JP5105497B1 - Game control device, item lottery method, item lottery program, game system - Google Patents

Game control device, item lottery method, item lottery program, game system Download PDF

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JP5105497B1
JP5105497B1 JP2012102020A JP2012102020A JP5105497B1 JP 5105497 B1 JP5105497 B1 JP 5105497B1 JP 2012102020 A JP2012102020 A JP 2012102020A JP 2012102020 A JP2012102020 A JP 2012102020A JP 5105497 B1 JP5105497 B1 JP 5105497B1
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player
lottery
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game
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JP2013075140A (en
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敏之 寺田
昭二 松永
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株式会社コナミデジタルエンタテインメント
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • A63F13/69Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/71Game security or game management aspects using secure communication between game devices and game servers, e.g. by encrypting game data or authenticating players
    • GPHYSICS
    • G06COMPUTING; CALCULATING; COUNTING
    • G06QDATA PROCESSING SYSTEMS OR METHODS, SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL, SUPERVISORY OR FORECASTING PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL, SUPERVISORY OR FORECASTING PURPOSES, NOT OTHERWISE PROVIDED FOR
    • G06Q50/00Systems or methods specially adapted for specific business sectors, e.g. utilities or tourism
    • G06Q50/10Services
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • A63F13/792Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for payment purposes, e.g. monthly subscriptions
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/57Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of game services offered to the player

Abstract

【課題】プレイヤが既に保持しているゲーム上のアイテムと一致するアイテムを新たに取得する可能性を抑制することを可能とするゲーム制御装置、アイテム抽選方法、アイテム抽選プログラム、ゲームシステムを提供すること。
【解決手段】ゲームサーバ20は、通信端末10によるプレイヤIDに対応した抽選操作に応じて、抽選対象となる複数のアイテムの中からいずれかのアイテムを選択する。 SOLUTION: A game server 20 selects one of a plurality of items to be drawn by a lottery operation corresponding to a player ID by a communication terminal 10. ゲームサーバ20は、プレイヤIDと、選択したアイテムとを関連付けてデータベースサーバ30に記憶させる。 The game server 20 stores the player ID and the selected item in the database server 30 in association with each other. ゲームサーバ20は、プレイヤIDに対応する所定の条件を満足する場合には、当該プレイヤIDと関連付けてデータベースサーバ30が記憶するアイテムと一致するアイテムが選択される確率が、上記所定の条件を満足しない場合に当該アイテムが選択される確率よりも低くなるように制御する。 When the game server 20 satisfies the predetermined condition corresponding to the player ID, the probability that an item matching the item stored in the database server 30 in association with the player ID is selected satisfies the predetermined condition. If not, the item is controlled to be lower than the probability of being selected.
【選択図】図1 To provide a game control device, an item lottery method, an item lottery program, and a game system capable of suppressing the possibility of newly acquiring an item that matches an item on a game that is already held by a player. about. [Selection diagram] Fig. 1 To provide a game control device, an item lottery method, an item lottery program, and a game system capable of suppressing the possibility of newly acquiring an item that matches an item on a game that is already held by a player. about.
In accordance with a lottery operation corresponding to a player ID by a communication terminal, a game server selects one item from among a plurality of items to be a lottery target. The game server 20 stores the player ID and the selected item in the database server 30 in association with each other. When the game server 20 satisfies a predetermined condition corresponding to the player ID, the probability that an item that matches the item stored in the database server 30 in association with the player ID is selected satisfies the predetermined condition. If not, control is performed so as to be lower than the probability that the item is selected. In accordance with a lottery operation corresponding to a player ID by a communication terminal, a game server selects one item from among a plurality of items to be a lottery target. The game server 20 stores the player ID and the selected item in the database server 30 in association with each other. When the game server 20 satisfies a predetermined condition corresponding to the player ID, the probability that an item that matches the item stored in the database server 30 in association with the player ID is selected satisfies the predetermined condition. If not, control is performed so as to be lower than the probability that the item is selected.
[Selection] Figure 1 [Selection] Figure 1

Description

本発明は、プレイヤによって操作される通信端末から通信を介し、プレイヤを一意に特定するためのプレイヤ識別情報に基づいて実行されるゲームにおけるアイテムの抽選処理の技術に関する。   The present invention relates to a technique for lottery processing of items in a game executed based on player identification information for uniquely identifying a player via communication from a communication terminal operated by the player.

従来、あるプレイヤが例えばコンピュータを相手とする対戦により取得したアイテムを、他のプレイヤが保持するアイテムと通信により交換すること等が行われている。このとき、プレイヤが購入するゲームプログラム毎にアイテムの出現確率をランダムに変更させることで、複数のプレイヤが保有するアイテムが同一のものになってしまうことを回避し、アイテム交換の活性化等を図ることを目的とした技術が知られている(特許文献1)。   Conventionally, for example, an item acquired by a player in a battle against a computer is exchanged with an item held by another player by communication. At this time, by randomly changing the appearance probability of the item for each game program purchased by the player, it is possible to avoid items held by a plurality of players from being the same, and to activate item exchange, etc. A technique aimed at achieving this is known (Patent Document 1).

ところで近年、特定のサービス提供者によるソーシャルネットワーキングサービス(SNS)においてウェブブラウザ上で動作するAPI(Application Programming Interface)などの動作環境を基に作成されるゲーム用アプリケーションによって実行される、いわゆるソーシャルゲーム(Social Game)が普及している。ソーシャルゲームは、不特定多数のプレイヤ間でコミュニケーションをとりながらプレイするオンラインゲームの一種であると言える。しかしながら、ソーシャルゲームでは、従来のオンラインゲームとは異なり、ゲーム用ソフトウエアを搭載した通信機能付きゲーム装置を通してプレイヤ間でゲームを行うものではなく、プレイヤ側でゲーム用ソフトウエアのインストールあるいはダウンロードを行う必要がない。つまり、プレイヤは、ウェブブラウザが搭載された通信端末を備えていれば、ソーシャルゲームを実行できる。そのため、例えばインターネットに接続可能な携帯端末を備えていれば、プレイヤは時間と場所を問わずソーシャルゲームを楽しむことができる。上述したソーシャルゲームでは、従来のオンラインゲームよりも、プレイヤ間の交流を図るためのコミュニケーション機能が充実している点が特徴の1つとなっている。ソーシャルゲームでは、例えば、他のプレイヤ(仲間)との協力プレイのほか、仲間との挨拶や連絡など仲間とコミュニケーションを取ることによる情報交換、仲間との間のゲーム上のアイテムのプレゼントあるいはアイテムの交換が行なわれている。   Incidentally, in recent years, a so-called social game (executed by a game application created on the basis of an operating environment such as an API (Application Programming Interface) operating on a web browser in a social networking service (SNS) by a specific service provider. Social Game) is popular. It can be said that the social game is a kind of online game that is played while communicating among an unspecified number of players. However, unlike a conventional online game, a social game does not play a game between players through a communication-equipped game device equipped with a game software, and the player installs or downloads the game software on the player side. There is no need. That is, if the player has a communication terminal equipped with a web browser, the player can execute a social game. Therefore, for example, if a portable terminal that can be connected to the Internet is provided, the player can enjoy a social game regardless of time and place. One of the features of the above-described social game is that it has a richer communication function for interaction between players than the conventional online game. In social games, for example, in addition to cooperative play with other players (companies), information exchange by communicating with friends such as greetings and contacts with friends, gifts of items on the game with friends or items An exchange has been made.

上記ソーシャルゲームでは、ゲーム内で利用可能なアイテムをランダムに入手可能なアイテム抽選機能が設けられている場合がある。このアイテム抽選機能は、慣用的に「ガチャ」と称される場合もある。アイテムの内容はソーシャルゲームの種類にもよるが、例えばデジタルカードゲームの場合にはカードそのもの、あるいはカードの一部である。このアイテム抽選機能には、プレイヤに課金せずにプレイヤがアイテム抽選を実行できる場合(無料抽選)と、プレイヤに対する実質的な課金を条件としてプレイヤがアイテム抽選を実行できる場合(有料抽選)とがある。無料抽選では、アイテムの中で希少価値が高い、いわゆるレアアイテムを取得できる可能性が非常に低くなるように設定されている。一方、有料抽選では、レアアイテムを取得できる確率が相対的に高くなるように設定されている。   In the social game, there may be an item lottery function that can randomly obtain items that can be used in the game. This item lottery function may be conventionally referred to as “gacha”. The content of the item depends on the type of social game, but in the case of a digital card game, for example, it is the card itself or a part of the card. The item lottery function includes a case where the player can execute the item lottery without charging the player (free lottery) and a case where the player can execute the item lottery on the condition that the player is substantially charged (paid lottery). is there. In the free lottery, it is set so that the possibility that a so-called rare item having a high rare value among items can be acquired is very low. On the other hand, in the pay lottery, the probability that a rare item can be acquired is set to be relatively high.

特開2004−41561号公報JP 2004-41561 A

ところで、上述したソーシャルゲームあるいは従来のオンラインゲームでは、ゲームに応じて用意されている多彩な種類のアイテムを取得したいという要望がプレイヤに存在する。例えば、ソーシャルゲームが野球やサッカーなどの複数のポジションからチームが構成される競技のデジタルカードゲームの場合には、プレイヤには、様々なポジションのプレイヤキャラクタに対応する選手カード(アイテム)を取得したいという要望がある。例えば、野球ゲームのデジタルカードゲームの場合には、4番打者に対応する選手カードだけでなく1番打者に対応する選手カードも入手したいという要望があり、異なる球種を投げる様々なタイプの投手に対応する選手カードを入手したいという要望もある。また、プレイヤにとって、選手カードの入手はコレクションの要素もあり、できるだけ多彩な選手カードを揃えたいという要望もある。   By the way, in the above-described social game or conventional online game, there is a demand for players to acquire various types of items prepared according to the game. For example, when the social game is a digital card game in which a team is composed of a plurality of positions such as baseball and soccer, the player wants to obtain player cards (items) corresponding to player characters at various positions. There is a request. For example, in the case of a digital card game of a baseball game, there is a desire to obtain not only a player card corresponding to the 4th batter but also a player card corresponding to the 1st batter, and various types of pitchers throwing different ball types There is also a request to obtain a player card corresponding to. In addition, for players, the acquisition of player cards is part of the collection, and there is also a desire to have as many player cards as possible.

ここで、有料抽選によってアイテムの抽選を行った場合に、ランダムにアイテムの選択が行われる構成であると、既にプレイヤが保有しているアイテムと同じアイテムが出現する可能性がある。同じアイテムが出現した場合には、プレイヤは2枚の同じアイテムを保有することとなるが、この新たなアイテムは、プレイヤのチーム編成の変更には何ら寄与せず、また、コレクション上の利益も少ないと考えられる。このような事態が生ずると、プレイヤには、有料抽選を行ったにもかかわらず無料抽選と比較してより多くの利益が得られないこととなり、不満が生ずることになる。このような不満が生ずると、有料抽選を行ってまで新たなアイテムを取得しようという意欲が削がれてしまい、ゲーム全体としての魅力の低下にもつながってしまう。   Here, when an item lottery is performed by pay lottery, if the item is selected at random, the same item as the item already owned by the player may appear. If the same item appears, the player will have two identical items, but this new item will not contribute to the change in the player's team organization, and will also benefit the collection. It is thought that there are few. If such a situation occurs, the player will not be able to obtain more profits than the free lottery despite the pay lottery, and will be dissatisfied. If such dissatisfaction occurs, the willingness to acquire a new item until the pay lottery is performed is lost, leading to a decrease in the appeal of the entire game.

本発明は上述した観点に鑑みてなされたもので、プレイヤが既に保持しているゲーム上のアイテムと一致するアイテムを抽選により新たに取得する可能性を抑制することを可能とするゲーム制御装置、アイテム抽選方法、アイテム抽選プログラム、ゲームシステムを提供することを目的とする。   The present invention has been made in view of the above-described viewpoints, and a game control device that can suppress the possibility of newly acquiring an item that matches an item on the game that the player already holds by lottery, An object is to provide an item lottery method, an item lottery program, and a game system.

本発明の第1の観点は、プレイヤによって操作される通信端末から通信によってアクセス可能に構成され、前記通信端末によるプレイヤのゲームの実行を、プレイヤを一意に特定するためのプレイヤ識別情報に基づいて制御するゲーム制御装置であって、以下の手段を備えている。
(1)前記通信端末によるプレイヤ識別情報に対応した抽選操作に応じて、抽選対象となる複数のアイテムの中からいずれかのアイテムを選択するアイテム抽選手段。
(2)プレイヤ識別情報と、少なくとも前記アイテム抽選手段により選択されたアイテムとを関連付けて記憶装置に記憶させる記憶手段。
(3)プレイヤ識別情報に対応する所定の条件を満足する場合には、当該プレイヤ識別情報と関連付けて前記記憶装置が記憶するアイテムと一致するアイテムが選択される確率が、前記所定の条件を満足しない場合に当該アイテムが選択される確率よりも低くなるように、前記アイテム抽選手段を制御する抽選制御手段。 (3) When the predetermined condition corresponding to the player identification information is satisfied, the probability that an item matching the item stored in the storage device in association with the player identification information is selected satisfies the predetermined condition. A lottery control means that controls the item lottery means so that the probability that the item is selected is lower than the probability that the item is selected. A first aspect of the present invention is configured to be accessible by communication from a communication terminal operated by a player, and based on player identification information for uniquely identifying the player's game execution by the communication terminal. A game control device for controlling, comprising the following means. A first aspect of the present invention is configured to be accessible by communication from a communication terminal operated by a player, and based on player identification information for uniquely identifying the player's game execution by the communication terminal. A game control device for controlling, comprising the following means.
(1) Item lottery means for selecting any item from among a plurality of items to be lottery in response to a lottery operation corresponding to player identification information by the communication terminal. (1) Item lottery means for selecting any item from among a plurality of items to be lottery in response to a lottery operation corresponding to player identification information by the communication terminal.
(2) Storage means for associating and storing the player identification information and at least the item selected by the item lottery means in the storage device. (2) Storage means for associating and storing the player identification information and at least the item selected by the item lottery means in the storage device.
(3) If a predetermined condition corresponding to the player identification information is satisfied, the probability that an item that matches the item stored in the storage device in association with the player identification information is selected satisfies the predetermined condition. Lottery control means for controlling the item lottery means so as to be lower than the probability that the item will be selected if not. (3) If a predetermined condition corresponding to the player identification information is satisfied, the probability that an item that matches the item stored in the storage device in association with the player identification information is selected satisfies the predetermined condition. Lottery control means for controlling the item lottery means so as to be lower than the probability that the item will be selected if not.

このゲーム制御装置は、特定多数あるいは不特定多数のプレイヤの通信端末の各々と、通信を介してコネクションを確立できる情報処理装置であれば何でもよい。そのようなゲーム制御装置は、例えばネットワーク上に配置された1または複数のサーバ、あるいは大型コンピュータ装置であってよい。また、プレイヤと通信端末は必ずしも1対1で対応する固定的な関係である必要はなく、複数のプレイヤが単一の通信端末を共用する通信端末の使用形態も想定される。したがって、このゲーム制御装置は、ゲームを行うプレイヤを一意に特定可能な情報として、プレイヤID等のプレイヤ識別情報ごとにプレイヤを管理する。   The game control device may be any information processing device that can establish a connection with each of a communication terminal of a large number or a large number of unspecified players via communication. Such a game control device may be, for example, one or a plurality of servers arranged on a network, or a large computer device. Further, the player and the communication terminal do not necessarily have a fixed one-to-one correspondence, and a usage mode of the communication terminal in which a plurality of players share a single communication terminal is also assumed. Therefore, this game control device manages a player for each piece of player identification information such as a player ID as information that can uniquely identify a player who plays a game.

なお、ゲーム制御装置は、通信機能を利用しないスタンドアローンの装置(例えば、家庭用ゲーム機)であってもよい。その場合、以下の構成を備えていてもよい。
プレイヤの抽選操作に応じて、抽選対象となる複数のアイテムの中からいずれかのアイテムを選択するアイテム抽選手段。
プレイヤと、前記アイテム抽選手段により選択されたアイテムとを関連付けて記憶装置に記憶させる記憶手段。
プレイヤに応じた所定の条件を満足する場合には、当該プレイヤと関連付けて前記記憶装置が記憶するアイテムと一致するアイテムが選択される確率が、前記所定の条件を満足しない場合に当該アイテムが選択される確率よりも低くなるように、前記アイテム抽選手段を制御する抽選制御手段。 When the predetermined condition according to the player is satisfied, the probability that an item matching the item stored in the storage device in association with the player is selected is selected when the predetermined condition is not satisfied. A lottery control means that controls the item lottery means so as to be lower than the probability of being played. Note that the game control device may be a stand-alone device (for example, a home game machine) that does not use the communication function. In that case, the following configuration may be provided. Note that the game control device may be a stand-alone device (for example, a home game machine) that does not use the communication function. In that case, the following configuration may be provided.
Item lottery means for selecting any item from among a plurality of items to be lottery in response to a player's lottery operation. Item lottery means for selecting any item from among a plurality of items to be lottery in response to a player's lottery operation.
Storage means for associating a player with an item selected by the item lottery means and storing it in a storage device. Storage means for associating a player with an item selected by the item lottery means and storing it in a storage device.
When a predetermined condition according to the player is satisfied, the item is selected when the probability that an item that matches the item stored in the storage device in association with the player does not satisfy the predetermined condition is selected. Lottery control means for controlling the item lottery means so as to be lower than the probability of being played. When a predetermined condition according to the player is satisfied, the item is selected when the probability that an item that matches the item stored in the storage device in association with the player does not satisfy the predetermined condition is selected. Lottery control means for controlling the item lottery means so as to be lower than the probability of being played.

このゲーム制御装置では、例えば、記憶装置において、プレイヤ識別情報に対応するプレイヤが保持するアイテムが記憶させられる。抽選制御手段は、プレイヤ識別情報に対応する抽選に際し、プレイヤ識別情報に対応する所定の条件を満足する場合には、記憶装置を参照して、既にそのプレイヤ識別情報に対応するプレイヤが保持するアイテムと一致するアイテムが選択される確率が相対的に低くなるようにする。そのため、プレイヤは、既に自分が保有しているアイテムとは別のアイテムを抽選により取得できる可能性が高まる。例えば、野球やサッカーなどの複数のポジションからチームが構成される競技のデジタルカードゲームの場合には、アイテムとして様々なプレイヤキャラクタに対応する選手カードを入手することで、プレイヤはゲームの進行を有利に進めることができるようになりうるため、上記構成が特に好適である。また、既に保有している選手カードと新たに取得する選手カードとが一致し難くなるため(プレイヤ保有している選手カードとだぶる可能性が低くなるため)、プレイヤにとって、自らのコレクションとして多彩な選手カードを増やしていくことが容易となるという利点もある。なお、上記所定条件とはプレイヤの抽選操作に対する対価が満足されることの他、プレイヤが抽選操作を行う時刻が、現実世界またはゲーム内での所定時刻から所定時刻の間であることでもよい(例えば、現実世界での朝8時から8時15分までの間)。また、プレイヤが抽選操作を行う時刻が、ゲーム上のプレイヤの技能レベルが所定レベルに到達した時点から、所定期間(例えば、半日あるいは6時間)の間であることでもよい。   In this game control device, for example, an item held by the player corresponding to the player identification information is stored in the storage device. When the lottery control means satisfies a predetermined condition corresponding to the player identification information at the time of the lottery corresponding to the player identification information, the lottery control means refers to the item stored in the player corresponding to the player identification information. The probability of selecting an item that matches is relatively low. Therefore, the possibility that the player can acquire an item different from the item already owned by the lottery increases. For example, in the case of a digital card game of a game in which a team is composed of a plurality of positions such as baseball and soccer, by obtaining player cards corresponding to various player characters as items, the player can advantageously advance the game. The above-described configuration is particularly preferable. In addition, since it is difficult for the player card already held to match the newly acquired player card (because it is less likely to be confused with the player card held by the player), the player has a variety of collections as his / her own collection. There is also an advantage that it is easy to increase player cards. In addition to satisfying the value for the player's lottery operation, the predetermined condition may be that the time when the player performs the lottery operation is between a predetermined time and a predetermined time in the real world or in the game ( For example, in the real world between 8 am and 8:15 am). Further, the time at which the player performs the lottery operation may be between a time point when the skill level of the player on the game reaches a predetermined level and a predetermined period (for example, half a day or 6 hours).

上記ゲーム制御装置は、さらに以下の特徴を備えてもよい。
(4)前記所定の条件は、プレイヤ識別情報に基づく前記抽選操作の対価としての、ゲーム上におけるプレイヤの支払額、経済的価値の消費量、あるいはゲーム上においてプレイヤが利用可能なポイントの消費量、の少なくともいずれかが所定値であること。
The game control device may further include the following features.
(4) The predetermined condition is that a payment amount of the player on the game, a consumption amount of economic value, or a consumption amount of points available to the player on the game as a consideration for the lottery operation based on the player identification information , At least one of them is a predetermined value.

上記ゲーム制御装置は、プレイヤ識別情報に対応する所定の条件が、上述したようにプレイヤに対して所定の対価を要求する場合に特に好適である。これは以下の理由による。仮にアイテム抽選が、プレイヤに対価を要求しない場合(例えば無料抽選の場合)には、抽選によって既にプレイヤが保持しているアイテムと同じアイテムが出現したとしても、無料抽選であるためにプレイヤに強い不満が生じないとも考えられる。しかし、抽選に際しプレイヤに対して所定の対価を要求する場合(例えば有料抽選の場合)には、折角有料抽選を行ったにもかかわらず、既にプレイヤが保持しているアイテムと同じアイテムが出現することでプレイヤに強い不満が生ずることが予想される。したがって、プレイヤに対して所定の対価を要求する条件のときに上記抽選制御手段を実行することで、例えば有料抽選による抽選結果に対する不満を抑制させることができる。その結果、プレイヤに対して、例えば有料抽選によってアイテムを取得しようとする意識付けをすることができ、ゲームとしての魅力を維持することができる。
また、所定の条件を上述したようにすることで、所定の条件を満足させるか否かをプレイヤに委ねるように設定することできる。 Further, by setting the predetermined conditions as described above, it is possible to set the player to decide whether or not to satisfy the predetermined conditions. すなわち、プレイヤは、無料抽選にするか有料抽選にするか、また、有料抽選にする場合、抽選操作の時点における支払い可能額、あるいは取得ポイント等を参照しながら柔軟に、確率を制御させるか否かを自ら決定することができるようになるので、ゲームとしての自由度が上がり、遊戯の幅を広げることができる。 That is, whether or not the player flexibly controls the probability by referring to the free lottery or the paid lottery, and in the case of the paid lottery, the payable amount at the time of the lottery operation, the acquired points, etc. Since you will be able to decide for yourself, you will have more freedom as a game and you will be able to expand the range of games. The game control device is particularly suitable when the predetermined condition corresponding to the player identification information requests the player for a predetermined price as described above. This is due to the following reason. If the item lottery does not request a price from the player (for example, in the case of a free lottery), even if the same item as the item already held by the player appears by the lottery, it is strong against the player because it is a free lottery. It is thought that no dissatisfaction occurs. However, when a predetermined value is requested from the player at the time of the lottery (for example, in the case of a pay lottery), the same item as the item already held by the player appears despite the fact that the corner pay lottery has been performed. As a result, it is expected that the player will have a strong dissatisfaction. Therefore, by executing the lottery control means under the condition for requesting a predetermined price for the pl The game control device is particularly suitable when the predetermined condition corresponding to the player identification information requests the player for a predetermined price as described above. This is due to the following reason. If the item lottery does not request a price from the player (for) example, in the case of a free lottery), even if the same item as the item already held by the player appears by the lottery, it is strong against the player because it is a free lottery. It is thought that no dissatisfaction occurs. However, when a predetermined value is requested from the player at the time of the lottery (for example, in the case of a pay lottery), the same item as the item already held by the player appears despite the fact that the corner pay lottery has been performed. As a result, it is expected that the player will have a strong dissatisfaction. Therefore, by executing the lottery control means under the condition for requesting a predetermined price for the pl ayer, it is possible to suppress dissatisfaction with the lottery result by pay lottery, for example. As a result, the player can be conscious of acquiring an item by, for example, a pay lottery, and the attractiveness as a game can be maintained. ayer, it is possible to suppress dissatisfaction with the lottery result by pay lottery, for example. As a result, the player can be conscious of acquiring an item by, for example, a pay lottery, and the attractiveness as a game can be maintained ..
In addition, by setting the predetermined condition as described above, it can be set to leave the player whether or not the predetermined condition is satisfied. In other words, whether the player makes a free lottery or a paid lottery, and whether to make a paid lottery, whether or not to flexibly control the probability while referring to the payable amount or the acquisition points at the time of the lottery operation. This makes it possible to decide whether or not, so that the degree of freedom as a game increases and the range of games can be expanded. In addition, by setting the predetermined condition as described above, it can be set to leave the player whether or not the predetermined condition is satisfied. In other words, whether the player makes a free lottery or a paid lottery, and whether to make a paid lottery, whether or not to flexibly control the probability while referring to the payable amount or the acquisition points at the time of the lottery operation. This makes it possible to decide whether or not, so that the degree of freedom as a game increases and the range of games can be expanded.

