JP5265789B2 - Game control device, game control method, program, game control system - Google Patents

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

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Publication number
JP5265789B2
JP5265789B2 JP2012011745A JP2012011745A JP5265789B2 JP 5265789 B2 JP5265789 B2 JP 5265789B2 JP 2012011745 A JP2012011745 A JP 2012011745A JP 2012011745 A JP2012011745 A JP 2012011745A JP 5265789 B2 JP5265789 B2 JP 5265789B2
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user
competition
group
game
battle
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JP2013150645A (en
Inventor
実 米山
明彦 清水
謙史 鴻上
雅紀 森本
究 高橋
充 喜田
賢次 白神
健司 鈴木
克則 佐藤
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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
    • A63F13/60Generating 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
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/33Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections
    • A63F13/332Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections using wireless networks, e.g. cellular phone networks
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • A63F13/795Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for finding other players; for building a team; for providing a buddy list
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/828Managing virtual sport teams

Abstract

In the game control method pertaining to one embodiment of the present invention, the processing is as follows. On the basis of a user operation, the user is associated with one of a plurality of groups. A plurality of inter-group competitions are provided that are competitions among different groups. In the inter-group competition that has received the participation of the user, user operations for executing an inter-user competition that is a competition in a game between the user and another user associated with a group differing from that of the user are received within a predetermined time or for a predetermined number of times, and the inter-group competition victor is determined on the basis of the results of inter-user competitions. On the basis of the victor of the inter-group competitions of the group to which the user has been associated, whether or not to grant privileges to the user or the contents of privileges to grant to the user are determined.

Description

  The present invention relates to a technique for controlling execution of a game by a plurality of users using communication.

  In recent years, a so-called social game (Social) executed by a game application created on the basis of an operating environment such as an API (Application Programming Interface) that operates on a web browser in a social networking service (SNS) by a specific service provider. Game) is popular. It can be said that the social game is a kind of online game that is played while communicating among an unspecified number of users. If the user can connect to the Internet and has a communication terminal equipped with a web browser, the user can enjoy a social game regardless of time and place. One of the features of the above-described social game is that it has a richer communication function for interacting with users than conventional online games. In social games, for example, in addition to cooperative play with other users (friends), information exchange by communicating with friends such as greetings and contacts with friends, gifts of items on the game with friends or items An exchange has been made.

  In the social game described above, a display unit that allows the user to visually recognize a plurality of menus to which each of a plurality of functions provided in the game is assigned in order to present an option for prompting the user to perform a desired function Is known to be displayed. For example, Non-Patent Document 1 describes a social game (Sengoku Collection (registered trademark)) in which menus such as “quest”, “battle”, “card composition”, and “gacha” are displayed. When one of the menus is selected by the user, a function (or process) corresponding to the selected menu is executed. Note that “gacha” is an expression that is conventionally used as an item lottery process in which items available in a game can be randomly obtained.

App STYLE Vol.5 (East Press, November 15, 2011), 94 pages

  By the way, in the game where many users participate like the social game mentioned above, the form of the new game where many users compete together is desired.

  The present invention has been made in view of the above-described viewpoints, and an object thereof is to provide a game control device, a game control method, a program, and a game control system that allow a plurality of users to compete together.

A first aspect of the present invention is a game control device configured to be accessible from a communication terminal operated by a user and controlling execution of a game by the communication terminal,
An association means for associating the user with one of a plurality of groups based on the user's operation;
A plurality of inter-group competitions which are competitions between different groups, and accepting means for accepting a user's participation in at least one of the plurality of group competitions according to the user's operation;
A user for performing a competition between users, which is a competition on the game, between the user and another user associated with a group different from the user in the competition between groups in which user participation is accepted. A competition execution means for accepting the operation in a predetermined time or a predetermined number of times, and determining the victory or defeat in the competition between groups based on the result of competition between users,
A privilege granting means for determining whether or not to grant a privilege to the user based on the win or loss in the group competition of the group associated with the user, or to determine the content of the privilege to be granted to the user,
Is provided.

  In this game control apparatus, based on the total of the results of individual competition between users in which one user competes with other users in one or more competitions selected by each user from among a plurality of competitions between groups. A competition result as a group in which each user is associated in advance is determined. In other words, each user has their own competition, but the result of the competition is indirectly linked to the result of the competition between groups. It is possible to perform competition between users by participating in the same time zone with respect to competition, and it is possible to realize a team battle that is impossible in the real world. And according to this game control apparatus, based on the result (win / loss etc.) in the competition between groups of the group with which the user is matched, whether a privilege is provided with respect to the said user, or with respect to the said user Therefore, it is possible to motivate the user to participate in the competition between groups and actively execute the competition between users. Moreover, the user can participate repeatedly in the same competition between groups.

The game control apparatus may further include display means for displaying a remaining time and / or a remaining number of times until the winning or losing of the competition between groups is determined.
Here, the “remaining time” may be information that allows the user to recognize the remaining time. In addition to the information of the remaining time itself, the time at which the victory or defeat of competition between groups is determined (that is, the end time of competition between groups). ). The “remaining number of times” may be information that allows the user to recognize the remaining number of times, and may be information on the number of times the competition between users has been executed up to now, in addition to information on the remaining number of times itself. That is, if the total number of times of competition between users in the competition between groups is known to the user, the user can recognize the remaining number of times based on the number of times of competition between users up to now.
By displaying the remaining time and / or the remaining number of times until the victory or defeat of the competition between groups is displayed, whether or not it is better to participate in the competition between groups, and when there are multiple competitions between groups, This will allow the user to consider which group competition is advantageous, and the interest of the game will increase. For example, when the remaining time and / or the number of remaining times of competition between groups is small, the user can quickly obtain a privilege given when the competition between groups wins by participating in the competition between groups. On the other hand, there are fewer opportunities for oneself to contribute to the victory of the group by repeating the competition between users in the competition between the groups. In addition, the possibility of obtaining a privilege associated with the victory contribution described later is reduced. Conversely, when the remaining time and / or number of remaining times of competition between groups is large, the user can obtain a privilege that is given when the competition between groups wins by participating in the competition between groups. However, since the user can repeatedly perform the competition between users in the competition between the groups, the opportunity to contribute to the victory of the group increases. In addition, there is a high possibility of obtaining a privilege associated with the victory contribution described later.

In the above-described game control device, the privilege granting unit is configured such that when one group associated with the user wins according to the number of times the competition between the users is executed by one user for one inter-group competition, You may increase or decrease the privilege given with respect to.
For example, if the group with which the user is associated wins, and the number of competitions between the users of the user is large, it is determined that the user's contribution is high, and the privilege for the user is increased. Good. On the other hand, if the group to which the user is associated wins, if the number of executions of the user's competition between users is small or zero, it is determined that the user's contribution is small, and the user You may reduce the privilege with respect to. By setting it as such a mechanism, it can motivate the user who participated in the competition between groups to perform and win many competitions between users.

In the above-described game control device, the privilege granting unit is associated with the user according to the number of times that the competition between users that has been advantageous to the group associated with the user is executed for one group competition. You may increase or decrease the privilege provided with respect to the said user when the group who wins. Here, for example, in the case of a baseball game, a group can be an individual team in addition to a league difference such as a center league and a Pacific league.
For example, assuming that the competition between users is a match such as baseball, and the competition between groups accumulates the scores of matches such as baseball between users and vies for victory or defeat, it is associated with the user described above. The competition between users that is advantageous to the group is to win in a match such as baseball. As a result, the total score of the group to which the user belongs is added to the total score of the group to which the opponent belongs, so the number of executions of the game won in the battle (that is, the number of executions of competition between users) It can be determined that the more the user has contributed to the group victory. By setting it as such a mechanism, it can motivate the user who participated in the competition between groups to perform and win many competitions between users. Note that the winning / losing judgment may be simply replaced by the total score, and may be simply the total number of wins.

In the above-described game control device, the accepting unit enables a user to select a predetermined number of group competitions by providing a new group competition every time a competition between groups is determined to be successful. Good.
In this way, a predetermined number of group competitions are always set, and a new group competition is made after a single group competition is determined, thereby giving a sense of speed to the progress of the game. You can avoid getting bored. If a large number of inter-group competitions are prepared in advance, not only will the user be confused, but the number of users participating in the inter-group competition will be dispersed. Therefore, it takes a long time for the competition between individual groups to be settled, and as a result, the time until the privilege as a result of the competition between groups is also prolonged, which may give the user a sense of redundancy. There is sex. Therefore, by adopting this configuration, the user can always easily determine the inter-group competition to participate from among the limited number of inter-group competitions, and the conclusion of the inter-group competition is quick. As a result, the time until the privilege is obtained can be shortened, and the user can be prevented from getting bored with the game. Moreover, it is good also as the competition between groups characterized about each of the predetermined number of competitions between groups, and in that case, it can also be expected that a user participates in the competition between groups with which it attaches, for example.

