TWI697349B - Gaming system, game control device and computer program product - Google Patents

Gaming system, game control device and computer program product Download PDF

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TWI697349B
TWI697349B TW107138987A TW107138987A TWI697349B TW I697349 B TWI697349 B TW I697349B TW 107138987 A TW107138987 A TW 107138987A TW 107138987 A TW107138987 A TW 107138987A TW I697349 B TWI697349 B TW I697349B
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aforementioned
game
information
determined
games
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TW107138987A
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TW201934181A (en
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岸本充
松岡佑典
奥村泰明
中村早希
吉村志央里
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日商科樂美數碼娛樂股份有限公司
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • A63F13/798Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for assessing skills or for ranking players, e.g. for generating a hall of fame
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/45Controlling the progress of the video game
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/45Controlling the progress of the video game
    • A63F13/46Computing the game score
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/58Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating 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
    • A63F13/63Generating 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 the player, e.g. authoring using a level editor
    • 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

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

Abstract

Provided are a gaming system, a game control device and programs, which do not execute games with a low level of requirement for execution from users, and thereby are capable of reducing processing loads of the gaming system (game control device).
Deciding means (120) decide any one of a plurality of level data as the level data associated with the identification information of a corresponding user, based on the results of predetermined rounds of games and in accordance with predetermined rules. Determining means (130) determine whether the level data decided by the deciding means (120) can be specified when at least one round of the predetermined rounds of games is unexecuted, based on the results of the executed games and in accordance with predetermined rules. Constraining means (140) constrain, when at least one round of game is unexecuted, the at least one round of unexecuted game from being executed if it is determined that the level data decided by the deciding means (120) are able to be specified.

Description

遊戲系統、遊戲控制裝置,以及電腦程式產品 Game systems, game control devices, and computer program products

本發明係關於一種遊戲系統、遊戲控制裝置,以及程式。 The invention relates to a game system, a game control device, and a program.

已知有一種遊戲,具備有依據預定次數之遊戲的結果,來使用戶之階級(rank)(或等級(level)、分類(category)、群組(group)等)變動的功能。例如,已知有一種運動遊戲(例如棒球遊戲或足球遊戲等),具備有依據按照預定次數之比賽的結果而賦予用戶的分數,來使該用戶之階級升級、維持或降級的功能。 It is known that a game has a function of changing a user's rank (or level, category, group, etc.) based on the result of a predetermined number of games. For example, there is known a sports game (such as a baseball game or a football game) that has a function of upgrading, maintaining, or downgrading the user's rank based on the score assigned to the user according to the result of a predetermined number of matches.

[先前技術文獻] [Prior Technical Literature] [專利文獻] [Patent Literature]

專利文獻1:日本特開2015-165844號公報 Patent Document 1: Japanese Patent Application Publication No. 2015-165844

在如上述的遊戲中,會有在仍剩有未執行之比賽的時間點,用戶的階級之有無變動或變動後之狀態 就已被確定的狀態。亦即,有無論未執行之比賽為如何的結果,都不會影響到用戶的排名之變動的狀態。例如,有即便在未執行之比賽中都戰勝仍無法避免「降級」的狀態,即便在未執行之比賽中都戰敗仍會成為「升級」的狀態,或是即便在未執行之比賽中都戰勝或戰敗也不會成為「升級」或「降級」而是成為「殘留(維持)」的狀態。在如此的情況下,未執行之比賽係成為所謂的無意義比賽(dead rubber)。儘管無意義比賽為須由用戶執行的必要性較低者,執行無意義比賽,就會相應地增加遊戲系統之處理負荷。 In a game like the above, there will be a point in time when there are still unexecuted games, whether the user’s level has changed or the state after the change The state has been determined. That is, no matter what the result of the unexecuted game is, it will not affect the status of the user's ranking change. For example, there is a state where "demotion" cannot be avoided even if you win in an unexecuted game, even if you are defeated in an unexecuted game, it will become an "upgrade" state, or even if you are defeated in an unexecuted game Or defeat will not become "upgrade" or "downgrade" but become "remaining (maintain)" status. In such a case, the unexecuted game becomes a so-called dead rubber. Although meaningless matches are those with lower necessity to be executed by the user, execution of meaningless matches will increase the processing load of the game system accordingly.

本發明係有鑑於上述課題而開發完成,其目的係在於提供一種能夠藉由不執行對用戶而言要執行之必要性較低的遊戲,而減輕遊戲系統(遊戲控制裝置)之處理負荷的遊戲系統、遊戲控制裝置以及程式。 The present invention was developed in view of the above-mentioned problems, and its purpose is to provide a game that can reduce the processing load of the game system (game control device) by not executing a game that is less necessary for the user to execute System, game control device and program.

為了解決上述課題,本發明之一態樣的遊戲系統,係包含:決定手段,係依據預定次數之遊戲的結果,按照預定規則,來決定複數個階層資訊當中之其中任一個作為與有關用戶之識別資訊賦予關聯關係的階層資訊;判定手段,係在前述預定次數之遊戲當中的至少一次之遊戲為未執行的時間點,依據執行完成之遊戲的結果和前述預定規則,來判定是否能夠指定出藉由前述決定手段所決定的階層資訊;以及限制手段,係在前述至少一次之遊戲為未執行的時間點,被判定出能夠指定出藉由前述決 定手段所決定的階層資訊的情況下,限制未執行的前述至少一次之遊戲的執行。 In order to solve the above-mentioned problems, the game system of one aspect of the present invention includes: a determining means, which is based on the result of a predetermined number of games and in accordance with predetermined rules, to determine any one of the plurality of hierarchical information as a relationship with the relevant user The identification information gives the level information of the association relationship; the judging method is the time point when at least one game among the aforementioned predetermined number of games is not executed, and based on the result of the completed game and the aforementioned predetermined rules, it is determined whether it can be specified The level information determined by the aforementioned decision means; and the restriction means, at the time when the aforementioned at least one game is not executed, it is determined that the aforementioned decision can be specified In the case of the level information determined by the predetermined method, the execution of the aforementioned at least one game that has not been executed is restricted.

