WO2017094496A1 - ゲームプログラム - Google Patents

ゲームプログラム Download PDF

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Publication number
WO2017094496A1
WO2017094496A1 PCT/JP2016/083871 JP2016083871W WO2017094496A1 WO 2017094496 A1 WO2017094496 A1 WO 2017094496A1 JP 2016083871 W JP2016083871 W JP 2016083871W WO 2017094496 A1 WO2017094496 A1 WO 2017094496A1
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WO
WIPO (PCT)
Prior art keywords
player character
game
parameter
condition
user
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Application number
PCT/JP2016/083871
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English (en)
French (fr)
Japanese (ja)
Inventor
隆将 青井
一磨 大森
拓也 本村
Original Assignee
株式会社コロプラ
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Publication of WO2017094496A1 publication Critical patent/WO2017094496A1/ja

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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/45Controlling the progress of the video game
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/537Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/58Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • A63F13/69Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/825Fostering virtual characters

Definitions

  • the present invention relates to a game program.
  • Patent Documents 1 and 2 disclose a game program that aims to clear a predetermined mission by operating a player character in a virtual game space by a player's operation.
  • the player can clear the mission by playing the selected mission and defeating a predetermined enemy character (non-player character) set in the mission.
  • a device for preventing the player from getting bored by, for example, generating an additional mission based on the action of the player character in the mission and a predetermined probability has been studied.
  • An object of the present invention is to provide a game program that can further improve the attachment of a user to a player character.
  • a game program that causes a computer including a control unit that advances a game based on a user instruction and a storage unit to execute the following steps.
  • (2) A step of determining whether or not the player character satisfies a first condition associated with the player character.
  • a game program that can further improve the attachment of the user to the player character is provided.
  • a game program has the following configuration.
  • (Item 1) A game program that causes a computer including a control unit that advances a game based on a user instruction and a storage unit to execute the following steps. (1) A step of specifying a first parameter associated with the player character used when the player character moves in the game space. (2) A step of determining whether or not the player character satisfies a first condition associated with the player character. (3) A step of updating the first parameter by changing the player character from the first state to the second state on condition that the first condition is satisfied.
  • the user after satisfying the first condition for the player character, the user further clears the first game stage associated with the player character, thereby gradually increasing the first parameter of the player character. Can be updated. Thereby, the user can experience a sense of accomplishment by overcoming various obstacles with the player character, and the attachment of the user to the player character can be further improved.
  • the first condition includes a step of determining whether or not a second parameter associated with the player character has reached a predetermined value
  • the second parameter is stored in the storage unit on condition that the second game stage advanced by the control unit is cleared,
  • the control unit determines whether or not the value of the second parameter stored in the storage unit has reached the predetermined value; Item 1 game program.
  • the user can satisfy the first condition by collecting the second parameter by clearing the second game stage by the player character.
  • the user can change the player character from the first state to the second state as a result of raising the player character over a certain amount of time, and the user's attachment to the player character can be further improved.
  • the computer further comprises a display,
  • the control unit causes the display to display a first display in which the predetermined value is graphically displayed and a second display in which the current value of the second parameter associated with the player character is graphically displayed.
  • the user cannot accurately know the current value of the second parameter and the target value necessary to satisfy the first condition in the process of training the player character.
  • the player character is a person, it is not possible to accurately know the inner side of the player character, and it is necessary to imagine to some extent, and human communication can be simulated. Thereby, the attachment of the user to the player character can be further improved.
  • the predetermined value is set based on a rarity associated with the player character.
  • Item 3 game program According to the game program of this item, it is possible to appropriately set the difficulty level of the player character having a high degree of rarity, and the user's attachment to the player character can be further improved.
  • the second parameter given by clearing the second game stage is set according to the difficulty level of the second game stage.