In the game control device, the accepting unit accepts the user's participation in the competition between the groups when the user consumes a certain amount of items on the game, and the user can play the items on the game. The total amount that can be held may be limited.
Due to such restrictions, a specific user consumes a large amount of items in one group competition and performs many user competitions, so that the user competition between the users too much influences the result of the group competition. Can be prevented.

The said game control apparatus WHEREIN: You may provide the 2nd privilege provision means which provides a privilege with respect to the user who won by the said competition between users.
As a result, the user can obtain the privilege immediately by winning the competition between the users, and further benefits can be obtained depending on the result of the competition between the groups (that is, when the group wins). Can increase your willingness to participate.

A second aspect of the present invention is a game control method in a game control apparatus configured to be accessible from a communication terminal operated by a user and controlling execution of a game by the communication terminal,
Associating the user with one of a plurality of groups based on the user's operation;
Providing a plurality of group competitions that are competitions between different groups, and accepting user participation in at least one group competition among a plurality of group competitions according to user operations;
A user for performing a competition between users, which is a competition on the game, between the user and another user associated with a group different from the user in the competition between groups in which user participation is accepted. Accepting the operation in a predetermined time or a predetermined number of times, and determining the victory or defeat in the inter-group competition based on the result of the inter-user competition;
Determining whether or not to grant a privilege to the user based on the winning or losing in the group competition of the group associated with the user, or determining the content of the privilege to be given to the user;
Is provided.

According to a third aspect of the present invention, in order to control execution of a game by a communication terminal operated by a user,
A function that associates a user with one of multiple groups based on the user's operation,
A plurality of inter-group competitions that are competitions between different groups, and a function of accepting a user's participation in at least one inter-group competition among a plurality of inter-group competitions according to a user operation;
A user for performing a competition between users, which is a competition on the game, between the user and another user associated with a group different from the user in the competition between groups in which user participation is accepted. Based on the function of determining the victory or defeat in the competition between groups based on the result of the competition between users within a predetermined time or a predetermined number of times, and the competition between groups of the group associated with the user, Whether to grant a privilege to the user, or a function to determine the content of the privilege to be given to the user,
It is a program for realizing.

  The computer may be a network server, a large computer, or the like, for example. Further, this program may be stored in a computer-readable information storage medium such as a DVD-ROM or a CD-ROM.

A fourth aspect of the present invention is a game control system including a communication terminal operated by a user and a game control device configured to be accessible from the communication terminal and controlling execution of a game by the communication terminal. And
The game control device includes:
An association means for associating the user with one of a plurality of groups based on the user's operation;
A plurality of inter-group competitions which are competitions between different groups, and accepting means for accepting a user's participation in at least one of the plurality of group competitions according to the user's operation;
A user for performing a competition between users, which is a competition on the game, between the user and another user associated with a group different from the user in the competition between groups in which user participation is accepted. A competition execution means for accepting the operation in a predetermined time or a predetermined number of times, and determining the victory or defeat in the competition between groups based on the result of competition between users,
A privilege granting means for determining whether or not to grant a privilege to the user based on the win or loss in the group competition of the group associated with the user, or to determine the content of the privilege to be granted to the user, Is provided.

  According to the game control device, game control method, program, and game control system of the present invention, a plurality of users can compete together.

The figure which shows the basic composition of the game system of embodiment. The figure which shows the example of the external appearance of the communication terminal of embodiment The block diagram which shows the structure of the communication terminal of embodiment. The block diagram which shows the structure of the game server of embodiment. The block diagram which shows the structure of the database server of embodiment. The figure which shows the structural example of the user database contained in a database server. The functional block diagram for demonstrating the function to play main roles with the game control apparatus of embodiment. The figure which shows an example of the display screen of the communication terminal which displays a top page. The figure which shows an example of a web page when a user selects a scout menu. The figure which shows an example of a web page when a user selects a scout menu. The figure which shows an example of a web page when a user selects a scout menu. The figure which shows an example of a web page when a user selects a competition menu. The flowchart which shows an example of the process of the entry to a competitive battle. The figure which shows the data structural example of an entry list. The flowchart which shows an example of the process of a battle | competition between users. The figure which shows an example of the web page in the battle | competition between users. The figure which shows the data structural example of opposition game data. The flowchart which shows an example of the main processes of the game server of embodiment. The flowchart which shows an example of the main processes of the game server of embodiment. The flowchart which shows an example of the process of a new battle | competition battle setting. The figure which illustrates notionally the setting of a new opposition battle. The figure which shows the modification of a web page when a user selects a competition game menu. The figure for demonstrating the example of a setting of several types of competitive battles from which a privilege differs.

(1) Configuration of Game System FIG. 1 shows a system configuration example of a game system according to the embodiment. As shown in FIG. 1, the game system includes communication terminals 10a, 10b, 10c,... That can be connected to a communication network NW (network) such as the Internet, a game server 20 connected to the communication network NW, The database server 30 is configured. Each of the communication terminals 10a, 10b, 10c,... Is a terminal operated by an individual user, for example, a mobile terminal, a smartphone, a PDA (Personal Digital Assistant), a personal computer, a television having a bidirectional communication function. A communication terminal such as a John receiver (including a so-called multi-function smart TV). In the following description, when referring to the communication terminals 10a, 10b, 10c,. In this game system, an application operable on a web browser is installed in the game server 20 as a game application.
In this game system, the game server 20 is configured to be able to communicate with the communication terminal 10 that is a client, and provides a gaming service to the communication terminal 10. The game server 20 is mounted with an application operable on a web browser as a game application. The database server 30 stores various information to be described later in executing the game, and is connected to the game server 20 by, for example, a wire for reading and writing the information. The communication terminal 10 includes a web browser capable of displaying a web page provided by the game server 20, and the user operates the communication terminal 10 on the web page to execute a game.

  Although not shown in FIG. 1, an authentication server for authenticating the user of each communication terminal 10 may be provided separately from the game server 20. Further, when a plurality of game servers 20 are provided in order to accept access from many communication terminals 10, a load balancer for adjusting a load between the plurality of game servers 20 may be provided. The game server 20 may be configured as a single server device, but may be configured as a plurality of server devices having distributed functions.

(2) Configuration of Communication Terminal The communication terminal 10 will be described with reference to FIGS. 2 and 3.
FIG. 2 is a diagram illustrating an example of the appearance of the communication terminal 10, and FIG. 2A illustrates a button input type communication terminal such as a foldable mobile terminal (mobile phone), for example. ) Exemplifies a communication terminal of a touch panel input method such as a smartphone. FIG. 3 is a block diagram showing an internal configuration of the communication terminal 10.
As shown in FIG. 3, the communication terminal 10 includes a CPU (Central Processing Unit) 11, a ROM (Read Only Memory) 12, a RAM (Random Access Memory) 13, an image processing unit 14, an 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.

The CPU 11 loads a web browser in the ROM 12 to the RAM 13 and executes it, and performs web access to the game server 20 in accordance with HTTP (HyperText Transfer Protocol). For example, the CPU 11 uses data for displaying a web page from the game server 20 via the communication interface unit 17 based on an appropriate designation of a URL (Uniform Resource Locator) input to the user 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 communication interface unit 17. Interpret HTML data. The mobile terminal 10 may be implemented with various plug-in functions (for example, animation functions) for extending the browser function of the web browser.
In acquiring HTML data, the CPU 11 sends an access request message including a user ID (user identification information) registered in advance or a user ID input via the operation input unit 15 via the wireless communication interface unit 17. To the game server 20.

  The web browser displays the web page provided from the game server 20 on the display unit 16 based on the acquired HTML data via the image processing unit 14. When the user selects a hyperlink or menu on the web page by the operation of the operation input unit 15, the web browser transmits new HTML data for displaying the web page according to the selection. (That is, update of the web page) is requested to the game server 20.

  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 pixel unit in a matrix, and drives the thin film transistors based on the display image data to display the image of the web page on the display screen 16a. To display.

  When the communication terminal 10 is a button input type communication terminal (FIG. 2A), the operation input unit 15 includes a plurality of instruction input buttons such as a direction instruction button and a decision button for accepting a user operation input. The button group 15 b includes a button group 15 a and a plurality of instruction input buttons such as a numeric keypad, and includes an interface circuit for recognizing a pressing (operation) input of each button and outputting it to the CPU 11. For example, the direction instruction button is provided to instruct the CPU 11 to scroll and display the web page displayed on the display unit 16. The determination button instructs the CPU 11 that the user selects one hyperlink or menu that is actively displayed (for example, highlighted) when, for example, a plurality of hyperlinks or menus are displayed on a web page. To be provided. When the communication terminal 10 is configured by a small portable terminal, these buttons are provided on the front surface of the communication terminal 10 so that the user can easily operate (click) with the thumb while holding the communication terminal 10 with one hand. It is preferable to arrange | position. In the example shown in FIG. 2A, the button group 15b is arranged below the button group 15a, and a plurality of instruction inputs in which “0” to “9”, “*”, and “#” (numeric keys) are written. Includes buttons.

