WO2013132565A1 - Game control device, game control method, program, recording medium and game system - Google Patents

Game control device, game control method, program, recording medium and game system Download PDF

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Publication number
WO2013132565A1
WO2013132565A1 PCT/JP2012/008123 JP2012008123W WO2013132565A1 WO 2013132565 A1 WO2013132565 A1 WO 2013132565A1 JP 2012008123 W JP2012008123 W JP 2012008123W WO 2013132565 A1 WO2013132565 A1 WO 2013132565A1
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WO
WIPO (PCT)
Prior art keywords
game
user
selection
predetermined condition
communication terminal
Prior art date
Application number
PCT/JP2012/008123
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French (fr)
Japanese (ja)
Inventor
栄花 卓郎
Original Assignee
株式会社コナミデジタルエンタテインメント
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Publication of WO2013132565A1 publication Critical patent/WO2013132565A1/en

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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • A63F13/69Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/533Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game for prompting the player, e.g. by displaying a game menu
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling 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
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • 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
    • A63F13/828Managing virtual sport teams
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/90Constructional details or arrangements of video game devices not provided for in groups A63F13/20 or A63F13/25, e.g. housing, wiring, connections or cabinets
    • A63F13/92Video game devices specially adapted to be hand-held while playing
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/40Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of platform network
    • A63F2300/406Transmission via wireless network, e.g. pager or GSM

Definitions

  • the present invention relates to a technique for controlling the execution of a game.
  • social game executed by a game application created based on an operating environment such as an API (Application Programming Interface) operating on a web browser in a social networking service (SNS) by a specific service provider.
  • API Application Programming Interface
  • SNS social networking service
  • Game is popular. It can be said that the social game is a kind of online game that is played while communicating among an unspecified number of users. If the user can connect to the Internet and has a communication terminal equipped with a web browser, the user can enjoy a social game regardless of time and place.
  • One of the features of the above-described social game is that it has a richer communication function for interacting with users than conventional online games.
  • social games for example, in addition to cooperative play with other users (friends), information exchange by communicating with friends such as greetings and contacts with friends, gifts of items on the game with friends or items An exchange has been made.
  • the present invention has been made in view of the above-described viewpoints, and when a plurality of objects can be acquired on a game, a game control device, a game control method, and a program that allow the user to feel interest in the acquisition act itself
  • An object of the present invention is to provide a recording medium and a game system.
  • the first aspect of the present invention is: A selection means for selecting one of a plurality of objects on the game; An acquisition unit that acquires a setting value of the object selected by the selection unit with reference to a storage device that stores a setting value set in each of the plurality of objects; Determination means for determining whether or not a predetermined condition is satisfied based on the setting value acquired by the acquisition means; Selection control means for controlling the selection means so as to select an object while satisfying a predetermined condition by the determination means; It is a game control apparatus provided with.
  • the object may be any object as long as it can be selected, and may include, for example, items and characters on the game.
  • the character is, for example, a virtual person, a creature, a monster or the like on the game, and includes those displayed on the card. It can also contain cards about magic and tricks.
  • the “set value” may be anything as long as it is numerical information set accompanying the object. For example, in the case of an object, it represents a parameter value indicating the ability of the object or a characteristic of the object. It may be a value, a cost required for the game to use the object, or the like.
  • the user cannot predict the number of objects selected at the time of operation input. Therefore, for example, in the lottery process, the user cannot predict the total number of objects that can be finally drawn by lottery. Therefore, when a plurality of objects can be acquired on the game, such as a lottery process, attention is paid to the number of objects to be obtained, and the user can feel interest in the acquisition act itself. Further, since the number of obtained objects is associated with the set value of the object, the user inevitably pays attention to the set value of each object. Therefore, the user can be interested in a specific set value.
  • the predetermined condition may be based on a comparison result between an integrated value of a set value of a plurality of objects selected by the selection means and a predetermined value. Since these conditions are not so complicated, the user pays more attention to whether or not the integrated value of the target set value satisfies a predetermined condition. Therefore, it comes to pay more attention to the specific set value of the obtained object, and can enhance the interest of the user.
  • the game control device may include display means for displaying the integrated value on a display device. By displaying the integrated value, it becomes easy for the user to visually recognize whether or not the predetermined condition is satisfied.
  • a setting value serving as a basis for the predetermined condition is the progress of the game among the plurality of items. It may be a setting value of an unrelated item. “Items irrelevant to the progress of the game” are, for example, the progress of the scenario in the game, or the superiority or inferiority of a specific process in the game (for example, superiority or inferiority in the battle with other users, the progress of the quest process, etc.) It is an irrelevant item. The user often pays attention to the setting values of items related to the progress of the game among the plurality of items of the object, for example, in order to advance the game advantageously, but is irrelevant to the progress of the game.
  • the predetermined condition is based on the setting values of the plurality of items of each object selected by the selection unit. It may be.
  • flexible condition settings can be achieved. For example, it can be set so that a new object can be selected while a condition based on the setting value of any item among the setting values of a plurality of items of each object is satisfied.
  • the width can be increased.
  • a second aspect of the present invention is a game control method, Selecting one of a plurality of objects on the game; Referring to a storage device that stores setting values set in each of the plurality of objects, obtaining a setting value of the object selected by the selecting step; Determining whether a predetermined condition is satisfied based on the set value acquired in the acquiring step; Controlling to select an object while satisfying a predetermined condition by the determination means; including.
  • a third aspect of the present invention provides a computer for controlling the execution of a game.
  • the ability to select one of several objects in the game A function of acquiring a setting value of the object selected by the selecting step with reference to a storage device that stores a setting value set in each of the plurality of objects; A function for determining whether or not a predetermined condition is satisfied based on the setting value acquired in the acquiring step, and a control for selecting an object while the predetermined condition is satisfied by the determination means It is a program for realizing the function to perform.
  • the computer may be, for example, a network server or a large computer. Further, this program may be stored in a computer-readable information storage medium such as a DVD-ROM or a CD-ROM. That is, a fourth aspect of the present invention is a computer-readable recording medium in which the program is recorded.
  • a fifth aspect of the present invention is a game system including a communication terminal and a server configured to be accessible from the communication terminal and controlling execution of the game by the communication terminal, A selection means for selecting one of a plurality of objects on the game; An acquisition means for acquiring a setting value of an object selected by the selection means with reference to a storage device that stores a setting value set in each of the plurality of objects; A determination unit that determines whether or not a predetermined condition is satisfied based on the setting value acquired by the acquisition unit, and the object selection is performed while the predetermined condition is satisfied by the determination unit.
  • Each means of the selection control means for controlling the selection means is provided in either the communication terminal or the server, It is a game system.
  • the figure which shows the basic composition of the game system of embodiment The figure which shows the example of the external appearance of the communication terminal of embodiment.
  • the block diagram which shows the structure of the communication terminal of embodiment The block diagram which shows the structure of the game server of embodiment.
  • the functional block diagram for demonstrating the function to play main roles with the game control apparatus of embodiment The figure which shows the example of a display of the top page of the game of this embodiment.
  • the figure which shows an example of a web page when a user performs a scout process The figure which shows an example of a web page when a user performs a scout process. The figure which shows an example of a web page when a user performs a scout process. The figure which shows an example of a web page when a user performs a scout process. The figure which shows an example of a web page when a user performs a lottery process. The figure which shows an example of a web page when a user performs a lottery process. The figure which shows an example of a web page when a user performs a lottery process. The main flowchart performed by the game control apparatus of embodiment. The main flowchart performed by the game control apparatus of embodiment. The figure which shows the structural example of each function in each of a communication terminal and a game server. The figure which shows the structural example of each function in each of a communication terminal and a game server.
  • the present invention relates to a patent application of Japanese Patent Application No. 2012-048897 filed with the Japan Patent Office on March 6, 2012, the entire contents of which are incorporated herein by reference.
  • FIG. 1 shows a system configuration example of a game system according to the embodiment.
  • the game system includes communication terminals 10a, 10b, 10c,... That can be connected to a communication network NW (network) such as the Internet, a game server 20 connected to the communication network NW,
  • NW network
  • the database server 30 is configured.
  • Each of the communication terminals 10a, 10b, 10c,... Is a terminal operated by an individual user, for example, a mobile terminal, a smartphone, a PDA (Personal Digital Assistant), a personal computer, a television having a bidirectional communication function.
  • a communication terminal such as a John receiver (including a so-called multi-function smart TV).
  • the game server 20 is configured to be able to communicate with the communication terminal 10 that is a client, and provides a gaming service to the communication terminal 10.
  • the game server 20 is mounted with an application operable on a web browser as a game application.
  • the database server 30 stores various information to be described later in executing the game, and is connected to the game server 20 by, for example, a wire for reading and writing the information.
  • the communication terminal 10 includes a web browser capable of displaying a web page provided by the game server 20, and the user operates the communication terminal 10 on the web page to execute a game.
  • an authentication server for authenticating the user of each communication terminal 10 may be provided separately from the game server 20. Further, when a plurality of game servers 20 are provided in order to accept access from many communication terminals 10, a load balancer for adjusting a load between the plurality of game servers 20 may be provided.
  • the game server 20 may be configured as a single server device, but may be configured as a plurality of server devices having distributed functions.
  • FIGS. 2A and 2B are diagrams each illustrating an example of the appearance of the communication terminal 10.
  • FIG. 2A illustrates a button input type communication terminal such as a foldable mobile terminal (mobile phone)
  • FIG. 2B illustrates a touch panel input type communication terminal such as a smartphone.
  • FIG. 3 is a block diagram showing an internal configuration of the communication terminal 10. As shown in FIG.
  • the communication terminal 10 includes a CPU (Central Processing Unit) 11, a ROM (Read Only Memory) 12, a RAM (Random Access Memory) 13, an image processing unit 14, an instruction input unit 15, a display unit 16, A communication interface unit 17 as a signal transmission / reception unit is provided, and a bus 18 for transmitting a control signal or a data signal between the units is provided.
  • a CPU Central Processing Unit
  • ROM Read Only Memory
  • RAM Random Access Memory
  • the CPU 11 loads the web browser in the ROM 12 into the RAM 13 and executes it. And CPU11 is based on the appropriate designation
  • the communication terminal 10 may be mounted with various plug-ins for extending the browser function of the web browser. In acquiring the HTML data, the CPU 11 sends an access request message including a user ID (user identification information) registered in advance or a user ID input via the instruction input unit 15 via the communication interface unit 17. The game server 20 is notified.
  • the web browser displays the web page provided from the game server 20 on the display unit 16 based on the acquired HTML data via the image processing unit 14.
  • the web browser transmits new HTML data for displaying the web page according to the selection. (That is, update of the web page) is requested to the game server 20.
  • the image processing unit 14 displays a web page on the display unit 16 based on the display image data given from the CPU 11 as the analysis result of the HTML data.
  • the display unit 16 is, for example, an LCD (Liquid-Cristal-Display) monitor including thin film transistors arranged in units of pixels in a matrix, and displays an image of a web page by driving the thin film transistors based on display image data. To display.
  • LCD Liquid-Cristal-Display
  • the instruction input unit 15 includes a button group 15a including a plurality of instruction input buttons such as a direction instruction button and a decision button for accepting a user operation input. And a button group 15b including a plurality of instruction input buttons such as a numeric keypad, and includes an interface circuit for recognizing a pressing (operation) input of each button and outputting it to the CPU 11.
  • the direction instruction button is provided to instruct the CPU 11 to scroll and display the web page displayed on the display unit 16.
  • the determination button instructs the CPU 11 that the user selects one hyperlink or menu that is actively displayed (for example, highlighted) when, for example, a plurality of hyperlinks or menus are displayed on a web page.
  • buttons are provided on the front surface of the communication terminal 10 so that the user can easily operate (click) with the thumb while holding the communication terminal 10 with one hand. It is preferable to arrange
  • the button group 15b is arranged below the button group 15a and includes a plurality of instruction input buttons on which “0” to “9”, “*”, and “#” (ten keys) are written. .
  • the instruction input unit 15 mainly accepts touch panel type input by touching the display screen 16a with a fingertip or a pen.
  • the touch panel input method may be a known method such as a capacitance method.
  • the button group 15a may be provided even when the communication terminal 10 is a touch panel input method.
  • the menu selection operation on the web page displayed on the communication terminal 10 is selected by pressing the direction instruction button and selecting by pressing the enter button. This is done by confirming the selected menu.
  • the selection operation is performed by instructing (touch operation) a menu position on the display screen 16a on which the web page is displayed with a finger or a pen.
  • the configuration of the game server 20 will be described with reference to FIG.
  • the game server 20 manages a game website including a plurality of hierarchical web pages, for example, and provides a game web service to the communication terminal 10.
  • the game server 20 includes a CPU 21, a ROM 22, a RAM 23, a database (DB) access unit 24, and a communication interface unit 25, for transmitting control signals or data signals between the units.
  • a bus 26 is provided.
  • the game server 20 can take the same structure as a general-purpose web server regarding hardware.
  • the ROM 22 stores an application program that provides a service for displaying an object such as an HTML document or an image (displaying a web page) to the web browser of the communication terminal 10 that is a client.
  • the ROM 22 stores various data referred to by the CPU 21 in addition to the application program.
  • the CPU 21 loads the game program in the ROM 22 to the RAM 23 and executes it, and performs various processes via the communication interface unit 25.
  • the CPU 21 transmits HTML data to the communication terminal 10 via the communication interface unit 25.
  • the CPU 21 performs the authentication process.
  • the CPU 21 performs processing according to the hyperlink or menu selected by the user on the web page displayed on the communication terminal 10 via the communication interface unit 25.
  • the processing includes, for example, transmission of new HTML data, arithmetic processing in the game server 20 or data processing.
  • the database access unit 24 is an interface when the CPU 21 reads / writes data from / to the database server 30.
  • the database server 30 can be realized by a general-purpose storage such as a large-capacity hard disk device or a device such as RAID (Redundant Arrays of Inexpensive Disks). Each database in the database server 30 is configured to be able to read and write data from the CPU 21 via the database access unit 24 of the game server 20.
  • FIG. 5 shows an example of the configuration of the database server 30. As shown in FIG. 5, the database server 30 includes a user database 31 and a game database 32.
  • the type of game realized by the game server 20 of the present embodiment is not particularly limited, but in the following, as an example of a game realized by the game server 20 for convenience of description of the embodiment, a soccer-style digital Pick up a card game.
  • a soccer-style digital card game (hereinafter, referred to as “game of the present embodiment” as appropriate) creates a team by a user collecting player cards corresponding to soccer players, and plays football with other users' teams. Or a soccer league game for each skill level.
  • the game of this embodiment is composed of a plurality of processes.
  • a strengthening process or the like is provided to increase the ability of the player card by integrating two or more player cards.
  • FIG. 6 shows an example of a user database 31 applied in the game according to this embodiment described above.
  • the user database 31 has, for each user ID (user identification information), a user name / display image, a skill level, an action point, an operation point, a strengthening point, an ale point, the number of players, a possessed coin, and a fellow user ID.
  • Information included in the user database 31 can be updated sequentially by the game server 20.
  • the user ID included in the user database 31 or the data for each user name that identifies the user is generically referred to as user data.
  • the data of each item constituting the user data is as follows.
  • User name / display image A user name and a display image that are displayed to identify the user on the communication terminal 10 when the game is executed.
  • the user name is text of a predetermined length or less that is specified in advance by the user, and the display image is an avatar image that is selected in advance by the user, for example.
  • the user name is a name that identifies the user on the network environment (or game community) provided by the game server 20. Skill level This is data indicating the skill level of the user on the game.
  • -Action point In the game of this embodiment, it is a point necessary for performing scouting on the game by the user.
  • the action point is a value that decreases by playing the scout process and recovers (increases) every time a predetermined time elapses.
  • -Management point It is a point required when performing the battle
  • the management point is a value that is reduced by a battle with another user or the like and is recovered (increased) every time a predetermined time elapses.
  • Strengthening point In the game according to the present embodiment, it is a point necessary for strengthening the player card (integration processing described later) by the user.
  • the strengthening point is a value that is reduced by strengthening the player card and is recovered (increased) every time the player wins a battle with another user or a predetermined time elapses.
  • -Ale point In the game of this embodiment, it is a point that a user acquires by sending a support message to a friend.
  • -Number of players This is the number of player cards held by the user. The number of players is increased or decreased by the execution of scout processing and strengthening processing. The maximum number of players (for example, 60) is defined in advance.
  • -Owned coin This is the amount of possessed virtual currency (coin) on the game that is required when the user uses the paid function on the game.
  • the possessed coins are consumed (reduced) when the user uses a paid function on the game, and the user pays actual money to the service provider or the like by a predetermined method, and increases according to the amount paid.
  • ⁇ Friend's user ID This is data of another user ID that is a friend of the target user ID.
  • -Image data of possession card In the case of the game of the present embodiment, the image data of the possession card is data including an image of the player card retained by the user.
  • -Owned card parameter The owned card parameter is data indicating the ability value of the player card. For example, as shown in FIG. 6, each ability value of “offense”, “defense”, and “technique” may be included as parameter items.
  • the game database 32 stores and updates information related to the game result executed by the game server 20 based on the access from the game server 20.
  • Information related to game results may include various information depending on the nature of the game. Taking the case of the game of the present embodiment as an example, information on game results includes results of battles between different user IDs (scores, etc.), results of league battles between a plurality of user IDs of specific skill levels (scores) , Ranking, etc.).
  • the game database 32 stores information (player card list) of a plurality of player cards that are bases for player card selection during the lottery process executed in the game of the present embodiment.
  • FIG. 7 shows an example of the data structure of the player card list.
  • data of a plurality of items is associated with each player card.
  • a plurality of items associated with each player card include a name, an image displayed on the card, a position, a team, an age, a height, a weight, and a parameter indicating the ability value of the player card ( "Offense”, "Defense”, "Technique”).
  • data of items other than the parameter indicating the ability value are the ability values referred to in the battle with other users, etc.
  • the ability value for example, setting values such as age, height, weight, etc.
  • it may be an item irrelevant to the progress of the game, or an auxiliary item related to the progress of the game.
  • data such as age and height may vary depending on game settings, based on data such as age and height, or a combination of data. The effect of variation) may be determined, or the probability that the feat will be activated may vary.
  • FIG. 8 is a functional block diagram for explaining functions that play a main role in the game control apparatus of the present embodiment.
  • menus, marks and the like displayed on the web page displayed on the communication terminal 10 are arranged at desired positions on the web page, and are menus visually recognized on the communication terminal 10. The position on the display screen of the mark and the like can be changed by the user's operation of pressing the direction instruction button or the scroll operation of the web page by the touch panel operation.
  • the registration unit 51 recognizes a user request based on an appropriate operation input to the communication terminal 10 on a web page provided to the communication terminal 10, for example, and performs a registration process.
  • the registration means 51 in this case is executed as follows, for example.
  • the CPU 21 of the game server 20 receives a registration request message from the communication terminal 10 via the communication interface unit 25.
  • the registration request message is automatically generated by a predetermined operation (for example, a predetermined menu selection operation, text input, etc.) on the communication terminal 10 on the web page provided from the game server 20. May be configured.