  • the game program according to any of items 2 to 4. According to the game program of this item, since the second parameter is given according to the difficulty level of the second game stage, the human feeling that the reliability is deepened when a difficult obstacle is overcome using the player character. Can simulate simple communication. Thereby, the attachment of the user to the player character can be further improved.
  • the first game stage includes the game space configured such that only the player character that satisfies the first condition can move.
  • the game program according to any of items 1 to 5. According to the game program of this item, as a result of clearing the more difficult first game stage only by the player character satisfying the first condition and changing from the first state to the second state, the player character is moved from the second state. Change to the third state. Thereby, the user can experience a sense of accomplishment by overcoming various obstacles with the player character, and the attachment of the user to the player character can be further improved.
  • the first condition includes a step of determining whether or not a second parameter associated with the player character has reached a predetermined value
  • the second parameter is stored in the storage unit on condition that the second game stage advanced by the control unit is cleared,
  • the second game stage includes the game space configured to allow the player character and any other player character to move.
  • the second condition includes that a value of a predetermined game point associated with the user exceeds a predetermined value,
  • the control unit subtracts the consideration from the value of the game point.
  • the game system 1 of this embodiment shown in FIG. 1 provides a game to a plurality of users.
  • the game system 1 includes a plurality of user terminals 100-1 to 100-4 and a game server 200.
  • Each user terminal 100 and the game server 200 are connected via the network 2.
  • the game server 200 provides various services related to the game to each user terminal 100.
  • the network 2 can be connected to the Internet via the Internet, various mobile communication systems constructed by radio base stations (not shown) (for example, so-called 3G and 4G mobile communication systems, LTE (Long Term Evolution)), and predetermined access points.
  • a wireless network for example, WiFi (registered trademark) may be included.
  • FIG. 2 shows the configuration of each user terminal 100.
  • the user terminal 100 is preferably a portable terminal device such as a smartphone, a feature phone, a PDA, or a tablet computer.
  • the user terminal 100 includes a control unit 110, a storage unit 120, an input unit 131, a display unit 132, and a communication unit 140 that are electrically connected to each other via a communication bus.
  • the user terminal 100 preferably includes a touch panel 130 that constitutes the input unit 131 and the display unit 142, and the user can input various instructions necessary for the progress process of the game via the touch panel 130.
  • the input unit 131 detects some action (mainly a physical contact operation such as a touch operation, a slide operation, a swipe operation, and a tap operation) on the touch pal 130 of the user.
  • the touch pal 130 may be configured with a liquid crystal display or the like provided with a touch sensing unit.
  • the communication unit 140 performs control for executing transmission / reception of various types of information to the game server 200.
  • the request includes an instruction for transmitting game data such as a predetermined game program, user information, and game information to the user terminal 100 and an instruction for proceeding with the game.
  • the control unit 110 may include various processors such as a CPU (Central Processing Unit), an MPU (Micro Processing Unit), and a GPU (Graphics Processing Unit).
  • the communication unit 140 establishes a connection between the user terminal 100 and the network 2 under the control of the control unit 110.
  • the storage unit 120 includes a main memory configured by a volatile storage device such as a DRAM (Dynamic Random Access Memory), and an auxiliary memory configured by a nonvolatile storage device such as a flash memory or an HDD (Hard Disk Drive).
  • auxiliary memory game data such as a game program downloaded from the game server 200 is stored.
  • the game program is developed on the main memory and executed by the control unit 110.
  • control unit 110 In the main memory, various game data generated while the control unit 110 is operating according to the program and various game data used by the control unit 110 are also temporarily stored.
  • the control unit 110 can function as the action reception unit 111, the processing unit 112, the determination unit 113, the request unit 114, and the image generation unit 115 by the program.
  • the action accepting unit 111 detects a user action on the input unit 131.
  • the action reception unit 111 determines what input has been made, such as an operation instruction via the touch panel 130 or other buttons, and outputs the result to necessary elements such as the terminal processing unit 112.