  When the communication terminal 10 is a touch panel input type communication terminal (FIG. 2B), the operation input unit 15 mainly accepts touch panel type input by touching the display screen 16a with a fingertip or a pen. The touch panel input method may be a known method such as a capacitance method. As shown in FIG. 2B, the button group 15a may be provided even when the communication terminal 10 is a touch panel input method.

  For example, when the communication terminal 10 is a portable terminal, the menu selection operation on the web page displayed on the communication terminal 10 is selected by pressing the direction instruction button and selecting by pressing the enter button. This is done by confirming the selected menu. Further, for example, when the communication terminal 10 is a touch panel input method, the selection operation is performed by instructing (touch operation) a menu position on the display screen 16a on which the web page is displayed with a finger or a pen.

(3) 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 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.

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 user of the communication terminal 10, the CPU 21 performs the authentication process.
CPU21 performs the process according to the hyperlink or menu selected by the user on the web page displayed on the communication terminal 10 via a communication interface part. The processing includes, for example, transmission of new HTML data, arithmetic processing in the game server 20 or data processing.
The database access unit 24 is an interface when the CPU 21 reads / writes data from / to the database server 30.

(4) Configuration of Database Server The database server 30 can be realized by a general-purpose storage such as a large-capacity hard disk device or a device such as RAID (Redundant Arrays of Inexpensive Disks). Each database in the database server 30 is configured to be able to read and write data from the CPU 21 via the database access unit 24 of the game server 20.
FIG. 5 shows an example of the configuration of the database server 30. As shown in FIG. 5, the database server 30 includes a user database 31 and a game database 32.

The type of game realized by the game server 20 of the present embodiment is not particularly limited, but in the following, as an example of a game realized by the game server 20 for convenience of description of the embodiment, a baseball digital format Pick up a card game.
In a baseball-style digital card game, a user collects player cards corresponding to baseball players to create his own team, play baseball against another user's team, or fight a baseball league game for each skill level It is a game configured as described above. Baseball-style digital card games include a scout process that searches for player cards to create their own team, a lottery process that allows them to obtain player cards by lottery, or two or more player cards. A strengthening process or the like is provided to increase the ability of a specific player card.
Each function implemented in the baseball digital card game will be described later.

  FIG. 6 shows an example of a user database 31 applied in the above-described baseball format digital card game. In this example, the user database 31 includes, for each user ID (user identification information), a user name / display image, a team, a skill level, an action point, an operation point, an enhancement point, an ale point, the number of players, the number of counter-competition tickets, Information about each item of the fellow user ID, the image data of the possession card, and the parameter of the possession card is included. Information included in the user database 31 can be updated sequentially by the game server 20.

In the following description, the user ID included in the user database 31 or data for each user name (to be described later) specifying the user is generically referred to as user data. The data of each item constituting the user data is as follows.
User name / display image A user name and a display image that are displayed to identify the user on the communication terminal 10 when the game is executed. The user name is text of a predetermined length or less that is designated in advance by the user, and the display image is, for example, an avatar image that is selected in advance by the user. The user name is a name that identifies the user on the network environment (or game community) provided by the game server 20.
-Team In the above-mentioned baseball-format digital card game, the team specified by the user at the time of user registration. In this game, for example, a P league consisting of 6 teams of P1 to P6 and a Q league consisting of 6 teams of Q1 to Q6 are provided, and the user selects one of these 12 teams at the time of user registration To do.
Skill level This is data indicating the skill level of the user on the game. For example, it is a level value in a range from Lv1 (level 1) to Lv100 (level 100).
-Action point In the baseball-type digital card game, for example, it is a point necessary for performing a game scout by the user. The action point is a value that decreases by performing scouting and recovers (increases) each time a predetermined time elapses.
-Management point In the baseball-type digital card game, for example, it is a point necessary for a user to play a game match. The management point is a value that is reduced by a battle with another user or the like and is recovered (increased) every time a predetermined time elapses.
Strengthening point In the baseball digital card game, for example, it is a point necessary for strengthening a player card by a user. The strengthening point is a value that is reduced by strengthening the player card and is recovered (increased) every time the player wins a battle with another user or a predetermined time elapses.
-Ale Point In the baseball digital card game, it is a point that the user acquires by sending a cheer message to a fellow user.
-Number of players This is the number of player cards held by the user. The number of players is increased or decreased by the execution of scout processing and strengthening processing. The maximum number of players (for example, 60) is defined in advance.
-Number of tickets for the competition The user holds tickets necessary for the user to enter the competition set in the above-mentioned baseball-format digital card game (to obtain the right to perform a competition between users in the competition) It is the number of sheets.
-Associates Data of other user IDs that are associates of the target user ID.
-Image data of possession card In the case of the above-mentioned baseball format digital card game, the image data of the possession card is data including an image of the player card possessed by the user.
-Owned card parameter The owned card parameter is data indicating the ability value of the player card. For example, as shown in FIG. 6, each ability value such as “batting force”, “running ability”, “defense ability”, and “necessary points” may be included as parameter items. “Necessary points” are points that are required when the player card is used in a battle with another user. In this game, you may restrict | limit so that the sum total of the required point of the player card used by a battle | combination may become below a management point.

  Returning to FIG. 5, the game database 32 is based on access from the game server 20, information on game settings executed by the game server 20 (for example, an entry list, battle data, etc., which will be described later), and game results. Information related to (game result) (for example, information about a result of a battle to be described later) is stored and updated. Information related to game results may include various information depending on the nature of the game. For example, in the case of a baseball-format digital card game, information on game results includes results of matches between different user IDs (scores, etc.), results of league battles between a plurality of user IDs of specific skill levels ( Score, ranking, etc.), and the results of a competitive battle to be described later.

(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. In the following, with reference to FIG. 7, the functions realized by the game control device of the present embodiment will be described by taking as an example the case where the above-described baseball-format digital card game (hereinafter simply referred to as “game”) is applied. I will explain. FIG. 7 is a functional block diagram for explaining functions that play a main role in the game control apparatus of the present embodiment.
In the following description, menus, marks and the like displayed on the web page displayed on the communication terminal 10 are arranged at desired positions on the web page, and are menus visually recognized on the communication terminal 10. The position of the mark on the display screen can be changed by scrolling the web page by the user's direction instruction button.

The registration unit 51 has a function of recognizing a user request based on an appropriate operation input to the communication terminal 10 on a web page provided to the communication terminal 10, for example, and performing a registration process (user registration). In addition, as described above, in this game, for example, a P league consisting of six teams P1 to P6 and a Q league consisting of six teams Q1 to Q6 are provided, and the registration means 51 is based on user operations. And a function of associating the user with one of a plurality of leagues (groups). The registration unit 51 is an example of the association unit of the present invention.
The function of the registration means 51 is implement | achieved as follows, for example. The CPU 21 of the game server 20 receives a registration request message from the communication terminal 10 via the 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, IP address, e-mail address, etc.) for specifying the communication terminal 10 as the transmission source, or the user has already played another game by the same service provider. If used, the user ID may be included.
When the CPU 21 receives the registration request message and the registration request message does not include the user ID, the CPU 21 issues a new user ID and performs registration processing of the user ID, and then the registration processing is completed. Is sent to the communication terminal 10. When the CPU 21 receives the registration request message and the registration request message includes a user ID, the CPU 21 performs registration processing of the user ID, and then transmits a registration completion message indicating that the registration processing is completed to the communication terminal. 10 to send.
When the registration is completed, the CPU 21 stores user data for a new user ID in which predetermined default data is described in the user database 31. At this time, the team selected by the user is written in the user data, and the user is associated with the league to which the selected team belongs (either P league or Q league).

The registration unit 51 may also register the user ID in association with another user ID triggered by an application based on the user ID. That is, the registration unit 51 registers another user ID as a “mate” with an application based on the user ID as a trigger. In the following description, it is synonymous that the user ID is in a friend relationship and that the corresponding user is in a friend relationship.
The registration means 51 in this case is executed as follows, for example. The CPU 21 of the game server 20 applies an application message (application) specifying a user ID (or a corresponding user name) that the user wants to become a friend from the communication terminal 10 of the user corresponding to a certain user ID via the wireless communication interface unit 25. Accept. Transmission of this application message is preset as a function of a web page provided to the user's communication terminal 10. When receiving the application message, the CPU 21 approves an application based on another user ID to the communication terminal 10 corresponding to the user ID at the timing when the access is based on the user ID included in the application message. HTML data for displaying a web page for requesting the reply is transmitted. If it is replied that the application is approved, the CPU 21 registers both as friends. Specifically, the CPU 21 writes the data in the “mate” portion (see FIG. 6) of the user data of the two corresponding user IDs in the user database 31.

