WO2013161731A1 - 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
WO2013161731A1
WO2013161731A1 PCT/JP2013/061723 JP2013061723W WO2013161731A1 WO 2013161731 A1 WO2013161731 A1 WO 2013161731A1 JP 2013061723 W JP2013061723 W JP 2013061723W WO 2013161731 A1 WO2013161731 A1 WO 2013161731A1
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WO
WIPO (PCT)
Prior art keywords
user
battle
game
support
support request
Prior art date
Application number
PCT/JP2013/061723
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French (fr)
Japanese (ja)
Inventor
晃太 若狭
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 WO2013161731A1 publication Critical patent/WO2013161731A1/en

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Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/45Controlling the progress of the video game
    • 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
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/35Details of game servers
    • 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
    • A63F13/45Controlling the progress of the video game
    • A63F13/48Starting a game, e.g. activating a game device or waiting for other players to join a multiplayer session
    • 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
    • A63F13/795Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for finding other players; for building a team; for providing a buddy list
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/847Cooperative playing, e.g. requiring coordinated actions from several players to achieve a common goal
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/45Controlling the progress of the video game
    • A63F13/46Computing the game score
    • 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
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/55Details of game data or player data management
    • A63F2300/5546Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history
    • A63F2300/5566Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history by matching opponents or finding partners to build a team, e.g. by skill level, geographical area, background, play style

Definitions

  • the present invention relates to a technique for controlling the progress of a game by each user according to each operation of a plurality of users.
  • 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 a 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 interaction between users than the conventional online game.
  • social games for example, in addition to the execution of a game in cooperation between related users (companies), information exchange by communicating with the companion such as greetings and communication with the companion, items on the game with the companion Gifts or items have been exchanged.
  • a digital card game (Dragon Collection (registered trademark)) described in Non-Patent Document 1 below is known.
  • the present invention has been made in view of the above-described viewpoints, and a game control device, a game control method, a program, a recording medium, and a game that can assist the progress of the game when the progress of the user's game is low
  • the purpose is to provide a system.
  • the first aspect of the present invention is: A battle execution means for performing a battle on the game by the user; Receiving means for receiving a support request in the first battle from the first user; A determination unit that determines whether to make a support request in the first battle according to a difference in the degree of progress of the game with the first user for a user other than the first user; According to the determination result of the determination means, a request means for identifying a second user as a support request destination among users other than the first user, and requesting the support request to the second user; Is provided.
  • a support request is made to, for example, a second user whose game progress is higher than that of the first user who is executing the game. Since the second user who has a high degree of progress of the game is considered to have a high ability on the game (for example, the ability of the battle, etc.), a support request is made to the second user. Support is highly effective. As a result, even a user with a low degree of progress of the game can feel the fun of the game according to the game scenario. Moreover, since the user with a high degree of game progress assists the user with the low degree of game progress, the game can be activated as a whole.
  • the “game progress” can be arbitrarily set depending on the nature of the game.
  • the number of stages cleared in the game the number of items acquired in the game, or a specific number given in the game It may be determined according to a parameter such as a level that increases every time the mission is achieved, such as the number of times the mission has been completed, or the number of times a specific menu is selected on the game screen.
  • the determination unit determines that a support request is made to a user other than the first user who has a difference in game progress with the first user that is equal to or greater than a predetermined value. May be.
  • the number of second users who request support can be appropriately limited.
  • the degree of progress of the second user can be set sufficiently higher than that of the first user, it can be expected to receive support from a user who has a sufficiently higher ability on the game than the first user. Effectiveness can be further increased.
  • the first user's competitive capability in the first battle Or support means for executing a first support for adjusting the battle capability of the opponent of the first battle to be advantageous to the first user.
  • the “predetermined operation input” is a communication terminal having an acceleration sensor in addition to an input operation of pressing a predetermined operation button on a user's communication terminal, an input of a touch operation on a display screen to a communication terminal having a touch panel function. It may be an operation input by shaking or an operation input by gesture (gesture input).
  • the communication terminal In gesture input, by performing a predetermined gesture on a communication terminal having an imaging function, the communication terminal recognizes an image of the gesture and recognizes an operation input previously associated with the gesture.
  • the first support performed by the second user is not directly fighting the opponent of the first battle, but the battle capability of the first user in the first battle, or of the first battle It is to adjust the battle capability of the opponent so that the first user is advantageous.
  • the first support indirectly supports the first battle by the first user. That is, since the first user is assisted to win the first battle by his / her own operation, for example, the first user can have a sense of accomplishment that he / she has won the battle.
  • the support means adjusts the first user to be more advantageous as the difference in the game progress between the first user and the second user increases. Also good. Thereby, as the progress degree of the game of the second user is higher than that of the first user, the progress of the game of the first user is facilitated by the support from the second user. As a result, the progress rate of the first user's game is adjusted depending on the second user who provides support, and the range of game characteristics can be widened.
  • the support request may execute a battle with the opponent of the first battle by the second user.
  • the support performed by the second user may be a direct battle with the opponent of the first battle.
  • the second user can assist the progress of the game of the first user.
  • the requesting unit is configured to adjust the first support so that the first user is advantageous in the first battle according to the determination result of the determining unit, or the second support unit.
  • Any of the second support for executing the battle with the opponent of the first battle by the user may be presented so as to be selectable by the second user.
  • the first support is a direct support in which the second user directly battles with the opponent of the first battle.
  • the second support is an indirect support for the first battle by the first user.
  • the second user can select either the first support or the second support as the support method for the first user. Therefore, it can be set as the game setting which enables a 2nd user to select flexibly according to the progress of own game.
  • the battle execution means may consume parameters on the game of the user as the user executes the battle on the game.
  • the second support executes a battle with the opponent of the first battle. Since the selection is made in consideration of the consumption of its own parameters, deep game characteristics can be realized. For example, when it is set to be able to obtain a privilege by winning in a match or according to the number of wins in a match, a configuration in which the second user comparatively considers the amount of parameter consumption and the privilege to be obtained It can be.
  • the game control apparatus may further include an association unit that associates users, and the request unit may select the second user from among users associated with the first user.
  • the request unit may select the second user from among users associated with the first user.
  • the second aspect of the present invention is: Performing a game battle by a user; Receiving a support request in the first battle from the first user; Determining whether to make a support request in the first battle according to the difference in the degree of progress of the game with the first user for users other than the first user; According to a determination result of the determining step, identifying a second user as a support request destination among users other than the first user, and performing the support request to a second user;
  • a game control method comprising:
  • a third aspect of the present invention relates to a computer.
  • a function for performing a game battle by a user A function of accepting a support request from the first user in the first battle; A function for determining whether or not to make a support request in the first battle according to a difference in the degree of progress of the game with the first user for users other than the first user; and A function of specifying a second user of a support request destination among users other than the first user according to a determination result of the function to be determined, and performing the support request to a second user; It is a program for realizing.
  • 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 battle execution means for performing a battle on the game by the user; Accepting means for accepting a support request in the first battle from the first user; A determination unit that determines whether or not to make a support request in the first battle according to a difference in the degree of progress of the game with the first user for a user other than the first user, and Request means for identifying the second user as the support request destination among the users other than the first user according to the determination result of the determination means, and making the support request to the second user, Each of the means is provided in either the communication terminal or the server, Is a game system.
  • the figure which shows the basic composition of the game system of embodiment The figure which shows an example of the external appearance of the communication terminal of embodiment.
  • the figure which shows the other 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 figure which illustrates the example of a data structure of battle management data The figure which illustrates the example of a data structure of a support request list.
  • the sequence chart which shows the main processes (when another user participates in a battle) between the communication terminal and game server of embodiment.
  • the functional block diagram for demonstrating the function which plays a main role with the game control apparatus which concerns on a modification.
  • the present invention relates to a patent application of Japanese Patent Application No. 2012-099549 filed with the Japan Patent Office on April 25, 2012, the 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 executes a game by operating the web page on the communication terminal 10.
  • 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 communication terminal of a touch panel input method 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
  • HTML data HyperText Markup Language
  • 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.
  • CPU21 performs the process according to the hyperlink or menu selected by the user on the web page displayed on the communication terminal 10 via a communication interface part.
  • the processing includes, for example, transmission of new HTML data, arithmetic processing in the game server 20 or data processing.
  • the database access unit 24 is an interface when the CPU 21 reads / writes data from / to the database server 30.
  • the database server 30 (storage device) can be realized by a general-purpose storage such as a large-capacity hard disk device or a device such as a RAID (Redundant Array 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.
  • the database server 30 includes a user database 31 and a game database 32.
  • the type of game realized by the game system according to the present embodiment is not particularly limited, but in the following, as an example of the game according to the present embodiment, the user performs a game on the game in accordance with the user's operation on the communication terminal 10.
  • the battle-type digital card game (hereinafter referred to as “game of the present embodiment” as appropriate) that battles with a monster character, which is a monster on the game, is used.
  • game of the present embodiment As will be described later, in the game of the present embodiment, when the user loses the battle with the monster character, a support request can be made, and the other user who accepts the support request supports the battle of the support requesting user. It is configured to be able to.
  • FIG. 6 shows an example of a user database 31 applied in the game of the present embodiment.
  • the user database 31 has information on each item of user name, skill level, attack point, friendship point, monster defeat number, fellow user ID, and possessed card data. including.
  • Information included in the user database 31 can be updated sequentially by the game server 20.
  • the user ID included in the user database 31 or data for each user name (to be described later) specifying the user is generically referred to as user data.
  • the data of each item constituting the user data is as follows.
  • -User name It is a user name displayed in order to identify a user on the communication terminal 10 at the time of execution of a game.
  • the user name is text having a predetermined length or less designated in advance by the user.
  • 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 a range from Lv1 (level 1) to Lv100 (level 100).
  • -Attack point In the game of this embodiment, it is a point required when performing a battle with the monster character using a warrior card. When the attack points are less than a predetermined value, the battle cannot be executed.
  • the attack point is a value that decreases by performing one battle with the monster character and recovers (increases) each time a predetermined time elapses.
  • -Friendship point In the game of this embodiment, it is a point which a user acquires by transmitting a support message to a friend. Also, friendship points can be obtained when support is provided by supporting other users in response to support requests from other users.
  • -Monster Defeat Count The number of monster characters that the user has defeated by battle in the game of the present embodiment.
  • the number of defeated monster characters is an example of the progress of the game.
  • ⁇ Friend's user ID This is data of another user ID associated with the target user ID.
  • the fellow user ID is related to the second modification described later.
  • -Data of possession card The possession card data is data of the warrior card possessed by the user, and includes parameters such as an image and attack power for each warrior card as shown in FIG. When a warrior card battles with a monster character, damage according to the value of the attack power can be given to the monster character.
  • the game database 32 stores information on the progress of the game executed by the game server 20, monster character data (monster character data), battle management data, and a support request list based on access from the game server 20.
  • Information relating to the progress of the game may include various information depending on the nature of the game. Taking the case of the game of the present embodiment as an example, the information related to the progress of the game may include detailed results of battles with the monster characters of each user.
  • the monster character data includes data of a monster character that is the opponent of the battle.
  • the monster character data is data that is loaded from the game database 32 to, for example, the RAM 23 and stored together with the execution of the battle process.
  • an image displayed on the web page is associated with a value of HP (Hit Point) indicating the physical strength of the monster character.
  • HP Hait Point
  • the HP of each monster character is in the range of 1500 to 2000, but the HP value may be set randomly when performing a battle from this range.
  • Battle management data is data for managing the state of the battle for each user.
  • FIG. 8 shows a data configuration example of battle management data.
  • an appearing monster character (appearing monster), its HP, and the battle end time are written for each user (user name or user ID).
  • the battle end time is not necessarily indispensable data, but when the time until the monster character is defeated is limited, the battle end time is written.
  • a monster character appears as a battle opponent for each user, it is written in the battle management data as an appearing monster until the monster character is defeated (that is, the battle with the monster character is won).
  • HP in battle management data has shown the newest value of the corresponding monster character. For example, when HP is reduced in one or more battles, the reduced HP is written to the battle management data.
  • the data in the battle management data is read when the user performs a battle, and is overwritten (updated) when the battle ends.
  • a support request for the battle can be made to another user.
  • the condition for requesting support for the battle is not limited to the condition that the user has lost the battle with the monster character. It may be possible to request support unconditionally at the start of the battle, or to request support only when a predetermined condition in the battle is satisfied.
  • the “predetermined condition in the battle” may be, for example, a predetermined condition for a parameter (or an ability level) such as a warrior card used by the user in battle and an attack power of a battle opponent's monster character.
  • the support request list is a list in which support requests made by users are sequentially written. Of the support requests in the support request list, those that have been supported are deleted from the list.
  • FIG. 9 is a diagram illustrating a data configuration example of the support request list.
  • the battle opponent monster character
  • the battle end time is not necessarily indispensable data, but when the time until the monster character is defeated is limited, the battle end time is written. In this case, if the HP of the monster character is not zero before the battle end time (that is, if the monster character cannot be defeated), it is determined that the monster character cannot be defeated.
  • FIG. 10 is a diagram illustrating an example of a top page displayed on the communication terminal 10 in the game of the present embodiment.
  • FIGS. 11 to 14 are diagrams showing examples of web pages displayed on the communication terminal 10 when the battle process is executed.
  • 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 scrolling the web page by the user's direction instruction button or touch panel operation.
  • the top page of the game of this embodiment illustrated in FIG. 10 is configured with a web page corresponding to each user ID.
  • the example of FIG. 10 includes a user data display area, a warrior image display area, and a menu display area.
  • the user data display area is an area in which data of each item of skill level, friendship points, attack points, and monster defeat counts (see FIG. 6) included in the user data of the target user ID.
  • the warrior image display area is an area in which an image of a warrior card specified in advance by the user among a plurality of warrior cards included in the user data of the target user ID is displayed.
  • the menu display area is an area where a plurality of menus (not shown except for the menu m1) including a menu m1 for starting execution of the battle process in the game of the present embodiment are displayed.
  • the web page P0 is a battle top page.
  • the web page P0 includes a monster display area 101 that displays a list of monster characters that are appearing as monster characters that can be battled, and a message display area 102 that displays a text message addressed to the user regarding the battle.
  • the monster display area 101 includes menus m11 and m12 labeled “battle” for each monster character. Each menu is provided for each corresponding monster character.
  • the text message included in the message display area 102 includes, for example, information indicating the degree of progress of a user's (in this case, user KNM) battle, or other information when a support request for a battle is made to another user. Information on the result of support by the user is included.
  • Web page P1 is a web page for a battle with monster character MC1 corresponding to menu m11.
  • monster character MC1 corresponding to menu m11.
  • the web page P1 is described as an image of a warrior card used by a user in a battle, an image of a battle opponent's monster character MC1, an HP gauge indicating the HP (Hit Point) of the monster character MC1, and “attack” Menu m20.
  • HP is a value indicating the physical strength of the monster character. If the HP of the monster character can be reduced to zero before the warrior card used by the user is defeated, this means that the user has won the battle, and the HP of the monster character is zero when the warrior card used by the user is defeated. If not, it means that the user has lost the battle.
  • the web page P2 shows a case in which the monster character MC1 is attacked by the warrior card used by the user for the battle, and as a result, the HP of the monster character is reduced as compared to the web page P1.
  • an attack is applied to the warrior card from the monster character of the battle opponent.
  • the web page P3 when the HP of the monster character MC1 reaches zero, the user wins the battle and the monster character MC1 is defeated.
  • the warrior card is defeated before the HP of the monster character MC1 reaches zero, the user is defeated in the battle. If the battle is defeated, the monster character MC1 does not disappear and is displayed on the user's top page P0 regarding the battle in a state where the HP remaining after the battle is maintained.
  • FIGS. 13 and 14 both show the transition of the web page for the user KNM when the user KNM makes a support request (that is, when the menu m22 is selected and operated), and the user ABC who has accepted the support request. And the transition of the web page.
  • FIG. 13 and FIG. 14 differ in the user ABC support method in response to a support request from the user KNM.
  • a support method of the user ABC in response to a support request from the user KNM a support method (second support described later) for performing a battle (that is, participating in a battle) with the monster character of the battle partner of the user KNM is selected. Is the case.
  • the web page P4 is updated as shown in P5, and the user KNM has received the support request. Will be notified.
  • a support request by the user KNM is accepted, a message for confirming whether or not the support request is received is displayed for a user who satisfies a predetermined condition.
  • a web page for the user ABC that satisfies the predetermined condition is shown in P6.
  • a menu m31 written as “to participate in the war” and a menu m32 written as “to support” are displayed.
  • the web page is updated as shown in P7, and the user ABC uses the warrior card and the monster character that is the battle opponent of the user KNM. Transit to the screen to battle with MC1.
  • the web page P7 has the same format as the web pages P1 and P2 in FIG. 12, but the HP value of the monster character MC1 is the HP at the time when the user KNM is defeated (that is, the HP of the monster character MC1 of the web page P4). ) Value.
  • the method of notifying the user KNM is not limited to the textual visual information exemplified in the web page P9, and may be audio information such as voice.
  • FIG. 14 shows a case where a support method of supporting a battle by the user KNM (first support described later) is selected as a support method of the user ABC in response to a support request from the user KNM.
  • a support method of supporting a battle by the user KNM first support described later
  • the user ABC that accepts the support request does not battle with the battle partner of the user KNM, but the attack power of the warrior card used by the user KNM who is the support request source is improved. Yes.
  • the web page P4 when the menu m22 is selected and operated on the web page P4 (same as the web page P4 in FIG. 12), the web page is updated as shown in P5, and the user KNM has received the support request. Will be notified.
  • a support request by the user KNM is accepted, a message for confirming whether or not the support request is received is displayed for a user who satisfies a predetermined condition.
  • a web page for the user ABC that satisfies the predetermined condition is shown in P6.
  • a menu m31 written as “to participate in the war” and a menu m32 written as “to support” are displayed.
  • the web page is updated as shown in P10, and the screen is changed to a screen for confirming that the user ABC has cheered the battle by the user KNM.
  • the attack power of the warrior card used by the user KNM in the battle increases. That is, when the user KNM then battles again with the monster character MC1, the battle is performed in a state where the attack power of the warrior card used by the user KNM is increased by the support of the user ABC.
  • the user KNM is notified of a message indicating that the attack power of the warrior card has increased.
  • a display example of a web page including the message is shown in the web page P11.
  • the method of notifying the user KNM is not limited to the textual visual information exemplified in the web page P11, and may be audio information such as voice.
  • FIG. 15 is a functional block diagram for explaining functions that play a major role in the game control apparatus of the present embodiment.
  • the registration unit 51, the first support unit 56, and the second support unit 57 are not necessarily essential components.
  • the registration unit 51 has a function of recognizing a user registration request based on an appropriate operation input to the communication terminal 10 on a web page provided to the communication terminal 10 and performing a registration process. This registration process is executed when the user performs user registration for the game of the present embodiment.
  • the function of the registration means 51 is implement
  • the CPU 21 of the game server 20 receives a registration request message from the communication terminal 10 via the communication interface unit 25.