  • the coordinate information of the input position and the type of action are detected. Further, by detecting that the input that has been continuously detected is interrupted, it is detected that the touch input has been canceled from the touch panel 130.
  • the processing unit 112 controls the operation of the entire user terminal 100, and performs arithmetic processing necessary for data transmission / reception between the elements and execution of the game.
  • the image generation unit 115 is instructed to advance the game according to the game program based on the action detected by the action accepting unit 111 and to draw the resulting game image.
  • processing for controlling the position of the virtual camera for designating the visual field displayed on the display unit 132 may be performed in accordance with the progress of the game.
  • the determination unit 113 refers to various game data stored in the storage unit 120 based on a determination request from the processing unit 112, and executes various determinations necessary for game progress to be described later.
  • the request unit 114 transmits various requests to the game server 200 via the communication unit 140.
  • the various requests include requests for causing the user terminal 100 to download various game data and game programs as will be described later.
  • the image generation unit 115 generates an image such as a game screen or a game object displayed on the display unit 132 based on the game data received from the game server 200, the calculation result of the game program, and the action of the user on the input unit 131. To do.
  • FIG. 3 shows the configuration of the game server 200.
  • the game server 200 is an information control device used when a system administrator or the like controls and manages a game provided to a user (player), and is a general-purpose computer such as a workstation or a personal computer.
  • the game server 200 of the present embodiment has a game providing function that provides each user terminal 100 with information necessary for the progress of the game.
  • the game server 200 receives various instructions from the user terminal 100, game programs operable on the user terminal 100, Web pages (game screens, etc.), various game data such as user information and game parameters, various notifications Etc.
  • the game server 200 includes a communication unit 240 that is a network interface that communicates with the network 2, a control unit 210, a storage unit 220, an input unit 231, and an output unit 232. Connected.
  • the control unit 210 may be configured to include various processors such as a CPU, MPU, and GPU.
  • the control unit 210 controls the overall operation of the game server 200, and performs data transmission / reception between elements and arithmetic processing necessary for game execution.
  • the communication unit 240 establishes a connection between the game server 200 and the network 2 under the control of the control unit 210.
  • the storage unit 220 may be configured to include a volatile storage device such as a DRAM, and a nonvolatile storage device such as a flash memory or an HDD.
  • the control unit 210 implements necessary processing by expanding and executing various programs stored in the storage unit 220 in various memories.
  • the control unit 210 can function as a reception unit 211, a processing unit 212, a data management unit 213, a determination unit 214, a transmission unit 215, and an image generation unit 216 according to the program.
  • the storage unit 220 stores various game programs including a user authentication program. In addition, information regarding each user and information regarding a retained character associated with the user are stored. Furthermore, game information including various game data necessary for processing various game events to be described later that are progressed in the user terminal 100 is stored. In the storage unit 240, a database for managing various game information and user information related to the game may be constructed.
  • FIG. 4 shows an example of the user management table 300 stored in the storage units 220 and 120.
  • the user management table 300 stores a player character (held character) held by a predetermined user in association with an identifier (user ID) that identifies the user.
  • Information about the player character includes parameters such as rarity, deck, bond points (maximum value, current value), level, HP, SP, attack power, defense power, weapon, skill.
  • the rarity is a parameter indicating the rarity of the player character.
  • the deck is information for selecting and storing one or more player characters that can participate in a predetermined game event in advance, and defines a team to which the player character belongs.
  • the bond point is a parameter indicating the degree of attachment of the user to the player character.
  • HP is a physical strength parameter, and decreases when attacked by an enemy character. When the value falls below a predetermined value, the battle becomes impossible and the operation by each user becomes impossible.
  • SP is a parameter used by the player character to use a skill that is a special action. The SP is decreased by a predetermined amount by activating the skill, and is recovered by a predetermined amount by executing a normal attack action or the like. If the SP is below the predetermined amount, the skill cannot be used.
