IP Library › Granted Patent US 10,398,982
Granted Patent B2
US 10,398,982 · App. 15/718,700 · Granted Sep 3, 2019

Computer system

Inventors: Yoshihiko Mabuchi (Kawasaki, JP); Shogo Oku (Tokyo, JP); Akinori Wakebe (Nagareyama, JP)
Assignee: BANDAI NAMCO Entertainment Inc.
A63F13/69A63F13/327A63F13/44A63F13/55A63F13/60A63F13/792A63F13/822A63F13/35A63F13/92A63F2300/575
View Patent ↗
Loading inventors, assignments & file history…
Monitor This Case
Get email alerts when status or documents change.
Order Certified Copies
Most orders are placed with the USPTO same day — all within 24 business hours.
Order via The Patent Place →
Pre-filled with this patent's details
Quick Facts
Patent No.
US 10,398,982
App. No.
15/718,700
Granted
Sep 3, 2019
Kind
B2
Abstract

A player can use a character and a chest, in possessed game objects, to build a deck, and play a battle game with the character and the chest, used to build the deck, deployed on a game field as units of a gameplay. The chest used in the gameplay has an activation condition (timer period of a time limit lock) and acquisition control (determination of the content of the chest and provision of the content to the player) of the chest 5 changed in accordance with the type of the chest deployed and an action such as an attack by a character in the game field.

Claims (69)

1. A computer system that executes a game using an object possessed by a player, the computer system comprising:

a processor; and

a storage device storing a program,

the processor is configured to execute the program to

provide a medium object to the player, the medium object being associated with a content object in an acquisition suspended state and having at least a timer period set as a condition for transition from the acquisition suspended state to an acquisition enabled state, the timer period including counting speed;

cause transition from the acquisition suspended state to the acquisition enabled state in which the content object associated with the medium object is acquirable when the timer period expires;

deploy the medium object on a game field based on input of an operation by the player; and

change the timer period of the medium object deployed on the game field, including to change the counting speed.

2. The computer system as defined in claim 1 ,

the timer period further including a remaining period,

the processor is further configured to change the timer period including to change the remaining period.

3. The computer system as defined in claim 1 ,

the processor is further configured to change, when deploying of the medium object on the game field or a game progression related to the game field is completed, the counting speed to be restored to a counting speed before the deploying on the game field.

4. The computer system as defined in claim 1 ,

the processor is further configured to change the timer period including to change the timer period so that the timer period is able to elapse quicker in a case where the medium object is deployed on the game field, than in a case where the medium object is not deployed.

5. The computer system as defined in claim 1 ,

the processor is further configured to change the timer period including to change the timer period in accordance with a deployed position of the medium object.

6. The computer system as defined in claim 1 ,

the processor is further configured to notify the player of the timer period.

7. The computer system as defined in claim 1 ,

the processor is further configured to change the timer period including to change the timer period when the medium object is deployed within an area of influence of an action performed by a character on the game field.

8. The computer system as defined in claim 7 ,

the timer period further including a remaining period,

the processor is further configured to change the timer period including to change the remaining period.

9. The computer system as defined in claim 7 ,

the processor executing the program for further notifying the player of the timer period.

10. The computer system as defined in claim 1 ,

the game being a battle game in which the medium object has no attacking ability,

the processor further configured to:

build a deck as a combination of a predetermined number of objects to be in the game, selected from objects including a character object and the medium object possessed by the player, based on input of an operation by the player; and

control a game progression involving a battle of the objects, in the deck, appearing in the game,

the processor is further configured to deploy, when the medium object is in the deck, the medium object, in the deck, on the game field, based on input of an operation of the player.

11. A computer system that executes a game using an object possessed by a player, the computer system comprising:

a processor; and

a storage device storing a program,

the processor is configured to execute the program to

provide a medium object to the player, the medium object being associated with a content object in an acquisition suspended state and having at least a timer period set as a condition for transition from the acquisition suspended state to an acquisition enabled state;

cause transition from the acquisition suspended state to the acquisition enabled state in which the content object associated with the medium object is acquirable when the timer period expires;

deploy the medium object on a game field based on input of an operation by the player; and

change the timer period of the medium object deployed on the game field,

the processor is further configured to acquire the content object which is associated with the medium object on a first come first served basis by a player who makes an acquisition operation while the game is in process, when the medium object deployed on the game field transitions to the acquisition enabled state.

12. The computer system as defined in claim 11 ,

the timer period including a remaining period,

the processor is further configured to change the timer period including to change the remaining period.

13. The computer system as defined in claim 11 ,

the timer period including counting speed,

the processor is further configured to change the timer period including to change the counting speed.

14. The computer system as defined in claim 13 ,

the processor is further configured to change the timer period including to change, when deploying of the medium object on the game field or a game progression related to the game field is completed, the counting speed to be restored to a counting speed before the deploying on the game field.

15. The computer system as defined in claim 11 ,

the processor is further configured to change the timer period including to change the timer period so that the timer period is able to elapse quicker in a case where the medium object is deployed on the game field, than in a case where the medium object is not deployed.

16. A computer system that executes a game using an object possessed by a player, the computer system comprising:

a processor; and

a storage device storing a program,

the processor is configured to execute the program to

provide a medium object to the player, the medium object being associated with a content object in an acquisition suspended state and having at least a timer period set as a condition for transition from the acquisition suspended state to an acquisition enabled state;

cause transition from the acquisition suspended state to the acquisition enabled state in which the content object associated with the medium object is acquirable when the timer period expires, wherein in the acquisition enabled state the content object associated with the medium object is acquirable in response to an acquiring operation performed by the player on the medium object, and in the acquisition suspended state the content object associated with the medium object is not acquirable by the player;

deploy the medium object on a game field based on input of an operation by the player; and

change the timer period of the medium object deployed on the game field.

17. The computer system as defined in claim 16 ,

the timer period including counting speed,

the processor is further configured to change the timer period including to change the counting speed.

18. The computer system as defined in claim 16 ,

the timer period including a remaining period,

the processor is further configured to change the timer period including to change the remaining period.

19. The computer system as defined in claim 16 ,

the processor is further configured to change the timer period including to change, when deploying of the medium object on the game field or a game progression related to the game field is completed, the counting speed to be restored to a counting speed before the deploying on the game field.

20. The computer system as defined in claim 16 ,

the processor is further configured to change the timer period including to change the timer period so that the timer period is able to elapse quicker in a case where the medium object is deployed on the game field, than in a case where the medium object is not deployed.

Assignments (1)
ASSIGNMENT OF ASSIGNOR'S INTEREST Recorded Sep 28, 2017
From: MABUCHI, YOSHIHIKO; OKU, SHOGO; WAKEBE, AKINORI
To: BANDAI NAMCO ENTERTAINMENT INC.
Reel/Frame 043727/0952 →
Priority Claims (1)
JP 2016-193917 · Sep 30, 2016 · national
Continuity (1)
Related Publication 20180093188A1 · Apr 5, 2018