of rareness,

the game information of the corresponding player is configured on the condition that the game elements showing the same degree of rareness are not included in more than a predetermined number of the game elements selected for the corresponding player.

21. The program according to claim 20, wherein,

the game information of the corresponding player is configured on the condition that the game elements showing the same degree of rareness are not included in the game elements selected for the corresponding player.

22. The program according to any one of claims 1 to 21,

the battle game includes a plurality of game modes,

the program further causes the computer to execute processing for accepting selection of 1 game mode to be played from among the plurality of game modes,

the game information is adjusted on the condition that a predetermined game mode among the plurality of game modes is selected.

23. The program according to claim 22, wherein,

the selection of the predetermined game mode is accepted on the condition that the play status of the battle game by the player has progressed to a predetermined play status.

24. A game device for executing a battle game, comprising:

an acquisition unit that acquires, for each of a first player and a second player who play the battle game, game information that intervenes in progress control of the battle game; and

a control unit that performs control to execute the battle game based on the game information of the first player and the game information of the second player acquired by the acquisition unit,

wherein the control means adjusts at least one of the game information of the first player and the game information of the second player so as to be changed on the condition that the game information of the first player and the game information of the second player are different from each other, and controls the execution of the battle game on the basis of the adjusted game information.

25. A game system comprising a game device for executing a match-up game and a game article to which a game element appearing in the match-up game is associated,

the game device comprises:

a selection unit that acquires, from a game article, information for specifying a game element associated with the game article, for a first player who plays the match-up game, and thereby selects a game element that is present in the match-up game;

a configuration unit that configures, for the first player, game information that includes information of the game element selected by the selection unit and interferes with progress control of the battle game;

an acquisition unit that acquires game information for a second player that is a competitor in the battle game; and

a control unit that performs control to execute the battle game based on the game information of the first player constituted by the constituting unit and the game information of the second player acquired by the acquisition unit,

wherein the control means adjusts at least one of the game information of the first player and the game information of the second player so as to be changed on the condition that the game information of the first player and the game information of the second player are different from each other, and controls the execution of the battle game on the basis of the adjusted game information.

Technical Field

The present invention relates to a program, a game device, and a game system, and more particularly to an electronic game that realizes a match game between players.

Background

There is a computer system that realizes a match-up game in which characters are registered based on game pieces obtained by players and a plurality of registered characters are put out (patent document 1).

Documents of the prior art

Patent document

Patent document 1: japanese patent laid-open No. 2012 and 176269

Disclosure of Invention

Problems to be solved by the invention

However, in the battle game described in patent document 1, if it is considered that there is a growth (incubation) element in proportion to the period of time during which the game pieces are available, the number of available game pieces, the play time, and the number of play times, it may be advantageous for the player who plays the game for a long period of time. As a result, it is difficult to play the battle game under equivalent conditions, and there is a possibility that a player who has just started the game, a player who has not played the game frequently, or the like loses interest in the game.

The invention aims to provide a program, a game device and a game system for ensuring a fair interest experience in a battle game regardless of the playing state of the game.

Means for solving the problems

The program of the present invention causes a computer that realizes a battle game to execute the following processing: acquiring game information for intervening progress control of a battle game for a first player and a second player who play the battle game, respectively; and performing control based on the game information of the first player and the game information of the second player to realize the match-up game, wherein the control is performed based on the adjusted game information to realize the match-up game by changing at least one of the game information of the first player and the game information of the second player on the condition that the game information of the first player and the game information of the second player are different.

ADVANTAGEOUS EFFECTS OF INVENTION

According to the present invention having such a configuration, it is possible to ensure a fair interest experience in a battle game regardless of the play situation of the game.

Drawings

Fig. 1 is a diagram showing a configuration of a game system according to an embodiment of the present invention.

Fig. 2 is a block diagram showing a functional configuration of the game device 100 according to the embodiment of the present invention.

Fig. 3 is a block diagram showing a functional configuration of the game server 200 according to the embodiment of the present invention.

Fig. 4 is a diagram for explaining a card capable of acquiring information on a game according to an embodiment of the present invention.

Fig. 5 is a diagram illustrating an example of costs introduced in the cost battle mode of the battle game according to the embodiment of the present invention.

Fig. 6 is a flowchart illustrating a battle game process executed in the game system according to the embodiment of the present invention.

Fig. 7 is a bath diagram illustrating the adjustment process executed by the game server 200 according to the embodiment of the present invention.

Fig. 8 is a diagram showing an example of a data structure of various information used in the game system according to the embodiment of the present invention.

Detailed Description

Mode for the invention hereinafter, exemplary embodiments of the present invention will be described in detail with reference to the accompanying drawings. In one embodiment described below, an example will be described in which the present invention is applied to a game system including a game device that controls progress of a match game to be played among players based on information related to a game article and a game server that matches and adjusts the match game, as an example of the game system. However, the present invention can be applied to any device that can execute a battle game in which a plurality of players participate.

The following 2 types of game articles for which information can be acquired in the game device of the present embodiment will be described. One is a player card (player identification card) configured to enable a game device to execute a game in which player information described later associated with the player card is reflected by information acquisition. Another type is a game card configured to enable a game device to execute a game in which a game element (e.g., a character) associated with the card is played by acquiring information. More specifically, the game pieces are classified into a driver piece as a first kind of game article according to the present invention, to which a character (driver character) that functions as a driver in a game is associated, and a body piece as a second kind of game article according to the present invention, to which a body character configured to be able to be ridden by the driver is associated.