The game progress means 52 advances the game by transmitting HTML data for sequentially updating web pages displayed on the communication terminal 10 in response to a user operation on the communication terminal 10. As described above, a baseball digital card game is provided with the following processing in order to advance the game.
・ Scout processing: Processing to search for player cards to build up their team ・ Strengthening processing: Processing to increase the ability of a specific player card by integrating two or more player cards ・ Competition processing: Other users Process to play baseball against teams / lottery process: Process to perform lottery for users to get player cards / Counterfight process: Process of battles between groups

  The game progress means 52 causes the communication terminal 10 to display a plurality of menus each assigned a plurality of processes executed in the game. Specifically, the CPU 21 generates HTML data for displaying a web page including a plurality of menus, and transmits the HTML data to the communication terminal 10. As will be described later, in the game, points on the game are consumed with the execution of each process of the scout process, the reinforcement process, the battle process, and the lottery process.

An example of the top page of the game displayed on the communication terminal 10 by the game progress means 52 is shown in FIG. This top page is composed of web pages corresponding to individual user IDs. The top page illustrated in FIG. 8 includes a user name display area, a player image display area, and a menu display area in addition to the user name and team text.
In the user data display area, skill level, action point, management point, strengthening point, yell point, number of players, and data of each item of fellows included in the user data of the target user ID (see FIG. 6) are displayed. Area. It should be noted that in the items displayed in the user data display area, the point or number written in the X / Y format is that X is the point or number held by the user, and Y is the maximum value of the point or number. Indicates that there is. For example, if the number of players is written as “40/60”, it indicates that the number of players held by the user is 40 and the maximum number of players that can be held is 60.
The player image display area is an area in which image data of a player card previously selected by the user is displayed.
The menu display area includes “Scout” and “Enhancement” as basic menus corresponding to a plurality of processes (scout process, reinforcement process, battle process, lottery process, order process, and battle process) provided in a baseball-style digital card game. ”,“ Game ”,“ lottery ”,“ order ”,“ competition ”menus m1 to m6 are displayed. That is, a plurality of menus to which a plurality of processes executed in the game are assigned are respectively arranged at predetermined positions on the web page displayed on the communication terminal 10. Note that the order process is a process of executing an exchange of player card orders, replacement with a reserved player card, or the like under the instruction of the user.
The process according to the user's selection operation with respect to the menu displayed on the game progress means 52 and the communication terminal 10 is performed. Preferably, when each process is executed, each process is executed hierarchically such that a new web page including a plurality of menus subdivided for each process is displayed.

  For example, when the top page shown in FIG. 8 is displayed on the communication terminal 10 of the user, the game progress means 52 is realized as follows. The CPU 21 of the game server 20 accesses the user database 31 via the database access unit 24, and reads the data of each item included in the user data display area and the player card image data to be displayed in the player image display area. Next, the CPU 21 generates HTML data so that the top page shown in FIG. 8 is configured, and transmits it to the communication terminal 10. The generated HTML data is different for each user (that is, for each user ID). The communication terminal 10 interprets the received HTML data and displays the top page image on the display unit 16 (display screen 16a).

[Scout processing]
The game advancing means 52 executes a scout process that allows the user to search for player cards in order to build up their own team.
FIGS. 9-11 shows the example of the web page displayed on the communication terminal 10, when a scout process is performed. FIG. 9 is a display example of a web page when the scout menu is selected and operated on the top page. FIG. 10 is a display example of a web page when the menu m11 displayed as “to area list” on the screen shown in FIG. 9 is selected and operated. FIG. 11 is a display example of a web page for notifying the user that a battle ticket has been obtained during execution of the scout process.

  In the web page illustrated in FIG. 9, the Japan map divided into a plurality of regions (areas) is displayed in the display region 100 with the area to be searched highlighted. In this scout process, the user is provided with a menu labeled “Search” provided for each area to be searched (in the example of FIG. 9, area 9 (subareas 9-1, 9-2,...)). Select m10. With this operation as a trigger, a search for an area to be searched is performed, and when a player is excavated, the player card of the player is displayed in the display area 102. At this time, each time the menu m10 is selected and a search is performed, the value of “search rate” (%) displayed in the display area 101 increases. In the display area 101, the value of the action force required for one search (“5” in the example of FIG. 9), and the value of the reinforcement point obtained by one search (“10” in the example of FIG. 9). Is displayed. For each search, the action points are decreased by the value of the displayed action force, and the displayed amount of reinforcement points is increased. In the game progress means 52, whenever it searches, CPU21 accesses the user database 31, and updates the value of the action point and reinforcement | strengthening point of user ID used as object.

  In the scout process, when the CPU 21 of the game server 20 recognizes the selection operation for the menu m10, the CPU 21 performs a lottery with a predetermined or random probability from a plurality of players provided in advance for the scout. When the CPU 21 obtains (excavates) a player by lottery, the CPU 21 accesses the user database 31 and adds the data of the newly discovered player to the data of the target user ID. Is increased by one. Furthermore, CPU21 produces | generates the HTML data for displaying the player card of the excavated player in the display area 102, and transmits to communication terminal 10 addressed | directed. The HTML data is configured such that search rate data in the display area 101 is updated. When the selection operation for the menu m10 by the user is repeatedly performed and the search rate of all the sub-areas 9-1, 9-2,... Reaches 100% in FIG. The subject moves to the next area (in this case, area 10). As will be described later, even when the search rate reaches 100%, the maximum number of players that can be displayed in the display area 102 (four in the sub-area 9-1 in FIG. 9) is excavated. It is not always possible.

In the scout process, the action power required for one search differs for each area to be searched. That is, the amount of action points that are reduced (consumed) in one search differs for each area to be searched.
In the scout process, the action points decrease each time the selection operation is performed on the menu m10. Therefore, when the top page is displayed immediately after the scout process is executed, the action points displayed on the top page are It will be displayed in a reduced manner than before the scout process. The action points are recovered (increased) by one point each time a predetermined time (for example, 3 minutes) elapses, for example.

In the scout process, a counter-competition ticket is given to the user with a predetermined or random probability according to the selection operation of the menu m10 as illustrated in FIG. The counter-competition ticket is a ticket required to enter the counter-competition as will be described later. Hereinafter, “entry into the competition” means obtaining a right to play a match between users in the competition.
It should be noted that the probability that a competition ticket is awarded in accordance with the selection operation of the menu m10 may be a value that is substantially proportional to the action power displayed in the display area 101.

As shown in FIG. 10, in the scout process, a web page that allows an overview of the search results of each area that the user has already played (that is, searched) is displayed by the selection operation of the menu m11 by the user. In the display area 110, the “complete rate” for each area is displayed. The “complete rate” (achievement level) is a value indicating the ratio of the number of types of players actually excavated to the maximum number of types of players that can be excavated in each area. For example, in the example shown in FIG. 9, when the area 9 is composed of three subareas of the areas 9-1, 9-2, and 9-3, a maximum of four players (4 types of player cards) in each subarea. Can be excavated, 12 players (12 player cards) can be excavated in the entire area 9. At this time, when the number of excavated players is 6 in the entire area 9, the complete rate is 50%.
In the example shown in FIG. 10, the area 9 is the most advanced area in the game scout process. In FIG. 10, the user can search for the selected area again by selecting an area where the completion rate is not 100% among the other areas already played (areas 1 to 8). It is configured as follows. It should be noted that the above-mentioned competition ticket can be given even when the user searches again for other areas that have been played.
[Strengthening process]
As described above, the game progress means 52 has a function of executing a strengthening process for integrating two or more player cards to increase the ability of a specific player card. In this game, a certain amount of strengthening points is required for the user to execute the strengthening process.
The strengthening process may be performed as follows, for example. The player card to be strengthened (the remaining player card specified by the user) is the player card of player A, and the player card that is integrated with the player card of player A and disappears is the player card of player B. In this case, in the strengthening process, the CPU 21 sets the “batting power” of the player card of the player B against the parameters indicating the ability values of the “batting power”, “running power”, and “defense power” of the player card of the player A, The parameters of the player card of the new player A may be calculated by adding a certain ratio of the parameters indicating the ability values of “running ability” and “defense ability”. By this strengthening process, the characteristic features of the player B's player card are reflected in the player A's player card.
After the strengthening process, the CPU 21 accesses the user database 31 after the strengthening process, deletes the player card data of the player B from the user data of the target user ID, decreases the value of the number of players by 1, The parameter of the player card of A is rewritten, and the reinforcement point of the target user ID is reduced by a predetermined amount. In addition, a reinforcement | strengthening point increases by performing the said scout part or performing the game part demonstrated below.

