WO2013146804A1 - Game system, game control method, non-transitory storage medium, and program - Google Patents

Game system, game control method, non-transitory storage medium, and program Download PDF

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Publication number
WO2013146804A1
WO2013146804A1 PCT/JP2013/058837 JP2013058837W WO2013146804A1 WO 2013146804 A1 WO2013146804 A1 WO 2013146804A1 JP 2013058837 W JP2013058837 W JP 2013058837W WO 2013146804 A1 WO2013146804 A1 WO 2013146804A1
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WO
WIPO (PCT)
Prior art keywords
user
game
selection
event
progress
Prior art date
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PCT/JP2013/058837
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French (fr)
Japanese (ja)
Inventor
河村 和保
貴弘 戸田
Original Assignee
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 WO2013146804A1 publication Critical patent/WO2013146804A1/en

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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
    • A63F13/85Providing additional services to players
    • 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
    • A63F13/60Generating 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
    • A63F13/847Cooperative playing, e.g. requiring coordinated actions from several players to achieve a common goal
    • 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
    • A63F2300/57Features 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 details of game services offered to the player
    • A63F2300/575Features 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 details of game services offered to the player for trading virtual items

Definitions

  • the present invention relates to a game system, a game control method, and a program.
  • This application claims priority based on Japanese Patent Application No. 2012-070395 filed in Japan on March 26, 2012.
  • Social games which are games provided on SNS (Social Networking Service), are known.
  • SNS Social Networking Service
  • an enemy character appears in an event that occurs during the game, and a plurality of objects (for example, a character, an item, etc.) given to the user are used, and the user and the enemy character are used.
  • objects for example, a character, an item, etc.
  • Some aspects of the present invention provide a game system, a game control method, and a program that provide a game with high game characteristics by utilizing elements of a social game in which a plurality of users are connected to each other.
  • the game system may include at least a control unit and a selection unit, but is not necessarily limited thereto.
  • the said control part performs the event which generate
  • the selection unit selects a selection object that is an object used in the event from objects held by the second user. Then, the control unit receives the operation input of the second user and advances the game until the selection object selected by the selection unit is used in the event, and during the progress of the game Restrict use in events that occur.
  • the game system may include at least a control unit and a selection unit, but is not necessarily limited thereto.
  • the said control part performs the event which generate
  • the selection unit selects a selection object that is an object used in the event from objects held by the second user. Then, the control unit receives the operation input of the second user and advances the game until the selection object selected by the selection unit is used in the event, and during the progress of the game Restrict use in events that occur.
  • the selected object may be composed of a plurality of objects including an object held by the first user and an object held by the second user.
  • the control unit may execute the event using at least a part of an object held by at least one user other than the first and second users.
  • the selection unit may receive an input of a selection object to be lent to the first user among objects held by the second user from the second user, and may select the input selection object.
  • the game system may further include a notification unit that notifies the second user of an object loan request when the event occurs.
  • the said selection part is a selection object which lends to the said 1st user among the objects which a said 2nd user holds from the said 2nd user according to the said object loan request notified by the said notification part. May be received and the selected selection object may be selected.
  • the control unit refers to a parameter related to the selected object selected by the selection unit, determines whether or not a predetermined condition in the event is satisfied, and determines that the predetermined condition is satisfied In this case, a reward may be given to the second user.
  • control unit may grant a reward to the second user according to a parameter of the selected object.
  • control unit may not give a reward to the second user.
  • control unit may draw a reward to be given to the second user and give a reward according to the lottery result to the second user.
  • the control unit may make the selected object usable in the progress of the game of the second user after a predetermined time has elapsed since the selection object selected by the selection unit was selected.
  • an event that occurs during a game in which an operation input of the first user is received and advanced is executed using at least a part of an object held by the second user
  • the selection object which is an object used in the event is selected from the objects held by the second user, and the selected object is operated by the second user until the selected selection object is used in the event.
  • a game control method including at least limiting the use of the game in an event generated during the progress of the game.
  • an event that occurs during the progress of a game that accepts and advances an operation input of a first user is executed using at least a part of an object held by a second user
  • An object held by the second user is acquired from the storage unit
  • a selection object that is an object used in the event is selected from objects held by the second user
  • the object selected as the selection object is the storage unit
  • Game control method including at least limiting Providing non-transitory storage medium storing a computer program executed to perform.
  • a game is a game advanced for every user.
  • An event occurs while the game is progressing for each user.
  • the event may be an element incorporated in the game, or may be an independent game that is distinguished from the game. If the event is an independent game distinguished from the game, the game can proceed based on the user's operation input, whereas the event occurs with a certain probability during the game (it does not always occur) It is a game, and the game can be regarded as a main game and a game according to the event. Until the event occurs, the user progresses the game independently, but when the event occurs, another user can participate in the event.
  • the event then proceeds for each user who participated. That is, in the main game, the use of other users 'objects is restricted (cannot be used), while the event can use other users' objects.
  • the main game may be interrupted.
  • the event is an element incorporated in the game, for example, the game may be a battle game that is executed while performing a battle, and in this case, the event is a battle.
  • the event is an independent game that is distinguished from the game, the game and the event may have a relationship that influences each other, and may have an influence except for the relationship between objects. There may be no mutually independent relationships.
  • the game may be a treasure hunt game and the event may be a battle game.
  • the result of the battle game may have some influence on the treasure hunt game.
  • the game may be a puzzle game and the event may be a battle game.
  • the result of the battle game may not affect the progress of the puzzle game.
  • an event occurs while the game is progressing in a scenario mode in which the game progresses according to the scenario, the user progresses alone, such as shifting to a battle mode in which a plurality of user objects battle with enemies.
  • An event may be performed when the mode shifts from a mode (state) to a mode (state) that proceeds using objects of a plurality of users.
  • An object used in the above-described game and event will be described.
  • a plurality of users own objects used in the game that they advance.
  • the object used in the event can be selected from the objects owned by the user who proceeds with the game in which the event has occurred. However, when another user participates in the event of the user, the object is owned by the other user.
  • Events can be executed using selected objects selected from objects. That is, in the first event that occurred during the progress of the game of the first user, not only the objects owned by the first user, but also other users who participate in the first event.
  • At least one selected object selected among the objects owned by the user can be selected as a selected object that can be used in the first event. In this case, until the selected object owned by the second user is used in the first event, the use of the selected object is restricted in the game advanced by the second user.
  • a method for generating an event is not particularly limited. For example, based on instruction information input from a user or a game program stored in a storage unit, at least a part of objects held by each of a plurality of users is used. You may generate
  • the object may be a game element that can be recognized by the user in the game, and includes, but is not limited to, game items and game characters.
  • FIG. 1 is a block diagram showing an outline of the configuration of the game apparatus 1 according to the present embodiment.
  • the game apparatus 1 includes an object information storage unit 322, a control unit 330, and a selection unit 332, and provides a game to be advanced by executing processing according to instruction information input from the user.
  • an event occurs during the progress of the battle game, an enemy character appears in the event, and at least a part of the plurality of objects assigned to each of the plurality of users is used. Perform battles.
  • the object information storage unit 322 stores object information, which is information related to objects held by the user, in association with the user.
  • FIG. 2 is a diagram illustrating an example of data of object information.
  • the object information includes information on the user ID, the object ID, the attack power, and the lending flag.
  • the user ID (Identifier) is information for identifying a user who plays a game provided by the game apparatus 300.
  • the object ID is information for identifying an object held by the user in the game. Such an object is given as a reward when the user satisfies a predetermined condition in the game, or given to the user based on an event, a lottery, or the like that occurs according to the progress of the game or at an arbitrary timing. .
  • the attack power is a value indicating the degree of damage given to the enemy character when the corresponding object is used in battle.
  • the attack power is a value indicating the degree of damage given to the enemy character when the corresponding object is used in battle.
  • the attack power differs for each object. That is, a user who possesses many objects with high attack power has a greater damage to the enemy character in the battle, and can advantageously advance the battle.
  • the lending flag is information indicating whether or not the corresponding object is lent to another user. For example, if the lending flag is 0, it indicates that the corresponding object is not lent to other users, and if it is 1, it indicates that the corresponding object is lent to other users.
  • Examples of event occurrence timings include an example in which a battle is generated at an arbitrary timing during a battle game, and an example in which a battle is generated in accordance with the progress of the game.
  • An example of an event that occurs in accordance with the progress of a game is a battle that occurs at a predetermined place in the progress of the game.
  • a battle that occurs at the last place of each area in the course of the game can be cited, but the present invention is not necessarily limited thereto.
  • the control unit 330 uses the at least part of the objects held by each of the plurality of users to progress the game and the game in progress. Data processing and arithmetic processing are performed to execute events that occur in The progress of the game is realized by the controller 330 performing necessary data processing and arithmetic processing by an existing method.
  • the event causes the control unit 330 to generate and execute a battle while a battle game advanced by a user among a plurality of users is in progress. As the game progresses, an event may be generated by causing an enemy character to appear with a certain probability.
  • the control unit 330 may be set to generate an event at one or more predetermined locations in the game.
  • the plurality of events may be the same type of event or different types of events.
  • the function and operation of the control unit 330 will be described in detail with respect to the generation and execution of events, and object usage restrictions, but the processes necessary for the progress of the game not related to the events are known. Since it can be realized by a technique, detailed description will not be given.
  • it is expressed as “occurrence of an event during the progress of the game”, but it does not necessarily mean that the progress of the game and the occurrence of the event occur synchronously in real time. It means that there is a probability that an event will occur somewhere. In-progress meaning does not mean full-time coincidence, but means a state that is in the process of progression.
  • the game includes a plurality of areas, and each area includes a plurality of stages.
  • the progress of the game means going through the area and / or going through the stage.
  • the control unit 330 performs a battle process in which a victory or defeat is determined depending on whether or not the total attack power corresponding to the object selected from the objects held by the user exceeds a predetermined physical strength of the enemy character. That is, it is determined that the enemy has been won when the total attack power is equal to or greater than the predetermined physical strength of the enemy character, and it is determined that the enemy has been defeated when the total attack power is less than the predetermined physical strength of the enemy character.
  • the selection unit 332 selects a selection object, which is an object used in an event that occurs during the progress of the first user's game, from objects held by the second user. For example, when an enemy character appears while the game of the first user whose user ID is “U1” is in progress, the selection unit 332 selects an object used in an event of fighting with the enemy character as a user ID “U2”. Is selected from the objects stored in the object information storage unit 322 in association with the second user. Further, when the selection unit 332 selects a selected object from the objects stored in the object information storage unit 322, the selection object is selected by excluding the object whose lending flag is 1.
  • the control unit 330 associates 1 with the lending flag corresponding to the selected object selected by the selection unit 332 in the object information storage unit 322.
  • the control unit 330 performs a battle process based on the selected object selected by the selection unit 332 when a predetermined condition is satisfied.
  • the predetermined condition is, for example, that the total value of the attack power corresponding to the object selected by the second user is equal to or greater than the physical strength of the enemy character.
  • the control unit 330 causes the object information storage unit 322 to store 0 in association with the lending flag corresponding to the selected object.
  • the control unit 330 indicates that the selected object is used in the progress of the second user game until the selected object selected from the objects held by the second user is used in the event of the first user. Restrict.
  • FIG. 3 is a flowchart showing an operation example of the game apparatus 1 of the present embodiment.
  • the control unit 330 determines whether to generate an event based on a certain probability (step S2). If it is determined not to generate an event (step S2: NO), the process is terminated. If the control unit 330 determines that an event is to be generated (step S2: YES), the selection unit 332 associates the selected object used for the first user event with the second user, and the object information storage unit 322. Select from the objects stored in.
  • the control unit 330 causes the object information storage unit 322 to store 1 in association with the lending flag corresponding to the selected object selected by the selection unit 332 (step S4).
  • the object owned by the second user is an object having a lending flag of 1
  • the event that occurred in the game of the second user Cannot be selected and usage is limited.
  • control unit 330 determines that the predetermined condition is satisfied, the control unit 330 executes a battle process in the event of the first user using the selected object selected from the second user (step S5).
  • the control unit 330 causes the object information storage unit 322 to store 0 in association with the lending flag corresponding to the selected object selected by the selection unit 332 in step S3.
  • the object can be selected in the event that occurred in the game of the second user.
  • the second user since the second user uses the object held in the battle that is the event of the first user's game, the first user, the second user, Can cooperate with the enemy character to provide a game. Furthermore, since the selected second user object cannot be used in the second user game until it is used in the battle process, the strategy of which object is used to participate in the battle is also important for the second user. And the game is improved.
  • an embodiment for providing such a game will be described in detail using a second embodiment.
  • FIG. 4 is a block diagram showing the configuration of the game system 2 according to the present embodiment.
  • the game system 2 includes computer devices including a user terminal 100-1, a user terminal 100-2, a user terminal 100-3,..., An SNS server 200, and a game device 300.
  • the devices are connected via a network such as the Internet network or a LAN (Local Area Network). Since the user terminal 100-1, the user terminal 100-2, and the user terminal 100-3 have the same configuration, descriptions of “ ⁇ 1”, “ ⁇ 2”, and the like are omitted unless particularly distinguished.
  • the user terminal 100 will be described. Although three user terminals 100 are illustrated and described here, an arbitrary number of user terminals 100 may be connected to the SNS server 200.
  • the SNS server 200 provides an SNS having a plurality of users as members.
  • the game device 300 provides a social game that operates on the SNS provided by the SNS server 200.
  • the user terminal 100 causes a SNS user provided by the SNS server 200 to play a game provided from the game device 300.
  • the user terminal 100 is a computer device used by the user.
  • a personal computer (PC) a tablet PC, a mobile phone such as a smartphone or a feature phone, a personal digital assistant (PDA), or the like can be applied.
  • the user terminal 100 will be described as a smartphone.
  • the user terminal 100 includes an input unit 110, a communication unit 120, a display unit 130, a storage unit 140, and a control unit 150.
  • the input unit 110 includes input devices such as buttons and a touch panel, and receives input of instruction information from the user.
  • the input unit 110 may be a microphone that accepts input of instruction information from the user by voice.
  • the communication unit 120 communicates with other computer devices connected via a network.
  • the display unit 130 is a display that displays information such as images and text, and is a liquid crystal display panel, for example.
  • the input unit 110 and the display unit 130 may be configured integrally and may be a touch panel that receives an operation from the user.
  • Various information used when operating the user terminal 100 is stored in the storage unit 140.
  • the control unit 150 includes an information processing device such as a CPU (Central Processing Unit) that functions as a control center of the user terminal 100, and controls each unit of the user terminal 100. For example, the control unit 150 executes processing according to the instruction information from the user input to the input unit 110, or receives information such as a web page received from the SNS server 200 or the game device 300 via the communication unit 120. A process of displaying on the display unit 130 is performed. In addition, the control unit 150 advances a predetermined game by communicating with the game apparatus 300 via the SNS server 200.
  • a CPU Central Processing Unit
  • the game provided from the game device 300 is a social game that operates on the SNS, and the control unit 150 advances the game by operating a browser application.
  • 5 to 11 are diagrams showing examples of game screens that the control unit 150 displays on the display unit 130.
  • FIG. FIG. 5 is a diagram illustrating an example of a basic game screen displayed on the display unit 130.
  • An image indicating the user is displayed in the area of the symbol a on the basic screen of the game.
  • an avatar image in SNS may be applied to this image.
  • the user ID is displayed in the area of the symbol b.
  • Each parameter of the user in the game is displayed in the area of reference c.
  • a “game start” button for accepting input of instruction information indicating that the user starts a game is displayed in the area indicated by reference sign d.
  • FIG. 6 is a diagram illustrating a game progress screen displayed when the game start button is pressed.
  • a plurality of stages are associated with area A1 which is a predetermined area, and the game progresses by proceeding through such a stage.
  • area A1 is associated with stages from area A1-1, area A1-2, area A1-3, and area A1-4, and the game proceeds in this order of stages.
  • This figure shows a progress screen when the area A1-1 indicated by the symbol e and the area A1-2 indicated by the symbol f have been advanced and the area A1-3 indicated by the symbol g has been advanced.
  • characters “area A1-3” for identifying the stage in progress are displayed.
  • the progress of the stage is displayed in the area denoted by reference numeral g2.
  • the degree of progress starts from 0, for example, and is incremented every time the user advances.
  • the stage ends, and the process proceeds to the next stage.
  • the progress of the new stage starts from 0 and is added each time the user advances.
  • the area indicated by reference numeral g3 indicates the physical strength corresponding to the user, and the physical strength decreases each time the “forward” button is pressed, and when it reaches 0, the game cannot be continued.
  • the physical strength is recovered (increased) by a certain amount (for example, 1) every certain time (for example, 3 minutes).
  • a “forward” button is displayed in the area denoted by reference numeral g4. When this button is pressed, the user advances control by increasing the degree of progress.
  • a lottery process based on a predetermined probability is performed to give a reward to the user.
  • rewards to be given to the user for example, an object such as a character used when the user battles an enemy character, an item such as a weapon or armor to be equipped on the character, and the like can be applied.
  • the user can advantageously advance at least one of the event and the game part other than the event.
  • an item such as a recovery medicine that recovers by increasing the physical strength corresponding to the user can be given to the user as a reward at a predetermined probability every time the user instructs the progress of the game.
  • the lottery process is performed every time the user instructs the progress of the game.
  • the present invention is not limited to this, and the process may be performed every time the user moves to the next stage.
  • the lottery process may be performed every time the user moves to the next area.
  • FIG. 7 is a diagram showing a battle screen when an enemy character appears and an event occurs.
  • the physical strength of the enemy character is displayed in the area of symbol h.
  • the physical strength is a parameter that decreases when the user attacks the enemy character and defeats the enemy character when the physical strength becomes zero.
  • An image showing the appearance of the enemy character is displayed in the area of symbol i.
  • a selected object used by the user in a battle with an enemy character is displayed.
  • a “battle start” button is displayed in the area of the symbol k, and when this button is pressed, a battle process is performed.
  • FIG. 8 is a diagram showing an example of a rescue request screen when the enemy character's physical strength does not become zero in the event battle process and the enemy character cannot be defeated.
  • symbol 1 has decreased compared with the battle process before, it has not reached 0. In this case, the user cannot end the battle as an event (clear the event). Therefore, a “rescue request” button for sending a rescue request to another user is displayed in the area of the symbol m.
  • the 1st user who makes a relief request is called a main user especially, and the 2nd user who receives a relief request is especially called a fellow user.
  • FIG. 9 is a diagram illustrating an example of a rescue request notification screen displayed for a fellow user who has received a rescue request from the main user.
  • the fact that a rescue request has been received from the main user is displayed and notified in the area of the symbol n on the basic screen.
  • a “rescue” button to be pressed when responding to the rescue request is displayed.
  • FIG. 10 is a diagram illustrating an example of a rescue object selection screen displayed when the “rescue” button is pressed.
  • a list of objects held by fellow users who respond to the rescue request is displayed in the area indicated by reference sign p.
  • a radio button for selecting the object is displayed in association with each object.
  • a “confirm” button for confirming an object that responds to the rescue request is displayed.
  • the object selected by the radio button at that time is confirmed as being sent out for relief.
  • FIG. 11 is a diagram illustrating an example of a battle screen that has received a rescue response. While displaying the object of the main user who made the relief request in the area
  • the SNS server 200 is a computer device that provides an SNS, and includes a control unit 210, a user information storage unit 220, and a communication unit 230.
  • the control unit 210 has, for example, a web server function, and provides an SNS based on a predetermined program.
  • the user information storage unit 220 stores user information related to users who are members who use SNS.
  • FIG. 12 is a diagram illustrating an example of user information data stored in the user information storage unit 220.
  • the user information includes a user ID, a friend user ID, and an email address.
  • the user ID is information for identifying the user in the SNS.
  • the friend user ID is a user ID of another user associated with the SNS. For example, control is performed so that various types of information in the SNS are shared among users associated as friend users.
  • the e-mail address is the user's e-mail address.
  • the communication unit 230 communicates with other computer devices connected via a network.
  • the SNS server 200 provides the SNS to the user via the user terminal 100. Further, the communication between the user terminal 100 and the game apparatus 300 is relayed. In the present embodiment, all communication between the user terminal 100 and the game apparatus 300 is performed via the SNS server 200, but the user terminal 100 and the game apparatus 300 may directly communicate with each other. Good.
  • the game apparatus 300 is a computer apparatus that provides a social game that operates on the SNS, and includes a communication unit 310, a storage unit 320, and a control unit 330.
  • the communication unit 310 communicates with other computer devices connected via a network.
