WO2024048315A1 - Program and system - Google Patents

Program and system Download PDF

Info

Publication number
WO2024048315A1
WO2024048315A1 PCT/JP2023/029777 JP2023029777W WO2024048315A1 WO 2024048315 A1 WO2024048315 A1 WO 2024048315A1 JP 2023029777 W JP2023029777 W JP 2023029777W WO 2024048315 A1 WO2024048315 A1 WO 2024048315A1
Authority
WO
WIPO (PCT)
Prior art keywords
user
game
play
mode
play mode
Prior art date
Application number
PCT/JP2023/029777
Other languages
French (fr)
Japanese (ja)
Inventor
純希 澤田
秀太 中前
Original Assignee
株式会社コロプラ
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by 株式会社コロプラ filed Critical 株式会社コロプラ
Publication of WO2024048315A1 publication Critical patent/WO2024048315A1/en

Links

Images

Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/45Controlling 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
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • A63F13/69Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • A63F13/798Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for assessing skills or for ranking players, e.g. for generating a hall of fame

Definitions

  • the present invention relates to a program and a system.
  • an object of the present invention is to provide a program and a system that can suppress a decrease in motivation of a user who plays a game.
  • the one play mode that is forcibly assigned is based on the game progress of the user. Selected programs are provided.
  • the present invention makes it possible to suppress a decrease in motivation of a user who plays a game.
  • FIG. 1 is a diagram showing an example of the configuration of a game system according to an embodiment of the present invention.
  • FIG. 3 is a diagram for explaining an example of a play mode cycle.
  • FIG. 1 shows an example of the configuration of a game system according to this embodiment.
  • a game system 1 shown in FIG. 1 is configured to allow a user to play a game online, for example, and includes a first user terminal 10, a second user terminal 20, and a server device 30.
  • the games played by the user include competitive games in which the user competes against other users.
  • the first user terminal 10 is, for example, an electronic device used by a first user.
  • the second user terminal 20 is, for example, an electronic device used by a second user different from the first user.
  • the first user terminal 10 and the second user terminal 20 are, for example, smartphones, but the first user terminal 10 and the second user terminal 20 are, for example, a tablet terminal and a smartphone. It may also be other electronic equipment such as a personal computer.
  • the server device 30 is communicably connected to the first user terminal 10 and the second user terminal 20 via a network 40 such as the Internet.
  • first user terminal 10 and second user terminal 20 Although only two user terminals (first user terminal 10 and second user terminal 20) are shown in FIG. It is assumed that a plurality of user terminals are provided, each of which is used by a plurality of users (that is, a plurality of users who can play competitive games).
  • FIG. 2 shows an example of the hardware configuration of the first user terminal 10 shown in FIG.
  • a hardware configuration when the first user terminal 10 is a smartphone will be described.
  • the first user terminal 10 includes a nonvolatile memory 11, a CPU 12, a main memory 13, a wireless communication device 14, a display 15, a touch panel 16, and the like.
  • Nonvolatile memory 11 stores various programs.
  • the various programs stored in the nonvolatile memory 11 include, for example, an operating system (OS) and various application programs that operate on the first user terminal 10.
  • OS operating system
  • application programs that operate on the first user terminal 10.
  • the CPU 12 is a processor for controlling the operations of various components within the first user terminal 10, and executes various programs stored in the nonvolatile memory 11, for example.
  • the CPU 12 may be a single processor or may be composed of multiple processors. Note that various programs stored in the nonvolatile memory 11 are loaded from the nonvolatile memory 11 to the main memory 13 and executed by the CPU 12, but the programs (application programs) executed by the CPU 12 include the game system 1 includes a game program 13A for operating as a user terminal.
  • the wireless communication device 14 is a device for performing wireless communication with an external device (for example, the server device 30, etc.).
  • the display 15 is a display device for displaying various screens related to, for example, a battle game played by the first user.
  • the touch panel 16 is an input device that detects the position touched by the first user's fingertip or the like, and is arranged, for example, to overlap the front surface of the display 15.
  • the display 15 and the touch panel 16 constitute a touch screen display, and the touch screen display can detect various operations performed by the first user on the screen.
  • the hardware configuration of the first user terminal 10 used by the first user has been described in FIG. 2, the second user terminal 20 used by the second user (and the song user terminal used by other users) has been described. ) has the same hardware configuration as the first user terminal 10. Therefore, in the following description, the hardware configuration of the second user terminal 20 (and other user terminals) will also be described using FIG. 2.
  • FIG. 3 shows an example of the hardware configuration of the server device 30 shown in FIG. 1.
  • the server device 30 includes a nonvolatile memory 31, a CPU 32, a main memory 33, a wireless communication device 34, and the like.
  • Nonvolatile memory 31 stores various programs.
  • the various programs stored in the nonvolatile memory 31 include, for example, an operating system (OS) and various application programs that operate on the server device 30.
  • OS operating system
  • application programs that operate on the server device 30.
  • the CPU 32 is a processor for controlling the operations of various components within the server device 30, and executes various programs stored in the nonvolatile memory 31, for example.
  • the CPU 32 may be a single processor or may be composed of multiple processors. Note that various programs stored in the nonvolatile memory 31 are loaded from the nonvolatile memory 31 to the main memory 33 and executed by the CPU 32, but the programs (application programs) executed by the CPU 32 include the game system 1 includes a game program 33A for operating as a server device.
  • the wireless communication device 34 is a device for performing wireless communication with external devices (for example, the first user terminal 10, the second user terminal 20, etc.).
  • the functional configuration of the game system 1 according to this embodiment will be described below.
  • the game system 1 according to the present embodiment allows the first and second users to play a competitive game, for example, by the first user terminal 10, the second user terminal 20, and the server device 30 working together. It has the function of providing a possible game play environment.
  • the game play environment refers to an environment necessary for playing a competitive game in a broad sense, and includes various elements related to the competitive game.
  • an example of the game play environment includes a game space and the like.
  • FIG. 4 shows an example of the functional configuration of the first user terminal 10.
  • the first user terminal 10 includes an operation reception section 101, a control section 102, a display processing section 103, and a storage section 104.
  • This game program 13A may be downloaded to the first user terminal 10 via the network 40, for example, or may be stored in advance in a computer-readable storage medium and distributed.
  • the storage unit 104 shown in FIG. 4 is realized by the nonvolatile memory 11 shown in FIG. 2 or another storage device (not shown).
  • the operation receiving unit 101 receives a first user's operation (instruction) for playing a competitive game in the game play environment provided by the game system 1.
  • operations accepted by the operation reception unit 101 include an operation of touching a fingertip on the touch panel 16 (touch screen display) provided in the first user terminal 10 (for example, (tap operation, drag operation, flick operation, swipe operation, etc.).
  • the control unit 102 interprets the operation accepted by the operation reception unit 101, and executes control to advance the battle game played in the game play environment.
  • the display processing unit 103 executes a process of displaying a screen (image) according to the above-described game play environment and the progress of the competitive game under the control of the control unit 102.
  • the first user can perform operations for playing the competitive game while referring to the screen displayed by the display processing unit 103.
  • the storage unit 104 stores, for example, game data and user data.
  • game data is common data (information) between the accounts. ), which is referred to when executing the game program 13A described above.
  • the game data includes, for example, data for defining a game play environment, setting data regarding a competitive game, and the like.
  • user data is data managed for each user account.
  • the user data stored in the storage unit 104 included in the first user terminal 10 includes, for example, the first user's game progress in the competitive game, and various points and items acquired by the first user in the competitive game. etc.
  • the degree of game progress refers to the degree of progress of the battle game by repeatedly playing the battle game, and the degree of game progress is represented by an index such as rank or level. In the following explanation, it is assumed that the game progress is a rank.
  • the functional configuration of the first user terminal 10 used by the first user has been described in FIG. 4, the second user terminal 20 used by the second user (and other user terminals used by other users) The functional configuration is similar to that of the first user terminal 10. Therefore, in the following explanation, the functional configuration of the second user terminal 20 (and other user terminals) will also be explained using FIG. 4.
  • FIG. 5 shows an example of the functional configuration of the server device 30.
  • the server device 30 includes a storage section 301, a data management section 302, and a control section 303.
  • the storage unit 301 shown in FIG. 5 is realized by the nonvolatile memory 31 shown in FIG. 3 or another storage device (not shown).
  • the data management unit 302 and the control unit 303 shown in FIG. 5 are functions realized by, for example, the CPU 32 (computer of the server device 30) provided in the server device 30 executing the above-described game program 33A (that is, software). Department.
  • This game program 33A may be downloaded to the server device 30 via the network 40, for example, or may be stored in advance in a computer-readable storage medium and distributed.
  • the storage unit 301 stores game data similar to the game data stored in the storage unit 104 included in the first user terminal 10 (and second user terminal 20) described above. Furthermore, the storage unit 301 stores user data for each user (eg, first and second users) registered in advance in the game system 1 (server device 30).
  • the data management unit 302 manages game data and user data stored in the storage unit 301. Specifically, the data management unit 302 executes processes such as adding, updating, and deleting game data and user data.
  • game data and user data are stored in the storage unit 104 included in the first user terminal 10, but the game data and user data are stored in the storage unit 104 included in the first user terminal 10. 1 user terminal 10 and stored in the storage unit 104.
  • game data is commonly transmitted to multiple user terminals including the first user terminal 10 and second user terminal 20.
  • user data is transmitted only to the user terminal used by the user corresponding to the user data. .
  • user data stored in the storage unit 104 included in the first user terminal 10 that is, user data transmitted from the server device 30 to the first user terminal 10
  • the user data stored in the storage unit 104 included in the second user terminal 20 is referred to as the second user's user data.
  • the control unit 303 controls processing for realizing a battle between a plurality of users (for example, first and second users) in a battle game played in a game play environment provided in the game system 1.
  • a first user using the first user terminal 10 and a second user using the second user terminal 20 compete in real time.
  • the first user can play a competitive game on the first user terminal 10 by operating the first user terminal 10, but the competitive game played on the first user terminal 10 ( If the second user's operation is not reflected in the competition (competition), the first user cannot use the first user terminal 10 to compete with the second user.
  • the second user can play a competitive game on the second user terminal 20 by operating the second user terminal 20, but the competitive game played on the second user terminal 20 ( If the first user's operation is not reflected in the competition (competition), the second user cannot use the second user terminal 20 to compete with the first user.
  • the control unit 303 controls the first user's operation performed at the first user terminal 10 (that is, the operation accepted at the operation reception unit 101 included in the first user terminal 10) to the first user terminal 10. , and transmits the operation to the second user terminal 20 (that is, relays the first user's operation from the first user terminal 10 to the second user terminal 20). Similarly, the control unit 303 controls the second user's operation performed at the second user terminal 20 (that is, the operation accepted at the operation reception unit 101 included in the second user terminal 20) to the second user terminal 20. and transmits the operation to the first user terminal 10 (that is, relays the second user's operation from the second user terminal 20 to the first user terminal 10).
  • control for advancing the competitive game is executed on both the first user terminal 10 and the second user terminal 20 based on the operations of the first and second users, and the operations of both the first and second users are performed.
  • a screen (competition game screen) on which is reflected can be displayed on both the first user terminal 10 and the second user terminal 20.
  • the action in the competitive game caused by the first user's operation is reproduced (synchronized) on the second user terminal 20, and the action caused by the second user's operation is By reproducing (synchronizing) the action in the battle game that is caused on the first user terminal 10, it is possible to realize a real-time battle using the first user terminal 10 and the second user terminal 20.
  • the game system 1 provides a game play environment, but this "provision of a game play environment" refers to the game program running in the game system 1 (that is, the first user terminal 10 and the first user terminal 10 described above). It is assumed that this is realized by a game program 13A executed on a plurality of user terminals including two user terminals 20 and a game program 33A executed on the server device 30. However, the game program according to this embodiment may be part of the game programs 13A and 33A described above.
  • the server device 30 may have at least a part of the functions that a plurality of user terminals (the first user terminal 10, the second user terminal 20, etc.) have, for example.
  • a plurality of user terminals may have at least some of the functions that the server device 30 has.
  • the game system 1 may include a plurality of user terminals and devices other than the server device 30. That is, the game program (game programs 13A and 33A) according to this embodiment can be executed on a plurality of user terminals, the server device 30, or other devices.
  • the game system 1 can provide a game play environment in which the user can play a competitive game (that is, compete against each other) as described above. It is difficult for a user with a low skill level to maintain motivation (willingness) to play a competitive game compared to a user with a high skill level.
  • a user with a high level of proficiency in the competitive game wins the battle (that is, is given the reward). Since the possibility is high, it is considered that the motivation to play the competitive game is maintained and the player continues to play the competitive game.
  • a play mode hereinafter referred to as a battle mode
  • a battle game in which a user competes against another user and rewards are given or penalties are imposed based on the result of the battle.
  • We provide multiple play modes such as a play mode (hereinafter referred to as "enjoy mode") in which rewards are given based on the score when playing, and when users play a competitive game, they can choose between the multiple play modes. By forcibly allocating one of them, a decrease in the motivation of the user who plays the competitive game is suppressed.
  • this golf game is played in one of the above-described battle mode and enjoy mode.
  • a golf game When a golf game is played in the competitive mode, two users compete using, for example, four holes prepared in advance. In this case, the user who reaches the cup with fewer strokes on the first hole of the four holes is determined to be the winning user, and the other user is determined to be the losing user. Note that in the case of a golf game, there is a possibility that two users have the same number of strokes on one hole (in other words, the result is a draw), but two users may have the same number of strokes on the first hole. In this case, the game advances to the second hole as an overtime game, and if there is a user who has fewer strokes on the second hole, that user is determined to be the winning user and the other user is determined to be the losing user.
  • the game advances to the third hole, and if there is a user with fewer strokes on the third hole, that user is the winning user and the other user is the losing user. Decide as a user. If two users have the same number of strokes on the third hole, a winning user and a losing user are determined by, for example, having a near-pin competition on the fourth hole. In the battle mode, a reward is given to the winning user determined in this way, and a penalty is imposed to the losing user.
  • the method for determining winning users and losing users in the battle mode described here is only an example, and winning users and losing users may be determined by other methods.
  • a PK method can be considered. In the PK system, two users play against each other in sequence using, for example, five holes prepared in advance, and the user who wins in the cup with the fewest number of strokes on each hole is added to the number of wins by one. Note that if two users have the same number of strokes, it is a draw, and the number of wins is not added to either user.
  • the user with the most wins at the end of the 5th hole is determined as the winning user, and the user with the least number of wins is determined as the losing user. It is determined.
  • the match will be held for all 5 holes.
  • a winning user and a losing user may be determined (that is, the competition may be ended) without performing the above. Further, if the number of wins is the same at the end of the fifth hole, the above-mentioned near pin confrontation etc. will be held as sudden death.
  • the user plays a golf game by, for example, operating the user's character.
  • step S1 when a first user using the first user terminal 10 plays a golf game, the game program 13A is started on the first user terminal 10, and the operation reception unit 101 included in the first user terminal 10: A first user's operation to start playing the golf game (hereinafter referred to as play start operation) is received (step S1).
  • step S1 When the process of step S1 is executed, the first user terminal 10 transmits a play start request to the server device 30 based on the play start operation accepted in step S1 (step S2).
  • the play start request transmitted in step S2 includes a user ID and the like for identifying the first user who uses the first user terminal 10.
  • the play start request transmitted in step S2 is received by the server device 30.
  • the server device 30 sets the first user identified by the user ID included in the play start request to one of the plurality of play modes (battle mode and enjoy mode) described above.
  • a process for forcibly assigning a play mode (hereinafter referred to as a play mode assignment process) is executed (step S3).
  • play mode assignment processing is performed based on user data and cycle data.
  • the storage unit 301 included in the server device 30 stores user data for each user (first and second users, etc.) who play the golf game, but here, the user data of the first user will be explained. .
  • the user data of the first user includes a user ID, rank, rank points, items, and the like.
  • the user ID is identification information for identifying the first user. Note that the user ID is assigned to the first user when the first user registers with the game system 1.
  • the rank indicates the rank of the first user identified by the user ID.
  • Rank points are points earned by the first user identified by the user ID. Note that rank points can be acquired by playing the golf game, and the rank increases (promotes) according to the rank points.
  • the rank has a function as an index that simply indicates the skill of ball control (that is, golf game), and a user who plays a golf game earns rank points and improves the rank.
  • One of the objectives is to increase
  • the item is an item (information indicating) acquired by the first user identified by the user ID.
  • the item is used, for example, to improve (assist) the golf-related ability of the character operated by the first user.
  • the data structure of the user data may be different from the data structure shown in FIG. 7, for example, at least in part. .
  • cycle data will be explained with reference to FIG. Note that, for example, in FIG. 5, the game data and user data are stored in the storage unit 301 included in the server device 30, but the cycle data is stored in the storage unit 301 together with the game data and user data. It is assumed that
  • the cycle data is data indicating a play mode cycle determined for each rank, and includes ranks and play mode cycles in association with each other.
  • seven ranks are prepared: beginner, rookie, bronze, silver, gold, platinum, and diamond. Note that beginner is the lowest rank and Diamond is the highest rank.
  • cycle data (cycle data for each rank) 301a to 301g including each of the seven types of ranks described above are shown.
  • the cycle data 301a includes a rank "Beginner” and a play mode cycle "All enjoy Mode” in association with each other.
  • the cycle data 301b includes a rank "Rookie” and a play mode cycle "1 time in battle mode, 2 times in enjoy mode” in association with each other.
  • the cycle data 301c includes a rank "Bronze” and a play mode cycle "1 time in battle mode, 1 time in enjoy mode” in association with each other.
  • the cycle data 301d includes a rank "Silver” and a play mode cycle "1 time in battle mode, 1 time in enjoy mode” in association with each other.
  • the cycle data 301e includes the rank “Gold” and the play mode cycle "All battle mode" in association with each other.
  • the cycle data 301f includes the rank "Platinum” and the play mode cycle "All battle mode” in association with each other.
  • the cycle data 301g includes the rank "Diamond” and the play mode cycle "All battle mode” in association with each other.
  • the play mode cycle may be the same even if the ranks are different, but the play mode cycle may always be different when the ranks are different.
  • the play mode forcibly assigned to the first user is determined according to the play mode cycle predetermined for the rank of the first user. It shall be selected (determined).
  • the data management unit 302 included in the server device 30 refers to the user data stored in the storage unit 301 and obtains the rank of the first user. Note that the rank of the first user is acquired from the first user's user data (user data including the user ID included in the play start request transmitted in step S2 described above).
  • the data management unit 302 refers to the cycle data stored in the storage unit 301 and obtains the play mode cycle defined for the rank of the first user.
  • the control unit 303 selects the play mode so that the play mode is sequentially repeated, with one cycle of the battle mode and two times of the enjoy mode. That is, for example, if the number of times the first user has played the golf game is the first time after the first user's rank becomes Rookie, the competitive mode is selected as the play mode assigned to the first user. . Further, when the first user plays the golf game for the second time, the enjoy mode is selected as the play mode assigned to the first user. Furthermore, when the first user plays the golf game for the third time, the enjoy mode is selected as the play mode assigned to the first user. When the golf game is played for the fourth time or later, the play mode is similarly selected according to the play mode cycle.
  • the control unit 303 holds, for example, a history of play modes selected (assigned) in the past in chronological order. shall be. According to this, for example, when the two most recently selected play modes are the battle mode and the enjoy mode (that is, the battle mode and the enjoy mode are selected in that order), the control unit 303 controls the next play mode.
  • Episode mode can be selected as the mode.
  • the control unit 303 can select the battle mode as the next play mode, for example, when the two most recently selected play modes are both the enjoy mode.
  • the control unit 303 selects Enjoy mode as the next play mode. mode can be selected.
  • this embodiment may be configured as long as it is possible to select the next play mode according to the cycle of play modes described above. .
  • the control unit 303 holds the order (position) of the most recently selected play mode in the above-described one cycle (competition mode, first enjoy mode, and second enjoy mode cycle). Good too.
  • the order of the battle mode in one cycle is "1”
  • the order of the first enjoy mode is "2”
  • the order of the second enjoy mode is "3"
  • the order of the held play modes is "1”
  • the control unit 303 selects the enjoy mode whose order is "2" as the next play mode, and updates the order of the held play modes to "2". Further, for example, if the order of the held play modes is "2", the control unit 303 sets the order as "2" as the next play mode.
  • the control unit 303 selects the battle mode whose order is "1" as the next play mode, and changes the order of the held play modes. is updated to "1". In this embodiment, even with such a configuration, the next play mode can be appropriately selected according to the play mode cycle.
  • the first user's rank is rookie has been described here, the same applies to other ranks. Note that in the example shown in FIG. 8, if the rank of the first user is beginner, the enjoy mode is selected (assigned) to all. Further, when the first user's rank is gold, platinum, and diamond, the battle mode is selected (assigned) for all of them. In this way, ranks may be prepared to which only the same play mode is assigned.
  • the play mode selected as described above is forcibly assigned (set) to the first user.
  • step S3 When the process of step S3 is executed, the control unit 303 executes a matching process based on the play start operation received by the server device 30 (step S4).
  • steps S1 to S3 are similarly executed.
  • steps S1 to S3 are similarly executed.
  • a play start request including a user ID for identifying the second user is transmitted from the second user terminal 20 to the server device 30, and the second user is given one of a plurality of play modes (battle mode and enjoy mode).
  • a play mode is forcibly assigned.
  • step S4 two users are matched from among the plurality of users identified by the user IDs included in each of the plurality of play start requests received by the server device 30.
  • matching is performed based on, for example, the rank included in the user data including the user ID included in the play start request and the play mode assigned to the user identified by the user ID (hereinafter referred to as matching condition).
  • matching condition the rank included in the user data including the user ID included in the play start request and the play mode assigned to the user identified by the user ID.
  • first and second users are matched as two users who play a golf game.
  • step S4 When the process of step S4 is executed, the server device 30 instructs the first user terminal 10 to play the golf game in the play mode assigned to the first user, and also The game data stored in the unit 301 is transmitted to the first user terminal 10 (step S5). In other words, through the process of step S5, game data for playing a golf game with the second user is downloaded from the server device 30 to the first user terminal 10.
  • the first user terminal 10 is provided with a user interface that allows an operation to instruct the start of playing the golf game.
  • FIG. 10 shows an example of an operation screen corresponding to a user interface provided on the first user terminal 10.
  • the operation screen 50 shown in FIG. 10 is provided with a rank icon 51, a rank point display area 52, a play start instruction button 53, and the like, as well as a character operated by the first user when playing the golf game.
  • the rank icon 51 represents the rank of the first user.
  • the rank icon 51 indicates that the first user's rank is rookie. Note that the rank icon 51 is displayed in different ways depending on the rank included in the user data stored in the storage unit 104 included in the first user terminal 10.
  • the rank point display area 52 displays the rank points acquired by the first user (hereinafter referred to as acquired rank points) and the rank required to raise the rank of the first user (that is, to be promoted to the next rank). Points (hereinafter referred to as target rank points) are displayed. In the example shown in FIG. 10, the rank point display area 52 shows that the acquired rank points are 350 and the target rank points are 400. Note that the acquired rank points and target rank points displayed in the rank point display area 52 differ depending on the rank points and rank included in the user data stored in the storage unit 104 included in the first user terminal 10.
  • the play start instruction button 53 is a button for instructing to start playing a golf game.
  • "Competition" is displayed on the play start instruction button 53. That is, FIG. 10 assumes an operation screen displayed on the first user terminal 10 when the play mode assigned to the first user is the battle mode.
