U.S. patent application number 16/385914 was filed with the patent office on 2019-08-08 for video game processing apparatus and video game processing program.
This patent application is currently assigned to KABUSHIKI KAISHA SQUARE ENIX (also trading as SQUARE ENIX CO., LTD.). The applicant listed for this patent is KABUSHIKI KAISHA SQUARE ENIX (also trading as SQUARE ENIX CO., LTD.). Invention is credited to Masayasu NISHIDA, Hajime TABATA.
Application Number | 20190240574 16/385914 |
Document ID | / |
Family ID | 51165557 |
Filed Date | 2019-08-08 |
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United States Patent
Application |
20190240574 |
Kind Code |
A1 |
TABATA; Hajime ; et
al. |
August 8, 2019 |
VIDEO GAME PROCESSING APPARATUS AND VIDEO GAME PROCESSING
PROGRAM
Abstract
A video game processing apparatus is provided. The video game
processing apparatus includes a processor for controlling progress
of a video game. The video game includes at least one virtual
mission which a first player cannot execute. The processor informs
a second player different from the first player of an existence of
the first player corresponding to the at least one virtual mission.
A display displays a game screen including an image. The image
informs the first player corresponding to the at least one virtual
mission that the at least one virtual mission has been played by
the second player. The processor specifies a first privilege to be
given to the second player, and the first privilege is determined
in accordance with at least one of a difference in level between
the first player and the second player and a relationship between
the first player and the second player.
Inventors: |
TABATA; Hajime; (Tokyo,
JP) ; NISHIDA; Masayasu; (Shinjuku-ku, JP) |
|
Applicant: |
Name |
City |
State |
Country |
Type |
KABUSHIKI KAISHA SQUARE ENIX (also trading as SQUARE ENIX CO.,
LTD.) |
Tokyo |
|
JP |
|
|
Assignee: |
KABUSHIKI KAISHA SQUARE ENIX (also
trading as SQUARE ENIX CO., LTD.)
Tokyo
JP
|
Family ID: |
51165557 |
Appl. No.: |
16/385914 |
Filed: |
April 16, 2019 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
|
|
15728669 |
Oct 10, 2017 |
|
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16385914 |
|
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|
|
14155689 |
Jan 15, 2014 |
9814969 |
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15728669 |
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Current U.S.
Class: |
1/1 |
Current CPC
Class: |
A63F 13/822 20140902;
A63F 13/12 20130101; A63F 13/45 20140902; A63F 13/795 20140902;
A63F 13/47 20140902 |
International
Class: |
A63F 13/47 20060101
A63F013/47; A63F 13/822 20060101 A63F013/822; A63F 13/45 20060101
A63F013/45; A63F 13/795 20060101 A63F013/795 |
Foreign Application Data
Date |
Code |
Application Number |
Jan 16, 2013 |
JP |
2013-005737 |
Claims
1. A video game processing apparatus, comprising: a processor for
controlling progress of a video game, the video game including at
least one virtual mission which a first player cannot execute; the
processor for informing a second player different from the first
player of an existence of the first player corresponding to the at
least one virtual mission; and a display for displaying a game
screen including an image, the image for informing the first player
corresponding to the at least one virtual mission that the at least
one virtual mission has been played by the second player, wherein
the processor specifies a first privilege to be given to the second
player, and the first privilege is determined in accordance with at
least one of a difference in level between the first player and the
second player and a relationship between the first player and the
second player.
2. The video game processing apparatus according to claim 1,
wherein an operation of the first player is restricted until the
second player succeeds the at least one virtual mission.
3. The video game processing apparatus according to claim 2,
wherein the first player cannot carry out any operation other than
an operation to give up the at least one virtual mission until the
second player succeeds the at least one virtual mission.
4. The video game processing apparatus according to claim 2,
wherein the first privilege is given to the second player when the
second player succeeds the at least one virtual mission.
5. The video game processing apparatus according to claim 4,
wherein a second privilege is given to the first player
corresponding to the at least one virtual mission when the second
player succeeds the at least one virtual mission.
6. The video game processing apparatus according to claim 5,
further comprising: a communication interface that gives the first
privilege to the second player and the second privilege to the
first player.
7. The video game processing apparatus according to claim 5,
wherein the second privilege is same as the first privilege.
8. The video game processing apparatus according to claim 5,
wherein the second privilege is different from the first
privilege
9. The video game processing apparatus according to claim 4,
wherein the first privilege is determined in accordance with the
difference in level between the first player and the second
player.
10. The video game processing apparatus according to claim 4,
wherein the first privilege is determined in accordance with the
relationship between the first player and the second player.
11. The video game processing apparatus according to claim 1,
wherein the game screen includes an image which informs the first
player corresponding to the at least one virtual mission of the
relationship between the first player and the second player.
12. The video game processing apparatus according to claim 1,
wherein the game screen enables setting of the relationship between
the first player and the second player.
13. A non-transitory computer-readable medium including a video
game processing program product that, when executed by a video game
processing apparatus, causes the video game processing apparatus to
perform operations comprising: controlling, with a processor,
progress of a video game, the video game including at least one
virtual mission which a first player cannot execute; informing, by
the processor, a second player different from the first player of
an existence of the first player corresponding to the at least one
virtual mission; and displaying, by a display, a game screen
including an image, the image for informing the first player
corresponding to the at least one virtual mission that the at least
one virtual mission has been played by the second player, wherein
the processor specifies a first privilege to be given to the second
player, and the first privilege is determined in accordance with at
least one of a difference in level between the first player and the
second player and a relationship between the first player and the
second player.
14. A video game processing system, comprising: a server; a
communication network; and a user terminal including a processor
and a display, wherein the processor controls progress of a video
game by communicating with the server via the communication
network, the video game including at least one virtual mission
which a first player cannot execute, the processor informs a second
player different from the first player of an existence of the first
player corresponding to the at least one virtual mission, the
display displays a game screen including an image, the image for
informing the first player corresponding to the at least one
virtual mission that the at least one virtual mission has been
played by the second player, the processor specifies a first
privilege to be given to the second player, and the first privilege
is determined in accordance with at least one of a difference in
level between the first player and the second player and a
relationship between the first player and the second player.
Description
CROSS-REFERENCE TO RELATED APPLICATION
[0001] This is a continuation application of U.S. patent
application Ser. No. 15/728,669, filed Oct. 10, 2017, which is a
continuation application of U.S. patent application Ser. No.
14/155,689, filed Jan. 15, 2014 and now U.S. Pat. No. 9,814,969
issued Nov. 14, 2017, which claims priority of Japanese Patent
Application No. 2013-005737, filed on Jan. 16, 2013. The
disclosures of these documents, including the specifications,
drawings and claims, are incorporated herein by reference in their
entirety.
BACKGROUND OF THE INVENTION
1. Field of the Invention
[0002] The present invention relates to a video game processing
apparatus and a video game processing program for controlling
progress of a multiplayer participatory video game played using a
game medium in which parameters are set up.
2. Description of the Related Art
[0003] A conventional video game system (for example, an online
game system) has been configured so as to transmit and/or receive
game medium (for example, ones displayed as a card form on a game
screen that shows a virtual space; for example, virtual cards)
between a plurality of players in order to exchange
self-introduction and an in-game item. His or her own information
of each of the plurality of players is registered in the game
medium. In such video game systems, there is one in which character
information can be registered in a game medium, whereby a
communication competition (battle) between players is achieved (for
example, see Japanese Patent Application Publication No.
2010-142306). In this regard, the game medium described herein
means an in-game item which is available when a player plays a
video game.
[0004] However, in the conventional video game system, there has
been a problem that it is difficult for each player to provide a
feeling to cooperate with other players who play the same video
game to cause the video game to proceed, whereby the video game may
be lacking in interest as a network game.
SUMMARY OF THE INVENTION
[0005] The present invention has been made in order to solve the
problem described above, and it is an object of the present
invention to allow a video game to provide a feeling to cooperate
with other player to each player of the video game.
[0006] In order to achieve the above object, in one aspect of the
present invention, the present invention is directed to a video
game processing apparatus for controlling progress of a multiplayer
participatory video game. In this case, the multiplayer
participatory video game is played by a player using a game medium
in which parameters are set up. The video game processing apparatus
according to the present invention includes a virtual mission
information memory for storing virtual mission information, the
virtual mission information being information on virtual missions,
a player of the video game processing apparatus working on one of
the virtual missions using the game medium.
