WO2013154020A1 - Dispositif de contrôle de jeu, procédé de contrôle de jeu, programme, support d'enregistrement, système de contrôle de jeu - Google Patents

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

Info

Publication number
WO2013154020A1
WO2013154020A1 PCT/JP2013/060351 JP2013060351W WO2013154020A1 WO 2013154020 A1 WO2013154020 A1 WO 2013154020A1 JP 2013060351 W JP2013060351 W JP 2013060351W WO 2013154020 A1 WO2013154020 A1 WO 2013154020A1
Authority
WO
WIPO (PCT)
Prior art keywords
user
competition
privilege
group
game
Prior art date
Application number
PCT/JP2013/060351
Other languages
English (en)
Japanese (ja)
Inventor
正能 鈴木
暢也 北村
浩之 冨田
Original Assignee
株式会社コナミデジタルエンタテインメント
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by 株式会社コナミデジタルエンタテインメント filed Critical 株式会社コナミデジタルエンタテインメント
Publication of WO2013154020A1 publication Critical patent/WO2013154020A1/fr

Links

Images

Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • A63F13/795Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for finding other players; for building a team; for providing a buddy list
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special 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
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/533Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game for prompting the player, e.g. by displaying a game menu
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/85Providing additional services to players
    • A63F13/87Communicating with other players during game play, e.g. by e-mail or chat
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • 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
    • A63F2300/20Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of the game platform
    • A63F2300/204Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of the game platform the platform being a handheld device
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/55Details of game data or player data management
    • A63F2300/5546Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history
    • A63F2300/5566Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history by matching opponents or finding partners to build a team, e.g. by skill level, geographical area, background, play style