  • the attack power is a parameter serving as a basis for calculating the amount of damage given to the enemy character by the action of the player character.
  • the defensive power is a parameter serving as a basis for calculating the HP that decreases due to the attack of the enemy character.
  • the weapon used by the participating characters in the cooperative play is set, and the skill may be set according to the weapon, or the attack power and the defense power may be set to vary.
  • the parameters associated with the player character are used when the player character operates in the game space where the game event progresses, and the first parameter used when the player character operates in the game space where the game event progresses.
  • the first parameter is, for example, a parameter such as HP, SP, attack power, defense power, weapon, skill.
  • the second parameter is, for example, a parameter such as a rarity or a bond point, and can serve as an index when determining and adjusting the first parameter.
  • the receiving unit 211 receives various information from each user terminal 100.
  • Each user terminal 100 transmits various types of information to the game server 200 under the control of the communication unit 140, the game server 200 receives the information via the network 2 and the communication unit 240, and the reception unit 211 receives the information. Identify and accept content.
  • the processing unit 212 controls the overall operation of the game server 200, and performs data transmission / reception between elements and arithmetic processing necessary for the progress of the game.
  • the data management unit 213 updates various game data and databases stored in the storage unit 220 based on various calculation results in the processing unit 212.
  • the processing unit 212 refers to various game data and database stored in the storage unit 220, and the management unit 213 stores various game data and database as necessary. Necessary processing is executed by adding / updating / deleting records. *
  • the determination unit 214 Based on the determination request from the processing unit 212, the determination unit 214 refers to various game data and databases stored in the storage unit 220 and executes various determinations necessary for the game progress.
  • the transmission unit 215 performs control to transmit a game program operable on the user terminal 100, game data including user information and various game information, images such as a game screen, various notifications, and the like to the user terminal 100.
  • the image generation unit 216 generates an image such as a game image related to game data necessary for the progress of the game under the control of the processing unit 212 and the determination unit 214. The image is transmitted to the user based on the control of the transmission unit 215.
  • the input unit 231 is an information input device such as a mouse or a keyboard.
  • the output unit 232 is a liquid crystal display or the like, and is used for monitoring computer information.
  • the game server 200 may be configured to include at least part of the functions of the user terminal 100 described above. Further, at least a part of the functions of the game server 200 may be configured to be provided in the user terminal 100. That is, a computer that realizes a predetermined function by executing the game program in the present embodiment can be arbitrarily selected from the information control device including the user terminal 100 and the game server 200 described above.
  • the games that are progressed in the game system 1 are, for example, action RPG (rolling game), RTS (Real-time Strategy), and FPS (First-Person Shoter). 5, 7, and 9 are flowcharts illustrating an example of a processing flow executed in the game system 1.
  • FIG. 6 shows an example of the player character in the first state.
  • FIG. 8 shows an example of the player character in the second state.
  • the request unit 114 requests user information and game information for starting the game from the game server 200 (S101).
  • the user information includes an identifier (user ID) for identifying the user.
  • the receiving unit 211 executes a process of receiving this (S201).
  • the processing unit 212 refers to the storage unit 220, and after the data management unit 213 updates the user management table 300 as necessary, specifies the latest user information and game information corresponding to the user.
  • the transmission unit 215 transmits this to the user terminal 101 (S202).
  • the processing unit 112 updates the user management table 300 as necessary, and then transmits the user information. And the process for starting a game is performed using game information (S102).
  • the processing unit 112 refers to the updated user management table 300 and specifies the parameters of each player character held by the user.
  • the specified parameters include the first parameter and the second parameter described above (S103).
  • the user inputs a predetermined action to the input unit 132 to shift to a screen for organizing the deck using the player character selected from the possessed characters (S104).
  • the deck is information for selecting and storing one or more player characters that can participate in a predetermined game event in advance, and defines a team to which the player character belongs.