In the present embodiment, the following configuration is explained: each of the 2 kinds of game articles is configured such that information obtained by encoding is given to the article itself, and by acquiring this information, game information necessary for realizing various processes of a game in a game device can be acquired. That is, the information given to each of the player cards and the game cards may be information that can identify each card, a player, a character, and the like associated with the card, and the game device or the game server may acquire and configure game information necessary for executing a game that intervenes in the progress control of the game based on the information. However, the present invention is not limited to this, and game information (partial information constituting the game information) itself necessary for executing a game may be given to a game article and may be configured to be acquired. In this case, the information to be given can be rewritten for a player card whose information changes depending on the number of times the game is played and the playing state.

Further, although details will be described later, it is assumed that game information acquired based on information given to the game article is different between the player card and the game card. The information acquired for the player card is information for uniquely identifying the player, and is information that can be used for acquiring player information managed in association therewith. On the other hand, the information acquired for the game card is information for uniquely specifying a character associated with the game card, and is information that can be used for acquiring character information managed for the character. In the present embodiment, the following configuration is explained: information is given to a game article by attaching a code obtained by converting information to be given to the surface of the article by printing.

For example, a visible code including a player ID that can uniquely identify the card or the player is attached to the back surface of the player card as shown in fig. 4 (a). In the game device of the present embodiment, the player card stores information (player ID) for identifying a player, and the player information including a play situation such as a history, progress situation, or achievement of a game played by the player can be acquired based on the player ID. Thus, the player can play a game that inherits the continuity of the play situation of the game played in the past by acquiring information from the player card at the time of playing the game. In the game according to the present embodiment, an avatar (avatar) character serving as the player's avatar is provided when the score chart is displayed, and information on the avatar character is also included in the player information.

On the other hand, in the game card, for example, a code including a card ID capable of uniquely identifying the card and a character ID for uniquely identifying a character as a game element associated with the card is attached to the front surface and the back surface so that which of the front surface and the back surface is in contact with the placement surface can be determined based on the code. As described later, in the game device 100 of the present embodiment, since the operation input related to the game can be performed by moving the plurality of game pieces on the placement panel, the two-dimensional code configured to be capable of detecting at least one of the position, rotation, and movement with a small amount of computation amount is printed on the game pieces. The Game cards are configured such that a character image of the associated character is printed so that the character can be visually confirmed, and the Game cards are used to provide interest elements related to item collections of Game Contents (Game Contents). Therefore, in the present embodiment, as shown in fig. 4 (b), the game card is printed with a code using invisible ink so that the appearance of the article is not impaired. In the present embodiment, the game elements associated with the game pieces are described as the driver character and the machine character, but the present invention is not limited to this, and it goes without saying that the game elements associated with the game pieces may be other elements such as props and engine effects.

In the present embodiment, the description has been made assuming that the game article configured to be capable of acquiring information by the game device is a player card or a game card, but the game article is not limited thereto as long as it is configured to be capable of acquiring related information. For example, if a game article to which a game element is associated such as a game card is an article configured to be able to specify a game element associated with the article, the game article may be a hand, a toy, a key chain, or other shaped object having the appearance of the game element. When the game article is a shaped object, the information for acquiring each piece of game information can be acquired from a recording medium inside the shaped object or a part of the appearance of a painting, a sticker, a printed word, or the like attached to the shaped object. The game article may be not only a shaped object but also any article such as a player card, a paper medium other than a game card, a sticker, and the like.

Here, a system configuration of a game system according to an embodiment of the present invention will be described with reference to fig. 1.

As shown in the drawing, the game system is configured such that the game server 200 can communicate with each of the plurality of game devices 100 via the network 300. In the system of the present embodiment, the match of the players (game devices 100) is performed by the game server 200 in response to the player having performed an operation related to the start of the match game in 2 game devices 100 at the same time, thereby realizing the match game. It goes without saying that the game devices 100 connectable to the game server 200 via the network 300 are not limited to 2 as shown in the figure. As described later, the game server 200 is configured to be able to manage various kinds of information of a game played using the game device 100 and a player who plays the game.

First, a functional configuration of the game device 100 will be described with reference to a block diagram of fig. 2.

The control unit 101 is, for example, a CPU, and controls the operation of each block included in the game device 100. Specifically, the control unit 101 reads an operation program of each block recorded in the recording medium 102, for example, and then develops the operation program in the memory 103 to execute the operation program, thereby controlling the operation of each block.

The recording medium 102 is a recording device capable of permanently holding data, such as a nonvolatile memory or an HDD. The recording medium 102 stores, in addition to the operation programs of the respective blocks included in the game device 100, information such as parameters necessary for the operation of the respective blocks, and various graphic data used in the game executed by the game device 100. The memory 103 is a storage device for temporarily storing data, such as a volatile memory. The memory 103 is used not only as an expansion area of the operation program of each block but also as a storage area for temporarily storing data and the like output during the operation of each block.

The payout detecting unit 104 detects that a price payout is made in the game apparatus 100. For example, it is possible to determine that the price payment has been made by detecting that a predetermined amount of medal or a corresponding game medal has been inserted into the medal insertion slot, or detecting that the settlement processing based on the communication with the chip relating to the predetermined electronic money has been completed. The game device 100 of the present embodiment is described as starting a service accompanied by providing a game card to a player based on the price payment, but the price payment is not an essential condition and the service may be started based on a predetermined start instruction.

The presentation control unit 107 is responsible for control of presenting various information to the player in the game device 100. In the game device 100 of the present embodiment, the description is given by including the first display unit 120 and the second display unit 130 for displaying images (game screens, menu screens, and the like) and the audio output unit 140 for outputting audio as means for presenting various information to the player, but the means for presenting information is not limited to these, and may be substituted or added, needless to say.