上記ゲーム制御装置は、さらに以下の特徴を備えてもよい。
(5)前記抽選制御手段は、前記抽選操作がなされた時点を基準として過去の所定期間の間、あるいは過去の所定回数の抽選操作においてに前記アイテム抽選手段により選択されたアイテム、と一致するアイテムが選択される確率が、前記所定の条件を満足しない場合に当該アイテムが選択される確率よりも低くなるようにすること。 (5) The lottery control means is an item that matches the item selected by the item lottery means during the past predetermined period or in the past predetermined number of lottery operations based on the time when the lottery operation is performed. The probability that the item will be selected is lower than the probability that the item will be selected if the predetermined condition is not satisfied. The game control device may further include the following features. The game control device may further include the following features.
(5) The lottery control means is an item that matches the item selected by the item lottery means during a predetermined period in the past, or in a predetermined number of lottery operations in the past, based on the time when the lottery operation was performed. The probability that the item is selected is lower than the probability that the item is selected when the predetermined condition is not satisfied. (5) The lottery control means is an item that matches the item selected by the item lottery means during a predetermined period in the past, or in a predetermined number of lottery operations in the past, based on the time when the lottery operation was performed The probability that the item is selected is lower than the probability that the item is selected when the predetermined condition is not satisfied.

(1)〜(3)又は(1)〜(4)の構成を備えたゲーム制御装置では、ゲームを開始してからあまり時間が経過していないプレイヤと、既に長時間ゲームを行っているプレイヤとの間で不公平が生ずる可能性がある。つまり、ゲームを開始してからあまり時間が経過していないプレイヤは、既に取得済みのアイテムの数が少なく、それゆえアイテムの種類も少ないことから、プレイヤ識別情報に対応する所定の条件を満足するかどうかの如何に関わらず、新たな抽選によって得られたアイテムが既に保有しているアイテムと一致する可能性は低いと考えられる。
そのため、(1)〜(3)又は(1)〜(4)の構成を備えたゲーム制御装置のアイテム抽選手段によって得られるアイテムは、プレイヤが既に保有しているアイテムと一致し難くなるという条件を満足させようと構成されていることから、比較的出現確率が高いアイテム(つまり、希少価値の高いいわゆるレアアイテムではない、通常アイテム)が選択される可能性が高い。 Therefore, the condition that the item obtained by the item lottery means of the game control device having the configuration of (1) to (3) or (1) to (4) is difficult to match with the item already owned by the player. Since it is configured to satisfy the above, it is highly likely that an item with a relatively high appearance probability (that is, a normal item that is not a so-called rare item with a high rarity value) is selected. そもそもレアアイテムの出現確率は低く設定されている場合が多く、かつレアアイテムでない通常アイテムであればプレイヤが既に保有しているアイテムと一致し難くなるという条件が満たされる可能性が高いためである。 This is because the appearance probability of rare items is often set low in the first place, and if it is a normal item that is not a rare item, it is highly likely that the condition that it will be difficult to match the item that the player already has is satisfied. .. 一方、既に長時間ゲームを行っているプレイヤは、既に多彩な通常アイテムを保持していると考えられることから、プレイヤが既に保有しているアイテムと一致し難くなるという条件を満足させようとすると、出現確率が低いレアアイテムが選択される可能性が高い。 On the other hand, a player who has already played a game for a long time is considered to already hold a variety of normal items, so when trying to satisfy the condition that it is difficult for the player to match the items already held. , There is a high possibility that rare items with a low appearance probability will be selected. したがって、ゲームを開始してからあまり時間が経過していないプレイヤと、既に長時間ゲームを行っているプレイヤとで、抽選制御手段における所定の条件が同一であるとすれば、実質的に両者の抽選でレアアイテムが出現する確率が相違し、不公平となりうる。 Therefore, if the predetermined conditions in the lottery control means are the same between the player who has not passed much time since the game is started and the player who has already played the game for a long time, both are substantially the same. The odds of rare items appearing in the lottery are different and can be unfair.
そこで、抽選制御手段において、上述した確率を制御する対象とするアイテムを、プレイヤが保有するアイテムのうち、新たな抽選操作がなされた時点を基準として過去の所定期間の間、あるいは過去の所定回数の抽選操作において取得した(つまり、選択された)アイテムに限定することが好ましい。 Therefore, in the lottery control means, the item whose probability is controlled as described above is the item held by the player during the past predetermined period or the past predetermined number of times based on the time when a new lottery operation is performed. It is preferable to limit to the items acquired (that is, selected) in the lottery operation. これにより、ゲームを開始してからあまり時間が経過していないプレイヤと、既に長時間ゲームを行っているプレイヤとの間で、レアアイテムが出現する確率に差が生じ難くなるため、プレイヤ間の公平さを確保することができる。 As a result, it is difficult for a player who has not passed a long time since the game is started and a player who has already played the game for a long time to have a difference in the probability that a rare item appears. Fairness can be ensured. In the game control device having the configuration of (1) to (3) or (1) to (4), a player who has not played much time since the game started and a player who has already played a game for a long time There may be unfairness between In other words, a player who has not passed much time since the start of the game has a small number of items already acquired, and therefore has few types of items, and therefore satisfies a predetermined condition corresponding to the player identification information. Regardless of whether or not the item obtained by the new lottery is unlikely to match the item already held. In the game control device having the configuration of (1) to (3) or (1) to (4), a player who has not played much time since the game started and a player who has already played a game for a long time There may be unfairness between In other words, a player who has not passed much time since the start of the game has a small number of items already acquired, and therefore has few types of items, and therefore satisfies a predetermined condition corresponding to the player identification information. Regardless of whether or not the item obtained by the new lottery is unlikely to match the item already held.
Therefore, the item obtained by the item lottery means of the game control device having the configuration of (1) to (3) or (1) to (4) is difficult to match the item already owned by the player. Therefore, an item with a relatively high appearance probability (that is, a normal item that is not a so-called rare item with a high rarity value) is likely to be selected. In the first place, the appearance probability of rare items is often set low, and if it is a normal item that is not a rare item, there is a high possibility that the condition that it will be difficult for the player to match the item already held is satisfied. . On the other hand, a player who has already played a game for a long time is considered to have already held a variety of normal items, so when trying to satisfy the condition that it becomes difficult for the player to match the items already held by the player There is a high possibility that a rare item having a low appearance probability is selected. Therefo Therefore, the item obtained by the item lottery means of the game control device having the configuration of (1) to (3) or (1) to (4) is difficult to match the item already owned by the player. Therefore, an item with a relatively high appearance probability (that is, a normal item that is not a so-called rare item with a high rarity value) is likely to be selected. In the first place, the appearance probability of rare items is often set low, and if it is a normal item that is not a rare item, there is a high probability that the condition that it will be difficult for the player to match the item already held is satisfied. On the other hand, a player who has already played a game for a long time is considered to have already held a variety of normal items, so when trying to satisfy the condition that it becomes difficult for the player to match the items already held by the player There is a high probability that a rare item having a low appearance probability is selected. Therefo re, if the predetermined conditions in the lottery control means are substantially the same for a player who has not played much time since the game started and a player who has already played the game for a long time, The chances of rare items appearing in the lottery are different and can be unfair. re, if the predetermined conditions in the lottery control means are substantially the same for a player who has not played much time since the game started and a player who has already played the game for a long time, The chances of rare items appearing in the lottery are different and can be unfair.
Therefore, in the lottery control means, the item for which the above-described probability is controlled is determined based on the time when a new lottery operation is performed among the items held by the player, or a predetermined number of times in the past. It is preferable to limit to items acquired (that is, selected) in the lottery operation. This makes it unlikely that a difference in the probability that a rare item will appear between a player who has not played much time since the game started and a player who has already played the game for a long time. Fairness can be ensured. Therefore, in the lottery control means, the item for which the above-described probability is controlled is determined based on the time when a new lottery operation is performed among the items held by the player, or a predetermined number of times in the past. It is preferred to limit to items acquired (that is, selected) in the lottery operation. This makes it unlikely that a difference in the probability that a rare item will appear between a player who has not played much time since the game started and a player who has already played the game for a long time. Fairness can be ensured.

上記ゲーム制御装置は、さらに以下の特徴を備えてもよい。
(6)前記抽選制御手段は、プレイヤ識別情報に基づく前記抽選操作の対価としての、ゲーム上におけるプレイヤの支払額、経済的価値の消費量、あるいはゲーム上においてプレイヤが利用可能なポイントの消費量、の少なくともいずれかが大きいほど、前記所定期間を長く、あるいは前記所定回数を多くすること。 (6) The lottery control means pays the player in the game, consumes economic value, or consumes points available to the player in the game as consideration for the lottery operation based on the player identification information. The larger of at least one of the above, the longer the predetermined period or the larger the predetermined number of times. The game control device may further include the following features. The game control device may further include the following features.
(6) The lottery control means, as a consideration for the lottery operation based on the player identification information, pays the player on the game, consumes the economic value, or consumes the points available to the player on the game The larger the at least one of, the longer the predetermined period or the predetermined number of times. (6) The lottery control means, as a consideration for the lottery operation based on the player identification information, pays the player on the game, consumes the economic value, or consumes the points available to the player on the game The larger the at least one of, the longer the predetermined period or the predetermined number of times.

このゲーム制御装置では、前記所定期間を対価の額が大きいほど長く、あるいは前記所定回数を多くする。これにより、プレイヤは実質的に、新たな抽選によって得られるアイテムが既に保有しているアイテムと一致しない確率を自ら調整することが可能となる。つまり、保有しないアイテムを獲得できる可能性を高くすることができる。これにより、ゲームの遊戯性を柔軟に設定することが可能となる。   In this game control apparatus, the predetermined period is increased as the amount of consideration is increased, or the predetermined number of times is increased. Thereby, the player can adjust himself / herself the probability that the item obtained by the new lottery does not match the item already held. That is, it is possible to increase the possibility of acquiring an item that is not held. Thereby, it becomes possible to set the playability of a game flexibly.

上記ゲーム制御装置は、さらに以下の特徴を備えてもよい。
(7)前記アイテム抽選手段では、前記複数のアイテムのうち特定の第1のアイテムが選択される確率が、前記第1のアイテム以外の第2のアイテムが選択される確率よりも低くなるように、前記複数のアイテムの各々が選択される確率が予め設定されていること。
(8)前記抽選制御手段は、プレイヤ識別情報に対応する前記所定の条件を満足し、かつ当該プレイヤ識別情報と関連付けて前記記憶手段が記憶するアイテムとして第1のアイテムが含まれている場合には、当該第1のアイテムが選択される確率を、当該第1のアイテムに対して予め設定された確率よりも低くしないこと。 (8) When the lottery control means satisfies the predetermined condition corresponding to the player identification information and includes the first item as an item stored by the storage means in association with the player identification information. Does not make the probability that the first item is selected lower than the probability preset for the first item. The game control device may further include the following features. The game control device may further include the following features.
(7) In the item lottery means, the probability that a specific first item among the plurality of items is selected is lower than the probability that a second item other than the first item is selected. The probability that each of the plurality of items is selected is set in advance. (7) In the item lottery means, the probability that a specific first item among the plurality of items is selected is lower than the probability that a second item other than the first item is selected. The probability that each of the plurality of items is selected is set in advance.
(8) The lottery control unit satisfies the predetermined condition corresponding to the player identification information and includes the first item as an item stored in the storage unit in association with the player identification information. The probability that the first item is selected is not lower than the probability set in advance for the first item. (8) The lottery control unit satisfies the predetermined condition corresponding to the player identification information and includes the first item as an item stored in the storage unit in association with the player identification information. The probability that the first item is selected is not lower than the probability set in advance for the first item.

このゲーム制御装置では、例えば、第2のアイテムは比較的出現しやすい(つまり、選択されやすい)通常アイテムであり、第1のアイテムは出現し難い(つまり、選択され難い)レアアイテムであってよい。このとき、抽選制御手段では、プレイヤが既に第1のアイテム(レアアイテム)を保有している場合には、新たな抽選によって同一のレアアイテムが出現する確率を低くしないようにする。理由は、同一のレアアイテムを2以上保有する場合であっても、プレイヤは複数枚を保有する同一のレアアイテムについて、他のプレイヤにプレゼントする、他のプレイヤが保持するアイテムと交換する、あるいは他のプレイヤに売却する等の様々な形態の処分方法を採ることができるため、レアアイテムを2以上保有することは必ずしもプレイヤにとって不利益とはならない場合があり得るためである。言い換えれば、レアアイテムについては同一のものを2以上保有しても構わない、あるいは2以上保有することを望むプレイヤを考慮した構成とすることができる。   In this game control device, for example, the second item is a normal item that is relatively likely to appear (that is, easy to select), and the first item is a rare item that is difficult to appear (that is, difficult to select). Good. At this time, if the player already has the first item (rare item), the lottery control means does not lower the probability that the same rare item appears due to a new lottery. The reason is that even if the player has two or more identical rare items, the player presents the same rare item with a plurality of pieces to other players, exchanges with items held by other players, or This is because possessing two or more rare items may not necessarily be a disadvantage to the player because various disposal methods such as selling to other players can be adopted. In other words, the rare item may have two or more of the same items, or may be configured in consideration of a player who wants to hold two or more.

本発明の第2の観点は、プレイヤによって操作される通信端末から通信によってアクセス可能に構成され、前記通信端末によるプレイヤのゲームの実行を、プレイヤを一意に特定するためのプレイヤ識別情報に基づいて制御するゲーム制御装置、におけるアイテム抽選方法であって、以下の各ステップを備える。
(9)プレイヤ識別情報と、ゲーム上のアイテムとを関連付けて記憶装置に記憶させるステップ。
(10)前記通信端末による特定のプレイヤ識別情報に基づく抽選操作に応じて、ゲーム上で利用可能な複数のアイテムの中からいずれかのアイテムを選択するときの、各アイテムが選択される確率を予め設定するステップ。
(11)プレイヤ識別情報に対応する所定の条件を満足する場合には、当該プレイヤ識別情報と関連付けて前記記憶装置が記憶するアイテムと一致するアイテムが選択される確率が、前記所定の条件を満足しない場合に当該アイテムが選択される確率よりも低くなるように制御するステップ。 (11) When the predetermined condition corresponding to the player identification information is satisfied, the probability that an item matching the item stored in the storage device in association with the player identification information is selected satisfies the predetermined condition. A step that controls the item to be less than likely to be selected if it does not. A second aspect of the present invention is configured to be accessible by communication from a communication terminal operated by a player, and based on player identification information for uniquely identifying the player to execute the game of the player by the communication terminal. An item lottery method in a game control device to be controlled, comprising the following steps. A second aspect of the present invention is configured to be accessible by communication from a communication terminal operated by a player, and based on player identification information for uniquely identifying the player to execute the game of the player by the communication terminal. An item lottery method in a game control device to be controlled, comprising the following steps.
(9) A step of storing the player identification information and the item on the game in association with each other in the storage device. (9) A step of storing the player identification information and the item on the game in association with each other in the storage device.
(10) The probability that each item is selected when selecting any item from a plurality of items available on the game in response to a lottery operation based on specific player identification information by the communication terminal. Presetting. (10) The probability that each item is selected when selecting any item from a plurality of items available on the game in response to a lottery operation based on specific player identification information by the communication terminal. Presetting.
(11) When a predetermined condition corresponding to the player identification information is satisfied, the probability that an item that matches the item stored in the storage device in association with the player identification information is selected satisfies the predetermined condition. A step of controlling to lower the probability that the item is selected if not. (11) When a predetermined condition corresponding to the player identification information is satisfied, the probability that an item that matches the item stored in the storage device in association with the player identification information is selected satisfies the predetermined condition. A step of controlling to lower the probability that the item is selected if not.

アイテム抽選方法は、以下の構成を含むものであってもよい。
プレイヤ識別情報と、ゲーム上のアイテムとを関連付けて記憶装置に記憶させるステップ。

特定のプレイヤ識別情報に基づく抽選操作に応じて、ゲーム上で利用可能な複数のアイテムの中からいずれかのアイテムを選択するときの、各アイテムが選択される確率を予め設定するステップ。 A step of presetting the probability that each item will be selected when any item is selected from a plurality of items available in the game according to a lottery operation based on specific player identification information.
プレイヤ識別情報に対応する所定の条件を満足する場合には、当該プレイヤ識別情報と関連付けて前記記憶装置が記憶するアイテムと一致するアイテムが選択される確率が、前記所定の条件を満足しない場合に当該アイテムが選択される確率よりも低くなるように制御するステップ。 When the predetermined condition corresponding to the player identification information is satisfied, the probability that an item matching the item stored in the storage device in association with the player identification information is selected does not satisfy the predetermined condition. A step that controls the item to be lower than the probability of being selected. The item lottery method may include the following configuration. The item lottery method may include the following configuration.
The step of associating the player identification information with the item on the game and storing it in the storage device. The step of associating the player identification information with the item on the game and storing it in the storage device.
A step of presetting a probability that each item is selected when selecting any item from a plurality of items available on the game in accordance with a lottery operation based on specific player identification information. A step of presetting a probability that each item is selected when selecting any item from a plurality of items available on the game in accordance with a lottery operation based on specific player identification information.
When the predetermined condition corresponding to the player identification information is satisfied, the probability that an item matching the item stored in the storage device in association with the player identification information is selected does not satisfy the predetermined condition Controlling to lower the probability that the item is selected. When the predetermined condition corresponding to the player identification information is satisfied, the probability that an item matching the item stored in the storage device in association with the player identification information is selected does not satisfy the predetermined condition Controlling to lower the probability that the item is selected.

本発明の第3の観点は、プレイヤによって操作される通信端末からネットワークを介し、プレイヤを一意に特定するためのプレイヤ識別情報単位で実行されるゲームにおけるアイテムの抽選のために、コンピュータを、以下の手段として機能させるためのプログラムである。
(12)前記通信端末によるプレイヤ識別情報に対応した抽選操作に応じて、抽選対象となる複数のアイテムの中からいずれかのアイテムを選択するアイテム抽選手段。
(13)プレイヤ識別情報と、少なくとも前記アイテム抽選手段により選択されたアイテムとを関連付けて記憶装置に記憶させる記憶手段。
(14)プレイヤ識別情報に対応する所定の条件を満足する場合には、当該プレイヤ識別情報と関連付けて前記記憶装置が記憶するアイテムと一致するアイテムが選択される確率が、前記所定の条件を満足しない場合に当該アイテムが選択される確率よりも低くなるように、前記アイテム抽選手段を制御する抽選制御手段。 (14) When the predetermined condition corresponding to the player identification information is satisfied, the probability that an item matching the item stored in the storage device in association with the player identification information is selected satisfies the predetermined condition. A lottery control means that controls the item lottery means so that the probability that the item is selected is lower than the probability that the item is selected when the item is not drawn. According to a third aspect of the present invention, there is provided a computer for lottery of items in a game executed in units of player identification information for uniquely identifying a player via a network from a communication terminal operated by the player. It is a program for functioning as means. According to a third aspect of the present invention, there is provided a computer for lottery of items in a game executed in units of player identification information for uniquely identifying a player via a network from a communication terminal operated by the player. It is a program for functioning as means.
(12) Item lottery means for selecting any item from among a plurality of items to be a lottery according to the lottery operation corresponding to the player identification information by the communication terminal. (12) Item lottery means for selecting any item from among a plurality of items to be a lottery according to the lottery operation corresponding to the player identification information by the communication terminal.
(13) Storage means for associating and storing the player identification information and at least the item selected by the item lottery means in the storage device. (13) Storage means for associating and storing the player identification information and at least the item selected by the item lottery means in the storage device.
(14) When a predetermined condition corresponding to the player identification information is satisfied, a probability that an item matching the item stored in the storage device in association with the player identification information is selected satisfies the predetermined condition. Lottery control means for controlling the item lottery means so as to be lower than the probability that the item will be selected if not. (14) When a predetermined condition corresponding to the player identification information is satisfied, a probability that an item matching the item stored in the storage device in association with the player identification information is selected satisfies the predetermined condition. Lottery control means for controlling the item lottery means so as to be lower than the probability that the item will be selected if not.

コンピュータは、例えばネットワークサーバ、大型計算機等である。また、このゲームプログラムは、DVD−ROMやCD−ROM等のコンピュータが読み取り可能な情報記憶媒体に格納されてもよい。   The computer is, for example, a network server or a large computer. The game program may be stored in a computer-readable information storage medium such as a DVD-ROM or a CD-ROM.

本発明の第4の観点は、プレイヤによって操作される通信端末と、前記通信端末から通信によってアクセス可能に構成され、前記通信端末によるプレイヤのゲームの実行を、プレイヤを一意に特定するためのプレイヤ識別情報に基づいて制御するゲーム制御装置と、を含むゲームシステムである。
ここで、通信装置は以下の構成を備える。
(15)プレイヤ識別情報に対応した抽選操作の入力を受け入れる操作入力部。
(16)抽選操作の入力があったことを示す第1の信号を前記ゲーム制御装置宛に送信し、抽選結果を含む第2の信号をゲーム制御装置から受信する信号送受信部。
一方、ゲーム制御装置は、以下の構成を備える。
(17)前記第1の信号を受信すると、抽選対象となる複数のアイテムの中からいずれかのアイテムを選択するアイテム抽選手段。 (17) An item lottery means for selecting any item from a plurality of items to be drawn when the first signal is received.
(18)プレイヤ識別情報と、少なくとも前記アイテム抽選手段により選択されたアイテムとを関連付けて記憶装置に記憶させる記憶手段。 (18) A storage means for associating player identification information with at least an item selected by the item lottery means and storing it in a storage device.
(19)プレイヤ識別情報に対応する所定の条件を満足する場合には、当該プレイヤ識別情報と関連付けて前記記憶装置が記憶するアイテムと一致するアイテムが選択される確率が、前記所定の条件を満足しない場合に当該アイテムが選択される確率よりも低くなるように、前記アイテム抽選手段を制御する抽選制御手段。 (19) When the predetermined condition corresponding to the player identification information is satisfied, the probability that an item matching the item stored in the storage device in association with the player identification information is selected satisfies the predetermined condition. A lottery control means that controls the item lottery means so that the probability that the item is selected is lower than the probability that the item is selected. According to a fourth aspect of the present invention, there is provided a communication terminal operated by a player and a player accessible by communication from the communication terminal, and a player for uniquely identifying the player's game execution by the communication terminal. And a game control device that controls based on the identification information. According to a fourth aspect of the present invention, there is provided a communication terminal operated by a player and a player accessible by communication from the communication terminal, and a player for uniquely identifying the player's game execution by the communication terminal. And a game control device that controls based on the identification information.
Here, the communication apparatus has the following configuration. Here, the communication apparatus has the following configuration.
(15) An operation input unit that accepts an input of a lottery operation corresponding to the player identification information. (15) An operation input unit that accepts an input of a lottery operation corresponding to the player identification information.
(16) A signal transmitting / receiving unit that transmits a first signal indicating that a lottery operation has been input to the game control device and receives a second signal including a lottery result from the game control device. (16) A signal transmitting / receiving unit that transmits a first signal indicating that a lottery operation has been input to the game control device and receives a second signal including a lottery result from the game control device.
On the other hand, the game control device has the following configuration. On the other hand, the game control device has the following configuration.
(17) Item lottery means for selecting any item from among a plurality of items to be lottery when receiving the first signal. (17) Item lottery means for selecting any item from among a plurality of items to be lottery when receiving the first signal.
(18) Storage means for associating the player identification information with at least the item selected by the item lottery means and storing it in the storage device. (18) Storage means for associating the player identification information with at least the item selected by the item lottery means and storing it in the storage device.
(19) When a predetermined condition corresponding to the player identification information is satisfied, the probability that an item that matches the item stored in the storage device in association with the player identification information is selected satisfies the predetermined condition. Lottery control means for controlling the item lottery means so as to be lower than the probability that the item will be selected if not. (19) When a predetermined condition corresponding to the player identification information is satisfied, the probability that an item that matches the item stored in the storage device in association with the player identification information is selected satisfies the predetermined condition. Lottery control means for controlling the item lottery means so as to be lower than the probability that the item will be selected if not.