  • the action receiving unit 111 instructs the image generation unit 115 to generate a deck organization screen.
  • the deck organization screen preferably includes a list of owned characters and a deck selection box.
  • the player character is moved to the deck selection box, whereby the player character is displayed.
  • Is preferably configured to select as a deck member.
  • a plurality of decks can be organized and stored in the storage units 120 and 220. As shown in FIG. 4, the player characters A to C belong to the deck 1, and the player characters C to E Are set to belong to the deck 2.
  • FIG. 6 shows the player character PC1 in the first state, and includes a character graphic CG1 indicating an image of the player character PC1, a rarity display RD1 indicating rarity, and a bond point display CD1.
  • the bond point display CD1 includes a bond point maximum value graphic (first display) MC1 and a bond point current value graphic (second display) CC1.
  • the bond point maximum value graphic MC1 and the bond point current value graphic CC1 are displayed as a graphic representation of the value of the bond point maximum value and the value of the bond point current value shown in the user management table 300.
  • the user cannot accurately know the current value and target value of the bond point in the process of nurturing the player character.
  • the player character is a person (girl character) as shown in the present embodiment, it is not possible to accurately know the inner side of the player character, and it is necessary to imagine to some extent, and human communication Can be simulated. Thereby, attachment to a user's player character can be improved.
  • the user inputs a predetermined action to the input unit 132, thereby selecting a quest to be challenged using one of the organized decks (normal quest: second game stage) (S105).
  • the action selection unit 111 accepts the request
  • the request unit 114 requests quest information regarding the quest under the control of the processing unit 112 (S106).
  • the processing unit 212 refers to the storage unit 220 to identify the quest information (game information) related to the requested quest, and the image generation unit 216 determines that it is necessary.
  • the game image is generated, and the transmission unit 215 transmits the quest information to the user terminal 100 (S204).
  • the quest information is information related to the game space serving as a battle field in which the quest proceeds, enemy character information that opposes the player character, clear conditions and time limit for the quest, and changes in the behavior of the enemy character according to the progress of the in-game time. Includes information.
  • the normal quest as the second game stage is configured as a game space in which an arbitrary player character can be operated. Therefore, the organized deck may include the player character PC1 that the user particularly wants to train and any other player character. Accordingly, the user can clear the quest by operating any player character, and the user can cultivate a favorite player character relatively easily. Thereby, the attachment of the user to the player character can be further improved.
  • the determination unit 113 determines whether or not the quest has been cleared based on the action history of the player character in the quest and the game situation (S108).
  • the quest clear condition is, for example, that all the enemy characters have been defeated.
  • the user attacks the enemy character by operating the player character, and the HP of all the enemy characters is set to a predetermined value (for example, 0) or less. It is determined that the quest has been cleared (Y in S108). If all enemy characters are not defeated, the quest is continued (N in S108). If all the player characters are defeated by an enemy character or the time limit is exceeded, it may be determined that the quest has not been cleared and the game state is returned to the state before the quest challenge.
  • the request unit 114 transmits information notifying that the quest has been cleared to the game server 200 (S108).
  • the determination unit 214 determines that the quest has been cleared, and specifies a reward to be given to the user.
  • various second parameters are given to all player characters that make up the deck that contributed to clearing the quest, and game points such as various in-game currencies are given to the user.
  • the second parameter to be given is, for example, an experience value that raises the level of the player character when a predetermined value is exceeded, or the aforementioned bond point.
  • the data management unit 213 updates the user management table 300 (user information) stored in the storage unit 220 based on the information (S206), and transmits the information to the user terminal 100 as reward information (S207).
  • the numerical value of the bond points given is set according to the difficulty level of the normal quest. Since bond points are given according to the difficulty level of a normal quest, it is possible to simulate human communication that a sense of trust is deepened when a difficult obstacle is overcome using a player character. Thereby, the attachment of the user to the player character can be further improved.