本發明之一態樣的遊戲控制裝置,係包含:決定手段,係依據預定次數之遊戲的結果,按照預定規則,來決定複數個階層資訊當中之其中任一個作為與有關用戶之識別資訊賦予關聯關係的階層資訊;判定手段,係在前述預定次數之遊戲當中的至少一次之遊戲為未執行的時間點,依據執行完成之遊戲的結果和前述預定規則,來判定是否能夠指定出藉由前述決定手段所決定的階層資訊;以及限制手段,係在前述至少一次之遊戲為未執行的時間點,被判定出能夠指定出藉由前述決定手段所決定的階層資訊的情況下,限制未執行的前述至少一次之遊戲的執行。 One aspect of the game control device of the present invention includes: a determining means, based on the result of a predetermined number of games, according to predetermined rules, to determine any one of the plurality of hierarchical information as the identification information associated with the relevant user Hierarchical information of the relationship; the means of judging is the time point when at least one of the aforementioned predetermined times of games is not executed, based on the result of the completed game and the aforementioned predetermined rules, to determine whether the aforementioned decision can be specified The level information determined by the means; and the restriction means, when it is determined that the level information determined by the aforementioned decision means can be specified at the time when the aforementioned at least one game is not executed, the aforementioned non-executed means are restricted At least one execution of the game.

1‧‧‧遊戲系統 1‧‧‧Game System

10‧‧‧伺服器裝置 10‧‧‧Server device

11、31‧‧‧控制部 11, 31‧‧‧Control Department

12、32‧‧‧記憶部 12, 32‧‧‧Memory Department

13、33‧‧‧通信部 13, 33‧‧‧Ministry of Communications

30-1、30-2、30-N‧‧‧遊戲終端機 30-1, 30-2, 30-N‧‧‧Game Terminal

34‧‧‧操作部 34‧‧‧Operation Department

35‧‧‧顯示部 35‧‧‧Display

36‧‧‧聲音輸出部 36‧‧‧Sound output

100‧‧‧資料記憶部 100‧‧‧Data Memory Department

110‧‧‧數值資訊變化部 110‧‧‧Numerical information change part

120‧‧‧第一決定部 120‧‧‧First Decision

130‧‧‧判定部 130‧‧‧Judgment Department

140‧‧‧限制部 140‧‧‧Restricted Department

150‧‧‧第二決定部 150‧‧‧Second Decision

D101‧‧‧用戶資料 D101‧‧‧User Information

D102‧‧‧選手人物資料 D102‧‧‧ Player Characters

D103‧‧‧隊伍資料 D103‧‧‧Team Information

D104‧‧‧對戰履歷資料 D104‧‧‧Competition history data

D105‧‧‧比賽行為類型資料 D105‧‧‧Competition behavior type data

DB‧‧‧資料庫 DB‧‧‧Database

N‧‧‧網路 N‧‧‧Internet

第1圖係顯示本發明之實施形態的遊戲系統之整體構成的示意圖。 Fig. 1 is a schematic diagram showing the overall configuration of the game system according to the embodiment of the present invention.

第2圖係用以針對用戶的階級之變動條件之一例加以說明的示意圖。 Fig. 2 is a schematic diagram for explaining an example of the changing conditions of the user's class.

第3圖係用以針對用戶的階級之有無變動或變動後之狀態為已確定的狀態之一例加以說明的示意圖。 FIG. 3 is a schematic diagram for explaining an example of whether the user's rank has changed or the state after the change is determined.

第4圖係用以針對用戶的階級之有無變動或變動後之狀態為已確定的狀態之另一例加以說明的示意圖。 FIG. 4 is a schematic diagram for explaining another example of whether the user's rank has changed or the state after the change is determined.

第5圖係用以針對用戶的階級之有無變動或變動後之 狀態為已確定的狀態之另一例加以說明的示意圖。 Figure 5 is used to target whether the user's class has changed or after the change The state is a schematic diagram illustrating another example of the determined state.

第6圖係顯示以本發明之實施形態的遊戲系統實現的功能方塊之一例的示意圖。 Fig. 6 is a schematic diagram showing an example of functional blocks implemented by the game system of the embodiment of the present invention.

第7圖係顯示用戶資料之一例的示意圖。 Figure 7 is a schematic diagram showing an example of user information.

第8A圖係顯示遊戲系統所執行的處理之一例的示意圖。 FIG. 8A is a schematic diagram showing an example of processing executed by the game system.

第8B圖係顯示遊戲系統所執行的處理之一例的示意圖。 Fig. 8B is a schematic diagram showing an example of the processing executed by the game system.

以下,依據圖式來說明本發明的實施形態之例。 Hereinafter, examples of embodiments of the present invention will be described based on the drawings.

[1.遊戲系統之構成]第1圖係顯示本發明之實施形態的遊戲系統之構成。如第1圖所示,本實施形態的遊戲系統1係包含伺服器裝置10和複數個遊戲終端機30-1、30-2、…、30-N。遊戲終端機30-1至30-N係被不同的用戶利用。遊戲終端機30-1至30-N係能夠經由伺服器裝置10和網路(network)N相互地進行資料通信。 [1. Configuration of game system] Fig. 1 shows the configuration of a game system according to an embodiment of the present invention. As shown in Fig. 1, the game system 1 of this embodiment includes a server device 10 and a plurality of game terminals 30-1, 30-2, ..., 30-N. The game terminals 30-1 to 30-N are used by different users. The game terminals 30-1 to 30-N are capable of data communication with each other via the server device 10 and the network N.

伺服器裝置10例如為伺服器電腦。如第1圖所示,伺服器裝置10係包含控制部11、記憶部12及通信部13。控制部11係包含至少一個微處理器(CPU(Central Processing Unit;中央處理單元)),且按照記憶於記憶部12的作業系統或其他之程式來執行資訊處理。記憶部12係包含主記憶部(例如RAM(Random Access Memory;隨機存取記憶體))及輔助記憶部(例如,非揮發性之半導體記憶 體、硬碟機或固態硬碟機)。記憶部12係用以記憶程式或資料。通信部13係用以經由網路N來與其他之裝置進行資料通信。伺服器裝置10係能夠對資料庫DB進行存取。資料庫DB係既可建構於伺服器裝置10內,又可建構於其他之伺服器電腦內。 The server device 10 is, for example, a server computer. As shown in FIG. 1, the server device 10 includes a control unit 11, a storage unit 12, and a communication unit 13. The control unit 11 includes at least one microprocessor (CPU (Central Processing Unit)), and executes information processing according to an operating system or other programs stored in the memory unit 12. The memory unit 12 includes a main memory unit (for example, RAM (Random Access Memory; random access memory)) and an auxiliary memory unit (for example, a non-volatile semiconductor memory) Hardware, hard disk drive or solid state drive). The memory portion 12 is used for storing programs or data. The communication unit 13 is used for data communication with other devices via the network N. The server device 10 can access the database DB. The database DB can be constructed either in the server device 10 or in other server computers.