  • the operation screen 50 shown in FIG. 10 is a screen that corresponds to a home screen in a golf game, for example, but the home screen is a screen that allows the first user to use an acquired item or purchase a new item, for example. It may have a user interface that allows transition to .
  • FIG. 10 assumes the operation screen displayed on the first user terminal 10 when the play mode assigned to the first user is the battle mode, but the play mode is the enjoy mode.
  • an operation screen 50 shown in FIG. 11 is displayed. Note that the operation screen 50 shown in FIG. 11 is similar to the operation screen 50 shown in FIG. 10 except that the "competition" displayed on the play start instruction button 53 is "enjoy".
  • the first user selects the play mode assigned to the first user (that is, the next You can check the play mode when playing a golf game.
  • the operation screen 50 displayed on the first user terminal 10 is provided with only a play start instruction button 53 corresponding to one play mode, and the operation screen 5 0 (user interface) is configured not to accept operations to change the play mode forcibly assigned to the first user (that is, the first user cannot perform operations to change the play mode). shall be taken as a thing.
  • operation screen 50 shown in FIGS. 10 and 11 has been described here as an example of the user interface (operation screen) provided in the first user terminal 10, the user interface may have a different form.
  • the server device 30 instructs the second user terminal 20 to play the golf game in the play mode assigned to the second user, and also stores information in the storage unit 301 included in the server device 30.
  • the stored game data is transmitted to the second user terminal 20 (step S6).
  • game data for playing a golf game with the first user is downloaded from the server device 30 to the second user terminal 20.
  • the second user terminal 20 is provided with a user interface that allows an operation to instruct the start of playing the golf game.
  • the user interface provided at the second user terminal 20 is the same as the user interface (operation screen) provided at the first user terminal 10 described above, so a detailed explanation thereof will be omitted here.
  • An instruction to start playing the golf game is given via the user interface (play start instruction button) provided on the first user terminal 10, and an instruction is given via the user interface (play start instruction button) provided on the second user terminal 20.
  • the start of playing the golf game is instructed, the playing of the golf game by the first and second users via the first user terminal 10 and the second user terminal 20 (that is, the competition between the first and second users) starts.
  • Start step S7.
  • the first user terminal 10 controls unit 102 and display processing unit 103 included in it
  • the second user terminal 20 controls unit 102 and display processing unit 103 included in it
  • the server device 30 executes a process of providing a game play environment in which the first and second users can play a golf game (step S8).
  • the game play environment in which the golf game can be played includes, for example, external factors such as the hole (competition area) in which the golf game is played and the direction and strength of the wind that affects the ball hit.
  • step S8 includes the process of defining the game play environment (game space) based on the game data transmitted from the server device 30 in steps S5 and S6, and the first user's operation as described above. from the first user terminal 10 to the second user terminal 20 via the server device 30; relaying the second user's operation from the second user terminal 20 to the first user terminal 10 via the server device 30; This includes processing related to control for advancing the golf game based on the operations of the first and second users at the first user terminal 10 and the second user terminal 20.
  • the first and second users alternately hit the balls at each other, but in the process of step S8, each time the first and second users' balls move, the first and second users' balls are hit. It is assumed that the location of is notified to the server device 30 from (at least one of) the first user terminal 10 and the second user terminal 20.
  • the control unit 303 included in the server device 30 detects the end of the golf game based on the positions of the balls of the first and second users notified from the first user terminal 10 and the second user terminal 20, as described above. .
  • the game data transmitted (downloaded) from the server device 30 to the first user terminal 10 and the second user terminal 20 is when the play mode in which the golf game is played is the competition mode. This is common even in the enjoy mode, and is game data for playing a golf game with four holes. It is assumed that these four holes are randomly selected (determined) from among a plurality of holes prepared in advance, for example.
  • the end of the golf game is detected when one of the first and second users can be determined as the winning user.
  • the end of the golf game is detected when the first and second users have completed two of the four holes described above.
  • control unit 303 executes processing according to the play mode in which the golf game was played (the play mode assigned to the first and second users). Step S9).
  • step S9 different processing is executed depending on whether the first and second users play the golf game in the competition mode or when the first and second users play the golf game in the enjoy mode.
  • the process executed in step S9 when the first and second users play the golf game in the competition mode (hereinafter referred to as the competition mode process), and the process performed when the first and second users play the golf game in the enjoy mode.
  • the process executed in step S9 when the game is played (hereinafter referred to as "enjoy mode process”) will be explained.
  • the battle mode is a play mode in which a winning user is given a reward and a losing user is penalized, depending on the result of the golf game played in the battle mode (that is, the result of the battle).
  • the reward in the battle mode includes an increase in rank points for increasing the rank described above.
  • "being given a reward” includes increasing the user's rank points.
  • penalties in the battle mode include a reduction in rank points for increasing the rank.
  • "imposed a penalty" includes reducing the user's rank points (the user loses rank points).
  • the control unit 303 determines the winning user and the losing user based on the positions of the balls of the first and second users notified from the first user terminal 10 and the second user terminal 20 as described above. Determine the user.
  • the control unit 303 determines a reward (hereinafter referred to as increased points) to be given to the winning user and a penalty (hereinafter referred to as decreased points) to be imposed on the defeated user.
  • increased points and decreased points are determined by referring to the battle mode point table. It is assumed that the battle mode point table is stored in advance in the storage unit 301 included in the server device 30, for example.
  • FIG. 12 shows an example of the data structure of the battle mode point table.
  • increased points and decreased points 1 to 4 are defined in association with ranks.
  • Increased points are rank points that are increased when a battle is won. Furthermore, in a golf game played in competitive mode as described above, the winner or loser is decided on the first hole (determined by the winning user and the losing user), the winner is decided on the second hole, and the winner is decided on the third hole. In some cases, the winner or loser may be decided by a near-pin showdown (that is, on the 4th hole).
  • the reduction point 1 is a rank point that is reduced when the player loses on the first hole.
  • Decrease point 2 is a rank point that is reduced when the player loses on the second hole.
  • the reduction point 3 is a rank point that is reduced when the player loses on the third hole.
  • the reduction point 4 is a rank point that is reduced when the player is defeated in the near pin match.
  • the rank is beginner, the enjoy mode is assigned to all (that is, the golf game is not played in the battle mode), so in the point table for the battle mode, the rank "Beginner" is assigned.
  • the corresponding increase points and decrease points 1 to 4 that is, rewards and penalties in the battle mode) are not defined.
  • the rank of the defeated user who lost on the third hole is bronze, it is shown that the rank points of the defeated user are reduced by 11. Furthermore, if the rank of the defeated user who lost in the near-pin match is bronze, it is shown that the rank points of the defeated user are reduced by 10.
  • the battle mode point table as shown in FIG. can be determined. Specifically, for example, if the ranks of the first and second users are Rookie and the first user wins on the first hole, 60 is determined as the first user's increase point, and the second user's decrease point is determined as 60. 0 is determined as the point.
  • the increased points are the same even for different ranks, but the increased points may have different values for each rank.
  • reduction points 1 to 4 are defined so that the number of rank points to be reduced decreases in the order of reduction points 1 to 4, but the reduction points 1 to 4 are defined in such a way that the number of rank points to be reduced decreases in the order of reduction points 1 to 4.
  • the reduction points 1 to 4 may have the same value, or may be defined so that the number of rank points to be reduced increases in the order of the reduction points 1 to 4.
  • reduction points 1 to 4 in the battle mode point table shown in FIG. 12 the higher the rank, the more rank points are reduced (in other words, if you do not win many battles, you cannot increase your rank).
  • the values of reduction points 1 to 4 may be the same between different ranks.
  • reduction points 1 to 4 associated with the rank "Rookie” are 0 (that is, if the rank is Rookie, the rank points of the defeated user are reduced).
  • reduction points 1 to 4 may be defined so that even if a user is a rookie, his rank points are reduced when he loses a match.
  • enjoy mode is a play mode in which rewards are given based on the result of the golf game played in the enjoy mode (that is, the score when the golf game is played). Note that the reward in the enjoy mode includes an increase in rank points, similar to the battle mode described above.
  • the control unit 303 based on (the transition of) the positions of the first and second users' balls notified from the first user terminal 10 and the second user terminal 20, Obtain the scores of the first and second users.
  • the control unit 303 determines the rewards to be given to the first and second users (that is, the increased points of the first and second users) based on the acquired scores of the first and second users. do.
  • the additional points are determined by referring to the enjoy mode point table. It is assumed that the enjoy mode point table is stored in advance in the storage unit 301 included in the server device 30, for example.
  • FIG. 13 shows an example of the data structure of the enjoy mode point table.
  • increased points 1 to 10 are defined in association with ranks.
  • the amount of increase in rank points varies depending on the user's score when playing the golf game on two holes.
  • the increase point 1 is a rank point that is increased when the user's score is ⁇ 4 (or lower).
  • Increase point 2 is a rank point that is increased when the user's score is -3.
  • the increase point 3 is a rank point that is increased when the user's score is -2.
  • Increase point 4 is a rank point that is increased when the user's score is -1.
  • the increase point 5 is a rank point that is increased when the user's score is 0.
  • the increase point 6 is a rank point that is increased when the user's score is +1.
  • the increase point 7 is a rank point that is increased when the user's score is +2.
  • the increase point 8 is a rank point that is increased when the user's score is +3.
  • the increase point 9 is a rank point that is increased when the user's score is +4 (or more).
  • rank points are increased regardless of the scores of other users as described above, but in this embodiment, rank points are increased for the purpose of interacting with other users, etc.
  • the golf game is played in the same format as when playing against other users. Therefore, the golf game may be interrupted if, for example, another user retires. Therefore, the point table for enjoy mode in this embodiment is designed so that rank points can be increased (rewards are given) even when the golf game is interrupted due to the above-mentioned retirement of another user, etc. , an increase point of 10 is defined.
  • the increased points of 10 are rank points that are increased when another user retires, but may also be applied when the golf game is interrupted due to a communication failure or the like.
  • the score 65 and if the score is -2, increase the user's rank points by 60; if the score is -1, increase the user's rank points by 55, and if the score is 0. If the score is +1, increase the rank points of the user by 50; if the score is +1, increase the rank points of the user by 45; if the score is +2, increase the rank points of the user by 40. , if the score is +3, increase the rank points of the user by 40, and if the score is +4 (or higher), increase the rank points of the user by 40, for example, due to the retirement of another user, etc. It is shown that when the golf game is interrupted, the rank points of the user are increased by 50.
  • the points to be increased for the first and second users according to their ranks and scores can be determined by referring to the point table for enjoy mode as shown in FIG. 13 described above, for example. Specifically, for example, if the score of the first user whose rank is Rookie is -2, 50 is determined as the increase point for the first user, and the score of the second user whose rank is Rookie is +1. In some cases, 35 points are determined as the additional points for the second user.
  • the increase points 1 to 10 defined in the point table for enjoy mode shown in FIG. 13 are merely examples, and other values may be defined.
  • the increase points 1 to 10 in the point table for enjoy mode shown in FIG. 13 are defined such that the lower the rank, the more rank points are increased. Values may be the same between different ranks.
  • the points do not decrease in the enjoy mode, but if a predetermined condition such as a specific rank (for example, a high rank such as diamond) is met, the enjoy mode
  • a predetermined condition such as a specific rank (for example, a high rank such as diamond) is met.
  • a system may be adopted in which points are reduced according to the score.
  • the result of the process in step S9 is held within the server device 30 (for example, the control unit 303).
  • the result of the process in step S9 includes the first user's increased points and the second user's decreased points (or the first user's decreased points and the second user's decreased points). User increase points) are included.
  • the result of the process in step S9 includes the increased points of the first and second users.
  • step S9 assume that the battle mode process is executed in step S9 described above, and it is determined that the first user is the winning user and the second user is the losing user in the target mode process.
  • the server device 30 notifies the first user terminal 10 of the first user's increased points determined in the battle mode process (step S10).
  • the display processing unit 103 included in the first user terminal 10 displays a result screen including the increased points notified in step S10 on the display 15 of the first user terminal 10.
  • the server device 30 notifies the second user terminal of the second user's reduction points determined in the battle mode process (step S11).
  • the display processing unit 103 included in the second user terminal 20 displays a result screen including the reduction points notified in step S11 on the display 15 of the second user terminal 20.
  • the server device 30 notifies the first user terminal 10 of the reduced points of the first user in step S10. , a result screen including the reduced points is displayed on the display 15 of the first user terminal 10.
  • the increased points of the second user are transferred from the server device 30 to the second user terminal 20 in step S11. is notified, and a result screen including the increased points is displayed on the display 15 of the second user terminal 20.
  • step S9 the server device 30 notifies the first user terminal 10 of the first user's increased points determined in the enjoy mode process, and a result screen including the increased points is displayed on the display 15 of the first user terminal 10. .
  • the server device 30 notifies the second user terminal 20 of the second user's increased points determined in the enjoy mode process, and a result screen including the increased points is displayed on the display 15 of the second user terminal 20. .
  • the data management unit 302 included in the server device 30 stores the data in the storage unit 301 based on the result of the process of step S9 held in the server device 30.
  • the stored user data of the first and second users is updated (step S12).
  • step S9 When the battle mode process is executed in step S9, and the result of the process in step S9 includes, for example, increased points for the first user and decreased points for the second user, the results are stored in the storage unit 301 in step S12.
  • the increased points of the first user are added to the rank points included in the user data of the first user, and the increase points of the first user are added to the rank points included in the user data of the second user stored in the storage unit 301.
  • the reduction points will be subtracted.
  • step S12 when the battle mode process is executed in step S9, and the result of the process in step S9 includes, for example, the first user's decreased points and the second user's increased points, in step S12, the storage unit 301 is stored.
  • the decrease points of the first user are subtracted from the rank points included in the stored user data of the first user, and the rank points included in the user data of the second user stored in the storage unit 301 are added to the rank points included in the user data of the second user stored in the storage unit 301.
  • the additional points of 2 users are added.
  • step S9 the result of the process in step S9 includes the increased points of the first and second users due to the execution of the enjoy mode process in step S9
  • step S12 the result of the process in step S9 includes the increased points of the first and second users.
  • the increased points of the first user are added to the rank points included in the user data of one user
  • the increased points of the second user are added to the rank points included in the user data of the second user stored in the storage unit 301. is added.
  • step S12 corresponds to the process of reflecting in the user data the reward and penalty based on the result of playing the golf game in the play mode assigned to the first and second users as described above.
  • the rank included in the user data of the user is also updated.
  • the rank will not be lowered (demoted), but the rank may be lowered (demoted) in accordance with the decrease in rank points. In this way, even when a user's rank falls due to a decrease (subtraction) in rank points, the rank included in the user data of the user is similarly updated.
  • step S12 described above may be executed after the processes of steps S10 and S11 are executed, but for example, updating the user data of the first user is performed when the home screen is displayed on the first user terminal 10.
  • the second user's user data is updated at the second user terminal 20. It may be executed at the timing when the screen is displayed (for example, when the "Go to Home” button provided on the result screen displayed on the second user terminal 20 is designated). That is, the update of user data may be set to be executed at a predetermined timing.
  • the server device 30 transmits the user data of the first user updated in step S12 to the first user terminal 10 (step S13).
  • the user data of the first user transmitted from the server device 30 in step S13 is received by the first user terminal 10 and stored in the storage unit 104 included in the first user terminal 10.
  • the first user can check the rank, rank points, etc. of the first user based on such user data of the first user.
  • the server device 30 transmits the second user's user data updated in step S12 to the second user terminal 20 (step S14).
  • the user data of the second user transmitted from the server device 30 in step S14 is received by the second user terminal 20 and stored in the storage unit 104 included in the second user terminal 20.
  • the second user can check the rank, rank points, etc. of the second user based on such user data of the second user.
  • FIG. 6 shows the process when the first user plays the golf game once
  • the process shown in FIG. 6 is repeatedly executed every time the first user plays the golf game. .
  • the first user can play golf in play modes that are sequentially selected (forcibly assigned) according to the play mode cycle corresponding to the rank of the first user. can play games.
  • a user plays a golf game (competitive game)
  • one of the pre-prepared competitive mode and enjoy mode is forcibly assigned.
  • a game play environment is provided in which the golf game can be played in the forcibly assigned play mode.
  • the play mode forcibly assigned to the user is selected based on the user's rank.
  • the above-described configuration makes it possible to suppress a decrease in motivation of a user who plays a golf game.
  • rank points are increased or decreased based on the results of battles with other users, but also a battle mode in which rank points are increased or decreased based on the results of battles with other users, but also based on the score when the golf game is played.
  • rank points can be easily adjusted by forcibly assigning the enjoy mode to the user. Increasing the rank in this way can serve as motivation for continuously playing the golf game.
  • the golf game can be played more easily in the enjoy mode than in the battle mode, it is possible to encourage continuous playing of the golf game.
  • the enjoy mode has the advantage that it can provide an environment for improving golf game proficiency (that is, practicing golf games) without losing rank points.
  • the golf game in this embodiment has a game feature in which one of the objectives is to increase the rank based on the acquired rank points, so the reward is an increase in rank points, and the penalty is rank points.
  • the compensation and penalty are a decrease in Specifically, the reward may be the provision of an item, and the penalty may be the disappearance of the item.
  • the battle mode and the enjoy mode described in this embodiment are examples of a plurality of play modes prepared in advance, and in this embodiment, a plurality of play modes are provided in order to suppress a decrease in the motivation of the user who plays the golf game. Any configuration is sufficient as long as it forcibly assigns one play mode among the play modes. That is, in the present embodiment, a plurality of play modes may be provided in which, for example, rewards given by playing a golf game or penalties imposed by playing the golf game are different. Further, although it can be said that external factors such as the direction and strength of the wind that affect holes and batted balls in the golf game described in this embodiment correspond to the difficulty level of the golf game, in this embodiment, the difficulty level A plurality of play modes with different degrees may be provided. Furthermore, the difficulty level may be a concept that includes the strength of an opponent, the difficulty of operations when playing a golf game, and the like.
  • the ratio at which the enjoy mode is assigned is adjusted according to the rank, and the user A decrease in motivation can be appropriately suppressed.
  • the user's rank is Rookie, Bronze, or Silver (first rank)
  • a different play mode (competition mode) is selected each time the user plays a golf game. or Enjoy mode) and the user's ranks are beginnerer, Gold, Platinum, and Diamond (second rank)
  • the user's ranks include a rank to which a plurality of play modes are sequentially and selectively assigned according to a cycle, and a rank to which one play mode among the plurality of play modes is fixedly assigned. It may be prepared.
  • the user terminal used by the user is instructed to play the golf game in that play mode. It is assumed that the user interface provided on the user terminal does not accept operations to change the forcibly assigned play mode. According to such a configuration, the user has to play the golf game in the forcibly assigned play mode, and as a result of the user freely changing (selecting) the play mode, the user's motivation decreases. Such situations can be avoided.
  • the configuration may be such that parameters (such as weights) that affect the selection of the play mode in the play mode allocation process are changed in accordance with the user's instructions. is also possible.
  • the play mode has been described as being forcibly assigned according to the play mode cycle predetermined for each rank.
  • the play mode of the next golf game may be determined by lottery. This probability may be set such that, for example, the lower the rank, the more likely the enjoy mode will be selected, and the higher the rank, the more likely the battle mode will be selected.
  • a cycle may be prepared in which the player plays in Accept mode M times, and then in Competitive mode N times, and some users may be able to select such a cycle regardless of their rank. You can also do this.
  • the play mode cycle shown in FIG. 8 is changed based on the result of playing the golf game in the battle mode (that is, the result of the battle played in the battle mode). Can be done.
  • the play mode that is forcibly assigned based on the user's rank is selected, but in this embodiment, as described above, the play mode is A configuration may be adopted in which a play mode (for example, enjoy mode) is forcibly assigned based on the result of the play.
  • the play mode may be assigned by considering both the rank and the results of past matches, or the play mode may be assigned by considering only the results of past matches.
  • another play mode is forcibly assigned based on past match results. It's okay.
  • this embodiment can also be configured such that a predetermined play mode is forcibly assigned when a predetermined condition regarding the game situation is satisfied, for example. good.
  • the "game situation” includes, for example, situations such as a predetermined number of consecutive defeats in competitive mode, and in this case, enjoy mode is added (forcibly) based on the number of consecutive losses. assignment).
  • the "game situation” may be a concept including rank, battle results, and the like.
  • the play mode cycle when the ranks are gold, platinum, and diamond has been described here
  • the play mode cycle when the ranks are rookie, bronze, and silver may be changed.
  • the rank is Rookie, Bronze, or Silver,
  • Enjoy mode is already included in the play mode cycle, but if you lose one match in competitive mode, the cycle of that play mode will be added. An enjoy mode may also be added.
  • FIG. 14 shows an example of changing the play mode cycle when the rank is Rookie.
  • FIG. 14 for example, when the play mode is sequentially repeated with one cycle of the battle mode and two times of the enjoy mode shown in FIG. 9, if the battle in the battle mode is defeated, the cycle of the play mode An example is shown in which "competition mode once, enjoy mode twice" is changed to "competition mode once, enjoy mode three times”.
  • the play mode cycle before the change (competition mode 1 and enjoy mode 3) in which one enjoy mode was added
  • the play mode cycle before the change (competition mode 1 play mode is assigned according to the number of times and enjoy mode twice).
  • FIG. 14 by changing the play mode cycle, if you lose one match, you will be forced to play the golf game in Accept mode three times in a row before playing the golf game in Competitive mode next time. It is possible to realize a play mode assignment.
  • the enjoy mode will be added once, but in this embodiment, the number of consecutive losses in the battle (that is, the number of consecutive losses) It is also possible to adopt a configuration in which if the number exceeds a threshold value, the player is forced to play in the enjoy mode n times in a row before the next battle mode.
  • a play mode for one cycle is assigned according to the cycle of the play mode after the change, and then a play mode is assigned according to the cycle of the play mode before the change (in other words, the cycle of the play mode after the change is one cycle).
  • the cycle of the play mode after the change may be applied multiple times.
  • the golf game is played in a format where you compete against other users even in the enjoy mode, from the perspective of improving motivation by enjoying the golf game with other users (that is, although a configuration in which two users play a golf game is adopted, the opponent in the golf game played in the enjoy mode may be a non-player character (NPC). Further, in this embodiment, it is also possible to use a non-player character as an opponent in a golf game played in a competitive mode.
  • NPC non-player character
  • a golf game has been described as an example of a competitive game, but competitive games to which this embodiment can be applied are not limited to golf games.
  • the competitive game to which this embodiment can be applied is not limited to a competitive game in which a one-on-one competition is performed, but may be a competitive game in which a multiple-versus-multiple competition is performed.
  • the present invention is not limited to the above-described embodiments as they are, and can be embodied by modifying the constituent elements within the scope of the invention at the implementation stage.
  • various inventions can be formed by appropriately combining the plurality of components disclosed in the above embodiments. For example, some components may be deleted from all the components shown in the embodiments. Furthermore, components from different embodiments may be combined as appropriate.
  • SYMBOLS 1...Game system 10...First user terminal, 11...Nonvolatile memory, 12...CPU, 13...Main memory, 13A...Game program, 14...Wireless communication device, 15...Display, 16...Touch panel, 20...Second User terminal, 30... Server device, 31... Non-volatile memory, 32... CPU, 33... Main memory, 33A... Game program, 34... Wireless communication device, 40... Network, 101... Operation reception unit, 102... Control unit, 103 ...Display processing section, 104... Storage section, 301... Storage section, 302... Data management section, 303... Control section.