  • the user terminal 100 Upon receiving the reward information (S109), the user terminal 100 is selected as a deck member by updating the user management table 300 (user information) stored in the storage unit 120 as necessary under the control of the processing unit 112. Second parameters such as bond points and experience values are given to each player character, and the first parameter of each player character is updated based on the second parameter (S110). At this time, it is preferable that the image generation unit 115 updates the display of the bond point current value graphic CC1 shown in FIG. 6 based on the updated value of the bond point current value.
  • the bond point maximum value graphic MC1 includes four sub-graphics S1 to S4 (heart marks), and each sub-graphic S1 to S4 is set according to the rarity of each player character PC1.
  • a bond point is assigned by dividing the maximum value of bond points by the number of sub-shapes. Determine how many of the bond points the updated bond point current value is divided by the maximum number of bond points divided by the number of sub-shapes, and fill those shapes for the satisfied sub-shapes
  • the bond point current value graphic CC1 is displayed. For the unsatisfied portion, the bond point current value graphic CC1 is displayed so as to fill the graphic halfway by the bond point set in the sub graphic. Thereby, the bond point present value is displayed in a gauge shape. For example, when only 3/8 of the bond point current value is acquired with respect to the bond point maximum value, the sub-graphic S1 and half of the sub-graphic S2 are filled to display the bond point current value graphic CC1. Is done.
  • the determination unit 113 specifies the parameter (second parameter: bond point current value) of the player character PC1 (S111).
  • the predetermined value is the bond point maximum value, and it is determined whether or not the current bond point value has reached the bond point maximum value (S112).
  • the determination unit 113 determines whether or not the determination unit 113 satisfies the second condition (S113).
  • the second condition is, for example, to pay a predetermined game point associated with the user as a consideration, and in the present embodiment, whether or not more support points are set separately from the in-game currency. Is determined.
  • a support point is a reward given to a user by clearing the above-mentioned normal quest.
  • the user changes the player character from the player character PC1 in the first state shown in FIG. 6 to the player character PC2 in the second state shown in FIG. Can be changed.
  • changing the player character PC1 in the first state to the player character PC2 in the second state by satisfying at least the first condition described above is referred to as affection evolution.
  • the user can arbitrarily determine whether or not the player character is to be love-evolved, and if he / she agrees to pay a predetermined cheering point as a consideration, he / she inputs a request for love-evolution of the player character. 131 can be input.
  • the request unit 114 transmits the affection evolution request to the game server 200 (S115).
  • the determination unit 214 refers to the user information stored in the storage unit 220, and whether or not the above-described conditions for the player character's affection evolution are satisfied? It is confirmed whether or not (S209).
  • the data management unit 213 updates the state of the player character from the first state to the second state and updates the parameters (particularly the first parameter). (S210).
  • the processing unit 212 performs processing so as to release a bond quest (first game stage) different from the normal quest for the user, and the data management unit 213 updates the user information and game information in the storage unit 220. (S211).
  • the transmission unit 215 transmits the information about the updated player character and the information about the released bond quest to the user terminal 100 as affection evolution information (S212).
  • the user terminal 100 Upon receiving this (S116), the user terminal 100 updates the user information and game information stored in the storage unit 120 under the control of the processing unit 112 (S117), and performs processing to update the first parameter of the player character PC2. To do.
  • the image generation unit 115 generates an effect image (various movies) for causing the player character to change from the first state to the second state, and displays it on the display unit 132 (S118).
  • an effect image variable movies
  • the user can enjoy a sense of accomplishment by receiving the benefit of improving the first parameter of the player character through clearing various quests (normal quests) using the player character. Attachment can be further improved.
  • the rarity display RD2 and the character graphic CG2 are updated as shown in FIG. Further, since the bond point current value has reached the bond point maximum value, the display is updated so that all the sub-graphics S1 to S4 of the bond point display CD2 are all filled.
