WO2018008707A1 - Game control method, game program, and computer - Google Patents

Game control method, game program, and computer Download PDF

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Publication number
WO2018008707A1
WO2018008707A1 PCT/JP2017/024730 JP2017024730W WO2018008707A1 WO 2018008707 A1 WO2018008707 A1 WO 2018008707A1 JP 2017024730 W JP2017024730 W JP 2017024730W WO 2018008707 A1 WO2018008707 A1 WO 2018008707A1
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WO
WIPO (PCT)
Prior art keywords
game
user
lottery
virtual currency
condition
Prior art date
Application number
PCT/JP2017/024730
Other languages
French (fr)
Japanese (ja)
Inventor
功淳 馬場
広亮 白木
裕一郎 新井
Original Assignee
株式会社コロプラ
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
Priority claimed from JP2016133936A external-priority patent/JP6122186B1/en
Priority claimed from JP2016144836A external-priority patent/JP6188886B1/en
Application filed by 株式会社コロプラ filed Critical 株式会社コロプラ
Publication of WO2018008707A1 publication Critical patent/WO2018008707A1/en

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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • A63F13/69Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions

Definitions

  • the present disclosure relates to a game control method, a game program, and a computer.
  • a game program In particular, as the game progresses, an input operation for drawing a lottery is accepted from the user, and the parameters of the game character are changed by associating with a quest, game character, or game character that can be played by the user according to the lottery result.
  • the present invention relates to a technique for making a user available for an item to be used, an item that exhibits an effect by consumption, and other additional contents.
  • Patent Document 1 discloses a technology that allows a user to perform a lottery game for acquiring a game medium such as a game card by paying virtual currency.
  • Non-Patent Document 1 in an example such as a role playing game, the user destroys the enemy monster character so that the destroyed enemy monster character becomes a user's friend with a certain probability.
  • the user for example, forms a team (sometimes referred to as “party”, “deck”, etc.) by selecting one or a plurality of game characters from among the available game characters. To advance.
  • the user can acquire the virtual currency necessary for playing the lottery game by various methods. For example, in addition to the case where a fixed amount of virtual currency is regularly given to the user as disclosed in Patent Document 1, a predetermined amount of virtual currency is granted by clearing a predetermined game stage, There is a method of giving a virtual currency of an amount corresponding to the amount of money to the user. In this case, it is required to ensure the fairness of the value of the virtual currency.
  • the virtual currency can be acquired for a fee or free of charge, and an opportunity to perform lottery by consuming the acquired virtual currency can be obtained.
  • additional content that can be acquired by lottery may be changed in accordance with the operation of the business provider that provides the game program. In this case, since the user performs a lottery by considering the contents of the additional content added or deleted by replacement, the user can miss the opportunity to enjoy various game developments obtained by the lottery.
  • This disclosure aims to provide a technique for further improving the interest of a game by solving at least one of the above-described problems.
  • the computer includes at least a processor and a memory and is executed in a computer that functions as a control unit that executes a game including a lottery and a storage unit that stores a lottery condition for executing the lottery.
  • a game control method including the following steps is provided. A step of associating a game point with a predetermined user and storing it in the storage unit by proceeding with the game other than the lottery. A step of automatically storing a first virtual currency having a predetermined value in the storage unit in association with the user when the game point satisfies the first condition. A step of associating a second virtual currency having a predetermined value with the user and storing the second virtual currency in the storage unit.
  • the lottery condition including a subtraction value when subtracting at least one of the first virtual currency and the second virtual currency associated with the user is stored in the storage unit.
  • a game medium having a predetermined rarity is associated with the user, and the first virtual currency associated with the user based on the lottery condition and the first virtual currency Subtracting at least one of the two virtual currencies.
  • FIG. 2 is a block diagram showing a configuration of a mobile terminal 100.
  • FIG. 2 is a block diagram showing a functional configuration of a server 200.
  • the example of a display of the screen of the process which makes a user acquire a drawing right as a result of accumulating game points by a user's game play is shown.
  • the example of a display of the screen of the process which receives input operation for drawing and provides the additional content which is a lottery result to a user is shown.
  • the example of a display of the process of showing to a user the number of possession of the lottery right whose expiration date comes within a fixed period at the time of starting of a game program is shown.
  • the game control method and the game program of the present embodiment have the following configurations.
  • (Item 1) A game control method that is executed in a computer that functions as a control unit that includes at least a processor and a memory and that executes a game including a lottery, and a storage unit that stores a lottery condition for executing the lottery, A step of associating a game point with a predetermined user and storing it in the storage unit by proceeding with the game other than the lottery; Automatically storing a first virtual currency of a predetermined value in the storage unit in association with the user when the game points satisfy a first condition; Storing a second virtual currency of a predetermined value in the storage unit in association with the user; When executing the lottery, the lottery condition including a subtraction value when subtracting at least one of the first virtual currency and the second virtual currency associated with the user is stored in the storage unit.
  • Steps By accepting a lottery request by the user and executing the lottery, a game medium having a predetermined rarity is associated with the user, and the first virtual currency associated with the user based on the lottery condition and the first virtual currency Subtracting at least one of the two virtual currencies.
  • a plurality of virtual currencies such as a first virtual currency and a second virtual currency are defined as lottery conditions for giving a game medium having a predetermined scarcity to the user.
  • the 1st virtual currency can be distinguished from the 2nd virtual currency by giving automatically according to the game point given to a user by progressing a game. Thereby, the fairness of the value of the virtual currency can be secured.
  • the second virtual currency is given to the user according to a charge amount by the user,
  • the first virtual currency is associated with a second condition that limits the value of the first virtual currency.
  • Item 1 game control method According to the game control method of this item, the value of the first virtual currency can be limited to the value of the second virtual currency given to the user according to the amount charged by the user. Thereby, the fairness of the value of the virtual currency can be secured.
  • the second condition includes a temporal condition for designating a time until the lottery cannot be executed based on the first virtual currency, The game control method according to item 2, wherein when the time condition is not satisfied, the lottery cannot be executed based on the first virtual currency.
  • the game control method of this item it is possible to easily limit the value of the first virtual currency by giving a time condition to the value of the first virtual currency.
  • the second condition includes an upper limit value of the first virtual currency that can be associated with the user,
  • the game point is given the first virtual currency of a predetermined value by satisfying the first condition, if the value of the first virtual currency exceeds the upper limit value, the game point is The game control method according to item 2 or 3, wherein the first virtual currency is not given to the user even if the first condition is satisfied.
  • the value of the first virtual currency can be easily limited by giving a quantitative condition to the value of the first virtual currency.
  • the computer further includes a display unit for displaying a game image,
  • the control unit causes the display unit to display an image related to the first virtual currency and an image related to a remaining condition until the value of the first virtual currency is limited based on the second condition.
  • the game control method according to any of items 1 to 4. According to the game control method of this item, the conditions for receiving the benefits of the first virtual currency can be clearly presented to the user.
  • the second condition includes a time condition for designating a time until the lottery cannot be executed based on the first virtual currency, and the time condition is set to each value of the first virtual currency.
  • the control unit causes the display unit to display an image related to each value of the first virtual currency and an image related to the remaining condition individually associated with each value of the first virtual currency on the display unit. 5.
  • Game control method of 5. According to the game control method of this item, the time condition for receiving the benefit of the first virtual currency can be clearly presented to the user.
  • the second condition includes a time condition for designating a time until the lottery cannot be executed based on the first virtual currency, and the time condition is set to each value of the first virtual currency.
  • the control unit identifies a minimum remaining condition with the smallest remaining time condition among the remaining conditions individually associated with each value of the first virtual currency, and an image relating to the first virtual currency;
  • the game control method according to item 5 wherein an image relating to the minimum remaining condition is displayed on the display unit in association with each other.
  • the time condition for receiving the benefit of the first virtual currency can be clearly presented to the user.
  • the second condition includes a time condition for designating a time until the lottery cannot be executed based on the first virtual currency, and the time condition is set to each value of the first virtual currency.
  • the control unit specifies a total value of the values of the first virtual currency associated with the remaining condition that the time condition is not satisfied within a predetermined period, Item 5.
  • the game control method according to Item 5 wherein an image related to the first virtual currency and an image related to the total value are displayed in association with each other on the display unit. According to the game control method of this item, the time condition for receiving the benefit of the first virtual currency can be clearly presented to the user.
  • the lottery is executed based on information on a virtual housing defined based on a plurality of population game media including the game media and a probability associated with the game media or the rarity, When the lottery is executed, the lottery is executed based on the same information regarding the virtual housing, regardless of which of the first virtual currency and the second virtual currency associated with the user is subtracted.
  • the game control method according to any one of items 1 to 8. According to the game control method of this item, the user can perform a lottery with either the first virtual currency or the second virtual currency. Thereby, the fairness of the value of the virtual currency can be secured.
  • the first condition includes that a cumulative value of the game points has reached a threshold value,
  • the game includes a quest associated with a game stage, and a plurality of missions associated with the quest, A predetermined number of game points are associated with the plurality of missions, 10.
  • the game control method according to any one of items 1 to 9, wherein when the mission is achieved based on the progress of the game, the cumulative value is updated based on the game points associated with the mission. According to the game control method of this item, since the user can make a lottery by advancing the game, the motivation to continuously advance the game can be improved.
  • the game system 1 of this embodiment shown in FIG. 1 provides a game to a plurality of users.
  • the game system 1 includes a plurality of user terminals 100 and a game server 200.
  • Each user terminal 100 and the game server 200 are connected via the network 2.
  • the game server 200 provides various services related to the game to each user terminal 100.
  • the network 2 can be connected to the Internet via the Internet, various mobile communication systems constructed by radio base stations (not shown) (for example, so-called 3G and 4G mobile communication systems, LTE (Long Term Evolution)), and predetermined access points.
  • a wireless network for example, WiFi (registered trademark) may be included.
  • the user terminal 100 is preferably a portable terminal device such as a smartphone, a feature phone, a PDA (Personal Digital Assistant), or a tablet computer.
  • the user terminal 100 includes a processor 10, a memory 11, a storage 12, a communication interface (IF) 13, an input / output IF 14, and a touch screen 15 that are electrically connected to each other via a communication bus.
  • a processor 10 a memory 11
  • a storage 12 a communication interface (IF) 13
  • IF input / output IF 14
  • touch screen 15 that are electrically connected to each other via a communication bus.
  • the game server 200 is preferably a general-purpose computer such as a workstation or a personal computer.
  • the game server 200 includes a processor 20, a memory 21, a storage 22, a communication interface (IF) 23, and an input / output IF 24 that are electrically connected to each other via a communication bus.
  • a processor 20 a memory 21, a storage 22, a communication interface (IF) 23, and an input / output IF 24 that are electrically connected to each other via a communication bus.
  • IF communication interface
  • the processors 10 and 20 include a CPU (Central Processing Unit), an MPU (Micro Processing Unit), a GPU (Graphics Processing Unit), and the like, and control the user terminal 100 and the game server 200 as a whole.
  • CPU Central Processing Unit
  • MPU Micro Processing Unit
  • GPU Graphics Processing Unit
  • the memories 11 and 21 are main storage devices that can include a ROM (Read Only Memory), a RAM (Random Access Memory), and the like.
  • the storages 12 and 22 are auxiliary storage devices that can be configured to include flash memory, HDD (Hard Disk Drive), and the like.
  • Game data such as a game program is stored in the storage 22 of the game server 200, and game data such as a game program downloaded from the game server 200 is stored in the storage 12 of the user terminal 100.
  • the memories 11 and 21 temporarily store various programs and data loaded from the storages 12 and 22 and provide work areas to the processors 10 and 20.
  • the game program is expanded in the memories 11 and 21 and executed by the processors 10 and 20.
  • the memories 11 and 21 also temporarily store various game data generated while the processors 10 and 20 are operating according to the game program.
  • the communication IFs 13 and 23 have a communication control function for transmitting and receiving various data between the user terminal 100 and the game server 200.
  • the communication control function includes, for example, a wireless LAN connection function, an Internet connection function via a wired or wireless LAN or a mobile phone network, a short-range wireless communication function, and the like.
  • the data includes game data such as a predetermined game program, user information, and game information, an instruction to transmit and receive them between the user terminal 100 and the game server 200, and an instruction to advance the game.
  • the communication IFs 13 and 23 include, for example, a NIC (Network Interface Card).
  • the input / output IF 14 of the user terminal 100 has various data input / output functions and audio input / output functions via USB (Universal Serial Bus) or the like.
  • USB Universal Serial Bus
  • the touch screen 15 is an electronic component that combines a touch-sensing input unit 151 configured to include a touch pad and a display unit 152 configured to include a liquid crystal display, an organic EL (Organic Electroluminescence) display, and the like. .
  • the input unit 151 inputs user actions on the touch screen 15 (mainly touch operation, slide operation, swipe operation, tap operation, etc. on the touch screen 15 based on physical contact operation, proximity operation, push-in operation, etc.). It has a function of detecting position information on the touch screen 15 and outputting it as an information signal.
  • the input unit 151 of the touch screen 15 may employ a device that employs any method such as a capacitance method or a resistance film method.
  • the input / output IF 24 of the game server 200 includes an input unit that is an information input device such as a mouse and a keyboard, and an output unit such as a liquid crystal display, and is used for monitoring computer information.
  • FIG. 2 is a block diagram showing the main functions related to the game progress process of the user terminal 100.
  • the user terminal 100 can function as the control unit 110 and the storage unit 120 through the cooperation of the processor 10, the memory 11, the storage 12, the communication IF 13, the input / output IF 14, and the like.
  • the function of the control unit 110 can be realized mainly by the cooperation of the processor 10 and the memory 11.
  • the function of the storage unit 120 can be realized mainly by the cooperation of the memory 11 and the storage 12.
  • the control unit 110 executes a game including a lottery as will be described later, and the storage unit 120 stores at least lottery conditions for executing the lottery.
  • the control unit 110 can function as an action receiving unit 111, a game processing unit 112, a determination unit 113, an object control unit 114, a lottery unit 115, and an image generation unit 116 according to a game program stored in the storage unit 120.
  • the action accepting unit 111 detects a user action on the input unit 151 of the touch screen 15.
  • the action receiving unit 111 determines what operation input has been made from an operation instruction or the like by the console via the touch screen 15 or other input / output IF 14, and the game processing unit 112 or the like is used as an information signal based on the result. Output to the element.
  • the coordinate information of the input position and the type of action are detected. Further, by detecting that the input that has been continuously detected is interrupted, it is detected that the touch input has been canceled from the touch screen 15.
  • the game processing unit 112 controls the operation of the entire user terminal 100, and performs transmission / reception of data between elements and arithmetic processing necessary for game execution.
  • the image generation unit 116 is instructed to advance the game according to the game program based on the action detected by the action accepting unit 111 and to draw the resulting game image.
  • various information / requests are transmitted to the game server 200 via the communication IF 13, and the resulting information is received, and further processing for advancing the game is executed.
  • the determination unit 113 executes various determinations necessary for the game progress to be described later. Based on the determination request from the game processing unit 112, the determination unit 113 refers to various game data stored in the storage unit 120 as necessary, and performs various determinations.
  • the object control unit 114 controls operations of various objects appearing in the game that is progressed in the present embodiment.
  • the various objects are preferably controlled in a predetermined manner based on the user action received by the action receiving unit 111, the game program stored in the storage unit 120, game information, user information, and the like.
  • the various objects are displayed in addition to characters operated by the user (so-called player characters), various game characters including opponent characters that play against the player character, weapons and balls operated by game stage components and characters, and the like.
  • Various objects (GUI: Graphical User Interface (graphical user interface) etc.) which are displayed on the part 152 and which perform predetermined control based on the user action received by the action receiving part 111 are included.
  • the lottery unit 115 controls to execute a lottery for giving a predetermined game medium to the user based on a lottery request by the user.
  • the lottery unit 115 causes the game server 200 to execute a lottery by transmitting a lottery request from the user to the game server 200, and stores character information regarding the game medium received from the game server 200 in association with the user information.
  • a process for giving a predetermined game medium to the user is executed. Details of the lottery will be described later.
  • the image generation unit 116 stores various game data stored in the storage unit 120, the calculation result of the game program, the game screen displayed on the display unit 152, the game object, the game character, and the like based on the action on the input unit 151 by the user. Generate an image of Accordingly, the user can interactively visually recognize the output corresponding to the input of various operations on the touch screen 15, and the operability of the user terminal 100 is improved.
  • FIG. 3 is a block diagram showing the main functions related to the game progress process of the game server 200.
  • the game server 200 can function as the control unit 210 and the storage unit 220 through cooperation of the processor 20, the memory 21, the storage 22, the communication IF 23, the input / output IF 24, and the like.
  • the function of the control unit 210 can be realized mainly by the cooperation of the processor 20 and the memory 21.
  • the function of the storage unit 220 can be realized mainly by the cooperation of the memory 21 and the storage 22.
  • the game server 200 of the present embodiment has a game providing function that provides each user terminal 100 with information necessary for the progress of the game.
  • the game server 200 receives various instructions from the user terminal 100, game programs operable on the user terminal 100, Web pages (game screens, etc.), various game data such as user information and game parameters, various notifications Etc.
  • the control unit 210 executes a game including a lottery as will be described later, and the storage unit 220 stores at least a lottery condition for executing the lottery.
  • the control unit 210 functions as a reception unit 211, a game processing unit 212, a determination unit 213, a data management unit 214, a reward calculation unit 215, a lottery unit 216, and an image generation unit 217 according to a game program stored in the storage unit 220. obtain.
  • the receiving unit 211 receives various information from each user terminal 100.
  • Each user terminal 100 transmits various types of information to the game server 200 under the control of the control unit 110, the game server 200 receives the information via the network 2 and the communication IF 23, and the reception unit 211 receives the information content. Identify and accept.
  • the game processing unit 212 controls the operation of the game server 200 as a whole, and performs transmission / reception of data between the elements and arithmetic processing necessary for the progress of the game. For example, the arithmetic processing according to the game program is executed based on the information / request from the user terminal 100 received by the receiving unit 211. Then, game data such as various user information and game information, game programs, and the like as a result are transmitted to the user terminal 100 via the communication IF 13, and the game is further advanced on the user terminal 100.
  • the determination unit 213 executes various determinations necessary for the game progress process in the game processing unit 212. Based on the control of the game program stored in the storage unit 220, the determination unit 213 refers to various game data and databases, and executes various determinations necessary for the game progress.
  • the data management unit 214 performs necessary processing by adding / updating / deleting various game data and database records stored in the storage unit 220 based on various calculation results in the game processing unit 212.
  • the reward calculation unit 215 determines a reward to be given to the user according to the game progress processing result in the game processing unit 212. For example, when a predetermined game condition is satisfied on the user terminal 100 (a predetermined quest clearing condition has been achieved: a player character operated by the user has won a game, etc.), the game is given to the player character. Reward points (experience values, etc.), virtual currency in game, items in game, and the like are specified.
  • the data management unit 214 updates various game data and databases stored in the storage unit 220 in order to give the reward to the user, and the information is transmitted to the user terminal 100 via the communication IF 23 under the control of the game processing unit 212. By being transmitted, the user can acquire an in-game reward.
  • the lottery unit 216 executes a lottery for giving a predetermined game medium to the user based on a lottery request from the user terminal 100.
  • the lottery unit 216 executes a lottery based on the lottery request received from the user terminal 100 and stores the character information regarding the winning game content in the storage unit 120 in association with the user information.
  • a predetermined game medium is given to the user. Details of the lottery will be described later.
  • the image generation unit 217 generates an image such as a game image related to the game data necessary for the progress of the game under the control of the game processing unit 212 and the determination unit 213.
  • the image is transmitted to the user terminal 100 based on the control of the game sending processing unit 212.
  • the storage unit 220 mainly stores game programs, game information, and user information.
  • the game program includes game control information for causing the game to proceed based on a predetermined scenario, lottery control information for executing the above-described lottery, and various objects based on user operations and character actions. Contains object control information for controlling with.
  • the game control information and the lottery control information include condition information that specifies conditions in the game for executing the game and the lottery.
  • the game information includes a character management table that masters basic parameters and attributes of various characters, and a quest management table that manages quests as examples of games other than the lottery.
  • the user information includes a user management table for master management of information (rank, skill level, etc.) related to each user.
  • the storage unit 220 includes a retained character management table that manages information regarding retained characters associated with the user and combinations of player characters that the user appears in the game (so-called decks). Moreover, the virtual currency management table which manages the various virtual currencies which the said user holds is included. Thus, it is preferable that a database for managing information related to games and lotteries is constructed in the storage unit 220.
  • the storage unit 120 of the user terminal 100 stores all or part of the game program, game information, and user information downloaded from the storage unit 220 of the game server 200.
  • FIG. 4 shows an example of a lottery management table for defining lottery control information and condition information stored in the storage units 120 and 220.
  • the lottery management table includes lottery conditions as condition information for executing the lottery, characters (population game media including game media to be actually given) that can be given to users, and rarity ( (Rareness) and winning probability are stored in association with each virtual enclosure, thereby defining information about each virtual enclosure.
  • the winning probability may be set individually for each game medium, or may be set based on the rarity of the game medium.
  • the virtual enclosure wins a “rare” that can be won by a character associated with a rarity greater than or equal to a predetermined value, and a character associated with a rarity that is less than or equal to a predetermined value (associated with a rarity greater than or equal to a predetermined value).
  • the virtual currency of a predetermined value is designated in advance in the lottery conditions for each virtual housing, and when the lottery is executed by designating each virtual housing, the virtual currency of the predetermined value is consumed and the virtual in the user information Reflected in the currency management table.
  • a predetermined value of pay stone an example of a second virtual currency to be described later
  • a lottery ticket an example of a first virtual currency to be described later
  • a coin having a predetermined value is designated.
  • the paid stone is a virtual currency given to the user according to the amount charged by the user, and can be consumed for various purposes other than the lottery to advance the game advantageously.
  • the lottery right and coins are virtual currencies given to the user by proceeding with a game other than the lottery. The lottery right is given to the user mainly for the purpose of lottery only.
  • the coin is a so-called in-game currency, and may be consumed for various purposes other than the lottery.
  • FIG. 5 shows an example of character information included in the character management table as an example of game information stored in the storage units 120 and 220.
  • a game simulating sports such as tennis is shown as an example of the game, and character information relating to a character for executing the game is illustrated.
  • the character information includes parameters such as rarity (rareness), play style, stroke, serve, speed, wisdom, and super shot.
  • rarity is a parameter indicating the rarity of the character.
  • a play style shows the attribute which prescribes
  • the stroke is a parameter indicating the appropriateness for the shot action of the character in tennis, and serves as a basis for calculating the movement trajectory of the moving object by the character shot.
  • the serve is a parameter indicating the suitability of the character for the serve action in tennis, and serves as a basis for calculating the moving trajectory of the moving object by the character's serve.
  • the speed is a parameter indicating the moving speed of the character and is a basis for calculating the moving speed when the character is moved from the current position to the movement target position. Smartness is the basis for determining whether or not to perform an appropriate action according to the situation when the action of the character is automatically controlled by a computer.
  • the super shot is a special action set for each character, and is set to be activated when a situation in the court satisfies a predetermined condition. The contents of the super shot may be managed in a separate table for each character.
  • FIG. 6 shows an example of the quest information included in the quest management table as an example of the game information stored in the storage units 120 and 220.
  • each quest is associated with information such as a game stage, clear conditions, a plurality of missions, rewards, playability, and difficulty level.
  • the user can clear the quest by operating the player character at a predetermined game stage and satisfying a predetermined clear condition.
  • the reward to be given to the user is determined based on the clear reward and the type and number of missions achieved.
  • Rewards are virtual gains and in-game item grants.
  • a condition such as clearing a predetermined quest is satisfied, the next quest can be played.
  • FIG. 7 shows a stored character management table as an example of user information stored in the storage units 120 and 220.
  • retained character information is stored in association with an identifier (user ID) for identifying each user, and the deck, Lv (level), stroke, serve, speed, and wiseness are retained for the retained character.
  • the possessed character is a character obtained and possessed by the user.
  • the deck is information for selecting and storing one or more characters that can participate in a predetermined quest in advance, and defines a player character operated by the user.
  • the level is a parameter that defines the degree of growth of the possessed character. Parameters such as stroke, serve, speed, and cleverness for each character are master-managed as the character information shown in FIG. 5, and each parameter of the retained character is determined according to the level in the user information, and Parameters are defined.
  • correction parameters such as various items may be further associated with each character.
  • the user can advance various games based on the parameters of the possessed character.
  • FIG. 8 shows a virtual currency management table as an example of user information stored in the storage units 120 and 220.
  • the virtual currency management table information on various virtual currencies held for each user ID is stored in association with each other.
  • the above-mentioned paid stone, coins, lottery rights, and quest points are included as virtual currencies.
  • the quest point is given to the user as a quest clear reward, and when the total value of the quest point exceeds a predetermined value (an example of the first condition), a lottery right of the predetermined value is automatically given. Granted to the user.
  • a lottery right is associated with information on a lottery right number, a lottery right ID, an acquisition date, an expiration date, and availability.
  • a lottery right number of 1 to 5 an arbitrary lottery right ID, an acquisition date, a use deadline are given, and whether or not the lottery right can be used based on the use deadline. Is managed.
  • the right to use is consumed and deleted from the virtual currency management table. If a lottery right is already associated with the lottery right numbers 1 to 5, even if the quest point satisfies the first condition, no new lottery right is assigned.
  • the lottery right is given a time condition for executing the lottery as the “expiration date” (the time until the lottery cannot be executed based on the first virtual currency),
  • a quantitative condition (upper limit value of the first virtual currency that can be associated with the user) for executing the lottery is assigned as the “lottery right number”.
  • the lottery right as the first virtual currency has a time or quantitative restriction for limiting the right to obtain the benefit, and the value of the first virtual currency is set to some value.
  • the condition limited by the shape may be referred to as a second condition.
  • the second condition such as the remaining period until the expiration date (number of days, etc.) and the number of lottery right numbers not associated with the lottery right is not satisfied and it becomes impossible to receive the benefits of the lottery right Grace may be referred to as a remaining condition.
  • At least a part of the functions of the user terminal 100 described above may be configured to be included in the game server 200 or other hardware. Further, at least a part of the functions of the game server 200 may be configured to be included in the user terminal 100 and other hardware. That is, computer hardware that realizes a predetermined function by executing the game control method and the game program in the present embodiment is arbitrarily selected from the above-described information control device including the user terminal 100 and the game server 200. obtain.
  • FIG. 9 is a diagram for mainly explaining processing from the start of the game to the start of the quest.
  • FIGS. 10 to 12 are diagrams for explaining the processing from the start of a quest until the quest clear reward is given to the user.
  • FIG. 13 is a diagram for explaining a process of giving the second virtual currency to the user.
  • FIG. 14 to FIG. 15 are diagrams for explaining processing for giving a game medium to a user by lottery.
  • 16 to 19 are diagrams for explaining the first virtual currency and the second virtual currency in detail.
  • the control unit 110 requests user information and game information for starting the game from the game server 200 (S101).
  • the request includes a user ID.
  • the receiving unit 211 executes a process of receiving this (S201).
  • the game processing unit 212 refers to the storage unit 220, and the data management unit 214 updates the user management table as necessary, and then stores the latest user information, game information, and game program corresponding to the user ID of the user. Identify.
  • the control unit 210 transmits this to the user terminal 100 (S202), and when the user terminal 100 receives this, the game processing unit 112 updates the user information and game information as necessary, and then the user information and game. A process for starting the game is executed using the information and the game program (S102).
  • the control unit 110 Upon receiving a quest selection instruction from the user, the control unit 110 executes a process for executing the quest based on the quest information stored in the storage unit 120 (S103). Here, one or more characters are selected as player characters from the characters held by the user, and an opponent character to be an opponent in the quest is set and stored in the storage unit 120 as game information and user information. (S104).
  • the user When the user is ready to start a quest by designating a game stage on which the quest is executed, the user inputs a quest start instruction.
  • the action receiving unit 111 receives this, and the game processing unit 112 executes a process for starting a game.
  • the control unit 110 transmits a quest content request including information necessary for starting the quest such as the quest ID of the designated quest, the player character, and the opponent character to the game server 200 (S105).
  • the data management unit 214 specifies the quest information for specifying the clear condition and the mission, and the object control information for controlling the composition of the game stage and the actions of various characters.
  • the game server 200 transmits the quest content including these pieces of information (S205), and when the user terminal 100 receives the quest content (S106), various information included in the quest content received by the game processing unit 112 is stored in the storage unit 120.
  • the virtual space where the quest is executed is stored (S107). And the game process part 112 starts the process for starting the designated quest (S108).
  • the object control unit 114 controls the player character based on the action including the operation input input by the user (S109).
  • the game processing unit 112 stores the action of the player character in the storage unit 120 and executes a process for advancing the quest (S110).
  • the determination unit 113 determines whether or not the clear condition is satisfied based on the progress state of the game including the action of the player character and the clear condition of the quest included in the quest information (S111). When it is determined that the clear condition is satisfied (Y in S111), the determination unit 113 identifies the mission that has been achieved based on the information regarding the action of the player character stored in the storage unit 120 and the quest information. In addition, the reward given to the user is specified (S112).
  • the reward includes quest points as game points associated with the quest clear status and mission achievement in the quest information.
  • the control unit 110 transmits information related to the action of the player character, quest play information for specifying the quest clear status and the mission achievement status to the game server 200 (S113).
  • the reception unit 211 of the game server 200 receives this (S206)
  • the game processing unit 212 refers to the storage unit 220
  • the data management unit 214 updates the virtual currency management table in the user information as necessary (S207). ).
  • FIG. 11 shows a game screen G1 displayed on the display unit 152 of the touch screen 15 when the quest is cleared.
  • the game screen G1 includes a quest clear reward image R1, a cumulative quest point image R2, and a remaining number display image R3 of quest points necessary for acquiring a lottery right.
  • the quest clear reward image R1 is generated based on the quest information and information regarding the action of the player character.
  • the cumulative quest point image R2 and the remaining number display image R3 are generated based on the virtual currency information included in the user information and the condition information included in the game control information.
  • the condition information included in the game control information is a judgment criterion for automatically granting a predetermined number of lottery rights (first virtual currency) to the user when the cumulative value of quest points reaches a threshold value.
  • the cumulative quest point image R2 and the remaining number display image R3 are generated mainly based on the first condition and the virtual currency information.
  • Such a game screen G1 allows the user to easily grasp the required number of quest points and the status of unachieved missions until obtaining the drawing right, so that the motivation for playing the quest is further improved.
  • the determination unit 113 determines whether the quest point satisfies the first condition based on the progress of the game as described above (S114). In the present embodiment, it is determined whether or not the cumulative quest point has reached the threshold value specified in the first condition.
  • the game processing unit 112 grants a lottery right (first virtual currency) to the user and holds a predetermined value of the quest point.
  • the virtual currency information is updated so as to be subtracted from the total value of the quest points (S115).
  • the assigned lottery right is assigned a lottery right number, lottery right ID, acquisition date, and expiration date, and management of availability is started.
  • the lottery right may not be granted and only the quest points may be subtracted.
  • the lottery right may not be granted and the cumulative value of quest points may be maintained without being subtracted.
  • FIG. 12 shows a game screen G2 displayed on the display unit 152 of the touch screen 15 when the lottery right is given to the user.
  • the game screen G2 includes an image V1 that shows the value of the lottery right, an image C1 that displays a time condition associated with the lottery right, and a UI image U1 that includes a link that shifts to the lottery screen described later.
  • the images V1 and C1 are generated mainly based on virtual currency information. Thereby, since the user has acquired the lottery right and can easily grasp the time restriction, the motivation for performing the lottery is improved.
  • the control unit 110 transmits the first virtual currency information for specifying the fact to the game server 220 (S116).
  • the reception unit 211 of the game server 200 receives this (S208)
  • the data management unit 214 updates the virtual currency management table in the user information (S209).
  • the first virtual currency necessary for executing a lottery (lottery in a “rare” virtual housing) that can acquire a character having a predetermined rarity by advancing the game is obtained. Can be acquired.
  • the second virtual currency (pay stone) necessary for executing the lottery that can acquire the character is given according to the charge amount by the user.
  • the control unit 110 transmits the second virtual currency purchase request to the game server 200 (S118).
  • the second virtual currency purchase request includes information regarding the numerical value of the second virtual currency given to the user and the charge amount charged by the user for that purpose.
  • the data management unit 214 executes a settlement process based on the user information, and associates the numerical value of the second virtual currency corresponding to the charge amount with the user.
  • the virtual currency management table is updated (S211).
  • the control unit 210 of the game server 200 transmits the information to the user terminal 100 (S212), and when the control unit 110 of the user terminal 100 receives the information (S119). ), The virtual currency information is updated so as to add the value of the second virtual currency according to the billing amount (S120).
  • the first virtual currency is associated with the second condition for limiting its value, but the second virtual currency is not provided with such a condition. Therefore, the value of the first virtual currency given according to the progress of the game can be limited to the value of the second virtual currency given to the user according to the amount charged by the user. Thereby, the fairness of the value of the virtual currency can be secured.
  • a lottery can also be performed for a user who proceeds the game without charging. Giving the opportunity to run improves the motivation to continue the game.
  • FIG. 14 to FIG. 15 are diagrams for explaining processing for giving a game medium to a user by lottery.
  • the action accepting unit 111 of the user terminal 100 accepts a lottery request (for example, a touch operation on the UI image U1 shown in FIG. 12) from the user (S121).
  • the image generation unit 116 generates a game image G ⁇ b> 3 including information related to the virtual housing based mainly on the game information and the lottery control information stored in the storage unit 120, and the display unit of the touch screen 15.
  • the game image G3 is displayed on 152 (S123).
  • the game image G3 corresponds to, for example, a “rare” case that can acquire a game medium having a rarity level equal to or higher than a predetermined value.
  • the game image G3 includes virtual housing information B1, images T1 and T2 indicating lottery conditions in the lottery, and a UI image U2 for accepting selection of a virtual currency to be consumed by the user.
  • an image for allowing the user to select one of the plurality of virtual enclosures is displayed, and after the user selects a virtual enclosure, The game image G3 may be displayed (S122).
  • the images indicating the lottery conditions include a first image T1 that specifies the consumption of the lottery right as the first virtual currency and a second image T2 that specifies the consumption of the paid stone as the second virtual currency.
  • the UI image U2 consumes a certain number (for example, one) of the lottery right and consumes a lottery right X times (for example, ten sheets) and a UI image that specifies that the lottery is performed a predetermined number of times (for example, one time). It includes a UI image that specifies that the lottery is performed more than X times (for example, 11 times). Thereby, it is possible to prompt the user to acquire game points by advancing the game and to acquire many lottery rights.
  • the UI image U2 consumes a fixed number (for example, 25) of paid stones and consumes a predetermined number of times (for example, once) and draws the paid stones Y times (for example, 250). Then, a UI image designating that the lottery is performed more than Y times (for example, 11 times) is included. This can prompt the user to perform many lotteries.
  • the lottery unit 115 accepts selection of a virtual currency used for the lottery (consumed by the lottery) (S124).
  • the lottery unit 115 stores the virtual data stored in the storage unit 120 so as to subtract at least one of the first virtual currency or the second virtual currency specified in the selected UI image U2 by the numerical value specified in the lottery condition.
  • the currency information is updated (S125).
  • the determination unit 113 determines that the lottery condition is satisfied, and the lottery unit 115 transmits a lottery request for causing the game server 200 to execute the lottery (S126).
  • the lottery request includes a user ID for specifying the user, virtual currency information to be consumed, virtual housing information for executing the lottery, and information for specifying the number of lottery executions.
  • the lottery unit 216 selects to execute the lottery based on the received lottery request, lottery control information stored in the storage unit 220, user information, and the like. Information on the virtual enclosure thus identified is identified (S214).
  • the lottery unit 216 refers to the lottery management table and executes the lottery based on the information related to the selected virtual enclosure.
  • the data management unit 214 updates the user management table so as to associate the winning game content with reference to the character management table with the user (S215).
  • the lottery unit 216 transmits game medium provision information including character information regarding the winning game medium to the user terminal 100 (S216).
  • the lottery unit 115 stores the character information in the storage unit 120, thereby completing the provision of the game medium by lottery (S217).
  • 16 to 19 are diagrams for explaining the first virtual currency and the second virtual currency in detail.
  • the determination unit 113 determines whether it is time to notify that the value of the first virtual currency can be limited (S128).
  • the timing is, for example, the timing when the game application is activated, the timing when the expiration date for the lottery right approaches within a predetermined period, or the like. If it is determined that the timing is met (Y in S128), the determination unit 113 refers to the lottery control information stored in the storage unit 120 and specifies the second condition associated with the first virtual currency ( S129). Next, the determination unit 113 specifies a remaining condition until the second condition is not satisfied (S130).
  • the image generation unit 116 generates a game image by associating the image regarding the first virtual currency with the image regarding the remaining condition, and displays the game image on the display unit 152 of the touch screen 15 (S131).
  • FIGS. 17 to 19 show game images G4 to G6 indicating the remaining conditions.
  • the second condition includes a temporal condition.
  • the game image G4 includes an image V2 indicating the first virtual currency, an image C2 displaying the time condition associated with the first virtual currency, an image R4 displaying the number of days until the expiration date as the remaining condition, 19 includes a UI image U3 including a link to be transferred to the first virtual currency list screen shown in FIG.
  • the images V2, C2, and R4 are generated mainly based on virtual currency information.
  • the game image G4 is associated with a minimum remaining condition with the smallest remaining condition (the smallest number of days until the expiration date) among the remaining conditions individually associated with each value (each lottery right) of the plurality of first virtual currencies.
  • Information about the first virtual currency being displayed is displayed.
  • the second condition includes a time condition.
  • the game image G5 is shifted to the image V3 indicating the first virtual currency, the image R5 displaying the total value of the first virtual currency whose remaining condition expires within a predetermined period, and the first virtual currency list screen shown in FIG.
  • a UI image U4 including a link is included.
  • the images V3 and R5 are generated mainly based on virtual currency information. Thereby, the number of first virtual currencies to be consumed within a predetermined period can be clearly and concisely presented to the user, so that the motivation for executing the lottery can be improved.
  • FIG. 19 shows a game image G6 as a first virtual currency list screen.
  • a temporal condition as a second condition individually associated with each first virtual currency
  • a quantitative condition as a second condition for defining the holding upper limit of the first virtual currency
  • the remaining condition corresponding to is displayed.
  • the game image G6 includes a heading image V4 indicating a list of first virtual currencies and an image V5 corresponding to each first virtual currency.
  • an image C3 displaying the temporal condition of each first virtual currency and an image R6 indicating the remaining conditions of each first virtual currency are displayed in association with the image V5 corresponding to each first virtual currency.
  • the additional number of possible holdings of the first virtual currency corresponding to the number of lottery rights numbers not associated with the lottery rights is displayed as an image R7 indicating the remaining conditions.
  • the images V4, V5, C3, R6, and R7 are generated mainly based on virtual currency information.
  • the first virtual currency is not limited to the case where the first virtual currency is given to the user in a manner similar to the in-game item called the lottery right, and the user may execute the lottery in any manner.
  • a user operates an information processing apparatus equipped with a touch screen such as a smartphone, for example, and advances the game while transmitting and receiving data related to the game between the game server and the smartphone.
  • the game corresponds to single play where the user plays alone and multi-play where the user plays with other users.
  • FIG. 20 is a diagram illustrating a configuration of the game distribution system 1A according to the embodiment.
  • the game distribution system 1 ⁇ / b> A includes an information processing device used by a user and a server 200, and these devices are connected to each other via a network 2 so as to communicate with each other.
  • the portable terminal 100A, the portable terminal 100B, and the portable terminal 100C are collectively referred to as “portable terminal 100”.
  • portable terminals such as the portable terminals 100A, 100B, and 100C are collectively referred to as “portable terminal 100”.
  • a plurality of portable terminals are shown.
  • the mobile terminal 100 ⁇ / b> A and the mobile terminal 100 ⁇ / b> B are connected to the network 2 by communicating with the radio base station 81.
  • the portable terminal 100C is connected to the network 2 by communicating with a wireless router 82 installed in a facility such as a house.
  • the mobile terminal 100 is a terminal that includes a touch screen, and is, for example, a smartphone, a fablet, a tablet, or the like.
  • the mobile terminal 100 provides a user with an environment for playing a game according to the game program by executing the game program. For example, the mobile terminal 100 installs a game program via a platform that distributes applications and the like. The mobile terminal 100 allows a user to play a game by executing a game program installed in the mobile terminal 100 or a game program pre-installed in advance. The portable terminal 100 reads and executes the game program to establish communication connection between the portable terminal 100 and the server 200, and to transfer data related to the game between the portable terminal 100 and the server 200 according to the progress of the game. Send and receive with.
  • the server 200 advances the game play on the mobile terminal 100 by appropriately transmitting data necessary for the game play to the mobile terminal 100.
  • the server 200 manages various data related to the game of each user who plays the game.
  • the server 200 communicates with the mobile terminal 100 and transmits images, sounds, text data, and other data to the mobile terminal 100 in accordance with the progress of each user's game.
  • the server 200 determines the progress of each user's story of the game, information on game characters that can be used by each user among the game characters appearing in the game, parameters indicating the capabilities of the game characters, It manages parameters and other various data indicating the performance of the tool used.
  • the server 200 performs a process in which the game operator notifies the user of campaigns, occurrence of problems in the progress of the game, resolution of problems, and other information related to game management.
  • the game program corresponds to a mode in which a user plays a game when a single user plays (single play) and when a plurality of users play in cooperation (multiplay).
  • the server 200 provides each user with an environment for playing a game in multiplayer by specifying a user who participates in multiplay and communicating with each mobile terminal 100 of each user.
  • the game distribution system 1 ⁇ / b> A can play a game character appearing in the game by fighting with each other, or a user and a user can play against each other. To do.
  • the server 200 includes a communication IF (Interface) 23, an input / output IF 24, a memory 21, a storage 22, and a processor 20, which are connected to each other via a communication bus.
  • IF Interface
  • the server 200 includes a communication IF (Interface) 23, an input / output IF 24, a memory 21, a storage 22, and a processor 20, which are connected to each other via a communication bus.
  • the communication IF 23 corresponds to various communication standards such as a LAN (Local Area Network) standard, and functions as an interface for transmitting and receiving data to and from an external communication device such as the mobile terminal 100.
  • LAN Local Area Network
  • the input / output IF 24 functions as an interface for receiving information input to the server 200 and outputting information to the outside of the server 200.
  • the input / output IF 24 includes an input receiving unit that accepts connection of an information input device such as a mouse and a keyboard, and an output unit that accepts connection of an information output device such as a display for displaying an image or the like.
  • the memory 21 is a storage device for storing data used for processing.
  • the memory 21 provides the processor 20 with a work area for temporary use when the processor 20 performs processing.
  • the memory 21 includes a storage device such as a ROM (Read Only Memory) and a RAM (Random Access Memory).
  • the storage 22 is a storage device for storing various programs and data for the processor 20 to read and execute.
  • the information stored in the storage 22 includes a game program, information related to the game program, information on a user who plays the game program, and other information.
  • the storage 22 includes a storage device such as an HDD (Hard Disk Drive) and a flash memory.
  • the processor 20 controls the operation of the server 200 by reading and executing a program or the like stored in the storage 22.
  • the processor 20 includes, for example, a CPU (Central Processing Unit), an MPU (Micro Processing Unit), a GPU (Graphics Processing Unit), and the like.
  • FIG. 21 is a block diagram illustrating a configuration of the mobile terminal 100.
  • the mobile terminal 100 includes an antenna 130, a wireless communication IF 13, a touch screen 15, an input / output IF 140, a storage unit 120, an audio processing unit 160, and a microphone 170. And a speaker 180 and a control unit 110.
  • the antenna 130 radiates a signal emitted from the mobile terminal 100 to space as a radio wave.
  • the antenna 130 receives radio waves from the space and gives a reception signal to the wireless communication IF 13.
  • the wireless communication IF 13 performs modulation / demodulation processing for transmitting and receiving signals via the antenna 130 and the like so that the mobile terminal 100 communicates with other communication devices.
  • the wireless communication IF 13 is a communication module for wireless communication including a tuner, a high frequency circuit, and the like, performs modulation / demodulation and frequency conversion of a wireless signal transmitted / received by the mobile terminal 100, and provides a received signal to the control unit 110.
  • the touch screen 15 receives an input from the user and outputs information to the display 152 to the user.
  • the touch screen 15 includes a member (touch panel 151) for accepting a user input operation.
  • the touch screen 15 includes a menu screen and a member (display 152) for displaying the progress of the game on the screen.
  • the touch panel 151 detects that a user's finger or the like has approached by using, for example, a capacitive type.
  • the display 152 is realized by, for example, an LCD (Liquid Crystal Display), an organic EL (electroluminescence), or other display device.
  • the input / output IF 140 functions as an interface for accepting input of information to the mobile terminal 100 and outputting information to the outside of the mobile terminal 100.
  • the storage unit 120 includes a flash memory, a RAM (Random Access Memory), and the like, and stores programs used by the mobile terminal 100, various data received by the mobile terminal 100 from the server 200, and the like.
  • the audio processing unit 160 performs modulation / demodulation of the audio signal.
  • the audio processing unit 160 modulates the signal given from the microphone 170 and gives the modulated signal to the control unit 110.
  • the audio processing unit 160 provides an audio signal to the speaker 180.
  • the sound processing unit 160 is realized by, for example, a sound processing processor.
  • the microphone 170 functions as an audio input unit for receiving an input of an audio signal and outputting it to the control unit 110.
  • the speaker 180 functions as an audio output unit for outputting an audio signal to the outside of the mobile terminal 100.
  • the control unit 110 controls the operation of the mobile terminal 100 by reading and executing a program stored in the storage unit 120.
  • the control unit 110 is realized by, for example, an application processor.
  • the storage unit 120 stores a game program 121, game information 122, and user information 123.