Landscapes

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

Abstract

This game system provides a gameplay environment in which, when a user plays a game, it is possible to forcibly assign one play mode among a plurality of play modes that are prepared in advance and to play the game in the forcibly assigned play mode. The forcibly assigned play mode is selected on the basis of the progress of the user in the game.

Description

プログラム及びシステムPrograms and systems
本発明は、プログラム及びシステムに関する。 The present invention relates to a program and a system.
近年では、例えばオンラインでユーザがゲームをプレイすることを実現するゲームシステムが知られている。 In recent years, game systems have become known that allow users to play games online, for example.
このようなゲームシステムにおいては様々なユーザがゲームをプレイすることが想定されるが、当該ゲームシステムの運営者は、多くのユーザに当該ゲームを継続的にプレイしてもらうことを望んでいる。 In such a game system, it is assumed that various users play the game, and the operator of the game system wants many users to continuously play the game.
しかしながら、ゲームに対する熟練度が十分でないユーザは、当該熟練度が高いユーザと比べて、当該ゲームをプレイするためのモチベーションが低下しやすい。 However, a user who is not sufficiently skilled with a game tends to be less motivated to play the game than a user who is highly skilled.
特許第5621879号公報Patent No. 5621879
そこで、本発明の目的は、ゲームをプレイするユーザのモチベーションの低下を抑制することが可能なプログラム及びシステムを提供することにある。 SUMMARY OF THE INVENTION Therefore, an object of the present invention is to provide a program and a system that can suppress a decrease in motivation of a user who plays a game.
本発明の1つの態様によれば、コンピュータを、ユーザがゲームをプレイする際に、予め用意されている複数のプレイモードのうちの1つのプレイモードを強制的に割り当てる割り当て手段、強制的に割り当てられた前記1つのプレイモードで前記ゲームをプレイすることが可能なゲームプレイ環境を提供する提供手段として機能させ、強制的に割り当てられる前記1つのプレイモードは、前記ユーザのゲーム進行度に基づいて選択されるプログラムが提供される。 According to one aspect of the present invention, an assignment means for forcibly assigning a computer to one play mode among a plurality of play modes prepared in advance when a user plays a game; The one play mode that is forcibly assigned is based on the game progress of the user. Selected programs are provided.
本発明は、ゲームをプレイするユーザのモチベーションの低下を抑制することを可能とする。 INDUSTRIAL APPLICABILITY The present invention makes it possible to suppress a decrease in motivation of a user who plays a game.
本発明の実施形態に係るゲームシステムの構成の一例を示す図。1 is a diagram showing an example of the configuration of a game system according to an embodiment of the present invention. 第1ユーザ端末のハードウェア構成の一例を示す図。The figure which shows an example of the hardware configuration of a 1st user terminal. サーバ装置のハードウェア構成の一例を示す図。The figure which shows an example of the hardware configuration of a server apparatus. 第1ユーザ端末の機能構成の一例を示す図。The figure which shows an example of the functional structure of a 1st user terminal. サーバ装置の機能構成の一例を示す図。The figure which shows an example of the functional structure of a server apparatus. ゲームシステムの処理手順の一例を示すシーケンスチャート。The sequence chart which shows an example of the processing procedure of a game system. 第1ユーザのユーザデータのデータ構造の一例を示す図。The figure which shows an example of the data structure of the 1st user's user data. サイクルデータのデータ構造の一例を示す図。The figure which shows an example of the data structure of cycle data. プレイモードのサイクルの一例について説明するための図。FIG. 3 is a diagram for explaining an example of a play mode cycle. 操作画面の一例を示す図。The figure which shows an example of an operation screen. 操作画面の他の例を示す図。The figure which shows the other example of an operation screen. 対戦モード用ポイントテーブルのデータ構造の一例を示す図。The figure which shows an example of the data structure of the point table for battle modes. エンジョイモード用ポイントテーブルのデータ構造の一例を示す図。The figure which shows an example of the data structure of the point table for enjoy modes. プレイモードのサイクルの変更例について説明するための図。The figure for explaining the example of a change of the cycle of a play mode.
以下、図面を参照して、本発明の実施形態について説明する。
図1は、本実施形態に係るゲームシステムの構成の一例を示す。図1に示すゲームシステム1は、例えばオンラインでユーザがゲームをプレイすることを実現するように構成されており、第1ユーザ端末10、第2ユーザ端末20及びサーバ装置30を備える。なお、本実施形態においてユーザがプレイするゲームには、他のユーザと対戦を行う対戦ゲームが含まれる。
Embodiments of the present invention will be described below with reference to the drawings.
FIG. 1 shows an example of the configuration of a game system according to this embodiment. A game system 1 shown in FIG. 1 is configured to allow a user to play a game online, for example, and includes a first user terminal 10, a second user terminal 20, and a server device 30. Note that in this embodiment, the games played by the user include competitive games in which the user competes against other users.
第1ユーザ端末10は、例えば第1ユーザによって使用される電子機器である。第2ユーザ端末20は、例えば第1ユーザとは異なる第2ユーザによって使用される電子機器である。本実施形態においては、第1ユーザ端末10及び第2ユーザ端末20が例えばスマートフォンであるような場合を想定しているが、当該第1ユーザ端末10及び第2ユーザ端末20は、例えばタブレット端末及びパーソナルコンピュータのような他の電子機器であっても構わない。 The first user terminal 10 is, for example, an electronic device used by a first user. The second user terminal 20 is, for example, an electronic device used by a second user different from the first user. In this embodiment, it is assumed that the first user terminal 10 and the second user terminal 20 are, for example, smartphones, but the first user terminal 10 and the second user terminal 20 are, for example, a tablet terminal and a smartphone. It may also be other electronic equipment such as a personal computer.
サーバ装置30は、インターネットのようなネットワーク40を介して、第1ユーザ端末10及び第2ユーザ端末20と通信可能に接続されている。 The server device 30 is communicably connected to the first user terminal 10 and the second user terminal 20 via a network 40 such as the Internet.
なお、図1においては2つのユーザ端末(第1ユーザ端末10及び第2ユーザ端末20)のみが示されているが、ゲームシステム1は、当該ゲームシステム1(サーバ装置30)に予め登録された複数のユーザ(つまり、対戦ゲームをプレイすることが可能な複数のユーザ)の各々によって使用される複数のユーザ端末を備えているものとする。 Although only two user terminals (first user terminal 10 and second user terminal 20) are shown in FIG. It is assumed that a plurality of user terminals are provided, each of which is used by a plurality of users (that is, a plurality of users who can play competitive games).
図2は、図1に示す第1ユーザ端末10のハードウェア構成の一例を示す。ここでは、図2を参照して、第1ユーザ端末10がスマートフォンである場合のハードウェア構成について説明する。 FIG. 2 shows an example of the hardware configuration of the first user terminal 10 shown in FIG. Here, with reference to FIG. 2, a hardware configuration when the first user terminal 10 is a smartphone will be described.
図2に示すように、第1ユーザ端末10は、不揮発性メモリ11、CPU12、メインメモリ13、無線通信デバイス14、ディスプレイ15及びタッチパネル16等を備える。 As shown in FIG. 2, the first user terminal 10 includes a nonvolatile memory 11, a CPU 12, a main memory 13, a wireless communication device 14, a display 15, a touch panel 16, and the like.
不揮発性メモリ11は、各種プログラムを格納する。不揮発性メモリ11に格納されている各種プログラムには、例えばオペレーティングシステム(OS)及び第1ユーザ端末10上で動作する各種アプリケーションプログラム等が含まれる。 Nonvolatile memory 11 stores various programs. The various programs stored in the nonvolatile memory 11 include, for example, an operating system (OS) and various application programs that operate on the first user terminal 10.
CPU12は、第1ユーザ端末10内の様々なコンポーネントの動作を制御するためのプロセッサであり、例えば不揮発性メモリ11に格納されている各種プログラムを実行する。CPU12は、単一のプロセッサであってもよいし、複数のプロセッサから構成されていてもよい。なお、不揮発性メモリ11に格納されている各種プログラムは当該不揮発性メモリ11からメインメモリ13にロードされてCPU12によって実行されるが、当該CPU12によって実行されるプログラム(アプリケーションプログラム)には、ゲームシステム1においてユーザ端末として動作するためのゲームプログラム13Aが含まれる。 The CPU 12 is a processor for controlling the operations of various components within the first user terminal 10, and executes various programs stored in the nonvolatile memory 11, for example. The CPU 12 may be a single processor or may be composed of multiple processors. Note that various programs stored in the nonvolatile memory 11 are loaded from the nonvolatile memory 11 to the main memory 13 and executed by the CPU 12, but the programs (application programs) executed by the CPU 12 include the game system 1 includes a game program 13A for operating as a user terminal.
無線通信デバイス14は、外部装置(例えば、サーバ装置30等)との無線通信を実行するためのデバイスである。 The wireless communication device 14 is a device for performing wireless communication with an external device (for example, the server device 30, etc.).
ディスプレイ15は、例えば第1ユーザによってプレイされる対戦ゲームに関する各種画面を表示するための表示デバイスである。 The display 15 is a display device for displaying various screens related to, for example, a battle game played by the first user.
タッチパネル16は、第1ユーザの指先等が接触した位置を検出する入力デバイスであり、例えばディスプレイ15の前面に重畳して配置される。 The touch panel 16 is an input device that detects the position touched by the first user's fingertip or the like, and is arranged, for example, to overlap the front surface of the display 15.
ディスプレイ15及びタッチパネル16はタッチスクリーンディスプレイを構成し、当該タッチスクリーンディスプレイにより、画面に対する第1ユーザの各種操作を検知することができる。 The display 15 and the touch panel 16 constitute a touch screen display, and the touch screen display can detect various operations performed by the first user on the screen.
図2においては第1ユーザによって使用される第1ユーザ端末10のハードウェア構成について説明したが、第2ユーザによって使用される第2ユーザ端末20(及び他のユーザによって使用される歌のユーザ端末)のハードウェア構成は、第1ユーザ端末10と同様である。このため、以下の説明においては、第2ユーザ端末20(及び他のユーザ端末)のハードウェア構成についても図2を用いて説明する。 Although the hardware configuration of the first user terminal 10 used by the first user has been described in FIG. 2, the second user terminal 20 used by the second user (and the song user terminal used by other users) has been described. ) has the same hardware configuration as the first user terminal 10. Therefore, in the following description, the hardware configuration of the second user terminal 20 (and other user terminals) will also be described using FIG. 2.
図3は、図1に示すサーバ装置30のハードウェア構成の一例を示す。図3に示すように、サーバ装置30は、不揮発性メモリ31、CPU32、メインメモリ33及び無線通信デバイス34等を備える。 FIG. 3 shows an example of the hardware configuration of the server device 30 shown in FIG. 1. As shown in FIG. 3, the server device 30 includes a nonvolatile memory 31, a CPU 32, a main memory 33, a wireless communication device 34, and the like.
不揮発性メモリ31は、各種プログラムを格納する。不揮発性メモリ31に格納されている各種プログラムには、例えばオペレーティングシステム(OS)及びサーバ装置30上で動作する各種アプリケーションプログラム等が含まれる。 Nonvolatile memory 31 stores various programs. The various programs stored in the nonvolatile memory 31 include, for example, an operating system (OS) and various application programs that operate on the server device 30.
CPU32は、サーバ装置30内の様々なコンポーネントの動作を制御するためのプロセッサであり、例えば不揮発性メモリ31に格納されている各種プログラムを実行する。CPU32は、単一のプロセッサであってもよいし、複数のプロセッサから構成されていてもよい。なお、不揮発性メモリ31に格納されている各種プログラムは当該不揮発性メモリ31からメインメモリ33にロードされてCPU32によって実行されるが、当該CPU32によって実行されるプログラム(アプリケーションプログラム)には、ゲームシステム1においてサーバ装置として動作するためのゲームプログラム33Aが含まれる。 The CPU 32 is a processor for controlling the operations of various components within the server device 30, and executes various programs stored in the nonvolatile memory 31, for example. The CPU 32 may be a single processor or may be composed of multiple processors. Note that various programs stored in the nonvolatile memory 31 are loaded from the nonvolatile memory 31 to the main memory 33 and executed by the CPU 32, but the programs (application programs) executed by the CPU 32 include the game system 1 includes a game program 33A for operating as a server device.
無線通信デバイス34は、外部装置(例えば、第1ユーザ端末10及び第2ユーザ端末20等)との無線通信を実行するためのデバイスである。 The wireless communication device 34 is a device for performing wireless communication with external devices (for example, the first user terminal 10, the second user terminal 20, etc.).
以下、本実施形態に係るゲームシステム1の機能構成について説明する。本実施形態に係るゲームシステム1は、例えば第1ユーザ端末10、第2ユーザ端末20及びサーバ装置30が協働して動作することにより、第1及び第2ユーザが対戦ゲームをプレイすることが可能なゲームプレイ環境を提供する機能を有する。なお、本実施形態において、ゲームプレイ環境とは、広義の対戦ゲームをプレイするために必要な環境をいい、当該対戦ゲームに関する様々な要素を含むものとする。なお、ゲームプレイ環境の一例には、ゲーム空間等が含まれる。 The functional configuration of the game system 1 according to this embodiment will be described below. The game system 1 according to the present embodiment allows the first and second users to play a competitive game, for example, by the first user terminal 10, the second user terminal 20, and the server device 30 working together. It has the function of providing a possible game play environment. Note that in this embodiment, the game play environment refers to an environment necessary for playing a competitive game in a broad sense, and includes various elements related to the competitive game. Note that an example of the game play environment includes a game space and the like.
図4は、第1ユーザ端末10の機能構成の一例を示す。図4に示すように、第1ユーザ端末10は、操作受付部101、制御部102、表示処理部103及び格納部104を含む。 FIG. 4 shows an example of the functional configuration of the first user terminal 10. As shown in FIG. 4, the first user terminal 10 includes an operation reception section 101, a control section 102, a display processing section 103, and a storage section 104.
なお、図4に示す操作受付部101、制御部102及び表示処理部103は、例えば第1ユーザ端末10が備えるCPU12(第1ユーザ端末10のコンピュータ)が上記したゲームプログラム13Aを実行すること(すなわち、ソフトウェア)によって実現される機能部である。このゲームプログラム13Aは、例えばネットワーク40を介して第1ユーザ端末10にダウンロードされてもよいし、コンピュータ読み取り可能な記憶媒体に予め格納して頒布されてもよい。 Note that the operation reception unit 101, control unit 102, and display processing unit 103 shown in FIG. In other words, it is a functional unit realized by software. This game program 13A may be downloaded to the first user terminal 10 via the network 40, for example, or may be stored in advance in a computer-readable storage medium and distributed.
また、図4に示す格納部104は、図2に示す不揮発性メモリ11またはその他の記憶装置(図示せず)等によって実現される。 Furthermore, the storage unit 104 shown in FIG. 4 is realized by the nonvolatile memory 11 shown in FIG. 2 or another storage device (not shown).
操作受付部101は、ゲームシステム1によって提供されるゲームプレイ環境において対戦ゲームをプレイするための第1ユーザの操作(指示)を受け付ける。上記したように第1ユーザ端末10がスマートフォンである場合、操作受付部101によって受け付けられる操作には、当該第1ユーザ端末10が備えるタッチパネル16(タッチスクリーンディスプレイ)に指先を接触させる操作(例えば、タップ操作、ドラッグ操作、フリック操作及びスワイプ操作等)が含まれる。 The operation receiving unit 101 receives a first user's operation (instruction) for playing a competitive game in the game play environment provided by the game system 1. As described above, when the first user terminal 10 is a smartphone, operations accepted by the operation reception unit 101 include an operation of touching a fingertip on the touch panel 16 (touch screen display) provided in the first user terminal 10 (for example, (tap operation, drag operation, flick operation, swipe operation, etc.).
制御部102は、操作受付部101によって受け付けられた操作を解釈し、ゲームプレイ環境においてプレイされる対戦ゲームを進行させるような制御を実行する。 The control unit 102 interprets the operation accepted by the operation reception unit 101, and executes control to advance the battle game played in the game play environment.
表示処理部103は、制御部102による制御に従って、上記したゲームプレイ環境及び対戦ゲームの進行に応じた画面(画像)を表示する処理を実行する。第1ユーザは、表示処理部103によって表示される画面を参照しながら、対戦ゲームをプレイするための操作を行うことができる。 The display processing unit 103 executes a process of displaying a screen (image) according to the above-described game play environment and the progress of the competitive game under the control of the control unit 102. The first user can perform operations for playing the competitive game while referring to the screen displayed by the display processing unit 103.
格納部104は、例えばゲームデータ及びユーザデータを格納する。なお、ゲームシステム1においては対戦ゲームをプレイすることが可能なユーザ(例えば、第1及び第2ユーザ)毎にアカウントが発行されているが、ゲームデータは、当該アカウント間で共通のデータ(情報)であり、上記したゲームプログラム13Aを実行する際に参照される。具体的には、ゲームデータは、例えばゲームプレイ環境を定義するためのデータや対戦ゲームに関する設定データ等を含む。一方、ユーザデータは、ユーザのアカウント毎に管理されるデータである。具体的には、第1ユーザ端末10に含まれる格納部104に格納されるユーザデータは、例えば対戦ゲームにおける第1ユーザのゲーム進行度、当該対戦ゲームにおいて第1ユーザが獲得した各種ポイント及びアイテム等を示す。なお、本実施形態においてゲーム進行度とは対戦ゲームを繰り返しプレイすることによる当該対戦ゲームの進行の度合いをいい、当該ゲーム進行度は、例えばランクまたはレベル等の指標によって表される。以下の説明においては、ゲーム進行度がランクであるものとして説明する。 The storage unit 104 stores, for example, game data and user data. In addition, in the game system 1, an account is issued for each user (for example, the first and second users) who can play the competitive game, but game data is common data (information) between the accounts. ), which is referred to when executing the game program 13A described above. Specifically, the game data includes, for example, data for defining a game play environment, setting data regarding a competitive game, and the like. On the other hand, user data is data managed for each user account. Specifically, the user data stored in the storage unit 104 included in the first user terminal 10 includes, for example, the first user's game progress in the competitive game, and various points and items acquired by the first user in the competitive game. etc. Note that in this embodiment, the degree of game progress refers to the degree of progress of the battle game by repeatedly playing the battle game, and the degree of game progress is represented by an index such as rank or level. In the following explanation, it is assumed that the game progress is a rank.
図4においては第1ユーザによって使用される第1ユーザ端末10の機能構成について説明したが、第2ユーザによって使用される第2ユーザ端末20(及び他のユーザによって使用される他のユーザ端末)の機能構成は、第1ユーザ端末10と同様である。このため、以下の説明においては、第2ユーザ端末20(及び他のユーザ端末)の機能構成についても図4を用いて説明する。 Although the functional configuration of the first user terminal 10 used by the first user has been described in FIG. 4, the second user terminal 20 used by the second user (and other user terminals used by other users) The functional configuration is similar to that of the first user terminal 10. Therefore, in the following explanation, the functional configuration of the second user terminal 20 (and other user terminals) will also be explained using FIG. 4.
図5は、サーバ装置30の機能構成の一例を示す。図5に示すように、サーバ装置30は、格納部301、データ管理部302及び制御部303を含む。 FIG. 5 shows an example of the functional configuration of the server device 30. As shown in FIG. 5, the server device 30 includes a storage section 301, a data management section 302, and a control section 303.
なお、図5に示す格納部301は、図3に示す不揮発性メモリ31またはその他の記憶装置(図示せず)等によって実現される。 Note that the storage unit 301 shown in FIG. 5 is realized by the nonvolatile memory 31 shown in FIG. 3 or another storage device (not shown).
また、図5に示すデータ管理部302及び制御部303は、例えばサーバ装置30が備えるCPU32(サーバ装置30のコンピュータ)が上記したゲームプログラム33Aを実行すること(すなわち、ソフトウェア)によって実現される機能部である。このゲームプログラム33Aは、例えばネットワーク40を介してサーバ装置30にダウンロードされてもよいし、コンピュータ読み取り可能な記憶媒体に予め格納して頒布されてもよい。 Further, the data management unit 302 and the control unit 303 shown in FIG. 5 are functions realized by, for example, the CPU 32 (computer of the server device 30) provided in the server device 30 executing the above-described game program 33A (that is, software). Department. This game program 33A may be downloaded to the server device 30 via the network 40, for example, or may be stored in advance in a computer-readable storage medium and distributed.
格納部301は、上記した第1ユーザ端末10(及び第2ユーザ端末20)に含まれる格納部104に格納されているゲームデータと同様のゲームデータを格納する。また、格納部301は、ゲームシステム1(サーバ装置30)に予め登録しているユーザ(例えば、第1及び第2ユーザ)毎のユーザデータを格納する。 The storage unit 301 stores game data similar to the game data stored in the storage unit 104 included in the first user terminal 10 (and second user terminal 20) described above. Furthermore, the storage unit 301 stores user data for each user (eg, first and second users) registered in advance in the game system 1 (server device 30).
データ管理部302は、格納部301に格納されているゲームデータ及びユーザデータを管理する。具体的には、データ管理部302は、ゲームデータ及びユーザデータの追加、更新及び削除等の処理を実行する。 The data management unit 302 manages game data and user data stored in the storage unit 301. Specifically, the data management unit 302 executes processes such as adding, updating, and deleting game data and user data.
なお、上記したように第1ユーザ端末10に含まれる格納部104にはゲームデータ及びユーザデータが格納されているが、当該ゲームデータ及びユーザデータは、データ管理部302(サーバ装置30)から第1ユーザ端末10に送信され、当該格納部104に格納される。ここでは第1ユーザ端末10についてのみ説明したが、第2ユーザ端末20を含む他のユーザ端末についても同様である。ただし、ゲームデータは第1ユーザ端末10及び第2ユーザ端末20を含む複数のユーザ端末に共通に送信されるが、ユーザデータは当該ユーザデータに対応するユーザが使用するユーザ端末にのみ送信される。以下の説明においては、例えば第1ユーザ端末10に含まれる格納部104に格納されるユーザデータ(つまり、サーバ装置30から第1ユーザ端末10に送信されるユーザデータ)を第1ユーザのユーザデータ、第2ユーザ端末20に含まれる格納部104に格納されるユーザデータ(つまり、サーバ装置30から第2ユーザ端末20に送信されるユーザデータ)を第2ユーザのユーザデータと称する。 Note that, as described above, game data and user data are stored in the storage unit 104 included in the first user terminal 10, but the game data and user data are stored in the storage unit 104 included in the first user terminal 10. 1 user terminal 10 and stored in the storage unit 104. Although only the first user terminal 10 has been described here, the same applies to other user terminals including the second user terminal 20. However, although game data is commonly transmitted to multiple user terminals including the first user terminal 10 and second user terminal 20, user data is transmitted only to the user terminal used by the user corresponding to the user data. . In the following description, for example, user data stored in the storage unit 104 included in the first user terminal 10 (that is, user data transmitted from the server device 30 to the first user terminal 10) will be referred to as the user data of the first user. The user data stored in the storage unit 104 included in the second user terminal 20 (that is, the user data transmitted from the server device 30 to the second user terminal 20) is referred to as the second user's user data.
制御部303は、ゲームシステム1において提供されるゲームプレイ環境においてプレイされる対戦ゲームにおける複数のユーザ(例えば、第1及び第2ユーザ)の対戦を実現するための処理を制御する。 The control unit 303 controls processing for realizing a battle between a plurality of users (for example, first and second users) in a battle game played in a game play environment provided in the game system 1.
ここで、例えば第1ユーザ端末10を使用する第1ユーザと第2ユーザ端末20を使用する第2ユーザとがリアルタイムで対戦を行う場合を想定する。この場合、例えば第1ユーザは第1ユーザ端末10を操作することによって当該第1ユーザ端末10上で対戦ゲームをプレイすることができるが、当該第1ユーザ端末10上でプレイされる対戦ゲーム(対戦)に第2ユーザの操作が反映されなければ、第1ユーザは、第1ユーザ端末10を使用して第2ユーザと対戦を行うことができない。同様に、例えば第2ユーザは第2ユーザ端末20を操作することによって当該第2ユーザ端末20上で対戦ゲームをプレイすることができるが、当該第2ユーザ端末20上でプレイされる対戦ゲーム(対戦)に第1ユーザの操作が反映されなければ、第2ユーザは、第2ユーザ端末20を使用して第1ユーザと対戦を行うことができない。 Here, it is assumed that, for example, a first user using the first user terminal 10 and a second user using the second user terminal 20 compete in real time. In this case, for example, the first user can play a competitive game on the first user terminal 10 by operating the first user terminal 10, but the competitive game played on the first user terminal 10 ( If the second user's operation is not reflected in the competition (competition), the first user cannot use the first user terminal 10 to compete with the second user. Similarly, for example, the second user can play a competitive game on the second user terminal 20 by operating the second user terminal 20, but the competitive game played on the second user terminal 20 ( If the first user's operation is not reflected in the competition (competition), the second user cannot use the second user terminal 20 to compete with the first user.
このため、制御部303は、第1ユーザ端末10において行われた第1ユーザの操作(つまり、第1ユーザ端末10に含まれる操作受付部101において受け付けられた操作)を当該第1ユーザ端末10から受信し、当該操作を第2ユーザ端末20に送信する(つまり、第1ユーザの操作を第1ユーザ端末10から第2ユーザ端末20に中継する)処理を実行する。同様に、制御部303は、第2ユーザ端末20において行われた第2ユーザの操作(つまり、第2ユーザ端末20に含まれる操作受付部101において受け付けられた操作)を当該第2ユーザ端末20から受信し、当該操作を第1ユーザ端末10に送信する(つまり、第2ユーザの操作を第2ユーザ端末20から第1ユーザ端末10に中継する)処理を実行する。これによれば、第1ユーザ端末10及び第2ユーザ端末20の両方で第1及び第2ユーザの操作に基づいて対戦ゲームを進行させる制御が実行され、第1及び第2ユーザの双方の操作が反映された画面(対戦ゲーム画面)を第1ユーザ端末10及び第2ユーザ端末20の両方に表示することができる。換言すれば、本実施形態に係るゲームシステム1においては、第1ユーザの操作によって引き起こされる対戦ゲーム内の作用が第2ユーザ端末20上で再現(同期)され、かつ、第2ユーザの操作によって引き起こされる対戦ゲーム内の作用が第1ユーザ端末10上で再現(同期)されることにより、第1ユーザ端末10及び第2ユーザ端末20を使用したリアルタイムでの対戦を実現することができる。 Therefore, the control unit 303 controls the first user's operation performed at the first user terminal 10 (that is, the operation accepted at the operation reception unit 101 included in the first user terminal 10) to the first user terminal 10. , and transmits the operation to the second user terminal 20 (that is, relays the first user's operation from the first user terminal 10 to the second user terminal 20). Similarly, the control unit 303 controls the second user's operation performed at the second user terminal 20 (that is, the operation accepted at the operation reception unit 101 included in the second user terminal 20) to the second user terminal 20. and transmits the operation to the first user terminal 10 (that is, relays the second user's operation from the second user terminal 20 to the first user terminal 10). According to this, control for advancing the competitive game is executed on both the first user terminal 10 and the second user terminal 20 based on the operations of the first and second users, and the operations of both the first and second users are performed. A screen (competition game screen) on which is reflected can be displayed on both the first user terminal 10 and the second user terminal 20. In other words, in the game system 1 according to the present embodiment, the action in the competitive game caused by the first user's operation is reproduced (synchronized) on the second user terminal 20, and the action caused by the second user's operation is By reproducing (synchronizing) the action in the battle game that is caused on the first user terminal 10, it is possible to realize a real-time battle using the first user terminal 10 and the second user terminal 20.
