JP2018108355A - Control program, control method and computer - Google Patents

Control program, control method and computer Download PDF

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Publication number
JP2018108355A
JP2018108355A JP2017239905A JP2017239905A JP2018108355A JP 2018108355 A JP2018108355 A JP 2018108355A JP 2017239905 A JP2017239905 A JP 2017239905A JP 2017239905 A JP2017239905 A JP 2017239905A JP 2018108355 A JP2018108355 A JP 2018108355A
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Prior art keywords
player
game
card
game medium
reward
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JP2017239905A
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Japanese (ja)
Inventor
洋晃 長岡
Hiroaki Nagaoka
洋晃 長岡
直樹 吉岡
Naoki Yoshioka
直樹 吉岡
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グリー株式会社
Gree Inc
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Priority to JP2017239905A priority Critical patent/JP2018108355A/en
Publication of JP2018108355A publication Critical patent/JP2018108355A/en
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Abstract

The present invention provides a control program or the like that enables a player to improve his willingness to actively use a game medium owned by another player.
A control program according to the present invention stores a plurality of game media in a storage unit, and the first player selects a game media designated by the first player from the plurality of stored game media. When the first use game medium is set as the first use game medium to be used in the game, and the first use game medium is designated by the second player, the same game medium as the designated first use game medium is designated as the second use game medium. A first reward that is set as a second use game medium that the player uses in the game and that is associated with the second player by the progress of the game according to the game progress instruction of the second player is set to the first reward. The computer is caused to store the information in the storage unit in association with the player.
[Selection] Figure 1

Description

  The present invention relates to a control program, a control method, and a computer.

  Conventionally, a game system that provides a battle game in which a player can play against an enemy character using a game character is known. In recent years, in such a game system, a player who participates in a battle game can play against an enemy character using a game character owned by another player together with a game character owned by the player.

  For example, Patent Document 1 discloses a game system in which a player advances a game using a party composed of a main character and a sub character. In this game system, the player can set a character owned by the player as a main character, and can set a character owned by another player as a sub character. Thereby, the player can advance the game using a party including characters owned by other players.

JP 2016-49296 A

  However, in the conventional game system, there is no merit for a player who uses a game medium such as a character owned by another player. For this reason, the player loses the willingness to cause other players to use the game medium, and cannot activate the communication between the players in the game system.

  The present invention has been made to solve such a problem, and it is possible to activate communication between players in a game system by allowing other players to use game media owned by the player. An object is to provide a control program, a control method, and a computer.

  A control program according to the present invention is a computer control program that includes a storage unit and advances a game, and includes a first game medium associated with the first player and a second game associated with the second player. The game medium is stored in the storage unit, the game is advanced using the first game medium in accordance with an instruction from the first player, and the second game medium and the first game medium are in accordance with an instruction from the second player The game is advanced using the same game medium and the first reward is associated with the second player and stored in the storage unit according to the progress of the game according to the instruction of the second player. The computer is caused to store the second reward corresponding to the reward in the storage unit in association with the first player.

  Further, in the control program according to the present invention, the first game medium and the second game medium are stored in association with parameters, and the second reward is stored in association with the first game medium. Preferably, the second reward is determined based on the parameters.

  In the control program according to the present invention, when a predetermined condition is satisfied in the progress of the game according to the instruction of the second player, the same game medium as the first game medium is used by the second player. It is preferable to control so as not to occur.

  In the control program according to the present invention, in the storage of the first game medium, the number of times the same game medium as the first game medium is used in a game that proceeds according to the instruction of the second player is It is preferable that the predetermined condition is a condition that the number of times exceeds the upper limit number of times.

  In the control program according to the present invention, it is preferable that the number of times is changed to an initial value when the first player instructs the use of the predetermined item.

  In the control program according to the present invention, when the current time reaches a predetermined specific time, the number of times is preferably changed to an initial value.

  Further, in the control program according to the present invention, the third game medium associated with the third player is stored in the storage unit, and the first game medium and the game progress in accordance with the instruction from the second player, Preferably, the third game medium is presented to the second player in a selectable manner, and the game is advanced using the same game medium as the game medium selected by the second player.

  In the control program according to the present invention, a third reward different from the second reward is selected when the presented first game medium or third game medium is selected by the second player. It is preferable to store in the storage unit in association with the player associated with the played game content.

  Further, in the control program according to the present invention, in the storage of the first game medium, a plurality of first game media are stored as a game medium group, and the game medium is progressed in accordance with the instruction of the first player. The computer is further executed to advance the game using the group and to selectively present the first game medium that can be used by the second player of the game medium group according to the instruction of the first player. It is preferable.

  A control method according to the present invention is a computer control method that includes a storage unit and advances a game, and includes a first game medium associated with the first player and a second game associated with the second player. The game medium is stored in the storage unit, the game is advanced using the first game medium in accordance with an instruction from the first player, and the second game medium and the first game medium are in accordance with an instruction from the second player The game is advanced using the same game medium and the first reward is associated with the second player and stored in the storage unit according to the progress of the game according to the instruction of the second player. And storing the second reward corresponding to the reward in the storage unit in association with the first player.

  A computer according to the present invention is a computer for progressing a game, and stores a first game medium associated with a first player and a second game medium associated with a second player; In accordance with an instruction from the first player, the game is progressed using the first game medium, and according to an instruction from the second player, the second game medium, the same game medium as the first game medium, A game progress processing unit that progresses the game using and a game in accordance with an instruction from the second player, the first reward is associated with the second player and stored in the storage unit, and the first reward And a reward processing unit that stores the second reward corresponding to the first player in association with the first player.

  With the control program, the control method, and the computer according to the present invention, it is possible to cause other players to use game media owned by the player and to activate communication between the players in the game system.

4 is a schematic diagram for explaining an example of a game provided by the game system 1. FIG. 1 is a diagram illustrating an example of a schematic configuration of a game system 1. FIG. 2 is a diagram illustrating an example of a schematic configuration of a mobile terminal 2. FIG. (A)-(d) is a figure which shows an example of the screen displayed on the display part 24 of the portable terminal 2. FIG. (A)-(b) is a figure which shows an example of the screen displayed on the display part 24 of the portable terminal 2. FIG. 2 is a diagram illustrating an example of a schematic configuration of a server 3. FIG. (A)-(c) is a figure which shows an example of the data structure of various tables. 2 is a diagram illustrating an example of an operation sequence of the game system 1. FIG. 2 is a diagram illustrating an example of an operation sequence of the game system 1. FIG.

  Hereinafter, various embodiments of the present invention will be described with reference to the drawings. However, it should be noted that the technical scope of the present invention is not limited to these embodiments, and extends to the invention described in the claims and equivalents thereof.

(Outline of this embodiment)
In the game system 1 of the present embodiment, the player uses the mobile terminal 2 to execute a game provided by the server 3. In the game system 1 of this embodiment, the server 3 provides a web game. Note that the game provided by the game system 1 of the present embodiment is not limited to a web game. For example, the mobile terminal 2 possessed by the player may store an application for executing the game and various data, and execute the game by directly communicating with the other mobile terminal 2. Hereinafter, the game system 1 that provides a web game will be described as an example.

  In the web game, the mobile terminal 2 displays various game screens based on information (documents written in a markup language, programs written in a script language, and the like) received from the server 3 via a browser. Further, the server 3 updates game data and transmits information to the mobile terminal 2 based on information transmitted from the mobile terminal 2 through the browser.

  The game provided by the server 3 includes a main game and other games different from the main game. The server 3 executes a quest that proceeds according to the game scenario as the main game. A quest is generally called a search, a mission, or the like, and has a plurality of stages. The server 3 sequentially executes each stage of processing. Each stage process includes a battle between a player character and an enemy character, giving a player a privilege such as a specific game medium, a so-called RAID battle in which a plurality of players participate, encounters with other players, Various games such as battles (matches) with other players are included. The player character is a game medium possessed by the player, and the enemy character is a game medium possessed by a non-player character or another player.

  The game medium is electronic data used for the game, and includes, for example, a card, an item, a character, an avatar, and the like. In addition, the game medium can be acquired, held, used, managed, exchanged, combined, strengthened, sold, discarded, and / or gifted by the player as the game progresses. Aspects are not limited to those set forth herein. A player can grow a character or acquire an item by executing a quest.

  In the present embodiment, a character card registered in advance in the game system 1 will be described as an example of a game medium. In this embodiment, a character is assigned to each card. The player character or enemy character card used in the battle has a battle parameter. The battle parameters include, for example, attack power, defense power, physical strength (or HP (hit point)), attributes (eg, fire, water, thunder, etc.), character level, rarity (eg, normal (N), rare ( R), Super Rare (SR), Grand Rare (GR), Grand Great Trainer (GGR), etc.) Skill (special effect) trigger rate, attack speed (number of attacks per turn, number of turns until attack, etc.), It is a parameter such as the number of times of defense in a single battle and / or a job (for example, occupation, military type, etc.). The card to which one character is assigned is not limited to one card, and a plurality of cards having different battle parameters may be assigned to each character. The character may be set separately from the card. The character may be assigned to a game medium (for example, a figure) other than the card.