Definitions

  • the present invention relates to a technique for controlling the execution of a game by a plurality of users using communication.
  • social game executed by a game application created based on an operating environment such as an API (Application Programming Interface) operating on a web browser in a social networking service (SNS) by a specific service provider.
  • API Application Programming Interface
  • SNS social networking service
  • Game is popular. It can be said that the social game is a kind of online game that is played while communicating among an unspecified number of users. If the user can connect to the Internet and has a communication terminal equipped with a web browser, the user can enjoy a social game regardless of time and place.
  • One of the features of the above-described social game is that it has a richer communication function for interacting with users than conventional online games.
  • social games for example, in addition to cooperative play with other users (friends), information exchange by communicating with friends such as greetings and contacts with friends, gifts of items on the game with friends or items An exchange has been made.
  • Non-Patent Document 1 describes a social game (Sengoku Collection (registered trademark)) in which menus such as “quest”, “battle”, and “card composition” are displayed. When one of the menus is selected by the user, a function (or process) corresponding to the selected menu is executed.
  • the present invention has been made in view of the above-described viewpoints, and an object thereof is to provide a game control device, a game control method, a program, a recording medium, and a game control system that allow a plurality of users to compete together. To do.
  • a first aspect of the present invention is a game control device configured to be accessible from a communication terminal operated by a user and controlling execution of a game by the communication terminal, Association means for associating users with groups; An acceptance means for accepting user participation in competition between groups, which is competition between different groups; In the competition between groups in which user participation is accepted, based on the result of competition between users, which is a competition on the game between the user and another user associated with a group different from the user. Competition execution means for deciding victory or defeat in group competition; Whether or not to grant the first privilege to the user or the content of the first privilege to be given to the user is determined based on the winning or losing in the inter-group competition of the group associated with the user.
  • First privilege granting means According to a first time that is an elapsed time since the accepting unit starts accepting participation in the inter-group competition, or after the accepting unit starts accepting participation in the inter-group competition.
  • 2nd privilege provision which provides the 2nd privilege which fluctuates according to the 1st number which is the total number of the competition between users performed in the competition between groups with respect to the user who performed the said operation in the competition between groups Means, At least one of the first time, the first number, the remaining time until the acceptance of the participation of the user in the inter-group competition, or the remaining number of times of the inter-user competition is addressed to the communication terminal Notification means for notifying.
  • the “remaining time” may be information that allows the user to recognize the remaining time.
  • the time at which the victory or defeat of competition between groups is determined that is, the end time of competition between groups.
  • the end time of competition between groups is recognized, the remaining time from the current time is self-evident information.
  • the “privilege” is not particularly limited, but may be, for example, points that can be used in the game, items or objects on the game, or the ability or characteristics of the characters or groups of the game.
  • the competition result as a group with which each user is matched previously is determined based on the sum total of the result of the competition between each user in which a user competes with another user. In other words, each user has his own competition, but the competition result is indirectly linked to the result of competition between groups. And according to this game control apparatus, based on the result (win / loss etc.) in the competition between groups of the group with which the user is matched, whether the said 1st privilege is provided with respect to the said user, or the said Since it is comprised so that the content of the 1st privilege given with respect to a user may be determined, it can motivate a user to participate in competition between groups and to perform competition between users actively. Users can participate repeatedly in the same group competition.
  • the 2nd privilege which fluctuates according to the situation (1st time or 1st number) of the competition between groups at the time of a user participating in competition between groups is provided to a user.
  • the situation of the competition between groups (the first time, the first number, the remaining time, or the remaining number of competitions between users) is notified to the user, so that the user is given the situation of the competition between groups.
  • the second privilege it is configured to determine whether or not to participate in the competition between groups, so that a highly interesting game can be realized.
  • the association unit associates the user with one of a plurality of groups, and the reception unit provides a plurality of inter-group competitions that are competitions between different groups, according to a user operation.
  • the user may be accepted to participate in at least one group competition among a plurality of group competitions.
  • each user can participate in competition between users by participating in the same time zone with respect to competition among a plurality of groups, and can realize a team battle that is impossible in the real world.
  • the second privilege grant unit gives the second privilege to the user who performed the operation as the first time is shorter or the first number is smaller. May be increased.
  • size of a privilege is not restricted to the parameter
  • the larger second privilege can be obtained as the participation in the inter-group competition is started at an early timing after the reception of the inter-group competition is received, Motivated to run the competition. At the same time, it is possible to prevent the user from obtaining a privilege in a short time by rushing to execute the inter-user competition in the inter-group competition at the end of the reception of the inter-group competition. That is, if the second privilege is constant, the second privilege obtained by performing competition between users immediately after the start of acceptance of inter-group competition and obtained by performing competition between users immediately before the end of acceptance of inter-group competition.
  • the latter action that is, the time until the benefits (the first privilege and the second privilege) are obtained is clearer, that is, the majority of competition between groups is clearer (that is, It is conceivable that many users choose to compete between users immediately before the end of the reception), but this situation is that users try to act after waiting for each other to come out, and between groups It is not preferable in terms of activating competition. Therefore, in the game control device, a greater incentive is given to a user who is competing between users at an earlier stage of the start of acceptance of competition between groups, where the situation of competition between groups is more uncertain. As a result, users can compete between users evenly at the beginning, middle, and end of the period in which competition between groups is performed, and the competition between groups is activated.
  • the second privilege may be smaller than the first privilege. If the second privilege is greater than the first privilege, the user considers only the situation of the inter-group competition with the main purpose of obtaining the second privilege without considering the victory or defeat of the inter-group competition. It is possible that competition between users will be executed. As a result, the user loses interest in winning or losing the competition between groups, and the interest of the competition between groups may be lost. Therefore, by making the second privilege smaller than the first privilege, the user places the second privilege as an incidental bonus while primarily considering the consequences of inter-group competition. Become. Thereby, it can be set as the structure which gives a user additional pleasure, maintaining the interest property of competition between groups.
  • the first privilege and the second privilege may be given to the user in a lump. That is, although a 1st privilege may be provided to a user and a 2nd privilege may be separately provided as a bonus privilege, you may provide these collectively. By giving a privilege collectively for one inter-group competition, processing complexity is suppressed.
  • the total amount of points or items to be given as the second privilege is determined, and the second privilege granting means is arranged in the order in which the first time is short or the first number. You may give a point or an item from the said total amount in order of a user with few.
  • the total amount of points or items given as the second privilege is determined, and the second privilege can be obtained by so-called first-come-first-served winning. Therefore, it is motivated that a user competes for competition between users of group competition early, and competition between groups is activated.
  • a second aspect of the present invention is a game control method for controlling execution of a game by a user.
  • This game control method Associating users with groups; Accepting user participation in a competition between groups, which is a competition between different groups; In the competition between groups in which user participation is accepted, based on the result of competition between users, which is a competition on the game between the user and another user associated with a group different from the user. Determining the win or loss in group competition; Whether or not to grant the first privilege to the user or the content of the first privilege to be given to the user is determined based on the winning or losing in the inter-group competition of the group associated with the user.
  • a third aspect of the present invention in order to control execution of a game by a communication terminal operated by a user,
  • the ability to associate users with groups The ability to accept user participation in competition between groups, which is a competition between different groups, In the competition between groups in which user participation is accepted, based on the result of competition between users, which is a competition on the game between the user and another user associated with a group different from the user.
  • the ability to determine victory or defeat in group competition, Whether or not to grant the first privilege to the user or the content of the first privilege to be given to the user is determined based on the winning or losing in the inter-group competition of the group associated with the user.
  • a function of notifying at least one of the first number, the remaining time until the acceptance of the participation of the user in the inter-group competition, or the remaining number of competitions between the users to the communication terminal is realized. It is a program to make it.
  • the computer may be, for example, a network server or a large computer. Further, this program may be stored in a computer-readable information storage medium such as a DVD-ROM or a CD-ROM. That is, a fourth aspect of the present invention is a computer-readable recording medium in which the program is recorded.
  • a fifth aspect of the present invention is a game control system including a communication terminal operated by a user and a server configured to be accessible from the communication terminal and controlling execution of a game by the communication terminal, Association means for associating a user with a group; Accepting means for accepting user participation in competition between groups, which is competition between different groups; In the competition between groups in which user participation is accepted, based on the result of competition between users, which is a competition on the game between the user and another user associated with a group different from the user. Competition execution means for deciding victory or defeat in group competition; Whether or not to grant the first privilege to the user or the content of the first privilege to be given to the user is determined based on the winning or losing in the inter-group competition of the group associated with the user.
  • Privilege granting means According to a first time that is an elapsed time since the accepting unit starts accepting participation in the inter-group competition, or after the accepting unit starts accepting participation in the inter-group competition.
  • 2nd privilege provision which provides the 2nd privilege which fluctuates according to the 1st number which is the total number of the competition between users performed in the competition between groups with respect to the user who performed the said operation in the competition between groups And at least one of the first time, the first number, or the remaining time until the acceptance of user participation in the inter-group competition ends, or the remaining number of competitions between users