なお、本実施形態に係るゲームシステム1はゲームプレイ環境を提供するが、この「ゲームプレイ環境の提供」は、当該ゲームシステム1において動作するゲームプログラム(つまり、上記した第1ユーザ端末10及び第2ユーザ端末20を含む複数のユーザ端末において実行されるゲームプログラム13A及びサーバ装置30において実行されるゲームプログラム33A)により実現されるものとする。ただし、本実施形態に係るゲームプログラムは、上記したゲームプログラム13A及び33Aの一部であっても構わない。 Note that the game system 1 according to the present embodiment provides a game play environment, but this "provision of a game play environment" refers to the game program running in the game system 1 (that is, the first user terminal 10 and the first user terminal 10 described above). It is assumed that this is realized by a game program 13A executed on a plurality of user terminals including two user terminals 20 and a game program 33A executed on the server device 30. However, the game program according to this embodiment may be part of the game programs 13A and 33A described above.
また、本実施形態に係るゲームシステム1においては、例えば複数のユーザ端末(第1ユーザ端末10及び第2ユーザ端末20等)が有する機能の少なくとも一部をサーバ装置30が有していてもよいし、サーバ装置30が有する機能の少なくとも一部を複数のユーザ端末が有していてもよい。更に、ゲームシステム1は、複数のユーザ端末及びサーバ装置30以外の他の装置を備えていてもよい。すなわち、本実施形態に係るゲームプログラム(ゲームプログラム13A及び33A)は、複数のユーザ端末、サーバ装置30または他の装置において実行され得る。 Further, in the game system 1 according to the present embodiment, the server device 30 may have at least a part of the functions that a plurality of user terminals (the first user terminal 10, the second user terminal 20, etc.) have, for example. However, a plurality of user terminals may have at least some of the functions that the server device 30 has. Furthermore, the game system 1 may include a plurality of user terminals and devices other than the server device 30. That is, the game program ( game programs 13A and 33A) according to this embodiment can be executed on a plurality of user terminals, the server device 30, or other devices.
ところで、本実施形態においてゲームシステム1は上記したようにユーザが対戦ゲームをプレイする(つまり、対戦を行う)ことが可能なゲームプレイ環境を提供することができるが、例えば対戦ゲームに対する熟練度が高いユーザに比べて、当該熟練度が低いユーザの対戦ゲームをプレイするためのモチベーション(意欲)を維持することは困難である。 By the way, in the present embodiment, the game system 1 can provide a game play environment in which the user can play a competitive game (that is, compete against each other) as described above. It is difficult for a user with a low skill level to maintain motivation (willingness) to play a competitive game compared to a user with a high skill level.
具体的には、例えば対戦に勝利したユーザに報酬が付与されるような対戦ゲームの場合、当該対戦ゲームに対する熟練度が高いユーザは、当該対戦に勝利する(つまり、当該報酬が付与される)可能性が高いため、当該対戦ゲームをプレイするためのモチベーションが維持され、継続的に対戦ゲームをプレイすると考えられる。 Specifically, for example, in the case of a competitive game in which a reward is given to a user who wins a battle, a user with a high level of proficiency in the competitive game wins the battle (that is, is given the reward). Since the possibility is high, it is considered that the motivation to play the competitive game is maintained and the player continues to play the competitive game.
一方、対戦ゲームに対する熟練度が低い(十分でない)ユーザは対戦に勝利することが困難である(つまり、報酬が付与されない)場合が多く、当該対戦ゲームをプレイするためのモチベーションが低下しやすいと考えられる。 On the other hand, users who have low (insufficient) proficiency in competitive games often find it difficult to win in battles (that is, are not given rewards), and their motivation to play the competitive game tends to decline. Conceivable.
そこで、本実施形態に係るゲームシステム1においては、対戦ゲームをプレイするユーザのモチベーションの低下を抑制する仕組みを提案する。 Therefore, in the game system 1 according to the present embodiment, a mechanism for suppressing a decrease in motivation of users who play competitive games is proposed.
以下、本実施形態に係るゲームシステム1の動作の概要について簡単に説明する。本実施形態においては、例えばゲームシステム1において提供されるゲームプレイ環境において対戦が行われた場合に、当該対戦の結果に基づいて当該対戦に勝利したユーザ(以下、勝利ユーザと表記)に報酬を付与し、当該対戦に敗北したユーザ(以下、敗北ユーザと表記)にペナルティを課すものとする。 Hereinafter, an overview of the operation of the game system 1 according to this embodiment will be briefly explained. In this embodiment, for example, when a battle is held in the game play environment provided by the game system 1, a reward is given to a user who wins the battle (hereinafter referred to as a winning user) based on the result of the battle. A penalty shall be imposed on the user who has been granted and loses the match (hereinafter referred to as a defeated user).
この場合、上記したように熟練度が低いユーザは対戦に連続して敗北する(ペナルティが課される)ことによって対戦ゲームをプレイするモチベーションが低下し、当該対戦ゲームを継続的にプレイすることを断念する可能性がある。 In this case, as mentioned above, users with low skill level lose their motivation to play the competitive game due to consecutive defeats (penalties are imposed), and are discouraged from continuing to play the competitive game. There is a possibility of giving up.
このため、本実施形態においては、例えば他のユーザと対戦を行い、当該対戦の結果に基づいて報酬が付与されるまたはペナルティが課されるプレイモード(以下、対戦モードと表記)及び対戦ゲームがプレイされた際のスコアに基づいて報酬が付与されるプレイモード(以下、エンジョイモードと表記)のような複数のプレイモードを用意し、ユーザが対戦ゲームをプレイする際に当該複数のプレイモードのうちの1つを強制的に割り当てることによって、対戦ゲームをプレイするユーザのモチベーションの低下を抑制する。 For this reason, in this embodiment, for example, there is a play mode (hereinafter referred to as a battle mode) and a battle game in which a user competes against another user and rewards are given or penalties are imposed based on the result of the battle. We provide multiple play modes such as a play mode (hereinafter referred to as "enjoy mode") in which rewards are given based on the score when playing, and when users play a competitive game, they can choose between the multiple play modes. By forcibly allocating one of them, a decrease in the motivation of the user who plays the competitive game is suppressed.
以下、図6のシーケンスチャートを参照して、本実施形態に係るゲームシステム1の処理手順の一例について説明する。 Hereinafter, an example of the processing procedure of the game system 1 according to the present embodiment will be described with reference to the sequence chart of FIG. 6.
以下の説明においては、ゲームシステム1において提供されるゲームプレイ環境において、2人のユーザがボールを交互に打ち合い、カップインまでの打数を競うゴルフゲームをプレイする(つまり、ゴルフで対戦を行う)場合を想定する。 In the following description, in the game play environment provided by the game system 1, two users play a golf game in which they alternately hit the ball against each other and compete for the number of strokes to reach the cup (that is, play a golf match). Assume a case.
本実施形態において、このゴルフゲームは、上記した対戦モード及びエンジョイモードのうちの1つのプレイモードでプレイされる。 In this embodiment, this golf game is played in one of the above-described battle mode and enjoy mode.
対戦モードでゴルフゲームがプレイされる場合には、例えば予め用意されている4つのホールを用いて2人のユーザが対戦を行う。この場合、4つのホールのうちの1ホール目において少ない打数でカップインしたユーザを勝利ユーザ、他方のユーザを敗北ユーザとして決定する。なお、ゴルフゲームの場合には2人のユーザの1つのホールにおける打数が同じとなる(つまり、勝敗結果がドローとなる)可能性があるが、2人のユーザの1ホール目の打数が同じである場合には、延長戦として2ホール目に進み、当該2ホール目において打数が少ないユーザがいれば、当該ユーザを勝利ユーザ、他方のユーザを敗北ユーザとして決定する。更に、2人のユーザの2ホール目の打数が同じである場合には、3ホール目に進み、当該3ホール目において打数が少ないユーザがいれば、当該ユーザを勝利ユーザ、他方のユーザを敗北ユーザとして決定する。2人のユーザの3ホール目の打数が同じである場合には、例えば4ホール目でニアピン対決を行うことによって勝利ユーザ及び敗北ユーザを決定する。対戦モードにおいては、このように決定された勝利ユーザに報酬が付与され、敗北ユーザにペナルティが課される。 When a golf game is played in the competitive mode, two users compete using, for example, four holes prepared in advance. In this case, the user who reaches the cup with fewer strokes on the first hole of the four holes is determined to be the winning user, and the other user is determined to be the losing user. Note that in the case of a golf game, there is a possibility that two users have the same number of strokes on one hole (in other words, the result is a draw), but two users may have the same number of strokes on the first hole. In this case, the game advances to the second hole as an overtime game, and if there is a user who has fewer strokes on the second hole, that user is determined to be the winning user and the other user is determined to be the losing user. Furthermore, if two users have the same number of strokes on the second hole, the game advances to the third hole, and if there is a user with fewer strokes on the third hole, that user is the winning user and the other user is the losing user. Decide as a user. If two users have the same number of strokes on the third hole, a winning user and a losing user are determined by, for example, having a near-pin competition on the fourth hole. In the battle mode, a reward is given to the winning user determined in this way, and a penalty is imposed to the losing user.
ここで説明した対戦モードにおける勝利ユーザ及び敗北ユーザの決定方法(つまり、対戦方法)は一例であり、他の方法によって勝利ユーザ及び敗北ユーザを決定してもよい。なお、他の方法の一例としては、PK方式が考えられる。PK方式においては、例えば予め用意されている5つのホールを用いて2人のユーザが順次対戦を行い、各ホールにおいて少ない打数でカップインしたユーザに勝利数が1加算される。なお、2人のユーザの打数が同じである場合はドローであり、いずれのユーザにも勝利数は加算されない。PK方式によれば、1ホール目から5ホール目まで順に対戦を行った結果、5ホール目が終了した時点で勝利数が多いユーザが勝利ユーザとして決定され、勝利数が少ないユーザが敗北ユーザとして決定される。なお、残りの対戦において全て勝利したとしても逆転できない状況になった場合(例えば、一方のユーザが1ホール目から3ホール目までの全てに勝利したような場合)には、5ホール全てについて対戦を行うことなく勝利ユーザ及び敗北ユーザを決定(つまり、対戦を終了)してもよい。また、5ホール目が終了した時点で勝利数が同数である場合には、サドンデスとして上記したニアピン対決等が行われる。 The method for determining winning users and losing users in the battle mode described here (that is, the fighting method) is only an example, and winning users and losing users may be determined by other methods. Note that, as an example of another method, a PK method can be considered. In the PK system, two users play against each other in sequence using, for example, five holes prepared in advance, and the user who wins in the cup with the fewest number of strokes on each hole is added to the number of wins by one. Note that if two users have the same number of strokes, it is a draw, and the number of wins is not added to either user. According to the PK method, as a result of playing against each other in order from the 1st hole to the 5th hole, the user with the most wins at the end of the 5th hole is determined as the winning user, and the user with the least number of wins is determined as the losing user. It is determined. In addition, if you are in a situation where you cannot make a comeback even if you win all of the remaining matches (for example, if one user wins all from the 1st hole to the 3rd hole), the match will be held for all 5 holes. A winning user and a losing user may be determined (that is, the competition may be ended) without performing the above. Further, if the number of wins is the same at the end of the fifth hole, the above-mentioned near pin confrontation etc. will be held as sudden death.
一方、エンジョイモードでゴルフゲームがプレイされる場合には、上記した対戦モードと同様に2人のユーザが対戦と同じ形式でゴルフゲームをプレイするが、当該ゴルフゲームにおいては予め用意されている4つのホールのうちの2つのホールが用いられ、2人のユーザによる対戦の勝敗(つまり、勝利ユーザ及び敗北ユーザ)は決定されない。エンジョイモードにおいては、上記した2つのホールでゴルフゲームをプレイした際のスコア(打数)に基づいて2人のユーザの各々に報酬が付与される。 On the other hand, when a golf game is played in the enjoy mode, two users play the golf game in the same format as in the battle mode, as in the battle mode described above. Two of the five holes are used, and the outcome of the match between the two users (that is, the winning user and the losing user) is not determined. In the enjoy mode, each of the two users is given a reward based on the score (number of strokes) when playing the golf game on the two holes described above.
なお、上記したようにゲームシステム1において提供されるゲームプレイ環境において、ユーザは、例えば当該ユーザのキャラクタを操作することによってゴルフゲームをプレイするものとする。 It is assumed that, in the game play environment provided in the game system 1 as described above, the user plays a golf game by, for example, operating the user's character.
まず、例えば第1ユーザ端末10を使用する第1ユーザがゴルフゲームをプレイする場合、第1ユーザ端末10においてゲームプログラム13Aが起動され、当該第1ユーザ端末10に含まれる操作受付部101は、ゴルフゲームのプレイを開始するための第1ユーザの操作(以下、プレイ開始操作と表記)を受け付ける(ステップS1)。 First, for example, when a first user using the first user terminal 10 plays a golf game, the game program 13A is started on the first user terminal 10, and the operation reception unit 101 included in the first user terminal 10: A first user's operation to start playing the golf game (hereinafter referred to as play start operation) is received (step S1).
ステップS1の処理が実行されると、第1ユーザ端末10は、当該ステップS1において受け付けられたプレイ開始操作に基づいて、プレイ開始要求をサーバ装置30に送信する(ステップS2)。なお、ステップS2において送信されるプレイ開始要求には、第1ユーザ端末10を使用する第1ユーザを識別するためのユーザID等が含まれる。 When the process of step S1 is executed, the first user terminal 10 transmits a play start request to the server device 30 based on the play start operation accepted in step S1 (step S2). Note that the play start request transmitted in step S2 includes a user ID and the like for identifying the first user who uses the first user terminal 10.
ステップS2において送信されたプレイ開始要求は、サーバ装置30において受信される。プレイ開始要求が受信されと、サーバ装置30は、当該プレイ開始要求に含まれるユーザIDによって識別される第1ユーザに対して上記した複数のプレイモード(対戦モード及びエンジョイモード)のうちの1つのプレイモードを強制的に割り当てる処理(以下、プレイモード割り当て処理と表記)を実行する(ステップS3)。 The play start request transmitted in step S2 is received by the server device 30. When the play start request is received, the server device 30 sets the first user identified by the user ID included in the play start request to one of the plurality of play modes (battle mode and enjoy mode) described above. A process for forcibly assigning a play mode (hereinafter referred to as a play mode assignment process) is executed (step S3).
以下、プレイモード割り当て処理について説明する。本実施形態において、プレイモード割り当て処理は、ユーザデータ及びサイクルデータに基づいて実行される。 The play mode assignment process will be explained below. In this embodiment, play mode assignment processing is performed based on user data and cycle data.
まず、図7を参照して、ユーザデータについて説明する。なお、サーバ装置30に含まれる格納部301にはゴルフゲームをプレイするユーザ(第1及び第2ユーザ等)毎のユーザデータが格納されているが、ここでは第1ユーザのユーザデータについて説明する。 First, user data will be explained with reference to FIG. Note that the storage unit 301 included in the server device 30 stores user data for each user (first and second users, etc.) who play the golf game, but here, the user data of the first user will be explained. .
図7に示すように、第1ユーザのユーザデータには、ユーザID、ランク、ランクポイント及びアイテム等が含まれる。 As shown in FIG. 7, the user data of the first user includes a user ID, rank, rank points, items, and the like.
ユーザIDは、第1ユーザを識別するための識別情報である。なお、ユーザIDは、第1ユーザがゲームシステム1に登録した際に当該第1ユーザに割り当てられる。 The user ID is identification information for identifying the first user. Note that the user ID is assigned to the first user when the first user registers with the game system 1.
ランクは、ユーザIDによって識別される第1ユーザのランクを示す。ランクポイントは、ユーザIDによって識別される第1ユーザが獲得したポイントである。なお、ランクポイントはゴルフゲームをプレイすることで獲得することができ、ランクは当該ランクポイントに応じて上昇(昇格)する。本実施形態において、ランクはボールのコントロール(つまり、ゴルフゲーム)の上手さ等を簡易的に示す指標としての機能を有し、ゴルフゲームをプレイするユーザは、ランクポイントを獲得し、当該ランクを上昇させることを目的の1つとしている。 The rank indicates the rank of the first user identified by the user ID. Rank points are points earned by the first user identified by the user ID. Note that rank points can be acquired by playing the golf game, and the rank increases (promotes) according to the rank points. In this embodiment, the rank has a function as an index that simply indicates the skill of ball control (that is, golf game), and a user who plays a golf game earns rank points and improves the rank. One of the objectives is to increase
アイテムは、ユーザIDによって識別される第1ユーザが獲得したアイテム(を示す情報)である。アイテムは、例えば第1ユーザが操作するキャラクタのゴルフに関する能力を向上させる(補助する)ために用いられる。 The item is an item (information indicating) acquired by the first user identified by the user ID. The item is used, for example, to improve (assist) the golf-related ability of the character operated by the first user.
ここでは第1ユーザのユーザデータについて説明したが、第2ユーザを含む他のユーザのユーザデータのデータ構造についても同様である。 Although the first user's user data has been described here, the same applies to the data structure of the user data of other users including the second user.
また、ここではユーザデータにユーザID、ランク、ランクポイント及びアイテムが含まれるものとして説明したが、当該ユーザデータのデータ構造は、例えば少なくとも一部が図7に示すデータ構造と異なっていてもよい。 Further, although the user data has been described here as including a user ID, rank, rank points, and items, the data structure of the user data may be different from the data structure shown in FIG. 7, for example, at least in part. .
次に、図8を参照して、サイクルデータについて説明する。なお、例えば図5においてはサーバ装置30に含まれる格納部301にはゲームデータ及びユーザデータが格納されているものとして説明したが、サイクルデータは、当該ゲームデータ及びユーザデータとともに格納部301に格納されているものとする。 Next, cycle data will be explained with reference to FIG. Note that, for example, in FIG. 5, the game data and user data are stored in the storage unit 301 included in the server device 30, but the cycle data is stored in the storage unit 301 together with the game data and user data. It is assumed that
サイクルデータは、ランク毎に定められているプレイモードのサイクルを示すデータであり、ランク及びプレイモードのサイクルを対応づけて含む。本実施形態においてはビギナー、ルーキー、ブロンズ、シルバー、ゴールド、プラチナ及びダイヤモンドの7種類のランクが用意されている。なお、ビギナーが最も低いランクであり、ダイヤモンドが最も高いランクである。 The cycle data is data indicating a play mode cycle determined for each rank, and includes ranks and play mode cycles in association with each other. In this embodiment, seven ranks are prepared: beginner, rookie, bronze, silver, gold, platinum, and diamond. Note that Beginner is the lowest rank and Diamond is the highest rank.
ビギナーは、ゴルフゲームに関する基本的な操作方法等を解説する操作チュートリアルを実施し、ゴルフゲームのプレイの仕方を習得させることを目的とするランクである。ルーキーは、対戦モードの導入を開始するが、当該対戦モードでゴルフゲームをプレイして敗北したとしてもペナルティを極小とするようなランクである。ブロンズは、スコアを向上させる(スコアメイクする)こと及び対戦で勝利を意識させることを目的とするランクである。シルバーは、上記したブロンズのユーザよりも熟練度を向上させ、対戦で勝利することを目的とするランクである。ゴールドは、熟練度が高いユーザ向けのランクである。プラチナは、本実施形態におけるゴルフゲームをプレイするユーザの頂上決戦を行うランクに相当し、最高ランク(ダイヤモンド)を目指すことが可能なランクである。ダイヤモンドは、本実施形態におけるゴルフゲームの一種のゴールに相当するランクである。 Beginner is a rank whose purpose is to teach the player how to play the golf game by providing an operation tutorial that explains the basic operating methods related to the golf game. Rookies start introducing the competitive mode, and are at such a rank that even if they play a golf game in the competitive mode and lose, the penalty is minimal. Bronze is a rank aimed at improving scores (score making) and making players conscious of winning in battles. Silver is a rank whose purpose is to improve skill level compared to the above-mentioned bronze users and win in battles. Gold is a rank for highly skilled users. Platinum corresponds to the rank in which the user who plays the golf game in this embodiment performs the final battle, and is a rank that allows the user to aim for the highest rank (diamond). Diamond is a rank corresponding to a kind of goal in the golf game in this embodiment.
図8においては、上記した7種類のランクの各々を含むサイクルデータ(ランク毎のサイクルデータ)301a~301gが示されている。 In FIG. 8, cycle data (cycle data for each rank) 301a to 301g including each of the seven types of ranks described above are shown.
サイクルデータ301aは、ランク「ビギナー」及びプレイモードのサイクル「全てエンジョイモード」を対応づけて含む。 The cycle data 301a includes a rank "Beginner" and a play mode cycle "All Enjoy Mode" in association with each other.
サイクルデータ301bは、ランク「ルーキー」及びプレイモードのサイクル「対戦モード1回、エンジョイモード2回」を対応づけて含む。 The cycle data 301b includes a rank "Rookie" and a play mode cycle "1 time in battle mode, 2 times in enjoy mode" in association with each other.
サイクルデータ301cは、ランク「ブロンズ」及びプレイモードのサイクル「対戦モード1回、エンジョイモード1回」を対応づけて含む。 The cycle data 301c includes a rank "Bronze" and a play mode cycle "1 time in battle mode, 1 time in enjoy mode" in association with each other.
サイクルデータ301dは、ランク「シルバー」及びプレイモードのサイクル「対戦モード1回、エンジョイモード1回」を対応づけて含む。 The cycle data 301d includes a rank "Silver" and a play mode cycle "1 time in battle mode, 1 time in enjoy mode" in association with each other.
サイクルデータ301eは、ランク「ゴールド」及びプレイモードのサイクル「全て対戦モード」を対応づけて含む。 The cycle data 301e includes the rank "Gold" and the play mode cycle "All battle mode" in association with each other.
サイクルデータ301fは、ランク「プラチナ」及びプレイモードのサイクル「全て対戦モード」を対応づけて含む。 The cycle data 301f includes the rank "Platinum" and the play mode cycle "All battle mode" in association with each other.
サイクルデータ301gは、ランク「ダイヤモンド」及びプレイモードのサイクル「全て対戦モード」を対応づけて含む。 The cycle data 301g includes the rank "Diamond" and the play mode cycle "All battle mode" in association with each other.
なお、ここでは7種類のランクが用意されている(つまり、サイクルデータ301a~301gが格納部301に格納されている)ものとして説明したが、当該ランクの数及び名称等は、適宜、変更されても構わない。 Although the description has been made here assuming that seven types of ranks are prepared (that is, the cycle data 301a to 301g are stored in the storage unit 301), the number and names of the ranks may be changed as appropriate. I don't mind.
また、図8に示す例ではランクが異なる場合であってもプレイモードのサイクルが同一である場合があるが、ランクが異なる場合にはプレイモードのサイクルを必ず異ならせるようにしてもよい。 Further, in the example shown in FIG. 8, the play mode cycle may be the same even if the ranks are different, but the play mode cycle may always be different when the ranks are different.
ここで、上記したステップS3において実行されるプレイモード割り当て処理においては、第1ユーザのランクに対して予め定められているプレイモードのサイクルに従って、当該第1ユーザに強制的に割り当てられるプレイモードが選択(決定)されるものとする。 Here, in the play mode assignment process executed in step S3 described above, the play mode forcibly assigned to the first user is determined according to the play mode cycle predetermined for the rank of the first user. It shall be selected (determined).
具体的には、サーバ装置30に含まれるデータ管理部302は、格納部301に格納されているユーザデータを参照して、第1ユーザのランクを取得する。なお、第1ユーザのランクは、第1ユーザのユーザデータ(上記したステップS2において送信されたプレイ開始要求に含まれるユーザIDを含むユーザデータ)から取得される。 Specifically, the data management unit 302 included in the server device 30 refers to the user data stored in the storage unit 301 and obtains the rank of the first user. Note that the rank of the first user is acquired from the first user's user data (user data including the user ID included in the play start request transmitted in step S2 described above).
次に、データ管理部302は、格納部301に格納されているサイクルデータを参照して、上記した第1ユーザのランクに対して定められているプレイモードのサイクルを取得する。 Next, the data management unit 302 refers to the cycle data stored in the storage unit 301 and obtains the play mode cycle defined for the rank of the first user.
ここで、第1ユーザのランクがルーキーであり、当該ルーキーに対して定められているプレイモードのサイクルが対戦モード1回、エンジョイモード2回である場合を想定する。この場合、制御部303は、図9に示すように、対戦モード1回及びエンジョイモード2回を1サイクルとして、当該プレイモードが順次繰り返されるようにプレイモードを選択する。つまり、例えば第1ユーザのランクがルーキーとなった後の当該第1ユーザのゴルフゲームのプレイ回数が1回目である場合には、当該第1ユーザに割り当てられるプレイモードとして対戦モードが選択される。また、第1ユーザのゴルフゲームのプレイ回数が2回目である場合には、当該第1ユーザに割り当てられるプレイモードとしてエンジョイモードが選択される。更に、第1ユーザのゴルフゲームのプレイ回数が3回目である場合には、当該第1ユーザに割り当てられるプレイモードとしてエンジョイモードが選択される。ゴルフゲームのプレイ回数が4回目以降についても同様にプレイモードのサイクルに従ってプレイモードが選択される。 Here, it is assumed that the rank of the first user is Rookie, and the cycle of play modes defined for the Rookie is once in the battle mode and twice in the enjoy mode. In this case, as shown in FIG. 9, the control unit 303 selects the play mode so that the play mode is sequentially repeated, with one cycle of the battle mode and two times of the enjoy mode. That is, for example, if the number of times the first user has played the golf game is the first time after the first user's rank becomes Rookie, the competitive mode is selected as the play mode assigned to the first user. . Further, when the first user plays the golf game for the second time, the enjoy mode is selected as the play mode assigned to the first user. Furthermore, when the first user plays the golf game for the third time, the enjoy mode is selected as the play mode assigned to the first user. When the golf game is played for the fourth time or later, the play mode is similarly selected according to the play mode cycle.
なお、制御部303は、上記したようにプレイモードのサイクルに従って次のプレイモードを選択するために、例えば過去に選択された(割り当てられた)プレイモードの履歴を時系列順に保持しているものとする。これによれば、制御部303は、例えば直近に選択された2つのプレイモードが対戦モード及びエンジョイモードである(つまり、対戦モード及びエンジョイモードの順に選択されている)場合には、次のプレイモードとしてエンジョイモードを選択することができる。また、制御部303は、例えば直近に選択された2つのプレイモードが両方ともエンジョイモードである場合には、次のプレイモードとして対戦モードを選択することができる。更に、制御部303は、例えば直近に選択された2つのプレイモードがエンジョイモード及び対戦モードである(つまり、エンジョイモード及び対戦モードの順に選択されている)場合には、次のプレイモードとしてエンジョイモードを選択することができる。 In addition, in order to select the next play mode according to the play mode cycle as described above, the control unit 303 holds, for example, a history of play modes selected (assigned) in the past in chronological order. shall be. According to this, for example, when the two most recently selected play modes are the battle mode and the enjoy mode (that is, the battle mode and the enjoy mode are selected in that order), the control unit 303 controls the next play mode. Enjoy mode can be selected as the mode. Further, the control unit 303 can select the battle mode as the next play mode, for example, when the two most recently selected play modes are both the enjoy mode. Furthermore, if the two play modes most recently selected are Enjoy mode and Battle mode (that is, Enjoy mode and Battle mode are selected in that order), the control unit 303 selects Enjoy mode as the next play mode. mode can be selected.
