WO2012165315A1 - Computer game program, computer game system - Google Patents

Computer game program, computer game system Download PDF

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Publication number
WO2012165315A1
WO2012165315A1 PCT/JP2012/063440 JP2012063440W WO2012165315A1 WO 2012165315 A1 WO2012165315 A1 WO 2012165315A1 JP 2012063440 W JP2012063440 W JP 2012063440W WO 2012165315 A1 WO2012165315 A1 WO 2012165315A1
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WO
WIPO (PCT)
Prior art keywords
value
attack
game
condition
play time
Prior art date
Application number
PCT/JP2012/063440
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French (fr)
Japanese (ja)
Inventor
盛正 佐藤
曜 百渓
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株式会社セガ
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Publication of WO2012165315A1 publication Critical patent/WO2012165315A1/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
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/833Hand-to-hand fighting, e.g. martial arts competition
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/537Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/58Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/40Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
    • A63F13/42Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/6045Methods for processing data by generating or executing the game program for mapping control signals received from the input arrangement into game commands
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/65Methods for processing data by generating or executing the game program for computing the condition of a game character
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/8029Fighting without shooting

Definitions

  • the present invention relates to a computer game program that causes a computer game system to execute a battle game in which a plurality of players are divided into one and the other, and a computer game system that executes the computer game program.
  • a game device for a plurality of players to play a battle game is provided.
  • a plurality of game devices are connected via a LAN or the like, and also connected to other amusement facility game devices through a network such as the Internet, and a large number of people (for example, about 20 people) participate in the same game.
  • Network fighting games that can be played are also popular.
  • Patent Document 1 a plurality of players are divided into two teams, and both teams use the weapons such as firearms in the game space (virtual space), and both teams play each other's player characters.
  • game space virtual space
  • both teams play each other's player characters.
  • the conventional battle game has the following problems. First, in order to avoid aggressively attacking and damaging the opponents, both teams focus on defense and are reluctant to attack. , Lack of excitement, the best part of the fighting game may not be demonstrated.
  • an object of the present invention is to provide a computer game program for causing a computer game system to execute a highly interesting battle game in which attacks are actively performed, and a computer game system for executing the computer game program.
  • a computer game program of the present invention is a program that can be executed in a computer system in which a plurality of players are divided into an attacker side and a defense side and operate a character in a virtual space to play a battle game.
  • a durability value acquisition means for acquiring a durability value that is disposed in the virtual space and indicates a durability level of an object that is an attack target on the attack side and a defense target on the defense side, and that varies depending on the attack on the attack side;
  • Condition determining means for determining whether or not the fluctuation of the durability value accompanying the progress of the battle game exceeds the first reference value, and whether or not the progress status of the battle game satisfies the first condition, An initial value of the play time is set, the play time is sequentially counted down as the battle game progresses, and the first condition is determined by the condition determining means.
  • a play time calculation means for adding a predetermined time to the current play time, and when the condition determination means determines that the variation in the durability value has reached the first reference value, Victory determining means for determining that the attacking side has won, and for determining that the defense side has won when the countdown by the play time setting means has ended without the change in the durability value reaching the first reference value.
  • the computer game system of the present invention is a computer game system in which a plurality of players are divided into an attack side and a defense side and operate a character in the virtual space to play a battle game.
  • a durability value acquisition means for acquiring an endurance value of an object that is a defense target on the defense side, the endurance value acquiring means changing according to the attack on the attack side, and a change in the endurance value as the battle game progresses
  • Condition determination means for determining whether or not the first reference value has been exceeded and whether or not the progress of the battle game satisfies the first condition, and an initial value of the play time of the battle game are set, and the battle game
  • the play time is sequentially counted down, and if it is determined by the condition determination means that the first condition is satisfied, the current play time
  • the play time calculation means for adding a predetermined time and the condition determination means determine that the variation of the durability value has reached the first reference value, it is determined that the attacking side has won, and the durability value
  • the battle team is divided into the attack side and the defense side, and the play time extension condition is given while the game is in progress, so that an aggressive and quick attack in the battle game is promoted, quick development and high-density battle.
  • a highly entertaining game that can be played.
  • FIG. 6 is a flowchart for explaining a time extension process of a battle game in the present embodiment. It is a plane schematic diagram of the game space for explaining the occupation of the base P. It is a figure which shows the example of a screen of the game device on which an occupation rate gauge is displayed. It is a figure which shows the example of a change of an occupation rate gauge.
  • FIG. 5 is a flowchart for explaining a win / loss determination process of a competitive game in the present embodiment.
  • FIG. 1 is a diagram showing a configuration example of a computer game system in the present embodiment.
  • FIG. 2 is a diagram illustrating a configuration example of the game apparatus.
  • a plurality of game apparatuses 12 capable of executing a network battle game are installed in amusement facilities 10 located throughout the country.
  • Each game device 12 in the amusement facility 10 is connected via a LAN 20 and can communicate with other game devices 12 in the amusement facility.
  • Each game device 12 in the amusement facility 10 is connected to the router 14 and is connected to the Internet 22 via the router 14. Accordingly, each game device 12 in a certain amusement facility 10 can communicate with the game devices 12 in other amusement facilities 10 via the Internet.
  • the program / data storage device 221 stores game programs and data (including video / audio data).
  • This may be, for example, a magnetic recording device, an optical disk drive for driving a recording medium such as an external DVD-ROM for storing game programs and data.
  • the CPU 222 as a control means performs game program execution, overall system control, coordinate calculation for image display, and the like.
  • the system memory 223 is a buffer memory that stores programs and data necessary for the CPU 222 to perform processing.
  • the BOOTROM 224 stores a program and data for starting the game apparatus 12.
  • the program / data storage device 221, the CPU 222, the system memory 223, and the BOOTROM 224 are connected to the bus arbiter 225.
  • the bus arbiter 225 controls the flow of data with each block of the game device and devices connected to the outside.
  • a rendering processor 226 and a sound processor 228 are further connected to the bus arbiter 225.
  • the image data read from the game program / data storage device 221, the operation by the player, and the image to be generated according to the progress of the game are generated by the rendering processor 226 and displayed on the display 230.
  • Graphic data and the like necessary for the rendering processor 226 to generate an image are stored in the graphic memory 227.
  • the music data read from the game program / data storage device 221 and sound effects and sounds to be generated according to player operations and game progress are generated by the sound processor 228 and output from the speaker 232 as sound. Sound data necessary for the sound processor 228 to generate sound effects and sounds are stored in the sound memory 229.
  • a peripheral IF (interface) 234, an IC card IF 236, and a communication IF 238 are connected to the bus arbiter 225.
  • An input device 235 for inputting a player's operation is connected to the peripheral IF.
  • the peripheral IF 234 In response to the operation of the input device 234 by the player, the peripheral IF 234 generates a game operation signal.
  • the game operation signal is sent to the CPU 222, the rendering processor 226, and the sound processor 228 via the bus arbiter 225.
  • the IC card IF 236 is connected to an IC card reader / writer that reads from and writes to an IC card that stores identification information for identifying a player.
  • the communication IF 238 is connected to a LAN line and an Internet line for connection to other game devices 12 in the same amusement facility, and each game device 12 is connected to the game device and server system of another amusement facility via the Internet line. 30 is communicably connected.
  • Various communication means such as telephone lines, optical fiber communication, and wireless communication can be used as the communication means.
  • the server 30 is connected to the Internet 11, and the server system 30 includes a game server 31, a matching server 32, a database server 33, and an access server 34.
  • the game server 31, the matching server 32, the database server 33, and the access server 34 may be separate server devices or may be integrated server devices.
  • FIG. 3 is a diagram illustrating a configuration example of the server device.
  • the server device has a hardware configuration of a general computer device, and a CPU 312, a ROM 313, a RAM 314, a network interface 315, an input device 316, an output device 317, and an external storage device 318 are connected to the bus 311.
  • the CPU 312 performs processing or calculation of data and controls various components connected via the bus 311.
  • the ROM 313 stores a control procedure (computer program) of the CPU 312 in advance, and the server device is activated when the CPU 312 executes the computer program.
  • the external storage device 318 is an optical disk medium such as a hard disk storage device or a CD-ROM, and stores a computer game program for executing a battle game.
  • the computer game program is copied to the RAM 314 and executed.
  • the CPU 312 executes the computer game program to execute game processing in the present embodiment to be described later.
  • the RAM 314 is used as a work memory for data input / output, transmission / reception, and temporary storage for control of each component.
  • the network interface 315 is an interface for connecting to the Internet as a network.
  • the input device 316 is, for example, a keyboard, a mouse or the like, and can perform various designations or inputs.
  • the output device 317 is a display, a speaker, or the like.
  • the game server 31 prepares a plurality of virtual game spaces as game processing functions, and a player who requests participation is assigned to one of the virtual game spaces (hereinafter sometimes referred to as a game room), and the same game room
  • the same network battle game is played among the players assigned to.
  • the game server 31 transmits a game operation signal from a game device operated by a player in the same game room to other game devices in the same game room, and the game device receives from the server system 30 in the same game room.
  • a network battle game is executed by a game operation signal from another game device and a game operation signal of the game device itself.
  • the game server 31 executes characteristic time extension processing and winning / losing determination processing in the network battle game according to the present embodiment, as will be described later.
  • the matching server 32 performs control for assigning the player who requested participation to the room of the game server 31.
  • the matching server 32 prepares a virtual standby space (hereinafter sometimes referred to as a lobby) for grouping players assigned to the same room among a plurality of players requested to participate, and each player who requested participation belongs.
  • the team identification information of the team and the group identification information of the group including the team to which each player who requested the participation belongs is acquired from the database server 33, and the player having the same team identification information is different from the player having the same team identification information but the same A player having group information is assigned to the same lobby, and a player assigned to the same lobby is assigned to the same room. Further, the matching server 32 distributes the players assigned in the same room to either an attack team or a defense team described later.
  • the database server 33 is a database server that stores player information, and stores and manages various information related to the player and the group to which the player belongs.
  • the access server 34 provides a predetermined site related to the network battle game to an information terminal such as a computer device (PC) or a mobile phone, through which new member registration, creation of various groups, subscription, and Perform various registration processes, including changes. Details of a specific registration processing example are described in Japanese Patent Application No. 2010-200303.
  • FIG. 4 is a schematic plan view of the game space of the battle game according to the present embodiment.
  • the battle is divided into an attack team and a defense team.
  • a plurality of players are divided into two teams, and characters (a white circle in the figure represents a defense team character and a black circle represents an attack team character) are engaged in a game space using weapons such as firearms.
  • This is the same as the conventional battle game, but only the attack team can attack the home base B1 of the defense team, and the defense team attacks the home base B2 of the attack team. Rather than fighting, attack the attacking team in order to defend their home base B1.
  • a plan view of an example game space is shown in FIG.
  • bases P1, P2, and P3 in the middle between the two bases B1 and B2 in the game space represent facilities that are the front lines of the defense team, as will be described later.
  • the base B1 of the defense team has an object (sometimes referred to as a “core”) as an attack target from the attack team, and a predetermined durability value is set for the core.
  • a predetermined durability value is set for the core.
  • the attacking team since the defending team does not have the victory conditions for attacking the base of the opponent team (attack team) in the first place, the attacking team does not attack the defending team within the given play time. If the durability value of the core of the home base B1 is zero, that is, if the core is destroyed, the attack team wins. On the contrary, the attack team zeroes the durability value of the core of the defense base B1 within the play time. If it fails, that is, if the core cannot be destroyed, the defense team wins.
  • the endurance value is indicated by a numerical value from 0 (zero) to 100, for example, 100 is a numerical value in a state where it is not destroyed at all, and 0 (zero) is completely destroyed and occupied by the attacking team.
  • the numerical value of the state is a numerical value added according to the attack received, and may be determined to be the destruction of the core when reaching a predetermined value.
  • the attack team does not need to defend the home base of the own team, and can concentrate on the attack for the purpose of destroying or capturing the defense target of the home base of the defense team, and can attack more aggressively.
  • the defense team can also conduct battles with high motivation for the clear purpose of protecting its home base from attacks from the attack team.