  • the storage unit 320 is configured using a recording medium such as RAM (Random Access Memory), ROM (Read Only Memory), HDD (Hard Disk Drive), or a combination thereof, and a program (game program) executed by the game device 300 In addition, various information used for providing a social game is stored.
  • the storage unit 320 includes a user information storage unit 321 and an object information storage unit 322.
  • the user information storage unit 321 stores user information regarding a user who plays a game provided by the game apparatus 300.
  • FIG. 13 is a diagram illustrating a data example of user information stored in the user information storage unit 321.
  • the user information includes user ID, fellow user ID, level, experience value, physical strength (current value / upper limit value), attack point (current value / upper limit value), and defense point (current value / upper limit value). ), Progress stage, and degree of progress.
  • the user ID is information for identifying a user who plays a social game provided by the game apparatus 300.
  • the user ID may be the same as the user ID in the SNS provided by the SNS server 200.
  • a fellow user ID is a user ID of a fellow user who is another user associated with the user.
  • associate user ID may be the same as the friend user ID in SNS.
  • Level is information indicating the degree of growth of the user in the game, and indicates the level of the user's strength in the game. For example, each time a stage is advanced, an experience value is given to the user as a reward. When the experience value exceeds a predetermined threshold, the level value is increased. When the level value increases, for example, the upper limit value of physical strength increases. Also, as the level value increases, for example, the number of objects that can be used in one battle increases as the attack points and defense points described later increase, and the attack power increases as the skill level of the item increases. It is also possible to perform control such as increasing.
  • an upper limit value is set for the number of fellow users that can be associated with one user in the game, and the upper limit value for the number of fellow users increases as the level value increases. Can also be done.
  • the experience value is a reward given when the character corresponding to the user advances through the stage.
  • Physical strength is a value that decreases when the user acts in the game. For example, the physical strength decreases every time the stage progresses, and increases every time a certain time elapses to recover. Or it increases by using items, such as recovery medicine, for example.
  • the current value is the value of the current physical strength
  • the upper limit value is the upper limit value when the physical strength recovers.
  • the attack point (current value / upper limit value) is a point that is required when a battle is performed on an enemy character. As will be described later, a required point is associated with an object used for a battle, and the user can select a total value of the required points from among N objects (N is a natural number, for example, 50) held by the user.
  • the attack point is decreased by the battle using the object, and is increased and recovered every time a predetermined time elapses.
  • Defense points are points that are required when a battle is set up by an enemy character. Like the attack points, the user can set the maximum number of required points of the objects from the N objects that he owns to the upper limit M (M is a natural number) within a range not exceeding the current value of the defense points. You can select an object and use it for battle. Defense points are not reduced by combat using objects. In addition, it is good also as a structure which reduces by battle and increases and recovers every predetermined time similarly to attack poi.
  • the progress stage is information for identifying a stage in an area in which the user is in progress.
  • the degree of progress is a value indicating the degree of progress of the user on the stage.
  • the object information storage unit 322 stores object information related to objects held by the user.
  • FIG. 14 is a diagram illustrating a data example of the object information.
  • the object information includes information on a user ID, an object ID, an object name, a required point, an attack power, a defense power, an attack object flag, a defense object flag, and a lending flag.
  • the user ID is information for identifying the user who owns the object.
  • the object ID is information for identifying the object.
  • the card name is the name of the object, for example, the name of the character shown in the object.
  • the required point is a value indicating an attack point or a defense point that is required when an object participates in a battle.
  • the attack power is an ability value indicating the degree of damage to the enemy character when the corresponding object is used in battle.
  • the defensive power is an ability value that defends an attack given by an enemy character when the corresponding object is used in battle.
  • the attack object flag is information indicating whether or not the object is preferentially selected when the selection unit 332 automatically selects an object to be used for an attack in a battle.
  • the user can set an arbitrary object as an attack object that is preferentially used in battle among objects held by the user.
  • the attack object flag For example, if the value of the attack object flag is 0, it indicates that the object is not selected as an attack object, and if the value of the attack object flag is 1, it indicates that the object is selected as an attack object.
  • the attack object flag is not selected (the value of the attack object flag is The object used for the battle is automatically selected from the objects (which is 0).
  • the defense object flag is information indicating whether or not the object is preferentially selected when the selection unit 332 automatically selects an object used for defense. Similar to the attack object, the user can set an arbitrary object as a defense object to be used for defense preferentially among the objects held by the user. For example, if the value of the defense object flag is 0, it indicates that the object is not selected as a defense object, and if the value of the defense object flag is 1, it indicates that the object is selected as a defense object. When there is no such defense object flag setting (when the number of objects with a defense object flag of 1 is smaller than the number of objects used in defense), it is not selected (the value of the defense object flag is 0). Automatically select an object to be used for defense from an object.
  • the lending flag is information indicating whether or not the object is lent out for relief to other users.
  • control unit 330 includes a notification unit 331, a selection unit 332, a game progression unit 333, and a lottery unit 334. Then, it is possible to perform an event that occurs during the progress of the game advanced for each user, using at least a part of the objects held by each of the plurality of users.
  • the notification unit 331 is a relief that is an object loan request for a fellow user of the main user when an event occurs during the game of the main user and the “rescue request” button is pressed by the main user on the rescue request screen. Notify the request. For example, the notification unit 331 displays a rescue request notification screen on the display unit 130 of the user terminal 100 when a fellow user logs in.
  • the selection unit 332 selects an object to be used for the event from the objects held by the user stored in the object information storage unit 322.
  • the object information storage unit 322 displays the rescue object selection screen as the user of the fellow user when the “respond to rescue request” button is pressed by the fellow user on the rescue request notification screen corresponding to the rescue request from the main user. It is displayed on the display unit 130 of the terminal 100.
  • the selection unit 332 receives an input of a selection object that is lent to the main user among the objects held by the fellow user, and selects the input selection object.
  • the selection unit 332 accepts an input of a selection object to be lent to the main user from among the users held by the fellow user, in response to the rescue request from the main user notified by the notification unit 331, and the input Select the selected object.
  • it is determined whether or not the fellow user responds to the rescue request at the time of receiving the rescue request, and when responding to the rescue request, instruction information for selecting an object to be rescued Enter.
  • the fellow user since the fellow user cannot use the object that has been rescued for a predetermined period of time, it is necessary to determine which object is to be rescued according to the situation, and the strategy in the game increases, and the game characteristics Can be increased.
  • the game progression unit 333 executes processing according to the instruction information input from the user based on the game program stored in the storage unit, thereby performing the process related to the event that occurs during the progress of the game as described above. Control. For example, when the selection unit 332 selects the selection object of the fellow user in response to a rescue request from the main user, the game progression unit 333 associates 1 with the rental flag of the selected object information, and the object information The data is stored in the storage unit 322. In addition, the game progression unit 333 determines whether or not a predetermined condition in the event is satisfied based on a parameter corresponding to the selection object of the fellow user selected by the selection unit 332 in response to a rescue request from the main user. If it is determined and it is determined that a predetermined condition is satisfied, a reward is given to the fellow user.
  • the selection unit 332 when it is determined that the total value of the attack power that is a parameter corresponding to the selection object of the fellow user selected by the selection unit 332 exceeds the physical strength of the enemy character that is a predetermined condition, a battle process for defeating the enemy character To win the main user. And reward is given to the fellow user according to the relief request.
  • the reward is, for example, an object such as a character or an item, an experience value, a currency in the game, or the like. If it does in this way, since an object will be rescued according to a relief request and a reward will be given if an enemy character is defeated in the battle process of the main user, the motivation according to a relief request will be given to a fellow user. Can do. Thereby, communication between users can be promoted and game nature can be improved.
  • the game progression unit 333 determines that the total value of the attack power, which is a parameter corresponding to the selection object of the fellow user selected by the selection unit 332, does not satisfy the predetermined condition, the game progression unit 333 rewards the fellow user. Do not grant. That is, even if an object is sent to the rescue in response to the rescue request, a reward cannot be obtained unless the enemy character can be defeated in the battle process of the main user, so an object with higher attack power is sent to the fellow user for the rescue request. Motivation can be given. Thereby, communication between users can be promoted and game nature can be improved. In addition, since it is possible to make a decision such as not responding to a rescue request that is unlikely to win the battle, the strategy in the game increases and the game performance can be improved.
  • the game progression unit 333 lends object information corresponding to the selected object after a predetermined time has elapsed since the selection object selected by the selection unit 332 has been selected.
  • the object information storage unit 322 stores the flag in association with 0. Thereby, the selected object can be used in the progress of the game of the fellow user.
  • the predetermined time can be set in advance, for example, 2 hours. Moreover, it is good also as a period until an actual process is performed. That is, when a fellow user puts out an object in response to a rescue request, he / she can no longer use the object, but regardless of the progress or result of the battle, the object that has been rescued can be used after a predetermined time. So, you can feel free to respond to the rescue request. Thereby, since a user can make a relief request casually or can respond to the relief request, communication between users can be promoted and game nature can be improved.
  • the lottery unit 334 performs a lottery process for lottering a reward to be given to the user according to the instruction information input from the user and giving the user the reward selected by the lottery.
  • the reward is, for example, an object such as a character or an item.
  • the lottery process refers to a process of selecting one reward to be given to the user based on a predetermined probability from a plurality of types of rewards to be selected.
  • FIG. 15 is a flowchart showing an operation example of the game system 2 according to the present embodiment.
  • the user terminal 100 transmits account information input from the main user to the SNS server 200 and logs in to the SNS provided by the SNS server 200.
  • the user terminal 100 transmits a game provision request provided by the game device 300 to the SNS server 200.
  • the SNS server 200 transmits a game basic screen transmission request to the game apparatus 300.
  • the game device 300 transmits the basic game screen to the user terminal 100 via the SNS server 200.
  • the control unit 150 When the communication unit 120 of the user terminal 100 receives the basic screen of the game transmitted from the game device 300, the control unit 150 causes the display unit 130 to display the basic screen received by the communication unit 120.
  • the control unit 150 transmits a game progress screen to the game apparatus 300 via the communication unit 120. Send a request.
  • the game device 300 transmits a game progress screen to the user terminal 100 in response to a game progress screen transmission request transmitted from the user terminal 100.
  • the control unit 150 causes the display unit 130 to display the progress screen received by the communication unit 120.
  • instruction information indicating that the “forward” button included in the progress screen is pressed is input (step S11)
  • the control unit 150 transmits a game progress request to the game device 300 via the communication unit 120.
  • the game progress unit 333 of the game device 300 receives the game progress request
  • the game progress unit 333 reads the user information of the main user stored in the user information storage unit 321 and reduces the physical strength required for one progress. The experience value given by the progress of the number of times is increased and stored in the user information storage unit 321.
  • the game progression unit 333 determines whether or not an enemy character appears (generates an event) (step S12).
  • the game progression unit 333 stores a value indicating the event occurrence probability in its own storage area in advance, generates a random value from 0 to 99, and the generated random value is a predetermined event occurrence probability. It is determined whether or not it is equal to or less than the value indicated by. If the generated random value is less than or equal to the value indicated by the event occurrence probability, it is determined that an event is generated. If the generated random value exceeds the value indicated by the event occurrence probability, it is determined that no event is generated. .
  • step S12 determines not to generate an event (step S12: NO)
  • step S12: YES the battle screen is displayed on the display unit 130 of the user terminal 100.
  • the selection unit 332 of the game apparatus 300 performs an object selection process S3-1 for selecting an object to be used for the battle of the main user.
  • the object selection processing S3-1 by the selection unit 332 will be described in detail with reference to FIG.
  • FIG. 16 is a flowchart showing an operation example of the object selection process (step S3-1) shown in FIG. 15 by the game apparatus 300 of the present embodiment.
  • the main user can own N objects in the game and use M objects in the event. Further, it is assumed that no attack object is set in the object information corresponding to the main user (the attack object flag is all 0).
  • the selection unit 332 reads N pieces of object information associated with the user ID of the main user from the object information storage unit 322.
  • the selection unit 332 selects the top M pieces of object information when the attack powers corresponding to the read N pieces of object information are arranged in descending order (step S30). However, at this time, the selection unit 332 selects the objects whose lending flag included in the object information is 1 except for the objects. This is because an object whose lending flag is 1 included in the object information is an object that has been rescued by another user.
  • the selection unit 332 calculates the total required points of the selected M pieces of object information (step S31).
  • the selection unit 332 determines whether the total required points of the selected M pieces of object information are equal to or less than the current value of the attack points associated with the main user (step S32). When the selection unit 332 determines that the total required points of the selected M pieces of object information are less than or equal to the current value of the attack points associated with the main user (step S32: YES), the selection unit 332 proceeds to step S39 and selects The object is determined as the object used for the event, and the object selection process is terminated. On the other hand, if it is determined that the total required points of the selected M pieces of object information are not less than or equal to the current value of the attack points associated with the main user (step S32: NO), the object with the smallest attack power is selected from the selected objects. Are excluded (step S33). At this point, there are M ⁇ 1 selected objects.
  • the selection unit 332 determines whether or not the total required points of the selected M ⁇ 1 objects are equal to or smaller than the current value of the attack points associated with the main user (step S34). If the selection unit 332 determines that the total required points of the selected M ⁇ 1 objects are not less than or equal to the current value of the attack points associated with the main user (step S34: NO), the selection unit 332 returns to step S33 and selects The process of excluding the object with the least attack power from the objects is repeated.
  • step S34 determines that the total required point of the selected object is equal to or less than the current value of the attack point associated with the main user (step S34: YES)
  • step S35 The difference from the current value of the attack point is calculated (step S35).
  • the selection unit 332 determines whether or not an object for which a required point equal to or less than the calculated difference is associated and the lending flag is 0 is associated with the main user and stored in the object information storage unit 322. Determination is made (step S36).
  • Step S36 determines that an object with a required point that is equal to or less than the calculated difference and whose lending flag is 0 is associated with the main user and is not stored in the object information storage unit 322.
  • Step S36 NO
  • the process proceeds to Step S39, the selected object is determined as the object used for the event, and the object selection process is terminated.
  • step S36 if it is determined that an object having a required point that is equal to or less than the calculated difference and having a lending flag of 0 is stored in the object information storage unit 322 in association with the main user (step S36). : YES), the object having the highest attack power among the objects is added to the selected object (step S37).
  • the selection unit 332 determines whether the number of selected objects is M or more (step S38). If it is determined that the number of selected objects is not M or more (step S38: NO), the process returns to step S36, and the process of adding the selected object is repeated. If the selection unit 332 determines that the number of selected objects is M or more (step S38: YES), the selection unit 332 determines the selected object as an object to be used for the event (step S39), and the object selection process (step S39) shown in FIG. End S3-1).
  • the game progression unit 333 displays the attack power corresponding to the selected object.
  • a total value is calculated, a battle process for reducing the calculated total value from the physical strength of the enemy character is performed, and a process for reducing a required point corresponding to the selected object from the attack point of the main user is performed.
  • a predetermined reward is given to the main user (step S21), and the process is terminated.
  • step S ⁇ b> 13 if the enemy character's physical strength is not 0, the game progression unit 333 causes the user terminal 100 to display a rescue request screen.
  • the notification unit 331 of the game apparatus 300 reads the fellow user ID associated with the main user from the user information storage unit 321, and reads the fellow A rescue request is notified to the user indicated by the user ID (step S14). Specifically, a rescue request notification is displayed on the basic screen when a fellow user logs in.
  • the game progression unit 333 associates 1 with the lending flag corresponding to the selected object information, and stores the object information.
  • the data is stored in the unit 322 (step S15).
  • the fellow users are restricted from using the object selected for the response to the rescue request in their games and events, and cannot be used.
  • the game progression unit 333 measures the elapsed time after notifying the rescue request in step S14, and determines whether or not the elapsed time has passed a predetermined time (step S16). If it determines with not having passed predetermined time (step S16: NO), the game progress part 333 will wait for the response from the fellow user with respect to the relief request from a main user (step S17).
  • step S15 the object selection process described above is performed according to the remaining amount of attack points of the main user at that time, the object selected from the objects held by the main user, and relief
  • the total value of the attack power with the fellow user object selected as the response to the request is calculated. That is, the selection object used for the battle in this scene is composed of a plurality of objects including an object held by the main user and an object held by a fellow user in response to the rescue request.
  • step S18: NO If the total attack power of the object selected from the objects held by the main user and the fellow user object selected as the response to the rescue request does not exceed the remaining physical strength of the enemy character (step S18: NO) Return to step S16. If the total value exceeds the remaining physical strength of the enemy character (step S18: YES), a battle process is performed, and a reward is given to the fellow user who has responded to the rescue request (step S19). At this time, even if battle processing is performed, it is possible to prevent the attack points of fellow users according to the relief request from being reduced.
  • step S16 when the game progression unit 333 determines that the predetermined time has elapsed since the notification of the rescue request, or when the process of step S19 is performed, the fellow user who responded to the rescue request
  • the object information storage unit 322 stores 0 in association with the lending flag corresponding to the selected object. Thereby, the fellow user can use the selected object for the response to the rescue request (step S20).
  • an event occurs while the main game progresses based on the input of the main user, and a rescue request is received from the main user.
  • the companion user who received it determines whether or not to participate in the battle (event) of the main user according to the rescue request, and selects an object to be rescued.
  • the object sent to the rescue cannot be used until the battle process is performed after the object is rescued, that is, until the process is actually performed, or until a predetermined time elapses, the object sent to the rescue is not available.
  • the main game may be a game that progresses for each player.
  • a game that occurs as an event is not limited to a battle with an enemy character, as long as it is a game that occurs while the main user is playing a main game and uses objects held by multiple users. Good. For example, recruiting or inviting fellow users to participate in the event, drawing lots based on the parameters of the objects owned by the participating fellow users, and determining whether or not the objects were found,
  • An example is a fishing game in which an object is determined by a lottery based on parameters, and the ranking is based on the size of the object.
  • a stage used for an event may appear.
  • step S19 when the battle process corresponding to the rescue request ends in the result of the victory, the reward to be given to the fellow users may be given the same reward to all the fellow users. Rewards can be given according to the degree of contribution. That is, when the game progression unit 333 determines that a predetermined condition in the battle is satisfied, the game progression unit 333 can give a reward to the fellow user in accordance with the value of the attack power that is a parameter of the selected object that is sent to the rescue. .
  • a predetermined amount of reward is given to a plurality of fellows according to the ratio of the total attack power of the selected objects rescued from a plurality of fellow users and the attack power of the selected object rescued from a fellow user. It can be distributed and given to users.
  • the objects may be ranked in descending order of attack power and rewards may be given according to the rank. If it does in this way, since a high reward is awarded, so that the attack power of the object put out to relief is high, the motivation which gives an object with higher attack power to relief can be given to a fellow user. Thereby, the communication between users can be promoted and game nature can be improved.
  • there may be a plurality of objects to be rescued by the fellow user and in this case, a reward according to the total value of the attack powers of the plurality of objects that have been rescued can be distributed.
  • the reward to be given to the fellow user can be given by performing a lottery process by the lottery unit 334. For example, when the game progression unit 333 determines that a predetermined condition in the battle is satisfied, the lottery unit 334 draws a reward to be given to the fellow user according to the relief, and rewards according to the lottery result to the fellow user. Give.
  • game property increases by determining the reward of taking out an object for relief according to a relief request by lottery.
  • the relief request was notified to the fellow user, an example in which the object to be rescued by the fellow user was selected.
  • an object to be submitted to the rescue request is set in advance, The set object can be sent to the rescue as a selected object.
  • the selection unit 332 can randomly select an object to be rescued.
  • the 2nd user who notifies a rescue request may not be a fellow user.
  • a rescue request can be notified to other users who are the same as or close to the level and progress of the main user.
  • the screen which selects the 2nd user who notifies a relief request can also be displayed, and a relief request can also be notified with respect to the arbitrary users selected by the main user.
  • the game progression unit 333 performs the battle process based on the selected object corresponding to the rescue request when the total attack power of the selected object exceeds the physical strength of the enemy character.
  • battle processing can be performed on the condition that a predetermined time elapses, or from a predetermined number (for example, five)
  • a battle process can also be performed on condition that relief has been issued.
  • the game progress part 333 measures the elapsed time after receiving the notification of a relief request, and when the elapsed time exceeds predetermined time, the example which sets the rental flag of the selection object to 0 is shown. Indicated.
  • the time when the rescue request is notified is stored, and when the instruction information from the main user or the fellow user is received, the time and the time when the rescue request is notified are stored. In comparison, it can also be determined whether or not a predetermined time has elapsed.
  • the program for realizing the function of the processing unit in the present invention is recorded on a computer-readable recording medium, and the program recorded on the recording medium is read into the computer system and executed to control the game. You may go.