ここでは過去に選択されたプレイモードの履歴が保持されているものとして説明したが、本実施形態は、上記したプレイモードのサイクルに従って次のプレイモードを選択することが可能な構成であればよい。 Although the description has been made here assuming that the history of play modes selected in the past is maintained, this embodiment may be configured as long as it is possible to select the next play mode according to the cycle of play modes described above. .
具体的には、制御部303は、上記した1サイクル(対戦モード、1回目のエンジョイモード及び2回目のエンジョイモードのサイクル)における直近に選択されたプレイモードの順番(位置)を保持していてもよい。この場合、1サイクルにおける対戦モードの順番を「1」、1回目のエンジョイモードの順番を「2」及び2回目のエンジョイモードの順番を「3」とすると、例えば保持されているプレイモードの順番が「1」であれば、制御部303は、次のプレイモードとして順番が「2」であるエンジョイモードを選択し、保持されているプレイモードの順番を「2」に更新する。また、例えば保持されているプレイモードの順番が「2」であれば、制御部303は、次のプレイモードとして順番が「
3」であるエンジョイモードを選択し、保持されているプレイモードの順番を「3」に更新する。更に、例えば保持されているプレイモードの順番が「3」であれば、制御部303は、次のプレイモードとして順番が「1」である対戦モードを選択し、保持されているプレイモードの順番を「1」に更新する。本実施形態においては、このような構成であっても、プレイモードのサイクルに従って次のプレイモードを適切に選択することができる。
Specifically, the control unit 303 holds the order (position) of the most recently selected play mode in the above-described one cycle (competition mode, first enjoy mode, and second enjoy mode cycle). Good too. In this case, if the order of the battle mode in one cycle is "1", the order of the first enjoy mode is "2", and the order of the second enjoy mode is "3", for example, the order of the held play modes is "1", the control unit 303 selects the enjoy mode whose order is "2" as the next play mode, and updates the order of the held play modes to "2". Further, for example, if the order of the held play modes is "2", the control unit 303 sets the order as "2" as the next play mode.
3" is selected, and the order of the held play modes is updated to "3". Further, for example, if the order of the held play modes is "3", the control unit 303 selects the battle mode whose order is "1" as the next play mode, and changes the order of the held play modes. is updated to "1". In this embodiment, even with such a configuration, the next play mode can be appropriately selected according to the play mode cycle.
ここでは第1ユーザのランクがルーキーである場合について説明したが、他のランクについても同様である。なお、図8に示す例では、第1ユーザのランクがビギナーである場合には、全てエンジョイモードが選択される(割り当てられる)。また、第1ユーザのランクがゴールド、プラチナ及びダイヤモンドである場合には、全て対戦モードが選択される(割り当てられる)。このように同一のプレイモードのみが割り当てられるランクが用意されていてもよい。 Although the case where the first user's rank is rookie has been described here, the same applies to other ranks. Note that in the example shown in FIG. 8, if the rank of the first user is beginner, the enjoy mode is selected (assigned) to all. Further, when the first user's rank is gold, platinum, and diamond, the battle mode is selected (assigned) for all of them. In this way, ranks may be prepared to which only the same play mode is assigned.
プレイモード割り当て処理においては、上記したように選択されたプレイモードが第1ユーザに強制的に割り当てられる(設定される)。 In the play mode assignment process, the play mode selected as described above is forcibly assigned (set) to the first user.
ステップS3の処理が実行されると、制御部303は、サーバ装置30において受信されたプレイ開始操作に基づいてマッチング処理を実行する(ステップS4)。 When the process of step S3 is executed, the control unit 303 executes a matching process based on the play start operation received by the server device 30 (step S4).
ここで、図6においては、便宜的に、第1ユーザ端末10を使用する第1ユーザがゴルフゲームをプレイする際に実行されるステップS1~S3の処理が示されているが、他のユーザがゴルフゲームをプレイする際にも同様にステップS1~S3の処理が実行される。図示されていないが、第2ユーザ端末20を使用する第2ユーザを例に説明すると、第2ユーザ端末20に含まれる操作受付部101によって第2ユーザのプレイ開始操作が受け付けられると、当該第2ユーザを識別するためのユーザIDを含むプレイ開始要求が第2ユーザ端末20からサーバ装置30に送信され、第2ユーザに対して複数のプレイモード(対戦モード及びエンジョイモード)のうちの1つのプレイモードが強制的に割り当てられる。 Here, in FIG. 6, for convenience, the processes of steps S1 to S3 that are executed when the first user using the first user terminal 10 plays a golf game are shown, but other users When a player plays a golf game, steps S1 to S3 are similarly executed. Although not shown in the figure, taking as an example a second user who uses the second user terminal 20, when the operation reception unit 101 included in the second user terminal 20 receives the second user's play start operation, the second user uses the second user terminal 20. A play start request including a user ID for identifying the second user is transmitted from the second user terminal 20 to the server device 30, and the second user is given one of a plurality of play modes (battle mode and enjoy mode). A play mode is forcibly assigned.
この場合、ステップS4におけるマッチング処理においては、サーバ装置30において受信された複数のプレイ開始要求の各々に含まれるユーザIDによって識別される複数のユーザの中から2人のユーザがマッチングされる。なお、マッチングは、例えばプレイ開始要求に含まれるユーザIDを含むユーザデータに含まれるランク及び当該ユーザIDによって識別されるユーザに対して割り当てられたプレイモードを条件(以下、マッチング条件と表記)として実施される。具体的には、マッチング処理においては、例えばランクが同一であり、かつ、割り当てられたプレイモードが同一である2人のユーザがマッチングされるものとする。 In this case, in the matching process in step S4, two users are matched from among the plurality of users identified by the user IDs included in each of the plurality of play start requests received by the server device 30. Note that matching is performed based on, for example, the rank included in the user data including the user ID included in the play start request and the play mode assigned to the user identified by the user ID (hereinafter referred to as matching condition). Implemented. Specifically, in the matching process, it is assumed that, for example, two users who have the same rank and are assigned the same play mode are matched.
ここではランクが同一である2人のユーザがマッチングされるものとして説明したが、ランクが近い2人のユーザがマッチングされてもよいし、当該ランクを更に細分化したサブランクが同一の2人のユーザがマッチングされてもよい。 Although the explanation here assumes that two users with the same rank are matched, it is also possible to match two users with similar ranks, or two users with the same sub-rank that is further subdivided from the rank. Users may be matched.
また、本実施形態においてはプレイモードが同一であるユーザ同士がマッチングされる必要があるが、当該プレイモード以外のマッチング条件については、適宜、変更されても構わない。 Further, in this embodiment, users in the same play mode need to be matched, but matching conditions other than the play mode may be changed as appropriate.
以下の説明では、ゴルフゲームをプレイする2人のユーザとして第1及び第2ユーザがマッチングされたものとして説明する。 In the following description, it will be assumed that the first and second users are matched as two users who play a golf game.
ステップS4の処理が実行されると、サーバ装置30は、第1ユーザに割り当てられたプレイモードでゴルフゲームをプレイすることを第1ユーザ端末10に指示するとともに、当該サーバ装置30に含まれる格納部301に格納されているゲームデータを第1ユーザ端末10に送信する(ステップS5)。換言すれば、このステップS5の処理により、第2ユーザとゴルフゲームをプレイするためのゲームデータがサーバ装置30から第1ユーザ端末10にダウンロードされる。 When the process of step S4 is executed, the server device 30 instructs the first user terminal 10 to play the golf game in the play mode assigned to the first user, and also The game data stored in the unit 301 is transmitted to the first user terminal 10 (step S5). In other words, through the process of step S5, game data for playing a golf game with the second user is downloaded from the server device 30 to the first user terminal 10.
ステップS5の処理が実行されると、第1ユーザ端末10においては、ゴルフゲームのプレイの開始を指示する操作を行うことが可能なユーザインタフェースが提供される。 When the process of step S5 is executed, the first user terminal 10 is provided with a user interface that allows an operation to instruct the start of playing the golf game.
図10は、第1ユーザ端末10において提供されるユーザインタフェースに相当する操作画面の一例を示す。図10に示す操作画面50には、ゴルフゲームをプレイする際に第1ユーザが操作するキャラクタとともに、ランクアイコン51、ランクポイント表示領域52及びプレイ開始指示ボタン53等が設けられている。 FIG. 10 shows an example of an operation screen corresponding to a user interface provided on the first user terminal 10. The operation screen 50 shown in FIG. 10 is provided with a rank icon 51, a rank point display area 52, a play start instruction button 53, and the like, as well as a character operated by the first user when playing the golf game.
ランクアイコン51は、第1ユーザのランクを表す。図10に示す例では、ランクアイコン51は、第1ユーザのランクがルーキーであることを表している。なお、ランクアイコン51は、第1ユーザ端末10に含まれる格納部104に格納されているユーザデータに含まれるランクに応じて異なる態様で表示される。 The rank icon 51 represents the rank of the first user. In the example shown in FIG. 10, the rank icon 51 indicates that the first user's rank is rookie. Note that the rank icon 51 is displayed in different ways depending on the rank included in the user data stored in the storage unit 104 included in the first user terminal 10.
ランクポイント表示領域52には、第1ユーザが獲得したランクポイント(以下、獲得ランクポイントと表記)及び当該第1ユーザのランクを上昇させる(つまり、次のランクに昇格する)までに必要なランクポイント(以下、目標ランクポイントと表記)が表示される。図10に示す例では、ランクポイント表示領域52には、獲得ランクポイントが350であり、目標ランクポイントが400であることが表されている。なお、ランクポイント表示領域52に表示される獲得ランクポイント及び目標ランクポイントは、第1ユーザ端末10に含まれる格納部104に格納されているユーザデータに含まれるランクポイント及びランクに応じて異なる。 The rank point display area 52 displays the rank points acquired by the first user (hereinafter referred to as acquired rank points) and the rank required to raise the rank of the first user (that is, to be promoted to the next rank). Points (hereinafter referred to as target rank points) are displayed. In the example shown in FIG. 10, the rank point display area 52 shows that the acquired rank points are 350 and the target rank points are 400. Note that the acquired rank points and target rank points displayed in the rank point display area 52 differ depending on the rank points and rank included in the user data stored in the storage unit 104 included in the first user terminal 10.
プレイ開始指示ボタン53は、ゴルフゲームのプレイの開始を指示するためのボタンである。図10に示す例では、プレイ開始指示ボタン53には「対戦」が表示されている。すなわち、図10は、第1ユーザに割り当てられたプレイモードが対戦モードである場合に第1ユーザ端末10に表示される操作画面を想定している。 The play start instruction button 53 is a button for instructing to start playing a golf game. In the example shown in FIG. 10, "Competition" is displayed on the play start instruction button 53. That is, FIG. 10 assumes an operation screen displayed on the first user terminal 10 when the play mode assigned to the first user is the battle mode.
なお、図10に示す操作画面50は例えばゴルフゲームにおけるホーム画面に相当する画面であるが、当該ホーム画面は、例えば第1ユーザが獲得したアイテムを使用するまたは新たにアイテムを購入するような画面に遷移することを可能とするユーザインタフェースを有していてもよい。 Note that the operation screen 50 shown in FIG. 10 is a screen that corresponds to a home screen in a golf game, for example, but the home screen is a screen that allows the first user to use an acquired item or purchase a new item, for example. It may have a user interface that allows transition to .
上記したように図10においては第1ユーザに割り当てられたプレイモードが対戦モードである場合に第1ユーザ端末10に表示される操作画面を想定しているが、当該プレイモードがエンジョイモードである場合には、図11に示す操作画面50が表示される。なお、図11に示す操作画面50は、プレイ開始指示ボタン53に表示される「対戦」が「エンジョイ」である点以外は図10に示す操作画面50と同様である。 As mentioned above, FIG. 10 assumes the operation screen displayed on the first user terminal 10 when the play mode assigned to the first user is the battle mode, but the play mode is the enjoy mode. In this case, an operation screen 50 shown in FIG. 11 is displayed. Note that the operation screen 50 shown in FIG. 11 is similar to the operation screen 50 shown in FIG. 10 except that the "competition" displayed on the play start instruction button 53 is "enjoy".
すなわち、第1ユーザは、第1ユーザ端末10に表示される操作画面50に設けられているプレイ開始指示ボタン53を確認することにより、当該第1ユーザに割り当てられたプレイモード(つまり、次のゴルフゲームをプレイする際のプレイモード)を確認することができる。 That is, by checking the play start instruction button 53 provided on the operation screen 50 displayed on the first user terminal 10, the first user selects the play mode assigned to the first user (that is, the next You can check the play mode when playing a golf game.
なお、本実施形態において第1ユーザ端末10に表示される操作画面50には1つのプレイモードに対応したプレイ開始指示ボタン53のみが設けられており、当該操作画面5
0(ユーザインタフェース)は第1ユーザに強制的に割り当てられたプレイモードを変更する操作を受け付けないように構成されている(つまり、第1ユーザはプレイモードを変更する操作をすることができない)ものとする。
In addition, in this embodiment, the operation screen 50 displayed on the first user terminal 10 is provided with only a play start instruction button 53 corresponding to one play mode, and the operation screen 5
0 (user interface) is configured not to accept operations to change the play mode forcibly assigned to the first user (that is, the first user cannot perform operations to change the play mode). shall be taken as a thing.
ここでは第1ユーザ端末10において提供されるユーザインタフェース(操作画面)の一例として図10及び図11に示す操作画面50を説明したが、当該ユーザインタフェースは、異なる態様であっても構わない。 Although the operation screen 50 shown in FIGS. 10 and 11 has been described here as an example of the user interface (operation screen) provided in the first user terminal 10, the user interface may have a different form.
再び図6に戻ると、サーバ装置30は、第2ユーザに割り当てられたプレイモードでゴルフゲームをプレイすることを第2ユーザ端末20に指示するとともに、当該サーバ装置
30に含まれる格納部301に格納されているゲームデータを第2ユーザ端末20に送信する(ステップS6)。換言すれば、このステップS6の処理により、第1ユーザとゴルフゲームをプレイするためのゲームデータがサーバ装置30から第2ユーザ端末20にダウンロードされる。
Returning to FIG. 6 again, the server device 30 instructs the second user terminal 20 to play the golf game in the play mode assigned to the second user, and also stores information in the storage unit 301 included in the server device 30. The stored game data is transmitted to the second user terminal 20 (step S6). In other words, through the process of step S6, game data for playing a golf game with the first user is downloaded from the server device 30 to the second user terminal 20.
ステップS6の処理が実行されると、第2ユーザ端末20においてはゴルフゲームのプレイの開始を指示する操作を行うことが可能なユーザインタフェースが提供される。この第2ユーザ端末20において提供されるユーザインタフェースについては上記した第1ユーザ端末10において提供されるユーザインタフェース(操作画面)と同様であるため、ここではその詳しい説明を省略する。 When the process of step S6 is executed, the second user terminal 20 is provided with a user interface that allows an operation to instruct the start of playing the golf game. The user interface provided at the second user terminal 20 is the same as the user interface (operation screen) provided at the first user terminal 10 described above, so a detailed explanation thereof will be omitted here.
第1ユーザ端末10において提供されるユーザインタフェース(プレイ開始指示ボタン)を介してゴルフゲームのプレイの開始が指示され、第2ユーザ端末20において提供されるユーザインタフェース(プレイ開始指示ボタン)を介してゴルフゲームのプレイの開始が指示されると、第1ユーザ端末10及び第2ユーザ端末20を介した第1及び第2ユーザによるゴルフゲームのプレイ(つまり、第1及び第2ユーザの対戦)が開始する(ステップS7)。 An instruction to start playing the golf game is given via the user interface (play start instruction button) provided on the first user terminal 10, and an instruction is given via the user interface (play start instruction button) provided on the second user terminal 20. When the start of playing the golf game is instructed, the playing of the golf game by the first and second users via the first user terminal 10 and the second user terminal 20 (that is, the competition between the first and second users) starts. Start (step S7).
この場合、第1ユーザ端末10(に含まれる制御部102及び表示処理部103)、第2ユーザ端末20(に含まれる制御部102及び表示処理部103)及びサーバ装置30(に含まれる制御部303)は、第1及び第2ユーザがゴルフゲームをプレイすることが可能なゲームプレイ環境を提供する処理を実行する(ステップS8)。なお、ゴルフゲームをプレイすることが可能なゲームプレイ環境には、例えばゴルフゲームをプレイするホール(競技エリア)や打球に影響を与える風の向き及び強さ等の外的要因が含まれる。 In this case, the first user terminal 10 (control unit 102 and display processing unit 103 included in it), the second user terminal 20 (control unit 102 and display processing unit 103 included in it), and the server device 30 (control unit included in it) 303) executes a process of providing a game play environment in which the first and second users can play a golf game (step S8). Note that the game play environment in which the golf game can be played includes, for example, external factors such as the hole (competition area) in which the golf game is played and the direction and strength of the wind that affects the ball hit.
なお、ステップS8において実行される処理には、ステップS5及びS6においてサーバ装置30から送信されたゲームデータに基づいてゲームプレイ環境(ゲーム空間)を定義する処理、上記したように第1ユーザの操作をサーバ装置30経由で第1ユーザ端末10から第2ユーザ端末20に中継(リレー)する処理、第2ユーザの操作をサーバ装置30経由で第2ユーザ端末20から第1ユーザ端末10に中継(リレー)する処理、及び第1ユーザ端末10及び第2ユーザ端末20において第1及び第2ユーザの操作に基づいてゴルフゲームを進行させる制御に関する処理が含まれる。 Note that the process executed in step S8 includes the process of defining the game play environment (game space) based on the game data transmitted from the server device 30 in steps S5 and S6, and the first user's operation as described above. from the first user terminal 10 to the second user terminal 20 via the server device 30; relaying the second user's operation from the second user terminal 20 to the first user terminal 10 via the server device 30; This includes processing related to control for advancing the golf game based on the operations of the first and second users at the first user terminal 10 and the second user terminal 20.
また、ゴルフゲームにおいては第1及び第2ユーザがボールを交互に打ち合うが、ステップS8の処理においては、第1及び第2ユーザのボールが移動する度に、当該第1及び第2ユーザのボールの位置が第1ユーザ端末10及び第2ユーザ端末20(のうちの少なくとも一方)からサーバ装置30に通知されるものとする。 In addition, in a golf game, the first and second users alternately hit the balls at each other, but in the process of step S8, each time the first and second users' balls move, the first and second users' balls are hit. It is assumed that the location of is notified to the server device 30 from (at least one of) the first user terminal 10 and the second user terminal 20.
サーバ装置30に含まれる制御部303は、上記したように第1ユーザ端末10及び第2ユーザ端末20から通知される第1及び第2ユーザのボールの位置に基づいてゴルフゲームの終了を検知する。 The control unit 303 included in the server device 30 detects the end of the golf game based on the positions of the balls of the first and second users notified from the first user terminal 10 and the second user terminal 20, as described above. .
ここで、本実施形態において、サーバ装置30から第1ユーザ端末10及び第2ユーザ端末20に送信(ダウンロード)されたゲームデータは、ゴルフゲームをプレイするプレイモードが対戦モードである場合であってもエンジョイモードである場合であっても共通であり、4つのホールでゴルフゲームをプレイするためのゲームデータである。なお、この4つのホールは、例えば予め用意されている複数のホールの中からランダムに選択(決定)されているものとする。 Here, in the present embodiment, the game data transmitted (downloaded) from the server device 30 to the first user terminal 10 and the second user terminal 20 is when the play mode in which the golf game is played is the competition mode. This is common even in the enjoy mode, and is game data for playing a golf game with four holes. It is assumed that these four holes are randomly selected (determined) from among a plurality of holes prepared in advance, for example.
この場合、対戦モードでゴルフゲームがプレイされたものとすると、第1及び第2ユーザのうちの一方のユーザを勝利ユーザとして決定することができる状態になった時点でゴルフゲームの終了が検知されるものとする。一方、エンジョイモードでゴルフゲームがプレイされたものとすると、第1及び第2ユーザが上記した4つのホールのうちの2つのホールが終了した時点でゴルフゲームの終了が検知されるものとする。 In this case, assuming that the golf game is played in the competitive mode, the end of the golf game is detected when one of the first and second users can be determined as the winning user. shall be On the other hand, when the golf game is played in the enjoy mode, the end of the golf game is detected when the first and second users have completed two of the four holes described above.
上記したようにゴルフゲームの終了が検知された場合、制御部303は、当該ゴルフゲームがプレイされたプレイモード(第1及び第2ユーザに割り当てられたプレイモード)に応じた処理を実行する(ステップS9)。 When the end of the golf game is detected as described above, the control unit 303 executes processing according to the play mode in which the golf game was played (the play mode assigned to the first and second users). Step S9).
以下、ステップS9において実行される処理について説明する。ステップS9においては、第1及び第2ユーザが対戦モードでゴルフゲームをプレイした場合と、第1及び第2ユーザがエンジョイモードでゴルフゲームをプレイした場合とで異なる処理が実行される。ここでは、第1及び第2ユーザが対戦モードでゴルフゲームをプレイした場合にステップS9において実行される処理(以下、対戦モード処理と表記)と、第1及び第2ユーザがエンジョイモードでゴルフゲームをプレイした場合にステップS9において実行される処理(以下、エンジョイモード処理と表記)とについて説明する。 The processing executed in step S9 will be described below. In step S9, different processing is executed depending on whether the first and second users play the golf game in the competition mode or when the first and second users play the golf game in the enjoy mode. Here, the process executed in step S9 when the first and second users play the golf game in the competition mode (hereinafter referred to as the competition mode process), and the process performed when the first and second users play the golf game in the enjoy mode. The process executed in step S9 when the game is played (hereinafter referred to as "enjoy mode process") will be explained.
まず、対戦モード処理について説明する。対戦モードは、当該対戦モードでプレイされたゴルフゲームの結果(つまり、対戦の結果)に応じて、勝利ユーザに報酬が付与され、敗北ユーザにペナルティが課されるプレイモードである。本実施形態において、対戦モードにおける報酬は、上記したランクを上昇させるためのランクポイントの増加を含むものとする。換言すれば、「報酬が付与される」とは、ユーザのランクポイントを増加させることを含む。また、対戦モードにおけるペナルティは、ランクを上昇させるためのランクポイントの減少を含むものとする。換言すれば、「ペナルティが課される」とは、ユーザのランクポイントを減少させる(ユーザがランクポイントを失う)ことを含む。 First, the battle mode processing will be explained. The battle mode is a play mode in which a winning user is given a reward and a losing user is penalized, depending on the result of the golf game played in the battle mode (that is, the result of the battle). In this embodiment, the reward in the battle mode includes an increase in rank points for increasing the rank described above. In other words, "being given a reward" includes increasing the user's rank points. Furthermore, penalties in the battle mode include a reduction in rank points for increasing the rank. In other words, "imposed a penalty" includes reducing the user's rank points (the user loses rank points).
このため、対戦モード処理において、制御部303は、上記したように第1ユーザ端末10及び第2ユーザ端末20から通知される第1及び第2ユーザのボールの位置に基づいて、勝利ユーザ及び敗北ユーザを決定する。 Therefore, in the battle mode process, the control unit 303 determines the winning user and the losing user based on the positions of the balls of the first and second users notified from the first user terminal 10 and the second user terminal 20 as described above. Determine the user.
次に、制御部303は、勝利ユーザに付与される報酬(以下、増加ポイントと表記)及び敗北ユーザに課されるペナルティ(以下、減少ポイントと表記)を決定する。なお、対戦モード処理において、増加ポイント及び減少ポイントは、対戦モード用ポイントテーブルを参照することによって決定される。対戦モード用ポイントテーブルは、例えばサーバ装置30に含まれる格納部301に予め格納されているものとする。 Next, the control unit 303 determines a reward (hereinafter referred to as increased points) to be given to the winning user and a penalty (hereinafter referred to as decreased points) to be imposed on the defeated user. Note that in the battle mode process, increased points and decreased points are determined by referring to the battle mode point table. It is assumed that the battle mode point table is stored in advance in the storage unit 301 included in the server device 30, for example.
図12は、対戦モード用ポイントテーブルのデータ構造の一例を示す。図12に示す対戦モード用ポイントテーブルにおいては、ランクに対応づけて増加ポイント及び減少ポイント1~4が定義されている。 FIG. 12 shows an example of the data structure of the battle mode point table. In the battle mode point table shown in FIG. 12, increased points and decreased points 1 to 4 are defined in association with ranks.
増加ポイントは、対戦に勝利した場合に増加させるランクポイントである。また、上記したように対戦モードでプレイするゴルフゲームにおいては、1ホール目で勝敗が決する(勝利ユーザ及び敗北ユーザが決定する)場合、2ホール目で勝敗が決する場合、3ホール目で勝敗が決する場合、及びニアピン対決(つまり、4ホール目)で勝敗が決する場合がある。減少ポイント1は、1ホール目で敗北した場合に減少させるランクポイントである。減少ポイント2は、2ホール目で敗北した場合に減少させるランクポイントである。減少ポイント3は、3ホール目で敗北した場合に減少させるランクポイントである。減少ポイント4は、ニアピン対決で敗北した場合に減少させるランクポイントである。 Increased points are rank points that are increased when a battle is won. Furthermore, in a golf game played in competitive mode as described above, the winner or loser is decided on the first hole (determined by the winning user and the losing user), the winner is decided on the second hole, and the winner is decided on the third hole. In some cases, the winner or loser may be decided by a near-pin showdown (that is, on the 4th hole). The reduction point 1 is a rank point that is reduced when the player loses on the first hole. Decrease point 2 is a rank point that is reduced when the player loses on the second hole. The reduction point 3 is a rank point that is reduced when the player loses on the third hole. The reduction point 4 is a rank point that is reduced when the player is defeated in the near pin match.
すなわち、図12に示す対戦モード用ポイントテーブルよれば、勝敗が決したホール数(つまり、勝敗結果がドローとなった回数)に応じて異なる減少ポイントが定義されている。 That is, according to the competitive mode point table shown in FIG. 12, different reduction points are defined depending on the number of holes in which the game is won or lost (that is, the number of times the result is a draw).
なお、上記した図8に示す例ではランクがビギナーである場合には全てエンジョイモードが割り当てられる(つまり、ゴルフゲームは対戦モードでプレイされない)ため、対戦モード用ポイントテーブルにおいては、ランク「ビギナー」に対応する増加ポイント及び減少ポイント1~4(つまり、対戦モードにおける報酬及びペナルティ)は定義されていない。 In addition, in the example shown in FIG. 8 described above, if the rank is Beginner, the enjoy mode is assigned to all (that is, the golf game is not played in the battle mode), so in the point table for the battle mode, the rank "Beginner" is assigned. The corresponding increase points and decrease points 1 to 4 (that is, rewards and penalties in the battle mode) are not defined.