[0007] The video game processing apparatus also includes a virtual
mission provider for providing a virtual mission to the player on
the basis of the virtual mission information.
[0008] The video game processing apparatus also includes a game
medium giver for giving other player a game medium associated with
the player using the game medium, the other player being associated
with the game medium used in the virtual mission.
[0009] By configuring the video game processing apparatus as
described above, it is possible to provide a feeling to cooperate
with other player to each player of the video game.
[0010] In the video game processing apparatus according to the
present invention, it is preferable that the video game processing
apparatus further includes: a player information memory for storing
player information, the player information indicating a status of
each of a plurality of players, a game medium possessed by each of
the plurality of players and other player associated with the game
medium; an other player status specifier for specifying, at
predetermined timing, a status of the other player corresponding to
the game medium possessed by the player; and a parameter updater
for updating one or more predetermined parameter on the basis of
the status of the other player specified by the other player status
specifier, the one or more predetermined parameter being set up in
the game medium.
[0011] In the video game processing apparatus according to the
present invention, it is preferable that the video game processing
apparatus further includes: a game medium display controller for
selectably displaying the game medium, wherein, in a case where the
parameter updater updated one or more one parameter of the game
medium, the game medium display controller displays the game medium
together with at least a part of the one or more updated
parameter.
[0012] In the video game processing apparatus according to the
present invention, it is preferable that the video game processing
apparatus further includes: a rescued player specifier for
specifying a player who fails the virtual mission provided by the
virtual mission provider as a player to be rescued; a rescue
mission specifier for specifying a rescue mission to rescue the
player to be rescued on the basis of the virtual mission
information stored in the virtual mission information memory; an
informer for informing the plurality of players of the rescue
mission; and a rescue mission executing player specifier for
specifying a rescue mission executing player, the rescue mission
executing player being a player who carries out the rescue mission.
In this case, virtual mission provider may provide the rescue
mission to the specified rescue mission executing player, and the
game medium giver may give the game medium associated with the
player to be rescued to the rescue mission executing player who
succeeded the rescue mission.
[0013] In the video game processing apparatus according to the
present invention, it is preferable that the video game processing
apparatus further includes: a game medium information memory for
storing game medium information, the game medium information
containing information on the game medium, the information on the
game medium containing information on a player associated game
medium and information on a non-associated game medium, the player
associated game medium being a game medium associated with a
specific player, the non-associated game medium being a game medium
not associated with the specific player; a player associated game
medium selection receiver for receiving a selection of a
multiplayer associated game medium from the player; a
non-associated game medium determiner for determining a
non-associated game medium in accordance with a predetermined rule,
the non-associated game medium corresponding to the multiplayer
associated game medium selected by the player; a non-associated
game medium giver for giving the player the non-associated game
medium determined by the non-associated game medium determiner.
[0014] Moreover, in another aspect of the present invention, the
present invention is directed to a non-transitory computer-readable
medium containing a video game processing program product for
causing a computer to control progress of a multiplayer
participatory video game. In this case, the multiplayer
participatory video game is played by a player using a game medium
in which parameters are set up. Further, the computer includes a
virtual mission information memory for storing virtual mission
information, the virtual mission information being information on
virtual missions, a player of the video game processing apparatus
working on one of the virtual missions using the game medium.
[0015] The video game processing program product according to the
present invention causes the computer to execute steps including
providing a virtual mission to the player on the basis of the
virtual mission information.
[0016] The steps also include giving other player a game medium
associated with the player using the game medium, the other player
being associated with the game medium used in the virtual
mission.
[0017] According to the present invention, it is possible to
provide a feeling to cooperate with other player to each player of
a video game.
BRIEF DESCRIPTION OF THE DRAWINGS
[0018] The foregoing and other objects, features and advantages of
the present invention will become more readily apparent from the
following detailed description of a preferred embodiment of the
present invention that proceeds with reference to the appending
drawings:
[0019] FIG. 1 is a block diagram showing a configuration example of
a video game processing apparatus;
[0020] FIG. 2 is a block diagram showing an example of a
configuration of a video game processing server;
[0021] FIG. 3 is an explanatory drawing for explaining a usage mode
of virtual cards;
[0022] FIG. 4 is an explanatory drawing showing an example of a
storage state of virtual mission information;
[0023] FIG. 5 is an explanatory drawing showing an example of a
storage state of player information;
[0024] FIG. 6 is an explanatory drawing showing an example of a
storage state of virtual card information;
[0025] FIG. 7 is a flowchart showing an example of virtual mission
related processing;
[0026] FIG. 8 is a flowchart showing an example of virtual card
choosing processing;
[0027] FIG. 9 is an explanatory drawing for explaining a virtual
card selecting screen;
[0028] FIG. 10 is an explanatory drawing for explaining an example
of a rescue request receiving screen;
[0029] FIG. 11 is a flowchart showing an example of rescue mission
related processing;
[0030] FIG. 12 is an explanatory drawing for explaining an example
of a rescue mission selecting screen;
[0031] FIG. 13 is an explanatory drawing for explaining an example
of a rescue standby screen;
[0032] FIG. 14 is an explanatory drawing for explaining a mission
result display screen;
[0033] FIG. 15 is an explanatory drawing for explaining another
example of the mission result display screen;
[0034] FIG. 16 is a block diagram showing a configuration example
of a video game processing apparatus corresponding to at least one
of the embodiments of the present invention; and
[0035] FIG. 17 is a flowchart showing an example of game processing
corresponding to at least one of the embodiments of the present
invention.
DETAILED DESCRIPTION OF THE INVENTION
[0036] Hereinafter, examples of embodiments of the present
invention will be described with reference to the appending
drawings. In this regard, various components in the example of each
embodiment described below can be adequately combined as long as
the combination causes no contradiction or the like. Further, the
content described as an example of one embodiment will not be
described in another embodiment in some cases. Furthermore, the
content of operations and/or processing with no relationship to
characteristic parts of each embodiment will be omitted in some
cases. Still further, orders of various types of processing which
make various flows described below are random orders as long as the
orders cause no contradictions of processing content.
First Embodiment
[0037] FIG. 1 is a block diagram showing a configuration example of
a video game processing system 100 according to one embodiment of
the present invention. As shown in FIG. 1, the video game
processing system 100 includes: a video game processing server 10;
and a plurality of user terminals 21 to 2N ("N" is an arbitrary
integer) respectively used by a plurality of users. In this regard,
the configuration of the video game processing system 100 is not
limited to this configuration. The video game processing system 100
may be configured so that a single user terminal is used by a
plurality of users. Alternatively, the video game processing system
100 may be configured so as to include a plurality of servers.
[0038] Each of the video game processing server 10 and the
plurality of user terminals 21 to 2N is connected to a
communication network 30 such as the Internet. In this regard,
although it is not shown in the drawings, each of the plurality of
user terminals 21 to 2N is connected to the communication network
30 by carrying out data communication with a base station managed
by a carrier by means of a wireless communication line.
[0039] The video game processing system 100 has various kinds of
functions to control progress of a video game (a so-called online
game) in which a plurality of players plays in the same virtual
space (including a synchronous virtual space and an asynchronous
virtual space).
[0040] The video game processing server 10 is managed by an
administrator of the video game processing system 100, and has
various kinds of functions to provide (or deliver) information on
the video game to the user terminals 21 to 2N.
[0041] The video game processing server 10 is configured by an
information processing apparatus such as a WWW server, and includes
a storage medium for storing various kinds of information. In this
regard, it is preferable that in the video game processing system
100, the information regarding the video game is managed by the
video game control server 10 in the light of the fact that a
processing load on each of the plurality of user terminals 21 to 2N
is to be reduced in the video game processing system 100. However,
the video game processing system 100 may be configured so that each
of the plurality of user terminals 21 to 2N manages part of the
information on the video game.
[0042] FIG. 2 is a block diagram showing an example of a
configuration of the video game processing server 10. As shown in
FIG. 2, the video game processing server 10 includes: a control
section 11; a communication section 12; a searching section 13; a
determining section 14; an updating section 15; and a video game
information storage section 16.