  • the winning / losing judgment is divided into two stages, “Overwhelming victory” and “Normal victory”.
  • the conditions of “Overwhelming victory” and “Normal victory” of the attack team and the defense team are as follows.
  • Attack team “Overwhelming victory”: When the home base of the defense team is occupied while the remaining play time is longer than a predetermined time (for example, 200 seconds). “Normal victory”: When the home base of the defense team is occupied while the remaining play time is less than a predetermined time (for example, 200 seconds).
  • the winning / losing determination conditions are not limited to the above example, and the time and numerical values can be changed as appropriate.
  • the criterion for determination of victory is not limited to two levels, and may be three or more levels.
  • “Overwhelming victory” is a special victory that has a higher rank than “Normal victory”. Both the attack team and the defense team are “Overwhelming victory”. More benefits are given to the player. For example, the benefits to be given are a privilege that provokes motivation for the player to aim for “overwhelming”, such as the provision of points with monetary value and the provision of titles and items obtained only by “overwhelming”.
  • a base P (hereinafter sometimes referred to as a plant) in the middle of the game space between the two teams' bases starts a battle in a state occupied by the defense teams, and the attack teams are the bases of the defense teams.
  • the base in the middle of B1 By occupying the base in the middle of B1, additional play time is given and play time is extended.
  • the play time given at the start of the game (hereinafter referred to as the start play time) is 300 seconds, and the play time for the additional play time set by the following formula is added each time the base is occupied. .
  • a plurality of bases are set in advance in the game space map, and when the attack team occupies all of them, the play time is extended to a maximum of 600 seconds.
  • the additional play time 75 seconds.
  • the attack team can attack the base of the defense team directly without occupying the base in the middle, but attack the base of the defense team by making the time taken to occupy the base shorter than the additional play time You can increase your time and increase your chances of winning.
  • the occupation of the base is determined by the fact that the occupation ratio of the base changes depending on the number of player characters in a certain surrounding range (predetermined coordinate space in the virtual space) and the occupation ratio reaches a predetermined threshold. It is determined that the team was occupied. It is determined whether or not the coordinates of a predetermined part of at least one player character are included in the coordinate space corresponding to a certain peripheral range of the base, and if it is determined that it is included, it is included in the coordinate space Occupancy rate changes to the side that is determined to be occupied (either attacking side or defending side).
  • the occupation rate does not change thereafter, and the occupation rate does not change even if the defense team character enters the coordinate space thereafter.
  • the defense team character it may be configured such that the defense team character can occupy the base once occupied.
  • the forefront base is the base closest to the attack team's home base among the bases not occupied by the attack team. That is, when there are a plurality of bases, the order of the bases that can be attacked is determined, and one base can be attacked at a time. This is to prevent the dispersion of battles.
  • the battle is performed only around the base, and in a multiplayer battle game, small battles between small groups are distributed across the game space. Rather, a large-scale and intense battle between many people will be developed, and the real thrill of a battle between many people will be obtained.
  • the order of the bases that the attack team can attack is P1, P2, and P3 in order from the base B2 of the attack team.
  • the order does not have to be close to the attack team's headquarters B2, and may be a pre-specified order regardless of the distance.
  • FIG. 6 is a flowchart for explaining the time extension process of the battle game in the present embodiment.
  • the game server 31 sets, as an attack target base, the identification information of the base closest to the attack team's base B2 as an initial value of the base where the attack team can attack.
  • the game server 31 has order information of the attack target bases and position information (coordinates) of a predetermined surrounding range used for the occupation determination of each base.
  • the game server 31 calculates the difference between the number of player characters of the attacking team and the number of player characters of the defense team within the predetermined surrounding range of the attack target base (S101), and the number of player characters of one team is that of the other team. It is determined whether the number of player characters has been exceeded (S102). If not exceeded (including the case where the player characters of both teams are 0 (zero)), the process returns to S101 and the calculation of the difference in the number of persons is continued. If it exceeds, it is determined that the occupying action is being carried out by the attacking team or the defense team, and the occupation ratio of the camp side performing the occupying action is increased.
  • the game server 31 sets the attack target base as the next base according to the order information of the attack target base (S104, S105). Note that the player character is damaged by an attack from the opponent, and disappears from the game space when the degree of damage exceeds a predetermined value.
  • FIG. 7 is a schematic plan view of the game space for explaining the occupation of the base P1.
  • the occupation behavior state of the base P is determined according to the difference between the number of player characters (white circles) of the defense team around the base P1 (range surrounded by the dotted line) and the number of player characters (black circles) of the attack team.
  • FIG. 7A since the number of player characters (white circles) of the defense team in the predetermined peripheral range of the base P1 is larger than the number of player characters (black circles) of the attack team in the predetermined peripheral range of the base P1,
  • FIG. 7B shows a state where the number of player characters of the attack team in the predetermined surrounding range of the base P1 is the attack team in the predetermined peripheral range of the base P1. Since the number of player characters has been exceeded, the occupying action is carried out by the attack team.
  • the defense team cannot recapture the base once occupied by the attack team. However, until the attack team occupies the base (the occupation ratio reaches the occupation threshold on the attack team side), the defense team has a larger number of player characters than the opponent team in the area around the base.
  • the occupation rate can be changed to the defense team by intruding into the defense team, and the occupation rate by the defense team can be maintained by pushing back the occupation rate gauge.
  • Occupancy rate gauges representing the occupation rate in the predetermined surrounding range of the base P1 are displayed on the screen of each game device.
  • FIG. 8 is a diagram showing a screen example of the game apparatus on which the occupation rate gauge is displayed
  • FIG. 9 is a diagram showing a change example of the occupation rate gauge.
  • the occupation ratio of each base changes as the character of any team faction enters the predetermined surrounding area of each base as described above.
  • Each base changes to one of three types of states: an attack team side state, a defense team side state, and a neutral state according to the change in the occupation ratio. Only the attack team side can use the base in the attack team side state, only the defense team side can use the base in the defense team side state, and any team can use the base in the neutral state.
  • the use here is to participate in a battle game from the base in the virtual space.
  • the occupation rate gauge is at a position of ⁇ 100, which indicates that the base is occupied by the defense team.
  • the center line is a line indicating + -0 (zero), and as shown in FIGS. 9B to 9D, the player character of the attacking team enters the predetermined peripheral range of the base P, and maintains the entered state.
  • the occupancy rate gauge approaches the center.
  • the occupancy rate gauge is pushed back as the number of player characters of the defense team reappears.
  • the base is on the defense team side until it reaches the position of + -0 (zero), which is the central line.
  • FIG. 4 when the occupation rate gauge exceeds the central line, the base P becomes neutral at that time.
  • the defense team occupation state is set to ⁇ 100 and the attack team occupation state is set to +100.
  • the occupation threshold may be increased or decreased for each camp.
  • the occupation rate changes from the state occupied by any team to the neutral state when it crosses the central line, and is assumed to be neutral until occupied by any team. It is not limited, and it may be changed to a state occupied by either team when the center line is exceeded.
  • the base once occupied by the attack team side is set not to be re-occupied by the defense team side, but the predetermined conditions (the bases set in the following order are occupied by the defense team side, the attack team side)
  • the occupation rate may be regained on the defense team side.
  • FIG. 10 is a flowchart for explaining the win / loss determination process of the competitive game in the present embodiment.
  • the durability value of the core in the defense team's base B1 is set in advance.
  • the game server 31 acquires the core durability value that changes with the progress of the game from the game device.
  • the game server 31 executes the winning / losing determination process based on the core durability value and the remaining play time.
  • the game server 31 determines whether the durability value of the core is zero (S201). If it is zero, it is determined whether or not the remaining play time when the durability value becomes zero is longer than a predetermined reference time (S202). The game server 31 counts down the play time. When the remaining play time is longer than the predetermined reference time, the game server 31 determines that the attack team wins (S205). (S206). On the other hand, if the endurance value of the core is not zero in S201, the presence / absence of remaining play time is determined (S203), and if there is remaining play time, the process returns to S201. If there is no remaining play time, it is determined whether the durability value is greater than a predetermined reference value (S204). If it is larger than the predetermined reference value, it is determined that the defense team wins (S207), and if it is less than the predetermined reference value, it is determined that the defense team is a normal victory (S208).
  • the competitive game in the present embodiment provides a higher-level victory (“overwhelming victory”) in which more profits can be enjoyed in addition to the normal victory. Then, by associating the time extension process of play time with these two-stage victory criteria, the roles (duties) given to both teams in this battle game in which the attack team and the defense team play separately are performed. Motivation can be further increased, more aggressive battles are promoted, and the game is highly excited.
  • the defense team can increase the chances of obtaining a “overwhelming victory” by increasing the durability of the core at the time of time-up as much as possible. In other words, by preventing the time extension and raising the time as soon as possible, it is possible to prevent a decrease in the durability value and to obtain a “winning victory”.
  • an effective way to prevent the core core durability from falling is to time up as soon as possible. If the time is not extended (or not the maximum number of times), the play time will be relatively short, so that the chances of attacking the base are reduced, and the durability value is less likely to be reduced. The time can be increased while maintaining the durability value higher, and the possibility that the defense team will “win” is increased. Therefore, the defense team will make efforts to prevent the base from being extended as much as possible.
  • the attacking team can increase the possibility of obtaining “overwhelming victory” by setting the core durability value of the defense team to zero as soon as possible. In other words, by gaining as much play time as possible, the attack opportunity increases, and a “wow” can be obtained.
  • an effective means of increasing attack opportunities and earning remaining play time is to extend play time. If the time is not extended (or not the maximum number of times), the above-mentioned merit for the defense team becomes a demerit for the attack team, that is, the play time becomes relatively short. The number of attack opportunities decreases, and even when the core durability value is set to zero, the remaining play time at that time is also relatively shortened, and the possibility that the attack team will “win” is reduced. Therefore, the attack team will urgent attack so as to extend the time as much as possible and further reduce the durability value as soon as possible.
  • a game charging system (time charging system) has been adopted instead of the conventional charging system that charges a fixed fee (for example, 100 yen) per game as a game charging system.
  • a unit fee for example, 1 yen
  • the playable time is stored as a game point in the above-described IC card (for example, a playable time for one game point is a unit play time of 1 second).
  • the game device subtracts a predetermined number of game points stored in the IC card every unit play time, and when a game point remaining on the IC card of a player becomes zero, the player is in progress of the game.
  • the game is disengaged from the ongoing game (the game proceeds as it is, but the presence of the player character of the player disappears from the game space).
  • the game device performs a predetermined alert display before the game point reaches zero, and the player adds a monetary value, thereby performing game point addition processing on the IC card.
  • the initially set play time (for example, 300 seconds) is about half of the normal play time (600 seconds), and as described above, all the bases on the way are occupied. , It is set to get normal play time.
  • the base is occupied in order to make the game proceed quickly. It is possible to adopt a strategy to attack the home of the defense team directly without doing so. Therefore, the time extension process of the battle game in the present embodiment can be selected not to extend the play time in accordance with the player's strategy, and corresponds to the player's need to advance the game quickly in a shorter time. It becomes possible.
  • the attack team is encouraged to speed up the progress of the game by setting the game so as to obtain a “high victory” that is a higher-ranking victory by leaving more play time and winning.
  • the possibility of winning is increased by preventing the extension of the play time and shortening the attack time received by the headquarters.
  • the time reduction process by a predetermined condition may be executed. For example, each time the player character of the defense team defeats one (or more) player characters of the attack team, a predetermined time may be subtracted from the current play time.
  • the game processing in the computer system in which the server and the game apparatus are connected via the network has been described.
  • the present invention can be applied to other forms of the computer system.
  • the master game device may perform the game processing of the present invention.
  • the present invention can also be applied to a case where a plurality of controllers are connected to one game device, and players who operate each controller are divided into an attack team and a defense team, and in that case, the computer system is It takes the form of a single game device.