  • Notification means for notifying the terminal Any one of the communication terminal and the server is provided with each means.
  • the figure which shows the basic composition of the game system of embodiment The figure which shows the example of the external appearance of the communication terminal of embodiment.
  • the figure which shows the example of the external appearance of the communication terminal of embodiment The block diagram which shows the structure of the communication terminal of embodiment.
  • the functional block diagram for demonstrating the function to play main roles with the game control apparatus of embodiment The figure which shows an example of the display screen of the communication terminal which displays a top page.
  • the flowchart which shows an example of the process of a battle
  • the flowchart which shows an example of the main processes of the game server of embodiment.
  • the figure which shows an example of the correspondence of 1st time and a 2nd privilege.
  • the figure which shows an example of the correspondence of a 1st number and a 2nd privilege.
  • the figure which shows the example of assignment between a communication terminal, a game server, and a database server about each function of the game control apparatus of embodiment.
  • the present invention relates to a patent application of Japanese Patent Application No. 2012-088123 filed with the Japan Patent Office on April 9, 2012, the entire contents of which are incorporated herein by reference.
  • FIG. 1 shows a system configuration example of a game system according to the embodiment.
  • the game system includes communication terminals 10a, 10b, 10c,... That can be connected to a communication network NW (network) such as the Internet, a game server 20 connected to the communication network NW,
  • NW network
  • the database server 30 is configured.
  • Each of the communication terminals 10a, 10b, 10c,... Is a terminal operated by an individual user, for example, a mobile terminal, a smartphone, a PDA (Personal Digital Assistant), a personal computer, a television having a bidirectional communication function.
  • a communication terminal such as a John receiver (including a so-called multi-function smart TV).
  • an application operable on a web browser is installed in the game server 20 as a game application.
  • the game server 20 is configured to be able to communicate with the communication terminal 10 that is a client, and provides a gaming service to the communication terminal 10.
  • the game server 20 is mounted with an application operable on a web browser as a game application.
  • the database server 30 stores various information to be described later in executing the game, and is connected to the game server 20 by, for example, a wire for reading and writing the information.
  • the communication terminal 10 includes a web browser capable of displaying a web page provided by the game server 20, and the user operates the communication terminal 10 on the web page to execute a game.
  • an authentication server for authenticating the user of each communication terminal 10 may be provided separately from the game server 20. Further, when a plurality of game servers 20 are provided in order to accept access from many communication terminals 10, a load balancer for adjusting a load between the plurality of game servers 20 may be provided.
  • the game server 20 may be configured as a single server device, but may be configured as a plurality of server devices having distributed functions.
  • FIGS. 2A and 2B are diagrams showing examples of the appearance of the communication terminal 10, respectively.
  • FIG. 2A illustrates a button input type communication terminal such as a foldable mobile terminal (mobile phone), and
  • FIG. 2B illustrates a touch panel input type communication terminal such as a smartphone.
  • FIG. 3 is a block diagram showing an internal configuration of the communication terminal 10. As shown in FIG.
  • the communication terminal 10 includes a CPU (Central Processing Unit) 11, a ROM (Read Only Memory) 12, a RAM (Random Access Memory) 13, an image processing unit 14, an operation input unit 15, a display unit 16, A communication interface unit 17 as a signal transmission / reception unit is provided, and a bus 18 for transmitting a control signal or a data signal between the units is provided.
  • a CPU Central Processing Unit
  • ROM Read Only Memory
  • RAM Random Access Memory
  • a communication interface unit 17 as a signal transmission / reception unit is provided, and a bus 18 for transmitting a control signal or a data signal between the units is provided.
  • the CPU 11 loads a web browser in the ROM 12 to the RAM 13 and executes it, and performs web access to the game server 20 in accordance with HTTP (HyperText Transfer Protocol).
  • HTTP HyperText Transfer Protocol
  • the CPU 11 uses data for displaying a web page from the game server 20 via the communication interface unit 17 based on an appropriate designation of a URL (Uniform Resource Locator) input to the user by the operation input unit 15 or the like. That is, data of an object such as an HTML (HyperText Markup Language) document and an image associated with the document (hereinafter collectively referred to as “HTML data” as appropriate) is acquired via the communication interface unit 17.
  • HTML data HyperText Markup Language
  • the communication terminal 10 may be provided with various plug-in functions (for example, animation functions) for extending the browser function of the web browser.
  • the CPU 11 sends an access request message including a user ID (user identification information) registered in advance or a user ID input via the operation input unit 15 via the communication interface unit 17.
  • the game server 20 is notified.
  • the web browser displays the web page provided from the game server 20 on the display unit 16 based on the acquired HTML data via the image processing unit 14.
  • the web browser transmits new HTML data for displaying the web page according to the selection. (That is, update of the web page) is requested to the game server 20.
  • the image processing unit 14 displays a web page on the display unit 16 based on the display image data given from the CPU 11 as the analysis result of the HTML data.
  • the display unit 16 is, for example, an LCD (Liquid-Cristal-Display) monitor including thin film transistors arranged in units of pixels in a matrix, and displays an image of a web page by driving the thin film transistors based on display image data. To display.
  • LCD Liquid-Cristal-Display
  • the operation input unit 15 includes a button group 15a including a plurality of instruction input buttons such as a direction instruction button and a decision button for accepting a user operation input. And a button group 15b including a plurality of instruction input buttons such as a numeric keypad, and includes an interface circuit for recognizing a pressing (operation) input of each button and outputting it to the CPU 11.
  • the direction instruction button is provided to instruct the CPU 11 to scroll and display the web page displayed on the display unit 16.
  • the determination button instructs the CPU 11 that the user selects one hyperlink or menu that is actively displayed (for example, highlighted) when, for example, a plurality of hyperlinks or menus are displayed on a web page.
  • buttons are provided on the front surface of the communication terminal 10 so that the user can easily operate (click) with the thumb while holding the communication terminal 10 with one hand. It is preferable to arrange
  • the button group 15b is arranged below the button group 15a and includes a plurality of instruction input buttons on which “0” to “9”, “*”, and “#” (ten keys) are written. .
  • the operation input unit 15 mainly accepts touch panel type input by touching the display screen 16a with a fingertip or a pen.
  • the touch panel input method may be a known method such as a capacitance method.
  • the button group 15a may be provided even when the communication terminal 10 is a touch panel input method.
  • the menu selection operation on the web page displayed on the communication terminal 10 is selected by pressing the direction instruction button and selecting by pressing the enter button. This is done by confirming the selected menu.
  • the selection operation is performed by instructing (touch operation) a menu position on the display screen 16a on which the web page is displayed with a finger or a pen.
  • the configuration of the game server 20 will be described with reference to FIG.
  • the game server 20 manages a game website including a plurality of hierarchical web pages, for example, and provides a game web service to the communication terminal 10.
  • the game server 20 includes a CPU 21, a ROM 22, a RAM 23, a database (DB) access unit 24, and a communication interface unit 25, for transmitting control signals or data signals between the units.
  • a bus 26 is provided.
  • the game server 20 can take the same structure as a general-purpose web server regarding hardware.
  • the ROM 22 stores an application program that provides a service for displaying an object such as an HTML document or an image (displaying a web page) to the web browser of the communication terminal 10 that is a client.
  • the ROM 22 stores various data referred to by the CPU 21 in addition to the application program.
  • the CPU 21 loads the game program in the ROM 22 to the RAM 23 and executes it, and performs various processes via the communication interface unit 25.
  • the CPU 21 transmits HTML data to the communication terminal 10 via the communication interface unit 25.
  • the CPU 21 performs the authentication process.
  • CPU21 performs the process according to the hyperlink or menu selected by the user on the web page displayed on the communication terminal 10 via a communication interface part.
  • the processing includes, for example, transmission of new HTML data, arithmetic processing in the game server 20 or data processing.
  • the database access unit 24 is an interface when the CPU 21 reads / writes data from / to the database server 30.
  • the database server 30 can be realized by a general-purpose storage such as a large-capacity hard disk device or a device such as RAID (Redundant Arrays of Inexpensive Disks). Each database in the database server 30 is configured to be able to read and write data from the CPU 21 via the database access unit 24 of the game server 20.
  • FIG. 5 shows an example of the configuration of the database server 30. As shown in FIG. 5, the database server 30 includes a user database 31 and a game database 32.
  • the type of game realized by the game server 20 of the present embodiment is not particularly limited, but in the following, as an example of a game realized by the game server 20 for convenience of description of the embodiment, a baseball digital format Pick up a card game.
  • a baseball-style digital card game a user collects player cards corresponding to baseball players to create his own team, play baseball against another user's team, or fight a baseball league game for each skill level It is a game configured as described above.
  • Baseball-style digital card games include a scout process that searches for player cards to create their own team, a lottery process that allows them to obtain player cards by lottery, or two or more player cards. A strengthening process or the like is provided to increase the ability of a specific player card. Each function implemented in the baseball digital card game will be described later.
  • FIG. 6 shows an example of a user database 31 applied in the baseball-format digital card game described above.
  • the user database 31 includes, for each user ID (user identification information), a user name / display image, a team, a skill level, an action point, an operation point, an enhancement point, an ale point, the number of players, the number of counter-competition tickets, Information about each item of the fellow user ID, the image data of the possession card, and the parameter of the possession card is included.
  • Information included in the user database 31 can be updated sequentially by the game server 20.
  • the user ID included in the user database 31 or data for each user name (to be described later) specifying the user is generically referred to as user data.
  • the data of each item constituting the user data is as follows.
  • User name / display image A user name and a display image that are displayed to identify the user of the communication terminal 10 when the game is executed.
  • the user name is text of a predetermined length or less designated in advance by the user
  • the display image is an avatar image selected in advance by the user, for example.
  • the user name may be a name that identifies the user on the network environment (or game community) provided by the game server 20.
  • -Team In the above-mentioned baseball-format digital card game, the team specified by the user at the time of user registration.
  • Skill level This is data indicating the skill level of the user on the game. For example, it is a level value in a range from Lv1 (level 1) to Lv100 (level 100).
  • -Action point In the baseball-type digital card game, for example, it is a point necessary for performing a game scout by the user. The action point is a value that decreases by performing scouting and recovers (increases) each time a predetermined time elapses.
  • -Management point In the baseball-type digital card game, for example, it is a point necessary for a user to play a game match.