  • the mobile terminal 100 downloads a game program from the server 200 and stores it in the storage unit 120.
  • the portable terminal 100 transmits / receives various data, such as the game information 122 and the user information 123, with the server 200 by communicating with the server 200 as the game progresses.
  • the game program 121 is a program for causing the mobile terminal 100 to advance the game.
  • the game information 122 includes various data that the game program 121 refers to.
  • the game information 122 includes, for example, information on objects to be arranged in the virtual space in the game, information on effects associated with the objects (including information on skills set for the game character), and the like.
  • the user information 123 includes information about the user who plays the game.
  • the user information 123 includes, for example, information for identifying the user of the mobile terminal 100 playing the game, information for identifying other users who play the game in cooperation with the multiplayer, and other information.
  • the control unit 110 reads and executes the game program 121 to thereby execute an input operation reception unit 191, a game progress processing unit 192, a movement operation detection unit 193, a camera arrangement control unit 194, an object control unit 195, Each function of the display control unit 196 is exhibited.
  • the input operation reception unit 191 receives a user input operation based on the output of the touch screen 15. Specifically, the input operation reception unit 191 detects that a user's finger or the like has approached the touch panel 151 as coordinates in a coordinate system including a horizontal axis and a vertical axis of a surface constituting the touch screen 15.
  • the input operation reception unit 191 determines a user operation on the touch screen 15.
  • the input operation accepting unit 191 includes, for example, (1) “approach operation”, (2) “release operation”, (3) “tap operation”, (4) “double tap operation”, (5) “long press operation ( (Long touch operation) ”, (6)“ drag operation (swipe operation) ”, (7)“ move operation ”, (8)“ flick operation ”, and other user operations.
  • the user operation determined by the input operation receiving unit 191 is not limited to the above. For example, when the touch panel 151 has a mechanism capable of detecting the magnitude of the pressure that the user presses against the touch panel 151, the input operation reception unit 191 determines the magnitude of the pressure that the user presses.
  • control unit 110 determines that the state of detecting the approach of the user's finger or the like to the touch screen 15 is the “touch-on state”.
  • the control unit 110 determines that a state in which the approach of the user's finger or the like to the touch screen 15 is not detected is a “touch-off state”.
  • the control unit 110 accepts coordinates indicating the approach position of the user's finger or the like sequentially output by the touch screen 15 as “touch now” coordinates.
  • (1) “approach operation” is an operation in which the user brings a finger or the like closer to the touch screen 15.
  • “Release operation” is an operation for stopping the operation state when the user brings a finger or the like closer to the touch screen 15. For example, when the user performs an operation of releasing his / her finger from a state where the user touches the touch screen 15 with the finger or the like, the input operation receiving unit 191 determines that the user's operation is a “release operation”.
  • Tap operation means that the user performs a release operation at a position where the approach operation is performed after the user performs an approach operation to bring a finger or the like closer to the touch screen 15.
  • the “double tap operation” is an operation in which the user performs the tap operation twice within a predetermined time.
  • the input operation reception unit 191 determines that the user operation is “double tap operation” when the user operation is determined to be the tap operation and the tap operation is determined again with the coordinates related to the tap operation within a certain time after the user operation is determined to be the tap operation. Determine.
  • “Long press operation” is an operation in which the user continues to press the touch screen 15.
  • the touch screen 15 detects the user's operation and determines the approaching operation. When the time during which the approaching operation continues at the coordinates where the approaching operation is detected exceeds a certain time, the touch screen 15 “Long press operation” (the “long press operation” may be referred to as “long touch operation”).
  • the “drag operation” is an operation in which the user slides the finger while maintaining the approaching state in which the user brings the finger or the like close to the touch screen 15.
  • “Move operation” refers to a series of operations in which the user performs a release operation by moving a position where a finger or the like is approaching the touch screen 15 while maintaining the approach operation on the touch screen 15.
  • “Flick operation” refers to an operation in which a user performs a move operation in a time shorter than a predetermined time.
  • the flick operation is an operation in which the user flips his / her finger on the touch screen 15.
  • the game progress processing unit 192 performs a process of progressing the game by calling various programs in accordance with user operations.
  • the game progress processing unit 192 communicates with the server 200, transmits data to the server 200 according to the progress of the game, receives data related to the game from the server 200, and the user according to the progress of the game.
  • a process for giving a reward, a process for measuring the passage of time, and other processes are performed.
  • the movement operation detection unit 193 detects the operation content of the input operation for moving a character appearing in the game (hereinafter also referred to as “game character”) based on the user's input operation on the touch screen 15. For example, when the game program 121 is an action game, a role playing game, or an action role playing game, the movement operation detection unit 193 detects a direction in which the game character is moved based on a user input operation. As described above, the movement operation detection unit 193 receives an input operation in which the user specifies the movement direction of the game character.
  • the movement operation detection unit 193 causes the user to move the finger closer to the touch screen 15 from a state where the user's finger is separated from the touch screen 15, and the input operation reception unit 191 causes the touch panel 151 to move the user's finger.
  • the moving direction of the game character is detected based on the coordinates of the initial touch position and the detection result of the touch screen 15. Detailed processing of the movement operation detection unit 193 will be described later.
  • the camera placement control unit 194 determines how to show each object placed in the virtual space to the user. Specifically, the camera arrangement control unit 194 controls the arrangement (camera work) of the virtual camera in the virtual space generated when the control unit 110 reads and executes the game program 121. The control unit 110 provides a game play environment to the user by displaying a captured image of the virtual camera in the virtual space on the display 152.
  • the object control unit 195 includes various objects that appear in the game that is advanced by the mobile terminal 100 executing the game program 121, and various objects that are generated based on the user operation content received by the input operation receiving unit 191. Processes such as generation, transformation, and movement (for example, GUI (Graphical User Interface) screen) are controlled. For example, the object control unit 195 generates an object indicating the moving direction of the game character based on an input operation on the touch screen 15 for the user to move the game character, and deforms the generated object.
  • GUI Graphic User Interface
  • the display control unit 196 outputs an image according to the camera work of the virtual camera to the display 152.
  • the display control unit 196 determines the display content of the display 152 according to the placement of the virtual camera in the virtual space, and outputs various types of information such as images and texts according to the determined display content to the display 152.
  • the game progress processing unit 192 includes a game point granting unit 192A, a lottery right setting unit 192B, a lottery right management unit 192C, an additional content setting unit 192D, a quest progress processing unit 192E, and a battle play progressing unit 192F. It is configured to demonstrate.
  • the game point assigning unit 192A advances the game in accordance with the user's input operation, and the predetermined items are achieved by the user's game play, so that the game points are given to the user according to the achieved items.
  • the game program 121 provides the user with a plurality of quests having certain clear conditions, accepts an input operation for selecting a quest, and advances the game.
  • the quest is designed to be cleared in a relatively short time (for example, assuming a play time of several minutes to several tens of minutes in consideration of a user who plays a game on a smartphone).
  • the game point granting unit 192A receives, for example, an input operation for selecting a quest from the user, advances the game play of the quest in accordance with the user's input operation, and pre-determines the quest as a predetermined item.
  • Game points may be given to the user according to the achieved reward acquisition conditions by achieving the determined reward acquisition conditions by the user's game play.
  • the quest may include those for which a plurality of reward acquisition conditions are set in advance.
  • the game point granting unit 192A determines that the game points are allotted to the fact that all of the reward acquisition conditions are achieved by achieving all of the plurality of reward acquisition conditions predetermined for the quest by the user's game play. It is good also as giving to.
  • the reward acquisition condition determined in advance for the quest may include that the user clears the quest by performing an input operation for causing the game character to perform a specific action.
  • an input operation for causing a game character to perform a specific action in a sports game (for example, a tennis game) in which an object such as a ball is hit, the game character makes a special ball according to the user's input operation.
  • the input operation may be performed to cause the game character to make a special hit ball.
  • the gauge may increase every time the ball is hit, and may include a special ball that can be used when the gauge reaches a certain amount.
  • the game point granting unit 192A When the game point granting unit 192A is set to clear the quest by performing an input operation for causing the game character to perform a specific action as a reward acquisition condition for the quest, the game point is given by this input operation.
  • a game point may be given to the user by causing the character to perform a specific action and clearing the quest game.
  • the game program 121 may be configured to accept a selection of an area including a plurality of quests from the user and advance the game play. The user sequentially selects the quests included in the area and advances the game. As a predetermined item, the game point giving unit 192A clears all of the plurality of quests included in the area selected by the user by the game play of the user, so that all of the plurality of quests included in the area are cleared. It is good also as giving a user a game point about having cleared the game.
  • the game program 121 executes a step of adding the experience value obtained by clearing the quest to the user experience value parameter, and the user experience value parameter is determined in advance. It may be configured to update the user's level value each time a certain amount is reached. For example, an experience value is given to the user every time the user overcomes an enemy character. When the experience value reaches a certain amount, the level value is updated as an index indicating the strength of the character operated by the user.
  • the game point giving unit 192A updates the user's level value every time the experience value parameter reaches a predetermined amount according to the user's game play as a predetermined item, and the user's level value is updated. It is good also as giving a game point to a user about what was done.
  • one or more reward acquisition conditions are set for the quest, and it may be configured to manage whether the reward acquisition condition is achieved by the user in the quest.
  • the game point granting unit 192A accepts an input operation for selecting a quest from the user, proceeds the game play of the quest in accordance with the user's input operation, and the reward acquisition condition that has been determined in advance for the quest and the unachieved reward acquisition condition is It is good also as giving a game point to a user according to the reward acquisition conditions achieved by being achieved by game play.
  • the game program 121 relates to a battle game in which the users battle each other, and the game program 121 is a rank that is an index indicating the proficiency level of each user in the battle play according to the content of each user's game play. May be configured to manage. For example, there is a rating value as an index indicating the skill level of each user in the battle play. The rating value is updated by a predetermined calculation based on the winning / losing result in the battle play and the magnitude of the rating value of each user involved in the battle play.
  • the game point giving unit 192A may give game points to the user by changing the rank of the user as a predetermined item.
  • an index indicating the user's strength in stages may be used.
  • the rank “first stage”, the rank “second stage”, a unique name may be given as the rank increases, and a plurality of names may be given.
  • the hierarchy is indicated by a number, and it may be given a name such as rank “first floor”, rank “second floor”,... Rank “top floor” like a high-rise building, but is not limited thereto.
  • Game point granting part 192A is good also as giving a user a game point, when a user reaches a rank which has not yet reached by a battle play between users.
  • the rank is from the rank “1st floor” to the rank “100th floor (top floor)” (the top floor is the highest rank)
  • the user is ranked from the rank “1st floor” to the rank “9th floor”.
  • the rank becomes “10th floor”
  • Game points are awarded for the first arrival.
  • the rank of each user may be periodically reset.
  • the display control unit 196 touches the amount of game points already acquired before the user achieves the item. It is displayed on the screen 15.
  • the game progress processing unit 192 causes the display control unit 196 to display on the touch screen 15 an addition situation in which the game points newly acquired by achieving the item and the acquired amount of game points are added.
  • the lottery right setting unit 192B grants the user a lottery right in which an expiration date that allows the lottery to be set is set every time the game points given to the user by the game point giving unit 192A reach a certain amount.
  • the lottery right setting unit 192B causes the display control unit 196 to display on the touch screen 15 that the lottery right has been granted when the game points have reached a certain amount.
  • the lottery right management unit 192C manages the expiration date of the lottery right given to the user.
  • the lottery right management unit 192C receives an input operation using the lottery right within the expiration date, performs the lottery, and cancels the association between the lottery right used and the user.
  • the lottery right management unit 192C for example, accepts an input operation in which a user performs a lottery using a lottery right, thereby consuming lottery rights used for the lottery and performing a lottery.
  • the game program 121 may manage the amount of virtual currency that can be used by the user.
  • the lottery right management unit 192C displays the number of lottery rights held within the expiration date and the amount of virtual currency held on the touch screen 15 by the display control unit 196, and draws lottery rights or consumes virtual currency And it is good also as accepting input operation of performing lottery.
  • the additional content setting unit 192D gives additional content to the user according to the lottery result.
  • the additional content is, for example, a game character, an item that can be associated with the game character (for example, an item that can be attached to the game character to change the parameter of the game character), and consumed in advance when the user plays the game.
  • Consumable items that have a defined effect during game play for example, items that increase the amount of experience that can be earned during game play for a certain period of time after using the consumable item
  • quests that the user can play and other There is something.
  • the game progress processing unit 192 When the game progress processing unit 192 has a lottery right in which the remaining period until the expiration date expires is a certain period or less when the game play is enabled by starting the game program 121, the remaining period is a certain period. It may be notified to the user by the display control unit 196 or the like that there is the following lottery right.
  • the quest progression unit 192E manages the progression of quest game play by the user.
  • the battle play progression unit 192F manages a process for the user to play a battle against other users.
  • FIG. 22 is a block diagram illustrating a functional configuration of the server 200.
  • the detailed configuration of the server 200 will be described with reference to FIG.
  • the server 200 functions as the communication unit 230, the storage unit 220, and the control unit 210 by operating according to the program.
  • the communication unit 230 functions as an interface for the server 200 to communicate with an external communication device such as the mobile terminal 100.
  • the storage unit 220 stores various programs and data for the user to advance the game in the mobile terminal 100.
  • the storage unit 220 stores a game program 251, game information 252, and user information 253.
  • the game program 251 is a program for allowing the server 200 to communicate with the mobile terminal 100 and advance the game on the mobile terminal 100.
  • the game program 251 refers to the game information 252 and user information 253 that are various data for proceeding with the game, and causes the game to proceed according to the user's input operation.
  • the game program 251 is executed by the control unit 210, whereby processing for transmitting / receiving data to / from the mobile terminal 100, processing for advancing the game in accordance with the operation performed by the user of the mobile terminal 100, and the user playing the game
  • the server 200 is caused to perform processing for updating information and other processing.
  • the game information 252 includes various data that the game program 251 refers to.
  • the game information 252 includes an object management table 252A, a passive skill management table 252B, and an active skill management table 252C.
  • the object management table 252A shows the setting of objects arranged in the virtual space of the game.
  • the mobile terminal 100 By executing the game program 121, the mobile terminal 100 causes the display 152 to display an image obtained by photographing an object placed in the virtual space with a virtual camera placed in the virtual space, thereby causing the game to proceed.
  • the control unit 110 is associated with an object when a user performs a predetermined input operation on the touch screen 15, satisfies a certain condition as the game progresses, and other various events occur. Process.
  • the control unit 110 sets the object in a state selected by the user.
  • the control unit 110 performs processing such as moving an object to be moved by the user according to the input operation of the user by receiving a drag operation by the user.
  • the control unit 110 performs a process such as giving a reward for advancing the game to the user by receiving a touch operation performed on the object by the user.
  • the passive skill management table 252B information for identifying an object is associated with information on passive skills associated with the object.
  • the passive skill is activated when, for example, a predetermined condition is satisfied in the game, and the user can advantageously advance the game.
  • the game character can be advantageously advanced, such as the moving speed of the game character is improved.
  • information for identifying an object is associated with information on active skills associated with the object.
  • the active skill is, for example, in a state where it can be activated when a predetermined condition is satisfied in the game, and by receiving an input operation for activating the skill from the user, the user has an advantage in the game. It can be made to progress.
  • User information 253 is information about a user who plays a game.
  • the user information 253 includes a user management table 253A.
  • the user management table 253A includes information for identifying each user, information indicating the degree of progress of the game by the user, items held by the user in the game, game characters, information such as wearing items used by the game character, and the like. Information.
  • the control unit 210 performs functions of the transmission / reception unit 291, the server processing unit 292, the data management unit 293, the matching unit 294, and the measurement unit 295 by executing the game program 251 stored in the storage unit 220.
  • the transmission / reception unit 291 receives various types of information from the mobile terminal 100 that executes the game program 121, and transmits various types of information to the mobile terminal 100.
  • the mobile terminal 100 and the server 200 include a request to place an object associated with the user in the virtual space, a request to delete the object, a request to move the object, a request to update various parameters according to a reward acquired by the user, a game Information such as an image, audio, and other data for advancing, and a notification transmitted from the server 200 to the portable terminal 100 are transmitted and received.
  • the server processing unit 292 controls the operation of the entire server 200 and performs processing necessary for the progress of the game by calling various programs. For example, the server processing unit 292 updates the data such as the game information 252 and the user information 253 based on the information received from the mobile terminal 100 and transmits various data to the mobile terminal 100 to advance the game.
  • the data management unit 293 performs a process of updating various data stored in the storage unit 220, a process of adding / updating / deleting a record to the database, and the like according to the processing result of the server processing unit 292.
  • the matching unit 294 performs a series of processes for associating a plurality of users. For example, when the user performs an input operation for performing multiplayer, the matching unit 294 performs a process of associating users who play together in a game.
  • the measuring unit 295 performs processing for measuring time. For example, the measurement unit 295 measures the passage of time for each object arranged in the virtual space. Moreover, the measurement part 295 measures the time for which the game is progressing.
  • the server 200 receives information on various measurement results measured by executing the game program 121 on the mobile terminal 100 from the mobile terminal 100, and collates the received information with the measurement results of the measurement unit 295. The mobile terminal 100 and the server 200 synchronize information related to various times.
  • FIG. 22 shows the details of the functional configuration of the server processing unit 292 in the illustrated example (B).
  • the server processing unit 292 receives an input operation for performing the lottery from the mobile terminal 100 by performing an input operation for the user of the mobile terminal 100 to perform the lottery, A lottery process is performed.
  • the server processing unit 292 specifies the additional content acquired by the user, updates the user information 253, and transmits information specifying the additional content acquired by the user to the mobile terminal 100.
  • the battle play progression unit 292B controls transmission / reception of data with each mobile terminal 100 for performing battle play from a plurality of users.
  • the battle play is advanced by transmitting / receiving various information such as the game character used by each user and the contents of the input operation of each user to / from the mobile terminal 100.
  • the game program 121 is, for example, a sports game, an action role playing game, or other games, and the game is advanced by causing the touch screen 15 to display a screen corresponding to the placement of the virtual camera in the virtual space. .
  • the game progress processing unit 192 may, for example, advance a game in accordance with a user operation. Advance the story.
  • the game progress processing unit 192 is a process for determining data to be displayed on the display 152 such as images and texts, a process for displaying one or more quests to be played on the display 152, a process for receiving a quest selection from the user, and a user operation Depending on, perform basic processing such as processing to advance the quest.
  • the game program 121 when the game program 121 is an action game, an action role playing game, or the like, the game character advances the story while destroying enemy characters such as monsters according to the operation of the user.
  • the camera placement control unit 194 sequentially determines the placement location of the virtual camera and the direction of the shooting axis according to the user's operation.
  • the boss character when a game character is operated on a boss appearance surface where a relatively powerful boss character appears among monsters, the boss character is centered so that it faces the boss character in response to a user operation. Operate the game character to move the axis and move backward.
  • FIG. 23 is a diagram showing a data structure of a table for managing the progress of a plurality of quests provided to the user by executing the game program 251.
  • the server 200 stores user information 253 in the storage unit 220.
  • the user information 253 includes a user management table 253A.
  • the user management table 253A illustrated in the example of FIG. 23 includes a quest progress state 255 for managing a progress state in which each user progresses a quest through game play.
  • the quest includes a series of processes until a battle with a character as an opponent is made through sports, and rewards such as experience values and various items are given to the user according to the result of winning or losing.
  • the quest includes, for example, a series of processes until a boss character is confronted and rewards such as experience values and various items are given to the user depending on whether or not the boss character can be defeated.
  • the quest is not limited to a boss character appearing, and includes, for example, a quest for destroying a monster character appearing on a field surface to which a game character can move and collecting items dropped by the monster character. .
  • the game program 251 of this embodiment there are various quests, and use is not permitted until the user performs an input operation for performing a lottery and wins the lottery (not playable), and is set for each quest. Quests won in the lottery based on the winning probability to be included are included that the user can use (can play).
  • the game program 251 specifies the quest won in the lottery when the user performs an input operation for the lottery, and sets the right to allow the user to play the quest won in the lottery. For example, the game program 251 grants a ticket that enables a quest to be played to the user, and does not consume the ticket until the user clears the quest (for example, by successfully defeating the boss character). Make it possible to challenge, and process to consume the ticket when you clear the quest.
  • Each record of the quest progress status 255 includes quest identification information 255A, playability 255B, cleared / uncleared 255C, sub reward acquisition condition 255D, and sub reward achievement status 255E.
  • the quest identification information 255A is information for identifying each quest.
  • Playability 255B indicates whether or not the user can play a quest associated with the quest identification information.
  • the game progress processing unit 192 makes the second quest different from the first quest unplayable until the user clears the first quest game.
  • the user can select the second quest by setting the playability 255B of the second quest to “playable”.
  • the game progress processing unit 192 sequentially advances the game by the user selecting a quest.
  • Cleared / uncleared 255C indicates whether or not the user has cleared the quest associated with the quest identification information.
  • the sub-reward acquisition condition 255D is a condition associated with a quest in advance, and indicates a condition for giving a reward to the user when the user satisfies the condition and clears the quest.
  • game points are awarded as rewards.
  • the game program 251 provides a user with a special action that can be used by accumulating a gauge up to a certain amount according to the user's input operation, the quest is made using the special action. Includes clearing.
  • a gauge can be stored by causing the game character to perform a so-called special technique such as hitting the game character with a flying tool in response to a user input operation.
  • a gauge is accumulated up to a certain amount, there is one that consumes the gauge and makes it possible to hit a more powerful flying tool as a special action.
  • it is good also as setting as sub reward acquisition conditions 255D to make a game clear by accumulating a gauge, consuming a gauge, and making a game character perform a special action.
  • a gauge is accumulated every time a game character hits the ball. There is something that you can hit.
  • accumulating the gauge, consuming the gauge, and hitting a special hit ball to clear the quest may be set as the sub reward acquisition condition 255D.
  • the sub-reward acquisition condition 255D is, for example, the condition “Clear without receiving an enemy attack”, the condition “Clear within a certain time”, the condition “Recovery skill” There are things that encourage the user to become proficient in game play, such as “Clear using” and “Clear combo a certain number of times to clear”.
  • an input operation for the user to move the game character such as the condition “game is cleared without hitting the opponent's hit ball”
  • the user is made a game character.
  • the sub reward acquisition condition 255D for example, one or more conditions are set for each quest, but the number of conditions is zero (that is, the condition is set depending on the quest). Not good)
  • the sub-reward achievement status 255E indicates the achievement status of each condition indicated by the sub-reward acquisition condition 255D set for each quest by the user.
  • the opportunity for rewarding the user by satisfying each condition set in the quest and completing the game is limited to the first time when the condition is satisfied for the first time, but is not limited thereto. .
  • the user information 255C stored in the server 200 is described. However, this information may be stored in the mobile terminal 100.
  • the mobile terminal 100 communicates with the server 200 when the game program 121 is activated, and receives various information (for example, information on experience values that the user has already acquired) shown in FIGS. 23 to 25 from the server 200. It is good also as acquiring.
  • FIG. 24 is a diagram showing a data structure of a table for managing the progress status of the user playing the game.
  • the user management table 253A includes a play progress status 256 for managing the progress status of each user's game play.
  • the progress of game play includes, for example, experience values accumulated by each user through game play, game characters usable by the user, and the like.
  • each record of the play progress status 256 includes an acquired experience value / level 256A, an available character 256B, a virtual currency holding amount 256C, a holding equipment item 256D, a holding consumption item 256E, and a battle. Play rank / rating 256F.
  • Acquired experience value / level 256A includes a cumulative value of experience values acquired by each user clearing a quest, and a level value determined by the cumulative value of the experience values.
  • the game program 251 is, for example, an item that can be played by the user every time the user reaches a certain level (for example, a quest that can be played if the level is above a certain level, a system that can be used if the level is above a certain level, an item, etc.) including. For example, the user's level increases every time the cumulative experience value exceeds a certain threshold.
  • the usable character 256B indicates a character that can be used by the user.
  • the game program 251 provides a plurality of game characters to the user, the user advances a quest, the user performs an input operation for performing a lottery, and acquires a game character as a result of the lottery. Through this process, the list of characters usable by the user is updated.
  • a party organization that specifies an arbitrary game character among the characters usable by the user may be held.
  • the virtual currency holding amount 256C indicates the holding amount of the virtual currency held by the user.
  • the virtual currency can be used, for example, to obtain items consumed in the game and to perform other operations to perform a lottery.
  • the game progress processing unit 192 accepts an input operation such as purchasing an item using a virtual currency, performing a lottery, or the like, and varies the possession amount of the virtual currency.
  • the game program 251 may manage the amount of virtual currency provided to the user for a fee and the amount provided to the user for free. These virtual currencies may be set with valid expiration dates (for example, for paid virtual currencies, within six months from the point of purchase of the virtual currency).
  • the owned equipment item 256D indicates an item that can be equipped to the character as an item associated with the character.
  • the items that can be equipped to the character are, for example, weapons, armor, accessories, and other items that can be equipped to the character in the case of an action game. Further, the items that can be equipped to the character are rackets, bats, shoes, wear, and other items that can be associated with the character in the case of a sports game. Items that can be equipped by these characters are given to the user by the progress of the quest, lottery, and other processes.
  • the possessed consumption item 256E indicates an item that exerts a certain effect during game play by being used by the user during game play. These items are consumed by performing an input operation for use by the user.
  • An item that exerts a certain effect at the time of game play is, for example, a certain time (for example, 30 minutes) from the start of use of the item, an experience value acquired at the time of clearing a quest, etc. Etc. in which the amount of acquisition increases more than a certain amount (for example, the amount of acquisition becomes twice or more).
  • the battle play rank / rating 256F indicates the proficiency level of each user in the battle play between users provided by the game program 251. As shown in the figure, the battle play rank / rating 256F includes a rating value and ranking in the rating system as a user's proficiency level in the battle play.
  • FIG. 25 is a diagram showing a data structure of a table for managing the possession status of the lottery right acquired by the user through the game play.
  • the user management table 253A includes a lottery right management status 257 indicating a lottery right management status held by each user.
  • Each record of the lottery right management status 257 includes lottery right identification information 257A, an acquisition date 257B, and an expiration date 257C.
  • the lottery right identification information 257A is information for identifying each lottery right held by the user.
  • the acquisition date and time 257B indicates the date and time when the lottery right was given to the user by the process of the lottery right setting unit 192B of the mobile terminal 100 (date and time when the user acquired the lottery right).
  • the expiration date 257C indicates the expiration date of the lottery right granted to the user.
  • the expiration date is set, for example, after a certain period (for example, one week later, two weeks later, one month later, etc.) from the date and time when the lottery right was granted to the user.
  • FIG. 26 is a diagram showing a correspondence relationship between each item defined as an acquisition condition for acquiring game points and the amount of game points acquired by the user when each item is achieved.
  • game point acquisition conditions are set so that the user acquires game points by continuing game play.
  • the user continues the game play, (1) playing the game to achieve the sub-reward acquisition conditions set in the quest, (2) achieving all the sub-reward acquisition conditions set in the quest, ( 3) Clear all quests in an area composed of multiple quests, (4) Experience levels accumulated by clearing quests, etc. reach a certain threshold and level up, (5) With other users (2) To clear the quest for the first time, increasing the index indicating the user's proficiency in the battle play to a certain degree (e.g., increasing a preset stepwise index), You can earn game points.
  • the acquisition status of the game points acquired by the user through the user's game play is recorded in both the mobile terminal 100 and the server 200, for example.
  • the amount of game points awarded at the time of achievement may be increased as compared to other acquisition conditions.
  • the size of game points that can be acquired may be different depending on the acquisition conditions set for the battle play and the acquisition conditions set for the single play. For example, the expected value of game points when playing the game play for a certain time and achieving the acquisition conditions is higher than the expected value of game points when playing the single play and the acquisition conditions are achieved. By configuring to be large, it is possible to prompt the user to play a battle.
  • FIG. 27 is a flowchart showing a process of giving game points to the user when the user clears the quest by the user's game play.
  • step S801 the game progress processing unit 192 of the mobile terminal 100 advances the game according to the user's input operation, and when the user clears the quest, the game progress processing unit 192 clears the quest and sets the sub for the quest. Of the reward acquisition conditions, what the user has achieved is transmitted to the server 200.
  • step S803 the game progress processing unit 192 of the mobile terminal 100 adds the experience value acquired by clearing the quest to the experience value that the user has already acquired before playing the quest, and uses the experience value after the addition.
  • the experience value acquired by the user may differ according to the play content of the quest, or the experience value acquired by the user may increase according to the effect exhibited by the use of the consumption item. .
  • step S805 the game progress processing unit 192 of the mobile terminal 100 determines whether or not the added experience value added in step S803 has reached a threshold set for each level. If the experience value after the addition has reached the threshold set for each level (YES in step S805), game progress processing unit 192 performs the process of step S807, otherwise (NO in step S805). The process of step S809 is performed.
  • step S807 the game progress processing unit 192 notifies the user that the experience value of the user has increased beyond the threshold by displaying on the touch screen 15 or the like.
  • step S809 the game progress processing unit 192 calculates the total value of the game points to be added by clearing the quest based on the sub reward acquisition conditions and game point acquisition conditions such as level up by accumulation of experience values.
  • the game progress processing unit 192 adds this calculation result to the game points already acquired by the user before the start of the quest.
  • step S811 the game progress processing unit 192 determines whether or not the total value of the game points added in step S809 exceeds a threshold set as an upper limit value. For example, when the game point is a numerical value within the range of 0 to 99 points, the threshold value set as the upper limit value is set to the threshold value “100”. If the total value of the game points added in step S809 is, for example, the total value “105”, the game progress processing unit 192 determines that the total value of the game points exceeds the threshold value “100” (YES in step S811). ).
  • step S811 If it is determined in step S811 that the total value of game points exceeds the threshold set as the upper limit value (YES in step S811), game progress processing unit 192 performs the process of step S813, and totals game points. When it is determined that the value does not exceed the threshold set as the upper limit value (NO in step S811), the process of step S815 is performed.
  • step S851 the server 200 clears the quest for the user associated with the mobile terminal 100 from the mobile terminal 100, and information on what the user has achieved among the sub-reward acquisition conditions set in the quest. And the user information 253 of the database is updated according to the received contents. For example, the server 200 updates the cleared / uncleared 255C and the sub reward achievement status 255 illustrated in the example of FIG. 23 based on the information received from the mobile terminal 100.
  • step S853 the server 200 receives, from the mobile terminal 100, information on experience values acquired by the user for the user associated with the mobile terminal 100, and updates the user information 253 in the database according to the received content.
  • step S855 the server 200 uses the information received from the portable terminal 100 in steps S851 and S853, such as the achievement status of the quest sub-reward acquisition condition, the experience value added by clearing the quest, and the like. Calculates the total value of game points to be added by clearing the quest. The server 200 adds this calculation result to a value recorded in the server 200 as a game point that the user has already acquired before the start of the quest.
  • step S857 the server 200 determines whether or not the total value of the game points added in step S855 exceeds a threshold set as the upper limit value.
  • server 200 performs the process of step S859; (NO in S857), the process of step S861 is performed.
  • step S859 (A) the server 200 updates the database, assuming that the excess game points exceeding the threshold value in step S857 are game points held by the user. For example, if the total value of the game points in step S855 is, for example, the total value “105” and the threshold value for comparison with the total value of the game points is the threshold value “100”, the excess game points are The number of game points is “5” which is the difference between “105” and the threshold value “100”. The server 200 updates the database with the game point number “5” as the game points held by the user. In step S859, (B) the server 200 sets the lottery right for the user when the total value of the game points exceeds the threshold, and specifies the acquisition date of the lottery right based on the time of setting.
  • the server 200 sets the expiration date of the lottery right. For example, the server 200 sets the expiration date of the lottery right after a certain period (for example, two weeks later) from the acquisition date and time specified as the acquisition timing of the lottery right, and a database (for example, FIG. 25) The lottery right management status 257) shown in FIG. In step S ⁇ b> 859, (C) the server 200 transmits the result of setting the lottery right to the mobile terminal 100. As a result of the setting of the lottery right, the server 200 transmits information on the fact that the user of the portable terminal 100 has been granted the lottery right and the expiration date of the lottery right to the portable terminal 100.
  • step S861 the server 200 holds the total value of the game points added in step S855 in the database.
  • step S813 the game progress processing unit 192 of the mobile terminal 100 receives (A) from the server 200 the setting contents of the lottery right that the server 200 sets in the process of step S859 when the total value of the game points exceeds the threshold value. To do.
  • the game progress processing unit 192 displays (B) the lottery right granted to the user when the total value of the game points exceeds the threshold value, and information on the expiration date of the lottery right on the touch screen 15. To inform the user.
  • the game progress processing unit 192 displays (C) the excess game points whose total game points exceed the threshold value on the touch screen 15 as game points held by the user.
  • step S815 the game progress processing unit 192 displays the total value of the game points added in step S809 on the touch screen 15.
  • FIG. 28 is a flowchart showing a process of receiving an input operation for performing a lottery from the user, executing the lottery, and giving the user additional content as a lottery result.
  • step S ⁇ b> 901 the game progress processing unit 192 of the mobile terminal 100 displays a screen on the touch screen 15 that accepts a selection of a lottery using a lottery right or a lottery using a virtual currency. Accept user input operations.
  • the game progress processing unit 192 transmits to the server 200 an input result indicating whether the lottery is performed using the lottery right or the virtual currency.
  • step S903 the game progress processing unit 192 subtracts the number of lottery rights held or the number of virtual currency held according to the result of the input operation in step S901.
  • step S951 the server 200 receives the result of the user's input operation whether to perform the lottery with the lottery right or the virtual currency from the mobile terminal 100, and updates the user management table 253A based on the received content. For example, when the server 200 accepts an input operation for performing lottery with a lottery right in a state where the user has a plurality of lottery rights, the server 200 updates the database so that the lottery right with the closest expiration date is consumed. . In addition, for example, when the user performs a lottery using virtual currency, the server 200 updates the database so that the amount of virtual currency held by the user is consumed by the amount necessary for the lottery.
  • step S953 the server 200 performs (A) lottery processing, and identifies the additional content won by the lottery. For example, when a user performs a lottery to acquire a game character, one of the game characters is specified as additional content won by the user according to a probability set in advance for each game character.
  • the server 200 transmits information on the selected additional content to the mobile terminal 100 as a result of (B) lottery.
  • the server 200 updates the database based on the winning contents won by (C) lottery. For example, when the user acquires a game character by lottery, the usable character 256B of the play progress status 256 is updated based on information specifying a game character that is newly available by the user.
  • step S905 the game progress processing unit 192 of the mobile terminal 100 receives the lottery result won by the lottery from the server 200, and notifies the user of the additional content acquired by the lottery by displaying it on the touch screen 15 or the like.
  • FIG. 29 is a flowchart showing a process of presenting to the user the number of lottery rights whose expiration date comes within a certain period when the game program is started.
  • step S1001 the game progress processing unit 192 of the mobile terminal 100 inquires the server 200 about various types of information regarding the progress of the game play of the user, as processing when the game program 121 is activated.
  • the game progress processing unit 192 inquires of the server 200 about the lottery right possessed by the user.
  • step S1051 the server 200 refers to the database in response to the inquiry from the mobile terminal 100, and responds with various information regarding the progress of the user's game play. For example, the server 200 responds to the portable terminal 100 with reference to the lottery right management status 257 regarding the lottery right holding status held by the user.
  • step S1003 the game progress processing unit 192 of the mobile terminal 100 receives from the server 200 the possession status of the lottery right possessed by the user.
  • step S1005 the game progress processing unit 192 notifies the user of the lottery right whose expiration date passes within a certain period by displaying the expiration date of the lottery right on the touch screen 15 or the like.
  • the game progress processing unit 192 may notify the user of, for example, the number of lottery rights whose expiration date passes within a certain period on the touch screen 15.
  • step S1007 the game progress processing unit 192 continues the process when the game program 121 is activated.
  • FIG. 30 shows a display example of a screen of a process for allowing the user to acquire a lottery right as a result of the accumulation of game points by the user's game play.
  • the screen example shown in FIG. 30 corresponds to step S813 shown in FIG.
  • the mobile terminal 100 displays the acquired game points 134 ⁇ / b> A indicating the total value of the game points acquired by the user by clearing the quest on the touch screen 15.
  • the mobile terminal 100 displays on the touch screen 15 a detailed display part 134B indicating which of the game point acquisition conditions shown in FIG. Thereby, it can motivate a user to achieve these game point acquisition conditions and to play a game.
  • the portable terminal 100 displays an acquired point display unit 134D indicating the game points that the user has already acquired before playing the quest on the touch screen 15.
  • the acquired point display unit 134D includes information on a threshold value (for example, a threshold value “100”) indicating an upper limit value for comparison with the total value of game points.
  • the mobile terminal 100 displays on the touch screen 15 an addition amount display unit 134C that indicates the amount of game points to be added by clearing the quest with respect to the game points shown in the acquired point display unit 134D.
  • the mobile terminal 100 is configured such that the added amount of the game points shown in the added amount display unit 134C is equal to the game points shown in the acquired point display unit 134D of the illustrated example (A).
  • the added result is displayed on the touch screen 15.
  • the mobile terminal 100 displays, on the acquired point display unit 134D, the game points held by the user, as the total value after the addition of the game points exceeds the threshold.
  • the portable terminal 100 displays on the lottery right detail display unit 134E that the lottery right has been acquired due to the game point exceeding the threshold value.
  • the lottery right detail display unit 134E includes information on the expiration date of the lottery right given to the user.
  • FIG. 31 shows a display example of a screen of a process of accepting an input operation for performing a lottery and giving an additional content as a lottery result to the user.
  • the mobile terminal 100 displays on the touch screen 15 a screen that accepts an input operation for drawing a lottery from the user.
  • the portable terminal 100 displays on the touch screen 15 a display unit 135A that notifies the user that the screen is a screen that accepts an input operation for lottery.
  • the portable terminal 100 displays on the touch screen 15 a lottery right display unit 135B that displays the number of lottery rights held by the user and the number of lottery rights consumed by the lottery.
  • the mobile terminal 100 displays a virtual currency display unit 135 ⁇ / b> C on the touch screen 15 that displays the amount of virtual currency held by the user and the amount of virtual currency consumed by lottery.
  • the portable terminal 100 displays on the touch screen 15 an additional content display unit 135D that shows details of the additional content acquired by the user.
  • FIG. 32 shows a display example of a screen for a process of presenting the number of lottery rights whose expiration date comes within a certain period to the user when the game program is started.
  • the portable terminal 100 shows a display content that the mobile terminal 100 displays on the touch screen 15 when the game program 121 is activated.
  • the portable terminal 100 indicates that there is a lottery right that expires within a certain period in the processing at the time of starting the game program 121 and the number of the lottery rights.
  • the revocation display unit 136A is displayed on the touch screen 15.
  • the portable terminal 100 displays on the touch screen 15 a confirmation button 136B that accepts an input operation indicating that the user has confirmed the display content of the revocation display unit 136A.
  • the portable terminal 100 shows display contents for displaying on the touch screen 15 the lottery rights possessed by the user and the game points in accordance with the input operation of the user.
  • the mobile terminal 100 displays on the touch screen 15 a game point possession amount display unit 136C indicating the game points possessed by the user.
  • the portable terminal 100 displays on the touch screen 15 a lottery right detail unit 136D that indicates the expiration date of the lottery right held by the user.
  • each process performed by the mobile terminal 100 may be performed by the server 200. It is good also as performing the process performed with the portable terminal 100.
  • the mobile terminal 100 receives a user input operation on the touch screen 15 and transmits the received operation content to the server 200.
  • the server 200 receives a user input operation from the mobile terminal 100, performs each process for progressing the game, generates a display screen for display on the mobile terminal 100 based on the arrangement of the virtual camera, and generates the display screen Display screens are sequentially displayed on the mobile terminal 100.
  • the server 200 may be responsible for most of the processing for advancing the game. Moreover, it is good also as the portable terminal 100 taking up most of the processes for advancing a game.
  • a game program The game program is executed in a computer including a processor and a memory, The game program is stored in the processor.
  • the expiration date of the lottery right granted to the user is managed, an input operation using the lottery right within the expiration date is accepted, the lottery is performed, and the association between the used lottery right and the user is released
  • a third step A game program that causes a fourth step of giving additional content to the user according to a result of the lottery.
  • the first step to be executed by the processor includes: An input operation for selecting a quest from the user is accepted, and the game play of the quest is advanced in accordance with the input operation of the user.
  • a predetermined reward acquisition condition for the quest is The game program according to appendix 1, comprising: granting game points to the user according to the reward acquisition condition achieved by being achieved by a user's game play.
  • a plurality of reward acquisition conditions are set for the quest,
  • the first step to be executed by the processor includes: All of the plurality of reward acquisition conditions predetermined for the quest are achieved by the user's game play, so that the game points are given to the user that all of the reward acquisition conditions have been achieved.
  • a game program including: (Appendix 4)
  • the reward acquisition condition predetermined for the quest includes that the user clears the quest by performing an input operation for causing the game character to perform a specific action
  • the first step to be executed by the processor includes: For the quest, when the reward acquisition condition is set to clear the quest by performing an input operation for causing the game character to perform a specific action, the input operation is performed on the game character.
  • the game program according to appendix 2 comprising: giving the game point to the user by performing the specific operation and clearing the quest.
  • the game program is configured to accept a selection of an area including a plurality of quests from a user and advance game play, In the first step to be executed by the processor, as the predetermined item, all of the plurality of quests included in the area selected by the user are cleared by game play of the user, The game program according to appendix 1, comprising: granting the game points to the user that all of the plurality of quests included in the area have been cleared. (Appendix 6) The game program is further transmitted to the processor. Each time the user clears the quest game, a step of adding an experience value obtained by clearing the quest to the user experience value parameter is executed, and the user experience value parameter is a predetermined constant.
  • the first step to be executed by the processor includes: As the predetermined item, whenever the experience value parameter reaches a predetermined amount according to the user's game play, the user's level value is updated, and the user's level value is updated.
  • the game program according to appendix 1 which includes giving the game points to the user.
  • the quest has one or more reward acquisition conditions, and is configured to manage whether or not the reward acquisition condition is achieved by the user in the quest
  • the first step to be executed by the processor includes: An input operation for selecting a quest from the user is accepted, and the game play of the quest is advanced in accordance with the input operation of the user, and a reward acquisition condition that is predetermined for the quest is determined by the game play of the user.
  • the game program is related to a battle game in which the users play against each other, and in the game program, a rank, which is an index indicating the proficiency status of each user in the battle play, is managed according to the content of each user's game play.
  • the first step to be executed by the processor includes: The game program according to appendix 1, including giving the game points to the user by changing the rank of the user as the predetermined item.
  • the rank is configured to show step by step the proficiency level of each user in the battle play
  • the first step to be executed by the processor includes: The game program according to appendix 8, which includes giving the game points to the user when the user reaches an unreachable rank by a battle play between the users.
  • Giving the additional content to the user includes giving a game character to the user, giving an item that can be associated with the game character to the user, and consuming the game when the user plays.
  • the game program according to appendix 1, wherein at least one of giving an item that exhibits a predetermined effect during game play and giving a quest that can be played by the user is included.
  • the game program is further transmitted to the processor.
  • the game according to claim 1 wherein the second step executed by the processor includes displaying on the display that the lottery right has been granted when the game point reaches the predetermined amount. program.
  • the game program manages the amount of virtual currency that the user can use
  • the third step to be executed by the processor includes: The number of lottery rights held within the expiration date and the virtual currency possession amount are displayed on the display, and an input operation for accepting a lottery with the lottery rights or consuming lots of the virtual currency is accepted.
  • the game program according to appendix 1, including the above. (Appendix 13) The game program is further transmitted to the processor.
  • (Appendix 14) A method for executing a game executed on a computer including a processor and a memory, The computer is A first step of giving a game point to the user according to the achieved item by causing the game to proceed according to the user's input operation and achieving a predetermined item by the user's game play; , A second step of granting a user a lottery right in which an expiration date that allows a lottery is set each time the game points given to the user reach a certain amount; The expiration date of the lottery right granted to the user is managed, an input operation using the lottery right within the expiration date is accepted, the lottery is performed, and the association between the used lottery right and the user is released A third step; A game execution method that executes a fourth step of adding additional content to the user according to a result of the lottery.
  • the information processing apparatus includes a storage unit and a control unit for controlling the operation of the information processing apparatus, The controller is The game proceeds according to the user's input operation, and a predetermined item is achieved by the user's game play, so that game points are given to the user according to the achieved item, Each time the game points given to the user reach a certain amount, the user is given a lottery right with an expiry date that can be drawn. The expiration date of the lottery right given to the user is managed, the lottery right within the expiration date is received, the lottery is performed and the association between the lottery right used and the user is released. , An information processing apparatus configured to give additional content to the user according to a result of the lottery.