  • the user can challenge the released bond quest by inputting a predetermined action to the input unit 132.
  • the action selection unit 111 accepts the request
  • the request unit 114 requests quest information regarding the quest under the control of the processing unit 112 (S120).
  • the processing unit 212 refers to the storage unit 220 to identify the quest information (game information) regarding the requested quest, and the image generation unit 216 needs to do so.
  • the game image is generated, and the transmission unit 215 transmits the quest information to the user terminal 100 (S214).
  • the quest information is information related to the game space serving as a battle field in which the quest proceeds, enemy character information that opposes the player character, clear conditions and time limit for the quest, and changes in the behavior of the enemy character according to the progress of the in-game time. Includes information.
  • the bond quest as the first game stage is configured as a game space in which only the player character PC2 that has evolved in love can be operated. Accordingly, the player character PC2 that has evolved in love regardless of the organized deck is automatically selected, and the bond quest proceeds.
  • the determination unit 113 determines whether or not the bond quest has been cleared based on the action history of the player character PC2 in the bond quest and the game situation (S123).
  • the bond quest preferably includes one or a plurality of sub waists, and it is determined that the bond quest has been cleared by clearing all the sub quests.
  • Each subquest clear condition is, for example, that all enemy characters have been defeated.
  • the user attacks the enemy character by operating the player character, and the HP of all enemy characters is set to a predetermined value (for example, 0) or less. Therefore, it is preferable to determine that the subquest has been cleared (Y in S123). If all enemy characters have not been defeated, the subquest continues. Further, even when all the subquests are not cleared, the bond quest is continued (N in S123).
  • the subquest in the bond quest is set higher in difficulty than the normal quest.
  • the request unit 114 transmits information notifying that the quest has been cleared to the game server 200 (S124).
  • the determination unit 214 determines that the bond quest has been cleared, and character information given to the user is specified.
  • the state of the player character PC2 that has evolved in affection is changed from the second state to the third state. Further, processing is performed so that the first parameter of the player character PC2 is further updated.
  • the data management unit 213 updates the user management table 300 (user information) stored in the storage unit 220 based on the information (S216), and transmits the character information to the user terminal 100 (S217).
  • the user terminal 100 Upon receiving this (S125), the user terminal 100 updates the user information and game information stored in the storage unit 120 under the control of the processing unit 112 (S126), and performs processing to update the first parameter of the player character PC2. To do. Further, the image generation unit 115 generates an effect image (various movies) for causing the player character to change from the second state to the third state, and displays it on the display unit 132 (S127). As a result, the user can enjoy a sense of accomplishment by receiving the benefit of improving the first parameter of the player character through clearing the bond quest using only the player character, and further improving the attachment of the user to the player character. Can be.
  • the user after the user satisfies the first condition for the player character, the user further clears the first game stage associated with the player character, thereby stepwise.
  • the first parameter of the player character can be updated.
  • the user can experience a sense of accomplishment by overcoming various obstacles with the player character, and the attachment of the user to the player character can be further improved.
  • the player character is changed from the second state to the third state as a result of clearing the more difficult first game stage only by the player character satisfying the first condition and changing from the first state to the second state.
  • the user can experience a sense of accomplishment by overcoming various obstacles with the player character, and the attachment of the user to the player character can be further improved.

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Theoretical Computer Science (AREA)
  • Human Computer Interaction (AREA)
  • Physics & Mathematics (AREA)
  • Optics & Photonics (AREA)
  • User Interface Of Digital Computer (AREA)
PCT/JP2016/083871 2015-12-04 2016-11-15 ゲームプログラム WO2017094496A1 (ja)

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JP7277720B2 (ja) * 2019-03-26 2023-05-19 株式会社Mixi 情報処理装置及び情報処理プログラム
JP7038183B1 (ja) * 2020-12-02 2022-03-17 株式会社バンダイ ゲームシステム、情報通信端末及びプログラム

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