The presentation control unit 107 includes a rendering device such as a GPU, for example, and performs a predetermined rendering process when generating a screen to be displayed on the first display unit 120 and the second display unit 130. Specifically, the presentation control unit 107 performs appropriate arithmetic processing on a necessary drawing object based on processing and commands performed by the control unit 101 during the operation of the game device 100 (during a game play or during a standby state), thereby drawing a screen. The generated screen is output to the first display unit 120 or the second display unit 130, and is displayed in a predetermined display area to be presented to the player, and the first display unit 120 or the second display unit 130 may be a display device that is in the same housing as the game device 100 or is detachably connected to the outside of the game device 100.

The game device 100 of the present embodiment includes 2 kinds of display devices (the first display unit 120 and the second display unit 130) shown in fig. 1 for displaying a game screen, and the presentation control unit 107 generates a game screen for each of the 2 kinds of display devices. As shown in the drawing, in the present embodiment, the second display unit 130 is configured to have a board (placement board 131) on which game cards can be placed in the display area. The player can perform a part of operation inputs related to the action of the character by performing a moving operation on the game card placed on the placement panel 131 in a sequence (battle phase) related to the character operation in the game. In each sequence, information acquisition or state detection is performed for the game cards placed on the placement panel 131.

The second display unit 130 of the present embodiment is configured to be able to display the migrated game screen and to cause the acquisition unit 105, which will be described later, to acquire the invisible code attached to the game card placed on the placement panel 131. For example, when the second display unit 130 is a liquid crystal display device, a light-transmitting liquid crystal panel layer and a light guide layer may be provided below the placement panel 131, the light source may be disposed around (on the side of) the light guide layer, and the bottom surface of the second display unit 130 may not have a case serving as a shield. Thus, the image pickup unit (not shown) included in the acquisition unit 105 can acquire an image from the inside of the second display unit 130 (inside the casing of the game device 100) from which a code for an article placed on the placement panel 131 can be extracted. The configuration of the second display unit 130 is not limited to this, and for example, even if a rear projection type is adopted, it is possible to capture an image in which a code of a game card placed on the placement panel 131 can be extracted in the same manner.

The presentation control unit 107 includes a circuit for outputting and amplifying an audio signal, such as a sound card and an amplifier, and performs a predetermined process when generating audio to be output by the audio output unit 140. Specifically, the presentation control unit 107 specifies audio data to be simultaneously output based on, for example, audio data recorded in advance in the recording medium 102, converts the audio data into an electric audio signal (D/a conversion), and outputs the electric audio signal to the audio output unit 140, thereby outputting audio. The sound output unit 140 may be a predetermined speaker or the like, and outputs a sound wave based on the input sound signal.

The acquisition unit 105 acquires information for 2 purposes for a game that provides a game play experience by the game device 100 according to the present embodiment in accordance with the payout of the price.

One of the applications is to provide an interest element related to continuous game play, in which information (player ID) attached to a player card is acquired via a card reader 160, and player information corresponding to the information is acquired from the game server 200 and stored in the memory 103, for example. At this time, the card reader 160 reads the code attached to the player card using visible ink to acquire information, and outputs the information to the acquisition unit 105.

As shown in fig. 8 (a), avatar information 802 and play situation information 803 are managed in association with a player ID801 for identifying a player (player card), the avatar information 802 indicating various kinds of information of registered avatar characters related to the player, and the play situation information 803 indicating a play situation such as a history, a progress situation, and a battle performance of a game played using the player card. Here, in the game system of the present embodiment, information on one avatar character is associated with the player information, and the avatar information 802 includes: an avatar name 811; appearance information 812 for specifying an appearance of the avatar character; level information 813 indicating the level of the avatar character (avatar level) that varies according to the play situation of the game played using the avatar character; and additional information 814 representing properties, effects (applicable to avatar characters, body characters, driver characters), and the like given to the player.

Another application is an operation input application performed during game play, in which at least one of the position, rotation, and movement of a game card is detected while acquiring information attached to the game card placed on the placement panel 131 and recognizing each game card. In this case, the acquisition unit 105 includes, for example, an imaging unit that images the second display unit 130 from the inside as described above, and applies a predetermined operation to the image obtained by imaging to read the code attached to each card using invisible ink, thereby acquiring information and outputting the information to the acquisition unit 105. The acquisition unit 105 acquires, from the character DB 106 described later, character information associated with information acquired from a game card (including a character ID for specifying an associated character), and stores the character information in the memory 103 as use card information, for example.

As described in detail later, in the use card information, for each game card, for example, as shown in fig. 8 (b), game parameters 823 of a corresponding character (a character associated with the card) acquired from the character DB 106 described later, drawing information 824 and sound data 825, and detection information 826 indicating a state (at least one of a position, rotation, and movement) on the mounting panel 131 are managed in association with the card ID 821 and the character ID 822 of the card.

In the game device 100 of the present embodiment, the description is given by providing the card reader 160 and the placement panel 131 and making blocks for acquiring information different depending on the application and the type of card.

The character DB 106 is a database for managing information (character information) on each character which is determined to be present in the game in advance. In the game provided by the game device 100 of the present embodiment, a plurality of characters can be present in the game related to 1 play. In the game device 100, when a player uses a game card during game play, for example, a character associated with the card can be made to appear in the game as a character used by the player, and the character can be used (operated).