  FIG. 1 is a schematic diagram for explaining an example of a game provided by the game system 1. The game provided by the game system 1 is, for example, a battle game in which each of a plurality of players battles enemy characters and other players using cards. The game provided by the game system 1 may be a game of a genre other than the battle game (a puzzle game, a race game, a music game, or the like). Hereinafter, a battle game which is an example of a game provided by the game system 1 of the present embodiment will be described with reference to FIG.

  In the game system 1 according to the present embodiment, the server 3 advances the game according to a game program and a request transmitted from the mobile terminal 2. The game program is an example of a control program stored in the server 3. In the example shown in FIG. 1, the game progressed by the server 3 is, for example, a battle game in which a plurality of players play against a predetermined enemy character.

  In the example shown in FIG. 1, the player A (first player) and the player B (second player) execute the game provided from the server 3 by operating the portable terminal 2 that they own. . Hereinafter, the portable terminal 2 owned by the player A may be referred to as a portable terminal 2a, and the portable terminal 2 owned by the player B may be referred to as a portable terminal 2b. The server 3 stores the card in association with each of the player A and the player B, so that the player A and the player B participating in the game own the card. Hereinafter, a card owned by a player may be referred to as an owned card.

  First, the player A operates the portable terminal 2a to select a card used for the game from the cards owned by the player A (1). Hereinafter, the card used for the game selected by each player from the owned cards may be referred to as a used card. In the example shown in FIG. 1, player A has selected two owned cards as used cards. The use card of player A is an example of the first game medium. When instructed by the player A to advance the game, the server 3 advances the game using the player A's card used. Hereinafter, a game that has progressed in accordance with an instruction from the player A may be referred to as a game A.

  Next, the player B also selects the card to be used from the cards owned by the player B by operating the portable terminal 2b (2). In the example shown in FIG. 1, player B has selected two owned cards as used cards. The use card of player B is an example of the second game medium.

  In the battle game provided by the game system 1, each player participating in the game can advance the game using the cards used by other players. In the example shown in FIG. 1, player B designates one of the cards used by player A (3).

  The server 3 sets the same card as the use card of the player A designated by the player B as the use card of the player B (4). Hereinafter, a card that is the same as a use card of another player set as a use card by the player may be referred to as a different card. When the progress of the game is instructed by the player B, the server 3 advances the game using the used cards including the other person card (5). Hereinafter, a game progressed in accordance with an instruction from the player B may be referred to as a game B.

  Next, the server 3 rewards the player B by the progress of the game B (6). In the example shown in FIG. 1, the server 3 gives a reward to the player B by storing a reward of 100 points in association with the player B for the player B who has won the enemy character. Hereinafter, the reward given to the player B may be referred to as reward B. The reward B is an example of a first reward.

  And if the server 3 gives the reward B to the player B, the server 3 will also give the player A the reward according to the reward B (7). In the example shown in FIG. 1, the server 3 gives a reward to the player A by storing 50 points corresponding to 50% of the reward B of 100 points in association with the player A. Hereinafter, the reward given to the player A may be referred to as reward A. In addition, the ratio for calculating the reward A is not limited to 50%, may exceed 100%, and may be 0%. The reward A is an example of a second reward.

  As described above with reference to FIG. 1, in the game system 1 of the present embodiment, the player A uses the card used by the player A in the game B, so that the player A gets the reward that the player B obtains as the game B progresses A reward A according to B can be obtained. Therefore, this game system 1 makes it possible to improve each player's willingness to actively use cards used in the game by other players. Furthermore, the game system 1 can activate communication between players in the game system 1 by improving motivation of each player who wants other players to use the cards owned by the game system 1. To do.

  The description of FIG. 1 described above is merely an explanation for deepening the understanding of the contents of the present invention. Specifically, the present invention may be implemented in various embodiments described below, and may be implemented in various modifications without substantially exceeding the principle of the present invention. All such variations are within the scope of the present disclosure and the specification.

(Configuration of game system 1)
FIG. 2 is a diagram illustrating an example of a schematic configuration of the game system 1.

  The game system 1 includes a plurality of portable terminals 2 that are operated by a plurality of players, and a server 3. The mobile terminal 2 and the server 3 are connected to each other via a communication network such as a base station 4, a mobile communication network 5, a gateway 6, and the Internet 7, for example. A program (for example, a display processing program) executed on the portable terminal 2 and a program (for example, a game program) executed on the server 3 use a communication protocol such as a Hypertext Transfer Protocol (HTTP). To communicate. The server 3 is an example of a computer that provides a game, but the computer that provides a game is not limited to the server 3. You may use the portable terminal 2 which has a part or all of the function of the server 3 mentioned later as a computer. Moreover, you may use the game system 1 provided with the portable terminal 2 and the server 3 as a computer.

  The mobile terminal 2 is assumed to be a multi-function mobile phone (so-called “smart phone”), but the present invention is not limited to this. The mobile terminal 2 only needs to be applicable to the present invention. For example, a mobile phone (so-called “feature phone”), a mobile information terminal (Personal Digital Assistant, PDA), a mobile game machine, a mobile music player, a tablet terminal, a tablet An information processing apparatus such as a PC (Personal Computer) or a notebook PC may be used.

(Configuration of mobile terminal 2)
FIG. 3 is a diagram illustrating an example of a schematic configuration of the mobile terminal 2.

  The mobile terminal 2 is connected to the server 3 via the base station 4, the mobile communication network 5, the gateway 6, and the Internet 7, and communicates with the server 3. The portable terminal 2 controls the progress of the game according to the operation of the operation unit 23 (touch panel or the like) by the player. In addition, the mobile terminal 2 receives display data from the server 3 and displays various screens related to the progress of the game. For this purpose, the mobile terminal 2 includes a terminal communication unit 21, a terminal storage unit 22, an operation unit 23, a display unit 24, and a terminal processing unit 25.

  The terminal communication unit 21 includes a communication interface circuit including an antenna whose sensitivity band is a predetermined frequency band, and connects the mobile terminal 2 to the wireless communication network. The terminal communication unit 21 establishes a radio signal line by a CDMA (Code Division Multiple Access) method or the like with the base station 4 through a channel assigned by the base station 4, and communicates with the base station 4. Do. And the terminal communication part 21 transmits the data supplied from the terminal process part 25 to the server 3 grade | etc.,. Further, the terminal communication unit 21 supplies data received from the server 3 or the like to the terminal processing unit 25.

  The terminal storage unit 22 includes, for example, a semiconductor memory device. The terminal storage unit 22 stores an operating system program, a driver program, an application program including a game control program, data, and the like used for processing in the terminal processing unit 25. For example, the terminal storage unit 22 stores an input device driver program for controlling the operation unit 23, an output device driver program for controlling the display unit 24, and the like as driver programs. Further, the terminal storage unit 22 advances the game based on instruction data input according to the operation of the operation unit 23 by the player and data acquired from the server 3 as an application program, and display data relating to the progress of the game A display processing program or the like for displaying is stored. The terminal storage unit 22 stores data acquired from the server 3, display data related to the progress of the game, video data, image data, and the like as data. Further, the terminal storage unit 22 may temporarily store temporary data related to a predetermined process.

  The operation unit 23 may be any device as long as the operation of the mobile terminal 2 is possible. For example, the operation unit 23 is a pointing device such as a touch panel. The player can input characters, numbers, symbols, and the like using the operation unit 23. When operated by the player, the operation unit 23 generates a signal corresponding to the operation. The generated signal is supplied to the terminal processing unit 25 as an instruction from the player.

  The display unit 24 may be any device as long as it can display images, images, and the like, and is, for example, a liquid crystal display or an organic EL (Electro-Luminescence) display. The display unit 24 displays a video corresponding to the video data supplied from the terminal processing unit 25, an image corresponding to the image data, and the like.

  The terminal processing unit 25 includes one or a plurality of processors and their peripheral circuits. The terminal processing unit 25 controls the overall operation of the mobile terminal 2 and is, for example, a CPU (Central Processing Unit). The terminal processing unit 25 includes a terminal communication unit 21 and a display unit so that various processes of the mobile terminal 2 are executed in an appropriate procedure based on a program stored in the terminal storage unit 22, an operation of the operation unit 23, and the like. The operation of 24 etc. is controlled. The terminal processing unit 25 executes processing based on programs (operating system program, driver program, application program, etc.) stored in the terminal storage unit 22. Further, the terminal processing unit 25 can execute a plurality of programs (such as application programs) in parallel.

  The terminal processing unit 25 includes at least a browsing execution unit 251. The browsing execution unit 251 is a functional module realized by a program executed by a processor included in the terminal processing unit 25. Or these each part may be mounted in the portable terminal 2 as firmware.

  Hereinafter, examples of various screens displayed on the display unit 24 of the portable terminals 2a and 2b will be described with reference to FIGS.

  FIG. 4A is a diagram illustrating an example of a home screen 400 displayed on the display unit 24 of the mobile terminal 2.

  The home screen 400 is displayed based on display data received from the server 3. On the home screen 400, an edit button 401, a game progress button 402, a reward history button 403, and the like are displayed.