[0043] The control section 11 includes a CPU, a ROM and the like,
and has a function to carry out controls of the whole video game
processing server 10 in accordance with control programs stored in
the video game information storage section 16.
[0044] The communication section 12 has a function to carry out
communication with each of the plurality of user terminals 21 to 2N
via the communication network 30 such as the Internet.
[0045] The searching section 13 has a function to search for
information according to progress of the video game (for example,
information according to a progress status of the video garlic in
each user terminal) from among various kinds of information stored
in the video game information storage section 16.
[0046] The determining section 14 has a function to carry out
various kinds of determinations in accordance with progress of the
video game. In the present embodiment, the determining section 14
has a function to carry out various kinds of determinations in
virtual mission related processing (will be described later; see
FIG. 7) on the basis of various determination conditions stored in
the video game information storage section 16.
[0047] The updating section 15 has a function to update various
kinds of information stored in the video game information storage
section 16 in accordance with progress of the video game. In this
regard, the video game processing server 10 may be configured so
that the information used for updating processing is acquired from
the plurality of user terminals 21 to 2N. Alternatively, the video
game processing server 10 may be configured so that such
information is prepared in advance in the video game information
storage section 16.
[0048] The video game information storage section 16 is configured
by a database apparatus, for example. The video game information
storage section 16 is a storage medium for storing various kinds of
information on the video game whose progress is controlled by the
video game control system 100 and various kinds of data such as
control programs for the video game.
[0049] Here, an outline of the video game whose progress is
controlled by the video game processing system 100 will be
described. In the present embodiment, the video game processing
system 100 controls progress of a so-called social RPG (social
role-playing game) that is played by the corresponding player in
each of the plurality of user terminals 21 to 2N. Namely, the video
game processing system 100 controls progress of the video game in
which some relationship between the plurality of users who
respectively operate the plurality of user terminals 21 to 2N is
generated.
[0050] In the present embodiment, the video game is configured so
that a player (that is, a user of a user terminal) can acquire an
experience value, an in-game item or various kinds of points by
accomplishing a mission (virtual mission) in a virtual space. Here,
the "virtual mission" means a mission in which a player can
participate by consuming an "action power (that is, ability to take
action)", and is configured so as to accomplish the mission in a
case where the player (or a player character) sequentially matches
a battle against a plurality of enemy characters and defeats the
last boss (sequential battle configuration). In this video game,
even though the player fails the mission by satisfying a
predetermined failure condition (for example, in a case where the
player (or a player character) becomes a battle impossible state in
the middle of the mission), the player can acquire a privilege (in
the present embodiment, an experience value and an in-game item)
when the other player rescues the player to accomplish the
mission.
[0051] Further, in the video game according to the present
embodiment, the player is allowed to use a game medium of other
player in a virtual mission. Hereinafter, the case where a "virtual
card" is adopted as the game medium used to play the video game by
the player will be described as an example. In this regard, a form
of the game medium is not particularly limited. The form of the
game medium may be a form in which a mineral (or materials) or a
creature (or a living thing) is shown in addition to a form of a
general card (for example, a trading card and the like; a form of a
square-shaped paper on which a picture is drawn), for example.
[0052] FIG. 3 is an explanatory drawing for explaining a usage mode
of virtual cards. More specifically, FIG. 3 shows an example of a
game screen (mission executing screen) displayed on the display
screen of the user terminal when the player carries out a virtual
mission. As shown in FIG. 3, in the present embodiment, a game
screen (that is, a battle screen) on which player characters (for
example, three player characters PC1 to PC3); enemy characters (for
example, two enemy characters NPC1, NPC2) each of which is operated
in accordance with a predetermined rule; a status display area 301;
and a command card display area 302 are provided is displayed on
the mission executing screen during execution of a mission. A
status of the player character (for example, an ATB gauge, an HP
and an MP) is displayed in the status display area 301. Command
cards are selectably displayed in the command card display area
302.
[0053] Here, each of the player characters is managed by a virtual
card. Namely, the player selects a virtual card (or a character
card) in which information on the player character is set up before
the start of a mission, whereby the player determines a combination
(or a party) of the player characters that participate in a virtual
mission. In this regard, in the video game according to the present
invention, the character cards are classified broadly into two
categories including a virtual card (player card) associated with a
specific player and a virtual card (non-player card) associated
with a specific player. Further, a player card is classified into
any one of a "friend card" and a "guest card" in accordance with a
relationship between a player who possesses one or more player card
and a player associated with each of the one or more player card.
The player who participates in the video game concerns the other
player via a virtual card, such as exchange of virtual cards, for
example. In this regard, processing related to various kinds of
virtual cards will be described later in detail.
[0054] Further, the command card is a virtual card for which a
command carried out by the player character is set up. When a
battle is started, four command cards are distributed to the player
and are displayed in the command card display area 302 of the
corresponding user terminal. The player selects one command to be
used among the four command cards. Then, when an ATB gauge is
accumulated to a predetermined amount in accordance with elapse of
time, the corresponding player character carries out the selected
command. Further, in a case where there is a plurality of command
cards (for example, the same command cards), each of which
satisfies a predetermined condition, among the four command cards
thus distributed, the plurality of command cards is temporarily
integrated.
[0055] In this regard, FIG. 3 also shows an image K (kill site).
The image K indicates that the player character can destroy the
enemy character at a single stroke by making an attack on the enemy
character in a case where the enemy character meets a predetermined
condition. The video game processing system 100 sets up a kill site
for the enemy character or the player character in the course of
the virtual mission on the basis of the information set up on the
virtual card, for example.
[0056] In this regard, the configuration of the video game whose
progress is controlled by the video game processing system 100 is
not limited to this configuration. For example, the video game may
be configured so that the player can use a virtual card associated
with other player (for example, a display form of a command card
and/or an operation method are different from the content described
above).
[0057] In order to control progress of the video game described
above, in the present embodiment, the video game information
storage section 16 includes: a virtual mission information storage
section 16a; a player information storage section 16b; and a
virtual card information storage section 16c (see FIG.
[0058] The virtual mission information storage section 16a is a
storage medium for storing virtual mission information. The virtual
mission information is information on missions (virtual missions)
on which the player works on using a virtual card. In the present
embodiment, the virtual mission information indicates: a virtual
mission provided to the player (that is, a mission imposed on the
player in the virtual space); and a privilege to be given to the
player who accomplishes the virtual mission (that is,
accomplishment privilege).
[0059] FIG. 4 is an explanatory drawing showing an example of a
storage state of the virtual mission information stored in the
virtual mission information storage section 16a. As shown in FIG.
4, the virtual mission information contains: a virtual mission
number by which a virtual mission can be specified uniquely; an
action power (required action power) that the player consumes in
order to work on (or address) the virtual mission; the number of
battles that constitutes the virtual mission (continuous battle
number); information (enemy character information) on enemy
characters that appears during the virtual mission (or may appears
during the virtual mission); an experience value that the player
can acquire in a case where the virtual mission is accomplished;
and an in-game item that the player acquires (or may acquire) in a
cases where the virtual mission is accomplished. In this regard, in
the present embodiment, the in-game item as the accomplishment
privilege includes one linked to an enemy character (for example, a
monster) that appears in the virtual mission.
[0060] In this regard, the configuration of the virtual mission
information is not limited to this configuration. For example, the
video game processing system 100 may be configured so that the
virtual mission information contains a task other than a battle so
long as the virtual mission information contains any task and a
privilege for accomplishment of the task.
[0061] The player information storage section 16b is a storage
medium for storing player information. The player information is
information on players who participate in the video game. In the
present embodiment, the player information indicates: a status of
each of a plurality of players; one or more virtual cards possessed
by each of the plurality of players; and other player associated
with each of the one or more virtual cards.
[0062] FIG. 5 is an explanatory drawing showing an example of a
storage state of the player information stored in the player
information storage section 16b. As shown in FIG. 5, the player
information contains: a player number by which a player can be
specified uniquely; and various kinds of statuses of the player. In
the present embodiment, the statuses of the player includes: a
level of the player in the video game; an action power used to
accept a virtual mission; various kinds of points each of which
increases or decreases in accordance with progress of the video
game; and a virtual card virtually possessed by the player
(possessed virtual card).