ゲームシステムは、プレイヤによって操作される通信端末と、前記通信端末から通信によってアクセス可能に構成されるゲーム制御装置と、を含むものであって、以下の構成を前記通信端末又は前記ゲーム制御装置のいずれか一方が備えていてもよい。
プレイヤの抽選操作に応じて、抽選対象となる複数のアイテムの中からいずれかのアイテムを選択するアイテム抽選手段。 An item lottery means for selecting one of a plurality of items to be drawn according to a player's lottery operation.
プレイヤと、前記アイテム抽選手段により選択されたアイテムとを関連付けて記憶装置に記憶させる記憶手段。 A storage means for associating a player with an item selected by the item lottery means and storing the item in a storage device.
プレイヤに応じた所定の条件を満足する場合には、当該プレイヤと関連付けて前記記憶装置が記憶するアイテムと一致するアイテムが選択される確率が、前記所定の条件を満足しない場合に当該アイテムが選択される確率よりも低くなるように、前記アイテム抽選手段を制御する抽選制御手段。 When the predetermined condition according to the player is satisfied, the probability that an item matching the item stored in the storage device in association with the player is selected is selected when the predetermined condition is not satisfied. A lottery control means that controls the item lottery means so as to be lower than the probability of being played. The game system includes a communication terminal operated by a player, and a game control device configured to be accessible by communication from the communication terminal, and has the following configuration of the communication terminal or the game control device. Either one may be provided. The game system includes a communication terminal operated by a player, and a game control device configured to be accessible by communication from the communication terminal, and has the following configuration of the communication terminal or the game control device. Either one may be provided.
Item lottery means for selecting any item from among a plurality of items to be lottery in response to a player's lottery operation. Item lottery means for selecting any item from among a plurality of items to be lottery in response to a player's lottery operation.
Storage means for associating a player with an item selected by the item lottery means and storing it in a storage device. Storage means for associating a player with an item selected by the item lottery means and storing it in a storage device.
When a predetermined condition according to the player is satisfied, the item is selected when the probability that an item that matches the item stored in the storage device in association with the player does not satisfy the predetermined condition is selected. Lottery control means for controlling the item lottery means so as to be lower than the probability of being played. When a predetermined condition according to the player is satisfied, the item is selected when the probability that an item that matches the item stored in the storage device in association with the player does not satisfy the predetermined condition is selected. Lottery control means for controlling the item lottery means so as to be lower than the probability of being played.

本発明のゲーム制御装置、アイテム抽選方法、アイテム抽選プログラム、ゲームシステムによれば、プレイヤが既に保持しているゲーム上のアイテムと一致するアイテムを抽選により新たに取得する可能性を抑制することができる。 According to the game control device, the item lottery method, the item lottery program, and the game system of the present invention, it is possible to suppress the possibility of newly acquiring an item that matches an item on the game already held by the player by lottery. it can.

実施形態のゲームシステムの基本構成を示す図。 The figure which shows the basic composition of the game system of embodiment. 実施形態の通信端末の構成を示すブロック図。 The block diagram which shows the structure of the communication terminal of embodiment. 実施形態のゲームサーバの構成を示すブロック図。 The block diagram which shows the structure of the game server of embodiment. 実施形態のデータベースサーバの構成を示すブロック図。 The block diagram which shows the structure of the database server of embodiment. データベースサーバに含まれるプレイヤデータベースの構成例を示す図。 The figure which shows the structural example of the player database contained in a database server. 実施形態のゲーム制御装置で主要な役割を果たす機能を説明するための機能ブロック図。 The functional block diagram for demonstrating the function to play main roles with the game control apparatus of embodiment. トップページを表示する通信端末の表示画面の一例を示す図。 The figure which shows an example of the display screen of the communication terminal which displays a top page. プレイヤが抽選機能を実行するときの通信端末の表示画面の一例を示す図。 The figure which shows an example of the display screen of a communication terminal when a player performs a lottery function. 抽選機能の実行によって選手カードを引くときの通信端末の表示画面(抽選の演出画面)の一例を示す図。 The figure which shows an example of the display screen (effect screen of a lottery) of a communication terminal when drawing a player card by execution of a lottery function. 抽選機能の実行によって選手カードを引くときの通信端末の表示画面(抽選の演出画面)の一例を示す図。 The figure which shows an example of the display screen (effect screen of a lottery) of a communication terminal when drawing a player card by execution of a lottery function. 抽選機能の実行によって選手カードを引くときの通信端末の表示画面(抽選の演出画面)の一例を示す図。 The figure which shows an example of the display screen (effect screen of a lottery) of a communication terminal when drawing a player card by execution of a lottery function. 抽選における選手カードの出現確率のデータ(出現確率の変更前)の一例を示す図。 The figure which shows an example of the data (before change of appearance probability) of the appearance probability of the player card in a lottery. 抽選における選手カードの出現確率のデータ(出現確率の変更後)の一例を示す図。 The figure which shows an example of the data (after change of an appearance probability) of the appearance probability of the player card in a lottery. 実施形態のゲームサーバの主要な処理の一例を示すフローチャート。 The flowchart which shows an example of the main processes of the game server of embodiment. プレイヤが抽選機能を実行するときの通信端末の表示画面の他の例を示す図。The figure which shows the other example of the display screen of a communication terminal when a player performs a lottery function.

(1)ゲームシステムの構成
図1は、実施形態のゲームシステムのシステム構成例を示している。図1に示すように、このゲームシステムは、例えばインターネットなどの通信網NWに接続可能な通信端末10a,10b,10c,…と、通信網NWに接続されているゲームサーバ20と、データベースサーバ30とによって構成されている。各通信端末10a,10b,10c,…はそれぞれ、個々のプレイヤによって操作される端末であり、例えば、携帯端末、PDA(Personal Digital Assistant)、パーソナルコンピュータなどの通信端末である。なお、以下の説明において、各通信端末10a,10b,10c,…に共通して言及するときには、通信端末10と表記する。このゲームシステムでは、ゲーム用アプリケーションとしてウェブブラウザ上で動作可能なアプリケーションがゲームサーバ20に実装されている。
通信端末10は、ゲームサーバ20によって提供されるウェブページを表示可能なウェブブラウザを備えており、プレイヤは、通信端末10をウェブページ上で操作してゲームを実行する。 The communication terminal 10 includes a web browser capable of displaying a web page provided by the game server 20, and the player operates the communication terminal 10 on the web page to execute the game. データベースサーバ30は、ゲームを実行する上での後述する様々な情報を格納しており、それらの情報の読み書きのためにゲームサーバ20と例えば有線で接続される。 The database server 30 stores various information described later in executing the game, and is connected to the game server 20 by, for example, by wire for reading and writing the information. (1) Configuration of Game System FIG. 1 shows a system configuration example of a game system according to the embodiment. As shown in FIG. 1, this game system includes communication terminals 10a, 10b, 10c,... That can be connected to a communication network NW such as the Internet, a game server 20 connected to the communication network NW, and a database server 30. And is composed of. Each of the communication terminals 10a, 10b, 10c,... Is a terminal operated by an individual player, for example, a communication terminal such as a portable terminal, a PDA (Personal Digital Assistant), or a personal computer. In the following description, when referring to the communication terminals 10a, 10b, 10c,. In this game system, an application operable on a web browser is installed in the game server 20 as a game application. (1) Configuration of Game System FIG. 1 shows a system configuration example of a game system according to the embodiment. As shown in FIG. 1, this game system includes communication terminals 10a, 10b, 10c, ... That can be connected to a communication network NW such as the Internet, a game server 20 connected to the communication network NW, and a database server 30. And is composed of. Each of the communication terminals 10a, 10b, 10c, ... Is a terminal operated by an individual player, for example, a communication terminal such as a portable terminal, a PDA (Personal Digital Assistant), or a personal computer. In the following description, when referring to the communication terminals 10a, 10b, 10c ,. In this game system, an application prompt on a web browser is installed in the game server 20 as a game application.
The communication terminal 10 includes a web browser capable of displaying a web page provided by the game server 20, and a player operates the communication terminal 10 on the web page to execute a game. The database server 30 stores various information to be described later in executing the game, and is connected to the game server 20 by, for example, a wire for reading and writing the information. The communication terminal 10 includes a web browser capable of displaying a web page provided by the game server 20, and a player operates the communication terminal 10 on the web page to execute a game. The database server 30 stores various information to be described later in executing the game, and is connected to the game server 20 by, for example, a wire for reading and writing the information.

また、図1には図示していないが、ゲームサーバ20とは別に各通信端末10のプレイヤを認証するための認証サーバを設けてもよい。また、多くの通信端末10からのアクセスを受け入れるために複数のゲームサーバ20を設ける場合は、その複数のゲームサーバ20間の負荷を調整するためのロードバランサを設けてもよい。また、ゲームサーバ20は単一のサーバ装置として構成してもよいが、機能を分散させた複数のサーバ装置として構成してもよい。
データベースサーバ30は、ゲームを実行する上での後述する様々な情報を格納しており、それらの情報の読み書きのためにゲームサーバ20と例えば有線で接続される。 The database server 30 stores various information described later in executing the game, and is connected to the game server 20 by, for example, by wire for reading and writing the information. Although not shown in FIG. 1, an authentication server for authenticating the player of each communication terminal 10 may be provided separately from the game server 20. Further, when a plurality of game servers 20 are provided in order to accept access from many communication terminals 10, a load balancer for adjusting a load between the plurality of game servers 20 may be provided. The game server 20 may be configured as a single server device, but may be configured as a plurality of server devices having distributed functions. Although not shown in FIG. 1, an authentication server for authenticating the player of each communication terminal 10 may be provided separately from the game server 20. Further, when a plurality of game servers 20 are provided in order to accept access from many communication terminals 10, a load balancer for adjusting a load between the plurality of game servers 20 may be provided. The game server 20 may be configured as a single server device, but may be configured as a plurality of server devices having distributed functions.
The database server 30 stores various information to be described later in executing the game, and is connected to the game server 20 by, for example, a wire for reading and writing the information. The database server 30 stores various information to be described later in executing the game, and is connected to the game server 20 by, for example, a wire for reading and writing the information.

(2)通信端末の構成
図2を参照して通信端末10の構成について説明する。
図2に示すように、通信端末10は、CPU(Central Processing Unit)11、ROM(Read Only Memory)12、RAM(Random Access Memory)13、画像処理部14、操作入力部15、表示部16、及び、信号送受信部としての無線通信インタフェース部17を備えており、各部間の制御信号あるいはデータ信号を伝送するためのバス18が設けられている。
(2) Configuration of Communication Terminal The configuration of the communication terminal 10 will be described with reference to FIG.
As shown in FIG. 2, the communication terminal 10 includes a CPU (Central Processing Unit) 11, a ROM (Read Only Memory) 12, a RAM (Random Access Memory) 13, an image processing unit 14, an operation input unit 15, a display unit 16, A wireless communication interface unit 17 serving as a signal transmission / reception unit is provided, and a bus 18 for transmitting a control signal or a data signal between the units is provided. As shown in FIG. 2, the communication terminal 10 includes a CPU (Central Processing Unit) 11, a ROM (Read Only Memory) 12, a RAM (Random Access Memory) 13, an image processing unit 14, an operation input unit 15 , a display unit 16, A wireless communication interface unit 17 serving as a signal transmission / reception unit is provided, and a bus 18 for transmitting a control signal or a data signal between the units is provided.

CPU11は、ROM12内のウェブブラウザをRAM13にロードして実行する。そして、CPU11は、操作入力部15等によってプレイヤに入力されるURL(Uniform Resource Locator)の適切な指定に基づき、無線通信インタフェース部17を介して、ゲームサーバ20からウェブページを表示するためのデータ、すなわち、HTML(HyperText Markup Language)文書や当該文書と関連付けられた画像などのオブジェクトのデータ(以下、総称して適宜「HTMLデータ」と表記する。)を無線通信インタフェース部17を介して取得し、そのHTMLデータを解釈する。なお、通信端末10には、ウェブブラウザのブラウザ機能を拡張するための様々なプラグインが実装されていてよい。
なお、HTMLデータの取得に当たって、CPU11は、予め登録されたプレイヤID(プレイヤ識別情報)、あるいは操作入力部15を介して入力されるプレイヤIDを含むアクセス要求メッセージを、無線通信インタフェース部17を介してゲームサーバ20へ通知する。 In acquiring HTML data, the CPU 11 sends an access request message including a player ID (player identification information) registered in advance or a player ID input via the operation input unit 15 via the wireless communication interface unit 17. Notifies the game server 20. The CPU 11 loads the web browser in the ROM 12 into the RAM 13 and executes it. Then, the CPU 11 displays data for displaying a web page from the game server 20 via the wireless communication interface unit 17 based on appropriate designation of a URL (Uniform Resource Locator) input to the player by the operation input unit 15 or the like. That is, data of an object such as an HTML (HyperText Markup Language) document and an image associated with the document (hereinafter, collectively referred to as “HTML data” as appropriate) is acquired via the wireless communication interface unit 17. The HTML data is interpreted. The communication terminal 10 may be mounted with various plug-ins for extending the browser function of the web browser. The CPU 11 loads the web browser in the ROM 12 into the RAM 13 and executes it. Then, the CPU 11 displays data for displaying a web page from the game server 20 via the wireless communication interface unit 17 based on appropriate designation of a URL (Uniform Resource Locator) input to the player by the operation input unit 15 or the like. That is, data of an object such as an HTML (HyperText Markup Language) document and an image associated with the document (hereinafter, collectively referred to as) “HTML data” as appropriate) is acquired via the wireless communication interface unit 17. The HTML data is interpreted. The communication terminal 10 may be mounted with various plug-ins for extending the browser function of the web browser.
In acquiring HTML data, the CPU 11 sends an access request message including a player ID (player identification information) registered in advance or a player ID input via the operation input unit 15 via the wireless communication interface unit 17. To the game server 20. In acquiring HTML data, the CPU 11 sends an access request message including a player ID (player identification information) registered in advance or a player ID input via the operation input unit 15 via the wireless communication interface unit 17. To the game server 20.

ウェブブラウザは、画像処理部14を介して、取得したHTMLデータに基づき、ゲームサーバ20から提供されるウェブページを表示部16に表示する。また、ウェブブラウザは、プレイヤが操作入力部15の操作によってウェブページ上のハイパーリンク(Hyperlink)またはメニューが選択されると、その選択に応じたウェブページを表示するための新たなHTMLデータの送信をゲームサーバ20へ要求する。   The web browser displays the web page provided from the game server 20 on the display unit 16 based on the acquired HTML data via the image processing unit 14. In addition, when the player selects a hyperlink or menu on the web page by operating the operation input unit 15, the web browser transmits new HTML data for displaying the web page according to the selection. Is requested to the game server 20.

画像処理部14は、HTMLデータの解析結果としてCPU11から与えられる表示用画像データに基づいて、表示部16にウェブページを表示する。表示部16は、例えば、マトリクス状に画素単位で配置された薄膜トランジスタを含むLCD(Liquid Cristal Display)モニタであり、表示用画像データに基づいて薄膜トランジスタを駆動することでウェブページの画像を表示する。   The image processing unit 14 displays a web page on the display unit 16 based on display image data provided from the CPU 11 as an analysis result of HTML data. The display unit 16 is, for example, an LCD (Liquid Cristal Display) monitor including thin film transistors arranged in a matrix in a pixel unit, and displays the image of the web page by driving the thin film transistors based on the display image data.

操作入力部15は、プレイヤの操作入力を受け入れるための複数の釦と、各釦の押下入力を認識してCPU11へ出力するためのインタフェース回路を含みうるが、図2では、方向指示釦と決定釦とを例示している。例えば、方向指示釦は、表示部16に表示されているウェブページをスクロールして表示することをCPU11へ指示するために設けられる。また、決定釦は、例えばウェブページ上で複数のハイパーリンクまたはメニューが表示されるときに、アクティブ表示(例えば強調表示)されている1つのハイパーリンクまたはメニューをプレイヤが選択することをCPU11へ指示するために設けられる。なお、通信端末10を小型の携帯端末によって構成する場合には、これらの釦は、プレイヤが通信端末10を片手で保持したままその親指で操作(クリック)しやすいように、通信端末10の前面に配置されていることが好ましい。   The operation input unit 15 may include a plurality of buttons for accepting the player's operation input and an interface circuit for recognizing the pressing input of each button and outputting it to the CPU 11, but in FIG. Examples of buttons are shown. For example, the direction instruction button is provided to instruct the CPU 11 to scroll and display the web page displayed on the display unit 16. The determination button instructs the CPU 11 that the player selects one hyperlink or menu that is actively displayed (for example, highlighted) when, for example, a plurality of hyperlinks or menus are displayed on a web page. To be provided. When the communication terminal 10 is constituted by a small portable terminal, these buttons are provided on the front surface of the communication terminal 10 so that the player can easily operate (click) with the thumb while holding the communication terminal 10 with one hand. It is preferable to arrange | position.

(3)ゲームサーバの構成
図3を参照してゲームサーバ20の構成について説明する。
ゲームサーバ20は、例えば階層構造の複数のウェブページからなるゲームのウェブサイトを管理しており、通信端末10に対してゲームのウェブサービスを提供する。 The game server 20 manages, for example, a game website composed of a plurality of hierarchically structured web pages, and provides a game web service to the communication terminal 10. 図3に示すように、ゲームサーバ20は、CPU21、ROM22、RAM23、データベース(DB)アクセス部24、及び、無線通信インタフェース部25を備えており、各部間の制御信号あるいはデータ信号を伝送するためのバス26が設けられている。 As shown in FIG. 3, the game server 20 includes a CPU 21, a ROM 22, a RAM 23, a database (DB) access unit 24, and a wireless communication interface unit 25, in order to transmit control signals or data signals between the units. Bus 26 is provided. なお、ゲームサーバ20は、ハードウエアに関しては汎用のウェブサーバと同一の構成をとることができる。 The game server 20 can have the same configuration as a general-purpose web server in terms of hardware. (3) Configuration of Game Server The configuration of the game server 20 will be described with reference to FIG. (3) Configuration of Game Server The configuration of the game server 20 will be described with reference to FIG.
The game server 20 manages a game website including a plurality of hierarchical web pages, for example, and provides a game web service to the communication terminal 10. As shown in FIG. 3, the game server 20 includes a CPU 21, a ROM 22, a RAM 23, a database (DB) access unit 24, and a wireless communication interface unit 25, for transmitting control signals or data signals between the units. Bus 26 is provided. In addition, the game server 20 can take the same structure as a general-purpose web server regarding hardware. The game server 20 manages a game website including a plurality of hierarchical web pages, for example, and provides a game web service to the communication terminal 10. As shown in FIG. 3, the game server 20 includes a CPU 21, a ROM 22 , a RAM 23, a database (DB) access unit 24, and a wireless communication interface unit 25, for transmitting control signals or data signals between the units. Bus 26 is provided. In addition, the game server 20 can take the same structure as a general-purpose web server regarding hardware.

ROM22には、クライアントである通信端末10のウェブブラウザに対してHTML文書や画像などのオブジェクトの表示(ウェブページの表示)のサービスを提供するアプリケーションプログラムが格納されている。ROM22には、アプリケーションプログラム以外にもCPU21によって参照される各種データが格納されている。
CPU21は、ROM22内のゲームプログラムをRAM23にロードして実行し、無線通信インタフェース部25を介して、各種の処理を行う。 The CPU 21 loads the game program in the ROM 22 into the RAM 23 and executes it, and performs various processes via the wireless communication interface unit 25. The ROM 22 stores an application program that provides a service for displaying an object such as an HTML document or an image (displaying a web page) to the web browser of the communication terminal 10 that is a client. The ROM 22 stores various data referred to by the CPU 21 in addition to the application program. The ROM 22 stores an application program that provides a service for displaying an object such as an HTML document or an image (displaying a web page) to the web browser of the communication terminal 10 that is a client. The ROM 22 stores various data referred to by the CPU 21 in addition to the application program.
The CPU 21 loads the game program in the ROM 22 to the RAM 23 and executes it, and performs various processes via the wireless communication interface unit 25. The CPU 21 loads the game program in the ROM 22 to the RAM 23 and executes it, and performs various processes via the wireless communication interface unit 25.

例えば、CPU21は、無線通信インタフェース部25を介して、HTMLデータを通信端末10宛に送信する。なお、ゲームサーバ20が通信端末10のプレイヤの認証処理を行う場合には、CPU21はその認証処理を行う。
CPU21は、通信インタフェース部を介して、通信端末10で表示されるウェブページ上でプレイヤにより選択されたハイパーリンクまたはメニューに応じた処理を行う。その処理は、例えば、新たなHTMLデータの送信、または、ゲームサーバ20内の演算処理あるいはデータ処理などを含む。
データベースアクセス部24は、CPU21がデータベースサーバ30に対してデータの読み書きを行うときのインタフェースである。 The database access unit 24 is an interface when the CPU 21 reads and writes data to and from the database server 30. For example, the CPU 21 transmits HTML data to the communication terminal 10 via the wireless communication interface unit 25. In addition, when the game server 20 performs the authentication process of the player of the communication terminal 10, the CPU 21 performs the authentication process. For example, the CPU 21 transmits HTML data to the communication terminal 10 via the wireless communication interface unit 25. In addition, when the game server 20 performs the authentication process of the player of the communication terminal 10, the CPU 21 performs the authentication process ..
The CPU 21 performs processing according to the hyperlink or menu selected by the player on the web page displayed on the communication terminal 10 via the communication interface unit. The processing includes, for example, transmission of new HTML data, arithmetic processing in the game server 20 or data processing. The CPU 21 performs processing according to the hyperlink or menu selected by the player on the web page displayed on the communication terminal 10 via the communication interface unit. The processing includes, for example, transmission of new HTML data, arithmetic processing in the game server 20 or data processing.
The database access unit 24 is an interface when the CPU 21 reads / writes data from / to the database server 30. The database access unit 24 is an interface when the CPU 21 reads / writes data from / to the database server 30.

(3−1)ゲームサーバによって実現されるゲームの例
本実施形態のゲームサーバ20によって実現されるゲームのタイプは特に限定されるものではないが、以下では、実施形態の説明の便宜上、ゲームサーバ20によって実現されるゲームの一例としてデジタルカードゲームを採り上げる。
例えばサッカー形式のデジタルカードゲームは、プレイヤがサッカー選手(後述するプレイヤキャラクタ)に対応する選手カードを収集することによって自らのチームを作り上げ、他のプレイヤのチームと単独でサッカーの対戦する、あるいは技能レベルごとのサッカーのリーグ戦を戦うように構成されているゲームである。 For example, in a soccer-style digital card game, a player builds his or her own team by collecting player cards corresponding to soccer players (player characters described later), and plays soccer alone against other players' teams, or skills. It is a game that is configured to compete in soccer league games for each level. サッカー形式のデジタルカードゲームには、自らのチームを作り上げていくために選手カードを探索するスカウト機能や、抽選によって選手カードを入手することを可能とする抽選機能、あるいは2枚の選手カードを合成していずれかの選手カードをレベルアップさせる強化機能等が設けられている。 In soccer-style digital card games, there is a scout function that searches for player cards in order to build your own team, a lottery function that allows you to obtain player cards by lottery, or a combination of two player cards. There is also a strengthening function to raise the level of any player card. (3-1) Example of Game Realized by Game Server The type of game realized by the game server 20 of the present embodiment is not particularly limited, but in the following, for convenience of description of the embodiment, the game server A digital card game is taken up as an example of a game realized by 20. (3-1) Example of Game Realized by Game Server The type of game realized by the game server 20 of the present embodiment is not particularly limited, but in the following, for convenience of description of the embodiment, the game server A digital card game is taken up as an example of a game realized by 20.
For example, in a digital card game in a soccer format, a player collects player cards corresponding to soccer players (player characters to be described later) to create his / her team and play soccer against other players' teams alone, or skills It is a game that is configured to fight soccer league battles for each level. In soccer-style digital card games, a scout function that searches for player cards to create your own team, a lottery function that allows you to obtain player cards by lottery, or a combination of two player cards In addition, a strengthening function is provided to level up any player card. For example, in a digital card game in a soccer format, a player collects player cards corresponding to soccer players (player characters to be described later) to create his / her team and play soccer against other players' teams alone, or skills It is a game that is configured to fight soccer league battles for each level. In soccer-style digital card games, a scout function that searches for player cards to create your own team, a lottery function that allows you to obtain player cards by lottery, or a combination of two player cards In addition, a strengthening function is provided to level up any player card.