The character information managed for 1 character may have a data structure shown in fig. 8 (c), for example. As shown in the figure, in the role information, a role ID 831 for uniquely determining a role is included in association with: drawing information 832 including graphic data and the like used for screen generation when the character is present in the game; sound data 833 which is also used for sound presentation when the character is present in the game; and a game parameter 834 that describes, as an example of the reference information according to the present invention, the inherent abilities of elements such as a predetermined physical strength (stamina), an offensive power, a defensive power, a motor skill, and a special move in addition to the name and the attribute of the character. The game parameter 834 is information that is referred to in a game in which a character is present and intervenes in the progress control of the game, and the progress control of the provided game is performed by using the information.

In the present embodiment, a degree of rareness (a parameter determined based on the superiority of each game card in the progress of the game when the game card is used, the number of game cards produced, and the like) in the game associated with each character is assigned to the character set to be present in the game, and the game parameter 834 includes information on the degree of rareness determined for the corresponding character ID. The degree of rareness may be set, for example, from low rareness to high rareness, such as normal (C), rareness (R), super rareness (M), perfect rareness (P), game Card (CP), Security (SEC), and memorial rareness (ANNIV), and each character ID may be set. Here, it is needless to say that a plurality of kinds of game pieces may be provided for the same character, and thus the degree of rareness is set for each character ID associated with a game piece. In the game of the present embodiment, for the sake of simplicity, the character with a higher degree of rareness (higher degree of rareness) is set as a game parameter for making the game progress more favorably.

In the present embodiment, the description is given assuming that the character DB 106 stores therein graphic data and audio data and the character information includes these data, but the implementation of the present invention is not limited to this. The character information may include information indicating a storage location of the corresponding data.

In the present embodiment, the following configuration is explained: the character DB 106 can be configured to register card information used by associating a character ID with character information managed for each character and acquiring various information necessary for controlling the progress of a game relating to the character associated with the card from the character DB 106 based on the character ID acquired from the game card by the acquisition unit 105. However, the practice of the present invention is not limited thereto. That is, the game information attached to the game card is not configured to include only various information necessary for specifying the progress control of the game, such as the character ID, but is configured to include various information necessary for the progress control of the game.

Note that, although details are omitted, the character DB 106 may manage graphic data for forming the appearance of the avatar and audio data for the avatar in association with a character ID indicating the avatar character as the drawing information 832 and the audio data 833. With this, it is possible to obtain information necessary for presenting an avatar character associated with a player card from the character DB 106.

The supply control unit 108 controls so that 1 game card is usually supplied for 1 play based on the payout of the price. The Game pieces provided by the Game device 100 are, for example, Game pieces provided before a Game sequence related to provision of a predetermined Game (Game Part operating an operating character) is started, that is, Game pieces to which predetermined (fixed) information is attached for each piece of the Game pieces substantially irrespective of the play content of the Game. The card supply unit 150 is, for example, a card dispenser, and may have the following structure: the game machine includes a not-shown storage box for vertically stacking game cards, and a mechanism for supplying 1 game card held at the lowermost part of the storage box in accordance with a supply command issued by the supply control unit 108. In the case where the card supply unit 150 is incorporated in the same housing as the game device 100, the supplied game card can be supplied to the player by being guided to an extraction port 151 (see fig. 1) accessible from the outside of the game device 100. The game card provided from the game device 100 of the present embodiment is an off-the-shelf card that is printed in advance, and the design of the character image, parameters, and the like printed on the surface of the game card is fixed.

In addition, although the game device 100 of the present embodiment has been described as providing a ready-made card having a fixed design printed and issued in advance in a factory or the like, the provided game card may be dynamically changed in design by so-called on-demand printing. In this case, the card providing unit 150 is a printing device that performs printing on a predetermined paper medium, and may be configured to print, for example, game information having a character ID of a character selected by a player or by a drawing process according to the progress of a game, and a code obtained by converting the game information in a conversion method for a game card on the game card.

On the other hand, the game provided by the game device 100 of the present embodiment can be played by providing the interest elements including continuity by using the player card, but the use of the player card is not necessarily required. Therefore, in the present embodiment, the description will be made on the player card not provided by the game device 100 but a so-called sales promotion (sales promotion) item provided as a store distribution item, a commodity annex, or the like, or an item sold as a single item. However, the present invention is not limited to this, and it goes without saying that the player cards may be provided from the game device 100.

The operation input unit 109 is, for example, a user interface of the game device 100, such as an operation member for direction input, an operation member for determination input, and various sensors. When detecting that an operation input to the operation member is performed, the operation input unit 109 outputs a control signal corresponding to the operation input to the control unit 101. In the present embodiment, the game device 100 is described as including various interfaces as physical operation members, but may include a touch input detection sensor or the like for detecting a touch input performed on the screen of the second display unit 130, for example.

The communication unit 110 is a communication interface with an external device included in the game device 100. The communication unit 110 is connected to an external device via a network 300 (wired or wireless) and can transmit and receive data, and the network 300 may be a communication network such as the internet or a cable connecting devices. The communication unit 110 converts information input as a transmission target into data of a predetermined format, for example, and transmits the data to an external device such as the game server 200 via the network 300.

Next, the functional configuration of the game server 200 will be described with reference to the block diagram of fig. 3. Note that the game server 200 according to the present embodiment does not have a configuration indicated by a broken line in the block diagram of fig. 3. In the following description, components that realize the same functions in the game device 100 and the game server 200 are distinguished by attaching a prefix character of "server" to the latter.

The server control unit 201 is, for example, a CPU, and controls the operation of each block included in the game server 200. Specifically, the server control unit 201 controls the operation of each block by reading out an operation program for each block recorded in the server recording medium 202, and then developing and executing the operation program in the server memory 203.