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Abstract

To ensure fairness in the value of a virtual currency for performing a lottery. A game control method, including: a step for proceeding with a game other than a lottery and imparting game points to a predetermined user; a step for automatically imparting a first virtual currency of a predetermined value to the user when the game points satisfy a first condition; a step for imparting a second virtual currency to the user; a step for specifying a lottery condition including the subtraction amount by which a subtraction is to be made from the first virtual currency and/or the second virtual currency, when a lottery is to be performed; and a step for receiving a lottery request made by the user and performing a lottery to impart a game medium having a predetermined rarity to the user, and making a subtraction from the first virtual currency and/or the second virtual currency on the basis of the lottery condition.

Description

ゲーム制御方法、ゲームプログラム、及びコンピュータGAME CONTROL METHOD, GAME PROGRAM, AND COMPUTER
 本開示は、ゲーム制御方法、ゲームプログラム、及びコンピュータに関する。特に、ゲームの進行に伴い、ユーザから抽選をするための入力操作を受け付けて、抽選の結果に応じて、ユーザがプレイ可能なクエスト、ゲームキャラクタ、ゲームキャラクタに関連付けることでゲームキャラクタのパラメータを変化させるアイテム、消費することで効果を発揮するアイテムその他の追加コンテンツをユーザに利用可能とさせる技術に関する。 The present disclosure relates to a game control method, a game program, and a computer. In particular, as the game progresses, an input operation for drawing a lottery is accepted from the user, and the parameters of the game character are changed by associating with a quest, game character, or game character that can be played by the user according to the lottery result. The present invention relates to a technique for making a user available for an item to be used, an item that exhibits an effect by consumption, and other additional contents.
 特許文献1には、ユーザが仮想通貨を支払うことによってゲームカード等のゲーム媒体を取得するための抽選ゲームを行うことができる技術が開示されている。 Patent Document 1 discloses a technology that allows a user to perform a lottery game for acquiring a game medium such as a game card by paying virtual currency.
 また、ゲームの進行に伴いゲームキャラクタを順次登場させていき、ユーザが使用可能なゲームキャラクタを徐々に増加させていくものにおいて、ゲームキャラクタをランダムにユーザに提供するものがある。例えば、下記のウェブサイト(非特許文献1)に示されるように、ロールプレイングゲームなどの例で、ユーザが敵モンスターキャラクタを撃破することで、撃破した敵モンスターキャラクタが一定確率でユーザの仲間になり、仲間になったモンスターキャラクタをユーザが使用可能にするものがある。ユーザは、例えば、使用可能なゲームキャラクタの中から、1または複数のゲームキャラクタを選択することでチーム(ゲームによっては、「パーティー」、「デッキ」等と称することもある)を編成してゲームを進行させる。 Also, there are games that randomly provide game characters to the user, in which game characters are made to appear sequentially as the game progresses and the number of game characters that can be used by the user is gradually increased. For example, as shown in the following website (Non-Patent Document 1), in an example such as a role playing game, the user destroys the enemy monster character so that the destroyed enemy monster character becomes a user's friend with a certain probability. There are those that allow a user to use a monster character that has become a friend. The user, for example, forms a team (sometimes referred to as “party”, “deck”, etc.) by selecting one or a plurality of game characters from among the available game characters. To advance.
特開2013-202322号公報JP 2013-202322 A
 ユーザは、抽選ゲームを行うために必要な仮想通貨を、様々な方法によって取得し得る。例えば、特許文献1に開示されるように一定額の仮想通貨が定期的にユーザに与えられる場合の他、所定のゲームステージをクリアすることによって一定額の仮想通貨を付与したり、ユーザの課金額に応じた額の仮想通貨をユーザに付与する方式がある。この場合、仮想通貨の価値の公平性を担保することが求められる。 The user can acquire the virtual currency necessary for playing the lottery game by various methods. For example, in addition to the case where a fixed amount of virtual currency is regularly given to the user as disclosed in Patent Document 1, a predetermined amount of virtual currency is granted by clearing a predetermined game stage, There is a method of giving a virtual currency of an amount corresponding to the amount of money to the user. In this case, it is required to ensure the fairness of the value of the virtual currency.
 また、ゲームのプレイを継続しているユーザほど、有償または無償で仮想通貨を獲得し、獲得した仮想通貨を消費して抽選を行う機会を得ることができる。しかし、抽選を行うかどうかはユーザの判断次第となるため、仮想通貨を有償で獲得したか無償で獲得したかにかかわらず、ユーザが仮想通貨の消費をためらうと、抽選によって得られる多様なゲーム展開をユーザが享受する機会を逸することになりうる。また、ゲームプログラムによっては、ゲームプログラムを提供する事業者の運用に伴って、抽選によって獲得できる追加コンテンツが入れ替わることがある。この場合、ユーザは、入れ替わりにより追加または削除される追加コンテンツの内容をも検討して抽選を行うことになるため、抽選により得られる多様なゲーム展開を享受する機会を逸することになりうる。 In addition, as the user continues to play the game, the virtual currency can be acquired for a fee or free of charge, and an opportunity to perform lottery by consuming the acquired virtual currency can be obtained. However, it is up to the user to decide whether or not to draw a lottery, so regardless of whether the virtual currency is paid for or free, a variety of games can be obtained by lottery if the user hesitates to consume the virtual currency. An opportunity for the user to enjoy the deployment can be missed. In addition, depending on the game program, additional content that can be acquired by lottery may be changed in accordance with the operation of the business provider that provides the game program. In this case, since the user performs a lottery by considering the contents of the additional content added or deleted by replacement, the user can miss the opportunity to enjoy various game developments obtained by the lottery.
 本開示は、上記の少なくとも一つの課題を解決することにより、ゲームの興趣性をいっそう向上させる技術を提供することを目的とする。 This disclosure aims to provide a technique for further improving the interest of a game by solving at least one of the above-described problems.
 本開示によれば、少なくともプロセッサとメモリを備え、抽選を含むゲームを実行させる制御部と、前記抽選を実行させるための抽選条件を記憶する記憶部と、として機能するコンピュータにおいて実行される、以下のステップを含むゲーム制御方法が提供される。
 前記抽選以外の前記ゲームを進行することにより、所定のユーザにゲームポイントを関連付けて前記記憶部に記憶させるステップ。
 前記ゲームポイントが第1条件を満たした場合に、自動的に所定値の第1仮想通貨を前記ユーザに関連付けて前記記憶部に記憶させるステップ。
 所定値の第2仮想通貨を前記ユーザに関連付けて前記記憶部に記憶させるステップ。
 前記抽選を実行する場合に、前記ユーザに関連付けられた前記第1仮想通貨と前記第2仮想通貨のうちの少なくとも一方を減算させる際の減算値を含む前記抽選条件を、前記記憶部に記憶させるステップ。
 前記ユーザによる抽選要求を受け付けて前記抽選を実行することにより、所定の希少度を有するゲーム媒体を前記ユーザに関連付けるとともに、前記抽選条件に基づいて前記ユーザに関連付けられた前記第1仮想通貨と第2仮想通貨のうちの少なくとも一方を減算させるステップ。
According to the present disclosure, the computer includes at least a processor and a memory and is executed in a computer that functions as a control unit that executes a game including a lottery and a storage unit that stores a lottery condition for executing the lottery. A game control method including the following steps is provided.
A step of associating a game point with a predetermined user and storing it in the storage unit by proceeding with the game other than the lottery.
A step of automatically storing a first virtual currency having a predetermined value in the storage unit in association with the user when the game point satisfies the first condition.
A step of associating a second virtual currency having a predetermined value with the user and storing the second virtual currency in the storage unit.
When executing the lottery, the lottery condition including a subtraction value when subtracting at least one of the first virtual currency and the second virtual currency associated with the user is stored in the storage unit. Step.
By accepting a lottery request by the user and executing the lottery, a game medium having a predetermined rarity is associated with the user, and the first virtual currency associated with the user based on the lottery condition and the first virtual currency Subtracting at least one of the two virtual currencies.
 本開示によれば、上記の少なくとも一つの課題が解決され得る。 According to the present disclosure, at least one problem described above can be solved.
本実施形態のゲームシステムの構成を示す概念図である。It is a conceptual diagram which shows the structure of the game system of this embodiment. 本実施形態のユーザ端末の機能的な構成を示すブロック図である。It is a block diagram which shows the functional structure of the user terminal of this embodiment. 本実施形態のゲームサーバの機能的な構成を示すブロック図である。It is a block diagram which shows the functional structure of the game server of this embodiment. 抽選管理テーブルの一例を示すための図である。It is a figure for showing an example of a lottery management table. キャラクタ管理テーブルの一例を示すための図である。It is a figure for showing an example of a character management table. クエスト管理テーブルの一例を示すための図である。It is a figure for showing an example of a quest management table. 保有キャラクタ管理テーブルの一例を示すための図である。It is a figure for showing an example of a possession character management table. 仮想通貨管理テーブルの一例を示すための図である。It is a figure for showing an example of a virtual currency management table. 本実施形態のゲームシステムにおける処理を示すフローチャートである。It is a flowchart which shows the process in the game system of this embodiment. 本実施形態のゲームシステムにおける処理を示すフローチャートである。It is a flowchart which shows the process in the game system of this embodiment. ゲーム画面の一例を示すための図である。It is a figure for showing an example of a game screen. ゲーム画面の一例を示すための図である。It is a figure for showing an example of a game screen. 本実施形態のゲームシステムにおける処理を示すフローチャートである。It is a flowchart which shows the process in the game system of this embodiment. 本実施形態のゲームシステムにおける処理を示すフローチャートである。It is a flowchart which shows the process in the game system of this embodiment. ゲーム画面の一例を示すための図である。It is a figure for showing an example of a game screen. 本実施形態のゲームシステムにおける処理を示すフローチャートである。It is a flowchart which shows the process in the game system of this embodiment. ゲーム画面の一例を示すための図である。It is a figure for showing an example of a game screen. ゲーム画面の一例を示すための図である。It is a figure for showing an example of a game screen. ゲーム画面の一例を示すための図である。It is a figure for showing an example of a game screen. 実施の形態のゲーム配信システム1Aの構成を示す図である。It is a figure showing composition of game distribution system 1A of an embodiment. 携帯端末100の構成を示すブロック図である。2 is a block diagram showing a configuration of a mobile terminal 100. FIG. サーバ200の機能的な構成を示すブロック図である。2 is a block diagram showing a functional configuration of a server 200. FIG. ゲームプログラム251が実行されることでユーザに提供される複数のクエストの進行状況を管理するためのテーブルのデータ構造を示す図である。It is a figure which shows the data structure of the table for managing the progress of the some quest provided to a user by the game program 251 being performed. ユーザがゲームをプレイする進行状況を管理するためのテーブルのデータ構造を示す図である。It is a figure which shows the data structure of the table for managing the progress condition which a user plays a game. ユーザがゲームプレイにより獲得した抽選権の保有状況を管理するためのテーブルのデータ構造を示す図である。It is a figure which shows the data structure of the table for managing the possession condition of the lottery right which the user acquired by the game play. ゲームポイントを獲得するために獲得条件として定められた各項目と、各項目を達成した際にユーザが獲得するゲームポイントの量との対応関係を示す図である。It is a figure which shows the correspondence of each item defined as acquisition conditions in order to acquire a game point, and the quantity of the game point which a user acquires when each item is achieved. ユーザのゲームプレイによりユーザがクエストをクリアした際の、ゲームポイントをユーザに付与する処理を示すフローチャートである。It is a flowchart which shows the process which provides a user with a game point when a user clears a quest by a user's game play. 抽選をするための入力操作をユーザから受け付けて抽選を実行し、抽選結果である追加コンテンツをユーザに付与する処理を示すフローチャートである。It is a flowchart which shows the process which receives the input operation for performing a lottery from a user, performs a lottery, and provides the additional content which is a lottery result to a user. ゲームプログラムの起動時に、有効期限が一定期間内に到来する抽選権の保有数をユーザに提示する処理を示すフローチャートである。It is a flowchart which shows the process which shows a user the number of possession of the lottery right whose expiration date comes within a fixed period at the time of starting of a game program. ユーザのゲームプレイによりゲームポイントが蓄積された結果、ユーザに抽選権を獲得させる処理の画面の表示例を示す。The example of a display of the screen of the process which makes a user acquire a drawing right as a result of accumulating game points by a user's game play is shown. 抽選をするための入力操作を受け付けて、抽選結果である追加コンテンツをユーザに付与する処理の画面の表示例を示す。The example of a display of the screen of the process which receives input operation for drawing and provides the additional content which is a lottery result to a user is shown. ゲームプログラムの起動時に、有効期限が一定期間内に到来する抽選権の保有数をユーザに提示する処理の画面の表示例を示す。The example of a display of the process of showing to a user the number of possession of the lottery right whose expiration date comes within a fixed period at the time of starting of a game program is shown.
 [本実施形態の説明]
 最初に、本開示が示す実施形態(以下、本実施形態と称する。)の内容を列記して説明する。本実施形態のゲーム制御方法、および、ゲームプログラムは、以下のような構成を備える。
(項目1)
 少なくともプロセッサとメモリを備え、抽選を含むゲームを実行させる制御部と、前記抽選を実行させるための抽選条件を記憶する記憶部と、として機能するコンピュータにおいて実行されるゲーム制御方法であって、
 前記抽選以外の前記ゲームを進行することにより、所定のユーザにゲームポイントを関連付けて前記記憶部に記憶させるステップと、
 前記ゲームポイントが第1条件を満たした場合に、自動的に所定値の第1仮想通貨を前記ユーザに関連付けて前記記憶部に記憶させるステップと、
 所定値の第2仮想通貨を前記ユーザに関連付けて前記記憶部に記憶させるステップと、
 前記抽選を実行する場合に、前記ユーザに関連付けられた前記第1仮想通貨と前記第2仮想通貨のうちの少なくとも一方を減算させる際の減算値を含む前記抽選条件を、前記記憶部に記憶させるステップと、
 前記ユーザによる抽選要求を受け付けて前記抽選を実行することにより、所定の希少度を有するゲーム媒体を前記ユーザに関連付けるとともに、前記抽選条件に基づいて前記ユーザに関連付けられた前記第1仮想通貨と第2仮想通貨のうちの少なくとも一方を減算させるステップと、を含む、ゲーム制御方法。
 本項目のゲーム制御方法によれば、所定の希少度を有するゲーム媒体をユーザに付与するための抽選条件として、第1仮想通貨と第2仮想通貨といった複数の仮想通貨を定義する。第1仮想通貨は、ゲームを進行することによりユーザに付与するゲームポイントに応じて自動的に付与することにより、第2仮想通貨と区別し得る。これにより、仮想通貨の価値の公平性を担保し得る。
(項目2)
 前記第2仮想通貨は、前記ユーザによる課金額に応じて前記ユーザに付与され、
 前記第1仮想通貨には、前記第1仮想通貨の価値を制限する第2条件が関連付けられる、
項目1のゲーム制御方法。
 本項目のゲーム制御方法によれば、第1仮想通貨の価値は、ユーザによる課金額に応じてユーザに付与される第2仮想通貨の価値に対して制限され得る。これにより、仮想通貨の価値の公平性を担保し得る。
(項目3)
 前記第2条件は、前記第1仮想通貨に基づいて前記抽選を実行することが不可能になるまでの時間を指定する時間的条件を含み、
 前記時間的条件が満足されなくなった場合には、前記第1仮想通貨に基づいて前記抽選を実行することを不可能とする、項目2のゲーム制御方法。
 本項目のゲーム制御方法によれば、第1仮想通貨の価値に時間的条件を付与することにより、容易に第1仮想通貨の価値を制限し得る。
(項目4)
 前記第2条件は前記ユーザに関連付けることが可能な前記第1仮想通貨の上限値を含み、
 前記ゲームポイントが前記第1条件を満たすことにより所定値の第1仮想通貨を前記ユーザに付与した場合に、前記第1仮想通貨の値が前記上限値を超過する場合には、前記ゲームポイントが前記第1条件を満たしたとしても前記第1仮想通貨を前記ユーザに付与しない、項目2または3のゲーム制御方法。
 本項目のゲーム制御方法によれば、第1仮想通貨の価値に量的条件を付与することにより、容易に第1仮想通貨の価値を制限し得る。
(項目5)
 前記コンピュータは、ゲーム画像を表示させる表示部をさらに備え、
 前記制御部は、前記第1仮想通貨に関する画像と、前記第2条件に基づいて前記第1仮想通貨の価値が制限されるまでの残存条件に関する画像とを、互いに関連付けて前記表示部に表示させる、項目1~4のいずれかのゲーム制御方法。
 本項目のゲーム制御方法によれば、ユーザに第1仮想通貨の恩恵を受けるための条件を明確に提示し得る。
(項目6)
 前記第2条件が前記第1仮想通貨に基づいて前記抽選を実行することが不可能になるまでの時間を指定する時間的条件を含み、前記時間的条件が前記第1仮想通貨の各値に個別に関連付けられている場合には、
 前記制御部は、前記第1仮想通貨の各値に関する画像と、前記第1仮想通貨の各値に個別に関連付けられた前記残存条件に関する画像とを、互いに関連付けて前記表示部に表示させる、項目5のゲーム制御方法。
 本項目のゲーム制御方法によれば、ユーザに第1仮想通貨の恩恵を受けるための時間的条件を明確に提示し得る。
(項目7)
 前記第2条件が前記第1仮想通貨に基づいて前記抽選を実行することが不可能になるまでの時間を指定する時間的条件を含み、前記時間的条件が前記第1仮想通貨の各値に個別に関連付けられている場合には、
 前記制御部は、前記第1仮想通貨の各値に個別に関連付けられた前記残存条件のうち、残存する前記時間的条件が最も小さい最小残存条件を特定し、前記第1仮想通貨に関する画像と、前記最小残存条件に関する画像とを、互いに関連付けて前記表示部に表示させる、項目5のゲーム制御方法。
 本項目のゲーム制御方法によれば、ユーザに第1仮想通貨の恩恵を受けるための時間的条件を明確に提示し得る。
(項目8)
 前記第2条件が前記第1仮想通貨に基づいて前記抽選を実行することが不可能になるまでの時間を指定する時間的条件を含み、前記時間的条件が前記第1仮想通貨の各値に個別に関連付けられている場合には、
 前記制御部は、所定期間内に前記時間的条件が満足されなくなる前記残存条件に関連付けられた前記第1仮想通貨の値の合計値を特定し、
 前記第1仮想通貨に関する画像と、前記合計値に関する画像とを、互いに関連付けて前記表示部に表示させる、 項目5のゲーム制御方法。
 本項目のゲーム制御方法によれば、ユーザに第1仮想通貨の恩恵を受けるための時間的条件を明確に提示し得る。
(項目9)
 前記抽選は、前記ゲーム媒体を含む複数の母集団ゲーム媒体、および、前記ゲーム媒体または前記希少度に関連付けられる確率、に基づいて定義される仮想筐体に関する情報に基づいて実行され、
 前記抽選を実行する場合に前記ユーザに関連付けられた前記第1仮想通貨と前記第2仮想通貨のうちいずれが減算された場合にも、同一の前記仮想筐体に関する情報に基づいて前記抽選を実行する、項目1~8のいずれかのゲーム制御方法。
 本項目のゲーム制御方法によれば、ユーザは第1仮想通貨または第2仮想通貨のいずれによっても、抽選を行うことができる。これにより、仮想通貨の価値の公平性を担保し得る。
(項目10)
 前記第1条件は、前記ゲームポイントの累積値が閾値に達したことを含み、
 前記ゲームは、ゲームステージに関連付けられたクエストと、前記クエストに関連付けられた複数のミッションと、を含み、
 複数の前記ミッションには、所定値のゲームポイントが関連付けられており、
 前記ゲームの進行に基づいて前記ミッションが達成された場合には、前記ミッションに関連付けられた前記ゲームポイントに基づいて前記累積値を更新する、項目1~9のいずれかのゲーム制御方法。
 本項目のゲーム制御方法によれば、ユーザがゲームを進行させることにより抽選を行うことができるため、ゲームを継続的に進行させる動機づけを改善し得る。
(項目11)
 項目1~10のいずれかのゲーム制御方法を、前記コンピュータに実行させるゲームプログラム。
[Description of this embodiment]
First, the contents of an embodiment (hereinafter referred to as the present embodiment) indicated by the present disclosure will be listed and described. The game control method and the game program of the present embodiment have the following configurations.
(Item 1)
A game control method that is executed in a computer that functions as a control unit that includes at least a processor and a memory and that executes a game including a lottery, and a storage unit that stores a lottery condition for executing the lottery,
A step of associating a game point with a predetermined user and storing it in the storage unit by proceeding with the game other than the lottery;
Automatically storing a first virtual currency of a predetermined value in the storage unit in association with the user when the game points satisfy a first condition;
Storing a second virtual currency of a predetermined value in the storage unit in association with the user;
When executing the lottery, the lottery condition including a subtraction value when subtracting at least one of the first virtual currency and the second virtual currency associated with the user is stored in the storage unit. Steps,
By accepting a lottery request by the user and executing the lottery, a game medium having a predetermined rarity is associated with the user, and the first virtual currency associated with the user based on the lottery condition and the first virtual currency Subtracting at least one of the two virtual currencies.
According to the game control method of this item, a plurality of virtual currencies such as a first virtual currency and a second virtual currency are defined as lottery conditions for giving a game medium having a predetermined scarcity to the user. The 1st virtual currency can be distinguished from the 2nd virtual currency by giving automatically according to the game point given to a user by progressing a game. Thereby, the fairness of the value of the virtual currency can be secured.
(Item 2)
The second virtual currency is given to the user according to a charge amount by the user,
The first virtual currency is associated with a second condition that limits the value of the first virtual currency.
Item 1 game control method.
According to the game control method of this item, the value of the first virtual currency can be limited to the value of the second virtual currency given to the user according to the amount charged by the user. Thereby, the fairness of the value of the virtual currency can be secured.
(Item 3)
The second condition includes a temporal condition for designating a time until the lottery cannot be executed based on the first virtual currency,
The game control method according to item 2, wherein when the time condition is not satisfied, the lottery cannot be executed based on the first virtual currency.
According to the game control method of this item, it is possible to easily limit the value of the first virtual currency by giving a time condition to the value of the first virtual currency.
(Item 4)
The second condition includes an upper limit value of the first virtual currency that can be associated with the user,
When the game point is given the first virtual currency of a predetermined value by satisfying the first condition, if the value of the first virtual currency exceeds the upper limit value, the game point is The game control method according to item 2 or 3, wherein the first virtual currency is not given to the user even if the first condition is satisfied.
According to the game control method of this item, the value of the first virtual currency can be easily limited by giving a quantitative condition to the value of the first virtual currency.
(Item 5)
The computer further includes a display unit for displaying a game image,
The control unit causes the display unit to display an image related to the first virtual currency and an image related to a remaining condition until the value of the first virtual currency is limited based on the second condition. The game control method according to any of items 1 to 4.
According to the game control method of this item, the conditions for receiving the benefits of the first virtual currency can be clearly presented to the user.
(Item 6)
The second condition includes a time condition for designating a time until the lottery cannot be executed based on the first virtual currency, and the time condition is set to each value of the first virtual currency. If associated individually,
The control unit causes the display unit to display an image related to each value of the first virtual currency and an image related to the remaining condition individually associated with each value of the first virtual currency on the display unit. 5. Game control method of 5.
According to the game control method of this item, the time condition for receiving the benefit of the first virtual currency can be clearly presented to the user.
(Item 7)
The second condition includes a time condition for designating a time until the lottery cannot be executed based on the first virtual currency, and the time condition is set to each value of the first virtual currency. If associated individually,
The control unit identifies a minimum remaining condition with the smallest remaining time condition among the remaining conditions individually associated with each value of the first virtual currency, and an image relating to the first virtual currency; The game control method according to item 5, wherein an image relating to the minimum remaining condition is displayed on the display unit in association with each other.
According to the game control method of this item, the time condition for receiving the benefit of the first virtual currency can be clearly presented to the user.
(Item 8)
The second condition includes a time condition for designating a time until the lottery cannot be executed based on the first virtual currency, and the time condition is set to each value of the first virtual currency. If associated individually,
The control unit specifies a total value of the values of the first virtual currency associated with the remaining condition that the time condition is not satisfied within a predetermined period,
Item 5. The game control method according to Item 5, wherein an image related to the first virtual currency and an image related to the total value are displayed in association with each other on the display unit.
According to the game control method of this item, the time condition for receiving the benefit of the first virtual currency can be clearly presented to the user.
(Item 9)
The lottery is executed based on information on a virtual housing defined based on a plurality of population game media including the game media and a probability associated with the game media or the rarity,
When the lottery is executed, the lottery is executed based on the same information regarding the virtual housing, regardless of which of the first virtual currency and the second virtual currency associated with the user is subtracted. The game control method according to any one of items 1 to 8.
According to the game control method of this item, the user can perform a lottery with either the first virtual currency or the second virtual currency. Thereby, the fairness of the value of the virtual currency can be secured.
(Item 10)
The first condition includes that a cumulative value of the game points has reached a threshold value,
The game includes a quest associated with a game stage, and a plurality of missions associated with the quest,
A predetermined number of game points are associated with the plurality of missions,
10. The game control method according to any one of items 1 to 9, wherein when the mission is achieved based on the progress of the game, the cumulative value is updated based on the game points associated with the mission.
According to the game control method of this item, since the user can make a lottery by advancing the game, the motivation to continuously advance the game can be improved.
(Item 11)
A game program for causing a computer to execute the game control method according to any one of items 1 to 10.
[実施形態1の詳細]
 本実施形態に係るゲーム制御方法、および、ゲームプログラムの具体例を、以下に図面を参照しつつ説明する。なお、本発明はこれらの例示に限定されるものではなく、特許請求の範囲によって示され、特許請求の範囲と均等の意味及び範囲内でのすべての変更が含まれることが意図される。以下の説明では、図面の説明において同一の要素には同一の符号を付し、重複する説明を繰り返さない。
[Details of Embodiment 1]
Specific examples of the game control method and the game program according to the present embodiment will be described below with reference to the drawings. In addition, this invention is not limited to these illustrations, is shown by the claim, and intends that all the changes within the meaning and range equivalent to the claim are included. In the following description, the same reference numerals are given to the same elements in the description of the drawings, and repeated description is not repeated.
 図1に示される本実施形態のゲームシステム1は、複数のユーザにゲームを提供するものである。ゲームシステム1は、複数のユーザ端末100と、ゲームサーバ200と、を含む。各ユーザ端末100とゲームサーバ200は、ネットワーク2を介して接続されている。ゲームサーバ200は、ゲームに関する各種サービスを各ユーザ端末100に提供する。ネットワーク2は、インターネットや、図示しない無線基地局によって構築される各種移動通信システム(例えば、所謂3G、4G移動通信システム、LTE(Long Term Evolution))や、所定のアクセスポイントによりインターネットに接続可能な無線ネットワーク(例えば、WiFi(登録商標))を含んでいても良い。 The game system 1 of this embodiment shown in FIG. 1 provides a game to a plurality of users. The game system 1 includes a plurality of user terminals 100 and a game server 200. Each user terminal 100 and the game server 200 are connected via the network 2. The game server 200 provides various services related to the game to each user terminal 100. The network 2 can be connected to the Internet via the Internet, various mobile communication systems constructed by radio base stations (not shown) (for example, so-called 3G and 4G mobile communication systems, LTE (Long Term Evolution)), and predetermined access points. A wireless network (for example, WiFi (registered trademark)) may be included.
 ユーザ端末100はスマートフォンやフィーチャーフォン、PDA(Personal Digital Assistant)、タブレット型コンピュータ等の携帯型の端末装置であることが好ましい。ユーザ端末100は、通信バスにより互いに電気的に接続されたプロセッサ10と、メモリ11と、ストレージ12と、通信インターフェース(IF)13と、入出力IF14と、タッチスクリーン15と、を備える。 The user terminal 100 is preferably a portable terminal device such as a smartphone, a feature phone, a PDA (Personal Digital Assistant), or a tablet computer. The user terminal 100 includes a processor 10, a memory 11, a storage 12, a communication interface (IF) 13, an input / output IF 14, and a touch screen 15 that are electrically connected to each other via a communication bus.
 ゲームサーバ200はワークステーションやパーソナルコンピュータのような汎用コンピュータであることが好ましい。ゲームサーバ200は、通信バスにより互いに電気的に接続されたプロセッサ20と、メモリ21と、ストレージ22と、通信インターフェース(IF)23と、入出力IF24と、を備える。 The game server 200 is preferably a general-purpose computer such as a workstation or a personal computer. The game server 200 includes a processor 20, a memory 21, a storage 22, a communication interface (IF) 23, and an input / output IF 24 that are electrically connected to each other via a communication bus.
 プロセッサ10,20は、CPU(Central Processing Unit)やMPU(Micro processing unit)、GPU(Graphics Processing Unit)等を含んで構成され、ユーザ端末100およびゲームサーバ200全体の制御を行う。 The processors 10 and 20 include a CPU (Central Processing Unit), an MPU (Micro Processing Unit), a GPU (Graphics Processing Unit), and the like, and control the user terminal 100 and the game server 200 as a whole.
 メモリ11,21は、ROM(Read Only Memory)やRAM(Random Access Memory)等を含んで構成され得る主記憶装置である。ストレージ12,22は、フラッシュメモリやHDD(Hard Disk Drive)等を含んで構成され得る補助記憶装置である。ゲームサーバ200のストレージ22にはゲームプログラム等のゲームデータが格納され、ユーザ端末100のストレージ12には、ゲームサーバ200からダウンロードされるゲームプログラム等のゲームデータが格納される。メモリ11,21は、ストレージ12,22からロードされた各種プログラムやデータが一時的に記憶され、プロセッサ10,20に対して作業領域を提供する。当該ゲームプログラムは、メモリ11,21に展開され、プロセッサ10,20によって実行される。メモリ11,21には、プロセッサ10,20が当該ゲームプログラムに従って動作している間に生成した各種ゲームデータも一時的に格納される。 The memories 11 and 21 are main storage devices that can include a ROM (Read Only Memory), a RAM (Random Access Memory), and the like. The storages 12 and 22 are auxiliary storage devices that can be configured to include flash memory, HDD (Hard Disk Drive), and the like. Game data such as a game program is stored in the storage 22 of the game server 200, and game data such as a game program downloaded from the game server 200 is stored in the storage 12 of the user terminal 100. The memories 11 and 21 temporarily store various programs and data loaded from the storages 12 and 22 and provide work areas to the processors 10 and 20. The game program is expanded in the memories 11 and 21 and executed by the processors 10 and 20. The memories 11 and 21 also temporarily store various game data generated while the processors 10 and 20 are operating according to the game program.
 通信IF13,23は、ユーザ端末100とゲームサーバ200の間で各種データを送受信するための通信制御機能を備える。通信制御機能には、例えば、無線LAN接続機能、有線または無線LANや携帯電話回線網を介したインターネット接続機能、近距離無線通信機能などが含まれる。本実施形態では、当該データは所定のゲームプログラムやユーザ情報、ゲーム情報といったゲームデータ、それらをユーザ端末100とゲームサーバ200の間に送受信させる指示や、ゲームを進行させるための指示を含む。通信IF13,23は、例えばNIC(Network Interface Card)等を含んで構成される。 The communication IFs 13 and 23 have a communication control function for transmitting and receiving various data between the user terminal 100 and the game server 200. The communication control function includes, for example, a wireless LAN connection function, an Internet connection function via a wired or wireless LAN or a mobile phone network, a short-range wireless communication function, and the like. In this embodiment, the data includes game data such as a predetermined game program, user information, and game information, an instruction to transmit and receive them between the user terminal 100 and the game server 200, and an instruction to advance the game. The communication IFs 13 and 23 include, for example, a NIC (Network Interface Card).
 ユーザ端末100の入出力IF14は、USB(Universal Serial Bus)等を介した各種データ入出力機能や、音声入出力機能を備える。 The input / output IF 14 of the user terminal 100 has various data input / output functions and audio input / output functions via USB (Universal Serial Bus) or the like.
 タッチスクリーン15は、タッチパッド等を含んで構成されるタッチセンシングな入力部151と、液晶ディスプレイや有機EL(Organic Electroluminescence)ディスプレイ等を含んで構成される表示部152とを組み合わせた電子部品である。入力部151はタッチスクリーン15に対するユーザの作用(主に、物理的接触操作や近接操作、押し込み操作等に基づく、タッチスクリーン15に対するタッチ操作、スライド操作、スワイプ操作、及びタップ操作等の)が入力されたタッチスクリーン15上の位置情報を検知して、情報信号として出力する機能を備える。タッチスクリーン15の入力部151は、静電容量方式や抵抗膜方式等、いずれの方式を採用したデバイスが採用されても良い。 The touch screen 15 is an electronic component that combines a touch-sensing input unit 151 configured to include a touch pad and a display unit 152 configured to include a liquid crystal display, an organic EL (Organic Electroluminescence) display, and the like. . The input unit 151 inputs user actions on the touch screen 15 (mainly touch operation, slide operation, swipe operation, tap operation, etc. on the touch screen 15 based on physical contact operation, proximity operation, push-in operation, etc.). It has a function of detecting position information on the touch screen 15 and outputting it as an information signal. The input unit 151 of the touch screen 15 may employ a device that employs any method such as a capacitance method or a resistance film method.
 ゲームサーバ200の入出力IF24は、マウスやキーボード等の情報入力機器である入力部や、液晶ディスプレイ等の出力部を備えており、コンピュータの情報をモニタリングするために用いられる。 The input / output IF 24 of the game server 200 includes an input unit that is an information input device such as a mouse and a keyboard, and an output unit such as a liquid crystal display, and is used for monitoring computer information.
 図2は、ユーザ端末100のゲーム進行処理に関する主要な機能を示すブロック図である。ユーザ端末100は、プロセッサ10、メモリ11、ストレージ12、通信IF13、入出力IF14等の協働により、制御部110,および、記憶部120として機能し得る。制御部110は主としてプロセッサ10およびメモリ11の協働によってその機能が実現され得る。記憶部120は、主としてメモリ11およびストレージ12の協働によってその機能が実現され得る。本実施形態において、制御部110は後述するように抽選を含むゲームを実行させ、記憶部120は少なくとも抽選を実行させるための抽選条件を記憶する。制御部110は、記憶部120に記憶されたゲームプログラムによって、作用受付部111、ゲーム処理部112、判定部113、オブジェクト制御部114,抽選部115、画像生成部116として機能し得る。 FIG. 2 is a block diagram showing the main functions related to the game progress process of the user terminal 100. The user terminal 100 can function as the control unit 110 and the storage unit 120 through the cooperation of the processor 10, the memory 11, the storage 12, the communication IF 13, the input / output IF 14, and the like. The function of the control unit 110 can be realized mainly by the cooperation of the processor 10 and the memory 11. The function of the storage unit 120 can be realized mainly by the cooperation of the memory 11 and the storage 12. In the present embodiment, the control unit 110 executes a game including a lottery as will be described later, and the storage unit 120 stores at least lottery conditions for executing the lottery. The control unit 110 can function as an action receiving unit 111, a game processing unit 112, a determination unit 113, an object control unit 114, a lottery unit 115, and an image generation unit 116 according to a game program stored in the storage unit 120.
 作用受付部111は、タッチスクリーン15の入力部151に対するユーザの作用を検知する。作用受付部111は、タッチスクリーン15や、その他の入出力IF14を介したコンソールによる操作指示等から、いかなる操作入力がなされたかを判別し、その結果を情報信号としてゲーム処理部112等の必要な要素に出力する。タッチスクリーン15に対する作用入力がなされた場合には、入力位置の座標情報や、作用の種類(タッチ操作やスライド動作など)を検知する。また、連続して検知されていた入力が途切れることを検知することで、タッチスクリーン15から接触入力が解除されたことを検知する。 The action accepting unit 111 detects a user action on the input unit 151 of the touch screen 15. The action receiving unit 111 determines what operation input has been made from an operation instruction or the like by the console via the touch screen 15 or other input / output IF 14, and the game processing unit 112 or the like is used as an information signal based on the result. Output to the element. When an action input to the touch screen 15 is made, the coordinate information of the input position and the type of action (touch operation, slide action, etc.) are detected. Further, by detecting that the input that has been continuously detected is interrupted, it is detected that the touch input has been canceled from the touch screen 15.
 ゲーム処理部112は、ユーザ端末100全体の動作を制御し、各要素間におけるデータの送受信や、ゲームの実行に必要な演算処理を行う。例えば、作用受付部111で検知された作用に基づいてゲームプログラムに従ったゲームを進行させ、その結果としてのゲーム画像を描画するよう、画像生成部116に指示する。また、通信IF13を介してゲームサーバ200に各種情報・要求を送信し、その結果としての情報を受信して、さらにゲームを進行させる処理を実行する。 The game processing unit 112 controls the operation of the entire user terminal 100, and performs transmission / reception of data between elements and arithmetic processing necessary for game execution. For example, the image generation unit 116 is instructed to advance the game according to the game program based on the action detected by the action accepting unit 111 and to draw the resulting game image. Also, various information / requests are transmitted to the game server 200 via the communication IF 13, and the resulting information is received, and further processing for advancing the game is executed.
 判定部113は、後述するゲーム進行に必要な各種判定を実行する。判定部113は、ゲーム処理部112からの判定要求に基づいて、必要に応じて記憶部120に記憶された各種ゲームデータを参照し、各種判定を実行する。 The determination unit 113 executes various determinations necessary for the game progress to be described later. Based on the determination request from the game processing unit 112, the determination unit 113 refers to various game data stored in the storage unit 120 as necessary, and performs various determinations.
 オブジェクト制御部114は、本実施形態において進行されるゲームに登場する各種オブジェクトの動作を制御する。各種オブジェクトは、作用受付部111が受け付けたユーザの作用や記憶部120に記憶されたゲームプログラムやゲーム情報、ユーザ情報等に基づいて、所定の態様で制御されることが好ましい。各種オブジェクトは、ユーザが操作するキャラクタ(所謂、プレイヤキャラクタ)、プレイヤキャラクタと対戦する相手キャラクタをはじめとした各種ゲームキャラクタ、ゲームステージの構成物やキャラクタによって操作される武器やボール等の他、表示部152に表示され、作用受付部111が受け付けたユーザの作用に基づいて所定の制御を実行する各種オブジェクト(GUI:Graphical User Interface(グラフィカル・ユーザ・インタフェース)等)を含む。 The object control unit 114 controls operations of various objects appearing in the game that is progressed in the present embodiment. The various objects are preferably controlled in a predetermined manner based on the user action received by the action receiving unit 111, the game program stored in the storage unit 120, game information, user information, and the like. The various objects are displayed in addition to characters operated by the user (so-called player characters), various game characters including opponent characters that play against the player character, weapons and balls operated by game stage components and characters, and the like. Various objects (GUI: Graphical User Interface (graphical user interface) etc.) which are displayed on the part 152 and which perform predetermined control based on the user action received by the action receiving part 111 are included.
 抽選部115は、ユーザによる抽選要求に基づいて、ユーザに所定のゲーム媒体を付与するための抽選を実行するように制御する。本実施形態において、抽選部115はユーザによる抽選要求をゲームサーバ200に送信することによってゲームサーバ200に抽選を実行させ、ゲームサーバ200から受信したゲーム媒体に関するキャラクタ情報をユーザ情報と関連付けて記憶部120に記憶させることにより、当該ユーザに所定のゲーム媒体を付与するための処理を実行する。抽選の詳細については後述する。 The lottery unit 115 controls to execute a lottery for giving a predetermined game medium to the user based on a lottery request by the user. In the present embodiment, the lottery unit 115 causes the game server 200 to execute a lottery by transmitting a lottery request from the user to the game server 200, and stores character information regarding the game medium received from the game server 200 in association with the user information. By storing in 120, a process for giving a predetermined game medium to the user is executed. Details of the lottery will be described later.
 画像生成部116は、記憶部120に格納され各種ゲームデータや、ゲームプログラムによる演算結果、ユーザの入力部151に対する作用に基づいて、表示部152に表示されるゲーム画面やゲームオブジェクト、ゲームキャラクタ等の画像を生成する。これにより、ユーザはタッチスクリーン15に対する各種操作の入力に対する出力をインタラクティブに視認することができ、ユーザ端末100の操作性が向上される。 The image generation unit 116 stores various game data stored in the storage unit 120, the calculation result of the game program, the game screen displayed on the display unit 152, the game object, the game character, and the like based on the action on the input unit 151 by the user. Generate an image of Accordingly, the user can interactively visually recognize the output corresponding to the input of various operations on the touch screen 15, and the operability of the user terminal 100 is improved.
 図3は、ゲームサーバ200のゲーム進行処理に関する主要な機能を示すブロック図である。ゲームサーバ200は、プロセッサ20、メモリ21、ストレージ22、通信IF23、入出力IF24等の協働により、制御部210,および、記憶部220として機能し得る。制御部210は主としてプロセッサ20およびメモリ21の協働によってその機能が実現され得る。記憶部220は、主としてメモリ21およびストレージ22の協働によってその機能が実現され得る。本実施形態のゲームサーバ200は、各ユーザ端末100にゲーム進行に必要な情報を提供するゲーム提供機能を有している。ゲームサーバ200は、ユーザ端末100から各種の指示を受信し、ユーザ端末100上で動作可能なゲームプログラムや、Webページ(ゲーム画面等)や、ユーザ情報やゲームパラメータ等の各種ゲームデータ、各種通知等を送信する。本実施形態において、制御部210は後述するように抽選を含むゲームを実行させ、記憶部220は少なくとも抽選を実行させるための抽選条件を記憶する。制御部210は、記憶部220に格納されたゲームプログラムによって、受信部211、ゲーム処理部212、判定部213、データ管理部214、報酬計算部215、抽選部216、画像生成部217として機能し得る。 FIG. 3 is a block diagram showing the main functions related to the game progress process of the game server 200. The game server 200 can function as the control unit 210 and the storage unit 220 through cooperation of the processor 20, the memory 21, the storage 22, the communication IF 23, the input / output IF 24, and the like. The function of the control unit 210 can be realized mainly by the cooperation of the processor 20 and the memory 21. The function of the storage unit 220 can be realized mainly by the cooperation of the memory 21 and the storage 22. The game server 200 of the present embodiment has a game providing function that provides each user terminal 100 with information necessary for the progress of the game. The game server 200 receives various instructions from the user terminal 100, game programs operable on the user terminal 100, Web pages (game screens, etc.), various game data such as user information and game parameters, various notifications Etc. In the present embodiment, the control unit 210 executes a game including a lottery as will be described later, and the storage unit 220 stores at least a lottery condition for executing the lottery. The control unit 210 functions as a reception unit 211, a game processing unit 212, a determination unit 213, a data management unit 214, a reward calculation unit 215, a lottery unit 216, and an image generation unit 217 according to a game program stored in the storage unit 220. obtain.
 受信部211は、各ユーザ端末100からの各種情報を受け付ける。各ユーザ端末100は、制御部110の制御により各種情報をゲームサーバ200に対して送信し、ゲームサーバ200は、ネットワーク2、通信IF23を介して当該情報を受信し、受信部211が情報の内容を識別して受け付ける。 The receiving unit 211 receives various information from each user terminal 100. Each user terminal 100 transmits various types of information to the game server 200 under the control of the control unit 110, the game server 200 receives the information via the network 2 and the communication IF 23, and the reception unit 211 receives the information content. Identify and accept.
 ゲーム処理部212は、ゲームサーバ200全体の動作を制御し、各要素間におけるデータの送受信や、ゲームの進行に必要な演算処理を行う。例えば、受信部211で受信されたユーザ端末100からの情報・要求に基づいてゲームプログラムに従った演算処理を実行する。そして、その結果としての各種ユーザ情報やゲーム情報といったゲームデータ、ゲームプログラム等を、通信IF13を介してユーザ端末100に送信し、ユーザ端末100においてさらにゲームを進行させる。 The game processing unit 212 controls the operation of the game server 200 as a whole, and performs transmission / reception of data between the elements and arithmetic processing necessary for the progress of the game. For example, the arithmetic processing according to the game program is executed based on the information / request from the user terminal 100 received by the receiving unit 211. Then, game data such as various user information and game information, game programs, and the like as a result are transmitted to the user terminal 100 via the communication IF 13, and the game is further advanced on the user terminal 100.
 判定部213は、ゲーム処理部212におけるゲーム進行処理に必要な各種判定を実行する。判定部213は、記憶部220に記憶されたゲームプログラムの制御に基づいて、各種ゲームデータやデータベースを参照し、ゲーム進行に必要な各種判定を実行する。 The determination unit 213 executes various determinations necessary for the game progress process in the game processing unit 212. Based on the control of the game program stored in the storage unit 220, the determination unit 213 refers to various game data and databases, and executes various determinations necessary for the game progress.