[Competition processing]
As described above, the game progress means 52 has a function of executing a battle process for playing a baseball game against another user's team in response to the selection operation of the menu m3 on the top page of FIG. The details of the battle process are the same as those of the user-to-user battle execution means 54 described later, and thus a duplicate description is omitted here.

[Lottery processing]
As described above, the game advancing means 52 executes a lottery process that makes it possible to obtain a player card by lottery. The lottery process 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. The lottery process may be performed in exchange for a predetermined amount of ale points.

The main functions (scout process, reinforcement process, battle process, and lottery process) of the game progress means 52 have been described above.
Whether or not the game progression means 52 can further execute a function (a scout process, a reinforcement process, a battle process, and a lottery process) according to the menu selected by the user based on each point or the number of players held by the user. If the function corresponding to the selected menu cannot be executed, a page including text for notifying the user that the function cannot be executed is displayed on the communication terminal 10. For example, when a scout process is to be executed for an area that requires a power of “5” for one search, when the user's action point is “3”, the scout process cannot be executed. The action power recovers 1 every 3 minutes. Let's wait slowly. " At this time, the CPU 21 of the game server 20 accesses the user database 31, performs a comparison process between the user action point data and the action power (predetermined value) required for the area to be searched, and executes the scout process. Judgment is made.

As described above, in this game, the action points, management points, reinforcement points, yell points, and the number of players displayed in the user data display area of FIG. 8 are the scout process, the reinforcement process, the battle process, and the lottery process. It can vary depending on the execution of each function.
Note that the amount of increase and decrease of points (consumption) according to the execution of the scout process, the reinforcement process, the battle process, and the lottery process is a default value, but the value varies depending on the situation in the user's game. Good. For example, as described above, in the scout process, when the required action power is different for each area to be searched, the amount of action points consumed by the execution of the scout process varies depending on the degree of progress of the user's game. . For example, in this game scout process, the action power required for one search increases as the game progresses as area 1, area 2,... At this time, if the probability that the counter-competition ticket is given in accordance with the selection operation of the menu m10 in FIG. 9 is a value that is approximately proportional to the action power displayed in the display area 101, the progress of the area of the user Accordingly, the probability that a counter-competition ticket is obtained increases, which may be a factor for the user to execute more scout processing.

[Countermeasures processing]
The game advancing means 52 has a function of executing a battle process performed between groups in cooperation with a receiving means 53, an inter-user battle execution means 54, a battle battle execution means 55, and a privilege grant means 56, which will be described later. .
In this embodiment, the competition is divided into a P group (a user of a team belonging to the P league) and a Q group (a user of a team belonging to the Q league) according to the user's team. It ’s a team battle. In FIG. 8, the top page displayed on the mobile terminal 10 of the user with the user name: KNM and the team: P1 is illustrated, but when this user enters the competition, it belongs to the P group. The victory or defeat of the battle is determined based on the result of a battle between a plurality of users (a battle between users) performed between a user belonging to the P group and a user belonging to the Q group. As will be described later, a privilege is given only to a user who belongs to the winning group of either the P group or the Q group, or a user who belongs to the winning group of the P group or the Q group belongs to the defeated group. More benefits than the user are granted.

FIG. 12 shows an example of a change in the web page on the user's mobile terminal 10 when the menu m6 on the top page in FIG. 8 is selected and operated. In the example shown in FIG. 12A, the game progress means 52 displays a plurality of battles of the battles B1, B2, B3,.
In the web page of FIG. 12A, the display area 200 includes a group to which the user belongs (P group in the example of FIG. 12) and the number of counter-competition tickets held by the user (eight in the example of FIG. 12). ) And are displayed. In the web page of FIG. 12A, information about the battles B1 to B3 is displayed in the display areas 201 to 203, respectively. The information displayed for each competition includes the number of competition tickets required to enter the competition. For example, in the example shown in the drawing, three battle tickets are required to enter the battle B1. In FIG. 12 (a), as a preferable display example, a privilege that the user can obtain when the group to which the user belongs wins and information indicating the situation of the battle (the number of battles between the users already executed, The remaining time of the battle is also displayed in each of the display areas 201-203. Here, the privilege obtained by the user is, for example, an event point (50 pt in the example of the battle B1), and a certain amount of points that the user can use on the game (the above-mentioned ale points and reinforcement points). It is an exchangeable point.
Note that in the same battle, the user may be able to play (ie, enter) the game between the users as many times as long as the battle ticket is consumed. For example, when the user holds 20 battle tickets, 6 battles between users may be performed in the battle B1 of FIG.

The receiving means 53 provides a plurality of battles (competition between groups) that are battles between different groups (P group, Q group), and moves to at least one of the battles according to the user's operation. The function of accepting the user's entry.
An example of a method for realizing the function of the accepting unit 53 will be described with reference to FIGS. 13 and 14. FIG. 13 is an example of a flowchart showing the processing of the CPU 21 of the game server 20 when the user enters the competition. FIG. 14 shows an example of the data structure of an entry list that is a list of users entered for each competition. The entry list is data stored in the game database 32, for example.

In the flowchart of FIG. 13, first, when a user selects and operates one of the battles on the web page shown in FIG. 12A, an entry request for one of the battles is notified from the mobile terminal 10 of the user. Then (step S10: YES), the CPU 21 accesses the user database 31 and reads the number of counter-competition tickets possessed by the target user (the number of owned tickets; Nu), and enters the counter-competition selected by the user. Is compared with the number of tickets required (Nent) (step S12). Note that the number of tickets (Nent) necessary for entry of the competition is a value determined when the competition is set. When the number of tickets held (Nu) is larger than the number of tickets (Nent) required for the entry of the competition (step S14: YES), the CPU 21 permits the user entry for the selected competition, The user ID is written in the entry list (step S18). In the entry list illustrated in FIG. 14, user IDs and teams of users belonging to each of the P group and the Q group are described in association with each other. The CPU 21 transmits HTML data for notifying the user that the entry has been completed (step S18), and the data of the number of the user's counter-competition tickets in the user database 31 is used as the number of tickets necessary for the counter-competition entry. Only the process of decreasing is performed (step S20). On the other hand, if the number of tickets held (Nu) is smaller than the number of tickets (Nent) required for the entry of the competition (step S14: NO), the CPU 21 permits the user entry for the selected competition. First, HTML data for notifying the user that entry is not possible is transmitted (step S22).
The user may enter the same competition game as many times as possible, and in that case, the processing is performed again from step S10.

  In the accepting means 53, the CPU 21 creates the battle data for each battle when setting a plurality of battles. As will be described later, the battle data is, for example, data stored in the game database 32 and data for managing execution of the battle. The battle data will be described later.

The inter-user battle execution means 54 has a function of executing a battle process between users belonging to different groups in response to a user operation in a battle that has been entered by the user.
The function of the inter-user battle execution means 54 is realized as follows, for example. In the web page shown in FIG. 12 (a), when the user performs an operation of selecting any of the entered battles, the CPU 21 of the game server 20 changes to the web page shown in FIG. 12 (b). . The example of the web page shown in (b) of FIG. 12 shows an example when the user selects the entered battle B1. This web page displays a display area 204 including information indicating the status of the selected battle (in this case, battle B1) and a list of a plurality of other users who are candidates for the battle opponent. Region 205. Since the user with the user name: KNM and the team: P1 illustrated in FIG. 8 belongs to the P group, the CPU 21 may, for example, display opponent candidates displayed in the image area 205 of the web page for the user. A plurality of users who have already entered the competition B1 and belong to the Q group are selected at random. At this time, it is preferable that the skill levels of the user IDs that compete are similar.

  Hereinafter, the processing of the CPU 21 of the game server 20 when executing the battle processing between users will be described with reference to FIGS. 15 and 16. FIG. 15 is a flowchart showing the process of the CPU 21 of the game server 20 when executing a battle process between users. FIG. 16 is a diagram illustrating a display example of a web page displayed on the user's mobile terminal 10 when the battle process is executed.

  In the flowchart of FIG. 15, first, as shown in FIG. 12B, for example, a list of a plurality of opponent candidates is displayed on the web page of the user's portable terminal 10 (step S30). When an operation for selecting any opponent is performed (step S32: YES), the CPU 21 transmits new HTML data to the user's mobile terminal 10. Thereby, as shown in FIG. 16A, a web page including information on the opponent selected by the user and a menu of “start game” is displayed on the user's portable terminal 10. Here, when the selection operation of the “game start” menu is performed (step S34: YES), the CPU 21 accesses the user database 31 to read out the parameters of the player cards of each user to play and display the match result. Determine (step S36). In executing the battle, the CPU 21 accesses the user database 31 and, when the management point of the target user ID is equal to or larger than the predetermined amount required for the execution of the game, the CPU 21 decreases the predetermined amount from the management point. May be.