The server recording medium 202 is a recording device capable of permanently holding data, such as a nonvolatile memory or an HDD. The server recording medium 202 stores information such as parameters necessary for the operation of each block, in addition to the operation program of each block included in the game server 200. The server memory 203 is a storage device for temporary data storage, such as a volatile memory. The server memory 203 is used not only as an expansion area for the operation program of each block but also as a storage area for temporarily storing data and the like output during the operation of each block.

The player information DB 204 is a database for managing the above-described player information for each circulated player card. For example, when a game is played using a player card in the game device 100, player information is registered and managed using a player ID attached to the player card. When the game device 100 executes a game using a player card, the player information managed in the player information DB 204 is read out and acquired from the game server 200 via the network 300, the player information having the same player ID as the player ID attached to the player card.

When a play request for a match-up game, which will be described later, is made in the game device 100, the matching unit 205 identifies the game device 100 that has made the play request for the match-up game in the same manner, and realizes the match-up game between these game devices 100. That is, the matching unit 205 performs the following processing: players who desire to play the battle game at the same time are detected, and two of the players are determined as players who participate in the 1 battle game.

When a match game is played among players, the adjustment unit 206 adjusts information on the progress control of the intervention game by at least one player. Although described in detail later, in the game system of the present embodiment, when a match game of a specific mode is played, the adjustment unit 206 adjusts information for intervening in the progress control of the game as needed.

The server communication unit 207 is a communication interface with an external device provided in the game server 200. The server communication unit 207 is connected to an external device via a network 300 (wired or wireless) and can transmit and receive data, and the network 300 may be a communication network such as the internet or a cable connecting devices. The server communication unit 207 converts information input as a transmission target into data of a predetermined format, for example, and transmits the data to an external device such as the game device 100 via the network 300. Further, when receiving information from an external device via a network, for example, the server communication unit 207 decrypts the information and stores the information in the server memory 203.

In the present embodiment, a description is given of a match-up game in which a plurality of players participate between a plurality of game devices 100 connected via a network 300, but the practice of the present invention is not limited to this. That is, the present invention is not limited to a mode in which players participating in a match-up game use different game devices 100, and may be implemented in a mode in which a match-up game of a plurality of players can be played in 1 game device 100, for example. In this case, the functions of the matching unit 205 and the adjusting unit 206 of the game server 200 may be provided in the game device 100.

In the game system of the present embodiment, the following configuration is explained: the game server 200 manages the player information on the player card so that the interesting elements related to the continuous game play can be provided regardless of which game device 100 uses the player card, but the present invention is not limited to this. That is, in the mode in which the match-up game in which a plurality of players participate is realized by the game device 100 alone, the player cards are configured to be rewritable with information, and the player information is attached to the player cards, so that the present invention can be implemented by the game device 100 alone without using the game server 200. In a mode in which the provision of interest elements related to continuous game play using a player card is limited to 1 game device 100 (a player can play a game succeeding the previous game only in the same game device 100), the present invention can be similarly implemented by providing the player information DB 204 in each game device 100 and managing the player information.

Next, a game that provides a game play experience to a player using the game device 100 in the game system according to the present embodiment will be described. The game is subjected to progress control based on information acquired from the player cards and the game cards and operation input. The game is configured to be able to play a match-up game between two players using at least a plurality of game devices 100 connected via the network 300 as described above. A plurality of game modes may be present in the match-up game, and a match-up game having different themes may be provided in each game mode.

In the game of the present embodiment, basically, the match game is configured such that 3 player characters and 3 driver characters are registered as a Deck (Deck) using a game card for each player, and the game is advanced with these characters as operation targets. Here, for the sake of simplicity of explanation, description will be made by using 6 game pieces and registering the game characters (operation characters) of these game pieces as a piece group when one player plays a match-up game, but the practice of the present invention is not limited to this. That is, in the case where the player does not own a required number of game pieces or the like, the insufficient characters may be supplemented not by acquiring information from the game pieces but by registering corresponding characters selected from a predetermined character group by a lottery process in the card group, for example. For example, the number of characters registered in the card group is not limited to this, and in the game of the present embodiment, the card group can be configured even if each character is less than 3 as long as the number of body characters is the same as that of the driver characters.

In the game according to the present embodiment, the player is configured to play the game by using the player card, and the avatar character associated with the player card can be grown. Although the avatar character intervenes in progress control of the battle game, the avatar character does not directly operate but functions as a game element for commanding a team composed of a card group.

More specifically, in the game according to the present embodiment, in order to maintain the interest of the player who continuously plays the game, the game parameters of the characters of the deck are adjusted upward in accordance with the level of the avatar character which has grown up basically in accordance with the number of times the game is played in the game played so far, the game performance, and other game playing situations. Namely, the game is constituted such that: as the level of the avatar character is higher, the game parameters of the characters registered in the deck are adjusted to make the game progress more favorably, so that the interest elements provided to the player are increased, for example, various tasks can be achieved, good results can be obtained in a battle game or the like.

Therefore, the game provided in the game system of the present embodiment performs progress control based on the player information acquired based on the player cards and the character information acquired based on the various game cards.

On the other hand, in such a system, even if a match-up game is played, as described above, it is difficult for a player or the like who plays the game less frequently to compensate for a difference in the level of an avatar character that affects the game parameter, and it is needless to say that it is disadvantageous in the case of performing matching with such a difference. Further, for example, since game pieces (rare game pieces) with a high degree of rarity set thereto are generally set with game parameters for favorably making the associated character progress in the game, even if the number of times of game play by both players who play the battle game is equal, the quality of the card set itself can be determined based on whether or not more game pieces are obtained. That is, even if a battle game in which a plurality of players can participate is provided as a result, a condition of peer-to-peer may not be formed between the players, and as a result, one player may be less interested in the game.