  • the registration request message is automatically generated by a predetermined operation on the communication terminal 10 on the web page provided from the game server 20 (for example, a predetermined menu selection operation or a text input such as a user ID or password specified by the user).
  • Web pages may be configured to be generated automatically.
  • the registration request message may include information for identifying the communication terminal 10 of the transmission source (for example, individual identification information of a terminal such as a UID (Unique Identifier), a mail address, or the like) If another game by the same service provider is used, the user ID may be included.
  • identifying the communication terminal 10 of the transmission source for example, individual identification information of a terminal such as a UID (Unique Identifier), a mail address, or the like.
  • the CPU 21 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.
  • 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 user can execute the game of the present embodiment.
  • the battle execution means 52 has a function of executing a battle (match) on the game by the user.
  • the function of the battle execution means 52 may execute a battle on the game by sequentially updating a web page displayed on the communication terminal 10 in response to a request from the communication terminal 10, for example.
  • the CPU 21 of the game server 20 receives an HTTP request from the communication terminal 10, performs a predetermined process on the game according to the HTTP request, and executes the game.
  • An HTTP response including the resulting HTML data is returned to the communication terminal 10.
  • the CPU 21 of the game server 20 responds to the HTTP request. Then, an HTTP response including HTML data for displaying the top page of the battle shown in FIG. 11 is transmitted to the communication terminal 10.
  • the CPU 21 reads out the monster character that is the battle opponent of the user who is executing the game and its HP from the battle management data and stores them in the RAM 23, and the HTML data based on the read data. Is generated.
  • the CPU 21 of the game server 20 acquires a selection result of a predetermined number of warrior cards used in the battle among warrior cards held by the user in accordance with an appropriate operation by the user.
  • the number of warrior cards participating in the battle is one.
  • the CPU 21 causes one of the monster characters in the monster character data stored in the game database 32 to appear for battle at the timing of defeating the monster character or at random timing.
  • CPU21 reads the data of the monster character used as a battle opponent of a user, and newly writes it into battle management data.
  • the initial HP value of the monster character data is randomly determined.
  • the HP of the monster character MC1 is set as a range of 1500 to 2000, but as an initial value of HP used when performing an actual battle process, the HP is randomly selected from the range of 1500 to 2000. One value is determined.
  • CPU21 reads the data of the monster character which is appearing from battle management data, reads the data of the warrior card used by a battle from user data, makes it memorize
  • the operation on the menu m20 (“attack”) is referred to as “attack operation”.
  • the attack power of a warrior card is Pa and the coefficient determined at random is k
  • the calculation performed on the HP of the monster character by one attack operation is performed, for example, according to the following equation (1): You may be made to be.
  • the updated HP value is sequentially overwritten in the RAM 23 during the execution of the battle.
  • HP HP ⁇ Pa ⁇ k (1)
  • an attack is applied to the warrior card from the battle opponent's monster character with a constant or random attack power according to the attack operation.
  • the attack power of the monster character may be a value that is approximately proportional to HP, or may be a constant or random value.
  • the attack power applied from a monster character or the integrated value of the attack power exceeds the defense power of the warrior card. Become. When the user uses only one warrior card in battle, the user loses when the warrior card is defeated. When a plurality of warrior cards participate in the battle, the warrior cards to be attacked by the monster character may be determined in a certain order or randomly.
  • the update of the monster character's HP by the attack operation is not limited to the above-described formula (1).
  • Pa in the above formula (1) may be a numerical value determined randomly according to the attack operation from a predetermined range, not the attack power of the warrior card.
  • the determination method of a battle win / loss can be set suitably. For example, if the HP of a monster character cannot be reduced to zero by a predetermined number of attack operations or by a predetermined time, it is determined that the monster character cannot be defeated.
  • the CPU 21 When the updated monster character's HP value is not zero, the CPU 21 writes the updated monster character's HP (value on the RAM 23) into the battle management data. When the updated HP value of the monster character becomes zero, the CPU 21 determines that the monster character has been defeated, and erases the monster character data for the target user from the battle management data. The number of monster defeats in the user data as the game progress is increased by one. When one battle is performed by the user, the CPU 21 accesses the user data of the user and performs a process of reducing the value of the attack point by a predetermined amount or an amount corresponding to the warrior card used in the battle.
  • the accepting unit 53 has a function of accepting a support request in a battle (first battle) from a user (first user) as a support request source.
  • the function of the accepting unit 53 can be realized as follows. For example, when the CPU 21 of the game server 20 recognizes that the user who is executing the game has performed an operation of selecting the menu m22 (“request for support”), the CPU 21 stores necessary data in the support request list in the game database 32. Accept support requests by writing. As shown in FIG. 9, data written in the support request list includes, for example, a user ID, a battle partner (a monster character when the user is defeated in the battle), a battle end time, and the like.
  • the determination unit 54 determines whether the first user battles (first match) according to the difference in the degree of progress of the game with the first user against a user other than the support requesting user (first user). ) Has a function for determining whether or not to make a support request.
  • the function of the determination means 54 is realizable as follows, for example. When the HTTP request for the game top page or the battle top page is transmitted from the communication terminal 10 of the user, the CPU 21 of the game server 20 has a smaller number of monster defeats than the user (that is, the progress is low). ) Search the support request list to see if there is a support request from the user.
  • the CPU 21 searches the support request list for whether or not there is a support request from a user whose number of monster defeats is a predetermined number or more than the user who transmitted the HTTP request.
  • the comparison of the number of defeated monsters is performed by reading out and comparing the number of defeated monsters in the user data between the user who transmitted the HTTP request and the user described in the support request list.
  • the request unit 55 identifies the second user of the support request destination among users other than the support request source user (first user) according to the determination result of the determination unit 54, and A function for requesting support is provided.
  • the function of the request means 55 is realizable as follows. As described above, the CPU 21 of the game server 20 compares the number of monster destruction of user data between the user who transmitted the HTTP request and the user described in the support request list. Then, the CPU 21 transmits, to the communication terminal 10 of the user who has transmitted the HTTP request, the support request of the user whose monster destruction number is smaller than the user who has transmitted the HTTP request among the users described in the support request list.
  • the CPU 21 performs the above-described process for a user who transmits an HTTP request for the top page of the game or the top page of the battle until there is a reply to accept the support request from any user who has already transmitted the support request. Note that the timing for specifying the second user is not limited to the example described above.
  • the CPU 21 recognizes the user's selection operation of the menu m22 (“request for support”), refers to the user data at the timing when the support request is received, and is 1 or from the difference in the number of monster destruction at that time.
  • request for support refers to the user data at the timing when the support request is received, and is 1 or from the difference in the number of monster destruction at that time.
  • a plurality of second users may be specified in advance. Then, when access is made by any one of the identified second users (that is, when an HTTP request for the top page of the game or the top page of the battle is transmitted), to the accessing user A request for assistance may be sent.
  • the request unit 55 preferably responds to the support request from the user (first user) of the support request source with the first support (first to be described later).
  • the second user has a function of presenting either the second support (first support by the support means 56) or the second support (second support by the second support means 57 described later) in a selectable manner. Also good.
  • the first support is a support method in which another user who accepts the support request indirectly supports (supports) without directly participating in the battle of the support requesting user.
  • the second support is a support method in which another user who has accepted the support request performs (participates in) a battle with a battle partner of the support requesting user.
  • the CPU 21 includes a message for notifying the HTTP request transmission source user that there is a support request from a friend and a support method selection menu. HTML data for displaying the page or the top page of the battle is transmitted (for example, see the web page P6 in FIG. 13).
  • the first support means 56 receives a predetermined operation input by a user other than the first user (second user) in response to a support request from the support requesting user (first user). Based on information, it has the function to perform the 1st support which adjusts the 1st user's battle capability in a battle, or the battle capability of the battle opponent of a battle so that a 1st user may become advantageous.
  • a 2nd user means the user who accepted the support request among the users of a support request destination.
  • the second user is not limited to one user, and a plurality of second users may exist.
  • the function of the 1st assistance means 56 is realizable as follows.
  • the CPU 21 of the game server 20 recognizes a selection operation (predetermined operation input) of the menu m32 (“support”) from any user (second user of the support request destination), the support request source user ( In the battle to be supported by the first user), the attack power of the warrior card used by the first user is increased, or the attack power of the monster character of the battle opponent is reduced.
  • the increase in the attack power of the warrior card or the decrease in the attack power of the monster character may be an increase or decrease in a predetermined ratio, or an increase or decrease in a predetermined amount.
  • the second support means 57 responds to a support request from a support requesting user (first user) by a user other than the first user (second user) as a battle opponent monster of the first user. It has a function of executing a second support for performing a battle with the character.
  • the function of the second support means 57 can be realized as follows. When the CPU 21 of the game server 20 recognizes a selection operation (predetermined operation input) of the menu m31 (“participate in battle”) from any user (second user of the support request destination), the user and the support target The battle process is executed with the monster character in the battle.
  • the CPU 21 generates HTML data so that the second user can perform an attack operation on the monster character in the battle to be supported, and transmits the HTML data to the communication terminal 10 of the second user. (For example, see web page P7 in FIG. 13).
  • the HP of the monster character to be a battle opponent starts a battle based on the HP value written in the support request list.
  • FIGS. 16 and 17 show the game battle process of the present embodiment performed by the game control apparatus of the present embodiment.
  • FIG. 16 shows a case where another user who has accepted the support request participates in the battle.
  • 17 is a case where another user who accepts the support request supports.
  • the timing at which each web page described in FIGS. 13 and 14 is displayed is indicated by reference numerals.
  • the user KNM is an example of the first user
  • the user ABC is an example of the second user.
  • the CPU 21 After writing in the support request list, the CPU 21 transmits HTML data for notifying that the support request has been received to the communication terminal 10 of the user KNM (step S120). Thereby, for example, the web page P5 of FIG. 13 is displayed on the communication terminal 10 of the user KNM.
  • the CPU 21 recognizes the user who transmits the HTML data for displaying the game top page or the battle top page. Also, it is determined whether or not the number of monsters to be defeated is large, and if so, a support request from the user KNM is transmitted to the user (step S140). That is, a support request is made for a user who has more monster defeats than the user who requested the support (that is, the game progress is high).
  • a user KNM support request is transmitted to the communication terminal 10 of the user ABC.
  • the web page P6 of FIG. 13 is displayed on the communication terminal 10 of the user ABC that has received the support request.
  • the CPU 21 When the menu m31 ("participate") is selected on the web page P6 and it is recognized that the support request has been accepted (step S150), the CPU 21 is the monster character MC1 in which the user ABC and the user KNM have been defeated in the battle. HTML data for the battle screen between and is generated and transmitted (step S160). As a result, for example, the web page P7 of FIG. 13 is displayed on the communication terminal 10 of the user ABC. At this time, the HP of the monster character MC1 in the battle of the user ABC is displayed by reading the data of the user KNM of the battle management data. Then, based on one or a plurality of attack operations of the user ABC, the CPU 21 performs a battle process (step S170).
  • the CPU 21 updates the support request list, battle management data, and user data (step S180). For example, when the user ABC defeats the monster character MC1, the corresponding data (the monster character MC1 as the opponent of the user KNM) is deleted from the support request list, and the monster that the user KNM appears in the battle management data is deleted. Delete the monster character MC1 from the column. Moreover, CPU21 accesses the user data of user KNM and user ABC, and increases the number of monster defeats by 1, respectively.
  • Step S190 HTML data for notifying the support result by the user ABC is transmitted to the communication terminal 10 of the user KNM.
  • Step S100 to S140 In the case where the user who has accepted the support request supports the user by cheering Steps S100 to S140 are the same as in the case of (7-1), and thus redundant description is omitted.
  • the menu m32 (“support”) is selected on the web page P6 and it is recognized that the support request has been accepted (step S200)
  • the CPU 21 notifies that a predetermined privilege has been obtained through support.
  • HTML data is generated and transmitted (step S210). Thereafter, when the HTML data is transmitted when the user KNM battles again with the monster character MC1 to be supported, the communication terminal 10 of the user KNM is supported by the support as illustrated in the web page P11 of FIG. A message is displayed to notify you that your attack power has increased.
  • the CPU 21 adjusts the attack power of the warrior card used by the user KNM to increase, for example, a certain amount or a certain ratio (step S240).
  • the CPU 21 updates the HP by determining the amount of decrease in the HP of the monster character MC1 based on the adjusted attack power (step S250).
  • the CPU 21 generates HTML data including the updated HP (step S260) and transmits it to the communication terminal 10 of the user KNM (step S270).
  • steps S230 to S270 show a series of processes corresponding to one attack operation. However, when a plurality of attack operations are performed, the processes of steps S230 to S270 are repeated. Is called.
  • the support method is not that the user ABC directly battles with the battle partner of the user KNM of the support request source,
  • the user KNM may adjust the battle ability of the user KNM as the support requester so that the user KNM is advantageous.
  • the second support indirectly supports a battle with the monster character MC1 by the user KNM. That is, since the user KNM is assisted to win the battle with the monster character MC1 by, for example, the user's own operation, the user KNM can obtain a sense of achievement that the user has won the battle by winning the battle.
  • the support request destination of the support request source user is determined according to the difference in the progress of the game. For example, a support request is made to a user (second user) who has more monster defeats than the first user (that is, the degree of progress of the game is high). Since the second user who has a high degree of progress of the game is considered to have a high ability on the game (for example, the ability of a warrior card used in battle), a support request is made to the second user, The support for the first user is highly effective. As a result, even a user with a low degree of progress of the game can feel the fun of the game according to the game scenario. Moreover, since the user with a high degree of game progress assists the user with the low degree of game progress, the game can be activated as a whole.
  • the determination unit 54 determines the number of monster defeats (game progress) with the first user among the users other than the support requesting user (first user). It may be determined that a support request is made to a user whose difference is equal to or greater than a predetermined value. In this configuration, it is possible to appropriately limit the number of support request destination users (second users). In addition, since the degree of progress of the second user can be set sufficiently higher than that of the first user, it can be expected to receive support from a user who has a sufficiently higher ability on the game than the first user. Effectiveness can be further increased.
  • the support method may be set as appropriate.
  • the first support realized by the support means 56 is preferable in the following points.
  • the first support performed by the second user is not a direct battle with the battle partner of the support requesting user (first user), but the attack of the warrior card used by the first user in the battle It is to adjust the strength (first user's fighting ability) or the attack power of the first user's battle opponent so that the first user has an advantage.
  • the first support indirectly supports the first battle by the first user. That is, since the first user is assisted to win the first battle by his / her own operation, for example, the first user can have a sense of accomplishment that he / she has won the battle.
  • the support method may be set as appropriate.
  • the second user can assist the progress of the game of the first user also by the second support of performing the battle directly with the battle partner of the user (first user).
  • the effectiveness of the support becomes higher.
  • the requesting unit 55 preferably responds to the support request from the support request source user (first user) as shown in the web page P6 of FIG.
  • An example has been shown in which both the menu m32) and the second support (menu m31) method are presented, and the second user can select either support, but either one is not presented. May be presented.
  • both the first support method and the second support method are presented so that the second user can select one of the support methods, the second user can proceed with his / her game. It is possible to set a game setting that enables flexible selection according to the situation.
  • the battle execution means 52 was comprised so that the said user's attack point (parameter on a game) might be consumed with execution of the battle by a user, it is not restricted to this.
  • the user who receives the support request (second user) is either the first support or the second support.
  • the second user since it will be selected in consideration of the consumption of the attack points of its own by the second support (perform a battle with the battle opponent of the user of the support request source), deep game characteristics realizable. For example, when the game setting is such that a privilege can be obtained by defeating a monster character or according to the number of monsters destroyed, the second user can compare the consumption of his / her attack points with the obtained privilege.
  • the structure can be set as the structure to do. More specifically, in the case of performing the first support (indirect support), it is not necessary to reduce the attack points because the battle is not performed by itself, but only a relatively small amount of privilege is given, You cannot increase the number of monster kills. On the other hand, in the case of the second support (direct support), the number of monsters can be increased to gain comparatively large benefits by conducting battles, but the attack points decrease. This makes it impossible to execute another new battle immediately. Therefore, for the second user, the support method is selected in consideration of the circumstances of such loss.
  • the first support means 56 calculates the number of monster defeats (game progress) between the support requesting user (first user) and the support requesting user (second user). Adjustment may be made such that the greater the difference, the more advantageous the first user. Thereby, as the progress degree of the game of the second user is higher than that of the first user, the progress of the game of the first user is facilitated by the support from the second user. As a result, the progress rate of the first user's game is adjusted depending on the second user who provides support, and the range of game characteristics can be widened.
  • the CPU 21 of the game server 20 receives the response of acceptance of the support request from the second user, and the first user and the second user
  • the difference in the number of defeated monsters can be determined by referring to the user data.
  • the ROM 22 stores data indicating the relationship between the difference in the number of defeated monsters and the rate of increase of the attack power of the warrior card used by the user in the battle.
  • CPU21 will determine the increase rate of the attack power of the warrior card which a 1st user uses with a battle with reference to the data in ROM22, if the difference of the monster defeat number is calculated
  • FIG. 18 is a functional block diagram for explaining functions that play a major role in the game control device of the present modification.
  • the functional block diagram of FIG. 18 differs from that of FIG. 15 in that an association means 58 is added.
  • the association means 58 has a function of relating users.
  • the associating unit 58 has a function of associating the user ID with another user ID when triggered by an application based on the user ID.
  • the function of the correlation means 58 is implement
  • 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.
  • the CPU 21 writes the data in the location (see FIG. 6) of “friend user ID” of the user data of the corresponding two user IDs in the user database 31.
  • the conditions which relate users are not limited to the format requiring application and approval as described above, and users who execute stages on the same game may be registered as friends.
  • users who transmit a predetermined number of greeting messages may be automatically registered as friends, and if there is a mode on the game in which a battle is performed between users, the user who has performed the battle a predetermined number of times or more You may automatically register each other as a friend.
  • the users in the group may be associated with each other by associating each user with the same group (guild or the like).
  • the user A can apply for the specific user B in the user associated with the predetermined group and obtain the approval of the specific user B, the predetermined group and Associate user A.
  • the users may be related to each other.
  • 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 requesting unit 55 may select the support requesting user (second user) from among users who are related to the support requesting source user (first user). .
  • the first user can feel that he / she is receiving support from his / her friend, so that the relationship with the friend can be enhanced. Therefore, the social nature of the game can be improved.
  • the function of the request means 55 in this modification can be realized as follows. When the HTTP request for the game top page or the battle top page is transmitted from the user, the CPU 21 of the game server 20 has more monster defeats than the user who transmitted the HTTP request among the users described in the support request list. A support request from a small number of fellow users is transmitted to the communication terminal 10 of the user who transmitted the HTTP request.
  • each time an HTTP request for the game top page or battle top page is sent from a user whether or not the user is requested for support is determined based on the number of monsters defeated and whether or not they are friends. By doing so, the second user is specified. Also in this case, the CPU 21 performs the above-described process for the user who transmits the HTTP request for the game top page or the battle top page until there is a reply for accepting the support request from any user who has already transmitted the support request. .
