One or more embodiments of the present invention relate to an information processing device, a method of game processing, and an information processing system.
Card games that are played in individual or team battle format using cards such as trading cards, for example, have become ubiquitous. In a card game, a player brings a bundle (deck) of cards selected from among the cards possessed by the player, and uses the cards in the deck to play the game.
Conventional card games have been played face-to-face by players using paper cards. The same kinds of card games have been played on game machines or computers (see, for example, Patent Literature 1).
Patent Literature 1: JP-A 2015-188503
However, in the conventional card games, recipe information about powerful decks may be shared among players on the Internet and other such places. As a result, the decks of players all end up being fixed and similar. Because the decks all are alike even if a player changes the opponent, the way the card game unfolds ends up being the same.
One or more embodiments of the present invention provide an information processing device with which the game media possessed by players can be more fluid and more diverse. In this way, one or more embodiments of the invention provide a technological improvement over conventional device and method.
An information processing device according to one or more embodiments of the present invention includes a tabulating means for tabulating usage frequency information of game media used by players in a game for each of the game media; an adjustment means for adjusting, for each of the game media and on the basis of usage frequency information about the game media, first and second quantities in a storage that stores a first quantity of game items that players consume in order to put the game media into a possessed state, and a second quantity of game items awarded when players put a possessed game media into a non-possessed state; and an editing means for putting the game media into a player-possessed state by consuming the first quantity of game items from game items owned by a player, and for awarding the second quantity of game items to the items owned by a player when a player puts the game media in a player-possessed state into a non-possessed state.
One or more embodiments of the present invention relate to an information processing device that includes a memory that stores usage frequency of game media used by players for each of the game media, game media in a possessed state for each of the players, a quantity of game items owned by each of the players, first and second quantities of game items for each of the game media. The information processing device further includes a transceiver that receives an input from a terminal device operated by the player. The input causes the game media in the possessed state to be put into a non-possessed state. The information processing device further includes a controller that puts the game media into the possessed state in the memory upon detecting consumption of the first quantity from the quantity. The controller adds the second quantity to the quantity in the memory upon detecting the input received by the transceiver. The controller determines, based on the usage frequency, the first quantity and the second quantity and outputs, to the memory, the first quantity and the second quantity. The lower the usage frequency of the game media, the lower the first quantity and the second quantity.
One or more embodiments of the present invention relate to a method of game processing that includes storing, with a memory of a computer, usage frequency of game media used by players for each of the game media, game media in a possessed state for each of the players, a quantity of game items owned by each of the players, first and second quantities of game items for each of the game media, putting, with a controller of the computer, the game media into a possessed state in the memory upon the controller detecting consumption of the first quantity from the quantity, adding, with the controller, the second quantity to the quantity in the memory upon the controller detecting an input received from a terminal device of the player, an input that causes the game media in the possessed state to be put into a non-possessed state, and determining, with the controller, based on the usage frequency, the first quantity and the second quantity in the memory, The lower the usage frequency of the game media, the lower the first quantity and the second quantity.
One or more embodiments of the present invention relate to an information processing system that includes a terminal device operated by a player in a game and an information processing device that is communicably connected to the terminal device via a network. The terminal device transmits an input operated by the player. The information processing device stores in a memory, usage frequency of game media used by players for each of the game media, game media in a possessed state for each of the players, a quantity of game items owned by each of the players, first and second quantities of game items for each of the game media. The input causes the game media in the possessed state to be put into a non-possessed state. The information processing device puts the game media into the possessed state in the memory upon detecting consumption of the first quantity from the quantity. The information processing device adds the second quantity to the quantity in the memory upon detecting the input transmitted from the terminal device. The information processing device determines, based on the usage frequency, the first quantity and the second quantity. The lower the usage frequency of the game media, the lower the first quantity and the second quantity.
One or more embodiments of the present invention allow the game media possessed by players to be more fluid and more diverse.
Embodiments of the present invention will be described in detail below with reference to the drawings. In the following description of embodiments of the invention, numerous specific details are set forth in order to provide a more thorough understanding of the invention. However, it will be apparent to one of ordinary skill in the art that the invention may be practiced without these specific details. In other instances, well-known features have not been described in detail to avoid obscuring the invention.
(System Configuration)
The client terminals 2 are each a terminal device operated by a player, such as a PC, a smartphone, or a tablet, or a terminal device such as a dedicated gaming device for home or business use. The game server device 3 handles the management and control of the game played by a player on a client terminal 2, billing processing within the game, and so on.