遊戲終端機30-1至30-N係分別指為了玩遊戲所利用的電腦。例如,遊戲終端機30-1至30-N係指行動電話機(包含智慧型手機)、可攜式資訊終端機(包含平板型電腦)、可攜式遊戲機、家庭用遊戲機(靜置型遊戲機)、設置於遊戲設施等的業務用遊戲機、膝上(laptop)型電腦或桌上型電腦。遊戲終端機30-1至30-N係既可非為相同種類的電腦,又可在遊戲終端機30-1至30-N中包含有不同種類的電腦。 The game terminals 30-1 to 30-N respectively refer to computers used for playing games. For example, game terminals 30-1 to 30-N refer to mobile phones (including smart phones), portable information terminals (including tablet computers), portable game consoles, and home game consoles (stationary games). Computer), business game consoles installed in gaming facilities, laptop computers or desktop computers. The game terminals 30-1 to 30-N may not be the same type of computers, but the game terminals 30-1 to 30-N may include different types of computers.

如第1圖所示,遊戲終端機30-1係包含控制部31、記憶部32、通信部33、操作部34、顯示部35及聲音輸出部36。控制部31、記憶部32及通信部33係與伺服器裝置10的控制部11、記憶部12及通信部13相同。 As shown in FIG. 1, the game terminal 30-1 includes a control unit 31, a storage unit 32, a communication unit 33, an operation unit 34, a display unit 35, and a sound output unit 36. The control unit 31, the storage unit 32, and the communication unit 33 are the same as the control unit 11, the storage unit 12, and the communication unit 13 of the server device 10.

操作部34係供用戶進行各種操作所用。操作部34例如包含按鍵(button或key)、搖桿(stick或lever)、觸控面板、滑鼠、麥克風或感測器(sensor)等。操作部34亦可供用戶藉由聲音或手勢進行操作所用。顯示部35係供按照藉由控制部31所為之控制來顯示影像所用,例如為液晶顯示器或有機EL(Electro Luminescence:電致發光)顯示器等。聲音輸出部36係供按照藉由控制部31所為之控制 來輸出聲音所用,例如是喇叭或頭戴式耳機等。操作部34、顯示部35及聲音輸出部36係可設置於遊戲終端機30-1本身,亦可設置成連接於遊戲終端機30-1的外部裝置。 The operation unit 34 is used by the user to perform various operations. The operation unit 34 includes, for example, a button (button or key), a joystick (stick or lever), a touch panel, a mouse, a microphone, or a sensor. The operating unit 34 can also be used by the user to perform operations by voice or gestures. The display unit 35 is used for displaying images in accordance with the control performed by the control unit 31, and is, for example, a liquid crystal display or an organic EL (Electro Luminescence) display. The sound output unit 36 is provided for the control performed by the control unit 31 Used to output sound, such as speakers or headphones. The operation unit 34, the display unit 35, and the sound output unit 36 may be provided in the game terminal 30-1 itself, or may be provided as an external device connected to the game terminal 30-1.

雖然在第1圖中係被省略,但是與遊戲終端機30-1同樣,遊戲終端機30-2至30-N亦分別包含控制部31、記憶部32、通信部33、操作部34、顯示部35及聲音輸出部36。 Although omitted in Figure 1, similar to the game terminal 30-1, the game terminals 30-2 to 30-N also include a control unit 31, a memory unit 32, a communication unit 33, an operation unit 34, and a display unit. Section 35 and sound output section 36.

程式或資料係經由網路N從遠端供給至伺服器裝置10或遊戲終端機30-1至30-N,並記憶於記憶部12或記憶部32。再者,用以讀取記憶於資訊記憶媒體(例如光碟或記憶卡等)之程式或資料的構成要素(例如光碟機或記憶卡插槽等)亦可具備於伺服器裝置10或遊戲終端機30-1至30-N。然後,程式或資料亦可透過資訊記憶媒體供給至伺服器裝置10或遊戲終端機30-1至30-N。 The program or data is remotely supplied to the server device 10 or the game terminal 30-1 to 30-N via the network N, and is stored in the storage unit 12 or the storage unit 32. Furthermore, the component elements (such as optical disk drives or memory card slots, etc.) used to read programs or data stored in information storage media (such as optical discs or memory cards, etc.) can also be provided in the server device 10 or game terminal 30-1 to 30-N. Then, the program or data can also be supplied to the server device 10 or the game terminal 30-1 to 30-N through the information storage medium.

再者,以下係假定遊戲終端機30-1至30-N為具備有觸控面板的智慧型手機或平板型電腦的情況。又,以下係將遊戲終端機30-1至30-N統稱記載為「遊戲終端機30」。 Furthermore, the following assumes that the game terminals 30-1 to 30-N are smartphones or tablet computers equipped with touch panels. In the following, the game terminals 30-1 to 30-N are collectively referred to as "game terminal 30".

[2.遊戲之概要]在遊戲終端機30中係藉由程式被執行來執行遊戲。遊戲係可由遊戲終端機30單機來執行,又可藉由在遊戲終端機30與伺服器裝置10之間進行資料通信來執行。 [2. Overview of the game] In the game terminal 30, a program is executed to execute the game. The game system can be executed by the game terminal 30 as a stand-alone device, and can also be executed by data communication between the game terminal 30 and the server device 10.

在遊戲終端機30中係能夠執行各種遊戲。例如,如以運動(棒球、足球、網球、美式足球、籃球、排 球等)作為題材的運動遊戲、賽車遊戲、格鬥遊戲、戰鬥遊戲、卡牌遊戲、角色扮演遊戲、模擬遊戲、冒險遊戲或養成遊戲般,不論遊戲形式及類型都能夠執行各式各樣的遊戲。以下,針對棒球遊戲作為在遊戲終端機30所執行的遊戲之一例加以說明。 Various games can be executed in the game terminal 30. For example, such as sports (baseball, football, tennis, American football, basketball, volleyball Balls, etc.) as the themes of sports games, racing games, fighting games, fighting games, card games, role-playing games, simulation games, adventure games or development games, all kinds of games can be executed regardless of the game form and type . Hereinafter, a baseball game will be described as an example of a game executed on the game terminal 30.

