WO2013136830A1 - Dispositif de commande de jeu, procédé de commande de jeu, programme, support d'enregistrement, et système de jeu - Google Patents

Dispositif de commande de jeu, procédé de commande de jeu, programme, support d'enregistrement, et système de jeu Download PDF

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Publication number
WO2013136830A1
WO2013136830A1 PCT/JP2013/050394 JP2013050394W WO2013136830A1 WO 2013136830 A1 WO2013136830 A1 WO 2013136830A1 JP 2013050394 W JP2013050394 W JP 2013050394W WO 2013136830 A1 WO2013136830 A1 WO 2013136830A1
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WIPO (PCT)
Prior art keywords
user
game
competition
application
users
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PCT/JP2013/050394
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English (en)
Japanese (ja)
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洋介 阿部
翔太 鈴木
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株式会社コナミデジタルエンタテインメント
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Publication of WO2013136830A1 publication Critical patent/WO2013136830A1/fr

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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • A63F13/795Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for finding other players; for building a team; for providing a buddy list
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • A63F13/69Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/803Driving vehicles or craft, e.g. cars, airplanes, ships, robots or tanks
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/58Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/85Providing additional services to players
    • A63F13/87Communicating with other players during game play, e.g. by e-mail or chat
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/90Constructional details or arrangements of video game devices not provided for in groups A63F13/20 or A63F13/25, e.g. housing, wiring, connections or cabinets
    • A63F13/92Video game devices specially adapted to be hand-held while playing
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/40Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of platform network
    • A63F2300/406Transmission via wireless network, e.g. pager or GSM
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/40Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of platform network
    • A63F2300/407Data transfer via internet
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/55Details of game data or player data management
    • A63F2300/5546Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history
    • A63F2300/5566Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history by matching opponents or finding partners to build a team, e.g. by skill level, geographical area, background, play style

Definitions

  • One of the features of the above-described social game is that it has a richer communication function for interaction between users than the conventional online game.
  • social games for example, in addition to cooperative play with other users (friends), information exchange by communicating with friends such as greetings and contacts with friends, gifts of items on the game with friends or items An exchange has been made.
  • a user borrows a fellow game character when the user plays (competes) with another game character using his game character. It is described that it competes in cooperation with a fellow.
  • a first aspect of the present invention is a game control device.
  • the game control device An association means for relating users, A competition execution means for executing a game competition by a user; An accepting unit configured to accept an application for participating in the competition from a first user; In performing the first competition by the second user, based on the selection information for selecting the competition participating user involved in the first competition, the user is selected from the users related to the second user.
  • a setting means for setting competitive users When the user involved in competition set by the setting means is the first user, a point or item on the game or an advantageous effect on the game is given to the first user. Granting means; Is provided.
  • the said game control apparatus when a 1st user makes an application for participating in the competition on a game by a user, and is set as a competition participation user of a 1st competition by the 2nd user, , Can be involved in the first competition.
  • the 1st user can be involved in the 1st competition by the 2nd user based on his application, he is voluntarily involved in the competition of the 2nd user related with himself. You can feel what you did.
  • the 1st user can acquire the merit of the point or item on a game, or the advantageous effect on a game, when it is set as a competition participation user of the 1st competition by a 2nd user. .
  • the granting unit is configured to give points or items on the game to the second user when the competition user set by the setting unit is the first user.
  • an advantageous effect on the game may be given.
  • the second user sets the first user who has applied as a competition-related user. Can be motivated.
  • the first user makes an application, it is set as a user who is involved in competition, and as a result, there is a high possibility of obtaining points or items on the game or advantageous effects on the game. Motivated to do it. Thereby, social property becomes still higher.
  • the accepting unit accepts an application from the first user
  • Notification means for notifying the second user may be provided.
  • the second user recognizes points or items on the game or advantageous effects on the game that are given when the first user is set as a user involved in the competition in executing the first competition. be able to. For this reason, the second user is motivated to actively set the first user as a user involved in the competition in order to obtain points or items on the game or advantageous effects on the game.
  • the accepting unit may limit the number of applications by the first user within a predetermined period to a predetermined number.
  • the first user when the set user involved in competition is the first user, there are advantageous points or items on the game or advantageous effects on the game for the first user. Is granted. Thereby, in order to obtain the advantageous effect on the point or item on the game, or the game, the first user may repeat only the application for participating in the competition. There may be a bias in fairness among users based on game points or items obtained by repeating the application, or advantageous effects on the game. Therefore, according to this game control device, it is possible to suppress the first user from repeatedly performing the application only by limiting the number of applications by the first user within the predetermined period to the predetermined number. As an example, only an application once every two hours may be accepted. Thereby, the bias
  • the value of the application points is a point given to each user, and the consumption points of the application points May be set below the initial value of the point. That is, it is preferable that the value of the application point is set to be equal to or less than the initial value of the points given at the initial time when the user starts using the game. Thereby, anyone who has started using the game can apply. In this case, even if it is a beginner of the game, when applying and setting as a user involved in competition, it is possible to obtain points or items on the game or advantageous effects on the game. Can enjoy the game for a long time.