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Abstract

Provided is a program for allowing a computer game system to perform functions comprising: a durability value acquisition means for acquiring a durability value, the value indicating the degree of durability of an object that is arranged in a virtual space, the object being the target of attack by the attacking side, and the object of defense by the defending side, the durability value being changed by the attack from the attacking side; condition determination means for determining whether the change in the durability value accompanying the progress of a battle game has exceeded a first reference value, and whether the progress situation of the battle game has satisfied a first condition; a play time calculation means for setting an initial value of the play time of the battle game, sequentially counting down the play time in accompaniment with the progress of the battle game, and adding a predetermined time to the current play time when the condition determination means determines that the first condition has been satisfied; and victory determination means for determining that the attacking side has won if the condition determination means has determined that the change in the durability value has reached the first reference value, and for determining that the defending side has won if the countdown by a play time setting means has ended without the change in the durability value reaching the first reference value.

Description

コンピュータゲームプログラム,コンピュータゲームシステムComputer game program, computer game system
 本発明は,複数のプレイヤが一方と他方に分かれて対戦する対戦ゲームをコンピュータゲームシステムに実行させるコンピュータゲームプログラム,及びそれを実行するコンピュータゲームシステムに関する。 The present invention relates to a computer game program that causes a computer game system to execute a battle game in which a plurality of players are divided into one and the other, and a computer game system that executes the computer game program.
 例えばアミューズメント施設には,複数のプレイヤが対戦ゲームを行うためのゲーム装置が設けられている。アミューズメント施設内においては,複数のゲーム装置がLANなどで接続されているとともに,他のアミューズメント施設のゲーム装置とも,インターネットなどのネットワークを通して接続され,同一ゲームに多人数(例えば20人程度)が参加できるネットワーク対戦ゲームも普及している。 For example, in an amusement facility, a game device for a plurality of players to play a battle game is provided. In the amusement facility, a plurality of game devices are connected via a LAN or the like, and also connected to other amusement facility game devices through a network such as the Internet, and a large number of people (for example, about 20 people) participate in the same game. Network fighting games that can be played are also popular.
 対戦ゲームでは,例えば特許文献1に開示されるように,複数のプレイヤが2つのチームに分かれ,ゲーム空間(仮想空間)で銃器などの武器を使って,両チームが,互いに相手側のプレイヤキャラクタ及び拠点を攻撃し,最終的に,チームを構成するプレイヤキャラクタ全てが戦闘不能になった場合,又は拠点が破壊された場合に,当該チームの負けとなる。 In the competitive game, for example, as disclosed in Patent Document 1, a plurality of players are divided into two teams, and both teams use the weapons such as firearms in the game space (virtual space), and both teams play each other's player characters. When a base is attacked and eventually all the player characters that make up the team become incapable of fighting or the base is destroyed, the team loses.
特開2010-35908号公報JP 2010-35908 A
 しかしながら,従来の対戦ゲームでは,次のような問題がある。第一に,積極的に攻撃に出て,相手側からの攻撃により受けるダメージを避けるために,両チームがともに,防衛に重点を置き,攻撃に対して消極的になると,戦闘がなかなか行われず,盛り上がりに欠け,対戦ゲームの醍醐味が発揮されない場合がある。 However, the conventional battle game has the following problems. First, in order to avoid aggressively attacking and damaging the opponents, both teams focus on defense and are reluctant to attack. , Lack of excitement, the best part of the fighting game may not be demonstrated.
 また,多人数(例えば20人程度)が参加できるネットワーク対戦ゲーム(20人参加可能の場合は,10人対10人の対戦ゲーム)では,ゲーム空間内で多くの戦闘が繰り広げられることが期待されるが,せっかくの多人数同士の対戦であっても,ゲーム空間に,プレイヤキャラクタが分散してしまうと,それぞれの戦闘は,ゲーム空間内の複数地点での少人数同士による規模の小さいものとなり,多人数同士の大規模な戦闘が行われず,これも,ゲームの盛り上がりを欠くという事態を招くおそれがある。 In addition, in a network battle game in which a large number of people (for example, about 20 people) can participate (when 20 people can participate, a battle game of 10 to 10 people) is expected to have many battles in the game space. However, even if it is a battle between a large number of people, if the player characters are dispersed in the game space, each battle will be a small scale between a small number of people at multiple points in the game space. , Large-scale battles between large numbers of people are not carried out, which may lead to a situation in which the game is lacking in excitement.
 そこで,本発明の目的は,攻撃が積極的に行われる興趣性の高い対戦ゲームをコンピュータゲームシステムに実行させるコンピュータゲームプログラム,及びそれを実行するコンピュータゲームシステムを提供することにある。 Therefore, an object of the present invention is to provide a computer game program for causing a computer game system to execute a highly interesting battle game in which attacks are actively performed, and a computer game system for executing the computer game program.
 上記目的を達成するための本発明のコンピュータゲームプログラムは,複数のプレイヤが攻撃側と防衛側に分かれて仮想空間内のキャラクタを操作して対戦ゲームを行うコンピュータシステムにおいて実行可能なプログラムであって,仮想空間内に配置され,攻撃側の攻撃対象且つ防衛側の防衛対象である物体の耐久度合いを示す値であって,前記攻撃側の攻撃により変動する耐久値を取得する耐久値取得手段,対戦ゲームの進行に伴う前記耐久値の変動が第1の基準値を超えたか否か,さらに,対戦ゲームの進行状況が第1の条件を満たしたか否かを判定する条件判定手段,対戦ゲームのプレイ時間の初期値を設定し,対戦ゲームの進行に伴って当該プレイ時間を順次カウントダウンし,さらに,前記条件判定手段により前記第1の条件を満たしたと判定された場合,現在のプレイ時間に所定時間を加算するプレイ時間算出手段,前記条件判定手段により前記耐久値の変動が前記第1の基準値に達したと判定された場合には前記攻撃側が勝利したと判定し,前記耐久値の変化が前記第1の基準値に達せずに前記プレイ時間設定手段によるカウントダウンが終了した場合には前記防衛側が勝利したと判定する勝利判定手段,として,コンピュータシステムを機能させるためのプログラムである。 In order to achieve the above object, a computer game program of the present invention is a program that can be executed in a computer system in which a plurality of players are divided into an attacker side and a defense side and operate a character in a virtual space to play a battle game. , A durability value acquisition means for acquiring a durability value that is disposed in the virtual space and indicates a durability level of an object that is an attack target on the attack side and a defense target on the defense side, and that varies depending on the attack on the attack side; Condition determining means for determining whether or not the fluctuation of the durability value accompanying the progress of the battle game exceeds the first reference value, and whether or not the progress status of the battle game satisfies the first condition, An initial value of the play time is set, the play time is sequentially counted down as the battle game progresses, and the first condition is determined by the condition determining means. When it is determined that it has been satisfied, a play time calculation means for adding a predetermined time to the current play time, and when the condition determination means determines that the variation in the durability value has reached the first reference value, Victory determining means for determining that the attacking side has won, and for determining that the defense side has won when the countdown by the play time setting means has ended without the change in the durability value reaching the first reference value. , A program for operating a computer system.
 本発明のコンピュータゲームシステムは,複数のプレイヤが攻撃側と防衛側に分かれて仮想空間内のキャラクタを操作して対戦ゲームを行うコンピュータゲームシステムにおいて,仮想空間内に配置され,攻撃側の攻撃対象且つ防衛側の防衛対象である物体の耐久度合いを示す値であって,前記攻撃側の攻撃により変動する耐久値を取得する耐久値取得手段と,対戦ゲームの進行に伴う前記耐久値の変動が第1の基準値を超えたか否か,さらに,対戦ゲームの進行状況が第1の条件を満たしたか否かを判定する条件判定手段と,対戦ゲームのプレイ時間の初期値を設定し,対戦ゲームの進行に伴って当該プレイ時間を順次カウントダウンし,さらに,前記条件判定手段により前記第1の条件を満たしたと判定された場合,現在のプレイ時間に所定時間を加算するプレイ時間算出手段と,前記条件判定手段により前記耐久値の変動が前記第1の基準値に達したと判定された場合には前記攻撃側が勝利したと判定し,前記耐久値の変動が前記第1の基準値に達せずに前記プレイ時間設定手段によるカウントダウンが終了した場合には前記防衛側が勝利したと判定する勝利判定手段とを備えることを特徴とする。 The computer game system of the present invention is a computer game system in which a plurality of players are divided into an attack side and a defense side and operate a character in the virtual space to play a battle game. And a durability value acquisition means for acquiring an endurance value of an object that is a defense target on the defense side, the endurance value acquiring means changing according to the attack on the attack side, and a change in the endurance value as the battle game progresses Condition determination means for determining whether or not the first reference value has been exceeded and whether or not the progress of the battle game satisfies the first condition, and an initial value of the play time of the battle game are set, and the battle game As the game progresses, the play time is sequentially counted down, and if it is determined by the condition determination means that the first condition is satisfied, the current play time When the play time calculation means for adding a predetermined time and the condition determination means determine that the variation of the durability value has reached the first reference value, it is determined that the attacking side has won, and the durability value When the countdown by the play time setting means is terminated without the fluctuation of the first reference value being reached, a victory determination means for determining that the defense side has won is provided.
 本発明によれば,対戦チームを攻撃側と防衛側に分け,ゲーム進行中にプレイ時間延長条件を与えることで,対戦ゲームにおける積極的且つ迅速な攻撃が促され,素早い展開と密度の高い戦闘を行える興趣性の高い対戦ゲームを実現できる。 According to the present invention, the battle team is divided into the attack side and the defense side, and the play time extension condition is given while the game is in progress, so that an aggressive and quick attack in the battle game is promoted, quick development and high-density battle. A highly entertaining game that can be played.
本実施の形態におけるゲームシステムの構成例を示す図である。It is a figure which shows the structural example of the game system in this Embodiment. ゲーム装置の構成例を示す図である。It is a figure which shows the structural example of a game device. サーバ装置の構成例を示す図である。It is a figure which shows the structural example of a server apparatus. 本実施の形態における対戦ゲームのゲーム空間の平面模式図である。It is a plane schematic diagram of the game space of the battle game in the present embodiment. 一例としてのゲーム空間例の平面図を示す図である。It is a figure which shows the top view of the example of game space as an example. 本実施の形態における対戦ゲームの時間延長処理について説明するフロー図  である。FIG. 6 is a flowchart for explaining a time extension process of a battle game in the present embodiment. 拠点Pの占拠を説明するためのゲーム空間の平面模式図である。It is a plane schematic diagram of the game space for explaining the occupation of the base P. 占拠率ゲージが表示されるゲーム装置の画面例を示す図である。It is a figure which shows the example of a screen of the game device on which an occupation rate gauge is displayed. 占拠率ゲージの変化例を示す図である。It is a figure which shows the example of a change of an occupation rate gauge. 本実施の形態における対戦ゲームの勝敗判定処理について説明するフロー  図である。FIG. 5 is a flowchart for explaining a win / loss determination process of a competitive game in the present embodiment.
 以下,図面に従い本発明の実施の形態例を説明する。なお,実施の形態例は,本発明の理解のためのものであり,本発明の技術的範囲がこれに限定されるものではない。 Hereinafter, embodiments of the present invention will be described with reference to the drawings. The embodiments are for understanding the present invention, and the technical scope of the present invention is not limited thereto.
 図1は,本実施の形態におけるコンピュータゲームシステムの構成例を示す図である。図2は,ゲーム装置の構成例を示す図である。全国各地にあるアミューズメント施設10内には,ネットワーク対戦ゲームを実行可能な複数のゲーム装置12が設置されている。アミューズメント施設内10の各ゲーム装置12はLAN20で接続されており,アミューズメント施設内の他のゲーム装置12と相互に通信可能である。また,アミューズメント施設内10の各ゲーム装置12はルータ14と接続し,ルータ14を介して,インターネット22に接続されている。従って,あるアミューズメント施設内10の各ゲーム装置12は,他のアミューズメント施設10のゲーム装置12とインターネットを介して通信可能である。 FIG. 1 is a diagram showing a configuration example of a computer game system in the present embodiment. FIG. 2 is a diagram illustrating a configuration example of the game apparatus. A plurality of game apparatuses 12 capable of executing a network battle game are installed in amusement facilities 10 located throughout the country. Each game device 12 in the amusement facility 10 is connected via a LAN 20 and can communicate with other game devices 12 in the amusement facility. Each game device 12 in the amusement facility 10 is connected to the router 14 and is connected to the Internet 22 via the router 14. Accordingly, each game device 12 in a certain amusement facility 10 can communicate with the game devices 12 in other amusement facilities 10 via the Internet.