 データ管理部214は、ゲーム処理部212における各種演算結果に基づいて、記憶部220に格納される各種ゲームデータやデータベースのレコードの追加/更新/削除を行うことにより、必要な処理を実行する。  The data management unit 214 performs necessary processing by adding / updating / deleting various game data and database records stored in the storage unit 220 based on various calculation results in the game processing unit 212. *
 報酬計算部215は、ゲーム処理部212におけるゲーム進行処理結果に応じて、ユーザに付与される報酬を決定する。例えば、ユーザ端末100において所定のゲーム条件が満足された場合(所定のクエストのクリア条件が達成された:ユーザが操作するプレイヤキャラクタが試合に勝利した、など)には、当該プレイヤキャラクタに付与される報酬ポイント(経験値等)、当該ユーザに付与されるゲーム内仮想通貨、ゲーム内アイテム等が特定される。データ管理部214は、当該報酬をユーザに付与するために記憶部220に格納される各種ゲームデータやデータベースを更新し、ゲーム処理部212の制御により通信IF23を介して当該情報がユーザ端末100に送信されることにより、ユーザはゲーム内報酬を獲得することができる。 The reward calculation unit 215 determines a reward to be given to the user according to the game progress processing result in the game processing unit 212. For example, when a predetermined game condition is satisfied on the user terminal 100 (a predetermined quest clearing condition has been achieved: a player character operated by the user has won a game, etc.), the game is given to the player character. Reward points (experience values, etc.), virtual currency in game, items in game, and the like are specified. The data management unit 214 updates various game data and databases stored in the storage unit 220 in order to give the reward to the user, and the information is transmitted to the user terminal 100 via the communication IF 23 under the control of the game processing unit 212. By being transmitted, the user can acquire an in-game reward.
 抽選部216は、ユーザ端末100による抽選要求に基づいて、ユーザに所定のゲーム媒体を付与するための抽選を実行する。本実施形態において、抽選部216はユーザ端末100から受信した抽選要求に基づいて抽選を実行し、当選したゲーム媒体に関するキャラクタ情報をユーザ情報と関連付けて記憶部120に記憶させる。また、当選したゲーム媒体に関するキャラクタ情報をユーザ端末100に送信することにより、当該ユーザに所定のゲーム媒体を付与する。抽選の詳細については後述する。 The lottery unit 216 executes a lottery for giving a predetermined game medium to the user based on a lottery request from the user terminal 100. In the present embodiment, the lottery unit 216 executes a lottery based on the lottery request received from the user terminal 100 and stores the character information regarding the winning game content in the storage unit 120 in association with the user information. In addition, by transmitting character information regarding the winning game medium to the user terminal 100, a predetermined game medium is given to the user. Details of the lottery will be described later.
 画像生成部217は、ゲーム処理部212や判定部213の制御によりゲームの進行に必要なゲームデータに関連するゲーム画像等の画像を生成する。当該画像は送ゲーム処理部212の制御に基づいてユーザ端末100に送信される。 The image generation unit 217 generates an image such as a game image related to the game data necessary for the progress of the game under the control of the game processing unit 212 and the determination unit 213. The image is transmitted to the user terminal 100 based on the control of the game sending processing unit 212.
 記憶部220には、主としてゲームプログラム、ゲーム情報、ユーザ情報が格納される。ゲームプログラムは、ゲームを所定のシナリオに基づいて進行させるためのゲーム制御情報や、上述した抽選を実行するための抽選制御情報、および、各種オブジェクトをユーザ操作やキャラクタの動作に基づいて所定の態様で制御するためのオブジェクト制御情報を含む。ゲーム制御情報および抽選制御情報は、ゲームや抽選を実行するためのゲーム内における条件を指定する条件情報を含む。ゲーム情報は、各種キャラクタの基本的なパラメータや属性等をマスター管理するキャラクタ管理テーブルや、上記抽選以外のゲームの一例としてのクエストを管理するクエスト管理テーブルを含む。ユーザ情報は、各ユーザに関する情報(ランク、熟練度等)をマスター管理するユーザ管理テーブルを含む。また、当該ユーザに関連付けられた保有キャラクタや、ユーザがゲームに登場させるプレイヤキャラクタの組み合わせ(所謂、デッキ)に関する情報を管理する保有キャラクタ管理テーブルを含む。また、当該ユーザが保有する各種仮想通貨を管理する仮想通貨管理テーブルを含む。このように、記憶部220にはゲームや抽選に関連する情報を管理するデータベースが構築されていることが好ましい。ユーザ端末100の記憶部120には、ゲームサーバ200の記憶部220からダウンロードされたゲームプログラムやゲーム情報、ユーザ情報の全部または一部が格納される。 The storage unit 220 mainly stores game programs, game information, and user information. The game program includes game control information for causing the game to proceed based on a predetermined scenario, lottery control information for executing the above-described lottery, and various objects based on user operations and character actions. Contains object control information for controlling with. The game control information and the lottery control information include condition information that specifies conditions in the game for executing the game and the lottery. The game information includes a character management table that masters basic parameters and attributes of various characters, and a quest management table that manages quests as examples of games other than the lottery. The user information includes a user management table for master management of information (rank, skill level, etc.) related to each user. In addition, it includes a retained character management table that manages information regarding retained characters associated with the user and combinations of player characters that the user appears in the game (so-called decks). Moreover, the virtual currency management table which manages the various virtual currencies which the said user holds is included. Thus, it is preferable that a database for managing information related to games and lotteries is constructed in the storage unit 220. The storage unit 120 of the user terminal 100 stores all or part of the game program, game information, and user information downloaded from the storage unit 220 of the game server 200.
 図4は、記憶部120,220に格納される抽選制御情報、および、条件情報を規定するための抽選管理テーブルの一例を示す。本実施形態において、抽選管理テーブルは、抽選を実行するための条件情報としての抽選条件、ユーザに付与され得るキャラクタ(実際に付与するゲーム媒体を含む母集団ゲーム媒体)、各ゲーム媒体のレアリティ(希少度)および当選確率、等が各仮想筐体に関連付けて記憶されることにより、各仮想筐体に関する情報を定義する。当選確率は各ゲーム媒体に個別に設定されてもよいし、ゲーム媒体の希少度に基づいて設定されていてもよい。 FIG. 4 shows an example of a lottery management table for defining lottery control information and condition information stored in the storage units 120 and 220. In this embodiment, the lottery management table includes lottery conditions as condition information for executing the lottery, characters (population game media including game media to be actually given) that can be given to users, and rarity ( (Rareness) and winning probability are stored in association with each virtual enclosure, thereby defining information about each virtual enclosure. The winning probability may be set individually for each game medium, or may be set based on the rarity of the game medium.
 本実施形態において、仮想筐体は所定値以上のレアリティに関連付けられたキャラクタが当選し得る「レア」と、所定値以下のレアリティに関連付けられたキャラクタが当選する(所定値以上のレアリティに関連付けられたキャラクタが当選しない)「ノーマル」を含む。各仮想筐体の抽選条件には所定値の仮想通貨が予め指定されており、各仮想筐体を指定して抽選が実行されると、当該所定値の仮想通貨が消費され、ユーザ情報における仮想通貨管理テーブルに反映される。「レア」の抽選条件として、所定値の有料石(後述する第2仮想通貨の一例)、または、抽選券(後述する第1仮想通貨の一例)が指定されている。「ノーマル」の抽選条件として、所定値のコインが指定されている。後述するように、有料石はユーザの課金額に応じてユーザに付与される仮想通貨であり、抽選以外にもゲームを有利に進行させるために様々な目的のために消費することができる。抽選権およびコインは抽選以外のゲームを進行させることによってユーザに付与される仮想通貨である。抽選権は主として抽選のみの用途のためにユーザに付与されるものである。コインは所謂ゲーム内通貨であり、抽選以外にも様々な目的のために消費可能であってもよい。 In this embodiment, the virtual enclosure wins a “rare” that can be won by a character associated with a rarity greater than or equal to a predetermined value, and a character associated with a rarity that is less than or equal to a predetermined value (associated with a rarity greater than or equal to a predetermined value). Including “Normal”. The virtual currency of a predetermined value is designated in advance in the lottery conditions for each virtual housing, and when the lottery is executed by designating each virtual housing, the virtual currency of the predetermined value is consumed and the virtual in the user information Reflected in the currency management table. As a “rare” lottery condition, a predetermined value of pay stone (an example of a second virtual currency to be described later) or a lottery ticket (an example of a first virtual currency to be described later) is designated. As a “normal” lottery condition, a coin having a predetermined value is designated. As will be described later, the paid stone is a virtual currency given to the user according to the amount charged by the user, and can be consumed for various purposes other than the lottery to advance the game advantageously. The lottery right and coins are virtual currencies given to the user by proceeding with a game other than the lottery. The lottery right is given to the user mainly for the purpose of lottery only. The coin is a so-called in-game currency, and may be consumed for various purposes other than the lottery.
 図5は、記憶部120,220に格納されるゲーム情報の一例として、キャラクタ管理テーブルに含まれるキャラクタ情報の一例を示す。本実施形態において、ゲームの一例としてテニス等のスポーツを模したゲームを示し、当該ゲームを実行するためのキャラクタに関するキャラクタ情報を例示する。キャラクタ情報は、レアリティ(希少度)、プレイスタイル、ストローク、サーブ、スピード、賢さ、スーパーショットといったパラメータを含む。レアリティはキャラクタの希少度を示すパラメータである。プレイスタイルは、スポーツゲームにおけるキャラクタの行動態様を規定する属性を示す。ストローク、サーブ、スピードは、キャラクタの行動態様を特定するための基礎パラメータである。ストロークはキャラクタのテニスにおけるショット行動に対する適正を示すパラメータであり、キャラクタのショットによる移動体の移動軌道を算定するための基礎となる。サーブはキャラクタのテニスにおけるサーブ行動に対する適正を示すパラメータであり、キャラクタのサーブによる移動体の移動軌道を算定するための基礎となる。スピードはキャラクタの移動速度を示すパラメータであり、キャラクタを現在位置から移動目標位置へ移動させる際の移動速度を算定するための基礎となる。賢さは、キャラクタの行動をコンピュータにより自動的に制御する場合に、状況に応じた適切な行動を実行さっせるか否かを判定するための基礎となる。スーパーショットは、各キャラクタに設定された特殊なアクションであり、コート内における状況が所定の条件を満たした場合に発動されるよう設定されている。スーパーショットの内容は、キャラクタ毎に別途のテーブルに管理されていても良い。 FIG. 5 shows an example of character information included in the character management table as an example of game information stored in the storage units 120 and 220. In the present embodiment, a game simulating sports such as tennis is shown as an example of the game, and character information relating to a character for executing the game is illustrated. The character information includes parameters such as rarity (rareness), play style, stroke, serve, speed, wisdom, and super shot. The rarity is a parameter indicating the rarity of the character. A play style shows the attribute which prescribes | regulates the action aspect of the character in a sports game. Stroke, serve, and speed are basic parameters for specifying the action mode of the character. The stroke is a parameter indicating the appropriateness for the shot action of the character in tennis, and serves as a basis for calculating the movement trajectory of the moving object by the character shot. The serve is a parameter indicating the suitability of the character for the serve action in tennis, and serves as a basis for calculating the moving trajectory of the moving object by the character's serve. The speed is a parameter indicating the moving speed of the character and is a basis for calculating the moving speed when the character is moved from the current position to the movement target position. Smartness is the basis for determining whether or not to perform an appropriate action according to the situation when the action of the character is automatically controlled by a computer. The super shot is a special action set for each character, and is set to be activated when a situation in the court satisfies a predetermined condition. The contents of the super shot may be managed in a separate table for each character.
 図6は、記憶部120,220に格納されるゲーム情報の一例として、クエスト管理テーブルに含まれるクエスト情報の一例を示す。本実施形態において、各クエストはゲームステージ、クリア条件、複数のミッション、報酬、プレイ可否、難易度といった情報に関連付けられている。ユーザは所定のゲームステージにおいてプレイヤキャラクタを操作し、所定のクリア条件を満たすことによって、当該クエストをクリアすることができる。また、クリアした場合には、クリア報酬、および、達成したミッションの種類、数に基づいて、ユーザに付与される報酬が決定される。報酬は、仮想得通過やゲーム内アイテムの付与である。また、所定のクエストがクリアされる等の条件が満たされることにより、次のクエストをプレイすることが可能にされる。 FIG. 6 shows an example of the quest information included in the quest management table as an example of the game information stored in the storage units 120 and 220. In this embodiment, each quest is associated with information such as a game stage, clear conditions, a plurality of missions, rewards, playability, and difficulty level. The user can clear the quest by operating the player character at a predetermined game stage and satisfying a predetermined clear condition. In addition, when cleared, the reward to be given to the user is determined based on the clear reward and the type and number of missions achieved. Rewards are virtual gains and in-game item grants. In addition, when a condition such as clearing a predetermined quest is satisfied, the next quest can be played.
 図7は、記憶部120,220に格納されるユーザ情報の一例として、保有キャラクタ管理テーブルを示す。保有キャラクタ管理テーブルにおいて、各ユーザを特定する識別子(ユーザID)に対して保有キャラクタ情報が関連付けて記憶されており、保有キャラクタに対してデッキ、Lv(レベル)、ストローク、サーブ、スピード、賢さといったパラメータが関連付けて記憶されている。保有キャラクタは当該ユーザが入手して保有しているキャラクタである。デッキは、所定のクエストに参加することができる1または複数のキャラクタを予め選択して記憶するための情報であり、当該ユーザが操作するプレイヤキャラクタを規定するものである。レベルは保有キャラクタの成長度を規定するパラメータである。各キャラクタに関するストローク、サーブ、スピード、賢さといったパラメータは図5に示すキャラクタ情報としてマスター管理されており、当該ユーザ情報におけるレベルに応じて保有キャラクタの各パラメータが決定され、当該ユーザの保有キャラクタに関するパラメータが定義される。されに、各キャラクタには各種のアイテムといった補正パラメータがさらに関連付けられていてもよい。ユーザは、保有キャラクタのパラメータに基づいて、各種ゲームを進行させることができる。 FIG. 7 shows a stored character management table as an example of user information stored in the storage units 120 and 220. In the possessed character management table, retained character information is stored in association with an identifier (user ID) for identifying each user, and the deck, Lv (level), stroke, serve, speed, and wiseness are retained for the retained character. Are stored in association with each other. The possessed character is a character obtained and possessed by the user. The deck is information for selecting and storing one or more characters that can participate in a predetermined quest in advance, and defines a player character operated by the user. The level is a parameter that defines the degree of growth of the possessed character. Parameters such as stroke, serve, speed, and cleverness for each character are master-managed as the character information shown in FIG. 5, and each parameter of the retained character is determined according to the level in the user information, and Parameters are defined. In addition, correction parameters such as various items may be further associated with each character. The user can advance various games based on the parameters of the possessed character.
 図8は、記憶部120,220に格納されるユーザ情報の一例として、仮想通貨管理テーブルを示す。仮想通貨管理テーブルにおいて、各ユーザIDに対して保有する各種仮想通貨に関する情報が関連付けて記憶される。本実施形態において、仮想通貨として前述の有料石、コイン、抽選権、および、クエストポイント(ゲームポイントの一例)が含まれる。後述するように、クエストポイントはクエストのクリア報酬としてユーザに付与されるとともに、クエストポイントの合計値が所定値を越えた場合(第1条件の一例)に、自動的に所定値の抽選権がユーザに付与される。抽選権には抽選権番号、抽選権ID、取得日、使用期限、使用可否に関する情報が関連付けられている。 FIG. 8 shows a virtual currency management table as an example of user information stored in the storage units 120 and 220. In the virtual currency management table, information on various virtual currencies held for each user ID is stored in association with each other. In this embodiment, the above-mentioned paid stone, coins, lottery rights, and quest points (an example of game points) are included as virtual currencies. As will be described later, the quest point is given to the user as a quest clear reward, and when the total value of the quest point exceeds a predetermined value (an example of the first condition), a lottery right of the predetermined value is automatically given. Granted to the user. A lottery right is associated with information on a lottery right number, a lottery right ID, an acquisition date, an expiration date, and availability.
 本実施形態において抽選権がユーザに付与されると、1~5の抽選権番号、任意の抽選権ID、取得日、使用期限が付与されるとともに、使用期限に基づいて当該抽選権の使用可否が管理される。所定の抽選権を選択して抽選を実行した場合には、当該使用権が消費されて仮想通貨管理テーブルから削除される。1~5の抽選権番号に既に抽選権が関連付けられている場合には、クエストポイントが第1条件を満たしたとしても、新たに抽選権が割り当てられない。このように、抽選権には「使用期限」として抽選を実行するための時間的条件(第1仮想通貨に基づいて前記抽選を実行することが不可能になるまでの時間)付与されており、「抽選権番号」として抽選を実行するための量的条件(ユーザに関連付けることが可能な第1仮想通貨の上限値)が付与されている。そして、当該時間的条件、または、量的条件が満たされなくなった場合には、当該抽選権に基づいて抽選を実行することが不可能とされる。従って、第1仮想通貨としての抽選権には、その恩恵を得ることができる権利を制限するための時間的または量的な制約が付されており、このような第1仮想通貨の価値を何らかの形で制限する条件を第2条件と称することがある。また、使用期限までの残り期間(日数等)や、抽選権に関連付けられていない抽選権番号の数といった、第2条件が満たされなくなり、抽選権の恩恵を受けることが不可能となるまでの猶予を、残存条件と称することがある。 In the present embodiment, when a lottery right is granted to a user, a lottery right number of 1 to 5, an arbitrary lottery right ID, an acquisition date, a use deadline are given, and whether or not the lottery right can be used based on the use deadline. Is managed. When a lottery is executed by selecting a predetermined lottery right, the right to use is consumed and deleted from the virtual currency management table. If a lottery right is already associated with the lottery right numbers 1 to 5, even if the quest point satisfies the first condition, no new lottery right is assigned. In this way, the lottery right is given a time condition for executing the lottery as the “expiration date” (the time until the lottery cannot be executed based on the first virtual currency), A quantitative condition (upper limit value of the first virtual currency that can be associated with the user) for executing the lottery is assigned as the “lottery right number”. When the time condition or the quantitative condition is not satisfied, it is impossible to execute the lottery based on the lottery right. Therefore, the lottery right as the first virtual currency has a time or quantitative restriction for limiting the right to obtain the benefit, and the value of the first virtual currency is set to some value. The condition limited by the shape may be referred to as a second condition. In addition, until the second condition such as the remaining period until the expiration date (number of days, etc.) and the number of lottery right numbers not associated with the lottery right is not satisfied and it becomes impossible to receive the benefits of the lottery right Grace may be referred to as a remaining condition.
 上記のユーザ端末100の機能の少なくとも一部は、ゲームサーバ200やその他のハードウェアが備えるように構成されていても良い。また、上記のゲームサーバ200の機能の少なくとも一部は、ユーザ端末100やその他のハードウェアが備えるように構成されていても良い。すなわち、本実施形態におけるゲーム制御方法およびゲームプログラムが実行されることにより所定の機能が実現されるコンピュータハードウェアは、上述のユーザ端末100やゲームサーバ200を含む情報制御装置等から任意に選択され得る。 At least a part of the functions of the user terminal 100 described above may be configured to be included in the game server 200 or other hardware. Further, at least a part of the functions of the game server 200 may be configured to be included in the user terminal 100 and other hardware. That is, computer hardware that realizes a predetermined function by executing the game control method and the game program in the present embodiment is arbitrarily selected from the above-described information control device including the user terminal 100 and the game server 200. obtain.
 以下、本実施形態によるゲームシステム1の処理の流れを図9~図19を参照して詳細に説明する。ゲームシステム1で進行されるゲームは、上述したスポーツを模したゲームの他、任意のジャンルに属するものであってもよい。本実施形態においては、上述したクエストをベースに進行されるゲーム、および、抽選によるゲーム媒体の付与に関する処理について詳述する。図9は主としてゲーム開始からクエスト開始までの処理を説明するための図である。図10~図12はクエストの開始から、クエストクリア報酬をユーザに付与するまでの処理を説明するための図である。図13は、第2仮想通貨をユーザに付与する処理を説明するための図である。図14~図15は、抽選によってユーザにゲーム媒体を付与する処理を説明するための図である。図16~図19は第1仮想通貨および第2仮想通貨について詳細に説明するための図である。 Hereinafter, the processing flow of the game system 1 according to the present embodiment will be described in detail with reference to FIGS. The game progressed in the game system 1 may belong to an arbitrary genre other than the above-described game simulating sports. In the present embodiment, a process that is progressed based on the above-described quest and a process related to the provision of a game medium by lottery will be described in detail. FIG. 9 is a diagram for mainly explaining processing from the start of the game to the start of the quest. FIGS. 10 to 12 are diagrams for explaining the processing from the start of a quest until the quest clear reward is given to the user. FIG. 13 is a diagram for explaining a process of giving the second virtual currency to the user. FIG. 14 to FIG. 15 are diagrams for explaining processing for giving a game medium to a user by lottery. 16 to 19 are diagrams for explaining the first virtual currency and the second virtual currency in detail.
 図9に示すように、ユーザがユーザ端末100を用いてゲームアプリケーションを起動すると、制御部110はゲームサーバ200に対してゲームを開始するためのユーザ情報およびゲーム情報を要求する(S101)。当該要求は、ユーザIDを含む。ゲームサーバ200はネットワーク2および通信IF23を介してこれを受信すると、受信部211はこれを受信する処理を実行する(S201)。ゲーム処理部212は記憶部220を参照して、必要に応じてデータ管理部214がユーザ管理テーブルを更新した上で、当該ユーザのユーザIDに応じた最新のユーザ情報やゲーム情報、ゲームプログラムを特定する。制御部210はこれをユーザ端末100に送信し(S202)、ユーザ端末100がこれを受信すると、ゲーム処理部112は必要に応じてユーザ情報およびゲーム情報を更新した上で、当該ユーザ情報およびゲーム情報、ゲームプログラムを用いてゲームを開始するための処理を実行する(S102)。 As shown in FIG. 9, when the user activates the game application using the user terminal 100, the control unit 110 requests user information and game information for starting the game from the game server 200 (S101). The request includes a user ID. When the game server 200 receives this via the network 2 and the communication IF 23, the receiving unit 211 executes a process of receiving this (S201). The game processing unit 212 refers to the storage unit 220, and the data management unit 214 updates the user management table as necessary, and then stores the latest user information, game information, and game program corresponding to the user ID of the user. Identify. The control unit 210 transmits this to the user terminal 100 (S202), and when the user terminal 100 receives this, the game processing unit 112 updates the user information and game information as necessary, and then the user information and game. A process for starting the game is executed using the information and the game program (S102).
 ユーザによるクエスト選択指示を受け付けると、制御部110は記憶部120に格納されたクエスト情報に基づいて、クエストを実行するための処理を実行する(S103)。ここで、ユーザが保有するキャラクタの中から1または複数のキャラクタをプレイヤキャラクタとして選択するとともに、当該クエストにおける対戦相手となる相手キャラクタを設定して、ゲーム情報およびユーザ情報として記憶部120に記憶させる(S104)。ユーザはクエストが実行されるゲームステージを指定するなどしてクエストを開始する準備が整ったら、クエスト開始指示を入力する。作用受付部111はこれを受け付け、ゲーム処理部112が試合を開始するための処理を実行する。制御部110は、指定されたクエストのクエストIDや、プレイヤキャラクタ、相手キャラクタといったクエストの開始に必要な情報を含むクエストコンテンツ要求をゲームサーバ200に送信する(S105)。ゲームサーバ200はこれを受信すると(S203)、データ管理部214は、クリア条件やミッションを特定するクエスト情報や、ゲームステージの構成物や各種キャラクタの行動を制御するためのオブジェクト制御情報を特定する(S204)。ゲームサーバ200は、これらの情報を含むクエストコンテンツを送信し(S205)、ユーザ端末100がこれを受信すると(S106)、ゲーム処理部112が受信したクエストコンテンツに含まれる各種情報を記憶部120に記憶し、クエストが実行される仮想空間を構成する(S107)。そして、ゲーム処理部112は指定されたクエストを開始するための処理を開始する(S108)。 Upon receiving a quest selection instruction from the user, the control unit 110 executes a process for executing the quest based on the quest information stored in the storage unit 120 (S103). Here, one or more characters are selected as player characters from the characters held by the user, and an opponent character to be an opponent in the quest is set and stored in the storage unit 120 as game information and user information. (S104). When the user is ready to start a quest by designating a game stage on which the quest is executed, the user inputs a quest start instruction. The action receiving unit 111 receives this, and the game processing unit 112 executes a process for starting a game. The control unit 110 transmits a quest content request including information necessary for starting the quest such as the quest ID of the designated quest, the player character, and the opponent character to the game server 200 (S105). When the game server 200 receives this (S203), the data management unit 214 specifies the quest information for specifying the clear condition and the mission, and the object control information for controlling the composition of the game stage and the actions of various characters. (S204). The game server 200 transmits the quest content including these pieces of information (S205), and when the user terminal 100 receives the quest content (S106), various information included in the quest content received by the game processing unit 112 is stored in the storage unit 120. The virtual space where the quest is executed is stored (S107). And the game process part 112 starts the process for starting the designated quest (S108).
 クエストが開始されると、図10に示すように、オブジェクト制御部114はユーザに入力された操作入力を含む作用に基づいてプレイヤキャラクタを制御する(S109)。ゲーム処理部112はプレイヤキャラクタの行動を記憶部120に記憶させるとともに、クエストを進行させる処理を実行する(S110)。判定部113はプレイヤキャラクタの行動を含むゲームの進行状況、および、クエスト情報に含まれる当該クエストのクリア条件に基づいて、当該クリア条件が満足されたか否かを判定する(S111)。クリア条件が満足されたと判定された場合には(S111のY)、判定部113は記憶部120に記憶されたプレイヤキャラクタの行動に関する情報、および、クエスト情報に基づいて、達成されたミッションを特定するとともに、ユーザに付与される報酬を特定する(S112)。本実施形態において、報酬はクエスト情報においてクエストクリア状況およびミッション達成に関連付けられたゲームポイントとしてのクエストポイントを含む。制御部110は、プレイヤキャラクタの行動に関する情報や、クエストクリア状況、ミッション達成状況を特定するためのクエストプレイ情報をゲームサーバ200に送信する(S113)。ゲームサーバ200の受信部211がこれを受信すると(S206)、ゲーム処理部212は記憶部220を参照して、必要に応じてデータ管理部214がユーザ情報における仮想通貨管理テーブルを更新する(S207)。 When the quest is started, as shown in FIG. 10, the object control unit 114 controls the player character based on the action including the operation input input by the user (S109). The game processing unit 112 stores the action of the player character in the storage unit 120 and executes a process for advancing the quest (S110). The determination unit 113 determines whether or not the clear condition is satisfied based on the progress state of the game including the action of the player character and the clear condition of the quest included in the quest information (S111). When it is determined that the clear condition is satisfied (Y in S111), the determination unit 113 identifies the mission that has been achieved based on the information regarding the action of the player character stored in the storage unit 120 and the quest information. In addition, the reward given to the user is specified (S112). In this embodiment, the reward includes quest points as game points associated with the quest clear status and mission achievement in the quest information. The control unit 110 transmits information related to the action of the player character, quest play information for specifying the quest clear status and the mission achievement status to the game server 200 (S113). When the reception unit 211 of the game server 200 receives this (S206), the game processing unit 212 refers to the storage unit 220, and the data management unit 214 updates the virtual currency management table in the user information as necessary (S207). ).
 図11は、クエストクリア時にタッチスクリーン15の表示部152に表示されるゲーム画面G1を示す。ゲーム画面G1は、クエストクリア報酬画像R1と、累計クエストポイント画像R2と、抽選権獲得までに必要なクエストポイントの残数表示画像R3を含む。本実施形態において、クエストクリア報酬画像R1は、クエスト情報およびプレイヤキャラクタの行動に関する情報に基づいて生成される。累計クエストポイント画像R2および残数表示画像R3は、ユーザ情報に含まれる仮想通貨情報、および、ゲーム制御情報に含まれる条件情報に基づいて生成される。特に、ゲーム制御情報に含まれる条件情報は、クエストポイントの累計値が閾値に達した場合に自動的に所定数の抽選権(第1仮想通貨)をユーザに付与するための判断基準となる第1条件を規定する。本実施形態において、クエストポイントの累計値が100(閾値の一例)に達した場合に1の抽選権が付与されるように予め指定される。従って、累計クエストポイント画像R2および残数表示画像R3は、主として第1条件および仮想通貨情報に基づいて生成される。このようなゲーム画面G1により、ユーザは抽選権を得られるまでのクエストポイントの必要数、および、未達成ミッションの状況を容易に把握できるので、さらにクエストをプレイする動機付けが向上される。 FIG. 11 shows a game screen G1 displayed on the display unit 152 of the touch screen 15 when the quest is cleared. The game screen G1 includes a quest clear reward image R1, a cumulative quest point image R2, and a remaining number display image R3 of quest points necessary for acquiring a lottery right. In the present embodiment, the quest clear reward image R1 is generated based on the quest information and information regarding the action of the player character. The cumulative quest point image R2 and the remaining number display image R3 are generated based on the virtual currency information included in the user information and the condition information included in the game control information. In particular, the condition information included in the game control information is a judgment criterion for automatically granting a predetermined number of lottery rights (first virtual currency) to the user when the cumulative value of quest points reaches a threshold value. Specify one condition. In this embodiment, it is designated in advance so that one lottery right is given when the cumulative value of quest points reaches 100 (an example of a threshold value). Accordingly, the cumulative quest point image R2 and the remaining number display image R3 are generated mainly based on the first condition and the virtual currency information. Such a game screen G1 allows the user to easily grasp the required number of quest points and the status of unachieved missions until obtaining the drawing right, so that the motivation for playing the quest is further improved.
 判定部113は、上記のようなゲームの進行状況に基づいて、クエストポイントが第1条件を満足したか否かを判定する(S114)。本実施形態では、累計クエストポイントが第1条件において指定された閾値に達したか否かを判定する。クエストポイントが第1条件を満足したと判定された場合には(S114のY)、ゲーム処理部112は抽選権(第1仮想通貨)をユーザに付与するとともに、所定値のクエストポイントを保有するクエストポイントの累計値から減算するように仮想通貨情報を更新する(S115)。このとき、付与された抽選権には、抽選権番号、抽選権ID、取得日、使用期限が付され、使用可否の管理が開始される。なお、抽選権ID等が関連付けられていない抽選権番号が存在しない場合(抽選権保有最大数に達している場合)には、抽選権を付与せずクエストポイントの減算のみを行ってもよいし、抽選権を付与せずクエストポイントの累計値を減算せずに維持してもよい。 The determination unit 113 determines whether the quest point satisfies the first condition based on the progress of the game as described above (S114). In the present embodiment, it is determined whether or not the cumulative quest point has reached the threshold value specified in the first condition. When it is determined that the quest point satisfies the first condition (Y in S114), the game processing unit 112 grants a lottery right (first virtual currency) to the user and holds a predetermined value of the quest point. The virtual currency information is updated so as to be subtracted from the total value of the quest points (S115). At this time, the assigned lottery right is assigned a lottery right number, lottery right ID, acquisition date, and expiration date, and management of availability is started. In addition, when there is no lottery right number that is not associated with the lottery right ID or the like (when the maximum number of lottery rights is reached), the lottery right may not be granted and only the quest points may be subtracted. The lottery right may not be granted and the cumulative value of quest points may be maintained without being subtracted.
 図12は、抽選権がユーザに付与される際にタッチスクリーン15の表示部152に表示されるゲーム画面G2を示す。ゲーム画面G2は、抽選権の値を示す画像V1と、当該抽選権に関連付けられた時間的条件を表示する画像C1と、後述する抽選画面に移行させるリンクを含むUI画像U1を含む。本実施形態において、画像V1およびC1は、主として仮想通貨情報に基づいて生成される。これにより、ユーザは抽選権を獲得したこと、および、その時間的制約を容易に把握できるので、抽選を実行する動機付けが向上される。 FIG. 12 shows a game screen G2 displayed on the display unit 152 of the touch screen 15 when the lottery right is given to the user. The game screen G2 includes an image V1 that shows the value of the lottery right, an image C1 that displays a time condition associated with the lottery right, and a UI image U1 that includes a link that shifts to the lottery screen described later. In the present embodiment, the images V1 and C1 are generated mainly based on virtual currency information. Thereby, since the user has acquired the lottery right and can easily grasp the time restriction, the motivation for performing the lottery is improved.
 ユーザに抽選権が付与されると、制御部110は当該事実を特定するための第1仮想通貨情報をゲームサーバ220に送信する(S116)。ゲームサーバ200の受信部211がこれを受信すると(S208)、データ管理部214がユーザ情報における仮想通貨管理テーブルを更新する(S209)。 When the lottery right is given to the user, the control unit 110 transmits the first virtual currency information for specifying the fact to the game server 220 (S116). When the reception unit 211 of the game server 200 receives this (S208), the data management unit 214 updates the virtual currency management table in the user information (S209).
 本実施形態においては、上述したようにゲームを進行させることによって、所定の希少度を有するキャラクタを獲得できる抽選(「レア」仮想筐体における抽選)を実行するために必要な第1仮想通貨を取得することができる。一方、図13に示すように、当該キャラクタを獲得できる抽選を実行するために必要な第2仮想通貨(有料石)を、ユーザによる課金額に応じて付与する。作用受付部111がユーザによる第2仮想通貨購入要求を受け付けると(S117)、制御部110は第2仮想通貨購入要求をゲームサーバ200に送信する(S118)。第2仮想通貨購入要求は、当該ユーザに付与される第2仮想通貨の数値と、そのためにユーザが課金する課金額に関する情報を含む。ゲームサーバ200の受信部211がこれを受信すると(S210)、データ管理部214がユーザ情報に基づいて決済処理を実行するとともに、課金額に応じた第2仮想通貨の数値を当該ユーザに関連付けるように、仮想通貨管理テーブルを更新する(S211)。正常に決裁処理および第2仮想通貨付与処理が完了すると、ゲームサーバ200の制御部210は当該情報をユーザ端末100に送信し(S212)、ユーザ端末100の制御部110がこれを受信すると(S119)、課金額に応じた第2仮想通貨の数値を加算するように仮想通貨情報を更新する(S120)。 In the present embodiment, as described above, the first virtual currency necessary for executing a lottery (lottery in a “rare” virtual housing) that can acquire a character having a predetermined rarity by advancing the game is obtained. Can be acquired. On the other hand, as shown in FIG. 13, the second virtual currency (pay stone) necessary for executing the lottery that can acquire the character is given according to the charge amount by the user. When the action accepting unit 111 accepts a second virtual currency purchase request from the user (S117), the control unit 110 transmits the second virtual currency purchase request to the game server 200 (S118). The second virtual currency purchase request includes information regarding the numerical value of the second virtual currency given to the user and the charge amount charged by the user for that purpose. When the reception unit 211 of the game server 200 receives this (S210), the data management unit 214 executes a settlement process based on the user information, and associates the numerical value of the second virtual currency corresponding to the charge amount with the user. The virtual currency management table is updated (S211). When the approval process and the second virtual currency granting process are normally completed, the control unit 210 of the game server 200 transmits the information to the user terminal 100 (S212), and when the control unit 110 of the user terminal 100 receives the information (S119). ), The virtual currency information is updated so as to add the value of the second virtual currency according to the billing amount (S120).
 本実施形態において、前述のように第1仮想通貨にはその価値を制限する第2条件が関連付けられているが、第2仮想通貨にはそのような条件が付されていない。従って、ゲームの進行に応じて付与される第1仮想通貨の価値は、ユーザによる課金額に応じてユーザに付与される第2仮想通貨の価値に対して制限され得る。これにより、仮想通貨の価値の公平性を担保し得る。特に、第1仮想通貨に基づいて第2仮想通貨と同一の仮想筐体に関する情報に基づいて抽選を実行できることを可能とすることによって、課金することなくゲームを進行させるユーザに対しても抽選を実行できる機会を付与することで、ゲームを継続動機付けが向上される。一方、課金してゲームを進行させるユーザに対しては、第2条件のような制限が付されていない第2仮想通貨を保有および使用可能とすることにより、さらにゲームを有利に進行させる機会が提供され得る。これにより、仮想通貨の価値の公平性を担保し得る。さらに、第1仮想通貨に第2条件として時間的条件を付与することにより、さらにゲームを進行する(多くのクエストをプレイする)動機付けを向上させることができる。また、第1仮想通貨に第2条件として量的条件を付与することにより、抽選を実行した上でするさらにゲームを進行する(多くのクエストをプレイする)動機付けを向上させることができる。 In the present embodiment, as described above, the first virtual currency is associated with the second condition for limiting its value, but the second virtual currency is not provided with such a condition. Therefore, the value of the first virtual currency given according to the progress of the game can be limited to the value of the second virtual currency given to the user according to the amount charged by the user. Thereby, the fairness of the value of the virtual currency can be secured. In particular, by enabling a lottery to be executed based on information related to the same virtual housing as the second virtual currency based on the first virtual currency, a lottery can also be performed for a user who proceeds the game without charging. Giving the opportunity to run improves the motivation to continue the game. On the other hand, for users who charge and advance the game, there is an opportunity to advance the game more advantageously by making it possible to possess and use the second virtual currency that is not restricted as in the second condition. Can be provided. Thereby, the fairness of the value of the virtual currency can be secured. Furthermore, by giving a time condition as the second condition to the first virtual currency, it is possible to further improve the motivation to advance the game (play many quests). Further, by giving a quantitative condition as the second condition to the first virtual currency, it is possible to improve the motivation to further advance the game (play many quests) after executing the lottery.
 図14~図15は、抽選によってユーザにゲーム媒体を付与する処理を説明するための図である。図14に示すように、ユーザ端末100の作用受付部111がユーザからの抽選要求(例えば、図12に示したUI画像U1に対するタッチ操作)を受け付ける(S121)。画像生成部116は、図15に示すように、主として記憶部120に記憶されたゲーム情報および抽選制御情報に基づいて仮想筐体に関する情報を含むゲーム画像G3を生成し、タッチスクリーン15の表示部152に当該ゲーム画像G3を表示させる(S123)。ゲーム画像G3は、例えば所定値以上の希少度を有するゲーム媒体を取得し得る「レア」筐体に対応する。ゲーム画像G3は仮想筐体情報B1と、抽選における抽選条件を示す画像T1,T2と、ユーザによる消費する仮想通貨の選択を受け付けるためのUI画像U2と、を含む。なお、当該ゲーム画像G3を表示させるのに先立って、複数の仮想筐体の中から1つをユーザに選択させるための画像を表示させ、ユーザによる仮想筐体の選択操作を受け付けた後に、当該ゲーム画像G3を表示させてもよい(S122)。 FIG. 14 to FIG. 15 are diagrams for explaining processing for giving a game medium to a user by lottery. As shown in FIG. 14, the action accepting unit 111 of the user terminal 100 accepts a lottery request (for example, a touch operation on the UI image U1 shown in FIG. 12) from the user (S121). As shown in FIG. 15, the image generation unit 116 generates a game image G <b> 3 including information related to the virtual housing based mainly on the game information and the lottery control information stored in the storage unit 120, and the display unit of the touch screen 15. The game image G3 is displayed on 152 (S123). The game image G3 corresponds to, for example, a “rare” case that can acquire a game medium having a rarity level equal to or higher than a predetermined value. The game image G3 includes virtual housing information B1, images T1 and T2 indicating lottery conditions in the lottery, and a UI image U2 for accepting selection of a virtual currency to be consumed by the user. Prior to displaying the game image G3, an image for allowing the user to select one of the plurality of virtual enclosures is displayed, and after the user selects a virtual enclosure, The game image G3 may be displayed (S122).
 抽選条件を示す画像は、第1仮想通貨としての抽選権の消費を指定する第1画像T1と、第2仮想通貨としての有料石の消費を指定する第2画像T2を含む。UI画像U2は、抽選権を一定数(例えば1枚)消費して所定回数(例えば1回)抽選を行うことを指定するUI画像と、抽選権をそのX倍(例えば10枚)消費して当該X倍より多く(例えば11回)の抽選を行うことを指定するUI画像を含む。これにより、ユーザにゲームを進行させることによりゲームポイントを取得し、多くの抽選権を獲得することを促し得る。また、UI画像U2は、有料石を一定数(例えば25個)消費して所定回数(例えば1回)抽選を行うことを指定するUI画像と、有料石をそのY倍(例えば250個)消費して当該Y倍より多く(例えば11回)の抽選を行うことを指定するUI画像を含む。これにより、ユーザに多くの抽選を行うことを促し得る。 The images indicating the lottery conditions include a first image T1 that specifies the consumption of the lottery right as the first virtual currency and a second image T2 that specifies the consumption of the paid stone as the second virtual currency. The UI image U2 consumes a certain number (for example, one) of the lottery right and consumes a lottery right X times (for example, ten sheets) and a UI image that specifies that the lottery is performed a predetermined number of times (for example, one time). It includes a UI image that specifies that the lottery is performed more than X times (for example, 11 times). Thereby, it is possible to prompt the user to acquire game points by advancing the game and to acquire many lottery rights. In addition, the UI image U2 consumes a fixed number (for example, 25) of paid stones and consumes a predetermined number of times (for example, once) and draws the paid stones Y times (for example, 250). Then, a UI image designating that the lottery is performed more than Y times (for example, 11 times) is included. This can prompt the user to perform many lotteries.
 作用受付部111がいずれかのUI画像U2に対する入力操作を受け付けると、抽選部115は抽選に使用する(抽選によって消費される)仮想通貨の選択を受け付ける(S124)。抽選部115は選択されたUI画像U2に指定された第1仮想通貨または第2仮想通貨のうち、少なくとも一方を抽選条件において指定された数値だけ減算するように、記憶部120に記憶された仮想通貨情報を更新する(S125)。 When the action accepting unit 111 accepts an input operation for any UI image U2, the lottery unit 115 accepts selection of a virtual currency used for the lottery (consumed by the lottery) (S124). The lottery unit 115 stores the virtual data stored in the storage unit 120 so as to subtract at least one of the first virtual currency or the second virtual currency specified in the selected UI image U2 by the numerical value specified in the lottery condition. The currency information is updated (S125).
 これにより、判定部113は抽選条件が満たされていると判定し、抽選部115はゲームサーバ200に対して抽選を実行させるための抽選要求を送信する(S126)。抽選要求は、当該ユーザを特定するためのユーザIDと、消費される仮想通貨情報と、抽選が実行される仮想筐体情報と、抽選実行回数を特定するための情報を含む。ゲームサーバ200の受信部211がこれを受信すると(S213)、抽選部216は受信した抽選要求、記憶部220に記憶された抽選制御情報、ユーザ情報等に基づいて、抽選を実行するように選択された仮想筐体に関する情報を特定する(S214)。抽選部216は抽選管理テーブルを参照し、選択された仮想筐体に関する情報に基づいて抽選を実行する。データ管理部214はキャラクタ管理テーブルを参照して当選したゲーム媒体を当該ユーザに関連付けるように、ユーザ管理テーブルを更新する(S215)。抽選部216は当選したゲーム媒体に関するキャラクタ情報を含むゲーム媒体付与情報をユーザ端末100に送信する(S216)。ユーザ端末100がこれを受信すると、抽選部115が当該キャラクタ情報を記憶部120に記憶させることにより、抽選によるゲーム媒体の付与が完了する(S217)。 Thereby, the determination unit 113 determines that the lottery condition is satisfied, and the lottery unit 115 transmits a lottery request for causing the game server 200 to execute the lottery (S126). The lottery request includes a user ID for specifying the user, virtual currency information to be consumed, virtual housing information for executing the lottery, and information for specifying the number of lottery executions. When the reception unit 211 of the game server 200 receives this (S213), the lottery unit 216 selects to execute the lottery based on the received lottery request, lottery control information stored in the storage unit 220, user information, and the like. Information on the virtual enclosure thus identified is identified (S214). The lottery unit 216 refers to the lottery management table and executes the lottery based on the information related to the selected virtual enclosure. The data management unit 214 updates the user management table so as to associate the winning game content with reference to the character management table with the user (S215). The lottery unit 216 transmits game medium provision information including character information regarding the winning game medium to the user terminal 100 (S216). When the user terminal 100 receives this, the lottery unit 115 stores the character information in the storage unit 120, thereby completing the provision of the game medium by lottery (S217).