  • a third aspect of the present invention provides a computer for controlling the execution of a game.
  • the ability to relate users to each other The ability to perform game competition by users, A function of configuring an application for participating in the competition to be accepted from a first user; In performing the first competition by the second user, based on the selection information for selecting the competition participating user involved in the first competition, the user is selected from the users related to the second user.
  • a function for setting a user who participates in a competition, and when the set user who participates in a competition is the first user, points or items on the game or an advantage on the game with respect to the first user Functions that give It is a program for realizing.
  • a fifth aspect of the present invention is a game system including a communication terminal and a server that is accessed from the communication terminal and controls execution of the game by the communication terminal.
  • This game system An association means for relating users, A competition execution means for executing competition on the game by the user, An accepting means configured to accept an application for participating in the competition from a first user; In performing the first competition by the second user, based on the selection information for selecting the competition participating user involved in the first competition, the user is selected from the users related to the second user.
  • the present invention relates to a patent application of Japanese Patent Application No. 2012-059140 filed with the Japan Patent Office on March 15, 2012, the entire contents of which are incorporated herein by reference.
  • FIG. 1 shows a system configuration example of a game system according to the embodiment.
  • the game system includes communication terminals 10a, 10b, 10c,... That can be connected to a communication network NW (network) such as the Internet, a game server 20 connected to the communication network NW,
  • NW network
  • the database server 30 is configured.
  • Each of the communication terminals 10a, 10b, 10c,... Is a terminal operated by an individual user, for example, a mobile terminal, a smartphone, a PDA (Personal Digital Assistant), a personal computer, a television having a bidirectional communication function.
  • a communication terminal such as a John receiver (including a so-called multi-function smart TV).
  • an authentication server for authenticating the user of each communication terminal 10 may be provided separately from the game server 20. Further, when a plurality of game servers 20 are provided in order to accept access from many communication terminals 10, a load balancer for adjusting a load between the plurality of game servers 20 may be provided.
  • the game server 20 may be configured as a single server device, but may be configured as a plurality of server devices having distributed functions.
  • FIGS. 2A and 2B are diagrams each illustrating an example of the appearance of the communication terminal 10.
  • FIG. 2A illustrates a button input type communication terminal such as a foldable mobile terminal (mobile phone)
  • FIG. 2B illustrates a touch panel input type communication terminal such as a smartphone.
  • FIG. 3 is a block diagram showing an internal configuration of the communication terminal 10. As shown in FIG.
  • the CPU 11 loads the web browser in the ROM 12 into the RAM 13 and executes it. And CPU11 is based on the appropriate designation
  • the communication terminal 10 may be mounted with various plug-ins for extending the browser function of the web browser. In acquiring the HTML data, the CPU 11 sends an access request message including a user ID (user identification information) registered in advance or a user ID input via the instruction input unit 15 via the communication interface unit 17. The game server 20 is notified.
  • the web browser displays the web page provided from the game server 20 on the display unit 16 based on the acquired HTML data via the image processing unit 14.
  • the web browser transmits new HTML data for displaying the web page according to the selection. (That is, update of the web page) is requested to the game server 20.
  • the instruction input unit 15 includes a button group 15a including a plurality of instruction input buttons such as a direction instruction button and a decision button for accepting a user operation input. And a button group 15b including a plurality of instruction input buttons such as a numeric keypad, and includes an interface circuit for recognizing a pressing (operation) input of each button and outputting it to the CPU 11.
  • the direction instruction button is provided to instruct the CPU 11 to scroll and display the web page displayed on the display unit 16.
  • the determination button instructs the CPU 11 that the user selects one hyperlink or menu that is actively displayed (for example, highlighted) when, for example, a plurality of hyperlinks or menus are displayed on a web page.
  • buttons are provided on the front surface of the communication terminal 10 so that the user can easily operate (click) with the thumb while holding the communication terminal 10 with one hand. It is preferable to arrange
  • the button group 15b is arranged below the button group 15a and includes a plurality of instruction input buttons on which “0” to “9”, “*”, and “#” (ten keys) are written. .
  • the menu selection operation on the web page displayed on the communication terminal 10 is selected by pressing the direction instruction button and selecting by pressing the enter button. This is done by confirming the selected menu.
  • the selection operation is performed by instructing (touch operation) a menu position on the display screen 16a on which the web page is displayed with a finger or a pen.
  • the CPU 21 transmits HTML data to the communication terminal 10 via the communication interface unit 25.
  • the CPU 21 performs the authentication process.
  • the CPU 21 performs processing according to the hyperlink or menu selected by the user on the web page displayed on the communication terminal 10.
  • the processing includes, for example, transmission of new HTML data, arithmetic processing in the game server 20 or data processing.
  • the database access unit 24 is an interface when the CPU 21 reads / writes data from / to the database server 30.
  • the database server 30 can be realized by a general-purpose storage such as a large-capacity hard disk device or a device such as RAID (Redundant Arrays of Inexpensive Disks). Each database in the database server 30 is configured to be able to read and write data from the CPU 21 via the database access unit 24 of the game server 20.