With the information processing system 1 in
The game server device 3 also manages information related to card games played among players. For example, the game server device 3 calculates the usage frequency for each card from information related to the card games played among the players. The game server device 3 causes points consumed in order to generate cards and put them into a possessed state, and points awarded when cards are “broken up” (or “bunkai” as known in the art) into a non-possessed state, to fluctuate as discussed below on the basis of the usage frequency of each card. This fluctuation in points may be performed for either the points consumed in order to generate cards and put them into a possessed state, or the points awarded when cards are broken up into a non-possessed state.
It should go without saying that the information processing system 1 in
(Hardware Configuration)
The client terminals 2 and the game server device 3 in
The computer in
The input device 501 is a touch panel, operation keys and buttons, a keyboard, a mouse, or the like that is used for a player to input various signals. The display 502 is a display such as a liquid crystal or organic electroluminescent display screen. The communication interface 507 is an interface for connecting a computer to the network 4. This allows the computer to perform data communication via the communication interface 507. The communication interface 507 may be referred to as a transceiver or a transmitter/receiver.
The hard disk drive 508 is an example of a nonvolatile storage device that stores programs and data. The programs and data that are stored include an OS, which is the basic software for controlling the entire computer, and applications that provide various functions on the OS.
The computer may make use of a drive device that uses a flash memory as a storage medium (such as a solid state drive: SSD), instead of the hard disk drive 508.
The external interface 503 is an interface with an external device. External devices include a recording medium 503a and the like. This allows the computer 500 to read and/or write from or to the recording medium 503a via the external interface 503. The recording medium 503a may be a flexible disk, a CD, a DVD, an SD memory card, a USB memory, or the like.
The ROM 505 is an example of a nonvolatile semiconductor memory (storage device) that can hold programs and data even if the power is turned off. The ROM 505 stores programs and data such as BIOS and OS settings that are executed when the computer is started up, and network settings. The RAM 504 is an example of a volatile semiconductor memory (storage device) that temporarily holds programs and data.
The CPU 506 is an arithmetic device that realizes the control and function of the entire computer by reading programs and data from a storage device such as the ROM 505 or the hard disk drive 508 onto the RAM 504, and executing processing.
The client terminals 2 and the game server device 3 according to one or more embodiments of the present invention can realize various kinds of processing as described below by executing a program in a computer with the above hardware configuration.
(Software Configuration)
The software configuration of the information processing system 1 according to this embodiment will be described. The information processing system 1 in
The game server device 3 of the information processing system 1 realizes a communication component 10, a controller 12, and a storage 14 by executing a program. The controller 12 is configured to have a deck editor 20, a battle game component 22, a tabulator 24, a point adjuster 26, and a display controller 28. The storage 14 includes a card information storage 30, a player information storage 32, and a usage frequency information storage 34. The storage 14 may be configured by a memory.
The client terminals 2 of the information processing system 1 each realize an operation receiver 50, a controller 52, a storage 54, a communication component 56, and a screen display component 58 by executing a program. The controller 52 is configured to have a request transmitter 66 and a response receiver 68.
The communication component 10 of the game server device 3 communicates with the client terminals 2. For example, the communication component 10 receives an input from a client terminal 2 operated by a player in the game. The controller 12 performs processing related to the game. The controller 12 causes the game to proceed on the basis of operations received from the players by the client terminals 2. The storage 14 stores information related to the game.
The deck editor 20 of the controller 12 causes the client terminal 2 operated by a player to display a deck editing screen (discussed below). The deck editor 20 receives a deck editing operation (discussed below) from the deck editing screen. For example, the deck editing operation is an operation of building a deck from the list of all the cards possessed by a player.
In a card game, out of all the cards possessed by a player, those cards that constitute the deck can be used in a match. A “deck” is a set of cards (one or more cards grouped together) that a player has put together to play a card game. The maximum number of cards in the deck is usually set. The player builds the deck and plays against other players under the constraint of the maximum number of cards in the deck. In a card game, the building of a deck is an important factor in determining who will win.
The battle game component 22 causes the client terminal 2 operated by the player to display a battle screen, for example. The battle game component 22 receives a battle operation made by the player from the battle screen. An example of a battle screen in a card game and an example of a battle operation on this battle screen are described, for example, in the above-mentioned Patent Literature 1.