  • the management point is a value that is reduced by a battle with another user or the like and is recovered (increased) every time a predetermined time elapses.
  • Strengthening point In the baseball digital card game, for example, it is a point necessary for strengthening a player card by a user.
  • the strengthening point is a value that is reduced by strengthening the player card and is recovered (increased) every time the player wins a battle with another user or a predetermined time elapses.
  • -Ale Point In the baseball digital card game, it is a point that the user acquires by sending a cheer message to a fellow user.
  • the ale points may be consumed when performing a lottery process that enables a player card to be obtained by lottery.
  • -Number of players This is the number of player cards held by the user. The number of players is increased or decreased by the execution of scout processing and strengthening processing. The maximum number of players (for example, 60) is defined in advance.
  • -Number of tickets for the competition The user holds tickets necessary for the user to enter the competition set in the above-mentioned baseball-format digital card game (to obtain the right to perform a competition between users in the competition) It is the number of sheets.
  • the image data of the possession card is data including an image of the player card possessed by the user.
  • the owned card parameter is data indicating the ability value of the player card. For example, as shown in FIG. 6, each ability value such as “batting force”, “running ability”, “defense ability”, and “necessary points” may be included as parameter items. “Necessary points” are points that are required when the player card is used in a battle with another user. In this game, you may restrict
  • the game database 32 is based on access from the game server 20, information on game settings executed by the game server 20 (for example, an entry list, battle data, etc., which will be described later), and game results.
  • Information related to (game result) (for example, information about the result of a competition battle described later) is stored and updated.
  • Information related to game results may include various information depending on the nature of the game. For example, in the case of a baseball-format digital card game, information on game results includes results of matches between different user IDs (scores, etc.), results of league battles between a plurality of user IDs of specific skill levels ( Score, ranking, etc.), and the results of a competitive battle to be described later.
  • the game control device is configured by the game server 20 and the database server 30.
  • the functions realized by the game control device of the present embodiment will be described by taking as an example the case where the above-described baseball-format digital card game (hereinafter simply referred to as “game”) is applied. I will explain.
  • FIG. 7 is a functional block diagram for explaining functions that play a main role in the game control apparatus of the present embodiment.
  • menus, marks and the like displayed on the web page displayed on the communication terminal 10 are arranged at desired positions on the web page, and are menus visually recognized on the communication terminal 10.
  • the position on the display screen of the mark and the like can be changed by a user's direction instruction button or a web page scroll operation by a touch panel operation.
  • the registration unit 51 has a function of recognizing a user request based on an appropriate operation input to the communication terminal 10 on a web page provided to the communication terminal 10, for example, and performing a registration process (user registration). Further, as described above, in this game, for example, a P league consisting of six teams P1 to P6 and a Q league consisting of six teams Q1 to Q6 are provided, and the registration means 51 is based on the user's operation. And a function of associating the user with one of a plurality of leagues (groups).
  • the registration unit 51 is an example of the association unit of the present invention.
  • the function of the registration means 51 is implement
  • the CPU 21 of the game server 20 receives a registration request message from the communication terminal 10 via the communication interface unit 25.
  • the registration request message is automatically generated by a predetermined operation (for example, a predetermined menu selection operation, text input, etc.) on the communication terminal 10 on the web page provided from the game server 20. May be configured.
  • the registration request message may include information (for example, IP address, e-mail address, etc.) for specifying the communication terminal 10 as the transmission source, or the user has already played another game by the same service provider. If used, the user ID may be included.
  • the CPU 21 issues a new user ID and performs registration processing of the user ID, and then the registration processing is completed.
  • the CPU 21 receives the registration request message and the registration request message includes a user ID, the CPU 21 performs registration processing of the user ID, and then transmits a registration completion message indicating that the registration processing is completed to the communication terminal. 10 to send.
  • the CPU 21 stores user data for a new user ID in which predetermined default data is described in the user database 31.
  • the team selected by the user is written in the user data, and the user is associated with the league to which the selected team belongs (either P league or Q league).
  • the registration means 51 may also have a function of registering the user ID in association with another user ID triggered by an application based on the user ID. That is, the registration unit 51 registers another user ID as a “mate” with an application based on the user ID as a trigger. In the following description, it is synonymous that the user ID is in a friend relationship and that the corresponding user is in a friend relationship.
  • the function of the registration means 51 in this case is realized as follows, for example.
  • the CPU 21 of the game server 20 sends an application message (application) specifying a user ID (or a corresponding user name) to be a friend from the communication terminal 10 of the user corresponding to a certain user ID via the communication interface unit 25. Accept.
  • Transmission of this application message is preset as a function of a web page provided to the user's communication terminal 10.
  • the CPU 21 approves an application based on another user ID to the communication terminal 10 corresponding to the user ID at the timing when the access is based on the user ID included in the application message. HTML data for displaying a web page for requesting the reply is transmitted. If it is replied that the application is approved, the CPU 21 registers both as friends. Specifically, the CPU 21 writes the data in the “mate” part (see FIG. 6) of the user data of the corresponding two user IDs in the user database 31.
  • the method of relating users is not limited to the above-described method, and a user who executes a stage or an area on the same game or a user who has played a game may be registered as friends.
  • users who transmit a predetermined number of greeting messages may be automatically registered as friends, and if there is a game mode in which a battle (battle) is performed between users, a battle is performed more than a predetermined number of times. You may automatically register the users who went and the users who cooperated with the enemy character as friends.
  • a group of users (guild, etc.) is set in the game, for example, when a certain user (referred to as “user A”) is approved to participate in a certain group,
  • the user ID of the user (referred to as “user B”) may be written in the user data of user A, and the user ID of user A may be written in the user data of user B.
  • achieves by registering data in the user database 31 by registering the friendship relationship between users was shown, it is not restricted to this example.
  • the data regarding the friendship may be written in an external storage device on the network accessible from the game server 20.
  • the game progression means 52 has a function of advancing the game by transmitting HTML data for sequentially updating web pages displayed on the communication terminal 10 in response to a user operation on the communication terminal 10.
  • a baseball digital card game is provided with the following processing in order to advance the game.
  • ⁇ Scout processing Processing to search for player cards to build up their team
  • Strengthening processing Processing to increase the ability of a specific player card by integrating two or more player cards
  • Competition processing Other users Process to play baseball against teams / lottery process: Process to perform lottery for users to get player cards / Counterfight process: Process of battles between groups
  • the game progress means 52 has a function of causing the communication terminal 10 to display a plurality of menus each assigned a plurality of processes executed in the game. Specifically, the CPU 21 generates HTML data for displaying a web page including a plurality of menus, and transmits the HTML data to the communication terminal 10. As will be described later, in the game, points on the game are consumed with the execution of each process of the scout process, the reinforcement process, the battle process, and the lottery process.
  • FIG. 8 An example of the top page of the game displayed on the communication terminal 10 by the game progress means 52 is shown in FIG.
  • This top page is composed of web pages corresponding to individual user IDs.
  • the top page illustrated in FIG. 8 includes a user name display area, a player image display area, and a menu display area in addition to the user name and team text.
  • skill level, action point, management point, strengthening point, yell point, number of players, and data of each item of fellows included in the user data of the target user ID are displayed. Area.
  • the point or number written in the X / Y format is that X is the point or number held by the user, and Y is the maximum value of the point or number. Indicates that there is. For example, if the number of players is written as “40/60”, it indicates that the number of players held by the user is 40 and the maximum number of players that can be held is 60.
  • the player image display area is an area in which image data of a player card previously selected by the user is displayed.
  • the menu display area includes “Scout” and “Enhancement” as basic menus corresponding to a plurality of processes (scout process, reinforcement process, battle process, lottery process, order process, and battle process) provided in a baseball-style digital card game. ”,“ Game ”,“ lottery ”,“ order ”,“ competition ”menus m1 to m6 are displayed. That is, a plurality of menus to which a plurality of processes executed in the game are assigned are respectively arranged at predetermined positions on the web page displayed on the communication terminal 10.
  • the order process is a process of executing an exchange of player card orders, replacement with a reserved player card, or the like under the instruction of the user.
  • the game progress means 52 has a function of executing processing according to a user's selection operation for the menu displayed on the communication terminal 10.
  • each process is executed hierarchically such that a new web page including a plurality of menus subdivided for each process is displayed.
  • the function of the game progress means 52 is realized as follows.
  • the CPU 21 of the game server 20 accesses the user database 31 via the database access unit 24, and reads the data of each item included in the user data display area and the player card image data to be displayed in the player image display area.
  • the CPU 21 generates HTML data so that the top page shown in FIG. 8 is configured, and transmits it to the communication terminal 10.
  • the generated HTML data is different for each user (that is, for each user ID).
  • the communication terminal 10 interprets the received HTML data and displays the top page image on the display unit 16 (display screen 16a).
  • the game progression means 52 has a function of executing a scout process that allows a user to search for a player card in order to build up his own team.
  • 9 to 11 show examples of web pages displayed on the communication terminal 10 when the scout process is executed.
  • FIG. 9 is a display example of a web page when the scout menu is selected and operated on the top page.
  • FIG. 10 is a display example of a web page when the menu m11 displayed as “to area list” on the screen shown in FIG. 9 is selected and operated.
  • FIG. 11 is a display example of a web page for notifying the user that a battle ticket has been obtained during execution of the scout process.
  • a map of Japan divided into a plurality of regions (areas) is displayed in the display region 100 with the area to be searched being highlighted.
  • the user is provided with a menu labeled “search” provided for each area to be searched (in the example of FIG. 9, area 9 (subareas 9-1, 9-2,...)).
  • Select m10 With this operation as a trigger, a search for an area to be searched is performed, and when a player is excavated, the player card of the player is displayed in the display area 102.
  • search rate % displayed in the display area 101 increases.