抽選機能は、好ましくは、選手カードを抽選箱の中から1枚を取り出す(引く)ような演出を経て実行される。抽選によって出現する選手カードは基本的にランダムであるが、技術能力の際立った選手や人気のある選手の選手カード(いわゆるレアカード)が抽選で出現する確率は非常に低く設定されている。抽選機能には、後述するように、所定量のエールポイントと引き換えに選手カードを引く「エールポイントによる抽選」と、実質的にプレイヤに課金することによってプレイヤにより有利な抽選を行う「コインによる抽選」とがある。   The lottery function is preferably executed through an effect of taking out (drawing) one player card from the lottery box. The player cards that appear by lottery are basically random, but the probability that a player card (so-called rare card) of a player with outstanding technical ability or a popular player will appear in the lottery is set very low. In the lottery function, as will be described later, a “lottery by an ale point” in which a player card is drawn in exchange for a predetermined amount of ale points, and a lottery that is advantageous to the player by substantially charging the player is performed. "

プレイヤがゲーム上で保持するものとしてサッカー形式のデジタルカードゲームに用意されているアイテムには、選手カードのほか、パズルカードが含まれる。パズルカードのピースは上記スカウト機能によって入手可能であり、所定数(例えば6枚)の異なる図柄のピースから構成されている。パズルカードを構成するすべての図柄のピースを手に入れることで、プレイヤは1枚の強力な選手カードと交換することが可能となる。
このサッカー形式のデジタルカードゲームにおいて、パズルカードのピースを相手から獲ることを目的としたプレイヤ間の対戦モードが用意されている。 In this soccer-style digital card game, a battle mode between players is prepared for the purpose of capturing a piece of a puzzle card from an opponent. この対戦モードでは、あるプレイヤは、欲しい図柄のピースを得る目的で他のプレイヤとの対戦を実行することができ、相手に勝利すれば欲しい図柄のピースを相手から奪うことができる。 In this battle mode, one player can perform a battle with another player for the purpose of obtaining a piece of the desired symbol, and if the opponent is defeated, the piece of the desired symbol can be stolen from the opponent. Items prepared in the soccer-style digital card game that the player holds on the game include puzzle cards in addition to player cards. Pieces of the puzzle card can be obtained by the scout function, and are composed of a predetermined number (for example, six pieces) of different symbol pieces. By obtaining all the pieces of the symbols constituting the puzzle card, the player can exchange it for one powerful player card. Items prepared in the soccer-style digital card game that the player holds on the game include puzzle cards in addition to player cards. Pieces of the puzzle card can be obtained by the scout function, and are composed of a predetermined number (for example, six pieces) of different symbol pieces. By obtaining all the pieces of the symbols simply the puzzle card, the player can exchange it for one powerful player card.
In this soccer-style digital card game, a battle mode between players is prepared for the purpose of catching pieces of puzzle cards from the opponent. In this battle mode, a certain player can execute a battle with another player for the purpose of obtaining a piece of the desired symbol, and if he wins the opponent, he can take away the desired symbol piece from the opponent. In this soccer-style digital card game, a battle mode between players is prepared for the purpose of catching pieces of puzzle cards from the opponent. In this battle mode, a certain player can execute a battle with another player for the purpose of obtaining a piece of the desired symbol, and if he wins the opponent, he can take away the desired symbol piece from the opponent.

このサッカー形式のデジタルカードゲームでは、プレイヤによるゲーム上の活動によって逐次消費(つまり、低下)させられるコストである運営コストが設定されており、この運営コストが少なくなると、そのプレイヤのゲーム上の活動が制限されるようになっている。この運営コストは所定時間の間に所定コストだけ回復するようになっているため、プレイヤは、運営コストが少なくなった場合にはゲームを実行せずに待機することになる。   In this soccer-type digital card game, an operating cost is set, which is a cost that is successively consumed (that is, reduced) by the game activity by the player. Is now restricted. Since the operation cost is recovered by a predetermined cost during a predetermined time, the player waits without executing the game when the operation cost is reduced.

このサッカー形式のデジタルカードゲームでは、プレイヤ間の対戦結果はゲームサーバ20によって決定されて即座に通信端末10上に表示され、プレイヤ側での通信端末に対する複雑な釦操作は不要であるため、ソーシャルゲームとして好適である。
このサッカー形式のデジタルカードゲームでは、後述するように、プレイヤは自らの仲間を登録することができるようになっている。 In this soccer-style digital card game, as will be described later, the player can register his / her own companion. 仲間は何人でも登録することができる。 Any number of friends can be registered. 仲間のプレイヤ間では、メッセージの交換、ゲーム上のアイテムのプレゼントあるいはアイテムの交換、相手のプレイヤにエールを送る(応援する)等、ネットワーク上の交流を図ることを可能とするネットワークサービスが提供される。 Network services are provided that enable fellow players to interact on the network, such as exchanging messages, presenting or exchanging items in the game, and sending (supporting) ale to the other player. To. プレイヤは、仲間のプレイヤにエールを送ることで一定量のエールポイントを得ることができ、所定量のエールポイントと引き換えに選手カードを引く「エールポイントによる抽選」を、無料抽選として行うことができるように構成されている。 A player can obtain a certain amount of ale points by sending ale to a fellow player, and can perform a "lottery by ale points" in which a player card is drawn in exchange for a predetermined amount of ale points as a free lottery. It is configured as follows. In this soccer-type digital card game, a match result between players is determined by the game server 20 and immediately displayed on the communication terminal 10, and a complicated button operation on the communication terminal on the player side is unnecessary. It is suitable as a game. In this soccer-type digital card game, a match result between players is determined by the game server 20 and immediately displayed on the communication terminal 10, and a complicated button operation on the communication terminal on the player side is unnecessary. It is suitable as a game.
In this soccer-type digital card game, the player can register his / her friends as will be described later. Any number of friends can be registered. Network services are provided that allow exchanges on the network, such as message exchanges, game item presents or item exchanges, and sending (cheering) ale to other players. The Players can obtain a certain amount of Yale points by sending Yale to fellow players, and can perform “Lottery with Yale Points” as a free lottery to draw a player card in exchange for a predetermined amount of Yale Points It is configured as follows. In this soccer-type digital card game, the player can register his / her friends as will be described later. Any number of friends can be registered. Network services are provided that allow exchanges on the network, such as message exchanges, game item presents or item exchanges, and sending (cheering) ale to other players. The Players can obtain a certain amount of Yale points by sending Yale to fellow players, and can perform “Lottery with Yale Points” as a free lottery to draw a player card in exchange for a predetermined amount of Yale Points It is configured as follows.

このサッカー形式のデジタルカードゲームでは、実質的にプレイヤに課金することによって実現する機能(以下、「有料機能」という。)が設けられている。そのような機能の一例は、例えば「コインによる抽選」である。ここで「コイン」は、例えばクレジットカードによる支払い等の方法で、このデジタルカードゲームをネットワーク上で提供するサービス提供者に対して予め金銭を支払うことで入手できる、ゲーム上で利用可能な仮想通貨である。「コインによる抽選」は、無料抽選である「エールポイントによる抽選」と比較して、レアカードが抽選で出現する確率を高くなる、あるいは、後述するように、既にプレイヤが保持している選手カードと同じ選手カードを抽選で引く確率が低くなる等の利点がある。   This soccer-style digital card game is provided with a function that is substantially realized by charging the player (hereinafter referred to as “paid function”). An example of such a function is, for example, “coin lottery”. Here, the “coin” is a virtual currency that can be obtained on a game and can be obtained by paying money in advance to a service provider who provides the digital card game on a network by a method such as payment by a credit card. It is. The “coin lottery” has a higher probability of a rare card appearing in the lottery than the free lottery “Yale point lottery”, or a player card already held by the player as will be described later. There is an advantage that the probability of drawing the same player card in a lottery is reduced.

(4)データベースサーバの構成
データベースサーバ30は、大容量のハードディスク装置やRAID(Redundant Arrays of Inexpensive Disks)等の形態の装置等、汎用ストレージで実現できる。データベースサーバ30内の各データベースは、ゲームサーバ20のデータベースアクセス部24を介してCPU21からのデータの読み書きが可能となるように構成されている。
図4に、データベースサーバ30の構成の一例を示す。 FIG. 4 shows an example of the configuration of the database server 30. 図4に示すように、データベースサーバ30は、プレイヤデータベース31と、ゲーム結果データベース32とを備える。 As shown in FIG. 4, the database server 30 includes a player database 31 and a game result database 32. (4) Configuration of Database Server The database server 30 can be realized by a general-purpose storage such as a large-capacity hard disk device or a device such as RAID (Redundant Arrays of Inexpensive Disks). Each database in the database server 30 is configured to be able to read and write data from the CPU 21 via the database access unit 24 of the game server 20. (4) Configuration of Database Server The database server 30 can be realized by a general-purpose storage such as a large-capacity hard disk device or a device such as RAID (Redundant Arrays of Inexpensive Disks). Each database in the database server 30 is configured to be able to read and write data from the CPU 21 via the database access unit 24 of the game server 20.
FIG. 4 shows an example of the configuration of the database server 30. As shown in FIG. 4, the database server 30 includes a player database 31 and a game result database 32. FIG. 4 shows an example of the configuration of the database server 30. As shown in FIG. 4, the database server 30 includes a player database 31 and a game result database 32.

図5に、上述したサッカー形式のデジタルカードゲームにおいて適用されるプレイヤデータベース31の一例を示す。この例では、プレイヤデータベース31は、プレイヤID(プレイヤ識別情報)ごとに、表示名/表示画像、技能レベル、運営コスト、エールポイント、所持コイン、仲間、保有アイテム、及びキャラクタデータの各項目についての情報を含む。プレイヤデータベース31に含まれる情報は、ゲームサーバ20によって逐次更新されうる。   FIG. 5 shows an example of the player database 31 applied in the above-described soccer-style digital card game. In this example, the player database 31 stores, for each player ID (player identification information), display name / display image, skill level, operating cost, ale point, possessed coin, friend, owned item, and character data. Contains information. Information included in the player database 31 can be sequentially updated by the game server 20.

以下の説明では、プレイヤデータベース31に含まれるプレイヤID、あるいはプレイヤを特定する表示名(後述する)ごとのデータを総称して「プレイヤデータ」という。プレイヤデータを構成する各項目のデータは、以下のとおりである。
「表示名/表示画像」は、ゲームの実行時に通信端末10にプレイヤを特定するために表示される表示名及び表示画像である。表示名はプレイヤによって予め指定される所定長以下のテキストであり、表示画像は例えばプレイヤによって予め選択されるアバタ画像である。表示名は、ゲームサーバ20によって提供されるネットワーク環境(あるいはゲームコミュニティ)上でプレイヤを特定する名称である。
「技能レベル」は、ゲーム上のプレイヤの技能レベルを意味し、例えばLv1(レベル1)からLv10(レベル10)までの範囲のレベル値である。 The "skill level" means the skill level of the player in the game, and is, for example, a level value in the range of Lv1 (level 1) to Lv10 (level 10).
「運営コスト」は、上述したサッカー形式のデジタルカードゲームにおいて、プレイヤIDに対応するプレイヤによるゲーム上の活動を行う上で必要となるコストである。 The "operating cost" is a cost required for performing a game activity by a player corresponding to a player ID in the above-mentioned soccer-type digital card game. 運営コストは、他のプレイヤとの対戦等のゲーム上の活動によって低減し、時間が経過すると回復(増加)する値である。 The operating cost is a value that is reduced by a game activity such as a battle with another player and recovered (increased) with the passage of time. 「運営コスト」の単位はP(ポイント)である。 The unit of "operating cost" is P (points).
「エールポイント」は、上述したサッカー形式のデジタルカードゲームのエール機能に基づいてプレイヤが取得したポイントである。 The "ale point" is a point acquired by the player based on the ale function of the soccer-style digital card game described above.
「所持コイン」は、プレイヤIDに対応するプレイヤがゲーム上で有料機能を利用するときに必要となるゲーム上の仮想通貨(コイン)の所持額である。 The "possessed coin" is the amount of possession of virtual currency (coins) in the game that is required when the player corresponding to the player ID uses the paid function in the game. 所持コインは、プレイヤがゲーム上で有料機能を利用したときに消費(低減)し、プレイヤが、サービス提供者等に所定の方法で実際の金銭を支払うことでその支払額に応じて増加する。 The possessed coins are consumed (reduced) when the player uses the paid function in the game, and the player pays the actual money to the service provider or the like by a predetermined method and increases according to the payment amount.
「仲間」は、対象とするプレイヤIDの仲間である他のプレイヤIDのデータである。 The "companion" is data of another player ID that is a companion of the target player ID.
「保有アイテム」は、上述したサッカー形式のデジタルカードゲームの場合には、対象となるプレイヤIDに対応するプレイヤが保持する選手カードとパズルカードのピースについての画像を含むデータである。 In the case of the soccer-style digital card game described above, the "possessed item" is data including images of player cards and puzzle card pieces held by the player corresponding to the target player ID. In the following description, the player ID included in the player database 31 or the data for each display name (to be described later) specifying the player is generically referred to as “player data”. The data of each item constituting the player data is as follows. In the following description, the player ID included in the player database 31 or the data for each display name (to be described later) specifying the player is generically referred to as “player data”. The data of each item individually the player data is as follows.
The “display name / display image” is a display name and a display image that are displayed to identify the player on the communication terminal 10 when the game is executed. The display name is text of a predetermined length or less specified in advance by the player, and the display image is, for example, an avatar image selected in advance by the player. The display name is a name that identifies the player on the network environment (or game community) provided by the game server 20. The “display name / display image” is a display name and a display image that are displayed to identify the player on the communication terminal 10 when the game is executed. The display name is text of a predetermined length or less specified in advance by the player, and the display image is, for example, an avatar image selected in advance by the player. The display name is a name that identifies the player on the network environment (or game community) provided by the game server 20.
“Skill level” means a skill level of a player on the game, and is a level value in a range from Lv1 (level 1) to Lv10 (level 10), for example. “Skill level” means a skill level of a player on the game, and is a level value in a range from Lv1 (level 1) to Lv10 (level 10), for example.
The “operation cost” is a cost necessary for performing the game activity by the player corresponding to the player ID in the above-described soccer-type digital card game. The operating cost is a value that is reduced by an activity on the game such as a battle with another player and recovered (increased) over time. The unit of “operating cost” is P (points). The “operation cost” is a cost necessary for performing the game activity by the player corresponding to the player ID in the above-described soccer-type digital card game. The operating cost is a value that is reduced by an activity on the game such The unit of “operating cost” is P (points). As a battle with another player and recovered (increased) over time.
“Ale points” are points acquired by the player based on the ale function of the above-described soccer-style digital card game. “Ale points” are points acquired by the player based on the ale function of the above-described soccer-style digital card game.
The “owned coin” is a possessed amount of virtual currency (coins) on the game that is required when the player corresponding to the player ID uses the pay function on the game. The possessed coins are consumed (reduced) when the player uses a pay function on the game, and the player pays actual money to the service provider or the like by a predetermined method, and increases according to the amount paid. The “owned coin” is a possessed amount of virtual currency (coins) on the game that is required when the player corresponding to the player ID uses the pay function on the game. The possessed coins are consumed (reduced) when the player uses a pay function on the game, and the player pays actual money to the service provider or the like by a predetermined method, and increases according to the amount paid.
“Friend” is data of another player ID that is a friend of the target player ID. “Friend” is data of another player ID that is a friend of the target player ID.
In the case of the above-described soccer-style digital card game, the “held item” is data including images of player cards and puzzle card pieces held by the player corresponding to the target player ID. In the case of the above-described soccer-style digital card game, the “held item” is data including images of player cards and puzzle card pieces held by the player corresponding to the target player ID.

「キャラクタデータ」は、ゲームについてのプレイヤキャラクタの情報を含む。プレイヤキャラクタは、ゲームの性質によって多様な情報を含みうるが、サッカー形式のデジタルカードゲームの場合を例に挙げれば、選手カードに1対1で対応するゲーム上の選手を意味する。プレイヤキャラクタの情報は、プレイヤキャラクタ(選手)の能力値(能力パラメータ)が項目ごとに記述された情報である。例えば、図5に示すように、項目として「走力」,「キック力」,「守備力」等の各々の各能力値が含まれてもよい。なお、プレイヤがプレイヤIDを取得した時点では、キャラクタデータは所定のデフォルトのデータを含むものとなっている。   “Character data” includes player character information about the game. The player character may include various types of information depending on the nature of the game. For example, in the case of a soccer-style digital card game, the player character means a player on the game corresponding one-to-one with the player card. The player character information is information in which the ability value (ability parameter) of the player character (player) is described for each item. For example, as shown in FIG. 5, each ability value such as “running ability”, “kicking ability”, “defense ability”, and the like may be included as items. When the player acquires the player ID, the character data includes predetermined default data.

図4に戻り、ゲーム結果データベース32は、ゲームサーバ20からのアクセスに基づき、ゲームサーバ20によって実行されたゲーム結果に関する情報を記憶、更新する。ゲーム結果に関する情報は、ゲームの性質によって多様な情報を含みうる。サッカー形式のデジタルカードゲームの場合を例に挙げれば、ゲーム結果に関する情報は、異なるプレイヤID同士の対戦の結果(スコア等)、特定の技能レベルの複数のプレイヤIDの間のリーグ戦の結果(スコア、ランキング等)などを含む。   Returning to FIG. 4, the game result database 32 stores and updates information related to the game result executed by the game server 20 based on the access from the game server 20. Information related to game results may include various information depending on the nature of the game. For example, in the case of a soccer-style digital card game, information on game results includes results of battles between different player IDs (scores, etc.), results of league battles between a plurality of player IDs of specific skill levels ( Score, ranking, etc.).

(5)ゲーム制御装置における各機能の概要
本実施形態では、ゲームサーバ20及びデータベースサーバ30によってゲーム制御装置が構成されている。以下では、上述したサッカー形式のデジタルカードゲームが適用される場合を例として、本実施形態のゲーム制御装置で実現される機能について、図6を参照して説明する。図6は、本実施形態のゲーム制御装置で主要な役割を果たす機能を説明するための機能ブロック図である。なお、図6の機能ブロック図において、登録手段51、対戦実行手段53、及びプレイヤデータ管理手段54の技能レベル管理手段542については本発明に必須の構成ではないが、本発明を実施する上で好ましい構成である。
(5) Overview of Functions in Game Control Device In the present embodiment, the game control device is configured by the game server 20 and the database server 30. Below, the function implement | achieved with the game control apparatus of this embodiment is demonstrated with reference to FIG. 6, taking the case where the digital card game of the soccer format mentioned above is applied as an example. FIG. 6 is a functional block diagram for explaining functions that play a main role in the game control apparatus of the present embodiment. In the functional block diagram of FIG. 6, the registration means 51, the battle execution means 53, and the skill level management means 542 of the player data management means 54 are not essential to the present invention. However, in carrying out the present invention. This is a preferred configuration.

登録手段51は、例えば通信端末10に提供するウェブページ上での通信端末10への適切な操作入力に基づいてプレイヤの要求を認識し、登録処理を行う機能を備える。この場合の登録手段51の機能は、例えば以下のとおり実現される。ゲームサーバ20のCPU21は、無線通信インタフェース部25を介して通信端末10から登録要求メッセージを受信する。登録要求メッセージは、ゲームサーバ20から提供されるウェブページ上での通信端末10に対する所定の操作(例えば、所定のメニューの選択操作、テキスト入力等)によって自動的に生成されるように、ウェブページが構成されていてもよい。登録要求メッセージには、送信元の通信端末10を特定するための情報(例えばIPアドレス、メールアドレス等)が含まれていてもよく、あるいは、プレイヤが既に同一のサービス提供者による他のゲームを利用している場合には、そのプレイヤIDが含まれていてもよい。
CPU21は、登録要求メッセージを受信し、登録要求メッセージにプレイヤIDが含まれていない場合には、プレイヤIDを新規に発行してそのプレイヤIDの登録処理を行った後、登録処理が完了した旨のメッセージを通信端末10へ送信する。 When the CPU 21 receives the registration request message and the registration request message does not include the player ID, the CPU 21 newly issues the player ID, performs the registration process of the player ID, and then completes the registration process. Message is transmitted to the communication terminal 10. CPU21は、登録要求メッセージを受信し、登録要求メッセージにプレイヤIDが含まれている場合には、そのプレイヤIDの登録処理を行った後、登録処理が完了したことを示す登録完了メッセージを通信端末10へ送信する。 The CPU 21 receives the registration request message, and if the registration request message includes the player ID, the CPU 21 performs the registration process of the player ID, and then sends a registration completion message indicating that the registration process is completed to the communication terminal. Send to 10.
登録が完了すると、CPU21は、所定のデフォルトのデータ(登録時点では、仲間や保有アイテムはなく、キャラクタデータとして所定の初期値が記述されている。)が記述された新規のプレイヤIDについてのプレイヤデータを、プレイヤデータベース31に格納する。 When the registration is completed, the CPU 21 is a player for a new player ID in which predetermined default data (at the time of registration, there are no friends or possessed items and a predetermined initial value is described as character data). The data is stored in the player database 31. The registration means 51 has a function of recognizing a player's request based on an appropriate operation input to the communication terminal 10 on a web page provided to the communication terminal 10, for example, and performing a registration process. The function of the registration means 51 in this case is realized as follows, for example. The CPU 21 of the game server 20 receives a registration request message from the communication terminal 10 via the wireless communication interface unit 25. The registration request message is automatically generated by a predetermined operation (for example, a predetermined menu selection operation, text input, etc.) on the communication terminal 10 on the web page provided from the game server 20. May be configured. The registration request message may include information (for example, an IP address, an email address, etc.) for specifying the communication terminal 10 that is the transmission source, or the player has already played another The registration means 51 has a function of recognizing a player's request based on an appropriate operation input to the communication terminal 10 on a web page provided to the communication terminal 10, for example, and performing a registration process. The function of the registration means 51 In this case is realized as follows, for example. The CPU 21 of the game server 20 receives a registration request message from the communication terminal 10 via the wireless communication interface unit 25. The registration request message is automatically generated by a predetermined operation (for) example, a predetermined menu selection operation, text input, etc.) on the communication terminal 10 on the web page provided from the game server 20. May be configured. The registration request message may include information (for example, an IP address, an email address, etc.) for specifying the communication terminal 10 that is the transmission source, or the player has already played another game by the same service provider. If used, the player ID may be included. game by the same service provider. If used, the player ID may be included.
When the CPU 21 receives the registration request message and does not include a player ID in the registration request message, the CPU 21 issues a new player ID and performs registration processing of the player ID, and then the registration processing is completed. Is sent to the communication terminal 10. When the CPU 21 receives the registration request message and includes a player ID in the registration request message, the CPU 21 performs registration processing of the player ID, and then transmits a registration completion message indicating that the registration processing is completed. 10 to send. When the CPU 21 receives the registration request message and does not include a player ID in the registration request message, the CPU 21 issues a new player ID and performs registration processing of the player ID, and then the registration processing is completed. Is sent to the communication terminal 10. When the CPU 21 receives the registration request message and includes a player ID in the registration request message, the CPU 21 performs registration processing of the player ID, and then transmits a registration completion message indicating that the registration processing is completed . 10 to send.
When the registration is completed, the CPU 21 determines a player for a new player ID in which predetermined default data (the specified initial value is described as character data without any friends or possessed items at the time of registration). Data is stored in the player database 31. Data is stored in the When the registration is completed, the CPU 21 determines a player for a new player ID in which predetermined default data (the specified initial value is described as character data without any friends or possessed items at the time of registration). player database 31.