[2-1]在本實施形態的棒球遊戲中,用戶係使用表示棒球之選手的遊戲人物(以下記載為「選手人物」)來編組自己的棒球隊伍,且與對戰對手隊伍進行棒球之比賽。 [2-1] In the baseball game of this embodiment, the user uses game characters representing baseball players (hereinafter referred to as "player characters") to form their own baseball team and play a baseball game with the opponent team.

例如,用戶係可以藉由使用遊戲物品等來進行選手人物之抽籤。當進行選手人物之抽籤時,就會對用戶賦予依據抽籤處理所選出的選手人物。用戶係收集如此所賦予的選手人物,且使用所收集到的選手人物來編組自己的棒球隊伍。 For example, the user can draw lots of player characters by using game items. When the lottery of the player characters is performed, the player characters selected according to the lottery process are assigned to the user. The user collects the player characters assigned in this way, and uses the collected player characters to organize their own baseball team.

再者,用戶亦可以製作原創的選手人物。然後,用戶亦可以使用自己所製作出之原創的選手人物來編組自己的棒球隊伍。 Furthermore, users can also create original player characters. Then, users can also use their own original player characters to organize their own baseball team.

又,亦可非為用戶自己使用所收集到或所製作出的選手人物而編組成的棒球隊伍,而是於對戰使用從藉由遊戲開發者等所事先準備的複數個棒球隊伍當中由用戶所選擇出的棒球隊伍。 In addition, the baseball team may be formed not for the user to use the collected or created player characters, but for the use of the game from a plurality of baseball teams prepared in advance by the game developer. The selected baseball team.

以下,將用戶在對戰中當作自己的隊伍來使用的棒球隊伍(亦即,用戶所編組成的棒球隊伍)記載為「用戶隊伍」。 Hereinafter, the baseball team that the user uses as his own team (that is, the baseball team composed by the user) is described as the "user team".

[2-2]在本實施形態的棒球隊伍中,係對各個用戶設定有階級。例如,作為能設定於用戶的階級,準備有階級A、B、C、D、E。階級A為最高的階級,階級E為最低的階級。 [2-2] In the baseball team of this embodiment, a rank is set for each user. For example, as classes that can be set in users, classes A, B, C, D, and E are prepared. Class A is the highest class, and Class E is the lowest class.

最初,用戶係設定為初始階級(例如階級E)。如下述說明般,用戶係可以藉由進行用戶隊伍與對戰對手隊伍之比賽來提高自己的階級。 Initially, the user system is set to the initial level (for example, level E). As explained below, users can improve their ranks by competing between the user team and the opponent team.

「對戰對手」係既可為其他之用戶,又可為電腦。例如,可為與用戶相同階級的其他之用戶,又可為被設定為與用戶之階級對應的強度的電腦。在對戰對手為電腦的情況下,電腦係可使用由遊戲開發者所所準備的隊伍,又可使用其他之用戶所編組的隊伍。 "Battle opponents" can be other users as well as computers. For example, it may be another user of the same class as the user, or it may be a computer set to a strength corresponding to the user's class. In the case that the opponent is a computer, the computer department can use the team prepared by the game developer, as well as the team organized by other users.

「比賽」係可為從最初至最後為止由用戶進行對用戶隊伍之選手人物的操作,亦可為藉由基本上由電腦操作兩隊伍之選手人物來進行(生成比賽經過),且僅在已成為預定之狀況(例如對用戶之隊伍而言為機會或險境之狀況)的情況下,由用戶進行對選手人物的操作。或是,「比賽」係可為藉由以電腦操作兩隊伍之選手人物來進行,且用戶僅下達用戶隊伍之作戰或選手替補之指示,亦可為藉由在比賽中不受理用戶之指示而由電腦操作兩隊伍之選手人物來進行。 The "match" system can be performed by the user from the beginning to the end of the player characters of the user team, or it can be performed by basically operating the player characters of the two teams by a computer (generating the match process), and only in the When it becomes a predetermined situation (for example, an opportunity or a dangerous situation for the user's team), the user performs an operation on the player character. Or, the "match" can be conducted by operating the player characters of the two teams with a computer, and the user only gives instructions for the user team's battle or player substitution, or by not accepting the user's instructions during the game. The player characters of the two teams are operated by the computer.

在每次用戶隊伍進行比賽時,都會對用戶賦予相應於比賽之結果的分數。賦予用戶的分數之量係依據比賽之狀況所決定。例如,在用戶隊伍戰勝的情況下, 賦予用戶的分數係容易成為比用戶隊伍戰敗的情況更多。在用戶隊伍已戰敗的情況下係可不將分數賦予用戶,亦可設為賦予負分數(使預定之分數從用戶所持有的分數中減少)。 Each time a user team competes, the user will be given a score corresponding to the result of the game. The amount of points awarded to the user is determined based on the situation of the game. For example, if the user team wins, The points assigned to users tend to be more likely to be defeated than user teams. In the case that the user team has been defeated, the system may not assign points to the user, or may be set to assign negative points (to reduce the predetermined points from the points held by the user).

又,賦予用戶的分數之量,亦依據在比賽中用戶隊伍之選手人物進行的比賽行為所決定。例如,在本實施形態的棒球遊戲中,係針對「一壘安打」、「二壘安打」、「三壘安打」、「全壘打」、「提高打點」、「盜壘成功」、「因四壞球或觸身球而保送」、「奪三振」、「雙殺」等較佳之打法的每一類型來決定分數。當在比賽中用戶隊伍之選手人物進行屬於上述類型的比賽行為時,就會對使者賦予與該類型對應的分數。例如,當用戶隊伍之投手人物將對戰對手隊伍之打者人物三振時,就會對用戶賦予與「奪三振」對應的分數。又,亦可當連續進行「奪三振」之比賽行為時,使分數就會更進一步遞加,或可使分數會變成兩倍。 In addition, the amount of points awarded to the user is also determined based on the game behavior of the player characters of the user team during the game. For example, in the baseball game of this embodiment, "first base hits", "second base hits", "third base hits", "home runs", "improvements", "successful base stealing", The score is determined by each type of better play styles such as "four bad ball or touch ball", "three strikes", and "double play". When the player characters of the user team perform the above-mentioned type of game behavior in the game, the messenger will be given a score corresponding to the type. For example, when the pitcher character of the user team strikes out against the beater character of the opponent team, the score corresponding to the "stroke strike" is assigned to the user. In addition, it is also possible to increase the score even further, or double the score when the game behavior of "strikes" is continuously performed.