  • the registration request message may include information (for example, IP address, e-mail address, etc.) for specifying the communication terminal 10 as the transmission source, or the user has already played another game by the same service provider.
  • the user ID may be included.
  • the CPU 21 receives the registration request message and the registration request message does not include the user ID, the CPU 21 issues a new user ID and performs registration processing of the user ID, and then the registration processing is completed. Is sent to the communication terminal 10.
  • the CPU 21 receives the registration request message and the registration request message includes a user ID, the CPU 21 performs registration processing of the user ID, and then transmits a registration completion message indicating that the registration processing is completed to the communication terminal. 10 to send.
  • the CPU 21 When the registration is completed, the CPU 21 generates user data corresponding to the user ID and stores it in the user database 31.
  • the registration unit 51 may also register the user ID in association with another user ID triggered by an application based on the user ID. That is, the registration unit 51 registers another user ID as a “mate” with an application based on the user ID as a trigger. In the following description, it is synonymous that the user ID is in a friend relationship and that the corresponding user is in a friend relationship.
  • the registration means 51 in this case is executed as follows, for example.
  • the CPU 21 of the game server 20 sends an application message (application) specifying a user ID (or a corresponding user name) to be a friend from the communication terminal 10 of the user corresponding to a certain user ID via the communication interface unit 25. Accept.
  • Transmission of this application message is preset as a function of a web page provided to the user's communication terminal 10.
  • the CPU 21 approves an application based on another user ID to the communication terminal 10 corresponding to the user ID at the timing when the access is based on the user ID included in the application message. HTML data for displaying a web page for requesting the reply is transmitted. If it is replied that the application is approved, the CPU 21 registers both as friends. Specifically, the CPU 21 accesses the user data of the corresponding two user IDs in the user database 31 and writes the data in the location of “mate user ID” (see FIG. 6).
  • the conditions which relate users are not limited to the format requiring application and approval as described above.
  • a user who executes a stage or an area on the same game or a user who has played a game is registered as a friend. May be.
  • users who transmit a predetermined number of greeting messages may be automatically registered as friends, and if there is a game mode in which a battle (battle) is performed between users, a battle is performed more than a predetermined number of times.
  • achieves by registering data in the user database 31 by registering the friendship relationship between users was shown, it is not restricted to this example.
  • the data regarding the friendship may be written in an external storage device on the network accessible from the game server 20.
  • the game progression means 52 has a function of advancing the game by transmitting HTML data for sequentially updating web pages displayed on the communication terminal 10 in response to a user operation on the communication terminal 10.
  • the game of this embodiment consists of the following several processes used as a user's play object. ⁇ Scout processing: Processing to search for player cards in order to build up their own team ⁇ Strengthening processing: Processing to increase the ability of player cards by integrating two or more player cards ⁇ Game processing: Teams of other users And soccer match process / lottery process: User draws a player card in a game lottery
  • the game progress means 52 performs a scout process, a reinforcement process, and a game process in the game.
  • the lottery process is executed by the selection means 53 and the selection control means 56 described later.
  • the CPU 21 of the game server 20 assigns in advance any process for advancing the game to each menu displayed on the web page. Then, when the menu on the web page is selected in the communication terminal 10, the CPU 21 receives information about the selected menu from the communication terminal 10, and is assigned to the selected menu based on the received information. Execute the process.
  • the game progress means 52 causes the communication terminal 10 to display a plurality of menus each assigned a plurality of processes executed in the game. Specifically, the CPU 21 generates HTML data for displaying a web page including a plurality of menus, and transmits the HTML data to the communication terminal 10.
  • FIG. 9 An example of the game top page displayed on the communication terminal 10 by the game progression means 52 is shown in FIG.
  • This top page is composed of web pages corresponding to individual user IDs.
  • the top page illustrated in FIG. 9 includes a user data display area, a player image display area, and a menu display area.
  • skill level, action point, management point, strengthening point, yell point, number of players, and data of each item of fellows included in the user data of the target user ID are displayed.
  • Area It should be noted that in the items displayed in the user data display area, the point or number written in the X / Y format is that X is the point or number held by the user, and Y is the maximum value of the point or number. Indicates that there is.
  • the player image display area is an area in which an image of a player card designated in advance by the user among a plurality of player cards included in the user data of the target user ID is displayed.
  • the menu display area is a basic menu corresponding to a plurality of processes (scout process, reinforcement process, game process, lottery process, formation process) provided in the game of the present embodiment. , “Lottery” and “Formation” menus m1 to m5 are displayed.
  • a plurality of menus to which a plurality of processes executed in the game are assigned are respectively arranged at predetermined positions on the web page displayed on the communication terminal 10.
  • the formation process corresponding to the menu m5 is a process of changing the team formation by the player card, changing the position of the player card, and the like in accordance with the operation of the user.
  • the game progress means 52 executes processing corresponding to the user's selection operation for the menu displayed on the communication terminal 10.
  • each process is executed hierarchically such that a new web page including a plurality of menus subdivided for each process is displayed.
  • the game progress means 52 is realized as follows.
  • the CPU 21 of the game server 20 accesses the user database 31 via the database access unit 24, and reads the data of each item included in the user data display area and the player card image data to be displayed in the player image display area.
  • the CPU 21 generates HTML data so that the top page shown in FIG. 9 is configured, and transmits it to the communication terminal 10.
  • the generated HTML data is different for each user (that is, for each user ID).
  • the communication terminal 10 interprets the received HTML data and displays the top page image on the display unit 16 (display screen 16a).
  • the scout process when executed, various types of lottery tickets are given to the user at predetermined timings or at random timings.
  • the user is configured to draw a player card in the lottery process in exchange for the lottery ticket.
  • the scout process performed by the game progress means 52 is demonstrated in detail.
  • FIGS. 10 to 12 show examples of web pages displayed on the communication terminal 10 when the scout process is executed.
  • FIG. 10 is a display example of a web page when the menu m1 is selected and operated on the top page shown in FIG.
  • FIG. 11 is a display example of a web page when the menu m11 displayed as “to area list” on the screen shown in FIG. 10 is selected and operated.
  • 12A and 12B are display examples of a web page when a lottery ticket is given to a user in the scout process.
  • a Japan map divided into a plurality of regions (areas) is displayed in the display region 100 in a state where an area to be searched is highlighted.
  • the user is provided with a menu labeled “Search” provided for each area to be searched (in the example of FIG. 10, area 9 (subareas 9-1, 9-2,...)).
  • Select m10 With this operation as a trigger, a search for an area to be searched is performed, and when a player card is excavated, the player card of the player is displayed in the display area 102.
  • the value of “search rate” (%) displayed in the display area 101 is increased by a random increase amount.
  • the value of the action point (action P) required for one search (“ ⁇ 5” in the example of FIG. 10 is displayed, which means that only 5 action points are consumed. .) Is displayed.
  • the user's action points are reduced by the value of the displayed action point, and the user's enhancement points are increased by the displayed enhancement point (enhancement P).
  • CPU21 accesses the user database 31, and updates the value of the action point and reinforcement
  • a player card is randomly drawn with a predetermined or random probability to appear from a plurality of player cards prepared for the scout.
  • the CPU 21 accesses the user database 31 and adds the data of the new player card that appears to the data of the target user ID. Is increased by one.
  • the CPU 21 generates HTML data for displaying the excavated player card in the display area 102 and transmits it to the communication terminal 10.
  • the HTML data is configured such that search rate data in the display area 101 is updated.
  • the action points required for one search may be different for each area to be searched. That is, the amount of action points that are reduced (consumed) in one search may be different for each area to be searched. For example, each time the skill level of the user increases, the amount of action points consumed may be increased.
  • the action points decrease each time the selection operation is performed on the menu m10. Therefore, when the top page is displayed immediately after the scout process is executed, the action points displayed on the top page are It will be displayed in a reduced manner than before the scout process.
  • the action points are recovered (increased) by one point each time a predetermined time (for example, 3 minutes) elapses, for example.
  • a web page that allows an overview of the search results of each area that the user has already played (that is, searched) is displayed by the selection operation of the menu m11 by the user.
  • the “complete rate” for each area is displayed.
  • the “complete rate” (achievement level) is a value in which a ratio of the number of types of player cards actually excavated to the maximum number of types of player cards that can be excavated in each area is displayed in%. For example, in the example shown in FIG. 10, if area 9 is composed of three subareas, areas 9-1, 9-2, and 9-3, a maximum of four player cards can be excavated in each subarea.
  • FIG. 12A shows a display example of a web page when “100-year lottery ticket” is given
  • FIG. 12B shows a display example of a web page when “10 m tall lottery ticket” is given.
  • the “100-year lottery ticket” means a number of player cards that satisfy a predetermined condition that the integrated value of the age set for the player card selected in the lottery process is within 100 (predetermined value). It is a lottery ticket that can be drawn.
  • “Height 10m lottery ticket” means a number of player cards that satisfy the predetermined condition that the integrated value of height set in the player card selected in the lottery process is within 10 meters (predetermined value). It is a lottery ticket that can be drawn.
  • the selection means 53 has a function of executing a selection process of selecting any player card from a plurality of player cards recorded in the player card list (FIG. 7).
  • An example of the selection process in the present embodiment is a lottery process, which is preferably performed by an effect display for taking out (drawing) one player card from the lottery box.
  • the function of the selection means 53 is implement
  • the CPU 21 of the game server 20 refers to a player card list (FIG. 7) in the game database 32 (storage device) based on information related to an operation input for drawing a player card, and selects any player card in the lottery process. I do.
  • Appearing player cards are basically selected randomly or according to a predetermined rule. For example, the probability that a player card (so-called rare card) corresponding to a player with outstanding technical ability or a popular player will be selected and set will be set very low.
  • the acquisition unit 54 has a function of acquiring the set value of the player card selected by the selection unit 53 with reference to the player card list (FIG. 7).
  • the determination unit 55 has a function of determining whether a predetermined condition is satisfied based on the setting value acquired by the acquisition unit 54.
  • the selection control unit 56 has a function of controlling the selection unit 53 so as to select a player card while the determination unit 55 satisfies a predetermined condition.
  • the acquisition means 54, the determination means 55, and the selection control means 56 cooperate to provide a function of selecting a number of player cards that satisfy a predetermined condition.
  • the predetermined condition can be arbitrarily set, in the example of the game of the present embodiment, it is a condition that the integrated value of the set values of a plurality of player cards selected by the selection means 53 is not more than a predetermined value.
  • the set value to be accumulated differs depending on the lottery ticket used for the lottery. In the case of the “100-year lottery ticket” illustrated in FIG. 12A, the setting value of the player card to be accumulated is the age value of the player card, and the “10-meter lottery ticket” illustrated in FIG. In the case, it is the height value of the player card.
  • the functions of the acquisition unit 54, the determination unit 55, and the selection control unit 56 are realized as follows.
  • the CPU 21 of the game server 20 selects a player card in the lottery process, the CPU 21 reads (acquires) the setting value of the player card from the player card list (FIG. 7) of the game database 32.
  • CPU21 determines whether a predetermined condition is satisfy
  • the CPU 21 temporarily stores the read integrated value of the set value in the RAM 23 each time.
  • the calculated integrated value is compared with a predetermined value to determine whether or not the integrated value exceeds the predetermined value. While the integrated value is less than or equal to the predetermined value (satisfying the predetermined condition), the player card selection is continued, and when the integrated value exceeds the predetermined value, the selection of a new player card is stopped. .
  • the display means 57 has a function of causing the communication terminal 10 to display an integrated value of the set values of the selected player card when selecting a player card by lottery processing.
  • the CPU 21 of the game server 20 generates HTML data for displaying the integrated value of the set values of the selected player card, and transmits it to the communication terminal 10.
  • the item of the set value that is the basis of the integrated value to be displayed differs depending on the lottery ticket used for the lottery.
  • the display means 57 is not an essential component for the present invention, but is a component for making the present invention more preferable.
  • FIGS. 13A to 13C exemplify a series of web pages P1 to P6 when the lottery ticket is given by the scout process and the lottery process is executed.
  • the web page is updated as shown in P1 of FIG. 13A, and the user obtains the scout process and uses an unused lottery ticket ( A list of lottery tickets on hand is displayed.
  • the contents of each lottery ticket on hand and the menu m10 for using each lottery ticket are displayed in association with each other.
  • the menu m10 corresponding to any lottery ticket is selected, the web page is updated as shown at P2 in FIG. 13A, and the lottery process using the lottery ticket is started.
  • the web page P2 shows an example in which a 10m tall lottery ticket is used using a "10m tall lottery ticket”.
  • the menu m11 labeled “Lottery” is selected on the web page P2
  • the web page is updated as shown at P3 in FIG. 13B.
  • the web page P3 shows a display example of the selection result of the first player card in the lottery process according to the selection operation of the menu m11.
  • the web page P3 includes a display area 201 for displaying an image of the player card selected in the lottery process, a display area 202 for displaying text including setting values such as the name and parameters of the player card, and a lottery ticket.
  • a display area 203 for displaying the integrated value (in this example, the integrated value of height) of the set value (in this example, the height value) and a menu m12 labeled “Draw next card” are included.
  • the player card selection results are sequentially displayed in the same manner as the web page P3.
  • the height integrated value displayed in the display area 203 is updated every time the selection result of the player card is displayed.
  • the height integrated value displayed in the display area 203 is updated each time an operation for drawing a new player card is performed, and continues until the predetermined condition that the height integrated value is 10 meters or less is satisfied.
  • the player card selection result is displayed.
  • the web page P6 displays the last player card that satisfies the condition that the height integrated value is 10 meters or less.
  • the lottery ticket used in the lottery process is displayed so as to be deleted from the list of hand-drawn lottery tickets displayed on the web page P1. Based on the plurality of player cards selected by the lottery process, the number of players in the user data of the target user and each data of the possessed card are updated.
  • FIGS. 14 and 15 are processes mainly executed by the selection unit 53 and the selection control unit 56.
  • 14 and 15 show the timing displayed on the communication terminal 10 of the web pages P1 to P6 of FIGS. 13A to 13C.
  • FIG. 14 shows a flow of processing when the user performs an operation of drawing a player card one by one and selects a player card for each operation.
  • FIG. 15 shows a flow of processing when all player cards are selected at once in response to one lottery instruction operation by the user.
  • step S100 YES
  • step S110 the integrated value Psum for the lottery associated with the lottery is initialized (step S110).
  • This integrated value Psum is an integrated value of set values of items based on a predetermined condition corresponding to the lottery ticket among the set values of a plurality of items provided on the player card.
  • step S120 YES
  • the process of selecting a card is started.
  • the CPU 21 accesses the game database 32 and performs a process of selecting one player card in the lottery process using the player card list (see FIG. 7) as a base (step S130).
  • the CPU 21 reads the set value (X) of the player card (step S140).
  • the set value of the player card to be read is the height value set for the player card.
  • CPU21 performs the process which calculates the integrated value of the read setting value (X) with respect to the integrated value Psum (step S150).
  • the CPU 21 compares the calculated integrated value Psum with a predetermined value (TH) (step S160).
  • the predetermined value TH is 10 (meters) in the example of the 10m tall lottery ticket described above. If integrated value P is equal to or less than predetermined value TH (step S160: YES), CPU 21 has a web page (for example, web pages P3 to P5) including a player card selection result and menu m12 for drawing a new player card. ) Is generated and transmitted to the communication terminal 10 (step S170), and the process returns to step S120.
  • step S160 NO
  • the CPU 21 displays a web page (for example, the web page P6) that does not include the menu m12 for drawing a new player card.
  • HTML data is generated and transmitted to the communication terminal 10 (step S180), and the lottery process is terminated.
  • step S100 YES
  • step S110 the integrated value Psum for the lottery associated with the lottery is initialized (step S110).
  • This integrated value Psum is an integrated value of set values of items based on a predetermined condition corresponding to the lottery ticket among the set values of a plurality of items provided on the player card.
  • step S115 the CPU 21 selects a number of player cards that satisfy the predetermined condition associated with the lottery ticket. Start the process to select. That is, the CPU 21 accesses the game database 32 and performs a process of continuously selecting a number of player cards that satisfy a predetermined condition in a lottery process using the player card list (see FIG. 7) as a base. That is, the CPU 21 selects one player card (step S130), and reads the setting value (X) of the player card (step S140). In the case of the 10m tall lottery ticket described above, the set value of the player card to be read is the height value set for the player card.
  • CPU21 performs the process which calculates the integrated value of the read setting value (X) with respect to the integrated value Psum (step S150).
  • the CPU 21 compares the calculated integrated value Psum with a predetermined value (TH) (step S160).
  • the predetermined value TH is 10 (meters) in the example of the 10m tall lottery ticket described above.
  • the CPU 21 continuously executes steps S130 to S150 and satisfies a predetermined condition associated with the lottery ticket. Select a card.
  • the CPU 21 ends the process of selecting a player card and generates HTML data including information on all the player cards selected so far. Then, it is transmitted to the communication terminal 10 (step S190), and the lottery process is terminated.
  • a series of changes in the display of the web pages P3 to P6 according to the selection operation of the menu m12 is performed based on the HTML data received in step S190.
  • the lottery process of the game system is configured such that a number of player cards that satisfy a predetermined condition associated with the lottery ticket can be selected.
  • the user cannot predict the number of player cards selected at the time of operation input. Therefore, for example, in the lottery process, the user cannot predict the total number of player cards that can be finally drawn by lottery. Therefore, when a plurality of player cards can be acquired on the game, such as the lottery process described above, attention is paid to the number of player cards obtained, and the user can feel interest in the acquisition act itself. Further, since the number of obtained player cards is associated with the set value of the player card, the user inevitably pays attention to the set value of each player card. Therefore, the user can be interested in a specific set value.
  • the predetermined condition may be based on a comparison result between the integrated value of the set values of the plurality of player cards selected by the selection unit 53 and the predetermined value, as in the example of the embodiment described above. Since these conditions are not so complicated, the user pays more attention to whether or not the integrated value of the target set value satisfies a predetermined condition. Therefore, it comes to pay more attention to the specific set value of the obtained player card, and can enhance the interest of the user.
  • the display unit 57 is not an essential component, but by providing the display unit 57, it is confirmed that the integrated value of the set values of a plurality of player cards selected by the selection unit 53 is not more than a predetermined value. Since the integrated value is displayed when the predetermined condition is set, it is easy for the user to visually recognize whether or not the predetermined condition is satisfied.
  • the set value of the selected player card may be sequentially subtracted from a predetermined value, and the predetermined condition may be that the value after subtraction is zero or more. Further, the predetermined condition may be that a specific set value of the selected player card is equal to or greater than a predetermined value.
  • the setting value that is the basis of the predetermined condition may be a setting value of an item that is irrelevant to the progress of the game among a plurality of items provided on the player card.
  • the parameter value affects the result of the battle with other users and is a setting value of an item related to the progress of the game.
  • the weight value is a setting value of an item that does not affect the progress of the scout process or the superiority or inferiority of the battle with other users, and is irrelevant to the progress of the game.
  • the user often pays attention to the setting values of items related to the progress of the game, such as the player card parameters, for example, in order to advance the game advantageously, but the age and height of the player card Or, relatively little attention is paid to setting values of items irrelevant to the progress of the game such as weight. Therefore, by using the items irrelevant to the progress of the game as the basis of the predetermined condition, the user will be more focused on the items irrelevant to the progress of the game in the lottery, thereby enhancing the interest of the game. Can do.