 図2のゲーム装置12の構成例において,プログラム・データ記憶装置221には,ゲームプログラム,データ(映像・音声データも含む)が格納されている。これは,例えば,磁気記録装置,ゲームプログラムやデータを記憶する外付けDVD-ROMなどの記録媒体を駆動する光ディスクドライブであってもよい。 In the configuration example of the game device 12 in FIG. 2, the program / data storage device 221 stores game programs and data (including video / audio data). This may be, for example, a magnetic recording device, an optical disk drive for driving a recording medium such as an external DVD-ROM for storing game programs and data.
 制御手段としてのCPU222は,ゲームプログラムの実行,システム全体の制御及び画像表示のための座標計算などを行う。システムメモリ223は,CPU222が処理を行うのに必要なプログラムやデータなどを格納するバッファメモリである。さらに,BOOTROM224は,ゲーム装置12を起動するためのプログラムやデータを格納する。 The CPU 222 as a control means performs game program execution, overall system control, coordinate calculation for image display, and the like. The system memory 223 is a buffer memory that stores programs and data necessary for the CPU 222 to perform processing. Furthermore, the BOOTROM 224 stores a program and data for starting the game apparatus 12.
 プログラム・データ記憶装置221,CPU222,システムメモリ223及びBOOTROM224は,バスアービタ225に接続される。バスアービタ225は,ゲーム装置の各ブロックや外部に接続される機器とのデータの流れを制御する。 The program / data storage device 221, the CPU 222, the system memory 223, and the BOOTROM 224 are connected to the bus arbiter 225. The bus arbiter 225 controls the flow of data with each block of the game device and devices connected to the outside.
 バスアービタ225には,さらに,レンダリングプロセッサ226及びサウンドプロセッサ228が接続されている。ゲームプログラム・データ記憶装置221から読み出した画像データや,プレイヤによる操作や,ゲーム進行に応じて生成すべき画像は,レンダリングプロセッサ226によって生成され,ディスプレイ230に表示される。レンダリングプロセッサ226が画像生成を行うのに必要なグラフィックデータなどはグラフィックメモリ227に格納されている。 A rendering processor 226 and a sound processor 228 are further connected to the bus arbiter 225. The image data read from the game program / data storage device 221, the operation by the player, and the image to be generated according to the progress of the game are generated by the rendering processor 226 and displayed on the display 230. Graphic data and the like necessary for the rendering processor 226 to generate an image are stored in the graphic memory 227.
 ゲームプログラム・データ記憶装置221から読み出した音楽データや,プレイヤの操作やゲーム進行に応じて生成すべき効果音や音声は,サウンドプロセッサ228によって生成され,スピーカ232から音声出力される。サウンドプロセッサ228が効果音や音声を生成するために必要なサウンドデータなどはサウンドメモリ229に格納されている。 The music data read from the game program / data storage device 221 and sound effects and sounds to be generated according to player operations and game progress are generated by the sound processor 228 and output from the speaker 232 as sound. Sound data necessary for the sound processor 228 to generate sound effects and sounds are stored in the sound memory 229.
 さらに,バスアービタ225には,ペリフェラレルIF(インターフェース)234,ICカードIF236,通信IF238が接続されている。ペリフェラレルIFには,プレイヤの操作を入力するための入力装置235が接続されている。プレイヤの入力装置234の操作に応じて,ペリフェラレルIF234はゲーム操作信号を生成する。ゲーム操作信号は,バスアービタ225を介して,CPU222,レンダリングプロセッサ226及びサウンドプロセッサ228に送られる。 Furthermore, a peripheral IF (interface) 234, an IC card IF 236, and a communication IF 238 are connected to the bus arbiter 225. An input device 235 for inputting a player's operation is connected to the peripheral IF. In response to the operation of the input device 234 by the player, the peripheral IF 234 generates a game operation signal. The game operation signal is sent to the CPU 222, the rendering processor 226, and the sound processor 228 via the bus arbiter 225.
 ICカードIF236は,プレイヤを識別する識別情報を記憶するICカードに対して読み書きを行うICカードリーダ/ライタと接続されている。通信IF238は,同じアミューズメント施設内の他のゲーム装置12と接続するためのLAN回線,インターネット回線と接続し,各ゲーム装置12は,インターネット回線を介して,他のアミューズメント施設のゲーム装置及びサーバシステム30と通信可能に接続する。通信手段は,電話回線,光ファイバによる通信,無線通信などがさまざまな通信手段を利用可能である。 The IC card IF 236 is connected to an IC card reader / writer that reads from and writes to an IC card that stores identification information for identifying a player. The communication IF 238 is connected to a LAN line and an Internet line for connection to other game devices 12 in the same amusement facility, and each game device 12 is connected to the game device and server system of another amusement facility via the Internet line. 30 is communicably connected. Various communication means such as telephone lines, optical fiber communication, and wireless communication can be used as the communication means.
 図1に戻り,サーバ30が,インターネット11に接続されており,サーバシステム30は,ゲームサーバ31,マッチングサーバ32,データベースサーバ33及びアクセスサーバ34を備える。ゲームサーバ31,マッチングサーバ32,データベースサーバ33及びアクセスサーバ34は,それぞれ別々のサーバ装置であってもよいし,一体化されたサーバ装置であってもよい。 Returning to FIG. 1, the server 30 is connected to the Internet 11, and the server system 30 includes a game server 31, a matching server 32, a database server 33, and an access server 34. The game server 31, the matching server 32, the database server 33, and the access server 34 may be separate server devices or may be integrated server devices.
 図3は,サーバ装置の構成例を示す図である。サーバ装置は,一般的なコンピュータ装置のハードウェア構成を有し,バス311には,CPU312,ROM313,RAM314,ネットワークインタフェース315,入力装置316,出力装置317及び外部記憶装置318が接続されている。 FIG. 3 is a diagram illustrating a configuration example of the server device. The server device has a hardware configuration of a general computer device, and a CPU 312, a ROM 313, a RAM 314, a network interface 315, an input device 316, an output device 317, and an external storage device 318 are connected to the bus 311.
 CPU312は,データの処理又は演算を行うと共に,バス311を介して接続された各種構成要素を制御するものである。ROM313には,予めCPU312の制御手順(コンピュータプログラム)を記憶させておき,このコンピュータプログラムをCPU312が実行することにより,サーバ装置は起動する。外部記憶装置318は,例えばハードディスク記憶装置やCD-ROM等の光ディスク媒体であり,対戦ゲームを実行するためのコンピュータゲームプログラムを記憶し,そのコンピュータゲームプログラムがRAM314にコピーされて実行される。CPU312が,このコンピュータゲームプログラムを実行することにより,後述する本実施の形態におけるゲーム処理を実行する。RAM314は,データの入出力,送受信のためのワークメモリ,各構成要素の制御のための一時記憶として用いられる。 The CPU 312 performs processing or calculation of data and controls various components connected via the bus 311. The ROM 313 stores a control procedure (computer program) of the CPU 312 in advance, and the server device is activated when the CPU 312 executes the computer program. The external storage device 318 is an optical disk medium such as a hard disk storage device or a CD-ROM, and stores a computer game program for executing a battle game. The computer game program is copied to the RAM 314 and executed. The CPU 312 executes the computer game program to execute game processing in the present embodiment to be described later. The RAM 314 is used as a work memory for data input / output, transmission / reception, and temporary storage for control of each component.
 ネットワークインタフェース315は,ネットワークであるインターネットに接続するためのインターフェースである。入力装置316は,例えばキーボード,マウス等であり,各種指定又は入力等を行うことができる。出力装置317は,ディスプレイ,スピーカ等である。 The network interface 315 is an interface for connecting to the Internet as a network. The input device 316 is, for example, a keyboard, a mouse or the like, and can perform various designations or inputs. The output device 317 is a display, a speaker, or the like.
 ゲームサーバ31は,ゲーム処理機能として,複数の仮想ゲーム空間を用意し,参加要求したプレイヤは,仮想ゲーム空間(以下,ゲームルームと称する場合がある)のいずれかに割り当てられ,同一のゲームルームに割り当てられたプレイヤ同士で同一のネットワーク対戦ゲームが行われる。ゲームサーバ31は,同一ゲームルーム内のプレイヤが操作するゲーム装置からのゲーム操作信号を同一ゲームルーム内の他のゲーム装置に送信し,ゲーム装置は,サーバシステム30から受信する同一ゲームルーム内の他のゲーム装置からのゲーム操作信号と,自ゲーム装置のゲーム操作信号によりネットワーク対戦ゲームを実行する。 The game server 31 prepares a plurality of virtual game spaces as game processing functions, and a player who requests participation is assigned to one of the virtual game spaces (hereinafter sometimes referred to as a game room), and the same game room The same network battle game is played among the players assigned to. The game server 31 transmits a game operation signal from a game device operated by a player in the same game room to other game devices in the same game room, and the game device receives from the server system 30 in the same game room. A network battle game is executed by a game operation signal from another game device and a game operation signal of the game device itself.
 そして,ゲームサーバ31は,後述するように,本実施の形態のネットワーク対戦ゲームにおいて特徴的な時間延長処理及び勝敗判定処理を実行する。 Then, the game server 31 executes characteristic time extension processing and winning / losing determination processing in the network battle game according to the present embodiment, as will be described later.
 マッチングサーバ32は,参加要求したプレイヤをゲームサーバ31のルームに割り当てる制御を行う。マッチングサーバ32は,参加要求した複数のプレイヤのうち,同一ルームに割り当てるプレイヤをグループ化するための仮想待機用空間(以下,ロビーと称する場合がある)を用意し,参加要求した各プレイヤの属するチームのチーム識別情報,及び参加要求した各プレイヤの属するチームが含まれるグループのグループ識別情報をデータベースサーバ33より取得し,同一のチーム識別情報を有するプレイヤと,異なるチーム識別情報を有するが同一のグループ情報を有するプレイヤとを,同一のロビーに割り当て,同一のロビーに割り当てられたプレイヤを同一のルームに割り当てる。また,マッチングサーバ32は,同一ルーム内に割り当てられるプレイヤを,後述する攻撃チーム又は防衛チームのいずれかに振り分ける。 The matching server 32 performs control for assigning the player who requested participation to the room of the game server 31. The matching server 32 prepares a virtual standby space (hereinafter sometimes referred to as a lobby) for grouping players assigned to the same room among a plurality of players requested to participate, and each player who requested participation belongs. The team identification information of the team and the group identification information of the group including the team to which each player who requested the participation belongs is acquired from the database server 33, and the player having the same team identification information is different from the player having the same team identification information but the same A player having group information is assigned to the same lobby, and a player assigned to the same lobby is assigned to the same room. Further, the matching server 32 distributes the players assigned in the same room to either an attack team or a defense team described later.
 データベースサーバ33は,プレイヤの情報を格納するデータベースサーバであり,プレイヤ,及びプレイヤが属するグループに関するさまざまな情報を蓄積,管理している。 The database server 33 is a database server that stores player information, and stores and manages various information related to the player and the group to which the player belongs.
 アクセスサーバ34は,コンピュータ装置(PC)や携帯電話機のような情報端末に対して,ネットワーク対戦ゲームに関連する所定のサイトを提供し,当該サイトを通して,新規会員登録,各種グループの作成,加入及び変更などの処理を含むさまざまな登録処理を行う。その具体的な登録処理例の詳細については,特願2010-200303号に記載されている。 The access server 34 provides a predetermined site related to the network battle game to an information terminal such as a computer device (PC) or a mobile phone, through which new member registration, creation of various groups, subscription, and Perform various registration processes, including changes. Details of a specific registration processing example are described in Japanese Patent Application No. 2010-200303.
 次に,上述のコンピュータゲームシステムにより実行される本実施の形態の対戦ゲームの概要について説明する。 Next, an outline of the battle game of this embodiment executed by the above-described computer game system will be described.