 本実施形態において、第1仮想通貨についてはその価値を制限する第2条件を付与しているため、所定のタイミングでユーザに第1仮想通貨の価値が制限され得ることを通知することが好ましい。図16~図19は第1仮想通貨および第2仮想通貨について詳細に説明するための図である。 In the present embodiment, since the second condition for limiting the value of the first virtual currency is given, it is preferable to notify the user that the value of the first virtual currency can be limited at a predetermined timing. 16 to 19 are diagrams for explaining the first virtual currency and the second virtual currency in detail.
 図16に示すように、判定部113は第1仮想通貨の価値が制限され得ることを通知するタイミングか否かを判定する(S128)。当該タイミングは、例えばゲームアプリケーションを起動したタイミングや、抽選権の使用期限が所定期間内に迫ったタイミング等である。当該タイミングに該当すると判定された場合には(S128のY)、判定部113が記憶部120に記憶された抽選制御情報を参照し、第1仮想通貨に関連付けられた第2条件を特定する(S129)。次に、判定部113は第2条件が満たされなくなるまでの残存条件を特定する(S130)。残存条件は、前述したように、第2条件が満たされなくなり(第2条件に設定された時間的条件や量的条件を超過し)、第1仮想通貨の恩恵を受けることが不可能となるまでの猶予であり、使用期限までの残り期間(日数等)や、追加で保有できる第1仮想通貨の数といった情報である。画像生成部116は、第1仮想通貨に関する画像に、残存条件に関する画像を関連付けてゲーム画像を生成し、これをタッチスクリーン15の表示部152に表示させる(S131) As shown in FIG. 16, the determination unit 113 determines whether it is time to notify that the value of the first virtual currency can be limited (S128). The timing is, for example, the timing when the game application is activated, the timing when the expiration date for the lottery right approaches within a predetermined period, or the like. If it is determined that the timing is met (Y in S128), the determination unit 113 refers to the lottery control information stored in the storage unit 120 and specifies the second condition associated with the first virtual currency ( S129). Next, the determination unit 113 specifies a remaining condition until the second condition is not satisfied (S130). As described above, the remaining condition does not satisfy the second condition (exceeds the time condition and the quantitative condition set in the second condition), and it becomes impossible to receive the benefits of the first virtual currency. Information such as the remaining period until the expiration date (number of days, etc.) and the number of first virtual currencies that can be additionally held. The image generation unit 116 generates a game image by associating the image regarding the first virtual currency with the image regarding the remaining condition, and displays the game image on the display unit 152 of the touch screen 15 (S131).
 図17~図19は、残存条件を示すゲーム画像G4~G6を示す。図17において、第2条件は時間的条件を含む。ゲーム画像G4は第1仮想通貨を示す画像V2と、当該第1仮想通貨に関連付けられた時間的条件を表示する画像C2と、残存条件としての使用期限までの日数を表示する画像R4と、図19に示す第1仮想通貨一覧画面に移行させるリンクを含むUI画像U3を含む。本実施形態において、画像V2,C2,R4は、主として仮想通貨情報に基づいて生成される。ゲーム画像G4は、複数の第1仮想通貨の各値(各抽選権)に個別に関連付けられた残存条件のうち、残存条件が最も小さい(使用期限までの日数が最も小さい)最小残存条件が関連付けられている第1仮想通貨についての情報を表示している。第1仮想通貨に関する画像V2と、最小残存条件に関する画像C2およびR4とを、互いに関連付けて表示させることにより、ユーザに第1仮想通貨の恩恵を受けるための時間的猶予を明確かつ簡潔に提示し得る。 FIGS. 17 to 19 show game images G4 to G6 indicating the remaining conditions. In FIG. 17, the second condition includes a temporal condition. The game image G4 includes an image V2 indicating the first virtual currency, an image C2 displaying the time condition associated with the first virtual currency, an image R4 displaying the number of days until the expiration date as the remaining condition, 19 includes a UI image U3 including a link to be transferred to the first virtual currency list screen shown in FIG. In the present embodiment, the images V2, C2, and R4 are generated mainly based on virtual currency information. The game image G4 is associated with a minimum remaining condition with the smallest remaining condition (the smallest number of days until the expiration date) among the remaining conditions individually associated with each value (each lottery right) of the plurality of first virtual currencies. Information about the first virtual currency being displayed is displayed. By displaying the image V2 related to the first virtual currency and the images C2 and R4 related to the minimum remaining condition in association with each other, the user is clearly and concisely presented with a time grace to benefit from the first virtual currency. obtain.
 図18において、第2条件は時間的条件を含む。ゲーム画像G5は第1仮想通貨を示す画像V3と、所定期間内に残存条件が満了する第1仮想通貨の合計値を表示する画像R5と、図19に示す第1仮想通貨一覧画面に移行させるリンクを含むUI画像U4を含む。本実施形態において、画像V3,R5は、主として仮想通貨情報に基づいて生成される。これにより、ユーザに所定期間内に消費すべき第1仮想通貨の数を明確かつ簡潔に提示し得るので、抽選を実行させるための動機付けを向上し得る。 In FIG. 18, the second condition includes a time condition. The game image G5 is shifted to the image V3 indicating the first virtual currency, the image R5 displaying the total value of the first virtual currency whose remaining condition expires within a predetermined period, and the first virtual currency list screen shown in FIG. A UI image U4 including a link is included. In the present embodiment, the images V3 and R5 are generated mainly based on virtual currency information. Thereby, the number of first virtual currencies to be consumed within a predetermined period can be clearly and concisely presented to the user, so that the motivation for executing the lottery can be improved.
 図19は、第1仮想通貨一覧画面としてのゲーム画像G6を示す。図19において、各第1仮想通貨に対して個別に関連付けられた第2条件としての時間的条件と、第1仮想通貨の保有上限値を規定する第2条件としての量的条件、および、これらに対応する残存条件が表示される。ゲーム画像G6は第1仮想通貨の一覧を示す見出し画像V4と、各第1仮想通貨に対応する画像V5を含む。また、各第1仮想通貨の時間的条件を表示する画像C3と、各第1仮想通貨の残存条件を示す画像R6とが、各第1仮想通貨に対応する画像V5に関連付けて表示される。さらに、抽選権に関連付けられていない抽選権番号の数に対応する、第1仮想通貨の追加保有可能数が、残存条件を示す画像R7として表示されている。本実施形態において、画像V4,V5,C3,R6,R7は、主として仮想通貨情報に基づいて生成される。これにより、ユーザに第1仮想通貨の恩恵を受けるための時間的および量的猶予を明確かつ簡潔に提示し得る。 FIG. 19 shows a game image G6 as a first virtual currency list screen. In FIG. 19, a temporal condition as a second condition individually associated with each first virtual currency, a quantitative condition as a second condition for defining the holding upper limit of the first virtual currency, and these The remaining condition corresponding to is displayed. The game image G6 includes a heading image V4 indicating a list of first virtual currencies and an image V5 corresponding to each first virtual currency. In addition, an image C3 displaying the temporal condition of each first virtual currency and an image R6 indicating the remaining conditions of each first virtual currency are displayed in association with the image V5 corresponding to each first virtual currency. Furthermore, the additional number of possible holdings of the first virtual currency corresponding to the number of lottery rights numbers not associated with the lottery rights is displayed as an image R7 indicating the remaining conditions. In the present embodiment, the images V4, V5, C3, R6, and R7 are generated mainly based on virtual currency information. Thereby, it is possible to clearly and concisely present a time and a quantitative grace for the user to benefit from the first virtual currency.
 上述した実施の形態は、本発明の理解を容易にするための例示に過ぎず、本発明を限定して解釈するためのものではない。本発明は、その趣旨を逸脱することなく、変更、改良することができると共に、本発明にはその均等物が含まれることは言うまでもない。 The embodiment described above is merely an example for facilitating the understanding of the present invention, and is not intended to limit the present invention. The present invention can be changed and improved without departing from the gist thereof, and it is needless to say that the present invention includes equivalents thereof.
 例えば、本実施形態においては、クエストをクリアすることにより付与されるゲームポイントが所定の閾値を超過した場合には、自動的に抽選権がユーザに付与される態様を示した。しかし、この場合に自動的かつ強制的にユーザに抽選を実行させることとしてもよい。即ち、第1仮想通貨は抽選権というゲーム内アイテムに類似した態様でユーザに付与される場合に限られず、いかなる態様でユーザに抽選を実行させるものであってもよい。 For example, in this embodiment, when the game point given by clearing a quest exceeds a predetermined threshold value, a mode in which a lottery right is automatically given to the user is shown. However, in this case, the user may automatically and forcibly execute the lottery. That is, the first virtual currency is not limited to the case where the first virtual currency is given to the user in a manner similar to the in-game item called the lottery right, and the user may execute the lottery in any manner.
 <実施形態2>
 本実施形態において、ユーザは、例えばスマートフォンなどの、タッチスクリーンを搭載した情報処理装置を操作して、ゲームサーバと、スマートフォンとの間でゲームに関するデータを送受信しながらゲームを進行させる。ゲームは、ユーザが一人でプレイするシングルプレイと、ユーザが他のユーザとともにプレイするマルチプレイとに対応する。
<Embodiment 2>
In the present embodiment, a user operates an information processing apparatus equipped with a touch screen such as a smartphone, for example, and advances the game while transmitting and receiving data related to the game between the game server and the smartphone. The game corresponds to single play where the user plays alone and multi-play where the user plays with other users.
 図20は、実施の形態のゲーム配信システム1Aの構成を示す図である。図20に示すように、ゲーム配信システム1Aは、ユーザが使用する情報処理装置と、サーバ200とを含み、これらの装置がネットワーク2によって互いに通信可能に接続されている。 FIG. 20 is a diagram illustrating a configuration of the game distribution system 1A according to the embodiment. As shown in FIG. 20, the game distribution system 1 </ b> A includes an information processing device used by a user and a server 200, and these devices are connected to each other via a network 2 so as to communicate with each other.
 図20の例では、ユーザが使用する情報処理装置として、携帯端末100A、携帯端末100Bおよび携帯端末100C(以下、携帯端末100A、100B、100Cなどの携帯端末を総称して「携帯端末100」と記載することもある)など複数の携帯端末を示している。携帯端末100Aと携帯端末100Bとは、無線基地局81と通信することにより、ネットワーク2と接続する。携帯端末100Cは、家屋などの施設に設置される無線ルータ82と通信することにより、ネットワーク2と接続する。携帯端末100は、タッチスクリーンを備える端末であり、例えば、スマートフォン、ファブレット、タブレットなどである。 In the example of FIG. 20, as the information processing apparatus used by the user, the portable terminal 100A, the portable terminal 100B, and the portable terminal 100C (hereinafter, portable terminals such as the portable terminals 100A, 100B, and 100C are collectively referred to as “portable terminal 100”. A plurality of portable terminals are shown. The mobile terminal 100 </ b> A and the mobile terminal 100 </ b> B are connected to the network 2 by communicating with the radio base station 81. The portable terminal 100C is connected to the network 2 by communicating with a wireless router 82 installed in a facility such as a house. The mobile terminal 100 is a terminal that includes a touch screen, and is, for example, a smartphone, a fablet, a tablet, or the like.
 携帯端末100は、ゲームプログラムを実行することにより、ゲームプログラムに応じたゲームをプレイする環境をユーザに対して提供する。携帯端末100は、例えば、アプリ等を配信するプラットフォームを介してゲームプログラムをインストールする。携帯端末100は、携帯端末100にインストールされたゲームプログラム、または、予めプリインストールされているゲームプログラムを実行することで、ユーザによるゲームのプレイを可能とする。携帯端末100は、ゲームプログラムを読み込んで実行することにより、携帯端末100と、サーバ200とを通信接続して、ゲームの進行に応じてゲームに関連するデータを携帯端末100とサーバ200との間で送受信する。 The mobile terminal 100 provides a user with an environment for playing a game according to the game program by executing the game program. For example, the mobile terminal 100 installs a game program via a platform that distributes applications and the like. The mobile terminal 100 allows a user to play a game by executing a game program installed in the mobile terminal 100 or a game program pre-installed in advance. The portable terminal 100 reads and executes the game program to establish communication connection between the portable terminal 100 and the server 200, and to transfer data related to the game between the portable terminal 100 and the server 200 according to the progress of the game. Send and receive with.
 サーバ200は、ゲームのプレイに必要なデータを、適宜、携帯端末100へ送信することで、携帯端末100でのゲームのプレイを進行させる。サーバ200は、ゲームをプレイする各ユーザの、ゲームに関連する各種データを管理する。サーバ200は、携帯端末100と通信し、各ユーザのゲームの進行に応じて、画像、音声、テキストデータその他のデータを携帯端末100へ送信する。 The server 200 advances the game play on the mobile terminal 100 by appropriately transmitting data necessary for the game play to the mobile terminal 100. The server 200 manages various data related to the game of each user who plays the game. The server 200 communicates with the mobile terminal 100 and transmits images, sounds, text data, and other data to the mobile terminal 100 in accordance with the progress of each user's game.
 例えば、サーバ200は、各ユーザがゲームのストーリーを進行させた進行状況、ゲーム内に登場するゲームキャラクタのうち各ユーザが使用可能なゲームキャラクタの情報、ゲームキャラクタの能力を示すパラメータ、ゲームキャラクタが使用する道具の性能を示すパラメータその他の各種データを管理する。また、サーバ200は、ゲームの運営者がユーザに対してキャンペーン、ゲームの進行における不具合の発生、不具合の解消その他のゲームの運営に関連する情報等をユーザに通知する処理を行う。 For example, the server 200 determines the progress of each user's story of the game, information on game characters that can be used by each user among the game characters appearing in the game, parameters indicating the capabilities of the game characters, It manages parameters and other various data indicating the performance of the tool used. In addition, the server 200 performs a process in which the game operator notifies the user of campaigns, occurrence of problems in the progress of the game, resolution of problems, and other information related to game management.
 ゲームプログラムは、ユーザがゲームをプレイするモードとして、一人のユーザがプレイする場合(シングルプレイ)と、複数人のユーザが協同してプレイする場合(マルチプレイ)とに対応している。例えば、ゲーム配信システム1Aにおいて、サーバ200が、マルチプレイに参加するユーザを特定して各ユーザの各携帯端末100と通信すること等により、マルチプレイでゲームをプレイする環境を各ユーザに提供する。 The game program corresponds to a mode in which a user plays a game when a single user plays (single play) and when a plurality of users play in cooperation (multiplay). For example, in the game distribution system 1 </ b> A, the server 200 provides each user with an environment for playing a game in multiplayer by specifying a user who participates in multiplay and communicating with each mobile terminal 100 of each user.
 ゲーム配信システム1Aは、マルチプレイに対応することにより、例えば、アクションゲームであれば、ユーザ同士が共闘してゲームに登場するゲームキャラクタと戦うこと、または、ユーザとユーザとが対戦することを可能とする。 For example, in the case of an action game, the game distribution system 1 </ b> A can play a game character appearing in the game by fighting with each other, or a user and a user can play against each other. To do.
 <構成>
 サーバ200のハードウェアの構成を説明する。サーバ200は、通信IF(Interface)23と、入出力IF24と、メモリ21と、ストレージ22と、プロセッサ20とを備え、これらが通信バスを介して互いに接続する。
<Configuration>
The hardware configuration of the server 200 will be described. The server 200 includes a communication IF (Interface) 23, an input / output IF 24, a memory 21, a storage 22, and a processor 20, which are connected to each other via a communication bus.
 通信IF23は、例えばLAN(Local Area Network)規格など各種の通信規格に対応しており、携帯端末100など外部の通信機器との間でデータを送受信するためのインタフェースとして機能する。 The communication IF 23 corresponds to various communication standards such as a LAN (Local Area Network) standard, and functions as an interface for transmitting and receiving data to and from an external communication device such as the mobile terminal 100.
 入出力IF24は、サーバ200への情報の入力を受け付けるとともに、サーバ200の外部へ情報を出力するためのインタフェースとして機能する。入出力IF24は、マウス、キーボード等の情報入力機器の接続を受け付ける入力受付部と、画像等を表示するためのディスプレイ等の情報出力機器の接続を受け付ける出力部とを含む。 The input / output IF 24 functions as an interface for receiving information input to the server 200 and outputting information to the outside of the server 200. The input / output IF 24 includes an input receiving unit that accepts connection of an information input device such as a mouse and a keyboard, and an output unit that accepts connection of an information output device such as a display for displaying an image or the like.
 メモリ21は、処理に使用されるデータ等を記憶するための記憶装置である。メモリ21は、例えば、プロセッサ20が処理を行う際に一時的に使用するための作業領域をプロセッサ20に提供する。メモリ21は、ROM(Read Only Memory)、RAM(Random Access Memory)等の記憶装置を含んで構成されている。 The memory 21 is a storage device for storing data used for processing. For example, the memory 21 provides the processor 20 with a work area for temporary use when the processor 20 performs processing. The memory 21 includes a storage device such as a ROM (Read Only Memory) and a RAM (Random Access Memory).
 ストレージ22は、プロセッサ20が読み込んで実行するための各種プログラム及びデータを記憶するための記憶装置である。ストレージ22が記憶する情報は、ゲームプログラム、ゲームプログラムに関連する情報、ゲームプログラムをプレイするユーザの情報その他の情報を含む。ストレージ22は、HDD(Hard Disk Drive)、フラッシュメモリ等の記憶装置を含んで構成されている。 The storage 22 is a storage device for storing various programs and data for the processor 20 to read and execute. The information stored in the storage 22 includes a game program, information related to the game program, information on a user who plays the game program, and other information. The storage 22 includes a storage device such as an HDD (Hard Disk Drive) and a flash memory.
 プロセッサ20は、ストレージ22に記憶されるプログラム等を読み込んで実行することにより、サーバ200の動作を制御する。プロセッサ20は、例えば、CPU(Central Processing Unit)、MPU(Micro Processing Unit)、GPU(Graphics Processing Unit)等を含んで構成される。 The processor 20 controls the operation of the server 200 by reading and executing a program or the like stored in the storage 22. The processor 20 includes, for example, a CPU (Central Processing Unit), an MPU (Micro Processing Unit), a GPU (Graphics Processing Unit), and the like.
 図21は、携帯端末100の構成を示すブロック図である。図21の図示例(A)を参照して、携帯端末100は、アンテナ130と、無線通信IF13と、タッチスクリーン15と、入出力IF140と、記憶部120と、音声処理部160と、マイク170と、スピーカ180と、制御部110とを含む。 FIG. 21 is a block diagram illustrating a configuration of the mobile terminal 100. Referring to FIG. 21A, the mobile terminal 100 includes an antenna 130, a wireless communication IF 13, a touch screen 15, an input / output IF 140, a storage unit 120, an audio processing unit 160, and a microphone 170. And a speaker 180 and a control unit 110.
 アンテナ130は、携帯端末100が発する信号を電波として空間へ放射する。また、アンテナ130は、空間から電波を受信して受信信号を無線通信IF13へ与える。 The antenna 130 radiates a signal emitted from the mobile terminal 100 to space as a radio wave. The antenna 130 receives radio waves from the space and gives a reception signal to the wireless communication IF 13.
 無線通信IF13は、携帯端末100が他の通信機器と通信するため、アンテナ130等を介して信号を送受信するための変復調処理などを行う。無線通信IF13は、チューナー、高周波回路などを含む無線通信用の通信モジュールであり、携帯端末100が送受信する無線信号の変復調や周波数変換を行い、受信信号を制御部110へ与える。 The wireless communication IF 13 performs modulation / demodulation processing for transmitting and receiving signals via the antenna 130 and the like so that the mobile terminal 100 communicates with other communication devices. The wireless communication IF 13 is a communication module for wireless communication including a tuner, a high frequency circuit, and the like, performs modulation / demodulation and frequency conversion of a wireless signal transmitted / received by the mobile terminal 100, and provides a received signal to the control unit 110.
 タッチスクリーン15は、ユーザからの入力を受け付けて、ユーザに対し情報をディスプレイ152に出力する。タッチスクリーン15は、ユーザの入力操作を受け付けるための部材(タッチパネル151)を含む。また、タッチスクリーン15は、メニュー画面や、ゲームの進行を画面に表示するための部材(ディスプレイ152)を含む。タッチパネル151は、例えば静電容量方式のものを用いることによって、ユーザの指などが接近したことを検出する。ディスプレイ152は、例えばLCD(Liquid Crystal Display)、有機EL(electroluminescence)その他の表示装置によって実現される。 The touch screen 15 receives an input from the user and outputs information to the display 152 to the user. The touch screen 15 includes a member (touch panel 151) for accepting a user input operation. The touch screen 15 includes a menu screen and a member (display 152) for displaying the progress of the game on the screen. The touch panel 151 detects that a user's finger or the like has approached by using, for example, a capacitive type. The display 152 is realized by, for example, an LCD (Liquid Crystal Display), an organic EL (electroluminescence), or other display device.
 入出力IF140は、携帯端末100への情報の入力を受け付けるとともに、携帯端末100の外部へ情報を出力するためのインタフェースとして機能する。 The input / output IF 140 functions as an interface for accepting input of information to the mobile terminal 100 and outputting information to the outside of the mobile terminal 100.
 記憶部120は、フラッシュメモリ、RAM(Random Access Memory)等により構成され、携帯端末100が使用するプログラム、および、携帯端末100がサーバ200から受信する各種データ等を記憶する。 The storage unit 120 includes a flash memory, a RAM (Random Access Memory), and the like, and stores programs used by the mobile terminal 100, various data received by the mobile terminal 100 from the server 200, and the like.
 音声処理部160は、音声信号の変復調を行う。音声処理部160は、マイク170から与えられる信号を変調して、変調後の信号を制御部110へ与える。また、音声処理部160は、音声信号をスピーカ180へ与える。音声処理部160は、例えば、音声処理用のプロセッサによって実現される。マイク170は、音声信号の入力を受け付けて制御部110へ出力するための音声入力部として機能する。スピーカ180は、音声信号を、携帯端末100の外部へ出力するための音声出力部として機能する。 The audio processing unit 160 performs modulation / demodulation of the audio signal. The audio processing unit 160 modulates the signal given from the microphone 170 and gives the modulated signal to the control unit 110. In addition, the audio processing unit 160 provides an audio signal to the speaker 180. The sound processing unit 160 is realized by, for example, a sound processing processor. The microphone 170 functions as an audio input unit for receiving an input of an audio signal and outputting it to the control unit 110. The speaker 180 functions as an audio output unit for outputting an audio signal to the outside of the mobile terminal 100.
 制御部110は、記憶部120に記憶されるプログラムを読み込んで実行することにより、携帯端末100の動作を制御する。制御部110は、例えば、アプリケーションプロセッサによって実現される。 The control unit 110 controls the operation of the mobile terminal 100 by reading and executing a program stored in the storage unit 120. The control unit 110 is realized by, for example, an application processor.
 携帯端末100がゲームプログラム121を実行する処理について、より詳細に説明する。ある局面において、記憶部120は、ゲームプログラム121と、ゲーム情報122と、ユーザ情報123とを記憶する。携帯端末100は、例えば、サーバ200からゲームプログラムをダウンロードして記憶部120に記憶させる。また、携帯端末100は、ゲームの進行に伴いサーバ200と通信することで、ゲーム情報122およびユーザ情報123等の各種のデータをサーバ200と送受信する。 The process in which the mobile terminal 100 executes the game program 121 will be described in more detail. In one aspect, the storage unit 120 stores a game program 121, game information 122, and user information 123. For example, the mobile terminal 100 downloads a game program from the server 200 and stores it in the storage unit 120. Moreover, the portable terminal 100 transmits / receives various data, such as the game information 122 and the user information 123, with the server 200 by communicating with the server 200 as the game progresses.
 ゲームプログラム121は、携帯端末100においてゲームを進行させるためのプログラムである。ゲーム情報122は、ゲームプログラム121が参照する各種のデータを含む。ゲーム情報122は、例えば、ゲームにおいて仮想空間に配置するオブジェクトの情報、オブジェクトに対応付けられた効果の情報(ゲームキャラクタに設定されるスキルの情報などを含む)などを含む。ユーザ情報123は、ゲームをプレイするユーザについての情報を含む。ユーザ情報123は、例えば、ゲームをプレイする携帯端末100のユーザを識別する情報、マルチプレイ時に協同してゲームをプレイする他のユーザを識別する情報その他の情報を含む。 The game program 121 is a program for causing the mobile terminal 100 to advance the game. The game information 122 includes various data that the game program 121 refers to. The game information 122 includes, for example, information on objects to be arranged in the virtual space in the game, information on effects associated with the objects (including information on skills set for the game character), and the like. The user information 123 includes information about the user who plays the game. The user information 123 includes, for example, information for identifying the user of the mobile terminal 100 playing the game, information for identifying other users who play the game in cooperation with the multiplayer, and other information.
 制御部110は、ゲームプログラム121を読み込んで実行することにより、入力操作受付部191と、ゲーム進行処理部192と、移動操作検出部193と、カメラ配置制御部194と、オブジェクト制御部195と、表示制御部196と、の各機能を発揮する。 The control unit 110 reads and executes the game program 121 to thereby execute an input operation reception unit 191, a game progress processing unit 192, a movement operation detection unit 193, a camera arrangement control unit 194, an object control unit 195, Each function of the display control unit 196 is exhibited.
 入力操作受付部191は、タッチスクリーン15の出力に基づいて、ユーザの入力操作を受け付ける。具体的には、入力操作受付部191は、ユーザの指などがタッチパネル151に接近したことを、タッチスクリーン15を構成する面の横軸および縦軸からなる座標系の座標として検出する。 The input operation reception unit 191 receives a user input operation based on the output of the touch screen 15. Specifically, the input operation reception unit 191 detects that a user's finger or the like has approached the touch panel 151 as coordinates in a coordinate system including a horizontal axis and a vertical axis of a surface constituting the touch screen 15.
 入力操作受付部191は、タッチスクリーン15に対するユーザの操作を判別する。入力操作受付部191は、例えば、(1)「接近操作」、(2)「リリース操作」、(3)「タップ操作」、(4)「ダブルタップ操作」、(5)「長押し操作(ロングタッチ操作)」、(6)「ドラッグ操作(スワイプ操作)」、(7)「ムーブ操作」、(8)「フリック操作」、その他のユーザの操作を判別する。入力操作受付部191が判別するユーザの操作は、上記に限られない。例えば、タッチパネル151が、ユーザがタッチパネル151に対して押下する圧力の大きさを検出可能な機構を有する場合、入力操作受付部191は、ユーザが押下した圧力の大きさを判別する。また、制御部110は、タッチスクリーン15へのユーザの指などの接近を検出している状態を、「タッチオン状態」と判別する。制御部110は、タッチスクリーン15へのユーザの指などの接近を検出しない状態を、「タッチオフ状態」と判別する。制御部110は、タッチスクリーン15が逐次出力するユーザの指などの接近位置を示す座標を、「タッチナウ」の座標として受け付ける。 The input operation reception unit 191 determines a user operation on the touch screen 15. The input operation accepting unit 191 includes, for example, (1) “approach operation”, (2) “release operation”, (3) “tap operation”, (4) “double tap operation”, (5) “long press operation ( (Long touch operation) ”, (6)“ drag operation (swipe operation) ”, (7)“ move operation ”, (8)“ flick operation ”, and other user operations. The user operation determined by the input operation receiving unit 191 is not limited to the above. For example, when the touch panel 151 has a mechanism capable of detecting the magnitude of the pressure that the user presses against the touch panel 151, the input operation reception unit 191 determines the magnitude of the pressure that the user presses. In addition, the control unit 110 determines that the state of detecting the approach of the user's finger or the like to the touch screen 15 is the “touch-on state”. The control unit 110 determines that a state in which the approach of the user's finger or the like to the touch screen 15 is not detected is a “touch-off state”. The control unit 110 accepts coordinates indicating the approach position of the user's finger or the like sequentially output by the touch screen 15 as “touch now” coordinates.
 ここで、(1)「接近操作」とは、ユーザが指などをタッチスクリーン15に接近させる操作である。 Here, (1) “approach operation” is an operation in which the user brings a finger or the like closer to the touch screen 15.
 (2)「リリース操作」とは、ユーザがタッチスクリーン15に指などを接近させることで操作する状態を止める操作である。入力操作受付部191は、例えば、ユーザが指などをタッチスクリーン15に接触させている状態から、指を離す操作をしたときに、ユーザの操作を「リリース操作」と判別する。 (2) “Release operation” is an operation for stopping the operation state when the user brings a finger or the like closer to the touch screen 15. For example, when the user performs an operation of releasing his / her finger from a state where the user touches the touch screen 15 with the finger or the like, the input operation receiving unit 191 determines that the user's operation is a “release operation”.
 (3)「タップ操作」とは、ユーザがタッチスクリーン15に対して指などを接近させる接近操作をした後に、接近操作をした位置でリリース操作を行うことである。 (3) “Tap operation” means that the user performs a release operation at a position where the approach operation is performed after the user performs an approach operation to bring a finger or the like closer to the touch screen 15.
 (4)「ダブルタップ操作」とは、ユーザがタップ操作を一定時間内に2回行う操作である。入力操作受付部191は、例えば、ユーザの操作をタップ操作と判別してから一定時間内に、タップ操作にかかる座標で再びタップ操作を判別した場合に、ユーザの操作を「ダブルタップ操作」と判別する。 (4) The “double tap operation” is an operation in which the user performs the tap operation twice within a predetermined time. For example, the input operation reception unit 191 determines that the user operation is “double tap operation” when the user operation is determined to be the tap operation and the tap operation is determined again with the coordinates related to the tap operation within a certain time after the user operation is determined to be the tap operation. Determine.
 (5)「長押し操作」とは、ユーザがタッチスクリーン15を押し続ける操作である。タッチスクリーン15は、ユーザの操作を検出して接近操作を判別してから、接近操作が検出された座標において接近操作が継続している時間が一定時間を超えた場合に、ユーザの操作を「長押し操作」(「長押し操作」を、「ロングタッチ操作」と称することもある)と判別する。 (5) “Long press operation” is an operation in which the user continues to press the touch screen 15. The touch screen 15 detects the user's operation and determines the approaching operation. When the time during which the approaching operation continues at the coordinates where the approaching operation is detected exceeds a certain time, the touch screen 15 “Long press operation” (the “long press operation” may be referred to as “long touch operation”).
 (6)「ドラッグ操作」とは、ユーザがタッチスクリーン15に指などを接近させた接近状態を維持したまま、指をスライドさせる操作である。 (6) The “drag operation” is an operation in which the user slides the finger while maintaining the approaching state in which the user brings the finger or the like close to the touch screen 15.
 (7)「ムーブ操作」とは、ユーザがタッチスクリーン15において、接近操作を維持しつつ、タッチスクリーン15に指などを接近させている位置を移動させてリリース操作を行う一連の操作をいう。 (7) “Move operation” refers to a series of operations in which the user performs a release operation by moving a position where a finger or the like is approaching the touch screen 15 while maintaining the approach operation on the touch screen 15.
 (8)「フリック操作」は、ユーザがムーブ操作を予め定められた時間よりも短い時間で行う操作をいう。フリック操作は、ユーザがタッチスクリーン15で指を弾くような操作である。 (8) “Flick operation” refers to an operation in which a user performs a move operation in a time shorter than a predetermined time. The flick operation is an operation in which the user flips his / her finger on the touch screen 15.
 ゲーム進行処理部192は、ユーザの操作に応じて、各種のプログラムを呼び出す等によりゲームを進行させる処理を行う。例えば、ゲーム進行処理部192は、サーバ200と通信し、ゲームの進行に応じてサーバ200へデータを送信する処理、サーバ200からゲームに関連するデータを受信する処理、ゲームの進行に応じてユーザに報酬を付与する処理、時間の経過を計測する処理その他の処理を行う。 The game progress processing unit 192 performs a process of progressing the game by calling various programs in accordance with user operations. For example, the game progress processing unit 192 communicates with the server 200, transmits data to the server 200 according to the progress of the game, receives data related to the game from the server 200, and the user according to the progress of the game. A process for giving a reward, a process for measuring the passage of time, and other processes are performed.
 移動操作検出部193は、タッチスクリーン15に対するユーザの入力操作に基づいて、ゲームに登場するキャラクタ(以下、「ゲームキャラクタ」と称することもある)を移動させる入力操作の操作内容を検出する。例えば、ゲームプログラム121がアクションゲーム、ロールプレイングゲーム、アクションロールプレイングゲームである場合、移動操作検出部193は、ユーザの入力操作に基づいて、ゲームキャラクタを移動させる方向を検出する。このように、移動操作検出部193は、ユーザがゲームキャラクタの移動方向を指定する入力操作を受け付ける。 The movement operation detection unit 193 detects the operation content of the input operation for moving a character appearing in the game (hereinafter also referred to as “game character”) based on the user's input operation on the touch screen 15. For example, when the game program 121 is an action game, a role playing game, or an action role playing game, the movement operation detection unit 193 detects a direction in which the game character is moved based on a user input operation. As described above, the movement operation detection unit 193 receives an input operation in which the user specifies the movement direction of the game character.
 具体的には、移動操作検出部193は、タッチスクリーン15からユーザの指が離れた状態から、ユーザが指をタッチスクリーン15に接近させて、入力操作受付部191がタッチパネル151にユーザの指が接近したことを検出した座標を初期タッチ位置として、ユーザがドラッグ操作を行った場合に、初期タッチ位置の座標とタッチスクリーン15の検出結果とに基づいて、ゲームキャラクタの移動方向を検出する。移動操作検出部193の詳細な処理は、後述する。 Specifically, the movement operation detection unit 193 causes the user to move the finger closer to the touch screen 15 from a state where the user's finger is separated from the touch screen 15, and the input operation reception unit 191 causes the touch panel 151 to move the user's finger. When the user performs a drag operation using the detected coordinates as the initial touch position, the moving direction of the game character is detected based on the coordinates of the initial touch position and the detection result of the touch screen 15. Detailed processing of the movement operation detection unit 193 will be described later.
 カメラ配置制御部194は、仮想空間に配置される各オブジェクトを、どのようにユーザに見せるかを決定する。具体的には、カメラ配置制御部194は、制御部110がゲームプログラム121を読み込んで実行することで生成される仮想空間において、仮想カメラの配置(カメラワーク)を制御する。制御部110は、仮想空間における仮想カメラの撮影画像をディスプレイ152に表示することで、ユーザに対しゲームのプレイ環境を提供する。 The camera placement control unit 194 determines how to show each object placed in the virtual space to the user. Specifically, the camera arrangement control unit 194 controls the arrangement (camera work) of the virtual camera in the virtual space generated when the control unit 110 reads and executes the game program 121. The control unit 110 provides a game play environment to the user by displaying a captured image of the virtual camera in the virtual space on the display 152.
 オブジェクト制御部195は、携帯端末100がゲームプログラム121を実行することにより進行されるゲームに登場する各種オブジェクト、および、入力操作受付部191が受け付けたユーザの操作内容に基づいて生成される各種オブジェクト(例えば、GUI(Graphical User Interface)画面など)の生成、変形、移動などの処理を制御する。オブジェクト制御部195は、例えば、ユーザがゲームキャラクタを移動させるためのタッチスクリーン15に対する入力操作に基づいて、ゲームキャラクタの移動方向を示すオブジェクトを生成し、生成したオブジェクトを変形する。 The object control unit 195 includes various objects that appear in the game that is advanced by the mobile terminal 100 executing the game program 121, and various objects that are generated based on the user operation content received by the input operation receiving unit 191. Processes such as generation, transformation, and movement (for example, GUI (Graphical User Interface) screen) are controlled. For example, the object control unit 195 generates an object indicating the moving direction of the game character based on an input operation on the touch screen 15 for the user to move the game character, and deforms the generated object.
 表示制御部196は、仮想カメラのカメラワークに従った画像をディスプレイ152に出力する。表示制御部196は、仮想空間内における仮想カメラの配置に応じて、ディスプレイ152の表示内容を決定し、決定した表示内容に従う画像、テキスト等の各種の情報をディスプレイ152に出力する。 The display control unit 196 outputs an image according to the camera work of the virtual camera to the display 152. The display control unit 196 determines the display content of the display 152 according to the placement of the virtual camera in the virtual space, and outputs various types of information such as images and texts according to the determined display content to the display 152.
 図21の図示例(B)に、ゲーム進行処理部192の機能的な構成の詳細を示す。図示するように、ゲーム進行処理部192は、ゲームポイント付与部192A、抽選権設定部192B、抽選権管理部192C、追加コンテンツ設定部192D、クエスト進行処理部192Eおよび対戦プレイ進行部192Fの各機能を発揮するように構成されている。 21 shows the details of the functional configuration of the game progress processing unit 192. As shown in the figure, the game progress processing unit 192 includes a game point granting unit 192A, a lottery right setting unit 192B, a lottery right management unit 192C, an additional content setting unit 192D, a quest progress processing unit 192E, and a battle play progressing unit 192F. It is configured to demonstrate.
 (1)ゲームポイント付与部192Aは、ユーザの入力操作に応じてゲームを進行させ、予め定められた項目がユーザのゲームプレイにより達成されることにより、達成された項目に応じてゲームポイントをユーザに付与する。例えば、ゲームプログラム121は、ユーザに対し、一定のクリア条件を有する複数のクエストを提供し、クエストを選択する入力操作を受け付けてゲームを進行させるものであるとする。クエストは、例えば、比較的短時間で(例えば、スマートフォンでゲームプレイするユーザを考慮して、数分~数十分程度のプレイ時間を想定して)クリア可能に設計されている。 (1) The game point assigning unit 192A advances the game in accordance with the user's input operation, and the predetermined items are achieved by the user's game play, so that the game points are given to the user according to the achieved items. To grant. For example, it is assumed that the game program 121 provides the user with a plurality of quests having certain clear conditions, accepts an input operation for selecting a quest, and advances the game. The quest is designed to be cleared in a relatively short time (for example, assuming a play time of several minutes to several tens of minutes in consideration of a user who plays a game on a smartphone).
 (2)ゲームポイント付与部192Aは、例えば、ユーザからクエストを選択する入力操作を受け付けて、ユーザの入力操作に応じてクエストのゲームプレイを進行させ、予め定められた項目として、当該クエストについて予め定められた報酬獲得条件がユーザのゲームプレイにより達成されることにより、達成された報酬獲得条件に応じてゲームポイントをユーザに付与することとしてもよい。 (2) The game point granting unit 192A receives, for example, an input operation for selecting a quest from the user, advances the game play of the quest in accordance with the user's input operation, and pre-determines the quest as a predetermined item. Game points may be given to the user according to the achieved reward acquisition conditions by achieving the determined reward acquisition conditions by the user's game play.
 (3)クエストには、予め、複数の報酬獲得条件が設定されているものが含まれることとしてもよい。この場合、ゲームポイント付与部192Aは、クエストについて予め定められる複数の報酬獲得条件の全てがユーザのゲームプレイにより達成されることにより、報酬獲得条件の全てが達成されたことについてゲームポイントを前記ユーザに付与することとしてもよい。 (3) The quest may include those for which a plurality of reward acquisition conditions are set in advance. In this case, the game point granting unit 192A determines that the game points are allotted to the fact that all of the reward acquisition conditions are achieved by achieving all of the plurality of reward acquisition conditions predetermined for the quest by the user's game play. It is good also as giving to.
 (4)クエストについて予め定められる報酬獲得条件には、ユーザが、ゲームキャラクタに特定の動作を行わせるための入力操作を行ってクエストをゲームクリアすることが含まれることとしてもよい。例えば、ゲームキャラクタに特定の動作を行わせるための入力操作としては、ボールなどの対象物を打ち合うスポーツゲーム(例えば、テニスゲーム)において、ユーザの入力操作に応じてゲームキャラクタが特別な打球をすることが可能な場合(例えば、打球により比較的高速な球を打ち返すことができる等)に、当該入力操作を行ってゲームキャラクタに特別な打球を行わせることとしてもよい。例えば、ゲームキャラクタが特別な打球をすることには、打球のたびにゲージが増加し、ゲージが一定量に達することで使用可能な特別な打球をすることが含まれることとしてもよい。ゲームポイント付与部192Aは、クエストについて、報酬獲得条件として、ゲームキャラクタに特定の動作を行わせるための入力操作を行ってクエストをゲームクリアすることが設定されている場合に、この入力操作によりゲームキャラクタに特定の動作を行わせてクエストをゲームクリアされることにより、ゲームポイントをユーザに付与することとしてもよい。 (4) The reward acquisition condition determined in advance for the quest may include that the user clears the quest by performing an input operation for causing the game character to perform a specific action. For example, as an input operation for causing a game character to perform a specific action, in a sports game (for example, a tennis game) in which an object such as a ball is hit, the game character makes a special ball according to the user's input operation. When it is possible (for example, a relatively high-speed ball can be hit back by hitting a ball), the input operation may be performed to cause the game character to make a special hit ball. For example, when the game character hits a special ball, the gauge may increase every time the ball is hit, and may include a special ball that can be used when the gauge reaches a certain amount. When the game point granting unit 192A is set to clear the quest by performing an input operation for causing the game character to perform a specific action as a reward acquisition condition for the quest, the game point is given by this input operation. A game point may be given to the user by causing the character to perform a specific action and clearing the quest game.
 (5)ゲームプログラム121が、複数のクエストを含むエリアの選択をユーザから受け付けてゲームプレイを進行させるように構成されていることもある。ユーザは、エリア内に含まれるクエストを順次選択してゲームを進行させる。ゲームポイント付与部192Aは、予め定められた項目として、ユーザが選択したエリアに含まれる複数のクエストの全てがユーザのゲームプレイによりゲームクリアされることにより、エリアに含まれる複数のクエストの全てがゲームクリアされたことについてゲームポイントをユーザに付与することとしてもよい。 (5) The game program 121 may be configured to accept a selection of an area including a plurality of quests from the user and advance the game play. The user sequentially selects the quests included in the area and advances the game. As a predetermined item, the game point giving unit 192A clears all of the plurality of quests included in the area selected by the user by the game play of the user, so that all of the plurality of quests included in the area are cleared. It is good also as giving a user a game point about having cleared the game.
 (6)ゲームプログラム121が、ユーザがクエストをゲームクリアするたびに、ユーザの経験値パラメータに、クエストをゲームクリアすることによる経験値を加算するステップを実行させ、ユーザの経験値パラメータが予め定められた一定量に達するたびに、ユーザのレベル値を更新するように構成されていることもある。例えば、ユーザが、敵キャラクタに打ち勝つたびにユーザに経験値が付与される。経験値が一定量に達した場合に、ユーザの操作するキャラクタの強さなどを示す指標としてレベル値が更新される。ゲームポイント付与部192Aは、予め定められた項目として、ユーザのゲームプレイに応じて経験値パラメータが予め定められた一定量に達するたびに、ユーザのレベル値を更新し、ユーザのレベル値が更新されたことについてゲームポイントをユーザに付与することとしてもよい。 (6) Each time the user clears the quest game, the game program 121 executes a step of adding the experience value obtained by clearing the quest to the user experience value parameter, and the user experience value parameter is determined in advance. It may be configured to update the user's level value each time a certain amount is reached. For example, an experience value is given to the user every time the user overcomes an enemy character. When the experience value reaches a certain amount, the level value is updated as an index indicating the strength of the character operated by the user. The game point giving unit 192A updates the user's level value every time the experience value parameter reaches a predetermined amount according to the user's game play as a predetermined item, and the user's level value is updated. It is good also as giving a game point to a user about what was done.
 (7)ゲームプログラム121において、クエストには、1以上の報酬獲得条件が設定されており、クエストにおいて報酬獲得条件がユーザにより達成されたか否かを管理するように構成されていることもある。ゲームポイント付与部192Aは、ユーザからクエストを選択する入力操作を受け付けて、ユーザの入力操作に応じてクエストのゲームプレイを進行させ、当該クエストについて予め定められ、未達成の報酬獲得条件が前記ユーザのゲームプレイにより達成されることにより、達成された報酬獲得条件に応じてゲームポイントをユーザに付与することとしてもよい。 (7) In the game program 121, one or more reward acquisition conditions are set for the quest, and it may be configured to manage whether the reward acquisition condition is achieved by the user in the quest. The game point granting unit 192A accepts an input operation for selecting a quest from the user, proceeds the game play of the quest in accordance with the user's input operation, and the reward acquisition condition that has been determined in advance for the quest and the unachieved reward acquisition condition is It is good also as giving a game point to a user according to the reward acquisition conditions achieved by being achieved by game play.