Therefore, in the game system of the present embodiment, as 1 game mode out of a plurality of game modes provided for the battle game, a "cost battle mode" is provided that reduces such a difference that may occur between players to provide the battle game under the equivalent condition. Specifically, in the Cost battle mode, when there is a difference in the growth state (level) of the avatar character, the total Cost of the characters that can be registered in the card set is limited by adjusting the level to be equal (changing to the same level value) and setting a concept of Cost (Cost) for each character according to the degree of rareness. In the present embodiment, as shown in the table of fig. 5, for example, the cost is determined according to which degree of rareness the degree of rareness set for the character is, and the total sum of the costs of 6 operating characters registered in the card set is 15, which is set as a requirement for the battle game in the cost battle mode.

In addition, in the present embodiment, it is considered that a player having a small number of times of playing the game itself does not have a sufficient number of game pieces and it is difficult to construct a card group including 6 appropriate operation characters, and therefore, it is possible to select the cost fighting mode on the condition that a predetermined condition is satisfied with respect to the playing situation managed by the player, such as the level of the avatar character being equal to or greater than a predetermined value.

The "battle game process" will be described with reference to a flowchart of fig. 6, with respect to a battle game process related to the cost battle mode in the game system of the present embodiment having such a configuration. The processing corresponding to this flowchart can be realized by reading out a corresponding processing program stored in a recording medium by the respective control units (the control unit 101 and the server control unit 201) of the game device 100 and the game server 200, for example, and then expanding and executing the processing program in the memories.

For example, when the execution of the battle game in the cost battle mode is determined in 1 game device 100, the present battle game process is started and explained. In order to determine whether or not the game in the combat-cost mode can be played, prior to the present battle game processing, information (player ID) is acquired from a player card concerning a player using the game device 100, and the game device 100 is caused to acquire player information corresponding to the player ID via the network 300.

In the following description, the details of the processing performed between 1 game device 100 and the game server 200 will be described, but it should be readily understood that the same processing is performed also in other game devices 100 participating in the battle game.

In S601, the control unit 101 starts a registration process of an operation character related to the card group. When the registration process is started, the presentation control unit 107 causes, for example, the first display unit 120 to display a game screen instructing that game cards registered in a deck used in the match-up game be placed on the placement panel 131 under the control of the control unit 101. In this case, the game screen may include information on the cost assigned corresponding to each degree of rareness of the game pieces, the upper limit cost of the game pieces that can be included in the deck, and the remaining cost of the deck (a value obtained by subtracting the total cost associated with the registered character from the maximum cost, the start time is 0). In addition, the information of the remaining cost may be updated every time a character is registered in the card set (information of a game card is registered in the use card information) in the processing thereafter.

In S602, the control unit 101 determines whether or not a game card that has not been registered in the use card information is newly placed on the placement panel 131. The control unit 101 shifts the process to S603 when determining that a game card not yet registered in the use card information is newly placed on the placement panel 131, and shifts the process to S607 when determining that the game card is not placed.

In S603, the control unit 101 acquires corresponding character information from the character DB 106 for the newly mounted game card based on the information of the character ID acquired by the acquisition unit 105.

In S604, the control unit 101 refers to the information of the degree of rareness included in the game parameter 834 of the character information corresponding to the newly mounted game piece, and determines whether or not the total sum of the costs of the game pieces (including the newly mounted game piece) currently mounted on the mounting panel 131 exceeds the upper limit cost. The determination in this step can be performed, for example, by storing the sum of the costs of the game pieces registered in the use piece information in the memory 103 and adding the sum to the cost of the newly placed game piece. The control unit 101 shifts the process to S605 when determining that the total of the costs of the game pieces currently placed on the placement panel 131 exceeds the upper limit cost, and shifts the process to S606 when determining that the total of the costs does not exceed the upper limit cost.

In S605, the presentation control unit 107 presents a notification that the total cost of the deck exceeds the upper limit cost and a notification for urging a change of the game cards used, under the control of the control unit 101. Further, depending on the player, the game cards owned by the player may not be carried in their entirety, and the card set may not be configured with the total cost that converges within the upper limit cost. Further, it is also possible that a card group satisfying the condition of cost cannot be constructed within the time set for the card group registration. In the game system of the present embodiment, when the total cost does not fall within the upper limit cost, the game parameters of at least some of the user characters are adjusted downward to ensure equality among the players, thereby providing a game play experience in the cost battle mode. Therefore, the notification presented in this step also includes notifications having the following meanings: the match-up game can be played even in the case where the total cost of the card set exceeds the upper limit cost, but the game parameters are adjusted downward at this time.

In S606, the control unit 101 constructs information on the character to be used based on the information acquired from the newly placed game card and the character information acquired for the game card, and adds the information to the information on the character to be used.

In S607, the control unit 101 determines whether any game piece placed on the placement panel 131 is removed. The control unit 101 shifts the process to S608 when determining that any game piece placed on the placement panel 131 is removed, and shifts the process to S609 when determining that the game piece is not removed.

In S608, the control unit 101 specifies the removed game piece, and deletes the information on the game piece from the use piece information.

In S609, the control unit 101 determines whether or not the end condition of the card group registration is satisfied. The end condition of the card group registration may be a condition that is satisfied when a time set in advance for the card group registration has elapsed or when an operation input related to the card group determination is performed. The control unit 101 shifts the process to S610 when determining that the end condition of the card group registration is satisfied, and returns the process to S602 when determining that the end condition of the card group registration is not satisfied.