  • the processing may be performed as follows. Whenever an HTTP request for a game top page or a battle top page is transmitted from the user for a predetermined period after being written in the support request list, the CPU 21 requests an HTTP request from among the users described in the support request list. The number of defeated monsters is smaller than that of the user who transmitted the request, and the support request from the fellow user is transmitted to the communication terminal 10 of the user who transmitted the HTTP request.
  • the support request destination user is not limited to the support request source user. That is, the CPU 21 transmits a support request from a user described in the support request list having a smaller number of monster destruction than the user who transmitted the HTTP request to the communication terminal 10 of the user who transmitted the HTTP request. .
  • the support requesting user is the friend of the support requesting user. You may make it not limit to.
  • the first support executed by the first support means 56 (the battle ability of the first user who requested the support in the battle, or the battle ability of the battle partner of the first user battle, It may be allowed to accept a request for assistance from a plurality of users (adjusting the first user to be advantageous). In that case, the first user may be adjusted to be more advantageous as the number of users who accept the support request increases.
  • the CPU 21 requests a support every time an HTTP request for a game top page or a battle top page is transmitted from the user for a predetermined period after being written in the support request list.
  • a support request from a user having a smaller number of monster destruction than the user who transmitted the HTTP request is transmitted to the communication terminal 10 of the user who transmitted the HTTP request.
  • the CPU 21 counts the number of users who accepted the support request during the predetermined period (that is, performed the selection operation of the menu m32 (“support”)).
  • CPU21 determines the increase rate of the attack power of the warrior card which a 1st user uses for a battle according to the count value, for example.
  • a message such as “Updating attack power with support from five users!” Is displayed. Is preferred.
  • the present invention is not limited to this, and can be applied to any game.
  • a stage in a game is advanced, such as a role playing game or a race game
  • the progress rate of the stage of the support requesting user is increased according to the progress of the stage of the support requesting user.
  • advancing speed of a character, a race car, or the like is increased, and the present invention can be suitably applied.
  • the present invention when the present invention is applied to a shooting game such as FPS (First Person Person Shooter), TPS (Third Person Person Shooter), etc., the more the number of enemy objects destroyed by the user of the support request destination (that is, the target of the support request destination). As the degree of progress of the user increases, the diameter of the sighting displayed in the shooting of the user may be expanded as assistance given to the user who requested the assistance.
  • FPS First Person Person Shooter
  • TPS Transmissiond Person Person Shooter
  • the diameter of the sighting displayed in the shooting of the user may be expanded as assistance given to the user who requested the assistance.
  • the number of monster defeats is given as an example of the progress of the game of the present invention, but the progress of the game can be arbitrarily set according to the nature of the game. For example, the number of stages cleared in the game, the number of items acquired in the game, or the number of times a specific mission given in the game has been achieved. You may decide according to a parameter and the frequency
  • the predetermined operation input by the user to the communication terminal is an input of a pressing operation of a predetermined operation button on the user's communication terminal or an input of a touch operation on the display screen to the communication terminal having a touch panel function.
  • the operation input may be an operation input by shaking a communication terminal provided with an acceleration sensor, or an operation input by gesture (gesture input).
  • gesture input by performing a predetermined gesture on a communication terminal having an imaging function, the communication terminal recognizes an image of the gesture and recognizes an operation input previously associated with the gesture.
  • the operation input may be performed by inputting voice.
  • the battle execution unit 52, the reception unit 53, the determination unit 54, the request unit 55, the first support unit 56, and the second support unit 57 are executed by the game server 20 and the database server 30 on the network.
  • the communication terminal 10 it is not limited to this configuration. 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 have substantially the same hardware configuration, each function can be realized by the communication terminal 10 as described in the above embodiment.
  • FIGS. 19A and 19B each show an example of sharing between the communication terminal 10, the game server 20, and the database server 30 for each function (each function shown in FIG. 15) of the game control device of the present embodiment.

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Abstract

This game control device is provided with: a match execution means that executes a user match in a game; a reception means that receives an assistance request in a first match from a first user; a determination means that determines whether or not to carry out the assistance request in the first match in accordance with the difference in game progress of the first user with respect to users other than the first user; and a request means that, in accordance with the determination results of the determination means, identifies a second user as the assistance request destination among the users other than the first user and makes the assistance request of the second user.

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、複数のユーザの各々の操作に応じて、各ユーザによるゲームの進行を制御する技術に関する。 The present invention relates to a technique for controlling the progress of a game by each user according to each operation of a plurality of users.
 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って、かつウェブブラウザが搭載された通信端末を備えていれば、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。 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 a 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.
 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、関係付けられたユーザ(仲間)間で協力したゲームの実行のほか、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。このようなソーシャルゲームの一例として、下記の非特許文献1に記載されたデジタルカードゲーム(ドラゴンコレクション(登録商標))が知られている。 One of the features of the above-described social game is that it has a richer communication function for interaction between users than the conventional online game. In social games, for example, in addition to the execution of a game in cooperation between related users (companies), information exchange by communicating with the companion such as greetings and communication with the companion, items on the game with the companion Gifts or items have been exchanged. As an example of such a social game, a digital card game (Dragon Collection (registered trademark)) described in Non-Patent Document 1 below is known.
 従来のソーシャルゲームにおいて、各ユーザが例えばゲーム上のキャラクタとバトル(対戦)を行いながらゲームを進行させていくときに、ユーザ毎のゲーム上の能力の差などから、ゲームの進行度合いに差が生ずる。このとき、例えばゲームのゲーム上の能力が低いユーザにとっては、バトルに勝利してゲームを早く先に進めることができず(つまり、ゲームの進行度が低く)、ゲームのシナリオに応じたゲームの面白味を感じられない場合があった。 In a conventional social game, when each user advances the game while performing a battle with a character on the game, for example, there is a difference in the progress of the game due to a difference in the ability on the game for each user. Arise. At this time, for example, for a user with low game ability, the game cannot be advanced quickly by winning the battle (that is, the progress of the game is low). In some cases, it was not felt interesting.
 本発明は上述した観点に鑑みてなされたもので、ユーザのゲームの進行度が低い場合にゲームの進行を補助することができるようにしたゲーム制御装置、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 a game control device, a game control method, a program, a recording medium, and a game that can assist the progress of the game when the progress of the user's game is low The purpose is to provide a system.
 本発明の第1の観点は、
 ユーザによるゲーム上の対戦を実行する対戦実行手段と、
 第1のユーザから第1の対戦における支援要請を受け付ける受付手段と、
 第1のユーザ以外のユーザに対して、第1のユーザとのゲームの進行度の差に応じて、前記第1の対戦における支援要請を行うか否かを判定する判定手段と、
 前記判定手段の判定結果に応じて、第1のユーザ以外のユーザのうち支援要請先の第2のユーザを特定し、第2のユーザに対して前記支援要請を行う要請手段と、
 を備える。
The first aspect of the present invention is:
A battle execution means for performing a battle on the game by the user;
Receiving means for receiving a support request in the first battle from the first user;
A determination unit that determines whether to make a support request in the first battle according to a difference in the degree of progress of the game with the first user for a user other than the first user;
According to the determination result of the determination means, a request means for identifying a second user as a support request destination among users other than the first user, and requesting the support request to the second user;
Is provided.
 このゲーム制御装置では、ゲームを実行中の第1のユーザよりも、例えばゲームの進行度が高い第2のユーザに支援要請が行われる。ゲームの進行度が高い第2のユーザはゲーム上の能力(例えば、バトルの能力等)が高いと考えられるため、第2のユーザに対して支援要請が行われることで、第1のユーザに対する支援は実効性が高いものとなる。その結果、ゲームの進行度が低いユーザであっても、ゲームのシナリオに応じたゲームの面白味を感じられるようになる。また、ゲームの進行度が高いユーザが、ゲームの進行度が低いユーザのゲームの進行を補助する構成となるため、ユーザ全体でゲームの活性化が図れるようになる。
 なお、「ゲームの進行度」は、ゲームの性質によって任意に設定可能であり、例えば、ゲーム内でクリアしたステージの数や、ゲーム内で取得したアイテムの数、あるいはゲーム内で与えられた特定のミッションを達成した回数等、ミッションを所定回数達成する毎に上昇するレベル等のパラメータ、ゲーム画面上の特定のメニューの選択回数に応じて決定してもよい。
In this game control device, a support request is made to, for example, a second user whose game progress is higher than that of the first user who is executing the game. Since the second user who has a high degree of progress of the game is considered to have a high ability on the game (for example, the ability of the battle, etc.), a support request is made to the second user. Support is highly effective. As a result, even a user with a low degree of progress of the game can feel the fun of the game according to the game scenario. Moreover, since the user with a high degree of game progress assists the user with the low degree of game progress, the game can be activated as a whole.
The “game progress” can be arbitrarily set depending on the nature of the game. For example, the number of stages cleared in the game, the number of items acquired in the game, or a specific number given in the game It may be determined according to a parameter such as a level that increases every time the mission is achieved, such as the number of times the mission has been completed, or the number of times a specific menu is selected on the game screen.
 上記ゲーム制御装置において、前記判定手段は、第1のユーザ以外のユーザのうち、第1のユーザとのゲームの進行度の差が所定値以上であるユーザに対して支援要請を行うと判定してもよい。これにより、支援要請を行う第2のユーザの数を適切に制限することができる。また、第1のユーザと比べて第2のユーザの進行度を十分に高く設定できるため、第1のユーザよりもゲーム上の能力が十分に高いユーザによる支援を受けることが期待でき、支援の実効性をより高めることができる。 In the game control device, the determination unit determines that a support request is made to a user other than the first user who has a difference in game progress with the first user that is equal to or greater than a predetermined value. May be. As a result, the number of second users who request support can be appropriately limited. In addition, since the degree of progress of the second user can be set sufficiently higher than that of the first user, it can be expected to receive support from a user who has a sufficiently higher ability on the game than the first user. Effectiveness can be further increased.
 上記ゲーム制御装置において、前記要請手段によって行われた前記支援要請に応じた、前記第2のユーザによる所定の操作入力の情報に基づいて、前記第1の対戦における前記第1のユーザの対戦能力、又は前記第1の対戦の対戦相手の対戦能力を、前記第1のユーザが有利となるように調整する第1の支援を実行する支援手段、を備えてもよい。
 「所定の操作入力」は、ユーザの通信端末に対する所定の操作釦の押下操作の入力や、タッチパネル機能を備えた通信端末に対する表示画面上のタッチ操作の入力のほか、加速度センサを備えた通信端末を振ることによる操作入力、あるいはジェスチャによる操作入力(ジェスチャ入力)であってもよい。ジェスチャ入力では、撮像機能を備えた通信端末に対する所定のジェスチャを行うことで通信端末がそのジェスチャを画像認識し、予めジェスチャに対応付けられた操作入力を認識する。
 第2のユーザによって行われる第1の支援は、第1の対戦の対戦相手と直接的に対戦することではなく、第1の対戦における前記第1のユーザの対戦能力、又は第1の対戦の対戦相手の対戦能力を、前記第1のユーザが有利となるように調整することである。言わば、第1の支援は、第1のユーザによる第1の対戦を間接的に支援するものである。つまり、第1のユーザが例えば自らの操作によって第1の対戦に勝利するように補助されるため、第1のユーザにとっては自ら対戦に勝利したという達成感を得ることができる。
In the game control device, based on information of a predetermined operation input by the second user in response to the support request made by the request unit, the first user's competitive capability in the first battle Or support means for executing a first support for adjusting the battle capability of the opponent of the first battle to be advantageous to the first user.
The “predetermined operation input” is a communication terminal having an acceleration sensor in addition to an input operation of pressing a predetermined operation button on a user's communication terminal, an input of a touch operation on a display screen to a communication terminal having a touch panel function. It may be an operation input by shaking or an operation input by gesture (gesture input). In gesture input, by performing a predetermined gesture on a communication terminal having an imaging function, the communication terminal recognizes an image of the gesture and recognizes an operation input previously associated with the gesture.
The first support performed by the second user is not directly fighting the opponent of the first battle, but the battle capability of the first user in the first battle, or of the first battle It is to adjust the battle capability of the opponent so that the first user is advantageous. In other words, the first support indirectly supports the first battle by the first user. That is, since the first user is assisted to win the first battle by his / her own operation, for example, the first user can have a sense of accomplishment that he / she has won the battle.
 第1の支援を実行する場合、前記支援手段は、前記第1のユーザと前記第2のユーザのゲームの進行度の差が大きいほど、第1のユーザがより有利になるように調整してもよい。これにより、第2のユーザのゲームの進行度が第1のユーザよりも高いほど、第2のユーザによる支援によって第1のユーザのゲームの進行がしやすくなる。その結果、支援を行う第2のユーザ次第で、第1のユーザのゲームの進行率が調整されることになり、ゲーム性の幅を広げることができる。 When performing the first support, the support means adjusts the first user to be more advantageous as the difference in the game progress between the first user and the second user increases. Also good. Thereby, as the progress degree of the game of the second user is higher than that of the first user, the progress of the game of the first user is facilitated by the support from the second user. As a result, the progress rate of the first user's game is adjusted depending on the second user who provides support, and the range of game characteristics can be widened.
 上記ゲーム制御装置において、前記支援要請は、前記第2のユーザによる前記第1の対戦の対戦相手との対戦を実行してもよい。このように、第2のユーザによって行われる支援は、第1の対戦の対戦相手と直接的に対戦することであってもよい。このような支援方法であっても、第1のユーザのゲームの進行を第2のユーザが補助することができる。 In the game control device, the support request may execute a battle with the opponent of the first battle by the second user. Thus, the support performed by the second user may be a direct battle with the opponent of the first battle. Even with such a support method, the second user can assist the progress of the game of the first user.
 上記ゲーム制御装置において、前記要請手段は、判定手段の判定結果に応じて、前記第1の対戦において前記第1のユーザが有利になるように調整する第1の支援、又は、前記第2のユーザによる前記第1の対戦の対戦相手との対戦を実行する第2の支援のいずれかを、前記第2のユーザが選択可能に提示してもよい。ここで、第1の支援は、第2のユーザが第1の対戦の対戦相手と直接的に対戦する、言わば直接的な支援である。第2の支援は、前述したように、第1のユーザによる第1の対戦に対する、言わば間接的な支援である。第2のユーザは、第1のユーザに対する支援方法として、第1の支援又は第2の支援のいずれかを選択できる。そのため、第2のユーザが自らのゲームの進行状況に応じた柔軟な選択を可能とするゲーム設定とすることができる。 In the above game control device, the requesting unit is configured to adjust the first support so that the first user is advantageous in the first battle according to the determination result of the determining unit, or the second support unit. Any of the second support for executing the battle with the opponent of the first battle by the user may be presented so as to be selectable by the second user. Here, the first support is a direct support in which the second user directly battles with the opponent of the first battle. As described above, the second support is an indirect support for the first battle by the first user. The second user can select either the first support or the second support as the support method for the first user. Therefore, it can be set as the game setting which enables a 2nd user to select flexibly according to the progress of own game.
 上記ゲーム制御装置において、前記対戦実行手段は、ユーザによる前記ゲーム上の対戦の実行に伴って当該ユーザのゲーム上のパラメータを消費してもよい。この場合、第2のユーザが、第1の支援又は第2の支援のいずれかの支援方法を選択するに当たって、第2の支援(第1の対戦の対戦相手との対戦を実行すること)による自らのパラメータの消費量を考慮しながら選択を行うことになるため、深いゲーム性を実現できる。例えば、対戦で勝利することで、あるいは対戦で勝利した数に応じて特典を得られる設定とした場合には、第2のユーザが、パラメータの消費量と、得られる特典とを比較考量する構成とすることができる。 In the game control device, the battle execution means may consume parameters on the game of the user as the user executes the battle on the game. In this case, when the second user selects the first support method or the second support method, the second support (executes a battle with the opponent of the first battle). Since the selection is made in consideration of the consumption of its own parameters, deep game characteristics can be realized. For example, when it is set to be able to obtain a privilege by winning in a match or according to the number of wins in a match, a configuration in which the second user comparatively considers the amount of parameter consumption and the privilege to be obtained It can be.
 上記ゲーム制御装置において、ユーザ間を関係付ける関係付け手段、を備え、前記要請手段は、前記第2のユーザを、前記第1のユーザと関係付けられたユーザの中から選択してもよい。
 支援要請を行う第2のユーザを支援要請元の第1のユーザと関係付けられたユーザ(仲間)の中から選択することで、第1のユーザにとっては、仲間によって支援を受けているという実感が得られるため、仲間との関係性を高めることができる。そのため、ゲームのソーシャル性を高めることができる。
The game control apparatus may further include an association unit that associates users, and the request unit may select the second user from among users associated with the first user.
By selecting the second user who makes the support request from the users (companies) associated with the first user of the support request source, for the first user, the real feeling that the support is received by the companion Can be obtained, so the relationship with friends can be enhanced. Therefore, the social nature of the game can be improved.
 本発明の第2の観点は、
 ユーザによるゲーム上の対戦を実行するステップと、
 第1のユーザから第1の対戦における支援要請を受け付けるステップと、
 第1のユーザ以外のユーザに対して、第1のユーザとのゲームの進行度の差に応じて、前記第1の対戦における支援要請を行うか否かを判定するステップと、
 前記判定するステップの判定結果に応じて、第1のユーザ以外のユーザのうち支援要請先の第2のユーザを特定し、第2のユーザに対して前記支援要請を行うステップと、
 を備えた、ゲーム制御方法である。
The second aspect of the present invention is:
Performing a game battle by a user;
Receiving a support request in the first battle from the first user;
Determining whether to make a support request in the first battle according to the difference in the degree of progress of the game with the first user for users other than the first user;
According to a determination result of the determining step, identifying a second user as a support request destination among users other than the first user, and performing the support request to a second user;
A game control method comprising:
 本発明の第3の観点は、コンピュータに、
 ユーザによるゲーム上の対戦を実行する機能、
 第1のユーザから第1の対戦における支援要請を受け付ける機能、
 第1のユーザ以外のユーザに対して、第1のユーザとのゲームの進行度の差に応じて、前記第1の対戦における支援要請を行うか否かを判定する機能、及び、
 前記判定する機能の判定結果に応じて、第1のユーザ以外のユーザのうち支援要請先の第2のユーザを特定し、第2のユーザに対して前記支援要請を行う機能、
 を実現させるためのプログラムである。
A third aspect of the present invention relates to a computer.
A function for performing a game battle by a user,
A function of accepting a support request from the first user in the first battle;
A function for determining whether or not to make a support request in the first battle according to a difference in the degree of progress of the game with the first user for users other than the first user; and
A function of specifying a second user of a support request destination among users other than the first user according to a determination result of the function to be determined, and performing the support request to a second user;
It is a program for realizing.