The tabulator 24 calculates the usage frequency of each type of card by tabulating the usage count for each type of card (the number of times a card is used by each player in the card game). The point adjuster 26 creates a ranking of usage frequency on the basis of the usage frequency for each type of card. The point adjuster 26 also causes generation points, which are consumed when cards are generated, and “breakup points” (so-called “bunkai points”) which are awarded when cards are broken up, to fluctuate as discussed below on the basis of the ranking of usage frequency. The display controller 28 controls the screen display of the client terminals 2 according to the progress of the game by the controller 12.
The card information storage 30 of the storage 14 stores card information (discussed below). This card information is information related to cards used in battle, and generation points consumed when cards are generated and breakup points awarded when cards are broken up are set for each type of card. The player information storage 32 stores player information related to the player (discussed below). The usage frequency information storage 34 stores the usage frequency for each type of card, and the ranking of this usage frequency, as usage frequency information.
The operation receiver 50 of each client terminal 2 receives an operation from the player operating the client terminal 2. Also, the controller 52 performs processing related to the game at the client terminal 2. The request transmitter 66 of the controller 52 transmits a request to the game server device 3 on the basis of the content of the operation received from the player by the operation receiver 50. The response receiver 68 receives a response such as a processing result for the request transmitted by the request transmitter 66 to the game server device 3.
The storage 54 stores necessary information in the client terminal 2. The communication component 56 performs communication with the game server device 3. The screen display component 58 displays the screen of the client terminal 2 under control by the game server device 3.
The information processing system 1 in
The game progress component 60 of the client terminal 2 performs processing related to the game, and allows the game to proceed on the basis of operations received from the player. The display controller 64 controls the screen display of the client terminal 2 according to the progress of the game by the controller 52.
As shown in
The controller 52 of the client terminal 2 is a browser-type device that performs processing related to the game by receiving page data written in HTML (Hyper Text Markup Language) or the like, scripts included in page data, or the like from the game server device 3. The controller 52 of the client terminal 2 may also be an application type, in which processing related to the game is performed on the basis of an installed application.
The card information storage 30 of the storage 14 stores card information as shown in
Card ID is an example of identification information for uniquely identifying the type of card. Card name is the name of the card. Rarity is information indicating the ranking of the card. Basic generation points are the basic value of the generation points consumed when a card is generated, and are the generation points before adjustment. Basic breakup points are the basic value of the breakup points awarded when a card is broken up, and are the breakup points before adjustment.
Adjusted generation points are the generation points obtained by adjusting the basic generation points on the basis of the ranking of the usage frequency of the card. Adjusted breakup points are the breakup points obtained by adjusting the basic breakup points on the basis of the ranking of the usage frequency of the card. Generation points consumed when a player generates a card may be adjusted generation points. Also, breakup points awarded when a player breaks up a card may be adjusted breakup points.
The player information storage 32 of the storage 14 stores player information as shown in
Player ID is an example of identification information for uniquely identifying the player. Possessed points indicate the number of points possessed by the player. The possessed points decrease by an amount equal to the generation points when the player generates a card. The possessed points increase by an amount equal to the breakup points when the player breaks up a card. Thus, the controller 12 puts the card into the possessed state in the storage 14 when the controller 12 detects consumption of the generation points from the points possessed by the player. The controller 12 adds the breakup points to the points possessed by the player in the storage 14 when the controller 12 detects an input that causes the card in the possessed state to put into a non-possessed state.
Possessed card ID is an example of information indicating the card ID of the cards in the player's possession (in a possessed state). Deck information is an example of information indicating decks built by the player. Game history information is an example of information about the game history of the player.
For example, deck information shown in
Also, categories of the game history information shown in
The usage frequency information storage 34 of the storage 14 stores usage frequency information as shown in
Card ID is an example of identification information for uniquely identifying the type of card. Card usage count is the count obtained by counting how many times a card has been used by a player during a specific tabulation period (such as a week or a month). In one or more embodiments of the present invention, the use of a card means that a card is put into a deck and a game is played with that deck.
For example, the usage frequency information in
Card usage frequency points are the point value of the card usage count; the greater is the card usage count, the higher are the points. The card usage frequency points can be calculated by the following equation (1), for example. A specific value is multiplied in order to abstract the card usage frequency points.
Card usage frequency points=Specific value×Card usage count÷Total card usage count (1)
Ranking of the card usage frequency points indicates the rank order of the card usage frequency points. The higher are the card usage frequency points, the higher is the ranking. In other words, the ranking increases in proportion to the card usage count, and also decreases in proportion to the card usage count.
Card originality points are an index indicating the originality of a card. The card originality points are determined by the ranking of the card usage frequency points; the higher is the ranking of a card (the higher is the usage frequency of the card), the lower are these points, and the lower is the ranking of a card (the lower is the usage frequency of the card), the higher are these points.