[0063] Here, the various kinds of points include a rescue point, a
class point and a friend point.
[0064] The rescue point means a point that the player uses in order
to carry out a mission to rescue other player (that is, a rescue
mission). In the present embodiment, the rescue point has an upper
limit of five points, and the reduced rescue point is fully
recovered at predetermined timing (for example, once per day).
[0065] The class point means a point used to determine a class of
the player in accordance with progress of the video game. In the
present embodiment, the class point is given to the player as a
privilege of accomplishment of the virtual mission.
[0066] The friend point means a point used to compose virtual cards
by the player. The player is allowed to select and compose a
plurality of virtual cards from among the possessed virtual cards
by consuming the predetermined amount of friend points. In this
regard, the composed virtual card may become other virtual card
with different kind, or a level (or other status) of the virtual
card itself may increase.
[0067] In this regard, the configuration of the player information
is not limited to this configuration. For example, the player
information may contain various kinds of information regarding the
player, containing information indicating a current status of the
player, such as the virtual mission that the player is carrying out
and a progress status of the virtual mission (player status
information) and information indicating a relationship (or
connection) between players (for example, information indicating
players who are registered as a so-called friend; hereinafter,
referred to as "friend information").
[0068] The virtual card information storage section 16c is a
storage medium for storing virtual card information. The virtual
card information is information on virtual cards. In the present
embodiment, the virtual card information indicates various kinds of
parameters on the virtual cards, including an offensive power and
an HP of a character (that is, the player character) that can be
operated by the player when to use a player card for a virtual
mission.
[0069] FIG. 6 is an explanatory drawing showing an example of a
storage state of the virtual card information stored in the virtual
card information storage section 16c. As shown in FIG. 6, the
virtual card information contains: a virtual card number by which a
virtual card can be specified uniquely; a type of the virtual card;
and various kinds of parameters of the virtual card.
[0070] Here, a player card that is a virtual card associated with a
specific player and a non-player card that is a virtual card not
associated with the specific player are included in the type of the
virtual card. In this regard, the language "associated with the
player" according to the present embodiment denotes a concept
different from the language "possessed by the player", and means a
"virtual card indicating the player". The video game processing
system 100 may be configured so that association between a player
and a player card is changed in accordance with progress of the
video game, or the association is not changed in accordance with
progress of the video game. In the case of a configuration of the
former, the video game processing system 100 may be configured so
as to specify one possess virtual card as the player card
corresponding to the player among the virtual cards possessed by
the player in response to a request from the player, for example.
On the other hand, in the case of a configuration of the latter,
the video game processing system 100 may be configured so as to
unchangeably specify the player card corresponding to each player
in accordance with a specific rule, for example.
[0071] In this regard, the configuration of the virtual card
information is not limited to this configuration. For example, the
virtual card information may contain various kinds of information
on the virtual cards, such as a parameter according to a level of
the virtual card, a change rule of the parameter of the virtual
card according to a status of the player (for example, the level),
or a rare level of the virtual card.
[0072] Each of the plurality of user terminals 21 to 2N is managed
by a user (or a player) who carries out the video game, and is
configured by a mobile communication terminal, such as a cellular
phone terminal, a PDA (Personal Digital Assistants) and a mobile
game apparatus, by which the user can play a network delivery-type
game, for example. Each of the plurality of user terminals 21 to 2N
has hardware (for example, a display device for displaying a game
screen, an audio output device and the like) and software to carry
out a video game by connecting the user terminal 21 to 2N to the
communication network 30 and carrying out communication with the
video game processing server 10. In this regard, the video game
processing system 100 may be configured so that the plurality of
user terminals 21 to 2N can directly communicate with each other
without passing through the video game processing server 10.
[0073] Next, an operation of the video game processing system 100
according to the present embodiment will be described. In this
regard, the content of operations and/or processing with no
relationship to the present invention may be omitted.
[0074] FIG. 7 is a flowchart showing an example of virtual mission
related processing carried out by the video game processing system
100. In the virtual mission related processing, processing from a
process to provide a virtual mission to a player to a process to
give a player a privilege according to a result of the virtual
mission is carried out. Hereinafter, an operation of the video game
processing system 100 when to carry out the virtual mission related
processing will be described with reference to FIG. 7, which shows
a flowchart including processes carried out by each of the
plurality of user terminals 21 to 2N and processes carried out by
the video game processing server 10.
[0075] The virtual mission related processing is started in a case
where the video game processing server 10 receives a virtual
mission providing request from any of the plurality of user
terminals 21 to 2N (hereinafter, the explanation will proceed using
a user terminal 21 as an example.), for example.
[0076] In the virtual mission related processing, the video game
processing server 10 first specifies a virtual mission to be
provided to a user (that is, a player X1) of the user terminal 21
and the privilege content corresponding to the virtual mission
(Step S101). In the present embodiment, when a virtual mission
providing request is received by presenting a virtual mission
number from the user terminal 21, the video game processing server
10 determines a virtual mission indicated by the virtual mission
number as a virtual mission to be provided to the player X1.
Further, the video game processing server 10 specifies the content
of a privilege set up in advance to the virtual mission (for
example, a kind of a privilege, and a condition to give a player
the privilege) as the privilege content corresponding to the
specified virtual mission.
[0077] When the virtual mission to be provided and the privilege
content are specified, the video game processing server 10 carries
out processing to choose virtual cards from which the player X1 is
caused to select (that is, virtual card choosing processing) (Step
S200).
[0078] FIG. 8 is a flowchart showing an example of virtual card
choosing processing carried out by the video game processing server
10. In the virtual card choosing processing, the video game
processing server 10 first chooses various kinds of virtual cards
in accordance with a predetermined choice rule to match a plurality
of virtual cards (Step S201). In the present embodiment, the video
game processing server 10 chooses three non-player cards, three
friend cards and three guest cards. At this time, the video game
processing server 10 excludes the virtual card(s) that the player
X1 has used in the virtual mission within a predetermined time (for
example, before within three hours from the present) from choice
candidates.
[0079] The non-player card is a virtual card associated with an
important character that appears in the video game. The video game
processing server 10 chooses three non-player cards in a random
manner from among the virtual cards possessed by the player X1. In
this regard, in a case where the number of non-player cards
included in the virtual cards possessed by the player X1 is less
than the chosen number, the video game processing server 10 chooses
only the non-player cards of the number possessed by the player X1.
Further, in a case where there is no non-player card in the virtual
cards possessed by the player X1, the video game processing server
10 does not carry out choice of the non-player card.
[0080] The friend card is a virtual card associated with a player
whom the player registered as a friend. The video game processing
server 10 acquires log-in time of the player (that is, a friend)
corresponding to the friend card possessed by the player X1. In
this regard, the log-in time is cached for a few minutes at a
client side (in the present embodiment, at the user terminal 21
side). Therefore, by caching the log-in time, the video game
processing server 10 allows a load of communication with the user
terminal 21 to be reduced. When a log-in time of each of the user
terminals 21 to 2N is acquired, the video game processing server 10
creates a list of friends; sorts the user terminals 21 to 2N in
log-in order; and chooses friend cards corresponding to the top
three user terminals 21 to 2N. In this regard, in the present
embodiment, the earlier the user terminal 21 to 2N logs in the
video game processing server 10, the more superordinate friend the
user terminal 21 to 2N becomes. In this regard, in a case where the
number of friend cards included in the virtual cards possessed by
the player X1 is less than the choice number, the video game
processing server 10 chooses only the virtual cards of the number
possessed by the player X1. Further, in a case where there is no
friend card in the possessed virtual cards, the video game
processing server 10 does not choose any friend card.
[0081] The guest card is a virtual card associated with a player
corresponding to a player card that the player does not possess and
who is not a friend of the player. The video game processing server
10 extracts three users who are players each of which level is at
the same as the level of the player X1 (for example, within five
levels above and below the level of the player X1) and log in the
video game processing server 10 within a specific time (for
example, within before three hours from the present time) among all
of the players, and chooses three player cards corresponding to the
extracted three players as guest cards.
[0082] When the virtual cards are chosen, the video game processing
server 10 specifies players (other players) respectively
corresponding to the chosen player cards (Step S202). Hereinafter,
the case where the video game processing server 10 specifies a user
X2 (other player X2) of a user terminal 22 as other player will be
described as an example.