 (8)ゲームプログラム121が、ユーザ同士で対戦する対戦ゲームにかかるものであり、ゲームプログラム121において、各ユーザのゲームプレイの内容に応じて各ユーザの対戦プレイにおける習熟状況を示す指標であるランクを管理するように構成されていることもある。各ユーザの対戦プレイにおける習熟状況を示す指標としては、例えば、レーティング値がある。レーティング値は、対戦プレイにおける勝敗結果と、対戦プレイにかかる各ユーザのレーティング値の大きさとに基づき所定の演算により更新される。ゲームポイント付与部192Aは、予め定められた項目として、ユーザのランクが変化することにより、ゲームポイントをユーザに付与することとしてもよい。 (8) The game program 121 relates to a battle game in which the users battle each other, and the game program 121 is a rank that is an index indicating the proficiency level of each user in the battle play according to the content of each user's game play. May be configured to manage. For example, there is a rating value as an index indicating the skill level of each user in the battle play. The rating value is updated by a predetermined calculation based on the winning / losing result in the battle play and the magnitude of the rating value of each user involved in the battle play. The game point giving unit 192A may give game points to the user by changing the rank of the user as a predetermined item.
 (9)各ユーザの対戦プレイにおける習熟状況を示す指標としては、ユーザの強さを段階的に示すものを用いることとしてもよい。このような、ユーザの強さを段階的に示す名称としては、ランク「初段」、ランク「二段」、高段位になるにつれて独自の名称を付与されるものであるとしてもよいし、複数の階層を数字で示し、高層建築のようにランク「1階」、ランク「2階」、・・・ランク「最上階」などの名称を付与されるものであるとしてもよく、これらに限られない。ゲームポイント付与部192Aは、ユーザ同士の対戦プレイにより、ユーザが未到達のランクに到達した場合に、ゲームポイントをユーザに付与することとしてもよい。例えば、ランクがランク「1階」からランク「100階(最上階)」(最上階が最も高いランクであるとする)まである場合に、ユーザが、ランク「1階」からランク「9階」までの間で対戦プレイの結果に応じて上下しており(各階に初めて到達した場合にゲームポイントを獲得している)、初めてランク「10階」に到達した場合に、ランク「10階」に初めて到達したことに対してゲームポイントが付与される。また、各ユーザのランクは、定期的にリセットされることとしてもよい。この場合、ある程度、上層階に到達しているユーザに対しては(例えば、ランク「50階」以上に到達しているユーザ)、ランクがリセットされる際に、一定程度のランクから(例えば、ランク「30階」から)再スタートされることとしてもよい。こうすることで、対戦プレイの経験が浅いユーザは、低い階層(例えば、ランク「1階」など)からスタートするとともに、対戦プレイの経験を積んだユーザは、一定以上の階層に集まることとなる。そのため、対戦プレイの技量の差が大きい初心者と熟練者とがマッチングしてしまう可能性を低くすることができ、対戦プレイの興趣性がいっそう向上する。 (9) As an index indicating the proficiency level of each user in the battle play, an index indicating the user's strength in stages may be used. As a name indicating the strength of the user step by step, the rank “first stage”, the rank “second stage”, a unique name may be given as the rank increases, and a plurality of names may be given. The hierarchy is indicated by a number, and it may be given a name such as rank “first floor”, rank “second floor”,... Rank “top floor” like a high-rise building, but is not limited thereto. . Game point granting part 192A is good also as giving a user a game point, when a user reaches a rank which has not yet reached by a battle play between users. For example, when the rank is from the rank “1st floor” to the rank “100th floor (top floor)” (the top floor is the highest rank), the user is ranked from the rank “1st floor” to the rank “9th floor”. Up and down depending on the result of the battle play (game points are earned when reaching each floor for the first time), and when the rank reaches “10th floor” for the first time, the rank becomes “10th floor” Game points are awarded for the first arrival. The rank of each user may be periodically reset. In this case, for a user who has reached the upper floor to some extent (for example, a user who has reached the rank “50th floor” or higher), when the rank is reset, from a certain rank (for example, It may be restarted (from rank “30th floor”). By doing so, users who have little experience in battle play start from a lower level (for example, rank “1st floor”, etc.), and users who have experience in battle play gather in a certain level or higher. . Therefore, it is possible to reduce the possibility that a beginner and a skilled person who have a large difference in the skill of the battle play will be matched, and the interest of the battle play is further improved.
 (10)ゲーム進行処理部192は、ゲームポイント付与部192Aによりユーザにゲームポイントを付与する際に、ユーザが項目を達成する前の獲得済みのゲームポイントの獲得量を、表示制御部196によりタッチスクリーン15に表示する。ゲーム進行処理部192は、項目を達成することにより新規に獲得するゲームポイントと、獲得済みのゲームポイントの獲得量とを加算する加算状況を、表示制御部196によりタッチスクリーン15に表示する。 (10) When the game progress processing unit 192 gives game points to the user by the game point giving unit 192A, the display control unit 196 touches the amount of game points already acquired before the user achieves the item. It is displayed on the screen 15. The game progress processing unit 192 causes the display control unit 196 to display on the touch screen 15 an addition situation in which the game points newly acquired by achieving the item and the acquired amount of game points are added.
 抽選権設定部192Bは、ゲームポイント付与部192Aによりユーザに付与されるゲームポイントが一定量に到達する都度、抽選をすることが可能な有効期限が設定された抽選権をユーザに付与する。抽選権設定部192Bは、ゲームポイントが一定量に到達した場合に、抽選権が付与されたことを、表示制御部196によりタッチスクリーン15に表示する。 The lottery right setting unit 192B grants the user a lottery right in which an expiration date that allows the lottery to be set is set every time the game points given to the user by the game point giving unit 192A reach a certain amount. The lottery right setting unit 192B causes the display control unit 196 to display on the touch screen 15 that the lottery right has been granted when the game points have reached a certain amount.
 抽選権管理部192Cは、ユーザに付与される抽選権の有効期限を管理する。抽選権管理部192Cは、有効期限内の抽選権を使用する入力操作を受け付けて抽選を行うとともに当該使用した抽選権とユーザとの関連付けを解除する。抽選権管理部192Cは、例えば、ユーザが抽選権を使用して抽選をする入力操作を受け付けることにより、抽選に使用した抽選権を消費して抽選を行う。ゲームプログラム121は、ユーザが利用可能な仮想通貨の保有量を管理していることもある。抽選権管理部192Cは、有効期限内の抽選権の保有数と、仮想通貨の保有量とを、表示制御部196によりタッチスクリーン15に表示し、抽選権により抽選を行うか、仮想通貨を消費して抽選を行うかの入力操作を受け付けることとしてもよい。 The lottery right management unit 192C manages the expiration date of the lottery right given to the user. The lottery right management unit 192C receives an input operation using the lottery right within the expiration date, performs the lottery, and cancels the association between the lottery right used and the user. The lottery right management unit 192C, for example, accepts an input operation in which a user performs a lottery using a lottery right, thereby consuming lottery rights used for the lottery and performing a lottery. The game program 121 may manage the amount of virtual currency that can be used by the user. The lottery right management unit 192C displays the number of lottery rights held within the expiration date and the amount of virtual currency held on the touch screen 15 by the display control unit 196, and draws lottery rights or consumes virtual currency And it is good also as accepting input operation of performing lottery.
 追加コンテンツ設定部192Dは、抽選の結果に応じて、追加コンテンツをユーザに付与する。追加コンテンツとは、例えば、ゲームキャラクタ、ゲームキャラクタに関連付けられることが可能なアイテム(例えば、ゲームキャラクタに装着させてゲームキャラクタのパラメータを変化させられるアイテム)、ユーザのゲームプレイ時に消費することで予め定められた効力がゲームプレイ時に発揮される消費アイテム(例えば、消費アイテムを使用してから一定期間、ゲームプレイ時に獲得できる経験値の量が増加するアイテムなど)、ユーザがプレイ可能なクエストその他のものがある。 The additional content setting unit 192D gives additional content to the user according to the lottery result. The additional content is, for example, a game character, an item that can be associated with the game character (for example, an item that can be attached to the game character to change the parameter of the game character), and consumed in advance when the user plays the game. Consumable items that have a defined effect during game play (for example, items that increase the amount of experience that can be earned during game play for a certain period of time after using the consumable item), quests that the user can play, and other There is something.
 ゲーム進行処理部192は、ゲームプログラム121の起動によりゲームプレイが可能となる際に、有効期限が満了するまでの残存期間が一定期間以下である抽選権がある場合に、当該残存期間が一定期間以下である抽選権があることを、表示制御部196などによりユーザに報知することとしてもよい。 When the game progress processing unit 192 has a lottery right in which the remaining period until the expiration date expires is a certain period or less when the game play is enabled by starting the game program 121, the remaining period is a certain period. It may be notified to the user by the display control unit 196 or the like that there is the following lottery right.
 クエスト進行部192Eは、ユーザによるクエストのゲームプレイの進行を管理する。
 対戦プレイ進行部192Fは、ユーザが他のユーザと対戦プレイをするための処理を管理する。
The quest progression unit 192E manages the progression of quest game play by the user.
The battle play progression unit 192F manages a process for the user to play a battle against other users.
 図22は、サーバ200の機能的な構成を示すブロック図である。図22を参照して、サーバ200の詳細な構成を説明する。サーバ200は、プログラムに従って動作することにより、通信部230と、記憶部220と、制御部210としての機能を発揮する。 FIG. 22 is a block diagram illustrating a functional configuration of the server 200. The detailed configuration of the server 200 will be described with reference to FIG. The server 200 functions as the communication unit 230, the storage unit 220, and the control unit 210 by operating according to the program.
 通信部230は、サーバ200が携帯端末100などの外部の通信機器と通信するためのインタフェースとして機能する。 The communication unit 230 functions as an interface for the server 200 to communicate with an external communication device such as the mobile terminal 100.
 記憶部220は、携帯端末100においてユーザがゲームを進行させるための各種プログラムおよびデータを記憶する。ある局面において、記憶部220は、ゲームプログラム251と、ゲーム情報252と、ユーザ情報253とを記憶する。 The storage unit 220 stores various programs and data for the user to advance the game in the mobile terminal 100. In one aspect, the storage unit 220 stores a game program 251, game information 252, and user information 253.
 ゲームプログラム251は、サーバ200が携帯端末100と通信して、携帯端末100においてゲームを進行させるためのプログラムである。ゲームプログラム251は、ゲームを進行させるための各種データであるゲーム情報252およびユーザ情報253等を参照して、ユーザの入力操作に応じてゲームを進行させる。ゲームプログラム251は、制御部210に実行されることにより、携帯端末100とデータを送受信する処理、携帯端末100のユーザが行った操作内容に応じてゲームを進行させる処理、ゲームをプレイするユーザの情報を更新する処理その他の処理をサーバ200に行わせる。 The game program 251 is a program for allowing the server 200 to communicate with the mobile terminal 100 and advance the game on the mobile terminal 100. The game program 251 refers to the game information 252 and user information 253 that are various data for proceeding with the game, and causes the game to proceed according to the user's input operation. The game program 251 is executed by the control unit 210, whereby processing for transmitting / receiving data to / from the mobile terminal 100, processing for advancing the game in accordance with the operation performed by the user of the mobile terminal 100, and the user playing the game The server 200 is caused to perform processing for updating information and other processing.
 ゲーム情報252は、ゲームプログラム251が参照する各種のデータを含む。ゲーム情報252は、オブジェクト管理テーブル252Aと、パッシブスキル管理テーブル252Bと、アクティブスキル管理テーブル252Cとを含む。 The game information 252 includes various data that the game program 251 refers to. The game information 252 includes an object management table 252A, a passive skill management table 252B, and an active skill management table 252C.
 オブジェクト管理テーブル252Aは、ゲームの仮想空間内に配置されるオブジェクトの設定を示す。携帯端末100は、ゲームプログラム121を実行することにより、仮想空間内に配置されるオブジェクトを、仮想空間内に配置される仮想カメラによって撮影した画像をディスプレイ152に表示することでゲームを進行させる。 The object management table 252A shows the setting of objects arranged in the virtual space of the game. By executing the game program 121, the mobile terminal 100 causes the display 152 to display an image obtained by photographing an object placed in the virtual space with a virtual camera placed in the virtual space, thereby causing the game to proceed.
 ここで、オブジェクトとしては、例えば、ユーザが操作するゲームキャラクタを示すオブジェクト、ゲームキャラクタが装着する装着対象物を示すオブジェクトなど様々なものがある。制御部110は、ユーザがタッチスクリーン15に対して予め定められた入力操作を行うこと、ゲームの進行に伴い一定の条件を満たすこと、その他の様々な事象の発生を契機として、オブジェクトに対応付けられた処理を行う。 Here, there are various objects such as an object indicating a game character operated by the user and an object indicating an object to be worn by the game character. The control unit 110 is associated with an object when a user performs a predetermined input operation on the touch screen 15, satisfies a certain condition as the game progresses, and other various events occur. Process.
 例えば、あるオブジェクトに対してユーザがタッチスクリーン15に対して接近操作を行うことで、制御部110は、オブジェクトを、ユーザによって選択された状態とする。また、例えば、制御部110は、ユーザによるドラッグ操作を受け付けることで、ユーザが移動対象とするオブジェクトを、ユーザの入力操作に応じて移動させる等の処理を行う。また、例えば、制御部110は、ユーザがオブジェクトに対して行うタッチ操作を受け付けることで、ユーザに対し、ゲームを有利に進めるための報酬を付与する等の処理を行う。 For example, when the user performs an approach operation on the touch screen 15 with respect to a certain object, the control unit 110 sets the object in a state selected by the user. In addition, for example, the control unit 110 performs processing such as moving an object to be moved by the user according to the input operation of the user by receiving a drag operation by the user. In addition, for example, the control unit 110 performs a process such as giving a reward for advancing the game to the user by receiving a touch operation performed on the object by the user.
 パッシブスキル管理テーブル252Bは、オブジェクトを識別する情報と、オブジェクトに対応付けられたパッシブスキルの情報とが対応付けられている。ここで、パッシブスキルとは、例えば、ゲームにおいて予め定められた条件が満たされたときに発動され、ユーザがゲームを有利に進行させることができるものである。例えば、パッシブスキルが発動した場合に、ゲームキャラクタの移動速度が向上する等の、ゲームを有利に進行させられる効果を発揮させる。 In the passive skill management table 252B, information for identifying an object is associated with information on passive skills associated with the object. Here, the passive skill is activated when, for example, a predetermined condition is satisfied in the game, and the user can advantageously advance the game. For example, when the passive skill is activated, the game character can be advantageously advanced, such as the moving speed of the game character is improved.
 アクティブスキル管理テーブル252Cは、オブジェクトを識別する情報と、オブジェクトに対応付けられたアクティブスキルの情報とが対応付けられている。ここで、アクティブスキルとは、例えば、ゲームにおいて予め定められた条件が満たされたときに発動可能な状態となり、ユーザから、スキルを発動させるための入力操作を受け付けることにより、ユーザがゲームを有利に進行させることができるものである。 In the active skill management table 252C, information for identifying an object is associated with information on active skills associated with the object. Here, the active skill is, for example, in a state where it can be activated when a predetermined condition is satisfied in the game, and by receiving an input operation for activating the skill from the user, the user has an advantage in the game. It can be made to progress.
 ユーザ情報253は、ゲームをプレイするユーザについての情報である。ユーザ情報253は、ユーザ管理テーブル253Aを含む。ユーザ管理テーブル253Aは、各ユーザを識別する情報と、ユーザがゲームを進行させた度合いを示す情報と、ユーザがゲーム内で保有するアイテム、ゲームキャラクタ、ゲームキャラクタが使用する装着物等の情報その他の情報を含む。 User information 253 is information about a user who plays a game. The user information 253 includes a user management table 253A. The user management table 253A includes information for identifying each user, information indicating the degree of progress of the game by the user, items held by the user in the game, game characters, information such as wearing items used by the game character, and the like. Information.
 制御部210は、記憶部220に記憶されるゲームプログラム251を実行することにより、送受信部291、サーバ処理部292、データ管理部293、マッチング部294、計測部295としての機能を発揮する。 The control unit 210 performs functions of the transmission / reception unit 291, the server processing unit 292, the data management unit 293, the matching unit 294, and the measurement unit 295 by executing the game program 251 stored in the storage unit 220.
 送受信部291は、ゲームプログラム121を実行する携帯端末100から、各種情報を受信し、携帯端末100に対し、各種情報を送信する。携帯端末100とサーバ200とは、ユーザに関連付けられるオブジェクトを仮想空間に配置する要求、オブジェクトを削除する要求、オブジェクトを移動させる要求、ユーザが獲得する報酬に応じて各種パラメータを更新する要求、ゲームを進行させるための画像、音声その他のデータ、サーバ200から携帯端末100へ送信される通知などの情報を送受信する。 The transmission / reception unit 291 receives various types of information from the mobile terminal 100 that executes the game program 121, and transmits various types of information to the mobile terminal 100. The mobile terminal 100 and the server 200 include a request to place an object associated with the user in the virtual space, a request to delete the object, a request to move the object, a request to update various parameters according to a reward acquired by the user, a game Information such as an image, audio, and other data for advancing, and a notification transmitted from the server 200 to the portable terminal 100 are transmitted and received.
 サーバ処理部292は、サーバ200全体の動作を制御し、各種のプログラムを呼び出す等によりゲームの進行に必要な処理を行う。サーバ処理部292は、例えば、携帯端末100から受信した情報に基づいて、ゲーム情報252、ユーザ情報253などのデータを更新し、携帯端末100に各種データを送信することでゲームを進行させる。 The server processing unit 292 controls the operation of the entire server 200 and performs processing necessary for the progress of the game by calling various programs. For example, the server processing unit 292 updates the data such as the game information 252 and the user information 253 based on the information received from the mobile terminal 100 and transmits various data to the mobile terminal 100 to advance the game.
 データ管理部293は、サーバ処理部292の処理結果に従って、記憶部220に記憶される各種データを更新する処理、データベースにレコードを追加/更新/削除する処理などを行う。 The data management unit 293 performs a process of updating various data stored in the storage unit 220, a process of adding / updating / deleting a record to the database, and the like according to the processing result of the server processing unit 292.
 マッチング部294は、複数のユーザを関連付けるための一連の処理を行う。マッチング部294は、例えば、ユーザがマルチプレイを行うための入力操作を行った場合に、ゲームを協同してプレイさせるユーザ同士を関連付ける処理などを行う。 The matching unit 294 performs a series of processes for associating a plurality of users. For example, when the user performs an input operation for performing multiplayer, the matching unit 294 performs a process of associating users who play together in a game.
 計測部295は、時間を計測する処理を行う。計測部295は、例えば、仮想空間に配置される各オブジェクトについて時間の経過を計測する。また、計測部295は、ゲームが進行している時間を計測する。サーバ200は、携帯端末100から、携帯端末100においてゲームプログラム121を実行して計測される各種の計測結果の情報を受信し、受信した情報と、計測部295の計測結果とを照合することで、携帯端末100とサーバ200とで、各種の時間に関する情報を同期させる。 The measuring unit 295 performs processing for measuring time. For example, the measurement unit 295 measures the passage of time for each object arranged in the virtual space. Moreover, the measurement part 295 measures the time for which the game is progressing. The server 200 receives information on various measurement results measured by executing the game program 121 on the mobile terminal 100 from the mobile terminal 100, and collates the received information with the measurement results of the measurement unit 295. The mobile terminal 100 and the server 200 synchronize information related to various times.
 図22の図示例(B)に、サーバ処理部292の機能的な構成の詳細を示す。図示するように、サーバ処理部292は、携帯端末100のユーザが抽選を行うための入力操作を行うことで、携帯端末100から、当該抽選をする入力操作が行われたことを受信して、抽選処理を行う。抽選処理の結果、サーバ処理部292は、ユーザが獲得した追加コンテンツを特定し、ユーザ情報253を更新し、ユーザが獲得した追加コンテンツを特定する情報を携帯端末100へ送信する。 FIG. 22 shows the details of the functional configuration of the server processing unit 292 in the illustrated example (B). As illustrated, the server processing unit 292 receives an input operation for performing the lottery from the mobile terminal 100 by performing an input operation for the user of the mobile terminal 100 to perform the lottery, A lottery process is performed. As a result of the lottery process, the server processing unit 292 specifies the additional content acquired by the user, updates the user information 253, and transmits information specifying the additional content acquired by the user to the mobile terminal 100.
 対戦プレイ進行部292Bは、複数のユーザから、対戦プレイを行うための各携帯端末100とのデータの送受信を制御する。例えば、各ユーザが使用しているゲームキャラクタ、各ユーザの入力操作の内容など各種の情報を携帯端末100と送受信することで対戦プレイを進行させる。 The battle play progression unit 292B controls transmission / reception of data with each mobile terminal 100 for performing battle play from a plurality of users. For example, the battle play is advanced by transmitting / receiving various information such as the game character used by each user and the contents of the input operation of each user to / from the mobile terminal 100.
 <実施形態2の構成のまとめ>
 以上のように、本実施形態のゲーム配信システム1Aの構成を説明してきた。本実施形態において、ゲームプログラム121は、例えば、スポーツゲーム、アクションロールプレイングゲームその他のゲームであり、仮想空間内の仮想カメラの配置に応じた画面をタッチスクリーン15に表示させることでゲームを進行させる。
<Summary of Configuration of Embodiment 2>
As described above, the configuration of the game distribution system 1A of the present embodiment has been described. In the present embodiment, the game program 121 is, for example, a sports game, an action role playing game, or other games, and the game is advanced by causing the touch screen 15 to display a screen corresponding to the placement of the virtual camera in the virtual space. .
 例えば、ゲームプログラム121がスポーツゲーム(テニスゲーム、サッカーゲーム、野球ゲームその他のスポーツを題材としたゲーム)である場合、ゲーム進行処理部192は、ユーザの操作に応じて、例えば試合を進めるなどのストーリーを進行させる。ゲーム進行処理部192は、画像、テキストなどディスプレイ152に表示するデータを決定する処理、プレイ対象とする1以上のクエストをディスプレイ152に表示して、クエストの選択をユーザから受け付ける処理、ユーザの操作に応じて、クエストを進める処理などの基本的な処理を行う。 For example, when the game program 121 is a sports game (tennis game, soccer game, baseball game, or other sports-related game), the game progress processing unit 192 may, for example, advance a game in accordance with a user operation. Advance the story. The game progress processing unit 192 is a process for determining data to be displayed on the display 152 such as images and texts, a process for displaying one or more quests to be played on the display 152, a process for receiving a quest selection from the user, and a user operation Depending on, perform basic processing such as processing to advance the quest.
 また、例えば、ゲームプログラム121がアクションゲーム、アクションロールプレイングゲームなどである場合、ユーザの操作に応じて、ゲームキャラクタがモンスターなどの敵キャラクタを撃破しながらストーリーを進行させる。カメラ配置制御部194は、ユーザが、複数のモンスターが登場するフィールド面でゲームキャラクタを動作させる場合に、ユーザの操作に応じて、仮想カメラの配置個所および撮影軸の方向を、逐次、決定する。また、モンスターのうち、比較的強力なボスキャラクターが登場するボス登場面でゲームキャラクタを動作させる場合に、ユーザの操作に応じて、ボスキャラクタの方を向くように、ボスキャラクタの位置を中心にゲームキャラクタに軸移動および前後退をさせるよう動作させる。 Also, for example, when the game program 121 is an action game, an action role playing game, or the like, the game character advances the story while destroying enemy characters such as monsters according to the operation of the user. When the user moves the game character on the field surface where a plurality of monsters appear, the camera placement control unit 194 sequentially determines the placement location of the virtual camera and the direction of the shooting axis according to the user's operation. . In addition, when a game character is operated on a boss appearance surface where a relatively powerful boss character appears among monsters, the boss character is centered so that it faces the boss character in response to a user operation. Operate the game character to move the axis and move backward.
 <データ構造>
 図23から図25を参照して、ゲームプログラム251またはゲームプログラム121を実行する装置で使用するデータのデータ構造を説明する。
<Data structure>
With reference to FIG. 23 to FIG. 25, the data structure of data used in the device that executes the game program 251 or the game program 121 will be described.
 図23は、ゲームプログラム251が実行されることでユーザに提供される複数のクエストの進行状況を管理するためのテーブルのデータ構造を示す図である。 FIG. 23 is a diagram showing a data structure of a table for managing the progress of a plurality of quests provided to the user by executing the game program 251.
 図23に示すように、サーバ200は、記憶部220にユーザ情報253を記憶する。ユーザ情報253は、ユーザ管理テーブル253Aを含む。図23の例に示すユーザ管理テーブル253Aは、各ユーザがゲームプレイによりクエストを進行させている進行状況を管理するためのクエスト進行状況255を含む。クエストは、例えばスポーツゲームであれば、対戦相手となるキャラクターと、スポーツを通じて対戦し、勝敗の結果に応じてユーザに経験値、各種アイテムなどの報酬をユーザに付与するまでの一連の処理を含む。また、アクションゲームでは、クエストは、例えばボスキャラクタと対決し、ボスキャラクタを撃破できたか否かに応じて、経験値、各種アイテムなどの報酬をユーザに付与するまでの一連の処理を含む。また、クエストには、ボスキャラクタが登場するものに限られず、例えば、ゲームキャラクタが移動可能なフィールド面に登場するモンスターキャラクタを撃破して、モンスターキャラクタがドロップするアイテムを収集するクエストなども含まれる。 As illustrated in FIG. 23, the server 200 stores user information 253 in the storage unit 220. The user information 253 includes a user management table 253A. The user management table 253A illustrated in the example of FIG. 23 includes a quest progress state 255 for managing a progress state in which each user progresses a quest through game play. For example, in the case of a sports game, the quest includes a series of processes until a battle with a character as an opponent is made through sports, and rewards such as experience values and various items are given to the user according to the result of winning or losing. . In the action game, the quest includes, for example, a series of processes until a boss character is confronted and rewards such as experience values and various items are given to the user depending on whether or not the boss character can be defeated. In addition, the quest is not limited to a boss character appearing, and includes, for example, a quest for destroying a monster character appearing on a field surface to which a game character can move and collecting items dropped by the monster character. .
 本実施形態のゲームプログラム251において、これらクエストは様々なものがあり、ユーザが抽選をするための入力操作を行って抽選に当選するまでは利用を許可せず(プレイ不可)、各クエストに設定される当選確率により抽選に当選したクエストを、ユーザが利用可能とする(プレイ可能)ものを含む。ゲームプログラム251は、ユーザが抽選をするための入力操作を行った際に、抽選に当選したクエストを特定し、ユーザに、抽選に当選したクエストをプレイ可能とする権利を設定する。ゲームプログラム251は、例えば、クエストをプレイ可能とするチケットをユーザに付与し、ユーザがクエストを(例えばボスキャラクタの撃破に成功する等により)クリアするまではチケットを消費せず何度でもクエストに挑戦可能とし、クエストをクリアした際にチケットを消費するよう処理する。 In the game program 251 of this embodiment, there are various quests, and use is not permitted until the user performs an input operation for performing a lottery and wins the lottery (not playable), and is set for each quest. Quests won in the lottery based on the winning probability to be included are included that the user can use (can play). The game program 251 specifies the quest won in the lottery when the user performs an input operation for the lottery, and sets the right to allow the user to play the quest won in the lottery. For example, the game program 251 grants a ticket that enables a quest to be played to the user, and does not consume the ticket until the user clears the quest (for example, by successfully defeating the boss character). Make it possible to challenge, and process to consume the ticket when you clear the quest.
 クエスト進行状況255の各レコードは、クエスト識別情報255Aと、プレイ可否255Bと、クリア済み/未クリア255Cと、サブ報酬獲得条件255Dと、サブ報酬達成状況255Eとを含む。 Each record of the quest progress status 255 includes quest identification information 255A, playability 255B, cleared / uncleared 255C, sub reward acquisition condition 255D, and sub reward achievement status 255E.
 クエスト識別情報255Aは、各クエストを識別するための情報である。
 プレイ可否255Bは、ユーザが、クエスト識別情報に対応付けられるクエストをプレイ可能であるか否かを示す。例えば、ゲーム進行処理部192は、ユーザが第1のクエストをゲームクリアするまでは、第1のクエストとは別の第2のクエストをプレイ不可とする。ユーザが第1のクエストをゲームクリアすることにより、第2のクエストのプレイ可否255Bを、プレイ可否「プレイ可能」に設定することで、ユーザが第2のクエストを選択可能とする。このように、ゲーム進行処理部192は、順次、ユーザがクエストを選択することでゲームを進行させる。
The quest identification information 255A is information for identifying each quest.
Playability 255B indicates whether or not the user can play a quest associated with the quest identification information. For example, the game progress processing unit 192 makes the second quest different from the first quest unplayable until the user clears the first quest game. When the user clears the game for the first quest, the user can select the second quest by setting the playability 255B of the second quest to “playable”. As described above, the game progress processing unit 192 sequentially advances the game by the user selecting a quest.
 クリア済み/未クリア255Cは、クエスト識別情報に対応付けられるクエストをユーザがクリアしたか否かを示す。 Cleared / uncleared 255C indicates whether or not the user has cleared the quest associated with the quest identification information.
 サブ報酬獲得条件255Dは、クエストに予め対応付けられた条件であって、ユーザが当該条件を満たしてクエストをゲームクリアした場合に報酬をユーザに付与するための条件を示す。ユーザは、このサブ報酬獲得条件255Dに示される条件を満たしてクエストをクリアすることで、報酬としてゲームポイントが付与される。例えば、ゲームプログラム251が、ユーザに対し、ユーザの入力操作に応じてゲージを一定量まで蓄積させることで使用可能な特殊なアクションを提供している場合に、当該特殊なアクションを使用してクエストをクリアすることが含まれる。 The sub-reward acquisition condition 255D is a condition associated with a quest in advance, and indicates a condition for giving a reward to the user when the user satisfies the condition and clears the quest. When the user satisfies the conditions indicated in the sub reward acquisition condition 255D and clears the quest, game points are awarded as rewards. For example, when the game program 251 provides a user with a special action that can be used by accumulating a gauge up to a certain amount according to the user's input operation, the quest is made using the special action. Includes clearing.
 例えば格闘ゲームであれば、ユーザの入力操作に応じて、ゲームキャラクタに飛び道具を打たせるなどの、いわゆる必殺技をゲームキャラクタに行わせることでゲージを貯められるものがある。ゲージが一定量まで蓄積されると、ゲージを消費して、特殊なアクションとして、より強力な飛び道具を打てるようにしているものがある。このように、ゲージを蓄積し、ゲージを消費して、特殊なアクションをゲームキャラクタに行わせることでゲームクリアとすることを、サブ報酬獲得条件255Dとして設定することとしてもよい。 For example, in the case of a fighting game, there is a game in which a gauge can be stored by causing the game character to perform a so-called special technique such as hitting the game character with a flying tool in response to a user input operation. When a gauge is accumulated up to a certain amount, there is one that consumes the gauge and makes it possible to hit a more powerful flying tool as a special action. Thus, it is good also as setting as sub reward acquisition conditions 255D to make a game clear by accumulating a gauge, consuming a gauge, and making a game character perform a special action.
 また、例えば、ボールなどの対象物を使用するスポーツゲームであれば、ゲームキャラクタがボールを打つたびにゲージを蓄積させ、ゲージが一定量まで蓄積されると、ゲージを消費して特殊な打球を打てるようにしているものがある。この場合に、ゲージを蓄積し、ゲージを消費して、特殊な打球を打ってクエストをクリアすることを、サブ報酬獲得条件255Dとして設定することとしてもよい。このようなサブ報酬獲得条件255Dを、クエストの開始前にディスプレイ152に表示することで、ユーザに対し、特殊なアクションを行うよう動機づけることができ、特殊なアクションをゲームキャラクタに行わせる入力操作に習熟してもらうことができる。 Also, for example, in the case of a sports game using an object such as a ball, a gauge is accumulated every time a game character hits the ball. There is something that you can hit. In this case, accumulating the gauge, consuming the gauge, and hitting a special hit ball to clear the quest may be set as the sub reward acquisition condition 255D. By displaying such sub-reward acquisition condition 255D on the display 152 before the start of the quest, it is possible to motivate the user to perform a special action, and an input operation that causes the game character to perform a special action. Can be proficient in
 また、サブ報酬獲得条件255Dとしては、この他にも、アクションゲームであれば、例えば、条件「敵の攻撃を受けることなくクリアする」、条件「一定時間以内にクリアする」、条件「回復スキルを使用してクリアする」、条件「コンボを一定回数成功させてクリアする」など、ユーザがゲームプレイに習熟することを促すものなどがある。また、サブ報酬獲得条件255Dとしては、スポーツゲームであれば、例えば、条件「相手の打球にぶつかることなくゲームクリアする」など、ユーザがゲームキャラクタを移動させるための入力操作、ユーザがゲームキャラクタにボールを打球するための入力操作その他の入力操作を習熟することを促すものなどがある。 In addition to the above, the sub-reward acquisition condition 255D is, for example, the condition “Clear without receiving an enemy attack”, the condition “Clear within a certain time”, the condition “Recovery skill” There are things that encourage the user to become proficient in game play, such as “Clear using” and “Clear combo a certain number of times to clear”. Further, as the sub-reward acquisition condition 255D, for a sports game, for example, an input operation for the user to move the game character, such as the condition “game is cleared without hitting the opponent's hit ball”, the user is made a game character. There is an input operation for hitting a ball and other items that encourage the user to master the input operation.
 図23の例では、サブ報酬獲得条件255Dに示されるように、例えば、各クエストに、1以上の条件が設定されているが、条件の数は、クエストによってはゼロ(すなわち、条件が設定されていない)であることとしてもよい In the example of FIG. 23, as shown in the sub reward acquisition condition 255D, for example, one or more conditions are set for each quest, but the number of conditions is zero (that is, the condition is set depending on the quest). Not good)
 サブ報酬達成状況255Eは、ユーザが、各クエストに設定されるサブ報酬獲得条件255Dに示される各条件の達成状況を示す。図23の例では、クエストに設定される各条件を満たしてゲームクリアすることでユーザに報酬が付与される機会は、条件を初めて満たした1回目に限るものとしているが、これに限られない。 The sub-reward achievement status 255E indicates the achievement status of each condition indicated by the sub-reward acquisition condition 255D set for each quest by the user. In the example of FIG. 23, the opportunity for rewarding the user by satisfying each condition set in the quest and completing the game is limited to the first time when the condition is satisfied for the first time, but is not limited thereto. .
 また、図23の例では、サーバ200が記憶するユーザ情報255Cについて説明しているが、この情報は、携帯端末100が記憶することとしてもよい。例えば、携帯端末100は、ゲームプログラム121の起動時に、サーバ200と通信し、サーバ200から、図23~図25に示す各種情報(例えば、ユーザが既に獲得している経験値の情報など)を取得することとしてもよい。 In the example of FIG. 23, the user information 255C stored in the server 200 is described. However, this information may be stored in the mobile terminal 100. For example, the mobile terminal 100 communicates with the server 200 when the game program 121 is activated, and receives various information (for example, information on experience values that the user has already acquired) shown in FIGS. 23 to 25 from the server 200. It is good also as acquiring.
 図24は、ユーザがゲームをプレイする進行状況を管理するためのテーブルのデータ構造を示す図である。図24に示すように、ユーザ管理テーブル253Aは、各ユーザのゲームプレイの進行状況を管理するためのプレイ進行状況256を含む。ゲームプレイの進行状況とは、例えば、各ユーザがゲームプレイにより蓄積した経験値、ユーザが使用可能なゲームキャラクタなどを含む。 FIG. 24 is a diagram showing a data structure of a table for managing the progress status of the user playing the game. As shown in FIG. 24, the user management table 253A includes a play progress status 256 for managing the progress status of each user's game play. The progress of game play includes, for example, experience values accumulated by each user through game play, game characters usable by the user, and the like.
 図24に示すように、プレイ進行状況256の各レコードは、獲得経験値/レベル256Aと、使用可能キャラクタ256Bと、仮想通貨保有量256Cと、保有装備アイテム256Dと、保有消費アイテム256Eと、対戦プレイランク/レーティング256Fとを含む。 As shown in FIG. 24, each record of the play progress status 256 includes an acquired experience value / level 256A, an available character 256B, a virtual currency holding amount 256C, a holding equipment item 256D, a holding consumption item 256E, and a battle. Play rank / rating 256F.
 獲得経験値/レベル256Aは、各ユーザがクエストをクリアする等により獲得した経験値の累計値、および、当該経験値の累計値により定まるレベル値とを含む。ゲームプログラム251は、例えば、ユーザが一定のレベルに達する都度、ユーザがプレイ可能な項目(例えば、一定レベル以上であればプレイ可能なクエスト、一定レベル以上であれば使用可能なシステム、アイテムなど)を含む。例えば、経験値の累計が一定の閾値を超える都度、ユーザのレベルが上昇する。 Acquired experience value / level 256A includes a cumulative value of experience values acquired by each user clearing a quest, and a level value determined by the cumulative value of the experience values. The game program 251 is, for example, an item that can be played by the user every time the user reaches a certain level (for example, a quest that can be played if the level is above a certain level, a system that can be used if the level is above a certain level, an item, etc.) including. For example, the user's level increases every time the cumulative experience value exceeds a certain threshold.
 使用可能キャラクタ256Bは、ユーザが使用可能なキャラクタを示す。ゲームプログラム251は、ユーザに対し、複数のゲームキャラクタを提供しており、ユーザがクエストを進行させる、ユーザが抽選をするための入力操作をすることで抽選の結果としてゲームキャラクタを獲得する、その他の処理により、ユーザが使用可能なキャラクタのリストを更新する。なお、図24の例では図示していないが、ユーザが使用可能なキャラクタのうち、任意のゲームキャラクタを特定したパーティ編成を保持することとしてもよい。 The usable character 256B indicates a character that can be used by the user. The game program 251 provides a plurality of game characters to the user, the user advances a quest, the user performs an input operation for performing a lottery, and acquires a game character as a result of the lottery. Through this process, the list of characters usable by the user is updated. Although not shown in the example of FIG. 24, a party organization that specifies an arbitrary game character among the characters usable by the user may be held.
 仮想通貨保有量256Cは、ユーザが保有している仮想通貨の保有量を示す。仮想通貨は、例えば、ゲーム内で消費されるアイテムを入手するため、抽選を行うためその他の操作を行うために使用することができる。ゲーム進行処理部192は、仮想通貨を使用してアイテムを購入する、抽選を行う等の入力操作を受け付けて、仮想通貨の保有量を変動させる。ここで、ゲームプログラム251は、仮想通貨を有償でユーザに提供した量と、無償でユーザに提供した量とをそれぞれ管理することとしてもよい。これら仮想通貨には、使用可能な有効期限(例えば、有償の仮想通貨について、仮想通貨の購入時点から6か月以内など)を設定することとしてもよい。 The virtual currency holding amount 256C indicates the holding amount of the virtual currency held by the user. The virtual currency can be used, for example, to obtain items consumed in the game and to perform other operations to perform a lottery. The game progress processing unit 192 accepts an input operation such as purchasing an item using a virtual currency, performing a lottery, or the like, and varies the possession amount of the virtual currency. Here, the game program 251 may manage the amount of virtual currency provided to the user for a fee and the amount provided to the user for free. These virtual currencies may be set with valid expiration dates (for example, for paid virtual currencies, within six months from the point of purchase of the virtual currency).
 保有装備アイテム256Dは、キャラクタと関連づけられるアイテムとして、キャラクタに装備させることが可能なアイテムを示す。キャラクタに装備させることが可能なアイテムとは、例えば、アクションゲームであれば、キャラクタに装備させることが可能な武器、防具、アクセサリその他のアイテムである。また、キャラクタに装備させることが可能なアイテムとは、スポーツゲームであれば、キャラクタに関連付けることが可能なラケット、バット、シューズ、ウェアその他のアイテムである。これらキャラクタが装備可能なアイテムは、クエストの進行、抽選、その他の処理によって、ユーザに付与される。 The owned equipment item 256D indicates an item that can be equipped to the character as an item associated with the character. The items that can be equipped to the character are, for example, weapons, armor, accessories, and other items that can be equipped to the character in the case of an action game. Further, the items that can be equipped to the character are rackets, bats, shoes, wear, and other items that can be associated with the character in the case of a sports game. Items that can be equipped by these characters are given to the user by the progress of the quest, lottery, and other processes.
 保有消費アイテム256Eは、ユーザがゲームプレイ時に使用することで、ゲームプレイ時に一定の効果を発揮させるアイテムを示す。これらアイテムは、ユーザが使用するための入力操作をすることで消費される。ゲームプレイ時に一定の効果を発揮させるアイテムとは、例えば、アイテムの使用開始から一定時間(例えば30分間)、クエストのクリア時等に獲得される経験値、キャラクタを成長させるために消費されるアイテム等の獲得量が一定以上増加するもの(例えば、獲得量が2倍以上となる)などがある。 The possessed consumption item 256E indicates an item that exerts a certain effect during game play by being used by the user during game play. These items are consumed by performing an input operation for use by the user. An item that exerts a certain effect at the time of game play is, for example, a certain time (for example, 30 minutes) from the start of use of the item, an experience value acquired at the time of clearing a quest, etc. Etc. in which the amount of acquisition increases more than a certain amount (for example, the amount of acquisition becomes twice or more).
 対戦プレイランク/レーティング256Fは、ゲームプログラム251が提供するユーザ間の対戦プレイの、各ユーザの習熟度を示す。図示するように、対戦プレイランク/レーティング256Fは、対戦プレイにおけるユーザの習熟度として、レーティングシステムにおけるレーティング値、ランキングを含む。 The battle play rank / rating 256F indicates the proficiency level of each user in the battle play between users provided by the game program 251. As shown in the figure, the battle play rank / rating 256F includes a rating value and ranking in the rating system as a user's proficiency level in the battle play.
 図25は、ユーザがゲームプレイにより獲得した抽選権の保有状況を管理するためのテーブルのデータ構造を示す図である。ユーザ管理テーブル253Aは、各ユーザが保有している抽選権の管理状況を示す抽選権の管理状況257を含む。抽選権の管理状況257の各レコードは、抽選権識別情報257Aと、取得日時257Bと、有効期限257Cとを含む。 FIG. 25 is a diagram showing a data structure of a table for managing the possession status of the lottery right acquired by the user through the game play. The user management table 253A includes a lottery right management status 257 indicating a lottery right management status held by each user. Each record of the lottery right management status 257 includes lottery right identification information 257A, an acquisition date 257B, and an expiration date 257C.
 抽選権識別情報257Aは、ユーザが保有する抽選権それぞれを識別するための情報である。 The lottery right identification information 257A is information for identifying each lottery right held by the user.
 取得日時257Bは、携帯端末100の抽選権設定部192Bの処理によりユーザに抽選権が付与された日時(ユーザが抽選権を取得した日時)を示す。 The acquisition date and time 257B indicates the date and time when the lottery right was given to the user by the process of the lottery right setting unit 192B of the mobile terminal 100 (date and time when the user acquired the lottery right).
 有効期限257Cは、ユーザに付与された抽選権の有効期限を示す。有効期限は、例えば、抽選権がユーザに付与された日時から一定期間後(例えば、1週間後、2週間後、1か月後など)に設定される。 The expiration date 257C indicates the expiration date of the lottery right granted to the user. The expiration date is set, for example, after a certain period (for example, one week later, two weeks later, one month later, etc.) from the date and time when the lottery right was granted to the user.
 図26は、ゲームポイントを獲得するために獲得条件として定められた各項目と、各項目を達成した際にユーザが獲得するゲームポイントの量との対応関係を示す図である。 FIG. 26 is a diagram showing a correspondence relationship between each item defined as an acquisition condition for acquiring game points and the amount of game points acquired by the user when each item is achieved.
 例えば、図26に示すように、ユーザがゲームプレイを継続することでゲームポイントを獲得するよう、ゲームポイントの獲得条件を設定する。ユーザは、ゲームプレイを継続し、(1)クエストに設定されるサブ報酬獲得条件を達成するようゲームプレイすること、(2)クエストに設定されるすべてのサブ報酬獲得条件を達成すること、(3)複数のクエストから構成されるエリア内の全クエストをクリアすること、(4)クエストクリア等により蓄積される経験値が一定の閾値に達してレベルアップすること、(5)他のユーザとの対戦プレイを継続して、対戦プレイにおけるユーザの習熟度を示す指標を一定程度上昇させること(予め設定された段階的な指標を上昇させることなど)、(6)クエストを初クリアすること、などによりゲームポイントを獲得することができる。ユーザのゲームプレイによりユーザが獲得しているゲームポイントの獲得状況は、例えば、携帯端末100およびサーバ200の双方で記録される。ゲームポイント付与部192Aの処理によりユーザにゲームポイントが付与される都度、携帯端末100およびサーバ200で記録されるゲームポイントが更新される。 For example, as shown in FIG. 26, game point acquisition conditions are set so that the user acquires game points by continuing game play. The user continues the game play, (1) playing the game to achieve the sub-reward acquisition conditions set in the quest, (2) achieving all the sub-reward acquisition conditions set in the quest, ( 3) Clear all quests in an area composed of multiple quests, (4) Experience levels accumulated by clearing quests, etc. reach a certain threshold and level up, (5) With other users (2) To clear the quest for the first time, increasing the index indicating the user's proficiency in the battle play to a certain degree (e.g., increasing a preset stepwise index), You can earn game points. The acquisition status of the game points acquired by the user through the user's game play is recorded in both the mobile terminal 100 and the server 200, for example. Each time game points are given to the user by the process of the game point giving unit 192A, the game points recorded in the mobile terminal 100 and the server 200 are updated.
 ここで、ゲームポイントの獲得条件として設定される各獲得条件のうち、達成するための難易度が比較的高いもの、達成するためにユーザが投下することが想定されるプレイ時間が比較的長いものについては、他の獲得条件と比べて、達成時に付与されるゲームポイントの量を大きくするようにしてもよい。 Here, among the acquisition conditions set as game point acquisition conditions, those with a relatively high degree of difficulty to achieve, and those with a relatively long play time that the user is expected to drop to achieve For, the amount of game points awarded at the time of achievement may be increased as compared to other acquisition conditions.