  • FIG. 5 shows an example of the configuration of the database server 30. As shown in FIG. 5, the database server 30 includes a user database 31 and a game database 32.
  • the type of game realized by the game server 20 of the present embodiment is not particularly limited. However, for convenience of explanation of the embodiment, as an example of a game realized by the game server 20, a horse racing digital format is described below.
  • the horse racing digital card game is a game that is configured so that the user can collect and strengthen the racehorse card corresponding to the racehorse or enjoy a race with another user.
  • a horse racing digital card game includes a search part that searches for a racehorse card, a lottery part that allows you to obtain a racehorse card by lottery, or one race that integrates two or more racehorses. There are training parts that increase (strengthen) the horse's ability. Each part implemented in the horse racing digital card game will be described later.
  • FIG. 6 shows an example of a user database 31 applied in the horse racing digital card game described above.
  • the user database 31 has, for each user ID (user identification information), a user name / display image, a skill level, an action point, a starting point, a training point, a lottery point, the number of racehorses, a fellow user ID, possession Information about items and items of character data is included. Information included in the user database 31 can be updated sequentially by the game server 20.
  • the user ID included in the user database 31 or data for each user name (to be described later) specifying the user is generically referred to as user data.
  • the data of each item constituting the user data is as follows.
  • User name / display image A user name and a display image that are displayed to identify the user on the communication terminal 10 when the game is executed.
  • the user name is text of a predetermined length or less that is specified in advance by the user, and the display image is an avatar image that is selected in advance by the user, for example.
  • the user name is a name that identifies the user on the network environment (or game community) provided by the game server 20. Skill level This is data indicating the skill level of the user on the game.
  • the skill level is sequentially increased by continuously executing the search part in the game.
  • -Action point In the said horse racing type digital card game, it is a point required when searching on a game by a user, for example.
  • the action point is a value that decreases mainly by playing the search part and recovers (increases) each time a predetermined time elapses.
  • the maximum value of the action points may be configured to be increased according to an increase in skill level or an increase in the number of fellow users.
  • the initial value (for example, 35) of the maximum value of action points is defined in advance.
  • the start point is a point necessary for racing with other users' racehorse cards.
  • the starting point is a value that is reduced mainly by a race with a racehorse card of another user and recovered (increased) every time a predetermined time elapses.
  • the maximum value of the starting point may be configured to be increased according to an increase in skill level or an increase in the number of fellow users.
  • the initial value (for example, 60) of the maximum value of the starting point is defined in advance.
  • -Training point It is a point which is needed when strengthening a racehorse card by a user (integration processing described later) in the digital card game of the horse race format.
  • the training point is a value that is reduced by training the racehorse card and is increased by winning the race with the racehorse card of another user or by the progress of the search part.
  • -Lottery point In the horse-racing digital card game, it is a point that a user acquires by sending a greeting message to a fellow user.
  • -Number of racehorses This is the number of racehorse cards held by the user. The number of racehorse cards increases and decreases depending on the execution of the search part and the training part.
  • the maximum value (for example, 60) of the number of racehorse cards that can be held by the user is defined in advance.
  • Friend's user ID This is data of another user ID that is a friend of the target user ID.
  • An example of the item is a recovery drug. When the user uses the recovery drug, the user can immediately recover the action point and the start point to the maximum value.
  • Character data is data including game character information.
  • the game character may include various kinds of information depending on the nature of the game. For example, in the case of a horse racing digital card game, the game character means a racehorse on the game corresponding one-to-one with the racehorse card.
  • the information of the game character is information in which the ability value (ability parameter) of the game character (racing horse) is described for each item.
  • each capability value such as “speed” and “instantaneous force” may be included as items.
  • “speed” and “instantaneous force” are values in the range of 0 to 1000, and the higher the ability value, the higher the ability.
  • the character data includes predetermined default data.
  • the “rare degree” may be included in the character data.
  • the “rare degree” is a value indicating the degree of rarity value of the racehorse card, and the higher the value, the lower the probability of appearing in the game.
  • the rarity is expressed in five stages of 1 to 5, and the rarity of the racehorse card corresponding to the racehorses with outstanding abilities and popular racehorses is set high.
  • the character data includes the age of the racehorse, sex, coat color, pedigree, leg quality (for example, escape, preceding, insertion, pursuit, free, etc.)
  • Distance aptitude for example, short distance, medium distance, long distance, all-purpose, etc.
  • course aptitude for example, good at turf course and / or dirt course, etc.
  • the degree of influence of the stable name, owner name, racehorse card on the game may be included.
  • FIG. 7 is a functional block diagram for explaining functions that play a main role in the game control apparatus of the present embodiment.
  • the registration means 51, the competition execution means 53, the reception means 54, the setting means 56, and the giving means 58 correspond to the main configuration of the present invention.
  • Other means are not necessarily indispensable structures, but they are structures for making the present invention more preferable.
  • the registration unit 51 has a function of recognizing a user request based on an appropriate operation input to the communication terminal 10 on a web page provided to the communication terminal 10, for example, and performing a registration process (user registration).
  • the registration means 51 in this case is executed as follows, for example.