In S610, the control unit 101 configures game information for one player to be used for progress control of the battle game in the cost battle mode, and transmits the game information together with the matching request to the game server 200 via the communication unit 110. Here, the game information may be constituted by player information on a player who plays the match-up game in the game device 100 and use card information on a registered card set. The matching request includes information for uniquely identifying the device ID of the game device 100.

In S611, when receiving the matching request and the game information, the server control unit 201 stores the information of the game device 100 currently being matched in the cost battle mode in the server memory 203.

In S612, the matching unit 205 determines the game device 100 participating in the battle game from the game devices 100 currently in the request for matching in the cost battle mode. The game device 100 participating in the battle game may be decided based on a predetermined decision criterion such as a data communication speed and a matching request timing.

In S613, the adjustment unit 206 performs adjustment processing with reference to the game information received from each game device 100 for 2 game devices 100 participating in the battle game determined in S205. In the game of the present embodiment, the following 2 types of adjustments are performed with respect to the adjustment relating to the cost battle mode: the virtual character level of the virtual character affecting the game parameters of the whole character in the card set is adjusted, and the game parameters of the character included in the card set are adjusted.

Next, the adjustment process performed by the adjustment unit 206 in this step will be described in detail with reference to the flowchart of fig. 7.

In S701, the adjustment unit 206 determines whether or not there is a difference in the level of the avatar character by referring to the level information 813 related to the player information among the information received as the game information from the game devices 100 used by the two players (participating players) participating in the match-up game. The adjustment unit 206 shifts the process to S702 when determining that there is a difference in the level of the avatar character associated with 2 participating players, and shifts the process to S703 when determining that there is no difference.

In S702, the adjustment unit 206 adjusts the levels of the avatar characters participating in the player to be equal to each other. In the present embodiment, the avatar level is adjusted so as to match the lower avatar level. Therefore, the adjustment unit 206 changes the value of the level information 813 indicating the game information of the avatar character having a high avatar level to the value indicated by the level information 813 indicating the game information of the avatar character having a low avatar level, and adjusts the value. This adjustment is a temporary adjustment in which only the game information relating to the competitive game in the cost battle mode to be performed thereafter is changed, not by updating the corresponding player information managed in the player information DB 204.

In the present embodiment, the following configuration is explained: when updating the player information included in the game information of one participating player based on the player information included in the game information of the other participating player, the level information 813 is changed so as to match the player having the lower avatar level. That is, the level information 813 may be changed so as to match the player information included in the game information with the higher avatar level, the level information 813 of the avatar levels of both the participating players may be adjusted to an average value of both the players, or the level information 813 of both the players may be adjusted so as to have a fixed avatar level.

In S703, the adjustment unit 206 refers to the game parameters 823 related to the used card information in the information received as the game information for each participating player to determine whether or not the total cost of the card set exceeds the upper limit cost. The adjustment unit 206 moves the process to S704 when determining that the total cost of the card set associated with at least one of the participating players exceeds the upper limit cost, and completes the adjustment process when determining that the total costs of the card sets associated with both participating players are within the upper limit cost.

In S704, the adjustment unit 206 adjusts downward the game parameters 823 of the use card information included in the game information of the participating players whose total cost does not converge within the upper limit cost, based on the value of the cost exceeding the upper limit cost. Here, the character (game card) whose game parameter 823 is adjusted may be at least any one of characters included in the corresponding card group. For example, when the total cost of the card group exceeds the upper limit cost at the time of completion of the card group registration, the game device 100 may receive selection of a character to be adjusted, and may determine the character to be adjusted based on the selected information. Alternatively, the character to be adjusted may be determined based on a predetermined criterion, such as a character having the highest degree of rareness, a character registered in the card group in a predetermined order, a body-only character, or a driver-only character.

When the adjustment processing is completed in this way, in S614 of the battle game processing, the server control unit 201 transmits the adjusted game information of the two participating players to the 2 game devices 100 participating in the battle game via the server communication unit 207, respectively.

In S615, the control unit 101 executes the battle game based on the received adjusted game information. More specifically, the control unit 101 determines final game parameters by changing the game parameters 823 of the adjusted use card information based on the level information 813 of the adjusted player information with respect to the game information on the player using the own game and the game information on the player of the opponent, respectively, and performs each process related to the battle game based on the final game parameters. The exchange of various information in the match-up game performed by the plurality of game devices 100 via the network 300 may be the same as in the conventional communication match-up game, and the description thereof will be omitted. In the game of the present embodiment, in the match-up game, the operation status of each game card on the placement panel 131 is sequentially transmitted (using the detection information 826 included in the card information), and the match-up game progresses.

In S616, the control unit 101 determines whether or not the end condition of the battle game is satisfied. The control unit 101 completes the present battle game processing when determining that the end condition of the battle game is satisfied, and repeats the processing of the present step when determining that the end condition of the battle game is not satisfied.

Thus, according to the game system of the present embodiment, it is possible to ensure an equal interest experience in the battle game regardless of the play situation of the game. More specifically, according to the game system of the present embodiment, even if there are players whose play statuses and owned game cards are poor, the game play experience of the battle game can be provided under equivalent conditions, and therefore, it is easier for the players to keep their interest in the game.

In the present embodiment, the following configuration is explained: in order to participate in a battle game in a cost battle mode, a player can play the game under equivalent conditions while adjusting the grade of an avatar and game parameters of an operating character. However, the present invention is not limited to this, and if the information intervening in the progress control of the game differs among players or if a difference exceeding a predetermined range occurs, the difference or the difference may be adjusted so as to be reduced.