 また、対戦プレイに設定される獲得条件と、シングルプレイに設定される獲得条件とで、獲得できるゲームポイントの大きさを異なるようにしてもよい。例えば、一定時間、対戦プレイをプレイして獲得条件を達成した場合のゲームポイントの獲得量の期待値が、シングルプレイをプレイして獲得条件を達成した場合のゲームポイントの獲得量の期待値より大きくなるように構成することで、ユーザに対し、対戦プレイをするよう促すことができる。 Also, the size of game points that can be acquired may be different depending on the acquisition conditions set for the battle play and the acquisition conditions set for the single play. For example, the expected value of game points when playing the game play for a certain time and achieving the acquisition conditions is higher than the expected value of game points when playing the single play and the acquisition conditions are achieved. By configuring to be large, it is possible to prompt the user to play a battle.
 <動作>
 以下、携帯端末100でゲームプログラム121が実行されることにより、携帯端末100とサーバ200とが通信しつつ、ユーザにゲームのプレイ環境を提供する処理を説明する。具体的には、(1)ゲームプログラム121が、ユーザのゲームプレイにより、クエストをクリアした際にゲームポイントをユーザに付与する処理と、(2)ゲームプログラム121が、抽選をするための入力操作をユーザから受け付けることにより抽選を行い、抽選結果をユーザに報知する処理と、(3)ゲームプログラム121の起動時に、有効期限が一定期間内に徒過する抽選権の有無および数をユーザへ報知する処理と、について説明する。
<Operation>
Hereinafter, a process of providing a game play environment to the user while the mobile terminal 100 and the server 200 communicate with each other by executing the game program 121 on the mobile terminal 100 will be described. Specifically, (1) a process in which the game program 121 grants a game point to the user when the game program 121 clears the quest by the user's game play, and (2) an input operation for the game program 121 to draw a lottery. And a process of notifying the user of the lottery result, and (3) informing the user of the number and the number of lottery rights whose expiration date passes within a certain period when the game program 121 is activated. The processing to be performed will be described.
 図27は、ユーザのゲームプレイによりユーザがクエストをクリアした際の、ゲームポイントをユーザに付与する処理を示すフローチャートである。 FIG. 27 is a flowchart showing a process of giving game points to the user when the user clears the quest by the user's game play.
 ステップS801において、携帯端末100のゲーム進行処理部192は、ユーザの入力操作に応じてゲームを進行させ、ユーザがクエストをクリアした場合に、クエストをクリアしたこと、及び、クエストに設定されるサブ報酬獲得条件のうちユーザが達成したものとをサーバ200へ送信する。 In step S801, the game progress processing unit 192 of the mobile terminal 100 advances the game according to the user's input operation, and when the user clears the quest, the game progress processing unit 192 clears the quest and sets the sub for the quest. Of the reward acquisition conditions, what the user has achieved is transmitted to the server 200.
 ステップS803において、携帯端末100のゲーム進行処理部192は、ユーザがクエストのプレイ前に既に獲得している経験値に、クエストのクリアにより獲得される経験値を加算し、加算後の経験値をサーバ200へ送信する。例えば、クエストのプレイ内容に応じて、ユーザが獲得する経験値が異なることとしてもよいし、消費アイテムの使用により発揮される効果に応じて、ユーザが獲得する経験値が増加することとしてもよい。 In step S803, the game progress processing unit 192 of the mobile terminal 100 adds the experience value acquired by clearing the quest to the experience value that the user has already acquired before playing the quest, and uses the experience value after the addition. Send to server 200. For example, the experience value acquired by the user may differ according to the play content of the quest, or the experience value acquired by the user may increase according to the effect exhibited by the use of the consumption item. .
 ステップS805において、携帯端末100のゲーム進行処理部192は、ステップS803において加算された加算後の経験値が、レベルごとに設定される閾値に達しているか否かを判断する。加算後の経験値が、レベルごとに設定される閾値に達している場合(ステップS805においてYES)、ゲーム進行処理部192は、ステップS807の処理を行い、そうでない場合(ステップS805においてNO)、ステップS809の処理を行う。 In step S805, the game progress processing unit 192 of the mobile terminal 100 determines whether or not the added experience value added in step S803 has reached a threshold set for each level. If the experience value after the addition has reached the threshold set for each level (YES in step S805), game progress processing unit 192 performs the process of step S807, otherwise (NO in step S805). The process of step S809 is performed.
 ステップS807において、ゲーム進行処理部192は、ユーザの経験値が閾値を超えてレベルアップしたことを、タッチスクリーン15に表示する等によりユーザへ報知する。 In step S807, the game progress processing unit 192 notifies the user that the experience value of the user has increased beyond the threshold by displaying on the touch screen 15 or the like.
 ステップS809において、ゲーム進行処理部192は、サブ報酬獲得条件、経験値の蓄積によるレベルアップなどのゲームポイント獲得条件に基づいて、クエストのクリアにより加算されるゲームポイントの合計値を算出する。ゲーム進行処理部192は、この算出結果を、クエストの開始前に既にユーザが獲得済みのゲームポイントに加算する。 In step S809, the game progress processing unit 192 calculates the total value of the game points to be added by clearing the quest based on the sub reward acquisition conditions and game point acquisition conditions such as level up by accumulation of experience values. The game progress processing unit 192 adds this calculation result to the game points already acquired by the user before the start of the quest.
 ステップS811において、ゲーム進行処理部192は、ステップS809において加算されたゲームポイントの合計値が、上限値として設定される閾値を超えるか否かを判断する。例えば、ゲームポイントが0ポイント~99ポイントの範囲内の数値である場合、上限値として設定される閾値の値を閾値「100」とする。ステップS809で加算されたゲームポイントの合計値が、例えば合計値「105」である場合、ゲーム進行処理部192は、ゲームポイントの合計値が閾値「100」を超えると判断する(ステップS811においてYES)。ステップS811において、ゲームポイントの合計値が、上限値として設定される閾値を超えると判断される場合(ステップS811においてYES)、ゲーム進行処理部192は、ステップS813の処理を行い、ゲームポイントの合計値が、上限値として設定される閾値を超えないと判断される場合(ステップS811においてNO)、ステップS815の処理を行う。 In step S811, the game progress processing unit 192 determines whether or not the total value of the game points added in step S809 exceeds a threshold set as an upper limit value. For example, when the game point is a numerical value within the range of 0 to 99 points, the threshold value set as the upper limit value is set to the threshold value “100”. If the total value of the game points added in step S809 is, for example, the total value “105”, the game progress processing unit 192 determines that the total value of the game points exceeds the threshold value “100” (YES in step S811). ). If it is determined in step S811 that the total value of game points exceeds the threshold set as the upper limit value (YES in step S811), game progress processing unit 192 performs the process of step S813, and totals game points. When it is determined that the value does not exceed the threshold set as the upper limit value (NO in step S811), the process of step S815 is performed.
 ステップS851において、サーバ200は、携帯端末100から、携帯端末100に対応付けられるユーザについて、クエストをクリアしたこと、及び、クエストに設定されるサブ報酬獲得条件のうちユーザが達成したものについての情報とを受信し、受信内容に応じてデータベースのユーザ情報253を更新する。サーバ200は、例えば、図23の例に示すクリア済み/未クリア255C及びサブ報酬達成状況255を、携帯端末100から受信した情報に基づいて更新する。 In step S851, the server 200 clears the quest for the user associated with the mobile terminal 100 from the mobile terminal 100, and information on what the user has achieved among the sub-reward acquisition conditions set in the quest. And the user information 253 of the database is updated according to the received contents. For example, the server 200 updates the cleared / uncleared 255C and the sub reward achievement status 255 illustrated in the example of FIG. 23 based on the information received from the mobile terminal 100.
 ステップS853において、サーバ200は、携帯端末100から、携帯端末100に対応付けられるユーザについて、ユーザが獲得した経験値の情報を受信し、受信内容に応じてデータベースのユーザ情報253を更新する。 In step S853, the server 200 receives, from the mobile terminal 100, information on experience values acquired by the user for the user associated with the mobile terminal 100, and updates the user information 253 in the database according to the received content.
 ステップS855において、サーバ200は、クエストのサブ報酬獲得条件の達成状況、クエストのクリアにより加算される経験値などステップS851及びステップS853で携帯端末100から受信した情報に基づいて、携帯端末100のユーザがクエストをクリアすることにより加算されるゲームポイントの合計値を算出する。サーバ200は、この算出結果を、クエストの開始前に既にユーザが獲得済みのゲームポイントとしてサーバ200に記録される値に加算する。 In step S855, the server 200 uses the information received from the portable terminal 100 in steps S851 and S853, such as the achievement status of the quest sub-reward acquisition condition, the experience value added by clearing the quest, and the like. Calculates the total value of game points to be added by clearing the quest. The server 200 adds this calculation result to a value recorded in the server 200 as a game point that the user has already acquired before the start of the quest.
 ステップS857において、サーバ200は、ステップS855において加算されたゲームポイントの合計値が、上限値として設定される閾値を超えるか否かを判断する。ステップS855で加算されたゲームポイントの合計値が、上限値として設定される閾値を超えると判断される場合(ステップS857においてYES)、サーバ200は、ステップS859の処理を行い、そうでない場合(ステップS857においてNO)、ステップS861の処理を行う。 In step S857, the server 200 determines whether or not the total value of the game points added in step S855 exceeds a threshold set as the upper limit value. When it is determined that the total value of the game points added in step S855 exceeds the threshold set as the upper limit value (YES in step S857), server 200 performs the process of step S859; (NO in S857), the process of step S861 is performed.
 ステップS859において、(A)サーバ200は、ステップS857において閾値を超える超過分のゲームポイントを、ユーザが保有するゲームポイントであるとしてデータベースを更新する。例えば、ステップS855におけるゲームポイントの合計値が、例えば合計値「105」であり、ゲームポイントの合計値と比較するための閾値が閾値「100」である場合、超過分のゲームポイントは、合計値「105」と閾値「100」との差分であるゲームポイント数「5」である。サーバ200は、ゲームポイント数「5」を、ユーザが保有するゲームポイントとしてデータベースを更新する。ステップS859において、(B)サーバ200は、ゲームポイントの合計値が閾値を超えたことにより抽選権をユーザに設定し、設定の時点に基づいて、抽選権の取得日時を特定する。サーバ200は、抽選権の有効期限を設定する。サーバ200は、例えば、抽選権の取得のタイミングとして特定された取得日時から一定期間後(例えば2週間後)を、抽選権の有効期限と設定し、設定結果に基づいてデータベース(例えば、図25に示す抽選権の管理状況257)を更新する。ステップS859において、(C)サーバ200は、抽選権の設定の結果を携帯端末100へ送信する。サーバ200は、抽選権の設定の結果として、携帯端末100のユーザが抽選権を付与されたこと及び抽選権の有効期限の情報を携帯端末100へ送信する。 In step S859, (A) the server 200 updates the database, assuming that the excess game points exceeding the threshold value in step S857 are game points held by the user. For example, if the total value of the game points in step S855 is, for example, the total value “105” and the threshold value for comparison with the total value of the game points is the threshold value “100”, the excess game points are The number of game points is “5” which is the difference between “105” and the threshold value “100”. The server 200 updates the database with the game point number “5” as the game points held by the user. In step S859, (B) the server 200 sets the lottery right for the user when the total value of the game points exceeds the threshold, and specifies the acquisition date of the lottery right based on the time of setting. The server 200 sets the expiration date of the lottery right. For example, the server 200 sets the expiration date of the lottery right after a certain period (for example, two weeks later) from the acquisition date and time specified as the acquisition timing of the lottery right, and a database (for example, FIG. 25) The lottery right management status 257) shown in FIG. In step S <b> 859, (C) the server 200 transmits the result of setting the lottery right to the mobile terminal 100. As a result of the setting of the lottery right, the server 200 transmits information on the fact that the user of the portable terminal 100 has been granted the lottery right and the expiration date of the lottery right to the portable terminal 100.
 ステップS861において、サーバ200は、ステップS855において加算されたゲームポイントの合計値をデータベースにより保持する。 In step S861, the server 200 holds the total value of the game points added in step S855 in the database.
 ステップS813において、携帯端末100のゲーム進行処理部192は、(A)ゲームポイントの合計値が閾値を超えたことによりサーバ200がステップS859の処理で設定する抽選権の設定内容をサーバ200から受信する。ゲーム進行処理部192は、(B)ゲームポイントの合計値が、閾値を超えることによりユーザに抽選権が付与されたこと、及び、抽選権の有効期限の情報を、タッチスクリーン15に表示する等によりユーザへ報知する。ゲーム進行処理部192は、(C)ゲームポイントの合計値が閾値を超えた超過分のゲームポイントを、ユーザが保有するゲームポイントとしてタッチスクリーン15に表示する。 In step S813, the game progress processing unit 192 of the mobile terminal 100 receives (A) from the server 200 the setting contents of the lottery right that the server 200 sets in the process of step S859 when the total value of the game points exceeds the threshold value. To do. The game progress processing unit 192 displays (B) the lottery right granted to the user when the total value of the game points exceeds the threshold value, and information on the expiration date of the lottery right on the touch screen 15. To inform the user. The game progress processing unit 192 displays (C) the excess game points whose total game points exceed the threshold value on the touch screen 15 as game points held by the user.
 ステップS815において、ゲーム進行処理部192は、ステップS809において加算されたゲームポイントの合計値をタッチスクリーン15に表示する。 In step S815, the game progress processing unit 192 displays the total value of the game points added in step S809 on the touch screen 15.
 図28は、抽選をするための入力操作をユーザから受け付けて抽選を実行し、抽選結果である追加コンテンツをユーザに付与する処理を示すフローチャートである。 FIG. 28 is a flowchart showing a process of receiving an input operation for performing a lottery from the user, executing the lottery, and giving the user additional content as a lottery result.
 ステップS901において、携帯端末100のゲーム進行処理部192は、タッチスクリーン15に、抽選権を使用して抽選をするか、仮想通貨を使用して抽選をするかの選択を受け付ける画面を表示してユーザの入力操作を受け付ける。ゲーム進行処理部192は、抽選を抽選権により行うか、仮想通貨により行うかの入力結果をサーバ200へ送信する。 In step S <b> 901, the game progress processing unit 192 of the mobile terminal 100 displays a screen on the touch screen 15 that accepts a selection of a lottery using a lottery right or a lottery using a virtual currency. Accept user input operations. The game progress processing unit 192 transmits to the server 200 an input result indicating whether the lottery is performed using the lottery right or the virtual currency.
 ステップS903において、ゲーム進行処理部192は、ステップS901における入力操作の結果に応じて、抽選権の保有数または仮想通貨の保有数を減算する。 In step S903, the game progress processing unit 192 subtracts the number of lottery rights held or the number of virtual currency held according to the result of the input operation in step S901.
 ステップS951において、サーバ200は、抽選を抽選権により行うか、仮想通貨により行うかのユーザの入力操作の結果を携帯端末100から受信し、受信内容に基づきユーザ管理テーブル253Aを更新する。例えば、サーバ200は、ユーザが複数の抽選権を保有している状態で、抽選権により抽選を行う入力操作を受け付けた場合、有効期限の到来が最も近い抽選権を消費するようデータベースを更新する。また、例えば、サーバ200は、ユーザが仮想通貨を使用して抽選を行う場合は、ユーザが保有する仮想通貨の保有量を、抽選に必要な量だけ消費するようデータベースを更新する。 In step S951, the server 200 receives the result of the user's input operation whether to perform the lottery with the lottery right or the virtual currency from the mobile terminal 100, and updates the user management table 253A based on the received content. For example, when the server 200 accepts an input operation for performing lottery with a lottery right in a state where the user has a plurality of lottery rights, the server 200 updates the database so that the lottery right with the closest expiration date is consumed. . In addition, for example, when the user performs a lottery using virtual currency, the server 200 updates the database so that the amount of virtual currency held by the user is consumed by the amount necessary for the lottery.
 ステップS953において、サーバ200は、(A)抽選処理を行い、抽選により当選した追加コンテンツを特定する。例えば、ユーザが抽選を行ってゲームキャラクタを獲得する場合、各ゲームキャラクタについて予め設定された確率に従って、いずれかのゲームキャラクタを、ユーザが当選した追加コンテンツとして特定する。サーバ200は、(B)抽選結果として、当選した追加コンテンツの情報を、携帯端末100へ送信する。サーバ200は、(C)抽選により当選した当選内容に基づいて、データベースを更新する。例えば、ユーザがゲームキャラクタを抽選により獲得した場合、ユーザが抽選により新たに使用可能となったゲームキャラクタを特定する情報に基づき、プレイ進行状況256の使用可能キャラクタ256Bを更新する。 In step S953, the server 200 performs (A) lottery processing, and identifies the additional content won by the lottery. For example, when a user performs a lottery to acquire a game character, one of the game characters is specified as additional content won by the user according to a probability set in advance for each game character. The server 200 transmits information on the selected additional content to the mobile terminal 100 as a result of (B) lottery. The server 200 updates the database based on the winning contents won by (C) lottery. For example, when the user acquires a game character by lottery, the usable character 256B of the play progress status 256 is updated based on information specifying a game character that is newly available by the user.
 ステップS905において、携帯端末100のゲーム進行処理部192は、抽選により当選した抽選結果をサーバ200から受信し、抽選により獲得した追加コンテンツを、タッチスクリーン15に表示する等によりユーザに報知する。 In step S905, the game progress processing unit 192 of the mobile terminal 100 receives the lottery result won by the lottery from the server 200, and notifies the user of the additional content acquired by the lottery by displaying it on the touch screen 15 or the like.
 図29は、ゲームプログラムの起動時に、有効期限が一定期間内に到来する抽選権の保有数をユーザに提示する処理を示すフローチャートである。 FIG. 29 is a flowchart showing a process of presenting to the user the number of lottery rights whose expiration date comes within a certain period when the game program is started.
 ステップS1001において、携帯端末100のゲーム進行処理部192は、ゲームプログラム121の起動時の処理として、サーバ200に、ユーザのゲームプレイの進行状況に関する各種の情報を問い合わせる。ゲーム進行処理部192は、例えば、ユーザが保有している抽選権の保有状況をサーバ200へ問い合わせる。 In step S1001, the game progress processing unit 192 of the mobile terminal 100 inquires the server 200 about various types of information regarding the progress of the game play of the user, as processing when the game program 121 is activated. For example, the game progress processing unit 192 inquires of the server 200 about the lottery right possessed by the user.
 ステップS1051において、サーバ200は、携帯端末100からの問い合わせに応答してデータベースを参照し、ユーザのゲームプレイの進行状況に関する各種の情報を応答する。サーバ200は、例えば、ユーザが保有している抽選権の保有状況を、抽選権の管理状況257を参照して携帯端末100へ応答する。 In step S1051, the server 200 refers to the database in response to the inquiry from the mobile terminal 100, and responds with various information regarding the progress of the user's game play. For example, the server 200 responds to the portable terminal 100 with reference to the lottery right management status 257 regarding the lottery right holding status held by the user.
 ステップS1003において、携帯端末100のゲーム進行処理部192は、ユーザが保有している抽選権の保有状況をサーバ200から受信する。 In step S1003, the game progress processing unit 192 of the mobile terminal 100 receives from the server 200 the possession status of the lottery right possessed by the user.
 ステップS1005において、ゲーム進行処理部192は、一定期間内に有効期限が徒過する抽選権それぞれについて、抽選権の有効期限をタッチスクリーン15に表示する等によりユーザへ報知する。ゲーム進行処理部192は、例えば、一定期間内に有効期限が徒過する抽選権の数を、タッチスクリーン15に表示する等でユーザへ報知することとしてもよい。 In step S1005, the game progress processing unit 192 notifies the user of the lottery right whose expiration date passes within a certain period by displaying the expiration date of the lottery right on the touch screen 15 or the like. The game progress processing unit 192 may notify the user of, for example, the number of lottery rights whose expiration date passes within a certain period on the touch screen 15.
 ステップS1007において、ゲーム進行処理部192は、ゲームプログラム121の起動時の処理を継続する。 In step S1007, the game progress processing unit 192 continues the process when the game program 121 is activated.
 <画面の表示例>
 図30は、ユーザのゲームプレイによりゲームポイントが蓄積された結果、ユーザに抽選権を獲得させる処理の画面の表示例を示す。図30に示す画面例は、図27に示すステップS813と対応する。
<Screen display example>
FIG. 30 shows a display example of a screen of a process for allowing the user to acquire a lottery right as a result of the accumulation of game points by the user's game play. The screen example shown in FIG. 30 corresponds to step S813 shown in FIG.
 図30の図示例(A)に示すように、携帯端末100は、タッチスクリーン15に、クエストのクリアによりユーザが獲得したゲームポイントの合計値を示す獲得ゲームポイント134Aを表示する。携帯端末100は、図26に示すゲームポイント獲得条件のうちいずれを達成することでゲームポイントを獲得したかを示す詳細表示部134Bをタッチスクリーン15に表示する。これにより、ユーザに対し、これらゲームポイント獲得条件を達成してゲームをプレイするよう動機づけることができる。携帯端末100は、ユーザがクエストのプレイ前に既に獲得しているゲームポイントを示す獲得済みポイント表示部134Dをタッチスクリーン15に表示する。獲得済みポイント表示部134Dは、ゲームポイントの合計値と比較するための上限値を示す閾値(例えば、閾値「100」)の情報を含む。携帯端末100は、獲得済みポイント表示部134Dに示されるゲームポイントに対し、クエストのクリアにより加算されるゲームポイントの量を示す加算量表示部134Cをタッチスクリーン15に表示する。 30, the mobile terminal 100 displays the acquired game points 134 </ b> A indicating the total value of the game points acquired by the user by clearing the quest on the touch screen 15. The mobile terminal 100 displays on the touch screen 15 a detailed display part 134B indicating which of the game point acquisition conditions shown in FIG. Thereby, it can motivate a user to achieve these game point acquisition conditions and to play a game. The portable terminal 100 displays an acquired point display unit 134D indicating the game points that the user has already acquired before playing the quest on the touch screen 15. The acquired point display unit 134D includes information on a threshold value (for example, a threshold value “100”) indicating an upper limit value for comparison with the total value of game points. The mobile terminal 100 displays on the touch screen 15 an addition amount display unit 134C that indicates the amount of game points to be added by clearing the quest with respect to the game points shown in the acquired point display unit 134D.
 図30の図示例(B)に示すように、携帯端末100は、加算量表示部134Cに示されるゲームポイントの加算量が、図示例(A)の獲得済みポイント表示部134Dに示すゲームポイントに加算された結果をタッチスクリーン15に表示する。図示例(B)では、携帯端末100は、ゲームポイントの加算後の合計値が閾値を超過した分を、ユーザが保有しているゲームポイントであるとして獲得済みポイント表示部134Dに表示する。携帯端末100は、ゲームポイントが閾値を超過したことにより抽選権を獲得したことを、抽選権詳細表示部134Eに表示する。抽選権詳細表示部134Eは、ユーザに付与された抽選権の有効期限の情報を含む。 As shown in the illustrated example (B) of FIG. 30, the mobile terminal 100 is configured such that the added amount of the game points shown in the added amount display unit 134C is equal to the game points shown in the acquired point display unit 134D of the illustrated example (A). The added result is displayed on the touch screen 15. In the illustrated example (B), the mobile terminal 100 displays, on the acquired point display unit 134D, the game points held by the user, as the total value after the addition of the game points exceeds the threshold. The portable terminal 100 displays on the lottery right detail display unit 134E that the lottery right has been acquired due to the game point exceeding the threshold value. The lottery right detail display unit 134E includes information on the expiration date of the lottery right given to the user.
 図31は、抽選をするための入力操作を受け付けて、抽選結果である追加コンテンツをユーザに付与する処理の画面の表示例を示す。 FIG. 31 shows a display example of a screen of a process of accepting an input operation for performing a lottery and giving an additional content as a lottery result to the user.
 図31の図示例(A)は、図28のステップS901の処理に対応する。図示例(B)は、図28のステップS905に対応する。図示例(A)に示すように、携帯端末100は、ユーザから、抽選をするための入力操作を受け付ける画面をタッチスクリーン15に表示する。携帯端末100は、抽選をするための入力操作を受け付ける画面であることをユーザに通知する表示部135Aをタッチスクリーン15に表示する。携帯端末100は、ユーザが保有している抽選権の保有数、および、抽選により消費される抽選権の数を表示する抽選権表示部135Bをタッチスクリーン15に表示する。携帯端末100は、ユーザが保有している仮想通貨の保有量、および、抽選により消費される仮想通貨の量を表示する仮想通貨表示部135Cをタッチスクリーン15に表示する。 31 corresponds to the processing in step S901 in FIG. The illustrated example (B) corresponds to step S905 in FIG. As shown in the illustrated example (A), the mobile terminal 100 displays on the touch screen 15 a screen that accepts an input operation for drawing a lottery from the user. The portable terminal 100 displays on the touch screen 15 a display unit 135A that notifies the user that the screen is a screen that accepts an input operation for lottery. The portable terminal 100 displays on the touch screen 15 a lottery right display unit 135B that displays the number of lottery rights held by the user and the number of lottery rights consumed by the lottery. The mobile terminal 100 displays a virtual currency display unit 135 </ b> C on the touch screen 15 that displays the amount of virtual currency held by the user and the amount of virtual currency consumed by lottery.
 図示例(B)の例では、図示例(A)の状態から、ユーザが、抽選権を使用して1回の抽選を行った例を示す。携帯端末100は、ユーザが獲得した追加コンテンツの詳細を示す追加コンテンツ表示部135Dをタッチスクリーン15に表示する。 In the example of the illustrated example (B), an example in which the user performs one lottery using the lottery right from the state of the illustrated example (A) is shown. The portable terminal 100 displays on the touch screen 15 an additional content display unit 135D that shows details of the additional content acquired by the user.
 図32は、ゲームプログラムの起動時に、有効期限が一定期間内に到来する抽選権の保有数をユーザに提示する処理の画面の表示例を示す。 FIG. 32 shows a display example of a screen for a process of presenting the number of lottery rights whose expiration date comes within a certain period to the user when the game program is started.
 図32の図示例(A)は、携帯端末100が、ゲームプログラム121の起動時にタッチスクリーン15に表示する表示内容を示す。図示例(A)に示すように、携帯端末100は、ゲームプログラム121の起動時の処理において、有効期限が一定期間内に徒過する抽選権があること、および、その抽選権の数を示す失効表示部136Aをタッチスクリーン15に表示する。携帯端末100は、ユーザが、失効表示部136Aの表示内容を確認したことの入力操作を受け付ける確認ボタン136Bをタッチスクリーン15に表示する。 32 shows a display content that the mobile terminal 100 displays on the touch screen 15 when the game program 121 is activated. As shown in the illustrated example (A), the portable terminal 100 indicates that there is a lottery right that expires within a certain period in the processing at the time of starting the game program 121 and the number of the lottery rights. The revocation display unit 136A is displayed on the touch screen 15. The portable terminal 100 displays on the touch screen 15 a confirmation button 136B that accepts an input operation indicating that the user has confirmed the display content of the revocation display unit 136A.
 図示例(B)は、携帯端末100が、ユーザの入力操作に応じて、ユーザが獲得している抽選権の保有状況およびゲームポイントをタッチスクリーン15に表示する表示内容を示す。図示例(B)に示すように、携帯端末100は、ユーザが保有しているゲームポイントを示すゲームポイント保有量表示部136Cをタッチスクリーン15に表示する。携帯端末100は、ユーザが保有している抽選権の有効期限を示す抽選権詳細部136Dをタッチスクリーン15に表示する。 In the illustrated example (B), the portable terminal 100 shows display contents for displaying on the touch screen 15 the lottery rights possessed by the user and the game points in accordance with the input operation of the user. As shown in the illustrated example (B), the mobile terminal 100 displays on the touch screen 15 a game point possession amount display unit 136C indicating the game points possessed by the user. The portable terminal 100 displays on the touch screen 15 a lottery right detail unit 136D that indicates the expiration date of the lottery right held by the user.
 以上のように各実施形態のゲーム配信システムを構成する携帯端末100およびサーバ200の動作について説明してきたが、携帯端末100で行われる各処理をサーバ200で行うこととしてもよいし、サーバ200で行われる処理を携帯端末100で行うこととしてもよい。 As described above, the operations of the mobile terminal 100 and the server 200 configuring the game distribution system of each embodiment have been described. However, each process performed by the mobile terminal 100 may be performed by the server 200. It is good also as performing the process performed with the portable terminal 100. FIG.
 例えば、携帯端末100は、タッチスクリーン15に対するユーザの入力操作を受け付けて、受け付けた操作内容をサーバ200へ送信する。サーバ200は、ユーザの入力操作を携帯端末100から受け付けて、ゲームを進行させるための各処理を行い、仮想カメラの配置に基づいて携帯端末100に表示させるための表示画面を生成し、生成した表示画面を、逐次、携帯端末100に表示する。このように、ゲームを進行させるための処理の大部分をサーバ200が担うこととしてもよい。また、ゲームを進行させるための処理の大部分を携帯端末100が担うこととしてもよい。 For example, the mobile terminal 100 receives a user input operation on the touch screen 15 and transmits the received operation content to the server 200. The server 200 receives a user input operation from the mobile terminal 100, performs each process for progressing the game, generates a display screen for display on the mobile terminal 100 based on the arrangement of the virtual camera, and generates the display screen Display screens are sequentially displayed on the mobile terminal 100. As described above, the server 200 may be responsible for most of the processing for advancing the game. Moreover, it is good also as the portable terminal 100 taking up most of the processes for advancing a game.
 今回開示された実施形態はすべての点で例示であって制限的なものでないと考えられるべきである。この発明の範囲は上記した説明ではなくて特許請求の範囲によって示され、特許請求の範囲と均等の意味および範囲内でのすべての変更が含まれることが意図される。 The embodiment disclosed this time should be considered as illustrative in all points and not restrictive. The scope of the present invention is defined by the terms of the claims, rather than the description above, and is intended to include any modifications within the scope and meaning equivalent to the terms of the claims.
 上記の実施形態について、以下の事項を付記する。
 (付記1)
 ゲームプログラムであって、
 前記ゲームプログラムは、プロセッサと、メモリとを備えるコンピュータにおいて実行されるものであり、
 前記ゲームプログラムは、前記プロセッサに、
 ユーザの入力操作に応じてゲームを進行させ、予め定められた項目がユーザのゲームプレイにより達成されることにより、達成された前記項目に応じてゲームポイントを前記ユーザに付与する第1のステップと、
 前記ユーザに付与される前記ゲームポイントが一定量に到達する都度、抽選をすることが可能な有効期限が設定された抽選権をユーザに付与する第2のステップと、
 前記ユーザに付与される前記抽選権の有効期限を管理し、前記有効期限内の抽選権を使用する入力操作を受け付けて前記抽選を行うとともに当該使用した抽選権と前記ユーザとの関連付けを解除する第3のステップと、
 前記抽選の結果に応じて、追加コンテンツを前記ユーザに付与する第4のステップとを実行させる、ゲームプログラム。
 (付記2)
 前記ゲームプログラムにおいて、前記プロセッサに実行させる前記第1のステップは、
 前記ユーザからクエストを選択する入力操作を受け付けて、前記ユーザの入力操作に応じて前記クエストのゲームプレイを進行させ、前記予め定められた項目として、当該クエストについて予め定められた報酬獲得条件が前記ユーザのゲームプレイにより達成されることにより、達成された前記報酬獲得条件に応じてゲームポイントを前記ユーザに付与することを含む、付記1に記載のゲームプログラム。
 (付記3)
 前記ゲームプログラムにおいて、前記クエストには、複数の報酬獲得条件が設定されており、
 前記プロセッサに実行させる前記第1のステップは、
 前記クエストについて予め定められる前記複数の報酬獲得条件の全てが前記ユーザのゲームプレイにより達成されることにより、前記報酬獲得条件の全てが達成されたことについて前記ゲームポイントを前記ユーザに付与することを含む、付記2に記載のゲームプログラム。
 (付記4)
 前記ゲームプログラムにおいて、前記クエストについて予め定められる前記報酬獲得条件には、前記ユーザが、ゲームキャラクタに特定の動作を行わせるための入力操作を行って前記クエストをゲームクリアすることが含まれ、
 前記プロセッサに実行させる前記第1のステップは、
 前記クエストについて、前記報酬獲得条件として、前記ゲームキャラクタに特定の動作を行わせるための入力操作を行って前記クエストをゲームクリアすることが設定されている場合に、前記入力操作により前記ゲームキャラクタに前記特定の動作を行わせて前記クエストをゲームクリアされることにより、前記ゲームポイントを前記ユーザに付与することを含む、付記2に記載のゲームプログラム。
 (付記5)
 前記ゲームプログラムは、複数のクエストを含むエリアの選択をユーザから受け付けてゲームプレイを進行させるように構成されており、
 前記プロセッサに実行させる前記第1のステップは、前記予め定められた項目として、前記ユーザが選択した前記エリアに含まれる前記複数のクエストの全てが前記ユーザのゲームプレイによりゲームクリアされることにより、前記エリアに含まれる前記複数のクエストの全てがゲームクリアされたことについて前記ゲームポイントを前記ユーザに付与することを含む、付記1に記載のゲームプログラム。
 (付記6)
 前記ゲームプログラムは、前記プロセッサに、さらに、
 前記ユーザが前記クエストをゲームクリアするたびに、前記ユーザの経験値パラメータに、前記クエストをゲームクリアすることによる経験値を加算するステップを実行させ、前記ユーザの経験値パラメータが予め定められた一定量に達するたびに、前記ユーザのレベル値を更新するステップを実行させ、
 前記プロセッサに実行させる前記第1のステップは、
 前記予め定められた項目として、前記ユーザのゲームプレイに応じて前記経験値パラメータが予め定められた一定量に達するたびに、前記ユーザのレベル値を更新し、前記ユーザのレベル値が更新されたことについて前記ゲームポイントを前記ユーザに付与することを含む、付記1に記載のゲームプログラム。
 (付記7)
 前記ゲームプログラムにおいて、前記クエストには、1以上の報酬獲得条件が設定されており、前記クエストにおいて前記報酬獲得条件が前記ユーザにより達成されたか否かを管理するように構成されており、
 前記プロセッサに実行させる前記第1のステップは、
 前記ユーザからクエストを選択する入力操作を受け付けて、前記ユーザの入力操作に応じて前記クエストのゲームプレイを進行させ、当該クエストについて予め定められ、未達成の報酬獲得条件が前記ユーザのゲームプレイにより達成されることにより、達成された前記報酬獲得条件に応じてゲームポイントを前記ユーザに付与することを含む、付記6に記載のゲームプログラム。
 (付記8)
 前記ゲームプログラムは、ユーザ同士で対戦する対戦ゲームにかかるものであり、前記ゲームプログラムにおいて、各ユーザのゲームプレイの内容に応じて各ユーザの対戦プレイにおける習熟状況を示す指標であるランクを管理するように構成されており、
 前記プロセッサに実行させる前記第1のステップは、
 前記予め定められた項目として、前記ユーザの前記ランクが変化することにより、前記ゲームポイントを前記ユーザに付与することを含む、付記1に記載のゲームプログラム。
 (付記9)
 前記ランクは、各ユーザの対戦プレイにおける習熟状況を段階的に示すように構成されており、
 前記プロセッサに実行させる前記第1のステップは、
 ユーザ同士の対戦プレイにより、前記ユーザが未到達のランクに到達した場合に、前記ゲームポイントを前記ユーザに付与することを含む、付記8に記載のゲームプログラム。
 (付記10)
 前記プロセッサに実行させる前記第4のステップにおいて、
 前記追加コンテンツを前記ユーザに付与することには、ゲームキャラクタを前記ユーザに付与すること、前記ゲームキャラクタに関連付けられることが可能なアイテムを前記ユーザに付与すること、前記ユーザのゲームプレイ時に消費することで予め定められた効力が前記ゲームプレイ時に発揮されるアイテムを付与すること、前記ユーザがプレイ可能なクエストを付与することのうち少なくともいずれかが含まれる、付記1に記載のゲームプログラム。
 (付記11)
 前記ゲームプログラムは、前記プロセッサに、さらに、
 前記第1のステップにより前記ユーザに前記ゲームポイントを付与する際に、前記ユーザが前記項目を達成する前の獲得済みの前記ゲームポイントの獲得量をディスプレイに表示し、前記項目を達成することにより新規に獲得する前記ゲームポイントと、前記獲得済みの前記ゲームポイントの獲得量とを加算する加算状況を前記ディスプレイに表示するステップを実行させ、
 前記プロセッサに実行される前記第2のステップは、前記ゲームポイントが前記一定量に到達した場合に、前記抽選権が付与されたことを前記ディスプレイに表示することを含む、付記1に記載のゲームプログラム。
 (付記12)
 前記ゲームプログラムは、前記ユーザが利用可能な仮想通貨の保有量を管理しており、
 前記プロセッサに実行させる前記第3のステップは、
 前記有効期限内の抽選権の保有数と、前記仮想通貨の保有量とをディスプレイに表示し、前記抽選権により抽選を行うか、前記仮想通貨を消費して抽選を行うかの入力操作を受け付けることを含む、付記1に記載のゲームプログラム。
 (付記13)
 前記ゲームプログラムは、前記プロセッサに、さらに、
 前記ゲームプログラムの起動によりゲームプレイが可能となる際に、有効期限が満了するまでの残存期間が一定期間以下である前記抽選権がある場合に、当該残存期間が一定期間以下である前記抽選権があることを前記ユーザに報知するステップを実行させる、付記1に記載のゲームプログラム。
 (付記14)
 プロセッサと、メモリとを備えるコンピュータにおいて実行されるゲームの実行方法であって、
 前記コンピュータが、
 ユーザの入力操作に応じてゲームを進行させ、予め定められた項目がユーザのゲームプレイにより達成されることにより、達成された前記項目に応じてゲームポイントを前記ユーザに付与する第1のステップと、
 前記ユーザに付与される前記ゲームポイントが一定量に到達する都度、抽選をすることが可能な有効期限が設定された抽選権をユーザに付与する第2のステップと、
 前記ユーザに付与される前記抽選権の有効期限を管理し、前記有効期限内の抽選権を使用する入力操作を受け付けて前記抽選を行うとともに当該使用した抽選権と前記ユーザとの関連付けを解除する第3のステップと、
 前記抽選の結果に応じて、追加コンテンツを前記ユーザに付与する第4のステップとを実行する、ゲームの実行方法。
  (付記15)
 ゲームプログラムを実行する情報処理装置であって、
 前記情報処理装置は、記憶部と、前記情報処理装置の動作を制御するための制御部とを備え、
 前記制御部は、
 ユーザの入力操作に応じてゲームを進行させ、予め定められた項目がユーザのゲームプレイにより達成されることにより、達成された前記項目に応じてゲームポイントを前記ユーザに付与し、
 前記ユーザに付与される前記ゲームポイントが一定量に到達する都度、抽選をすることが可能な有効期限が設定された抽選権をユーザに付与し、
 前記ユーザに付与される前記抽選権の有効期限を管理し、前記有効期限内の抽選権を使用する入力操作を受け付けて前記抽選を行うとともに当該使用した抽選権と前記ユーザとの関連付けを解除し、
 前記抽選の結果に応じて、追加コンテンツを前記ユーザに付与するように構成されている、情報処理装置。
The following matters are added to the above embodiment.
(Appendix 1)
A game program,
The game program is executed in a computer including a processor and a memory,
The game program is stored in the processor.
A first step of giving a game point to the user according to the achieved item by causing the game to proceed according to the user's input operation and achieving a predetermined item by the user's game play; ,
A second step of granting a user a lottery right in which an expiration date that allows a lottery is set each time the game points given to the user reach a certain amount;
The expiration date of the lottery right granted to the user is managed, an input operation using the lottery right within the expiration date is accepted, the lottery is performed, and the association between the used lottery right and the user is released A third step;
A game program that causes a fourth step of giving additional content to the user according to a result of the lottery.
(Appendix 2)
In the game program, the first step to be executed by the processor includes:
An input operation for selecting a quest from the user is accepted, and the game play of the quest is advanced in accordance with the input operation of the user. As the predetermined item, a predetermined reward acquisition condition for the quest is The game program according to appendix 1, comprising: granting game points to the user according to the reward acquisition condition achieved by being achieved by a user's game play.
(Appendix 3)
In the game program, a plurality of reward acquisition conditions are set for the quest,
The first step to be executed by the processor includes:
All of the plurality of reward acquisition conditions predetermined for the quest are achieved by the user's game play, so that the game points are given to the user that all of the reward acquisition conditions have been achieved. A game program according to appendix 2, including:
(Appendix 4)
In the game program, the reward acquisition condition predetermined for the quest includes that the user clears the quest by performing an input operation for causing the game character to perform a specific action,
The first step to be executed by the processor includes:
For the quest, when the reward acquisition condition is set to clear the quest by performing an input operation for causing the game character to perform a specific action, the input operation is performed on the game character. The game program according to appendix 2, comprising: giving the game point to the user by performing the specific operation and clearing the quest.
(Appendix 5)
The game program is configured to accept a selection of an area including a plurality of quests from a user and advance game play,
In the first step to be executed by the processor, as the predetermined item, all of the plurality of quests included in the area selected by the user are cleared by game play of the user, The game program according to appendix 1, comprising: granting the game points to the user that all of the plurality of quests included in the area have been cleared.
(Appendix 6)
The game program is further transmitted to the processor.
Each time the user clears the quest game, a step of adding an experience value obtained by clearing the quest to the user experience value parameter is executed, and the user experience value parameter is a predetermined constant. Each time a quantity is reached, the step of updating the user's level value is performed,
The first step to be executed by the processor includes:
As the predetermined item, whenever the experience value parameter reaches a predetermined amount according to the user's game play, the user's level value is updated, and the user's level value is updated. The game program according to appendix 1, which includes giving the game points to the user.
(Appendix 7)
In the game program, the quest has one or more reward acquisition conditions, and is configured to manage whether or not the reward acquisition condition is achieved by the user in the quest,
The first step to be executed by the processor includes:
An input operation for selecting a quest from the user is accepted, and the game play of the quest is advanced in accordance with the input operation of the user, and a reward acquisition condition that is predetermined for the quest is determined by the game play of the user. The game program according to appendix 6, which includes granting game points to the user according to the reward acquisition condition achieved by being achieved.
(Appendix 8)
The game program is related to a battle game in which the users play against each other, and in the game program, a rank, which is an index indicating the proficiency status of each user in the battle play, is managed according to the content of each user's game play. Is configured as
The first step to be executed by the processor includes:
The game program according to appendix 1, including giving the game points to the user by changing the rank of the user as the predetermined item.
(Appendix 9)
The rank is configured to show step by step the proficiency level of each user in the battle play,
The first step to be executed by the processor includes:
The game program according to appendix 8, which includes giving the game points to the user when the user reaches an unreachable rank by a battle play between the users.
(Appendix 10)
In the fourth step, which is executed by the processor,
Giving the additional content to the user includes giving a game character to the user, giving an item that can be associated with the game character to the user, and consuming the game when the user plays. The game program according to appendix 1, wherein at least one of giving an item that exhibits a predetermined effect during game play and giving a quest that can be played by the user is included.
(Appendix 11)
The game program is further transmitted to the processor.
When the game point is given to the user in the first step, the acquired amount of the game point acquired before the user achieves the item is displayed on the display, and the item is achieved. Causing the display to display an addition status of adding the newly acquired game points and the acquired amount of the acquired game points;
The game according to claim 1, wherein the second step executed by the processor includes displaying on the display that the lottery right has been granted when the game point reaches the predetermined amount. program.
(Appendix 12)
The game program manages the amount of virtual currency that the user can use,
The third step to be executed by the processor includes:
The number of lottery rights held within the expiration date and the virtual currency possession amount are displayed on the display, and an input operation for accepting a lottery with the lottery rights or consuming lots of the virtual currency is accepted. The game program according to appendix 1, including the above.
(Appendix 13)
The game program is further transmitted to the processor.
When the game program can be played by starting the game program, if there is the lottery right for which the remaining period until the expiration date expires is a certain period or less, the lottery right for which the remaining period is a certain period or less The game program according to appendix 1, wherein a step of notifying the user that there is a game is executed.
(Appendix 14)
A method for executing a game executed on a computer including a processor and a memory,
The computer is
A first step of giving a game point to the user according to the achieved item by causing the game to proceed according to the user's input operation and achieving a predetermined item by the user's game play; ,
A second step of granting a user a lottery right in which an expiration date that allows a lottery is set each time the game points given to the user reach a certain amount;
The expiration date of the lottery right granted to the user is managed, an input operation using the lottery right within the expiration date is accepted, the lottery is performed, and the association between the used lottery right and the user is released A third step;
A game execution method that executes a fourth step of adding additional content to the user according to a result of the lottery.
(Appendix 15)
An information processing apparatus that executes a game program,
The information processing apparatus includes a storage unit and a control unit for controlling the operation of the information processing apparatus,
The controller is
The game proceeds according to the user's input operation, and a predetermined item is achieved by the user's game play, so that game points are given to the user according to the achieved item,
Each time the game points given to the user reach a certain amount, the user is given a lottery right with an expiry date that can be drawn.
The expiration date of the lottery right given to the user is managed, the lottery right within the expiration date is received, the lottery is performed and the association between the lottery right used and the user is released. ,
An information processing apparatus configured to give additional content to the user according to a result of the lottery.
 1…ゲームシステム、2…ネットワーク、100…ユーザ端末、110…制御部、111…作用受付部、112…ゲーム処理部、113…判定部、114…オブジェクト制御部、115…抽選部、116…画像生成部、120…記憶部、200…ゲームサーバ、210…制御部、220…記憶部。
 