登録手段51はまた、プレイヤIDに基づく申請を契機として当該プレイヤIDを他のプレイヤIDと関係付けて登録する機能を備えてもよい。すなわち、登録手段51は、プレイヤIDに基づく申請を契機として、他のプレイヤIDを「仲間」として登録する。なお、以下の説明では、プレイヤIDが仲間の関係にあることと、対応するプレイヤが仲間の関係にあることとは、同義である。
この場合の登録手段51の機能は例えば、以下のとおり実現される。 The function of the registration means 51 in this case is realized, for example, as follows. ゲームサーバ20のCPU21は、無線通信インタフェース部25を介して、あるプレイヤIDに対応するプレイヤの通信端末10から、仲間になりたいプレイヤID(あるいは、対応する表示名)を指定した申請メッセージ(申請)を受け付ける。 The CPU 21 of the game server 20 receives an application message (application) from the communication terminal 10 of the player corresponding to a certain player ID via the wireless communication interface unit 25 to specify the player ID (or the corresponding display name) to be a friend. Accept. この申請メッセージの送信は、プレイヤの通信端末10に提供されるウェブページの機能として予め設定されている。 The transmission of this application message is preset as a function of the web page provided to the player's communication terminal 10. CPU21は、申請メッセージを受け付けると、申請メッセージに含まれるプレイヤIDに基づくアクセスがあったタイミングで、そのプレイヤIDに対応する通信端末10宛に、他のプレイヤIDに基づく申請を承認するか否かを返信することを要求するためのウェブページを表示させるHTMLデータを送信する。 When the CPU 21 receives the application message, whether or not to approve the application based on another player ID to the communication terminal 10 corresponding to the player ID at the timing when the access is based on the player ID included in the application message. Send HTML data to display a web page requesting a reply. その申請を承認することが返信されれば、CPU21は、両者を仲間として登録する。 If it is returned to approve the application, the CPU 21 registers both as friends. 具体的には、CPU21は、プレイヤデータベース31内の対応する2つのプレイヤIDのプレイヤデータの「仲間」の箇所(図5参照)にデータを書き込む。 Specifically, the CPU 21 writes data in the "companion" portion (see FIG. 5) of the player data of the two corresponding player IDs in the player database 31. The registration means 51 may also have a function of registering the player ID in association with another player ID triggered by an application based on the player ID. That is, the registration unit 51 registers another player ID as a “mate” with an application based on the player ID as a trigger. In the following description, it is synonymous that the player ID has a friend relationship and that the corresponding player has a friend relationship. The registration means 51 may also have a function of registering the player ID in association with another player ID triggered by an application based on the player ID. That is, the registration unit 51 registers another player ID as a “mate” with an application based on the player ID as a trigger. In the following description, it is synonymous that the player ID has a friend relationship and that the corresponding player has a friend relationship.
The function of the registration means 51 in this case is realized as follows, for example. The CPU 21 of the game server 20 applies an application message (application) specifying a player ID (or a corresponding display name) to be a friend from the communication terminal 10 of the player corresponding to a certain player ID via the wireless communication interface unit 25. Accept. The transmission of the application message is set in advance as a function of a web page provided to the communication terminal 10 of the player. When receiving the application message, the CPU 21 approves an application based on another player ID to the communication terminal 10 corresponding to the player ID at the timing when there is an access based on the player ID included in the application message. HTML data for displaying a web page for requesting the reply is transmitted. If it is replied that the application is approved, the CPU 21 registers both as friends. Specifically, the CPU 21 writes data The function of the registration means 51 in this case is realized as follows, for example. The CPU 21 of the game server 20 applies an application message (application) specifying a player ID (or a corresponding display name) to be a friend from the communication terminal 10 of the player corresponding to a certain player ID via the wireless communication interface unit 25. Accept. The transmission of the application message is set in advance as a function of a web page provided to the communication terminal 10 of the player. When receiving the application message, the CPU 21 approves an application based on another player ID to the communication terminal 10 corresponding to the player ID at the timing when there is an access based on the player ID included in the application message. HTML data for displaying a web page for requesting the reply is transmitted. If it is replied that the application is approved, the CPU 21 registers both as friends. Specifically, the CPU 21 writes data in the “mate” portion (see FIG. 5) of the player data of the corresponding two player IDs in the player database 31. in the “mate” portion (see FIG. 5) of the player data of the corresponding two player IDs in the player database 31.

ゲーム進行手段52は、プレイヤによる通信端末10に対する操作に応じた通信端末10におけるウェブページを通して、プレイヤの通信端末10で表示されるゲームを進行させる機能を備える。
ゲーム進行手段52の機能は、以下のとおり実現される。 The functions of the game progress means 52 are realized as follows. ゲームサーバ20のCPU21は、プレイヤによるウェブページ上のハイパーリンクまたはメニューの選択に応じたウェブページを表示するためのHTMLデータを、無線通信インタフェース部25を介して通信端末10宛に送信する。 The CPU 21 of the game server 20 transmits HTML data for displaying a web page corresponding to a hyperlink or a menu selection on the web page by the player to the communication terminal 10 via the wireless communication interface unit 25. CPU21は、プレイヤによるウェブページ上のハイパーリンクまたはメニューの選択に応じて新たなHTMLデータを逐次送信し、これにより、通信端末10で表示されるウェブページが逐次切り替わることで、プレイヤがゲームの進行を認識する。 The CPU 21 sequentially transmits new HTML data in response to a hyperlink or menu selection on the web page by the player, whereby the web page displayed on the communication terminal 10 is sequentially switched, so that the player progresses the game. Recognize.
また、ゲーム進行手段51では、ゲームサーバ20のCPU21が、ゲームの開始に先立って、無線通信インタフェース部25を介して通信端末10からアクセス要求メッセージを受けると、所定の認証処理の後、その通信端末10からアクセス要求メッセージに含まれるプレイヤIDを認識する。 Further, in the game progress means 51, when the CPU 21 of the game server 20 receives an access request message from the communication terminal 10 via the wireless communication interface unit 25 prior to the start of the game, the communication is performed after a predetermined authentication process. The terminal 10 recognizes the player ID included in the access request message. そして、CPU21は、各通信端末10に表示されるゲームの進行を、プレイヤID単位で管理する。 Then, the CPU 21 manages the progress of the game displayed on each communication terminal 10 in units of player IDs. The game progression means 52 has a function of advancing a game displayed on the player's communication terminal 10 through a web page on the communication terminal 10 in response to an operation on the communication terminal 10 by the player. The game progression means 52 has a function of advancing a game displayed on the player's communication terminal 10 through a web page on the communication terminal 10 in response to an operation on the communication terminal 10 by the player.
The function of the game progress means 52 is implement | achieved as follows. The CPU 21 of the game server 20 transmits HTML data for displaying a web page corresponding to a hyperlink or menu selection on the web page by the player to the communication terminal 10 via the wireless communication interface unit 25. The CPU 21 sequentially transmits new HTML data in accordance with the selection of a hyperlink or menu on the web page by the player, whereby the web page displayed on the communication terminal 10 is sequentially switched, so that the player progresses the game. Recognize The function of the game progress means 52 is implement | achieved as follows. The CPU 21 of the game server 20 transmits HTML data for displaying a web page corresponding to a hyperlink or menu selection on the web page by the player to the communication terminal 10 via the wireless communication interface unit 25. The CPU 21 sequentially transmits new HTML data in accordance with the selection of a hyperlink or menu on the web page by the player, particularly the web page displayed on the communication terminal 10 is sequentially switched, so that the player progresses the game. Recognize
Further, in the game progress means 51, when the CPU 21 of the game server 20 receives an access request message from the communication terminal 10 via the wireless communication interface unit 25 prior to the start of the game, the communication is performed after a predetermined authentication process. The player ID included in the access request message is recognized from the terminal 10. Then, the CPU 21 manages the progress of the game displayed on each communication terminal 10 in units of player IDs. Further, in the game progress means 51, when the CPU 21 of the game server 20 receives an access request message from the communication terminal 10 via the wireless communication interface unit 25 prior to the start of the game, the communication is performed after a predetermined authentication process. The player ID included in the access request message is recognized from the terminal 10. Then, the CPU 21 manages the progress of the game displayed on each communication terminal 10 in units of player IDs.

図7は、ゲーム進行手段52によって実行されるプレイヤの通信端末10上の表示の一例であって、サッカー形式のデジタルカードゲームにおけるトップページを示す。トップページは、個々のプレイヤIDに応じたウェブページで構成される。図7に例示されるトップページは、プレイヤデータ表示領域、選手画像表示領域及び基本メニュー表示領域を含む。プレイヤデータ表示領域は、対象となるプレイヤIDのプレイヤデータに含まれる、技能レベル、運営コスト、エールポイント、選手カード、仲間の各項目のデータ(図5参照)がCPU21によって読み出された結果として表示される領域である。選手画像表示領域は、対象となるプレイヤIDのプレイヤデータに含まれる所定位置の選手カード(例えば、エースストライカーに相当するプレイヤキャラクタの選手カード、あるいはプレイヤデータ内で最初に順序付けられたプレイヤキャラクタに対応する選手カード)の画像データがCPU21によって読み出された結果として表示される領域である。基本メニュー表示領域は、サッカー形式のデジタルカードゲームに設けられる複数の機能(スカウト機能、ポジション機能、強化機能、抽選機能、対戦機能)に対応した基本メニューとして、「スカウト」、「ポジション」、「強化」、「抽選」、「試合」の各メニューが配置される領域である。ゲーム進行手段52では、CPU21が、プレイヤによる通信端末10に対する基本メニューの選択操作を受信し、選択されたメニューに応じた新たなウェブページを表示するためのHTMLデータを、無線通信インタフェース部25を介して通信端末10宛に送信する。新たなウェブページには、選択された基本メニューに対応する機能についてさらに具体的なゲーム実行内容の指示を行うためのメニューが用意される。   FIG. 7 is an example of the display on the communication terminal 10 of the player executed by the game progress means 52, and shows the top page in the soccer-style digital card game. The top page is composed of web pages corresponding to individual player IDs. The top page illustrated in FIG. 7 includes a player data display area, a player image display area, and a basic menu display area. The player data display area is obtained as a result of the CPU 21 reading out the data of each item of the skill level, the operation cost, the yell point, the player card, and the mate included in the player data of the target player ID (see FIG. 5). This is the area to be displayed. The player image display area corresponds to a player card at a predetermined position included in the player data of the target player ID (for example, a player card of a player character corresponding to an ace striker, or a player character first ordered in the player data) This is an area displayed as a result of the CPU 21 reading out the image data of the player card. The basic menu display area includes “Scout,” “Position,” “ This is an area where menus of “enhancement”, “lottery”, and “game” are arranged. In the game progress means 52, the CPU 21 receives the basic menu selection operation for the communication terminal 10 by the player, and transmits the HTML data for displaying a new web page corresponding to the selected menu to the wireless communication interface unit 25. To the communication terminal 10. In the new web page, a menu for instructing more specific game execution contents for the function corresponding to the selected basic menu is prepared.

なお、通信端末10におけるメニューの選択操作は、例えば、操作入力部15の方向指示釦を操作して所望のメニューを選択した後に決定釦を押下する(つまり、クリックする)操作であってよい。操作入力部15が選択操作の入力を受け入れると、通信端末10の無線通信インタフェース部17は、メニューの選択結果を含む信号(メッセージ)をゲームサーバ20宛に送信する。   The menu selection operation on the communication terminal 10 may be, for example, an operation of pressing (ie, clicking) the decision button after operating the direction instruction button of the operation input unit 15 to select a desired menu. When the operation input unit 15 accepts an input of a selection operation, the wireless communication interface unit 17 of the communication terminal 10 transmits a signal (message) including a menu selection result to the game server 20.

ゲーム進行手段52において行われるゲームの進行のための処理は、ゲームの性質によって任意に設定されうるものであるが、上述したサッカー形式のデジタルカードゲームの場合には、プレイヤによるウェブページ上のハイパーリンクまたはメニューの選択に応じた複数の機能(スカウト機能、ポジション機能、強化機能、抽選機能、対戦機能)の少なくともいずれかを実行する処理が含まれる。なお、対戦機能については、後述する対戦実行手段53によって実質的に行われる。スカウト機能、強化機能、抽選機能については既に説明したとおりであり、以下の説明では各機能について言及しない。ポジション機能は、プレイヤの指示の下、プレイヤキャラクタのポジションの入れ替え、控えのプレイヤキャラクタとの交替等を実行する機能である。   The process for progressing the game performed in the game progress means 52 can be arbitrarily set depending on the nature of the game. However, in the case of the above-described soccer-type digital card game, the player performs hyper-processing on the web page. A process of executing at least one of a plurality of functions (a scout function, a position function, an enhancement function, a lottery function, and a battle function) according to the selection of the link or menu is included. The battle function is substantially performed by the battle execution means 53 described later. The scout function, the enhancement function, and the lottery function have already been described, and the following description does not refer to each function. The position function is a function for executing a replacement of the position of the player character, a replacement with a reserved player character, or the like under the instruction of the player.

図6に示すように、ゲーム進行手段52は、アイテム抽選手段521と抽選制御手段522を含む。アイテム抽選手段521と抽選制御手段522は、「抽選」のメニューが選択された(つまり、抽選操作が行われた)ときに協働して実行されうる。   As shown in FIG. 6, the game progress means 52 includes an item lottery means 521 and a lottery control means 522. The item lottery means 521 and the lottery control means 522 can be executed in cooperation when the “lottery” menu is selected (that is, a lottery operation is performed).

アイテム抽選手段521は、通信端末10によるプレイヤIDに対応した抽選操作に応じて、抽選対象となる複数の選手カード(アイテム)の中からいずれかの選手カードを選択する機能を備える。選手カードの選択方法は、様々な方法を採りうる。例えば、抽選対象となる複数の選手カードから抽選の都度、ランダムに1つの選手カードを選択する方法を採ることができる。この方法では実質的に、各選手カードが選択される確率(出現確率)は同一である。また、抽選対象となる複数の選手カードの各々についてそれぞれ出現確率、あるいは出現確率の範囲を予め決めておき、その出現確率に従って1つの選手カードを選択する方法を採ることができる。この方法では、抽選対象となる複数の選手カードのうち出現しやすい選手カードと出現し難い選手カードを予め決定することができるため、ゲーム上でレアカードを設定するのに有効な方法である。   The item lottery means 521 has a function of selecting any player card from a plurality of player cards (items) to be selected in accordance with a lottery operation corresponding to the player ID by the communication terminal 10. Various methods can be used for selecting a player card. For example, a method of selecting one player card at random from each of a plurality of player cards to be drawn can be adopted. In this method, the probability (appearance probability) that each player card is selected is substantially the same. Further, it is possible to adopt a method in which an appearance probability or a range of appearance probabilities is determined in advance for each of a plurality of player cards to be selected, and one player card is selected according to the appearance probability. This method is an effective method for setting a rare card on a game because a player card that is likely to appear and a player card that is unlikely to appear can be determined in advance among a plurality of player cards to be drawn.

アイテム抽選手段521の機能は、以下のとおり実現される。ゲームサーバ20のCPU21は、通信端末10から、特定のプレイヤIDに関連付けられた抽選操作の入力があったことを示す第1の信号を受信することで、そのプレイヤIDに対応した抽選操作が行われたことを認識する。そしてCPU21は、予め決められた抽選対象となる複数の選手カードの中から1つの選手カードを選択する処理を行う。このとき、抽選対象となる複数の選手カードの各々についてそれぞれ出現確率、あるいは出現確率の範囲を予め決めておく場合には、選手カードごとの出現確率のデータをROM22に記憶させておく。そしてCPU21は、ROM22から読み出した出現確率のデータに基づいて選手カードの選択処理を実行する。   The function of the item lottery means 521 is realized as follows. The CPU 21 of the game server 20 receives the first signal indicating that the lottery operation associated with the specific player ID has been input from the communication terminal 10, so that the lottery operation corresponding to the player ID is performed. Recognize what happened. And CPU21 performs the process which selects one player card from the several player card used as the lottery object decided beforehand. At this time, when the appearance probability or the range of the appearance probability is determined in advance for each of the plurality of player cards to be drawn, the appearance probability data for each player card is stored in the ROM 22. Then, the CPU 21 executes a player card selection process based on the appearance probability data read from the ROM 22.

アイテム抽選手段521はさらに、プレイヤの抽選操作を案内するための表示、および/または、プレイヤに対して抽選結果を通知するための表示を、プレイヤの通信端末10に実行させる機能を備える。この機能を実現するために、ゲームサーバ20のCPU21は、上記表示を行うためのHTMLデータ(第2の信号)を、無線通信インタフェース部25を介して通信端末10宛に送信する。通信端末10は、このHTMLデータを無線通信インタフェース部17を介して受信する。   The item lottery means 521 further has a function of causing the player's communication terminal 10 to execute a display for guiding the player's lottery operation and / or a display for notifying the player of the lottery result. In order to realize this function, the CPU 21 of the game server 20 transmits HTML data (second signal) for performing the above display to the communication terminal 10 via the wireless communication interface unit 25. The communication terminal 10 receives this HTML data via the wireless communication interface unit 17.

図8は、プレイヤの抽選操作を案内するための表示の一例である。図8の表示例は、図7の表示例においてプレイヤが「抽選」のメニューの選択操作を行った後の表示例を示している。ここでは、無料抽選である「エールポイントによる抽選」と、実質的に有料抽選となる「コインによる抽選」の2つの抽選のメニューがプレイヤに提示される。実質的に有料抽選となる「コインによる抽選」では、「エールポイントによる抽選」と比較して、プレイヤが既に保持している選手カードと同じ選手カードが出現しにくくなるという利点がプレイヤにテキストで提示されている。   FIG. 8 is an example of a display for guiding the player's lottery operation. The display example of FIG. 8 shows a display example after the player performs a “lottery” menu selection operation in the display example of FIG. Here, the player is presented with two lottery menus: “lottery by ale points” which is a free lottery and “lottery by coins” which is substantially a pay lottery. The “coin lottery”, which is a paid lottery, has the advantage that the player card is less likely to appear in the same player card as the player card that the player already holds compared to the “ale point lottery”. Presented.

図9A〜図9Cは、プレイヤに対して抽選結果を通知するための表示の一例である。図9A〜図9Cの表示例は、図8の表示例においてプレイヤが、例えば「エールポイントによる抽選」について「抽選する」というメニューを選択した場合に、プレイヤに提示される表示例を順に示したものである。図9A〜図9Cの表示例は、抽選の結果としてプレイヤが引いた選手カードが封筒の中から飛び出てくるような演出がなされる一例である。プレイヤが、「エールポイントによる抽選」について「抽選する」というメニューを選択したことを認識すると、CPU21は極めて短時間で抽選を実行して抽選結果を通信端末10へ通知する。しかし、プレイヤが「抽選する」というメニューを選択した後に直ちに抽選結果を表示することはゲームの興趣性に乏しいため、図9A〜図9Cに示す演出表示を行うことが好ましい。具体的には、図9Aでは、プレイヤが箱から引いてきた、1枚の選手カードを含む封筒の表示がなされる。図9Bでは、図9Aに示す封筒の封が切られて封筒の中から選手カード(抽選によって選択された選手カード)が上方に出現する状態の表示がなされる。図9Cでは、封筒の中から出現した選手カードの全体を表示するとともに、例えば「ABC選手のカードをゲット!」といったテキストも表示する。このような演出表示を行うことで、自ら選手カードを箱の中から引いてきたというようなプレイヤの擬似体験を、通信端末10の表示画面を通して実現することができる。   9A to 9C are examples of displays for notifying the player of the lottery result. The display examples of FIGS. 9A to 9C sequentially show display examples presented to the player when the player selects the menu “Lottery” for “Lottery with Yale Points” in the display example of FIG. Is. The display examples of FIGS. 9A to 9C are examples in which an effect is produced in which a player card drawn by a player as a result of a lottery jumps out of an envelope. When recognizing that the player has selected the “Lottery” menu for “Lottery with Yale Points”, the CPU 21 executes the lottery in a very short time and notifies the communication terminal 10 of the lottery result. However, since displaying the lottery result immediately after the player selects the “Lottery” menu is not very interesting for the game, it is preferable to perform the effects shown in FIGS. 9A to 9C. Specifically, in FIG. 9A, an envelope including one player card drawn by the player from the box is displayed. In FIG. 9B, the envelope shown in FIG. 9A is opened, and the player card (player card selected by lottery) is displayed upward from the envelope. In FIG. 9C, the entire player card appearing from the envelope is displayed, and a text such as “Get ABC player card!” Is also displayed. By performing such an effect display, it is possible to realize a player's simulated experience that the player has drawn the player card from the box through the display screen of the communication terminal 10.

抽選制御手段522は、プレイヤIDに対応する所定の条件を満足する場合には、当該プレイヤIDと関連付けてプレイヤデータベース31が記憶する選手カード(つまり、既にプレイヤが保持している選手カード)と一致する選手カードが選択される確率が、所定の条件を満足しない場合に当該選手カードが選択される確率よりも低くなるように、アイテム抽選手段521を制御する機能を備える。ここで、「プレイヤIDに対応する所定の条件」は任意に設定してよいが、プレイヤIDに基づく抽選操作の対価としての、ゲーム上におけるプレイヤの支払額、経済的価値の消費量、あるいはゲーム上においてプレイヤが利用可能なポイントの消費量、の少なくともいずれかが所定値である、という条件が好ましい。   When the lottery control means 522 satisfies a predetermined condition corresponding to the player ID, the lottery control means 522 matches the player card stored in the player database 31 in association with the player ID (that is, the player card already held by the player). A function for controlling the item lottery means 521 is provided so that the probability that the player card to be selected is lower than the probability that the player card is selected when the predetermined condition is not satisfied. Here, the “predetermined condition corresponding to the player ID” may be arbitrarily set, but as a consideration for the lottery operation based on the player ID, the payment amount of the player on the game, the consumption amount of the economic value, or the game It is preferable that at least one of the points consumed by the player is a predetermined value.

図8に示した例では、有料抽選に相当する「コインによる抽選」について「抽選する」というメニューが選択されることで、抽選制御手段522の機能が実行される。この場合、
「プレイヤIDに対応する所定の条件」は、プレイヤが支払うコインが300コイン(所定値)であるという条件に相当するが、コインの額の所定値は任意に設定可能であることは言うまでもない。 The "predetermined condition corresponding to the player ID" corresponds to the condition that the coin paid by the player is 300 coins (predetermined value), but it goes without saying that the predetermined value of the coin amount can be arbitrarily set. また、ここでは、コインというゲーム上で利用可能な仮想通貨の所定量の支払いを条件としているが、所定の手続きを経ることによって直接的に、実際の金銭を所定量支払うことを条件としてもよい。 Further, here, the condition is that a predetermined amount of virtual currency called coins that can be used in the game is paid, but it may be a condition that the actual money is paid directly by going through the predetermined procedure. .. また、エールポイントを所定量消費することを条件としてもよいが、この場合に消費されるエールポイントの量は、「エールポイントによる抽選」で設定される量(図8の例では、200P)よりも相当大きくすることが好ましい(例えば500P)。 Further, it may be a condition that a predetermined amount of ale points is consumed, but the amount of ale points consumed in this case is from the amount set in the "lottery by ale points" (200P in the example of FIG. 8). It is also preferable to make it considerably large (for example, 500P).
なお、図8において、無料抽選に相当する「エールポイントによる抽選」は、プレイヤがコインを支払わずに抽選できるため、「プレイヤIDに対応する所定の条件」を満足しない抽選の一例である。 In FIG. 8, the “lottery by ale points” corresponding to the free lottery is an example of a lottery that does not satisfy the “predetermined condition corresponding to the player ID” because the player can draw the lottery without paying coins. In the example shown in FIG. 8, the function of the lottery control means 522 is executed by selecting the menu “Lottery” for “lottery with coins” corresponding to the pay lottery. in this case, In the example shown in FIG. 8, the function of the lottery control means 522 is executed by selecting the menu “Lottery” for “lottery with coins” corresponding to the pay lottery. In this case,
The “predetermined condition corresponding to the player ID” corresponds to a condition that the coin paid by the player is 300 coins (predetermined value), but it goes without saying that the predetermined value of the coin amount can be arbitrarily set. In addition, here, the condition is that a predetermined amount of virtual currency that can be used on a game called coins is paid, but it may be a condition that a predetermined amount of actual money is paid directly through a predetermined procedure. . Moreover, although it is good also as conditions on consuming a predetermined amount of an ale point, the amount of the ale point consumed in this case is from the amount (200P in the example of FIG. 8) set by "the lottery by an ale point". Is also considerably large (for example, 500 P). The “predetermined condition corresponding to the player ID” corresponds to a condition that the coin paid by the player is 300 coins (predetermined value), but it goes without saying that the predetermined value of the coin amount can be similarly set. In addition, here, the condition is that a predetermined amount of virtual currency that can be used on a game called coins is paid, but it may be a condition that a predetermined amount of actual money is paid directly through a predetermined procedure. is good also as conditions on consuming a predetermined amount of an ale point, the amount of the ale point consumed in this case is from the amount (200P in the example of FIG. 8) set by "the lottery by an ale point". Is also considerably large (for example, 500 P).
In FIG. 8, “lottery by ale points” corresponding to free lottery is an example of a lottery that does not satisfy “predetermined conditions corresponding to player ID” because the player can draw lots without paying coins. In FIG. 8, “lottery by ale points” corresponding to free lottery is an example of a lottery that does not satisfy “predetermined conditions corresponding to player ID” because the player can draw lots without paying coins.