在本實施形態的棒球遊戲中,用戶之階級會依據在預定數之比賽中賦予用戶的分數之合計而變動。再者,以下係將賦予用戶的分數之合計(亦即,用戶所獲得的分數之合計)記載為「合計獲得分數」,且將成為用戶之階級變動之判斷基準的上述預定數之比賽稱為「1賽季」。又,以下係假定「預定數之比賽(亦即1賽季之比賽數)」為30場比賽的情況。 In the baseball game of this embodiment, the user's rank changes according to the total of the points given to the user in a predetermined number of games. In addition, below, the total of the points awarded to the user (that is, the total of the points obtained by the user) is described as the "total obtained points", and the above-mentioned predetermined number of games that are the criteria for judging the user's rank change are called "Season 1". Also, the following assumes that the "predetermined number of games (that is, the number of games in a season)" is 30 games.

第2圖係用以針對用戶的階級之變動條件 之一例加以說明的示意圖。如第2圖所示,當賽季結束時的用戶之合計獲得分數滿足升級條件時,就執行使用戶之階級升級的處理。具體而言,在賽季結束時的用戶之合計獲得分數為第一臨限值(在第2圖所示之例中為1000分)以上的情況下,用戶之階級就變更成比現在之階級更上升一階的階級。 Figure 2 is used to target the changing conditions of the user's class A schematic diagram illustrating an example. As shown in Figure 2, when the total points obtained by the users at the end of the season meet the upgrade conditions, the process of upgrading the user's rank is executed. Specifically, when the total score of the user at the end of the season is above the first threshold (1000 points in the example shown in Figure 2), the user's tier is changed to be higher than the current tier A rising class.

另一方面,當賽季結束時的用戶之合計獲得分數滿足降級條件時,就執行使用戶之階級降級的處理。具體而言,在賽季結束時的用戶之合計獲得分數為未滿第二臨限值(比第一臨限值更低的值:在第2圖所示之例中為500分)的情況下,用戶之階級就變更成比現在之階級更下降一階的階級。 On the other hand, when the total points obtained by the users at the end of the season satisfy the demotion condition, the process of degrading the user's rank is executed. Specifically, when the total score of users at the end of the season is less than the second threshold (a value lower than the first threshold: 500 points in the example shown in Figure 2) , The user’s class is changed to a class that is one step lower than the current class.

再者,在賽季結束時的用戶之合計獲得分數都未滿足升級條件及降級條件的情況下,賽季結束時的用戶之合計獲得分數會滿足殘留條件,且執行使用戶殘留的處理。具體而言,在賽季結束時的用戶之合計獲得分數為第二臨限值(500分)以上,且未達第一臨限值(1000分)的情況下,用戶之階級係維持於現在的階級。 Furthermore, if the total points obtained by the users at the end of the season do not meet the promotion conditions and the downgrade conditions, the total points obtained by the users at the end of the season will meet the residual conditions, and the user will be left behind. Specifically, if the user’s total score at the end of the season is above the second threshold (500 points) and does not reach the first threshold (1000 points), the user’s rank is maintained at the current level class.

[2-3]在如上述的棒球遊戲中,會有在1賽季之全部比賽實施完之前的時間點,成為已確定用戶的階級之有無變動及變動後之狀態之狀態。 [2-3] In the baseball game as described above, there will be a time point before the completion of all the games in a season, and the status of whether the user’s class has changed and the state after the change has been determined.

例如,會有即便將未實施之比賽全部實施,用戶之合計獲得分數仍無法成為500分(第二臨限值)以上,而成為確定「降級」的狀態。亦即,由於在一個比 賽中能賦予用戶的最大分數為定值,故有即便在未實施之全部的各個比賽中賦予用戶的分數為最大分數,用戶之合計獲得分數仍無法為500分以上的狀態。 For example, even if all unconducted games are carried out, the total score of the user cannot reach 500 points (the second threshold) or more, and the status of "demotion" is determined. That is, because in a ratio The maximum score that can be given to the user in the game is a fixed value, so even if the score given to the user is the maximum score in all the games that have not been implemented, the total score of the user cannot be more than 500 points.

第3圖係顯示如此的狀態之一例的示意圖。在第3圖所示之例中,係假定已結束第25場比賽之時間點的用戶之合計獲得分數為240分,且在一個比賽中能賦予用戶的最大分數為50分的情況。如第3圖所示,在此情況下,即便在未實施之5場比賽(第26場比賽至第30場比賽)的各個比賽中將最大分數(50分)賦予用戶,用戶之合計獲得分數仍只成為490分,而會滿足降級條件(未滿500分)。在遊戲系統1中,在如此的情況下,成為不實施剩下的5場比賽(第26場比賽至第30場比賽)而結束現在的賽季,且執行使用戶之階級降級的處理,而成為用戶能夠進行下一賽季的狀態。再者,在已結束賽季的情況下(換言之,開始下一賽季的情況下)用戶之合、計獲得分數係被重設為初始值(例如零)。 Fig. 3 is a schematic diagram showing an example of such a state. In the example shown in Figure 3, it is assumed that the total points obtained by the users who have finished the 25th game is 240 points, and the maximum points that can be given to the user in one game is 50 points. As shown in Figure 3, in this case, even if the maximum score (50 points) is awarded to the user in each of the five unconducted games (the 26th game to the 30th game), the user's total points will be awarded Still only scored 490 points, and will meet the downgrade conditions (less than 500 points). In the game system 1, in such a case, the current season is ended without performing the remaining 5 games (the 26th game to the 30th game), and the process of downgrading the user's class is executed, and it becomes The user can proceed to the state of the next season. Furthermore, when the season has ended (in other words, when the next season is started), the user's total and total scores are reset to the initial value (for example, zero).

又例如,會有即便未實施之比賽已全部被實施,用戶之合計獲得分數仍無法成為未達1000分(第一臨限值),而確定成為「升級」的狀態。亦即,由於在一個比賽中賦予用戶的最小分數為定值,故有即便在未實施之全部的各個比賽中賦予用戶的分數為最小分數,用戶之合計獲得分數仍無法成為未達1000分的狀態。 For another example, even if all the unimplemented games have been implemented, the total score of the user still cannot be less than 1000 points (the first threshold), and it is determined to be in the "upgraded" state. In other words, since the minimum score awarded to the user in a game is a fixed value, even if the score awarded to the user in all the games that have not been implemented is the minimum score, the total score obtained by the user cannot be less than 1,000 points. status.