 図4は,本実施の形態における対戦ゲームのゲーム空間の平面模式図である。本実施の形態における対戦ゲームでは,攻撃チームと防衛チームに分かれて対戦を行う。複数のプレイヤが2つのチームに分かれて,ゲーム空間で銃器などの武器を使って,キャラクタ(図4中,白丸印は防衛チームのキャラクタを表し,黒丸印は攻撃チームのキャラクタを表す)が交戦する点は,従来の対戦ゲームと共通するが,一方を攻撃チーム,他方を防衛チームとして,攻撃チームのみが,防衛チームの本拠地B1を攻撃可能とし,防衛チームは,攻撃チームの本拠地B2を攻撃するのではなく,自チームの本拠地B1を防衛するために,攻撃チームとの戦闘を行う。一例としてのゲーム空間例の平面図を図5に示す。 FIG. 4 is a schematic plan view of the game space of the battle game according to the present embodiment. In the battle game in this embodiment, the battle is divided into an attack team and a defense team. A plurality of players are divided into two teams, and characters (a white circle in the figure represents a defense team character and a black circle represents an attack team character) are engaged in a game space using weapons such as firearms. This is the same as the conventional battle game, but only the attack team can attack the home base B1 of the defense team, and the defense team attacks the home base B2 of the attack team. Rather than fighting, attack the attacking team in order to defend their home base B1. A plan view of an example game space is shown in FIG.
 なお,図4において,ゲーム空間内における両チームの本拠地B1,B2の間の途中にある拠点P1,P2,P3は,後述するように,防衛チームの前線となる施設を表す。また,防衛チームの本拠地B1には,攻撃チームからの攻撃対象となる物体(「コア」と称す場合がある)があり,コアには,あらかじめ与えられた耐久値が設定されている。該耐久値は,攻撃チームからの所定の攻撃を受けると,その攻撃の度合いに応じた値が減算されていく。 In FIG. 4, bases P1, P2, and P3 in the middle between the two bases B1 and B2 in the game space represent facilities that are the front lines of the defense team, as will be described later. The base B1 of the defense team has an object (sometimes referred to as a “core”) as an attack target from the attack team, and a predetermined durability value is set for the core. As the durability value, when a predetermined attack is received from the attack team, a value corresponding to the degree of the attack is subtracted.
 本実施の形態における対戦ゲームでは,防衛チームは,相手チーム(攻撃チーム)の本拠地を攻撃することでの勝利条件がそもそも設定されていないので,攻撃チームが,与えられたプレイ時間内に防衛チームの本拠地B1のコアの耐久値をゼロにした場合,すなわち,コアを破壊した場合,攻撃チームの勝利となり,反対に,攻撃チームがプレイ時間内に防衛チームの本拠地B1のコアの耐久値をゼロにできなかった場合,すなわち,コアを破壊できなかった場合,防衛チームの勝利となる。耐久値は,例えば,0(ゼロ)から100までの数値で示され,100は,全く破壊されていない状態の数値であり,0(ゼロ)は,完全に破壊され,攻撃チームに占拠された状態の数値である。耐久値の初期値,勝敗決定の値などは適宜選択可能な値である。また,耐久値は,受ける攻撃に応じて加算される数値であってもよく,所定値に達することで,コアの破壊と判定するようにしてもよい。 In the battle game according to the present embodiment, since the defending team does not have the victory conditions for attacking the base of the opponent team (attack team) in the first place, the attacking team does not attack the defending team within the given play time. If the durability value of the core of the home base B1 is zero, that is, if the core is destroyed, the attack team wins. On the contrary, the attack team zeroes the durability value of the core of the defense base B1 within the play time. If it fails, that is, if the core cannot be destroyed, the defense team wins. The endurance value is indicated by a numerical value from 0 (zero) to 100, for example, 100 is a numerical value in a state where it is not destroyed at all, and 0 (zero) is completely destroyed and occupied by the attacking team. The numerical value of the state. The initial value of the endurance value, the winning / losing decision value, etc. are values that can be selected as appropriate. Further, the durability value may be a numerical value added according to the attack received, and may be determined to be the destruction of the core when reaching a predetermined value.
 このように,一方のチームを攻撃のみを行うチームとし,積極的に攻撃を仕掛けなければ,攻撃チームが敗北する状況とすることで,防衛に重点を置く戦略を取ることができなくなり,必然的に多くの戦闘が行われるようになり,ゲームが盛り上がり,興趣性の高い対戦ゲームとなる。また,攻撃チームは,自チームの本拠地を防衛する必要がなく,防衛チームの本拠地の防衛対象の破壊,又は占拠という目的のために攻撃に専念でき,より積極的に攻撃を行うことができる。一方,防衛チームも,攻撃チームからの攻撃から自チームの本拠地を守りきるという明確な目的のために,高いモチベーションにて戦闘を行うことできる。 In this way, if one team is a team that only attacks, and the attack team is not actively attacked, the attack team will be defeated, so it will not be possible to adopt a strategy that focuses on defense. As a result, many battles will be held, and the game will be exciting, making it a highly interesting fighting game. Further, the attack team does not need to defend the home base of the own team, and can concentrate on the attack for the purpose of destroying or capturing the defense target of the home base of the defense team, and can attack more aggressively. On the other hand, the defense team can also conduct battles with high motivation for the clear purpose of protecting its home base from attacks from the attack team.
 そして,このような攻撃チームと防衛チームに分けた対戦ゲームにおいて,本実施の形態では,以下のゲーム処理が実行される。 In the battle game divided into the attack team and the defense team, the following game processing is executed in the present embodiment.
 (1)勝敗の判定が,「圧勝」と「通常勝利」の2段階に分けられる。攻撃チーム及び防衛チームの「圧勝」及び「通常勝利」の条件は以下の通りである。 (1) The winning / losing judgment is divided into two stages, “Overwhelming victory” and “Normal victory”. The conditions of “Overwhelming victory” and “Normal victory” of the attack team and the defense team are as follows.
 攻撃チーム
「圧勝」:残りプレイ時間が所定時間(例えば200秒)以上の状態で,防衛チームの本拠地を占拠した場合。
「通常勝利」:残りプレイ時間が所定時間(例えば200秒)未満の状態で,防衛チームの本拠地を占拠した場合。
Attack team “Overwhelming victory”: When the home base of the defense team is occupied while the remaining play time is longer than a predetermined time (for example, 200 seconds).
“Normal victory”: When the home base of the defense team is occupied while the remaining play time is less than a predetermined time (for example, 200 seconds).
 防衛チーム
「圧勝」:プレイ時間切れの状態で,防衛チームの本拠地のコアの耐久値が所定値(例えば50)以上残った場合。
「通常勝利」:プレイ時間切れの状態で,防衛チームの本拠地のコアの耐久値が所定値(例えば50)未満であった場合。
Defense team “Overwhelming”: When the endurance value of the core of the defense team's base remains at a predetermined value (for example, 50) or more in a state where the play time has expired
“Normal victory”: When the endurance value of the core of the defense team's base is less than a predetermined value (for example, 50) in a state where the play time has expired.
 勝敗の判定条件は,上述の例に限らず,時間や数値などは適宜変更可能である。また,勝利の判定基準は,2段階に限らず,3段階以上であってもよい。 The winning / losing determination conditions are not limited to the above example, and the time and numerical values can be changed as appropriate. In addition, the criterion for determination of victory is not limited to two levels, and may be three or more levels.
 「圧勝」は,「通常勝利」よりもランクが高い特殊勝利であって,攻撃チーム及び防衛チームともに,「圧勝」することで,「通常勝利」の場合と比較して,「圧勝」チームのプレイヤに,より多くの利益が与えられる。与えられる利益は,例えば,貨幣価値のあるポイントの付与,「圧勝」することでのみ得られる称号やアイテムの付与など,プレイヤが「圧勝」を目指すモチベーションを喚起する特典である。 “Overwhelming victory” is a special victory that has a higher rank than “Normal victory”. Both the attack team and the defense team are “Overwhelming victory”. More benefits are given to the player. For example, the benefits to be given are a privilege that provokes motivation for the player to aim for “overwhelming”, such as the provision of points with monetary value and the provision of titles and items obtained only by “overwhelming”.
 (2)ゲーム空間内における両チームの本拠地の間の途中にある拠点P(以下,プラントと称す場合がある)は,防衛チームが占拠した状態で対戦が開始され,攻撃チームが防衛チームの本拠地B1までの途中にある拠点を占拠することで,追加のプレイ時間が与えられ,プレイ時間が延長される。 (2) A base P (hereinafter sometimes referred to as a plant) in the middle of the game space between the two teams' bases starts a battle in a state occupied by the defense teams, and the attack teams are the bases of the defense teams. By occupying the base in the middle of B1, additional play time is given and play time is extended.
 例えば,ゲーム開始時に与えられるプレイ時間(以下,開始時プレイ時間と称す)を300秒とし,拠点が占拠されるごとに以下の計算式で設定される加算プレイ時間分のプレイ時間が加算される。拠点は予めゲーム空間マップ内に複数個所設定されており,攻撃チームがその全てを占拠することで,プレイ時間は,最大600秒に延長される。換言すると,あらかじめ最大プレイ時間(600秒)と,開始時プレイ時間(300秒)が設定された場合,拠点の占拠ごとに与えられる加算プレイ時間は,
 加算プレイ時間=(最大プレイ時間-開始プレイ時間)÷拠点数
により算出される。例えば,拠点数が4だった場合,(600-300)÷4=75となり,一つの拠点を攻撃チーム側が占拠した場合の加算プレイ時間は75秒となる。同様に,拠点数が3だった場合,(600-300)÷3=100となり,加算プレイ時間は100秒となる。各ゲーム空間内の戦場となるマップは複数種類あってもよく,また同一の仮想空間で,本拠地の位置座標のみを変更したり,拠点の位置や場所が複数種類ある設定としてもよい。
For example, the play time given at the start of the game (hereinafter referred to as the start play time) is 300 seconds, and the play time for the additional play time set by the following formula is added each time the base is occupied. . A plurality of bases are set in advance in the game space map, and when the attack team occupies all of them, the play time is extended to a maximum of 600 seconds. In other words, when the maximum play time (600 seconds) and the start play time (300 seconds) are set in advance, the additional play time given for each occupation of the base is:
Addition play time = (maximum play time−start play time) ÷ number of bases. For example, when the number of bases is 4, (600−300) ÷ 4 = 75, and when the attack team occupies one base, the additional play time is 75 seconds. Similarly, when the number of bases is 3, (600−300) ÷ 3 = 100, and the additional play time is 100 seconds. There may be a plurality of types of maps serving as battlefields in each game space, or only the position coordinates of the home base may be changed in the same virtual space, or a plurality of types of locations and locations of bases may be set.
 攻撃チームは,途中の拠点を占拠せずに,直接防衛チームの本拠地を攻撃することができるが,拠点の占拠にかける時間を,加算プレイ時間より短くすることで,防衛チームの本拠地を攻撃する時間を増加させることができ,勝利の確率を高めることができる。 The attack team can attack the base of the defense team directly without occupying the base in the middle, but attack the base of the defense team by making the time taken to occupy the base shorter than the additional play time You can increase your time and increase your chances of winning.
 また,拠点の占拠は,拠点の一定周囲範囲(仮想空間内の所定座標空間)内にいるプレイヤキャラクタの数により拠点の占拠率が変化し,前記占拠率が所定の閾値に達することで何れかのチームに占拠されたと判定される。少なくとも一体以上のプレイヤキャラクタの所定部位の座標が,拠点の一定周囲範囲に対応する座標空間に含まれるかどうかで判定され,含まれていると判定された場合には,前記座標空間中に含まれていると判定された陣営(攻撃側・防衛側のいずれか)側に占拠率が変化する。本件実施例では攻撃チームプレイヤキャラクタによって拠点が占拠されたと判定された場合,占拠率はそれ以降変化せず,それ以降防衛チームキャラクタが前記座標空間中に侵入しても占拠率が変化しないものとしているが,一度占拠された拠点を防衛チームキャラクタが再度占拠できる構成としてもかまわない。 Further, the occupation of the base is determined by the fact that the occupation ratio of the base changes depending on the number of player characters in a certain surrounding range (predetermined coordinate space in the virtual space) and the occupation ratio reaches a predetermined threshold. It is determined that the team was occupied. It is determined whether or not the coordinates of a predetermined part of at least one player character are included in the coordinate space corresponding to a certain peripheral range of the base, and if it is determined that it is included, it is included in the coordinate space Occupancy rate changes to the side that is determined to be occupied (either attacking side or defending side). In this embodiment, when it is determined that the base is occupied by the attacking team player character, the occupation rate does not change thereafter, and the occupation rate does not change even if the defense team character enters the coordinate space thereafter. However, it may be configured such that the defense team character can occupy the base once occupied.