抽選制御手段522の機能は、以下のとおり実現される。ゲームサーバ20のCPU21は、「コインによる抽選」について「抽選する」というメニューが選択されたことを認識すると、ROM22から、抽選対象となる複数の選手カードの各々についてそれぞれ出現確率、あるいは出現確率の範囲を示すデータ(出現確率のデータ)を読み出す。さらにCPU21は、プレイヤデータベース31にアクセスして、抽選操作に対応するプレイヤIDのプレイヤが既に保持している選手カードを読み出す。次にCPU21は、ROM22から読み出した出現確率のデータを、プレイヤが保持している選手カードと一致する選手カードが選択される確率が、「エールポイントによる抽選」の場合に当該選手カードが選択される確率よりも低くなるように、変更する。この場合、前述したアイテム抽選手段521は、抽選制御手段522によって変更された出現確率のデータに基づいて抽選処理(選手カードの選択処理)を実行する。   The function of the lottery control means 522 is realized as follows. When the CPU 21 of the game server 20 recognizes that the menu “Lottery” has been selected for “Lottery with coins”, the appearance probability or appearance probability of each of the plurality of player cards to be drawn is read from the ROM 22. Data indicating the range (data of appearance probability) is read. Further, the CPU 21 accesses the player database 31 and reads out a player card already held by the player with the player ID corresponding to the lottery operation. Next, the CPU 21 selects the player card when the probability that the player card that matches the player card held by the player is selected as the data of the appearance probability read from the ROM 22 is “lottery by an ale point”. Change to be lower than the probability. In this case, the item lottery unit 521 described above executes a lottery process (player card selection process) based on the appearance probability data changed by the lottery control unit 522.

以下、出現確率のデータの変更例を、図10及び図11を参照して具体的に説明する。
図10及び図11は共に、抽選における選手カードの出現確率のデータの一例を示しており、図10は出現確率の変更前のデータを、図11は出現確率の変更後のデータをそれぞれ示す。 Both FIGS. 10 and 11 show an example of the data of the appearance probability of the player card in the lottery, FIG. 10 shows the data before the change of the appearance probability, and FIG. 11 shows the data after the change of the appearance probability. 例えば、図10は「エールポイントによる抽選」で参照される出現確率のデータであり、図11は「コインによる抽選」で参照される出現確率のデータである。 For example, FIG. 10 is data on the appearance probability referred to in the “lottery by ale points”, and FIG. 11 is data on the appearance probability referred to in the “lottery by coins”. なお、この例は、図5に例示したように、抽選操作に対応するプレイヤIDのプレイヤが「PL001」の選手カードを既に保有している場合の変更例である。 Note that this example is a modified example in which, as illustrated in FIG. 5, the player with the player ID corresponding to the lottery operation already has the player card of "PL001". Hereinafter, an example of changing the appearance probability data will be specifically described with reference to FIGS. 10 and 11. 10 and 11. similarly described, an example of changing the appearance probability data will be specifically described with reference to FIGS.
10 and 11 both show an example of data on the appearance probability of a player card in a lottery. FIG. 10 shows data before the change in appearance probability, and FIG. 11 shows data after the change in appearance probability. For example, FIG. 10 shows data of appearance probabilities referred to in “lottery by ale points”, and FIG. 11 shows data of appearance probabilities referenced in “lottery by coins”. Note that, as illustrated in FIG. 5, this example is a modification example in the case where the player with the player ID corresponding to the lottery operation already has a player card “PL001”. 10 and 11 both show an example of data on the appearance probability of a player card in a lottery. FIG. 10 shows data before the change in appearance probability, and FIG. 11 shows data after the change in appearance probability. For example, FIG. 10 shows data of appearance probabilities referred to in “lottery by ale points”, and FIG. 11 shows data of appearance probabilities referenced in “lottery by coins”. Note that, as illustrated in FIG. 5, this example is a modification example in the case where the player with the player ID corresponding to the lottery operation already has a player card “PL001”.

図10に示すように、「PL001」,「PL002」,「PL004」の選手カードは通常カード(通常アイテム)であり、出現確率の範囲(0.2〜0.3)は比較的高く設定されている。一方、「PL003」の選手カードはレアカードであり、出現確率の範囲(0.01〜0.05)は低く設定されている。なお、抽選の処理を行う都度、各選手カードの出現確率は、設定されている出現確率の範囲内でランダムに決定されてよい。ここで、抽選操作に対応するプレイヤIDのプレイヤが「PL001」の選手カードを既に保有しているため、図11に示す変更後の出現確率のデータでは、「PL001」の選手カードの出現確率が低下させられる(0.2〜0.3→0.05〜0.1)。これによって、プレイヤが既に保有している「PL001」の選手カードは、抽選によって出現しにくくなる。なお、図11に示すように、「PL001」の選手カードの出現確率の低下に応じて、プレイヤが保有していない他の通常カードの出現確率が相対的に増加させられてもよい(0.2〜0.3→0.25〜0.35)。   As shown in FIG. 10, the player cards “PL001”, “PL002”, and “PL004” are normal cards (normal items), and the appearance probability range (0.2 to 0.3) is set to be relatively high. ing. On the other hand, the player card of “PL003” is a rare card, and the appearance probability range (0.01 to 0.05) is set low. Each time the lottery process is performed, the appearance probability of each player card may be randomly determined within the range of the set appearance probability. Here, since the player with the player ID corresponding to the lottery operation already has a player card of “PL001”, the appearance probability of the player card of “PL001” in the data of the appearance probability after change shown in FIG. Reduced (0.2-0.3 → 0.05-0.1). This makes it difficult for the player card “PL001” already owned by the player to appear by lottery. As shown in FIG. 11, the appearance probability of other normal cards not owned by the player may be relatively increased according to the decrease in the appearance probability of the player card “PL001” (0. 2 to 0.3 → 0.25 to 0.35).

対戦実行手段53は、プレイヤIDに対応するプレイヤ間の対戦を、敗北したプレイヤが保持するアイテムが勝利したプレイヤに移されるようにして実行する機能を備える。なお、以下の説明では、「プレイヤ間の対戦」と、プレイヤが保持する選手カードに対応するプレイヤキャラクタ間での対戦を意味する「プレイヤキャラクタ間の対戦」とは同義である。   The battle execution means 53 has a function of executing a battle between players corresponding to the player ID so that an item held by the defeated player is transferred to the winning player. In the following description, “a battle between players” is synonymous with “a battle between player characters” which means a battle between player characters corresponding to player cards held by the player.

対戦実行手段53の機能は例えば、以下のとおり実現される。あるプレイヤIDに対応するプレイヤの通信端末10のトップページ上で「試合」のメニューの選択操作がなされ、その選択結果を受信すると、ゲームサーバ20のCPU21は、そのプレイヤIDの対戦相手を、プレイヤデータベース31に含まれる他のプレイヤIDの中からランダムに決定する。このとき、対戦するプレイヤID同士の技能レベルが同一であることが好ましい。
対戦相手が決定すると、CPU21は通信端末10宛に、対戦相手を通知するウェブページを表示するためのHTMLデータを送信する。 When the opponent is determined, the CPU 21 transmits HTML data for displaying a web page notifying the opponent to the communication terminal 10. 対戦の実行に当たって、CPU21は、データベースアクセス部24を介してデータベースサーバ30のプレイヤデータベース31にアクセスし、対戦相手となる2つのプレイヤIDに対応付けられたキャラクタデータを読み出す。 In executing the battle, the CPU 21 accesses the player database 31 of the database server 30 via the database access unit 24, and reads out the character data associated with the two player IDs that are the opponents. そして、CPU21は、読み出したキャラクタデータに基づいて、プレイヤキャラクタ間の対戦を実行する。 Then, the CPU 21 executes a battle between the player characters based on the read character data. The function of the battle execution means 53 is realized as follows, for example. When the selection operation of the “game” menu is performed on the top page of the communication terminal 10 of the player corresponding to a certain player ID and the selection result is received, the CPU 21 of the game server 20 selects the opponent of the player ID as the player. Randomly determined from other player IDs included in the database 31. At this time, it is preferable that the skill levels of the player IDs that compete are the same. The function of the battle execution means 53 is realized as follows, for example. When the selection operation of the “game” menu is performed on the top page of the communication terminal 10 of the player corresponding to a certain player ID and the selection result Is received, the CPU 21 of the game server 20 selects the opponent of the player ID as the player. Randomly determined from other player IDs included in the database 31. At this time, it is preferred that the skill levels of the player IDs that compete are the same.
When the opponent is determined, the CPU 21 transmits HTML data for displaying a web page for notifying the opponent to the communication terminal 10. In executing the battle, the CPU 21 accesses the player database 31 of the database server 30 via the database access unit 24, and reads out the character data associated with the two player IDs as opponents. And CPU21 performs the battle | competition between player characters based on the read character data. When the opponent is determined, the CPU 21 transmits HTML data for displaying a web page for notifying the opponent to the communication terminal 10. In executing the battle, the CPU 21 accesses the player database 31 of the database server 30 via the database access unit 24, and reads out the character data associated with the two player IDs as opponents. And CPU21 performs the battle | competition between player characters based on the read character data.

対戦の勝敗の決定方法は、プレイヤキャラクタの能力値がその勝敗に影響を与える方法である限り如何なる方法を採ることができる。例えば、対戦相手となる2つのプレイヤIDに対応付けられたプレイヤキャラクタの能力値を比較し、より大きな能力値のプレイヤキャラクタが、高い確率(例えば、60〜90%の範囲内の所定の確率)をもって勝利するように設定してよい。この勝率は、能力値の差が大きいほど高い確率としてもよい。このとき、図5に示したように、能力値の項目が複数存在する場合には、所定の重み付け(例えば、図5の例では、「走力」を0.3、「キック力」を0.3、「守備力」を0.4の重み付けにする等)をもって総合的な能力値を算出し、この総合的な能力値を比較対象とすることができる。   As a method for determining the winning or losing of the battle, any method can be adopted as long as the ability value of the player character affects the winning or losing. For example, the ability values of the player characters associated with the two player IDs that are opponents are compared, and the player character having a larger ability value has a higher probability (for example, a predetermined probability within a range of 60 to 90%). You may set it to win. The win rate may be higher as the difference in ability values is larger. At this time, as shown in FIG. 5, when there are a plurality of ability value items, predetermined weighting (for example, in the example of FIG. 5, “running force” is 0.3 and “kicking force” is 0. .3, “defense power” is set to a weight of 0.4, etc.), and a comprehensive ability value can be calculated and used as a comparison target.

CPU21は、対戦相手となる2つのプレイヤIDに対応付けられたプレイヤキャラクタの対戦の対戦結果を決定すると、その対戦結果を含むウェブページを表示させるためのHTMLデータを、対戦相手の2つのプレイヤIDのプレイヤの通信端末10宛に送信する。そして、通信端末10は、ゲームサーバ20から受信したHTMLデータを解釈して対戦結果を含む画像を表示部16に表示する。対戦結果を決定した後、CPU21は、データベースアクセス部24を介して、対戦結果の詳細をゲーム結果データベース32に書き込む処理を行う。
図7に例示するトップページ上でプレイヤが「試合」のメニューを選択する操作が行われてから、対戦結果を含むウェブページが表示されるまでの時間は極めて短時間(例えば数秒)であるため、プレイヤは、簡易な操作のみで極めて短期間で対戦結果を知ることができる。 This is because the time from when the player selects the "match" menu on the top page illustrated in FIG. 7 until the web page including the match result is displayed is extremely short (for example, several seconds). , The player can know the result of the battle in an extremely short period of time with only a simple operation. When the CPU 21 determines the battle result of the battle of the player character associated with the two player IDs that are the opponents, the CPU 21 displays the HTML data for displaying the web page including the battle results as the two player IDs of the opponents. To the player's communication terminal 10. Then, the communication terminal 10 interprets the HTML data received from the game server 20 and displays an image including the battle result on the display unit 16. After determining the battle result, the CPU 21 performs a process of writing details of the battle result in the game result database 32 via the database access unit 24. When the CPU 21 determines the battle result of the battle of the player character associated with the two player IDs that are the opponents, the CPU 21 displays the HTML data for displaying the web page including the battle results as the two player IDs of the opponents . To the player's communication terminal 10. Then, the communication terminal 10 interprets the HTML data received from the game server 20 and displays an image including the battle result on the display unit 16. After determining the battle result, the CPU 21 performs a process of writing details of the battle result in the game result database 32 via the database access unit 24.
Since the time from when the player selects the “game” menu on the top page illustrated in FIG. 7 until the web page including the match result is displayed is extremely short (for example, several seconds). The player can know the battle result in a very short period of time only with a simple operation. Since the time from when the player selects the “game” menu on the top page illustrated in FIG. 7 until the web page including the match result is displayed is extremely short (for example, several seconds). The player can know the battle result in a very short period of time only with a simple operation.

プレイヤデータ管理手段54は、プレイヤデータベース31のプレイヤデータの更新を行なう機能であり、アイテム記憶手段541及び技能レベル管理手段542を含む。
アイテム記憶手段541は、プレイヤIDと、当該プレイヤIDに対応するプレイヤがゲーム上で利用可能に保持するアイテムとを関連付けてプレイヤデータベース31に記憶させる機能を備える。 The item storage means 541 has a function of associating a player ID with an item that the player corresponding to the player ID holds so that it can be used in the game and storing the player ID in the player database 31. アイテム記憶手段541の機能は例えば、以下のように実現される。 The function of the item storage means 541 is realized, for example, as follows. ゲームサーバ20のCPU21は、プレイヤデータベース31にアクセスし、プレイヤIDに対応するプレイヤがゲーム上で利用可能に保持するアイテム(例えば、選手カード、パズルカードのピース)を記憶、更新する。 The CPU 21 of the game server 20 accesses the player database 31 and stores and updates items (for example, player cards and puzzle card pieces) that the player corresponding to the player ID holds in the game. プレイヤデータ管理手段54によってアイテムを記憶あるいは更新する契機は、例えば、プレイヤがゲーム上で新規の選手カードを入手したときや、プレイヤが入手した所定数のパズルカードのピースを1枚の選手カードに変換するときなどである。 The opportunity to store or update an item by the player data management means 54 is, for example, when the player obtains a new player card in the game, or when a predetermined number of puzzle card pieces obtained by the player are combined into one player card. For example, when converting. The player data management means 54 is a function for updating the player data in the player database 31 and includes an item storage means 541 and a skill level management means 542. The player data management means 54 is a function for updating the player data in the player database 31 and includes an item storage means 541 and a skill level management means 542.
The item storage unit 541 has a function of associating and storing in the player database 31 a player ID and an item that the player corresponding to the player ID holds in the game. The function of the item storage unit 541 is realized as follows, for example. The CPU 21 of the game server 20 accesses the player database 31 and stores and updates items (for example, player cards, pieces of puzzle cards) that the player corresponding to the player ID holds in the game. For example, when the player data management means 54 stores or updates the item, for example, when the player obtains a new player card on the game, or a predetermined number of pieces of puzzle cards obtained by the player are used as one player card. For example, when converting. The item storage unit 541 has a function of associating and storing in the player database 31 a player ID and an item that the player corresponding to the player ID holds in the game. The function of the item storage unit 541 is realized as follows, for example. The CPU 21 of the game server 20 accesses the player database 31 and stores and updates items (for example, player cards, pieces of puzzle cards) that the player corresponding to the player ID holds in the game. For example, when the player data management means 54 stores or updates the item, for example, when the player obtains a new player card on the game, or a predetermined number of pieces of puzzle cards obtained by the player are used as one player card. For example, when converting.

技能レベル管理手段542は、各プレイヤIDを、ゲーム上の複数の技能レベルのいずれかに属するように管理する機能を備える。技能レベル管理手段542では、プレイヤのゲームの進行状況、あるいはプレイヤのプレイヤキャラクタの能力値の増加に応じて、プレイヤIDを複数の技能レベルのいずれかに区分けする。例えば、技能レベル管理手段542は、ゲームの開始時点では技能レベルはLv1に設定され、プレイヤキャラクタの能力値の増加するにつれて技能レベルを上昇させるようにする。
技能レベル管理手段542の機能は、例えば以下のようにして実現される。 The function of the skill level management means 542 is realized, for example, as follows. プレイヤキャラクタの能力値のデータ(つまり、キャラクタデータ;図5参照)は例えば強化機能によって更新されうるが、ゲームサーバ20のCPU21は、その能力値を参照して、所定の閾値と比較することで、対応するプレイヤIDの技能レベルを上昇させるか否か決定する。 The ability value data of the player character (that is, character data; see FIG. 5) can be updated, for example, by an enhancement function, but the CPU 21 of the game server 20 refers to the ability value and compares it with a predetermined threshold value. , Determine whether to increase the skill level of the corresponding player ID. 技能レベルを上昇させる場合には、CPU21は、対応するプレイヤIDのプレイヤデータに含まれる技能レベルの項目を更新する。 When raising the skill level, the CPU 21 updates the skill level item included in the player data of the corresponding player ID. The skill level management means 542 has a function of managing each player ID so as to belong to one of a plurality of skill levels on the game. The skill level management means 542 classifies the player ID into one of a plurality of skill levels according to the progress of the game of the player or the increase of the ability value of the player character of the player. For example, the skill level management means 542 sets the skill level to Lv1 at the start of the game, and increases the skill level as the player character's ability value increases. The skill level management means 542 has a function of managing each player ID so as to belong to one of a plurality of skill levels on the game. The skill level management means 542 classifies the player ID into one of a plurality of skill levels according to The progress of the game of the player or the increase of the ability value of the player character of the player. For example, the skill level management means 542 sets the skill level to Lv1 at the start of the game, and increases the skill level as the player character's ability value increases.
The function of the skill level management means 542 is realized as follows, for example. The ability value data of the player character (that is, character data; see FIG. 5) can be updated by, for example, the strengthening function, but the CPU 21 of the game server 20 refers to the ability value and compares it with a predetermined threshold value. Then, it is determined whether or not to increase the skill level of the corresponding player ID. When increasing the skill level, the CPU 21 updates the skill level item included in the player data of the corresponding player ID. The function of the skill level management means 542 is realized as follows, for example. The ability value data of the player character (that is, character data; see FIG. 5) can be updated by, for example, the strengthening function, but The CPU 21 of the game server 20 refers to the ability value and compares it with a predetermined threshold value. Then, it is determined whether or not to increase the skill level of the corresponding player ID. When increasing the skill level, the CPU 21 updates the skill level item included in the player data of the corresponding player ID.

プレイヤデータ管理手段54は、プレイヤデータに含まれる運営コスト、エールポイント及び所持コインを管理する機能を備える。運営コスト、エールポイント及び所持コインの管理は、運営コスト、エールポイント及び所持コインをプレイヤIDごとに更新することを含む。
このプレイヤデータ管理手段54の機能は、例えば以下のようにして実現される。 The function of the player data management means 54 is realized, for example, as follows. プレイヤIDに与えられる運営コストの最大値は固定値であるとする。 It is assumed that the maximum value of the operating cost given to the player ID is a fixed value. そして、ゲームサーバ20のCPU21は、特定のプレイヤIDについてゲーム上の活動(あるいは実行)に伴ってコストを消費した場合には、プレイヤデータベース31にアクセスして、そのプレイヤIDのプレイヤデータの運営コストを消費したコストの分だけ低減するようにして更新する。 Then, when the CPU 21 of the game server 20 consumes the cost for the activity (or execution) in the game for the specific player ID, the CPU 21 accesses the player database 31 and operates the player data of the player ID. Update so that it is reduced by the cost consumed. ここで、ゲーム上の個々の活動と、消費するコスト(以下、消費コスト)との関係は既知であるとする。 Here, it is assumed that the relationship between each activity in the game and the cost to be consumed (hereinafter, consumption cost) is known. 例えば、ゲーム上の個々の活動と消費コストの関係を記述したデータベースがROM22に格納されており、CPU21はコストの算出に当たって、ROM22内のデータベースを参照するようにすればよい。 For example, a database describing the relationship between each activity in the game and the consumption cost is stored in the ROM 22, and the CPU 21 may refer to the database in the ROM 22 when calculating the cost. また、CPU21は、プレイヤIDの運営コストの値を所定時間で所定量(例えば、1分で1P)だけ回復(つまり、増加)させるようにする。 Further, the CPU 21 recovers (that is, increases) the value of the operating cost of the player ID by a predetermined amount (for example, 1P in 1 minute) in a predetermined time.
さらにCPU21は、プレイヤデータの運営コストを逐次モニタしており、運営コストの残量が少ない場合には、ゲーム上の新たな活動を制限する。 Further, the CPU 21 sequentially monitors the operating cost of the player data, and limits new activities in the game when the remaining operating cost is low. 例えば、運営コストの値が、対戦による消費コストよりも小さい場合には、プレイヤは新たな対戦を行うことができず、運営コストが十分に回復するまで対戦の実行を待つ必要がある。 For example, if the value of the operating cost is smaller than the consumption cost of the battle, the player cannot play a new battle and must wait for the battle to be executed until the operating cost is sufficiently recovered. The player data management means 54 has a function of managing operating costs, ale points and possessed coins included in the player data. Management of operating costs, ale points and owned coins includes updating the operating costs, ale points and owned coins for each player ID. The player data management means 54 has a function of managing operating costs, ale points and possessed coins included in the player data. Management of operating costs, ale points and owned coins includes updating the operating costs, ale points and owned coins for each player ID ..
The function of this player data management means 54 is implement | achieved as follows, for example. It is assumed that the maximum value of the operating cost given to the player ID is a fixed value. Then, when the CPU 21 of the game server 20 consumes the cost for the activity (or execution) of the game for a specific player ID, the CPU 21 accesses the player database 31 and operates the player data of the player ID. Is updated so as to reduce the amount of cost consumed. Here, it is assumed that the relationship between each activity on the game and the cost to be consumed (hereinafter referred to as consumption cost) is known. For example, a database describing the relationship between individual activities on the game and consumption costs is stored in the ROM 22, and the CPU 21 may refer to the database in the ROM 22 when calculating the cost. Further, the CPU 21 recovers (that is, increases) the value of the operation cost of the player ID by a predetermined amount (for example The function of this player data management means 54 is implement | achieved as follows, for example. It is assumed that the maximum value of the operating cost given to the player ID is a fixed value. Then, when the CPU 21 of the game server 20 consumes the cost for the activity (or execution) of the game for a specific player ID, the CPU 21 accesses the player database 31 and operates the player data of the player ID. Is updated so as to reduce the amount of cost consumed. Here, it is assumed that the relationship between each activity on the game and the cost to be consumed (hereinafter referred to as consumption cost) is known. For example, a database describing the relationship between individual activities on the game and consumption costs is stored. in the ROM 22, and the CPU 21 may refer to the database in the ROM 22 when calculating the cost. Further, the CPU 21 recovers (that is, increases) the value of the operation cost of the player ID by a predetermined amount ( for example , 1P per minute) in a predetermined time. , 1P per minute) in a predetermined time.
Further, the CPU 21 sequentially monitors the operation cost of the player data, and restricts new activities on the game when the remaining operation cost is low. For example, when the value of the operation cost is smaller than the cost of consumption due to the battle, the player cannot perform a new battle and needs to wait for the battle to be performed until the management cost is sufficiently recovered. Further, the CPU 21 sequentially monitors the operation cost of the player data, and restricts new activities on the game when the remaining operation cost is low. For example, when the value of the operation cost is smaller than the cost of consumption due to the battle, the player cannot perform a new battle and needs to wait for the battle to be performed until the management cost is sufficiently recovered.