また、対戦モード用ポイントテーブルにおいては、ランク「ルーキー」に対応づけて増加ポイント「60」、減少ポイント1「0」、減少ポイント2「0」、減少ポイント3「0」及び減少ポイント4「0」が定義されている。これによれば、勝利ユーザのランクがルーキーである場合には、当該勝利ユーザのランクポイントを60増加させることが示されている。また、敗北ユーザのランクがルーキーである場合には、当該敗北ユーザのランクポイントを減少させない(つまり、対戦に敗北したとしても敗北ユーザはランクポイントを失わない)ことが示されている。 In addition, in the battle mode point table, in association with the rank "Rookie", increase points are "60", decrease points 1 are "0", decrease points 2 are "0", decrease points 3 are "0", and decrease points are 4 "0". ” is defined. According to this, when the rank of the winning user is Rookie, it is shown that the rank point of the winning user is increased by 60. Furthermore, it is shown that when the losing user's rank is Rookie, the losing user's rank points are not reduced (that is, even if the losing user loses the battle, the losing user does not lose rank points).
また、対戦モード用ポイントテーブルにおいては、ランク「ブロンズ」に対応づけて増加ポイント「60」、減少ポイント1「-15」、減少ポイント2「-13」、減少ポイント3「-11」及び減少ポイント4「-10」が定義されている。これによれば、勝利ユーザのランクがブロンズである場合には、当該勝利ユーザのランクポイントを60増加させることが示されている。また、1ホール目で敗北した敗北ユーザのランクがブロンズである場合には、当該敗北ユーザのランクポイントを15減少させることが示されている。また、2ホール目で敗北した敗北ユーザのランクがブロンズである場合には、当該敗北ユーザのランクポイントを13減少させることが示されている。また、3ホール目で敗北した敗北ユーザのランクがブロンズである場合には、当該敗北ユーザのランクポイントを11減少させることが示されている。また、ニアピン対決で敗北した敗北ユーザのランクがブロンズである場合には、当該敗北ユーザのランクポイントを10減少させることが示されている。 In addition, in the point table for battle mode, increase points ``60'', decrease points 1 ``-15'', decrease points 2 ``-13'', decrease points 3 ``-11'', and decrease points corresponding to the rank ``Bronze''. 4 "-10" is defined. According to this, when the winning user's rank is bronze, it is shown that the winning user's rank points are increased by 60. Furthermore, if the rank of the defeated user who lost on the first hole is bronze, it is shown that the rank points of the defeated user are reduced by 15. Furthermore, when the rank of the defeated user who lost on the second hole is bronze, it is shown that the rank points of the defeated user are reduced by 13. Furthermore, if the rank of the defeated user who lost on the third hole is bronze, it is shown that the rank points of the defeated user are reduced by 11. Furthermore, if the rank of the defeated user who lost in the near-pin match is bronze, it is shown that the rank points of the defeated user are reduced by 10.
ここではランク「ビギナー」、「ルーキー」及び「ブロンズ」に対応づけて対戦モード用ポイントテーブルにおいて定義されている増加ポイント及び減少ポイント1~4について説明したが、他のランクについては増加ポイント及び減少ポイント1~4の値が異なるのみであるため、ここではその詳しい説明を省略する。 Here, we have explained the increase points and decrease points 1 to 4 defined in the competitive mode point table in association with ranks "Beginner", "Rookie" and "Bronze", but for other ranks, increase points and decrease points are explained. Since the only difference is the values of points 1 to 4, detailed explanation thereof will be omitted here.
本実施形態においては、例えば上記した図12に示すような対戦モード用ポイントテーブルを参照することによってランク及び対戦の結果(勝敗結果)に応じた第1及び第2ユーザの増加ポイント及び減少ポイントを決定することができる。具体的には、例えば第1及び第2ユーザのランクがルーキーであり、1ホール目で第1ユーザが勝利した場合には、第1ユーザの増加ポイントとして60が決定され、第2ユーザの減少ポイントとして0が決定される。 In this embodiment, for example, by referring to the battle mode point table as shown in FIG. can be determined. Specifically, for example, if the ranks of the first and second users are Rookie and the first user wins on the first hole, 60 is determined as the first user's increase point, and the second user's decrease point is determined as 60. 0 is determined as the point.
なお、図12に示す対戦モード用ポイントテーブルにおいて定義されている増加ポイント及び減少ポイント1~4は、一例であり、他の値が定義されていてもよい。 Note that the increased points and decreased points 1 to 4 defined in the battle mode point table shown in FIG. 12 are just examples, and other values may be defined.
具体的には、図12に示す対戦モード用ポイントテーブルにおいては異なるランクであっても増加ポイントが同一であるが、当該増加ポイントはランク毎に異なる値であってもよい。 Specifically, in the battle mode point table shown in FIG. 12, the increased points are the same even for different ranks, but the increased points may have different values for each rank.
また、図12に示す対戦モード用ポイントテーブルにおいては減少ポイント1~4の順に減少させるランクポイントが少なくなるように当該減少ポイント1~4が定義されているが、同一のランクに対応づけられている減少ポイント1~4は、同じ値であってもよいし、当該減少ポイント1~4の順に減少させるランクポイントが多くなるように定義されていてもよい。 In addition, in the battle mode point table shown in FIG. 12, reduction points 1 to 4 are defined so that the number of rank points to be reduced decreases in the order of reduction points 1 to 4, but the reduction points 1 to 4 are defined in such a way that the number of rank points to be reduced decreases in the order of reduction points 1 to 4. The reduction points 1 to 4 may have the same value, or may be defined so that the number of rank points to be reduced increases in the order of the reduction points 1 to 4.
更に、図12に示す対戦モード用ポイントテーブルにおける減少ポイント1~4は、ランクが高くなる程、減少させるランクポイントが多くなる(つまり、対戦に勝利する回数が多くなければランクを上昇させることが困難である)ように定義されているが、減少ポイント1~4の値は異なるランク間で同一であってもよい。 Furthermore, regarding reduction points 1 to 4 in the battle mode point table shown in FIG. 12, the higher the rank, the more rank points are reduced (in other words, if you do not win many battles, you cannot increase your rank). However, the values of reduction points 1 to 4 may be the same between different ranks.
また、図12に示す対戦モード用ポイントテーブルにおいてはランク「ルーキー」に対応づけられている減少ポイント1~4が0である(つまり、ランクがルーキーである場合には敗北ユーザのランクポイントを減少させない)が、ランクがルーキーであるユーザであっても対戦に敗北した場合にはランクポイントを減少させるように減少ポイント1~4が定義されていてもよい。 In addition, in the battle mode point table shown in FIG. 12, reduction points 1 to 4 associated with the rank "Rookie" are 0 (that is, if the rank is Rookie, the rank points of the defeated user are reduced). However, reduction points 1 to 4 may be defined so that even if a user is a rookie, his rank points are reduced when he loses a match.
更に、図12に示す対戦モード用ポイントテーブルにおいては、主に対戦に勝利した場合にポイントが増加し、当該対戦に敗北した場合にポイントが減少するものとして説明したが、例えば対戦に勝利した場合であっても敗北した場合であってもポイントは増加するが、当該対戦に勝利した場合と当該対戦に敗北した場合とで増加するポイントに明確な差がある(つまり、勝利ユーザはポイントが大幅に増加するが、敗北ユーザはポイントが小量しか増加しない)ようにしてもよい。更に、対戦に敗北してポイントが減少する場合であっても、例えば参加賞に相当するような所定のポイントを増加させるようにしてもよい。 Furthermore, in the battle mode point table shown in FIG. 12, it has been explained that points mainly increase when winning a battle and decrease when losing the battle, but for example, when winning a battle However, there is a clear difference in the points gained when winning the match and losing the match (in other words, the points increase significantly for the winning user). , but losing users only have their points increased by a small amount). Furthermore, even if the points are reduced due to a loss in the match, a predetermined number of points corresponding to, for example, a participation award may be increased.
次に、エンジョイモード処理について説明する。エンジョイモードは、当該エンジョイモードでプレイされたゴルフゲームの結果(つまり、当該ゴルフゲームがプレイされた際
のスコア)に基づいて報酬が付与されるプレイモードである。なお、エンジョイモードにおける報酬は、上記した対戦モードと同様に、ランクポイントの増加を含むものとする。
Next, enjoy mode processing will be explained. Enjoy mode is a play mode in which rewards are given based on the result of the golf game played in the enjoy mode (that is, the score when the golf game is played). Note that the reward in the enjoy mode includes an increase in rank points, similar to the battle mode described above.
このため、エンジョイモード処理において、制御部303は、上記したように第1ユーザ端末10及び第2ユーザ端末20から通知される第1及び第2ユーザのボールの位置(の遷移)に基づいて、第1及び第2ユーザのスコアを取得する。 Therefore, in the enjoy mode process, the control unit 303, as described above, based on (the transition of) the positions of the first and second users' balls notified from the first user terminal 10 and the second user terminal 20, Obtain the scores of the first and second users.
次に、制御部303は、取得された第1及び第2ユーザのスコアに基づいて、当該第1及び第2ユーザに付与される報酬(つまり、第1及び第2ユーザの増加ポイント)を決定する。なお、エンジョイモード処理において、増加ポイントは、エンジョイモード用ポイントテーブルを参照することによって決定される。エンジョイモード用ポイントテーブルは、例えばサーバ装置30に含まれる格納部301に予め格納されているものとする。 Next, the control unit 303 determines the rewards to be given to the first and second users (that is, the increased points of the first and second users) based on the acquired scores of the first and second users. do. Note that in the enjoy mode process, the additional points are determined by referring to the enjoy mode point table. It is assumed that the enjoy mode point table is stored in advance in the storage unit 301 included in the server device 30, for example.
図13は、エンジョイモード用ポイントテーブルのデータ構造の一例を示す。図13に示すエンジョイモード用ポイントテーブルにおいては、ランクに対応づけて増加ポイント1~10が定義されている。 FIG. 13 shows an example of the data structure of the enjoy mode point table. In the enjoy mode point table shown in FIG. 13, increased points 1 to 10 are defined in association with ranks.
本実施形態においてエンジョイモードでゴルフゲームをプレイする場合には、2つのホールでゴルフゲームをプレイした際のユーザのスコアに応じてランクポイントの増加量が異なる。増加ポイント1は、ユーザのスコアが-4(以下)である場合に増加させるランクポイントである。増加ポイント2は、ユーザのスコアが-3である場合に増加させるランクポイントである。増加ポイント3は、ユーザのスコアが-2である場合に増加させるランクポイントである。増加ポイント4は、ユーザのスコアが-1である場合に増加させるランクポイントである。増加ポイント5は、ユーザのスコアが0である場合に増加させるランクポイントである。増加ポイント6は、ユーザのスコアが+1である場合に増加させるランクポイントである。増加ポイント7は、ユーザのスコアが+2である場合に増加させるランクポイントである。増加ポイント8は、ユーザのスコアが+3である場合に増加させるランクポイントである。増加ポイント9は、ユーザのスコアが+4(以上)である場合に増加させるランクポイントである。 In this embodiment, when playing a golf game in the enjoy mode, the amount of increase in rank points varies depending on the user's score when playing the golf game on two holes. The increase point 1 is a rank point that is increased when the user's score is −4 (or lower). Increase point 2 is a rank point that is increased when the user's score is -3. The increase point 3 is a rank point that is increased when the user's score is -2. Increase point 4 is a rank point that is increased when the user's score is -1. The increase point 5 is a rank point that is increased when the user's score is 0. The increase point 6 is a rank point that is increased when the user's score is +1. The increase point 7 is a rank point that is increased when the user's score is +2. The increase point 8 is a rank point that is increased when the user's score is +3. The increase point 9 is a rank point that is increased when the user's score is +4 (or more).
なお、エンジョイモードでゴルフゲームをプレイする場合には上記したように他のユーザのスコアに関係なくランクポイントが増加されるが、本実施形態においては、他のユーザと交流すること等を目的として、エンジョイモードであっても他のユーザと対戦する場合と同様の形式でゴルフゲームをプレイするものとする。このため、例えば他のユーザがリタイアしたような場合にはゴルフゲームが中断する可能性がある。よって、本実施形態におけるエンジョイモード用ポイントテーブルには、上記した他のユーザのリタイア等によってゴルフゲームが中断した場合であってもランクポイントを増加させる(報酬が付与される)ことができるように、増加ポイント10が定義されている。なお、増加ポイント10は、他のユーザがリタイアしたような場合に増加させるランクポイントであるが、通信障害等によりゴルフゲームが中断した場合に適用されてもよい。 Note that when playing a golf game in enjoy mode, rank points are increased regardless of the scores of other users as described above, but in this embodiment, rank points are increased for the purpose of interacting with other users, etc. Even in the enjoy mode, the golf game is played in the same format as when playing against other users. Therefore, the golf game may be interrupted if, for example, another user retires. Therefore, the point table for enjoy mode in this embodiment is designed so that rank points can be increased (rewards are given) even when the golf game is interrupted due to the above-mentioned retirement of another user, etc. , an increase point of 10 is defined. Note that the increased points of 10 are rank points that are increased when another user retires, but may also be applied when the golf game is interrupted due to a communication failure or the like.
図13に示す例によれば、エンジョイモード用ポイントテーブルにおいては、ランク「ビギナー」に対応づけて増加ポイント1「70」、増加ポイント2「65」、増加ポイント3「60」、増加ポイント4「55」、増加ポイント5「50」、増加ポイント6「45」、増加ポイント7「40」、増加ポイント8「40」、増加ポイント9「40」及び増加ポイント10「50」が定義されている。これによれば、ランクがビギナーであるユーザのスコアが-4(以下)である場合には当該ユーザのランクポイントを70増加させ、当該スコアが-3である場合には当該ユーザのランクポイントを65増加させ、当該スコアが-2である場合には当該ユーザのランクポイントを60増加させ、当該スコアが-1である場合には当該ユーザのランクポイントを55増加させ、当該スコアが0である場合には当該ユーザのランクポイントを50増加させ、当該スコアが+1である場合には当該ユーザのランクポイントを45増加させ、当該スコアが+2である場合には当該ユーザのランクポイントを40増加させ、当該スコアが+3である場合には当該ユーザのランクポイントを40増加させ、当該スコアが+4(以上)である場合には当該ユーザのランクポイントを40増加させ、例えば他のユーザのリタイア等によりゴルフゲームが中断した場合には当該ユーザのランクポイントを50増加させることが示されている。 According to the example shown in FIG. 13, in the point table for enjoy mode, increase points 1 "70", increase points 2 "65", increase points 3 "60", increase points 4 " 55'', increased point 5 ``50'', increased point 6 ``45'', increased point 7 ``40'', increased point 8 ``40'', increased point 9 ``40'', and increased point 10 ``50''. According to this, if the score of a user whose rank is Beginner is -4 (or lower), the rank points of the user will be increased by 70, and if the score is -3, the rank points of the user will be increased by 70. 65, and if the score is -2, increase the user's rank points by 60; if the score is -1, increase the user's rank points by 55, and if the score is 0. If the score is +1, increase the rank points of the user by 50; if the score is +1, increase the rank points of the user by 45; if the score is +2, increase the rank points of the user by 40. , if the score is +3, increase the rank points of the user by 40, and if the score is +4 (or higher), increase the rank points of the user by 40, for example, due to the retirement of another user, etc. It is shown that when the golf game is interrupted, the rank points of the user are increased by 50.
ここではランク「ビギナー」に対応づけてエンジョイモード用ポイントテーブルにおいて定義されている増加ポイント1~10について説明したが、他のランクについては増加ポイント1~10の値が異なるのみであるため、ここではその詳しい説明を省略する。 Here, we have explained the increase points 1 to 10 defined in the point table for Enjoy mode in association with the rank "Beginner", but since the values of increase points 1 to 10 are different for other ranks, we will not explain them here. The detailed explanation will be omitted here.
本実施形態においては、例えば上記した図13に示すようなエンジョイモード用ポイントテーブルを参照することによってランク及びスコアに応じた第1及び第2ユーザの増加ポイントを決定することができる。具体的には、例えばランクがルーキーである第1ユーザのスコアが-2である場合には当該第1ユーザの増加ポイントとして50が決定され、ランクがルーキーである第2ユーザのスコアが+1である場合には当該第2ユーザの増加ポイントとして35が決定される。 In this embodiment, the points to be increased for the first and second users according to their ranks and scores can be determined by referring to the point table for enjoy mode as shown in FIG. 13 described above, for example. Specifically, for example, if the score of the first user whose rank is Rookie is -2, 50 is determined as the increase point for the first user, and the score of the second user whose rank is Rookie is +1. In some cases, 35 points are determined as the additional points for the second user.
なお、図13に示すエンジョイモード用ポイントテーブルにおいて定義されている増加ポイント1~10は、一例であり、他の値が定義されていてもよい。 Incidentally, the increase points 1 to 10 defined in the point table for enjoy mode shown in FIG. 13 are merely examples, and other values may be defined.
具体的には、図13に示すエンジョイモード用ポイントテーブルにおける増加ポイント1~10は、ランクが低くなる程、増加されるランクポイントが多くなるように定義されているが、増加ポイント1~10の値は異なるランク間で同一であってもよい。 Specifically, the increase points 1 to 10 in the point table for enjoy mode shown in FIG. 13 are defined such that the lower the rank, the more rank points are increased. Values may be the same between different ranks.
また、本実施形態においてはエンジョイモードではポイントが減少しない場合を想定しているが、例えば特定のランク(例えば、ダイヤモンド等の高いランク)である等の所定の条件を満たす場合には、エンジョイモードであってもスコアに応じてポイントが減少するような仕組みを採用してもよい。 In addition, in this embodiment, it is assumed that the points do not decrease in the enjoy mode, but if a predetermined condition such as a specific rank (for example, a high rank such as diamond) is met, the enjoy mode However, a system may be adopted in which points are reduced according to the score.
再び図6に戻ると、ステップS9の処理の結果は、サーバ装置30(例えば、制御部303)内に保持される。なお、ステップS9において対戦モード処理が実行された場合には、当該ステップS9の処理の結果には、第1ユーザの増加ポイント及び第2ユーザの減少ポイント(または第1ユーザの減少ポイント及び第2ユーザの増加ポイント)が含まれる。一方、ステップS9においてエンジョイモード処理が実行された場合には、当該ステップS9の処理の結果には、第1及び第2ユーザの増加ポイントが含まれる。 Returning to FIG. 6 again, the result of the process in step S9 is held within the server device 30 (for example, the control unit 303). Note that when the battle mode process is executed in step S9, the result of the process in step S9 includes the first user's increased points and the second user's decreased points (or the first user's decreased points and the second user's decreased points). User increase points) are included. On the other hand, when the enjoy mode process is executed in step S9, the result of the process in step S9 includes the increased points of the first and second users.
ここで、上記したステップS9において対戦モード処理が実行され、当該対象モード処理において第1ユーザが勝利ユーザ、第2ユーザが敗北ユーザであると決定された場合を想定する。 Here, assume that the battle mode process is executed in step S9 described above, and it is determined that the first user is the winning user and the second user is the losing user in the target mode process.
この場合、対戦モード処理において決定された第1ユーザの増加ポイントがサーバ装置30から第1ユーザ端末10に通知される(ステップS10)。ステップS10の処理が実行されると、第1ユーザ端末10に含まれる表示処理部103は、当該ステップS10において通知された増加ポイントを含むリザルト画面を第1ユーザ端末10のディスプレイ15に表示する。 In this case, the server device 30 notifies the first user terminal 10 of the first user's increased points determined in the battle mode process (step S10). When the process of step S10 is executed, the display processing unit 103 included in the first user terminal 10 displays a result screen including the increased points notified in step S10 on the display 15 of the first user terminal 10.
同様に、対戦モード処理において決定された第2ユーザの減少ポイントがサーバ装置30から第2ユーザ端末に通知される(ステップS11)。ステップS11の処理が実行されると、第2ユーザ端末20に含まれる表示処理部103は、当該ステップS11において通知された減少ポイントを含むリザルト画面を第2ユーザ端末20のディスプレイ15に表示する。 Similarly, the server device 30 notifies the second user terminal of the second user's reduction points determined in the battle mode process (step S11). When the process of step S11 is executed, the display processing unit 103 included in the second user terminal 20 displays a result screen including the reduction points notified in step S11 on the display 15 of the second user terminal 20.
ここでは第1ユーザが勝利ユーザである場合について説明したが、第1ユーザが敗北ユーザである場合には、ステップS10において第1ユーザの減少ポイントがサーバ装置30から第1ユーザ端末10に通知され、当該減少ポイントを含むリザルト画面が第1ユーザ端末10のディスプレイ15に表示される。同様に、ここでは第2ユーザが敗北ユーザである場合について説明したが、第2ユーザが勝利ユーザである場合には、ステップS11において第2ユーザの増加ポイントがサーバ装置30から第2ユーザ端末20に通知され、当該増加ポイントを含むリザルト画面が第2ユーザ端末20のディスプレイ15に表示される。 Here, a case has been described in which the first user is a winning user, but if the first user is a losing user, the server device 30 notifies the first user terminal 10 of the reduced points of the first user in step S10. , a result screen including the reduced points is displayed on the display 15 of the first user terminal 10. Similarly, although the case where the second user is a losing user has been described here, if the second user is a winning user, the increased points of the second user are transferred from the server device 30 to the second user terminal 20 in step S11. is notified, and a result screen including the increased points is displayed on the display 15 of the second user terminal 20.
更に、ここではステップS9において対戦モード処理が実行された場合について説明したが、上記したステップS9においてエンジョイモード処理が実行された場合を想定する。この場合、エンジョイモード処理において決定された第1ユーザの増加ポイントがサーバ装置30から第1ユーザ端末10に通知され、当該増加ポイントを含むリザルト画面が第1ユーザ端末10のディスプレイ15に表示される。同様に、エンジョイモード処理において決定された第2ユーザの増加ポイントがサーバ装置30から第2ユーザ端末20に通知され、当該増加ポイントを含むリザルト画面が第2ユーザ端末20のディスプレイ15に表示される。 Furthermore, although the case where the battle mode process is executed in step S9 has been described here, it is assumed that the enjoy mode process is executed in the above-described step S9. In this case, the server device 30 notifies the first user terminal 10 of the first user's increased points determined in the enjoy mode process, and a result screen including the increased points is displayed on the display 15 of the first user terminal 10. . Similarly, the server device 30 notifies the second user terminal 20 of the second user's increased points determined in the enjoy mode process, and a result screen including the increased points is displayed on the display 15 of the second user terminal 20. .
上記したステップS10及びS11の処理が実行されると、サーバ装置30に含まれるデータ管理部302は、当該サーバ装置30内に保持されているステップS9の処理の結果に基づいて、格納部301に格納されている第1及び第2ユーザのユーザデータを更新する(ステップS12)。 When the processes of steps S10 and S11 described above are executed, the data management unit 302 included in the server device 30 stores the data in the storage unit 301 based on the result of the process of step S9 held in the server device 30. The stored user data of the first and second users is updated (step S12).
ステップS9において対戦モード処理が実行されたことにより、当該ステップS9の処理の結果が例えば第1ユーザの増加ポイント及び第2ユーザの減少ポイントを含む場合、ステップS12においては、格納部301に格納されている第1ユーザのユーザデータに含まれるランクポイントに当該第1ユーザの増加ポイントが加算され、当該格納部301に格納されている第2ユーザのユーザデータに含まれるランクポイントから当該第2ユーザの減少ポイントが減算される。 When the battle mode process is executed in step S9, and the result of the process in step S9 includes, for example, increased points for the first user and decreased points for the second user, the results are stored in the storage unit 301 in step S12. The increased points of the first user are added to the rank points included in the user data of the first user, and the increase points of the first user are added to the rank points included in the user data of the second user stored in the storage unit 301. The reduction points will be subtracted.
また、ステップS9において対戦モード処理が実行されたことにより、当該ステップS9の処理の結果が例えば第1ユーザの減少ポイント及び第2ユーザの増加ポイントを含む場合、ステップS12においては、格納部301に格納されている第1ユーザのユーザデータに含まれるランクポイントから当該第1ユーザの減少ポイントが減算され、当該格納部301に格納されている第2ユーザのユーザデータに含まれるランクポイントに当該第2ユーザの増加ポイントが加算される。 Further, when the battle mode process is executed in step S9, and the result of the process in step S9 includes, for example, the first user's decreased points and the second user's increased points, in step S12, the storage unit 301 is stored. The decrease points of the first user are subtracted from the rank points included in the stored user data of the first user, and the rank points included in the user data of the second user stored in the storage unit 301 are added to the rank points included in the user data of the second user stored in the storage unit 301. The additional points of 2 users are added.
更に、ステップS9においてエンジョイモード処理が実行されたことにより、当該ステップS9の処理の結果が第1及び第2ユーザの増加ポイントを含む場合、ステップS12においては、格納部301に格納されている第1ユーザのユーザデータに含まれるランクポイントに当該第1ユーザの増加ポイントが加算され、当該格納部301に格納されている第2ユーザのユーザデータに含まれるランクポイントに当該第2ユーザの増加ポイントが加算される。 Furthermore, if the result of the process in step S9 includes the increased points of the first and second users due to the execution of the enjoy mode process in step S9, in step S12, the result of the process in step S9 includes the increased points of the first and second users. The increased points of the first user are added to the rank points included in the user data of one user, and the increased points of the second user are added to the rank points included in the user data of the second user stored in the storage unit 301. is added.
すなわち、ステップS12の処理は、上記したように第1及び第2ユーザに割り当てられたプレイモードでゴルフゲームがプレイされた結果に基づく報酬及びペナルティをユーザデータに反映する処理に相当する。 That is, the process of step S12 corresponds to the process of reflecting in the user data the reward and penalty based on the result of playing the golf game in the play mode assigned to the first and second users as described above.
なお、上記したランクポイントの増加(加算)によりユーザのランクが上昇する場合には、当該ユーザのユーザデータに含まれるランクも併せて更新される。なお、本実施形態においては基本的にはランクは下降(降格)しない場合を主に想定しているが、当該ランクは、ランクポイントの減少に応じて下降(降格)しても構わない。このようにランクポイントの減少(減算)によりユーザのランクが下降する場合にも同様に、当該ユーザのユーザデータに含まれるランクが更新される。 Note that when a user's rank increases due to the above-mentioned increase (addition) of rank points, the rank included in the user data of the user is also updated. In this embodiment, it is mainly assumed that the rank will not be lowered (demoted), but the rank may be lowered (demoted) in accordance with the decrease in rank points. In this way, even when a user's rank falls due to a decrease (subtraction) in rank points, the rank included in the user data of the user is similarly updated.
また、上記したステップS12の処理は、ステップS10及びS11の処理が実行された後に実行されればよいが、例えば第1ユーザのユーザデータの更新は第1ユーザ端末10においてホーム画面が表示された(例えば、第1ユーザ端末10に表示されたリザルト画面に設けられている「ホームへ」ボタンが指定された)タイミングで実行され、第2ユーザのユーザデータの更新は第2ユーザ端末20においてホーム画面が表示された(例えば、第2ユーザ端末20に表示されたリザルト画面に設けられている「ホームへ」ボタンが指定された)タイミングで実行されてもよい。すなわち、ユーザデータの更新は、所定のタイミングで実行されるように設定されていてもよい。 Further, the process of step S12 described above may be executed after the processes of steps S10 and S11 are executed, but for example, updating the user data of the first user is performed when the home screen is displayed on the first user terminal 10. (For example, when the "Go to Home" button provided on the results screen displayed on the first user terminal 10 is specified), the second user's user data is updated at the second user terminal 20. It may be executed at the timing when the screen is displayed (for example, when the "Go to Home" button provided on the result screen displayed on the second user terminal 20 is designated). That is, the update of user data may be set to be executed at a predetermined timing.