  When the edit button 401 is selected according to the operation of the operation unit 23 of the portable terminal 2a of the player A, an edit screen 420 described later is displayed. Further, when the edit button 401 is selected according to the operation of the operation unit 23 of the portable terminal 2b of the player B, an edit screen 420 described later is displayed. Note that the player B is a player who designates the other person's card from the cards used by the player A.

  When the game progress button 402 is selected according to the operation of the operation unit 23 of the player, the game is progressed and a game result screen 500 described later is displayed. Further, when the reward history button 403 is selected according to the operation of the operation unit 23 by the player, a reward history screen 510 described later is displayed.

  FIG. 4B is a diagram illustrating an example of the editing screen 410 displayed on the display unit 24 of the portable terminal 2a owned by the player A.

  On the edit screen 410, display frames 411 to 414, a registration button 415, an other person card selection button 416, a return button 417, and the like are displayed.

  The display frames 411 to 414 are frame figures indicating display areas in which card images indicating cards used by the player A are displayed. In the example shown in FIG. 4B, the player A can designate four of the possessed cards as used cards.

  When the player A selects one of the display frames 411 to 414 in which no card image is displayed by operating the operation unit 23 of the portable terminal 2a, one card is selected from the cards owned by the player A. A card selection screen (not shown) is displayed. When the card selection screen is operated by the player A and one owned card is selected, a card image indicating the selected card is displayed in the display frame selected by the player A. That is, the possessed card selected this time is designated as a candidate for registering the card used by player A.

  When a card image is displayed in the display frames 411 to 414 when the edit screen 410 is displayed, the card corresponding to the card image is a card that has already been set and registered as a card used by the player A. is there. When the player A selects the display frame in which the card image is displayed, and the player A operates the card selection screen to select one card from the cards owned by the player A, the display frame is displayed. The displayed card image is changed to a card image indicating the card selected this time. That is, the card selected this time is designated as a candidate for use card registration of the player A, instead of the card of the card image already displayed in the selected display frame (the use card registered for setting).

  When the registration button 415 is selected according to the operation of the operation unit 23 of the player A, a registration request for setting a card corresponding to the card image displayed in each of the display frames 411 to 414 as a use card is sent to the server. 3 is transmitted. When the game progress button 402 is selected according to the operation of the operation unit 23 of the player A, the game progresses by using a card group composed of a plurality of cards used set by the display frames 411 to 414. Is done. The card group is an example of a game media group. Note that it may be configured such that the player can create a plurality of card groups constituted by the cards used corresponding to the respective display frames on the editing screen 410. In this case, a plurality of display frame groups for creating each of the plurality of card groups are displayed on the editing screen 410. The display frame group includes at least a first display frame group configured by display frames 411 to 414 displayed in FIG. 4B and a second display frame group configured by display frames 421 to 424 (not shown). However, the display frame group may be three or more. Note that the plurality of display frame groups corresponding to each card group are not limited to those simultaneously displayed in the editing screen 410. For example, each of the plurality of display frame groups may be displayed by switching in the editing screen 410 by a tab function or the like.

  When the other person card selection button 416 is selected according to the operation of the operation unit 23 of the player A, an other person card selection screen 430 described later is displayed. When the return button 417 is selected according to the operation of the operation unit 23 of the player A, the home screen 400 is displayed.

  FIG. 4C is a diagram illustrating an example of the editing screen 420 displayed on the display unit 24 of the portable terminal 2b owned by the player B.

  The edit screen 420 displays card image display frames 421 to 424 indicating the cards used by the player B, a registration button 425, a different person card selection button 426, a return button 427, and the like. The display frames 421 to 424 have the same functions as the display frames 411 to 414 displayed on the editing screen 410 shown in FIG. The registration button 425, the other person card selection button 426, and the return button 427 have the same functions as the registration button 415, the other person card selection button 416, and the return button 417 displayed on the editing screen 410 shown in FIG. .

  FIG. 4D is a diagram illustrating an example of the other person card selection screen 430 displayed on the display unit 24 of the portable terminal 2b owned by the player B. That is, the other person card selection screen 430 shown in FIG. 4D is a screen that is displayed when the other person card selection button 426 displayed on the editing screen 420 is selected by the player B.

  On the other person card selection screen 430, one or a plurality of selection target card information 431 is displayed so as to be selectable, and a return button 432 is displayed.

  The selection target card information 431 displays information on cards used by players other than the player B (player A, player C,...) Among the players participating in the game. The player C is an example of a third player, and the card used by the player C is an example of a third game medium. The information about the used card includes a card image of the used card, a player name of the player who has set and registered the used card, parameters of the used card, and the like. The used card corresponding to the selection target card information 431 may be displayed by selecting a card that can be used by the player B from a card group of players other than the player B. For example, in a card group of players other than the player B, a card set in a predetermined display frame may be presented to the player B so as to be selectable as a card that can be used by the player B. The predetermined display frame is, for example, a display frame arranged at the top in the editing screen 410, or a display frame to which a predetermined role (for example, a leader) is assigned.

  When any one of the displayed selection target card information 431 is selected according to the operation of the operation unit 23 of the player B, the same card as the card used corresponding to the selected selection target card information 431 is selected. , Set as the other card of the player B. The parameters of the other card of the player B are the same as the parameters of the card used corresponding to the selected selection target card information 431. Further, when the player B is using the other person's card in the game B, the used card corresponding to the selection target card information 431 selected by the player B is used in the game by the player who owns the used card. May be. That is, the use card corresponding to the selection target card information 431 selected by the player B and the other card of the player B can be used simultaneously in the game. When the return button 432 is selected according to the operation of the operation unit 23 of the player B, the home screen 400 is displayed. In addition, when the other person's card is set by the instruction of the player B, the game is progressed by using a card group constituted by a plurality of used cards and the other person cards set by the display frames 421 to 424. .

  FIG. 5A shows an example of a game result screen 500 displayed on the display unit 24 of the portable terminal 2b owned by the player B.

  On the game result screen 500, a game progress result 501 and a reward B502 are displayed. For example, when the game is a battle game, text and / or an image indicating that the battle has been won or defeated is displayed as the game progress result 501. Further, as the reward B502, a text and / or an image showing the reward B to be given to the player B according to the progress of the game B is displayed. The reward is a point for competing for ranking with other players, a game medium or item used in a game, an increase value or rate of increase of a game medium parameter, a right to participate in another game or event, or Virtual currency.

  FIG. 5B is a diagram showing an example of a reward history screen 510 displayed on the display unit 24 of the portable terminal 2a owned by the player A. On the reward history screen 510, reward history information 511 and a return button 512 are displayed.

  In the reward history information 511, information related to the reward A already acquired by the player A is displayed. Information related to reward A includes, for example, the contents of reward A, the acquisition date and time of reward A, the card image of the used card selected as the other person card, the player name of the player who selected the used card of player A as the other person card, etc. Is included. Further, when the return button 512 is selected in accordance with the operation of the operation unit 23 of the player A, the home screen 400 is displayed.

  Thus, by displaying the reward history screen 510 on the portable terminal 2a owned by the player A, it becomes possible to easily grasp information of other players who have contributed to the player A's reward acquisition, and between the players. Communication can be activated.

(Configuration of server 3)
FIG. 6 is a diagram illustrating an example of a schematic configuration of the server 3. FIG. 7 is a diagram illustrating an example of a data structure of various tables stored in the server storage unit 32.

  The server 3 includes a server communication unit 31, a server storage unit 32, and a server processing unit 33. The server 3 advances the game in response to a request from the mobile terminal 2. In addition, the server 3 creates display data related to the progress of the game and transmits the display data to the mobile terminal 2.

  The server communication unit 31 includes a communication interface circuit for connecting the server 3 to the Internet 7 and performs communication with the Internet 7. And the server communication part 31 supplies the data received from the portable terminal 2 grade | etc., To the server process part 33. FIG. In addition, the server communication unit 31 transmits the data supplied from the server processing unit 33 to the mobile terminal 2 or the like.

  The server storage unit 32 includes, for example, at least one of a magnetic tape device, a magnetic disk device, and an optical disk device. The server storage unit 32 stores an operating system program, a driver program, an application program, data, and the like used for processing in the server processing unit 33. For example, the server storage unit 32 stores, as an application program, a game program that progresses a game and creates display data related to the result. The computer program may be installed in the terminal storage unit 22 using a known setup program or the like from a computer-readable portable recording medium such as a CD-ROM or DVD-ROM.

  The server storage unit 32 stores a group table shown in FIG. 7A, a player table shown in FIG. 7B, and a card table shown in FIG. 7C as data. Further, the server storage unit 32 stores various image data related to the progress of the game. Further, the server storage unit 32 may temporarily store temporary data related to a predetermined process. That is, the server storage unit 32 includes a volatile memory (Random Access Memory, RAM), and may store dynamic data that varies as the game progresses.

  FIG. 7A shows a group table for managing groups. In the group table, for each group, the group ID (identification), group name, affiliation player, win / loss history, etc. of the group are stored in association with each other. The group ID is an example of identification information for uniquely identifying each group. In the affiliation player, the player ID of each player belonging to the group is stored. In the win / loss history, each group executed a so-called GvG (Guild vs Guild) game in which a battle is executed by a use card of each player belonging to one group and a use card of each player belonging to the other group. It is history information of wins and losses in the case.