  • the value of the action force required for one search (“5” in the example of FIG. 9), and the value of the reinforcement point obtained by one search (“10” in the example of FIG. 9). Is displayed. For each search, the action points are reduced by the value of the displayed action force, and the displayed amount of reinforcement points is increased.
  • CPU21 accesses the user database 31, and updates the value of the action point and reinforcement
  • the CPU 21 of the game server 20 recognizes a selection operation for the menu m10, the CPU 21 performs a lottery with a predetermined or random probability from a plurality of players provided in advance for the scout.
  • the CPU 21 obtains (excavates) a player by lottery, the CPU 21 accesses the user database 31 and adds the data of the newly discovered player to the data of the target user ID. Is increased by one.
  • CPU21 produces
  • the HTML data is configured such that search rate data in the display area 101 is updated.
  • the action power required for one search differs for each area to be searched. That is, the amount of action points that are reduced (consumed) in one search differs for each area to be searched.
  • the action points decrease each time the selection operation is performed on the menu m10. Therefore, when the top page is displayed immediately after the scout process is executed, the action points displayed on the top page are It will be displayed in a reduced manner than before the scout process.
  • the action points are recovered (increased) by one point each time a predetermined time (for example, 3 minutes) elapses, for example.
  • a counter-competition ticket is given to the user with a predetermined or random probability according to the selection operation of the menu m10 as illustrated in FIG.
  • the counter-competition ticket is a ticket required to enter the counter-competition as will be described later.
  • “entry into the competition” means obtaining a right to play a match between users in the competition.
  • the probability that a competition ticket is awarded in accordance with the selection operation of the menu m10 may be a value that is substantially proportional to the action power displayed in the display area 101.
  • a web page that allows an overview of the search results of each area that the user has already played (that is, searched) is displayed by the selection operation of the menu m11 by the user.
  • the “complete rate” for each area is displayed.
  • the “complete rate” (achievement level) is a value indicating the ratio of the number of types of players actually excavated to the maximum number of types of players that can be excavated in each area. For example, in the example shown in FIG. 9, if area 9 is composed of three subareas, areas 9-1, 9-2, and 9-3, a maximum of four players (four types of player cards) in each subarea.
  • the game progress means 52 has a function of executing a strengthening process for integrating two or more player cards to increase the ability of a specific player card.
  • a certain amount of strengthening points is required for the user to execute the strengthening process.
  • the strengthening process may be performed as follows, for example.
  • the player card to be strengthened (the remaining player card specified by the user) is the player card of player A, and the player card that is integrated with the player card of player A and disappears is the player card of player B.
  • the CPU 21 sets the “batting power” of the player card of the player B against the parameters indicating the ability values of the “batting power”, “running power”, and “defense power” of the player card of the player A,
  • the parameters of the player card of the new player A may be calculated by adding a certain ratio of the parameters indicating the ability values of “running ability” and “defense ability”.
  • the CPU 21 accesses the user database 31 after the strengthening process, deletes the player card data of the player B from the user data of the target user ID, decreases the value of the number of players by 1, The parameter of the player card of A is rewritten, and the reinforcement point of the target user ID is reduced by a predetermined amount.
  • strengthening point increases by performing the said scout part or performing the game part demonstrated below.
  • the game progress means 52 has a function of executing a battle process for playing a baseball game against another user's team in response to the selection operation of the menu m3 on the top page of FIG.
  • the details of the battle process are the same as those of the user-to-user battle execution means 54 described later, and thus a duplicate description is omitted here.
  • the game advancing means 52 executes a lottery process that makes it possible to obtain a player card by lottery.
  • the lottery process is preferably executed through an effect of drawing one player card from the lottery box.
  • the player cards that appear by lottery are basically random, but the probability that a player card (so-called rare card) of a player with outstanding technical ability or a popular player will appear in the lottery is set very low.
  • the lottery process may be executed by the user in exchange for a predetermined amount of ale points, for example.
  • the main functions (scout process, reinforcement process, battle process, and lottery process) of the game progress means 52 have been described above. Whether or not the game progression means 52 can further execute a function (a scout process, a reinforcement process, a battle process, and a lottery process) according to the menu selected by the user based on each point or the number of players held by the user. If the function corresponding to the selected menu cannot be executed, a page including text for notifying the user that the function cannot be executed is displayed on the communication terminal 10. For example, when a scout process is to be executed for an area that requires a power of “5” for one search, when the user's action point is “3”, the scout process cannot be executed. The action power recovers 1 every 3 minutes.
  • the CPU 21 of the game server 20 accesses the user database 31, performs a comparison process between the user action point data and the action power (predetermined value) required for the area to be searched, and executes the scout process. Judgment is made.
  • the action points, management points, reinforcement points, yell points, and the number of players displayed in the user data display area of FIG. 8 are the scout process, the reinforcement process, the battle process, and the lottery process. It can vary depending on the execution of each function. Note that the amount of increase and decrease of points (consumption) according to the execution of the scout process, the reinforcement process, the battle process, and the lottery process is a default value, but the value varies depending on the situation in the user's game. Good.
  • the amount of action points consumed by the execution of the scout process varies depending on the degree of progress of the user's game.
  • the action power required for one search increases as the game progresses as area 1, area 2,... At this time, if the probability that the counter-competition ticket is given in accordance with the selection operation of the menu m10 in FIG.
  • the game progress means 52 cooperates with the receiving means 53, the battle
  • the competition is divided into a P group (a user of a team belonging to the P league) and a Q group (a user of a team belonging to the Q league) according to the user's team. It ’s a team battle.
  • FIG. 8 illustrates the top page displayed on the communication terminal 10 of the user with the user name: KNM and the team: P1, when this user enters the competition, it belongs to the P group.
  • the victory or defeat of the battle is determined based on the result of a battle between a plurality of users (a battle between users) performed between a user belonging to the P group and a user belonging to the Q group.
  • a privilege is given only to a user who belongs to the winning group of either the P group or the Q group, or a user who belongs to the winning group of the P group or the Q group belongs to the defeated group. More benefits than the user are granted.
  • FIG. 12 shows an example of a change in the web page on the user communication terminal 10 when the menu m6 on the top page in FIG. 8 is selected and operated.
  • the game progress means 52 causes the communication terminal 10 to display a plurality of competitive battles B1, B2, B3,.
  • the display area 200 includes a group to which the user belongs (P group in the example of FIG. 12), the number of counter-competition tickets held by the user (eight in the example of FIG. 12), and Is displayed.
  • the display areas 201 to 203 display information about the battles B1 to B3, respectively. The information displayed for each competition includes the number of competition tickets required to enter the competition.
  • the privilege that the user can obtain when the group to which the user belongs wins and the information indicating the situation of the battle (the battle between users from the entry start time of the battle) are also displayed in the display areas 201 to 203, respectively (the first number described later) and the remaining time until the entry end time of the competition.
  • the privilege obtained by the user is, for example, an event point (50 pt in the example of the battle B1), and a certain amount of points that the user can use on the game (the above-mentioned ale points and reinforcement points). It is an exchangeable point.
  • the user may enter the game as many times as possible so long as he / she consumes the battle ticket. For example, when the user holds 20 battle tickets, 6 battles between users may be performed in the battle B1 displayed on the web page P1 of FIG.
  • the receiving means 53 provides a plurality of battles (competition between groups) that are battles between different groups (P group, Q group), and moves to at least one of the battles according to the user's operation.
  • the function of accepting the user's entry An example of a method for realizing the function of the accepting unit 53 will be described with reference to FIGS. 13 and 14.
  • FIG. 13 is an example of a flowchart showing the processing of the CPU 21 of the game server 20 when the user enters the competition.
  • FIG. 14 shows an example of the data structure of the entry list for each battle. In the entry list, the entered user (user ID), the entry reception time, and the total number of battles between users executed up to the entry reception time are described in association with each other.
  • the entry list is data stored in the game database 32, for example.
  • Step S10 when a user selects and operates one of the battles on the web page P ⁇ b> 1 shown in FIG. 12, an entry request for any battle is notified from the communication terminal 10 of the user.
  • the CPU 21 accesses the user database 31 to read out the number of counter-competition tickets possessed by the target user (the number of owned tickets; Nu), and is necessary for the counter-competition entry selected by the user
  • the number of tickets (Nent) is compared (step S12). Note that the number of tickets (Nent) necessary for entry of the competition is a value determined when the competition is set.
  • the CPU 21 When the number of tickets held (Nu) is larger than the number of tickets (Nent) required for the entry of the competition (step S14: YES), the CPU 21 permits the user entry for the selected competition and requests the entry
  • the entry acceptance time is the time when the entry request is notified.
  • CPU21 reads the value (CNT_k value) of the battle
  • the CPU 21 transmits HTML data for notifying the user that the entry has been completed (step S18), and data on the number of the user's counter game tickets in the user database 31 is necessary for the counter game entry.
  • a process for reducing the number of tickets is performed (step S20).
  • the CPU 21 permits the user entry for the selected competition.
  • HTML data for notifying the user that entry is not possible is transmitted (step S22). The user may enter the same competition game as many times as possible, and in that case, the processing is performed again from step S10.
  • the CPU 21 creates the battle data for each battle when setting a plurality of battles.
  • the battle data is, for example, data stored in the game database 32 and data for managing execution of the battle.
  • the battle data will be described later.
  • the inter-user battle execution means 54 has a function of executing a battle process between users belonging to different groups in response to a user operation in a battle that has been entered by the user.
  • the function of the inter-user battle execution means 54 is realized as follows, for example.
  • the CPU 21 of the game server 20 makes a transition to the web page P2 shown in FIG.
  • the example of the web page P2 shown in FIG. 12 shows an example when the user selects the entered battle B1.
  • This web page displays a display area 204 including information indicating the status of the selected battle (in this case, battle B1) and a list of a plurality of other users who are candidates for the battle opponent. Region 205.
  • the CPU 21 may, for example, display opponent candidates displayed in the image area 205 of the web page for the user.
  • a plurality of users who have already entered the competition B1 and belong to the Q group are selected at random. At this time, it is preferable that the skill levels of the user IDs that compete are similar.
  • FIG. 15 is a flowchart showing the process of the CPU 21 of the game server 20 when executing a battle process between users.
  • FIG. 16 is a diagram illustrating a display example of a web page displayed on the user communication terminal 10 when the battle process is executed.