 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、
 ユーザによるゲーム上の対戦を実行する対戦実行手段、
 第1のユーザから第1の対戦における支援要請を受け付ける受付手段、
 第1のユーザ以外のユーザに対して、第1のユーザとのゲームの進行度の差に応じて、前記第1の対戦における支援要請を行うか否かを判定する判定手段、及び、
 前記判定手段の判定結果に応じて、第1のユーザ以外のユーザのうち支援要請先の第2のユーザを特定し、第2のユーザに対して前記支援要請を行う要請手段、
 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、
 を備えた、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 battle execution means for performing a battle on the game by the user;
Accepting means for accepting a support request in the first battle from the first user;
A determination unit that determines whether or not to make a support request in the first battle according to a difference in the degree of progress of the game with the first user for a user other than the first user, and
Request means for identifying the second user as the support request destination among the users other than the first user according to the determination result of the determination means, and making the support request to the second user,
Each of the means is provided in either the communication terminal or the server,
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一例を示す図。The figure which shows an example of the external appearance of the communication terminal of embodiment. 実施形態の通信端末の外観の他の例を示す図。The figure which shows the other 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. モンスターキャラクタデータの内容を例示する図。The figure which illustrates the contents of monster character data. バトル管理データのデータ構成例を例示する図。The figure which illustrates the example of a data structure of battle management data. 支援要請リストのデータ構成例を例示する図。The figure which illustrates the example of a data structure of a support request list. 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 a game. ゲーム内のバトル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 battle in a game. ユーザの通信端末において表示される一連のウェブページを例示する図。The figure which illustrates a series of web pages displayed in a user's communication terminal. ユーザの通信端末において表示される一連のウェブページを例示する図。The figure which illustrates a series of web pages displayed in a user's communication terminal. ユーザの通信端末において表示される一連のウェブページを例示する図。The figure which illustrates a series of web pages displayed in a user's communication terminal. 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. 実施形態の通信端末とゲームサーバの間の主要な処理(他のユーザが参戦する場合)を示すシーケンスチャート。The sequence chart which shows the main processes (when another user participates in a battle) between the communication terminal and game server of embodiment. 実施形態の通信端末とゲームサーバの間の主要な処理(他のユーザが応援する場合)を示すシーケンスチャート。The sequence chart which shows the main processes (when another user supports) between the communication terminal and game server of embodiment. 変形例に係る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 which plays a main role with the game control apparatus which concerns on a modification. 通信端末及びコミュニケーションサーバの各々における各機能の一構成例を示す図。The figure which shows the example of 1 structure of each function in each of a communication terminal and a communication server. 通信端末及びコミュニケーションサーバの各々における各機能の他の構成例を示す図。The figure which shows the other structural example of each function in each of a communication terminal and a communication server.
 本発明は、2012年4月25日に日本国特許庁に出願された特願2012-099549の特許出願に関連しており、この出願の内容がこの明細書に参照によって組み込まれる。 The present invention relates to a patent application of Japanese Patent Application No. 2012-099549 filed with the Japan Patent Office on April 25, 2012, the contents of which are incorporated herein by reference.
 以下、本発明の実施形態について説明する。 Hereinafter, embodiments 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でウェブページに対する操作を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 executes a game by operating the web page on the communication terminal 10.
 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る。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). FIG. 2B illustrates a communication terminal of a touch panel input method 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 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.
CPU21 performs the process according to the hyperlink or menu selected by the user on the web page displayed on the communication terminal 10 via a communication interface part. The processing includes, for example, transmission of new HTML data, arithmetic processing in the game server 20 or data processing.
The database access unit 24 is an interface when the CPU 21 reads / writes data from / to the database server 30.
 (4)データベースサーバの構成
 データベースサーバ30(記憶装置)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 (storage device) can be realized by a general-purpose storage such as a large-capacity hard disk device or a device such as a RAID (Redundant Array 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システム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、本実施形態のゲームの一例として、ユーザの通信端末10に対する操作に応じて、ユーザがゲーム上で仮想的に保有する戦士カードを使い、ゲーム上のモンスターであるモンスターキャラクタとバトルを行う対戦型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。)を採り上げる。後述するように、本実施形態のゲームでは、ユーザがモンスターキャラクタとのバトルで敗北すると支援要請を行うことができ、支援要請を受諾した他のユーザは、支援要請元のユーザのバトルを支援することができるように構成されている。 The type of game realized by the game system according to the present embodiment is not particularly limited, but in the following, as an example of the game according to the present embodiment, the user performs a game on the game in accordance with the user's operation on the communication terminal 10. The battle-type digital card game (hereinafter referred to as “game of the present embodiment” as appropriate) that battles with a monster character, which is a monster on the game, is used. As will be described later, in the game of the present embodiment, when the user loses the battle with the monster character, a support request can be made, and the other user who accepts the support request supports the battle of the support requesting user. It is configured to be able to.
 図6に、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、技能レベル、攻撃ポイント、友情ポイント、モンスター撃破数、仲間のユーザID、保有カードのデ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 of the present embodiment. In this example, for each user ID (user identification information), the user database 31 has information on each item of user name, skill level, attack point, friendship point, monster defeat number, fellow user ID, and possessed card data. including. 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(後述する)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
 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る。
・攻撃ポイント
 本実施形態のゲームにおいて、戦士カードを使用したモンスターキャラクタとのバトルを行う上で必要となるポイントである。攻撃ポイントが所定値よりも少なくなるとバトルを実行することができない。攻撃ポイントは、モンスターキャラクタと1回のバトルを行うことで低減し、所定の時間が経過する毎に回復(増加)する値である。
・友情ポイント
 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。また、他のユーザから支援要請に対して、他のユーザを応援することによって支援したときにも友情ポイントが得られる。
・モンスター撃破数
 本実施形態のゲームにおいて、ユーザがバトルによって撃破したモンスターキャラクタの数である。モンスターキャラクタの撃破数は、ゲームの進行度の一例である。
・仲間のユーザID
 対象となるユーザIDと関係付けられた他のユーザIDのデータである。なお、仲間のユーザIDは、後述する変形例2に関連する。
・保有カードのデータ
 保有カードのデータは、ユーザが保有している戦士カードのデータであり、例えば、図6に示すように、戦士カード毎の画像、攻撃力などのパラメータを含む。戦士カードがモンスターキャラクタとバトルを行うときに、モンスターキャラクタに対して攻撃力の値に応じたダメージを与えることができる。
In the following description, the user ID included in the user database 31 or data for each user name (to be described later) specifying the user is generically referred to as user data. The data of each item constituting the user data is as follows.
-User name It is a user name displayed in order to identify a user on the communication terminal 10 at the time of execution of a game. The user name is text having a predetermined length or less designated in advance by the user. 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 a range from Lv1 (level 1) to Lv100 (level 100).
-Attack point In the game of this embodiment, it is a point required when performing a battle with the monster character using a warrior card. When the attack points are less than a predetermined value, the battle cannot be executed. The attack point is a value that decreases by performing one battle with the monster character and recovers (increases) each time a predetermined time elapses.
-Friendship point In the game of this embodiment, it is a point which a user acquires by transmitting a support message to a friend. Also, friendship points can be obtained when support is provided by supporting other users in response to support requests from other users.
-Monster Defeat Count The number of monster characters that the user has defeated by battle in the game of the present embodiment. The number of defeated monster characters is an example of the progress of the game.
・ Friend's user ID
This is data of another user ID associated with the target user ID. The fellow user ID is related to the second modification described later.
-Data of possession card The possession card data is data of the warrior card possessed by the user, and includes parameters such as an image and attack power for each warrior card as shown in FIG. When a warrior card battles with a monster character, damage according to the value of the attack power can be given to the monster character.
 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の進行に関する情報、モンスターキャラクタのデータ(モンスターキャラクタデータ)、バトル管理データ、支援要請リストを記憶する。ゲームの進行に関する情報は、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、ゲームの進行に関する情報は、各ユーザのモンスターキャラクタとのバトルの詳細結果などを含んでもよい。 Returning to FIG. 5, the game database 32 stores information on the progress of the game executed by the game server 20, monster character data (monster character data), battle management data, and a support request list based on access from the game server 20. Remember. Information relating to the progress of the game may include various information depending on the nature of the game. Taking the case of the game of the present embodiment as an example, the information related to the progress of the game may include detailed results of battles with the monster characters of each user.
 モンスターキャラクタデータの一例を図7に示す。モンスターキャラクタデータは、バトルの相手となるモンスターキャラクタのデータを含む。モンスターキャラクタデータは、バトル処理の実行とともにゲームデータベース32から例えばRAM23にロードされ、記憶されるデータである。図7では、バトルに出現するモンスターキャラクタMC1,MC2,MC3,…の各々について、ウェブページに表示される画像と、モンスターキャラクタの体力を示すHP(Hit Point)の値とが対応付けられている。例えば、図7に示す例では、各モンスターキャラクタのHPは1500~2000の範囲内であるが、この範囲の中からバトルを行うときにランダムにHPの値が設定されてもよい。 An example of monster character data is shown in FIG. The monster character data includes data of a monster character that is the opponent of the battle. The monster character data is data that is loaded from the game database 32 to, for example, the RAM 23 and stored together with the execution of the battle process. In FIG. 7, for each of the monster characters MC1, MC2, MC3,... That appear in the battle, an image displayed on the web page is associated with a value of HP (Hit Point) indicating the physical strength of the monster character. . For example, in the example shown in FIG. 7, the HP of each monster character is in the range of 1500 to 2000, but the HP value may be set randomly when performing a battle from this range.
 バトル管理データは、ユーザごとにバトルの状態を管理するためのデータである。図8にバトル管理データのデータ構成例を示す。図8に示すバトル管理データでは、ユーザ(ユーザ名又はユーザID)ごとに、出現中のモンスターキャラクタ(出現中のモンスター)とそのHP、及びバトルの終了時刻が書き込まれている。なお、バトルの終了時刻は必ずしも必須のデータではないが、モンスターキャラクタを倒すまでの時間が限定されている場合には、バトルの終了時刻が書き込まれる。なお、ユーザごとにバトル相手としてモンスターキャラクタが出現した場合、そのモンスターキャラクタを倒す(つまり、そのモンスターキャラクタとのバトルに勝利する)までは、出現中のモンスターとしてバトル管理データに書き込まれたままとなる。また、バトル管理データ中のHPは、対応するモンスターキャラクタの最新の値を示している。例えば、1又は複数回のバトルにおいてHPが低減した場合に、低減後のHPがバトル管理データに書き込まれる。
 バトル管理データ内のデータは、ユーザがバトルを行うときに読み出され、バトルが終了したときに上書き(更新)される。
Battle management data is data for managing the state of the battle for each user. FIG. 8 shows a data configuration example of battle management data. In the battle management data shown in FIG. 8, an appearing monster character (appearing monster), its HP, and the battle end time are written for each user (user name or user ID). Note that the battle end time is not necessarily indispensable data, but when the time until the monster character is defeated is limited, the battle end time is written. In addition, when a monster character appears as a battle opponent for each user, it is written in the battle management data as an appearing monster until the monster character is defeated (that is, the battle with the monster character is won). Become. Moreover, HP in battle management data has shown the newest value of the corresponding monster character. For example, when HP is reduced in one or more battles, the reduced HP is written to the battle management data.
The data in the battle management data is read when the user performs a battle, and is overwritten (updated) when the battle ends.
 前述したように、本実施形態のゲームでは、例えばユーザがモンスターキャラクタとのバトルにおいて敗北した場合に、他のユーザに対してそのバトルに対する支援要請を行うことができる。なお、バトルの支援要請を行う条件は、ユーザがモンスターキャラクタとのバトルにおいて敗北したという条件に限られない。バトル開始時に無条件で支援要請できることとしてもよいし、バトルにおける所定の条件が満たされた場合にのみ支援要請ができることとしてもよい。「バトルにおける所定の条件」とは、例えば、ユーザがバトルで使用する戦士カード、及びバトル相手のモンスターキャラクタの攻撃力などのパラメータ(又は能力レベル)についての所定の条件でよく、より具体的には、例えば、戦士カードとモンスターキャラクタの攻撃力の差が一定値あることという条件としてもよい。
 支援要請リストは、ユーザから行われた支援要請が順に書き込まれたリストである。支援要請リスト内の支援要請のうち支援が実行されたものについては、リストから削除される。図9に、支援要請リストのデータ構成例を示す図である。図9に例示する支援要請リストでは、ユーザ(ユーザ名又はユーザID)ごとに、支援要請が行われたときのバトルのバトル相手(モンスターキャラクタ)と、バトルの終了時刻とが書き込まれる。なお、バトルの終了時刻は必ずしも必須のデータではないが、モンスターキャラクタを倒すまでの時間が限定されている場合には、バトルの終了時刻が書き込まれる。この場合には、バトルの終了時刻までにモンスターキャラクタのHPをゼロにしなければ(つまり、モンスターキャラクタを撃破できなければ)、そのモンスターキャラクタは倒せなかったと判断される。
As described above, in the game of the present embodiment, for example, when a user loses in a battle with a monster character, a support request for the battle can be made to another user. Note that the condition for requesting support for the battle is not limited to the condition that the user has lost the battle with the monster character. It may be possible to request support unconditionally at the start of the battle, or to request support only when a predetermined condition in the battle is satisfied. The “predetermined condition in the battle” may be, for example, a predetermined condition for a parameter (or an ability level) such as a warrior card used by the user in battle and an attack power of a battle opponent's monster character. For example, it may be a condition that a difference in attack power between a warrior card and a monster character has a certain value.
The support request list is a list in which support requests made by users are sequentially written. Of the support requests in the support request list, those that have been supported are deleted from the list. FIG. 9 is a diagram illustrating a data configuration example of the support request list. In the support request list illustrated in FIG. 9, for each user (user name or user ID), the battle opponent (monster character) of the battle when the support request is made, and the battle end time are written. Note that the battle end time is not necessarily indispensable data, but when the time until the monster character is defeated is limited, the battle end time is written. In this case, if the HP of the monster character is not zero before the battle end time (that is, if the monster character cannot be defeated), it is determined that the monster character cannot be defeated.
 (5)本実施形態のゲーム
 以下、本実施形態のゲームのモンスターキャラクタとのバトル処理について、図10~14を参照しながら説明する。図10は、本実施形態のゲームにおいて通信端末10上に表示されるトップページの一例を示す図である。図11~14は、バトル処理が実行されるときの通信端末10上に表示されるウェブページの例を示す図である。
 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あるいは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) Game of this Embodiment Hereinafter, the battle process with the monster character of the game of this embodiment will be described with reference to FIGS. FIG. 10 is a diagram illustrating an example of a top page displayed on the communication terminal 10 in the game of the present embodiment. FIGS. 11 to 14 are diagrams showing examples of web pages displayed on the communication terminal 10 when the battle process is executed.
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 scrolling the web page by the user's direction instruction button or touch panel operation.
 図10に例示する本実施形態のゲームのトップページは、個々のユーザIDに応じたウェブページで構成される。図10の例では、ユーザデータ表示領域、戦士画像表示領域及び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、友情ポイント、攻撃ポイント、モンスター撃破数の各項目のデータ(図6参照)が表示される領域である。
 戦士画像表示領域は、対象となるユーザIDのユーザデータに含まれる複数の戦士カードのうちユーザによって予め指定された戦士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おいてバトル処理の実行を開始するためのメニューm1を含む複数のメニュー(メニューm1以外は図示せず)が表示される領域である。
The top page of the game of this embodiment illustrated in FIG. 10 is configured with a web page corresponding to each user ID. The example of FIG. 10 includes a user data display area, a warrior image display area, and a menu display area.
The user data display area is an area in which data of each item of skill level, friendship points, attack points, and monster defeat counts (see FIG. 6) included in the user data of the target user ID.
The warrior image display area is an area in which an image of a warrior card specified in advance by the user among a plurality of warrior cards included in the user data of the target user ID is displayed.
The menu display area is an area where a plurality of menus (not shown except for the menu m1) including a menu m1 for starting execution of the battle process in the game of the present embodiment are displayed.
 図10のゲームのトップページ上でメニューm1が選択操作されると、図11のP0に示すようにウェブページが更新される。ウェブページP0は、バトルのトップページである。ウェブページP0では、バトル可能なモンスターキャラクタとして、出現中のモンスターキャラクタの一覧を表示するモンスター表示領域101と、バトルに関するユーザ宛のテキストメッセージが表示されるメッセージ表示領域102とが含まれる。モンスター表示領域101には、モンスターキャラクタ毎に「バトルする」と表記されたメニューm11,m12が含まれる。各メニューは、対応するモンスターキャラクタ毎に設けられている。メッセージ表示領域102に含まれるテキストメッセージには、例えば、ユーザ(この場合、ユーザKNM)の仲間のバトルの進行度合いを示す情報や、他のユーザにバトルの支援要請を行った場合には他のユーザによる支援結果の情報等が含まれる。 When the menu m1 is selected and operated on the top page of the game in FIG. 10, the web page is updated as shown at P0 in FIG. The web page P0 is a battle top page. The web page P0 includes a monster display area 101 that displays a list of monster characters that are appearing as monster characters that can be battled, and a message display area 102 that displays a text message addressed to the user regarding the battle. The monster display area 101 includes menus m11 and m12 labeled “battle” for each monster character. Each menu is provided for each corresponding monster character. The text message included in the message display area 102 includes, for example, information indicating the degree of progress of a user's (in this case, user KNM) battle, or other information when a support request for a battle is made to another user. Information on the result of support by the user is included.
 図11のウェブページP0において例えばメニューm11が選択操作されると、図12のP1に示すようにウェブページが更新される。ユーザが手持ちの戦士カードを使用してモンスターキャラクタを倒すためのプレイを実行するためのバトル画面に切り替わる。ウェブページP1は、メニューm11に対応するモンスターキャラクタMC1とのバトルのためのウェブページである。なお、1回のバトルを行う度にユーザの攻撃ポイントが一定値、あるいは使用する戦士カードに応じた値だけ消費される。
 ウェブページP1は、ユーザがバトルで使用する戦士カードの画像と、バトル相手のモンスターキャラクタMC1の画像と、モンスターキャラクタMC1のHP(Hit Point)を示すHPゲージと、「攻撃する」と表記されたメニューm20とを含む。HPは、モンスターキャラクタの体力を示す値である。ユーザが使用する戦士カードが倒される前にモンスターキャラクタのHPをゼロにできれば、ユーザがバトルに勝利したことを意味し、ユーザが使用する戦士カードが倒された時点でモンスターキャラクタのHPがゼロになっていなければ、ユーザがバトルに敗北したことを意味する。
For example, when the menu m11 is selected and operated on the web page P0 in FIG. 11, the web page is updated as shown in P1 in FIG. The user switches to a battle screen for executing a play for defeating a monster character using a warrior card on hand. Web page P1 is a web page for a battle with monster character MC1 corresponding to menu m11. Each time a battle is performed, the user's attack points are consumed by a certain value or a value corresponding to the warrior card to be used.
The web page P1 is described as an image of a warrior card used by a user in a battle, an image of a battle opponent's monster character MC1, an HP gauge indicating the HP (Hit Point) of the monster character MC1, and “attack” Menu m20. HP is a value indicating the physical strength of the monster character. If the HP of the monster character can be reduced to zero before the warrior card used by the user is defeated, this means that the user has won the battle, and the HP of the monster character is zero when the warrior card used by the user is defeated. If not, it means that the user has lost the battle.