  FIG. 7B shows a player table for managing players. In the player table, for each player, the player ID of the player, player name, possession card information, progress reward, other game reward, use count information, use card information, other card information, player level, related player information, etc. Are stored in association with each other. The player ID is an example of identification information for uniquely identifying each player. In the possessed card information, for each card owned by the player, identification information (owned ID) for managing the owned card, identification information (card ID) of the card, and the like are stored in association with each other.

  In the progress reward, a reward (point value) given to the player when the game is advanced by the player and a given time are stored in association with each other. The other game reward is given to the player according to the reward (point value) given to the other player when the other player who uses the player's card as the other person's card advances the game. The reward (point value), the granted time, and the player IDs of other players are stored in association with each other. The point value given to the player as a reward indicates a point value (such as “score”) for competing ranks between players, a point value that can be used as a virtual currency, or a rate of increase that increases a card parameter. Point value, etc.

  The number-of-uses information is information indicating the number of times a player's used card has been used as another person's card by another player. The used card information is the possession ID of a card used as a used card in a battle game among the owned cards included in the owned card information. In the other person card information, the player ID of the other player who owns the other person card and the possession ID of the other person card when the use card of the other player is set as the other person card are stored in association with each other.

  FIG. 7C shows a card table for managing cards. In the card table, for each card, the card ID of the card, the card name, the file name of the card image, the character name, the rarity, the lottery probability, HP, attack power, defense power, attributes, and the like are stored in association with each other. The rare degree, the lottery probability, the HP, the attack power, the defense power, the attribute, and the like are a kind of parameters.

  Returning to FIG. 6, the server processing unit 33 includes at least a registration processing unit 331, a game progress processing unit 332, and a reward processing unit 333. Each of these units is a functional module realized by a program executed by a processor included in the server processing unit 33. Alternatively, each of these units may be mounted on the server 3 as firmware.

  Hereinafter, an example of the functions of the browsing execution unit 251 included in the terminal processing unit 25 of the mobile terminal 2 and the registration processing unit 331, the game progress processing unit 332, and the reward processing unit 333 included in the server processing unit 33 of the server 3 will be described. To do.

(Function of the browsing execution unit 251)
The browsing execution unit 251 acquires and displays display data relating to the progress of the game. For example, first, the browsing execution unit 251 transmits an acquisition request for various display data relating to the progress of the game to the server 3 via the terminal communication unit 21 in accordance with an instruction input by the operation of the operation unit 23 by the player. Next, the browsing execution unit 251 receives display data corresponding to the acquired acquisition request from the server 3 via the terminal communication unit 21. Next, the browsing execution unit 251 creates drawing data based on the received display data, outputs the created drawing data to the display unit 24, and causes the display unit 24 to display various screens related to the progress of the game.

  In creating drawing data, for example, the browsing execution unit 251 analyzes the received display data to identify control data and content data, lays out the specified content data based on the identified control data, and draws the drawing data. Create data.

  In addition, the browsing execution unit 251 transmits a game start request to the server 3 via the terminal communication unit 21 according to the operation of the operation unit 23 by the player. In this case, when the browsing execution unit 251 receives the display data transmitted from the server 3 in response to the game start request via the terminal communication unit 21, the browsing execution unit 251 creates and displays drawing data corresponding to the received display data. The home screen 400 is displayed on the display unit 24.

  When the browsing execution unit 251 detects that the selection of the edit button 401 displayed on the home screen 400 is instructed by the operation of the operation unit 23 by the player, the browsing execution unit 251 sends an edit screen request via the terminal communication unit 21 to the server 3. Send to. The edit screen request includes the player ID of the player. And the browsing execution part 251 will produce the drawing data corresponding to the received display data, if the display data transmitted from the server 3 according to the edit screen request | requirement are received via the terminal communication part 21, and the display part 24 will be shown. The editing screens 410 and 420 are displayed on the display unit 24.

  When the browsing execution unit 251 detects that the selection of the other person card selection buttons 416 and 426 displayed on the editing screens 410 and 420 is instructed by the operation of the operation unit 23 by the player, the other person card selection screen request is made. Is transmitted to the server 3 via the terminal communication unit 21. The other person card selection screen request includes the player ID of the player. And the browsing execution part 251 will produce the drawing data corresponding to the received display data, if the display data transmitted from the server 3 according to the other person card selection screen request | requirement are received via the terminal communication part 21. The other person card selection screen 430 is displayed on the display unit 24 and displayed on the display unit 24. Each selection target card information 431 displayed on the other person card selection screen 430 corresponds to the possession card possession ID corresponding to the selection target card information 431 and the player ID of the player who owns the use card. It is attached.

  Further, when the browsing execution unit 251 detects that the selection of the selection target card information 431 displayed on the other person card selection screen 430 is instructed by the operation of the operation unit 23 by the player, the selected selection target card information 431 is selected. Is stored in the terminal storage unit 22 as the possession ID and player ID of the other person's card. Then, the browsing execution unit 251 ends the display of the other person card selection screen 430 and redisplays the editing screens 410 and 420. When the editing screens 410 and 420 are displayed again, the browsing execution unit 251 displays the card image corresponding to the possession ID of the other person card stored in the terminal storage unit 22 on the editing screens 410 and 420. Good. The card image corresponding to the possession ID of the other person card may be transmitted to the server 3 when the browsing execution unit 251 requests the server 3.

  When the browsing execution unit 251 detects that the selection of the registration button 415 displayed on the editing screens 410 and 420 is instructed by the operation of the operation unit 23 by the player, the browsing execution unit 251 sends a registration request to the server via the terminal communication unit 21. 3 to send. The registration request includes the possessed card possession ID and player ID corresponding to the card image displayed in each of the display frames 411 to 414 and 421 to 424. If the possession ID and player ID of the other person card are stored in the terminal storage unit 22, the registration request further includes the possession ID and player ID related to the other person card.

  When the browsing execution unit 251 detects that the selection of the game progress button 402 displayed on the home screen 400 is instructed by the operation of the operation unit 23 by the player, the browsing execution unit 251 sends a game progress request to the server via the terminal communication unit 21. 3 to send. The game progress request includes the player ID of the player. And the browsing execution part 251 will produce the drawing data corresponding to the received display data, if the display data transmitted from the server 3 according to the game progress request | requirement are received via the terminal communication part 21, and the display part 24 will be shown. And the game result screen 500 is displayed on the display unit 24.

  Further, when the browsing execution unit 251 detects that the selection of the reward history button 403 displayed on the home screen 400 is instructed by the operation of the operation unit 23 by the player, the browsing execution unit 251 sends a reward history screen request via the terminal communication unit 21. Send to server 3. The reward history screen request includes the player ID of the player. And the browsing execution part 251 will produce the drawing data corresponding to the received display data, if the display data transmitted from the server 3 according to the reward log | history screen request | requirement are received via the terminal communication part 21, a display part 24, and the reward history screen 510 is displayed on the display unit 24.

(Function of Registration Processing Unit 331)
When the registration processing unit 331 receives the edit screen request transmitted from the mobile terminal 2 via the server communication unit 31, the registration processing unit 331 creates display data for displaying the edit screens 410 and 420. First, the registration processing unit 331 extracts a player ID included in the received edit screen request. Next, the registration processing unit 331 refers to the player table, specifies the possession ID of the used card information associated with the extracted player ID, and identifies the card ID corresponding to the possession ID. Then, the registration processing unit 331 refers to the card table, extracts the card image associated with the specified card ID, and displays the editing screens 410 and 420 including the display frame on which the extracted card image is displayed. Create display data. The registration processing unit 331 displays the editing screens 410 and 420 including a display frame in which no card image is displayed when the possession ID of the used card information associated with the extracted player ID is not stored in the player table. Create display data to display.

  In addition, the registration processing unit 331 sends display data for displaying the created editing screens 410 and 420 to the portable terminal 2 owned by the player indicated by the player ID included in the editing screen request via the server communication unit 31. To send.

  In addition, when the registration processing unit 331 receives the other person card selection screen request transmitted from the mobile terminal 2 via the server communication unit 31, the registration processing unit 331 creates display data for displaying the other person card selection screen 430. First, the registration processing unit 331 extracts a player ID included in the received other person card selection screen request. Next, the registration processing unit 331 refers to the group table and identifies the player IDs of other players included in the group to which the player indicated by the extracted player ID belongs. Next, the registration processing unit 331 refers to the player table and extracts a specific possession ID from the used card information associated with the specified player ID. The extracted specific possession ID is, for example, the first possession ID stored in the used card information in each player ID. The extracted specific possession ID may be a possession ID extracted at random from the use card information for each player ID, and the number of the extracted specific possession IDs may be plural. Next, the registration processing unit 331 refers to the player table and identifies a card ID and a player name associated with the extracted specific possession ID. Next, the registration processing unit 331 refers to the card table and extracts a card image and parameters associated with the specified card ID. And the registration process part 331 produces the display data for displaying the other person card selection screen 430 containing selection object card information 431, such as the specified player name, the extracted card image, and a parameter. Note that the specified possession ID and player ID are associated with the selection target card information 431.