[0083] When the other players are specified, the video game
processing server 10 specifies a status of each of the specified
other players (Step S203). In the present embodiment, the video
game processing server 10 specifies a level of the other player X2
by referring to the player information thereof.
[0084] When the status of the other player X2 is specified, the
video game processing server 10 updates parameters (for example, an
offensive power and an HP) of the player card corresponding to the
other player X2 on the basis of the specified status of the other
player X2 (Step S204). In this regard, in the present embodiment,
the video game processing server 10 also updates a parameter of the
chosen guest card in the same manner. On the other hand, as for the
chosen non-player card, the video game processing server 10 updates
a parameter thereof on the basis of the status (for example, a
level) of the player X1. In this regard, the method of determining
a parameter of the non-player card is not limited to this method.
The video game processing system 100 may be configured so that the
parameter is updated by other processing than that for the player
card (including the friend card and the guest card) or a
predetermined parameter is used without updating.
[0085] When the virtual card is chosen and a parameter of the
chosen virtual card is updated if necessary, the video game
processing server 10 shifts to a process at Step S102 in the
virtual mission related processing (see FIG. 7).
[0086] When the video game processing server 10 carries out the
virtual card choosing processing, the user terminal 21 displays a
virtual card selecting screen (Step S102). In the present
embodiment, the user terminal 21 receives virtual card information,
which indicates the virtual cards chosen in the virtual card
choosing processing, from the video game processing server 10, and
displays the content of the virtual card information on the virtual
card selecting screen.
[0087] FIG. 9 is an explanatory drawing for explaining the virtual
card selecting screen. As shown in FIG. 9, a deck button 901; a
mission button 902 for receiving a request to start the virtual
mission; a party display area 910; and a participant candidate
display area 920; are provided on the virtual card selecting screen
according to the present embodiment. The party display area 910
shows members (or parties) that participate in the virtual mission.
The participant candidate display area 920 shows participant
candidates for the virtual mission. The user terminal 21 selectably
displays at least part of the content of the virtual card
information received from the video game processing server 10 in
the participant candidate display area 920.
[0088] The deck button 901 is a virtual button used for receiving a
request to display a deck editing screen. For example, in a case
where a display position of the deck button 901 is pressed (or
touched) by means of a finger P of the player X1, the user terminal
21 displays the deck editing screen (not shown in the drawings). A
set of command cards (deck) respectively set up to members that
belong to a party (characters respectively indicated by the virtual
cards) is display on the deck editing screen.
[0089] A plurality of images 911, 912 and 921 to 924 (hereinafter,
referred to appropriately as the "virtual cards 911, 912 and 921 to
924") is respectively displayed in the party display area 910 and
the participant candidate display area 920. The plurality of images
911, 912 and 921 to 924 indicates information that becomes the
criterion for a selection of the virtual card by the player X1,
such as an image of a character indicated by the virtual card, a
level of a player corresponding to the virtual card, and a gauge
showing an attribute of a command card associated with the virtual
card, on the basis of the virtual card information. Further, in the
present embodiment, an identification image (for example, a
star-shaped image shown in FIG. 9; see virtual card 912, 923) is
displayed on the virtual card (friend card) corresponding to a
friend of the player X1 so as to be capable of identifying the
friend card from the other virtual cards. When a selection of one
virtual card displayed in the participant candidate display area
920 is received, the user terminal 21 moves the virtual card for
which the selection is received into the party display area 910.
Further, when a selection of the virtual card displayed in the
party display area 910 is received, the user terminal 21 displays
the virtual card, for which the selection is received, in the
participant candidate display area 920.
[0090] When the virtual card selecting screen is displayed, the
user terminal 21 determines whether a virtual card used for the
virtual mission is decided or not (Step S103). In the present
embodiment, the user terminal 21 determines that the virtual card
used for the virtual mission is decided in a case where a selection
of the mission button 902 is received in a state where virtual
cards of a predetermined number (for example, three) are displayed
in the party display area 910.
[0091] Here, in a case where it is determined that the virtual card
used for the virtual mission is decided ("Yes" at Step S103), the
user terminal 21 starts the virtual mission (Step S104). In the
present embodiment, the user terminal 21 starts the virtual mission
by displaying a start screen of the virtual mission on basis of the
virtual mission information received together with the virtual card
information, for example.
[0092] When the virtual mission is started, the user terminal 21
specifies a privilege (accomplishment privilege) to apply to the
player X1 at accomplishment of the virtual mission (Step S105). In
the present embodiment, the user terminal 21 specifies the
accomplishment privilege in accordance with the privilege content
set up in advance to the virtual mission and an accomplishment
status of the virtual mission by the player X1 (for example, a kind
of each of defeated enemy characters and the number of the defeated
enemy characters). Further, in the present embodiment, the user
terminal 21 specifies, at this time, a player card corresponding to
the player X1 as a privilege (used privilege) to be given to the
other player X2 corresponding to the player card used by the player
X1. In this regard, in a case where the player who works on the
virtual mission satisfies a predetermined delivery condition (for
example, acquisition of the privilege according to the virtual
mission), the used privilege is given to the other player X2 by
means of the video game processing server 10. Further, timing to
specify the accomplishment privilege and the used privilege is not
particularly limited. For example, the video game processing system
100 may be configured so that the accomplishment privilege and the
used privilege is specified any one of at the start of the virtual
mission, during the virtual mission (for example, when the
condition to give the accomplishment privilege is satisfied, and
the like), and at the end of the virtual mission. Further, the
video game processing system 100 may be configured so that each of
the privileges is specified independently.
[0093] When accomplishment privilege is specified, the user
terminal 21 determines whether the player X1 fails the virtual
mission or not (Step S106). In the present embodiment, the user
terminal 21 controls progress of the virtual mission on the basis
of an operational input by the player X1 after the start of the
virtual mission. As a result, the user terminal 21 determines that
the player X1 fails the virtual mission when an HP of a party
satisfies a predetermined condition (for example, when the HP of
each of all characters belonging to the party becomes zero).
[0094] Here, in a case where it is determined that the player X1
does not fail the virtual mission, for example, because the player
X1 accomplishes the virtual mission ("No" at Step S106), the user
terminal 21 shifts to a process at Step S109 (will be described
later). On the other hand, in a case where it is determined that
the player X1 fails the virtual mission ("Yes" at Step S106), the
user terminal 21 limits the operation to be allowed to the player
to the predetermined content (Step S107). In the present
embodiment, the user terminal 21 determines that a present state of
the player X1 is a rescue required state, and does not allow the
player to select an operation (for example, a selection operation
of a virtual mission and the like) that is allowed to select at a
normal state.
[0095] When the operation to be allowed to the player is limited,
the user terminal 21 determines whether a rescue request is
received or not (Step S108). In the present embodiment, the user
terminal 21 determines whether a rescue request is received or not
by displaying a predetermined rescue request receiving screen in a
case where it is determined that the player fails the virtual
mission. In this regard, a method of receiving a rescue request is
not limited to this method. For example, the video game processing
system 100 may be configured so that, in a case where it is
determined that the player failed the virtual mission, the user
terminal 21 determines that the rescue request is received.
[0096] FIG. 10 is an explanatory drawing for explaining an example
of a rescue request receiving screen. As shown in FIG. 10, a
message input area 1001 for receiving an input for a rescue request
message from the player; a send button 1002 for receiving a request
to send the rescue request message from the player; and a cancel
button 1003 for receiving a request to cancel transmission of the
rescue request message are provided on the rescue request receiving
screen.
[0097] Here, in a case where it is determined that a rescue request
is received because selection of the send button 1002 is received
("Yes" at Step S108), the user terminal 21 causes the video game
processing server 10 to carry out rescue mission related processing
(Step S300).
[0098] FIG. 11 is a flowchart showing an example of the rescue
mission related processing carried out by the video game processing
server 10. In the rescue mission related processing, the video game
processing server 10 first specifies a player to be rescued (Step
S301). In the present embodiment, when the video game processing
server 10 receives a rescue request message from the user terminal
21, the video game processing server 10 specifies the player X1 as
a player to be rescued.
[0099] When the player to be rescued is specified, the video game
processing server 10 specifies the rescue mission and the privilege
content corresponding to the rescue mission (Step S302). In the
present embodiment, the video game processing server 10 specifies
the virtual mission that the player X1 failed as a rescue mission.