ステップS12の処理が実行されると、サーバ装置30は、当該ステップS12において更新された第1ユーザのユーザデータを第1ユーザ端末10に送信する(ステップS13)。ステップS13においてサーバ装置30から送信された第1ユーザのユーザデータは、第1ユーザ端末10において受信され、当該第1ユーザ端末10に含まれる格納部104に格納される。第1ユーザは、このような第1ユーザのユーザデータに基づいて、当該第1ユーザのランク及びランクポイント等を確認することができる。 When the process of step S12 is executed, the server device 30 transmits the user data of the first user updated in step S12 to the first user terminal 10 (step S13). The user data of the first user transmitted from the server device 30 in step S13 is received by the first user terminal 10 and stored in the storage unit 104 included in the first user terminal 10. The first user can check the rank, rank points, etc. of the first user based on such user data of the first user.
同様に、サーバ装置30は、ステップS12において更新された第2ユーザのユーザデータを第2ユーザ端末20に送信する(ステップS14)。ステップS14においてサーバ装置30から送信された第2ユーザのユーザデータは、第2ユーザ端末20において受信され、当該第2ユーザ端末20に含まれる格納部104に格納される。第2ユーザは、このような第2ユーザのユーザデータに基づいて、当該第2ユーザのランク及びランクポイント等を確認することができる。 Similarly, the server device 30 transmits the second user's user data updated in step S12 to the second user terminal 20 (step S14). The user data of the second user transmitted from the server device 30 in step S14 is received by the second user terminal 20 and stored in the storage unit 104 included in the second user terminal 20. The second user can check the rank, rank points, etc. of the second user based on such user data of the second user.
なお、図6においては第1ユーザが1回ゴルフゲームをプレイする場合の処理について示しているが、当該図6に示す処理は、当該第1ユーザがゴルフゲームをプレイする度に繰り返し実行される。このように図6に示す処理が繰り返し実行されることにより、第1ユーザは、当該第1ユーザのランクに対応するプレイモードのサイクルに従って順次選択される(強制的に割り当てられる)プレイモードでゴルフゲームをプレイすることができる。 Although FIG. 6 shows the process when the first user plays the golf game once, the process shown in FIG. 6 is repeatedly executed every time the first user plays the golf game. . By repeatedly executing the process shown in FIG. 6 in this way, the first user can play golf in play modes that are sequentially selected (forcibly assigned) according to the play mode cycle corresponding to the rank of the first user. can play games.
上記したように本実施形態においては、ユーザがゴルフゲーム(対戦ゲーム)をプレイする際に、予め用意されている対戦モード及びエンジョイモード(複数のプレイモード)のうちの1つが強制的に割り当てられ、当該強制的に割り当てられたプレイモードでゴルフゲームをプレイすることが可能なゲームプレイ環境が提供される。この場合においてユーザに強制的に割り当てられるプレイモードは、ユーザのランクに基づいて選択される。 As described above, in this embodiment, when a user plays a golf game (competitive game), one of the pre-prepared competitive mode and enjoy mode (multiple play modes) is forcibly assigned. , a game play environment is provided in which the golf game can be played in the forcibly assigned play mode. In this case, the play mode forcibly assigned to the user is selected based on the user's rank.
本実施形態においては、上記した構成により、ゴルフゲームをプレイするユーザのモチベーションの低下を抑制することが可能となる。 In this embodiment, the above-described configuration makes it possible to suppress a decrease in motivation of a user who plays a golf game.
具体的には、図8に示すようにゴルフゲームに7種類のランク(ゲーム進行度)が用意されている場合において、例えばランクがルーキーであるユーザは、当該ゴルフゲームに対する熟練度が十分でなく、他のユーザと対戦を行ったとしても、当該対戦に勝利することが困難な場合がある。このようなユーザが対戦に敗北する度にランクポイントを失うような状況を想定すると、当該ユーザはランクを上昇させることができず、当該ゴルフゲームをプレイするユーザのモチベーションは次第に低下していくと考えられる。 Specifically, in a case where seven types of ranks (game progress levels) are prepared for a golf game as shown in FIG. Even if a user plays a match against another user, it may be difficult to win the match. Assuming a situation where such a user loses rank points every time he loses a match, the user will not be able to increase his rank and his motivation to play the golf game will gradually decline. Conceivable.
これに対して、本実施形態においては、他のユーザとの対戦の結果に基づいてランクポイントを増加させるまたはランクポイントを減少させる対戦モードだけではなく、ゴルフゲームがプレイされた際のスコアに基づいてランクポイントを増加させるエンジョイモードを(所定のタイミングで)強制的に割り当てることにより、仮に対戦モードで行われる対戦に敗北した(ランクポイントが減少した)としても、エンジョイモードでランクポイントを増加させることができるため、ユーザのランクを上昇させることが可能となる。換言すれば、本実施形態においては、エンジョイモードを強制的にユーザに割り当てることによって、ランクポイントの調整を容易に行うことができる。このようにランクを上昇させることは、ゴルフゲームを継続的にプレイするためのモチベーションとなり得る。 On the other hand, in the present embodiment, not only a battle mode in which rank points are increased or decreased based on the results of battles with other users, but also a battle mode in which rank points are increased or decreased based on the results of battles with other users, but also based on the score when the golf game is played. By forcibly assigning Enjoy mode (at a predetermined timing) to increase rank points, even if you lose the battle in competitive mode (rank points decrease), rank points will increase in enjoy mode. This makes it possible to raise the user's rank. In other words, in this embodiment, rank points can be easily adjusted by forcibly assigning the enjoy mode to the user. Increasing the rank in this way can serve as motivation for continuously playing the golf game.
更に、例えばランクポイントを失う(減少させる)ことでランクが下降する(つまり、下のランクに降格する)ような仕組みがゴルフゲームに導入されている場合においても、エンジョイモードを強制的に割り当てることによって当該ランクが容易に下降してしまうような状況を回避することができるため、ゴルフゲームをプレイするユーザのモチベーションの低下を抑制することができると考えられる。 Furthermore, even if a golf game has a mechanism in which the rank is lowered (that is, demoted to a lower rank) by losing (decreasing) rank points, for example, enjoy mode cannot be forcibly assigned. Since it is possible to avoid a situation in which the rank easily drops due to the above, it is considered that it is possible to suppress a decrease in the motivation of the user who plays the golf game.
また、エンジョイモードにおいては対戦モードと比較して気軽にゴルフゲームをプレイすることができるため、ゴルフゲームを継続的にプレイすることを促進することができる。 In addition, since the golf game can be played more easily in the enjoy mode than in the battle mode, it is possible to encourage continuous playing of the golf game.
更に、エンジョイモードにおいては、他のユーザのスコアに影響されず、ユーザ自身のスコアに応じたランクポイントを増加させるため、当該ユーザはスコア(技術)を向上させるようにゴルフゲームをプレイするようになると考えられる。すなわち、エンジョイモードは、ランクポイントを失うことなく、ゴルフゲームに対する熟練度を向上させる(つまり、ゴルフゲームの練習を行う)環境を提供することができるという利点もある。 Furthermore, in Enjoy Mode, the user is not influenced by other users' scores and increases the rank points according to the user's own score, so the user is encouraged to play the golf game to improve the score (skill). It is considered to be. That is, the enjoy mode has the advantage that it can provide an environment for improving golf game proficiency (that is, practicing golf games) without losing rank points.
一方で、エンジョイモードだけでなく、対戦モードも同様に強制的に割りてることにより、他のユーザに勝利するという観点での興趣性を向上させ、結果としてゴルフゲームをプレイするユーザのモチベーションを向上させることが可能である。 On the other hand, by forcing players to play not only Enjoy Mode but also Competitive Mode, the game becomes more interesting from the perspective of defeating other users, and as a result, increases the user's motivation to play the golf game. It is possible to do so.
なお、本実施形態におけるゴルフゲームは獲得したランクポイントに基づいてランクを上昇させることを目的の1つとするゲーム性を有していることから、報酬がランクポイントの増加であり、ペナルティがランクポイントの減少であるものとして説明したが、当該報酬及びペナルティは他のものであっても構わない。具体的には、報酬はアイテムの提供であってもよいし、ペナルティはアイテムの消失であってもよい。 Note that the golf game in this embodiment has a game feature in which one of the objectives is to increase the rank based on the acquired rank points, so the reward is an increase in rank points, and the penalty is rank points. Although the above explanation assumes that the compensation and penalty are a decrease in Specifically, the reward may be the provision of an item, and the penalty may be the disappearance of the item.
更に、本実施形態において説明した対戦モード及びエンジョイモードは予め用意されている複数のプレイモードの一例であり、本実施形態においては、ゴルフゲームをプレイするユーザのモチベーションの低下を抑制するために複数のプレイモードのうちの1つのプレイモードを強制的に割り当てる構成であればよい。すなわち、本実施形態においては、例えばゴルフゲームをプレイすることによって付与される報酬または当該ゴルフゲームをプレイすることによって課されるペナルティ等が異なる複数のプレイモードが用意されていればよい。また、本実施形態において説明したゴルフゲームにおけるホールや打球に影響を与える風の向き及び強さ等の外的要因は当該ゴルフゲームの難易度に相当するといえるが、本実施形態においては、当該難易度が異なる複数のプレイモードが用意されていてもよい。また、難易度は、対戦相手の強さやゴルフゲームをプレイする際の操作の困難性等を含む概念であってもよい。 Furthermore, the battle mode and the enjoy mode described in this embodiment are examples of a plurality of play modes prepared in advance, and in this embodiment, a plurality of play modes are provided in order to suppress a decrease in the motivation of the user who plays the golf game. Any configuration is sufficient as long as it forcibly assigns one play mode among the play modes. That is, in the present embodiment, a plurality of play modes may be provided in which, for example, rewards given by playing a golf game or penalties imposed by playing the golf game are different. Further, although it can be said that external factors such as the direction and strength of the wind that affect holes and batted balls in the golf game described in this embodiment correspond to the difficulty level of the golf game, in this embodiment, the difficulty level A plurality of play modes with different degrees may be provided. Furthermore, the difficulty level may be a concept that includes the strength of an opponent, the difficulty of operations when playing a golf game, and the like.
また、本実施形態においては、ランク毎に予め定められているプレイモードのサイクルに従って強制的に割り当てられるプレイモードを選択する構成により、ランクに応じてエンジョイモードが割り当てられる比率を調整し、ユーザのモチベーションの低下を適切に抑制することができる。 In addition, in this embodiment, by having a configuration in which a play mode that is forcibly assigned according to a predetermined play mode cycle for each rank is selected, the ratio at which the enjoy mode is assigned is adjusted according to the rank, and the user A decrease in motivation can be appropriately suppressed.
なお、本実施形態においては、例えば図8に示すように、ユーザのランクがルーキー、ブロンズ及びシルバー(第1ランク)である場合にはユーザがゴルフゲームをプレイする度に異なるプレイモード(対戦モードまたはエンジョイモード)が強制的に割り当てられ、ユーザのランクがビギナー、ゴールド、プラチナ及びダイヤモンド(第2ランク)である場合にはユーザがゴルフゲームをプレイする度に同一のプレイモードのみが強制的に割り当てられる構成であってもよい。すなわち、本実施形態においては、ユーザのランクとして、複数のプレイモードがサイクルに従って順次、選択的に割り当てられるランクと、複数のプレイモードのうちの1つのプレイモードが固定的に割り当てられるランクとが用意されていてもよい。 In this embodiment, as shown in FIG. 8, for example, if the user's rank is Rookie, Bronze, or Silver (first rank), a different play mode (competition mode) is selected each time the user plays a golf game. or Enjoy mode) and the user's ranks are Beginner, Gold, Platinum, and Diamond (second rank), only the same play mode will be forced each time the user plays the golf game. The configuration may be assigned. That is, in this embodiment, the user's ranks include a rank to which a plurality of play modes are sequentially and selectively assigned according to a cycle, and a rank to which one play mode among the plurality of play modes is fixedly assigned. It may be prepared.
また、本実施形態においては、複数のプレイモードのうちの1つのプレイモードが強制的に割り当てられた場合に、当該プレイモードでゴルフゲームをプレイすることをユーザによって使用されるユーザ端末に指示し、当該ユーザ端末において提供されるユーザインタフェースは、強制的に割り当てられたプレイモードを変更する操作を受け付けないものとする。このような構成によれば、ユーザは強制的に割り当てられたプレイモードでゴルフゲームをプレイしなければならず、ユーザが自由にプレイモードを変更(選択)した結果として当該ユーザのモチベーションが低下するといった事態を回避することができる。 Furthermore, in this embodiment, when one play mode among a plurality of play modes is forcibly assigned, the user terminal used by the user is instructed to play the golf game in that play mode. It is assumed that the user interface provided on the user terminal does not accept operations to change the forcibly assigned play mode. According to such a configuration, the user has to play the golf game in the forcibly assigned play mode, and as a result of the user freely changing (selecting) the play mode, the user's motivation decreases. Such situations can be avoided.
ただし、例えばユーザが予め定められたランクに到達するといった特定の条件を満たした場合にユーザがプレイモードを変更(選択)することができるような仕組みを採用することは可能である。また、プレイモードを直接ユーザが変更(選択)するのではなく、例えばプレイモード割り当て処理におけるプレイモードの選択に影響を与えるパラメータ(例えば、重み等)をユーザの指示によって変更するような構成することも可能である。 However, it is possible to adopt a mechanism that allows the user to change (select) the play mode when a specific condition is met, such as the user reaching a predetermined rank. In addition, instead of the user directly changing (selecting) the play mode, for example, the configuration may be such that parameters (such as weights) that affect the selection of the play mode in the play mode allocation process are changed in accordance with the user's instructions. is also possible.
また、本実施形態においては、ランク毎に予め定められているプレイモードのサイクルに従って強制的に割り当てられるプレイモードが選択されるものとして説明したが、当該プレイモードは、例えばランク毎に予め定められている各プレイモードの確率に従って選択されてもよい(つまり、次のゴルフゲームのプレイモードが抽選で決定されてもよい)。この確率は、例えばランクが低い程エンジョイモードが選択されやすく、ランクが高い程対戦モードが選択されやすいように設定されていればよい。 Furthermore, in the present embodiment, the play mode has been described as being forcibly assigned according to the play mode cycle predetermined for each rank. (In other words, the play mode of the next golf game may be determined by lottery). This probability may be set such that, for example, the lower the rank, the more likely the enjoy mode will be selected, and the higher the rank, the more likely the battle mode will be selected.
また、本実施形態においてランクの高いユーザは対戦モードでゴルフゲームをプレイすることが多いが、このようなユーザであってもエンジョイモードでゴルフゲームをプレイしたい場合があると考えられる。このような場合には、例えばM回エンジョイモードでプレイし、その後、N回対戦モードでプレイするようなサイクルを用意し、ユーザによってはランクにかかわらずこのようなサイクルを選択することができるようにしてもよい。 Further, in the present embodiment, high-rank users often play the golf game in the competitive mode, but it is thought that even such users may want to play the golf game in the enjoy mode. In such a case, for example, a cycle may be prepared in which the player plays in Enjoy mode M times, and then in Competitive mode N times, and some users may be able to select such a cycle regardless of their rank. You can also do this.
ところで、上記した図8においてはランクがゴールド、プラチナ及びダイヤモンドである場合には全て対戦モードが割り当てられる(つまり、ゴルフゲームはエンジョイモードでプレイされない)ものとして説明したが、図13に示すエンジョイモード用ポイントテーブルによれば、当該ランクに対応づけて増加ポイント1~10が定義されている。 By the way, in FIG. 8 described above, it was explained that the battle mode is assigned to all ranks of gold, platinum, and diamond (that is, the golf game is not played in the enjoy mode), but the enjoy mode shown in FIG. According to the point table for 2018, additional points 1 to 10 are defined in association with the rank.
すなわち、本実施形態においては、対戦モードでゴルフゲームをプレイした結果(つまり、対戦モードで行われる対戦の結果)に基づいて、図8に示すプレイモードのサイクルを変更するような構成とすることができる。 That is, in this embodiment, the play mode cycle shown in FIG. 8 is changed based on the result of playing the golf game in the battle mode (that is, the result of the battle played in the battle mode). Can be done.
具体的には、例えばランクがゴールドであるユーザが他のユーザとの対戦において1回敗北した場合には、当該ランクがゴールドである場合のプレイモードのサイクルに1回のエンジョイモードを追加するようにしてもよい。また、例えばランクがプラチナであるユーザが他のユーザとの対戦において2回連続で敗北した場合には、当該ランクがゴールドである場合のプレイモードのサイクルに1回のエンジョイモードを追加するようにしてもよい。更に、例えばランクがダイヤモンドであるユーザが他のユーザとの対戦において3回連続で敗北した場合には、当該ランクがダイヤモンドである場合のプレイモードのサイクルに1回のエンジョイモードを追加するようにしてもよい。 Specifically, for example, if a user whose rank is gold loses once in a battle against another user, one enjoy mode is added to the play mode cycle when the rank is gold. You can also do this. Also, for example, if a user with a platinum rank loses twice in a row against another user, one enjoy mode will be added to the play mode cycle when the rank is gold. It's okay. Furthermore, for example, if a user whose rank is Diamond loses three times in a row in a match against another user, one enjoy mode is added to the cycle of play modes when the rank is Diamond. It's okay.
すなわち、本実施形態においてはユーザのランクに基づいて強制的に割り当てられるプレイモードが選択されるものとして説明したが、本実施形態は、上記したように過去の対戦の結果(過去にゴルフゲームがプレイされた結果)に基づいてプレイモード(例えば、エンジョイモード)を強制的に割り当てる構成であってもよい。この場合、ランクと過去の対戦の結果との両方を考慮してプレイモードを割り当てる構成であってもよいし、過去の対戦結果のみを考慮してプレイモードを割り当てる構成であってもよい。換言すれば、本実施形態は、例えばランクとは関係なく1つのプレイモードでゴルフゲームをプレイしている際に、過去の対戦結果に基づいて他のプレイモードが強制的に割り当てられる構成であってもよい。また、ここでは主にランク及び過去の対戦結果について説明したが、本実施形態は、例えばゲームの状況等に関する所定の条件を満たした場合に所定のプレイモードを強制的に割り当てるような構成としてもよい。なお、「ゲームの状況」には例えば対戦モードにおいて予め定められた数の敗北が続いている等の状況が含まれ、この場合には、連敗数を条件にエンジョイモードを追加する(強制的に割り当てる)ようにすることができる。また、「ゲームの状況」とは、ランクや対戦結果等を含む概念であってもよい。 That is, in this embodiment, the play mode that is forcibly assigned based on the user's rank is selected, but in this embodiment, as described above, the play mode is A configuration may be adopted in which a play mode (for example, enjoy mode) is forcibly assigned based on the result of the play. In this case, the play mode may be assigned by considering both the rank and the results of past matches, or the play mode may be assigned by considering only the results of past matches. In other words, in this embodiment, for example, when playing a golf game in one play mode regardless of rank, another play mode is forcibly assigned based on past match results. It's okay. Furthermore, although the explanation has mainly been about ranks and past match results, this embodiment can also be configured such that a predetermined play mode is forcibly assigned when a predetermined condition regarding the game situation is satisfied, for example. good. Note that the "game situation" includes, for example, situations such as a predetermined number of consecutive defeats in competitive mode, and in this case, enjoy mode is added (forcibly) based on the number of consecutive losses. assignment). Further, the "game situation" may be a concept including rank, battle results, and the like.
また、ここではランクがゴールド、プラチナ及びダイヤモンドである場合のプレイモードのサイクルについて説明したが、例えばランクがルーキー、ブロンズ及びシルバーである場合のプレイモードのサイクルを変更してもよい。例えばランクがルーキー、ブロンズ及びシルバーである場合にはプレイモードのサイクルに既にエンジョイモードが組み込まれているが、対戦モードで行われる対戦において1回敗北した場合には、当該プレイモードのサイクルに更にエンジョイモードを追加するようにしてもよい。 Furthermore, although the play mode cycle when the ranks are gold, platinum, and diamond has been described here, the play mode cycle when the ranks are rookie, bronze, and silver, for example, may be changed. For example, if the rank is Rookie, Bronze, or Silver, Enjoy mode is already included in the play mode cycle, but if you lose one match in competitive mode, the cycle of that play mode will be added. An enjoy mode may also be added.
ここで、図14は、ランクがルーキーである場合のプレイモードのサイクルの変更例を示している。図14においては、例えば図9に示す対戦モード1回及びエンジョイモード2回を1サイクルとしてプレイモードが順次繰り返される際に、当該対戦モードにおいて行われる対戦に敗北した場合に、当該プレイモードのサイクル「対戦モード1回、エンジョイモード2回」が「対戦モード1回、エンジョイモード3回」に変更された例が示されている。 Here, FIG. 14 shows an example of changing the play mode cycle when the rank is Rookie. In FIG. 14, for example, when the play mode is sequentially repeated with one cycle of the battle mode and two times of the enjoy mode shown in FIG. 9, if the battle in the battle mode is defeated, the cycle of the play mode An example is shown in which "competition mode once, enjoy mode twice" is changed to "competition mode once, enjoy mode three times".
なお、1回のエンジョイモードが追加された変更後のプレイモードのサイクル(対戦モード1回及びエンジョイモード3回)に従ってプレイモードが割り当てられた後は、変更前のプレイモードのサイクル(対戦モード1回及びエンジョイモード2回)に従ってプレイモードが割り当てられる。図14に示すようにプレイモードのサイクルが変更されることによって、対戦に1回敗北したら、次に対戦モードでゴルフゲームをプレイするまでに、3回連続でエンジョイモードでゴルフゲームをプレイさせるようなプレイモードの割り当てを実現することができる。 In addition, after play modes are assigned according to the play mode cycle after the change (competition mode 1 and enjoy mode 3) in which one enjoy mode was added, the play mode cycle before the change (competition mode 1 play mode is assigned according to the number of times and enjoy mode twice). As shown in FIG. 14, by changing the play mode cycle, if you lose one match, you will be forced to play the golf game in Enjoy mode three times in a row before playing the golf game in Competitive mode next time. It is possible to realize a play mode assignment.
なお、ここでは対戦モードにおいて行われる対戦に1回敗北すると1回エンジョイモードが追加されるものとして説明したが、本実施形態においては、当該対戦において連続して敗北した数(つまり、連敗数)が閾値を超えた場合に、次の対戦モードまでにn回連続でエンジョイモードでプレイさせるといった構成を採用することも可能である。 It should be noted that although it has been explained here that if you lose one battle in the battle mode, the enjoy mode will be added once, but in this embodiment, the number of consecutive losses in the battle (that is, the number of consecutive losses) It is also possible to adopt a configuration in which if the number exceeds a threshold value, the player is forced to play in the enjoy mode n times in a row before the next battle mode.
また、ここでは対戦に敗北した際にエンジョイモードをプレイモードのサイクルに追加する構成について説明したが、例えば対戦に敗北した際にプレイモードのサイクル中の対戦モードをエンジョイモードに置き換えることによって当該プレイモードのサイクルを変更するような構成とすることも可能である。また、上記したようにランク毎に予め定められている各プレイモードの確率に従ってプレイモードを選択する(割り当てる)構成である場合には、対戦に敗北した際に、当該確率(対戦モード及びエンジョイモードの出現率)を変更するようにしてもよい。この場合、エンジョイモードが高確率で選択されるように確率を変更することが考えられる。 In addition, here we have explained a configuration in which Enjoy mode is added to the play mode cycle when a match is lost, but for example, when losing a match, by replacing the match mode in the play mode cycle with Enjoy mode, the corresponding play mode can be added. It is also possible to configure the mode cycle to be changed. Additionally, if the configuration is such that play modes are selected (assigned) according to the probabilities of each play mode predetermined for each rank as described above, when the play mode is defeated, (occurrence rate) may be changed. In this case, it is conceivable to change the probability so that the enjoy mode is selected with a high probability.
また、ここでは変更後のプレイモードのサイクルに従って1サイクル分のプレイモードが割り当てられた後は変更前のプレイモードのサイクルに従ってプレイモードが割り当てられる(つまり、変更後のプレイモードのサイクルは1回のみ適用される)ものとして説明したが、当該変更後のプレイモードのサイクルは複数回適用されても構わない。 Also, here, a play mode for one cycle is assigned according to the cycle of the play mode after the change, and then a play mode is assigned according to the cycle of the play mode before the change (in other words, the cycle of the play mode after the change is one cycle). However, the cycle of the play mode after the change may be applied multiple times.
また、本実施形態においては例えば他のユーザとゴルフゲームを楽しむことによってモチベーションを向上させるという観点からエンジョイモードであっても他のユーザと対戦を行うような形式でゴルフゲームをプレイする(つまり、2人のユーザがゴルフゲームをプレイする)構成を採用しているが、当該エンジョイモードでプレイされるゴルフゲームにおける対戦相手はノンプレイヤキャラクタ(NPC:Non Player Character)であってもよい。また、本実施形態においては、対戦モードでプレイされるゴルフゲームにおける対戦相手をノンプレイヤキャラクタとすることも可能である。 Furthermore, in this embodiment, for example, the golf game is played in a format where you compete against other users even in the enjoy mode, from the perspective of improving motivation by enjoying the golf game with other users (that is, Although a configuration in which two users play a golf game is adopted, the opponent in the golf game played in the enjoy mode may be a non-player character (NPC). Further, in this embodiment, it is also possible to use a non-player character as an opponent in a golf game played in a competitive mode.
更に、本実施形態においては対戦ゲームの一例としてゴルフゲームについて説明したが、本実施形態を適用することが可能な対戦ゲームは、ゴルフゲームに限られない。また、本実施形態を適用することが可能な対戦ゲームは、1対1で対戦を行う対戦ゲームに限られず、複数対複数で対戦を行う対戦ゲームであってもよい。また、本実施形態は、ユーザのモチベーションの低下を抑制するという観点に基づいてゲームをプレイする際に複数のプレイモードのうちの1つのプレイモードを強制的に割り当てる構成であればよいため、対戦ゲーム以外のゲームに適用されてもよい。 Further, in this embodiment, a golf game has been described as an example of a competitive game, but competitive games to which this embodiment can be applied are not limited to golf games. Moreover, the competitive game to which this embodiment can be applied is not limited to a competitive game in which a one-on-one competition is performed, but may be a competitive game in which a multiple-versus-multiple competition is performed. Furthermore, in this embodiment, it is only necessary to forcibly allocate one play mode among a plurality of play modes when playing a game based on the viewpoint of suppressing a decrease in user motivation. It may also be applied to games other than games.
なお、本願発明は、上記実施形態そのままに限定されるものではなく、実施段階ではその要旨を逸脱しない範囲で構成要素を変形して具体化できる。また、上記実施形態に開示されている複数の構成要素の適宜な組合せにより種々の発明を形成できる。例えば、実施形態に示される全構成要素から幾つかの構成要素を削除してもよい。更に、異なる実施形態に亘る構成要素を適宜組合せてもよい。 It should be noted that the present invention is not limited to the above-described embodiments as they are, and can be embodied by modifying the constituent elements within the scope of the invention at the implementation stage. Moreover, various inventions can be formed by appropriately combining the plurality of components disclosed in the above embodiments. For example, some components may be deleted from all the components shown in the embodiments. Furthermore, components from different embodiments may be combined as appropriate.
1…ゲームシステム、10…第1ユーザ端末、11…不揮発性メモリ、12…CPU、13…メインメモリ、13A…ゲームプログラム、14…無線通信デバイス、15…ディスプレイ、16…タッチパネル、20…第2ユーザ端末、30…サーバ装置、31…不揮発性メモリ、32…CPU、33…メインメモリ、33A…ゲームプログラム、34…無線通信デバイス、40…ネットワーク、101…操作受付部、102…制御部、103…表示処理部、104…格納部、301…格納部、302…データ管理部、303…制御部。
 