  In addition, the registration processing unit 331 transmits the display data for displaying the created other person card selection screen 430 to the portable terminal 2 owned by the player indicated by the player ID included in the other person card selection screen request. It transmits via the part 31.

  When the registration processing unit 331 receives the registration request transmitted from the mobile terminal 2 via the server communication unit 31, the registration processing unit 331 executes registration processing. In the registration process, first, the registration processing unit 331 specifies the possession ID and the player ID included in the registration request, and changes the use card information associated with the identified player ID to the identified possession ID in the player table. . Next, the registration processing unit 331 stores the changed player table in the server storage unit 32. Next, the registration processing unit 331 determines whether the registration request transmitted from the mobile terminal 2 includes the possession ID and the player ID related to the other person card. When the registration processing unit 331 determines that the possession ID and the player ID related to the other person card are included in the registration request, the registration processing unit 331 requests the other person card information associated with the specified player ID in the player table to be registered. Are changed to the player ID and possession ID related to the other person card included. Next, the registration processing unit 331 adds 1 to the usage count information associated with the player ID related to the other person card included in the registration request in the player table. Then, the registration processing unit 331 stores the changed player table in the server storage unit 32.

(Function of game progress processing unit 332)
When the game progress processing unit 332 receives the game progress request transmitted from the mobile terminal 2 b via the server communication unit 31, the game progress processing unit 332 executes the game progress processing, and receives the game progress processing result information as the reward processing unit 333 of the server 3. To pass. The game progress process is a progress process such as a battle game using a card or the like related to the used card information stored in the player table. In the game progress process, for example, the game progress processing unit 332 refers to the player table and specifies the used card information associated with the player ID included in the game progress request. In the player table, when the other person card information is stored in association with the player ID included in the game progress request, the game progress processing unit 332 specifies the other person card information associated with the player ID. . Then, the game progress processing unit 332 executes a battle game using the specified use card information and other person card information. The result information of the game progress process may be, for example, information indicating whether the group to which the player belongs has won the enemy character, or information indicating whether the group to which the player belongs has won other groups. It may be. Further, the result information of the game progress process may be an attack amount given to the enemy character by the player. Note that the game progress processing unit 332 may update the player level in the player table according to the result.

(Function of reward processing unit 333)
The reward processing unit 333 determines a reward based on the result information of the game progress process received from the game progress processing unit 332, and stores the determined reward in association with the player together with the current time as the progress reward of the player table. The progress reward based on the game progress process result information is, for example, a point value according to the amount of attack given to the enemy character by the player or a certain amount of point value given when the player wins the enemy character.

  Further, when the other person card information is stored in association with the player ID included in the game progress request, the reward processing unit 333 determines and determines a reward corresponding to the progress reward based on the result information of the game progress process. The reward and the player ID included in the current time and the game progress request are stored as other game rewards associated with the player ID included in the other person card information. For example, the progress reward associated with the player ID of the player B is determined based on the result information of the game progress process in response to the game progress request of the player B, and the other game reward corresponding to the determined progress reward is included in the other person card information. Stored in association with the player ID of the player A. When the progress reward based on the game progress process result information is a point value, the other game reward is, for example, a point value calculated by multiplying the progress reward by a predetermined ratio.

  In addition, the reward processing unit 333 creates display data for displaying the game result screen 500 including text and / or images indicating rewards according to the result information of the game progress process. For example, the reward processing unit 333 refers to the player table, extracts the progress reward corresponding to the game progress process in response to the game progress request received from the game progress processing unit 332, and / or the text indicating the extracted progress reward and / or Display data for displaying the game result screen 500 including an image is created. The reward processing unit 333 transmits the created display data to the portable terminal 2 owned by the player indicated by the player ID included in the game progress request via the server communication unit 31.

  Further, when the reward processing unit 333 receives the reward history screen request transmitted from the mobile terminal 2 via the server communication unit 31, the reward processing unit 333 creates display data for displaying the reward history screen 510. First, the reward processing unit 333 refers to the player table, and extracts a predetermined number of other game rewards associated with the player ID included in the reward history screen request. Next, the reward processing unit 333 identifies a player ID included in the extracted other game reward, refers to the player table, and extracts a player name associated with the identified player ID. Next, the reward processing unit 333 creates display data for displaying the reward history screen 510 including the reward history information 511 on which the reward and time included in the extracted other game reward and the extracted player name are displayed. . The reward history information 511 includes the specified player ID and the card ID of the other person card associated with the specified player ID. Then, the reward processing unit 333 transmits the created display data to the mobile terminal 2 owned by the player corresponding to the player ID included in the reward history screen request via the server communication unit 31.

(Operation sequence of game system 1)
FIG. 8 is a diagram illustrating an example of an operation sequence of the game system 1. This operation sequence cooperates with each element of the portable terminal 2 and the server 3 mainly by the terminal processing unit 25 and the server processing unit 33 based on the programs stored in the terminal storage unit 22 and the server storage unit 32 in advance. And executed.

  First, when the browsing execution unit 251 of the portable terminal 2 detects that the selection of the edit button 401 displayed on the home screen 400 is instructed by the operation of the operation unit 23 by the player, the browsing execution unit 251 performs the editing via the terminal communication unit 21. A screen request is transmitted to the server 3 (step S101).

  Next, when receiving the edit screen request transmitted from the mobile terminal 2 via the server communication unit 31, the registration processing unit 331 of the server 3 creates display data for displaying the edit screens 410 and 420 ( Step S102).

  Next, the registration processing unit 331 transmits display data for displaying the created editing screens 410 and 420 to the mobile terminal 2 that has transmitted the editing screen request via the server communication unit 31 (step S103).

  Next, when the browsing execution unit 251 of the mobile terminal 2 receives the display data transmitted from the server 3 via the terminal communication unit 21, the browsing execution unit 251 displays the editing screens 410 and 420 on the display unit 24 based on the display data. (Step S104).

  Next, when the browsing execution unit 251 of the portable terminal 2 detects that the selection of the other person card selection buttons 416 and 426 displayed on the editing screens 410 and 420 is instructed by the operation of the operation unit 23 by the player, the terminal The other person card selection screen request is transmitted to the server 3 via the communication unit 21 (step S105).

  Next, when the registration processing unit 331 of the server 3 receives the other person card selection screen request transmitted from the mobile terminal 2 via the server communication unit 31, display data for displaying the other person card selection screen 430 is displayed. Is created (step S106).

  Next, the registration processing unit 331 transmits display data for displaying the created other person card selection screen 430 to the mobile terminal 2 that has transmitted the other person card selection screen request via the server communication unit 31 ( Step S107).

  Next, when the browsing execution unit 251 of the mobile terminal 2 receives the display data transmitted from the server 3 via the terminal communication unit 21, the browsing card selection screen 430 is displayed on the display unit 24 based on the display data. (Step S108). When the browsing execution unit 251 detects that the selection of the selection target card information 431 displayed on the other-person card selection screen 430 is instructed by the operation of the operation unit 23 by the player, the selected selection target card information 431 is displayed. Is stored in the terminal storage unit 22. And the browsing execution part 251 complete | finishes the display of the other person card selection screen 430, and displays the edit screens 410 and 420 based on the display data received by step S104.

  Next, when the browsing execution unit 251 detects that the selection of the registration button 415 displayed on the editing screens 410 and 420 is instructed by the operation of the operation unit 23 by the player, the browsing execution unit 251 issues a registration request via the terminal communication unit 21. It transmits to the server 3 (step S109). The registration request includes the possession ID and player ID related to the card used corresponding to the card image displayed in each of the display frames 411 to 414 and 421 to 424. Note that when the terminal storage unit 22 stores the ownership ID and player ID related to the other person card, the registration request further includes the ownership ID and player ID related to the other person card.

  And the registration process part 331 of the server 3 will perform a registration process, if the registration request transmitted from the portable terminal 2 is received via the server communication part 31 (step S110).

(Operation sequence of game system 1)
FIG. 9 is a diagram illustrating an example of an operation sequence of the game system 1. This operation sequence cooperates with each element of the portable terminal 2 and the server 3 mainly by the terminal processing unit 25 and the server processing unit 33 based on the programs stored in the terminal storage unit 22 and the server storage unit 32 in advance. And executed. In the operation sequence shown in FIG. 9, it is assumed that the portable terminal 2a is owned by the player A and the portable terminal 2b is owned by the player B. Hereinafter, a case will be described in which the player A has not set the other person's card and the player B has set the player A's use card as the other person's card.

  First, when the browsing execution unit 251 of the portable terminal 2a of the player A detects that the selection of the game progress button 402 displayed on the home screen 400 is instructed by the operation of the operation unit 23 by the player A, the terminal communication unit A game progress request is transmitted to the server 3 via 21 (step S201).

  Next, the game progress process part 332 of the server 3 will perform a game progress process, if the game progress request transmitted from the portable terminal 2a is received via the server communication part 31 (step S207). Then, the game progress processing unit 332 passes the result information of the game progress processing to the reward processing unit 333 of the server 3.