(Processing)
(Tabulation Processing)
The usage frequency information in
In step S11, the tabulator 24 of the game server device 3 acquires game history information about all the players from the player information in
In step S12, the tabulator 24 tabulates the card usage count of each card during the specific tabulation period from the acquired game history information. The card usage count is the count obtained by counting how many times each card has been used by all the players during a specific tabulation period. The card usage count of the usage frequency information in
In step S13, the tabulator 24 calculates the card usage frequency points for each card according to the above-mentioned equation (1). The card usage frequency points of the usage frequency information in
In step S14, the tabulator 24 ranks the cards according to the card usage frequency points calculated in step S13. The ranking of the card usage frequency points in
In step S15, the tabulator 24 acquires the card originality points corresponding to the ranking of the card usage frequency points performed in step S14, from the card originality point table in
In the card originality point table of
The tabulation processing of
(Point Adjustment Processing)
The adjusted generation points and adjusted breakup points of the card information in
In step S21, the point adjuster 26 of the game server device 3 acquires the usage frequency information in
In the card originality point table in
In step S23, the point adjuster 26 acquires the card information in
The point adjustment processing will be further described.
In one or more embodiments of the present invention, the result of the point adjustment processing in
Also, in one or more embodiments of the present invention, the result of the point adjustment processing in
Thus, in one or more embodiments of the present invention, an environment in which cards that are popular based on their ranking of card usage frequency points tend to be broken up, and cards that are not popular tend to be generated, is realized by adjusting the generation points and the breakup points. With a configuration such as this, in one or more embodiments of the present invention, it is possible to construct an environment in which decks that are in fashion tend to circulate.
(Card Creation Processing)
The deck editor 20 of the game server device 3 performs card creation processing according to instructions from the players, and by the procedure shown in
When a card is selected by a player, the deck editor 20 proceeds from step S31 to step S32 and acquires card information about the card selected by the player from the card information storage 30.
In step S33, the deck editor 20 generates the card creation screen shown in
Thus displaying the basic generation points and the adjusted generation points in the generation and breakup point display field 1001 of the card generation screen makes it easy for the player to recognize whether or not creating this card at the present time would be advantageous or disadvantageous. A mark indicating whether the current adjusted generation points are greater or less than the basic generation points, numerical information based on the point difference between the adjusted generation points and the basic generation points, or other such information may also be displayed in the generation and breakup point display field 1001 of the card generation screen, so that the player can tell whether it is currently advantageous or disadvantageous to create that card.
If the creation card count increase button 1003 on the card creation screen in
Upon receiving a card creation instruction from the player, the deck editor 20 proceeds to step S35 and decreases the possessed points of the player information in
If there is an end instruction from the player in step S37, the deck editor 20 ends the card creation processing in
When a card is created by the card creation processing in
(Card Breakup Processing)
The deck editor 20 of the game server device 3 performs card breakup processing according to instructions from the players, and by the procedure shown in
When a card is selected by the player, the deck editor 20 proceeds from step S41 to step S42 and acquires card information about the card selected by the player from the card information storage 30.
In step S43, the deck editor 20 generates a card breakup screen from the card information acquired in step S42, and causes the client terminal 2 to display this screen. For example, the card breakup screen is configured to have a generation and breakup point display field, a possessed card count display field, a breakup card count increase button, a breakup card count display field, a possessed point display field, and a back button. The player can use the card breakup screen to confirm the generation points and breakup points of the selected card and the possessed card count, and to confirm the current possessed points.
On the card breakup screen, the adjusted generation points and the adjusted breakup points may be displayed as generation points and breakup points in the generation and breakup point display field, or the basic generation points and the basic breakup points may also be displayed together with these other points, for example.
Thus displaying the basic breakup points and the adjusted breakup points in the generation and breakup point display field of the card breakup screen makes it easy for the player to recognize whether or not breaking up this card at the present time would be advantageous or disadvantageous. A mark indicating whether the current adjusted breakup points are greater or less than the basic breakup points, numerical information based on the point difference between the adjusted breakup points and the basic breakup points, or other such information may also be displayed in the generation and breakup point display field of the card generation screen, so that the player can tell whether it is currently advantageous or disadvantageous to break up that card.
If the breakup card count increase button on the card breakup screen is operated and the breakup card count displayed in the breakup card count display field is set to one or more cards, a breakup card count decrease button and an enter button are displayed. The player can issue a card breakup instruction by performing an operation of pressing the enter button on the client terminal 2.