また、CPU21は、特定のプレイヤがエールポイントを取得した場合、あるいは「エールポイントによる抽選」によって選手カードを引くことでエールポイントを消費した場合には、プレイヤデータベース31にアクセスして、対応するプレイヤIDのプレイヤデータのエールポイントを更新する。さらにCPU21は、コインの消費を必要とする有料機能(例えば、前述した「コインによる抽選」)を実行する場合には、プレイヤデータベース31にアクセスして、対応するプレイヤIDのプレイヤデータの所持コインを更新(減額)する。   In addition, when a specific player obtains an ale point or when an ale point is consumed by drawing a player card by “a lottery by an ale point”, the CPU 21 accesses the player database 31 to correspond to the corresponding player. The ale point of the player data of ID is updated. Further, when executing a pay function that requires coin consumption (for example, “the lottery with coins” described above), the CPU 21 accesses the player database 31 to obtain coins possessed by the player data of the corresponding player ID. Update (reduce).

(6)本実施形態のゲーム制御装置の主要な処理のフロー
次に、本実施形態のゲーム制御装置により行われる主要な処理のフローの一例について、図12のフローチャートを参照して説明する。図12は、プレイヤのメニュー選択操作に応じて行われる抽選処理を示すフローチャートである。図12に示す一連の処理は主として、ゲームサーバ20のアイテム抽選手段521及び抽選制御手段522によって実行される。
(6) Flow of main processes of game control apparatus of this embodiment Next, an example of the flow of the main processes performed by the game control apparatus of this embodiment is demonstrated with reference to the flowchart of FIG. FIG. 12 is a flowchart showing a lottery process performed in response to a menu selection operation by the player. A series of processes shown in FIG. 12 is mainly executed by the item lottery means 521 and the lottery control means 522 of the game server 20.

先ず、図7に例示したように、通信端末10がトップページを表示する表示状態において、「抽選」のメニューの選択操作がなされると(ステップS10:YES)、選択操作を行ったプレイヤのプレイヤIDとその選択結果と含む信号(第1の信号)をゲームサーバ20が受信する。第1の信号の受信に応じて、ゲームサーバ20は、無料抽選である「エールポイントによる抽選」と、実質的に有料抽選である「コインによる抽選」のいずれを選択するかについて、プレイヤの抽選操作を案内するための表示(図8参照)を行うためのHTMLデータを送信する。図8において、「エールポイントによる抽選」が選択されると(ステップS20:NO)、ステップS30〜S50の処理は行わない。図8において、「コインによる抽選」が選択されると(ステップS20:YES)、プレイヤデータ管理手段54は、対応するプレイヤIDのプレイヤデータの所持コインを更新(減額)する、所持コインの精算処理を行う(ステップS30)。この精算処理が適切になされた場合には、抽選制御手段522が抽選の制御を実行するための所定の条件を満足したとみなしてよい。抽選制御手段522は、プレイヤデータベース31を参照し、抽選操作に対応するプレイヤIDのプレイヤが既に保持している選手カードを検索する(ステップS40)。さらに抽選制御手段522は、ROM22から出現確率のデータを読み出し、そのデータを、ステップS40の検索結果(プレイヤが保持している選手カード)と一致する選手カードが選択される確率が低くなるように変更する(ステップS50)。   First, as illustrated in FIG. 7, when the selection operation of the “lottery” menu is performed in the display state where the communication terminal 10 displays the top page (step S <b> 10: YES), the player of the player who performed the selection operation The game server 20 receives a signal (first signal) including the ID and the selection result. In response to the reception of the first signal, the game server 20 determines whether to select either “free lottery by an ale point” which is a free lottery or “lottery by a coin” which is substantially a pay lottery. HTML data for performing display (see FIG. 8) for guiding the operation is transmitted. In FIG. 8, when “lottery by ale points” is selected (step S20: NO), the processing of steps S30 to S50 is not performed. In FIG. 8, when “coin lottery” is selected (step S20: YES), the player data management means 54 updates (decreases) the possessed coin of the player data of the corresponding player ID, and performs the owned coin settlement process. Is performed (step S30). When this settlement process is appropriately performed, it may be considered that the lottery control unit 522 satisfies a predetermined condition for executing the lottery control. The lottery control means 522 refers to the player database 31 and searches for a player card already held by the player with the player ID corresponding to the lottery operation (step S40). Furthermore, the lottery control means 522 reads out the appearance probability data from the ROM 22, and the probability that the player card that matches the search result (player card held by the player) in step S40 is selected is reduced. Change (step S50).

続いて、アイテム抽選手段521は、抽選制御手段522によって変更された出現確率のデータに基づいて抽選処理(選手カードの選択処理)を実行する(ステップS60)。さらにアイテム抽選手段521は、例えば図9A〜図9Cに示す演出表示を行うためのHTMLデータを、プレイヤIDに対応する通信端末10宛に送信する(ステップS70)。なお、「エールポイントによる抽選」が選択された場合には(ステップS20:NO)、ステップS60における抽選処理は、ROM22から読み出された出現確率のデータを変更せずにそのまま参照して行われる。   Subsequently, the item lottery unit 521 executes a lottery process (player card selection process) based on the appearance probability data changed by the lottery control unit 522 (step S60). Furthermore, the item lottery means 521 transmits, for example, HTML data for performing the effect display shown in FIGS. 9A to 9C to the communication terminal 10 corresponding to the player ID (step S70). When “lottery by ale points” is selected (step S20: NO), the lottery process in step S60 is performed with reference to the appearance probability data read from the ROM 22 without change. .

以上説明したように、本実施形態のゲーム制御装置によれば、ゲーム上で規定する所定の条件(図8の例では、「コインによる抽選」を選択して所定量のコインを消費すること)を満足する場合に、既にプレイヤが保有している選手カード(アイテム)と一致する選手カードが抽選で出現する確率が低くなる。つまり、プレイヤにとってみれば、既に自分が保有しているアイテムとは別のアイテムを抽選により取得できる可能性が高まる。これにより、例えば上述したサッカー形式のデジタルカードゲームの場合には、様々なプレイヤキャラクタに対応する選手カードを入手することで、ゲームの進行をプレイヤに有利に進めることができるようになる。また、既に保有している選手カードと新たに取得する選手カードとが一致し難くなるため、自らのコレクションとして多彩な選手カードを増やしていくことが容易であるという利点もある。なお、図8に示すように、無料抽選である「エールポイントによる抽選」と実質的に有料抽選である「コインによる抽選」のいずれかを選択可能にプレイヤに提示させることで、プレイヤは、抽選操作の時点におけるコインの支払い可能額(残高)等を参照しながら柔軟に、出現確率を制御させるか否かを決定することができるようになり、ゲームの興趣性を高めることができる。   As described above, according to the game control device of the present embodiment, the predetermined condition defined in the game (in the example of FIG. 8, “lottery with coins” is selected and a predetermined amount of coins is consumed). Is satisfied, the probability that a player card that matches the player card (item) already owned by the player will appear in the lottery is reduced. In other words, for the player, there is a higher possibility that an item different from the item already owned by the player can be acquired by lottery. Thus, for example, in the case of the above-described soccer-style digital card game, the player can proceed with the progress of the game advantageously by obtaining player cards corresponding to various player characters. In addition, since it is difficult for the player cards that are already held to match newly acquired player cards, there is also an advantage that it is easy to increase the variety of player cards as one's own collection. In addition, as shown in FIG. 8, the player can select a lottery by selecting either “lottery by an ale point” that is a free lottery or “lottery by a coin” that is substantially a pay lottery. Whether or not to control the appearance probability can be determined flexibly while referring to the payable amount (balance) of the coin at the time of operation, and the interest of the game can be enhanced.

(7)変形例
以下、上述した本実施形態の変形例について説明する。
(7−1)変形例1
本実施形態のゲーム制御装置において、抽選制御手段522は、抽選操作がなされた時点を基準として過去の所定期間の間、あるいは過去の所定回数の抽選操作においてアイテム抽選手段521により選択された選手カード(アイテム)、と一致する選手カードが選択される確率が、所定の条件を満足しない場合(すなわち、無料抽選である「エールポイントによる抽選」の場合)に当該選手カードが選択される確率よりも低くなるようにする機能を備えていてもよい。 In the game control device of the present embodiment, the lottery control means 522 is a player card selected by the item lottery means 521 during the past predetermined period or in the past predetermined number of lottery operations based on the time when the lottery operation is performed. The probability that a player card that matches (item) will be selected is higher than the probability that the player card will be selected if the specified conditions are not met (that is, in the case of a free lottery "lottery by ale points"). It may have a function to lower it. つまり、確率を制御する対象(プレイヤの保有カードとのだぶりを発生し難くする対象)とする選手カードを、プレイヤが保有する選手カードのうち、新たな抽選操作がなされた時点を基準として、当該基準の直近を含む過去の所定期間の間、あるいは過去の所定回数の抽選操作において取得した選手カードに限定する。 In other words, the player card that is the target for controlling the probability (the target that makes it difficult for the player to play with the card) is the player card held by the player, based on the time when a new lottery operation is performed. Limited to player cards acquired during the past predetermined period including the latest of the standard, or in the past predetermined number of lottery operations. 確率を制御する選手カードを新たな抽選のタイミングを基準に一定の範囲に限定することで、ゲームの開始時期の相違に起因するプレイヤ間の不公平が生じ難くなる。 By limiting the player cards that control the probability to a certain range based on the timing of the new lottery, unfairness between players due to the difference in the start time of the game is less likely to occur. (7) Modifications Hereinafter, modifications of the above-described embodiment will be described. (7) Modifications made, modifications of the above-described embodiment will be described.
(7-1) Modification 1 (7-1) Modification 1
In the game control apparatus according to the present embodiment, the lottery control unit 522 is a player card selected by the item lottery unit 521 during a predetermined past period or a predetermined number of lottery operations in the past based on the time when the lottery operation is performed. The probability that the player card that matches (item) is not satisfied with the predetermined condition (that is, in the case of “free lottery“ the lottery with an ale point ”) than the probability that the player card is selected. You may provide the function to make it low. In other words, a player card that is a target whose probability is to be controlled (a subject that makes it difficult for the player to hold a card with a player's card) is determined based on the time when a new lottery operation is performed among the player cards held by the player. The player card is limited to a player card acquired in a past predetermined period including the latest reference or in a pas In the game control apparatus according to the present embodiment, the lottery control unit 522 is a player card selected by the item lottery unit 521 during a predetermined past period or a predetermined number of lottery operations in the past based on the time when the lottery operation is performed. The probability that the player card that matches (item) is not satisfied with the predetermined condition (that is, in the case of “free lottery” the lottery with an ale point ”) than the probability that the player card is selected . You may provide the function to make it low. In other words, a player card that is a target whose probability is to be controlled (a subject that makes it difficult for the player to hold a card with a player's card) is determined based on the time when a new lottery operation is performed among the player cards held by the player. The player card is limited to a player card acquired in a past predetermined period including the latest reference or in a pas t predetermined number of lottery operations. By limiting the player card for controlling the probability to a certain range based on the new lottery timing, unfairness among the players due to the difference in the game start time is less likely to occur. By limiting the player card for controlling the probability to a certain range based on the new lottery timing, unfairness among the players due to the difference in the game start time is less likely to occur.

この抽選制御手段522の機能は以下のようにして実現できる。例えば、確率を制御する対象とする選手カードを過去の所定期間の間に取得した選手カードに限定する場合には、以下のようにする。ゲームサーバ20のCPU21は、抽選によって新たな選手カードを取得する度に、取得した選手カードと、取得日時とを関連付けてプレイヤデータベース31に記憶させるようにする。そして、CPU21は、新たな抽選に際し、プレイヤデータベース31から既にプレイヤが保持している選手カードを読み出すときには、その抽選の日時から過去の所定期間の間の取得日時と関連付けられた選手カードのみを読み出すようにする。   The function of the lottery control means 522 can be realized as follows. For example, when the player cards whose probability is to be controlled are limited to the player cards acquired during the past predetermined period, the following is performed. Each time the CPU 21 of the game server 20 acquires a new player card by lottery, the acquired player card is associated with the acquisition date and time and stored in the player database 31. Then, when reading a player card already held by the player from the player database 31 at the time of a new lottery, the CPU 21 reads only the player card associated with the acquisition date and time during the past predetermined period from the date and time of the lottery. Like that.

また、確率を制御する対象とする選手カードを過去の所定回数の抽選操作の間に取得した選手カードに限定する場合には、以下のようにする。ゲームサーバ20のCPU21は、抽選によって新たな選手カードを取得する度に、取得した選手カードを順に、上記所定回数に応じたサイズのFIFO(First In First Out)構造のキューに格納するようにする。このようなキューは、プレイヤデータベース31内に設けてもよい。そして、CPU21は、新たな抽選に際し、プレイヤデータベース31から既にプレイヤが保持している選手カードを読み出すときには、上記キューに格納されている選手カードのみを読み出すようにする。   Moreover, when limiting the player card made into the object which controls probability to the player card acquired during the past predetermined number of lottery operations, it carries out as follows. Every time a new player card is acquired by lottery, the CPU 21 of the game server 20 sequentially stores the acquired player cards in a FIFO (First In First Out) queue having a size corresponding to the predetermined number of times. . Such a cue may be provided in the player database 31. Then, when reading a player card already held by the player from the player database 31 at the time of a new lottery, the CPU 21 reads only the player card stored in the queue.

なお、抽選制御手段522は、プレイヤIDに基づく抽選操作の対価としての、ゲーム上におけるプレイヤの支払額、経済的価値の消費量、あるいはゲーム上においてプレイヤが利用可能なポイントの消費量、の少なくともいずれかが大きいほど、前記所定期間を長く、あるいは前記所定回数を多くするようにしてもよい。これによりプレイヤは、実質的に、新たな抽選によって得られる選手カードが、既に保有している選手カードと一致しない確率を自ら調整することが可能となる。   Note that the lottery control means 522 is at least a payment amount of the player on the game, a consumption amount of economic value, or a consumption amount of points available to the player on the game as a consideration for the lottery operation based on the player ID. The larger the value is, the longer the predetermined period may be, or the predetermined number of times may be increased. Thereby, the player can adjust himself / herself the probability that the player card obtained by the new lottery does not match the player card already held.

これは、例えば以下のようにして実現できる。ゲームサーバ20のCPU21は、図7のトップページの表示例において「抽選」のメニューが選択されたことを認識した後、抽選操作の対価の額に応じた複数の選択メニューを含む画像を表示するためのHTMLデータを通信端末10宛に送信する。このHTMLデータによって表示される例を図13に示す。図13に示す例では、「コインによる抽選」には、過去1週間、及び過去2週間に取得した選手カードと同じ選手カードが出現しにくくなる2つの抽選メニューが含まれる。図13の例では、過去1週間の場合には200コイン、過去2週間の場合には350コインが必要となる。つまり、プレイヤがより多くのコインを消費することで、過去のより長い期間内に取得した選手カードと同じ選手カードが出現しにくいようにすることができるように構成されている。   This can be realized, for example, as follows. After recognizing that the “lottery” menu has been selected in the display example of the top page of FIG. 7, the CPU 21 of the game server 20 displays an image including a plurality of selection menus corresponding to the amount of consideration for the lottery operation. HTML data is transmitted to the communication terminal 10. An example displayed by the HTML data is shown in FIG. In the example illustrated in FIG. 13, the “lottery with coins” includes two lottery menus that make it difficult for the same player card to appear in the past week and the past two weeks. In the example of FIG. 13, 200 coins are required for the past one week, and 350 coins are required for the past two weeks. In other words, the player consumes more coins so that the same player card as the player card acquired within a longer period in the past can hardly appear.

ここで、「コインによる抽選」の2つのメニューのいずれかが選択されたことを認識すると、CPU21は、その選択結果に応じて、上述した所定期間あるいは所定回数を調整する。例えば、所定期間を調整する場合には以下のようにする。CPU21は、新たな抽選に際し、プレイヤデータベース31から既にプレイヤが保持している選手カードを読み出すときには、その抽選の日時から例えば過去の1週間または2週間の取得日時と関連付けられた選手カードのみを読み出すようにする。また、所定回数を調整する場合には、その回数に応じてCPU21が、プレイヤデータベース31に設けた上記キューの読み取り範囲を調整するようにすればよい。   Here, when recognizing that one of the two menus “lottery with coins” is selected, the CPU 21 adjusts the predetermined period or the predetermined number of times according to the selection result. For example, when adjusting a predetermined period, it is as follows. When the CPU 21 reads out a player card already held by the player from the player database 31 at the time of a new lottery, the CPU 21 reads out only the player card associated with the acquisition date of the past one week or two weeks from the date of the lottery. Like that. When the predetermined number of times is adjusted, the CPU 21 may adjust the reading range of the cue provided in the player database 31 according to the number of times.

(7−2)変形例2
図10において、選手カードの出現確率のデータを例示したように、抽選対象となる複数の選手カードのうちレアカード(第1のアイテム)が選択される確率が、レアカード以外の通常カード(第2のアイテム)が選択される確率よりも低くなるように、複数のアイテムの各々が選択される確率が予め設定されている場合には、抽選制御手段522は、以下の機能を備えていてもよい。 As illustrated in FIG. 10 with data on the appearance probability of player cards, the probability that a rare card (first item) is selected from a plurality of player cards to be drawn is a normal card (first item) other than the rare card. If the probability that each of the plurality of items is selected is preset so that the probability that 2 items) will be selected is set in advance, the lottery control means 522 may have the following functions. Good. すなわち、抽選制御手段522は、プレイヤIDに対応する所定の条件を満足し、かつ当該プレイヤIDのプレイヤが既にレアカード(第1のアイテム)を保有している場合には、当該レアカードが選択される確率を、当該レアカードに対して予め設定された確率よりも低くしないようにする機能を備える。 That is, when the lottery control means 522 satisfies a predetermined condition corresponding to the player ID and the player with the player ID already has a rare card (first item), the rare card is selected. It has a function to prevent the probability of being played from being lower than the probability set in advance for the rare card. つまり、レアカードについては、プレイヤの保有カードとのだぶりを許容するという構成である。 That is, the rare card is configured to allow the player to play with the possessed card. これは、プレイヤは複数枚を保有する同一のレアカードについては、他のプレイヤにプレゼントする、他のプレイヤが保持する選手カードと交換する、あるいは他のプレイヤに売却する等の様々な形態の処分方法を採ることができるため、レアカードを2以上保有することは必ずしもプレイヤにとって不利益とはならない場合があり得るためである。 This is a variety of dispositions, such as giving the same rare card that the player holds multiple cards to another player, exchanging it for a player card held by another player, or selling it to another player. This is because holding two or more rare cards may not necessarily be disadvantageous to the player because the method can be adopted. (7-2) Modification 2 (7-2) Modification 2
In FIG. 10, as exemplified by the appearance probability data of the player card, the probability that the rare card (first item) is selected from among the plurality of player cards to be selected is the normal card (the first card) other than the rare card. When the probability that each of the plurality of items is selected is set in advance so that the item 2) is lower than the probability that the item is selected, the lottery control unit 522 may include the following functions: Good. That is, the lottery control means 522 satisfies the predetermined condition corresponding to the player ID, and if the player with the player ID already has a rare card (first item), the lottery control unit 522 selects the rare card. A function of preventing the probability of being made lower than a preset probability for the rare card. In other words, the rare card is configured to allow the player to play with the possessed card. This is because the same rare card held by a player is presented In FIG. 10, as epitaxial by the appearance probability data of the player card, the probability that the rare card (first item) is selected from among the plurality of player cards to be selected is the normal card (the first card) other than the rare card. When the probability that each of the plurality of items is selected is set in advance so that the item 2) is lower than the probability that the item is selected, the lottery control unit 522 may include the following functions: Good. That is, the lottery control means 522 satisfies the predetermined condition corresponding to the player ID, and if the player with the player ID already has a rare card (first item), the lottery control unit 522 selects the rare card. A function of preventing The probability of being made lower than a preset probability for the rare card. In other words, the rare card is configured to allow the player to play with the possessed card. This is because the same rare card held by a player is presented in various forms such as giving it to another player, exchanging it with a player card held by another player, or selling it to another player. This is because, since a method can be adopted, it may not always be disadvantageous for the player to hold two or more rare cards. This is because, since a method can be adopted, it may not always be disadvantageous for the player to in various forms such as giving it to another player, exchanging it with a player card held by another player, or selling it to another player. hold two or more rare cards.

この抽選制御手段522の機能は、以下のようにして実現できる。先ず、プレイヤデータベース31では、すべての選手カードをカード種別(レアカードまたは通常カード)と関連付けて管理するようにする。カード種別は、各々の選手カードに設定されている出現確率が所定の閾値よりも大きいか否かによって予め決定しておいてもよい。そして、ゲームサーバ20のCPU21は、新たな抽選に際し、プレイヤデータベース31から既にプレイヤが保持している選手カードを読み出すときには、通常カードのみを読み出すようにする。これによって、プレイヤが保持している選手カードのうちレアカードについては、出現確率の制御の対象から除外されるようになる。なお、この処理は、変形例1と組み合わせて実行できることは言うまでもない。   The function of the lottery control means 522 can be realized as follows. First, in the player database 31, all player cards are managed in association with card types (rare cards or normal cards). The card type may be determined in advance depending on whether the appearance probability set for each player card is greater than a predetermined threshold. Then, the CPU 21 of the game server 20 reads only the normal card when reading the player card already held by the player from the player database 31 at the time of a new lottery. As a result, the rare cards among the player cards held by the player are excluded from the control of the appearance probability. Needless to say, this process can be executed in combination with the first modification.

以上、本発明の実施形態について詳細に説明したが、本発明は上記実施形態に限定されない。また、各実施形態は、本発明の主旨を逸脱しない範囲において、種々の改良や変更をしてもよいのは勿論である。   As mentioned above, although embodiment of this invention was described in detail, this invention is not limited to the said embodiment. In addition, it goes without saying that each embodiment may be variously improved and changed without departing from the gist of the present invention.

上述した実施形態では、ネットワーク上のゲームサーバ20及びデータベースサーバ30によって、アイテム抽選手段521、抽選制御手段522、及びアイテム記憶手段541の各機能を実現する構成としたが、この構成に限られない。これらのすべての手段を通信端末10によって実現する構成としてもよいし、少なくとも一部の手段を通信端末10によって実現する構成としてもよい。通信端末10とゲームサーバ20とでは実質的に同一のハードウエア構成を採ることができるため、上記実施形態に記載したようにして通信端末10によっても各機能を実現できる。例えば、抽選対象となる複数のアイテムの内容や、プレイヤIDと、抽選によって選択されたアイテムとを関連付けたデータは、通信端末10内のROM12、RAM13、あるいは図示しないHDD(Hard Disk Drive)などの大容量記憶装置に記憶されてもよい。抽選制御手段522の機能は、通信端末10内の記憶装置を参照してCPU11によって、ゲームサーバ20のCPU21と同様にして実現できる。
また、通信端末10及びゲームサーバ20を用いたサーバクライアントシステムに限らず、ゲーム制御装置としてのゲーム機(例えば、家庭用ゲーム機)が上記各手段を備えた構成としてもよい。 Further, the system is not limited to the server client system using the communication terminal 10 and the game server 20, and a game machine (for example, a home-use game machine) as a game control device may be configured to include each of the above means. In the above-described embodiment, the game server 20 and the database server 30 on the network are configured to implement the functions of the item lottery unit 521, the lottery control unit 522, and the item storage unit 541. However, the present invention is not limited to this configuration. . All these means may be realized by the communication terminal 10, or at least a part of the means may be realized by the communication terminal 10. Since the communication terminal 10 and the game server 20 can have substantially the same hardware configuration, each function can be realized by the communication terminal 10 as described in the above embodiment. For example, data relating to the contents of a plurality of items to be selected, the player ID, and the item selected by the lottery are stored in the ROM 12 or the RAM 13 in the communication terminal 10 or an HDD (Hard Disk Drive) (not shown). It may be stored in a mass storage device. The function of the lottery control means 522 In the above-described embodiment, the game server 20 and the database server 30 on the network are configured to implement the functions of the item lottery unit 521, the lottery control unit 522, and the item storage unit 541. However, the present invention is not limited to this configuration .. All these means may be realized by the communication terminal 10, or at least a part of the means may be realized by the communication terminal 10. Since the communication terminal 10 and the game server 20 can have substantially The same hardware configuration, each function can be realized by the communication terminal 10 as described in the above embodiment. For example, data relating to the contents of a plurality of items to be selected, the player ID, and the item selected by the lottery It may be stored in a mass storage device. The function of the lottery control means 522. are stored in the ROM 12 or the RAM 13 in the communication terminal 10 or an HDD (Hard Disk Drive) (not shown). can be realized in the same manner as the CPU 21 of the game server 20 by the CPU 11 with reference to the storage device in the communication terminal 10. can be realized in the same manner as the CPU 21 of the game server 20 by the CPU 11 with reference to the storage device in the communication terminal 10.
In addition to a server client system using the communication terminal 10 and the game server 20, a game machine (for example, a home game machine) as a game control device may include the above-described units. In addition to a server client system using the communication terminal 10 and the game server 20, a game machine (for example, a home game machine) as a game control device may include the above-described units.