  • the CPU 21 of the game server 20 receives a registration request message from the communication terminal 10 via the communication interface unit 25.
  • the registration request message is automatically generated by a predetermined operation (for example, a predetermined menu selection operation, text input, etc.) on the communication terminal 10 on the web page provided from the game server 20. May be configured.
  • the registration unit 51 registers the user ID in association with another user ID triggered by an application based on the user ID. That is, the registration unit 51 registers another user ID as a “mate” with an application based on the user ID as a trigger. In the following description, it is synonymous that the user ID is in a friend relationship and that the corresponding user is in a friend relationship.
  • the registration means 51 is an example of the “association means” in the present invention.
  • the registration means 51 in this case is executed as follows, for example.
  • the CPU 21 of the game server 20 sends an application message (application) specifying a user ID (or a corresponding display name) that the user wants to become a friend from the communication terminal 10 of the user corresponding to a certain user ID via the communication interface unit 25. Accept.
  • Transmission of this application message is preset as a function of a web page provided to the user's communication terminal 10.
  • the CPU 21 approves an application based on another user ID to the communication terminal 10 corresponding to the user ID at the timing when the access is based on the user ID included in the application message. HTML data for displaying a web page for requesting the reply is transmitted. If it is replied that the application is approved, the CPU 21 registers both as friends. Specifically, the CPU 21 accesses the user data of the corresponding two user IDs in the user database 31 and writes the data in the “mate” section (see FIG. 6).
  • the conditions which relate users are not restricted to the format which requires the above application and approval, For example, you may register between the users who played the battle on the same game as a friend. You may register the user who performs the stage or area on the same game, and the users who played the game as friends. Alternatively, users who transmit a predetermined number of greeting messages may be automatically registered as friends, and if there is a game mode in which a battle (battle) is performed between users, a battle is performed more than a predetermined number of times. You may automatically register the users who went and the users who cooperated with the enemy character as friends.
  • achieves by registering data in the user database 31 by registering the friendship relationship between users was shown, it is not restricted to this example.
  • the data regarding the friendship may be written in an external storage device on the network accessible from the game server 20.
  • the game progress means 52 advances the game by transmitting HTML data for sequentially updating web pages displayed on the communication terminal 10 in response to a user operation on the communication terminal 10.
  • An exemplary horse racing digital card game (hereinafter simply abbreviated as “game”) is composed of the following parts.
  • ⁇ Search part This is a process of searching for a racehorse card held by the user. Executing the search part consumes action points, but increases training points.
  • ⁇ Training part It is a part that increases the ability of the racehorse card of one racehorse by consuming the training points and integrating the racehorse cards of two or more racehorses.
  • Race part It is a part which races with a racehorse card of another user.
  • race points are consumed by running the race part, but if you win the race, the training points will increase.
  • Lottery part It is a part that consumes lottery points and obtains a racehorse card by lottery.
  • Participation registration part This is a part in which a predetermined number of racehorse cards that the user starts to race from among the racehorse cards possessed by the game are registered in advance.
  • Assistant application part This is a process of making an application for participating as a helper in a race by another user. Consuming application points will result in consuming start points.
  • Mission part It is a part that advances the stage while racing with rival teams that appear during the stage. Consumes action points while the stage is in progress.
  • the CPU 21 of the game server 20 assigns in advance any part for progressing the game to each menu displayed on the web page. Then, when the menu on the web page is selected in the communication terminal 10, the CPU 21 receives information about the selected menu from the communication terminal 10, and is assigned to the selected menu based on the received information. Execute the part.
  • the game progress means 52 causes the communication terminal 10 to display a plurality of menus to which a plurality of parts executed in the game are respectively assigned. Specifically, the CPU 21 generates HTML data for displaying a web page including a plurality of menus, and transmits the HTML data to the communication terminal 10. As will be described later, in the game, points on the game are consumed with the execution of the search part, the training part, the race part, the lottery part, the assistant application part, and the mission part.
  • the point or number written in the X / Y format is that X is the point or number held by the user, and Y is the maximum value of the point or number. Indicates that there is. For example, if the number of players is written as “40/60”, it means that the number of racehorse cards held by the user is 40 and the maximum number of racehorse cards that can be held is 60.
  • the horse image display area is an area in which an image of a racehorse card specified in advance by the user among a plurality of racehorse cards included in the user data of the target user ID is displayed.
  • the menu display area is a basic menu corresponding to multiple parts (search part, training part, race part, lottery part, start registration part, assistant application part, mission part) provided in a horse racing digital card game. "Training”, “Race”, “Lottery”, “Start Registration”, “Assistant Application”, and “Mission” menus m1 to m7 are displayed. That is, a plurality of menus to which a plurality of parts to be executed in the game are assigned are respectively arranged at predetermined positions on the web page displayed on the communication terminal 10.
  • the game progress means 52 starts execution of each part of the scout part, the training part, the race part, the lottery part, the assistant application part, and the mission part according to the user's selection operation on the menu displayed on the communication terminal 10. That is, by selecting and operating one of the plurality of menus, the execution of each part constituting the game is started. Preferably, when the execution of each part is started, each part is executed while the web page is updated so as to include a plurality of menus hierarchically subdivided for each part.