  • the “computer system” includes an OS and hardware such as peripheral devices.
  • the “computer system” includes a WWW system having a homepage providing environment (or display environment).
  • the “computer-readable recording medium” refers to a storage device such as a flexible medium, a magneto-optical disk, a portable medium such as a ROM or a CD-ROM, and a hard disk incorporated in a computer system.
  • the “computer-readable recording medium” refers to a volatile memory (RAM) in a computer system that becomes a server or a client when a program is transmitted via a network such as the Internet or a communication line such as a telephone line. In addition, those holding programs for a certain period of time are also included.
  • RAM volatile memory
  • the program may be transmitted from a computer system storing the program in a storage device or the like to another computer system via a transmission medium or by a transmission wave in the transmission medium.
  • the “transmission medium” for transmitting the program refers to a medium having a function of transmitting information, such as a network (communication network) such as the Internet or a communication line (communication line) such as a telephone line.
  • the program may be for realizing a part of the functions described above. Furthermore, what can implement

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Abstract

The game system comprises at least a control unit and a selection unit. The control unit executes an event that occurs during the progression of a game, which is made to progress by receiving operation input from a first user, using at least one of the objects possessed by a second user. The selection unit selects a chosen object, which is an object to be used in said event, from the objects possessed by the second user. Until the chosen object selected by the selection unit is used in the event, the control unit limits the use of the chosen object in games that progress by receiving operation input from the second user and in events occurring in the progression of said games.

Description

[規則37.2に基づきISAが決定した発明の名称] ゲームシステム、ゲーム制御方法、非一時的記憶媒体、プログラム[Name of invention determined by ISA based on Rule 37.2] Game system, game control method, non-transitory storage medium, program
 本発明は、ゲームシステム、ゲーム制御方法、プログラムに関する。
 本願は、2012年3月26日に、日本に出願された特願2012-070395に基づき優先権を主張する。
The present invention relates to a game system, a game control method, and a program.
This application claims priority based on Japanese Patent Application No. 2012-070395 filed in Japan on March 26, 2012.
 SNS(ソーシャルネットワーキングサービス)上で提供されるゲームであるソーシャルゲームが知られている。このようなソーシャルゲームとしては、例えば、ゲームの進行中に発生するイベントにおいて敵キャラクタが登場し、ユーザに付与された複数のオブジェクト(例えば、キャラクタやアイテム等)を使用して、ユーザと敵キャラクタとが戦闘を行うゲーム等があり、ゲーム上で仲間関係となったユーザ同士がコミュニケーションをとりながらゲームを進めることができる。 Social games, which are games provided on SNS (Social Networking Service), are known. As such a social game, for example, an enemy character appears in an event that occurs during the game, and a plurality of objects (for example, a character, an item, etc.) given to the user are used, and the user and the enemy character are used. There are games and the like in which battles occur, and users who have become friends in the game can advance the game while communicating.
 また、このようなソーシャルゲームでは、仲間関係になったユーザ同士がメッセージやオブジェクトをやり取りすること等で交流することができる。しかし、ゲームの進行自体や戦闘自体はユーザ毎に個別に行われる場合が多かった。 Also, in such a social game, users who have become friends can interact by exchanging messages and objects. However, the progress of the game itself and the battle itself are often performed individually for each user.
 本発明の幾つかの態様は、複数のユーザ同士がつながっているソーシャルゲームの要素を活かし、ゲーム性の高いゲームを提供するゲームシステム、ゲーム制御方法、プログラムを提供する。 Some aspects of the present invention provide a game system, a game control method, and a program that provide a game with high game characteristics by utilizing elements of a social game in which a plurality of users are connected to each other.
 本発明の一態様は、ゲームシステムを提供する。前記ゲームシステムは、制御部と、選択部と、を少なくとも含んでもよいが、必ずしもこれらに限定されるものではない。前記制御部は、第1のユーザの操作入力を受け付けて進行させるゲームの進行中に発生するイベントを、第2のユーザが保有するオブジェクトの少なくとも一部を用いて実行する。前記選択部は、前記イベントにおいて用いられるオブジェクトである選択オブジェクトを、前記第2のユーザが保有するオブジェクトから選択する。そして、前記制御部は、前記選択部によって選択された前記選択オブジェクトが前記イベントにおいて用いられるまで、前記選択オブジェクトが前記第2のユーザの操作入力を受け付けて進行させるゲーム及び当該ゲームの進行中に発生するイベントにおいて用いられることを制限する。 One embodiment of the present invention provides a game system. The game system may include at least a control unit and a selection unit, but is not necessarily limited thereto. The said control part performs the event which generate | occur | produces during the progress of the game which receives and advances the operation input of a 1st user using at least one part of the object which a 2nd user holds. The selection unit selects a selection object that is an object used in the event from objects held by the second user. Then, the control unit receives the operation input of the second user and advances the game until the selection object selected by the selection unit is used in the event, and during the progress of the game Restrict use in events that occur.
本発明の第1の実施形態によるゲーム装置の構成の概要を示すブロック図である。It is a block diagram which shows the outline | summary of a structure of the game device by the 1st Embodiment of this invention. 本発明の第1の実施形態によるオブジェクト情報のデータ例を示す図である。It is a figure which shows the example of data of the object information by the 1st Embodiment of this invention. 本発明の第1の実施形態によるゲーム装置の動作例を示すフローチャートである。It is a flowchart which shows the operation example of the game device by the 1st Embodiment of this invention. 本発明の第2の実施形態によるゲームシステムの構成を示すブロック図である。It is a block diagram which shows the structure of the game system by the 2nd Embodiment of this invention. 本発明の第2の実施形態によるゲームの基本画面の例を示す図である。It is a figure which shows the example of the basic screen of the game by the 2nd Embodiment of this invention. 本発明の第2の実施形態によるゲームの進行画面を示す図である。It is a figure which shows the progress screen of the game by the 2nd Embodiment of this invention. 本発明の第2の実施形態によるゲームの進行中において発生するイベントとしての戦闘画面を示す図である。It is a figure which shows the battle screen as an event which generate | occur | produces in the progress of the game by the 2nd Embodiment of this invention. 本発明の第2の実施形態によるゲームの進行中において発生するイベントにおける救援依頼画面の例を示す図である。It is a figure which shows the example of the relief request screen in the event which generate | occur | produces in the progress of the game by the 2nd Embodiment of this invention. 本発明の第2の実施形態によるゲームの救援依頼通知画面の例を示す図である。It is a figure which shows the example of the rescue request notification screen of the game by the 2nd Embodiment of this invention. 本発明の第2の実施形態によるゲームの救援オブジェクト選択画面の例を示す図である。It is a figure which shows the example of the rescue object selection screen of the game by the 2nd Embodiment of this invention. 本発明の第2の実施形態による救援応答を受けた戦闘画面の例を示す図である。It is a figure which shows the example of the battle screen which received the relief response by the 2nd Embodiment of this invention. 本発明の第2の実施形態によるSNSサーバが記憶するユーザ情報のデータ例を示す図である。It is a figure which shows the example of data of the user information which the SNS server by the 2nd Embodiment of this invention memorize | stores. 本発明の第2の実施形態によるゲーム装置が記憶するユーザ情報のデータ例を示す図である。It is a figure which shows the example of data of the user information which the game device by the 2nd Embodiment of this invention memorize | stores. 本発明の第2の実施形態によるオブジェクト情報のデータ例を示す図である。It is a figure which shows the example of data of the object information by the 2nd Embodiment of this invention. 本発明の第2の実施形態によるゲームシステムの動作例を示すフローチャートである。It is a flowchart which shows the operation example of the game system by the 2nd Embodiment of this invention. 本発明の第2の実施形態によるオブジェクト選択処理の動作例を示すフローチャートである。It is a flowchart which shows the operation example of the object selection process by the 2nd Embodiment of this invention.
 本発明の一態様は、ゲームシステムを提供する。前記ゲームシステムは、制御部と、選択部と、を少なくとも含んでもよいが、必ずしもこれらに限定されるものではない。前記制御部は、第1のユーザの操作入力を受け付けて進行させるゲームの進行中に発生するイベントを、第2のユーザが保有するオブジェクトの少なくとも一部を用いて実行する。前記選択部は、前記イベントにおいて用いられるオブジェクトである選択オブジェクトを、前記第2のユーザが保有するオブジェクトから選択する。そして、前記制御部は、前記選択部によって選択された前記選択オブジェクトが前記イベントにおいて用いられるまで、前記選択オブジェクトが前記第2のユーザの操作入力を受け付けて進行させるゲーム及び当該ゲームの進行中に発生するイベントにおいて用いられることを制限する。 One embodiment of the present invention provides a game system. The game system may include at least a control unit and a selection unit, but is not necessarily limited thereto. The said control part performs the event which generate | occur | produces during the progress of the game which receives and advances the operation input of a 1st user using at least one part of the object which a 2nd user holds. The selection unit selects a selection object that is an object used in the event from objects held by the second user. Then, the control unit receives the operation input of the second user and advances the game until the selection object selected by the selection unit is used in the event, and during the progress of the game Restrict use in events that occur.
前記選択オブジェクトは、前記第1のユーザが保有するオブジェクトと前記第2のユーザが保有するオブジェクトとが含まれる複数のオブジェクトによって構成されてもよい。
前記制御部が、前記第1及び第2のユーザ以外の少なくとも一人のユーザが保有するオブジェクトの少なくとも一部を用いて前記イベントを実行してもよい。
前記選択部は、前記第2のユーザから、前記第2のユーザが保有するオブジェクトのうち前記第1のユーザに貸与する選択オブジェクトの入力を受け付け、入力された選択オブジェクトを選択してもよい。
The selected object may be composed of a plurality of objects including an object held by the first user and an object held by the second user.
The control unit may execute the event using at least a part of an object held by at least one user other than the first and second users.
The selection unit may receive an input of a selection object to be lent to the first user among objects held by the second user from the second user, and may select the input selection object.
前記ゲームシステムは、前記イベントが発生した際に、前記第2のユーザに対してオブジェクト貸与依頼を通知する通知部を更に含んでもよい。そして、前記選択部は、前記通知部によって通知された前記オブジェクト貸与依頼に応じて、前記第2のユーザから、前記第2のユーザが保有するオブジェクトのうち前記第1のユーザに貸与する選択オブジェクトの入力を受け付け、入力された選択オブジェクトを選択してもよい。 The game system may further include a notification unit that notifies the second user of an object loan request when the event occurs. And the said selection part is a selection object which lends to the said 1st user among the objects which a said 2nd user holds from the said 2nd user according to the said object loan request notified by the said notification part. May be received and the selected selection object may be selected.
前記制御部は、前記選択部によって選択された前記選択オブジェクトに関連したパラメータを参照して、前記イベントにおける所定の条件が満たされたか否かを判定し、前記所定の条件が満たされたと判定した場合、前記第2のユーザに報酬を付与してもよい。 The control unit refers to a parameter related to the selected object selected by the selection unit, determines whether or not a predetermined condition in the event is satisfied, and determines that the predetermined condition is satisfied In this case, a reward may be given to the second user.
前記制御部は、前記所定の条件が満たされたと判定した場合、前記選択オブジェクトのパラメータに応じて、前記第2のユーザに報酬を付与してもよい。 When it is determined that the predetermined condition is satisfied, the control unit may grant a reward to the second user according to a parameter of the selected object.
前記制御部は、前記所定の条件が満たされないと判定した場合、前記第2のユーザに報酬を付与しないようにしてもよい。 When it is determined that the predetermined condition is not satisfied, the control unit may not give a reward to the second user.
前記制御部は、前記所定の条件が満たされたと判定した場合、前記第2のユーザに付与する報酬を抽選し、抽選結果に応じた報酬を前記第2のユーザに付与してもよい。 When it is determined that the predetermined condition is satisfied, the control unit may draw a reward to be given to the second user and give a reward according to the lottery result to the second user.
 前記制御部は、前記選択部によって選択された前記選択オブジェクトが選択されてから所定時間経過後、前記選択オブジェクトを前記第2のユーザの前記ゲームの進行において利用可能にしてもよい。 The control unit may make the selected object usable in the progress of the game of the second user after a predetermined time has elapsed since the selection object selected by the selection unit was selected.
 本発明の他の態様は、第1のユーザの操作入力を受け付けて進行させるゲームの進行中に発生するイベントを、第2のユーザが保有するオブジェクトの少なくとも一部を用いて実行すること、前記イベントにおいて用いられるオブジェクトである選択オブジェクトを、前記第2のユーザが保有するオブジェクトから選択すること、選択した前記選択オブジェクトが前記イベントにおいて用いられるまで、前記選択オブジェクトが前記第2のユーザの操作入力を受け付けて進行させるゲーム及び当該ゲームの進行中に発生するイベントにおいて用いられることを制限すること、を少なくとも含むゲーム制御方法を提供する。 According to another aspect of the present invention, an event that occurs during a game in which an operation input of the first user is received and advanced is executed using at least a part of an object held by the second user, The selection object which is an object used in the event is selected from the objects held by the second user, and the selected object is operated by the second user until the selected selection object is used in the event. And a game control method including at least limiting the use of the game in an event generated during the progress of the game.
 本発明の他の態様は、第1のユーザの操作入力を受け付けて進行させるゲームの進行中に発生するイベントを、第2のユーザが保有するオブジェクトの少なくとも一部を用いて実行すること、第2のユーザが保有するオブジェクトを記憶部から取得し、前記イベントにおいて用いられるオブジェクトである選択オブジェクトを、前記第2のユーザが保有するオブジェクトから選択すること、選択オブジェクトとして選択したオブジェクトを前記記憶部に記憶させ、選択した前記選択オブジェクトが前記イベントにおいて用いられるまで、前記選択オブジェクトが前記第2のユーザの操作入力を受け付けて進行させるゲーム及び当該ゲームの進行中に発生するイベントにおいて用いられることを制限すること、を少なくとも含むゲーム制御方法を行うために実行されるコンピュータプログラムを記憶した非一時的記憶媒体を提供する。 According to another aspect of the present invention, an event that occurs during the progress of a game that accepts and advances an operation input of a first user is executed using at least a part of an object held by a second user, An object held by the second user is acquired from the storage unit, a selection object that is an object used in the event is selected from objects held by the second user, and the object selected as the selection object is the storage unit And the selected object is used in a game that accepts and advances the operation input of the second user and an event that occurs during the progress of the game until the selected selected object is used in the event. Game control method including at least limiting Providing non-transitory storage medium storing a computer program executed to perform.
 前述した発明の形態において、ゲームとイベントとの関係につき説明する。ゲームは、ユーザ毎に進めるゲームである。イベントは、ユーザ毎に進める当該ゲームの進行中において発生する。ここで、当該イベントは、前記ゲームに組み込まれた一要素であってもよく、また前記ゲームと区別される独立したゲームであってもよい。当該イベントが前記ゲームと区別される独立したゲームである場合、ゲームは、ユーザの操作入力に基づいて進行できるのに対して、イベントは、ゲーム中にある確率で発生する(常には発生しない)ゲームであり、前記ゲームを主たるゲーム、前記イベントを従たるゲームとみなすことができる。前記イベントが発生するまでは、ユーザは単独でゲームを進行させているが、前記イベントが発生すると、当該イベントには、他のユーザが参加することができる。一旦、他のユーザがイベントに参加すると、その後は、当該イベントは、参加したユーザ毎に進行する。すなわち主たるゲームは、他のユーザのオブジェクトの使用が制限される(使用できない)のに対して、イベントは、他のユーザのオブジェクトを使用することができる。なお、イベントが発生した際には、主たるゲームを中断してもよい。
 前記イベントは、ゲームに組み込まれた一要素である場合、例えば、ゲームは、戦闘を実行しながら進める戦闘ゲームであってもよく、この場合、イベントが戦闘である。
前記イベントが、前記ゲームと区別される独立したゲームである場合、前記ゲームとイベントとは、互いに影響を及ぼし合う関係であってもよく、また、オブジェクトの関係を除けば、影響を及ぼすことがない互いに独立した関係であってもよい。前記ゲームとイベントとが、互いに影響を及ぼし合う関係である場合、例えば、ゲームは宝探しゲームであり、イベントは戦闘ゲームであってもよい。当該戦闘ゲームの結果が、当該宝探しゲームを進める上で何らかの影響をもたらすものであってもよい。前記ゲームとイベントとが、影響を及ぼすことがない互いに独立した関係である場合、例えば、ゲームはパズルゲームで、イベントは戦闘ゲームであってもよい。当該戦闘ゲームの結果が、当該パズルゲームを進める上で影響を与えることがないものであってもよい。
また、シナリオに沿ってゲームが進行するシナリオモードでゲームが進行している際にイベントが発生すると、複数のユーザのオブジェクトで敵と戦闘を行うバトルモードに移行するなど、ユーザが単独で進行するモード(状態)から、複数のユーザのオブジェクトを用いて進行するモード(状態)に、モードが移行することでイベントが行われてもよい。
 前述したゲーム及びイベントにおいて使用するオブジェクトについて説明する。複数のユーザは、それぞれが進めるゲームで使用するオブジェクトをそれぞれ所有する。イベントで使用するオブジェクトは、当該イベントが発生したゲームを進めるユーザが所有するオブジェクトから選択することもできるが、他のユーザが当該ユーザのイベントに参加する場合には、当該他のユーザが所有するオブジェクトから選択した選択オブジェクトを使用してイベントを実行することができる。即ち、第一のユーザのゲームの進行中に発生した第一のイベントにおいて、当該第一のユーザが所有するオブジェクトに限らず、他のユーザであって当該第一のイベントに参加する第二のユーザが所有するオブジェクトのうち選択された少なくとも一の選択オブジェクトを、当該第一のイベントで使用できる選択オブジェクトとして選択することができる。この場合、前記第二のユーザが所有する選択オブジェクトが当該第一のイベントにおいて使用されるまで、当該第二のユーザにより進められるゲームにおいて当該選択オブジェクトの使用が制限される。
イベントを発生させる手法は、特に限定しないが、例えば、ユーザから入力される指示情報や記憶部に記憶されているゲームプログラムに基づき、複数のユーザのそれぞれが保有するオブジェクトの少なくとも一部を用いてイベントを実行するためのデータ処理や演算処理を行うことにより発生させてもよい。
尚、オブジェクトは、ユーザがゲーム内で認識できるゲーム要素であればよく、ゲームアイテムやゲームキャラクタを含むが、これらに限定するものではない。
In the embodiment of the invention described above, the relationship between the game and the event will be described. A game is a game advanced for every user. An event occurs while the game is progressing for each user. Here, the event may be an element incorporated in the game, or may be an independent game that is distinguished from the game. If the event is an independent game distinguished from the game, the game can proceed based on the user's operation input, whereas the event occurs with a certain probability during the game (it does not always occur) It is a game, and the game can be regarded as a main game and a game according to the event. Until the event occurs, the user progresses the game independently, but when the event occurs, another user can participate in the event. Once another user participates in the event, the event then proceeds for each user who participated. That is, in the main game, the use of other users 'objects is restricted (cannot be used), while the event can use other users' objects. When an event occurs, the main game may be interrupted.
When the event is an element incorporated in the game, for example, the game may be a battle game that is executed while performing a battle, and in this case, the event is a battle.
When the event is an independent game that is distinguished from the game, the game and the event may have a relationship that influences each other, and may have an influence except for the relationship between objects. There may be no mutually independent relationships. In the case where the game and the event have a relationship that influences each other, for example, the game may be a treasure hunt game and the event may be a battle game. The result of the battle game may have some influence on the treasure hunt game. When the game and the event are in an independent relationship that does not affect each other, for example, the game may be a puzzle game and the event may be a battle game. The result of the battle game may not affect the progress of the puzzle game.
In addition, if an event occurs while the game is progressing in a scenario mode in which the game progresses according to the scenario, the user progresses alone, such as shifting to a battle mode in which a plurality of user objects battle with enemies. An event may be performed when the mode shifts from a mode (state) to a mode (state) that proceeds using objects of a plurality of users.
An object used in the above-described game and event will be described. A plurality of users own objects used in the game that they advance. The object used in the event can be selected from the objects owned by the user who proceeds with the game in which the event has occurred. However, when another user participates in the event of the user, the object is owned by the other user. Events can be executed using selected objects selected from objects. That is, in the first event that occurred during the progress of the game of the first user, not only the objects owned by the first user, but also other users who participate in the first event. At least one selected object selected among the objects owned by the user can be selected as a selected object that can be used in the first event. In this case, until the selected object owned by the second user is used in the first event, the use of the selected object is restricted in the game advanced by the second user.