  Next, the reward processing unit 333 determines the reward C according to the result information of the game progress process received from the game progress processing unit 332, and associates the determined reward C with the player A and stores it as the progress reward of the player table. (Step S203).

  Next, the reward processing unit 333 creates display data for displaying the game result screen 500 including text and / or images indicating the reward C determined in step S203, and uses the created display data as a game progress request. Is transmitted via the server communication unit 31 to the portable terminal 2a that has transmitted (step S204).

  Next, when the browsing execution unit 251 of the portable terminal 2a receives the display data transmitted from the server 3 via the terminal communication unit 21, the browsing execution unit 251 displays the game result screen 500 on the display unit 24 based on the display data ( Step S205).

  Next, when the browsing execution unit 251 of the portable terminal 2b of the player B detects that the selection of the game progress button 402 displayed on the home screen 400 is instructed by the operation of the operation unit 23 by the player B, the terminal communication unit A game progress request is transmitted to the server 3 via 21 (step S206).

  Next, the game progress process part 332 of the server 3 will perform a game progress process, if the game progress request transmitted from the portable terminal 2b is received via the server communication part 31 (step S207). Then, the game progress processing unit 332 passes the result information of the game progress processing to the reward processing unit 333 of the server 3.

  Next, the reward processing unit 333 determines a reward B according to the result information of the game progress process received from the game progress processing unit 332, and associates the determined reward B with the player B and stores it as the progress reward of the player table. (Step S208).

  Next, the reward processing unit 333 determines the reward A according to the determined reward B, associates the determined reward A with the player A, and stores it as other game rewards in the player table (step S209).

  Next, the reward processing unit 333 creates display data for displaying the game result screen 500 including text and / or images indicating the reward B determined in step S208, and uses the created display data as a game progress request. Is transmitted via the server communication unit 31 to the portable terminal 2b that has transmitted (step S210).

  Next, when the display execution unit 251 of the portable terminal 2b receives the display data transmitted from the server 3 via the terminal communication unit 21, the browsing execution unit 251 displays the game result screen 500 on the display unit 24 based on the display data ( Step S211).

  When the browsing execution unit 251 of the portable terminal 2a of the player A detects that the selection of the reward history button 403 displayed on the home screen 400 is instructed by the operation of the operation unit 23 by the player A, the terminal communication unit 21 The reward history screen request is transmitted to the server 3 via (step S212).

  Next, when the reward processing unit 333 of the server 3 receives the reward history screen request transmitted from the mobile terminal 2a via the server communication unit 31, the reward processing unit 333 creates display data for displaying the reward history screen 510, The created display data is transmitted via the server communication unit 31 to the portable terminal 2a that has transmitted the reward history screen request (step S213).

  And the browsing execution part 251 of the portable terminal 2a will display the reward log | history screen 510 on the display part 24 based on display data, if the display data transmitted from the server 3 is received via the terminal communication part 21 (step). S214).

  As described above in detail, in the game system 1, other players can use the cards used by the players in the game, and the players who own the cards used by the other players in the game are played by other players. It is possible to obtain a reward according to the reward acquired by the progress of the above. Thereby, this game system 1 can improve the willingness to make another player use the card which the player owns, and can activate communication between players in the game system 1 And Moreover, in this game system 1, the variation of the card usage method can be increased, and the strategy of the game provided by the game system 1 and the continuation rate of the players of the game can be improved. Further, when the game provided in the game system 1 is a game in which the player and other players compete, the player is motivated to prevent other players from acquiring points or items given in the game. In some cases, however, he / she hesitates to let other players use powerful possession cards. However, when the player causes the player to use the possessed card by the game system 1, the player can also receive a reward, so that the willingness to cause the other player to use the powerful owned card is improved. And communication between players in the game system 1 can be activated.

(Modification 1)
In the case where the progress reward based on the result information of the game progress process is a point value, it is determined according to a predetermined ratio determination condition in addition to using a preset ratio as a predetermined ratio for calculating other game rewards. Ratios may be used. Hereinafter, the case where the player B sets the use card of the player A as the other person card and advances the game will be described as an example.

  For example, the ratio determination condition may be a condition such as whether or not the parameter of the other person card is a predetermined value or more. For example, when the condition that the rare degree of the other person's card is equal to or higher than the first rare degree (for example, “GR”) is satisfied, the reward processing unit 333 determines the predetermined ratio as 100%. Further, when the condition that the rare degree of the other person's card is equal to or higher than the second rare degree (for example, “R”) and less than the first rare degree is satisfied, the reward processing unit 333 sets the predetermined ratio. Determine 50%. The parameter for determining the predetermined ratio is not limited to the rare degree, and may be a character level, HP, attack power, defense power, attribute, or the like. Thereby, for example, in the case where a higher predetermined ratio is determined for the other card having a higher parameter, the player's willingness to use another card having a higher parameter is further improved. Thus, communication between players in the game system 1 can be further activated.

  Further, the ratio determining condition may be a condition such as whether or not a specific action has been performed in the course of the game progress process. For example, in the progress of a game, when an action is performed to defeat an enemy character with a single use card or another person card, or an action is performed to defeat the enemy character with a predetermined number of turns or less with a use card or another person card. In such a case, the reward processing unit 333 may increase the predetermined ratio by 20%. As a result, the player's willingness to allow other players to use a card that is highly likely to perform a specific action, rather than just a card with a high parameter, is further improved. It becomes possible to activate the communication.

  Further, the ratio determining condition may be a condition such as whether or not the game participation degree of the player A or the player B is a predetermined participation degree or more. For example, the reward processing unit 333 determines the predetermined ratio to be 50% when the level of the player A or the player B is equal to or higher than the predetermined level, and sets the predetermined ratio when the level of the player A or the player B is lower than the predetermined level. You may decide to 100%. Note that the degree of game participation is not limited to the level of the player, but may be the number of game execution days of the player. Thus, the predetermined ratio is determined according to the game participation degree. Therefore, even a player who has a low degree of game participation may be able to obtain a reward by causing another player to use the card, so that the game participation rate of the player can be increased.

  Further, the ratio determination condition may be a condition such as whether or not the degree of game participation by the other person card is equal to or higher than a predetermined degree of participation. The game participation degree may be determined based on a parameter (level or the like) of the other person's card or based on a comparison of parameters of the other person's card and the used card. For example, the reward processing unit 333 determines the predetermined ratio as 50% when the level of the other person's card is equal to or higher than a predetermined level, and determines the predetermined ratio as 100% when the level of the other person's card is lower than the predetermined level. May be. Note that the degree of participation in the game may be determined based on a difference in parameters between the parameter of the other person's card and the card used by the player who uses the other person's card. In this case, for example, when the level of the other person's card is 10 or more lower than the level of the used card or the average level of the plurality of used cards, the reward processing unit 333 determines the predetermined ratio as 100%, When the difference between the level of the used card and the average level of the plurality of used cards is less than 10, the predetermined ratio is set to 50% and the level of the other card is the level of the used card or the average level of the plurality of used cards. If it is higher than 10%, the predetermined ratio may be determined to be 0%. Further, the degree of game participation is not limited to the parameter of the other person card, and may be determined by a point that is a value related to the game progress contributed by the other person card. For example, the degree of game participation may be determined by the number of damages that the other person's card has given to the enemy character. Further, the game participation degree may be determined by a ratio of the number of points related to the progress of the game contributed by the other person card and the use card of the player who uses the other person card. In this case, for example, the degree of participation in the game is based on the ratio of other cards contributing to the game result compared to other cards used (for example, the ratio according to the number of points determined according to the card's ability and action). It may be determined. In this way, since the predetermined ratio is determined according to the degree of game participation, it is possible to increase variations in the card usage method, the strategy of the game provided by the game system 1, and the continuation rate of players of the game Can be improved.

  Further, the ratio determining condition is a predetermined relationship between the other card used by the player B and another used card different from the same used card as the other card among the used cards of the player A. It may be a condition such as whether or not. The predetermined relationship between cards is, for example, a relationship, a genealogy relationship, a trust relationship, and the like. In this case, the card table stores the card IDs of other cards having a predetermined relationship for each card. The reward processing unit 333 has a predetermined relationship between the other card used by the player B and another used card different from the same used card as the other card among the used cards of the player A. In this case, the predetermined ratio may be increased by 20%. This makes it necessary for the player to select a card to be used by another player in consideration of the relationship with the card used by the player, rather than allowing the other player to use a card having a high parameter. It is possible to provide a player with a high game.

  The ratio determination condition may be a condition such as whether or not the use frequency of the same card used by the player B as the other card is equal to or higher than a predetermined frequency. For example, when the time or number of times that the player A uses the same card as the other card used by the player B is less than or equal to a predetermined time or less than the predetermined number of times, the reward processing unit 333 increases the predetermined ratio by 20%. Also good. Accordingly, the player A needs to consider a strategy for using the card in consideration of the number of times and the time of use of the card in his game progress, and can provide a highly strategic game to the player. . Further, when the predetermined ratio is increased as the use frequency of the card used as the other person card is higher, it is possible to further encourage the other player to use the card with the higher use frequency of the player. In addition, when the predetermined ratio is increased as the use frequency of the card used as the other person card is low, it is possible to further encourage the other player to use a card that is used less frequently and is not often used. It becomes. As described above, by diversifying the features for each card, it is possible to increase variations in how the player uses the card.