  • a list of a plurality of opponent candidates is displayed on the web page on the user communication terminal 10 (step S30).
  • step S32: YES the CPU 21 transmits new HTML data to the user's communication terminal 10.
  • step S34: YES the CPU 21 accesses the user database 31 to read out the parameters of the player cards of each user to play and display the match result.
  • step S36 In executing the battle, the CPU 21 accesses the user database 31 and, when the management point of the target user ID is equal to or larger than the predetermined amount required for the execution of the game, the CPU 21 decreases the predetermined amount from the management point. May be.
  • the determination method of the battle result can be any method as long as the parameter (ability value) of the player card held by the user affects the winning or losing.
  • the parameters (ability values) of a plurality of player cards associated with two user IDs as opponents are compared, and a user who has more player cards with larger parameters has a high probability (for example, It may be set to win with a predetermined probability in the range of 60-90%.
  • the winning rate may be higher as the difference in parameters is larger.
  • predetermined weighting for example, in the example of FIG. 6, “batting force” is 0.3 and “running force” is 0. .3, “defense power” is set to a weight of 0.4, etc.
  • a comprehensive ability value can be calculated and used as a comparison target.
  • a web page P4 in FIG. 16 is a diagram showing a web page displayed by executing the battle process. On the web page P4 in FIG. 16, for example, a game result including a score or the like is displayed.
  • the competition battle execution means 55 accepts a user operation for performing a battle between users, which is a battle between users, for each of a plurality of battles, and determines the victory or defeat in each battle based on the result of the battle between users. It has a function to do.
  • the competitive battle accepts a user operation for performing a battle between users within a predetermined time from the entry start time to the entry end time or a predetermined number of times. As long as the condition of a predetermined time or a predetermined number of times is satisfied, a specific user who has already entered the competition may execute a user-to-user battle any number of times, or a user-to-user battle that a specific user can execute An upper limit may be set for the number of.
  • the CPU 21 refers to the battle data illustrated in FIG.
  • the battle data is data stored in the game database 32, for example, and is data for managing execution of the battle.
  • the CPU 21 manages n competition games B1 to Bn that are held simultaneously.
  • the battle data for any battle Bk (k: 1 to n) among the battles B1 to Bn includes the following data as constant data determined in advance when the battle Bk is set. . ⁇ Number of counter-tickets required for entry (Nent_k) ⁇ Entry start time ⁇ Entry end time ⁇ Maximum number of matches between users (Cmax_k)
  • the battle data for any battle Bk (k: 1 to n) among the battles B1 to Bn includes the following data as data of variables that change in accordance with the progress of the battle Bk.
  • the CPU 21 accesses the game database 32 according to the execution of the battle between users, and sequentially rewrites the following variables. -Total number of user-to-user matches executed (CNT_k) ⁇ Total score of P group ⁇ Total score of Q group
  • the CPU 21 recognizes the user's operation for performing the battle between the users when the user's operation for performing the battle between the users regarding the battle Bk is limited within a predetermined time, the entry start time of the battle data Then, referring to the entry end time, it is determined whether or not the execution of the battle between the users is permitted.
  • the CPU 21 recognizes a user operation for performing a battle between users when the battle between users regarding the battle Bk is limited to a predetermined number of times, the CPU 21 refers to the maximum number of battles between users in the battle data. Then, it is determined whether or not the execution of the battle between the users is permitted.
  • the CPU 21 accesses the game database 32 to increment the total number of battles between the users and belongs to the P group and the Q group in the battle between the users.
  • the score obtained by the user is added to the total score of the P group and the total score of the Q group, respectively.
  • the CPU 21 determines whether the battle Bk is based on the total score of the P group and the Q score of the current group. Decide the victory or defeat of P group and Q group. For example, suppose that the group with the highest total score wins.
  • the notification means 56 has a function of notifying at least one of the following information to the communication terminal 10. -Elapsed time from the entry start time of the competition Bk ("first time”) ⁇ Total number of battles between users since the entry start time of the competition Bk ("first number”) ⁇ Remaining time until entry end time of competitive Bk (“Remaining time”) ⁇ The remaining number of battles between users until the entry time of the competition Bk (“Remaining times”)
  • the function of the notification means 56 is realized as follows.
  • the CPU 21 of the game server 20 generates HTML data for displaying a web page (P1 in FIG. 12) that prompts the user to select a competition or a web page (P2 in FIG. 12) that prompts the opponent to select.
  • the CPU 21 selects the time (“reference”) at the timing when the menu m6 on the top page of FIG. 8 is selected and operated (more specifically, the timing at which an HTTP request corresponding to the menu m6 is selected and processed).
  • the “time”) by referring to the battle data, at least one of the first time, the first number, the remaining time, and the remaining number of times described above is calculated for each battle. For example, in the battle data shown in FIG.
  • the first time for the battle B1 is calculated as the time between the entry start time of the battle B1 and the reference time.
  • the first number for the battle B1 is the variable CNT_1 at the reference time.
  • the remaining time for the battle B1 is calculated as the time between the reference time and the entry end time.
  • the remaining number of times for the battle B1 is calculated as a value obtained by subtracting the variable CNT_1 at the reference time from Cmax_1.
  • the notifying means 56 may have a function of notifying the number of counter-competition tickets necessary for entering each counter-competition.
  • the CPU 21 when generating the HTML data for displaying the web page (P1 in FIG. 12) for prompting the selection of the battle, the CPU 21 refers to the battle data and determines the number of battle tickets required for the entry. To include the information. For example, on the web page P1 shown in FIG. 12, the number of counter-competition tickets required to enter the counter-competition B1 is displayed as “3”.
  • the CPU 21 may sequentially display the current total score of the group to which the user belongs on the web page for the user who has already entered. For example, as shown in P2 of FIG. 12, “P group 250 score ⁇ Q group ??? score” is displayed on the web page for users belonging to the P group. Thereby, the user can estimate whether the own group is advantageous or unfavorable from the current total score of the own group, and can determine whether or not the battle between users is performed. That is, if it is determined that the own group is disadvantageous, it is a motivation for the user to actively fight against the user and recover the own group. In addition, as shown on the web page P2 of FIG. 12, you may make it not display the total score of Q group which is an other party group.
  • the user since the total score difference between groups is not known to the user, the user should determine whether or not to play a match between users based on the current total score of the group and the remaining time and / or the remaining number of times (that is, Whether or not the group should be helped), making the game more interesting.
  • the user knows that the total score difference between the groups in the competition is too large, it will be judged by the user that there will be no effect even if the competition between the users is held, and the incentive to enter the competition will be reduced. That is not preferable.
  • the first privilege granting unit 57 determines whether or not to grant a privilege to the user based on the winning or losing in the battle of the group to which the user belongs (that is, associated with the user), or A function of determining the content of a privilege to be given to the user is provided.
  • the content of the privilege given to a user is not specifically limited, in the example of this embodiment, it is an event point.
  • the event point is a point that can be exchanged for a certain amount of points that can be used by the user on the game (the above-mentioned ale points or enhancement points) or items in the game (for example, player cards). Good.
  • the points displayed on the web page P1 in FIG. 12 are benefits that the user can obtain when the own group wins. It may be a point that can be converted into a point that can be used on the game.
  • the function of the 1st privilege provision means 57 is realizable as follows. It should be noted that whether or not a privilege is granted to the user based on the winning or losing in the competition, or the content of the privilege granted to the user is recorded in the ROM 22 in advance.
  • the CPU 21 of the game server 20 determines to win or lose the competitive game Bk, if it is set to give a privilege only to the users belonging to the winning group, the CPU 21 of the game database 32 Refer to the entry list to identify users belonging to the winning group.
  • the CPU 21 is set to give a privilege to the user who belongs to the winning group and the defeated group, the CPU 21 refers to the entry list for the battle Bk in the game database 32 and wins the group. And a user who belongs to a defeated group.
  • CPU21 specifies the user who becomes object, it will refer to ROM22, will determine the content of the privilege which should be provided with respect to each user, and will perform the process which provides a privilege.
  • the process which provides a privilege may be a process which associates the user ID of the user used as grant object, and the point and item provided. For example, when giving a user an enhancement point corresponding to an event point given as a privilege, the CPU 21 rewrites the enhancement point in the user data of the user ID of the user to be given (a process of adding the given point). It may be.
  • the second privilege granting means 58 determines the first match (that is, the elapsed time from the entry start time) or the first number (that is, the match between users executed from the entry start time).
  • the second privilege that varies according to the total number) is provided to a user who has entered the competition.
  • the second privilege is changed according to the remaining time (that is, the remaining time from the entry reception time to the entry end time) instead of the first time, or instead of the first number (that is, the entry time). It may vary according to the remaining number of battles between users from the reception time to the entry end time.
  • the function of the 2nd privilege provision means 58 is realizable as follows.
  • the CPU 21 of the game server 20 refers to the entry list for the target competition and identifies the user who is the target of the privilege grant.
  • the CPU 21 reads out the entry start time and the total number of battles between the users executed up to the entry start time for each user to whom the privilege is given, and the first time, the first number, and the remaining time Or at least one of the remaining times.
  • the association data associating one of the first time, the first number, the remaining time, or the remaining number of times with the second privilege is recorded in, for example, the ROM 22, and the CPU 21 stores the association data.
  • the content of the 2nd privilege given to each user with reference is determined.
  • the process of giving the second privilege to the user may be a process of associating the user ID of the user who is the grant target with the points or items given as the second privilege. For example, when giving an enhancement point corresponding to the event point given as the second privilege to the user, the CPU 21 rewrites the enhancement point in the user data of the user ID of the user to be given (add the given point) Processing).
  • FIGS. 18A and 18B are processes realized mainly by the accepting unit 53, the user battle execution unit 54, the battle execution unit 55, the first privilege granting unit 57, and the second privilege granting unit 58. This is performed for each of a plurality of battles managed by the game server 20.
  • step S110 when the entry start time of the battle Bk (k: 1 to n) is reached (step S100: YES), entry for the battle Bk is started (step S110).
  • step S110 the user can enter the battle Bk, and then perform an operation for executing a battle between users in the battle Bk.
  • the user has already entered the battle Bk according to the flowchart of FIG.
  • the user selects and operates the menu m6 on the top page illustrated in FIG. 8, for example, as shown in P1 of FIG. 12, a web page including a list of a plurality of currently held battles is displayed.
