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JP-7855037-B2 - Electronic game provisioning device, electronic game provisioning program, and electronic game provisioning method

JP7855037B2JP 7855037 B2JP7855037 B2JP 7855037B2JP-7855037-B2

Inventors

  • 北▲崎▼ 哲也
  • 三本 明仁
  • 齋藤 大和
  • 松本 吉高
  • 鶴巻 禎

Assignees

  • 株式会社 ディー・エヌ・エー

Dates

Publication Date
20260507
Application Date
20240904

Claims (11)

  1. An electronic game provider that provides an electronic game in which a character is raised, A method for selecting a character to be trained, which accepts the selection of the character to be trained. A support character selection means that accepts the player's selection of a support character to assist in the training of the aforementioned training character, The support character has a second parameter that indicates the percentage increase or decrease of the first parameter set for the training character, and the first parameter is changed according to the progress of the game and the second parameter by a first parameter changing means. An event generation means for generating an event in the game according to the value of the first parameter, An electronic game providing device characterized by comprising the following features.
  2. An electronic game providing device according to claim 1, The event generating means is characterized in that the content of the event is changed according to the value of the first parameter.
  3. An electronic game providing device according to claim 1 or 2, The electronic game providing device is characterized in that there are multiple types of the first parameter, a reference value is set for each type, and the event occurs when the first parameter reaches the reference value.
  4. An electronic game providing device according to claim 3, An electronic game providing device characterized in that, when the first parameter exceeds the reference value, it generates the events according to the first parameter that exceeds the reference value.
  5. An electronic game providing device according to claim 4, The electronic game providing device is characterized in that multiple reference values are set for a single type.
  6. An electronic game providing device according to claim 1, An electronic game providing device characterized by granting an item to the player of the electronic game upon the occurrence of the aforementioned event.
  7. An electronic game providing device according to claim 1, The electronic game providing device is characterized in that the event is an event that is pre-set in the training of the training character.
  8. An electronic game providing device according to claim 1, An electronic game providing device characterized in that multiple support characters can be set for the training character, and the first parameter is changed according to the sum of the second parameters of the multiple support characters that have been set.
  9. An electronic game provision program that provides electronic games in which players raise characters, Computers, A method for selecting a character to be trained, which accepts the selection of the character to be trained. A support character selection means that accepts the player's selection of a support character to assist in the training of the aforementioned training character, The support character has a second parameter that indicates the percentage increase or decrease of the first parameter set for the training character, and the first parameter is changed according to the progress of the game and the second parameter by a first parameter changing means. An event generation means for generating an event in the game according to the value of the first parameter, An electronic game provision program characterized by its ability to function in this way.
  10. A method for providing electronic games that provide electronic games for raising characters, A character selection step where the user selects the character to be trained, A support character selection step in which the player selects a support character to assist in the training of the aforementioned training character, The support character has a second parameter that indicates the percentage increase or decrease of the first parameter set for the training character, and the first parameter is changed in a first parameter change step according to the progress of the game and the second parameter, An event occurrence step in which an event occurs in the game according to the value of the first parameter, A method for providing electronic games, characterized by comprising the following features.
  11. An electronic game provision system that provides electronic games in which players raise characters, A method for selecting a character to be trained, which accepts the selection of the character to be trained. A support character selection means that accepts the player's selection of a support character to assist in the training of the aforementioned training character, The support character has a second parameter that indicates the percentage increase or decrease of the first parameter set for the training character, and the first parameter is changed according to the progress of the game and the second parameter by a first parameter changing means. An event generation means for generating an event in the game according to the value of the first parameter, An electronic game provisioning system characterized by comprising the following features.

Description

This invention relates to an electronic game provisioning device, an electronic game provisioning program, and an electronic game provisioning method. In some electronic games, in addition to the regular battle mode, there is a training mode that allows players to improve the in-game parameters assigned to characters. In such a training mode, predetermined events are triggered, and the parameters of the character being trained are changed according to the processing of these events (Patent Document 1). Even if multiple different events are prepared in advance, the events that occur are fixed, so as users repeatedly raise their characters, the same events may occur, potentially leading to boredom with the game. Therefore, a configuration is disclosed in which at least one character selected by the user from among multiple characters owned by the user is set as a support character for event generation, and specific events are generated according to the set support character or a combination of multiple support characters (Patent Document 2). Japanese Patent Publication No. 2004-33488Japanese Patent Publication No. 2014-233323 This figure shows the configuration of an electronic game provisioning system according to an embodiment of the present invention.This figure shows the configuration of a server computer in an embodiment of the present invention.This figure shows the configuration of a client computer in an embodiment of the present invention.This figure shows an example of a character development database in an embodiment of the present invention.This figure shows an example of the progression of the growth mode in an embodiment of the present invention.This figure shows an example of a growth mode parameter database in an embodiment of the present invention.This figure shows an example of a support character database in an embodiment of the present invention.This flowchart shows the processing in the growth mode according to an embodiment of the present invention.This figure shows an example of an event occurrence database in an embodiment of the present invention. [System Configuration] As shown in Figure 1, the electronic game provision system 100 in an embodiment of the present invention is configured to include a server 102 and a client 104. The server 102 and the client 104 are connected via an information and communication network 106 such as the Internet, enabling them to exchange information. Furthermore, the information and communication network 106 is not limited to the Internet; any network that enables communication between the server 102 and the client 104 is acceptable. For example, it may be a dedicated line, a public line (telephone line, mobile communication line, etc.), a wired LAN (Local Area Network), a wireless LAN, or a combination of the Internet and these. As shown in Figure 2, the server 102 is configured to include a processing unit 10, a storage unit 12, an input unit 14, an output unit 16, and a communication unit 18. The processing unit 10 includes means for performing arithmetic processing such as a CPU. The processing unit 10 realizes the function of providing electronic games to the client 104 in the electronic game provision system 100 of this embodiment by executing the electronic game provision program stored in the storage unit 12. The storage unit 12 includes storage means such as semiconductor memory or a memory card. The storage unit 12 is connected to the processing unit 10 in an accessible manner and stores the electronic game provision program and information necessary for its processing. The input unit 14 includes means for inputting information. The input unit 14 includes, for example, a keyboard, touch panel, buttons, etc., for receiving input from an administrator. The output unit 16 includes means for outputting the processing results of the server 102, such as a user interface screen (UI) for receiving input information from an administrator. The output unit 16 includes, for example, a display for presenting images to an administrator. The communication unit 18 includes an interface for communicating information with the client 104 via the information and communication network 106. Communication by the communication unit 18 can be wired or wireless. Server 102 receives access from each user's client 104 via the information and communication network 106, stores and manages each user's game information in a storage device such as a database, and provides game services to each user via the information and communication network 106. For example, Server 102 provides a service to each user's client 104 to additionally distribute information about the game scenario. As shown in Figure 3, the client 104 is composed of a processing unit 20, a storage unit 22, an input unit 24, an output unit 26, and a communication unit 28. The client 104 is also referred to as a communication terminal. The processing unit 20 includes means for performing calculation processing su