第4圖係顯示如此的狀態之一例的示意圖。在第4圖所示之例中,假定已結束第25場比賽之時間 點的用戶之合計獲得分數為975分,且在一個比賽中能賦予用戶的最小分數為5分的情況。如第4圖所示,在此情況下,即便在未實施之5場比賽(第26場比賽至第30場比賽)的各個比賽中賦予用戶的分數為最小分數(5分),用戶之合計獲得分數仍成為1000分,而滿足升級條件(1000分以上)。在遊戲系統1中,在如此的情況下,成為不實施剩下的5場比賽(第26場比賽至第30場比賽)而結束現在的賽季,且執行使用戶之階級升級的處理,而使用戶成為能夠進行下一賽季的狀態。 Fig. 4 is a schematic diagram showing an example of such a state. In the example shown in Figure 4, it is assumed that the time of the 25th game has ended A situation where the total points obtained by the users with points are 975 points, and the minimum point that can be given to the user in a game is 5 points. As shown in Figure 4, in this case, even if the points awarded to the user in each of the five unconducted games (the 26th to the 30th) are the minimum points (5 points), the total of the users The score obtained still becomes 1000 points, and the promotion conditions are met (1000 points or more). In the game system 1, in such a case, the current season is ended without performing the remaining 5 games (the 26th game to the 30th game), and the process of upgrading the user's rank is executed, and the user is used The user becomes a state capable of carrying out the next season.

又例如,會有即便用戶實施全部未實施之比賽,用戶之合計獲得分數仍無法成為1000分(第一臨限值)以上,且無法成為未達500分(第二臨限值),而確定成為「殘留」確定的狀態。如同前述般,由於在一個比賽中賦予用戶的最大分數及最小分數係為定值,故有即便在未實施之全部的各個比賽中將最大分數賦予用戶,用戶之合計獲得分數仍無法成為1000分以上,且即便在未實施之全部的各個比賽中賦予用戶的分數為最小分數,用戶之合計獲得分數仍無法成為未滿500分的狀態。 For another example, even if the user performs all unimplemented matches, the total score of the user cannot be more than 1000 points (the first threshold), and it cannot be less than 500 points (the second threshold). It becomes the state of "residual" confirmation. As mentioned above, since the maximum and minimum scores awarded to the user in a game are fixed values, even if the maximum score is awarded to the user in all the games that have not been implemented, the total score obtained by the user cannot become 1000 points. As mentioned above, even if the points given to the users in all the games that have not been carried out are the minimum points, the total points obtained by the users cannot be less than 500 points.

第5圖係顯示如此的狀態之一例的示意圖。在第5圖所示之例中,假定已結束第25場比賽之時間點的用戶之合計獲得分數為475分,且在一個比賽中能賦予用戶的最大分數及最小分數分別為50分及5分的情況。如第5圖內之左圖所示,在此情況下,即便在未實施之5場比賽(第26場比賽至第30場比賽)的各個比賽中將最大 分數(50分)賦予用戶,用戶之合計獲得分數仍只成為725分,而不滿足升級條件(1000分以上)。如第5圖內之右圖所示,即便在未實施之5場比賽(第26場比賽至第30場比賽)的各個比賽中賦予用戶的分數為最小分數(5分),用戶之合計獲得分數仍成為500分,而不滿足降級條件(未滿500分)。在遊戲系統1中,係在如此的情況下,成為不實施剩下的5場比賽(第26場比賽至第30場比賽)而結束現在的賽季,且執行使用戶殘留於現在之階級的處理,而使用戶成為能夠進行下一賽季的狀態。 Figure 5 is a schematic diagram showing an example of such a state. In the example shown in Figure 5, it is assumed that the total score of the users who have finished the 25th game is 475 points, and the maximum and minimum points that can be given to the user in a game are 50 points and 5 respectively. Points. As shown in the left picture in Fig. 5, in this case, even in each of the 5 games that have not been implemented (the 26th to the 30th), the maximum Points (50 points) are given to users, and the total points obtained by users are still only 725 points, and the upgrade conditions (1000 points or more) are not met. As shown in the right figure in Fig. 5, even if the score assigned to the user in each of the five unconducted games (the 26th to the 30th) is the minimum score (5 points), the total of the users will be The score still becomes 500 points, and the downgrade conditions are not met (less than 500 points). In the game system 1, in this case, the remaining 5 games (the 26th game to the 30th game) are not implemented and the current season ends, and the user remains in the current tier. , And make the user a state that can proceed to the next season.

如以上,在遊戲系統1中,通常雖在1季之比賽(30場比賽)已全部結束的時間點,依據在該等30場比賽中賦予用戶的分數之合計,來決定用戶的階級之有無變動及變動後之狀態,惟在至少一個比賽為未實施的時間點能夠指定出用戶的階級之有無變動及變動後之狀態的情況下,即限制未實施的至少一次之遊戲的執行。依據遊戲系統1,可以限制實施對用戶而言實施之必要性較低的比賽,結果,可以減輕遊戲系統1之負荷。 As mentioned above, in the game system 1, usually at the time when the season 1 game (30 games) has all ended, the user’s rank is determined based on the total of the points given to the user in the 30 games. And the state after the change, only when at least one game is not implemented at the time point can specify whether the user's tier has changed and the state after the change, that is, the execution of at least one game that has not been implemented is restricted. According to the game system 1, it is possible to restrict the execution of games that are less necessary for the user to perform, and as a result, the load of the game system 1 can be reduced.

再者,在上述之例中,雖然是對用戶賦予亦考慮到用戶隊伍之選手人物所進行之遊戲行為的分數,但是亦可僅按照用戶隊伍之勝敗結果來將分數賦予用戶。例如,亦可在用戶隊伍戰勝的情況下將3分賦予用戶,在用戶隊伍與對戰對手隊伍平局的情況下將1分賦予用戶,在用戶隊伍戰敗的情況下不將分數賦予用戶。在此情況下,只要配合能賦予用戶的分數之量,來設定升級條件、 降級條件或殘留條件即可。 Furthermore, in the above example, although the user is given points that also take into account the game behavior performed by the player characters of the user team, the points may also be assigned to the user only according to the results of the user team's victory or defeat. For example, if the user team wins, 3 points are awarded to the user, if the user team draws with the rival team, 1 point is awarded to the user, and no points are awarded to the user if the user team loses. In this case, as long as the amount of points that can be given to the user, set the upgrade conditions, Degradation conditions or residual conditions are sufficient.