 (3)攻撃チームが攻撃できる拠点は,最前線の拠点のみである。最前線の拠点とは,攻撃チームが占拠していない拠点のうち,攻撃チームの本拠地に最も近い拠点である。すなわち,拠点が複数ある場合,攻撃できる拠点の順番が決まっており,一度に攻撃できる拠点は一つである。戦闘の分散を防ぐためである。攻撃できる拠点を一つに絞ることで,戦闘が,その拠点の周囲のみで行われ,多人数同士の対戦ゲームにおいて,少人数同士の小規模の戦闘がゲーム空間各地に分散しておこなわれるのではなく,多人数同士の大規模で激しい戦闘が繰り広げられ,多人数同士の対戦の醍醐味が得られるようになる。 (3) Only the front-line base can attack the attack team. The forefront base is the base closest to the attack team's home base among the bases not occupied by the attack team. That is, when there are a plurality of bases, the order of the bases that can be attacked is determined, and one base can be attacked at a time. This is to prevent the dispersion of battles. By narrowing down the attackable base to one, the battle is performed only around the base, and in a multiplayer battle game, small battles between small groups are distributed across the game space. Rather, a large-scale and intense battle between many people will be developed, and the real thrill of a battle between many people will be obtained.
 例えば,図4において,攻撃チームが攻撃できる拠点の順番は,攻撃チームの本拠地B2から近い順に,P1,P2,P3の順である。順番は,攻撃チームの本拠地B2から近い順でなくともよく,距離に関係なく,あらかじめ指定された順序であってもよい。 For example, in FIG. 4, the order of the bases that the attack team can attack is P1, P2, and P3 in order from the base B2 of the attack team. The order does not have to be close to the attack team's headquarters B2, and may be a pre-specified order regardless of the distance.
 上述の(1)-(3)のゲーム処理を実現するための具体的なプレイ時間の時間延長処理及び対戦ゲームの勝敗判定処理について,図6-図10に基づいて以下に説明する。該時間延長処理及び該勝敗判定処理は,サーバ30のゲームサーバ31のCPUがゲームプログラムを実行することにより実現される。以下,ゲームサーバ31の処理として説明する。 Specific time extension processing of play time and winning / losing determination processing of a battle game for realizing the above-described game processing (1) to (3) will be described below with reference to FIGS. The time extension process and the win / loss determination process are realized by the CPU of the game server 31 of the server 30 executing the game program. Hereinafter, the process of the game server 31 will be described.
 図6は,本実施の形態における対戦ゲームの時間延長処理について説明するフロー図である。ゲームサーバ31は,攻撃チームが攻撃可能な拠点の初期値として,攻撃チームの本拠地B2に最も近い拠点の識別情報を,攻撃対象拠点として設定する。また,ゲームサーバ31は,攻撃対象拠点の順番情報,各拠点の占拠判定に用いる所定周囲範囲の位置情報(座標)を有している。 FIG. 6 is a flowchart for explaining the time extension process of the battle game in the present embodiment. The game server 31 sets, as an attack target base, the identification information of the base closest to the attack team's base B2 as an initial value of the base where the attack team can attack. In addition, the game server 31 has order information of the attack target bases and position information (coordinates) of a predetermined surrounding range used for the occupation determination of each base.
 ゲームサーバ31は,攻撃対象拠点の所定周囲範囲にいる攻撃チームのプレイヤキャラクタ数と防衛チームのプレイヤキャラクタ数の差を算出し(S101),いずれか一方のチームのプレイヤキャラクタ数が他方のチームのプレイヤキャラクタ数を超えたか判定する(S102)。超えていない場合(両方のチームのプレイヤキャラクタが0(ゼロ)の場合を含む),S101に戻り,人数差の算出を続ける。超えている場合,攻撃チームあるいは防衛チームによって占拠行動が実施されていると判断し,占拠行動を行なっている陣営側の占拠率を上昇させる。占拠率変化の結果,該当する拠点の占拠率が攻撃チーム側の攻撃チームが,当該拠点を占拠したものとし,現在のプレイ時間に,あらかじめ決められた加算時間を追加し(S103),時間延長を行う。さらに,ゲームサーバ31は,攻撃対象拠点を,攻撃対象拠点の順番情報に従って,次の拠点に設定する(S104,S105)。なお,プレイヤキャラクタは,相手からの攻撃によりダメージを受け,ダメージの程度が所定数値を超えると,ゲーム空間より消滅する。 The game server 31 calculates the difference between the number of player characters of the attacking team and the number of player characters of the defense team within the predetermined surrounding range of the attack target base (S101), and the number of player characters of one team is that of the other team. It is determined whether the number of player characters has been exceeded (S102). If not exceeded (including the case where the player characters of both teams are 0 (zero)), the process returns to S101 and the calculation of the difference in the number of persons is continued. If it exceeds, it is determined that the occupying action is being carried out by the attacking team or the defense team, and the occupation ratio of the camp side performing the occupying action is increased. As a result of the occupation rate change, it is assumed that the attack team on the attacking team side has occupied the relevant base, and a predetermined additional time is added to the current play time (S103) to extend the time I do. Furthermore, the game server 31 sets the attack target base as the next base according to the order information of the attack target base (S104, S105). Note that the player character is damaged by an attack from the opponent, and disappears from the game space when the degree of damage exceeds a predetermined value.
 図6の処理により,攻撃チームが途中の拠点を占拠するごとに,プレイ時間に所定の加算時間が追加され,プレイ時間が延長される。 6, every time an attack team occupies a base on the way, a predetermined additional time is added to the play time and the play time is extended.
 図7は,拠点P1の占拠を説明するためのゲーム空間の平面模式図である。拠点P1の周囲(点線囲み範囲)のいる防衛チームのプレイヤキャラクタ数(白丸印)と攻撃チームのプレイヤキャラクタ数(黒丸印)の差に応じて,拠点Pの占拠行動状態が判定される。図7(a)では,拠点P1の所定周囲範囲にいる防衛チームのプレイヤキャラクタ数(白丸印)が,拠点P1の所定周囲範囲にいる攻撃チームのプレイヤキャラクタ数(黒丸印)より多いため,防衛チームによって占拠行動が実施されている状態であり,逆に,図7(b)は,拠点P1の所定周囲範囲にいる攻撃チームのプレイヤキャラクタ数が,拠点P1の所定周囲範囲にいる攻撃チームのプレイヤキャラクタ数を超えたため,攻撃チームによって占拠行動が実施されている状態となる。 FIG. 7 is a schematic plan view of the game space for explaining the occupation of the base P1. The occupation behavior state of the base P is determined according to the difference between the number of player characters (white circles) of the defense team around the base P1 (range surrounded by the dotted line) and the number of player characters (black circles) of the attack team. In FIG. 7A, since the number of player characters (white circles) of the defense team in the predetermined peripheral range of the base P1 is larger than the number of player characters (black circles) of the attack team in the predetermined peripheral range of the base P1, FIG. 7B shows a state where the number of player characters of the attack team in the predetermined surrounding range of the base P1 is the attack team in the predetermined peripheral range of the base P1. Since the number of player characters has been exceeded, the occupying action is carried out by the attack team.
 また,攻撃チームが一旦占拠した拠点を,防衛チームが奪い返すことはできない。ただし,攻撃チームが拠点を占拠する(占拠率が攻撃チーム側の占拠閾値に達する)までは,防衛チームは,相手チームのプレイヤキャラクタ数よりも多い数のプレイヤキャラクタを拠点の所定周囲範囲のエリア内に侵入させることで占拠率を防衛チーム側に変化させ,占拠率ゲージを押し戻すことで防衛チームによる占拠状態を維持するよう対抗することができる。 Also, the defense team cannot recapture the base once occupied by the attack team. However, until the attack team occupies the base (the occupation ratio reaches the occupation threshold on the attack team side), the defense team has a larger number of player characters than the opponent team in the area around the base. The occupation rate can be changed to the defense team by intruding into the defense team, and the occupation rate by the defense team can be maintained by pushing back the occupation rate gauge.
 拠点P1の所定周囲範囲における占拠率を表す占拠率ゲージが,各ゲーム装置の画面に表示される。 Occupancy rate gauges representing the occupation rate in the predetermined surrounding range of the base P1 are displayed on the screen of each game device.
 図8は,占拠率ゲージが表示されるゲーム装置の画面例を示す図であり,図9は,占拠率ゲージの変化例を示す図である。 FIG. 8 is a diagram showing a screen example of the game apparatus on which the occupation rate gauge is displayed, and FIG. 9 is a diagram showing a change example of the occupation rate gauge.
 各拠点の占拠率は,前述の通り何れかのチームの陣営のキャラクタが各拠点の所定周囲範囲に侵入することで変化する。各拠点は,その占拠率の変化に応じて,攻撃チーム側状態,防衛チーム側状態,中立状態の三種類の何れかの状態に変化する。攻撃チーム側状態においては,攻撃チーム側のみが,防衛チーム側状態においては防衛チーム側のみが,中立状態においてはいずれのチームも拠点を利用することが出来る。ここでいう利用とは,仮想空間において当該拠点から戦闘ゲームに参加することである。 The occupation ratio of each base changes as the character of any team faction enters the predetermined surrounding area of each base as described above. Each base changes to one of three types of states: an attack team side state, a defense team side state, and a neutral state according to the change in the occupation ratio. Only the attack team side can use the base in the attack team side state, only the defense team side can use the base in the defense team side state, and any team can use the base in the neutral state. The use here is to participate in a battle game from the base in the virtual space.
 図9を用いて,占拠率の変化を説明する。本ゲームにおいては,ゲーム開始当初は,拠点Pは,防衛チームにより完全に占拠されており,拠点Pの所定周囲範囲には,いずれのチームのプレイヤキャラクタも位置していないため,図9(a)に示すように,占拠率ゲージは,防衛チーム側によって当該拠点が占拠していることを示す-100の位置にある。中央ラインが+-0(ゼロ)を示すラインであり,図9(b)~(d)に示すように,拠点Pの所定周囲範囲に攻撃チームのプレイヤキャラクタが侵入し,進入した状態を維持し続けることによって,占拠率ゲージは,中央付近に近づいていく。攻撃側による占拠状態である+100の位置に達するまでは,図9(d)に示すように,防衛チームのプレイヤキャラクタ数が盛り返すことで,占拠率ゲージは押し戻される。この場合では,中央ラインである+-0(ゼロ)の位置まで達するまでは,当該拠点は防衛チーム側状態となっている。 The change in the occupation rate will be described with reference to FIG. In this game, since the base P is completely occupied by the defense team at the beginning of the game, and no player character of any team is located in the predetermined peripheral range of the base P, FIG. ), The occupation rate gauge is at a position of −100, which indicates that the base is occupied by the defense team. The center line is a line indicating + -0 (zero), and as shown in FIGS. 9B to 9D, the player character of the attacking team enters the predetermined peripheral range of the base P, and maintains the entered state. By continuing to do so, the occupancy rate gauge approaches the center. Until reaching the position of +100, which is the occupied state by the attacker, as shown in FIG. 9D, the occupancy rate gauge is pushed back as the number of player characters of the defense team reappears. In this case, the base is on the defense team side until it reaches the position of + -0 (zero), which is the central line.