 ウェブページP1においてメニューm20が選択操作されると、P2に示すようにウェブページが更新される。ウェブページP2では、ウェブページP1と比べて、ユーザがバトルに使用する戦士カードによってモンスターキャラクタMC1に対する攻撃が行われ、その結果、モンスターキャラクタのHPが低下した場合が示されている。なお、メニューm20が選択操作される度にバトル相手のモンスターキャラクタから戦士カードに対して攻撃が加えられる。
 ウェブページP3に示すように、モンスターキャラクタMC1のHPがゼロに達すると、ユーザがバトルに勝利し、モンスターキャラクタMC1が撃破されたことになる。他方、ウェブページP4に示すように、モンスターキャラクタMC1のHPがゼロに達する前に戦士カードが倒されると、ユーザがバトルに敗北したことになる。バトルに敗北した場合、モンスターキャラクタMC1は消失せずに、バトル後に残存するHPが維持された状態でバトルについてのユーザのトップページP0に表示される。
When the menu m20 is selected and operated on the web page P1, the web page is updated as shown in P2. The web page P2 shows a case in which the monster character MC1 is attacked by the warrior card used by the user for the battle, and as a result, the HP of the monster character is reduced as compared to the web page P1. Each time the menu m20 is selected and operated, an attack is applied to the warrior card from the monster character of the battle opponent.
As shown on the web page P3, when the HP of the monster character MC1 reaches zero, the user wins the battle and the monster character MC1 is defeated. On the other hand, as shown in the web page P4, if the warrior card is defeated before the HP of the monster character MC1 reaches zero, the user is defeated in the battle. If the battle is defeated, the monster character MC1 does not disappear and is displayed on the user's top page P0 regarding the battle in a state where the HP remaining after the battle is maintained.
 なお、ウェブページP4に示したように、バトルで敗北した場合には、再度モンスターキャラクタMC1とバトルを単独で行うための、「1人で挑む」と表記されたメニューm21と、他のユーザに支援要請を行うためのメニューm22とが表示される。
 図13及び図14は、いずれもユーザKNMが支援要請を行ったとき(つまり、メニューm22を選択操作したとき)の、ユーザKNM向けのウェブページの遷移と、その支援要請を受諾したユーザABC向けのウェブページの遷移とを示している。図13と図14とでは、ユーザKNMからの支援要請に対するユーザABCの支援方法が異なる。
In addition, as shown on the web page P4, when defeated in the battle, the menu m21 labeled “Challenge alone” for performing another battle with the monster character MC1 again, A menu m22 for requesting support is displayed.
FIGS. 13 and 14 both show the transition of the web page for the user KNM when the user KNM makes a support request (that is, when the menu m22 is selected and operated), and the user ABC who has accepted the support request. And the transition of the web page. FIG. 13 and FIG. 14 differ in the user ABC support method in response to a support request from the user KNM.
 図13は、ユーザKNMからの支援要請に対するユーザABCの支援方法として、ユーザKNMのバトル相手のモンスターキャラクタとバトルを行う(つまり、参戦する)支援方法(後述する第2の支援)が選択された場合である。 In FIG. 13, as a support method of the user ABC in response to a support request from the user KNM, a support method (second support described later) for performing a battle (that is, participating in a battle) with the monster character of the battle partner of the user KNM is selected. Is the case.
 図13を参照すると、ウェブページP4(図12のウェブページP4と同じ)においてメニューm22が選択操作されると、P5に示すようにウェブページが更新され、支援要請が受け付けられたことがユーザKNMに通知される。ユーザKNMによる支援要請が受け付けられると、所定条件を満たすユーザに対して支援要請を受けるか否かを確認するためのメッセージが表示される。ここでは、所定条件を満たすユーザABC向けのウェブページの一例をP6に示す。ウェブページP6には、支援方法の選択を促すために、「参戦する」と表記されたメニューm31と、「応援する」と表記されたメニューm32とが表示される。ウェブページP6においてメニューm31(「参戦する」)が選択操作されると、P7に示すようにウェブページが更新されて、ユーザABCが、戦士カードを使用してユーザKNMのバトル相手であるモンスターキャラクタMC1とバトルを行う画面に遷移する。ウェブページP7は、例えば図12のウェブページP1,P2と同形式であるが、モンスターキャラクタMC1のHPの値は、ユーザKNMが敗北した時点のHP(つまり、ウェブページP4のモンスターキャラクタMC1のHP)の値となっている。ウェブページP8に示すように、このバトルでユーザABCが、ユーザKNMのバトル相手であるモンスターキャラクタMC1を撃破すると、ユーザABCがモンスターキャラクタMC1を倒してくれたことを示すメッセージがユーザKNMに通知される。ウェブページP9に、そのメッセージを含むウェブページの表示例を示す。なお、ユーザKNMへの通知方法は、ウェブページP9に例示したテキスト形式の視覚的情報に限られず、音声などの聴覚的情報であってもよい。 Referring to FIG. 13, when the menu m22 is selected and operated on the web page P4 (same as the web page P4 in FIG. 12), the web page is updated as shown in P5, and the user KNM has received the support request. Will be notified. When a support request by the user KNM is accepted, a message for confirming whether or not the support request is received is displayed for a user who satisfies a predetermined condition. Here, an example of a web page for the user ABC that satisfies the predetermined condition is shown in P6. On the web page P6, in order to prompt the selection of the support method, a menu m31 written as “to participate in the war” and a menu m32 written as “to support” are displayed. When the menu m31 (“participate”) is selected and operated on the web page P6, the web page is updated as shown in P7, and the user ABC uses the warrior card and the monster character that is the battle opponent of the user KNM. Transit to the screen to battle with MC1. For example, the web page P7 has the same format as the web pages P1 and P2 in FIG. 12, but the HP value of the monster character MC1 is the HP at the time when the user KNM is defeated (that is, the HP of the monster character MC1 of the web page P4). ) Value. As shown on the web page P8, when the user ABC defeats the monster character MC1 who is the battle partner of the user KNM in this battle, a message indicating that the user ABC has defeated the monster character MC1 is notified to the user KNM. The A display example of the web page including the message is shown in the web page P9. Note that the method of notifying the user KNM is not limited to the textual visual information exemplified in the web page P9, and may be audio information such as voice.
 図14は、ユーザKNMからの支援要請に対するユーザABCの支援方法として、ユーザKNMによるバトルを応援するという支援方法(後述する第1の支援)が選択された場合である。バトルを応援する場合、支援要請を受諾したユーザABCがユーザKNMのバトル相手とバトルを行うことはないが、支援要請元であるユーザKNMが使用する戦士カードの攻撃力を向上させる仕組みとなっている。 FIG. 14 shows a case where a support method of supporting a battle by the user KNM (first support described later) is selected as a support method of the user ABC in response to a support request from the user KNM. When supporting a battle, the user ABC that accepts the support request does not battle with the battle partner of the user KNM, but the attack power of the warrior card used by the user KNM who is the support request source is improved. Yes.
 図14を参照すると、ウェブページP4(図12のウェブページP4と同じ)においてメニューm22が選択操作されると、P5に示すようにウェブページが更新され、支援要請が受け付けられたことがユーザKNMに通知される。ユーザKNMによる支援要請が受け付けられると、所定条件を満たすユーザに対して支援要請を受けるか否かを確認するためのメッセージが表示される。ここでは、所定条件を満たすユーザABC向けのウェブページの一例をP6に示す。ウェブページP6には、支援方法の選択を促すために、「参戦する」と表記されたメニューm31と、「応援する」と表記されたメニューm32とが表示される。ウェブページP6においてメニューm32(「応援する」)が選択操作されると、P10に示すようにウェブページが更新されて、ユーザABCが、ユーザKNMによるバトルを応援したことを確認する画面に遷移する。ユーザABCによってバトルの応援することによる支援が行われると、例えばユーザKNMがバトルで使用する戦士カードの攻撃力が増加する。つまり、その後にユーザKNMがモンスターキャラクタMC1と再びバトルを行うときには、自ら使用する戦士カードの攻撃力がユーザABCの応援によって増加した状態でバトルが行われる。このとき、ユーザKNMには、戦士カードの攻撃力が増加したことを示すメッセージが通知される。ウェブページP11に、そのメッセージを含むウェブページの表示例を示す。なお、ユーザKNMへの通知方法は、ウェブページP11に例示したテキスト形式の視覚的情報に限られず、音声などの聴覚的情報であってもよい。 Referring to FIG. 14, when the menu m22 is selected and operated on the web page P4 (same as the web page P4 in FIG. 12), the web page is updated as shown in P5, and the user KNM has received the support request. Will be notified. When a support request by the user KNM is accepted, a message for confirming whether or not the support request is received is displayed for a user who satisfies a predetermined condition. Here, an example of a web page for the user ABC that satisfies the predetermined condition is shown in P6. On the web page P6, in order to prompt the selection of the support method, a menu m31 written as “to participate in the war” and a menu m32 written as “to support” are displayed. When the menu m32 (“support”) is selected and operated on the web page P6, the web page is updated as shown in P10, and the screen is changed to a screen for confirming that the user ABC has cheered the battle by the user KNM. . When support by the support of the battle is performed by the user ABC, for example, the attack power of the warrior card used by the user KNM in the battle increases. That is, when the user KNM then battles again with the monster character MC1, the battle is performed in a state where the attack power of the warrior card used by the user KNM is increased by the support of the user ABC. At this time, the user KNM is notified of a message indicating that the attack power of the warrior card has increased. A display example of a web page including the message is shown in the web page P11. Note that the method of notifying the user KNM is not limited to the textual visual information exemplified in the web page P11, and may be audio information such as voice.
 (6)ゲーム制御装置における各処理の概要
 次に、上述した本実施形態のゲームを実現するためゲーム制御装置における各処理について説明する。
 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、上述した対戦型デジタルカード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15を参照して説明する。図15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、図15の機能ブロック図中、登録手段51、第1の支援手段56、及び第2の支援手段57は、必ずしも必須の構成要素ではない。
(6) Overview of Each Process in Game Control Device Next, each process in the game control device will be described in order to realize the above-described game of the present embodiment.
In the present embodiment, the game server 20 and the database server 30 constitute a game control device. Hereinafter, functions implemented by the game control device of the present embodiment will be described with reference to FIG. 15, taking as an example the case where the above-described competitive digital card game is applied. FIG. 15 is a functional block diagram for explaining functions that play a major role in the game control apparatus of the present embodiment. In the functional block diagram of FIG. 15, the registration unit 51, the first support unit 56, and the second support unit 57 are not necessarily essential components.
 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登録要求を認識し、登録処理を行う機能を備える。この登録処理は、ユーザが本実施形態のゲームにユーザ登録を行うときに実行される。
 登録手段51の機能は、例えば以下のように実現される。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やユーザが指定するユーザIDやパスワード等のテキスト入力等)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UID(Unique Identifier)などの端末の個体識別情報、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。
For example, the registration unit 51 has a function of recognizing a user registration request based on an appropriate operation input to the communication terminal 10 on a web page provided to the communication terminal 10 and performing a registration process. This registration process is executed when the user performs user registration for the game of the present embodiment.
The function of the registration means 51 is implement | achieved 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 on the communication terminal 10 on the web page provided from the game server 20 (for example, a predetermined menu selection operation or a text input such as a user ID or password specified by the user). Web pages may be configured to be generated automatically. The registration request message may include information for identifying the communication terminal 10 of the transmission source (for example, individual identification information of a terminal such as a UID (Unique Identifier), a mail address, or the like) If another game by the same service provider is used, the user ID may be included.
 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。登録が完了すると、ユーザは、本実施形態のゲームを実行することが可能となる。
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. When the registration is completed, the user can execute the game of the present embodiment.
 バトル実行手段52(対戦実行手段)は、ユーザによるゲーム上のバトル(対戦)を実行する機能を備える。
 バトル実行手段52の機能は、例えば、通信端末10に表示するウェブページを、通信端末10からの要求に応じて逐次更新させることによって、ゲーム上のバトルを実行するようにしてもよい。この場合、バトル実行手段52の機能を実現するために、ゲームサーバ20のCPU21は、通信端末10からHTTPリクエストを受信し、そのHTTPリクエストに応じてゲーム上の所定の処理を行い、ゲームの実行結果としてのHTMLデータを含むHTTPレスポンスを通信端末10宛に返信する。
The battle execution means 52 (match execution means) has a function of executing a battle (match) on the game by the user.
The function of the battle execution means 52 may execute a battle on the game by sequentially updating a web page displayed on the communication terminal 10 in response to a request from the communication terminal 10, for example. In this case, in order to realize the function of the battle execution means 52, the CPU 21 of the game server 20 receives an HTTP request from the communication terminal 10, performs a predetermined process on the game according to the HTTP request, and executes the game. An HTTP response including the resulting HTML data is returned to the communication terminal 10.
 例えば、図10に示すゲームのトップページ上でメニューm1が選択操作されたことによってHTTPリクエストが通信端末10からゲームサーバ20宛に送信されると、ゲームサーバ20のCPU21は、そのHTTPリクエストに応じて、図11に示すバトルのトップページを表示するためのHTMLデータを含むHTTPレスポンスを通信端末10宛に送信する。このとき、HTMLデータを作成するに当たって、CPU21は、バトル管理データからゲームを実行中のユーザのバトル相手となるモンスターキャラクタとそのHPを読み出してRAM23に記憶させるとともに、読み出したデータに基づいてHTMLデータを生成する。 For example, when an HTTP request is transmitted from the communication terminal 10 to the game server 20 due to the selection operation of the menu m1 on the top page of the game shown in FIG. 10, the CPU 21 of the game server 20 responds to the HTTP request. Then, an HTTP response including HTML data for displaying the top page of the battle shown in FIG. 11 is transmitted to the communication terminal 10. At this time, in creating the HTML data, the CPU 21 reads out the monster character that is the battle opponent of the user who is executing the game and its HP from the battle management data and stores them in the RAM 23, and the HTML data based on the read data. Is generated.
 モンスターキャラクタとのバトル処理では、ゲームサーバ20のCPU21は、ユーザによる適切な操作に応じて、ユーザが保有する戦士カードのうちバトルで使用される所定数の戦士カードの選択結果を取得する。なお、以下では、理解の容易のために、バトルに参加する戦士カードの数を1枚とする。CPU21は、各ユーザについて、モンスターキャラクタを倒したタイミングで、あるいはランダムなタイミングで、ゲームデータベース32が記憶するモンスターキャラクタデータのうちいずれかのモンスターキャラクタをバトルのために出現させる。具体的には、CPU21は、ユーザのバトル相手となるモンスターキャラクタのデータを読み出し、バトル管理データに新たに書き込む。このとき、モンスターキャラクタのデータのHPの初期値がランダムに決定される。例えば、モンスターキャラクタデータにおいてモンスターキャラクタMC1のHPが1500~2000の範囲として設定されているが、実際のバトル処理を行うときに使用されるHPの初期値として、1500~2000の範囲の中からランダムに1つの値が決定される。 In the battle process with the monster character, the CPU 21 of the game server 20 acquires a selection result of a predetermined number of warrior cards used in the battle among warrior cards held by the user in accordance with an appropriate operation by the user. In the following, for ease of understanding, the number of warrior cards participating in the battle is one. For each user, the CPU 21 causes one of the monster characters in the monster character data stored in the game database 32 to appear for battle at the timing of defeating the monster character or at random timing. Specifically, CPU21 reads the data of the monster character used as a battle opponent of a user, and newly writes it into battle management data. At this time, the initial HP value of the monster character data is randomly determined. For example, in the monster character data, the HP of the monster character MC1 is set as a range of 1500 to 2000, but as an initial value of HP used when performing an actual battle process, the HP is randomly selected from the range of 1500 to 2000. One value is determined.
 CPU21は、出現中のモンスターキャラクタのデータをバトル管理データから読み出し、バトルで使用される戦士カードのデータをユーザデータから読み出して、RAM23に記憶させ、以下のバトル処理を実行する。
 具体的には、例えばメニューm11,m12(「バトルする」)のいずれかのメニューが選択操作され、モンスターキャラクタとのバトルが開始されると、ユーザが戦士カードを使ってモンスターキャラクタを攻撃するとき(例えば図12のウェブページP1でメニューm20(「攻撃する」)が選択操作されたとき)には、CPU21は、使用される戦士カードの攻撃力の値に応じてモンスターキャラクタのHPを低減させる処理を行う。以下、メニューm20(「攻撃する」)に対する操作を「攻撃操作」という。
 例えば、戦士カードの攻撃力をPaとし、ランダムに決定される係数をkとすると、1回の攻撃操作によって、モンスターキャラクタのHPに対して行われる演算は、例えば以下の式(1)に従って行われるようにしてもよい。更新されたHPの値は、バトル実行中に逐次RAM23に上書きされる。
 
 HP=HP-Pa×k …(1)
 
CPU21 reads the data of the monster character which is appearing from battle management data, reads the data of the warrior card used by a battle from user data, makes it memorize | store in RAM23, and performs the following battle processes.
Specifically, for example, when one of the menus m11 and m12 ("Battle") is selected and a battle with a monster character is started, when the user attacks the monster character using a warrior card (For example, when the menu m20 (“attack”) is selected and operated on the web page P1 in FIG. 12), the CPU 21 reduces the monster character's HP according to the attack power value of the warrior card used. Process. Hereinafter, the operation on the menu m20 (“attack”) is referred to as “attack operation”.
For example, if the attack power of a warrior card is Pa and the coefficient determined at random is k, the calculation performed on the HP of the monster character by one attack operation is performed, for example, according to the following equation (1): You may be made to be. The updated HP value is sequentially overwritten in the RAM 23 during the execution of the battle.

HP = HP−Pa × k (1)
 また、攻撃操作に応じてバトル相手のモンスターキャラクタから戦士カードに対して、一定の、あるいはランダムな値の攻撃力にて攻撃が加えられる。モンスターキャラクタの攻撃力は、HPに概ね比例した値としてもよいし、一定の、あるいはランダムな値であってもよい。モンスターキャラクタから加えられる攻撃力、あるいはその攻撃力の積算値(複数回の攻撃操作に伴う攻撃力の積算値)が戦士カードの防御力を上回った場合に、その戦士カードが倒されたことになる。ユーザがバトルで使用される戦士カードが1枚のみの場合、その戦士カードが倒されたときにはユーザの敗北となる。なお、戦士カードが複数枚バトルに参加する場合、モンスターキャラクタから加えられる攻撃の対象となる戦士カードは一定の順に、あるいはランダムに決定されてよい。 In addition, an attack is applied to the warrior card from the battle opponent's monster character with a constant or random attack power according to the attack operation. The attack power of the monster character may be a value that is approximately proportional to HP, or may be a constant or random value. The attack power applied from a monster character or the integrated value of the attack power (the integrated value of the attack power associated with multiple attack operations) exceeds the defense power of the warrior card. Become. When the user uses only one warrior card in battle, the user loses when the warrior card is defeated. When a plurality of warrior cards participate in the battle, the warrior cards to be attacked by the monster character may be determined in a certain order or randomly.