  • the predetermined condition regarding the number of player cards selected is associated with the set value of a single item of the player card, but the present invention is not limited to this.
  • the predetermined condition may be based on the setting values of the plurality of items of each player card selected by the selection means 53.
  • the range of lottery methods can be expanded. For example, you may perform a lottery process as follows.
  • the CPU 21 of the game server 20 selects a player card each time.
  • the integrated value of the height and weight of the selected player card is calculated.
  • CPU21 compares the integrated value of height and weight with the 1st predetermined value and 2nd predetermined value corresponding to each.
  • the CPU 21 may select a number of player cards such that either one of the integrated values of height and weight is equal to or less than the corresponding predetermined value, or the integrated values of height and weight are both equal to or less than the corresponding predetermined value. Such a number of player cards may be selected.
  • the registration means 51 is not an essential component.
  • the registration unit 51 is preferably provided when managing a large number of users such as social games.
  • a lottery ticket is obtained by the scout process of the game progression means 52 and lottery is performed in exchange for the lottery ticket has been described.
  • the present invention is not limited thereto, and the game progression means 52 is essential as a configuration of the present invention. is not.
  • the lottery process of the present embodiment may be performed in exchange for a certain amount of ale points, for example, or the lottery process may be performed in consideration of virtual coins on the game or actual currency. It is good also as a simple structure. That is, the user can execute only the lottery regardless of the progress of the game.
  • the game of the embodiment described above is a soccer-type digital card game as an example, it is not limited to a game with a specific content. Any game may be used as long as it has a function of selecting some object such as a player card.
  • the present invention is not limited to this.
  • the game server 20 and the database server 30 on the network realize the functions of the game progress means 52, the selection means 53, the acquisition means 54, the determination means 55, the selection control means 56, and the display means 57.
  • the structure it is not restricted to this structure.
  • each function can be realized by the communication terminal 10 as described in the above embodiment.
  • FIG. 16A and FIG. 16B each show an example of function sharing between the communication terminal 10, the game server 20, and the database server 30 for each function in the functional block diagram shown in FIG.
  • the database server 30 (game database 32) serving as a storage device stores the player card list serving as a base for selection of player cards.
  • the storage device is included in the communication terminal 10. May be provided.
  • the storage device may be a mass storage device such as the RAM 13 in the communication terminal 10 or an HDD (Hard Disk Drive) (not shown).
  • the communication terminal 10 determines whether or not the player card selection matrix from the game server 20 or the database server 30 prior to the lottery process.
  • the player card list data is received and a lottery process is performed.
  • the communication terminal 10 transmits data on the lottery result (player card selection result) to the game server 20, and the game server 20 stores the data in the game database 32 based on the received lottery result.
  • User data may be updated.

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Abstract

Disclosed are a game control device, game control method, program, recording medium and game system whereby, when a plurality of objects can be acquired in the game, the user's interest can be excited in the action of acquisition itself. A game control device comprises: selection means that selects one or other object from a plurality of objects in a game; acquisition means that acquires a set value of the object selected by the aforementioned selection means, by referring to a storage device that stores set values that are respectively set for the aforementioned plurality of objects; decision means that determines whether or not prescribed conditions are satisfied, based on the set values acquired by the aforementioned acquisition means; and selection control means that controls the aforementioned selection means so as to perform selection of an object while the conditions prescribed by the aforementioned decision means are satisfied.

Description

ゲーム制御装置、ゲーム制御方法、プログラム、記録媒体、ゲームシステムGAME CONTROL DEVICE, GAME CONTROL METHOD, PROGRAM, RECORDING MEDIUM, GAME SYSTEM
 本発明は、ゲームの実行を制御する技術に関する。 The present invention relates to a technique for controlling the execution of a game.
 近年、特定のサービス提供者によるソーシャルネットワーキングサービス(SNS)においてウェブブラウザ上で動作するAPI(Application Programming Interface)などの動作環境を基に作成されるゲーム用アプリケーションによって実行される、いわゆるソーシャルゲーム(Social Game)が普及している。ソーシャルゲームは、不特定多数のユーザ間でコミュニケーションをとりながらプレイするオンラインゲームの一種であると言える。ユーザは、インターネットに接続可能であり、ウェブブラウザが搭載された通信端末を備えていれば、ユーザは時間と場所を問わずソーシャルゲームを楽しむことができる。上述したソーシャルゲームでは、従来のオンラインゲームよりも、ユーザ間の交流を図るためのコミュニケーション機能が充実している点が特徴の1つとなっている。ソーシャルゲームでは、例えば、他のユーザ(仲間)との協力プレイのほか、仲間との挨拶や連絡など仲間とコミュニケーションを取ることによる情報交換、仲間との間のゲーム上のアイテムのプレゼントあるいはアイテムの交換が行なわれている。 In recent years, a so-called social game (Social) executed by a game application created based on an operating environment such as an API (Application Programming Interface) operating on a web browser in a social networking service (SNS) by a specific service provider. Game) is popular. It can be said that the social game is a kind of online game that is played while communicating among an unspecified number of users. If the user can connect to the Internet and has a communication terminal equipped with a web browser, the user can enjoy a social game regardless of time and place. One of the features of the above-described social game is that it has a richer communication function for interacting with users than conventional online games. In social games, for example, in addition to cooperative play with other users (friends), information exchange by communicating with friends such as greetings and contacts with friends, gifts of items on the game with friends or items An exchange has been made.
 上述したソーシャルゲームにおいて、ゲームを進行させる上で複数の処理が設けられたものが知られている。例えば、非特許文献1には、「クエスト」、「合戦」、「カード合成」といったメニューに対応する処理を実行するソーシャルゲーム(戦国コレクション(登録商標))が記載されている。 In the above-described social game, a game in which a plurality of processes are provided to advance the game is known. For example, Non-Patent Document 1 describes a social game (Sengoku Collection (registered trademark)) that executes processing corresponding to menus such as “quest”, “battle”, and “card composition”.
 従来のソーシャルゲームでは、ユーザがカード等のオブジェクトを例えば抽選処理(上述した「ガチャ」の処理)で得る場合に、その抽選処理で出現するオブジェクトの数が予め決められていた。そのため、ユーザは、何枚のオブジェクトが得られるかについて興趣性を見出すことができなかった。 In a conventional social game, when a user obtains an object such as a card by, for example, a lottery process (the “gacha” process described above), the number of objects that appear in the lottery process is determined in advance. For this reason, the user cannot find interest in how many objects can be obtained.
 本発明は上述した観点に鑑みてなされたもので、ゲーム上で複数個のオブジェクトが取得できる場合に、ユーザがその取得行為自体に興趣性を感じることができるゲーム制御装置、ゲーム制御方法、プログラム、記録媒体、ゲームシステムを提供することを目的とする。 The present invention has been made in view of the above-described viewpoints, and when a plurality of objects can be acquired on a game, a game control device, a game control method, and a program that allow the user to feel interest in the acquisition act itself An object of the present invention is to provide a recording medium and a game system.
 本発明の第1の観点は、
 ゲーム上の複数のオブジェクトからいずれかのオブジェクトを選択する選択手段と、
 前記複数のオブジェクトの各々に設定されている設定値を記憶する記憶装置を参照して、前記選択手段によって選択されたオブジェクトの設定値を取得する取得手段と、
 前記取得手段によって取得された設定値に基づいて、所定の条件が満たされているか否かを判定する判定手段と、
 前記判定手段によって所定の条件を満足する間、オブジェクトの選択を行うように前記選択手段を制御する選択制御手段と、
 を備えた、ゲーム制御装置である。
The first aspect of the present invention is:
A selection means for selecting one of a plurality of objects on the game;
An acquisition unit that acquires a setting value of the object selected by the selection unit with reference to a storage device that stores a setting value set in each of the plurality of objects;
Determination means for determining whether or not a predetermined condition is satisfied based on the setting value acquired by the acquisition means;
Selection control means for controlling the selection means so as to select an object while satisfying a predetermined condition by the determination means;
It is a game control apparatus provided with.
 このゲーム制御装置において、オブジェクトは選択対象となり得るものであれば如何なるものでもよく、例えばゲーム上のアイテムやキャラクタを含んでもよい。この場合、キャラクタとは、例えばゲーム上の仮想的な人物や生物、若しくはモンスター等であり、それらがカードに表示されているものをも含む。また、魔法や技についてのカードを含みうる。
 このゲーム制御装置において、「設定値」は、オブジェクトに付随して設定されている数値情報であれば何でもよく、例えばオブジェクトであれば、オブジェクトの能力を示すパラメータの値や、オブジェクトの特性を表す値、オブジェクトを使用するのにゲーム上必要となるコスト等であってよい。
In this game control apparatus, the object may be any object as long as it can be selected, and may include, for example, items and characters on the game. In this case, the character is, for example, a virtual person, a creature, a monster or the like on the game, and includes those displayed on the card. It can also contain cards about magic and tricks.
In this game control device, the “set value” may be anything as long as it is numerical information set accompanying the object. For example, in the case of an object, it represents a parameter value indicating the ability of the object or a characteristic of the object. It may be a value, a cost required for the game to use the object, or the like.
 このゲーム制御装置によれば、ユーザは操作入力の時点で選択されるオブジェクトの数を予測することができない。よって、例えば抽選処理では、最終的に抽選により引くことができるオブジェクトの総数をユーザが予測できない。よって、抽選処理等、ゲーム上で複数個のオブジェクトが取得できる場合に、得られるオブジェクトの数に注目するようになり、ユーザがその取得行為自体に興趣性を感じることができる。
 また、得られるオブジェクトの数をオブジェクトの設定値と関連付けているため、ユーザは必然的に、各オブジェクトの設定値に注目するようになる。よって、ユーザに特定の設定値に興味を持たせることができる。
According to this game control device, the user cannot predict the number of objects selected at the time of operation input. Therefore, for example, in the lottery process, the user cannot predict the total number of objects that can be finally drawn by lottery. Therefore, when a plurality of objects can be acquired on the game, such as a lottery process, attention is paid to the number of objects to be obtained, and the user can feel interest in the acquisition act itself.
Further, since the number of obtained objects is associated with the set value of the object, the user inevitably pays attention to the set value of each object. Therefore, the user can be interested in a specific set value.
 上記ゲーム制御装置において、前記所定の条件は、前記選択手段により選択される複数のオブジェクトの設定値の積算値と所定値との比較結果に基づいていてもよい。かかる条件はそれほど複雑でない条件であるため、ユーザは、目的とする設定値の積算値が所定の条件を満足するか否かより注目することになる。そのため、得られるオブジェクトの特定の設定値に対してより注目するようになり、ユーザの興趣性を高めることができる。 In the game control apparatus, the predetermined condition may be based on a comparison result between an integrated value of a set value of a plurality of objects selected by the selection means and a predetermined value. Since these conditions are not so complicated, the user pays more attention to whether or not the integrated value of the target set value satisfies a predetermined condition. Therefore, it comes to pay more attention to the specific set value of the obtained object, and can enhance the interest of the user.
 上記ゲーム制御装置において、前記積算値を表示装置に表示させる表示手段、を備えてもよい。積算値を表示することで、ユーザが前記所定の条件を満足するか否かについて視覚的に認識しやすくなる。 The game control device may include display means for displaying the integrated value on a display device. By displaying the integrated value, it becomes easy for the user to visually recognize whether or not the predetermined condition is satisfied.
 上記ゲーム制御装置において、前記オブジェクトに対して複数の項目の設定値が対応付けられている場合に、前記所定の条件の基礎となる設定値は、前記複数の項目のうち、前記ゲームの進行に無関係な項目の設定値であってもよい。
 「ゲームの進行に無関係な項目」とは、例えば、ゲームにおけるシナリオの進行度合い、あるいはゲームにおける特定の処理の優劣(例えば、他のユーザとの対戦における優劣や、クエスト処理の進行度合いなど)に対して無関係な項目である。
 ユーザは、オブジェクトの複数の項目のうちゲームの進行に関係がある項目の設定値については、例えばゲームを有利に進行させるためにゲームの実行に当たって注目することが多いが、ゲームの進行に無関係な項目の設定値については相対的に注目することが少ない。そこで、ゲームの進行に無関係な項目を前記所定の条件の基礎とすることによって、ユーザは例えば抽選等、新たな選手カードが得られるときに、ゲームの進行に無関係な項目に対してより注目するようになり、ゲームの興趣性を高めることができる。
In the game control device, when setting values of a plurality of items are associated with the object, a setting value serving as a basis for the predetermined condition is the progress of the game among the plurality of items. It may be a setting value of an unrelated item.
“Items irrelevant to the progress of the game” are, for example, the progress of the scenario in the game, or the superiority or inferiority of a specific process in the game (for example, superiority or inferiority in the battle with other users, the progress of the quest process, etc.) It is an irrelevant item.
The user often pays attention to the setting values of items related to the progress of the game among the plurality of items of the object, for example, in order to advance the game advantageously, but is irrelevant to the progress of the game. Relatively little attention is paid to setting values of items. Therefore, by setting an item irrelevant to the progress of the game as the basis of the predetermined condition, the user pays more attention to the item irrelevant to the progress of the game when a new player card is obtained, such as a lottery As a result, the interest of the game can be enhanced.
 上記ゲーム制御装置において、前記オブジェクトに対して複数の項目の設定値が対応付けられている場合に、前記所定の条件は、前記選択手段により選択される各オブジェクトの複数の項目の設定値に基づいていてもよい。複数の項目の設定値に基づいて条件を設定することによって、例えば柔軟な条件設定とすることができる。例えば、各オブジェクトの複数の項目の設定値の内いずれかの項目の設定値に基づく条件が満足する間、新たなオブジェクトを選択することができるような設定とすることができ、例えば抽選方法の幅を広げることができる。 In the game control device, when the setting values of a plurality of items are associated with the object, the predetermined condition is based on the setting values of the plurality of items of each object selected by the selection unit. It may be. By setting conditions based on setting values of a plurality of items, for example, flexible condition settings can be achieved. For example, it can be set so that a new object can be selected while a condition based on the setting value of any item among the setting values of a plurality of items of each object is satisfied. The width can be increased.
 本発明の第2の観点は、ゲーム制御方法であって、
 ゲーム上の複数のオブジェクトからいずれかのオブジェクトを選択するステップと、
 前記複数のオブジェクトの各々に設定されている設定値を記憶する記憶装置を参照して、前記選択するステップによって選択されたオブジェクトの設定値を取得するステップと、
 前記取得するステップによって取得された設定値に基づいて、所定の条件が満たされているか否かを判定するステップと、
 前記判定手段によって所定の条件を満足する間、オブジェクトの選択を行うように制御するステップと、
 を含む。
A second aspect of the present invention is a game control method,
Selecting one of a plurality of objects on the game;
Referring to a storage device that stores setting values set in each of the plurality of objects, obtaining a setting value of the object selected by the selecting step;
Determining whether a predetermined condition is satisfied based on the set value acquired in the acquiring step;
Controlling to select an object while satisfying a predetermined condition by the determination means;
including.
 本発明の第3の観点は、ゲームの実行を制御するために、コンピュータに、
 ゲーム上の複数のオブジェクトからいずれかのオブジェクトを選択する機能、
 前記複数のオブジェクトの各々に設定されている設定値を記憶する記憶装置を参照して、前記選択するステップによって選択されたオブジェクトの設定値を取得する機能、
 前記取得するステップによって取得された設定値に基づいて、所定の条件が満たされているか否かを判定する機能、及び
 前記判定手段によって所定の条件を満足する間、オブジェクトの選択を行うように制御する機能
 を実現させるためのプログラムである。
A third aspect of the present invention provides a computer for controlling the execution of a game.
The ability to select one of several objects in the game,
A function of acquiring a setting value of the object selected by the selecting step with reference to a storage device that stores a setting value set in each of the plurality of objects;
A function for determining whether or not a predetermined condition is satisfied based on the setting value acquired in the acquiring step, and a control for selecting an object while the predetermined condition is satisfied by the determination means It is a program for realizing the function to perform.
 コンピュータは、例えばネットワークサーバ、大型計算機等であってよい。また、このプログラムは、DVD-ROMやCD-ROM等のコンピュータが読み取り可能な情報記憶媒体に格納されてもよい。すなわち、本発明の第4の観点は、前記プログラムを記録したことを特徴とする、コンピュータ読み取り可能な記録媒体である。 The computer may be, for example, a network server or a large computer. Further, this program may be stored in a computer-readable information storage medium such as a DVD-ROM or a CD-ROM. That is, a fourth aspect of the present invention is a computer-readable recording medium in which the program is recorded.
 本発明の第5の観点は、通信端末と、当該通信端末からアクセス可能に構成され、前記通信端末によるゲームの実行を制御するサーバと、を含むゲームシステムであって、
 ゲーム上の複数のオブジェクトからいずれかのオブジェクトを選択する選択手段、
 前記複数のオブジェクトの各々に設定されている設定値を記憶する記憶装置を参照して、前記選択手段によって選択されたオブジェクトの設定値を取得する取得手段、
 前記取得手段によって取得された設定値に基づいて、所定の条件が満たされているか否かを判定する判定手段、及び
 前記判定手段によって所定の条件を満足する間、オブジェクトの選択を行うように前記選択手段を制御する選択制御手段
 の各手段を、前記通信端末又は前記サーバのいずれか一方が備えた、
 ゲームシステムである。
A fifth aspect of the present invention is a game system including a communication terminal and a server configured to be accessible from the communication terminal and controlling execution of the game by the communication terminal,
A selection means for selecting one of a plurality of objects on the game;
An acquisition means for acquiring a setting value of an object selected by the selection means with reference to a storage device that stores a setting value set in each of the plurality of objects;
A determination unit that determines whether or not a predetermined condition is satisfied based on the setting value acquired by the acquisition unit, and the object selection is performed while the predetermined condition is satisfied by the determination unit. Each means of the selection control means for controlling the selection means is provided in either the communication terminal or the server,
It is a game system.