Further, the video game processing server 10 specifies, as the
privilege content corresponding to the specified rescue mission, an
in-game item and a condition to give the in-game item in accordance
with the content of the specified rescue mission (for example, a
kind of the enemy character that appears in the failed virtual
mission).
[0100] When the rescue mission and the privilege content are
specified, the video game processing server 10 informs the other
player of the rescue mission (Step S303). In the present
embodiment, the video game processing server 10 informs of the
rescue mission the player who satisfies a predetermined condition
(for example, a condition that a difference of players' levels is
within three) in a relationship with the player X1. In this regard,
the video game processing system 100 may be configured so that an
action of one player A to sequentially rescue other player B is
restricted by providing a specified time limit as the predetermined
condition (for example, within 12 hours). Further, the video game
processing system 100 may be configured so that the video game
processing server 10 chooses other condition (for example, a player
near a predetermined condition) until the number of players reaches
a predetermined number in a case where the number of players who
satisfy the predetermined condition is less than the predetermined
number. Hereinafter, the case where the video game processing
server 10 informs a plurality of players including the player X2 of
a rescue mission will be described as an example.
[0101] When the plurality of players is informed of the rescue
mission, the video game processing server 10 specifies a rescue
mission executing player who is to carry out the rescue mission
(that is, the player who wants to carry out the informed rescue
mission) (Step S304). In the present embodiment, in a case where a
rescue mission execution request is received from the user terminal
22, the video game processing server 10 specifies the player X2 who
is a user of the user terminal 22 as a rescue mission executing
player, for example. In this regard, the user terminal 22 displays
a predetermined rescue mission selecting screen in a case where the
user terminal 22 is informed of a rescue mission from the video
game processing server 10 (more specifically, in a case where
information indicating existence of the rescue mission is
received). Then, in a case where an operational input onto the
rescue mission selecting screen is received from the player X2, the
user terminal 22 transmits a rescue mission execution request
according to the received operational input to the video game
processing server 10.
[0102] FIG. 12 is an explanatory drawing for explaining an example
of the rescue mission selecting screen. As shown in FIG. 12, a
rescue applicant list display area is provided on the rescue
mission selecting screen. A list of the players to be rescued
(hereinafter, referred to as a "rescue applicant list") is
displayed in the rescue applicant list display area. The player X2
selects a rescue mission to be undertaken among a plurality of
players to be rescued 1201 to 1203 shown in the rescue applicant
list using a class of the player to be rescued and a rescue mission
name as criteria (judgment standards), for example.
[0103] When the player X2 is specified as the rescue mission
executing player, the video game processing server 10 transmits
(sends) rescue mission information to the user terminal 22 operated
by the player X2 (Step S305). In this regard, in the present
embodiment, the video game processing server 10 subtracts a rescue
point according to execution of the rescue mission from the rescue
point of the player X2 at this time. Namely, the video game
processing server 10 does not provide a rescue mission to players
whose rescue point does not reach the required amount to undertake
the rescue mission even though a rescue mission execution request
is received. However, in the present embodiment, the video game
processing server 10 informs even the player who does not have a
rescue point required to undertake the rescue mission of the
specified rescue mission. By configuring the video game processing
system 100 in this manner, the player is allowed to confirm the
content of a rescue mission and to decide whether to undertake the
rescue mission or not. For that reason, by configuring the video
game processing system 100 so that the player can acquire a rescue
point in accordance with progress of the video game, it is possible
to motivate the player who confirmed the rescue mission to play the
video game. Further, the video game processing system 100 may be
configured so that the video game processing server 10 restricts
the subject to be informed of the rescue mission in accordance with
a progress status of the video game (for example, the amount of the
possessed rescue point). By configuring the video game processing
system 100 in this manner, it is possible to prevent a load on the
video game processing server 10 from excessively increasing due to
an increase of communication targets.
[0104] When the rescue mission information is received from the
video game processing server 10, the user terminal 22 carries out
processing to cause the player X2 to play the rescue mission on the
basis of the received rescue mission information. In this regard,
the video game processing system 100 may be configured so that, as
the processing to cause a player to play a rescue mission, a rescue
request is received in accordance with failure of the rescue
mission in the same manner as the virtual mission.
[0105] On the other hand, the user terminal 21 operated by the
player X1, who has been specified as a player to be rescued,
restricts any operation regarding the virtual mission by the player
X1. In the present embodiment, the user terminal 21 displays a game
screen (or a rescue standby screen) for showing the player X1 a
situation in which the player X1 is waiting for rescue and cannot
carry out any operation other than an "operation to give up being
rescued".
[0106] FIG. 13 is an explanatory drawing for explaining an example
of the rescue standby screen. As shown in FIG. 13, a character PC
(player character PC) indicated by a virtual card corresponding to
a player; a player status display area in which a level 1301 of the
player and a status 1302 of the player are displayed; a release
button 1303 for receiving a release request of a rescue standby
state from the player; and a current rescued people list display
area 1304 in which a list of other players who carry out the rescue
mission in response to the rescue request by the player is
displayed; are provided on the rescue standby screen. In this
regard, in the present embodiment, in order to confirm a rescue
state of the player X1, the user terminal 21 confirms a progress
status of the rescue mission with the video game processing server
10 at predetermined time intervals (for example, every one minute)
during display of the rescue standby screen.
[0107] When the user terminal 21 sends the rescue mission
information in the rescue mission related processing, the video
game processing server 10 specifies, on the basis of the specified
privilege content, a privilege (success privilege) to be given to
the rescue mission executing player when the rescue mission is
succeeded (In order to clarify the explanation, "accomplishment of
a rescue mission" is expressed as "success". The same applies
hereinafter.) (Step S306). In the present embodiment, the video
game processing server 10 specifies a success privilege by
comparing a progress status of the rescue virtual mission by the
player X2 (for example, a kind of each of defeated enemy characters
and the number of the defeated enemy characters) with the privilege
content (for example, a condition to give an in-game item). More
specifically, the video game processing server 10 specifies, for
the player who succeeded the rescue, the class point, the friend
point and the success privilege including the other drop reward
(that is, a reward given to the player who succeeded the virtual
mission). Further, in the present embodiment, the video game
processing server 10 specifies the content of the success privilege
in accordance with a success privilege determination rule on which
a relationship between the rescued player and the rescuing player
(for example, a difference of their levels, and whether the players
are friends or not, and the like) influences. In this regard, the
success privilege determination rule may be configured so that: the
class point becomes higher than the case of normal rescue when the
player rescued other player whose level is lower than the level of
the player; and the class point becomes higher than the normal
rescue when the player rescued a friend of the player. Further, the
success privilege determination rule may also be configured so that
a command card or an equipment material that the player can acquire
via only the rescue is specified. In this regard, timing to specify
the success privilege is not particularly limited. For example, the
timing may be any one of at the start of the rescue mission, during
the rescue mission (for example, when the condition to give the
success privilege is satisfied, and the like), and at the end of
the rescue mission.
[0108] When the success privilege is specified, the video game
processing server 10 determines whether the rescue mission
indicated by the transmitted rescue mission information is
succeeded or not (Step S307). In the present embodiment, the video
game processing server 10 receives information indicating a result
of the rescue mission (rescue mission result information) from the
user terminal 22, and determines whether the rescue mission is
succeeded or not on the basis of the received rescue mission result
information.
[0109] Here, in a case where it is determined that the rescue
mission is succeeded ("Yes" at Step S307), the video game
processing server 10 gives a privilege of the player to be rescued
(in the present embodiment, the accomplishment privilege) and a
privilege of the rescue mission executing player (in the present
embodiment, the success privilege) to the rescue mission executing
player (Step S308). In this regard, the video game processing
system 100 may be configured so as to give only the success
privilege to the player who succeeded the rescue mission. Further,
the video game processing system 100 may be configured so that, in
a case where the player who succeeded the rescue mission used the
friend card in the rescue mission, the video game processing server
10 gives the player card corresponding to the player who succeeded
the rescue mission and/or the player card corresponding to the
player to be rescued to the player corresponding to the friend
card.