  • the game progress means 52 is realized as follows.
  • the CPU 21 of the game server 20 accesses the user database 31 via the database access unit 24, and reads the data of each item included in the user data display area and the image data of the racehorse card to be displayed in the horse image display area. .
  • the CPU 21 generates HTML data so that the top page shown in FIG. 8 is configured, and transmits it to the communication terminal 10.
  • the generated HTML data is different for each user (that is, for each user ID).
  • the communication terminal 10 interprets the received HTML data and displays the top page image on the display unit 16 (display screen 16a).
  • the game progress means 52 executes a search part for searching for a racehorse card held by the user.
  • FIG. 9 shows an example of a web page displayed on the communication terminal 10 when the search part is executed.
  • FIG. 9 is a display example of a web page when the menu m1 is selected and operated on the top page shown in FIG.
  • the Japan map divided into a plurality of regions (areas) is displayed in the display region 100 with the area to be searched highlighted.
  • the user has a menu labeled “Search” provided for each area to be searched (in the example of FIG. 9, area 9 (subareas 9-1, 9-2,...)).
  • Select m10 With this operation as a trigger, a search process for an area to be searched is performed, and when a racehorse card is excavated, the racehorse card of the racehorse is displayed in the display area 102.
  • the CPU 21 of the game server 20 recognizes the selection operation for the menu m10, the CPU 21 performs a lottery with a predetermined or random probability from a plurality of racehorse cards provided in advance for the search.
  • the CPU 21 obtains (excavates) the racehorse card by lottery, the CPU 21 accesses the user database 31 and adds the data of the newly excavated racehorse card to the target user ID data. Increase the number of racehorses by one.
  • the CPU 21 generates HTML data for displaying the excavated racehorse card in the display area 102 and transmits it to the communication terminal 10.
  • the HTML data is configured such that search rate data in the display area 101 is updated.
  • the action points required for one search process may be different for each area to be searched. That is, the amount of action points that are reduced (consumed) in one search process may be different for each area to be searched. For example, each time the skill level of the user increases, the amount of action points consumed may be increased.
  • the action point decreases each time the selection operation is performed on the menu m10. Therefore, when the top page is displayed immediately after the search part is executed, the action point displayed on the top page is It will be displayed in a reduced manner than before the search part is executed.
  • the action points are recovered (increased) by one point each time a predetermined time (for example, 3 minutes) elapses, for example.
  • the game progression means 52 executes a training part that integrates two or more racehorses to increase the ability of a specific racehorse. In the game of the present embodiment, a certain amount of training points is required for the user to execute the training part.
  • the training part may be performed as follows, for example.
  • the racehorse card to be trained (the remaining racehorse card specified by the user) is the racehorse card of racehorse A, and the racehorse card that is integrated with the racehorse card of racehorse A is raced.
  • the horse B racehorse card is the remaining racehorse card specified by the user.
  • the CPU 21 sets a constant ratio of the speed of the racehorse card of the racehorse B and the ability value of the instantaneous power to the speed value of the racehorse card of the racehorse A and the ability value of the instantaneous power, respectively. You may make it calculate the capability value of the racehorse card of new racehorse A by adding. The performance characteristics of the racehorse card of racehorse B are reflected in the racehorse card of racehorse A by the training part.
  • the CPU 21 accesses the user database 31 after the integration process, deletes the racehorse card data of the racehorse B from the user data of the target user ID, and sets the value of the racehorse number to 1.
  • the ability value of the racehorse card of racehorse A is rewritten, and the training points of the target user ID are reduced by a predetermined amount.
  • the training points are increased by executing the above scout part or by executing the race part described below.
  • the competition execution means 53 executes a race part that races with another user's racehorse card.
  • the racehorse running in the race may be automatically selected from the racehorse cards registered for run by the user or selected by the user's selection operation.
  • starting points are required to execute the race part, and training points can be obtained by winning the race. That is, the value of the start point and the training point corresponding to the user ID can be changed by executing the race part.
  • the starting points required (consumed) in a single race are determined by the racehorse card that runs in the race. For example, a cost required for one race is assigned in advance to each racehorse card, and start points are consumed by the cost.
  • the starting point is recovered (increased) by one point each time a predetermined time (for example, 1 minute) elapses, for example.
  • the competition execution means 53 is realized as follows, for example.
  • the selection operation of the menu m3 (see FIG. 8) is performed on the top page of the communication terminal 10 of the user corresponding to a certain user ID and the selection result is received
  • the CPU 21 of the game server 20 for example, has the same skill level.
  • a predetermined number of users are selected at random, and HTML data for display for the user to select from the predetermined number of battle (race) opponents is transmitted to the communication terminal 10.
  • the CPU 21 transmits HTML data for displaying a web page for notifying the opponent to the communication terminal 10.
  • the CPU 21 accesses the user database 31 of the database server 30 via the database access unit 24, and when the starting point of the target user ID is equal to or more than a predetermined amount required for the execution of the race, While reducing the predetermined amount from the starting point, the ability value of the racehorse card associated with the two user IDs to be opponents is read out.