 攻撃操作によるモンスターキャラクタのHPの更新は、上述した式(1)に限られない。例えば、上記式(1)におけるPaは戦士カードの攻撃力ではなく、所定の範囲の中から攻撃操作に応じてランダムに決定される数値としても良い。
 また、バトルの勝敗の決定方法は適宜設定することができる。例えば、所定回数の攻撃操作によって、あるいは所定時刻までにモンスターキャラクタのHPをゼロにすることができなければ、そのモンスターキャラクタは倒せなかったと判断される。
The update of the monster character's HP by the attack operation is not limited to the above-described formula (1). For example, Pa in the above formula (1) may be a numerical value determined randomly according to the attack operation from a predetermined range, not the attack power of the warrior card.
Moreover, the determination method of a battle win / loss can be set suitably. For example, if the HP of a monster character cannot be reduced to zero by a predetermined number of attack operations or by a predetermined time, it is determined that the monster character cannot be defeated.
 CPU21は、更新後のモンスターキャラクタのHPの値がゼロになっていない場合には、更新後のモンスターキャラクタのHP(RAM23上の値)をバトル管理データに書き込む。CPU21は、更新後のモンスターキャラクタのHPの値がゼロになった場合には、モンスターキャラクタを撃破したと判断して、バトル管理データから、対象となるユーザについてのモンスターキャラクタのデータを消去するとともに、ゲームの進行度としてのユーザデータのモンスター撃破数を1だけ増加させる。
 CPU21は、ユーザによる1回のバトルが行われると、ユーザのユーザデータにアクセスして、攻撃ポイントの値を所定量、あるいはバトルで使用した戦士カードに応じた量だけ低下させる処理を行う。
When the updated monster character's HP value is not zero, the CPU 21 writes the updated monster character's HP (value on the RAM 23) into the battle management data. When the updated HP value of the monster character becomes zero, the CPU 21 determines that the monster character has been defeated, and erases the monster character data for the target user from the battle management data. The number of monster defeats in the user data as the game progress is increased by one.
When one battle is performed by the user, the CPU 21 accesses the user data of the user and performs a process of reducing the value of the attack point by a predetermined amount or an amount corresponding to the warrior card used in the battle.
 受付手段53は、支援要請元のユーザ(第1のユーザ)からバトル(第1の対戦)における支援要請を受け付ける機能を備える。
 受付手段53の機能は、以下のようにして実現することができる。ゲームサーバ20のCPU21は、例えば、ゲームを実行中のユーザによってメニューm22(「支援要請する」)の選択操作が行われたことを認識すると、ゲームデータベース32内の支援要請リストに所要のデータを書き込むことによって、支援要請を受け付ける。支援要請リストに書き込まれるデータは、図9に示したように、例えばユーザID、バトル相手(バトルでユーザが敗北したときのモンスターキャラクタ)、バトルの終了時刻等である。
The accepting unit 53 has a function of accepting a support request in a battle (first battle) from a user (first user) as a support request source.
The function of the accepting unit 53 can be realized as follows. For example, when the CPU 21 of the game server 20 recognizes that the user who is executing the game has performed an operation of selecting the menu m22 (“request for support”), the CPU 21 stores necessary data in the support request list in the game database 32. Accept support requests by writing. As shown in FIG. 9, data written in the support request list includes, for example, a user ID, a battle partner (a monster character when the user is defeated in the battle), a battle end time, and the like.
 判定手段54は、支援要請元のユーザ(第1のユーザ)以外のユーザに対して、第1のユーザとのゲームの進行度の差に応じて、第1のユーザのバトル(第1の対戦)における支援要請を行うか否かを判定する機能を備える。
 判定手段54の機能は、例えば以下のようにして実現することができる。ゲームサーバ20のCPU21は、ユーザの通信端末10から、ゲームのトップページあるいはバトルのトップページに対するHTTPリクエストが送信された場合には、そのユーザよりもモンスター撃破数が少ない(つまり、進行度が低い)ユーザからの支援要請があるか否か、支援要請リストを検索する。より好ましくは、CPU21は、上記HTTPリクエストを送信したユーザよりもモンスター撃破数が所定数以上少ないユーザからの支援要請があるか否か、支援要請リストを検索する。モンスター撃破数の比較は、HTTPリクエストを送信したユーザと、支援要請リストに記述されたユーザとの間のユーザデータのモンスター撃破数を読み出して、比較することにより行われる。
The determination unit 54 determines whether the first user battles (first match) according to the difference in the degree of progress of the game with the first user against a user other than the support requesting user (first user). ) Has a function for determining whether or not to make a support request.
The function of the determination means 54 is realizable as follows, for example. When the HTTP request for the game top page or the battle top page is transmitted from the communication terminal 10 of the user, the CPU 21 of the game server 20 has a smaller number of monster defeats than the user (that is, the progress is low). ) Search the support request list to see if there is a support request from the user. More preferably, the CPU 21 searches the support request list for whether or not there is a support request from a user whose number of monster defeats is a predetermined number or more than the user who transmitted the HTTP request. The comparison of the number of defeated monsters is performed by reading out and comparing the number of defeated monsters in the user data between the user who transmitted the HTTP request and the user described in the support request list.
 要請手段55は、判定手段54の判定結果に応じて、支援要請元のユーザ(第1のユーザ)以外のユーザのうち支援要請先の第2のユーザを特定し、第2のユーザに対して支援要請を行う機能を備える。
 要請手段55の機能は、以下のようにして実現できる。ゲームサーバ20のCPU21は、上述したように、HTTPリクエストを送信したユーザと、支援要請リストに記述されたユーザとの間のユーザデータのモンスター撃破数を比較する。そして、CPU21は、支援要請リストに記述されたユーザのうち、HTTPリクエストを送信したユーザよりもモンスター撃破数が少ないユーザの支援要請を、HTTPリクエストを送信したユーザの通信端末10宛に送信する。つまり、ゲームのトップページあるいはバトルのトップページに対するHTTPリクエストがユーザから送信される度に、そのユーザを支援要請先とするか否かについて、モンスター撃破数に基づいて判定することにより、第2のユーザが特定される。この場合、CPU21は、既に支援要請を送信したいずれかのユーザから支援要請を受諾する返信があるまで、ゲームのトップページあるいはバトルのトップページに対するHTTPリクエストを送信するユーザについて上記処理を行う。
 なお、第2のユーザを特定するタイミングは上述した例に限られない。その他の例として、CPU21は、ユーザによるメニューm22(「支援要請する」)の選択操作を認識し、支援要請を受け付けたタイミングでユーザデータを参照し、その時点におけるモンスター撃破数の差から1又は複数の第2のユーザを予め特定してもよい。そして、特定された第2のユーザのいずれかのユーザからアクセスが行われた(つまり、ゲームのトップページあるいはバトルのトップページに対するHTTPリクエストが送信された)ときに、そのアクセスしたユーザに対して支援要請を送信してもよい。
The request unit 55 identifies the second user of the support request destination among users other than the support request source user (first user) according to the determination result of the determination unit 54, and A function for requesting support is provided.
The function of the request means 55 is realizable as follows. As described above, the CPU 21 of the game server 20 compares the number of monster destruction of user data between the user who transmitted the HTTP request and the user described in the support request list. Then, the CPU 21 transmits, to the communication terminal 10 of the user who has transmitted the HTTP request, the support request of the user whose monster destruction number is smaller than the user who has transmitted the HTTP request among the users described in the support request list. That is, every time an HTTP request for a game top page or battle top page is transmitted from a user, whether or not the user is requested to be a support request destination is determined based on the number of defeated monsters. A user is identified. In this case, the CPU 21 performs the above-described process for a user who transmits an HTTP request for the top page of the game or the top page of the battle until there is a reply to accept the support request from any user who has already transmitted the support request.
Note that the timing for specifying the second user is not limited to the example described above. As another example, the CPU 21 recognizes the user's selection operation of the menu m22 (“request for support”), refers to the user data at the timing when the support request is received, and is 1 or from the difference in the number of monster destruction at that time. A plurality of second users may be specified in advance. Then, when access is made by any one of the identified second users (that is, when an HTTP request for the top page of the game or the top page of the battle is transmitted), to the accessing user A request for assistance may be sent.
 要請手段55は、好ましくは、例えば図13のウェブページP6に示したように、支援要請元のユーザ(第1のユーザ)からの支援要請に対して、第1の支援(後述する第1の支援手段56による第1の支援)、又は第2の支援(後述する第2の支援手段57による第2の支援)のいずれかを、上記第2のユーザが選択可能に提示する機能を備えてもよい。第1の支援は、支援要請を受諾した他のユーザが支援要請元のユーザのバトルに直接関与することなく、間接的に支援する(応援する)支援方法である。第2の支援は、支援要請を受諾した他のユーザが支援要請元のユーザのバトル相手とバトルを行う(参戦する)支援方法である。
 この要請手段55の機能を実現するために、CPU21は、HTTPリクエストの送信元ユーザに対して、仲間からの支援要請があることを通知するメッセージと支援方法の選択メニューを含むようにして、ゲームのトップページあるいはバトルのトップページを表示するためのHTMLデータを送信する(例えば、図13のウェブページP6参照)。
For example, as shown in the web page P6 of FIG. 13, the request unit 55 preferably responds to the support request from the user (first user) of the support request source with the first support (first to be described later). The second user has a function of presenting either the second support (first support by the support means 56) or the second support (second support by the second support means 57 described later) in a selectable manner. Also good. The first support is a support method in which another user who accepts the support request indirectly supports (supports) without directly participating in the battle of the support requesting user. The second support is a support method in which another user who has accepted the support request performs (participates in) a battle with a battle partner of the support requesting user.
In order to realize the function of the request means 55, the CPU 21 includes a message for notifying the HTTP request transmission source user that there is a support request from a friend and a support method selection menu. HTML data for displaying the page or the top page of the battle is transmitted (for example, see the web page P6 in FIG. 13).
 第1の支援手段56(支援手段)は、支援要請元のユーザ(第1のユーザ)からの支援要請に応じた、第1のユーザ以外のユーザ(第2のユーザ)による所定の操作入力の情報に基づいて、バトルにおける第1のユーザのバトル能力、又はバトルのバトル相手のバトル能力を、第1のユーザが有利となるように調整する第1の支援を実行する機能を備える。ここで、第2のユーザは、支援要請先のユーザのうち支援要請を受諾したユーザを意味する。第2のユーザは、1人のユーザとは限らず複数存在してもよい。
 第1の支援手段56の機能は、以下のようにして実現することができる。ゲームサーバ20のCPU21は、いずれかのユーザ(支援要請先の第2のユーザ)からのメニューm32(「応援する」)の選択操作(所定の操作入力)を認識すると、支援要請元のユーザ(第1のユーザ)の支援対象となるバトルにおいて、第1のユーザが使用する戦士カードの攻撃力を増加させる、あるいはバトル相手のモンスターキャラクタの攻撃力を低下させる処理を行う。なお、戦士カードの攻撃力の増加、あるいはモンスターキャラクタの攻撃力の低下は、所定比率の増加あるいは低下でもよいし、所定量の増加あるいは低下でもよい。
The first support means 56 (support means) receives a predetermined operation input by a user other than the first user (second user) in response to a support request from the support requesting user (first user). Based on information, it has the function to perform the 1st support which adjusts the 1st user's battle capability in a battle, or the battle capability of the battle opponent of a battle so that a 1st user may become advantageous. Here, a 2nd user means the user who accepted the support request among the users of a support request destination. The second user is not limited to one user, and a plurality of second users may exist.
The function of the 1st assistance means 56 is realizable as follows. When the CPU 21 of the game server 20 recognizes a selection operation (predetermined operation input) of the menu m32 (“support”) from any user (second user of the support request destination), the support request source user ( In the battle to be supported by the first user), the attack power of the warrior card used by the first user is increased, or the attack power of the monster character of the battle opponent is reduced. The increase in the attack power of the warrior card or the decrease in the attack power of the monster character may be an increase or decrease in a predetermined ratio, or an increase or decrease in a predetermined amount.
 第2の支援手段57は、支援要請元のユーザ(第1のユーザ)からの支援要請に応じて、第1のユーザ以外のユーザ(第2のユーザ)によって第1のユーザのバトル相手のモンスターキャラクタとのバトルを行う第2の支援を実行する機能を備える。
 第2の支援手段57の機能は、以下のようにして実現することができる。ゲームサーバ20のCPU21は、いずれかのユーザ(支援要請先の第2のユーザ)からのメニューm31(「参戦する」)の選択操作(所定の操作入力)を認識すると、そのユーザと、支援対象のバトルにおけるモンスターキャラクタとの間で、バトルの処理を実行する。具体的には、CPU21は、第2のユーザが支援対象のバトルにおけるモンスターキャラクタに対して攻撃操作が可能となるようにHTMLデータを生成して、第2のユーザの通信端末10宛に送信する(例えば、図13のウェブページP7参照)。このとき、バトル相手となるモンスターキャラクタのHPは、支援要請リストに書き込まれているHPの値を元にバトルが開始される。
The second support means 57 responds to a support request from a support requesting user (first user) by a user other than the first user (second user) as a battle opponent monster of the first user. It has a function of executing a second support for performing a battle with the character.
The function of the second support means 57 can be realized as follows. When the CPU 21 of the game server 20 recognizes a selection operation (predetermined operation input) of the menu m31 (“participate in battle”) from any user (second user of the support request destination), the user and the support target The battle process is executed with the monster character in the battle. Specifically, the CPU 21 generates HTML data so that the second user can perform an attack operation on the monster character in the battle to be supported, and transmits the HTML data to the communication terminal 10 of the second user. (For example, see web page P7 in FIG. 13). At this time, the HP of the monster character to be a battle opponent starts a battle based on the HP value written in the support request list.
 (7)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16及び図17のシーケンスチャートを参照して説明する。図16及び図17は、本実施形態のゲーム制御装置によって行われる、本実施形態のゲームのバトル処理を示しており、図16は支援要請を受諾した他のユーザが参戦する場合であり、図17は、支援要請を受諾した他のユーザが応援する場合である。なお、図16及び図17には、図13及び図14に記載された各ウェブページが表示されるタイミングを符号により示している。
 また、図16及び図17では、ユーザKNMが第1のユーザの例であり、ユーザABCが第2のユーザの例である。
(7) 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 sequence charts of FIGS. explain. FIGS. 16 and 17 show the game battle process of the present embodiment performed by the game control apparatus of the present embodiment. FIG. 16 shows a case where another user who has accepted the support request participates in the battle. 17 is a case where another user who accepts the support request supports. In FIGS. 16 and 17, the timing at which each web page described in FIGS. 13 and 14 is displayed is indicated by reference numerals.
In FIGS. 16 and 17, the user KNM is an example of the first user, and the user ABC is an example of the second user.
 (7-1)支援要請を受諾したユーザが参戦することで支援する場合
 先ず、ゲームを実行中のユーザKNM(第1のユーザ)が例えばモンスターキャラクタMC1にバトルに敗北すると、例えば図13のウェブページP4が表示される。ここで、メニューm22(「支援要請する」)が選択操作され、支援要請を含むHTTPリクエストを受信すると(ステップS100)、ゲームサーバ20のCPU21は、ゲームデータベース32内の支援要請リストに所要のデータを書き込む(ステップS110)。書き込まれるデータは、図9に示したように、例えば、ユーザID、バトル相手(バトルでユーザが敗北したときのモンスターキャラクタ)、バトルの終了時刻等である。支援要請リストへの書き込み後、CPU21は、支援要請が受け付けられたことを通知するためのHTMLデータをユーザKNMの通信端末10宛に送信する(ステップS120)。これにより、例えば図13のウェブページP5がユーザKNMの通信端末10に表示される。ユーザKNMの支援要請が支援要請リストに書き込まれた後、CPU21は、ゲームのトップページあるいはバトルのトップページを表示するためのHTMLデータを送信するユーザを認識する度に、そのユーザがユーザKNMよりもモンスター撃破数が多いか否かを判定し、多い場合には、そのユーザに対してユーザKNMの支援要請を送信する(ステップS140)。つまり、支援要請元のユーザよりもモンスター撃破数が多い(つまり、ゲームの進行度が高い)ユーザを対象として支援要請が行われる。ここでは、ユーザABCの通信端末10宛にユーザKNMの支援要請が送信された場合を想定する。支援要請を受信したユーザABCの通信端末10には、例えば図13のウェブページP6が表示される。
(7-1) In the case where the user who has accepted the support request participates in the support, first, when the user KNM (first user) who is executing the game loses the battle against the monster character MC1, for example, the web shown in FIG. Page P4 is displayed. Here, when the menu m22 (“request for support”) is selected and an HTTP request including a support request is received (step S100), the CPU 21 of the game server 20 stores necessary data in the support request list in the game database 32. Is written (step S110). As shown in FIG. 9, the data to be written includes, for example, a user ID, a battle partner (a monster character when the user is defeated in the battle), a battle end time, and the like. After writing in the support request list, the CPU 21 transmits HTML data for notifying that the support request has been received to the communication terminal 10 of the user KNM (step S120). Thereby, for example, the web page P5 of FIG. 13 is displayed on the communication terminal 10 of the user KNM. After the user KNM support request is written in the support request list, the CPU 21 recognizes the user who transmits the HTML data for displaying the game top page or the battle top page. Also, it is determined whether or not the number of monsters to be defeated is large, and if so, a support request from the user KNM is transmitted to the user (step S140). That is, a support request is made for a user who has more monster defeats than the user who requested the support (that is, the game progress is high). Here, it is assumed that a user KNM support request is transmitted to the communication terminal 10 of the user ABC. For example, the web page P6 of FIG. 13 is displayed on the communication terminal 10 of the user ABC that has received the support request.
 ウェブページP6上でメニューm31(「参戦する」)が選択操作され、支援要請が受諾されたことを認識すると(ステップS150)、CPU21は、ユーザABCと、ユーザKNMがバトルで敗北したモンスターキャラクタMC1との間のバトル画面用のHTMLデータを生成して送信する(ステップS160)。その結果、例えば図13のウェブページP7がユーザABCの通信端末10に表示される。このとき、ユーザABCのバトルにおけるモンスターキャラクタMC1のHPは、バトル管理データのユーザKNMのデータが読み出されて表示される。そして、ユーザABCの1又は複数回の攻撃操作に基づいて、CPU21は、バトル処理を行う(ステップS170)。ここで、ユーザABCがモンスターキャラクタMC1を撃破した場合には、CPU21からのHTMLデータの送信に応じて、例えば図13のウェブページP8がユーザABCの通信端末10に表示される。
 CPU21は、ユーザABCとモンスターキャラクタMC1のバトルの後、支援要請リスト、バトル管理データ、及びユーザデータを更新する(ステップS180)。例えば、ユーザABCがモンスターキャラクタMC1を撃破した場合、支援要請リストから、該当データ(ユーザKNMの対戦相手としてのモンスターキャラクタMC1)を削除するとともに、バトル管理データ中、ユーザKNMの出現中のモンスターの欄からモンスターキャラクタMC1を削除する。また、CPU21は、ユーザKNMとユーザABCのユーザデータにアクセスして、それぞれモンスター撃破数を1だけ増加させる。
 その後、例えば、ユーザKNMの通信端末10からのゲームまたはバトルのトップページのHTTPリクエストの受信に応じて、ユーザABCによる支援結果を通知するためのHTMLデータをユーザKNMの通信端末10宛に送信する(ステップS190)。これにより、例えば図13のウェブページP9がユーザKNMの通信端末10に表示される。
When the menu m31 ("participate") is selected on the web page P6 and it is recognized that the support request has been accepted (step S150), the CPU 21 is the monster character MC1 in which the user ABC and the user KNM have been defeated in the battle. HTML data for the battle screen between and is generated and transmitted (step S160). As a result, for example, the web page P7 of FIG. 13 is displayed on the communication terminal 10 of the user ABC. At this time, the HP of the monster character MC1 in the battle of the user ABC is displayed by reading the data of the user KNM of the battle management data. Then, based on one or a plurality of attack operations of the user ABC, the CPU 21 performs a battle process (step S170). Here, when the user ABC defeats the monster character MC1, for example, the web page P8 of FIG. 13 is displayed on the communication terminal 10 of the user ABC in response to the transmission of the HTML data from the CPU 21.