[0110] When the privileges (in the present embodiment, the
accomplishment privilege and the success privilege) are given to
the rescue mission executing player, the video game processing
server 10 gives the privilege of the player to be rescued (in the
present embodiment, the accomplishment privilege) to the player to
be rescued (Step S309), and terminates the processing herein. In
this regard, in the present embodiment, in a case where the player
fails the virtual mission, a friend card (that is, a virtual card
corresponding to the player who failed the virtual mission) is not
given to the player corresponding to the friend card used by the
player. However, the video game processing system 100 may be
configured so that, in a case where the rescue mission is
succeeded, the video game processing server 10 gives the player
card corresponding to the player to be rescued and/or the player
card corresponding to the player who succeeded the rescue mission
to the player corresponding to the friend card.
[0111] Further, in a case where it is determined in the process at
Step S106 in the virtual mission related processing that the player
does not fail the virtual mission, for example, because the player
X1 accomplishes the virtual mission ("No" at Step S106), the video
game processing server 10 gives the specified accomplishment
privilege to the player X1 who has accomplished the virtual mission
(Step S109). In the present embodiment, the video game processing
server 10 causes the user terminal 21 operated by the rescued
player X1 to display a predetermined mission result display screen,
and causes the user terminal 22 operated by the rescuing player X2
to display a predetermined rescue result display screen (not shown
in the drawings). In this regard, the video game processing server
10 appropriately updates various kinds of information stored in the
video game information storage section 16 when to give the
privilege or before or after the privilege is given. In the present
embodiment, the video game processing server 10 leaves a completion
flag of the virtual mission at the rescued player side. Namely,
unless the player accomplishes the virtual mission by himself or
herself, the completion flag of the virtual mission cannot be
reset.
[0112] FIG. 14 is an explanatory drawing for explaining a mission
result display screen. As shown in FIG. 14, the user terminal 21
pop-up displays an image 1401 that indicates to be rescued on the
rescue standby screen.
[0113] FIG. 15 is an explanatory drawing for explaining another
example of the mission result display screen. As shown in FIG. 15,
the video game processing system 100 may be configured so that an
image 1510 to promote (or encourage) the player X1 thus rescued to
carry out a predetermined operational input is displayed on the
mission result display screen. In this case, the video game
processing system 100 may be configured so that information on the
player who succeeded the rescue mission, a friend application
button 1511 for receiving a friend application request to the
player, a reward message input area 1512 for receiving an input of
a reward message for the player, a send button 1513 for receiving a
request to send the reward message, and a cancel button 1514 for
receiving a request to cancel the transmission of the reward
message are provided in the image 1510.
[0114] When the accomplishment privilege is given, the video game
processing server 10 gives the player card corresponding to the
player X1 to other player (that is, a player corresponding to the
friend card that the player X1 uses in the virtual mission) (Step
S110), and terminates the processing herein.
[0115] In this regard, in a case where it is determined in the
process at Step S108 in the virtual mission related processing that
no rescue request is received, for example, because the user
terminal 21 receives the selection of the cancel button 1003 on the
rescue request receiving screen ("No" at Step S108), or in a case
where the video game processing server 10 determines in the process
at Step S307 in the virtual mission related processing that the
rescue mission is not succeeded, for example, because the player X2
fails the rescue mission or the player X1 has not been rescued for
a fixed period by anybody ("No" at Step S307), the user terminal 21
determines whether the player X1 gives up being rescued or not
(Step S111). In the present embodiment, the user terminal 21
determines that the player X1 gives up being rescued in a case
where a selection of the release button 1303 on the rescue standby
screen is received. Namely, in the present embodiment, whether the
player to be rescued gives up being rescued or not is not related
to execution or non-execution of the rescue. In this regard, in the
present embodiment, a predetermined amount of class points is
consumed for the selection of the release button 1303.
[0116] Here, in a case where it is determined that the player X1
does not give up being rescued ("No" at Step S111), the user
terminal 21 displays the rescue standby screen (see FIG. 13) (Step
S112), and shifts to a process at Step S300. On the other hand, in
a case where it is determined that the player X1 gives up being
rescued because the selection of the release button 1303 is
received ("Yes" at Step S111), the user terminal 21 releases the
limitation of the operation to be allowed to the player (see Step
S107) (Step S113), and terminates the processing herein. In this
regard, the video game processing apparatus 100 may be configured
so that the video game processing server 10 carries out processing
defined in advance for the case where the player to be rescued
gives up being rescued (rescue mission suspension process) at this
time. In this case, the rescue mission suspension process may be
configured so that the rescue mission executing player is allowed
to recognize that the player to be rescued is rescued. For example,
the video game processing apparatus 100 may be configured so that
the video game processing server 10 carries out notification to
suspend the rescue mission to the player who is carrying out the
rescue mission. Alternatively, the video game processing apparatus
100 may be configured so that the video game processing server 10
causes the rescue mission executing player to select whether the
rescue mission is to be continued as a virtual mission (that is, as
a mission in which there is no rescue target) or not. Further, the
video game processing system 100 may be configured so that, in a
case where there is a player who is carrying out a rescue mission,
the user terminal 21 does not receive a selection of the release
button 1303 until a specific time (for example, one hour) elapses
from the time when a rescue request was carried out.
[0117] As explained above, in the embodiment described above, the
video game processing apparatus (for example, the video game
processing server 10, the user terminal 21 or the video game
processing system 100; The same applies hereinafter.) for
controlling progress of the multiplayer participatory video game
played using the game medium (for example, the virtual cards) in
which parameters are set up is configured so as to: include the
virtual mission information storage section 16a for storing virtual
mission information, the virtual mission information being
information on virtual missions, a player of the video game
processing apparatus working on one of the virtual missions using
the game medium; provide the virtual mission to the player X1 on
the basis of the virtual mission information (for example, Step
S104); and give other player X2 a game medium associated with the
player X1 using the game medium, the other player X2 being
associated with the game medium used in the virtual mission (for
example, Step S110). Therefore, it is possible to provide a feeling
to cooperate with other player to each player.
[0118] Namely, it is possible to increase opportunities that one
player uses a game medium of other player. Therefore, it is
possible to provide a feeling to cooperate with other player to
each player.
[0119] Further, in the embodiment described above, the video game
processing apparatus may be configured so as to: include the player
information storage section 16b for storing player information, the
player information indicating a status (for example, the level) of
each of a plurality of players, a game medium (for example, the
virtual cards) possessed by each of the plurality of players and
other player associated with the game medium; specify, at
predetermined timing, a status of the other player corresponding to
the game medium possessed by the player X1 (for example, Step
S203); and update one or more predetermined parameter (for example,
an offensive power and an HP) on the basis of the status of the
other player specified, the one or more predetermined parameter
being set up in the game medium (for example, Step S204).
Therefore, it becomes possible for each player to recognize that
his or her own current status influences on the other player who
uses the game medium associated with the player. In addition, it is
possible to cause the player to recognize that a current status of
the other player influences on the player in a case of using the
game medium associated with the other player.
[0120] Further, in the embodiment described above, the video game
processing apparatus may be configured so as to: selectably display
the game medium (for example, the virtual cards) (for example, Step
S102); and display the game medium together with at least a part of
one or more updated parameter (for example, the level of the
virtual card) (for example, see FIG. 9) in a case where the
parameter updater updated the one or more parameter of the game
medium (for example, Step S204). Therefore, it is possible to
update the information of the game medium, possessed by the player,
corresponding to the other player when the player selects the game
medium or the like.
[0121] Further, in the embodiment described above, the video game
processing apparatus may be configured so as to: specify the player
X1 who fails the provided virtual mission as a player to be rescued
(for example, Step S301); specify the rescue mission to be
accomplish in order to rescue the player X1 to be rescued on the
basis of the virtual mission information (for example, Step S302);
inform the plurality of players of the rescue mission (for example,
Step S303); specify a rescue mission executing player, the rescue
mission executing player being a player who carries out the rescue
mission (for example, Step S304); provide the rescue mission to the
specified rescue mission executing player X2 (for example, Step
S305); and give the game medium (for example, virtual card)
associated with the player X1 to be rescued to the rescue mission
executing player X2 who succeeded the rescue mission (for example,
Step S308, S309). Therefore, it is possible for one player to
increase an opportunity to acquire a game medium of other
player.