  • CPU21 performs a race based on the ability value of the read racehorse card. When the race is performed with eight race horses, the remaining six horses are race horses set by the CPU 21 on the race.
  • the race win / loss determination method may be any method as long as the ability value of the racehorse card affects the arrival order of the race. For example, the ability values of racehorse cards associated with two user IDs that are opponents are compared, and a user who has a racehorse card with a larger ability value has a high probability (for example, a range of 60 to 90%). It may be set to win with a predetermined probability). The win rate may be higher as the difference in ability values is larger.
  • a predetermined weight is assigned to the ability value of each item as a value representing the ability value of each racehorse card ( For example, in the example of FIG. 6, the total ability value is calculated by weighting “speed” to 0.6 and “instantaneous force” to 0.4, and the like. can do.
  • CPU21 determines the race result of the race of the racehorse card
  • FIG. 10A and FIG. 10B are diagrams sequentially illustrating web pages displayed by the execution of the race part.
  • a menu for browsing the animation of the race (a menu of the text “view race”) or a menu for browsing only the result of the race (“view the result”).
  • This is a page that prompts the user to select any one of the menus of the text (7) in the figure (7 points in the figure) after the race is executed.
  • the result of the race is displayed through the display of the animation of the race.
  • detailed results including the race arrival order and the like are displayed. If the race is won, the user can obtain a certain amount of training points.
  • the user will execute the next race part without waiting for recovery of the starting point (for example, the passage of time). Can not do it.
  • the action point and the starting point can be immediately recovered to the maximum value by the user using the recovery medicine that is one of the items on the game.
  • the user can continuously execute the race part and the search part, so that the game can proceed in a shorter time than other users who do not use the recovery drug.
  • the recovery drug may be set so that the user can receive it at random timing from the service provider, or may be set so that it can be received from a fellow user in a present form.
  • the game advancing means 52 has a function of executing a lottery part that makes it possible to obtain a racehorse card by lottery.
  • the lottery part is preferably executed through an effect such that the racehorse card jumps out of the start gate.
  • the racehorse card that appears by lottery is basically random, but the probability that a racehorse card with a high degree of rareness will appear by lottery is set very low.
  • the lottery part may be performed in exchange for a predetermined amount of lottery points, or a lottery advantageous to the user may be performed by substantially charging the user.
  • the user can register his / her friends.
  • the maximum value of the number of friends that can be registered may be determined in advance.
  • users can transfer information held on the game (for example, exchange messages, gift items or exchange items on the game, send ale to friends (support), etc.)
  • a network service is provided that enables exchanges on the network between fellow users.
  • the user can obtain a certain amount of lottery points by sending ale to a friend, and can perform “lottery by lottery points” as a free lottery to draw a player card in exchange for a predetermined amount of lottery points.
  • the CPU 21 of the game server 20 determines a racehorse card by performing a lottery process from among a plurality of racehorse cards provided in advance for the lottery based on the lottery points.
  • the CPU 21 accesses the user database 31 and decreases the lottery points of the target user ID by a predetermined amount. Further, when the racehorse card is drawn by lottery, the CPU 21 adds the racehorse card data drawn by lottery from the target user ID data, and increases the value of the number of racehorses by one.
  • the game progression means 52 is a start registration part for registering in advance (that is, start registration) a racehorse card for starting a race from among the racehorse cards held by the user automatically or in response to a user's selection operation. Execute. For example, in the web page displayed when the menu m5 in FIG. 8 is selected, whether or not the racehorse card to be run in the race is automatically selected or the user performs the selection operation one by one. A menu is displayed.
  • the helper application part is a part that makes an application to participate as a helper in a race by another user.
  • the assistant application part is executed by the receiving means 54. In the game of this embodiment, it is configured to consume a predetermined amount of starting points by applying for an assistant, but the points consumed are not limited to starting points, and other points (action points, training points) , Lottery points, etc.).
  • the reception means 53 has a function of configuring an application for participating in a game race (competition) by a user so as to be received from an application user (first user).
  • a race by another user refers to a race with a rival team in a mission part to be described later in the game of the present embodiment, but is not limited thereto.
  • it may be a race executed in a race part.
  • “being involved in the game race” means that the application user lends the racehorse card that the application user holds in the game to the other user regarding the race by the other user in the game of the present embodiment. It is not limited to this.
  • an application user may give information, such as an item and a message for raising the ability value of a racehorse card which other users hold, to other users.
  • the accepting means 54 is realized as follows, for example.
  • a case where the application user who performs the assistant application is “ABC” (hereinafter referred to as user: ABC) will be described as an example.
  • user: ABC Upon recognizing that the selection operation of the menu m6 has been performed on the top page displayed on the ABC communication terminal 10 (configured in the same manner as the top page illustrated in FIG. 8), the game server 20 CPU21 produces
  • the value of the starting point associated with the user ID of the user: ABC (in the example of the figure, the carrying out point: 60P), and the game are consumed in order to make an assistant application.