After the battle between the user ABC and the monster character MC1, the CPU 21 updates the support request list, battle management data, and user data (step S180). For example, when the user ABC defeats the monster character MC1, the corresponding data (the monster character MC1 as the opponent of the user KNM) is deleted from the support request list, and the monster that the user KNM appears in the battle management data is deleted. Delete the monster character MC1 from the column. Moreover, CPU21 accesses the user data of user KNM and user ABC, and increases the number of monster defeats by 1, respectively.
Thereafter, for example, in response to reception of an HTTP request for a game or battle top page from the communication terminal 10 of the user KNM, HTML data for notifying the support result by the user ABC is transmitted to the communication terminal 10 of the user KNM. (Step S190). Thereby, for example, the web page P9 of FIG. 13 is displayed on the communication terminal 10 of the user KNM.
 (7-2)支援要請を受諾したユーザが応援することで支援する場合
 ステップS100~S140については、(7-1)の場合と同じであるため、重複説明を省略する。
 ウェブページP6上でメニューm32(「応援する」)が選択操作され、支援要請が受諾されたことを認識すると(ステップS200)、CPU21は、応援により所定の特典が得られたことを通知するためのHTMLデータを生成して送信する(ステップS210)。その後に、ユーザKNMが支援対象のモンスターキャラクタMC1と再度バトルを行うときにHTMLデータが送信されると、ユーザKNMの通信端末10には、図14のウェブページP11に例示したように、応援によって攻撃力が上昇したことを通知するためのメッセージが表示される。その後、バトル処理において攻撃操作が行われたことを認識する度に、CPU21は、ユーザKNMが使用する戦士カードの攻撃力を、例えば一定量あるいは一定比率上昇させるように調整する(ステップS240)。CPU21は、攻撃操作に応じて、調整された攻撃力に基づいてモンスターキャラクタMC1のHPの低下量を決定してHPを更新する(ステップS250)。CPU21は、モンスターキャラクタMC1のHPを更新すると、更新後のHPを含むHTMLデータを生成して(ステップS260)、ユーザKNMの通信端末10宛に送信する(ステップS270)。なお、図17では、ステップS230~S270は、1回の攻撃操作に応じた一連の処理を示しているが、複数回の攻撃操作が行われる場合には、ステップS230~S270の処理が繰り返し行われる。
(7-2) In the case where the user who has accepted the support request supports the user by cheering Steps S100 to S140 are the same as in the case of (7-1), and thus redundant description is omitted.
When the menu m32 (“support”) is selected on the web page P6 and it is recognized that the support request has been accepted (step S200), the CPU 21 notifies that a predetermined privilege has been obtained through support. HTML data is generated and transmitted (step S210). Thereafter, when the HTML data is transmitted when the user KNM battles again with the monster character MC1 to be supported, the communication terminal 10 of the user KNM is supported by the support as illustrated in the web page P11 of FIG. A message is displayed to notify you that your attack power has increased. Thereafter, each time it is recognized that an attack operation has been performed in the battle process, the CPU 21 adjusts the attack power of the warrior card used by the user KNM to increase, for example, a certain amount or a certain ratio (step S240). In accordance with the attack operation, the CPU 21 updates the HP by determining the amount of decrease in the HP of the monster character MC1 based on the adjusted attack power (step S250). When updating the HP of the monster character MC1, the CPU 21 generates HTML data including the updated HP (step S260) and transmits it to the communication terminal 10 of the user KNM (step S270). In FIG. 17, steps S230 to S270 show a series of processes corresponding to one attack operation. However, when a plurality of attack operations are performed, the processes of steps S230 to S270 are repeated. Is called.
 上述したように、支援要請を受諾したユーザABCが応援することによる支援を選択する場合、その支援方法は、ユーザABCが支援要請元のユーザKNMのバトル相手と直接的にバトルすることではなく、例えば、支援要請元のユーザKNMのバトル能力をユーザKNMが有利となるように調整することである。言わば、第2の支援は、ユーザKNMによるモンスターキャラクタMC1とのバトルを間接的に支援するものである。つまり、ユーザKNMが例えば自らの操作によってモンスターキャラクタMC1とのバトルに勝利するように補助されるため、ユーザKNMにとっては、バトルに勝利すれば自らバトルに勝利したという達成感を得ることができる。 As described above, when the user ABC who has accepted the support request selects support by the support, the support method is not that the user ABC directly battles with the battle partner of the user KNM of the support request source, For example, the user KNM may adjust the battle ability of the user KNM as the support requester so that the user KNM is advantageous. In other words, the second support indirectly supports a battle with the monster character MC1 by the user KNM. That is, since the user KNM is assisted to win the battle with the monster character MC1 by, for example, the user's own operation, the user KNM can obtain a sense of achievement that the user has won the battle by winning the battle.
 以上説明したように、本実施形態のゲーム制御装置では、支援要請元のユーザ(第1のユーザ)の支援要請先が、ゲームの進行度の差に応じて決定される。例えば、第1のユーザよりもモンスター撃破数の多い(つまり、ゲームの進行度が高い)ユーザ(第2のユーザ)に対して支援要請が行われる。ゲームの進行度が高い第2のユーザはゲーム上の能力(例えば、バトルで使用する戦士カードの能力等)が高いと考えられるため、第2のユーザに対して支援要請が行われることで、第1のユーザに対する支援は実効性が高いものとなる。その結果、ゲームの進行度が低いユーザであっても、ゲームのシナリオに応じたゲームの面白味を感じられるようになる。また、ゲームの進行度が高いユーザが、ゲームの進行度が低いユーザのゲームの進行を補助する構成となるため、ユーザ全体でゲームの活性化が図れるようになる。 As described above, in the game control device of the present embodiment, the support request destination of the support request source user (first user) is determined according to the difference in the progress of the game. For example, a support request is made to a user (second user) who has more monster defeats than the first user (that is, the degree of progress of the game is high). Since the second user who has a high degree of progress of the game is considered to have a high ability on the game (for example, the ability of a warrior card used in battle), a support request is made to the second user, The support for the first user is highly effective. As a result, even a user with a low degree of progress of the game can feel the fun of the game according to the game scenario. Moreover, since the user with a high degree of game progress assists the user with the low degree of game progress, the game can be activated as a whole.
 上記実施形態では、モンスター撃破数の差に応じて支援要請を行うか否か判定し、モンスター撃破数の差は適宜設定できる。また、上記実施形態の説明においても述べたが、判定手段54は、支援要請元のユーザ(第1のユーザ)以外のユーザのうち、第1のユーザとのモンスター撃破数(ゲームの進行度)の差が所定値以上であるユーザに対して支援要請を行うと判定してもよい。
 この構成では、支援要請先のユーザ(第2のユーザ)の数を適切に制限することができる。また、第1のユーザと比べて第2のユーザの進行度を十分に高く設定できるため、第1のユーザよりもゲーム上の能力が十分に高いユーザによる支援を受けることが期待でき、支援の実効性をより高めることができる。
In the above embodiment, it is determined whether or not a support request is made according to the difference in the number of monsters to be defeated, and the difference in the number of monsters to be defeated can be set as appropriate. In addition, as described in the description of the above embodiment, the determination unit 54 determines the number of monster defeats (game progress) with the first user among the users other than the support requesting user (first user). It may be determined that a support request is made to a user whose difference is equal to or greater than a predetermined value.
In this configuration, it is possible to appropriately limit the number of support request destination users (second users). In addition, since the degree of progress of the second user can be set sufficiently higher than that of the first user, it can be expected to receive support from a user who has a sufficiently higher ability on the game than the first user. Effectiveness can be further increased.
 上記実施形態において、第1の支援手段56を設けることは必須ではなく、支援要請先のユーザ(第2のユーザ)を特定した後、その支援方法は適宜設定してもよいが、第1の支援手段56によって実現される第1の支援は、以下の点で好ましい。
 第2のユーザによって行われる第1の支援は、支援要請元のユーザ(第1のユーザ)のバトル相手と直接的にバトルすることではなく、第1のユーザがバトルで使用する戦士カードの攻撃力(第1のユーザの対戦能力)、又は第1のユーザのバトル相手の攻撃力を、第1のユーザが有利となるように調整することである。言わば、第1の支援は、第1のユーザによる第1の対戦を間接的に支援するものである。つまり、第1のユーザが例えば自らの操作によって第1の対戦に勝利するように補助されるため、第1のユーザにとっては自ら対戦に勝利したという達成感を得ることができる。
In the above embodiment, it is not essential to provide the first support means 56. After the support request destination user (second user) is specified, the support method may be set as appropriate. The first support realized by the support means 56 is preferable in the following points.
The first support performed by the second user is not a direct battle with the battle partner of the support requesting user (first user), but the attack of the warrior card used by the first user in the battle It is to adjust the strength (first user's fighting ability) or the attack power of the first user's battle opponent so that the first user has an advantage. In other words, the first support indirectly supports the first battle by the first user. That is, since the first user is assisted to win the first battle by his / her own operation, for example, the first user can have a sense of accomplishment that he / she has won the battle.
 上記実施形態において、第2の支援手段57を設けることは必須ではなく、支援要請先のユーザ(第2のユーザ)を特定した後、その支援方法は適宜設定してもよいが、支援要請元のユーザ(第1のユーザ)のバトル相手と直接的にバトルを行う第2の支援によっても、第1のユーザのゲームの進行を第2のユーザが補助することができる。また、第2の支援では、ゲームの進行度が高い第2のユーザによって、言わば直接的な支援が受けられるため、支援の実効性がより高くなる。 In the above embodiment, it is not essential to provide the second support means 57. After the support request destination user (second user) is specified, the support method may be set as appropriate. The second user can assist the progress of the game of the first user also by the second support of performing the battle directly with the battle partner of the user (first user). In the second support, since the second user who has a high degree of game progress can receive direct support, the effectiveness of the support becomes higher.
 上記実施形態では、要請手段55は、好ましくは、例えば図13のウェブページP6に示したように、支援要請元のユーザ(第1のユーザ)からの支援要請に対して、第1の支援(メニューm32)、及び第2の支援(メニューm31)の方法を双方提示し、第2のユーザがいずれかの支援を選択可能にする例を示したが、その双方を提示せずにいずれか一方を提示するようにしてもよい。なお、第1の支援、及び第2の支援の方法を双方提示し、第2のユーザがいずれかの支援を選択可能にする構成とした場合には、第2のユーザが自らのゲームの進行状況に応じた柔軟な選択を可能とするゲーム設定とすることができる。 In the above embodiment, the requesting unit 55 preferably responds to the support request from the support request source user (first user) as shown in the web page P6 of FIG. An example has been shown in which both the menu m32) and the second support (menu m31) method are presented, and the second user can select either support, but either one is not presented. May be presented. When both the first support method and the second support method are presented so that the second user can select one of the support methods, the second user can proceed with his / her game. It is possible to set a game setting that enables flexible selection according to the situation.
 上記実施形態では、バトル実行手段52は、ユーザによるバトルの実行に伴って当該ユーザの攻撃ポイント(ゲーム上のパラメータ)を消費するように構成したが、これに限られない。なお、ユーザがバトルを実行するに当たって攻撃ポイントを消費するように構成した場合には、支援要請を受けたユーザ(第2のユーザ)が、第1の支援又は第2の支援のいずれかの支援方法を選択するに当たって、第2の支援(支援要請元のユーザのバトル相手とのバトルを実行すること)による自らの攻撃ポイントの消費量を考慮しながら選択することになるため、深いゲーム性を実現できる。
 例えば、モンスターキャラクタを倒すことで、あるいはモンスター撃破数に応じて特典を得られるゲーム設定とした場合には、第2のユーザが、自らの攻撃ポイントの消費量と、得られる特典とを比較考量する構成とすることができる。より具体的には、第1の支援(言わば間接的な支援)を行った場合には、自らバトルを行わないため攻撃ポイントを減少させずに済むが、比較的少量の特典しか付与されず、モンスター撃破数を増加させることはできない。他方、第2の支援(言わば直接的な支援)を行った場合には、自らバトルを行うことで比較的な大きな特典を得るためにモンスター撃破数を増加させることができるが、攻撃ポイントが減少してしまうため別の新たなバトルを直ちに実行することができなくなる。よって、第2のユーザにとっては、このような損得の事情を勘案しながら支援方法の選択を行うようになる。
In the said embodiment, although the battle execution means 52 was comprised so that the said user's attack point (parameter on a game) might be consumed with execution of the battle by a user, it is not restricted to this. When the user is configured to consume attack points when performing a battle, the user who receives the support request (second user) is either the first support or the second support. In selecting the method, since it will be selected in consideration of the consumption of the attack points of its own by the second support (perform a battle with the battle opponent of the user of the support request source), deep game characteristics realizable.
For example, when the game setting is such that a privilege can be obtained by defeating a monster character or according to the number of monsters destroyed, the second user can compare the consumption of his / her attack points with the obtained privilege. It can be set as the structure to do. More specifically, in the case of performing the first support (indirect support), it is not necessary to reduce the attack points because the battle is not performed by itself, but only a relatively small amount of privilege is given, You cannot increase the number of monster kills. On the other hand, in the case of the second support (direct support), the number of monsters can be increased to gain comparatively large benefits by conducting battles, but the attack points decrease. This makes it impossible to execute another new battle immediately. Therefore, for the second user, the support method is selected in consideration of the circumstances of such loss.
 (8)変形例
 以下、上述した実施形態の変形例について説明する。
(8) Modification Hereinafter, a modification of the above-described embodiment will be described.
 (8-1)変形例1
 上述した実施形態において、第1の支援手段56は、支援要請元のユーザ(第1のユーザ)と支援要請先のユーザ(第2のユーザ)の間のモンスター撃破数(ゲームの進行度)の差が大きいほど、第1のユーザがより有利になるように調整してもよい。これにより、第2のユーザのゲームの進行度が第1のユーザよりも高いほど、第2のユーザによる支援によって第1のユーザのゲームの進行がしやすくなる。その結果、支援を行う第2のユーザ次第で、第1のユーザのゲームの進行率が調整されることになり、ゲーム性の幅を広げることができる。
 本変形例の第1の支援手段56を実現するために、ゲームサーバ20のCPU21は、第2のユーザから支援要請の受諾の返信があったときに、第1のユーザと第2のユーザのモンスター撃破数の差を、ユーザデータを参照してもとめる。モンスター撃破数の差と、ユーザがバトルで使用する戦士カードの攻撃力の上昇率との関係を示すデータを例えばROM22に記憶させておく。CPU21は、モンスター撃破数の差をもとめると、ROM22内のデータを参照して、第1のユーザがバトルで使用する戦士カードの攻撃力の上昇率を決定する。
(8-1) Modification 1
In the above-described embodiment, the first support means 56 calculates the number of monster defeats (game progress) between the support requesting user (first user) and the support requesting user (second user). Adjustment may be made such that the greater the difference, the more advantageous the first user. Thereby, as the progress degree of the game of the second user is higher than that of the first user, the progress of the game of the first user is facilitated by the support from the second user. As a result, the progress rate of the first user's game is adjusted depending on the second user who provides support, and the range of game characteristics can be widened.
In order to realize the first support means 56 of the present modification, the CPU 21 of the game server 20 receives the response of acceptance of the support request from the second user, and the first user and the second user The difference in the number of defeated monsters can be determined by referring to the user data. For example, the ROM 22 stores data indicating the relationship between the difference in the number of defeated monsters and the rate of increase of the attack power of the warrior card used by the user in the battle. CPU21 will determine the increase rate of the attack power of the warrior card which a 1st user uses with a battle with reference to the data in ROM22, if the difference of the monster defeat number is calculated | required.
 (8-2)変形例2
 図18は、本変形例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。図18の機能ブロック図は、図15と比較すると、関係付け手段58が追加された点で異なる。関係付け手段58は、ユーザ間を関係付ける機能を備える。例えば、関係付け手段58は、ユーザIDに基づく申請を契機として、当該ユーザIDと他のユーザIDとを仲間として関係付ける機能を備える。
(8-2) Modification 2
FIG. 18 is a functional block diagram for explaining functions that play a major role in the game control device of the present modification. The functional block diagram of FIG. 18 differs from that of FIG. 15 in that an association means 58 is added. The association means 58 has a function of relating users. For example, the associating unit 58 has a function of associating the user ID with another user ID when triggered by an application based on the user ID.
 関係付け手段58の機能は例えば、以下のとおり実現される。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のユーザデータの「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、同一のゲーム上のステージを実行する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、所定回数以上バトルを行ったユーザ同士を自動的に仲間として登録してもよい。
 また、ユーザ同士を直接的に対応付けるのではなく、各ユーザを同一のグループ(ギルド等)と対応付けることで、そのグループ内のユーザ同士を関連関係付けても良い。例えば、ユーザAが所定のグループと対応付けられたユーザ内の特定のユーザBに対して上記のような申請を行い、当該特定のユーザBの承認を得ることができると、当該所定のグループとユーザAとを対応付ける。このようにすることによって、所定のグループ内の特定のユーザに対して申請と承認を行うことで、所定のグループに所属する直接的に申請と承認を行っているかいないかに関わらず同一グループ内のユーザ同士を関連関係付けるようにしても良い。
 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 function of the correlation means 58 is implement | achieved 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 writes the data in the location (see FIG. 6) of “friend user ID” of the user data of the corresponding two user IDs in the user database 31.
In addition, the conditions which relate users are not limited to the format requiring application and approval as described above, and users who execute stages on the same game may be registered as friends. Alternatively, users who transmit a predetermined number of greeting messages may be automatically registered as friends, and if there is a mode on the game in which a battle is performed between users, the user who has performed the battle a predetermined number of times or more You may automatically register each other as a friend.
Further, instead of directly associating users with each other, the users in the group may be associated with each other by associating each user with the same group (guild or the like). For example, when the user A can apply for the specific user B in the user associated with the predetermined group and obtain the approval of the specific user B, the predetermined group and Associate user A. In this way, by applying and approving specific users within a given group, whether or not they are directly applying and approving belonging to a given group The users may be related to each other.
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.