  • step S120 When the user performs an operation of selecting a battle Bk from the list of battles (step S120: YES), a message including an entry request for the selected battle Bk is transmitted to the game server 20, and FIG. As shown at 13, the user entry request is processed.
  • the game server 20 transmits HTML data for displaying the web page P2 shown in FIG.
  • a web page including a list of candidate opponents of the battle between users in the user's battle Bk is displayed on the user's communication terminal 10, and between users according to the selection operation of any of the opponent candidates of the user A battle is executed (step S130).
  • the process of the battle between users is as described in association with the flowchart of FIG.
  • the CPU 21 of the game server 20 accesses the battle data in the game database 32 every time the battle between users is finished, and the score (score) by the battle between users is the total score of the P group in the battle Bk, and the Q group Is added to the total score (step S140), and the total number CNT_k of the battles between users executed is incremented (step S150).
  • step S160 YES
  • step S170 YES
  • the entry acceptance ends (step S180). If the condition of step S160 or step S170 is not satisfied, the process returns to step S120 to accept the next battle between users. Note that entry acceptance may be terminated when the AND conditions of steps S160 and S170 are satisfied (both conditions are satisfied).
  • the CPU 21 of the game server 20 finishes accepting the entry in step S180, the user is not permitted to enter the battle Bk after that, and a user who has already entered the battle Bk competes. It is not permitted to perform a battle between users regarding the battle Bk.
  • the CPU 21 determines the winning or losing of the P group and the Q group based on the total score of the P group of the battle Bk in the battle data in the game database 32 and the total score of the Q group (step S190). ).
  • the CPU 21 determines whether or not to grant the first privilege to the user based on the winning or losing in the battle Bk of the group to which the user belongs, or the first privilege to be given to the user.
  • the content of the 1st privilege given to a user is a fixed amount of event points which can be converted into points which can be used on a game, such as an ale point and a strengthening point, for example.
  • the CPU 21 refers to the entry list for the battle Bk, and gives the second privilege to the user who entered the battle Bk (step S210). That is, the CPU 21 calculates at least one of the first time, the first number, the remaining time, or the remaining number of times according to the entry reception time for each entered user, and the second according to these values.
  • the contents of the privilege are determined with reference to data stored in the ROM 22, for example.
  • the content of the 2nd privilege given to a user is a point which can be used on games, such as a fixed amount of ale points and reinforcement points, for example.
  • the result of the battle as a group in which each user is associated in advance is determined based on the sum of the results of individual user battles in which the user battles with other users.
  • each user has a configuration in which his / her own battle is performed, but the battle result is indirectly linked to the battle result.
  • whether or not to grant the first privilege to the user based on the result (win / loss etc.) in the competition of the group with which the user is associated, or the user Since the content of the first privilege to be granted is determined it is possible to motivate the user to enter (participate) in the competition and actively execute the competition between users. The user can repeatedly enter for the same battle.
  • the 2nd privilege which fluctuates according to the situation (1st time or 1st number) of the battle
  • the situation of the battle (the first time, the first number, the remaining time, or the remaining number of battles between users) is notified to the user. Since it is configured to determine whether or not to enter the competition, taking into account the benefits of 2, it is possible to realize a highly entertaining game.
  • the registration unit 51 associates the user with the P group or the Q group
  • the reception unit 53 provides a plurality of battles that are competitions between different groups, and the user's operation
  • the competition between groups may be single. That is, as in the above embodiment, the user does not first select an arbitrary battle from a plurality of battles, but only one battle is provided, and in that one battle, A form in which the user selects an arbitrary opponent user may be used.
  • each user when providing multiple battles, each user can enter multiple battles in the same time period and perform battles between users in parallel, which is impossible in the real world. A war can be realized.
  • the user by entering a plurality of competitions in this way, the user can expect a plurality of benefits in each competition, either at the same time or around the time, so that playability is improved.
  • a battle ticket for entering a plurality of battles is required (for example, in the example of the embodiment described above, entry into a battle)
  • the user In order to obtain 3 tickets and 3 tickets to enter the 3 battles), the user actively performs the scout process shown in FIG. 10 in order to obtain the battle tickets.
  • a deep game characteristic is realized that is not limited to playing a single game mode.
  • the second privilege granting unit 58 has a shorter first time (that is, an elapsed time from the entry start time) or a first number (that is, that is, an elapsed time from the entry start time).
  • the second privilege to be given to the user who has operated the battle between users in the battle may be increased as the total number of battles between users executed from the entry start time is smaller.
  • size of a privilege is not restricted to the parameter
  • the user executes the battle between users earlier in the battle Motivated to do. At the same time, it is possible to prevent the user from getting a privilege in a short time by rushing to execute the battle between users at the time of the end of the reception of the battle.
  • the second privilege is constant, the second privilege obtained by performing a battle between users immediately after the start of reception of the competition, and the second obtained by performing a battle between users immediately before the reception of the competition is completed. If the benefits are the same, the latter action (that is, the end of the reception) is more clear and the time until the benefits (first privilege and second privilege) are obtained is clearer.
  • the ROM 22 stores association data indicating the correspondence relationship between the first time or the first number and the second privilege.
  • the CPU 21 of the game server 20 refers to the association data in the ROM 22 on the basis of the first time or the first number for each user recorded in the entry list of the target competition, and sets each user's 2 benefits are determined.
  • the first time is calculated as an elapsed time from the entry start time to the entry reception time of the target competition game with reference to the competition game data and the entry list.
  • the first number is read as the total number of battles between users from the entry start time of the target battle.
  • FIGS. 19A and 19B An example of the association data in this modification is shown in FIGS. 19A and 19B.
  • the horizontal axis indicates the entry reception time (that is, the first time) when the origin is the entry start time
  • the vertical axis indicates the size of the second privilege.
  • the horizontal axis indicates the total number of user-to-user matches executed before the entry reception time (that is, the first number)
  • the vertical axis indicates the size of the second privilege.
  • the first time is shorter or the first number is smaller, the second is given to the user who has performed the battle between users in the target battle.
  • the benefits are set to increase gradually.
  • the association data shown in FIGS. 19A and 19B is merely an example, and the second privilege may be changed linearly or nonlinearly according to the first time or the first number.
  • the second privilege may be smaller than the first privilege. If the second privilege is larger than the first privilege, the user considers only the situation of the battle for the main purpose of obtaining the second privilege without considering the victory or defeat of the battle. It is conceivable that a battle between users will be executed. In this case, there is a possibility that the user loses interest in winning or losing the competition, and the interest of the competition is lost. Therefore, by making the second privilege smaller than the first privilege, the user will position the second privilege as an incidental bonus while primarily considering the outcome of the competition. . Thereby, it can be set as the structure which gives a user additional enjoyment, maintaining the interest property of a competitive battle. The example shown in FIGS.
  • FIGS. 19A and 19B shows a setting example of the first privilege and the second privilege when the first modification and the second modification are combined.
  • the first privilege determined by the winning or losing of the battle regardless of the first time or the first number is always set larger than the second privilege.
  • the setting examples in FIGS. 19A and 19B are merely examples, and in the present modification, the second privilege does not necessarily have to be changed according to the first time or the first number.
  • the first privilege and the second privilege may be collectively given to the user. That is, although a 1st privilege may be provided to a user and a 2nd privilege may be separately provided as a bonus privilege, you may provide these collectively.
  • the first privilege is constant at 200 pt and the second privilege varies in the range of 10 to 50 pt depending on the entry timing.
  • a second privilege of 20 pt may be granted, and 200 pt may be granted when the battle is over and the user's group wins.
  • 220 pt may be given to the user in a lump after the competition is over. In the case of this modification, since only one notification for the user's point grant is required, the complexity of the communication process is suppressed.
  • the total amount of points or items to be given as the second privilege is determined, and the second privilege granting unit 58 has the first time in ascending order or the first You may give a point or an item from the total amount in order of a user with few numbers.
  • the total amount of points or items given as the second privilege is determined, and the second privilege can be obtained by so-called first-come-first-served winning. Therefore, it is motivated that the user competes and quickly executes the battle between the users in the battle, and the battle is activated.
  • the total amount of the second privilege provided for a specific battle is set to 900 pt, and for the battle, the first time is short or the first number is the smallest, that is, the battle between users is executed.
  • the second privilege is given by 30 pt in order from the earliest operation, the second privilege is given to the top 30 users with the earlier operations. Therefore, it is motivated that the users compete and enter early in the competition so as to enter the top 30 people, and this is an element that activates the competition.
  • a value indicating the total amount of the second privilege is stored in the RAM 23, and in order of users who enter the competition (that is, in order of users whose entry reception time is earlier) by a predetermined amount.
  • a second privilege is granted.
  • the CPU 21 performs a process of subtracting the predetermined amount from the total amount, and when the total amount is equal to or less than the predetermined amount, the CPU 21 stops the process of giving the second privilege.
  • the game to be applied is a baseball format digital card game, but any type of game may be used.
  • the association (grouping) between the user and the group can be performed from various viewpoints based on the user information that can be acquired by the game server 20. For example, it is possible to perform grouping for each team registered by the user, grouping by nationality, grouping by gender, and the like.
  • the competition is a baseball game, but it is needless to say that the competition can be appropriately defined according to the type of game. For example, in the case of a game that competes to conquer multiple stages, the competition may compete for the number of stages conquered in a certain time.
  • the game server 20 and the database server 30 on the network use the registration unit 51, the game progress unit 52, the reception unit 53, the user battle execution unit 54, the battle execution unit 55, the notification unit 56, the first unit.
  • achieves each function of this privilege provision means 57 and the 2nd privilege provision means 58 it is not restricted to this structure. All these means may be realized by the communication terminal 10, or at least a part of the means may be realized by the communication terminal 10.
  • FIGS. 3 and 4 since the communication terminal 10 and the game server 20 have substantially the same hardware configuration, each function is also realized by the communication terminal 10 as described in the above embodiment. it can.
  • 20A and 20B show an example of sharing between the communication terminal 10, the game server 20, and the database server 30 for each function (each function shown in FIG. 7) of the game control apparatus of the present embodiment.