 しかし,最終的に,拠点Pの所定周囲範囲内の攻撃チームのプレイヤキャラクタ数が拠点Pの所定周囲範囲内の防衛チームのプレイヤキャラクタ数を超えた状態を維持することで,図9(e)に示すように,占拠率ゲージは,中央ラインを超えると,その時点で拠点Pは中立状態となる。 However, by finally maintaining the state where the number of player characters of the attack team within the predetermined peripheral range of the base P exceeds the number of player characters of the defense team within the predetermined peripheral range of the base P, FIG. As shown in FIG. 4, when the occupation rate gauge exceeds the central line, the base P becomes neutral at that time.
 最終的に図9(f)に示すように占拠率ゲージが+100の位置まで達すると,拠点Pが攻撃チームにより占拠されたこととなり,拠点Pは攻撃チーム側状態へと状態を変化させる。 Finally, as shown in FIG. 9F, when the occupation rate gauge reaches the position of +100, the base P is occupied by the attack team, and the base P changes its state to the attack team side state.
 本件実施例では,防衛チーム占拠状態を-100,攻撃チーム占拠状態を+100の閾値としたが,各陣営毎の占拠の閾値を上下させても良い。 In this embodiment, the defense team occupation state is set to −100 and the attack team occupation state is set to +100. However, the occupation threshold may be increased or decreased for each camp.
 また,占拠率はいずれかのチームによって占拠された状態から中央ラインを超えた時点で中立状態へと変化し,その後何れかのチームによって占拠されるまでは中立状態であるとしたが,必ずしもそれに限定されず,中央ラインを超えた時点でどちらかのチームが占拠した状態に変化させても良い。 The occupation rate changes from the state occupied by any team to the neutral state when it crosses the central line, and is assumed to be neutral until occupied by any team. It is not limited, and it may be changed to a state occupied by either team when the center line is exceeded.
 また,一度攻撃チーム側に占拠された拠点は,防衛チーム側では再占拠できないという設定としたが所定の条件(次の順番に設定された拠点が防衛チーム側によって占拠されていること,攻撃チーム側のキャラクタが所定回数撃破されたこと,など)を満たした場合には再度防衛チーム側で占拠率を取り戻せるようにしてもよい。 In addition, the base once occupied by the attack team side is set not to be re-occupied by the defense team side, but the predetermined conditions (the bases set in the following order are occupied by the defense team side, the attack team side) When the character on the side is defeated a predetermined number of times), the occupation rate may be regained on the defense team side.
 つづいて,図10は,本実施の形態における対戦ゲームの勝敗判定処理について説明するフロー図である。防衛チームの本拠地B1にあるコアの耐久値があらかじめ設定されている。攻撃チームのプレイヤキャラクタからの攻撃動作を受けることにより,耐久値は徐々に減算され,ゲームサーバ31は,ゲームの進行に伴って変化するコアの耐久値をゲーム装置から取得する。さらに,ゲームサーバ31は,コアの耐久値と残りプレイ時間とに基づいて,当該勝敗判定処理を実行する。 Subsequently, FIG. 10 is a flowchart for explaining the win / loss determination process of the competitive game in the present embodiment. The durability value of the core in the defense team's base B1 is set in advance. By receiving the attacking action from the player character of the attack team, the durability value is gradually subtracted, and the game server 31 acquires the core durability value that changes with the progress of the game from the game device. Furthermore, the game server 31 executes the winning / losing determination process based on the core durability value and the remaining play time.
 ゲームサーバ31は,コアの耐久値がゼロであるかどうか判定する(S201)。ゼロである場合,耐久値がゼロになった時点の残りプレイ時間が所定基準時間より多いか判定する(S202)。ゲームサーバ31は,プレイ時間をカウントダウンし,残りプレイ時間が所定基準時間より多い場合は,攻撃チームの圧勝と判定し(S205),所定基準時間以下の場合は,攻撃チームの通常勝利と判定する(S206)。一方,S201において,コアの耐久値がゼロでない場合,残りプレイ時間の有無を判定し(S203),残りプレイ時間がある場合は,S201に戻る。残りプレイ時間がない場合は,耐久値が所定基準値より大きいか判定する(S204)。所定基準値より大きい場合は,防衛チームの圧勝と判定し(S207),所定基準値以下の場合は,防衛チームの通常勝利と判定する(S208)。 The game server 31 determines whether the durability value of the core is zero (S201). If it is zero, it is determined whether or not the remaining play time when the durability value becomes zero is longer than a predetermined reference time (S202). The game server 31 counts down the play time. When the remaining play time is longer than the predetermined reference time, the game server 31 determines that the attack team wins (S205). (S206). On the other hand, if the endurance value of the core is not zero in S201, the presence / absence of remaining play time is determined (S203), and if there is remaining play time, the process returns to S201. If there is no remaining play time, it is determined whether the durability value is greater than a predetermined reference value (S204). If it is larger than the predetermined reference value, it is determined that the defense team wins (S207), and if it is less than the predetermined reference value, it is determined that the defense team is a normal victory (S208).
 このように,本実施の形態における対戦ゲームは,通常の勝利に加えて,より多くの利益を享受できるより上位の勝利(「圧勝」)を設ける。そして,この2段階の勝利判定基準に,プレイ時間の時間延長処理を関連付けることにより,攻撃チームと防衛チームに分かれて対戦を行う本対戦ゲームにおける両チームに与えられた役割(任務)の遂行するモチベーションをより高めることができ,より積極的な戦闘を促し,興奮度の高いゲームとなる。 As described above, the competitive game in the present embodiment provides a higher-level victory (“overwhelming victory”) in which more profits can be enjoyed in addition to the normal victory. Then, by associating the time extension process of play time with these two-stage victory criteria, the roles (duties) given to both teams in this battle game in which the attack team and the defense team play separately are performed. Motivation can be further increased, more aggressive battles are promoted, and the game is highly excited.
 すなわち,防衛チームは,タイムアップ時の本拠地のコアの耐久値をできるだけ高くすることで,「圧勝」を得る可能性を高めることができる。換言すると,時間延長を阻止し,できるだけ早くタイムアップさせることで,耐久値の低下を防ぎ,「圧勝」を得ることができる。 In other words, the defense team can increase the chances of obtaining a “overwhelming victory” by increasing the durability of the core at the time of time-up as much as possible. In other words, by preventing the time extension and raising the time as soon as possible, it is possible to prevent a decrease in the durability value and to obtain a “winning victory”.
 防衛チームにとって,本拠地のコアの耐久値が下がるのを防ぐ有効な手段は,できるだけ早くタイムアップさせることである。時間延長が行われない(又は,最大回数行われない)場合は,プレイ時間が相対的に短くなるので,その分,本拠地への攻撃機会が減り,耐久値が減らされる可能性も低くなり,耐久値をより高く保ったままタイムアップさせることができ,防衛チームが「圧勝」する可能性が高まる。よって,防衛チームは,できるだけ時間延長が行われないように,拠点の防戦に力を入れることとなる。 For defense teams, an effective way to prevent the core core durability from falling is to time up as soon as possible. If the time is not extended (or not the maximum number of times), the play time will be relatively short, so that the chances of attacking the base are reduced, and the durability value is less likely to be reduced. The time can be increased while maintaining the durability value higher, and the possibility that the defense team will “win” is increased. Therefore, the defense team will make efforts to prevent the base from being extended as much as possible.
 一方,攻撃チームは,できるだけ早く防衛チームのコアの耐久値をゼロにすることで,「圧勝」を得る可能性を高めることができる。換言すると,できるだけ多くのプレイ時間を得ることで,攻撃機会が増加し,「圧勝」を得ることができる。攻撃チームにとって,攻撃機会を増やすとともに,残りプレイ時間を稼ぐ有効な手段は,プレイ時間を延長させることである。時間延長が行われない(又は,最大回数行われない)場合は,防衛チームにとっての上記メリットが攻撃チームにとってのデメリットとなり,すなわち,プレイ時間が相対的に短くなるので,その分,本拠地への攻撃機会が減り,さらに,コアの耐久値をゼロとした場合でも,その時点での残りプレイ時間も相対的に短くなり,攻撃チームが「圧勝」する可能性が低下する。よって,攻撃チームは,できるだけ時間延長が行われるように,さらに,できるだけ早く耐久値を低下させるように,必死で攻撃することになる。 On the other hand, the attacking team can increase the possibility of obtaining “overwhelming victory” by setting the core durability value of the defense team to zero as soon as possible. In other words, by gaining as much play time as possible, the attack opportunity increases, and a “wow” can be obtained. For attacking teams, an effective means of increasing attack opportunities and earning remaining play time is to extend play time. If the time is not extended (or not the maximum number of times), the above-mentioned merit for the defense team becomes a demerit for the attack team, that is, the play time becomes relatively short. The number of attack opportunities decreases, and even when the core durability value is set to zero, the remaining play time at that time is also relatively shortened, and the possibility that the attack team will “win” is reduced. Therefore, the attack team will desperately attack so as to extend the time as much as possible and further reduce the durability value as soon as possible.
 このように,攻撃のみを行うチームと防衛のみを行うチームに分けて対戦を行う場合であっても,それぞれの任務(攻撃又は防衛)の遂行に高いモチベーションを両チームのプレイヤに与えることができ,対戦ゲームにおける積極的且つ迅速な攻撃が促され,素早い展開と密度の高い戦闘を行える興趣性の高い対戦ゲームとなる。 In this way, even when a battle is divided into a team that performs only an attack and a team that performs only a defense, high motivation can be given to the players of both teams in performing each mission (attack or defense). , The aggressive and quick attack in the battle game is encouraged, and it becomes a highly interesting battle game in which quick development and high-density battle can be performed.
 また,ゲームの課金制度として,近年,1ゲームに対して,固定料金(例えば,100円)を課金する従来型の課金制度ではなく,プレイ時間に対して課金する制度(時間課金制度)が採用されているものがある。例えば,単位プレイ時間(例えば1秒)に対して,単位料金(例えば1円)を課金するものである。プレイ可能な時間は,上述したICカードにおけるゲームポイントとして記憶されている(例えば,1ゲームポイントに対してプレイ可能な時間を単位プレイ時間である1秒)。ゲーム装置は,ICカードに記憶されたゲームポイントを単位プレイ時間ごとに所定ポイントずつ減算し,あるプレイヤのICカードに残っているゲームポイントがゼロになると,そのプレイヤは,ゲームが進行中であっても,該進行中のゲームから離脱させられる(ゲームはそのまま進行するが,該プレイヤのプレイヤキャラクタの存在がゲーム空間から消滅する)。 Also, in recent years, a game charging system (time charging system) has been adopted instead of the conventional charging system that charges a fixed fee (for example, 100 yen) per game as a game charging system. There is something that has been. For example, a unit fee (for example, 1 yen) is charged for a unit play time (for example, 1 second). The playable time is stored as a game point in the above-described IC card (for example, a playable time for one game point is a unit play time of 1 second). The game device subtracts a predetermined number of game points stored in the IC card every unit play time, and when a game point remaining on the IC card of a player becomes zero, the player is in progress of the game. However, the game is disengaged from the ongoing game (the game proceeds as it is, but the presence of the player character of the player disappears from the game space).
 ゲーム装置は,ゲームポイントがゼロになる前に,所定の注意喚起表示を行い,プレイヤが金銭価値を投入することで,ICカードに対して,ゲームポイントの加算処理を行う。 The game device performs a predetermined alert display before the game point reaches zero, and the player adds a monetary value, thereby performing game point addition processing on the IC card.
 このような時間課金制度を採用しているゲームにおいては,ポイントの節約のため,より短い時間で迅速にゲームを進行させることが好まれる場合がある。 In a game adopting such a time charging system, it may be preferred to advance the game quickly in a shorter time in order to save points.
 本実施の形態の対戦ゲームでは,初期設定されたプレイ時間(例えば300秒)が,通常のプレイ時間(600秒)の半分程度であり,上述したように,途中の拠点をすべて占拠することで,通常のプレイ時間を得られるように設定されている。 In the competitive game of the present embodiment, the initially set play time (for example, 300 seconds) is about half of the normal play time (600 seconds), and as described above, all the bases on the way are occupied. , It is set to get normal play time.