A method for generating an event is not particularly limited. For example, based on instruction information input from a user or a game program stored in a storage unit, at least a part of objects held by each of a plurality of users is used. You may generate | occur | produce by performing the data processing and arithmetic processing for performing an event.
The object may be a game element that can be recognized by the user in the game, and includes, but is not limited to, game items and game characters.
 以下、本発明の一実施形態について、図面を参照して説明する。本実施形態では、主たるゲームとして戦闘ゲームを進行する間に、イベントとしての戦闘が発生する例を用いて説明する。
 <第1の実施形態>
 まず、本発明の第1の実施形態として、本発明の概要を説明する。図1は、本実施形態によるゲーム装置1の構成の概要を示すブロック図である。ゲーム装置1は、オブジェクト情報記憶部322と、制御部330と、選択部332とを備えており、ユーザから入力される指示情報に応じて処理を実行することによって進行させるゲームを提供する。本実施形態において、戦闘ゲームの進行中にイベントが発生し、前記イベントにおいて敵キャラクタが登場し、複数のユーザのそれぞれに付与された複数のオブジェクトの少なくとも一部を用いて、ユーザと敵キャラクタとが戦闘を行う。
Hereinafter, an embodiment of the present invention will be described with reference to the drawings. In the present embodiment, description will be made using an example in which a battle as an event occurs while a battle game is progressing as a main game.
<First Embodiment>
First, an outline of the present invention will be described as a first embodiment of the present invention. FIG. 1 is a block diagram showing an outline of the configuration of the game apparatus 1 according to the present embodiment. The game apparatus 1 includes an object information storage unit 322, a control unit 330, and a selection unit 332, and provides a game to be advanced by executing processing according to instruction information input from the user. In the present embodiment, an event occurs during the progress of the battle game, an enemy character appears in the event, and at least a part of the plurality of objects assigned to each of the plurality of users is used. Perform battles.
 オブジェクト情報記憶部322は、ユーザが保有するオブジェクトに関する情報であるオブジェクト情報をユーザと対応付けて記憶する。図2は、オブジェクト情報のデータ例を示す図である。オブジェクト情報には、ユーザIDと、オブジェクトIDと、攻撃力と、貸し出しフラグとの情報が含まれる。ユーザID(Identifier)は、ゲーム装置300が提供するゲームをプレイするユーザを識別する情報である。オブジェクトIDは、ゲーム内においてユーザが保有するオブジェクトを識別する情報である。このようなオブジェクトは、ゲーム内でユーザが所定の条件を充足した場合の報酬として付与されたり、ゲームの進行に応じて又は任意のタイミングで発生したイベントや抽選等に基づいてユーザに付与される。攻撃力は、対応するオブジェクトを戦闘において使用した場合に敵キャラクタに与えるダメージの程度を示す値である。このように、ユーザには複数のオブジェクトが対応付けられており、オブジェクト毎に攻撃力が異なる。すなわち、攻撃力が高いオブジェクトを多く保有するユーザは、戦闘において敵キャラクタに対して与えるダメージが大きくなり、有利に戦闘を進めることができる。貸し出しフラグは、対応するオブジェクトが他のユーザに貸し出されているか否かを示す情報である。例えば、貸し出しフラグが0であれば対応するオブジェクトは他のユーザに貸し出されていないことを示し、1であれば対応するオブジェクトは他のユーザに貸し出されていることを示す。
尚、イベントの発生タイミングの例として、戦闘ゲームが行われている間の任意のタイミングで戦闘を発生させる例、及び、ゲームの進行に応じて戦闘を発生させる例を挙げることができる。ゲームの進行に応じて発生するイベントの例として、当該ゲームの進行過程の予め決まった場所で発生する戦闘を挙げることができる。典型的には、ゲームの進行過程における各エリアの最後の場所で発生する戦闘を挙げることができるが、必ずしもこれに限るものではない。
The object information storage unit 322 stores object information, which is information related to objects held by the user, in association with the user. FIG. 2 is a diagram illustrating an example of data of object information. The object information includes information on the user ID, the object ID, the attack power, and the lending flag. The user ID (Identifier) is information for identifying a user who plays a game provided by the game apparatus 300. The object ID is information for identifying an object held by the user in the game. Such an object is given as a reward when the user satisfies a predetermined condition in the game, or given to the user based on an event, a lottery, or the like that occurs according to the progress of the game or at an arbitrary timing. . The attack power is a value indicating the degree of damage given to the enemy character when the corresponding object is used in battle. Thus, a plurality of objects are associated with the user, and the attack power differs for each object. That is, a user who possesses many objects with high attack power has a greater damage to the enemy character in the battle, and can advantageously advance the battle. The lending flag is information indicating whether or not the corresponding object is lent to another user. For example, if the lending flag is 0, it indicates that the corresponding object is not lent to other users, and if it is 1, it indicates that the corresponding object is lent to other users.
Examples of event occurrence timings include an example in which a battle is generated at an arbitrary timing during a battle game, and an example in which a battle is generated in accordance with the progress of the game. An example of an event that occurs in accordance with the progress of a game is a battle that occurs at a predetermined place in the progress of the game. Typically, a battle that occurs at the last place of each area in the course of the game can be cited, but the present invention is not necessarily limited thereto.
 制御部330は、ユーザから入力される指示情報や記憶部に記憶されているゲームプログラムに基づき、複数のユーザのそれぞれが保有するオブジェクトの少なくとも一部を用いてゲームの進行及び当該ゲームの進行中において発生するイベントなどを実行するためのデータ処理や演算処理を行う。ゲームの進行は、制御部330により、既存の手法により必要なデータ処理や演算処理を行うことで実現する。前記イベントは、制御部330により、複数のユーザのうちある一ユーザが進める戦闘ゲームの進行中において戦闘を発生させ、実行する。ゲームの進行に応じて、一定の確率で敵キャラクタを出現させることによりイベントを発生させてもよい。例えば、ゲームにおける予め決められた一又は複数の場所でイベントを発生させるように制御部330を設定してもよい。複数のイベントは、同一種類のイベントであっても異なる種類のイベントであってもよい。
以下では、制御部330の機能及び動作に関して、特に、イベントの発生及び実行、並びに、オブジェクトの使用制限につき詳細に説明するが、当該イベントに関係ないゲームの進行に必要な処理については、既知の手法により実現できるため、詳細な説明は行わない。
以下では、「ゲームの進行中にイベントを発生させる」と表現するが、必ずしも、ゲームの進行とイベント発生とがリアルタイムで同期して生じる場合のみを意味するのではなく、ゲームの進行の過程におけるどこかにおいてイベントが発生する確率を有していることを意味する。進行中の意味は、時間的完全同時を意味するものではなく、進行の過程の中にある状態を意味する。
本実施形態では、ゲームは複数のエリアを含み、各エリアは複数のステージを含む。ゲームの進行は、エリアを進むこと、及び/又はステージを進むことを意味する。以下では、エリアを基準にゲームの進行を説明する際には、エリアを進むと表現し、ステージを基準にゲームの進行を説明する際には、ステージを進むと表現する。
制御部330は、ユーザが保有するオブジェクトから選択されたオブジェクトに対応する攻撃力の合計値が、敵キャラクタの所定の体力を超えるか否かによって勝敗を決する戦闘処理を行う。すなわち、攻撃力の合計値が敵キャラクタの所定の体力以上であると敵に勝ったと判定し、攻撃力の合計値が敵キャラクタの所定の体力未満であると敵に負けたと判定する。
Based on the instruction information input from the user and the game program stored in the storage unit, the control unit 330 uses the at least part of the objects held by each of the plurality of users to progress the game and the game in progress. Data processing and arithmetic processing are performed to execute events that occur in The progress of the game is realized by the controller 330 performing necessary data processing and arithmetic processing by an existing method. The event causes the control unit 330 to generate and execute a battle while a battle game advanced by a user among a plurality of users is in progress. As the game progresses, an event may be generated by causing an enemy character to appear with a certain probability. For example, the control unit 330 may be set to generate an event at one or more predetermined locations in the game. The plurality of events may be the same type of event or different types of events.
In the following, the function and operation of the control unit 330 will be described in detail with respect to the generation and execution of events, and object usage restrictions, but the processes necessary for the progress of the game not related to the events are known. Since it can be realized by a technique, detailed description will not be given.
In the following, it is expressed as “occurrence of an event during the progress of the game”, but it does not necessarily mean that the progress of the game and the occurrence of the event occur synchronously in real time. It means that there is a probability that an event will occur somewhere. In-progress meaning does not mean full-time coincidence, but means a state that is in the process of progression.
In the present embodiment, the game includes a plurality of areas, and each area includes a plurality of stages. The progress of the game means going through the area and / or going through the stage. Hereinafter, when the progress of the game is described based on the area, it is expressed as progressing the area, and when the progress of the game is described based on the stage, it is expressed as progressing the stage.
The control unit 330 performs a battle process in which a victory or defeat is determined depending on whether or not the total attack power corresponding to the object selected from the objects held by the user exceeds a predetermined physical strength of the enemy character. That is, it is determined that the enemy has been won when the total attack power is equal to or greater than the predetermined physical strength of the enemy character, and it is determined that the enemy has been defeated when the total attack power is less than the predetermined physical strength of the enemy character.
 選択部332は、第1のユーザのゲームの進行中に発生するイベントにおいて用いられるオブジェクトである選択オブジェクトを、第2のユーザが保有するオブジェクトから選択する。例えば、選択部332は、ユーザIDが「U1」である第1のユーザのゲームの進行中において敵キャラクタが出現すると、その敵キャラクタと戦闘を行うイベントにおいて用いられるオブジェクトを、ユーザIDが「U2」である第2のユーザに対応付けられてオブジェクト情報記憶部322に記憶されているオブジェクトから選択する。また、選択部332がオブジェクト情報記憶部322に記憶されているオブジェクトから選択オブジェクトを選択する際には、貸し出しフラグが1であるオブジェクトを除外して選択オブジェクトを選択する。 The selection unit 332 selects a selection object, which is an object used in an event that occurs during the progress of the first user's game, from objects held by the second user. For example, when an enemy character appears while the game of the first user whose user ID is “U1” is in progress, the selection unit 332 selects an object used in an event of fighting with the enemy character as a user ID “U2”. Is selected from the objects stored in the object information storage unit 322 in association with the second user. Further, when the selection unit 332 selects a selected object from the objects stored in the object information storage unit 322, the selection object is selected by excluding the object whose lending flag is 1.
 ここで、選択部332によって第2のユーザのオブジェクトが選択されると、制御部330は、選択部332によって選択された選択オブジェクトに対応する貸し出しフラグに1を対応付けてオブジェクト情報記憶部322に記憶させる。また、制御部330は、所定の条件が満たされると、選択部332によって選択された選択オブジェクトに基づいて戦闘処理を行う。所定の条件とは、例えば、第2のユーザから選択されたオブジェクトに対応する攻撃力の合計値が、敵キャラクタの体力以上となったことである。そして、制御部330は、戦闘処理を行うと、その選択オブジェクトに対応する貸し出しフラグに0を対応付けてオブジェクト情報記憶部322に記憶させる。これにより、制御部330は、第2のユーザが保有するオブジェクトから選択した選択オブジェクトが第1のユーザのイベントにおいて用いられるまで、その選択オブジェクトが第2のユーザのゲームの進行において用いられることを制限する。 Here, when the second user's object is selected by the selection unit 332, the control unit 330 associates 1 with the lending flag corresponding to the selected object selected by the selection unit 332 in the object information storage unit 322. Remember. The control unit 330 performs a battle process based on the selected object selected by the selection unit 332 when a predetermined condition is satisfied. The predetermined condition is, for example, that the total value of the attack power corresponding to the object selected by the second user is equal to or greater than the physical strength of the enemy character. Then, when performing the battle process, the control unit 330 causes the object information storage unit 322 to store 0 in association with the lending flag corresponding to the selected object. Thus, the control unit 330 indicates that the selected object is used in the progress of the second user game until the selected object selected from the objects held by the second user is used in the event of the first user. Restrict.
 次に、本実施形態のゲーム装置1の動作例を説明する。図3は、本実施形態のゲーム装置1の動作例を示すフローチャートである。
 第1のユーザからの指示情報が制御部330に入力されると(ステップS1)、制御部330は、一定の確率に基づいてイベントを発生させるか否かを判定する(ステップS2)。イベントを発生させないと判定すると(ステップS2:NO)、処理を終了する。制御部330が、イベントを発生させると判定すると(ステップS2:YES)、選択部332が、第1のユーザのイベントに用いる選択オブジェクトを、第2のユーザに対応付けられてオブジェクト情報記憶部322に記憶されているオブジェクトから選択する。制御部330は、選択部332によって選択された選択オブジェクトに対応する貸し出しフラグに1を対応付けてオブジェクト情報記憶部322に記憶させる(ステップS4)。これにより、第2のユーザが保有するオブジェクトであっても、貸し出しフラグが1であるオブジェクトは、第2のユーザのゲームにおいてイベントが発生した場合、その第2のユーザのゲームにおいて発生したイベントにおいて選択できず、利用が制限される。
Next, an operation example of the game apparatus 1 of the present embodiment will be described. FIG. 3 is a flowchart showing an operation example of the game apparatus 1 of the present embodiment.
When instruction information from the first user is input to the control unit 330 (step S1), the control unit 330 determines whether to generate an event based on a certain probability (step S2). If it is determined not to generate an event (step S2: NO), the process is terminated. If the control unit 330 determines that an event is to be generated (step S2: YES), the selection unit 332 associates the selected object used for the first user event with the second user, and the object information storage unit 322. Select from the objects stored in. The control unit 330 causes the object information storage unit 322 to store 1 in association with the lending flag corresponding to the selected object selected by the selection unit 332 (step S4). Thus, even if the object owned by the second user is an object having a lending flag of 1, if an event occurs in the game of the second user, the event that occurred in the game of the second user Cannot be selected and usage is limited.
 制御部330は、所定の条件が満たされたと判定すると、第2のユーザから選択した選択オブジェクトを用いて第1のユーザのイベントにおける戦闘処理を実行する(ステップS5)。制御部330は、戦闘処理を行うと、ステップS3において選択部332によって選択された選択オブジェクトに対応する貸し出しフラグに0を対応付けてオブジェクト情報記憶部322に記憶させる。これによって、その後に第2のユーザのゲームにおいてイベントが発生した場合、その第2のユーザのゲームにおいて発生したイベントにおいてそのオブジェクトを選択できるようになる。 When the control unit 330 determines that the predetermined condition is satisfied, the control unit 330 executes a battle process in the event of the first user using the selected object selected from the second user (step S5). When performing the battle process, the control unit 330 causes the object information storage unit 322 to store 0 in association with the lending flag corresponding to the selected object selected by the selection unit 332 in step S3. Thereby, when an event occurs in the game of the second user thereafter, the object can be selected in the event that occurred in the game of the second user.
 このように、本実施形態によれば、第1のユーザのゲームのイベントである戦闘において、第2のユーザが保有するオブジェクトを利用するようにしたので、第1のユーザと第2のユーザとが協力して敵キャラクタと戦闘を行うゲームを提供することができる。さらに、選択された第2のユーザのオブジェクトは、戦闘処理に用いられるまで第2のユーザのゲームにおいて利用できなくなるため、どのオブジェクトを用いて戦闘に参加するかといった戦略も第2のユーザにとって重要であり、ゲーム性が高くなる。以下、このようなゲームを提供する実施形態について第2の実施形態を用いて詳細に説明する。 As described above, according to the present embodiment, since the second user uses the object held in the battle that is the event of the first user's game, the first user, the second user, Can cooperate with the enemy character to provide a game. Furthermore, since the selected second user object cannot be used in the second user game until it is used in the battle process, the strategy of which object is used to participate in the battle is also important for the second user. And the game is improved. Hereinafter, an embodiment for providing such a game will be described in detail using a second embodiment.
 <第2の実施形態>
 次に、本発明の第2の実施形態を説明する。第1の実施形態と同様の構成については図1と同一の符号を付し、説明を省略する。図4は、本実施形態によるゲームシステム2の構成を示すブロック図である。ゲームシステム2は、ユーザ端末100-1と、ユーザ端末100-2と、ユーザ端末100-3、・・・と、SNSサーバ200と、ゲーム装置300とのコンピュータ装置を備えており、これらのコンピュータ装置はインターネット網やLAN(Local Area Network)等のネットワークを介して接続されている。ユーザ端末100-1と、ユーザ端末100-2と、ユーザ端末100-3とは同様の構成であるため、特に区別しない場合には、「-1」、「-2」等の記載を省略してユーザ端末100として説明する。ここでは3台のユーザ端末100を図示して説明するが、任意の台数のユーザ端末100がSNSサーバ200に接続されていてもよい。
<Second Embodiment>
Next, a second embodiment of the present invention will be described. The same components as those in the first embodiment are denoted by the same reference numerals as those in FIG. FIG. 4 is a block diagram showing the configuration of the game system 2 according to the present embodiment. The game system 2 includes computer devices including a user terminal 100-1, a user terminal 100-2, a user terminal 100-3,..., An SNS server 200, and a game device 300. The devices are connected via a network such as the Internet network or a LAN (Local Area Network). Since the user terminal 100-1, the user terminal 100-2, and the user terminal 100-3 have the same configuration, descriptions of “−1”, “−2”, and the like are omitted unless particularly distinguished. The user terminal 100 will be described. Although three user terminals 100 are illustrated and described here, an arbitrary number of user terminals 100 may be connected to the SNS server 200.
 まず、ゲームシステム2の概要を説明する。SNSサーバ200は、複数のユーザを会員とするSNSを提供する。ゲーム装置300は、SNSサーバ200によって提供されるSNS上において動作するソーシャルゲームを提供する。ユーザ端末100は、SNSサーバ200によって提供されるSNSのユーザに、ゲーム装置300から提供されるゲームをプレイさせる。 First, the outline of the game system 2 will be described. The SNS server 200 provides an SNS having a plurality of users as members. The game device 300 provides a social game that operates on the SNS provided by the SNS server 200. The user terminal 100 causes a SNS user provided by the SNS server 200 to play a game provided from the game device 300.
 次に、ゲームシステム2が備える各コンピュータ装置の具体的な構成を説明する。
 ユーザ端末100は、ユーザが利用するコンピュータ装置であり、例えばPC(Personal Computer)、タブレットPC、スマートフォンやフィーチャーフォン等の携帯電話機、携帯情報端末(PDA:Personal Digital Assistant)等が適用できる。本実施形態では、ユーザ端末100はスマートフォンであるとして説明する。ユーザ端末100は、入力部110と、通信部120と、表示部130と、記憶部140と、制御部150とを備えている。
Next, a specific configuration of each computer device included in the game system 2 will be described.
The user terminal 100 is a computer device used by the user. For example, a personal computer (PC), a tablet PC, a mobile phone such as a smartphone or a feature phone, a personal digital assistant (PDA), or the like can be applied. In the present embodiment, the user terminal 100 will be described as a smartphone. The user terminal 100 includes an input unit 110, a communication unit 120, a display unit 130, a storage unit 140, and a control unit 150.
 入力部110は、ボタンやタッチパネルなどの入力デバイスを備えており、ユーザからの指示情報の入力を受け付ける。また、入力部110は、ユーザからの指示情報の入力を音声により受け付けるマイクロホンであってもよい。
 通信部120は、ネットワークを介して接続された他のコンピュータ装置と通信する。
 表示部130は、画像やテキスト等の情報を表示するディスプレイであり、例えば液晶表示パネルである。ここで、入力部110と表示部130とは一体に構成されてユーザからの操作を受け付けるタッチパネルでもよい。
 記憶部140には、ユーザ端末100を動作する際に用いる各種情報が記憶される。
The input unit 110 includes input devices such as buttons and a touch panel, and receives input of instruction information from the user. The input unit 110 may be a microphone that accepts input of instruction information from the user by voice.
The communication unit 120 communicates with other computer devices connected via a network.
The display unit 130 is a display that displays information such as images and text, and is a liquid crystal display panel, for example. Here, the input unit 110 and the display unit 130 may be configured integrally and may be a touch panel that receives an operation from the user.
Various information used when operating the user terminal 100 is stored in the storage unit 140.