For example, in the case where the parameters of the avatar character are game parameters for adjusting all characters included in the deck upward as in the present embodiment, only the avatar level may be adjusted based on the difference between the avatar levels, or only the game parameters of the character may be adjusted for at least one player's deck based on the difference between the avatar levels.

In a game without the concept of an avatar character, for example, the game parameters may be adjusted based on the difference between the game parameters of the characters included in the deck so as to reduce the difference. In this case, one game parameter may be used as a reference to adjust the other game parameter. That is, in the present embodiment, as the cost battle mode, the following mode is explained: a concept of cost corresponding to the degree of rareness is introduced to limit the combinations of characters that can be registered in the card set used in the battle game mode, or to adjust the game parameters downward when the cost exceeds the upper limit cost. However, in order to make the adjustment more equal, for example, the game parameters of the characters of at least one card deck may be adjusted so that the total sum of the game parameters of the characters included in the card deck is equal to each other among the participating players. Such adjustment may be performed without setting the concept of cost.

In the present embodiment, the following configuration is explained: with regard to the 1 parameter (avatar level) included in the game information, if there is a difference between the participating players, the parameter is adjusted so as to have the same value, but the implementation of the present invention is not limited to this. That is, the adjustment may be in a state determined to be the same under a predetermined evaluation criterion relating to the game after the adjustment, and it is not always necessary to perform the adjustment so that a certain parameter is the same. The determination of whether or not to perform adjustment is not limited to the condition that any one of the pieces of information included in the game information is different, and the determination of whether or not to perform adjustment may be performed based on whether or not the same state cannot be determined, for example, whether or not the difference between the avatar levels is equal to or greater than a predetermined value, the difference between the card assembly costs is equal to or greater than a predetermined value, or the difference between the game parameters is equal to or greater than a predetermined value.

Although not mentioned in the above-mentioned battle game process, it is also possible to provide: the following adjustment is performed in such a manner that the game parameters or parameters based on the game parameters are changed to a state that affects the progress control of the game by using the elements (props and the like) given to the player according to the play situation of the game, which are shown in the additional information 814 of the player information, in the game. For example, in a method of changing information intervening in the progress control of a game, such as game parameters of an operation character included in a card set, by using an item given to a player, when each player uses a different item or whether an item is used or not is different, adjustment may be performed so that an item used by any one player is also used by the other player (in this case, when another item is already used, a state is assumed in which the same item is used instead of the item).

In addition, in the present embodiment, the following modes are explained: the game server 200 receives game information from the game devices 100 that execute the battle game in the cost battle mode, and after determining the matching, the adjustment unit 206 adjusts the game information and returns the adjusted game information to each game device 100. For example, the game server 200 may perform only matching, and the adjustment of the game information may be performed in the game device 100 that has received the game information on the opponent. In this case, the game information of each of the adjusted participating players is set to the same state in any one of the game apparatuses 100 by adjusting both of the game apparatuses 100 participating in the match-up game based on the same reference.

In the above-described embodiment, the following modes are explained: the cost is set based on the degree of rareness of the game pieces, and the total cost of the used card set is configured not to exceed the upper limit cost and is determined as a condition for card set registration. However, depending on the combination of the card sets, the peer-to-peer condition may not be ensured. For example, instead of configuring a deck by using 4 or 2 game pieces smaller than the upper limit number, it is also possible to include more game pieces with a high degree of rareness in the deck, and as a result, the game balance may be made uneven.

Therefore, for example, in the configuration of the card set, the following may be adopted: the number of game cards that can be included in the card set is limited for each degree of rareness. In this case, for example, in the registration process, when the game pieces having the same degree of rareness as the newly placed game pieces have been registered in the use piece information by the upper limit number, it is sufficient to perform control so as to notify that effect and not to perform registration of the game pieces in the use piece information. Alternatively, the game pieces having the same degree of rareness may be included in the used piece information in excess of the upper limit number, but the end condition of the piece group registration may not be satisfied until the game pieces having the same degree of rareness are equal to or less than the upper limit number.

In this aspect, since there is a possibility that the player does not carry a game card that can construct a card set satisfying the condition, the following is provided: if game pieces having the same degree of rareness are registered in a card group in excess of the upper limit number and a match-up game is conducted, the presentation game parameters are corrected downward.

In addition, the upper limit number set for each of the degrees of rareness may be plural, but from the viewpoint of providing a preferable game play experience in a battle game performed under equivalent conditions, the number of game pieces that can be registered in the card set for each degree of rareness may be 1.

Other embodiments the present invention is not limited to the above-described embodiments, and various changes and modifications can be made without departing from the spirit and scope of the present invention. The game device according to the present invention can also be realized by a program that causes 1 or more computers to function as the game device. The program can be provided/distributed by being recorded in a computer-readable recording medium or by being transmitted through an electric communication line.

Description of the reference numerals

100: a game device; 101: a control unit; 102: a recording medium; 103: a memory; 104: a payment detection section; 105: an acquisition unit; 106: a role DB; 107: a presentation control section; 108: providing a control part; 109: an operation input unit; 110: a communication unit; 120: a first display unit; 130: a second display unit; 131: a mounting panel; 140: a sound output unit; 150: a card supply section; 151: a take-out port; 160: a card reader; 200: a game server; 201: a server control unit; 202: a server recording medium; 203: a server memory; 204: a player information DB; 205: a matching section; 206: an adjustment part; 207: a server communication unit; 300: a network.

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