又,在上述之例中,雖然對用戶賦予分數或設定階級,但是亦可對隊伍賦予分數或設定階級。例如,亦可如在從用戶所持有的複數個隊伍之當中,受理在1個賽季中使用的隊伍之選擇,並藉由所選出的隊伍執行比賽的情況下,對被選出的隊伍賦予與比賽之結果相應的分數,且按照已賦予該隊伍的分數之合計,來使該隊伍之階級變動。 In addition, in the above example, although points are assigned to users or ranks are set, it is also possible to assign points or set ranks to teams. For example, if you accept the selection of the team used in a season from among the multiple teams held by the user, and execute the game by the selected team, the selected team may be given The score corresponding to the result of the game, and the rank of the team will be changed according to the total of the scores given to the team.

又,以上雖然已針對棒球隊伍之例加以說明,但是在遊戲終端機30所執行的遊戲亦可為棒球遊戲以外的遊戲。例如,在遊戲終端機30所執行的遊戲,並不限於隊伍彼此對戰的遊戲,亦可為用戶之1人的遊戲人物與對戰對手之1人的遊戲人物進行對戰的遊戲(例如,網球遊戲或格鬥遊戲等)。在此情況下,亦可對遊戲人物賦予分數,或設定階級。又例如,在遊戲終端機30所執行的遊戲,亦可為用戶使用卡組來與對戰對手進行對戰的卡牌遊戲等。在此情況下,亦可對卡組賦予分數,或設定階級。 In addition, although the above description has been given for the example of a baseball team, the game executed on the game terminal 30 may be a game other than a baseball game. For example, the game executed on the game terminal 30 is not limited to a game in which teams compete against each other, and may be a game in which a user’s one-person game character competes with one of his opponent’s game characters (for example, a tennis game or Fighting games, etc.). In this case, it is also possible to assign points to the game characters or set a rank. For another example, the game executed on the game terminal 30 may also be a card game in which the user uses a deck to fight against a rival. In this case, you can also assign points to the deck, or set a level.

[3.功能方塊]其次,針對用以實現以上所說明之動作的構成加以說明。第6圖係顯示在遊戲系統1所實現的功能方塊之一例。 [3. Function block] Next, the structure for realizing the actions described above will be described. Figure 6 shows an example of the functional blocks implemented in the game system 1.

如第6圖所示,遊戲系統1係包含資料記憶部100、數值資訊變化部110、第一決定部120、判定部130、限制部140及第二決定部150。該等的功能方塊係可由伺服器裝置10實現,又可由遊戲終端機30所實現。例 如,全部的功能方塊可由伺服器裝置10所實現,亦可為全部的功能方塊由遊戲終端機30所實現,也可為一部分的功能方塊由伺服器裝置10所實現,剩下的功能方塊則由遊戲終端機30所實現。 As shown in FIG. 6, the game system 1 includes a data storage unit 100, a numerical value information change unit 110, a first determination unit 120, a determination unit 130, a restriction unit 140, and a second determination unit 150. These functional blocks can be implemented by the server device 10 and can also be implemented by the game terminal 30. example For example, all the functional blocks can be implemented by the server device 10, all the functional blocks can be implemented by the game terminal 30, or some of the functional blocks can be implemented by the server device 10, and the remaining functional blocks can be implemented by the server device 10. Realized by the game terminal 30.

例如,資料記憶部100係藉由記憶部12和記憶部32和資料庫DB之至少一個所實現,剩下的各個功能方塊係藉由控制部11或控制部31所實現。 For example, the data storage unit 100 is realized by at least one of the storage unit 12, the storage unit 32, and the database DB, and the remaining functional blocks are realized by the control unit 11 or the control unit 31.

[3-1]資料記憶部100係記憶為了執行遊戲所需的資料。在第6圖中,作為記憶於資料記憶部100的資料之一例,係顯示為了執行前述之棒球遊戲所需的資料。如第6圖所示,作為為了執行前述之棒球遊戲所需的資料,係將用戶資料D101、選手人物資料D102、隊伍資料D103、對戰履歷資料D104及比賽行為類型資料D105記憶於資料記憶部100。再者,第6圖所示的資料只不過是一例,為了執行前述之棒球遊戲所需的資料係不被限於第6圖所示的資料。 [3-1] The data storage unit 100 stores data necessary for executing the game. In FIG. 6, as an example of the data stored in the data storage unit 100, data required to execute the aforementioned baseball game is displayed. As shown in Fig. 6, as the data required to execute the aforementioned baseball game, user data D101, player character data D102, team data D103, match history data D104, and game behavior type data D105 are stored in the data storage unit 100. . In addition, the data shown in FIG. 6 is only an example, and the data required to execute the aforementioned baseball game is not limited to the data shown in FIG. 6.

[3-1-1]用戶資料D101係指表示利用遊戲系統1的用戶之列表(list)的資料。第7圖係顯示用戶資料D101之一例。如第6圖所示,用戶資料D101係包含「用戶ID」、「用戶名」、「階級」、「實施完成比賽數」及「合計獲得分數」欄。「用戶ID」欄係表示唯一識別用戶的識別資訊。「用戶名」欄係表示用戶的名字。「階級」欄係表示用戶的現在之階級。「實施完成比賽數」欄係表示用戶在現在之賽季中實施完成的比賽數。「合計獲得分數」欄係表示 用戶在現在之賽季中所獲得的分數之合計。在賽季開始時「實施完成比賽數」欄或「合計獲得分數」欄之值係被初始化為初始值(例如零)。然後,在用戶每次進行比賽時,「實施完成比賽數」欄之值會增值,且「合計獲得分數」欄之值會依照用戶在比賽中所獲得的分數之量而增加。 [3-1-1] The user profile D101 is a profile representing a list of users who use the game system 1. Figure 7 shows an example of user profile D101. As shown in Figure 6, the user data D101 includes columns for "User ID", "User Name", "Class", "Number of Matches Completed" and "Total Score". The "User ID" column is the identification information that uniquely identifies the user. The "User Name" column indicates the name of the user. The "Class" column indicates the user's current class. The "Number of completed games" column indicates the number of games completed by the user in the current season. "Total scores" column indicates The total number of points obtained by users in the current season. At the beginning of the season, the value in the "Number of games completed" column or the "Total score obtained" column is initialized to the initial value (for example, zero). Then, each time the user plays a game, the value of the "Number of completed games" column will increase, and the value of the "Total Score" column will increase according to the amount of points the user has obtained in the game.