実施形態のゲームシステムの基本構成を示す図。The figure which shows the basic composition of the game system of embodiment. 実施形態の通信端末の外観の例を示す図The figure which shows the example of the external appearance of the communication terminal of embodiment 実施形態の通信端末の外観の別の例を示す図。The figure which shows another example of the external appearance of the communication terminal of embodiment. 実施形態の通信端末の構成を示すブロック図。The block diagram which shows the structure of the communication terminal of embodiment. 実施形態のゲームサーバの構成を示すブロック図。The block diagram which shows the structure of the game server of embodiment. 実施形態のデータベースサーバの構成を示すブロック図。The block diagram which shows the structure of the database server of embodiment. データベースサーバに含まれるユーザデータベースの構成例を示す図。The figure which shows the structural example of the user database contained in a database server. 選手カードの選択の母体となる選手カードリストのデータ構成の一例を示す図。The figure which shows an example of the data structure of the player card list used as the mother body of selection of a player card. 実施形態のゲーム制御装置で主要な役割を果たす機能を説明するための機能ブロック図。The functional block diagram for demonstrating the function to play main roles with the game control apparatus of embodiment. 本実施形態のゲームのトップページの表示例を示す図。The figure which shows the example of a display of the top page of the game of this embodiment. ユーザがスカウト処理を実行するときのウェブページの一例を示す図。The figure which shows an example of a web page when a user performs a scout process. ユーザがスカウト処理を実行するときのウェブページの一例を示す図。The figure which shows an example of a web page when a user performs a scout process. ユーザがスカウト処理を実行するときのウェブページの一例を示す図。The figure which shows an example of a web page when a user performs a scout process. ユーザがスカウト処理を実行するときのウェブページの一例を示す図。The figure which shows an example of a web page when a user performs a scout process. ユーザが抽選処理を実行するときのウェブページの一例を示す図。The figure which shows an example of a web page when a user performs a lottery process. ユーザが抽選処理を実行するときのウェブページの一例を示す図。The figure which shows an example of a web page when a user performs a lottery process. ユーザが抽選処理を実行するときのウェブページの一例を示す図。The figure which shows an example of a web page when a user performs a lottery process. 実施形態のゲーム制御装置により行われる主要なフローチャート。The main flowchart performed by the game control apparatus of embodiment. 実施形態のゲーム制御装置により行われる主要なフローチャート。The main flowchart performed by the game control apparatus of embodiment. 通信端末及びゲームサーバの各々における各機能の構成例を示す図。The figure which shows the structural example of each function in each of a communication terminal and a game server. 通信端末及びゲームサーバの各々における各機能の構成例を示す図。The figure which shows the structural example of each function in each of a communication terminal and a game server.
 本発明は、2012年3月6日に日本国特許庁に出願された特願2012-048897の特許出願に関連しており、当該出願の内容のすべてが参照によってこの明細書に組み込まれる。 The present invention relates to a patent application of Japanese Patent Application No. 2012-048897 filed with the Japan Patent Office on March 6, 2012, the entire contents of which are incorporated herein by reference.
 以下、本発明のゲームシステムの一実施形態について説明する。 Hereinafter, an embodiment of the game system of the present invention will be described.
 (1)ゲームシステムの構成
 図1は、実施形態のゲームシステムのシステム構成例を示している。図1に示すように、このゲームシステムは、例えばインターネットなどの通信網NW(ネットワーク)に接続可能な通信端末10a,10b,10c,…と、通信網NWに接続されているゲームサーバ20と、データベースサーバ30とによって構成されている。各通信端末10a,10b,10c,…はそれぞれ、個々のユーザによって操作される端末であり、例えば、携帯端末、スマートフォン、PDA(Personal Digital Assistant)、パーソナルコンピュータ、双方向の通信機能を備えたテレビジョン受像機(いわゆる多機能型のスマートテレビも含む。)などの通信端末である。なお、以下の説明において、各通信端末10a,10b,10c,…に共通して言及するときには、通信端末10と表記する。
 このゲームシステムにおいて、ゲームサーバ20は、クライアントである通信端末10と通信可能に構成されており、通信端末10に対してゲーミングサービスを提供する。ゲームサーバ20には、ゲーム用アプリケーションとしてウェブブラウザ上で動作可能なアプリケーションが実装されている。データベースサーバ30は、ゲームを実行する上での後述する様々な情報を格納しており、それらの情報の読み書きのためにゲームサーバ20と例えば有線で接続される。
 通信端末10は、ゲームサーバ20によって提供されるウェブページを表示可能なウェブブラウザを備えており、ユーザは、通信端末10をウェブページ上で操作してゲームを実行する。
(1) Configuration of Game System FIG. 1 shows a system configuration example of a game system according to the embodiment. As shown in FIG. 1, the game system includes communication terminals 10a, 10b, 10c,... That can be connected to a communication network NW (network) such as the Internet, a game server 20 connected to the communication network NW, The database server 30 is configured. Each of the communication terminals 10a, 10b, 10c,... Is a terminal operated by an individual user, for example, a mobile terminal, a smartphone, a PDA (Personal Digital Assistant), a personal computer, a television having a bidirectional communication function. A communication terminal such as a John receiver (including a so-called multi-function smart TV). In the following description, when referring to the communication terminals 10a, 10b, 10c,.
In this game system, the game server 20 is configured to be able to communicate with the communication terminal 10 that is a client, and provides a gaming service to the communication terminal 10. The game server 20 is mounted with an application operable on a web browser as a game application. The database server 30 stores various information to be described later in executing the game, and is connected to the game server 20 by, for example, a wire for reading and writing the information.
The communication terminal 10 includes a web browser capable of displaying a web page provided by the game server 20, and the user operates the communication terminal 10 on the web page to execute a game.
 また、図1には図示していないが、ゲームサーバ20とは別に各通信端末10のユーザを認証するための認証サーバを設けてもよい。また、多くの通信端末10からのアクセスを受け入れるために複数のゲームサーバ20を設ける場合は、その複数のゲームサーバ20間の負荷を調整するためのロードバランサを設けてもよい。また、ゲームサーバ20は単一のサーバ装置として構成してもよいが、機能を分散させた複数のサーバ装置として構成してもよい。 Although not shown in FIG. 1, an authentication server for authenticating the user of each communication terminal 10 may be provided separately from the game server 20. Further, when a plurality of game servers 20 are provided in order to accept access from many communication terminals 10, a load balancer for adjusting a load between the plurality of game servers 20 may be provided. The game server 20 may be configured as a single server device, but may be configured as a plurality of server devices having distributed functions.
 (2)通信端末の構成
 図2A、図2B及び図3を参照して通信端末10について説明する。
 図2A、図2Bはそれぞれ、通信端末10の外観の例を示す図である。図2Aは、例えば折り畳み式の携帯端末(携帯電話機)などの釦入力方式の通信端末を例示したものであり、図2Bは、例えばスマートフォンなどのタッチパネル入力方式の通信端末を例示したものである。図3は、通信端末10の内部構成を示すブロック図である。
 図3に示すように、通信端末10は、CPU(Central Processing Unit)11、ROM(Read Only Memory)12、RAM(Random Access Memory)13、画像処理部14、指示入力部15、表示部16、及び、信号送受信部としての通信インタフェース部17を備えており、各部間の制御信号あるいはデータ信号を伝送するためのバス18が設けられている。
(2) Configuration of Communication Terminal The communication terminal 10 will be described with reference to FIGS. 2A, 2B, and 3.
2A and 2B are diagrams each illustrating an example of the appearance of the communication terminal 10. FIG. 2A illustrates a button input type communication terminal such as a foldable mobile terminal (mobile phone), and FIG. 2B illustrates a touch panel input type communication terminal such as a smartphone. FIG. 3 is a block diagram showing an internal configuration of the communication terminal 10.
As shown in FIG. 3, the communication terminal 10 includes a CPU (Central Processing Unit) 11, a ROM (Read Only Memory) 12, a RAM (Random Access Memory) 13, an image processing unit 14, an instruction input unit 15, a display unit 16, A communication interface unit 17 as a signal transmission / reception unit is provided, and a bus 18 for transmitting a control signal or a data signal between the units is provided.
 CPU11は、ROM12内のウェブブラウザをRAM13にロードして実行する。そして、CPU11は、指示入力部15等によってユーザに入力されるURL(Uniform Resource Locator)の適切な指定に基づき、通信インタフェース部17を介して、ゲームサーバ20からウェブページを表示するためのデータ、すなわち、HTML(HyperText Markup Language)文書や当該文書と関連付けられた画像などのオブジェクトのデータ(以下、総称して適宜「HTMLデータ」と表記する。)を、通信インタフェース部17を介して取得し、そのHTMLデータを解釈する。なお、通信端末10には、ウェブブラウザのブラウザ機能を拡張するための様々なプラグインが実装されていてよい。
 なお、HTMLデータの取得に当たって、CPU11は、予め登録されたユーザID(ユーザ識別情報)、あるいは指示入力部15を介して入力されるユーザIDを含むアクセス要求メッセージを、通信インタフェース部17を介してゲームサーバ20へ通知する。
The CPU 11 loads the web browser in the ROM 12 into the RAM 13 and executes it. And CPU11 is based on the appropriate designation | designated of URL (Uniform Resource Locator) input to a user by the instruction | indication input part 15 grade | etc., Data for displaying a web page from the game server 20 via the communication interface part 17, That is, data of an object such as an HTML (HyperText Markup Language) document and an image associated with the document (hereinafter collectively referred to as “HTML data” as appropriate) is acquired via the communication interface unit 17. Interpret the HTML data. The communication terminal 10 may be mounted with various plug-ins for extending the browser function of the web browser.
In acquiring the HTML data, the CPU 11 sends an access request message including a user ID (user identification information) registered in advance or a user ID input via the instruction input unit 15 via the communication interface unit 17. The game server 20 is notified.
 ウェブブラウザは、画像処理部14を介して、取得したHTMLデータに基づき、ゲームサーバ20から提供されるウェブページを表示部16に表示する。また、ウェブブラウザは、ユーザが指示入力部15の操作によってウェブページ上のハイパーリンク(Hyperlink)またはメニューが選択されると、その選択に応じたウェブページを表示するための新たなHTMLデータの送信(つまり、ウェブページの更新)をゲームサーバ20へ要求する。 The web browser displays the web page provided from the game server 20 on the display unit 16 based on the acquired HTML data via the image processing unit 14. When the user selects a hyperlink or menu on the web page by operating the instruction input unit 15, the web browser transmits new HTML data for displaying the web page according to the selection. (That is, update of the web page) is requested to the game server 20.
 画像処理部14は、HTMLデータの解析結果としてCPU11から与えられる表示用画像データに基づいて、表示部16にウェブページを表示する。表示部16は、例えば、マトリクス状に画素単位で配置された薄膜トランジスタを含むLCD(Liquid Cristal Display)モニタであり、表示用画像データに基づいて薄膜トランジスタを駆動することでウェブページの画像を表示画面16aに表示する。 The image processing unit 14 displays a web page on the display unit 16 based on the display image data given from the CPU 11 as the analysis result of the HTML data. The display unit 16 is, for example, an LCD (Liquid-Cristal-Display) monitor including thin film transistors arranged in units of pixels in a matrix, and displays an image of a web page by driving the thin film transistors based on display image data. To display.
 通信端末10が釦入力方式の通信端末(図2A)である場合、指示入力部15は、ユーザの操作入力を受け入れるための方向指示釦と決定釦などの複数の指示入力釦を含む釦群15a、及び、テンキーなどの複数の指示入力釦を含む釦群15bを備え、各釦の押下(操作)入力を認識してCPU11へ出力するためのインタフェース回路を含む。例えば、方向指示釦は、表示部16に表示されているウェブページをスクロールして表示することをCPU11へ指示するために設けられる。また、決定釦は、例えばウェブページ上で複数のハイパーリンクまたはメニューが表示されるときに、アクティブ表示(例えば強調表示)されている1つのハイパーリンクまたはメニューをユーザが選択することをCPU11へ指示するために設けられる。なお、通信端末10を小型の携帯端末によって構成する場合には、これらの釦は、ユーザが通信端末10を片手で保持したままその親指で操作(クリック)しやすいように、通信端末10の前面に配置されていることが好ましい。図2Aに示す例では、釦群15bは、釦群15aの下方に配置され、「0」~「9」、「*」、「#」(テンキー)が表記された複数の指示入力釦を含む。 When the communication terminal 10 is a button input type communication terminal (FIG. 2A), the instruction input unit 15 includes a button group 15a including a plurality of instruction input buttons such as a direction instruction button and a decision button for accepting a user operation input. And a button group 15b including a plurality of instruction input buttons such as a numeric keypad, and includes an interface circuit for recognizing a pressing (operation) input of each button and outputting it to the CPU 11. For example, the direction instruction button is provided to instruct the CPU 11 to scroll and display the web page displayed on the display unit 16. The determination button instructs the CPU 11 that the user selects one hyperlink or menu that is actively displayed (for example, highlighted) when, for example, a plurality of hyperlinks or menus are displayed on a web page. To be provided. When the communication terminal 10 is configured by a small portable terminal, these buttons are provided on the front surface of the communication terminal 10 so that the user can easily operate (click) with the thumb while holding the communication terminal 10 with one hand. It is preferable to arrange | position. In the example shown in FIG. 2A, the button group 15b is arranged below the button group 15a and includes a plurality of instruction input buttons on which “0” to “9”, “*”, and “#” (ten keys) are written. .
 通信端末10がタッチパネル入力方式の通信端末(図2B)である場合、指示入力部15は、主として表示画面16aに指先あるいはペンで触れることによるタッチパネル方式の入力を受け付ける。タッチパネル入力方式は、静電容量方式などの公知の方式でよい。なお、図2Bに示すように、通信端末10がタッチパネル入力方式の場合であっても釦群15aが設けられる場合もある。 When the communication terminal 10 is a touch panel input type communication terminal (FIG. 2B), the instruction input unit 15 mainly accepts touch panel type input by touching the display screen 16a with a fingertip or a pen. The touch panel input method may be a known method such as a capacitance method. As illustrated in FIG. 2B, the button group 15a may be provided even when the communication terminal 10 is a touch panel input method.
 通信端末10に表示されるウェブページ上のメニューの選択操作は、例えば通信端末10が携帯端末である場合には、方向指示釦の押下操作によってメニューを選択し、決定釦の押下操作によって、選択したメニューを確定することによって行われる。また、選択操作は、例えば通信端末10がタッチパネル入力方式の場合には、ウェブページが表示されている表示画面16a上のメニューの位置を指あるいはペンで指示(タッチ操作)することによって行われる。 For example, when the communication terminal 10 is a portable terminal, the menu selection operation on the web page displayed on the communication terminal 10 is selected by pressing the direction instruction button and selecting by pressing the enter button. This is done by confirming the selected menu. Further, for example, when the communication terminal 10 is a touch panel input method, the selection operation is performed by instructing (touch operation) a menu position on the display screen 16a on which the web page is displayed with a finger or a pen.
 (3)ゲームサーバの構成
 図4を参照してゲームサーバ20の構成について説明する。
 ゲームサーバ20は、例えば階層構造の複数のウェブページからなるゲームのウェブサイトを管理しており、通信端末10に対してゲームのウェブサービスを提供する。図4に示すように、ゲームサーバ20は、CPU21、ROM22、RAM23、データベース(DB)アクセス部24、及び、通信インタフェース部25を備えており、各部間の制御信号あるいはデータ信号を伝送するためのバス26が設けられている。なお、ゲームサーバ20は、ハードウエアに関しては汎用のウェブサーバと同一の構成をとることができる。
(3) Configuration of Game Server The configuration of the game server 20 will be described with reference to FIG.
The game server 20 manages a game website including a plurality of hierarchical web pages, for example, and provides a game web service to the communication terminal 10. As shown in FIG. 4, the game server 20 includes a CPU 21, a ROM 22, a RAM 23, a database (DB) access unit 24, and a communication interface unit 25, for transmitting control signals or data signals between the units. A bus 26 is provided. In addition, the game server 20 can take the same structure as a general-purpose web server regarding hardware.
 ROM22には、クライアントである通信端末10のウェブブラウザに対してHTML文書や画像などのオブジェクトの表示(ウェブページの表示)のサービスを提供するアプリケーションプログラムが格納されている。ROM22には、アプリケーションプログラム以外にもCPU21によって参照される各種データが格納されている。
 CPU21は、ROM22内のゲームプログラムをRAM23にロードして実行し、通信インタフェース部25を介して、各種の処理を行う。
The ROM 22 stores an application program that provides a service for displaying an object such as an HTML document or an image (displaying a web page) to the web browser of the communication terminal 10 that is a client. The ROM 22 stores various data referred to by the CPU 21 in addition to the application program.
The CPU 21 loads the game program in the ROM 22 to the RAM 23 and executes it, and performs various processes via the communication interface unit 25.
 例えば、CPU21は、通信インタフェース部25を介して、HTMLデータを通信端末10宛に送信する。なお、ゲームサーバ20が通信端末10のユーザの認証処理を行う場合には、CPU21はその認証処理を行う。
 CPU21は、通信インタフェース部25を介して、通信端末10で表示されるウェブページ上でユーザにより選択されたハイパーリンクまたはメニューに応じた処理を行う。その処理は、例えば、新たなHTMLデータの送信、または、ゲームサーバ20内の演算処理あるいはデータ処理などを含む。
 データベースアクセス部24は、CPU21がデータベースサーバ30に対してデータの読み書きを行うときのインタフェースである。
For example, the CPU 21 transmits HTML data to the communication terminal 10 via the communication interface unit 25. In addition, when the game server 20 performs the authentication process of the user of the communication terminal 10, the CPU 21 performs the authentication process.
The CPU 21 performs processing according to the hyperlink or menu selected by the user on the web page displayed on the communication terminal 10 via the communication interface unit 25. The processing includes, for example, transmission of new HTML data, arithmetic processing in the game server 20 or data processing.
The database access unit 24 is an interface when the CPU 21 reads / writes data from / to the database server 30.
 (4)データベースサーバの構成
 データベースサーバ30は、大容量のハードディスク装置やRAID(Redundant Arrays of Inexpensive Disks)等の形態の装置等、汎用ストレージで実現できる。データベースサーバ30内の各データベースは、ゲームサーバ20のデータベースアクセス部24を介してCPU21からのデータの読み書きが可能となるように構成されている。
 図5に、データベースサーバ30の構成の一例を示す。図5に示すように、データベースサーバ30は、ユーザデータベース31と、ゲームデータベース32とを備える。
(4) Configuration of Database Server The database server 30 can be realized by a general-purpose storage such as a large-capacity hard disk device or a device such as RAID (Redundant Arrays of Inexpensive Disks). Each database in the database server 30 is configured to be able to read and write data from the CPU 21 via the database access unit 24 of the game server 20.
FIG. 5 shows an example of the configuration of the database server 30. As shown in FIG. 5, the database server 30 includes a user database 31 and a game database 32.
 本実施形態のゲームサーバ20によって実現されるゲームのタイプは特に限定されるものではないが、以下では、実施形態の説明の便宜上、ゲームサーバ20によって実現されるゲームの一例として、サッカー形式のデジタルカードゲームを採り上げる。
 サッカー形式のデジタルカードゲーム(以下、適宜、「本実施形態のゲーム」という。)は、ユーザがサッカー選手に対応する選手カードを収集することによって自らのチームを作り上げ、他のユーザのチームとサッカーの試合をする、あるいは技能レベルごとのサッカーのリーグ戦を戦うように構成されているゲームである。本実施形態のゲームは、複数の処理から構成されており、例えば、自らのチームを作り上げていくために選手カードを探索するスカウト処理や、抽選によって選手カードを入手することを可能とする抽選処理、あるいは2枚以上の選手カードを一体化して選手カードの能力を上昇させる強化処理等が設けられている。
The type of game realized by the game server 20 of the present embodiment is not particularly limited, but in the following, as an example of a game realized by the game server 20 for convenience of description of the embodiment, a soccer-style digital Pick up a card game.
A soccer-style digital card game (hereinafter, referred to as “game of the present embodiment” as appropriate) creates a team by a user collecting player cards corresponding to soccer players, and plays football with other users' teams. Or a soccer league game for each skill level. The game of this embodiment is composed of a plurality of processes. For example, a scout process for searching for a player card in order to build up his own team, or a lottery process for obtaining a player card by a lottery Alternatively, a strengthening process or the like is provided to increase the ability of the player card by integrating two or more player cards.