  As a determination method of the battle result, any method can be adopted as long as the parameter (ability value) of the player card possessed by the user affects the victory or defeat. For example, the parameters (ability values) of a plurality of player cards associated with two user IDs as opponents are compared, and a user who has more player cards with larger parameters has a high probability (for example, It may be set to win with a predetermined probability within a range of 60 to 90%. The winning rate may be higher as the difference in parameters is larger. At this time, as shown in FIG. 6, when there are a plurality of items of ability values, predetermined weighting (for example, in the example of FIG. 6, “batting force” is 0.3 and “running 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.

  When the CPU 21 determines the match result, the CPU 21 notifies the user of the match result. The HTML data for displaying the web page including the match result is sent to the mobile terminal 10 of the user who performed the selection operation of the “match start” menu. (Step S38). Since the time until the web page including the match result is displayed after the operation for selecting the “start game” menu is performed is extremely short (for example, several seconds), the user can perform only a simple operation. You can know the result of the battle in a short period of time. FIG. 16B is a diagram showing a web page displayed by executing the battle process. In the web page of FIG. 16B, for example, a game result including a score or the like is displayed.

The competition battle execution means 55 accepts a user operation for performing a battle between users, which is a battle between users, for a plurality of battles within a predetermined time or a predetermined number of times, and based on the result of the battle between users, It has a function to determine victory or defeat in each competition.
In the present embodiment, the competitive battle accepts a user operation for performing a battle between users within a predetermined time from the entry start time to the entry end time or a predetermined number of times. As long as the condition of a predetermined time or a predetermined number of times is satisfied, a specific user who has already entered the competition may execute a user-to-user battle any number of times, or a user-to-user battle that a specific user can execute An upper limit may be set for the number of.

  In realizing the function of the battle execution means 55, the CPU 21 refers to the battle data illustrated in FIG. The battle data is data stored in the game database 32, for example, and is data for managing execution of the battle. In the present embodiment, the CPU 21 manages n competition games B1 to Bn that are held simultaneously.

The battle data for any battle Bk (k: 1 to n) among the battles B1 to Bn includes the following data as constant data determined in advance when setting the battle Bk. .
・ Number of counter-tickets required for entry (Nent_k)
・ Entry start time ・ Entry end time ・ Maximum number of matches between users (Cmax_k)

The competitive game data for any competitive game Bk (k: 1 to n) among the competitive games B1 to Bn includes the following data as data of variables that change according to the progress of the competitive game Bk. The CPU 21 accesses the game database 32 according to the execution of the battle between users, and sequentially rewrites the following variables.
-Total number of user-to-user matches executed (CNT_k)
・ Total score of P group ・ Total score of Q group

When the CPU 21 recognizes the user's operation for performing the battle between the users when the user's operation for performing the battle between the users regarding the battle Bk is limited within a predetermined time, the entry start time of the battle data Then, referring to the entry end time, it is determined whether or not the execution of the battle between the users is permitted. When the CPU 21 recognizes a user operation for performing a battle between users when the battle between users regarding the battle Bk is limited to a predetermined number of times, the CPU 21 refers to the maximum number of battles between users in the battle data. Then, it is determined whether or not the execution of the battle between the users is permitted.
When the result of the battle between the users (for example, the score of the battle) is determined, the CPU 21 accesses the game database 32 to increment the total number of battles between the users and belongs to the P group and the Q group in the battle between the users. The score obtained by the user is added to the total score of the P group and the total score of the Q group, respectively. When the CPU 21 reaches the entry end time for the battle Bk, the CPU 21 determines the victory or defeat of the P group and the Q group in the battle Bk based on the total score of the P group and the total score of the Q group at that time. For example, suppose that the group with the highest total score wins.

  CPU21 produces | generates the HTML data for displaying the web page (FIG.12 (a)) which prompts selection of a battle | competition, and the web page (FIG.12 (b)) which encourages selection of an opponent, and a user's carrying Transmit to the terminal 10. At this time, it is preferable that the remaining time and / or the remaining number of times until the victory or defeat of the competition is determined is displayed on the web page that prompts selection of the competition. Here, the “remaining time” may be information that allows the user to recognize the remaining time, and as shown in FIG. 12A, in addition to information on the remaining time of the battle Bk itself, the entry of the battle Bk. Information about the end time may be used. The “remaining number of times” may be information that allows the user to recognize the remaining number of times, and may be information on the number of executions of the battle between users up to the present, in addition to information on the remaining number of times itself. For example, in the example shown in FIG. 12A, “83/100 game” is displayed for the competition B1, and it is indicated that the number of executions of the battle between users so far is 83, for example. From this display, the user can recognize that the remaining number of times for the battle B1 is 17 times.

  By displaying the remaining time and / or the remaining number of times until the victory or defeat of the competition is determined, the user can consider whether or not it is better to enter the competition, and the interest of the game is increased. Increase. For example, when the remaining time and / or number of remaining battles is small, the user is more likely to quickly obtain a privilege given when winning the battle by entering the battle. On the other hand, there are fewer opportunities for the user to contribute to the victory of the group by repeatedly performing the battle between the users in the battle. In addition, in Modification 3 to be described later, a case is described in which benefits associated with the contribution when the group wins, but in this case, the remaining time and / or number of remaining battles is small The possibility of obtaining a privilege associated with the degree of contribution is low. On the other hand, when the remaining time and / or the number of remaining times of the battle is large, the user can enter the battle to delay the timing at which the privilege given when winning the battle or the like can be obtained. However, on the other hand, there are many opportunities for the user to repeatedly play a battle between users in the battle and contribute to the victory of the group. In addition, although the modification 3 mentioned later describes the case where the privilege accompanying the degree of contribution when one's group wins is described, in that case, the remaining time and / or the remaining number of battles are large There is a high possibility that a privilege associated with the degree of contribution will be obtained.

When generating the HTML data for displaying the web page (FIG. 12 (a)) that prompts the user to select a competition game, the CPU 21 refers to the competition data and has information on the number of competition tickets required for entry. To include. For example, on the web page shown in FIG. 12 (a), the number of counter-competition tickets necessary to enter the counter-competition B1 is displayed as “3”.
The CPU 21 may sequentially display the current total score of the group to which the user belongs on the web page for the user who has already entered. For example, as shown in FIG. 12B, “P group 250 score XQ group ??? score” is displayed on the web page for users belonging to the P group. Thereby, the user can estimate whether the own group is advantageous or unfavorable from the current total score of the own group, and can determine whether or not the battle between users is performed. That is, if it is determined that the own group is disadvantageous, it is a motivation for the user to actively fight against the user and recover the own group.
As shown in FIG. 12B, the total score of the Q group that is the opponent group may not be displayed. As a result, since the total score difference between groups is not known to the user, the user should determine whether or not to play a match between users based on the current total score of the group and the remaining time and / or the remaining number of times (that is, Whether or not the group should be helped), making the game more interesting. In addition, if the user knows that the total score difference between the groups in the competition is too large, it will be judged by the user that there will be no effect even if the competition between the users is held, and the incentive to enter the competition will be reduced. That is not preferable.

The privilege granting unit 56 determines whether or not to grant a privilege to the user based on the victory or defeat in the competition of the group to which the user belongs (that is, associated with the user), or to the user. A function for determining the contents of a privilege to be granted is provided. Although the content of the privilege given to a user is not specifically limited, in the example of this embodiment, it is an event point. As described above, the event point is a point that can be exchanged for a certain amount of points that can be used by the user on the game (the above-mentioned ale points or enhancement points) or items in the game (for example, player cards). Good. When a privilege is granted to all users who have entered a competition, users who belong to the group that won the competition will receive more benefits than users who belong to the group that lost the competition. It is preferable that
For example, the points displayed on the web page in FIG. 12A (for example, 50 pt (points in the case of the competition B1)) are benefits that the user can obtain when the own group wins, It may be a point that can be converted into a point that can be used on the game, such as a strengthening point.

  The function of the privilege provision means 56 is realizable as follows. It should be noted that whether or not a privilege is granted to the user based on the winning or losing in the competition, or the content of the privilege granted to the user is recorded in the ROM 22 in advance. When the CPU 21 of the game server 20 determines to win or lose the competitive game Bk, if it is set to give a privilege only to the users belonging to the winning group, the CPU 21 of the game database 32 Refer to the entry list to identify users belonging to the winning group. When the CPU 21 is set to give a privilege to the user who belongs to the winning group and the defeated group, the CPU 21 refers to the entry list for the battle Bk in the game database 32 and wins the group. And a user who belongs to a defeated group. If CPU21 specifies the user who becomes object, it will refer to ROM22, will determine the content of the privilege which should be provided with respect to each user, and will perform the process which provides a privilege. In addition, the process which provides a privilege may be a process which associates the user ID of the user used as grant object, and the point and item provided. For example, when giving a user an enhancement point corresponding to an event point given as a privilege, the CPU 21 rewrites the enhancement point in the user data of the user ID of the user to be given (a process of adding the given point). It may be.