Upon receiving a card breakup instruction from the player, the deck editor 20 proceeds to step S45 and increases the possessed points of the player information in
If there is an end instruction from the player at step S47, the deck editor 20 ends the card breakup processing in
The card selection in step S31 of
When the player selects a card from the ranking screen of the card usage frequency points in
(Deck Editing Processing)
The deck editor 20 of the game server device 3 performs deck editing processing according to instructions from the players, and by the procedure shown in
When deck editing is selected by a player, the deck editor 20 acquires card information from the card information storage 30 in step S51 and acquires player information from the player information storage 32.
In step S52, the deck editor 20 acquires the card IDs of the cards that constitute the player's deck from the constituent card IDs included in the deck information of the player information acquired in step S51. Then, the deck editor 20 displays the cards corresponding to the card IDs as a list as shown in
The addition of cards to the deck or deletion of cards from the deck can be accomplished from the card selection screen displayed on the client terminal 2 by pressing a card selection screen change button 1301, for example. On the card selection screen, for example, an operation of selecting a card from the card list to be added to the deck, and an operation of deleting a card from the card list included in the deck are received from the player. The player can end the deck editing processing by pressing an enter button 1302.
Upon receiving an instruction to add a card to the deck from the player, the deck editor 20 proceeds to step S54 and determines whether the card for which the addition instruction was issued is a card possessed by the player. If it is a possessed card, the deck editor 20 proceeds to step S55 and displays the card for which the addition instruction was issued in color on the deck editing screen of
When there is an instruction from the player to end the deck editing processing, the deck editor 20 proceeds to step S58 to update the constituent card ID, the deck originality points, and the deck originality ranking included in the deck information of the player information, and the deck editing processing in
The card selection screen displayed on the client terminal 2 by pressing the card selection screen change button 1301 may, for example, be a ranking screen of card usage frequency points as shown in
(Deck Copy Processing)
The deck editor 20 of the game server device 3 may be designed so that an opponent's deck can be copied (discussed below) according to an instruction from the player. For example, in one or more embodiments of the present invention, deck information about the deck used by an opponent is stored in the game history information of the player information. Also, in one or more embodiments of the present invention, the decks used not only by an opponent but also by other players may be copied. For example, the deck information may be linked with the replay information from when the deck was used. Consequently, after watching the replay of a player who is better than him, the player can easily build the same deck as that player.
The player selects one battle history from among past battle histories, and displays the battle history screen shown in
In this way, in one or more embodiments of the present invention, the player can build a deck including even cards not possessed by the player. However, since a deck including cards not possessed by the player cannot be used, the fact that the deck is unusable is clearly indicated on the deck list screen in
With the deck list screen in
In one or more embodiments of the present invention, cards that are in fashion can be made to circulate well by varying the generation points consumed to generate a card and the breakup points awarded when a card is broken up, on the basis of the ranking of the usage frequency of the cards that make up the deck. As a result, the cards possessed by players can be made more fluid, and the cards possessed by players will be less likely to be the same.
In one or more embodiments of the present invention, an example of a card game (battle-type trading card game) played against other players was described, but the present invention can also be broadly applied to games played using cards possessed by the players. Also, in one or more embodiments of the present invention, an example was described in which a card is generated by consuming the possessed points of the player, and a card is broken up so that possessed points are awarded, but the present invention can also be applied to a lottery (so-called “gacha”) performed in a game by consuming the possessed points of the player.
For example, with a game in which a lottery is provided for each attribute of an item or a character, the attributes of items and characters possessed by players can be kept from all ending up being the same by setting a high price for a gacha having a popular attribute and setting a low price for a gacha having an unpopular attribute.
The present invention is not limited to embodiments specifically disclosed above, and various modifications and changes are possible without departing from the scope of the claims. Cards are an example of the game media, and the present invention can also be applied to game characters, weapons, and the like. Possessed points are an example of game items. Generation points are an example of a first quantity. Breakup points are an example of a second quantity. A deck is an example of a group of game media.
Although the disclosure has been described with respect to only a limited number of embodiments, those skilled in the art, having benefit of this disclosure, will appreciate that various other embodiments may be devised without departing from the scope of the present invention. Accordingly, the scope of the invention should be limited only by the attached claims.
Number | Date | Country | Kind |
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2016-235444 | Dec 2016 | JP | national |
Number | Date | Country | |
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Parent | PCT/JP2017/036893 | Oct 2017 | US |
Child | 16291665 | US |