 図6に、上述した本実施形態のゲームにおいて適用されるユーザデータベース31の一例を示す。この例では、ユーザデータベース31は、ユーザID(ユーザ識別情報)ごとに、ユーザ名/表示画像、技能レベル、行動ポイント、運営ポイント、強化ポイント、エールポイント、選手数、所持コイン、仲間のユーザID、保有カードの画像データ、及び保有カードのパラメータの各項目についての情報を含む。ユーザデータベース31に含まれる情報は、ゲームサーバ20によって逐次更新されうる。 FIG. 6 shows an example of a user database 31 applied in the game according to this embodiment described above. In this example, the user database 31 has, for each user ID (user identification information), a user name / display image, a skill level, an action point, an operation point, a strengthening point, an ale point, the number of players, a possessed coin, and a fellow user ID. , Information about each item of possessed card image data and possessed card parameters. Information included in the user database 31 can be updated sequentially by the game server 20.
 以下の説明では、ユーザデータベース31に含まれるユーザID、あるいはユーザを特定するユーザ名ごとのデータを総称してユーザデータという。ユーザデータを構成する各項目のデータは、以下のとおりである。
・ユーザ名/表示画像
 ゲームの実行時に通信端末10にユーザを特定するために表示されるユーザ名及び表示画像である。ユーザ名はユーザによって予め指定される所定長以下のテキストであり、表示画像は例えばユーザによって予め選択されるアバタ画像である。ユーザ名は、ゲームサーバ20によって提供されるネットワーク環境(あるいはゲームコミュニティ)上でユーザを特定する名称である。
・技能レベル
 ゲーム上のユーザの技能レベル示すデータである。例えばLv1(レベル1)からLv100(レベル100)までの範囲のレベル値であり、例えばゲームにおけるスカウト処理の探索を継続的に行うことで順次技能レベルが上がるように構成される。
・行動ポイント
 上記本実施形態のゲームにおいて、ユーザによるゲーム上のスカウトを行う上で必要となるポイントである。行動ポイントは、スカウト処理をプレイすることで低減し、所定の時間が経過する毎に回復(増加)する値である。
・運営ポイント
 上記本実施形態のゲームにおいて、ユーザによるゲーム上の対戦を行う上で必要となるポイントである。運営ポイントは、他のユーザとの対戦等によって低減し、所定の時間が経過する毎に回復(増加)する値である。
・強化ポイント
 上記本実施形態のゲームにおいて、ユーザによる選手カードの強化(後述する一体化処理)を行う上で必要となるポイントである。強化ポイントは、選手カードの強化を行うことで低減し、他のユーザとの対戦で勝利するか、あるいは所定の時間が経過する毎に回復(増加)する値である。
・エールポイント
 上記本実施形態のゲームにおいて、仲間へ応援メッセージを送信することでユーザが取得するポイントである。
・選手数
 ユーザが保有する選手カードの数である。選手数は、スカウト処理や強化処理の実行によって増減する。選手数の最大値(例えば、60)は予め規定されている。
・所持コイン
 ユーザがゲーム上で有料機能を利用するときに必要となるゲーム上の仮想通貨(コイン)の所持額である。所持コインは、ユーザがゲーム上で有料機能を利用したときに消費(低減)し、ユーザが、サービス提供者等に所定の方法で実際の金銭を支払うことでその支払額に応じて増加する。
・仲間のユーザID
 対象とするユーザIDの仲間である他のユーザIDのデータである。
・保有カードの画像データ
 上記本実施形態のゲームの場合、保有カードの画像データは、ユーザが保持する選手カードについての画像を含むデータである。
・保有カードのパラメータ
 保有カードのパラメータは、選手カードの能力値を示すデータである。例えば、図6に示すように、パラメータの項目として「オフェンス」,「ディフェンス」,「テクニック」の各々の各能力値が含まれてもよい。
In the following description, the user ID included in the user database 31 or the data for each user name that identifies the user is generically referred to as user data. The data of each item constituting the user data is as follows.
User name / display image A user name and a display image that are displayed to identify the user on the communication terminal 10 when the game is executed. The user name is text of a predetermined length or less that is specified in advance by the user, and the display image is an avatar image that is selected in advance by the user, for example. The user name is a name that identifies the user on the network environment (or game community) provided by the game server 20.
Skill level This is data indicating the skill level of the user on the game. For example, it is a level value in the range from Lv1 (level 1) to Lv100 (level 100). For example, the skill level is sequentially increased by continuously searching for scout processing in the game.
-Action point In the game of this embodiment, it is a point necessary for performing scouting on the game by the user. The action point is a value that decreases by playing the scout process and recovers (increases) every time a predetermined time elapses.
-Management point It is a point required when performing the battle | competition on a game by a user in the game of the said this embodiment. The management point is a value that is reduced by a battle with another user or the like and is recovered (increased) every time a predetermined time elapses.
Strengthening point In the game according to the present embodiment, it is a point necessary for strengthening the player card (integration processing described later) by the user. The strengthening point is a value that is reduced by strengthening the player card and is recovered (increased) every time the player wins a battle with another user or a predetermined time elapses.
-Ale point In the game of this embodiment, it is a point that a user acquires by sending a support message to a friend.
-Number of players This is the number of player cards held by the user. The number of players is increased or decreased by the execution of scout processing and strengthening processing. The maximum number of players (for example, 60) is defined in advance.
-Owned coin This is the amount of possessed virtual currency (coin) on the game that is required when the user uses the paid function on the game. The possessed coins are consumed (reduced) when the user uses a paid function on the game, and the user pays actual money to the service provider or the like by a predetermined method, and increases according to the amount paid.
・ Friend's user ID
This is data of another user ID that is a friend of the target user ID.
-Image data of possession card In the case of the game of the present embodiment, the image data of the possession card is data including an image of the player card retained by the user.
-Owned card parameter The owned card parameter is data indicating the ability value of the player card. For example, as shown in FIG. 6, each ability value of “offense”, “defense”, and “technique” may be included as parameter items.
 図5に戻り、ゲームデータベース32は、ゲームサーバ20からのアクセスに基づき、ゲームサーバ20によって実行されたゲーム結果に関する情報を記憶、更新する。ゲーム結果に関する情報は、ゲームの性質によって多様な情報を含みうる。本実施形態のゲームの場合を例に挙げれば、ゲーム結果に関する情報は、異なるユーザID同士の対戦の結果(スコア等)、特定の技能レベルの複数のユーザIDの間のリーグ戦の結果(スコア、ランキング等)などを含む。 Returning to FIG. 5, the game database 32 stores and updates information related to the game result executed by the game server 20 based on the access from the game server 20. Information related to game results may include various information depending on the nature of the game. Taking the case of the game of the present embodiment as an example, information on game results includes results of battles between different user IDs (scores, etc.), results of league battles between a plurality of user IDs of specific skill levels (scores) , Ranking, etc.).
 また、ゲームデータベース32は、本実施形態のゲームにおいて実行される抽選処理のときに、選手カードの選択の母体となる複数の選手カードの情報(選手カードリスト)を記憶している。図7に選手カードリストのデータ構成の一例を示す。図7に例示する選手カードリストには、選手カードごとに複数の項目のデータが対応付けられている。図7の例では、各選手カードに対応付けられている複数の項目は、名前、カードに表示される画像、ポジション、所属チーム、年令、身長、体重、選手カードの能力値を示すパラメータ(「オフェンス」,「ディフェンス」,「テクニック」)である。各選手カードの複数の項目の中で、能力値を示すパラメータ以外の項目のデータ(例えば、年令、身長、体重等の設定値)は、他のユーザとの対戦等で参照される能力値のパラメータとは異なり、ゲームの進行に無関係な項目であってもよいし、ゲームの進行に関連する補助的な項目であってもよい。例えば、年令や身長等のデータは、ゲームの設定によっては、年令や身長等のデータ、または、データの組み合わせに基づいて、選手カードによるバトルで発動する特技(バトルで利用されるパラメータの変動の効果)が決定され、あるいは特技が発動する確率が変動するようにしてもよい。 In addition, the game database 32 stores information (player card list) of a plurality of player cards that are bases for player card selection during the lottery process executed in the game of the present embodiment. FIG. 7 shows an example of the data structure of the player card list. In the player card list illustrated in FIG. 7, data of a plurality of items is associated with each player card. In the example of FIG. 7, a plurality of items associated with each player card include a name, an image displayed on the card, a position, a team, an age, a height, a weight, and a parameter indicating the ability value of the player card ( "Offense", "Defense", "Technique"). Among a plurality of items of each player card, data of items other than the parameter indicating the ability value (for example, setting values such as age, height, weight, etc.) are the ability values referred to in the battle with other users, etc. Unlike the above parameters, it may be an item irrelevant to the progress of the game, or an auxiliary item related to the progress of the game. For example, data such as age and height may vary depending on game settings, based on data such as age and height, or a combination of data. The effect of variation) may be determined, or the probability that the feat will be activated may vary.
 (5)ゲーム制御装置における各機能の概要
 本実施形態では、ゲームサーバ20及びデータベースサーバ30によってゲーム制御装置が構成されている。以下では、上述した本実施形態のゲームが適用される場合を例として、本実施形態のゲーム制御装置で実現される機能について、図8を参照して説明する。図8は、本実施形態のゲーム制御装置で主要な役割を果たす機能を説明するための機能ブロック図である。
 なお、以下の説明において、通信端末10に表示されるウェブページ上で表示されるメニュー、マーク等はウェブページ上で所望の位置に配置されるものであって、通信端末10で視認されるメニュー、マーク等の表示画面上の位置は、ユーザの方向指示釦の押下操作やタッチパネル操作によるウェブページのスクロール操作によって変化しうる。
(5) Overview of Functions in Game Control Device In the present embodiment, the game control device is configured by the game server 20 and the database server 30. Below, the function implement | achieved with the game control apparatus of this embodiment is demonstrated with reference to FIG. 8, taking the case where the game of this embodiment mentioned above is applied as an example. FIG. 8 is a functional block diagram for explaining functions that play a main role in the game control apparatus of the present embodiment.
In the following description, menus, marks and the like displayed on the web page displayed on the communication terminal 10 are arranged at desired positions on the web page, and are menus visually recognized on the communication terminal 10. The position on the display screen of the mark and the like can be changed by the user's operation of pressing the direction instruction button or the scroll operation of the web page by the touch panel operation.
 登録手段51は、例えば通信端末10に提供するウェブページ上での通信端末10への適切な操作入力に基づいてユーザの要求を認識し、登録処理を行う。この場合の登録手段51は、例えば以下のとおり実行される。ゲームサーバ20のCPU21は、通信インタフェース部25を介して通信端末10から登録要求メッセージを受信する。登録要求メッセージは、ゲームサーバ20から提供されるウェブページ上での通信端末10に対する所定の操作(例えば、所定のメニューの選択操作、テキスト入力等)によって自動的に生成されるように、ウェブページが構成されていてもよい。登録要求メッセージには、送信元の通信端末10を特定するための情報(例えばIPアドレス、メールアドレス等)が含まれていてもよく、あるいは、ユーザが既に同一のサービス提供者による他のゲームを利用している場合には、そのユーザIDが含まれていてもよい。
 CPU21は、登録要求メッセージを受信し、登録要求メッセージにユーザIDが含まれていない場合には、ユーザIDを新規に発行してそのユーザIDの登録処理を行った後、登録処理が完了した旨のメッセージを通信端末10へ送信する。CPU21は、登録要求メッセージを受信し、登録要求メッセージにユーザIDが含まれている場合には、そのユーザIDの登録処理を行った後、登録処理が完了したことを示す登録完了メッセージを通信端末10へ送信する。
 登録が完了すると、CPU21は、ユーザIDに対応するユーザデータを生成し、ユーザデータベース31に格納する。
The registration unit 51 recognizes a user request based on an appropriate operation input to the communication terminal 10 on a web page provided to the communication terminal 10, for example, and performs a registration process. The registration means 51 in this case is executed as follows, for example. The CPU 21 of the game server 20 receives a registration request message from the communication terminal 10 via the communication interface unit 25. The registration request message is automatically generated by a predetermined operation (for example, a predetermined menu selection operation, text input, etc.) on the communication terminal 10 on the web page provided from the game server 20. May be configured. The registration request message may include information (for example, IP address, e-mail address, etc.) for specifying the communication terminal 10 as the transmission source, or the user has already played another game by the same service provider. If used, the user ID may be included.
When the CPU 21 receives the registration request message and the registration request message does not include the user ID, the CPU 21 issues a new user ID and performs registration processing of the user ID, and then the registration processing is completed. Is sent to the communication terminal 10. When the CPU 21 receives the registration request message and the registration request message includes a user ID, the CPU 21 performs registration processing of the user ID, and then transmits a registration completion message indicating that the registration processing is completed to the communication terminal. 10 to send.
When the registration is completed, the CPU 21 generates user data corresponding to the user ID and stores it in the user database 31.
 登録手段51はまた、ユーザIDに基づく申請を契機として当該ユーザIDを他のユーザIDと関係付けて登録してもよい。すなわち、登録手段51は、ユーザIDに基づく申請を契機として、他のユーザIDを「仲間」として登録する。なお、以下の説明では、ユーザIDが仲間の関係にあることと、対応するユーザが仲間の関係にあることとは、同義である。
 この場合の登録手段51は例えば、以下のとおり実行される。ゲームサーバ20のCPU21は、通信インタフェース部25を介して、あるユーザIDに対応するユーザの通信端末10から、仲間になりたいユーザID(あるいは、対応するユーザ名)を指定した申請メッセージ(申請)を受け付ける。この申請メッセージの送信は、ユーザの通信端末10に提供されるウェブページの機能として予め設定されている。CPU21は、申請メッセージを受け付けると、申請メッセージに含まれるユーザIDに基づくアクセスがあったタイミングで、そのユーザIDに対応する通信端末10宛に、他のユーザIDに基づく申請を承認するか否かを返信することを要求するためのウェブページを表示させるHTMLデータを送信する。その申請を承認することが返信されれば、CPU21は、両者を仲間として登録する。具体的には、CPU21は、ユーザデータベース31内の対応する2つのユーザIDのユーザデータにアクセスして、「仲間のユーザID」の箇所(図6参照)にデータを書き込む。
 なお、ユーザ同士を関係付ける条件は、上記のような申請と承認を必要とする形式に限らず、例えば同一のゲーム上のステージ若しくはエリアを実行するユーザや試合を行ったユーザ同士を仲間として登録してもよい。あるいは、所定回数の挨拶メッセージを送信するユーザ同士を自動的に仲間として登録してもよいし、ユーザ間で対戦(バトル)を行うゲーム上のモードが存在する場合には、所定回数以上対戦を行ったユーザ同士や、協力して敵キャラクタと対戦をしたユーザ同士を自動的に仲間として登録してもよい。
 本実施形態では、ユーザ同士の仲間関係の登録をユーザデータベース31にデータを書き込むことによって実現する例を示したが、この例に限られない。仲間関係に関するデータは、ゲームサーバ20からアクセス可能なネットワーク上の外部の記憶装置に書き込まれるようにしてもよい。
The registration unit 51 may also register the user ID in association with another user ID triggered by an application based on the user ID. That is, the registration unit 51 registers another user ID as a “mate” with an application based on the user ID as a trigger. In the following description, it is synonymous that the user ID is in a friend relationship and that the corresponding user is in a friend relationship.
The registration means 51 in this case is executed as follows, for example. The CPU 21 of the game server 20 sends an application message (application) specifying a user ID (or a corresponding user name) to be a friend from the communication terminal 10 of the user corresponding to a certain user ID via the communication interface unit 25. Accept. Transmission of this application message is preset as a function of a web page provided to the user's communication terminal 10. When receiving the application message, the CPU 21 approves an application based on another user ID to the communication terminal 10 corresponding to the user ID at the timing when the access is based on the user ID included in the application message. HTML data for displaying a web page for requesting the reply is transmitted. If it is replied that the application is approved, the CPU 21 registers both as friends. Specifically, the CPU 21 accesses the user data of the corresponding two user IDs in the user database 31 and writes the data in the location of “mate user ID” (see FIG. 6).
In addition, the conditions which relate users are not limited to the format requiring application and approval as described above. For example, a user who executes a stage or an area on the same game or a user who has played a game is registered as a friend. May be. Alternatively, users who transmit a predetermined number of greeting messages may be automatically registered as friends, and if there is a game mode in which a battle (battle) is performed between users, a battle is performed more than a predetermined number of times. You may automatically register the users who went and the users who cooperated with the enemy character as friends.
In this embodiment, although the example which implement | achieves by registering data in the user database 31 by registering the friendship relationship between users was shown, it is not restricted to this example. The data regarding the friendship may be written in an external storage device on the network accessible from the game server 20.
 ゲーム進行手段52は、通信端末10に対するユーザの操作に応じて、通信端末10に表示されるウェブページを逐次更新するためのHTMLデータを送信することで、ゲームを進行させる機能を備える。本実施形態のゲームは、ユーザのプレイ対象となる以下の複数の処理からなる。
・スカウト処理:自らのチームを作り上げていくために選手カードを探索する処理
・強化処理:2枚以上の選手カードを一体化して選手カードの能力を上昇させる処理
・試合処理:他のユーザのチームとサッカーの対戦する処理
・抽選処理:ユーザがゲーム上の抽選において選手カードを引く処理
The game progression means 52 has a function of advancing the game by transmitting HTML data for sequentially updating web pages displayed on the communication terminal 10 in response to a user operation on the communication terminal 10. The game of this embodiment consists of the following several processes used as a user's play object.
・ Scout processing: Processing to search for player cards in order to build up their own team ・ Strengthening processing: Processing to increase the ability of player cards by integrating two or more player cards ・ Game processing: Teams of other users And soccer match process / lottery process: User draws a player card in a game lottery
 ゲーム進行手段52は、ゲームにおいて、スカウト処理、強化処理、及び試合処理を実行する。なお、抽選処理は、後述する選択手段53及び選択制御手段56によって実行される。
 ゲーム進行手段52を実行するに当たり、ゲームサーバ20のCPU21は、ウェブページ上に表示される各メニューに、ゲームを進行させるためのいずれかの処理を予め割り当てている。そして、CPU21は、通信端末10においてウェブページ上のメニューが選択されたときに、選択されたメニューについての情報を通信端末10から受信し、受信した情報に基づいて、選択されたメニューに割り当てられた処理を実行する。
The game progress means 52 performs a scout process, a reinforcement process, and a game process in the game. The lottery process is executed by the selection means 53 and the selection control means 56 described later.
In executing the game progression means 52, the CPU 21 of the game server 20 assigns in advance any process for advancing the game to each menu displayed on the web page. Then, when the menu on the web page is selected in the communication terminal 10, the CPU 21 receives information about the selected menu from the communication terminal 10, and is assigned to the selected menu based on the received information. Execute the process.
 ゲーム進行手段52は、ゲームで実行される複数の処理が各々割り当てられた複数のメニューを通信端末10に表示させる。具体的には、CPU21は、複数のメニューを含むウェブページを表示するためのHTMLデータを生成して通信端末10宛に送信する。 The game progress means 52 causes the communication terminal 10 to display a plurality of menus each assigned a plurality of processes executed in the game. Specifically, the CPU 21 generates HTML data for displaying a web page including a plurality of menus, and transmits the HTML data to the communication terminal 10.