10…通信端末 11…CPU
12…ROM
13…RAM
14…画像処理部 15…操作入力部 16…表示部 17…無線通信インタフェース部 18…バス 20…ゲームサーバ 21…CPU
22…ROM
23…RAM

24…データベースアクセス部 25…通信インタフェース部 26…バス 30…データベースサーバ 31…プレイヤデータベース 32…ゲーム結果データベース 51…登録手段 52…ゲーム進行手段 521…アイテム抽選手段 522…抽選制御手段 53…対戦実行手段 54…プレイヤデータ管理手段 541…アイテム記憶手段 542…技能レベル管理手段10: Communication terminal 11 ... CPU 24 ... Database access unit 25 ... Communication interface unit 26 ... Bus 30 ... Database server 31 ... Player database 32 ... Game result database 51 ... Registration means 52 ... Game progress means 521 ... Item lottery means 522 ... Lottery control means 53 ... Battle execution means 54 ... Player data management means 541 ... Item storage means 542 ... Skill level management means 10: Communication terminal 11 ... CPU
12 ... ROM 12 ... ROM
13 ... RAM 13 ... RAM
DESCRIPTION OF SYMBOLS 14 ... Image processing part 15 ... Operation input part 16 ... Display part 17 ... Wireless communication interface part 18 ... Bus 20 ... Game server 21 ... CPU DESCRIPTION OF SYMBOLS 14 ... Image processing part 15 ... Operation input part 16 ... Display part 17 ... Wireless communication interface part 18 ... Bus 20 ... Game server 21 ... CPU
22 ... ROM 22 ... ROM
23 ... RAM 23 ... RAM
DESCRIPTION OF SYMBOLS 24 ... Database access part 25 ... Communication interface part 26 ... Bus 30 ... Database server 31 ... Player database 32 ... Game result database 51 ... Registration means 52 ... Game progress means 521 ... Item lottery means 522 ... Lottery control means 53 ... Competition execution means 54 ... Player data management means 541 ... Item storage means 542 ... Skill level management means DESCRIPTION OF SYMBOLS 24 ... Database access part 25 ... Communication interface part 26 ... Bus 30 ... Database server 31 ... Player database 32 ... Game result database 51 ... Registration means 52 .. . Game progress means 521 ... Item lottery means 522 ... Lottery control means 53 ... Competition execution means 54 ... Player data management means 541 ... Item storage means 542 ... Skill level management means

Claims (11)

  1. プレイヤによって操作される通信端末から通信によってアクセス可能に構成され、前記通信端末によるプレイヤのゲームの実行を、プレイヤを一意に特定するためのプレイヤ識別情報に基づいて制御するゲーム制御装置であって、
    前記通信端末によるプレイヤ識別情報に対応した抽選操作に応じて、抽選対象となる複数のアイテムの中からいずれかのアイテムを選択するアイテム抽選手段と、
    プレイヤ識別情報と、少なくとも前記アイテム抽選手段により選択されたアイテムとを関連付けて記憶装置に記憶させる記憶手段と、
    プレイヤ識別情報に対応する所定の条件を満足する場合には、当該プレイヤ識別情報と関連付けて前記記憶装置が記憶するアイテムと一致するアイテムが選択される確率が、前記所定の条件を満足しない場合に当該アイテムが選択される確率よりも低くなるように、前記アイテム抽選手段を制御する抽選制御手段と、 When the predetermined condition corresponding to the player identification information is satisfied, the probability that an item matching the item stored in the storage device in association with the player identification information is selected does not satisfy the predetermined condition. A lottery control means that controls the item lottery means so that the item is selected at a lower probability than that of the item.
    を備えたゲーム制御装置。 Game control device equipped with. A game control device configured to be accessible by communication from a communication terminal operated by a player, and controlling execution of the player's game by the communication terminal based on player identification information for uniquely identifying the player, A game control device configured to be accessible by communication from a communication terminal operated by a player, and controlling execution of the player's game by the communication terminal based on player identification information for uniquely identifying the player,
    Item lottery means for selecting any item from among a plurality of items to be drawn in accordance with the lottery operation corresponding to the player identification information by the communication terminal; Item lottery means for selecting any item from among a plurality of items to be drawn in accordance with the lottery operation corresponding to the player identification information by the communication terminal;
    Storage means for associating the player identification information with at least the item selected by the item lottery means in a storage device; Storage means for associating the player identification information with at least the item selected by the item lottery means in a storage device;
    When the predetermined condition corresponding to the player identification information is satisfied, the probability that an item matching the item stored in the storage device in association with the player identification information is selected does not satisfy the predetermined condition Lottery control means for controlling the item lottery means so as to be lower than the probability that the item is selected; When the predetermined condition corresponding to the player identification information is satisfied, the probability that an item matching the item stored in the storage device in association with the player identification information is selected does not satisfy the predetermined condition Lottery control means for controlling the item lottery means so as to be lower than the probability that the item is selected;
    A game control device comprising: A game control device comprising:
  2. プレイヤの抽選操作に応じて、抽選対象となる複数のアイテムの中からいずれかのアイテムを選択するアイテム抽選手段と、
    プレイヤと、前記アイテム抽選手段により選択されたアイテムとを関連付けて記憶装置に記憶させる記憶手段と、 A storage means for associating a player with an item selected by the item lottery means and storing it in a storage device.
    プレイヤに応じた所定の条件を満足する場合には、当該プレイヤと関連付けて前記記憶装置が記憶するアイテムと一致するアイテムが選択される確率が、前記所定の条件を満足しない場合に当該アイテムが選択される確率よりも低くなるように、前記アイテム抽選手段を制御する抽選制御手段と、 When the predetermined condition corresponding to the player is satisfied, the probability that an item matching the item stored in the storage device in association with the player is selected is selected when the predetermined condition is not satisfied. A lottery control means that controls the item lottery means so as to be lower than the probability of being
    を備えたゲーム制御装置。 Game control device equipped with. Item lottery means for selecting any item from among a plurality of items to be selected in response to a player's lottery operation; Item lottery means for selecting any item from among a plurality of items to be selected in response to a player's lottery operation;
    Storage means for associating the player with the item selected by the item lottery means and storing it in a storage device; Storage means for associating the player with the item selected by the item lottery means and storing it in a storage device;
    When a predetermined condition according to the player is satisfied, the item is selected when the probability that an item that matches the item stored in the storage device in association with the player does not satisfy the predetermined condition is selected. Lottery control means for controlling the item lottery means so as to be lower than the probability of being played, When a predetermined condition according to the player is satisfied, the item is selected when the probability that an item that matches the item stored in the storage device in association with the player does not satisfy the predetermined condition is selected. Lottery control means for controlling the item lottery means so as to be lower than the probability of being played,
    A game control device comprising: A game control device comprising:
  3. 前記所定の条件は、プレイヤ識別情報に基づく前記抽選操作の対価としての、ゲーム上におけるプレイヤの支払額、経済的価値の消費量、あるいはゲーム上においてプレイヤが利用可能なポイントの消費量、の少なくともいずれかが所定値であることを特徴とする、
    請求項1又は2に記載されたゲーム制御装置。 The game control device according to claim 1 or 2. The predetermined condition is at least a payment amount of the player on the game, a consumption amount of economic value, or a consumption amount of points available to the player on the game as a consideration for the lottery operation based on the player identification information. One of them is a predetermined value, The predetermined condition is at least a payment amount of the player on the game, a consumption amount of economic value, or a consumption amount of points available to the player on the game as a consideration for the lottery operation based on the player identification information. One of them is a predetermined value,
    The game control apparatus according to claim 1 or 2. The game control apparatus according to claim 1 or 2.
  4. 前記抽選制御手段は、
    前記抽選操作がなされた時点を基準として過去の所定期間の間、あるいは過去の所定回数の抽選操作において前記アイテム抽選手段により選択されたアイテム、と一致するアイテムが選択される確率が、前記所定の条件を満足しない場合に当該アイテムが選択される確率よりも低くなるようにすることを特徴とする、 The probability that an item matching the item selected by the item lottery means will be selected during the past predetermined period or in the past predetermined number of lottery operations based on the time when the lottery operation is performed is the predetermined probability. It is characterized in that the probability that the item is selected is lower than the probability that the item is selected if the conditions are not satisfied.
    請求項1〜3のいずれかに記載されたゲーム制御装置。 The game control device according to any one of claims 1 to 3. The lottery control means The lottery control means
    The probability that an item that matches the item selected by the item lottery means during a predetermined period in the past or a predetermined number of lottery operations in the past is selected based on the time when the lottery operation is performed, If the condition is not satisfied, the item is lower than the probability of being selected. The probability that an item that matches the item selected by the item lottery means during a predetermined period in the past or a predetermined number of lottery operations in the past is selected based on the time when the lottery operation is performed, If the condition is not satisfied, the item is lower than the probability of being selected.
    The game control device according to claim 1. The game control device according to claim 1.
  5. 前記抽選制御手段は、
    プレイヤ識別情報に基づく前記抽選操作の対価としての、ゲーム上におけるプレイヤの支払額、経済的価値の消費量、あるいはゲーム上においてプレイヤが利用可能なポイントの消費量、の少なくともいずれかが大きいほど、前記所定期間を長く、あるいは前記所定回数を多くすることを特徴とする、
    請求項4に記載されたゲーム制御装置。
    The lottery control means
    As the value of the lottery operation based on the player identification information, at least one of the payment amount of the player on the game, consumption of economic value, or consumption of points available to the player on the game is larger, The predetermined period is lengthened or the predetermined number of times is increased.
    The game control apparatus according to claim 4.
  6. 前記アイテム抽選手段では、
    前記複数のアイテムのうち特定の第1のアイテムが選択される確率が、第1のアイテム以外の第2のアイテムが選択される確率よりも低くなるように、前記複数のアイテムの各々が選択される確率が予め設定されており、
    前記抽選制御手段は、
    プレイヤ識別情報に対応する前記所定の条件を満足し、かつ当該プレイヤ識別情報と関連付けて前記記憶手段が記憶するアイテムとして第1のアイテムが含まれている場合には、当該第1のアイテムが選択される確率を、当該第1のアイテムに対して予め設定された確率よりも低くしないことを特徴とする、
    請求項1〜5のいずれかに記載されたゲーム制御装置。
    In the item lottery means,
    Each of the plurality of items is selected such that a probability that a specific first item among the plurality of items is selected is lower than a probability that a second item other than the first item is selected. Is set in advance, Each of the plurality of items is selected such that a probability that a specific first item among the plurality of items is selected is lower than a probability that a second item other than the first item is selected. Is set in advance,
    The lottery control means The lottery control means
    When the predetermined condition corresponding to the player identification information is satisfied and the first item is included as an item stored in the storage means in association with the player identification information, the first item is selected. The probability of being made is not lower than the probability set in advance for the first item, When the predetermined condition corresponding to the player identification information is satisfied and the first item is included as an item stored in the storage means in association with the player identification information, the first item is selected. The probability of being made is not lower than the probability set in advance for the first item,
    The game control device according to claim 1. The game control device according to claim 1.
  7. プレイヤによって操作される通信端末から通信によってアクセス可能に構成され、前記通信端末によるプレイヤのゲームの実行を、プレイヤを一意に特定するためのプレイヤ識別情報に基づいて制御するゲーム制御装置、におけるアイテム抽選方法であって、
    プレイヤ識別情報と、ゲーム上のアイテムとを関連付けて記憶装置に記憶させるステップと、
    前記通信端末による特定のプレイヤ識別情報に基づく抽選操作に応じて、ゲーム上で利用可能な複数のアイテムの中からいずれかのアイテムを選択するときの、各アイテムが選択される確率を予め設定するステップと、
    プレイヤ識別情報に対応する所定の条件を満足する場合には、当該プレイヤ識別情報と関連付けて前記記憶装置が記憶するアイテムと一致するアイテムが選択される確率が、前記所定の条件を満足しない場合に当該アイテムが選択される確率よりも低くなるように制御するステップと、 When the predetermined condition corresponding to the player identification information is satisfied, the probability that an item matching the item stored in the storage device in association with the player identification information is selected does not satisfy the predetermined condition. Steps to control the item to be lower than the probability of being selected,
    を含むアイテム抽選方法。 Item lottery method including. Item lottery in a game control device configured to be accessible by communication from a communication terminal operated by a player, and controlling execution of the player's game by the communication terminal based on player identification information for uniquely identifying the player A method, Item lottery in a game control device configured to be accessible by communication from a communication terminal operated by a player, and controlling execution of the player's game by the communication terminal based on player identification information for uniquely identifying the player A method,
    Storing the player identification information and the item on the game in association with each other in a storage device; Storing the player identification information and the item on the game in association with each other in a storage device;
    In accordance with a lottery operation based on specific player identification information by the communication terminal, a probability that each item is selected when selecting any item from a plurality of items available on the game is set in advance. Steps, In accordance with a lottery operation based on specific player identification information by the communication terminal, a probability that each item is selected when selecting any item from a plurality of items available on the game is set in advance. Steps,
    When the predetermined condition corresponding to the player identification information is satisfied, the probability that an item matching the item stored in the storage device in association with the player identification information is selected does not satisfy the predetermined condition Controlling the item to be lower than the probability of being selected; When the predetermined condition corresponding to the player identification information is satisfied, the probability that an item matching the item stored in the storage device in association with the player identification information is selected does not satisfy the predetermined condition Controlling the item to be lower than the probability of being selected;
    Item lottery method including. Item lottery method including.
  8. プレイヤ識別情報と、ゲーム上のアイテムとを関連付けて記憶装置に記憶させるステップと、
    特定のプレイヤ識別情報に基づく抽選操作に応じて、ゲーム上で利用可能な複数のアイテムの中からいずれかのアイテムを選択するときの、各アイテムが選択される確率を予め設定するステップと、 A step of presetting the probability that each item will be selected when selecting any item from a plurality of items available in the game according to a lottery operation based on specific player identification information.
    プレイヤ識別情報に対応する所定の条件を満足する場合には、当該プレイヤ識別情報と関連付けて前記記憶装置が記憶するアイテムと一致するアイテムが選択される確率が、前記所定の条件を満足しない場合に当該アイテムが選択される確率よりも低くなるように制御するステップと、 When the predetermined condition corresponding to the player identification information is satisfied, the probability that an item matching the item stored in the storage device in association with the player identification information is selected does not satisfy the predetermined condition. Steps to control the item to be lower than the probability of being selected,
    を含むアイテム抽選方法。 Item lottery method including. Storing the player identification information and the item on the game in association with each other in a storage device; Storing the player identification information and the item on the game in association with each other in a storage device;
    Presetting the probability that each item will be selected when selecting any item from a plurality of items available on the game in response to a lottery operation based on specific player identification information; Presetting the probability that each item will be selected when selecting any item from a plurality of items available on the game in response to a lottery operation based on specific player identification information;
    When the predetermined condition corresponding to the player identification information is satisfied, the probability that an item matching the item stored in the storage device in association with the player identification information is selected does not satisfy the predetermined condition Controlling the item to be lower than the probability of being selected; When the predetermined condition corresponding to the player identification information is satisfied, the probability that an item matching the item stored in the storage device in association with the player identification information is selected does not satisfy the predetermined condition Controlling the item to be lower than the probability of being selected;
    Item lottery method including. Item lottery method including.
  9. プレイヤによって操作される通信端末からネットワークを介し、プレイヤを一意に特定するためのプレイヤ識別情報単位で実行されるゲームにおけるアイテムの抽選のために、コンピュータを、
    前記通信端末によるプレイヤ識別情報に対応した抽選操作に応じて、抽選対象となる複数のアイテムの中からいずれかのアイテムを選択するアイテム抽選手段、 An item lottery means for selecting any item from a plurality of items to be drawn according to a lottery operation corresponding to player identification information by the communication terminal.
    プレイヤ識別情報と、少なくとも前記アイテム抽選手段により選択されたアイテムとを関連付けて記憶装置に記憶させる記憶手段、及び プレイヤ識別情報に対応する所定の条件を満足する場合には、当該プレイヤ識別情報と関連付けて前記記憶装置が記憶するアイテムと一致するアイテムが選択される確率が、前記所定の条件を満足しない場合に当該アイテムが選択される確率よりも低くなるように、前記アイテム抽選手段を制御する抽選制御手段、 A storage means for associating the player identification information with at least the item selected by the item lottery means and storing it in the storage device, and when the predetermined conditions corresponding to the player identification information are satisfied, the player identification information is associated with the player identification information. A lottery that controls the item lottery means so that the probability that an item matching the item stored in the storage device is selected is lower than the probability that the item is selected when the predetermined condition is not satisfied. Control means,
    として機能させるためのアイテム抽選プログラム。 Item lottery program to function as. For lottery of items in a game executed in a unit of player identification information for uniquely identifying a player via a network from a communication terminal operated by the player, a computer, For lottery of items in a game executed in a unit of player identification information for uniquely identifying a player via a network from a communication terminal operated by the player, a computer,
    Item lottery means for selecting any item from a plurality of items to be a lottery according to the lottery operation corresponding to the player identification information by the communication terminal, Item lottery means for selecting any item from a plurality of items to be a lottery according to the lottery operation corresponding to the player identification information by the communication terminal,
    Storage means for associating the player identification information with at least the item selected by the item lottery means and storing it in the storage device, and when satisfying a predetermined condition corresponding to the player identification information, associate with the player identification information The lottery that controls the item lottery means so that the probability that an item that matches the item stored in the storage device is selected is lower than the probability that the item is selected when the predetermined condition is not satisfied. Control means, Storage means for associating the player identification information with at least the item selected by the item lottery means and storing it in the storage device, and when satisfying a predetermined condition corresponding to the player identification information, associate with the player identification information The lottery that controls The item lottery means so that the probability that an item that matches the item stored in the storage device is selected is lower than the probability that the item is selected when the predetermined condition is not satisfied. Control means,
    Item lottery program to function as. Item lottery program to function as.
  10. プレイヤによって操作される通信端末と、前記通信端末から通信によってアクセス可能に構成され、前記通信端末によるプレイヤのゲームの実行を、プレイヤを一意に特定するためのプレイヤ識別情報に基づいて制御するゲーム制御装置と、を含むゲームシステムであって、
    前記通信端末は、
    プレイヤ識別情報に対応した抽選操作の入力を受け入れる操作入力部と、
    抽選操作の入力があったことを示す第1の信号を前記ゲーム制御装置宛に送信し、抽選結果を含む第2の信号をゲーム制御装置から受信する信号送受信部と、を備え、
    前記ゲーム制御装置は、
    前記第1の信号を受信すると、抽選対象となる複数のアイテムの中からいずれかのアイテムを選択するアイテム抽選手段と、
    プレイヤ識別情報と、少なくとも前記アイテム抽選手段により選択されたアイテムとを関連付けて記憶装置に記憶させる記憶手段と、 A storage means for associating the player identification information with at least the item selected by the item lottery means and storing it in the storage device.
    プレイヤ識別情報に対応する所定の条件を満足する場合には、当該プレイヤ識別情報と関連付けて前記記憶装置が記憶するアイテムと一致するアイテムが選択される確率が、前記所定の条件を満足しない場合に当該アイテムが選択される確率よりも低くなるように、前記アイテム抽選手段を制御する抽選制御手段と、を備えた、 When the predetermined condition corresponding to the player identification information is satisfied, the probability that an item matching the item stored in the storage device in association with the player identification information is selected does not satisfy the predetermined condition. A lottery control means for controlling the item lottery means so that the item is selected is lower than the probability of being selected.
    ゲームシステム。 Game system. Game control that is configured to be accessible by communication from a communication terminal operated by a player and the communication terminal, and controls execution of the player's game by the communication terminal based on player identification information for uniquely identifying the player A game system comprising: a device; Game control that is configured to be accessible by communication from a communication terminal operated by a player and the communication terminal, and controls execution of the player's game by the communication terminal based on player identification information for uniquely identifying the player A game system comprising: a device;
    The communication terminal is The communication terminal is
    An operation input unit that accepts an input of a lottery operation corresponding to the player identification information; An operation input unit that accepts an input of a lottery operation corresponding to the player identification information;
    A signal transmission / reception unit for transmitting a first signal indicating that a lottery operation has been input to the game control device and receiving a second signal including a lottery result from the game control device; A signal transmission / reception unit for transmitting a first signal indicating that a lottery operation has been input to the game control device and receiving a second signal including a lottery result from the game control device;
    The game control device includes: The game control device includes:
    When receiving the first signal, item lottery means for selecting any item from among a plurality of items to be drawn; When receiving the first signal, item lottery means for selecting any item from among a plurality of items to be drawn;
    Storage means for associating the player identification information with at least the item selected by the item lottery means in a storage device; Storage means for associating the player identification information with at least the item selected by the item lottery means in a storage device;
    When the predetermined condition corresponding to the player identification information is satisfied, the probability that an item matching the item stored in the storage device in association with the player identification information is selected does not satisfy the predetermined condition Lottery control means for controlling the item lottery means so as to be lower than the probability that the item is selected, When the predetermined condition corresponding to the player identification information is satisfied, the probability that an item matching the item stored in the storage device in association with the player identification information is selected does not satisfy the predetermined condition Lottery control means for controlling the item lottery means so as to be lower than the probability that the item is selected,
    Game system. Game system.
  11. プレイヤによって操作される通信端末と、前記通信端末から通信によってアクセス可能に構成されるゲーム制御装置と、を含むゲームシステムであって、
    プレイヤの抽選操作に応じて、抽選対象となる複数のアイテムの中からいずれかのアイテムを選択するアイテム抽選手段、 Item lottery means for selecting one of a plurality of items to be drawn according to the player's lottery operation.
    プレイヤと、前記アイテム抽選手段により選択されたアイテムとを関連付けて記憶装置に記憶させる記憶手段、及び、 A storage means for associating the player with the item selected by the item lottery means and storing it in the storage device, and
    プレイヤに応じた所定の条件を満足する場合には、当該プレイヤと関連付けて前記記憶装置が記憶するアイテムと一致するアイテムが選択される確率が、前記所定の条件を満足しない場合に当該アイテムが選択される確率よりも低くなるように、前記アイテム抽選手段を制御する抽選制御手段、 When the predetermined condition according to the player is satisfied, the probability that an item matching the item stored in the storage device in association with the player is selected is selected when the predetermined condition is not satisfied. A lottery control means that controls the item lottery means so as to be lower than the probability of being
    の各手段を、前記通信端末又は前記ゲーム制御装置のいずれか一方が備えた、 Each means of the above is provided by either the communication terminal or the game control device.
    ゲームシステム。 Game system.
    A game system including a communication terminal operated by a player and a game control device configured to be accessible by communication from the communication terminal, A game system including a communication terminal operated by a player and a game control device configured to be accessible by communication from the communication terminal,
    Item lottery means for selecting any item from among a plurality of items to be lottery in response to a player's lottery operation, Item lottery means for selecting any item from among a plurality of items to be lottery in response to a player's lottery operation,
    Storage means for associating the player with the item selected by the item lottery means and storing it in a storage device; and Storage means for associating the player with the item selected by the item lottery means and storing it in a storage device; and
    When a predetermined condition according to the player is satisfied, the item is selected when the probability that an item that matches the item stored in the storage device in association with the player does not satisfy the predetermined condition is selected. Lottery control means for controlling the item lottery means so as to be lower than the probability of being played, When a predetermined condition according to the player is satisfied, the item is selected when the probability that an item that matches the item stored in the storage device in association with the player does not satisfy the predetermined condition is selected. Lottery control means for controlling the item lottery means so as to be lower than the probability of being played,
    Each means is provided in either one of the communication terminal or the game control device, Each means is provided in either one of the communication terminal or the game control device,
    Game system. Game system.
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