(6) Flow of main processing of game control device of this embodiment Next, an example of the flow of main processing performed by the game control device of this embodiment will be described with reference to the flowcharts of FIGS. 18A and 18B. To do. The flowcharts of FIGS. 18A and 18B are processes executed mainly by the receiving unit 53, the user-to-user battle execution unit 54, the battle battle execution unit 55, and the privilege granting unit 56, and a plurality of battles managed by the game server 20. Held for each battle.

In FIG. 18A, when the entry start time of the battle Bk (k: 1 to n) is reached (step S100: YES), entry for the battle Bk is started (step S110). After step S110, the user can enter the battle Bk, and then perform an operation for executing a battle between users in the battle Bk. Here, it is assumed that the user has already entered the battle Bk according to the flowchart of FIG.
When the user selects and operates the menu m6 on the top page illustrated in FIG. 8, for example, as shown in FIG. 12A, a web page including a list of a plurality of currently held battles is displayed. When the user performs an operation of selecting a battle Bk from the list of battles (step S120: YES), a message including an entry request for the selected battle Bk is transmitted to the game server 20, and FIG. As shown at 13, the user entry request is processed. When the entry is completed, the game server 20 transmits HTML data for displaying the web page shown in FIG. As a result, a web page including a list of candidate opponents for the battle between users in the user's battle Bk is displayed on the user's mobile terminal 10, and between users according to the user's selection operation for any opponent candidate A battle is executed (step S130). The process of the battle between users is as described in association with the flowchart of FIG.

  The game server 20 accesses the battle data in the game database 32 every time the battle between the users is finished, and obtains the score (score) by the battle between the users in the total score of the P group and the total of the Q group in the battle Bk. While adding to the score (step S140), the total number CNT_k of the battles between users performed is incremented (step S150). Here, whether the total number CNT_k of the battles between users has reached the predetermined maximum number Cmax_k of the battles between users (step S160: YES) or if the current time has reached the entry end time (step S170: YES), The entry ends (step S180). If the condition of step S160 or step S170 is not satisfied, the process returns to step S120 to accept the next battle between users. Note that the entry may be ended when the AND conditions of Step S160 and Step S170 are satisfied (both conditions are satisfied).

  When the game server 20 finishes the entry in step S180, the game server 20 thereafter does not allow the user to enter the battle Bk, and a user who has already entered the battle Bk Disallow user-to-user battles. When the entry is completed, the game server 20 determines the victory or defeat of the P group and the Q group based on the total score of the P group of the battle Bk in the battle data in the game database 32 and the total score of the Q group ( Step S190). Next, the game server 20 determines whether or not to give a privilege to the user based on the victory or defeat in the competition Bk of the group to which the user belongs, or the content of the privilege to be given to the user, The determination is made with reference to the entry list of the battle Bk in the game database 32. The contents of the privilege given to the user are, for example, points that can be used on the game, such as a certain amount of ale points and reinforcement points.

  As described above, according to this game control device, a plurality of competition battles, which are competitions between different groups, are provided, and a user for executing a battle between users between users belonging to different groups in each competition battle The above operation is accepted within a predetermined time or a predetermined number of times, and the winning or losing in the battle is determined based on the result of the battle between users. For this reason, a group battle in which a plurality of users compete together can be realized on the game. In addition, the user can enter and battle against a plurality of battles in the same time period, and can realize a team battle that is impossible in the real world. Moreover, according to this game control apparatus, based on the victory or defeat in the competition game of the group to which the user belongs, whether or not to grant a privilege to the user, or the content of the privilege to be given to the user Since it is comprised so that it may determine, it can motivate a user to perform a user's entry to a battle | competition battle, and also the aggressive execution of the battle | competition between users in the entered battle battle | competition.

(7) Modification (7-1) Modification 1
In the above embodiment, the accepting unit 53 may allow a user to select a predetermined number of battles by providing a new battle every time a battle of one battle is determined. In this way, by providing a new competitive game after determining the victory or defeat of one competitive game, it is possible to give a sense of speed to the progress of the game and prevent the user from getting bored. If a large number of competitive battles are prepared in advance, not only will the user be confused but also the number of users participating in each competitive battle will be dispersed. Therefore, it takes a long time to determine the victory or defeat of each competitive game, and as a result, the time until the privilege as a result of the competitive game is given also becomes longer, which may give the user a sense of redundancy. is there. Therefore, by adopting the above configuration, the user can always easily determine a participating battle from a limited number of limited battles, and can quickly determine the victory or defeat of the battle. Therefore, the time until the privilege is obtained can be shortened, and the user can be prevented from getting bored with the game.

  FIG. 19 conceptually shows a method of setting a battle game in which n battles B1 to Bn are always set. In FIG. 19, the end time of each of the n battles B1 to Bn may be different for each battle, but when one battle is completed, the next battle is started immediately and the n battles are started. An example is shown in which the battles B1 to Bn are always held. For example, as soon as the entry end time of the battle B1 is reached, the entry start time of the new battle B1 is set. Note that, for example, in two consecutive battles (for example, two consecutive battles B1), the conditions set for the battles (that is, the constant values in FIG. 17) do not have to be the same and are set separately. It's okay. In this way, by setting to always hold a predetermined number of battles, the user can always determine the battles to be entered from the predetermined number of battles so that the user will not get bored with the game. Can be. Also, it may be a battle (for example, a battle against Osaka, a battle against Saitama, etc.) characterized for each of the n battles, and in that case, the user may continuously enter a battle with an attachment. Conceivable.

  The function of the accepting means 53 of this modification can be realized as follows with reference to the flowchart of FIG. The CPU 21 of the game server 20 sets a new battle (step S310) when any battle is completed (step S300: YES), the number of battle tickets required for entry, entry start time, and entry end. Determine the time and the maximum number of matches between users. The number of competition tickets, the maximum number of battles between users, etc. may be determined randomly. When a user operation for executing a battle between users in a competition is received within a predetermined time, an entry start time and an entry end time are defined in advance. When accepting a user operation for executing a battle between users in a competition battle for a predetermined time, a value of the maximum number of battles between users is defined in advance. In order to always hold a predetermined number of battles, entry of a new battle (for example, the subsequent battle B1) starts from the entry end time of the completed battle (for example, the previous battle B1). It is preferable that the times are as close as possible. When a new battle is set, the CPU 21 accesses the game database 32 and updates the battle data.

(7-2) Modification 2
In the embodiment described above, the accepting unit 53 may provide various types and devices for the set competition. This will be described with reference to FIGS. 21 and 22. FIG. 21 shows an example in which a present bag 185 is set as a special item for a part of the battle on the web page that prompts the user to select the battle. FIG. 22 is a diagram exemplifying the type of the competition game in (a) and exemplifying the type of present bag in (b).
When a new battle is set by the receiving means 53, for example, as shown in FIG. 22 (a), a selection from a plurality of battle types Ba, Bb, Bc,... Good. In this example, when the number of counter-competition tickets required for entry is three, three types of counter-combats of types Ba, Bb, and Bc are prepared. The benefits that can be obtained when winning or defeating in this order are largely set.
Also, as shown in FIGS. 21 and 22 (b), for example, when the number of counter-competition tickets required for entry is relatively large (10 in the example in the figure), a plurality of types of tickets with a predetermined probability Any present bag may be set as a competition game from among present bags. In this case, in the competition game in which the present bag is set, when the user wins, the user is further granted a privilege defined by the present bag in addition to the normal privilege. By generating such a present bag, the interest of the game can be enhanced.

(7-3) Modification 3
The privilege granting unit 56 increases or decreases the privilege to be given to the user when the group to which the user belongs wins according to the number of executions of the battle between the users by one user. It may be. For example, when the group to which the user belongs wins and the user's number of executions of the battle between users is large, it may be determined that the user's contribution is high and the privilege for the user may be increased. On the other hand, if the group to which the user belongs wins, if the number of executions between the users of the user is small or zero, it is determined that the contribution of the user is small, and the privilege for the user May be reduced. By adopting such a mechanism, it is possible to motivate a user who has entered a competitive battle to win by winning many battles between users.
In the privilege granting means 56 of the present modification, the CPU 21 of the game server 20 counts the number of times the battle between users has been executed for each user who has entered the battle, and based on the count value after the battle has ended. What is necessary is just to determine the privilege provided with respect to the user who belongs to the group which won.