 ゲーム進行手段52によって通信端末10に表示されるゲームのトップページの例を図9に示す。このトップページは、個々のユーザIDに応じたウェブページで構成される。図9に例示されるトップページは、ユーザデータ表示領域、選手画像表示領域、メニュー表示領域を含む。
 ユーザデータ表示領域は、対象となるユーザIDのユーザデータに含まれる、技能レベル、行動ポイント、運営ポイント、強化ポイント、エールポイント、選手数、仲間の各項目のデータ(図6参照)が表示される領域である。なお、ユーザデータ表示領域に表示される項目で、X/Yの形式で表記されているポイントまたは数は、Xがユーザの保有するポイントまたは数であり、Yがそのポイントまたは数の最大値であることを示す。例えば、選手数が「40/60」と表記されていれば、ユーザが保有する選手カードが40枚であり、最大で保有可能な選手カードの枚数が60枚であることを示す。
 選手画像表示領域は、対象となるユーザIDのユーザデータに含まれる複数の選手カードのうちユーザによって予め指定された選手カードの画像が表示される領域である。
 メニュー表示領域は、本実施形態のゲームに設けられる複数の処理(スカウト処理、強化処理、試合処理、抽選処理、フォーメーション処理)に対応した基本メニューとして、「スカウト」、「強化」、「試合」、「抽選」、「フォーメーション」の各メニューm1~m5が表示される領域である。つまり、ゲームで実行される複数の処理が各々割り当てられた複数のメニューが、通信端末10に表示されるウェブページの所定の位置にそれぞれ配置される。なお、メニューm5に対応するフォーメーション処理は、ユーザの操作に応じて選手カードによるチームのフォーメーションの入れ替え、選手カードのポジションの変更等を行う処理である。
 ゲーム進行手段52は、通信端末10に表示されたメニューに対するユーザの選択操作に応じた処理を実行する。好ましくは、各処理が実行された場合、処理ごとに細分化された複数のメニューを含む新たなウェブページが表示されるようにして、階層的に各処理が実行される。
An example of the game top page displayed on the communication terminal 10 by the game progression means 52 is shown in FIG. This top page is composed of web pages corresponding to individual user IDs. The top page illustrated in FIG. 9 includes a user data display area, a player image display area, and a menu display area.
In the user data display area, skill level, action point, management point, strengthening point, yell point, number of players, and data of each item of fellows included in the user data of the target user ID (see FIG. 6) are displayed. Area. It should be noted that in the items displayed in the user data display area, the point or number written in the X / Y format is that X is the point or number held by the user, and Y is the maximum value of the point or number. Indicates that there is. For example, if the number of players is described as “40/60”, it indicates that the user has 40 player cards and the maximum number of player cards that can be held is 60.
The player image display area is an area in which an image of a player card designated in advance by the user among a plurality of player cards included in the user data of the target user ID is displayed.
The menu display area is a basic menu corresponding to a plurality of processes (scout process, reinforcement process, game process, lottery process, formation process) provided in the game of the present embodiment. , “Lottery” and “Formation” menus m1 to m5 are displayed. That is, a plurality of menus to which a plurality of processes executed in the game are assigned are respectively arranged at predetermined positions on the web page displayed on the communication terminal 10. The formation process corresponding to the menu m5 is a process of changing the team formation by the player card, changing the position of the player card, and the like in accordance with the operation of the user.
The game progress means 52 executes processing corresponding to the user's selection operation for the menu displayed on the communication terminal 10. Preferably, when each process is executed, each process is executed hierarchically such that a new web page including a plurality of menus subdivided for each process is displayed.
 例えば図9に示すトップページをユーザの通信端末10に表示する場合について、ゲーム進行手段52は以下のようにして実現される。ゲームサーバ20のCPU21は、データベースアクセス部24を介してユーザデータベース31にアクセスし、ユーザデータ表示領域に含まれる各項目のデータと、選手画像表示領域に表示すべき選手カードの画像データを読み出す。次にCPU21は、図9に示したトップページが構成されるようにHTMLデータを生成し、通信端末10宛に送信する。生成されるHTMLデータは、ユーザごと(つまり、ユーザIDごと)に異なるものとなる。通信端末10は、受信したHTMLデータを解釈してトップページの画像を表示部16(表示画面16a)に表示する。 For example, when the top page shown in FIG. 9 is displayed on the communication terminal 10 of the user, the game progress means 52 is realized as follows. The CPU 21 of the game server 20 accesses the user database 31 via the database access unit 24, and reads the data of each item included in the user data display area and the player card image data to be displayed in the player image display area. Next, the CPU 21 generates HTML data so that the top page shown in FIG. 9 is configured, and transmits it to the communication terminal 10. The generated HTML data is different for each user (that is, for each user ID). The communication terminal 10 interprets the received HTML data and displays the top page image on the display unit 16 (display screen 16a).
 本実施形態のゲームにおいて、スカウト処理が実行されると、所定のタイミングごとに、あるいはランダムなタイミングで、ユーザに対して様々なタイプの抽選券が付与される。ユーザは、この抽選券と引き換えに、抽選処理において選手カードを引くことができるように構成されている。以下では、ゲーム進行手段52によって実行されるスカウト処理について詳しく説明する。 In the game of the present embodiment, when the scout process is executed, various types of lottery tickets are given to the user at predetermined timings or at random timings. The user is configured to draw a player card in the lottery process in exchange for the lottery ticket. Below, the scout process performed by the game progress means 52 is demonstrated in detail.
 図10~12は、スカウト処理が実行された場合に通信端末10に表示されるウェブページの例を示す。図10は、図9に示したトップページにおいてメニューm1が選択操作されたときのウェブページの表示例である。図11は、図10に示す画面において「エリア一覧へ」と表示されたメニューm11が選択操作されたときのウェブページの表示例である。図12A及び図12Bは、スカウト処理で抽選券がユーザに付与されたときのウェブページの表示例である。 FIGS. 10 to 12 show examples of web pages displayed on the communication terminal 10 when the scout process is executed. FIG. 10 is a display example of a web page when the menu m1 is selected and operated on the top page shown in FIG. FIG. 11 is a display example of a web page when the menu m11 displayed as “to area list” on the screen shown in FIG. 10 is selected and operated. 12A and 12B are display examples of a web page when a lottery ticket is given to a user in the scout process.
 図10に例示するウェブページでは、表示領域100において、複数の地域(エリア)に分けられた日本地図が、探索の対象となるエリアが強調表示された状態で表示される。
 このスカウト処理では、ユーザは、探索の対象となるエリア(図10の例では、エリア9(サブエリア9-1,9-2,…))ごとに設けられる「探索する」と表記されたメニューm10を選択操作する。この操作を契機として、探索の対象となるエリアについての探索が行われ、選手カードが発掘された場合に表示領域102にその選手の選手カードが表示される仕組みになっている。このとき、メニューm10が選択操作されて探索が行われる度に、表示領域101に表示されている「探索率」(%)の値がランダムな増加量で増加する。また、表示領域101には、1回の探索に要する行動ポイント(行動P)の値(図10の例では「-5」と表示されており、行動ポイントが5だけ消費されることを意味する。)が表示される。1回の探索につき、表示されている行動ポイントの値だけユーザの行動ポイントが減少し、表示されている強化ポイント(強化P)だけユーザの強化ポイントが増加するように構成されている。ゲーム進行手段52では、探索を行う度に、CPU21がユーザデータベース31にアクセスし、対象となるユーザIDの行動ポイント及び強化ポイントの値を更新する。
In the web page illustrated in FIG. 10, a Japan map divided into a plurality of regions (areas) is displayed in the display region 100 in a state where an area to be searched is highlighted.
In this scout process, the user is provided with a menu labeled “Search” provided for each area to be searched (in the example of FIG. 10, area 9 (subareas 9-1, 9-2,...)). Select m10. With this operation as a trigger, a search for an area to be searched is performed, and when a player card is excavated, the player card of the player is displayed in the display area 102. At this time, every time the menu m10 is selected and a search is performed, the value of “search rate” (%) displayed in the display area 101 is increased by a random increase amount. In the display area 101, the value of the action point (action P) required for one search (“−5” in the example of FIG. 10 is displayed, which means that only 5 action points are consumed. .) Is displayed. For each search, the user's action points are reduced by the value of the displayed action point, and the user's enhancement points are increased by the displayed enhancement point (enhancement P). In the game progress means 52, whenever it searches, CPU21 accesses the user database 31, and updates the value of the action point and reinforcement | strengthening point of user ID used as object.
 スカウト処理において、ゲームサーバ20のCPU21は、メニューm10に対する選択操作を認識すると、スカウト用に予め用意された複数の選手カードの中から所定の、あるいはランダムな確率で選手カードを抽選して出現させる。CPU21は、選手カードを出現させた(発掘した)場合には、ユーザデータベース31にアクセスし、対象となるユーザIDのデータに対して、出現した新たな選手カードのデータを追加して、選手数の値を1だけ増加させる。さらにCPU21は、発掘された選手カードを表示領域102に表示するためのHTMLデータを生成して通信端末10宛に送信する。なお、このHTMLデータは、表示領域101の探索率のデータが更新されるようにして構成されている。ユーザによるメニューm10に対する選択操作が繰返し行われ、図10においてサブエリア9-1,9-2,…のすべてのエリアの探索率が100%に達すると、エリア9についての探索は終了し、探索対象は次のエリア(この場合、エリア10)に移る。なお、探索率が100%に達したとしても、表示領域102に表示可能な選手カードの最大の枚数(図10のサブエリア9-1では、4枚)に相当する数の選手が発掘できたとは限らない。 In the scout process, when the CPU 21 of the game server 20 recognizes the selection operation for the menu m10, a player card is randomly drawn with a predetermined or random probability to appear from a plurality of player cards prepared for the scout. . When the CPU 21 makes the player card appear (excavated), the CPU 21 accesses the user database 31 and adds the data of the new player card that appears to the data of the target user ID. Is increased by one. Further, the CPU 21 generates HTML data for displaying the excavated player card in the display area 102 and transmits it to the communication terminal 10. The HTML data is configured such that search rate data in the display area 101 is updated. When the selection operation for the menu m10 by the user is repeatedly performed and the search rate of all the sub-areas 9-1, 9-2,... In FIG. The subject moves to the next area (in this case, area 10). Even if the search rate reaches 100%, the number of players corresponding to the maximum number of player cards that can be displayed in the display area 102 (four in the subarea 9-1 in FIG. 10) has been found. Is not limited.
 スカウト処理では、探索対象となるエリアごとに、1回の探索に要する行動ポイントが異なってもよい。つまり、探索対象となるエリアごとに、1回の探索で減少する(消費される)行動ポイントの量が異なってもよい。例えば、ユーザの技能レベルが上がるごとに、消費される行動ポイントの量を多くしてもよい。
 スカウト処理では、メニューm10に対する選択操作を行う度に行動ポイントが減少していくため、スカウト処理が実行された直後にトップページが表示される場合には、そのトップページに表示される行動ポイントがスカウト処理の実行前よりも減少されて表示されることになる。なお、行動ポイントは、例えば所定時間(例えば3分)が経過する度に1ポイントずつ回復(増加)する。
In the scout process, the action points required for one search may be different for each area to be searched. That is, the amount of action points that are reduced (consumed) in one search may be different for each area to be searched. For example, each time the skill level of the user increases, the amount of action points consumed may be increased.
In the scout process, the action points decrease each time the selection operation is performed on the menu m10. Therefore, when the top page is displayed immediately after the scout process is executed, the action points displayed on the top page are It will be displayed in a reduced manner than before the scout process. The action points are recovered (increased) by one point each time a predetermined time (for example, 3 minutes) elapses, for example.
 図11に示すように、スカウト処理では、ユーザによるメニューm11の選択操作によって、ユーザが既にプレイした(つまり、探索した)各エリアの探索結果が概観できるウェブページが表示される。表示領域110では、エリアごとの「コンプリート率」が表示される。「コンプリート率」(達成度)は、各エリアにおいて発掘可能な種類の選手カードの最大数に対して、実際に発掘した種類の選手カードの数の比率を%表示した値である。例えば、図10に示した例において、エリア9がエリア9-1,9-2,9-3の3つのサブエリアからなる場合、各サブエリアで最大4枚の選手カードを発掘可能であるとすると、エリア9全体で12枚の選手カードが発掘可能となる。このとき、発掘された選手の数がエリア9全体で6人の場合には、コンプリート率は50%となる。
 図11に示す例では、ユーザがゲームのスカウト処理において、エリア2が最も進行したエリアであることを示している。なお、図11では、ユーザは、既にプレイ済みの他のエリア(エリア1~8)の中でコンプリート率が100%でないエリアを選択操作することで、選択したエリアの探索を再び行うことができるように構成されている。
As shown in FIG. 11, in the scout process, a web page that allows an overview of the search results of each area that the user has already played (that is, searched) is displayed by the selection operation of the menu m11 by the user. In the display area 110, the “complete rate” for each area is displayed. The “complete rate” (achievement level) is a value in which a ratio of the number of types of player cards actually excavated to the maximum number of types of player cards that can be excavated in each area is displayed in%. For example, in the example shown in FIG. 10, if area 9 is composed of three subareas, areas 9-1, 9-2, and 9-3, a maximum of four player cards can be excavated in each subarea. Then, 12 player cards can be excavated in the entire area 9. At this time, when the number of excavated players is 6 in the entire area 9, the complete rate is 50%.
In the example shown in FIG. 11, the user indicates that the area 2 is the most advanced area in the game scout process. In FIG. 11, the user can search for the selected area again by selecting and operating an area where the complete rate is not 100% among the other areas already played (areas 1 to 8). It is configured as follows.
 また、スカウト処理では、メニューm10が選択操作される度に、一定の、あるいはランダムな確率で、ユーザに対して様々なタイプの抽選券が付与される。付与される抽選券には、抽選に当たっての所定の条件が対応付けられている。このような抽選券は複数種類用意されており、いずれの抽選券が付与されるかについてはランダムに決定される。
 例えば、図12Aは「100年令抽選券」が付与される場合のウェブページの表示例を示し、図12Bは「身長10m抽選券」が付与される場合のウェブページの表示例を示している。「100年令抽選券」とは、抽選処理において選択された選手カードに設定されている年令の積算値が100(所定値)以内であるという所定の条件を満足するような数の選手カードを引くことができる抽選券である。「身長10m抽選券」とは、抽選処理において選択された選手カードに設定されている身長の積算値が10メートル(所定値)以内であるという所定の条件を満足するような数の選手カードを引くことができる抽選券である。
In the scout process, each time the menu m10 is selected and operated, various types of lottery tickets are given to the user with a constant or random probability. The given lottery ticket is associated with predetermined conditions for the lottery. A plurality of types of such lottery tickets are prepared, and which lottery ticket is given is determined at random.
For example, FIG. 12A shows a display example of a web page when “100-year lottery ticket” is given, and FIG. 12B shows a display example of a web page when “10 m tall lottery ticket” is given. . The “100-year lottery ticket” means a number of player cards that satisfy a predetermined condition that the integrated value of the age set for the player card selected in the lottery process is within 100 (predetermined value). It is a lottery ticket that can be drawn. “Height 10m lottery ticket” means a number of player cards that satisfy the predetermined condition that the integrated value of height set in the player card selected in the lottery process is within 10 meters (predetermined value). It is a lottery ticket that can be drawn.
 選択手段53は、選手カードリスト(図7)に記録されている複数の選手カードの中からいずれかの選手カードを選択する選択処理を実行する機能を有する。本実施形態における選択処理の一例は抽選処理であり、好ましくは、選手カードを抽選箱の中から1枚を取り出す(引く)演出表示によって実行される。
 選択手段53の機能は、以下のようにして実現される。ゲームサーバ20のCPU21は、選手カードを引く操作入力に関する情報に基づいて、ゲームデータベース32(記憶装置)の選手カードリスト(図7)を参照し、抽選処理においていずれかの選手カードを選択する処理を行う。出現する選手カードは基本的にランダム、又は所定の規則に従って選択される。例えば、技術能力の際立った選手や人気のある選手に対応する選手カード(いわゆるレアカード)が選択されて出現する確率は非常に低く設定されている。
The selection means 53 has a function of executing a selection process of selecting any player card from a plurality of player cards recorded in the player card list (FIG. 7). An example of the selection process in the present embodiment is a lottery process, which is preferably performed by an effect display for taking out (drawing) one player card from the lottery box.
The function of the selection means 53 is implement | achieved as follows. The CPU 21 of the game server 20 refers to a player card list (FIG. 7) in the game database 32 (storage device) based on information related to an operation input for drawing a player card, and selects any player card in the lottery process. I do. Appearing player cards are basically selected randomly or according to a predetermined rule. For example, the probability that a player card (so-called rare card) corresponding to a player with outstanding technical ability or a popular player will be selected and set will be set very low.
 取得手段54は、選手カードリスト(図7)を参照して、選択手段53によって選択された選手カードの設定値を取得する機能を有する。
 判定手段55は、取得手段54によって取得された設定値に基づいて、所定の条件が満たされているか否かを判定する機能を有する。
 選択制御手段56は、判定手段55によって所定の条件を満足する間、選手カードの選択を行うように選択手段53を制御する機能を有する。
 取得手段54、判定手段55、及び選択制御手段56が協働して、所定の条件を満たすような数の選手カードを選択する機能を備えることになる。
 所定の条件は任意に設定できるが、本実施形態のゲームの例では、選択手段53により選択される複数の選手カードの設定値の積算値が所定値以下であることが条件である。ここで、積算対象となる設定値は、抽選に使用される抽選券により異なる。図12Aに例示した「100年令抽選券」の場合には、積算対象となる選手カードの設定値は、選手カードの年令の値であり、図12Bに例示した「身長10m抽選券」の場合には、選手カードの身長の値である。
The acquisition unit 54 has a function of acquiring the set value of the player card selected by the selection unit 53 with reference to the player card list (FIG. 7).
The determination unit 55 has a function of determining whether a predetermined condition is satisfied based on the setting value acquired by the acquisition unit 54.
The selection control unit 56 has a function of controlling the selection unit 53 so as to select a player card while the determination unit 55 satisfies a predetermined condition.
The acquisition means 54, the determination means 55, and the selection control means 56 cooperate to provide a function of selecting a number of player cards that satisfy a predetermined condition.
Although the predetermined condition can be arbitrarily set, in the example of the game of the present embodiment, it is a condition that the integrated value of the set values of a plurality of player cards selected by the selection means 53 is not more than a predetermined value. Here, the set value to be accumulated differs depending on the lottery ticket used for the lottery. In the case of the “100-year lottery ticket” illustrated in FIG. 12A, the setting value of the player card to be accumulated is the age value of the player card, and the “10-meter lottery ticket” illustrated in FIG. In the case, it is the height value of the player card.