 制御部150は、ユーザ端末100の制御中枢として機能するCPU(Central Processing Unit)等の情報処理装置を備えており、ユーザ端末100の各部を制御する。例えば、制御部150は、入力部110に入力されるユーザからの指示情報に応じた処理を実行したり、通信部120を介してSNSサーバ200やゲーム装置300から受信するウェブページ等の情報を表示部130に表示させたりする処理を行う。また、制御部150は、SNSサーバ200を介してゲーム装置300と通信を行うことにより所定のゲームを進行させる。 The control unit 150 includes an information processing device such as a CPU (Central Processing Unit) that functions as a control center of the user terminal 100, and controls each unit of the user terminal 100. For example, the control unit 150 executes processing according to the instruction information from the user input to the input unit 110, or receives information such as a web page received from the SNS server 200 or the game device 300 via the communication unit 120. A process of displaying on the display unit 130 is performed. In addition, the control unit 150 advances a predetermined game by communicating with the game apparatus 300 via the SNS server 200.
 本実施形態においてゲーム装置300から提供されるゲームはSNS上において動作するソーシャルゲームであり、制御部150はブラウザアプリケーションを動作させることによりゲームを進行させる。図5から図11は、制御部150が表示部130に表示させるゲーム画面の例を示す図である。図5は、表示部130が表示するゲームの基本画面の例を示す図である。ゲームの基本画面における符号aの領域には、ユーザを示す画像を表示する。この画像は、例えば、SNSにおけるアバター画像を適用してもよい。符号bの領域には、ユーザIDを表示する。符号cの領域には、ゲーム内におけるユーザの各パラメータを表示する。符号dの領域には、ユーザがゲームを開始することを示す指示情報の入力を受け付ける「ゲーム開始」ボタンを表示する。 In the present embodiment, the game provided from the game device 300 is a social game that operates on the SNS, and the control unit 150 advances the game by operating a browser application. 5 to 11 are diagrams showing examples of game screens that the control unit 150 displays on the display unit 130. FIG. FIG. 5 is a diagram illustrating an example of a basic game screen displayed on the display unit 130. An image indicating the user is displayed in the area of the symbol a on the basic screen of the game. For example, an avatar image in SNS may be applied to this image. The user ID is displayed in the area of the symbol b. Each parameter of the user in the game is displayed in the area of reference c. A “game start” button for accepting input of instruction information indicating that the user starts a game is displayed in the area indicated by reference sign d.
 図6は、ゲーム開始ボタンが押下されると表示するゲームの進行画面を示す図である。
 ここでは、所定のエリアであるエリアA1に複数のステージが対応付けられており、このようなステージを進むことによりゲームが進行する。例えば、エリアA1には、エリアA1-1、エリアA1-2、エリアA1-3、エリアA1-4までのステージが対応付けられており、ゲームはこのステージ順に進行する。この図は、符号eに示すエリアA1-1と符号fに示すエリアA1-2とを進み終え、符号gに示すエリアA1-3を進んでいる場合の進行画面である。符号g1の領域には、進行中のステージを識別する「エリアA1-3」の文字を表示する。符号g2の領域には、そのステージの進行度を表示する。進行度は、例えば0から開始し、ユーザが進むごとに加算して、100になった時点でそのステージが終了し、次のステージに移行する。次のステージに移行すると、新たなステージの進行度を0から開始し、ユーザが進むごとに加算する。エリアに定められた全てのステージが終了すると、そのエリアにおけるゲームクリアとなり他のエリアに進む。符号g3の領域には、ユーザに対応する体力を示しており、体力は「進む」ボタンが押下される毎に減少し、0になるとゲームを続けることができなくなる。体力は、例えば一定時間毎(例えば、3分)に一定量(例えば、1)が回復(増加)する。符号g4の領域には、「進む」ボタンを表示しており、このボタンが押下されると、進行度を増加させることによりユーザが進む制御を行う。
FIG. 6 is a diagram illustrating a game progress screen displayed when the game start button is pressed.
Here, a plurality of stages are associated with area A1 which is a predetermined area, and the game progresses by proceeding through such a stage. For example, area A1 is associated with stages from area A1-1, area A1-2, area A1-3, and area A1-4, and the game proceeds in this order of stages. This figure shows a progress screen when the area A1-1 indicated by the symbol e and the area A1-2 indicated by the symbol f have been advanced and the area A1-3 indicated by the symbol g has been advanced. In the area denoted by reference numeral g1, characters “area A1-3” for identifying the stage in progress are displayed. The progress of the stage is displayed in the area denoted by reference numeral g2. The degree of progress starts from 0, for example, and is incremented every time the user advances. When the user reaches 100, the stage ends, and the process proceeds to the next stage. When the next stage is entered, the progress of the new stage starts from 0 and is added each time the user advances. When all the stages defined in the area are completed, the game in that area is cleared and the process proceeds to another area. The area indicated by reference numeral g3 indicates the physical strength corresponding to the user, and the physical strength decreases each time the “forward” button is pressed, and when it reaches 0, the game cannot be continued. The physical strength is recovered (increased) by a certain amount (for example, 1) every certain time (for example, 3 minutes). A “forward” button is displayed in the area denoted by reference numeral g4. When this button is pressed, the user advances control by increasing the degree of progress.
 ここで、本実施形態により提供するゲームにおいて、ユーザがゲームの進行を指示する毎に、定められた確率に基づく抽選処理を行ってユーザに報酬を付与する。ここでユーザに付与する報酬は、例えば、ユーザが敵キャラクタと対戦する際に使用するキャラクタや、キャラクタに装備させる武器や防具等といったアイテムなどのオブジェクトが適用できる。ユーザは、このようなオブジェクトを収集することにより、イベント及びイベント以外のゲーム部分の少なくとも一方を有利に進めることができる。また、ユーザに対応する体力を増加させて回復させる回復薬等のアイテムを、ユーザがゲームの進行を指示する毎に、定められた確率でユーザに報酬として付与することもできる。さらに、一定の確率で敵キャラクタが出現し、イベントが発生する。上記説明では、ユーザがゲームの進行を指示する度に上記抽選処理を行うことを説明したが、これに限るものではなく、次のステージに移動する度に上記処理を行ってもよい。また、次のエリアへ移動する度に上記抽選処理を行ってもよい。 Here, in the game provided by the present embodiment, every time the user instructs the progress of the game, a lottery process based on a predetermined probability is performed to give a reward to the user. Here, as rewards to be given to the user, for example, an object such as a character used when the user battles an enemy character, an item such as a weapon or armor to be equipped on the character, and the like can be applied. By collecting such objects, the user can advantageously advance at least one of the event and the game part other than the event. In addition, an item such as a recovery medicine that recovers by increasing the physical strength corresponding to the user can be given to the user as a reward at a predetermined probability every time the user instructs the progress of the game. Furthermore, an enemy character appears with a certain probability and an event occurs. In the above description, the lottery process is performed every time the user instructs the progress of the game. However, the present invention is not limited to this, and the process may be performed every time the user moves to the next stage. In addition, the lottery process may be performed every time the user moves to the next area.
 図7は、敵キャラクタが出現しイベントが発生した際の戦闘画面を示す図である。符号hの領域には、敵キャラクタの体力を表示する。体力は、ユーザが敵キャラクタに攻撃することにより減少し、体力が0になるとその敵キャラクタを倒したこととなるパラメータである。符号iの領域には、敵キャラクタの姿を示す画像を表示する。符号jの領域には、ユーザが敵キャラクタとの戦闘において使用する選択オブジェクトを表示する。符号kの領域には、「戦闘開始」ボタンを表示しており、このボタンが押下されると戦闘処理を行う。 FIG. 7 is a diagram showing a battle screen when an enemy character appears and an event occurs. The physical strength of the enemy character is displayed in the area of symbol h. The physical strength is a parameter that decreases when the user attacks the enemy character and defeats the enemy character when the physical strength becomes zero. An image showing the appearance of the enemy character is displayed in the area of symbol i. In the area denoted by reference sign j, a selected object used by the user in a battle with an enemy character is displayed. A “battle start” button is displayed in the area of the symbol k, and when this button is pressed, a battle process is performed.
 図8は、イベントにおける戦闘処理において敵キャラクタの体力が0にならず、敵キャラクタを倒せなかった場合の救援依頼画面の例を示す図である。符号lの領域に示される敵キャラクタの体力は戦闘処理前に比べて減少しているが、0には至っていない。この場合、ユーザはイベントとしての戦闘を終了する(イベントをクリアする)ことができない。そこで、符号mの領域に、他のユーザに対する救援依頼を送るための「救援依頼」ボタンを表示する。以下、救援依頼を出す第1のユーザを特に主ユーザといい、救援依頼を受ける第2のユーザを特に仲間ユーザという。 FIG. 8 is a diagram showing an example of a rescue request screen when the enemy character's physical strength does not become zero in the event battle process and the enemy character cannot be defeated. Although the enemy character's physical strength shown in the area | region of the code | symbol 1 has decreased compared with the battle process before, it has not reached 0. In this case, the user cannot end the battle as an event (clear the event). Therefore, a “rescue request” button for sending a rescue request to another user is displayed in the area of the symbol m. Hereinafter, the 1st user who makes a relief request is called a main user especially, and the 2nd user who receives a relief request is especially called a fellow user.
 図9は、主ユーザからの救援依頼を受けた仲間ユーザに対して表示される救援依頼通知画面の例を示す図である。ここでは、基本画面における符号nの領域に、主ユーザからの救援依頼がきたことを表示して通知する。符号oの領域に、救援依頼に応答する場合に押下する「救援」ボタンを表示する。 FIG. 9 is a diagram illustrating an example of a rescue request notification screen displayed for a fellow user who has received a rescue request from the main user. Here, the fact that a rescue request has been received from the main user is displayed and notified in the area of the symbol n on the basic screen. In the area of the symbol o, a “rescue” button to be pressed when responding to the rescue request is displayed.
 図10は、「救援」ボタンが押下された場合に表示する救援オブジェクト選択画面の例を示す図である。符号pの領域には、救援依頼に応答する仲間ユーザが保有するオブジェクトのリストを表示する。ここで、各オブジェクトにはそのオブジェクトを選択するラジオボタンを対応付けて表示する。符号qの領域には、救援依頼に応答するオブジェクトを確定する「確定」ボタンを表示する。このボタンが押下されると、その時点でラジオボタンにより選択されていたオブジェクトを救援に出すものとして確定する。
 図11は、救援応答を受けた戦闘画面の例を示す図である。符号rの領域に救援依頼を出した主ユーザのオブジェクトを表示するとともに、符号sの領域に救援依頼に応答した仲間ユーザのオブジェクトを表示する。
FIG. 10 is a diagram illustrating an example of a rescue object selection screen displayed when the “rescue” button is pressed. A list of objects held by fellow users who respond to the rescue request is displayed in the area indicated by reference sign p. Here, a radio button for selecting the object is displayed in association with each object. In the area of the symbol q, a “confirm” button for confirming an object that responds to the rescue request is displayed. When this button is pressed, the object selected by the radio button at that time is confirmed as being sent out for relief.
FIG. 11 is a diagram illustrating an example of a battle screen that has received a rescue response. While displaying the object of the main user who made the relief request in the area | region of the code | symbol r, the object of the fellow user who responded to the relief request is displayed in the area | region of the code | symbol s.
 図4に戻り、SNSサーバ200は、SNSを提供するコンピュータ装置であり、制御部210と、ユーザ情報記憶部220と、通信部230とを備えている。
 制御部210は、例えばウェブサーバの機能を備えており、予め定められたプログラムに基づいてSNSを提供する。
Returning to FIG. 4, the SNS server 200 is a computer device that provides an SNS, and includes a control unit 210, a user information storage unit 220, and a communication unit 230.
The control unit 210 has, for example, a web server function, and provides an SNS based on a predetermined program.
 ユーザ情報記憶部220には、SNSを利用する会員であるユーザに関するユーザ情報が記憶される。図12は、ユーザ情報記憶部220に記憶されるユーザ情報のデータ例を示す図である。ユーザ情報には、ユーザIDと、フレンドユーザIDと、メールアドレスとが含まれる。ユーザIDは、SNSにおいてユーザを識別する情報である。フレンドユーザIDは、SNSにおいて対応付けられた他のユーザのユーザIDである。例えば、フレンドユーザとして対応付けられたユーザ間ではSNSにおける各種情報が共有されるように制御される。メールアドレスは、ユーザのメールアドレスである。 The user information storage unit 220 stores user information related to users who are members who use SNS. FIG. 12 is a diagram illustrating an example of user information data stored in the user information storage unit 220. The user information includes a user ID, a friend user ID, and an email address. The user ID is information for identifying the user in the SNS. The friend user ID is a user ID of another user associated with the SNS. For example, control is performed so that various types of information in the SNS are shared among users associated as friend users. The e-mail address is the user's e-mail address.
 図4に戻り、通信部230は、ネットワークを介して接続された他のコンピュータ装置と通信する。
 上記構成を用いて、SNSサーバ200は、ユーザ端末100を介してユーザにSNSを提供する。また、ユーザ端末100とゲーム装置300との通信を中継する。本実施形態においては、ユーザ端末100とゲーム装置300との間の通信は全てSNSサーバ200を介して行われるものとするが、ユーザ端末100とゲーム装置300とが直接通信を行うようにしてもよい。
Returning to FIG. 4, the communication unit 230 communicates with other computer devices connected via a network.
Using the above configuration, the SNS server 200 provides the SNS to the user via the user terminal 100. Further, the communication between the user terminal 100 and the game apparatus 300 is relayed. In the present embodiment, all communication between the user terminal 100 and the game apparatus 300 is performed via the SNS server 200, but the user terminal 100 and the game apparatus 300 may directly communicate with each other. Good.
 ゲーム装置300は、SNS上で動作するソーシャルゲームを提供するコンピュータ装置であり、通信部310と、記憶部320と、制御部330とを備えている。
 通信部310は、ネットワークを介して接続された他のコンピュータ装置と通信する。
The game apparatus 300 is a computer apparatus that provides a social game that operates on the SNS, and includes a communication unit 310, a storage unit 320, and a control unit 330.
The communication unit 310 communicates with other computer devices connected via a network.
 記憶部320は、RAM(Random Access Memory)やROM(Read Only Memory)、HDD(Hard Disk Drive)等の記録媒体またはこれらの組合せを用いて構成され、ゲーム装置300が実行するプログラム(ゲームプログラム)や、ソーシャルゲームを提供するために利用する各種情報が記憶される。記憶部320は、ユーザ情報記憶部321と、オブジェクト情報記憶部322とを備えている。 The storage unit 320 is configured using a recording medium such as RAM (Random Access Memory), ROM (Read Only Memory), HDD (Hard Disk Drive), or a combination thereof, and a program (game program) executed by the game device 300 In addition, various information used for providing a social game is stored. The storage unit 320 includes a user information storage unit 321 and an object information storage unit 322.
 ユーザ情報記憶部321は、ゲーム装置300が提供するゲームをプレイするユーザに関するユーザ情報を記憶する。図13は、ユーザ情報記憶部321が記憶するユーザ情報のデータ例を示す図である。ユーザ情報には、ユーザIDと、仲間ユーザIDと、レベルと、経験値と、体力(現状値/上限値)と、攻撃ポイント(現状値/上限値)と、防御ポイント(現状値/上限値)と、進行ステージと、進行度とが含まれる。ユーザIDは、ゲーム装置300が提供するソーシャルゲームをプレイするユーザを識別する情報である。
ユーザIDは、SNSサーバ200によって提供されるSNSにおけるユーザIDと同一でもよい。
The user information storage unit 321 stores user information regarding a user who plays a game provided by the game apparatus 300. FIG. 13 is a diagram illustrating a data example of user information stored in the user information storage unit 321. The user information includes user ID, fellow user ID, level, experience value, physical strength (current value / upper limit value), attack point (current value / upper limit value), and defense point (current value / upper limit value). ), Progress stage, and degree of progress. The user ID is information for identifying a user who plays a social game provided by the game apparatus 300.
The user ID may be the same as the user ID in the SNS provided by the SNS server 200.
 仲間ユーザIDは、ユーザに対応付けられた他のユーザである仲間ユーザのユーザIDである。本実施形態では、SNSにおけるフレンドユーザと、ソーシャルゲームにおける仲間ユーザとは別個に管理する例を示すが、仲間ユーザIDは、SNSにおけるフレンドユーザIDと同一でもよい。 A fellow user ID is a user ID of a fellow user who is another user associated with the user. In this embodiment, although the example managed separately from the friend user in SNS and the associate user in a social game is shown, associate user ID may be the same as the friend user ID in SNS.
 レベルは、ゲーム内におけるユーザの成長度を示す情報であり、ゲーム内におけるユーザの強さの段階を示す。例えば、ステージを進む毎にユーザに報酬として経験値を付与し、経験値が定められた閾値を超えると、レベルの値を増加させる。レベルの値が増加すると、例えば、体力の上限値等が増加する。また、レベルの値が増加することに応じて、例えば後述する攻撃ポイントや防御ポイントが増加して1回の戦闘に使用できるオブジェクトの個数が増加したり、アイテムの熟練度が上がることにより攻撃力が増加する等の制御を行うこともできる。あるいは、例えばゲーム内において一人のユーザに対応付けることができる仲間ユーザの数に上限値を設けておき、レベルの値が増加することに応じて、仲間ユーザの数の上限値が増加するような制御を行うこともできる。経験値は、ユーザに対応するキャラクタがステージを進むことにより付与する報酬である。 Level is information indicating the degree of growth of the user in the game, and indicates the level of the user's strength in the game. For example, each time a stage is advanced, an experience value is given to the user as a reward. When the experience value exceeds a predetermined threshold, the level value is increased. When the level value increases, for example, the upper limit value of physical strength increases. Also, as the level value increases, for example, the number of objects that can be used in one battle increases as the attack points and defense points described later increase, and the attack power increases as the skill level of the item increases. It is also possible to perform control such as increasing. Alternatively, for example, an upper limit value is set for the number of fellow users that can be associated with one user in the game, and the upper limit value for the number of fellow users increases as the level value increases. Can also be done. The experience value is a reward given when the character corresponding to the user advances through the stage.
 体力(現状値/上限値)は、ゲーム内においてユーザが行動する際に減少する値であり、例えばステージを進む毎に減少し、一定時間経過する毎に増加して回復する。あるいは、例えば回復薬等のアイテムを使用することにより増加する。そして、現状値は、現在の体力の値であり、上限値は体力が回復する際の上限値である。攻撃ポイント(現状値/上限値)は、敵キャラクタに戦闘を仕掛ける際に必要となるポイントである。後述するように、戦闘に用いるオブジェクトには所要ポイントが対応付けられており、ユーザは、自身が保有するN個(Nは自然数。例えば、50)のオブジェクトのうちから、この所要ポイントの合計値が攻撃ポイントの現状値を超えない範囲で、上限M個(MはN以下の自然数。例えば、10)までのオブジェクトを選択して戦闘に用いることができる。攻撃ポイントは、オブジェクトを用いた戦闘によって減少し、所定の時間が経過する毎に増加して回復する。 Physical strength (current value / upper limit) is a value that decreases when the user acts in the game. For example, the physical strength decreases every time the stage progresses, and increases every time a certain time elapses to recover. Or it increases by using items, such as recovery medicine, for example. The current value is the value of the current physical strength, and the upper limit value is the upper limit value when the physical strength recovers. The attack point (current value / upper limit value) is a point that is required when a battle is performed on an enemy character. As will be described later, a required point is associated with an object used for a battle, and the user can select a total value of the required points from among N objects (N is a natural number, for example, 50) held by the user. Can be selected and used for battle within the range that does not exceed the current value of the attack point, up to M objects (M is a natural number equal to or less than N, for example, 10). The attack point is decreased by the battle using the object, and is increased and recovered every time a predetermined time elapses.
 防御ポイント(現状値/上限値)は、敵キャラクタから戦闘を仕掛けられた際に必要となるポイントである。攻撃ポイントと同様に、ユーザは、自身が保有するN個のオブジェクトのうちから、オブジェクトの所要ポイントの合計値が防御ポイントの現状値を超えない範囲で、上限M個(Mは自然数)までのオブジェクトを選択して戦闘に用いることができる。防御ポイントは、オブジェクトを用いた戦闘によって減少しない。なお、攻撃ポイと同様に、戦闘によって減少し、所定の時間が経過する毎に増加して回復する構成としてもよい。進行ステージは、ユーザが進行中のエリアにおけるステージを識別する情報である。進行度は、ステージにおいてユーザが進んでいる度合いを示す値である。 Defense points (current value / upper limit) are points that are required when a battle is set up by an enemy character. Like the attack points, the user can set the maximum number of required points of the objects from the N objects that he owns to the upper limit M (M is a natural number) within a range not exceeding the current value of the defense points. You can select an object and use it for battle. Defense points are not reduced by combat using objects. In addition, it is good also as a structure which reduces by battle and increases and recovers every predetermined time similarly to attack poi. The progress stage is information for identifying a stage in an area in which the user is in progress. The degree of progress is a value indicating the degree of progress of the user on the stage.