(Modification 2)
Further, the reward processing unit 333 may grant a reward D different from the reward A to the player A at a timing when the player B selects the card used by the player A as the other person card. In this case, when the other person's card is set by the instruction of the player B, the player B is instructed to select the registration button 415, and when the used card and the other person's card are stored in the player table, the player A is informed. In association, the reward D is stored in the player table as a reward at the time of selection. Note that the reward at the time of selection is an example of a third reward. Thereby, since the player A can get a prepaid reward before the other person card is used in the game, it is possible to further improve the willingness to use the used card by another player.

(Modification 3)
Further, when the other person card use prohibition condition is satisfied, the server 3 may control the player A's possessed card not to be used as the other person's card by another player (player B or the like). For example, when the other person card use prohibition condition is satisfied for the player A, the registration processing unit 331 creates display data for displaying the other person card selection screen 430 that does not include the player A use card. The other person card use prohibition condition is an example of a predetermined condition.

  For example, the other person card use prohibition condition may be a condition that the use count information associated with the player exceeds a predetermined upper limit count (for example, “3 times”). In this way, since the number of times the other person's card is used is determined for each player, control is performed so that the selection of the other person's card does not concentrate on the player who owns the used card desired by another player (player B or the like). It becomes possible to do.

  In addition, in the case where the number-of-uses information is stored in association with each player's own card or each player's own card parameter, the other card use prohibition condition is set for each player's own card, or The condition may be that the usage count information associated with each player's own card parameter exceeds a predetermined upper limit count. Note that the parameter associated with the number-of-uses information is, for example, a rare degree or an attribute, but may be another parameter. Thereby, even if a specific possession card can no longer be used by another player, the other possession card can be used and the willingness to continue the game can be improved. Further, it is possible to increase the opportunities for the player to use various cards and to provide a game that requires more strategy.

  In addition, when the predetermined reset condition is satisfied, the usage count information may be decreased by the registration processing unit 331 or may be changed to an initial value (for example, “0 times”). For example, the predetermined reset condition may be a condition that the current time has reached a predetermined specific time, a condition that a predetermined period has passed, a condition that the player A has instructed use of a predetermined item, or the like. . The specific time is midnight when the date changes, or a time one hour before the end time of the event in which the game is performed. As a result, even if the number-of-uses information exceeds a predetermined upper limit number, it becomes possible to cause another player to use the card again in accordance with the reset condition, thereby preventing a reduction in the willingness to continue the game. Is possible.

  Further, the registration processing unit 331 determines that the usage count information associated with the player A exceeds a predetermined upper limit count (for example, 10 times), or a predetermined upper limit count (for example, 10 times). If it is determined that a smaller threshold value (for example, 8 times) has been exceeded, the player A's portable terminal 2a has the player A's usage count information exceeding a predetermined upper limit count, or soon A notification indicating that the upper limit number of times has been reached may be transmitted. Thereby, the player A who sees the notification displayed on the portable terminal 2a can perform an operation for satisfying a predetermined reset condition with good timing, and can prevent a reduction in the game continuation motivation.

(Modification 4)
In addition, when the use card owned by the player A that is the same as the other card set by the player B is used in the game by the player A, the game progress processing unit 332 prevents the player B from using the other card. You may control to. Thereby, even if the player B sets the card used by the player A as the other person's card, the player A and the player B cannot use the same card at the same time. It is necessary to consider that the player B to be set as not to select a use card with high use frequency, and it becomes possible to provide a highly strategic game.

  Further, the server 3 may limit the number of players that can be used as other cards at the same time for each used card owned by the player. For example, the use card owned by the player A may be controlled so that it cannot be set as the other person card by the player D at the same time as the other person card is set for the player B and the player C. Note that the number of players that can be used as other cards at the same time is not limited to two, and may be one or three or more. As a result, even if the player A's powerful card can be set as the other person's card, other players of a certain number or more cannot use the powerful card as the other person's card at the same time. As described above, it is possible to prevent the presence of a large number of powerful cards at the same time in the game, and to maintain a proper game balance.

(Modification 5)
In addition, when a plurality of display frame groups for creating each of a plurality of card groups are displayed on the editing screens 410 and 420 on the editing screens 410 and 420, the used cards included in each of the plurality of card groups are changed to other cards. Another player may be used as a player card.

  For example, when the first card group and the second card group can be created, the used card included in the first card group can be used by another player as the first other card. At the same time, the used cards included in the second card group can be used by other players as the second others card.

  In this case, the usable number of times that the first other card can be selected and the usable number of times that the second other card can be selected may be stored in the server storage unit 32. Hereinafter, 0 to 2 times is stored as the usable number of times that the first other card can be selected, and 3 to 5 times is stored as the usable number of times that the second other card can be selected. Will be described as an example. In the player table, when one of 0 to 2 times is stored as the usage count information associated with the player A, the other card of the player A is displayed on the other card selection screen 430 of players other than the player A. The first other person card is displayed. Further, in the player table, when 3 to 5 times is stored as the usage count information associated with the player A, the other card selection screen 430 for players other than the player A displays the other card for the player A. A second other card is displayed. Thereby, the player A needs to consider in which card group the used card set as the other person's card belongs, and can provide a highly strategic game.

(Modification 6)
Further, the server 3 may execute a predetermined process related to the player included in the reward history information 511 displayed on the reward history screen 510 in accordance with the operation of the operation unit 23 of the portable terminal 2a by the player A. Note that the player included in the reward history information 511 is a player who has selected the card used by the player A as the other person card. Hereinafter, a case where the player included in the reward history information 511 is the player B will be described as an example.

  When the reward history information 511 related to the player B displayed on the reward history screen 510 is selected by the operation of the operation unit 23 of the portable terminal 2a of the player A, for example, in the server 3, the player A and the selected reward history The association process with the player B displayed in the information 511 may be executed. In the association process, first, when the player A selects the reward history information 511 related to the player B, the browsing execution unit 251 of the mobile terminal 2a includes the player ID of the player A and the player B of the player B included in the reward history information 511. An association request including an ID is created. Next, the browsing execution unit 251 transmits the created association request to the server 3. When the registration processing unit 331 of the server 3 receives the association request transmitted from the mobile terminal 2a, the player ID of the player B is included in the related player information associated with the player ID of the player A in the player table, In addition, the player table is stored by including the player ID of the player A in the related player information associated with the player ID of the player B.

  When the reward history information 511 related to the player B displayed on the reward history screen 510 is selected by the operation of the operation unit 23 of the portable terminal 2a of the player A, the reward selected by the registration processing unit 331 of the server 3 is selected. A process of transmitting an association request from the player A to the portable terminal 2b of the player B displayed in the history information 511 may be executed. The association application is an application from one player to the other player to register both players as related players. When the other player accepts the association application, both players are registered as related players. The

  When the reward history information 511 related to the player B displayed on the reward history screen 510 is selected by the operation of the operation unit 23 of the portable terminal 2a of the player A, the reward selected by the registration processing unit 331 of the server 3 is selected. Processing for registering the player ID of the player B displayed in the history information 511 as the reference player information of the player A may be executed. The reference player information is information relating to a so-called favorite player. When a menu or the like for displaying the reference player information is displayed on various screens, information regarding the player included in the reference player information may be displayed by an operation of the player's menu or the like.

  When the reward history information 511 related to the player B displayed on the reward history screen 510 is selected by the operation of the operation unit 23 of the portable terminal 2a of the player A, the reward selected by the registration processing unit 331 of the server 3 is selected. Processing for causing the portable terminal 2a to display information regarding the player B displayed in the history information 511 may be executed. In the display process of information regarding the player B, first, the browsing execution unit 251 of the portable terminal 2a includes the player ID and the reward history information 511 of the player A when the reward history information 511 related to the player B is selected by the player A. The player information display request including the player ID of the player B to be played is created. Next, the browsing execution unit 251 transmits the created player information display request to the server 3. Next, when the registration processing unit 331 of the server 3 receives the player information display request transmitted from the mobile terminal 2a, the player table displays information such as the player name and player level associated with the player ID of the player B in the player table. It transmits to the portable terminal 2a of the player A. Then, the browsing execution unit 251 of the mobile terminal 2a displays the received information such as the player name and player level associated with the player ID of the player B.