DESCRIPTION OF SYMBOLS 1 ... Game system, 2 ... Network, 100 ... User terminal, 110 ... Control part, 111 ... Action reception part, 112 ... Game processing part, 113 ... Determination part, 114 ... Object control part, 115 ... Lottery part, 116 ... Image Generation unit, 120 ... storage unit, 200 ... game server, 210 ... control unit, 220 ... storage unit.

Claims (13)

  1.  少なくともプロセッサとメモリを備え、抽選を含むゲームを実行させる制御部と、前記抽選を実行させるための抽選条件を記憶する記憶部と、として機能するコンピュータにおいて実行されるゲーム制御方法であって、
     前記抽選以外の前記ゲームを進行することにより、所定値の第1仮想通貨を前記ユーザに関連付けて前記記憶部に記憶させるステップと、
     所定値の第2仮想通貨を前記ユーザに関連付けて前記記憶部に記憶させるステップと、
     前記抽選を実行する場合に、前記ユーザに関連付けられた前記第1仮想通貨と前記第2仮想通貨のうちの少なくとも一方を減算させる際の減算値を含む前記抽選条件を、前記記憶部に記憶させるステップと、
     前記ユーザによる抽選要求を受け付けて前記抽選を実行することにより、所定の希少度を有するゲーム媒体を前記ユーザに関連付けるとともに、前記抽選条件に基づいて前記ユーザに関連付けられた前記第1仮想通貨と第2仮想通貨のうちの少なくとも一方を減算させるステップと、
     を含み、
     前記第2仮想通貨は、前記ユーザによる課金額に応じて前記ユーザに付与され、
     前記第1仮想通貨には、前記第1仮想通貨の価値を制限する第2条件が関連付けられ、
     前記第2仮想通貨には、前記第2仮想通貨の価値を制限する条件が関連付けられておらず、
     前記抽選は、前記ゲーム媒体を含む複数の母集団ゲーム媒体、および、前記ゲーム媒体または前記希少度に関連付けられる確率、に基づいて定義される仮想筐体に関する情報に基づいて実行され、
     前記抽選を実行する場合に前記ユーザに関連付けられた前記第1仮想通貨と前記第2仮想通貨のうちいずれが減算された場合にも、同一の前記仮想筐体に関する情報に基づいて前記抽選を実行する、ゲーム制御方法。
    A game control method that is executed in a computer that functions as a control unit that includes at least a processor and a memory and that executes a game including a lottery, and a storage unit that stores a lottery condition for executing the lottery,
    Storing the first virtual currency having a predetermined value in the storage unit in association with the user by proceeding with the game other than the lottery;
    Storing a second virtual currency of a predetermined value in the storage unit in association with the user;
    When executing the lottery, the lottery condition including a subtraction value when subtracting at least one of the first virtual currency and the second virtual currency associated with the user is stored in the storage unit. Steps,
    By accepting a lottery request by the user and executing the lottery, a game medium having a predetermined rarity is associated with the user, and the first virtual currency associated with the user based on the lottery condition and the first virtual currency Subtracting at least one of the two virtual currencies;
    Including
    The second virtual currency is given to the user according to a charge amount by the user,
    A second condition that limits the value of the first virtual currency is associated with the first virtual currency,
    The second virtual currency is not associated with a condition that limits the value of the second virtual currency,
    The lottery is executed based on information on a virtual housing defined based on a plurality of population game media including the game media and a probability associated with the game media or the rarity,
    When the lottery is executed, the lottery is executed based on the same information regarding the virtual housing, regardless of which of the first virtual currency and the second virtual currency associated with the user is subtracted. A game control method.
  2.  前記抽選以外の前記ゲームを進行することにより、所定のユーザにゲームポイントを関連付けて前記記憶部に記憶させ、
     前記ゲームポイントが第1条件を満たした場合に、自動的に所定値の第1仮想通貨を前記ユーザに関連付けて前記記憶部に記憶させる、請求項1のゲーム制御方法。
    By proceeding with the game other than the lottery, a game point is associated with a predetermined user and stored in the storage unit,
    The game control method according to claim 1, wherein when the game point satisfies a first condition, a first virtual currency having a predetermined value is automatically associated with the user and stored in the storage unit.
  3.  前記第2仮想通貨は、前記ユーザによる課金額に応じて前記ユーザに付与され、
     前記第1仮想通貨には、前記第1仮想通貨の価値を制限する第2条件が関連付けられる、
     請求項1または2のゲーム制御方法。
    The second virtual currency is given to the user according to a charge amount by the user,
    The first virtual currency is associated with a second condition that limits the value of the first virtual currency.
    The game control method according to claim 1 or 2.
  4.  前記第2条件は、前記第1仮想通貨に基づいて前記抽選を実行することが不可能になるまでの時間を指定する時間的条件を含み、
     前記時間的条件が満足されなくなった場合には、前記第1仮想通貨に基づいて前記抽選を実行することを不可能とする、
     請求項3のゲーム制御方法。
    The second condition includes a temporal condition for designating a time until the lottery cannot be executed based on the first virtual currency,
    When the time condition is not satisfied, it is impossible to execute the lottery based on the first virtual currency.
    The game control method according to claim 3.
  5.  前記第2条件は前記ユーザに関連付けることが可能な前記第1仮想通貨の上限値を含み、
     前記ゲームポイントが前記第1条件を満たすことにより所定値の第1仮想通貨を前記ユーザに付与した場合に、前記第1仮想通貨の値が前記上限値を超過する場合には、前記ゲームポイントが前記第1条件を満たしたとしても前記第1仮想通貨を前記ユーザに付与しない、
     請求項3または4のゲーム制御方法。
    The second condition includes an upper limit value of the first virtual currency that can be associated with the user,
    When the game point is given the first virtual currency of a predetermined value by satisfying the first condition, if the value of the first virtual currency exceeds the upper limit value, the game point is Even if the first condition is satisfied, the first virtual currency is not given to the user,
    The game control method according to claim 3 or 4.
  6.  前記コンピュータは、ゲーム画像を表示させる表示部をさらに備え、
     前記制御部は、前記第1仮想通貨に関する画像と、前記第2条件に基づいて前記第1仮想通貨の価値が制限されるまでの残存条件に関する画像とを、互いに関連付けて前記表示部に表示させる、
     請求項1~5のいずれかのゲーム制御方法。
    The computer further includes a display unit for displaying a game image,
    The control unit causes the display unit to display an image related to the first virtual currency and an image related to a remaining condition until the value of the first virtual currency is limited based on the second condition. ,
    The game control method according to any one of claims 1 to 5.
  7.  前記第2条件が前記第1仮想通貨に基づいて前記抽選を実行することが不可能になるまでの時間を指定する時間的条件を含み、前記時間的条件が前記第1仮想通貨の各値に個別に関連付けられている場合には、
     前記制御部は、前記第1仮想通貨の各値に関する画像と、前記第1仮想通貨の各値に個別に関連付けられた前記残存条件に関する画像とを、互いに関連付けて前記表示部に表示させる、
     請求項6のゲーム制御方法。
    The second condition includes a time condition for designating a time until the lottery cannot be executed based on the first virtual currency, and the time condition is set to each value of the first virtual currency. If associated individually,
    The control unit causes the display unit to display an image relating to each value of the first virtual currency and an image relating to the remaining condition individually associated with each value of the first virtual currency on the display unit.
    The game control method according to claim 6.
  8.  前記第2条件が前記第1仮想通貨に基づいて前記抽選を実行することが不可能になるまでの時間を指定する時間的条件を含み、前記時間的条件が前記第1仮想通貨の各値に個別に関連付けられている場合には、
     前記制御部は、前記第1仮想通貨の各値に個別に関連付けられた前記残存条件のうち、残存する前記時間的条件が最も小さい最小残存条件を特定し、前記第1仮想通貨に関する画像と、前記最小残存条件に関する画像とを、互いに関連付けて前記表示部に表示させる、
     請求項6のゲーム制御方法。
    The second condition includes a time condition for designating a time until the lottery cannot be executed based on the first virtual currency, and the time condition is set to each value of the first virtual currency. If associated individually,
    The control unit identifies a minimum remaining condition with the smallest remaining time condition among the remaining conditions individually associated with each value of the first virtual currency, and an image relating to the first virtual currency; An image relating to the minimum remaining condition is displayed on the display unit in association with each other.
    The game control method according to claim 6.
  9.  前記第2条件が前記第1仮想通貨に基づいて前記抽選を実行することが不可能になるまでの時間を指定する時間的条件を含み、前記時間的条件が前記第1仮想通貨の各値に個別に関連付けられている場合には、
     前記制御部は、所定期間内に前記時間的条件が満足されなくなる前記残存条件に関連付けられた前記第1仮想通貨の値の合計値を特定し、
     前記第1仮想通貨に関する画像と、前記合計値に関する画像とを、互いに関連付けて前記表示部に表示させる、
     請求項6のゲーム制御方法。
    The second condition includes a time condition for designating a time until the lottery cannot be executed based on the first virtual currency, and the time condition is set to each value of the first virtual currency. If associated individually,
    The control unit specifies a total value of the values of the first virtual currency associated with the remaining condition that the time condition is not satisfied within a predetermined period,
    An image relating to the first virtual currency and an image relating to the total value are displayed in association with each other on the display unit;
    The game control method according to claim 6.
  10.  前記抽選は、前記ゲーム媒体を含む複数の母集団ゲーム媒体、および、前記ゲーム媒体または前記希少度に関連付けられる確率、に基づいて定義される仮想筐体に関する情報に基づいて実行され、
     前記抽選を実行する場合に前記ユーザに関連付けられた前記第1仮想通貨と前記第2仮想通貨のうちいずれが減算された場合にも、同一の前記仮想筐体に関する情報に基づいて前記抽選を実行する、
     請求項1~9のいずれかのゲーム制御方法。
    The lottery is executed based on information on a virtual housing defined based on a plurality of population game media including the game media and a probability associated with the game media or the rarity,
    When the lottery is executed, the lottery is executed based on the same information regarding the virtual housing, regardless of which of the first virtual currency and the second virtual currency associated with the user is subtracted. To
    The game control method according to any one of claims 1 to 9.
  11.  前記第1条件は、前記ゲームポイントの累積値が閾値に達したことを含み、
     前記ゲームは、ゲームステージに関連付けられたクエストと、前記クエストに関連付けられた複数のミッションと、を含み、
     複数の前記ミッションには、所定値のゲームポイントが関連付けられており、
     前記ゲームの進行に基づいて前記ミッションが達成された場合には、前記ミッションに関連付けられた前記ゲームポイントに基づいて前記累積値を更新する、
     請求項1~10のいずれかのゲーム制御方法。
    The first condition includes that a cumulative value of the game points has reached a threshold value,
    The game includes a quest associated with a game stage, and a plurality of missions associated with the quest,
    A predetermined number of game points are associated with the plurality of missions,
    If the mission is achieved based on the progress of the game, update the cumulative value based on the game points associated with the mission;
    The game control method according to any one of claims 1 to 10.
  12.  請求項1~11のいずれかのゲーム制御方法を、前記コンピュータに実行させるゲームプログラム。 A game program for causing the computer to execute the game control method according to any one of claims 1 to 11.
  13.  少なくともプロセッサとメモリを備えるコンピュータであって、前記プロセッサの制御により、請求項1~11のいずれかのゲーム制御方法を実行する、コンピュータ。
     
     
    A computer comprising at least a processor and a memory, wherein the game control method according to any one of claims 1 to 11 is executed under the control of the processor.

PCT/JP2017/024730 2016-07-06 2017-07-05 Game control method, game program, and computer WO2018008707A1 (en)

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