  • the application point value (60P in the example in the figure) and the menu m11 for making an assistant application are included.
  • a user who is an object of an assistant a user who is involved
  • the CPU 21 refers to the user data of the user who is playing (user: ABC) and corresponds to the user ID of the user. What is necessary is just to produce
  • the CPU 21 When the CPU 21 recognizes that the selection operation of the menu m11 has been performed on the web page illustrated in FIG. 11, the CPU 21 accesses the user database 31 of the database server 30 via the database access unit 24 and sets the target user ID. When the starting point is equal to or greater than a predetermined amount (60P in the example shown) necessary for executing the assistant application, the predetermined amount is decreased from the starting point. And CPU21 records the information showing that the application user (user: ABC) who performed selection operation performed the assistant application in the application data in the game database 32.
  • FIG. FIG. 12 shows a configuration example of application data. As shown in FIG. 12, the application data is provided for each user ID.
  • the application data includes the number of assistants, the application date and time, the participation date and time associated with the application date and time, and the like.
  • the CPU 21 applies the date and time when the selection operation is performed in the application data corresponding to the user ID of the application user. Record as date and time. Note that when the application date / time is recorded, NULL data is recorded in the participation date / time associated with the application date / time. Note that the CPU 21 determines whether or not the assistant application part can be executed based on the starting point held by the user. If the assistant application part cannot be executed, the CPU 21 notifies the user that the assistant application part cannot be executed.
  • a page including text may be displayed on the communication terminal 10.
  • CPU21 may perform the process which cancels the application by an application user, when a predetermined period (for example, 3 days) passes from an application date and time in the state where an application user is not set as a competition participation user (after-mentioned). Specifically, the CPU 21 deletes the in-application data in the application data corresponding to the user ID of the application user (in the example of this embodiment, the application date / time data in which NULL data is recorded at the corresponding participation date / time). May be. In this case, the application user cannot receive any game profits even though the application is made by consuming start points.
  • a predetermined period for example, 3 days
  • the CPU 21 deletes the in-application data in the application data corresponding to the user ID of the application user (in the example of this embodiment, the application date / time data in which NULL data is recorded at the corresponding participation date / time). May be. In this case, the application user cannot receive any game profits even though the application is made by
  • the application point value can be set arbitrarily, but it is a point given to each user and the point that is the consumption target of the application point (running point in this embodiment) (this embodiment) Then, it is preferable to set to 60) or less. That is, it is preferable that the value of the application point is set to be equal to or less than the initial value of the points given at the initial time when the user starts using the game. Thereby, if it is the user who started utilization of a game, anyone can apply for an assistant. In this case, even if it is a beginner of a game, when an assistant application is made and a user is set as a competitive user, points or items on the game or advantageous effects on the game can be obtained. Can enjoy the game for a long time.
  • the mission part is a part that advances the stage while racing with a rival team that appears during the stage.
  • a race with a rival team consists of a racehorse card owned by a user who is playing (second user) and a racehorse card owned by a fellow user, and the racehorse of the rival team
  • One-on-one race with the card is performed a plurality of times (three times in the present embodiment), and the goal is to win the rival team by obtaining more wins than the rival team.
  • the condition for winning the rival team is that the number of wins in the race of the user's team is greater than the number of wins in the race of the rival team, but this is not restrictive and the conditions are arbitrarily set You can do it.
  • it may be configured to win the rival team when the number of race wins on the user side exceeds a reference value (for example, one win).
  • the mission parts shown in FIG. 13 and subsequent figures are executed in response to the selection operation of the menu m7 shown in FIG.
  • KNM a case where the user who is playing is “KNM” (hereinafter referred to as user: KNM) will be described as an example.
  • the web page is updated as shown in step S1 of FIG.
  • the web page shown in step S1 includes a search rate gauge indicating the degree of progress of the stage, a menu m12 written as “execution” for executing search processing, and the like.
  • the search process is executed each time a selection operation is performed on the menu m12 on the web page in step S1, and the value of the search rate increases with a constant or random increase amount.
  • the search rate reaches 100%, the search for the target stage is completed, and the search for the next stage is started.
  • the value of the action point of the user KNM decreases, for example, by a certain amount, and the search process is executed when the value of the action point decreases. I can't. In that case, the user: KNM waits until the value of the action point recovers (increases).
  • a rival team may appear with a predetermined or random probability.
  • the rival team is composed of a plurality of racehorse cards (three in this embodiment).
  • the racehorse card constituting the rival team may be arbitrarily extracted from a plurality of racehorse cards provided in advance for the mission part.
  • the web page is updated as shown in step S2 of FIG.
  • the web page of step S2 includes an area for displaying information on each racehorse card (for example, racehorse name, ability value, distance suitability, leg quality, etc.) constituting the appearing rival team, and “next”. And an area for displaying the menu m13 written as.
  • Step S3 of FIG. 14 a predetermined number of fellow users who compete with the rival team (borrow a racehorse card) among the fellow users of the user: KNM (this implementation) In the form, 2 people) are updated to a web page for selection.