 本変形例では、要請手段55は、支援要請先のユーザ(第2のユーザ)を、支援要請元のユーザ(第1のユーザ)と仲間として関係付けられたユーザの中から選択してもよい。このように選択することで、第1のユーザにとっては、仲間によって支援を受けているという実感が得られるため、仲間との関係性を高めることができる。そのため、ゲームのソーシャル性を高めることができる。
 本変形例における要請手段55の機能は、以下のようにして実現することができる。
 ゲームサーバ20のCPU21は、ユーザからゲームのトップページあるいはバトルのトップページに対するHTTPリクエストが送信されると、支援要請リストに記述されたユーザのうち、HTTPリクエストを送信したユーザよりもモンスター撃破数が少なく、かつ仲間のユーザからの支援要請を、HTTPリクエストを送信したユーザの通信端末10宛に送信する。つまり、ゲームのトップページあるいはバトルのトップページに対するHTTPリクエストがユーザから送信される度に、そのユーザを支援要請先とするか否かについて、モンスター撃破数と仲間であるか否かに基づいて判定することにより、第2のユーザが特定される。この場合についても、CPU21は、既に支援要請を送信したいずれかのユーザから支援要請を受諾する返信があるまで、ゲームのトップページあるいはバトルのトップページに対するHTTPリクエストを送信するユーザについて上記処理を行う。
In the present modification, the requesting unit 55 may select the support requesting user (second user) from among users who are related to the support requesting source user (first user). . By selecting in this way, the first user can feel that he / she is receiving support from his / her friend, so that the relationship with the friend can be enhanced. Therefore, the social nature of the game can be improved.
The function of the request means 55 in this modification can be realized as follows.
When the HTTP request for the game top page or the battle top page is transmitted from the user, the CPU 21 of the game server 20 has more monster defeats than the user who transmitted the HTTP request among the users described in the support request list. A support request from a small number of fellow users is transmitted to the communication terminal 10 of the user who transmitted the HTTP request. In other words, each time an HTTP request for the game top page or battle top page is sent from a user, whether or not the user is requested for support is determined based on the number of monsters defeated and whether or not they are friends. By doing so, the second user is specified. Also in this case, the CPU 21 performs the above-described process for the user who transmits the HTTP request for the game top page or the battle top page until there is a reply for accepting the support request from any user who has already transmitted the support request. .
 なお、支援要請先のユーザを支援要請元のユーザの仲間に限定してしまうと、第2のユーザ(支援要請先のユーザ)が決定することができない可能性がある。つまり、支援要請を行った後、仲間からのログイン又はアクセスがなく、支援を適時に受けられず、支援の実効性が失われる可能性がある。そこで、以下のように処理を行ってもよい。
 CPU21は、支援要請リストに書き込まれてから所定期間の間、ユーザからゲームのトップページあるいはバトルのトップページに対するHTTPリクエストが送信される度に、支援要請リストに記述されたユーザのうち、HTTPリクエストを送信したユーザよりもモンスター撃破数が少なく、かつ仲間のユーザからの支援要請を、HTTPリクエストを送信したユーザの通信端末10宛に送信する。上記所定期間の間に、支援要請先のユーザから支援要請を受諾する返信がない場合には、支援要請先のユーザを支援要請元のユーザの仲間に限定しないようにする。つまり、CPU21は、支援要請リストに記述されたユーザのうち、HTTPリクエストを送信したユーザよりもモンスター撃破数が少ないユーザからの支援要請を、HTTPリクエストを送信したユーザの通信端末10宛に送信する。
 なお、バトルに終了時刻が設定されている場合には、その終了時刻の所定時間前までに仲間からの支援要請の受諾の返信がなければ、支援要請先のユーザを支援要請元のユーザの仲間に限定しないようにしてもよい。
Note that if the support request destination user is limited to the friend of the support request source user, the second user (support request destination user) may not be able to determine. In other words, after making a support request, there is no log-in or access from a friend, support cannot be received in a timely manner, and the effectiveness of support may be lost. Therefore, the processing may be performed as follows.
Whenever an HTTP request for a game top page or a battle top page is transmitted from the user for a predetermined period after being written in the support request list, the CPU 21 requests an HTTP request from among the users described in the support request list. The number of defeated monsters is smaller than that of the user who transmitted the request, and the support request from the fellow user is transmitted to the communication terminal 10 of the user who transmitted the HTTP request. If there is no reply for accepting the support request from the support request destination user during the predetermined period, the support request destination user is not limited to the support request source user. That is, the CPU 21 transmits a support request from a user described in the support request list having a smaller number of monster destruction than the user who transmitted the HTTP request to the communication terminal 10 of the user who transmitted the HTTP request. .
In addition, when the end time is set in the battle, if there is no response to the acceptance of the support request from the friend by a predetermined time before the end time, the support requesting user is the friend of the support requesting user. You may make it not limit to.
 (8-2)変形例3
 上述した実施形態において、第1の支援手段56によって実行される第1の支援(バトルにおける支援要請元の第1のユーザのバトル能力、又は第1のユーザのバトルのバトル相手のバトル能力を、第1のユーザが有利となるように調整すること)の支援要請を複数のユーザから受諾することを許容してもよい。その場合には、支援要請を受諾したユーザの数が増加するにつれて、第1のユーザがより有利となるように調整されるようにしてもよい。
 本変形例を実現するために、例えば、CPU21は、支援要請リストに書き込まれてから所定期間の間、ユーザからゲームのトップページあるいはバトルのトップページに対するHTTPリクエストが送信される度に、支援要請リストに記述されたユーザのうち、HTTPリクエストを送信したユーザよりもモンスター撃破数が少ないユーザからの支援要請を、HTTPリクエストを送信したユーザの通信端末10宛に送信する。そして、CPU21は、上記所定期間の間に支援要請を受諾した(つまり、メニューm32(「応援する」)の選択操作をした)ユーザの数をカウントする。CPU21は、そのカウント値に応じて、例えば第1のユーザがバトルで使用する戦士カードの攻撃力の上昇率を決定する。
 なお、本変形例では、図14のウェブページP11において、例えば5人のユーザからの応援による支援を受けている場合には、「5人の応援により攻撃力UP中!」などと表示させることが好ましい。
(8-2) Modification 3
In the above-described embodiment, the first support executed by the first support means 56 (the battle ability of the first user who requested the support in the battle, or the battle ability of the battle partner of the first user battle, It may be allowed to accept a request for assistance from a plurality of users (adjusting the first user to be advantageous). In that case, the first user may be adjusted to be more advantageous as the number of users who accept the support request increases.
In order to realize this modification, for example, the CPU 21 requests a support every time an HTTP request for a game top page or a battle top page is transmitted from the user for a predetermined period after being written in the support request list. Among the users described in the list, a support request from a user having a smaller number of monster destruction than the user who transmitted the HTTP request is transmitted to the communication terminal 10 of the user who transmitted the HTTP request. Then, the CPU 21 counts the number of users who accepted the support request during the predetermined period (that is, performed the selection operation of the menu m32 (“support”)). CPU21 determines the increase rate of the attack power of the warrior card which a 1st user uses for a battle according to the count value, for example.
In the present modification, for example, when support is provided by support from five users on the web page P11 in FIG. 14, a message such as “Updating attack power with support from five users!” Is displayed. Is preferred.
 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、上記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合せて適用してもよい。 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 embodiment and each modification may be applied in appropriate combination.
 上述した実施形態及び変形例では、カードを用いたバトルを行う場合を例として説明したが、これに限られない。カードでなく、例えば、ユーザのアバタ画像等の他のオブジェクトであってもよい。あるいは、カード等のオブジェクトを使用せずにバトル処理を行ってもよい。 In the embodiment and the modification described above, the case where a battle using a card is performed has been described as an example, but the present invention is not limited thereto. Other objects such as a user's avatar image may be used instead of the card. Or you may perform a battle process, without using objects, such as a card | curd.
 上述した実施形態では、本発明の実行対象のゲームがカードを用いたバトルゲームである場合の例について説明したが、本発明のゲームのこれに限られず、任意のゲームに適用することができる。例えば、ロールプレイングゲームやレースゲームのようにゲーム内のステージを進行させていくゲームでは、支援要請先のユーザのステージの進行度に応じて、支援要請元のユーザのステージの進行率を上昇させる(例えば、キャラクタやレースカー等の進行速度を早くする等)ようにすることができ、好適に本発明を適用することができる。また、本発明をFPS(First Person shooter)、TPS(Third Person shooter)等のシューティングゲームに適用する場合には、支援要請先のユーザの敵オブジェクトの撃破数が多いほど(つまり、支援要請先のユーザの進行度が高いほど)、支援要請元のユーザに与えられる支援として、そのユーザのシューティングにおいて表示される照準の径が拡大するようにしてもよい。 In the above-described embodiment, an example in which the game to be executed of the present invention is a battle game using cards has been described. However, the present invention is not limited to this, and can be applied to any game. For example, in a game where a stage in a game is advanced, such as a role playing game or a race game, the progress rate of the stage of the support requesting user is increased according to the progress of the stage of the support requesting user. (For example, advancing speed of a character, a race car, or the like is increased), and the present invention can be suitably applied. In addition, when the present invention is applied to a shooting game such as FPS (First Person Person Shooter), TPS (Third Person Person Shooter), etc., the more the number of enemy objects destroyed by the user of the support request destination (that is, the target of the support request destination). As the degree of progress of the user increases, the diameter of the sighting displayed in the shooting of the user may be expanded as assistance given to the user who requested the assistance.
 上述した実施形態では、本発明のゲームの進行度の一例としてモンスター撃破数を挙げたが、ゲームの進行度は、ゲームの性質によって任意に設定可能である。例えば、ゲーム内でクリアしたステージの数や、ゲーム内で取得したアイテムの数、あるいはゲーム内で与えられた特定のミッションを達成した回数等、ミッションを所定回数達成する毎に上昇するレベル等のパラメータ、ゲーム画面上の特定のメニューの選択回数に応じて決定してもよい。 In the above-described embodiment, the number of monster defeats is given as an example of the progress of the game of the present invention, but the progress of the game can be arbitrarily set according to the nature of the game. For example, the number of stages cleared in the game, the number of items acquired in the game, or the number of times a specific mission given in the game has been achieved. You may decide according to a parameter and the frequency | count of selection of the specific menu on a game screen.
 上述した実施形態では、ユーザによる通信端末に対する所定の操作入力は、ユーザの通信端末に対する所定の操作釦の押下操作の入力や、タッチパネル機能を備えた通信端末に対する表示画面上のタッチ操作の入力であるとしたが、操作入力はこれに限られない。操作入力は、加速度センサを備えた通信端末を振ることによる操作入力、あるいはジェスチャによる操作入力(ジェスチャ入力)であってもよい。ジェスチャ入力では、撮像機能を備えた通信端末に対する所定のジェスチャを行うことで通信端末がそのジェスチャを画像認識し、予めジェスチャに対応付けられた操作入力を認識する。また、音声認識プログラムを実行可能な通信端末の場合には、操作入力は、音声を入力することにより行われてもよい。 In the above-described embodiment, the predetermined operation input by the user to the communication terminal is an input of a pressing operation of a predetermined operation button on the user's communication terminal or an input of a touch operation on the display screen to the communication terminal having a touch panel function. Although there is, the operation input is not limited to this. The operation input may be an operation input by shaking a communication terminal provided with an acceleration sensor, or an operation input by gesture (gesture input). In gesture input, by performing a predetermined gesture on a communication terminal having an imaging function, the communication terminal recognizes an image of the gesture and recognizes an operation input previously associated with the gesture. In the case of a communication terminal capable of executing a voice recognition program, the operation input may be performed by inputting voice.
 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。 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 thereto. 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.
 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、バトル実行手段52、受付手段53、判定手段54、要請手段55、第1の支援手段56、及び第2の支援手段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。図19A,図19Bにはそれぞれ、本実施形態のゲーム制御装置の各機能(図15に示す各機能)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との間の分担例を示す。 In the above-described embodiment, the battle execution unit 52, the reception unit 53, the determination unit 54, the request unit 55, the first support unit 56, and the second support unit 57 are executed by the game server 20 and the database server 30 on the network. Although it is configured to realize each function, it is not limited to this configuration. 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 have substantially the same hardware configuration, each function can be realized by the communication terminal 10 as described in the above embodiment. FIGS. 19A and 19B each show an example of sharing between the communication terminal 10, the game server 20, and the database server 30 for each function (each function shown in FIG. 15) of the game control device of the present embodiment.

Claims (12)

  1.  ユーザによるゲーム上の対戦を実行する対戦実行手段と、
     第1のユーザから第1の対戦における支援要請を受け付ける受付手段と、
     第1のユーザ以外のユーザに対して、第1のユーザとのゲームの進行度の差に応じて、前記第1の対戦における支援要請を行うか否かを判定する判定手段と、
     前記判定手段の判定結果に応じて、第1のユーザ以外のユーザのうち支援要請先の第2のユーザを特定し、第2のユーザに対して前記支援要請を行う要請手段と、
     を備えた、ゲーム制御装置。
    A battle execution means for performing a battle on the game by the user;
    Receiving means for receiving a support request in the first battle from the first user;
    A determination unit that determines whether to make a support request in the first battle according to a difference in the degree of progress of the game with the first user for a user other than the first user;
    According to the determination result of the determination means, a request means for identifying a second user as a support request destination among users other than the first user, and requesting the support request to the second user;
    A game control device comprising:
  2.  前記判定手段は、第1のユーザ以外のユーザのうち、第1のユーザとのゲームの進行度の差が所定値以上であるユーザに対して支援要請を行うと判定す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 determination means determines that a support request is made to a user other than the first user who has a difference in game progress with the first user equal to or greater than a predetermined value.
    The game control apparatus according to claim 1.
  3.  前記要請手段によって行われた前記支援要請に応じた、前記第2のユーザによる所定の操作入力の情報に基づいて、前記第1の対戦における前記第1のユーザの対戦能力、又は前記第1の対戦の対戦相手の対戦能力を、前記第1のユーザが有利となるように調整する第1の支援を実行する支援手段、を備えたことを特徴とする、
    請求項1又は2に記載されたゲーム制御装置。
    Based on information of a predetermined operation input by the second user in response to the support request made by the requesting means, the battle capability of the first user in the first battle, or the first Characterized in that it comprises support means for executing a first support for adjusting a battle capability of a battle opponent so that the first user is advantageous.
    The game control apparatus according to claim 1 or 2.
  4.  前記支援手段は、前記第1のユーザと前記第2のユーザのゲームの進行度の差が大きいほど、第1のユーザがより有利になるように調整することを特徴とする、
     請求項3に記載されたゲーム制御装置。
    The support means adjusts the first user to be more advantageous as the difference in game progress between the first user and the second user is larger.
    The game control apparatus according to claim 3.
  5.  前記支援要請は、前記第2のユーザによる前記第1の対戦の対戦相手との対戦を実行することであ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 support request is to execute a battle with the opponent of the first battle by the second user,
    The game control apparatus according to claim 1.
  6.  前記要請手段は、判定手段の判定結果に応じて、前記第1の対戦において前記第1のユーザが有利になるように調整する第1の支援、又は、前記第2のユーザによる前記第1の対戦の対戦相手との対戦を実行する第2の支援のいずれかを、前記第2のユーザが選択可能に提示することを特徴とする、
     請求項1又は2に記載されたゲーム制御装置。
    The requesting means is a first support for adjusting the first user to be advantageous in the first battle according to a determination result of the determination means, or the first support by the second user. The second user presents one of the second supports for performing a battle with an opponent of the battle so that the second user can select,
    The game control apparatus according to claim 1 or 2.
  7.  前記対戦実行手段は、ユーザによる前記ゲーム上の対戦の実行に伴って当該ユーザのゲーム上のパラメータを消費することを特徴とする、
     請求項6に記載されたゲーム制御装置。
    The battle execution means consumes parameters on the user's game as the user executes the battle on the game.
    The game control apparatus according to claim 6.
  8.  ユーザ間を関係付ける関係付け手段、を備え、
     前記要請手段は、前記第2のユーザを、前記第1のユーザと関係付けられたユーザの中から選択することを特徴とする、
     請求項1~7のいずれかに記載されたゲーム制御装置。
    An association means for relating users,
    The requesting unit selects the second user from users associated with the first user.
    The game control device according to any one of claims 1 to 7.
  9.  ユーザによるゲーム上の対戦を実行するステップと、
     第1のユーザから第1の対戦における支援要請を受け付けるステップと、
     第1のユーザ以外のユーザに対して、第1のユーザとのゲームの進行度の差に応じて、前記第1の対戦における支援要請を行うか否かを判定するステップと、
     前記判定するステップの判定結果に応じて、第1のユーザ以外のユーザのうち支援要請先の第2のユーザを特定し、第2のユーザに対して前記支援要請を行うステップと、
     を備えた、ゲーム制御方法。
    Performing a game battle by a user;
    Receiving a support request in the first battle from the first user;
    Determining whether to make a support request in the first battle according to the difference in the degree of progress of the game with the first user for users other than the first user;
    According to a determination result of the determining step, identifying a second user as a support request destination among users other than the first user, and performing the support request to a second user;
    A game control method comprising:
  10.  コンピュータに、
     ユーザによるゲーム上の対戦を実行する機能、
     第1のユーザから第1の対戦における支援要請を受け付ける機能、
     第1のユーザ以外のユーザに対して、第1のユーザとのゲームの進行度の差に応じて、前記第1の対戦における支援要請を行うか否かを判定する機能、及び、
     前記判定する機能の判定結果に応じて、第1のユーザ以外のユーザのうち支援要請先の第2のユーザを特定し、第2のユーザに対して前記支援要請を行う機能、
     を実現させるためのプログラム。
    On the computer,
    A function for performing a game battle by a user,
    A function of accepting a support request from the first user in the first battle;
    A function for determining whether or not to make a support request in the first battle according to a difference in the degree of progress of the game with the first user for users other than the first user; and
    A function of specifying a second user of a support request destination among users other than the first user according to a determination result of the function to be determined, and performing the support request to a second user;
    A program to realize
  11.  請求項10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 in which the program according to claim 10 is recorded.
  12.  通信端末と、当該通信端末からアクセスされるサーバとを含むゲームシステムであって、
     ユーザによるゲーム上の対戦を実行する対戦実行手段、
     第1のユーザから第1の対戦における支援要請を受け付ける受付手段、
     第1のユーザ以外のユーザに対して、第1のユーザとのゲームの進行度の差に応じて、前記第1の対戦における支援要請を行うか否かを判定する判定手段、及び、
     前記判定手段の判定結果に応じて、第1のユーザ以外のユーザのうち支援要請先の第2のユーザを特定し、第2のユーザに対して前記支援要請を行う要請手段、
     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 accessed from the communication terminal,
    A battle execution means for performing a battle on the game by the user;
    Accepting means for accepting a support request in the first battle from the first user;
    A determination unit that determines whether or not to make a support request in the first battle according to a difference in the degree of progress of the game with the first user for a user other than the first user, and
    Request means for identifying the second user as the support request destination among the users other than the first user according to the determination result of the determination means, and making the support request to the second user,
    Each of the means is provided in either the communication terminal or the server,
    Game system.
PCT/JP2013/061723 2012-04-25 2013-04-22 Game control device, game control method, program, recording medium, and game system WO2013161731A1 (en)

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