 例えば、上記積算値が所定値以下であることが所定の条件である場合には、取得手段54、判定手段55、及び選択制御手段56の機能は、以下のようにして実現される。ゲームサーバ20のCPU21は、抽選処理において選手カードを選択する度に、その選手カードの設定値をゲームデータベース32の選手カードリスト(図7)から読み出す(取得する)。CPU21は、取得した選手カードの設定値に基づいて所定の条件が満たされているか判定する。このとき、例えば、所定の条件が、選択手段53により選択される複数の選手カードの設定値の積算値が所定値以下であるため、CPU21は、読み出した設定値の積算値を都度RAM23に一時的に記憶するとともに、積算値を算出する度に、算出した積算値を所定値と比較し、積算値が所定値を超えたか否か判定する処理を行う。積算値が所定値以下である(所定の条件を満足する)間は、選手カードの選択を継続し、積算値が所定値を超えた場合には、新たな選手カードを選択することを停止する。 For example, when it is a predetermined condition that the integrated value is equal to or less than a predetermined value, the functions of the acquisition unit 54, the determination unit 55, and the selection control unit 56 are realized as follows. Each time the CPU 21 of the game server 20 selects a player card in the lottery process, the CPU 21 reads (acquires) the setting value of the player card from the player card list (FIG. 7) of the game database 32. CPU21 determines whether a predetermined condition is satisfy | filled based on the setting value of the acquired player card. At this time, for example, because the predetermined condition is that the integrated value of the set values of the plurality of player cards selected by the selection means 53 is equal to or less than the predetermined value, the CPU 21 temporarily stores the read integrated value of the set value in the RAM 23 each time. Each time the integrated value is calculated, the calculated integrated value is compared with a predetermined value to determine whether or not the integrated value exceeds the predetermined value. While the integrated value is less than or equal to the predetermined value (satisfying the predetermined condition), the player card selection is continued, and when the integrated value exceeds the predetermined value, the selection of a new player card is stopped. .
 表示手段57は、抽選処理によって選手カードを選択するときに、選択された選手カードの設定値の積算値を通信端末10に表示させる機能を備える。表示手段57では、例えば、ゲームサーバ20のCPU21が、選択された選手カードの設定値の積算値を表示するためのHTMLデータを生成し、通信端末10宛に送信する。表示対象となる積算値の基礎となる設定値の項目は、抽選に使用される抽選券により異なる。
 なお、表示手段57は、本発明に必須の構成要素ではないが、本発明をさらに好ましくするための構成要素である。
The display means 57 has a function of causing the communication terminal 10 to display an integrated value of the set values of the selected player card when selecting a player card by lottery processing. In the display means 57, for example, the CPU 21 of the game server 20 generates HTML data for displaying the integrated value of the set values of the selected player card, and transmits it to the communication terminal 10. The item of the set value that is the basis of the integrated value to be displayed differs depending on the lottery ticket used for the lottery.
The display means 57 is not an essential component for the present invention, but is a component for making the present invention more preferable.
 図13A~13Cは、スカウト処理で付与された抽選券をユーザが使用して、抽選処理が実行されたときの一連のウェブページP1~P6を例示している。
 先ず、例えば図9に示したトップページ上でメニューm4が選択されると、図13AのP1に示すようにウェブページが更新されて、ユーザがスカウト処理で入手し、かつ未使用の抽選券(手持ちの抽選券)の一覧が表示される。ウェブページP1には、手持ちの各抽選券の内容と、各抽選券を使用するためのメニューm10とが対応付けて表示される。ここで、いずれかの抽選券に対応するメニューm10が選択操作されると、図13AのP2に示すようにウェブページが更新されて、その抽選券を使用した抽選処理が開始される。ウェブページP2は、「身長10m抽選券」を使用して身長10m抽選を行う場合の例が示されている。ウェブページP2上で、「抽選する」と表記されたメニューm11が選択操作されると、図13BのP3に示すようにウェブページが更新される。
FIGS. 13A to 13C exemplify a series of web pages P1 to P6 when the lottery ticket is given by the scout process and the lottery process is executed.
First, for example, when the menu m4 is selected on the top page shown in FIG. 9, the web page is updated as shown in P1 of FIG. 13A, and the user obtains the scout process and uses an unused lottery ticket ( A list of lottery tickets on hand is displayed. On the web page P1, the contents of each lottery ticket on hand and the menu m10 for using each lottery ticket are displayed in association with each other. Here, when the menu m10 corresponding to any lottery ticket is selected, the web page is updated as shown at P2 in FIG. 13A, and the lottery process using the lottery ticket is started. The web page P2 shows an example in which a 10m tall lottery ticket is used using a "10m tall lottery ticket". When the menu m11 labeled “Lottery” is selected on the web page P2, the web page is updated as shown at P3 in FIG. 13B.
 ウェブページP3は、メニューm11の選択操作に応じて、抽選処理において1枚目の選手カードの選択結果の表示例を示している。ウェブページP3には、抽選処理において選択された選手カードの画像を表示する表示領域201と、その選手カードの名前やパラメータ等の設定値を含むテキストを表示する表示領域202と、抽選券に応じた設定値(この例では、身長の値)の積算値(この例では、身長積算値)を表示する表示領域203と、「次のカードを引く」と表記されたメニューm12とが含まれる。
 ウェブページP4~P6では、メニューm12が選択操作された度に、ウェブページP3と同様にして、順次選手カードの選択結果が表示される。このとき、表示領域203に表示される身長積算値は、選手カードの選択結果を表示する度に更新される。ウェブページP3~P6では、新たな選手カードを引く操作を行う度に表示領域203に表示される身長積算値が更新され、身長積算値が10メートル以下であるという所定の条件を満足するまで連続的に、選手カードの選択結果が表示される。ウェブページP6は、身長積算値が10メートル以下であるという条件を満たす最後の選手カードが表示されている。
The web page P3 shows a display example of the selection result of the first player card in the lottery process according to the selection operation of the menu m11. The web page P3 includes a display area 201 for displaying an image of the player card selected in the lottery process, a display area 202 for displaying text including setting values such as the name and parameters of the player card, and a lottery ticket. A display area 203 for displaying the integrated value (in this example, the integrated value of height) of the set value (in this example, the height value) and a menu m12 labeled “Draw next card” are included.
On the web pages P4 to P6, every time the menu m12 is selected, the player card selection results are sequentially displayed in the same manner as the web page P3. At this time, the height integrated value displayed in the display area 203 is updated every time the selection result of the player card is displayed. On the web pages P3 to P6, the height integrated value displayed in the display area 203 is updated each time an operation for drawing a new player card is performed, and continues until the predetermined condition that the height integrated value is 10 meters or less is satisfied. Thus, the player card selection result is displayed. The web page P6 displays the last player card that satisfies the condition that the height integrated value is 10 meters or less.
 なお、ゲーム進行手段52では、新たな選手カードの選択結果が表示されず抽選処理が終了すると、以下の処理が行われる。その抽選処理で使用した抽選券は、ウェブページP1に表示される手持ちの抽選券の一覧から削除されるように表示処理される。抽選処理によって選択された複数の選手カードに基づき、対象となるユーザのユーザデータ内の選手数や保有カードの各データが更新される。 In the game progress means 52, when the selection result of the new player card is not displayed and the lottery process is completed, the following process is performed. The lottery ticket used in the lottery process is displayed so as to be deleted from the list of hand-drawn lottery tickets displayed on the web page P1. Based on the plurality of player cards selected by the lottery process, the number of players in the user data of the target user and each data of the possessed card are updated.
 (6)本実施形態のゲーム制御装置の主要な処理のフロー
 次に、本実施形態のゲーム制御装置により行われる主要な処理のフローの一例について、図14及び図15のフローチャートを参照して説明する。図14及び図15のフローチャートは、主として選択手段53及び選択制御手段56によって実行される処理である。なお、図14及び図15には、図13A~13CのウェブページP1~P6の通信端末10に表示されるタイミングを付記してある。
 図14は、ユーザが選手カードを1枚ごと引く操作を行い、その操作の度に選手カードを選択する場合の処理のフローを示す。図15は、ユーザによる1回の抽選指示操作に応じて、すべての選手カードを一括して選択する場合の処理のフローを示す。
(6) Flow of main processing of game control device of this embodiment Next, an example of the flow of main processing performed by the game control device of this embodiment will be described with reference to the flowcharts of FIGS. 14 and 15. To do. The flowcharts of FIGS. 14 and 15 are processes mainly executed by the selection unit 53 and the selection control unit 56. 14 and 15 show the timing displayed on the communication terminal 10 of the web pages P1 to P6 of FIGS. 13A to 13C.
FIG. 14 shows a flow of processing when the user performs an operation of drawing a player card one by one and selects a player card for each operation. FIG. 15 shows a flow of processing when all player cards are selected at once in response to one lottery instruction operation by the user.
 (6-1)ユーザ操作の都度に選手カードを選択する場合の処理
 以下、図14の各処理を順に説明する。
 ゲームサーバ20のCPU21は、図13Aに示したウェブページP1においていずれかの抽選券に対応するメニューm10が選択操作されたことを認識すると(ステップS100:YES)、選択された抽選券を認識するとともに、その抽選に対応付けられた抽選についての積算値Psumを初期化する(ステップS110)。この積算値Psumは、選手カードに設けられている複数の項目の設定値のうち抽選券に対応する所定の条件に基づく項目の設定値の積算値である。次にCPU21は、図13Aに示したウェブページP2においてメニューm11が選択操作されたことを認識すると(ステップS120:YES)、抽選券に対応付けられた所定の条件を満足するような数の選手カードを選択する処理を開始する。CPU21は、ゲームデータベース32にアクセスして選手カードリスト(図7参照)を母体とした抽選処理において1枚の選手カードを選択する処理を行う(ステップS130)。CPU21は、1枚の選手カードを選択するとその選手カードの設定値(Xとする。)を読み出す(ステップS140)。前述した身長10m抽選券の例であれば、読み出される選手カードの設定値は、その選手カードに設定されている身長の値である。CPU21は、積算値Psumに対して、読み出した設定値(X)の積算値を算出する処理を行う(ステップS150)。
(6-1) Processing when Player Card is Selected for Each User Operation Each processing in FIG. 14 will be described below in order.
When the CPU 21 of the game server 20 recognizes that the menu m10 corresponding to any lottery ticket has been selected on the web page P1 shown in FIG. 13A (step S100: YES), it recognizes the selected lottery ticket. At the same time, the integrated value Psum for the lottery associated with the lottery is initialized (step S110). This integrated value Psum is an integrated value of set values of items based on a predetermined condition corresponding to the lottery ticket among the set values of a plurality of items provided on the player card. Next, when the CPU 21 recognizes that the menu m11 has been selected on the web page P2 shown in FIG. 13A (step S120: YES), the number of players satisfying the predetermined condition associated with the lottery ticket. The process of selecting a card is started. The CPU 21 accesses the game database 32 and performs a process of selecting one player card in the lottery process using the player card list (see FIG. 7) as a base (step S130). When the CPU 21 selects one player card, the CPU 21 reads the set value (X) of the player card (step S140). In the case of the 10m tall lottery ticket described above, the set value of the player card to be read is the height value set for the player card. CPU21 performs the process which calculates the integrated value of the read setting value (X) with respect to the integrated value Psum (step S150).
 次にCPU21は、算出した積算値Psumと所定値(THとする。)とを比較する(ステップS160)。なお、所定値THは、前述した身長10m抽選券の例であれば、10(メートル)である。CPU21は、積算値Pが所定値TH以下であれば(ステップS160:YES)、選手カードの選択結果と新たな選手カードを引くためのメニューm12とを含むウェブページ(例えば、ウェブページP3~P5)を表示するためのHTMLデータを生成して通信端末10宛に送信し(ステップS170)、ステップS120へ戻る。積算値Psumが所定値TH以下である限り、メニューm12の選択操作に応じて、連続的に新たな選手カードを選択して設定値の積算値を算出する処理が行われる。
 一方、CPU21は、積算値Psumが所定値THを超えた場合には(ステップS160:NO)、新たな選手カードを引くためのメニューm12を含まないウェブページ(例えば、ウェブページP6)を表示するためのHTMLデータを生成して通信端末10宛に送信し(ステップS180)、抽選処理を終了する。
Next, the CPU 21 compares the calculated integrated value Psum with a predetermined value (TH) (step S160). In addition, the predetermined value TH is 10 (meters) in the example of the 10m tall lottery ticket described above. If integrated value P is equal to or less than predetermined value TH (step S160: YES), CPU 21 has a web page (for example, web pages P3 to P5) including a player card selection result and menu m12 for drawing a new player card. ) Is generated and transmitted to the communication terminal 10 (step S170), and the process returns to step S120. As long as the integrated value Psum is equal to or less than the predetermined value TH, processing for selecting a new player card continuously and calculating the integrated value of the set value is performed according to the selection operation of the menu m12.
On the other hand, when the integrated value Psum exceeds the predetermined value TH (step S160: NO), the CPU 21 displays a web page (for example, the web page P6) that does not include the menu m12 for drawing a new player card. HTML data is generated and transmitted to the communication terminal 10 (step S180), and the lottery process is terminated.
 (6-2)ユーザによる1回の抽選指示操作に応じて、すべての選手カードを一括して選択する場合の処理
 以下、図15の各処理を順に説明する。
 ゲームサーバ20のCPU21は、図13Aに示したウェブページP1においていずれかの抽選券に対応するメニューm10が選択操作されたことを認識すると(ステップS100:YES)、選択された抽選券を認識するとともに、その抽選に対応付けられた抽選についての積算値Psumを初期化する(ステップS110)。この積算値Psumは、選手カードに設けられている複数の項目の設定値のうち抽選券に対応する所定の条件に基づく項目の設定値の積算値である。次にCPU21は、図13Aに示したウェブページP2においてメニューm11が選択操作されたことを認識すると(ステップS115)、抽選券に対応付けられた所定の条件を満足するような数の選手カードを選択する処理を開始する。
 すなわち、CPU21は、ゲームデータベース32にアクセスして選手カードリスト(図7参照)を母体とした抽選処理において、所定の条件を満足するような数の選手カードを連続的に選択する処理を行う。つまり、CPU21は、1枚の選手カードを選択するととともに(ステップS130)、その選手カードの設定値(Xとする。)を読み出す(ステップS140)。前述した身長10m抽選券の例であれば、読み出される選手カードの設定値は、その選手カードに設定されている身長の値である。CPU21は、積算値Psumに対して、読み出した設定値(X)の積算値を算出する処理を行う(ステップS150)。
(6-2) Processing for Selecting All Player Cards Collectively According to One Lottery Instruction Operation by the User Hereinafter, each processing in FIG. 15 will be described in order.
When the CPU 21 of the game server 20 recognizes that the menu m10 corresponding to any lottery ticket has been selected on the web page P1 shown in FIG. 13A (step S100: YES), it recognizes the selected lottery ticket. At the same time, the integrated value Psum for the lottery associated with the lottery is initialized (step S110). This integrated value Psum is an integrated value of set values of items based on a predetermined condition corresponding to the lottery ticket among the set values of a plurality of items provided on the player card. Next, when the CPU 21 recognizes that the menu m11 has been selected on the web page P2 shown in FIG. 13A (step S115), the CPU 21 selects a number of player cards that satisfy the predetermined condition associated with the lottery ticket. Start the process to select.
That is, the CPU 21 accesses the game database 32 and performs a process of continuously selecting a number of player cards that satisfy a predetermined condition in a lottery process using the player card list (see FIG. 7) as a base. That is, the CPU 21 selects one player card (step S130), and reads the setting value (X) of the player card (step S140). In the case of the 10m tall lottery ticket described above, the set value of the player card to be read is the height value set for the player card. CPU21 performs the process which calculates the integrated value of the read setting value (X) with respect to the integrated value Psum (step S150).
 次にCPU21は、算出した積算値Psumと所定値(THとする。)とを比較する(ステップS160)。なお、所定値THは、前述した身長10m抽選券の例であれば、10(メートル)である。CPU21は、積算値Psumが所定値TH以下である限り(ステップS160:YES)、ステップS130~S150を連続的に実行し、抽選券に対応付けられた所定の条件を満足するような数の選手カードを選択する。
 CPU21は、積算値Psumが所定値THを超えた場合には(ステップS160:NO)、選手カードを選択する処理を終了し、それまでに選択したすべての選手カードの情報を含むHTMLデータを生成して通信端末10宛に送信し(ステップS190)、抽選処理を終了する。
 この場合、通信端末10において、メニューm12の選択操作に応じたウェブページP3~P6の表示の一連の変化は、ステップS190で受信したHTMLデータに基づいて行われる。
Next, the CPU 21 compares the calculated integrated value Psum with a predetermined value (TH) (step S160). In addition, the predetermined value TH is 10 (meters) in the example of the 10m tall lottery ticket described above. As long as the integrated value Psum is equal to or less than the predetermined value TH (step S160: YES), the CPU 21 continuously executes steps S130 to S150 and satisfies a predetermined condition associated with the lottery ticket. Select a card.
When the integrated value Psum exceeds the predetermined value TH (step S160: NO), the CPU 21 ends the process of selecting a player card and generates HTML data including information on all the player cards selected so far. Then, it is transmitted to the communication terminal 10 (step S190), and the lottery process is terminated.
In this case, in the communication terminal 10, a series of changes in the display of the web pages P3 to P6 according to the selection operation of the menu m12 is performed based on the HTML data received in step S190.
 上述したように、本実施形態のゲームシステムの抽選処理では、抽選券に対応付けられた所定の条件を満足するような数の選手カードを選択することができるように構成されている。このような構成では、ユーザは、ユーザは操作入力の時点で選択される選手カードの数を予測することができない。よって、例えば抽選処理では、最終的に抽選により引くことができる選手カードの総数をユーザが予測できない。よって、上述した抽選処理等、ゲーム上で複数個の選手カードが取得できる場合に、得られる選手カードの数に注目するようになり、ユーザがその取得行為自体に興趣性を感じることができる。
 また、得られる選手カードの数を選手カードの設定値と関連付けているため、ユーザは必然的に、各選手カードの設定値に注目するようになる。よって、ユーザに特定の設定値に興味を持たせることができる。
As described above, the lottery process of the game system according to the present embodiment is configured such that a number of player cards that satisfy a predetermined condition associated with the lottery ticket can be selected. In such a configuration, the user cannot predict the number of player cards selected at the time of operation input. Therefore, for example, in the lottery process, the user cannot predict the total number of player cards that can be finally drawn by lottery. Therefore, when a plurality of player cards can be acquired on the game, such as the lottery process described above, attention is paid to the number of player cards obtained, and the user can feel interest in the acquisition act itself.
Further, since the number of obtained player cards is associated with the set value of the player card, the user inevitably pays attention to the set value of each player card. Therefore, the user can be interested in a specific set value.
 所定の条件は、上述した実施形態の例のように、選択手段53により選択される複数の選手カードの設定値の積算値と所定値との比較結果に基づいていてもよい。かかる条件はそれほど複雑でない条件であるため、ユーザは、目的とする設定値の積算値が所定の条件を満足するか否かより注目することになる。そのため、得られる選手カードの特定の設定値に対してより注目するようになり、ユーザの興趣性を高めることができる。 The predetermined condition may be based on a comparison result between the integrated value of the set values of the plurality of player cards selected by the selection unit 53 and the predetermined value, as in the example of the embodiment described above. Since these conditions are not so complicated, the user pays more attention to whether or not the integrated value of the target set value satisfies a predetermined condition. Therefore, it comes to pay more attention to the specific set value of the obtained player card, and can enhance the interest of the user.