 攻撃チームにとっては,途中の拠点を占拠することで,プレイ時間を延長させ,防衛チームの本拠地を攻撃する時間を稼ぐという戦略に加えて,ゲームを迅速に進行させるために,途中の拠点を占拠することなく防衛チームの本拠地を直接攻撃する戦略も採りうることとなる。よって,本実施の形態における対戦ゲームの時間延長処理は,プレイヤの戦略に応じてプレイ時間を延長させないという選択ができる点で,より短い時間で迅速にゲームを進行させたいというプレイヤのニーズに対応可能となる。 For attacking teams, in addition to the strategy of occupying a base in the middle to extend the play time and gain time to attack the home of the defense team, the base is occupied in order to make the game proceed quickly. It is possible to adopt a strategy to attack the home of the defense team directly without doing so. Therefore, the time extension process of the battle game in the present embodiment can be selected not to extend the play time in accordance with the player's strategy, and corresponds to the player's need to advance the game quickly in a shorter time. It becomes possible.
 また,攻撃チームは,プレイ時間をより多く残して勝利することで,より上位の勝利である「圧勝」を得られるように設定することで,ゲームの進行の迅速化が促される。防衛チームにとっても,プレイ時間の延長を阻止し,本拠地が受ける攻撃時間を短くすることで,勝利の可能性が高まるから,ゲームの進行の迅速化が促される。 In addition, the attack team is encouraged to speed up the progress of the game by setting the game so as to obtain a “high victory” that is a higher-ranking victory by leaving more play time and winning. For the defense team, the possibility of winning is increased by preventing the extension of the play time and shortening the attack time received by the headquarters.
 本実施の形態の対戦ゲームの別の態様として,例えば,拠点の占拠による時間延長処理に加えて,所定条件による時間短縮処理が実施されてもよい。例えば,防衛チームのプレイヤキャラクタが,攻撃チームのプレイヤキャラクタを1人(又は複数人)倒す毎に,現在のプレイ時間から所定時間が減算されるようにしてもよい。 As another aspect of the battle game of the present embodiment, for example, in addition to the time extension process by the occupation of the base, the time reduction process by a predetermined condition may be executed. For example, each time the player character of the defense team defeats one (or more) player characters of the attack team, a predetermined time may be subtracted from the current play time.
 本実施の形態では,ネットワークを介してサーバとゲーム装置が接続する形態のコンピュータシステムにおけるゲーム処理について説明したが,コンピュータシステムの他の形態にも本発明は適用可能である。例えば,複数のゲーム装置がマスターとスレーブの関係でネットワークを介して接続する場合,そのマスターのゲーム装置が,本発明のゲーム処理を実施してもよい。また,1台のゲーム装置に複数のコントローラが接続され,各コントローラを操作するプレイヤが攻撃チームと防衛チームに分かれて対戦する場合にも,本発明は適用可能であり,その場合,コンピュータシステムは単独のゲーム装置の形態をとる。 In this embodiment, the game processing in the computer system in which the server and the game apparatus are connected via the network has been described. However, the present invention can be applied to other forms of the computer system. For example, when a plurality of game devices are connected via a network in a master-slave relationship, the master game device may perform the game processing of the present invention. The present invention can also be applied to a case where a plurality of controllers are connected to one game device, and players who operate each controller are divided into an attack team and a defense team, and in that case, the computer system is It takes the form of a single game device.
 12:ゲーム装置,14:ルータ,22:インターネット,30:サーバ,31:データベースサーバ,32:マッチングサーバ,33:ゲームサーバ,34:アクセスサーバ 12: Game device, 14: Router, 22: Internet, 30: Server, 31: Database server, 32: Matching server, 33: Game server, 34: Access server

Claims (9)

  1.  複数のプレイヤが攻撃側と防衛側に分かれて仮想空間内のキャラクタを操作して対戦ゲームを行うコンピュータゲームシステムにおいて実行可能なプログラムであって,
     仮想空間内に配置され,攻撃側の攻撃対象且つ防衛側の防衛対象である物体の耐久度合いを示す値であって,前記攻撃側の攻撃により変動する耐久値を取得する耐久値取得手段,
     対戦ゲームの進行に伴う前記耐久値の変動が第1の基準値を超えたか否か,さらに,対戦ゲームの進行状況が第1の条件を満たしたか否かを判定する条件判定手段,
     対戦ゲームのプレイ時間の初期値を設定し,対戦ゲームの進行に伴って当該プレイ時間を順次カウントダウンし,さらに,前記条件判定手段により前記第1の条件を満たしたと判定された場合,現在のプレイ時間に所定時間を加算するプレイ時間算出手段,
     前記条件判定手段により前記耐久値の変動が前記第1の基準値に達したと判定された場合には前記攻撃側が勝利したと判定し,前記耐久値の変動が前記第1の基準値に達せずに前記プレイ時間設定手段によるカウントダウンが終了した場合には前記防衛側が勝利したと判定する勝利判定手段,
     として,コンピュータゲームシステムを機能させるためのプログラム。
    A program that can be executed in a computer game system in which a plurality of players are divided into an attack side and a defense side and operate a character in a virtual space to play a battle game,
    A durability value acquisition means for acquiring a durability value that is arranged in the virtual space and indicates a durability level of an object that is an attack target on the attack side and a defense target on the defense side, and varies depending on the attack on the attack side;
    Condition determining means for determining whether or not the variation of the durability value accompanying the progress of the battle game exceeds the first reference value, and further whether or not the progress status of the battle game satisfies the first condition;
    The initial value of the play time of the battle game is set, the play time is sequentially counted down as the battle game progresses, and if it is determined by the condition determination means that the first condition is satisfied, Play time calculation means for adding a predetermined time to the time,
    If it is determined by the condition determining means that the variation in the durability value has reached the first reference value, it is determined that the attacker has won, and the variation in the durability value has not reached the first reference value. Victory determination means for determining that the defense side has won when the countdown by the play time setting means is completed,
    As a program for functioning a computer game system.
  2.  請求項1に記載のプログラムであって,
     前記勝利判定手段は,前記耐久値の変動が前記第1の基準値に達せずに前記プレイ時間カウントダウンが終了した場合において,終了時の前記耐久値の変動が,前記第1の基準値未満且つ前記第1の基準値より小さい第2の基準値以上である場合,前記防衛側の通常勝利と判定し,終了時の前記耐久値の変動が,前記第2の基準値未満である場合,前記防衛側の特殊勝利と判定することを特徴とするプログラム。
    The program according to claim 1,
    In the case where the play time countdown ends without the variation in the durability value reaching the first reference value, the victory determination means has a variation in the durability value at the end that is less than the first reference value and When it is equal to or greater than a second reference value smaller than the first reference value, it is determined that the defense side is a normal victory, and when the endurance value variation at the end is less than the second reference value, A program characterized by a special victory on the defense side.
  3.  請求項1又は2に記載のプログラムであって,
     前記勝利判定手段は,前記耐久値の変動が前記第1の基準値に達したと判定された場合において,前記第1の基準値に達したときの残りプレイ時間が第1の基準時間未満である場合,前記攻撃側の通常勝利と判定し,前記第1の基準値に達したときの残りプレイ時間が前記第1の基準時間以上である場合,前記攻撃側の特殊勝利と判定することを特徴とするプログラム。
    The program according to claim 1 or 2,
    In the case where it is determined that the variation of the durability value has reached the first reference value, the victory determination means has a remaining play time that is less than the first reference time when the first reference value is reached. If there is, it is determined that the attack is a normal victory, and if the remaining play time when the first reference value is reached is greater than or equal to the first reference time, it is determined that the attack is a special victory. A featured program.
  4.  請求項1乃至3のいずれかに記載のプログラムであって,
     前記第1の条件は,仮想空間内に予め設定された領域での攻撃側と防衛側の優劣に関する数値が,攻撃側の方が防衛側より優勢であることを示す所定の値になった場合であることを特徴とするプログラム。
    A program according to any one of claims 1 to 3,
    The first condition is that a numerical value relating to the superiority or inferiority of the attacker and the defense in a predetermined area in the virtual space is a predetermined value indicating that the attacker is superior to the defense A program characterized by being.
  5.  請求項4に記載のプログラムであって,
     前記条件判定手段は,前記領域が複数箇所設定されている場合には,あらかじめ決められた最初の領域における前記第1の条件について判定し,前記最初の領域における前記第1の条件を満たしたと判定すると,あらかじめ決められた次の領域における前記第1の条件について判定することを特徴とするプログラム。
    A program according to claim 4, wherein
    If a plurality of areas are set, the condition determination means determines the first condition in a predetermined first area and determines that the first condition in the first area is satisfied. Then, a program for determining the first condition in a predetermined next area.
  6.  請求項5に記載のプログラムであって,
     前記仮想空間には,予め攻撃側拠点座標が設定されており,
     前記領域は,攻撃側拠点座標との距離が小さい順に設定されていることを特徴とするプログラム。
    A program according to claim 5, wherein
    In the virtual space, the attacking base coordinates are set in advance,
    The area is set in ascending order of distance from the attacking base coordinates.
  7.  請求項1乃至4のいずれかに記載のプログラムであって,
     前記条件判定手段は,対戦ゲームの進行状況が第2の条件を満たしたか否かを判定し,
     前記プレイ時間算出手段は,前記条件判定手段により前記第2の条件を満たしたと判定された場合,現在のプレイ時間から所定時間を減算することを特徴とするプログラム。
    A program according to any one of claims 1 to 4,
    The condition determining means determines whether or not the progress of the battle game satisfies the second condition;
    The play time calculating means subtracts a predetermined time from the current play time when the condition determining means determines that the second condition is satisfied.
  8.  請求項7に記載のプログラムであって,
     前記第2の条件は,仮想空間内において,防衛側のキャラクタが攻撃側のキャラクタを所定の回数撃破した状態であることを特徴とするプログラム。
    The program according to claim 7, wherein
    The program according to claim 2, wherein the second condition is a state in which the defending character defeats the attacking character a predetermined number of times in the virtual space.
  9.  複数のプレイヤが攻撃側と防衛側に分かれて仮想空間内のキャラクタを操作して対戦ゲームを行うコンピュータゲームシステムにおいて,
     仮想空間内に配置され,攻撃側の攻撃対象且つ防衛側の防衛対象である物体の耐久度合いを示す値であって,前記攻撃側の攻撃により変動する耐久値を取得する耐久値取得手段と,
     対戦ゲームの進行に伴う前記耐久値の変動が第1の基準値を超えたか否か,さらに,対戦ゲームの進行状況が第1の条件を満たしたか否かを判定する条件判定手段と,
     対戦ゲームのプレイ時間の初期値を設定し,対戦ゲームの進行に伴って当該プレイ時間を順次カウントダウンし,さらに,前記条件判定手段により前記第1の条件を満たしたと判定された場合,現在のプレイ時間に所定時間を加算するプレイ時間算出手段と,
     前記条件判定手段により前記耐久値の変動が前記第1の基準値に達したと判定された場合には前記攻撃側が勝利したと判定し,前記耐久値の変動が前記第1の基準値に達せずに前記プレイ時間設定手段によるカウントダウンが終了した場合には前記防衛側が勝利したと判定する勝利判定手段とを備えることを特徴とするコンピュータゲームシステム。
    In a computer game system in which a plurality of players are divided into an attack side and a defense side and operate a character in a virtual space to play a battle game,
    Endurance value acquisition means for acquiring a durability value that is arranged in a virtual space and indicates a durability level of an object that is an attack target on the attack side and a defense target on the defense side, and varies depending on the attack on the attack side;
    Condition determining means for determining whether or not the variation of the durability value accompanying the progress of the battle game exceeds the first reference value, and further whether or not the progress status of the battle game satisfies the first condition;
    The initial value of the play time of the battle game is set, the play time is sequentially counted down as the battle game progresses, and if it is determined by the condition determination means that the first condition is satisfied, Play time calculation means for adding a predetermined time to the time;
    If it is determined by the condition determining means that the variation in the durability value has reached the first reference value, it is determined that the attacker has won, and the variation in the durability value has not reached the first reference value. And a victory determination means for determining that the defense side has won when the countdown by the play time setting means is completed.
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