  Further, when a predetermined process related to the player B included in the reward history information 511 displayed on the reward history screen 510 is executed according to the operation of the player A, a priority process for the player B may be executed. The priority processing is, for example, priority display processing of the selection target card information 431 related to the player B when the other person card selection screen 430 is displayed on the display unit 24 of the mobile terminal 2a. The priority display of the selection target card information 431 related to the player B is, for example, displaying the selection target card information 431 related to the player B with the other selection target card information 431 and displaying the display position in the upper row or the front row, or For example, the selection target card information 431 relating to the player B is displayed in a color, saturation, brightness, or size different from the other selection target card information 431. The display of the selection target card information 431 relating to the player B may be displayed in any display form as long as it can be identified from the other selection target card information 431. For example, the selection target card information 431 related to the player B may be displayed in a display mode different from the selection target card information 431 by changing a plurality of display conditions among color, saturation, brightness, and size. Alternatively, the selection target card information 431 relating to the player B may be displayed in a display mode such as blinking display or dynamic display. The priority process may be a process for changing the usage count information or the upper limit of the usage count information. For example, the priority process is performed when the player A uses the player B's used card as the other person's card and when the player B uses the player A's used card as the other person's card. It may be a process of changing the number of times. Further, for example, the priority process may be a process of decreasing the usage count information and / or increasing the upper limit count according to a predetermined process by at least one of the player A and the player B. Further, the priority process may be a process of increasing the upper limit number when a predetermined upper limit number is set in the use number information.

  As described above, when a predetermined process related to the player B included in the reward history information 511 displayed on the reward history screen 510 is executed in accordance with the operation of the player A, the player A easily obtains various information related to the player B. It becomes possible to obtain it, and it becomes possible to activate communication between players. Further, the use of each other's cards among players is promoted by priority processing, so that the relationship between players can be improved.

(Modification 7)
Further, the reward processing unit 333 may execute a history reward giving process for each player included in the reward history information 511 displayed on the reward history screen 510. The historical reward given to each player by the historical reward granting process includes points for competing for ranks with other players, game media or items used in games, etc., increased values or rates of increase of game media parameters, other Participation rights for games or events, or virtual currency.

  In the history reward granting process, first, the reward processing unit 333 refers to the player table and extracts other game rewards associated with each player. Next, the reward processing unit 333 calculates a total value of rewards associated with each player ID included in the extracted other game reward. Then, the reward processing unit 333 stores a history reward in association with each player ID according to the calculated total value. The reward processing unit 333 may store a history reward in association with a player ID whose calculated total value is equal to or greater than a predetermined value. In addition, the reward processing unit 333 displays an evaluation screen in which the names of the players with the player IDs are arranged in order of the calculated total value, and among the players displayed on the evaluation screen, the reward processing unit 333 displays a predetermined rank or higher (for example, 1 The historical rewards may be stored in association with the player IDs of the players (up to 10th place).

(Modification 8)
The functions of the server processing unit 33 described above may be executed by the terminal processing unit 25 of the mobile terminal 2. In this case, if various tables are stored in the terminal storage unit 22, it is not necessary to communicate with the server 3 each time processing is performed, and the above-described function can be realized only by the portable terminal 2. The game executed on the mobile terminal 2 may be a hybrid game in which each of the server 3 and the mobile terminal 2 takes part of the processing. In this case, for example, each game screen related to the progress of the game is displayed on the mobile terminal 2 based on display data generated by the server 3, and other menu screens and the like are installed in the mobile terminal 2. The native display is displayed by the application.

(Modification 9)
Further, the game system 1 may be configured to include only a plurality of portable terminals 2 operated by each of a plurality of players. Each of the plurality of mobile terminals 2 performs wireless communication with another mobile terminal 2 by a wireless communication method of the IEEE 802.11 standard, and the plurality of mobile terminals 2 constitute an ad hoc network. In this case, a specific mobile terminal 2 of the plurality of mobile terminals 2 functions as a host, and executes each function of the server 3 described above. The mobile terminal 2 other than the specific mobile terminal 2 among the plurality of mobile terminals 2 communicates with the specific mobile terminal 2 that executes each function of the server 3 so that the above-described game is executed. The specific mobile terminal 2 that functions as a host executes both the functions of the server 3 and the functions of the mobile terminal 2.

  It should be understood by those skilled in the art that various changes, substitutions, and modifications can be made thereto without departing from the spirit and scope of the present invention.

DESCRIPTION OF SYMBOLS 1 Game system 2 Portable terminal 21 Terminal communication part 22 Terminal memory | storage part 23 Operation part 24 Display part 25 Terminal process part 251 Browse execution part 3 Server 31 Server communication part 32 Server storage part 33 Server process part 331 Registration process part 332 Game progress process Department 333 Reward Processing Department

Claims (11)

  1. A computer control program comprising a storage unit and executing a game,
    A first game medium determined in accordance with an instruction from the first player and a second game associated with the second player is selected from a first game medium group used in a game that is progressed according to the instruction from the first player. Storing game media in the storage unit;
    According to the instruction of the second player, the second game medium and the same game medium as the first game medium are stored in the storage unit as a second game medium group,
    In accordance with an instruction from the second player, the game is advanced using the second game media group,
    As the game progresses in accordance with the instruction from the second player, the first reward is associated with the second player and stored in the storage unit, and the first reward and the instruction from the first player are stored. A second reward based on the use frequency of the first game content determined in accordance with the first game content is stored in the storage unit in association with the first player;
    A control program for causing a computer to execute the above.
  2. Furthermore, each of the first game medium and the second game medium is stored in association with parameters,
    The control program according to claim 1, wherein in storing the second reward, the second reward is determined based on a parameter associated with the first game medium.
  3.   In the progress of the game in accordance with the instruction of the second player, when a predetermined condition is satisfied, control is performed so that the same game medium as the first game medium is not used by the second player. The control program according to claim 1 or 2.
  4. In the storage of the first game medium, the number of times that the same game medium as the first game medium is used in the game progressing according to the instruction of the second player is associated with the first player and stored. Remember in the department,
    The control program according to claim 3, wherein the predetermined condition is a condition that the number of times exceeds an upper limit number of times.
  5.   The control program according to claim 4, wherein when the use of a predetermined item is instructed by the first player, the number of times is changed to an initial value.
  6.   The control program according to claim 4 or 5, wherein when the current time reaches a predetermined specific time, the number of times is changed to an initial value.
  7.   The computer is further caused to selectably present a first game medium that can be used by a second player in the first game medium group in accordance with an instruction from the first player. The control program as described in any one of 1-6.
  8. Storing, in the storage unit, a third game medium determined in accordance with an instruction from the third player from a third game medium group used in a game that proceeds in accordance with an instruction from the third player;
    In the progress of the game according to the instruction of the second player, the first game medium and the third game medium are presented to the second player in a selectable manner,
    In the storage of the second game medium group, the second game medium and the same game medium as the game medium selected by the second player are stored in the storage unit as the second game medium group. The control program according to any one of claims 1 to 7.
  9.   When the presented first game medium or the third game medium is selected by a second player, a third reward different from the second reward is given to the selected game medium. The control program according to claim 8, wherein the control program is stored in the storage unit in association with an associated player.
  10. A computer control method including a storage unit and causing a game to proceed,
    A first game medium determined in accordance with an instruction from the first player and a second game associated with the second player is selected from a first game medium group used in a game that is progressed according to the instruction from the first player. Storing game media in the storage unit;
    According to the instruction of the second player, the second game medium and the same game medium as the first game medium are stored in the storage unit as a second game medium group,
    In accordance with an instruction from the second player, the game is advanced using the second game media group,
    As the game progresses in accordance with the instruction from the second player, the first reward is associated with the second player and stored in the storage unit, and the first reward and the instruction from the first player are stored. A second reward based on the use frequency of the first game content determined in accordance with the first game content is stored in the storage unit in association with the first player;
    A control method comprising:
  11. A computer that runs a game,
    A first game medium determined in accordance with an instruction from the first player and a second game associated with the second player is selected from a first game medium group used in a game that is progressed according to the instruction from the first player. A storage unit for storing game media;
    According to the instruction from the second player, the second game medium and the same game medium as the first game medium are stored in the storage unit as a second game medium group, and the second player instruction In accordance with the game progress processing unit that progresses the game using the second game media group,
    As the game progresses in accordance with the instruction from the second player, the first reward is associated with the second player and stored in the storage unit, and the first reward and the instruction from the first player are stored. A reward processing unit that stores a second reward based on the frequency of use of the first game content in the game determined in accordance with the first player in association with the first player in the storage unit;
    A computer comprising:
JP2017239905A 2017-12-14 2017-12-14 Control program, control method and computer Pending JP2018108355A (en)

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JP2013154097A (en) * 2012-01-31 2013-08-15 Square Enix Co Ltd Game system
JP2013192564A (en) * 2012-03-15 2013-09-30 Konami Digital Entertainment Co Ltd Game control device, game control method, program, game system
JP2014188334A (en) * 2013-03-28 2014-10-06 Konami Digital Entertainment Co Ltd Game managing device, game system, method of managing game, and program
JP2015112355A (en) * 2013-12-12 2015-06-22 株式会社スクウェア・エニックス Video game processing program, video game processing system, and video game processing device

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Publication number Priority date Publication date Assignee Title
JP2013154097A (en) * 2012-01-31 2013-08-15 Square Enix Co Ltd Game system
JP2013192564A (en) * 2012-03-15 2013-09-30 Konami Digital Entertainment Co Ltd Game control device, game control method, program, game system
JP2014188334A (en) * 2013-03-28 2014-10-06 Konami Digital Entertainment Co Ltd Game managing device, game system, method of managing game, and program
JP2015112355A (en) * 2013-12-12 2015-06-22 株式会社スクウェア・エニックス Video game processing program, video game processing system, and video game processing device

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Title
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