(7-4) Modification 4
The privilege granting means 56 gives the user when the group associated with the user wins according to the number of executions of the battle between the users that is advantageous to the group to which the user belongs for one battle. You may increase or decrease the privilege provided with respect to it.
The user-to-user battle that is advantageous to the group to which the user belongs is, for example, that the total score of the group to which the user belongs is greater than the total score of the group to which the opponent belongs, as the user wins the battle between the users. It means that many scores have been added. It can be determined that the user contributed to the victory of the group as the number of executions of such a battle between users increases. By adopting such a mechanism, it is possible to motivate a user who has entered a competitive battle to win by winning many battles between users.
In the privilege granting means 56 of this modification, the CPU 21 of the game server 20 counts the number of wins in the battle between users for each user who has entered for the battle, and sets the count value after the battle is over. Based on this, the privilege to be given to the users belonging to the winning group may be determined.

(7-5) Modification 5
You may provide the 2nd privilege provision means which provides a privilege with respect to the user who won by the battle | competition between users. As a result, the user can obtain a privilege immediately by winning the battle between the users, and further benefits can be obtained depending on the result of the battle (that is, when the group wins), so the user can participate in the battle. Can increase motivation. In addition, the privilege given by the 2nd privilege provision means is not specifically limited like the privilege provided by the privilege provision means 56, For example, the point (For example, an ale point, Enhancement points, etc.) and event points that can be exchanged for items in the game (for example, player cards, etc.).

(7-6) Modification 6
In the embodiment described above, an upper limit may be set for the number of counter-competition tickets that the user can hold. In other words, as described above, the accepting unit 53 allows the user to enter the competition game in exchange for a predetermined number of competition tickets for each competition game, but the total amount that the user can hold for this competition game ticket May be restricted. By limiting in this way, a user's battle between users affects the result of the battle by placing a large amount of battle tickets into one battle (that is, performing many battles between users). It can be prevented from passing.

As mentioned above, although embodiment of this invention was described in detail, this invention is not limited to the said embodiment. In addition, it goes without saying that each embodiment may be variously improved and changed without departing from the gist of the present invention.
For example, in the above-described embodiment, it is assumed that the game to be applied is a baseball-type digital card game, but any type of game may be used. In that case, the association (grouping) between the user and the group can be performed from various viewpoints based on the user information that can be acquired by the game server 20. For example, it is possible to perform grouping for each team registered by the user, grouping by nationality, grouping by gender, and the like.
In the above-described embodiment, it is assumed that the competition is a baseball game, but it is needless to say that the competition can be appropriately defined according to the type of game. For example, in the case of a game that competes to conquer multiple stages, the competition may compete for the number of stages conquered in a certain time.

  In the above-described embodiment, the case where the present invention is applied to a social game has been described as an example, but the present invention is not limited to this. For example, in a so-called online game system in which a server device placed on a network and a home online game machine are connected, it goes without saying that the progress of the game by each user can be controlled as in the above-described embodiment.

10: Communication terminal 11 ... CPU
12 ... ROM
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
22 ... ROM
23 ... RAM
24 ... Database access unit 25 ... Communication interface unit 26 ... Bus 30 ... Database server 31 ... User database 32 ... Game database 51 ... Registration means 52 ... Game progress means 53 ... Acceptance means 54 ... Inter-user battle execution means 55 ... Competitive action execution Means 56 ... Privilege grant means

Claims (10)

  1. A game control device configured to be accessible from a communication terminal operated by a user and controlling execution of a game by the communication terminal,
    An association means for associating the user with one of a plurality of groups based on the user's operation;
    A plurality of inter-group competitions, which are competitions between different groups, and accepting means for accepting user participation in at least one group competition among a plurality of group competitions according to user operations;
    A user for performing a competition between users, which is a competition on the game, between the user and another user associated with a group different from the user in the competition between groups in which user participation is accepted. A competition execution means for accepting the operation in a predetermined time or a predetermined number of times, and determining the victory or defeat in the competition between groups based on the result of competition between users,
    A privilege granting means for determining whether or not to grant a privilege to the user based on the win or loss in the group competition of the group associated with the user, or to determine the content of the privilege to be granted to the user,
    Equipped with a,
    The accepting means accepts the user's participation in each group competition by consuming the amount of items set for each group competition,
    The total amount that the user can hold on the game for the item is limited ,
    Game control device.
  2. The privilege granting means, when the amount of items consumed by the user is large, when the group associated with the user wins the competition between groups than when the amount of items consumed is small. It is characterized by increasing the benefits granted,
    The game control apparatus according to claim 1.
  3. It further comprises display means for displaying the remaining time and / or the remaining number of times until the winning or losing of the inter-group competition is determined,
    The game control apparatus according to claim 1 or 2 .
  4. The privilege granting means is a privilege to be given to a user when a group associated with the user wins according to the number of times the competition between the users is executed by one user. Characterized by increasing or decreasing
    The game control device according to any one of claims 1 to 3 .
  5. According to the number of times competition between users that has been advantageous to the group associated with the user is performed for one group competition, the group associated with the user has won. Sometimes increasing the benefits granted to the user,
    The game control device according to any one of claims 1 to 3 .
  6. The accepting means is characterized in that a predetermined number of group competitions can be selected for a user by providing a new group competition every time a competition between one group is determined.
    Game control device according to any one of claims 1-5.
  7. A second privilege granting means for granting a privilege to a user who has won the competition between the users,
    The game control apparatus as described in any one of Claims 1-6 .
  8. A game control method in a game control device configured to be accessible from a communication terminal operated by a user and controlling execution of a game by the communication terminal,
    Associating the user with one of a plurality of groups based on the user's operation;
    Providing a plurality of inter-group competitions that are competitions between different groups, and accepting the user's participation in at least one of the inter-group competitions according to user operations; and
    A user for performing a competition between users, which is a competition on the game, between the user and another user associated with a group different from the user in the competition between groups in which user participation is accepted. Accepting the operation in a predetermined time or a predetermined number of times, and determining the victory or defeat in the inter-group competition based on the result of the inter-user competition;
    Determining whether or not to grant a privilege to the user based on the winning or losing in the group competition of the group associated with the user, or determining the content of the privilege to be given to the user;
    Equipped with a,
    The accepting step accepts the user's participation in each group competition as the user consumes an amount of items set for each group competition,
    The total amount that the user can hold on the game for the item is limited ,
    Game control method.
  9. In order to control the execution of the game by the communication terminal operated by the user,
    A function that associates a user with one of multiple groups based on the user's operation,
    A function of accepting a user's participation in at least one group competition among a plurality of group competitions according to a user's operation by providing a plurality of group competitions that are competitions between different groups;
    A user for performing a competition between users, which is a competition on the game, between the user and another user associated with a group different from the user in the competition between groups in which user participation is accepted. Based on the function of determining the victory or defeat in the competition between groups based on the result of the competition between users within a predetermined time or a predetermined number of times, and the competition between groups of the group associated with the user, Whether to grant a privilege to the user, or a function to determine the content of the privilege to be given to the user,
    A program for realizing a
    The accepting function accepts user participation in each group competition by consuming the amount of items set for each group competition,
    The total amount that the user can hold on the game for the item is limited ,
    Program .
  10. A game control system comprising: a communication terminal operated by a user; and a game control device configured to be accessible from the communication terminal and controlling execution of a game by the communication terminal,
    The game control device includes:
    An association means for associating the user with one of a plurality of groups based on the user's operation;
    A plurality of inter-group competitions, which are competitions between different groups, and accepting means for accepting user participation in at least one group competition among a plurality of group competitions according to user operations;
    A user for performing a competition between users, which is a competition on the game, between the user and another user associated with a group different from the user in the competition between groups in which user participation is accepted. A competition execution means for accepting the operation in a predetermined time or a predetermined number of times, and determining the victory or defeat in the competition between groups based on the result of competition between users,
    A privilege granting means for determining whether or not to grant a privilege to the user based on the win or loss in the group competition of the group associated with the user, or to determine the content of the privilege to be granted to the user, equipped with a,
    The accepting means accepts the user's participation in each group competition by consuming the amount of items set for each group competition,
    The total amount that the user can hold on the game for the item is limited ,
    Game control system.
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KR101607534B1 (en) 2013-08-28 2016-04-01 엔에이치엔엔터테인먼트 주식회사 Method and system for user matching
JP6460468B2 (en) * 2015-02-10 2019-01-30 株式会社セガゲームス Program, game server, and game system
JP5841275B1 (en) * 2015-03-26 2016-01-13 グリー株式会社 Game program, game control method, and information processing device
KR20160144939A (en) * 2016-03-18 2016-12-19 (주)라이징게임즈 System and Method for Providing Competition Game, And Program and Information Recording Medium thereof
JP6511077B2 (en) 2017-01-23 2019-05-15 任天堂株式会社 Game system, game control method, server, and program
JP6576989B2 (en) * 2017-08-16 2019-09-18 グリー株式会社 Control device, control method, program, and game system

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