 オブジェクト情報記憶部322には、ユーザが保有するオブジェクトに関するオブジェクト情報が記憶される。図14は、オブジェクト情報のデータ例を示す図である。ここでは、オブジェクト情報には、ユーザIDと、オブジェクトIDと、オブジェクト名と、所要ポイントと、攻撃力と、防御力と、攻撃オブジェクトフラグと、防御オブジェクトフラグと、貸し出しフラグとの情報が含まれる。ユーザIDは、オブジェクトを保有するユーザを識別する情報である。オブジェクトIDは、オブジェクトを識別する情報である。カード名はオブジェクトの名称であり、例えばオブジェクトに示されるキャラクタの名称である。 The object information storage unit 322 stores object information related to objects held by the user. FIG. 14 is a diagram illustrating a data example of the object information. Here, the object information includes information on a user ID, an object ID, an object name, a required point, an attack power, a defense power, an attack object flag, a defense object flag, and a lending flag. . The user ID is information for identifying the user who owns the object. The object ID is information for identifying the object. The card name is the name of the object, for example, the name of the character shown in the object.
 所要ポイントは、オブジェクトを戦闘に参加させる際に必要となる攻撃ポイント又は防御ポイントを示す値である。攻撃力は、対応するオブジェクトを戦闘において使用した場合に敵キャラクタに与えるダメージの程度を示す能力値である。防御力は、対応するオブジェクトを戦闘において使用した場合に敵キャラクタから与えられる攻撃を防御する能力値である。
 攻撃オブジェクトフラグは、選択部332が戦闘において攻撃に用いるオブジェクトを自動的に選択する際に、優先的に選択するオブジェクトであるか否かを示す情報である。
ユーザは、自身が保有するオブジェクトのうち、任意のオブジェクトを優先的に戦闘に用いる攻撃オブジェクトとして設定しておくことができる。例えば、攻撃オブジェクトフラグの値が0であればそのオブジェクトが攻撃オブジェクトとして選択されていないことを示し、攻撃オブジェクトフラグの値が1であればそのオブジェクトが攻撃オブジェクトとして選択されていることを示す。このような攻撃オブジェクトフラグの設定がない場合(攻撃オブジェクトフラグが1であるオブジェクトが戦闘で使用されるオブジェクトの数よりも少ない場合)は、攻撃オブジェクトとして選択されていない(攻撃オブジェクトフラグの値が0である)オブジェクトから戦闘に用いるオブジェクトを自動的に選択する。
The required point is a value indicating an attack point or a defense point that is required when an object participates in a battle. The attack power is an ability value indicating the degree of damage to the enemy character when the corresponding object is used in battle. The defensive power is an ability value that defends an attack given by an enemy character when the corresponding object is used in battle.
The attack object flag is information indicating whether or not the object is preferentially selected when the selection unit 332 automatically selects an object to be used for an attack in a battle.
The user can set an arbitrary object as an attack object that is preferentially used in battle among objects held by the user. For example, if the value of the attack object flag is 0, it indicates that the object is not selected as an attack object, and if the value of the attack object flag is 1, it indicates that the object is selected as an attack object. When there is no such attack object flag setting (when the number of objects having an attack object flag of 1 is less than the number of objects used in battle), the attack object flag is not selected (the value of the attack object flag is The object used for the battle is automatically selected from the objects (which is 0).
 防御オブジェクトフラグは、選択部332が防御に用いるオブジェクトを自動的に選択する際に、優先的に選択するオブジェクトであるか否かを示す情報である。攻撃オブジェクトと同様に、ユーザは、自身が保有するオブジェクトのうち、任意のオブジェクトを優先的に防御に用いる防御オブジェクトとして設定しておくことができる。例えば、防御オブジェクトフラグの値が0であればそのオブジェクトが防御オブジェクトとして選択されていないことを示し、防御オブジェクトフラグの値が1であればそのオブジェクトが防御オブジェクトとして選択されていることを示す。このような防御オブジェクトフラグの設定がない場合(防御オブジェクトフラグが1であるオブジェクトが防御で使用されるオブジェクトの数よりも少ない場合)は、として選択されていない(防御オブジェクトフラグの値が0である)オブジェクトから防御に用いるオブジェクトを自動的に選択する。貸し出しフラグは、そのオブジェクトが他のユーザに対する救援に出されて貸し出されているか否かを示す情報である。 The defense object flag is information indicating whether or not the object is preferentially selected when the selection unit 332 automatically selects an object used for defense. Similar to the attack object, the user can set an arbitrary object as a defense object to be used for defense preferentially among the objects held by the user. For example, if the value of the defense object flag is 0, it indicates that the object is not selected as a defense object, and if the value of the defense object flag is 1, it indicates that the object is selected as a defense object. When there is no such defense object flag setting (when the number of objects with a defense object flag of 1 is smaller than the number of objects used in defense), it is not selected (the value of the defense object flag is 0). Automatically select an object to be used for defense from an object. The lending flag is information indicating whether or not the object is lent out for relief to other users.
 図4に戻り、制御部330は、通知部331と、選択部332と、ゲーム進行部333と、抽選部334とを備えている。そして、複数のユーザのそれぞれが保有するオブジェクトの少なくとも一部を用いて、ユーザ毎に進めるゲームの進行中に発生するイベントを行うことを可能にする。 Returning to FIG. 4, the control unit 330 includes a notification unit 331, a selection unit 332, a game progression unit 333, and a lottery unit 334. Then, it is possible to perform an event that occurs during the progress of the game advanced for each user, using at least a part of the objects held by each of the plurality of users.
 通知部331は、主ユーザのゲームの進行中にイベントが発生し、救援依頼画面において主ユーザにより「救援依頼」ボタンが押下された場合に、その主ユーザの仲間ユーザに対するオブジェクト貸与依頼である救援依頼を通知する。例えば、通知部331は、仲間ユーザがログインした際に、ユーザ端末100の表示部130に救援依頼通知画面を表示させる。 The notification unit 331 is a relief that is an object loan request for a fellow user of the main user when an event occurs during the game of the main user and the “rescue request” button is pressed by the main user on the rescue request screen. Notify the request. For example, the notification unit 331 displays a rescue request notification screen on the display unit 130 of the user terminal 100 when a fellow user logs in.
 選択部332は、オブジェクト情報記憶部322に記憶されているユーザが保有するオブジェクトから、イベントに用いるオブジェクトを選択する。ここで、オブジェクト情報記憶部322は、主ユーザからの救援依頼に応じた救援依頼通知画面において、仲間ユーザによって「救援依頼に応答」ボタンが押下されると、救援オブジェクト選択画面を仲間ユーザのユーザ端末100の表示部130に表示させる。選択部332は、救援オブジェクト選択画面において、その仲間ユーザが保有するオブジェクトのうち主ユーザに貸与する選択オブジェクトの入力を受け付け、入力された選択オブジェクトを選択する。 The selection unit 332 selects an object to be used for the event from the objects held by the user stored in the object information storage unit 322. Here, the object information storage unit 322 displays the rescue object selection screen as the user of the fellow user when the “respond to rescue request” button is pressed by the fellow user on the rescue request notification screen corresponding to the rescue request from the main user. It is displayed on the display unit 130 of the terminal 100. In the relief object selection screen, the selection unit 332 receives an input of a selection object that is lent to the main user among the objects held by the fellow user, and selects the input selection object.
 すなわち、選択部332は、通知部331によって通知された主ユーザからの救援依頼に応じて、仲間ユーザから、その仲間ユーザが保有するオブジェクトのうち主ユーザに貸与する選択オブジェクトの入力を受け付け、入力された選択オブジェクトを選択する。このように本実施形態では、救援依頼の通知を受けた時点で仲間ユーザが救援依頼に応答するか否かを判断し、救援依頼に応答する場合には、救援に出すオブジェクトを選択する指示情報を入力する。ここで、仲間ユーザは、所定時間の間、救援に出したオブジェクトを利用できなくなるので、どのオブジェクトを救援に出すかを状況に応じて判断する必要があり、ゲームにおける戦略性が増し、ゲーム性を高めることができる。 That is, the selection unit 332 accepts an input of a selection object to be lent to the main user from among the users held by the fellow user, in response to the rescue request from the main user notified by the notification unit 331, and the input Select the selected object. As described above, in this embodiment, it is determined whether or not the fellow user responds to the rescue request at the time of receiving the rescue request, and when responding to the rescue request, instruction information for selecting an object to be rescued Enter. Here, since the fellow user cannot use the object that has been rescued for a predetermined period of time, it is necessary to determine which object is to be rescued according to the situation, and the strategy in the game increases, and the game characteristics Can be increased.
 ゲーム進行部333は、記憶部に記憶されているゲームプログラムに基づき、ユーザから入力される指示情報に応じた処理を実行することで、上述のようなゲームの進行中において発生したイベントに関する処理を制御する。例えば、ゲーム進行部333は、主ユーザからの救援依頼に応じて、選択部332によって仲間ユーザの選択オブジェクトが選択されると、選択されたオブジェクト情報の貸し出しフラグに1を対応付けて、オブジェクト情報記憶部322に記憶させる。また、ゲーム進行部333は、主ユーザからの救援依頼に応じて、選択部332によって選択された仲間ユーザの選択オブジェクトに対応するパラメータに基づいて、イベントにおける所定の条件が満たされたか否かを判定し、所定の条件が満たされたと判定した場合、その仲間ユーザに報酬を付与する。 The game progression unit 333 executes processing according to the instruction information input from the user based on the game program stored in the storage unit, thereby performing the process related to the event that occurs during the progress of the game as described above. Control. For example, when the selection unit 332 selects the selection object of the fellow user in response to a rescue request from the main user, the game progression unit 333 associates 1 with the rental flag of the selected object information, and the object information The data is stored in the storage unit 322. In addition, the game progression unit 333 determines whether or not a predetermined condition in the event is satisfied based on a parameter corresponding to the selection object of the fellow user selected by the selection unit 332 in response to a rescue request from the main user. If it is determined and it is determined that a predetermined condition is satisfied, a reward is given to the fellow user.
 例えば、選択部332によって選択された仲間ユーザの選択オブジェクトに対応するパラメータである攻撃力の合計値が、所定の条件である敵キャラクタの体力を超えると判定した場合、その敵キャラクタを倒す戦闘処理を行って、主ユーザの勝利とする。そして、救援依頼に応じた仲間ユーザに報酬を付与する。報酬とは、例えば、キャラクタやアイテム等のオブジェクト、経験値、ゲーム内における通貨等である。このようにすれば、救援依頼に応じてオブジェクトを救援に出し、主ユーザの戦闘処理において敵キャラクタが倒されると報酬が付与されるので、仲間ユーザに対して救援依頼に応じる動機付けを与えることができる。これにより、ユーザ間のコミュニケーションを促すことができ、ゲーム性を高めることができる。 For example, when it is determined that the total value of the attack power that is a parameter corresponding to the selection object of the fellow user selected by the selection unit 332 exceeds the physical strength of the enemy character that is a predetermined condition, a battle process for defeating the enemy character To win the main user. And reward is given to the fellow user according to the relief request. The reward is, for example, an object such as a character or an item, an experience value, a currency in the game, or the like. If it does in this way, since an object will be rescued according to a relief request and a reward will be given if an enemy character is defeated in the battle process of the main user, the motivation according to a relief request will be given to a fellow user. Can do. Thereby, communication between users can be promoted and game nature can be improved.
 ここで、ゲーム進行部333は、選択部332によって選択された仲間ユーザの選択オブジェクトに対応するパラメータである攻撃力の合計値が、所定の条件が満たされないと判定した場合、仲間ユーザに報酬を付与しない。すなわち、救援依頼に応じてオブジェクトを救援に出しても、主ユーザの戦闘処理において敵キャラクタが倒せないと報酬を得ることができないので、仲間ユーザに、より攻撃力の高いオブジェクトを救援依頼に出す動機付けを与えることができる。これにより、ユーザ間のコミュニケーションを促すことができ、ゲーム性を高めることができる。また、戦闘に勝つ見込みのない救援依頼には応じないなどの判断も可能であるため、ゲームにおける戦略性が増し、ゲーム性を高めることができる。 Here, if the game progression unit 333 determines that the total value of the attack power, which is a parameter corresponding to the selection object of the fellow user selected by the selection unit 332, does not satisfy the predetermined condition, the game progression unit 333 rewards the fellow user. Do not grant. That is, even if an object is sent to the rescue in response to the rescue request, a reward cannot be obtained unless the enemy character can be defeated in the battle process of the main user, so an object with higher attack power is sent to the fellow user for the rescue request. Motivation can be given. Thereby, communication between users can be promoted and game nature can be improved. In addition, since it is possible to make a decision such as not responding to a rescue request that is unlikely to win the battle, the strategy in the game increases and the game performance can be improved.
 また、ゲーム進行部333は、所定の条件が満たされたか否かに関わらず、選択部332によって選択された選択オブジェクトが選択されてから所定時間経過後、その選択オブジェクトに対応するオブジェクト情報の貸し出しフラグに0を対応付けて、オブジェクト情報記憶部322に記憶させる。これにより、その選択オブジェクトを仲間ユーザのゲームの進行において利用可能にする。所定時間としては、例えば2時間など、予め時間を設定することができる。また、実際の処理が行われるまでの期間としてもよい。すなわち、仲間ユーザは、救援依頼に応じてオブジェクトを救援に出すと自身がそのオブジェクトを利用できなくなるが、戦闘の経過や結果に関わらず、所定時間経過後には救援に出したオブジェクトを利用可能となるので、気軽に救援依頼に応じることができる。これにより、ユーザは気軽に救援依頼を出したり、その救援依頼に応じたりすることができるため、ユーザ間のコミュニケーションを促すことができ、ゲーム性を高めることができる。 In addition, regardless of whether or not a predetermined condition is satisfied, the game progression unit 333 lends object information corresponding to the selected object after a predetermined time has elapsed since the selection object selected by the selection unit 332 has been selected. The object information storage unit 322 stores the flag in association with 0. Thereby, the selected object can be used in the progress of the game of the fellow user. The predetermined time can be set in advance, for example, 2 hours. Moreover, it is good also as a period until an actual process is performed. That is, when a fellow user puts out an object in response to a rescue request, he / she can no longer use the object, but regardless of the progress or result of the battle, the object that has been rescued can be used after a predetermined time. So, you can feel free to respond to the rescue request. Thereby, since a user can make a relief request casually or can respond to the relief request, communication between users can be promoted and game nature can be improved.
 抽選部334は、ユーザから入力される指示情報に応じてユーザに付与する報酬を抽選し、抽選により選択した報酬をユーザに付与する抽選処理を行う。報酬は、例えば、キャラクタやアイテム等のオブジェクトである。抽選処理とは、抽選対象である複数種類の報酬から、所定の確率に基づいて、ユーザに付与する一の報酬を選択する処理をいう。 The lottery unit 334 performs a lottery process for lottering a reward to be given to the user according to the instruction information input from the user and giving the user the reward selected by the lottery. The reward is, for example, an object such as a character or an item. The lottery process refers to a process of selecting one reward to be given to the user based on a predetermined probability from a plurality of types of rewards to be selected.
 次に、図面を参照して、本実施形態によるゲームシステム2の動作例を説明する。図15は、本実施形態によるゲームシステム2の動作例を示すフローチャートである。
 ゲーム開始の事前処理として、ユーザ端末100は、主ユーザから入力されるアカウント情報をSNSサーバ200に送信し、SNSサーバ200が提供するSNSにログインする。ユーザ端末100は、ゲーム装置300によって提供されるゲームの提供要求をSNSサーバ200に送信する。SNSサーバ200は、ゲーム装置300にゲームの基本画面の送信要求を送信する。ゲーム装置300は、SNSサーバ200を介して、ゲームの基本画面をユーザ端末100に送信する。
Next, an operation example of the game system 2 according to the present embodiment will be described with reference to the drawings. FIG. 15 is a flowchart showing an operation example of the game system 2 according to the present embodiment.
As pre-processing for starting the game, the user terminal 100 transmits account information input from the main user to the SNS server 200 and logs in to the SNS provided by the SNS server 200. The user terminal 100 transmits a game provision request provided by the game device 300 to the SNS server 200. The SNS server 200 transmits a game basic screen transmission request to the game apparatus 300. The game device 300 transmits the basic game screen to the user terminal 100 via the SNS server 200.
 ユーザ端末100の通信部120が、ゲーム装置300から送信されたゲームの基本画面を受信すると、制御部150は、通信部120が受信した基本画面を表示部130に表示させる。基本画面に含まれる「ゲーム開始」ボタンが押下され、入力部110にゲーム開始の指示情報が入力されると、制御部150は、通信部120を介してゲーム装置300にゲームの進行画面の送信要求を送信する。ゲーム装置300は、ユーザ端末100から送信されるゲームの進行画面の送信要求に応じて、ゲームの進行画面をユーザ端末100に送信する。 When the communication unit 120 of the user terminal 100 receives the basic screen of the game transmitted from the game device 300, the control unit 150 causes the display unit 130 to display the basic screen received by the communication unit 120. When the “game start” button included in the basic screen is pressed and game start instruction information is input to the input unit 110, the control unit 150 transmits a game progress screen to the game apparatus 300 via the communication unit 120. Send a request. The game device 300 transmits a game progress screen to the user terminal 100 in response to a game progress screen transmission request transmitted from the user terminal 100.
 ユーザ端末100の通信部120が、ゲーム装置300から送信されたゲームの進行画面を受信すると、制御部150は、通信部120が受信した進行画面を表示部130に表示させる。進行画面に含まれる「進む」ボタンが押下された指示情報が入力されると(ステップS11)、制御部150は、通信部120を介してゲーム装置300にゲームの進行要求を送信する。ゲーム装置300のゲーム進行部333は、ゲームの進行要求を受信すると、ユーザ情報記憶部321に記憶されている主ユーザのユーザ情報を読み出し、1回の進行に必要な体力を減少させるとともに、1回の進行により与える経験値を増加させて、ユーザ情報記憶部321に記憶させる。また、ゲーム進行部333は、敵キャラクタを出現(イベントを発生)させるか否かを判定する(ステップS12)。 When the communication unit 120 of the user terminal 100 receives the progress screen of the game transmitted from the game device 300, the control unit 150 causes the display unit 130 to display the progress screen received by the communication unit 120. When instruction information indicating that the “forward” button included in the progress screen is pressed is input (step S11), the control unit 150 transmits a game progress request to the game device 300 via the communication unit 120. When the game progress unit 333 of the game device 300 receives the game progress request, the game progress unit 333 reads the user information of the main user stored in the user information storage unit 321 and reduces the physical strength required for one progress. The experience value given by the progress of the number of times is increased and stored in the user information storage unit 321. In addition, the game progression unit 333 determines whether or not an enemy character appears (generates an event) (step S12).
 ゲーム進行部333が、敵キャラクタを出現させ、イベントを発生させるか否かを判定する方法としては、例えば、次の方法が挙げられる。まず、ゲーム進行部333は、イベント発生確率を示す値を予め自身の記憶領域に記憶させておき、0から99までのランダム値を生成して、生成したランダム値が、定められたイベント発生確率の示す値以下であるか否かを判定する。そして、生成したランダム値がイベント発生確率の示す値以下であれば、イベントを発生させると判定し、生成したランダム値がイベント発生確率の示す値を超えていれば、イベントを発生させないと判定する。 As a method for determining whether or not the game progression unit 333 causes an enemy character to appear and generate an event, for example, the following method can be cited. First, the game progression unit 333 stores a value indicating the event occurrence probability in its own storage area in advance, generates a random value from 0 to 99, and the generated random value is a predetermined event occurrence probability. It is determined whether or not it is equal to or less than the value indicated by. If the generated random value is less than or equal to the value indicated by the event occurrence probability, it is determined that an event is generated. If the generated random value exceeds the value indicated by the event occurrence probability, it is determined that no event is generated. .
 ゲーム進行部333が、イベントを発生させないと判定すれば(ステップS12:NO)、処理を終了する。一方、ゲーム進行部333が、イベントを発生させると判定すると(ステップS12:YES)、ユーザ端末100の表示部130に戦闘画面を表示させる。戦闘画面において、「戦闘開始」ボタンが押下されると、ゲーム装置300の選択部332が、主ユーザの戦闘に用いるオブジェクトを選択するオブジェクト選択処理S3-1を行う。以下、選択部332によるオブジェクト選択処理S3-1を図16を参照して詳細に説明する。 If the game progression unit 333 determines not to generate an event (step S12: NO), the process ends. On the other hand, when the game progression unit 333 determines that an event is to be generated (step S12: YES), the battle screen is displayed on the display unit 130 of the user terminal 100. When the “battle start” button is pressed on the battle screen, the selection unit 332 of the game apparatus 300 performs an object selection process S3-1 for selecting an object to be used for the battle of the main user. Hereinafter, the object selection processing S3-1 by the selection unit 332 will be described in detail with reference to FIG.