  • the web page in step S3 includes an area for displaying information about the users of the users: KNM, and the area for displaying the information of the users of each fellow is a racehorse preset by the fellow users.
  • Card information, a menu m14 written as “decision” for determining a user (competition involved user) of a racehorse card lending, and the like are included.
  • step S3 of FIG. 14 information such as text indicating that the user: ABC is the application user (in the example of the figure, “helper” is displayed in the area where the user: ABC information is displayed. ”Is displayed.
  • the application user is most easily recognized in the display area 100.
  • the user: KNM who has seen this display can recognize that the user: ABC cooperates independently. For this reason, since user: KNM comes to be close to user: ABC, social property between users can be improved.
  • step S4 the web page for racing with the rival team is updated.
  • the user: ABC and the user “GIP” (hereinafter referred to as user: GIP) are involved in the competition. This indicates that the user has been selected.
  • GIP the user “GIP”
  • a combination of races between the racehorse card of the user: KNM and its companion user and the racehorse card of the rival team is displayed. This combination may be arbitrarily set.
  • step S5 the web page is updated as shown in step S5 in FIG.
  • a race between the racehorse card of the fellow user and the racehorse card of the rival team is sequentially performed.
  • a racehorse card owned by a user: ABC who is one of fellow users wins a racehorse card of a rival team is sequentially performed.
  • the web page of step S5 is configured such that the race results of the fellow users are displayed in order by selecting and operating the menu m16 described as “next” in order.
  • the web page is updated to prompt the user: KNM race as shown in step S6 of FIG.
  • This web page may include the race results of two fellow users (for example, Mr. ABC WIN, Mr. GIP WIN, etc.).
  • the web page is updated as shown in step S7 of FIG.
  • the display example of the web page in step S7 it is shown that the racehorse cards of all users of user: KNM, user: ABC, and user: GIP have won the racehorse card of the rival team.
  • the menu m18 is selected and operated on the web page shown in step S7 of FIG. 16, the web page shown in step S1 of FIG.
  • the search process is performed again.
  • a predetermined privilege is given to the user who is playing.
  • the privilege to be given can be arbitrarily set on the game.
  • the privilege may be a certain amount of lottery points or training points, or may be a racehorse card with a high degree of rarity.
  • an application user (user: ABC) is selected as a competitive user, whether or not the playing user has won the rival team is predetermined for the application user. Is specified.
  • the web page shown in FIG. 17 may be displayed on the communication terminal 10 of the user: ABC.
  • the privilege to be granted may be the same as or different from the privilege to be given when the rival team is won in the mission part.
  • the application user may be given various points (for example, a predetermined amount of lottery points or training points), a recovery drug, or a racehorse card with a high degree of rarity.
  • CPU21 produces

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Abstract

La présente invention se rapporte à un dispositif de commande de jeu, à un procédé de commande de jeu, à un programme, à un support d'enregistrement et à un système de jeu qui peuvent avoir des caractéristiques sociales améliorées. Ce dispositif de commande de jeu est pourvu des éléments suivants : un moyen d'association destiné à associer les utilisateurs les uns aux autres; un moyen d'exécution de compétition destiné à faire exécuter, par les utilisateurs, une compétition basée sur un jeu; un moyen d'acceptation configuré pour pouvoir accepter une requête d'un premier utilisateur pour participer à la compétition; un moyen de détermination destiné à déterminer, lors de l'exécution d'une première compétition par un second utilisateur, un utilisateur qui participe à la compétition, parmi les utilisateurs associés au second utilisateur, sur la base d'informations de sélection destinées à sélectionner l'utilisateur participant à la compétition qui devrait participer à la première compétition; et un moyen de transmission destiné à transmettre au premier utilisateur un point ou un élément dans le jeu, ou un effet avantageux dans le jeu, si l'utilisateur participant à la compétition et déterminé par le moyen de détermination est le premier utilisateur.
PCT/JP2013/050394 2012-03-15 2013-01-11 Dispositif de commande de jeu, procédé de commande de jeu, programme, support d'enregistrement, et système de jeu WO2013136830A1 (fr)

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JP7232957B1 (ja) 2022-08-22 2023-03-03 株式会社コロプラ プログラム、情報処理装置、および情報処理システム
JP7277657B1 (ja) 2022-08-22 2023-05-19 株式会社コロプラ プログラム、情報処理装置、および情報処理システム
JP7281007B1 (ja) 2022-08-22 2023-05-24 株式会社コロプラ プログラムおよび情報処理装置
JP7292481B1 (ja) 2022-08-22 2023-06-16 株式会社コロプラ プログラムおよび情報処理装置
JP7389286B1 (ja) 2022-08-22 2023-11-29 株式会社コロプラ プログラム、情報処理装置、および情報処理システム
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JP2024029460A (ja) * 2022-08-22 2024-03-06 株式会社コロプラ プログラム、情報処理装置、および情報処理システム
JP2024029456A (ja) * 2022-08-22 2024-03-06 株式会社コロプラ プログラムおよび情報処理装置
JP2024029459A (ja) * 2022-08-22 2024-03-06 株式会社コロプラ プログラム、情報処理装置、および情報処理システム

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