Landscapes

  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Business, Economics & Management (AREA)
  • Computer Security & Cryptography (AREA)
  • General Business, Economics & Management (AREA)
  • Management, Administration, Business Operations System, And Electronic Commerce (AREA)

Abstract

La présente invention concerne un dispositif de contrôle de jeu, un procédé de contrôle de jeu, un programme, un support d'enregistrement et un système de contrôle de jeu qui permettent à une pluralité d'utilisateurs de jouer en communauté. Ce dispositif de contrôle de jeu est conçu pour fournir un tournoi, c'est-à-dire une compétition entre différents groupes et, à chaque tournoi, pour accepter des opérations d'utilisateur pour des matchs d'utilisateur entre des utilisateurs appartenant à différents groupes, pour déterminer le résultat du tournoi en fonction des résultats des matchs d'utilisateur, et pour attribuer un premier privilège à un utilisateur en fonction dudit résultat. Le dispositif de contrôle de jeu est également conçu pour signaler à un terminal de communication des informations telles qu'un premier laps de temps, correspondant au laps de temps qui s'est écoulé depuis le début de l'acceptation des inscriptions au tournoi, et un premier nombre, correspondant au nombre total de matchs d'utilisateur disputés depuis le début de l'acceptation des inscriptions au tournoi, et en outre, pour attribuer à un utilisateur un second privilège qui varie en fonction du premier laps de temps ou du premier nombre.
PCT/JP2013/060351 2012-04-09 2013-04-04 Dispositif de contrôle de jeu, procédé de contrôle de jeu, programme, support d'enregistrement, système de contrôle de jeu WO2013154020A1 (fr)

Applications Claiming Priority (2)

Application Number Priority Date Filing Date Title
JP2012-088123 2012-04-09
JP2012088123A JP2013215375A (ja) 2012-04-09 2012-04-09 ゲーム制御装置、ゲーム制御方法、プログラム、ゲーム制御システム

Publications (1)

Publication Number Publication Date
WO2013154020A1 true WO2013154020A1 (fr) 2013-10-17

Family

ID=49327588

Family Applications (1)

Application Number Title Priority Date Filing Date
PCT/JP2013/060351 WO2013154020A1 (fr) 2012-04-09 2013-04-04 Dispositif de contrôle de jeu, procédé de contrôle de jeu, programme, support d'enregistrement, système de contrôle de jeu

Country Status (2)

Country Link
JP (1) JP2013215375A (fr)
WO (1) WO2013154020A1 (fr)

Cited By (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2019030807A (ja) * 2018-12-04 2019-02-28 グリー株式会社 ゲーム制御方法、コンピュータ及び制御プログラム

Families Citing this family (4)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP6420811B2 (ja) * 2016-11-25 2018-11-07 株式会社コナミデジタルエンタテインメント ゲーム制御装置、ゲームシステム、及びプログラム
JP2019030699A (ja) * 2018-10-11 2019-02-28 株式会社コナミデジタルエンタテインメント ゲーム制御装置、ゲームシステム、及びプログラム
JP7197673B1 (ja) 2021-12-28 2022-12-27 株式会社Cygames 情報処理プログラム、情報処理方法、ゲーム装置および情報処理システム
WO2023127577A1 (fr) * 2021-12-28 2023-07-06 株式会社Cygames Programme de traitement d'informations, procédé de traitement d'informations, dispositif de jeu, et système de traitement d'informations

Citations (4)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2007330641A (ja) * 2006-06-16 2007-12-27 Sega Corp ゲームシステム
JP2010131083A (ja) * 2008-12-02 2010-06-17 Konami Digital Entertainment Co Ltd ゲームシステム
JP2011087715A (ja) * 2009-10-21 2011-05-06 Konami Digital Entertainment Co Ltd ゲームシステム及びそのコンピュータプログラム
JP2012005652A (ja) * 2010-06-24 2012-01-12 Konami Digital Entertainment Co Ltd ゲームシステム、ゲームシステムの制御方法及びプログラム

Patent Citations (4)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2007330641A (ja) * 2006-06-16 2007-12-27 Sega Corp ゲームシステム
JP2010131083A (ja) * 2008-12-02 2010-06-17 Konami Digital Entertainment Co Ltd ゲームシステム
JP2011087715A (ja) * 2009-10-21 2011-05-06 Konami Digital Entertainment Co Ltd ゲームシステム及びそのコンピュータプログラム
JP2012005652A (ja) * 2010-06-24 2012-01-12 Konami Digital Entertainment Co Ltd ゲームシステム、ゲームシステムの制御方法及びプログラム

Cited By (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2019030807A (ja) * 2018-12-04 2019-02-28 グリー株式会社 ゲーム制御方法、コンピュータ及び制御プログラム

Also Published As

Publication number Publication date
JP2013215375A (ja) 2013-10-24

Similar Documents

Publication Publication Date Title
JP5265789B2 (ja) ゲーム制御装置、ゲーム制御方法、プログラム、ゲーム制御システム
JP5529184B2 (ja) ゲーム制御装置、プログラム、ゲームシステム
JP5436612B2 (ja) ゲーム制御装置、ゲーム制御方法、プログラム、ゲームシステム
JP5442810B2 (ja) ゲーム制御装置、プログラム、ゲームシステム
JP6090935B2 (ja) ゲーム制御装置、ゲーム制御方法、プログラム、ゲームシステム
JP5491573B2 (ja) ゲーム制御装置、ゲーム制御方法、プログラム、ゲームシステム
WO2013136830A1 (fr) Dispositif de commande de jeu, procédé de commande de jeu, programme, support d'enregistrement, et système de jeu
JP6195093B2 (ja) ゲーム制御装置、プログラム、ゲームシステム
JP5265790B2 (ja) ゲーム制御装置、ゲーム制御方法、プログラム、ゲーム制御システム
WO2013154020A1 (fr) Dispositif de contrôle de jeu, procédé de contrôle de jeu, programme, support d'enregistrement, système de contrôle de jeu
JP5548240B2 (ja) ゲーム制御装置、プログラム、ゲームシステム
JP5260783B2 (ja) ゲーム制御装置、ゲーム制御方法、プログラム、ゲームシステム
WO2013128516A1 (fr) Dispositif de commande de jeu, procédé de commande de jeu, programme, support d'enregistrement, et système de jeu
JP5731710B2 (ja) ゲーム制御装置、プログラム、ゲームシステム
JP5562400B2 (ja) ゲーム制御装置、プログラム、ゲームシステム
WO2013133306A1 (fr) Dispositif et procédé de commande de jeu, programme, support d'enregistrement et système de jeu
JP5894109B2 (ja) ゲーム制御装置、ゲーム制御方法、プログラム、ゲームシステム
JP5845208B2 (ja) ゲーム制御装置、プログラム、ゲーム制御システム
WO2013124932A1 (fr) Dispositif, procédé et programme de commande de jeu, support d'enregistrement et système de jeu
JP5792763B2 (ja) プログラム、ゲーム制御システム
JP6206772B2 (ja) ゲーム制御装置、ゲーム制御方法、プログラム、ゲームシステム

Legal Events

Date Code Title Description
121 Ep: the epo has been informed by wipo that ep was designated in this application

Ref document number: 13775271

Country of ref document: EP

Kind code of ref document: A1

NENP Non-entry into the national phase

Ref country code: DE

122 Ep: pct application non-entry in european phase

Ref document number: 13775271

Country of ref document: EP

Kind code of ref document: A1