DESCRIPTION OF SYMBOLS 1...Game system, 10...First user terminal, 11...Nonvolatile memory, 12...CPU, 13...Main memory, 13A...Game program, 14...Wireless communication device, 15...Display, 16...Touch panel, 20...Second User terminal, 30... Server device, 31... Non-volatile memory, 32... CPU, 33... Main memory, 33A... Game program, 34... Wireless communication device, 40... Network, 101... Operation reception unit, 102... Control unit, 103 ...Display processing section, 104... Storage section, 301... Storage section, 302... Data management section, 303... Control section.

Claims (13)

  1. コンピュータを、
    ユーザがゲームをプレイする際に、予め用意されている複数のプレイモードのうちの1つのプレイモードを強制的に割り当てる割り当て手段、
    強制的に割り当てられた前記1つのプレイモードで前記ゲームをプレイすることが可能なゲームプレイ環境を提供する提供手段
    として機能させ、
    強制的に割り当てられる前記1つのプレイモードは、前記ユーザのゲーム進行度に基づいて選択される
    プログラム。
    computer,
    Assignment means for forcibly assigning one play mode among a plurality of pre-prepared play modes when a user plays a game;
    Function as a providing means for providing a game play environment in which the game can be played in the forcibly assigned one play mode,
    The one play mode that is forcibly assigned is selected based on the user's progress in the game.
  2. 前記複数のプレイモードの各々は、当該プレイモードでゲームをプレイすることによって付与される報酬、当該ゲームをプレイすることによって課されるペナルティ及び当該ゲームをプレイする際の難易度のうちの少なくとも1つが異なる請求項1記載のプログラム。 Each of the plurality of play modes includes at least one of a reward given by playing the game in the play mode, a penalty imposed by playing the game, and a difficulty level when playing the game. 2. The program according to claim 1, wherein:
  3. 前記複数のプレイモードは、第1及び第2プレイモードを含み、
    前記第1プレイモードは、他のユーザと対戦を行い、当該対戦の結果に基づいて前記ユーザに報酬が付与されるまたはペナルティが課されるプレイモードであり、
    前記第2プレイモードは、前記ゲームがプレイされた際の前記ユーザのスコアに基づいて報酬が付与されるプレイモードである
    請求項2記載のプログラム。
    The plurality of play modes include a first play mode and a second play mode,
    The first play mode is a play mode in which a user competes against another user, and the user is rewarded or penalized based on the result of the battle,
    3. The program according to claim 2, wherein the second play mode is a play mode in which a reward is given based on the score of the user when the game is played.
  4. 前記報酬は、前記ユーザのゲーム進行度を上昇させるためのポイントの増加を含み、前記ペナルティは、前記ポイントの減少を含む
    請求項3記載のプログラム。
    4. The program according to claim 3, wherein the reward includes an increase in points for increasing the user's game progress, and the penalty includes a decrease in the points.
  5. 強制的に割り当てられる前記1つのプレイモードは、前記ゲーム進行度毎に予め定められているプレイモードのサイクルに従って選択される請求項1記載のプログラム。 2. The program according to claim 1, wherein the one play mode that is forcibly assigned is selected according to a play mode cycle that is predetermined for each game progress level.
  6. 前記プレイモードのサイクルは、強制的に割り当てられる前記1つのプレイモードで行われる対戦の結果に基づいて変更される請求項5記載のプログラム。 6. The program according to claim 5, wherein the cycle of the play modes is changed based on a result of a match performed in the one play mode that is forcibly assigned.
  7. 強制的に割り当てられる前記1つのプレイモードは、前記ゲーム進行度毎に予め定められている各プレイモードの確率に従って選択される請求項1記載のプログラム。 2. The program according to claim 1, wherein the one play mode that is forcibly assigned is selected according to a probability of each play mode that is predetermined for each game progress level.
  8. 前記ユーザのゲーム進行度が第1ゲーム進行度である場合には、前記ユーザがゲームをプレイする度に前記第1または第2プレイモードが強制的に割り当てられ、
    前記ユーザのゲーム進行度が第2ゲーム進行度である場合には、前記ユーザがゲームをプレイする度に前記第1プレイモードが強制的に割り当てられる
    請求項3記載のプログラム。
    If the user's game progress is a first game progress, the first or second play mode is forcibly assigned each time the user plays the game,
    4. The program according to claim 3, wherein when the user's game progress is a second game progress, the first play mode is forcibly assigned each time the user plays the game.
  9. 前記コンピュータを、前記複数のプレイモードのうちの1つのプレイモードが強制的に割り当てられた場合に、当該プレイモードでゲームをプレイすることを前記ユーザによって使用されるユーザ端末に指示する指示手段として更に機能させ、
    前記ユーザ端末において提供されるユーザインタフェースは、強制的に割り当てられた前記1つのプレイモードを変更する操作を受け付けない
    請求項3記載のプログラム。
    The computer is used as an instruction means for instructing a user terminal used by the user to play a game in the play mode when one of the plurality of play modes is forcibly assigned. make it even more functional,
    4. The program according to claim 3, wherein a user interface provided on the user terminal does not accept an operation to change the one play mode to which the one play mode is forcibly assigned.
  10. 前記第2プレイモードは、ノンプレイヤキャラクタと対戦を行うプレイモードである請求項3記載のプログラム。 4. The program according to claim 3, wherein the second play mode is a play mode in which you compete against a non-player character.
  11. コンピュータを、
    ユーザがゲームをプレイする際に、予め用意されている複数のプレイモードのうちの1つのプレイモードを強制的に割り当てる割り当て手段、
    強制的に割り当てられた前記1つのプレイモードで前記ゲームをプレイすることが可能なゲームプレイ環境を提供する提供手段
    として機能させ、
    強制的に割り当てられる前記1つのプレイモードは、前記ゲームが過去にプレイされた結果に基づいて選択される
    プログラム。
    computer,
    Assignment means for forcibly assigning one play mode among a plurality of pre-prepared play modes when a user plays a game;
    Functioning as a providing means for providing a game play environment in which the game can be played in the forcibly assigned one play mode,
    The one play mode that is forcibly assigned is a program that is selected based on a result of the game being played in the past.
  12. ユーザがゲームをプレイする際に、予め用意されている複数のプレイモードのうちの1つのプレイモードを強制的に割り当てる割り当て手段と、
    強制的に割り当てられた前記1つのプレイモードで前記ゲームをプレイすることが可能なゲームプレイ環境を提供する提供手段と
    を具備し、
    強制的に割り当てられる前記1つのプレイモードは、前記ユーザのゲーム進行度に基づいて選択される
    システム。
    Assignment means for forcibly assigning one play mode among a plurality of pre-prepared play modes when a user plays a game;
    providing means for providing a game play environment in which the game can be played in the forcibly assigned one play mode;
    The one play mode that is forcibly assigned is selected based on the user's progress in the game.
  13. ユーザがゲームをプレイする際に、予め用意されている複数のプレイモードのうちの1つのプレイモードを強制的に割り当てる割り当て手段と、
    強制的に割り当てられた前記1つのプレイモードで前記ゲームをプレイすることが可能なゲームプレイ環境を提供する提供手段と
    を具備し、
    強制的に割り当てられる前記1つのプレイモードは、前記ゲームが過去にプレイされた結果に基づいて選択される
    システム。
     
    Assignment means for forcibly assigning one play mode among a plurality of pre-prepared play modes when a user plays a game;
    providing means for providing a game play environment in which the game can be played in the forcibly assigned one play mode;
    A system in which the one play mode that is forcibly assigned is selected based on a result of the game being played in the past.
PCT/JP2023/029777 2022-09-01 2023-08-18 Program and system WO2024048315A1 (en)

Applications Claiming Priority (2)

Application Number Priority Date Filing Date Title
JP2022139027A JP2024034640A (en) 2022-09-01 2022-09-01 Programs and systems
JP2022-139027 2022-09-01

Publications (1)

Publication Number Publication Date
WO2024048315A1 true WO2024048315A1 (en) 2024-03-07

Family

ID=90099629

Family Applications (1)

Application Number Title Priority Date Filing Date
PCT/JP2023/029777 WO2024048315A1 (en) 2022-09-01 2023-08-18 Program and system

Country Status (2)

Country Link
JP (1) JP2024034640A (en)
WO (1) WO2024048315A1 (en)

Citations (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JPH11151380A (en) * 1997-09-17 1999-06-08 Konami Co Ltd Music-enhancing game machine, system for indicating enhancing control for music-enhancing game, and computer-readable storage medium storing program for game
JP2000182077A (en) * 1998-12-19 2000-06-30 Sega Enterp Ltd Image generating device and image generating method
WO2014092098A1 (en) * 2012-12-11 2014-06-19 フィールズ株式会社 Game processing method, game device, and game programme

Patent Citations (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JPH11151380A (en) * 1997-09-17 1999-06-08 Konami Co Ltd Music-enhancing game machine, system for indicating enhancing control for music-enhancing game, and computer-readable storage medium storing program for game
JP2000182077A (en) * 1998-12-19 2000-06-30 Sega Enterp Ltd Image generating device and image generating method
WO2014092098A1 (en) * 2012-12-11 2014-06-19 フィールズ株式会社 Game processing method, game device, and game programme

Also Published As

Publication number Publication date
JP2024034640A (en) 2024-03-13

Similar Documents

Publication Publication Date Title
US10918947B2 (en) Game program, game controlling method, and information processing apparatus
JP6297732B1 (en) Program and control method
US11964199B2 (en) Program, information processing device, and control method
JP2013162949A (en) Game control device, game control method, program, and game system
JP7419185B2 (en) Programs, terminals, game systems and game management devices
JP7136715B2 (en) Game program, method, and information processing device
JP7373154B2 (en) Control program, control method and computer
JP7375123B2 (en) Information processing device, game program, and information processing method
WO2024048315A1 (en) Program and system
US20230094057A1 (en) Game system, game server, and game program
JP2019122567A (en) Game program, computer device, and game program control method
JP2022071383A (en) Information processing system, information processing program, information processing device, and information processing method
JP7250093B2 (en) Terminal device, server device, and control method
JP2017000431A (en) Server device, program, and control method
JP2021053280A (en) Program, system and method for providing game
JP7280524B2 (en) Game device and program
JP7321325B2 (en) Information processing device, game program, and information processing method
JP7381898B2 (en) Game system and game control method
JP7427181B2 (en) Program, information processing device, and control method
JP7455258B1 (en) program
JP7133238B2 (en) Game device, game system, and program
JP7322992B2 (en) Information processing device and program
JP6761075B2 (en) Programs, terminals, game systems and game management devices
JP7477798B2 (en) Information processing device and game program
JP6849836B2 (en) Program and control method

Legal Events

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

Ref document number: 23860078

Country of ref document: EP

Kind code of ref document: A1