 上述した実施形態において、表示手段57は必須の構成ではないが、表示手段57を備えることで、選択手段53により選択される複数の選手カードの設定値の積算値が所定値以下であることを所定の条件とする場合に、積算値が表示されるため、ユーザが所定の条件を満足するか否かについて視覚的に認識しやすくなる。 In the above-described embodiment, the display unit 57 is not an essential component, but by providing the display unit 57, it is confirmed that the integrated value of the set values of a plurality of player cards selected by the selection unit 53 is not more than a predetermined value. Since the integrated value is displayed when the predetermined condition is set, it is easy for the user to visually recognize whether or not the predetermined condition is satisfied.
 (7)変形例
 上述した実施形態では、抽選対象が選手カードである場合を例として説明したが、これに限られない。抽選対象は、たとえば、フィギュアなどゲーム上のオブジェクトであれば何でもよい。
 以下、上述した実施形態についての変形例について説明する。
 (7-1)変形例1
 選手カードの選択数についての所定の条件は、上述した実施形態の例(設定値の積算値が所定値以下であること)に限られず、選手カードの設定値に基づいて任意に設定することができる。例えば、選手カードを選択する度に、選択された選手カードの設定値を所定値から順次減算し、所定の条件を、減算後の値がゼロ以上であることとしてもよい。また、所定の条件は、選択された選手カードの特定の設定値が所定値以上であることとしてもよい。
(7) Modification In the embodiment described above, the case where the lottery object is a player card has been described as an example, but the present invention is not limited to this. The lottery target may be anything as long as it is a game object such as a figure.
Hereinafter, modified examples of the above-described embodiment will be described.
(7-1) Modification 1
The predetermined condition regarding the number of player cards to be selected is not limited to the example of the embodiment described above (the integrated value of the set values is equal to or less than the predetermined value), and may be arbitrarily set based on the set value of the player card. it can. For example, each time a player card is selected, the set value of the selected player card may be sequentially subtracted from a predetermined value, and the predetermined condition may be that the value after subtraction is zero or more. Further, the predetermined condition may be that a specific set value of the selected player card is equal to or greater than a predetermined value.
 (7-2)変形例2
 上述した実施形態において、例えば選手カードの身長あるいは年令等の設定値の積算値を算出する場合について例示したが、選手カードに設けられている複数の項目のいずれかの項目の設定値と、選手カードの選択数についての所定の条件との対応付けについては、以下の観点から行われてもよい。すなわち、所定の条件の基礎となる設定値は、選手カードに設けられている複数の項目のうち、ゲームの進行に無関係な項目の設定値であってもよい。例えば、図7に例示した選手カードの複数の項目のうち、パラメータの値は他のユーザとの対戦結果に影響し、ゲームの進行に関係のある項目の設定値であるが、年令、身長、あるいは体重の値は、スカウト処理の進行度合いや他のユーザとの対戦の優劣等に影響せず、ゲームの進行に無関係な項目の設定値である。
 ユーザは、選手カードのパラメータ等のゲームの進行に関係がある項目の設定値については、例えばゲームを有利に進行させるためにゲームの実行に当たって注目することが多いが、選手カードの年令、身長、あるいは体重等のゲームの進行に無関係な項目の設定値については相対的に注目することが少ない。そのため、ゲームの進行に無関係な項目を上記所定の条件の基礎とすることによって、ユーザは抽選に当たって、ゲームの進行に無関係な項目に対してより注目するようになり、ゲームの興趣性を高めることができる。
(7-2) Modification 2
In the above-described embodiment, for example, the case where the integrated value of the set value such as the height or age of the player card is calculated is exemplified, but the set value of any one of the plurality of items provided in the player card, The association with a predetermined condition regarding the number of player cards selected may be performed from the following viewpoints. That is, the setting value that is the basis of the predetermined condition may be a setting value of an item that is irrelevant to the progress of the game among a plurality of items provided on the player card. For example, among the plurality of items of the player card illustrated in FIG. 7, the parameter value affects the result of the battle with other users and is a setting value of an item related to the progress of the game. Alternatively, the weight value is a setting value of an item that does not affect the progress of the scout process or the superiority or inferiority of the battle with other users, and is irrelevant to the progress of the game.
The user often pays attention to the setting values of items related to the progress of the game, such as the player card parameters, for example, in order to advance the game advantageously, but the age and height of the player card Or, relatively little attention is paid to setting values of items irrelevant to the progress of the game such as weight. Therefore, by using the items irrelevant to the progress of the game as the basis of the predetermined condition, the user will be more focused on the items irrelevant to the progress of the game in the lottery, thereby enhancing the interest of the game. Can do.
 (7-3)変形例3
 上述した実施形態では、選手カードの選択数についての所定の条件を選手カードの単一の項目の設定値と対応付けた例を示したが、これに限られない。選手カードに対して複数の項目の設定値が対応付けられている場合に、所定の条件は、選択手段53より選択される各選手カードの複数の項目の設定値に基づいていてもよい。複数の項目の設定値に基づいて条件を設定することによって、柔軟な条件設定とすることができ、抽選方法の幅を広げることができる。
 例えば、以下のように抽選処理を行ってもよい。図7に示した各選手カードの複数の項目の設定値の内、身長と体重の設定値に基づいて所定の条件を設定する場合、ゲームサーバ20のCPU21は、選手カードを選択する度に、選択された選手カードの身長と体重の積算値を算出する。CPU21は、身長と体重の積算値を、それぞれに対応する第1の所定値と第2の所定値と比較する。CPU21は、身長と体重の積算値のいずれか一方が対応する所定値以下となるような数の選手カードを選択してもよいし、身長と体重の積算値が共に対応する所定値以下であるような数の選手カードを選択してもよい。
(7-3) Modification 3
In the above-described embodiment, the example in which the predetermined condition regarding the number of player cards selected is associated with the set value of a single item of the player card is shown, but the present invention is not limited to this. When the setting values of a plurality of items are associated with the player card, the predetermined condition may be based on the setting values of the plurality of items of each player card selected by the selection means 53. By setting conditions based on setting values of a plurality of items, flexible condition setting can be achieved, and the range of lottery methods can be expanded.
For example, you may perform a lottery process as follows. When setting predetermined conditions based on the setting values of height and weight among the setting values of a plurality of items of each player card shown in FIG. 7, the CPU 21 of the game server 20 selects a player card each time. The integrated value of the height and weight of the selected player card is calculated. CPU21 compares the integrated value of height and weight with the 1st predetermined value and 2nd predetermined value corresponding to each. The CPU 21 may select a number of player cards such that either one of the integrated values of height and weight is equal to or less than the corresponding predetermined value, or the integrated values of height and weight are both equal to or less than the corresponding predetermined value. Such a number of player cards may be selected.
 以上、本発明の実施形態について詳細に説明したが、本発明は上記実施形態に限定されない。また、各実施形態は、本発明の主旨を逸脱しない範囲において、種々の改良や変更をしてもよいのは勿論である。例えば、上述した実施形態、及び各変形例に記載された技術的事項は、適宜組み合わせてもよい。
 本実施形態では、選手カードを選択し、あるいは選手カードの選択を制御するときに、ユーザデータを参照することがないため、登録手段51は必須の構成要素ではない。登録手段51は、例えば本発明をソーシャルゲームなど多数のユーザを管理するときに設けることが好ましい構成である。
 本実施形態では、ゲーム進行手段52のスカウト処理により抽選券を入手して、抽選券と引き換えに抽選を行う例について説明したが、これに限られず、本発明の構成としてゲーム進行手段52は必須ではない。例えば、例えば一定量のエールポイントを引き換えに本実施形態の抽選処理を行うことができるようにしてもよいし、ゲーム上の仮想コイン、あるいは実際の通貨を対価として抽選処理を行うことができるような構成としてもよい。つまり、ゲームの進行とは無関係に、ユーザは抽選のみを実行しうる。
 上述した実施形態のゲームは、一例としてサッカー形式のデジタルカードゲームとしたが、特定の内容のゲームに限られない。選手カードなどの何らかのオブジェクトを選択する機能を備えたゲームであれば如何なるゲームであってもよい。
As mentioned above, although embodiment of this invention was described in detail, this invention is not limited to the said embodiment. In addition, it goes without saying that each embodiment may be variously improved and changed without departing from the gist of the present invention. For example, the technical matters described in the above-described embodiment and each modification may be combined as appropriate.
In this embodiment, when selecting a player card or controlling selection of a player card, the user data is not referred to, so the registration means 51 is not an essential component. For example, the registration unit 51 is preferably provided when managing a large number of users such as social games.
In the present embodiment, an example in which a lottery ticket is obtained by the scout process of the game progression means 52 and lottery is performed in exchange for the lottery ticket has been described. However, the present invention is not limited thereto, and the game progression means 52 is essential as a configuration of the present invention. is not. For example, the lottery process of the present embodiment may be performed in exchange for a certain amount of ale points, for example, or the lottery process may be performed in consideration of virtual coins on the game or actual currency. It is good also as a simple structure. That is, the user can execute only the lottery regardless of the progress of the game.
Although the game of the embodiment described above is a soccer-type digital card game as an example, it is not limited to a game with a specific content. Any game may be used as long as it has a function of selecting some object such as a player card.
 上述した実施形態では、ソーシャルゲームに適用される場合を例として説明したが、これに限られない。例えば、ネットワーク上に置かれたサーバ装置と家庭用オンラインゲーム機とを接続した、いわゆるオンラインゲームシステムにおいても、上述した実施形態と同様に、各ユーザによるゲームの進行を制御できることは言うまでもない。
 上述した実施形態では、ネットワーク上のゲームサーバ20及びデータベースサーバ30によって、ゲーム進行手段52、選択手段53、取得手段54、判定手段55、選択制御手段56、及び表示手段57の各機能を実現する構成としたが、この構成に限られない。これらのすべての手段を通信端末10によって実現する構成としてもよいし、少なくとも一部の手段を通信端末10によって実現する構成としてもよい。通信端末10とゲームサーバ20とでは実質的に同一のハードウエア構成を採ることができるため、上記実施形態に記載したようにして通信端末10によっても各機能を実現できる。例えば、図16A及び図16Bはそれぞれ、図8に示した機能ブロック図の各機能について、通信端末10と、ゲームサーバ20及びデータベースサーバ30との機能分担の例を示す。
 なお、上述した実施形態では、選手カードの選択の母体となる選手カードリストを、記憶装置としてのデータベースサーバ30(ゲームデータベース32)が記憶している構成としたが、記憶装置を通信端末10内に設けてもよい。その場合には、記憶装置は、通信端末10内のRAM13や図示しないHDD(Hard Disk Drive)などの大容量記憶装置であってよい。
 一例として、記憶装置をデータベースサーバ30とし、実質的な処理を通信端末10内で行う場合、通信端末10は、抽選処理に先立ってゲームサーバ20あるいはデータベースサーバ30から、選手カードの選択の母体となる選手カードリストのデータを受信して抽選処理を行う。抽選処理の終了時には、通信端末10は、抽選の結果(選手カードの選択結果)についてのデータをゲームサーバ20へ送信し、ゲームサーバ20は、受信した抽選の結果に基づいてゲームデータベース32内のユーザデータを更新するようにしてもよい。
In the above-described embodiment, the case where the present invention is applied to a social game has been described as an example, but the present invention is not limited to this. For example, in a so-called online game system in which a server device placed on a network and a home online game machine are connected, it goes without saying that the progress of the game by each user can be controlled as in the above-described embodiment.
In the above-described embodiment, the game server 20 and the database server 30 on the network realize the functions of the game progress means 52, the selection means 53, the acquisition means 54, the determination means 55, the selection control means 56, and the display means 57. Although it was set as the structure, it is not restricted to this structure. All these means may be realized by the communication terminal 10, or at least a part of the means may be realized by the communication terminal 10. Since the communication terminal 10 and the game server 20 can have substantially the same hardware configuration, each function can be realized by the communication terminal 10 as described in the above embodiment. For example, FIG. 16A and FIG. 16B each show an example of function sharing between the communication terminal 10, the game server 20, and the database server 30 for each function in the functional block diagram shown in FIG.
In the above-described embodiment, the database server 30 (game database 32) serving as a storage device stores the player card list serving as a base for selection of player cards. However, the storage device is included in the communication terminal 10. May be provided. In that case, the storage device may be a mass storage device such as the RAM 13 in the communication terminal 10 or an HDD (Hard Disk Drive) (not shown).
As an example, when the storage device is the database server 30 and substantial processing is performed in the communication terminal 10, the communication terminal 10 determines whether or not the player card selection matrix from the game server 20 or the database server 30 prior to the lottery process. The player card list data is received and a lottery process is performed. At the end of the lottery process, the communication terminal 10 transmits data on the lottery result (player card selection result) to the game server 20, and the game server 20 stores the data in the game database 32 based on the received lottery result. User data may be updated.

Claims (9)

  1.  ゲーム上の複数のオブジェクトからいずれかのオブジェクトを選択する選択手段と、
     前記複数のオブジェクトの各々に設定されている設定値を記憶する記憶装置を参照して、前記選択手段によって選択されたオブジェクトの設定値を取得する取得手段と、
     前記取得手段によって取得された設定値に基づいて、所定の条件が満たされているか否かを判定する判定手段と、
     前記判定手段によって所定の条件を満足する間、オブジェクトの選択を行うように前記選択手段を制御する選択制御手段と、
     を備えた、ゲーム制御装置。
    A selection means for selecting one of a plurality of objects on the game;
    An acquisition unit that acquires a setting value of the object selected by the selection unit with reference to a storage device that stores a setting value set in each of the plurality of objects;
    Determination means for determining whether or not a predetermined condition is satisfied based on the setting value acquired by the acquisition means;
    Selection control means for controlling the selection means so as to select an object while satisfying a predetermined condition by the determination means;
    A game control device comprising:
  2.  前記所定の条件は、前記選択手段により選択される複数のオブジェクトの設定値の積算値と所定値との比較結果に基づいていることを特徴とする
     請求項1に記載されたゲーム制御装置。
    The game control apparatus according to claim 1, wherein the predetermined condition is based on a comparison result between an integrated value of set values of a plurality of objects selected by the selection unit and a predetermined value.
  3.  前記積算値を表示装置に表示させる表示手段、を備えたことを特徴とする、
     請求項2に記載されたゲーム制御装置。
    A display means for displaying the integrated value on a display device;
    The game control apparatus according to claim 2.
  4.  前記オブジェクトに対して複数の項目の設定値が対応付けられている場合に、前記所定の条件の基礎となる設定値は、前記複数の項目のうち、前記ゲームの進行に無関係な項目の設定値であることを特徴とする、
     請求項1~3のいずれかに記載されたゲーム制御装置。
    When setting values of a plurality of items are associated with the object, a setting value that is a basis of the predetermined condition is a setting value of an item irrelevant to the progress of the game among the plurality of items It is characterized by
    The game control device according to any one of claims 1 to 3.
  5.  前記オブジェクトに対して複数の項目の設定値が対応付けられている場合に、前記所定の条件は、前記選択手段により選択される各オブジェクトの複数の項目の設定値に基づいていることを特徴とする、
     請求項1~4のいずれかに記載されたゲーム制御装置。
    When setting values of a plurality of items are associated with the object, the predetermined condition is based on setting values of a plurality of items of each object selected by the selection unit. To
    The game control device according to any one of claims 1 to 4.
  6.  ゲーム上の複数のオブジェクトからいずれかのオブジェクトを選択するステップと、
     前記複数のオブジェクトの各々に設定されている設定値を記憶する記憶装置を参照して、前記選択するステップによって選択されたオブジェクトの設定値を取得するステップと、
     前記取得するステップによって取得された設定値に基づいて、所定の条件が満たされているか否かを判定するステップと、
     前記判定手段によって所定の条件を満足する間、オブジェクトの選択を行うように制御するステップと、
     を含む、ゲーム制御方法。
    Selecting one of a plurality of objects on the game;
    Referring to a storage device that stores setting values set in each of the plurality of objects, obtaining a setting value of the object selected by the selecting step;
    Determining whether a predetermined condition is satisfied based on the set value acquired in the acquiring step;
    Controlling to select an object while satisfying a predetermined condition by the determination means;
    Including a game control method.
  7.  ゲームの実行を制御するために、コンピュータに、
     ゲーム上の複数のオブジェクトからいずれかのオブジェクトを選択する機能、
     前記複数のオブジェクトの各々に設定されている設定値を記憶する記憶装置を参照して、前記選択するステップによって選択されたオブジェクトの設定値を取得する機能、
     前記取得するステップによって取得された設定値に基づいて、所定の条件が満たされているか否かを判定する機能、及び
     前記判定手段によって所定の条件を満足する間、オブジェクトの選択を行うように制御する機能
     を実現させるためのプログラム。
    To control the execution of the game, on the computer,
    The ability to select one of several objects in the game,
    A function of acquiring a setting value of the object selected by the selecting step with reference to a storage device that stores a setting value set in each of the plurality of objects;
    A function for determining whether or not a predetermined condition is satisfied based on the setting value acquired in the acquiring step, and a control for selecting an object while the predetermined condition is satisfied by the determination means A program to realize the function to perform.
  8.  請求項7に記載されたプログラムを記録したことを特徴とする、コンピュータ読み取り可能な記録媒体。 A computer-readable recording medium on which the program according to claim 7 is recorded.
  9.  通信端末と、当該通信端末からアクセス可能に構成され、前記通信端末によるゲームの実行を制御するサーバと、を含むゲームシステムであって、
     ゲーム上の複数のオブジェクトからいずれかのオブジェクトを選択する選択手段、
     前記複数のオブジェクトの各々に設定されている設定値を記憶する記憶装置を参照して、前記選択手段によって選択されたオブジェクトの設定値を取得する取得手段、
     前記取得手段によって取得された設定値に基づいて、所定の条件が満たされているか否かを判定する判定手段、及び
     前記判定手段によって所定の条件を満足する間、オブジェクトの選択を行うように前記選択手段を制御する選択制御手段
     の各手段を、前記通信端末又は前記サーバのいずれか一方が備えた、
     ゲームシステム。
    A game system including a communication terminal and a server configured to be accessible from the communication terminal and controlling execution of a game by the communication terminal,
    A selection means for selecting one of a plurality of objects on the game;
    An acquisition means for acquiring a setting value of an object selected by the selection means with reference to a storage device that stores a setting value set in each of the plurality of objects;
    A determination unit that determines whether or not a predetermined condition is satisfied based on the setting value acquired by the acquisition unit, and the object selection is performed while the predetermined condition is satisfied by the determination unit. Each means of the selection control means for controlling the selection means is provided in either the communication terminal or the server,
    Game system.
PCT/JP2012/008123 2012-03-06 2012-12-19 Game control device, game control method, program, recording medium and game system WO2013132565A1 (en)

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JP6304590B2 (en) * 2014-03-13 2018-04-04 株式会社コナミデジタルエンタテインメント GAME SYSTEM, MANAGEMENT DEVICE, AND PROGRAM
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