[0122] In this regard, although it has not been mentioned
particularly in the embodiment described above, the video game
processing apparatus may be configured so as to: include a game
medium information memory (for example, the virtual card
information storage section 16c) for storing game medium
information, the game medium information containing information on
the game medium (for example, the virtual card), the information on
the game medium containing information on a player associated game
medium (for example, the player card) and information on a
non-associated game medium (for example, the non-player card), the
player associated game medium being a game medium associated with a
specific player, the non-associated game medium being a game medium
not associated with the specific player; receive a selection of a
multiplayer associated game medium from the player; determine a
non-associated game medium in accordance with a predetermined rule
(for example, a rule in which virtual cards to be composed are
determined in accordance with a combination of virtual cards), the
non-associated game medium corresponding to the multiplayer
associated game medium selected by the player; and give the player
the determined non-associated game medium. By configuring the video
game processing apparatus in this manner, it is possible to promote
each player to interact (or have contact) with more players (for
example, usage of a player associated game medium corresponding to
other player, and an acceptance (or reception) of a mission to
rescue other player). Further, the video game processing apparatus
may be configured so as to erase, when a non-associated game
medium, which is determined in a case where the multiplayer
associated game medium is selected by the player, is given to the
player, the selected multiplayer associated game medium from the
game medium possessed by the player (for example, erases the
corresponding virtual card from a list of the possessed virtual
cards in the player information). By configuring the video game
processing apparatus in this manner, it becomes possible to promote
each player to interact (or have contact) with more players.
[0123] Further, in the embodiment described above, the video game
processing apparatus may be configured so as also to give the
privilege to the rescued player X1 in a case where the rescue
mission is succeeded. Therefore, it is possible to promote the
rescued player to rescue the other player. Further, the video game
processing apparatus may be configured so as to give a point (for
example, a class point), which becomes an evaluation index of the
player in a virtual space, to the player who rescued other player
as a privilege in accordance with a degree of difficulty of the
rescue mission and the like, for example. By configuring the video
game processing apparatus in this manner, it is possible to
provide, to the player, a virtual space in which an action
performed for other player is to be evaluated.
[0124] Further, in the embodiment described above, the video game
processing apparatus may be configured so as to determine the
privilege content (for example, a type of a privilege and a
condition to give the privilege) before the player starts the
virtual mission (including a rescue mission) (for example, Steps
S101, S302). Therefore, it is possible to prevent the player from
carrying out a cheat action. Namely, for example, even though a
cheat to wrongfully change or revise a parameter of a game medium
and the like are carried out by a player, the player cannot acquire
an unjustly expensive privilege compared with the degree of
difficulty of the accomplished virtual mission or the like.
Therefore, this is beneficial.
[0125] Further, in the embodiment described above, each of the
plurality of user terminals 21 to 2N and the video game processing
server 10 carries out the various kinds of processes described
above in accordance with various kinds of control programs (for
example, the video game processing program) stored in a storage
device included in its own apparatus (the user terminal 21 to 2N or
video game processing server 10).
[0126] In this regard, the configuration of the video game
processing system 100 is not limited to the configuration described
above. For example, the video game processing system 100 may be
configured so that part or all of the processing explained as the
processing carried out by any user terminal is carried out by the
video game processing server 10. Alternatively, the video game
processing system 100 may also be configured so that anyone of the
plurality of user terminals 21 to 2N (for example, the user
terminal 21) carries out part or all of the processing explained as
the processing carried out by the video game processing server 10.
Further, the video game processing system 100 may be configured so
that the user terminal 21 to 2N includes a part or all of the
storage sections included in the video game processing server 10.
Namely, the video game processing system 100 may be configured so
that a part or all of the functions that any one of the user
terminal 21 to 2N and the video game processing server 10 in the
video game processing system 100 is included in the other one.
Second Embodiment
[0127] FIG. 16 is a block diagram showing an example of a
configuration of a video game processing apparatus 50 (apparatus
50) according to one embodiment of the present invention. In the
present embodiment, the apparatus 50 at least has a virtual mission
information storage section 51, a virtual mission providing section
52 and a game medium giving section 53.
[0128] The apparatus 50 has a function to control progress of a
multiplayer participatory video game played using a game medium in
which parameters are set up. Although a configuration of the
apparatus 50 for controlling progress of a multiplayer
participatory video game is not particularly limited, the apparatus
is preferably configured to allow each player to simultaneously
play a video game. The configuration of the apparatus 50 for
controlling progress of a multiplayer participatory video game is,
for example, a configuration to control progress of a multiplayer
participatory video game by performing communication between the
apparatus 50 and another apparatus employing the same configuration
as that of the apparatus 50. Further, another configuration is, for
example, a configuration to control progress of a multiplayer
participatory video game by causing the apparatus 50 to function as
a server which communicates with a plurality of terminals.
[0129] The virtual mission information storage section 51 has a
function to store virtual mission information which is information
on a virtual mission which a player works on using a game
medium.
[0130] Here, the virtual mission means a task placed on a player
according to progress of a video game. In this regard, although the
content of a task is not particularly limited, the content
preferably can only be achieved by using a game medium.
[0131] The virtual mission providing section 52 has a function to
provide a virtual mission to a player on the basis of virtual
mission information.
[0132] Here, providing a virtual mission means placing a virtual
mission on a player. Although a configuration to provide a virtual
mission is not particularly limited, the configuration preferably
allows a player to learn the content of the virtual mission placed
on the player. The configuration to provide a virtual mission to a
player is, for example, a configuration to inform the player of the
content of a virtual mission which satisfies condition to be
provided with the player, and associate and store identification
information of the virtual mission and identification information
of the player.
[0133] The game medium giving section 53 has a function to give a
game medium which is associated with a player using the game
medium, to other player associated with the game medium used in a
virtual mission.
[0134] Here, giving a game medium to a player means showing that
the player possesses the game medium. A configuration to give a
game medium to a player is, for example, a configuration to update
player information such that identification information of the
player and identification information of the game medium are
associated and stored.
[0135] Next, an operation of the apparatus 50 will be
described.
[0136] FIG. 17 is a flowchart illustrating an example of game
processing carried out by the apparatus 50. In the game processing
according to the present embodiment, processing which directly or
indirectly relates to providing a virtual mission to a player and
giving a game medium to other player is carried out.
[0137] The game processing is started when, for example, the
apparatus 50 determines that a condition to provide a virtual
mission is satisfied according to progress of a video game.
[0138] The apparatus 50 first provides a virtual mission to a
player in the game processing (Step S501). In the present
embodiment, the apparatus 50 provides to a player A a virtual
mission whose condition to be provided is satisfied as a result
that the player A plays a video game.
[0139] When providing the virtual mission, the apparatus 50 gives a
game medium which is associated with the player using the game
medium, to other player associated with the game medium used in the
virtual mission (Step S502), and finishes the processing. In the
present embodiment, the apparatus 50 gives the game medium which is
associated with the player A, to a player B associated with the
game medium used by the player A in the virtual mission.
[0140] As explained above, according to one aspect of the second
embodiment, the video game processing apparatus 50 for controlling
progress of a multiplayer participatory video game played using a
game medium in which parameters are set up is configured so as to:
include the virtual mission information storage section 51, the
virtual mission providing section 52 and the game medium giving
section 53; store virtual mission information being information on
virtual missions which a player works on using a game medium;
provide the virtual mission to a player on the basis of the virtual
mission information; and give other player a game medium associated
with the player using the game medium, the other player being
associated with the game medium used in the virtual mission, so
that it is possible to provide a feeling to cooperate with other
player to each player.
[0141] As explained above, each embodiment of the present
application can meet one, two or more needs. In this regard, an
effect provided by each embodiment is a non-restrictive effect or
an example of an effect.
[0142] Further, in each of the embodiments described above, the
phrase "according to progress of a video game" means that specific
processing is triggered by or based on occurrences of various
progresses or changes which could occur in a video game. The
specific processing includes, for example, determination processing
and/or information update processing. Further, the various
progresses or changes which could occur in a video game are, for
example, progress of time, a change of a game element value, an
update of a specific status or a flag or an operational input by a
user.
INDUSTRIAL APPLICABILITY
[0143] The present invention is useful to provide a feeling to
cooperate with other player to each player of a video game.
* * * * *