IP Library Granted Patent US 8,961,287
Granted Patent B2
US 8,961,287 · App. 14/251,961 · Granted Feb 24, 2015

Video game with enhanced capture opportunities

Inventors: Daisuke Urushihara (Tokyo, JP); Kazuhiro Yoshimi (Tokyo, JP); Toshihiro Otani (Tokyo, JP)
Assignee: DeNA Co., Ltd.
G07F17/329
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Quick Facts
Patent No.
US 8,961,287
App. No.
14/251,961
Granted
Feb 24, 2015
Kind
B2
Abstract

A server device selects by lot one event from among a plurality of events including an encounter event with an enemy character present in a predetermined area in a network game, accepts from a user a command indicating action taken on the enemy character, when the encounter event is selected by lot, performs a process on the enemy character, based on the accepted command, and stores a status of the enemy character obtained after processed. In addition, the server device selects by lot an encounter event for re-encountering an enemy character encountered in past, with a predetermined probability, reads from a memory a status of the re-encountered enemy character obtained at a past encounter, and sets the status as an initial status of the re-encountered enemy character.

Claims (45)

1. A server device that provides a predetermined network game to a user through a communication line, the server device comprising:

a processor; and

a memory configured to store one or more units that when executed by the processor, implements:

an event lottery unit that selects by lot one event from among a plurality of events including an encounter event with an enemy character present in a predetermined area in the network game;

a command accepting unit that accepts from the user a command indicating action taken on the enemy character, when the encounter event is selected by lot by the event lottery unit;

a game processing unit that performs a process on the enemy character, based on the command accepted by the command accepting unit;

wherein the memory stores a status of the enemy character obtained after processed by the game processing unit; and

a capture determining unit that determines, according to a predetermined capture success rate, whether capture of the enemy character has been succeeded, when the command accepting unit accepts a capture command from the user, wherein

the event lottery unit selects by lot an encounter event for re-encountering an enemy character encountered in past, with a predetermined probability,

the game processing unit reads from the memory a latest status of the re-encountered enemy character and sets the latest status as an initial status of the re-encountered enemy character, and

the capture determining unit sets a higher capture success rate for a re-encounter than a capture success rate for a first encounter.

2. The server device according to claim 1 , wherein

when a plurality of enemy characters are present in the area, the memory stores an encountered enemy character, and

the event lottery unit sets a probability of selecting by lot an encounter event with each enemy character, according to a number of encounters.

3. A server device that provides a predetermined network game to a user through a communication line, the server device comprising:

a processor; and

a memory storing units that when executed by the processor, implements:

an event lottery unit that selects by lot one event from among a plurality of events including an encounter event with an enemy character present in a predetermined area in the network game;

a command accepting unit that accepts from the user a command indicating action taken on the enemy character, when the encounter event is selected by lot by the event lottery unit;

a game processing unit that performs a process on the enemy character, based on the command accepted by the command accepting unit; and

wherein the memory stores a status of the enemy character obtained after the processing by the game processing unit, the status of the enemy character comprising hit points of the enemy character;

wherein the event lottery unit selects by lot an encounter event for re-encountering an enemy character encountered in past, with a predetermined probability,

the game processing unit reads from the memory a latest status of the re-encountered enemy character and sets the latest status as an initial status of the re-encountered enemy character, the latest status representative of a status of a re-encountered enemy character from a previous battle,

when a plurality of enemy characters are present in the area, the memory stores an encountered enemy character, and the event lottery unit sets a probability of selecting by lot an encounter event with each enemy character, according to a number of encounters.

4. The server device according to claim 1 , wherein

when the command accepting unit accepts an attack command from the user, the game processing unit reduces hit points of the enemy character, according to attack action,

the memory stores the hit points of the enemy character obtained after attacked, and

the capture determining unit sets a higher capture success rate for fewer hit points of the enemy character.

5. The server device according to claim 1 , wherein

when the command accepting unit accepts from the user a command indicating action taken on the enemy character, the game processing unit causes a status abnormality in the enemy character with a predetermined probability, and

the capture determining unit changes a capture success rate of the enemy character, according to the status abnormality.

6. The server device according to claim 1 , wherein for a re-encounter, the capture determining unit sets a higher capture success rate for shorter time elapsed since a last encounter.

7. The server device according to claim 1 , wherein

the game processing unit:

performs, when the user uses an extension item for extending a quest after ending a quest in the area or when the user uses the extension item during the quest in the area, an extension process for the quest in the area; and

brings a status of an enemy character that the user has encountered in the quest back to a status obtained before starting the quest, when the extension item is not used or the extension process ends, the status of the enemy character being stored in the memory.

8. A non-transitory computer-readable storage medium storing a game program for providing a network game to a user, the program causing a computer to perform:

selecting by lot one event from among a plurality of events including an encounter event with an enemy character present in a predetermined area in the network game;

accepting from the user a command indicating action taken on the enemy character, when the encounter event is selected by lot;

a process on the enemy character, based on the accepted command; and

storing a status of the enemy character obtained after the process on the enemy character, the status of the enemy character comprising hit points of the enemy character, wherein

in the selection-by-lot, an encounter event for re-encountering an enemy character encountered in past is selected by lot with a predetermined probability,

in the processing, a latest status of the re-encountered enemy character is read from the memory, and the latest status is set as an initial status of the re-encountered enemy character, the latest status representative of a status of a re-encountered enemy character from a previous battle,

in the storing, when a plurality of enemy characters are present in the area, an encountered enemy character is stored, and

in the selection-by-lot, a probability of selecting by lot an encounter event with each enemy character is set according to a number of encounters.

Assignments (2)
CHANGE OF ADDRESS Recorded Feb 10, 2022
From: DENA CO., LTD.
To: DENA CO., LTD.
Reel/Frame 059805/0970 →
ASSIGNMENT OF ASSIGNOR'S INTEREST Recorded Apr 14, 2014
From: URUSHIHARA, DAISUKE; YOSHIMI, KAZUHIRO; OTANI, TOSHIHIRO
To: DENA CO., LTD.
Reel/Frame 032666/0188 →
Priority Claims (1)
JP 2013-112484 · May 29, 2013 · national
Continuity (1)
Related Publication 20140357339A1 · Dec 4, 2014