 図16は、本実施形態のゲーム装置300による図15に示すオブジェクト選択処理(ステップS3-1)の動作例を示すフローチャートである。ここでは、主ユーザは、N個のオブジェクトをゲーム内で所有し、M個のオブジェクトをイベントで使用することができる。また、主ユーザに対応するオブジェクト情報には、攻撃オブジェクトが設定されていない(攻撃オブジェクトフラグが全て0である)として説明する。選択部332は、主ユーザのユーザIDに対応付けられたN個のオブジェクト情報を、オブジェクト情報記憶部322から読み出す。選択部332は、読み出したN個のオブジェクト情報に対応する攻撃力を降順に並べたときに上位M個となるオブジェクト情報を選択する(ステップS30)。ただし、この際、選択部332は、オブジェクト情報に含まれる貸し出しフラグが1であるオブジェクトを除いて選択する。オブジェクト情報に含まれる貸し出しフラグが1であるオブジェクトは、他のユーザに救援に出したオブジェクトだからである。選択部332は、選択したM個のオブジェクト情報の合計所要ポイントを算出する(ステップS31)。 FIG. 16 is a flowchart showing an operation example of the object selection process (step S3-1) shown in FIG. 15 by the game apparatus 300 of the present embodiment. Here, the main user can own N objects in the game and use M objects in the event. Further, it is assumed that no attack object is set in the object information corresponding to the main user (the attack object flag is all 0). The selection unit 332 reads N pieces of object information associated with the user ID of the main user from the object information storage unit 322. The selection unit 332 selects the top M pieces of object information when the attack powers corresponding to the read N pieces of object information are arranged in descending order (step S30). However, at this time, the selection unit 332 selects the objects whose lending flag included in the object information is 1 except for the objects. This is because an object whose lending flag is 1 included in the object information is an object that has been rescued by another user. The selection unit 332 calculates the total required points of the selected M pieces of object information (step S31).
 選択部332は、選択したM個のオブジェクト情報の合計所要ポイントが、主ユーザに対応付けられた攻撃ポイントの現状値以下であるか否かを判定する(ステップS32)。
選択部332は、選択したM個のオブジェクト情報の合計所要ポイントが、主ユーザに対応付けられた攻撃ポイントの現状値以下であると判定すると(ステップS32:YES)、ステップS39に進み、選択したオブジェクトを、イベントに用いるオブジェクトとして確定し、オブジェクト選択処理を終了する。一方、選択したM個のオブジェクト情報の合計所要ポイントが、主ユーザに対応付けられた攻撃ポイントの現状値以下でないと判定すると(ステップS32:NO)、選択したオブジェクトから、最も攻撃力の小さいオブジェクトを除外する(ステップS33)。この時点で、選択したオブジェクトはM-1個である。
The selection unit 332 determines whether the total required points of the selected M pieces of object information are equal to or less than the current value of the attack points associated with the main user (step S32).
When the selection unit 332 determines that the total required points of the selected M pieces of object information are less than or equal to the current value of the attack points associated with the main user (step S32: YES), the selection unit 332 proceeds to step S39 and selects The object is determined as the object used for the event, and the object selection process is terminated. On the other hand, if it is determined that the total required points of the selected M pieces of object information are not less than or equal to the current value of the attack points associated with the main user (step S32: NO), the object with the smallest attack power is selected from the selected objects. Are excluded (step S33). At this point, there are M−1 selected objects.
 そして、選択部332は、選択したM-1個のオブジェクトの合計所要ポイントが、主ユーザに対応付けられた攻撃ポイントの現状値以下であるか否かを判定する(ステップS34)。選択部332は、選択したM-1個のオブジェクトの合計所要ポイントが、主ユーザに対応付けられた攻撃ポイントの現状値以下でないと判定すると(ステップS34:NO)、ステップS33に戻り、選択したオブジェクトから、最も攻撃力の小さいオブジェクトを除外する処理を繰り返す。 Then, the selection unit 332 determines whether or not the total required points of the selected M−1 objects are equal to or smaller than the current value of the attack points associated with the main user (step S34). If the selection unit 332 determines that the total required points of the selected M−1 objects are not less than or equal to the current value of the attack points associated with the main user (step S34: NO), the selection unit 332 returns to step S33 and selects The process of excluding the object with the least attack power from the objects is repeated.
 選択部332は、選択したオブジェクトの合計所要ポイントが、主ユーザに対応付けられた攻撃ポイントの現状値以下であると判定すると(ステップS34:YES)、選択したオブジェクトの合計所要ポイントと、主ユーザの攻撃ポイントの現状値との差を算出する(ステップS35)。選択部332は、算出した差以下である所要ポイントが対応付けられており、かつ貸し出しフラグが0であるオブジェクトが、主ユーザに対応付けられてオブジェクト情報記憶部322に記憶されているか否かを判定する(ステップS36)。 When the selection unit 332 determines that the total required point of the selected object is equal to or less than the current value of the attack point associated with the main user (step S34: YES), the total required point of the selected object and the main user The difference from the current value of the attack point is calculated (step S35). The selection unit 332 determines whether or not an object for which a required point equal to or less than the calculated difference is associated and the lending flag is 0 is associated with the main user and stored in the object information storage unit 322. Determination is made (step S36).
 選択部332は、算出した差以下である所要ポイントが対応付けられており、かつ貸し出しフラグが0であるオブジェクトが、主ユーザに対応付けられてオブジェクト情報記憶部322に記憶されていないと判定すると(ステップS36:NO)、ステップS39に進み、選択したオブジェクトを、イベントに用いるオブジェクトとして確定し、オブジェクト選択処理を終了する。一方、算出した差以下である所要ポイントが対応付けられており、かつ貸し出しフラグが0であるオブジェクトが、主ユーザに対応付けられてオブジェクト情報記憶部322に記憶されていると判定すると(ステップS36:YES)、そのオブジェクトの内で最も攻撃力が高いオブジェクトを、選択したオブジェクトに加える(ステップS37)。選択部332は、選択したオブジェクト数が、M以上であるか否かを判定する(ステップS38)。選択したオブジェクト数が、M以上でないと判定すると(ステップS38:NO)、ステップS36に戻り、選択したオブジェクトを追加する処理を繰り返す。選択部332は、選択したオブジェクト数がM以上であると判定すると(ステップS38:YES)、選択したオブジェクトを、イベントに用いるオブジェクトとして確定し(ステップS39)、図15に示すオブジェクト選択処理(ステップS3-1)を終了する。 When the selection unit 332 determines that an object with a required point that is equal to or less than the calculated difference and whose lending flag is 0 is associated with the main user and is not stored in the object information storage unit 322. (Step S36: NO), the process proceeds to Step S39, the selected object is determined as the object used for the event, and the object selection process is terminated. On the other hand, if it is determined that an object having a required point that is equal to or less than the calculated difference and having a lending flag of 0 is stored in the object information storage unit 322 in association with the main user (step S36). : YES), the object having the highest attack power among the objects is added to the selected object (step S37). The selection unit 332 determines whether the number of selected objects is M or more (step S38). If it is determined that the number of selected objects is not M or more (step S38: NO), the process returns to step S36, and the process of adding the selected object is repeated. If the selection unit 332 determines that the number of selected objects is M or more (step S38: YES), the selection unit 332 determines the selected object as an object to be used for the event (step S39), and the object selection process (step S39) shown in FIG. End S3-1).
 図15に戻り、ステップS13において、選択部332による上述のようなオブジェクト選択処理によって主ユーザが戦闘に用いるオブジェクトが選択されると、ゲーム進行部333は、選択されたオブジェクトに対応する攻撃力の合計値を算出し、算出した合計値を敵キャラクタの体力から減少させる戦闘処理を行うとともに、選択されたオブジェクトに対応する所要ポイントを、主ユーザの攻撃ポイントから減少させる処理を行う。これにより、敵キャラクタの体力の残量が0になれば、主ユーザの勝利と判定し、所定の報酬を主ユーザに付与し(ステップS21)、処理を終了する。 Returning to FIG. 15, when the main user selects an object to be used for the battle by the object selection process as described above by the selection unit 332 in step S <b> 13, the game progression unit 333 displays the attack power corresponding to the selected object. A total value is calculated, a battle process for reducing the calculated total value from the physical strength of the enemy character is performed, and a process for reducing a required point corresponding to the selected object from the attack point of the main user is performed. As a result, when the remaining physical strength of the enemy character becomes 0, it is determined that the main user has won, a predetermined reward is given to the main user (step S21), and the process is terminated.
 ステップS13における戦闘処理において、敵キャラクタの体力が0にならなければ、ゲーム進行部333は、ユーザ端末100に救援依頼画面を表示させる。ユーザ端末100に救援依頼ボタンが押下された指示情報が入力されると、ゲーム装置300の通知部331は、主ユーザに対応付けられた仲間ユーザIDをユーザ情報記憶部321から読み出し、読み出した仲間ユーザIDが示すユーザに救援依頼を通知する(ステップS14)。
具体的には、仲間ユーザがログインした際の基本画面に、救援依頼通知を表示させる。ここで、仲間ユーザがオブジェクトを選択し、基本画面に表示された「救援」ボタンを押下すると、ゲーム進行部333は、選択されたオブジェクト情報に対応する貸し出しフラグに1を対応付けてオブジェクト情報記憶部322に記憶させる(ステップS15)。これにより、仲間ユーザは救援依頼の応答に選択したオブジェクトの使用が自身のゲーム及びイベントにおいて制限され、利用できなくなる。
In the battle process in step S <b> 13, if the enemy character's physical strength is not 0, the game progression unit 333 causes the user terminal 100 to display a rescue request screen. When the instruction information indicating that the rescue request button is pressed is input to the user terminal 100, the notification unit 331 of the game apparatus 300 reads the fellow user ID associated with the main user from the user information storage unit 321, and reads the fellow A rescue request is notified to the user indicated by the user ID (step S14).
Specifically, a rescue request notification is displayed on the basic screen when a fellow user logs in. Here, when the fellow user selects an object and presses the “rescue” button displayed on the basic screen, the game progression unit 333 associates 1 with the lending flag corresponding to the selected object information, and stores the object information. The data is stored in the unit 322 (step S15). As a result, the fellow users are restricted from using the object selected for the response to the rescue request in their games and events, and cannot be used.
 一方、ゲーム進行部333は、ステップS14において救援依頼を通知してからの経過時間を計測し、経過時間が所定時間を経過したか否かを判定する(ステップS16)。所定時間を経過していないと判定すると(ステップS16:NO)、ゲーム進行部333は、主ユーザからの救援依頼に対する仲間ユーザからの応答を待つ(ステップS17)。ステップS15において仲間ユーザからの応答が入力されると、その時点での主ユーザの攻撃ポイントの残量に応じて上述したオブジェクト選択処理を行い、主ユーザが保有するオブジェクトから選択したオブジェクトと、救援依頼の応答として選択された仲間ユーザのオブジェクトとの攻撃力の合計値を算出する。すなわち、この場面での戦闘に用いられる選択オブジェクトは、主ユーザが保有するオブジェクトと、救援依頼に応じた仲間のユーザが保有するオブジェクトとが含まれる複数のオブジェクトによって構成される。 On the other hand, the game progression unit 333 measures the elapsed time after notifying the rescue request in step S14, and determines whether or not the elapsed time has passed a predetermined time (step S16). If it determines with not having passed predetermined time (step S16: NO), the game progress part 333 will wait for the response from the fellow user with respect to the relief request from a main user (step S17). When a response from the fellow user is input in step S15, the object selection process described above is performed according to the remaining amount of attack points of the main user at that time, the object selected from the objects held by the main user, and relief The total value of the attack power with the fellow user object selected as the response to the request is calculated. That is, the selection object used for the battle in this scene is composed of a plurality of objects including an object held by the main user and an object held by a fellow user in response to the rescue request.
 主ユーザが保有するオブジェクトから選択したオブジェクトと、救援依頼の応答として選択された仲間ユーザのオブジェクトとの攻撃力の合計値が敵キャラクタの体力の残量を超えていなければ(ステップS18:NO)、ステップS16に戻る。合計値が敵キャラクタの体力の残量を超えていれば(ステップS18:YES)、戦闘処理を行い、救援依頼に応答した仲間ユーザに報酬を付与する(ステップS19)。この際、戦闘処理を行っても、救援依頼に応じた仲間ユーザの攻撃ポイントは減少させないようにすることができる。 If the total attack power of the object selected from the objects held by the main user and the fellow user object selected as the response to the rescue request does not exceed the remaining physical strength of the enemy character (step S18: NO) Return to step S16. If the total value exceeds the remaining physical strength of the enemy character (step S18: YES), a battle process is performed, and a reward is given to the fellow user who has responded to the rescue request (step S19). At this time, even if battle processing is performed, it is possible to prevent the attack points of fellow users according to the relief request from being reduced.
 ステップS16において、ゲーム進行部333が、救援依頼を通知してからの経過時間が所定時間を経過したと判定した場合、あるいはステップS19の処理を行った場合は、救援依頼に応答した仲間ユーザの選択オブジェクトに対応する貸し出しフラグに0を対応付けてオブジェクト情報記憶部322に記憶させる。これにより、仲間ユーザは救援依頼の応答に選択したオブジェクトを利用可能になる(ステップS20)。 In step S16, when the game progression unit 333 determines that the predetermined time has elapsed since the notification of the rescue request, or when the process of step S19 is performed, the fellow user who responded to the rescue request The object information storage unit 322 stores 0 in association with the lending flag corresponding to the selected object. Thereby, the fellow user can use the selected object for the response to the rescue request (step S20).
 以上説明したように、本実施形態のゲーム装置300によれば、本実施形態によれば、主ユーザの入力に基づいて主となるゲームが進行する間にイベントが発生し、主ユーザから救援依頼を受けた仲間ユーザが、救援依頼に応じて主ユーザの戦闘(イベント)に参加するか否かを判断し、また救援に出すオブジェクトを選択する。これにより、非同期でありながら協力して敵キャラクタを倒すゲーム体験を提供することができる。また、オブジェクトを救援に出してから戦闘処理が行われるまで、すなわち実際に処理が行われるか、あるいは所定時間が経過するまでは、救援に出したオブジェクトを利用できないため、救援に出したオブジェクトが遠征しているかのような演出をすることができ、新たなゲーム性を創出することができる。
 なお、主となるゲームは、プレイヤ毎に進行するゲームであればよい。また、イベントとして発生するゲームは、敵キャラクタとの戦闘に限られるものではなく、主ユーザが主となるゲームを進行中に発生し、複数のユーザがそれぞれ保有するオブジェクトを用いたゲームであればよい。例えば、仲間のユーザにイベントへの参加を募集或いは招待し、参加する仲間のユーザが所有するオブジェクトのパラメータに基づいて抽選を行い、オブジェクトを発見できたか否かを決定する宝探しゲームや、釣り上げたオブジェクトをパラメータに基づいた抽選で決定し、当該オブジェクトの大きさ等に基づいてランキングを競う釣りゲームなどを挙げることができる。また、主となるゲームのステージとは別に、イベントに用いるステージが現れてもよい。
As described above, according to the game device 300 of the present embodiment, according to the present embodiment, an event occurs while the main game progresses based on the input of the main user, and a rescue request is received from the main user. The companion user who received it determines whether or not to participate in the battle (event) of the main user according to the rescue request, and selects an object to be rescued. Thereby, it is possible to provide a game experience of defeating enemy characters in cooperation with each other while being asynchronous. In addition, since the object sent to the rescue cannot be used until the battle process is performed after the object is rescued, that is, until the process is actually performed, or until a predetermined time elapses, the object sent to the rescue is not available. It is possible to produce as if expeditioning, and to create new game characteristics.
The main game may be a game that progresses for each player. In addition, a game that occurs as an event is not limited to a battle with an enemy character, as long as it is a game that occurs while the main user is playing a main game and uses objects held by multiple users. Good. For example, recruiting or inviting fellow users to participate in the event, drawing lots based on the parameters of the objects owned by the participating fellow users, and determining whether or not the objects were found, An example is a fishing game in which an object is determined by a lottery based on parameters, and the ranking is based on the size of the object. In addition to the main game stage, a stage used for an event may appear.
 <他の実施形態>
 次に、本実施形態の他の実施形態について説明する。
 上述のステップS19において、救援依頼に応じた戦闘処理が勝利の結果に終わった場合、仲間ユーザに対して付与する報酬は、全ての仲間ユーザに同様の報酬を付与してもよいが、戦闘への貢献度に応じて報酬を付与することもできる。すなわち、ゲーム進行部333は、戦闘における所定の条件が満たされたと判定した場合、救援に出された選択オブジェクトのパラメータである攻撃力の値に応じて、仲間ユーザに報酬を付与することができる。例えば、複数の仲間ユーザから救援に出された選択オブジェクトの攻撃力の合計値と、ある仲間ユーザから救援に出された選択オブジェクトの攻撃力の比に応じて、所定量の報酬を複数の仲間ユーザに分配して付与することができる。あるいは、攻撃力の降順にオブジェクトを順位付け、順位に応じて報酬を付与してもよい。このようにすれば、救援に出したオブジェクトの攻撃力が高い程、高い報酬が付与されるので、より攻撃力の高いオブジェクトを救援に出す動機を仲間ユーザに与えることができる。これにより、ユーザ間のコミュニーションを促し、ゲーム性を高めることができる。ここで、仲間ユーザが救援に出すオブジェクトは、複数であってもよく、この場合、救援に出した複数のオブジェクトの攻撃力の合計値に応じた報酬が分配されるようにすることもできる。
<Other embodiments>
Next, another embodiment of the present embodiment will be described.
In the above-described step S19, when the battle process corresponding to the rescue request ends in the result of the victory, the reward to be given to the fellow users may be given the same reward to all the fellow users. Rewards can be given according to the degree of contribution. That is, when the game progression unit 333 determines that a predetermined condition in the battle is satisfied, the game progression unit 333 can give a reward to the fellow user in accordance with the value of the attack power that is a parameter of the selected object that is sent to the rescue. . For example, a predetermined amount of reward is given to a plurality of fellows according to the ratio of the total attack power of the selected objects rescued from a plurality of fellow users and the attack power of the selected object rescued from a fellow user. It can be distributed and given to users. Alternatively, the objects may be ranked in descending order of attack power and rewards may be given according to the rank. If it does in this way, since a high reward is awarded, so that the attack power of the object put out to relief is high, the motivation which gives an object with higher attack power to relief can be given to a fellow user. Thereby, the communication between users can be promoted and game nature can be improved. Here, there may be a plurality of objects to be rescued by the fellow user, and in this case, a reward according to the total value of the attack powers of the plurality of objects that have been rescued can be distributed.
 あるいは、仲間ユーザに対して付与する報酬は、抽選部334による抽選処理を行って付与することもできる。例えば、ゲーム進行部333が、戦闘における所定の条件が満たされたと判定した場合、抽選部334は、救援に応じた仲間ユーザに付与する報酬を抽選し、抽選結果に応じた報酬を仲間ユーザに付与する。このように、救援依頼に応じてオブジェクトを救援に出すことの報酬を抽選により決定することで、ゲーム性が増す。 Alternatively, the reward to be given to the fellow user can be given by performing a lottery process by the lottery unit 334. For example, when the game progression unit 333 determines that a predetermined condition in the battle is satisfied, the lottery unit 334 draws a reward to be given to the fellow user according to the relief, and rewards according to the lottery result to the fellow user. Give. Thus, game property increases by determining the reward of taking out an object for relief according to a relief request by lottery.
 また、本実施形態では、仲間ユーザに救援依頼が通知された際に、仲間ユーザによって救援に出すオブジェクトが選択される例を示したが、例えば、予め救援依頼に出すオブジェクトを設定しておき、設定されたオブジェクトを選択オブジェクトとして救援に出すこともできる。あるいは、選択部332が、救援に出すオブジェクトをランダムに選択することもできる。 Moreover, in this embodiment, when the relief request was notified to the fellow user, an example in which the object to be rescued by the fellow user was selected. For example, an object to be submitted to the rescue request is set in advance, The set object can be sent to the rescue as a selected object. Alternatively, the selection unit 332 can randomly select an object to be rescued.
 また、本実施形態では、主ユーザの仲間ユーザに救援依頼を通知する例を示したが、救援依頼を通知する第2のユーザは、仲間ユーザでなくてもよい。例えば、主ユーザのレベルや進行度と同一または近似する他のユーザに対して、救援依頼を通知することができる。ここで、救援依頼を通知する第2のユーザを選択する画面を表示して、主ユーザによって選択された任意のユーザに対して救援依頼を通知することもできる。 Moreover, although the example which notifies a rescue request to the main user's fellow user was shown in this embodiment, the 2nd user who notifies a rescue request may not be a fellow user. For example, a rescue request can be notified to other users who are the same as or close to the level and progress of the main user. Here, the screen which selects the 2nd user who notifies a relief request can also be displayed, and a relief request can also be notified with respect to the arbitrary users selected by the main user.
 また、本実施形態では、ゲーム進行部333は、救援依頼に応じた選択オブジェクトに基づく戦闘処理を、その選択オブジェクトの攻撃力の合計値が敵キャラクタの体力を超えたときに行うこととした。ただし、例えば、選択オブジェクトの攻撃力の合計値が敵キャラクタの体力を超えなくても、所定時間が経過することを条件として戦闘処理を行うこともできるし、所定人数(例えば、5人)から救援が出されたことを条件として、戦闘処理を行うこともできる。 In the present embodiment, the game progression unit 333 performs the battle process based on the selected object corresponding to the rescue request when the total attack power of the selected object exceeds the physical strength of the enemy character. However, for example, even if the total attack power of the selected object does not exceed the physical strength of the enemy character, battle processing can be performed on the condition that a predetermined time elapses, or from a predetermined number (for example, five) A battle process can also be performed on condition that relief has been issued.
 また、本実施形態では、敵キャラクタとの戦闘の際に救援依頼を通知する例を示したが、この他にも、例えば仲間ユーザとの擬似戦闘等において救援依頼を通知し、救援を受けられるようにしてもよい。
 また、本実施形態では、ゲーム進行部333が、救援依頼の通知を受けてからの経過時間を計測し、経過時間が所定時間を超えた場合に、選択オブジェクトの貸し出しフラグを0にする例を示した。ただし、経過時間を計測しなくても、例えば、救援依頼を通知した時刻を記憶しておき、主ユーザや仲間ユーザからの指示情報を受信した時に、その時刻と救援依頼を通知した時刻とを比較して、所定時間を経過したか否かを判定することもできる。
Moreover, although the example which notifies a rescue request in the case of a battle with an enemy character was shown in this embodiment, in addition to this, a rescue request is notified in a simulated battle etc. with a fellow user etc., and it can receive relief. You may do it.
Moreover, in this embodiment, the game progress part 333 measures the elapsed time after receiving the notification of a relief request, and when the elapsed time exceeds predetermined time, the example which sets the rental flag of the selection object to 0 is shown. Indicated. However, even if the elapsed time is not measured, for example, the time when the rescue request is notified is stored, and when the instruction information from the main user or the fellow user is received, the time and the time when the rescue request is notified are stored. In comparison, it can also be determined whether or not a predetermined time has elapsed.
 なお、本発明における処理部の機能を実現するためのプログラムをコンピュータ読み取り可能な記録媒体に記録して、この記録媒体に記録されたプログラムをコンピュータシステムに読み込ませ、実行することによりゲームの制御を行ってもよい。なお、ここでいう「コンピュータシステム」とは、OSや周辺機器等のハードウェアを含むものとする。また、「コンピュータシステム」は、ホームページ提供環境(あるいは表示環境)を備えたWWWシステムも含むものとする。また、「コンピュータ読み取り可能な記録媒体」とは、フレキシブルディスク、光磁気ディスク、ROM、CD-ROM等の可搬媒体、コンピュータシステムに内蔵されるハードディスク等の記憶装置のことをいう。さらに「コンピュータ読み取り可能な記録媒体」とは、インターネット等のネットワークや電話回線等の通信回線を介してプログラムが送信された場合のサーバやクライアントとなるコンピュータシステム内部の揮発性メモリ(RAM)のように、一定時間プログラムを保持しているものも含むものとする。 The program for realizing the function of the processing unit in the present invention is recorded on a computer-readable recording medium, and the program recorded on the recording medium is read into the computer system and executed to control the game. You may go. Here, the “computer system” includes an OS and hardware such as peripheral devices. The “computer system” includes a WWW system having a homepage providing environment (or display environment). The “computer-readable recording medium” refers to a storage device such as a flexible medium, a magneto-optical disk, a portable medium such as a ROM or a CD-ROM, and a hard disk incorporated in a computer system. Further, the “computer-readable recording medium” refers to a volatile memory (RAM) in a computer system that becomes a server or a client when a program is transmitted via a network such as the Internet or a communication line such as a telephone line. In addition, those holding programs for a certain period of time are also included.
 また、上記プログラムは、このプログラムを記憶装置等に格納したコンピュータシステムから、伝送媒体を介して、あるいは、伝送媒体中の伝送波により他のコンピュータシステムに伝送されてもよい。ここで、プログラムを伝送する「伝送媒体」は、インターネット等のネットワーク(通信網)や電話回線等の通信回線(通信線)のように情報を伝送する機能を有する媒体のことをいう。また、上記プログラムは、前述した機能の一部を実現するためのものであっても良い。さらに、前述した機能をコンピュータシステムにすでに記録されているプログラムとの組み合わせで実現できるもの、いわゆる差分ファイル(差分プログラム)であっても良い。 The program may be transmitted from a computer system storing the program in a storage device or the like to another computer system via a transmission medium or by a transmission wave in the transmission medium. Here, the “transmission medium” for transmitting the program refers to a medium having a function of transmitting information, such as a network (communication network) such as the Internet or a communication line (communication line) such as a telephone line. The program may be for realizing a part of the functions described above. Furthermore, what can implement | achieve the function mentioned above in combination with the program already recorded on the computer system, and what is called a difference file (difference program) may be sufficient.
 1 ゲーム装置
 2 ゲームシステム
 100 ユーザ端末
 110 入力部
 120 通信部
 130 表示部
 140 記憶部
 150 制御部
 200 SNSサーバ
 210 SNS制御部
 220 ユーザ情報記憶部
 230 通信部
 300 ゲーム装置
 310 通信部
 320 記憶部
 321 ユーザ情報記憶部
 322 オブジェクト情報記憶部
 330 制御部
 331 通知部
 332 選択部
 333 ゲーム進行部
 334 抽選部
DESCRIPTION OF SYMBOLS 1 Game device 2 Game system 100 User terminal 110 Input part 120 Communication part 130 Display part 140 Storage part 150 Control part 200 SNS server 210 SNS control part 220 User information storage part 230 Communication part 300 Game device 310 Communication part 320 Storage part 321 User Information storage unit 322 Object information storage unit 330 Control unit 331 Notification unit 332 Selection unit 333 Game progress unit 334 Lottery unit

Claims (26)

  1.  第1のユーザの操作入力を受け付けて進行させるゲームの進行中に発生するイベントを、第2のユーザが保有するオブジェクトの少なくとも一部を用いて実行する制御部と、
     前記イベントにおいて用いられるオブジェクトである選択オブジェクトを、前記第2のユーザが保有するオブジェクトから選択する選択部と、を少なくとも含み、
     前記制御部は、前記選択部によって選択された前記選択オブジェクトが前記イベントにおいて用いられるまで、前記選択オブジェクトが前記第2のユーザの操作入力を受け付けて進行させるゲーム及び当該ゲームの進行中に発生するイベントにおいて用いられることを制限する
     ゲームシステム。
    A control unit that executes an event that occurs during the progress of the game that accepts and proceeds with the operation input of the first user by using at least a part of an object that the second user holds;
    A selection unit that selects a selection object that is an object used in the event from objects held by the second user;
    The control unit is generated while the selected object selected by the selecting unit is used in the event, and the selected object accepts the operation input of the second user and proceeds during the game. A game system that limits what is used in events.
  2.  前記選択オブジェクトは、前記第1のユーザが保有するオブジェクトと前記第2のユーザが保有するオブジェクトとが含まれる複数のオブジェクトによって構成される
     請求項1に記載のゲームシステム。
    The game system according to claim 1, wherein the selected object includes a plurality of objects including an object held by the first user and an object held by the second user.
  3.  前記選択部は、前記第2のユーザから、前記第2のユーザが保有するオブジェクトのうち前記第1のユーザに貸与する選択オブジェクトの入力を受け付け、入力された選択オブジェクトを選択する
     請求項1に記載のゲームシステム。
    The said selection part receives the input of the selection object lent to the said 1st user among the objects which the said 2nd user holds from the said 2nd user, and selects the input selection object. The described game system.
  4.  前記選択部は、前記第2のユーザから、前記第2のユーザが保有するオブジェクトのうち前記第1のユーザに貸与する選択オブジェクトの入力を受け付け、入力された選択オブジェクトを選択する
     請求項2に記載のゲームシステム。
    The said selection part receives the input of the selection object which lends to the said 1st user among the objects which the said 2nd user holds from the said 2nd user, and selects the input selection object. The described game system.
  5.  前記イベントが発生した際に、前記第2のユーザに対してオブジェクト貸与依頼を通知する通知部を更に含み、
     前記選択部は、前記通知部によって通知された前記オブジェクト貸与依頼に応じて、前記第2のユーザから、前記第2のユーザが保有するオブジェクトのうち前記第1のユーザに貸与する選択オブジェクトの入力を受け付け、入力された選択オブジェクトを選択する
     請求項1に記載のゲームシステム。
    A notification unit for notifying the second user of an object loan request when the event occurs;
    In response to the object loan request notified by the notification unit, the selection unit inputs a selection object to be loaned to the first user from among the objects held by the second user from the second user. The game system according to claim 1, wherein an input selection object is selected.
  6.  前記イベントが発生した際に、前記第2のユーザに対してオブジェクト貸与依頼を通知する通知部を更に含み、
     前記選択部は、前記通知部によって通知された前記オブジェクト貸与依頼に応じて、前記第2のユーザから、前記第2のユーザが保有するオブジェクトのうち前記第1のユーザに貸与する選択オブジェクトの入力を受け付け、入力された選択オブジェクトを選択する
     請求項2に記載のゲームシステム。
    A notification unit for notifying the second user of an object loan request when the event occurs;
    In response to the object loan request notified by the notification unit, the selection unit inputs a selection object to be loaned to the first user from among the objects held by the second user from the second user. The game system according to claim 2, wherein the selected selection object is selected.
  7.  前記イベントが発生した際に、前記第2のユーザに対してオブジェクト貸与依頼を通知する通知部を更に含み、
     前記選択部は、前記通知部によって通知された前記オブジェクト貸与依頼に応じて、前記第2のユーザから、前記第2のユーザが保有するオブジェクトのうち前記第1のユーザに貸与する選択オブジェクトの入力を受け付け、入力された選択オブジェクトを選択する
     請求項3に記載のゲームシステム。
    A notification unit for notifying the second user of an object loan request when the event occurs;
    In response to the object loan request notified by the notification unit, the selection unit inputs a selection object to be loaned to the first user from among the objects held by the second user from the second user. The game system according to claim 3, wherein the selected selection object is selected.
  8.  前記制御部は、前記選択部によって選択された前記選択オブジェクトに関連したパラメータを参照して、前記イベントにおける所定の条件が満たされたか否かを判定し、前記所定の条件が満たされたと判定した場合、前記第2のユーザに報酬を付与する
     請求項1に記載のゲームシステム。
    The control unit refers to a parameter related to the selected object selected by the selection unit, determines whether or not a predetermined condition in the event is satisfied, and determines that the predetermined condition is satisfied The game system according to claim 1, wherein a reward is given to the second user.
  9.  前記制御部は、前記選択部によって選択された前記選択オブジェクトに関連したパラメータを参照して、前記イベントにおける所定の条件が満たされたか否かを判定し、前記所定の条件が満たされたと判定した場合、前記第2のユーザに報酬を付与する
     請求項2に記載のゲームシステム。
    The control unit refers to a parameter related to the selected object selected by the selection unit, determines whether or not a predetermined condition in the event is satisfied, and determines that the predetermined condition is satisfied The game system according to claim 2, wherein a reward is given to the second user.
  10.  前記制御部は、前記選択部によって選択された前記選択オブジェクトに関連したパラメータを参照して、前記イベントにおける所定の条件が満たされたか否かを判定し、前記所定の条件が満たされたと判定した場合、前記第2のユーザに報酬を付与する
     請求項3に記載のゲームシステム。
    The control unit refers to a parameter related to the selected object selected by the selection unit, determines whether or not a predetermined condition in the event is satisfied, and determines that the predetermined condition is satisfied The game system according to claim 3, wherein a reward is given to the second user.
  11.  前記制御部は、前記選択部によって選択された前記選択オブジェクトに関連したパラメータを参照して、前記イベントにおける所定の条件が満たされたか否かを判定し、前記所定の条件が満たされたと判定した場合、前記第2のユーザに報酬を付与する
     請求項4に記載のゲームシステム。
    The control unit refers to a parameter related to the selected object selected by the selection unit, determines whether or not a predetermined condition in the event is satisfied, and determines that the predetermined condition is satisfied The game system according to claim 4, wherein a reward is given to the second user.
  12.  前記制御部は、前記所定の条件が満たされたと判定した場合、前記選択オブジェクトのパラメータに応じて、前記第2のユーザに報酬を付与する
     請求項8に記載のゲームシステム。
    The game system according to claim 8, wherein, when it is determined that the predetermined condition is satisfied, the control unit grants a reward to the second user according to a parameter of the selected object.
  13.  前記制御部は、前記所定の条件が満たされないと判定した場合、前記第2のユーザに報酬を付与しない
     請求項8に記載のゲームシステム。
    The game system according to claim 8, wherein the control unit does not give a reward to the second user when it is determined that the predetermined condition is not satisfied.
  14.  前記制御部は、前記所定の条件が満たされないと判定した場合、前記第2のユーザに報酬を付与しない
     請求項12に記載のゲームシステム。
    The game system according to claim 12, wherein the control unit does not give a reward to the second user when it is determined that the predetermined condition is not satisfied.
  15.  前記制御部は、前記所定の条件が満たされたと判定した場合、前記第2のユーザに付与する報酬を抽選し、抽選結果に応じた報酬を前記第2のユーザに付与する
     請求項8に記載のゲームシステム。
    The said control part draws the reward given to a said 2nd user, when it determines with the said predetermined conditions being satisfy | filled, The reward according to the lottery result is given to a said 2nd user. Game system.
  16.  前記制御部は、前記所定の条件が満たされたと判定した場合、前記第2のユーザに付与する報酬を抽選し、抽選結果に応じた報酬を前記第2のユーザに付与する
     請求項12に記載のゲームシステム。
    The said control part, when it determines with the said predetermined conditions being satisfy | filled, draws the reward provided to a said 2nd user, and provides the said 2nd user with the reward according to a lottery result. Game system.
  17.  前記制御部は、前記所定の条件が満たされたと判定した場合、前記第2のユーザに付与する報酬を抽選し、抽選結果に応じた報酬を前記第2のユーザに付与する
     請求項13に記載のゲームシステム。
    The said control part, when it determines with the said predetermined conditions being satisfy | filled, the lottery given to the said 2nd user is drawn, The reward according to the lottery result is given to the said 2nd user. Game system.
  18.  前記制御部は、前記選択部によって選択された前記選択オブジェクトが選択されてから所定時間経過後、前記選択オブジェクトを前記第2のユーザの前記ゲームの進行において利用可能にする
     請求項1に記載のゲームシステム。
    The said control part makes the said selection object usable in progress of the said 2nd user's game after progress for a predetermined time after the selection object selected by the said selection part is selected. Game system.
  19.  前記制御部は、前記選択部によって選択された前記選択オブジェクトが選択されてから所定時間経過後、前記選択オブジェクトを前記第2のユーザの前記ゲームの進行において利用可能にする
     請求項2に記載のゲームシステム。
    The said control part makes the said selection object usable in progress of the said 2nd user's game after progress for the predetermined time after the said selection object selected by the said selection part is selected. Game system.
  20.  前記制御部は、前記選択部によって選択された前記選択オブジェクトが選択されてから所定時間経過後、前記選択オブジェクトを前記第2のユーザの前記ゲームの進行において利用可能にする
     請求項3に記載のゲームシステム。
    The said control part makes the said selection object usable in progress of the said 2nd user's game after progress for a predetermined time after the said selection object selected by the said selection part is selected. Game system.
  21.  前記制御部は、前記選択部によって選択された前記選択オブジェクトが選択されてから所定時間経過後、前記選択オブジェクトを前記第2のユーザの前記ゲームの進行において利用可能にする
     請求項5に記載のゲームシステム。
    The said control part makes the said selection object usable in progress of the said 2nd user's game after progress for the predetermined time after the said selection object selected by the said selection part is selected. Game system.
  22.  前記制御部は、前記選択部によって選択された前記選択オブジェクトが選択されてから所定時間経過後、前記選択オブジェクトを前記第2のユーザの前記ゲームの進行において利用可能にする
     請求項8に記載のゲームシステム。
    The said control part makes the said selection object usable in progress of the said 2nd user's game after progress for the predetermined time after the said selection object selected by the said selection part is selected. Game system.
  23. 前記制御部が、前記第1及び第2のユーザ以外の少なくとも一人のユーザが保有するオブジェクトの少なくとも一部を用いて前記イベントを実行する
    請求項1に記載のゲームシステム。
    The game system according to claim 1, wherein the control unit executes the event using at least a part of an object held by at least one user other than the first and second users.
  24.  第1のユーザの操作入力を受け付けて進行させるゲームの進行中に発生するイベントを、第2のユーザが保有するオブジェクトの少なくとも一部を用いて実行すること、
     前記イベントにおいて用いられるオジェクトである選択オブジェクトを、前記第2のユーザが保有するオブジェクトから選択すること、
     選択した前記選択オブジェクトが前記イベントにおいて用いられるまで、前記選択オブジェクトが前記第2のユーザの操作入力を受け付けて進行させるゲーム及び当該ゲームの進行中に発生するイベントにおいて用いられることを制限すること、
     を少なくとも含むゲーム制御方法。
    Executing an event that occurs during the progress of the game in which the first user's operation input is received and progressed by using at least a part of the objects held by the second user;
    Selecting a selection object that is an object used in the event from objects held by the second user;
    Restricting that the selected object is used in a game that accepts an operation input of the second user and progresses until the selected selected object is used in the event, and an event that occurs during the progress of the game;
    A game control method including at least.
  25.  第1のユーザの操作入力を受け付けて進行させるゲームの進行中に発生するイベントを、第2のユーザが保有するオブジェクトの少なくとも一部を用いて実行すること、
     前記イベントにおいて用いられるオブジェクトである選択オブジェクトを、前記第2のユーザが保有するオブジェクトから選択すること、
     選択した前記選択オブジェクトが前記イベントにおいて用いられるまで、前記選択オブジェクトが前記第2のユーザの操作入力を受け付けて進行させるゲーム及び当該ゲームの進行中に発生するイベントにおいて用いられることを制限すること、
     を少なくとも含むゲーム制御方法を行うために実行されるコンピュータプログラムを記憶した非一時的記憶媒体。
    Executing an event that occurs during the progress of the game in which the first user's operation input is received and progressed by using at least a part of the objects held by the second user;
    Selecting a selection object, which is an object used in the event, from objects held by the second user;
    Restricting that the selected object is used in a game that accepts an operation input of the second user and progresses until the selected selected object is used in the event, and an event that occurs during the progress of the game;
    A non-transitory storage medium storing a computer program executed to perform a game control method including at least
  26.  コンピュータに、
    第1のユーザの操作入力を受け付けて進行させるゲームの進行中に発生するイベントを、第2のユーザが保有するオブジェクトの少なくとも一部を用いて実行するステップと、
     前記イベントにおいて用いられるオブジェクトである選択オブジェクトを、前記第2のユーザが保有するオブジェクトから選択するステップと、
     選択した前記選択オブジェクトが前記イベントにおいて用いられるまで、前記選択オブジェクトが前記第2のユーザの操作入力を受け付けて進行させるゲーム及び当該ゲームの進行中に発生するイベントにおいて用いられることを制限する制御部と、
     を実行させるためのコンピュータプログラム。
    On the computer,
    Executing an event that occurs during the progress of the game that accepts and proceeds with the operation input of the first user, using at least a part of the objects held by the second user;
    Selecting a selection object that is an object used in the event from objects held by the second user;
    A control unit that restricts the selection object from being used in an event that occurs during the progress of the game and the game in which the selection object accepts the second user's operation input until the selected selection object is used in the event When,
    A computer program for running.
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