[3-1-2]選手人物資料D102係表示各個用戶的選手人物之列表的資料。選手人物資料D102係依每一用戶(與用戶ID賦予關聯關係)而記憶。 [3-1-2] Player character data D102 is a data showing a list of player characters of each user. The player character data D102 is memorized for each user (associated with the user ID).

[3-1-3]隊伍資料D103係與各個用戶所編組成之隊伍相關的資料。隊伍資料D103係依每一用戶(與用戶ID賦予關聯關係)而記憶。 [3-1-3] Team information D103 is the information related to teams organized by each user. The team data D103 is memorized for each user (associated with the user ID).

[3-1-4]對戰履歷資料D104係表示各個用戶之對戰履歷的資料。對戰履歷資料D104係依每一用戶(與用戶ID賦予關聯關係)而記憶。例如,記憶對戰日期與時間、對戰對手隊伍、勝敗、獲得分數等作為對戰履歷資料D104。 [3-1-4] The battle history data D104 is data showing the battle history of each user. The battle history data D104 is memorized for each user (associated with the user ID). For example, the match history data D104 is memorized as the match history data D104, the match date and time, the match opponent team, the victory and defeat, the score obtained, etc.

[3-1-5]比賽行為類型資料D105係表示在比賽中藉由選手人物所能進行的比賽行為之類型,與在比賽中用戶隊伍之選手人物進行該比賽行為的情況下賦予用戶的分數之對應關係的資料。例如,比賽行為類型資料D105係指針對「一壘安打」、「二壘安打」、「三壘安打」、「全壘打」、「提高打點」、「盜壘成功」、「因四壞球或觸身球而保送」、「奪三振」、「雙殺」等較佳之比賽行為的每一類型來決定分數的資料。 [3-1-5] Game behavior type data D105 indicates the type of game behavior that can be performed by player characters in the game, and the score assigned to the user when the player characters of the user team perform the game behavior in the game The corresponding relationship data. For example, the game behavior type data D105 refers to "first base hit", "second base hit", "third base hit", "home run", "improved RBI", "successful base steal", and "four bad ball Each type of better game behaviors such as "or touch the ball and send", "three strikes", and "double kills" determines the score data.

[3-2]數值資訊變化部110係依據執行完成的遊戲之結果,來使與有關用戶之識別資訊賦予關聯關係的數值資訊產生變化。 [3-2] The numerical information changing unit 110 changes the numerical information associated with the identification information of the relevant user based on the result of the executed game.

所謂「有關用戶之識別資訊」例如是指用戶本身之識別資訊。所謂「用戶本身之識別資訊」係指唯一識別用戶本身的識別資訊。換言之為用以指定用戶的資訊。例如,ID、名字或電子郵件是相當於「用戶本身之識別資訊」之一例。 The so-called "identification information about the user" refers to the user's own identification information, for example. The so-called "identification information of the user" refers to the identification information that uniquely identifies the user. In other words, it is the information used to specify the user. For example, ID, name, or email is equivalent to an example of "user's own identification information".

或是,所謂「有關用戶之識別資訊」,例如是指用戶的遊戲物件的識別資訊。所謂「遊戲物件」係指在遊戲中所能使用的對象。例如,遊戲人物、遊戲卡或遊戲物品等係相當於「遊戲物件」之一例。例如,在運動遊戲的情況下,選手人物是相當於「遊戲物件」之一例。所謂「用戶之遊戲物件的識別資訊」係指唯一識別用戶所持有之遊戲物件(換言之,用戶在遊戲中所使用的遊戲物件)的識別資訊。 Or, the so-called "identification information about the user", for example, refers to the identification information of the user's game object. The so-called "game object" refers to objects that can be used in the game. For example, game characters, game cards, game items, etc. are equivalent to an example of "game items". For example, in the case of a sports game, the player character is equivalent to an example of the "game object". The so-called "identification information of the user's game object" refers to the identification information that uniquely identifies the game object held by the user (in other words, the game object used by the user in the game).

或者是,所謂「有關用戶之識別資訊」,例如亦可指用戶之遊戲物件群組的識別資訊。所謂「遊戲物件群組」係指包含複數個遊戲物件作為組成要素的群組。再者,亦可以「群組」以外的名稱(例如,隊伍、小隊、公會等)來稱呼。例如,在運動遊戲的情況下,隊伍(棒球隊伍或足球隊伍等)是相當於「遊戲物件群組」之一例。所謂「用戶之遊戲物件群組的識別資訊」係指唯一識別用戶所持有之遊戲物件群組(換言之,用戶在遊戲中所使用的遊戲 物件群組)的識別資訊。 Or, the so-called "identification information about the user", for example, can also refer to the identification information of the user's game object group. The so-called "game object group" refers to a group containing a plurality of game objects as constituent elements. Furthermore, it can also be called by a name other than "group" (for example, team, squad, guild, etc.). For example, in the case of a sports game, a team (a baseball team, a football team, etc.) is equivalent to an example of a "game object group". The so-called "identification information of the user's game object group" refers to the unique identification of the game object group held by the user (in other words, the game object used by the user in the game) Object group) identification information.

所謂「數值資訊」係指表示藉由用戶玩遊戲而變化之數值的資訊。「數值資訊」亦可指表示藉由用戶在遊戲中使用遊戲物件或遊戲物件群組而變化之數值的資訊。 The so-called "numerical information" refers to information that represents a numerical value that is changed by the user playing a game. "Numerical information" can also refer to information that represents a value that changes when the user uses a game object or a group of game objects in the game.

例如,在按照用戶之遊戲遊玩行為來對用戶賦予分數的遊戲之情況下,賦予用戶的分數之合計是相當於「數值資訊」之一例。又例如,在按照用戶之遊戲遊玩行為來對用戶之遊戲物件或遊戲物件群組賦予分數的遊戲之情況下,賦予用戶之遊戲物件或遊戲物件群組的分數之合計是相當於「數值資訊」之一例。 For example, in the case of a game in which points are assigned to the user according to the user's game play behavior, the total of points assigned to the user is an example equivalent to "numerical information". For another example, in the case of a game in which points are assigned to a user's game object or game object group according to the user's game play behavior, the total of the points assigned to the user's game object or game object group is equivalent to "numerical information" An example.

「數值資訊」係既可為遊戲之結果越佳數值就變得越大,亦可為遊戲之結果越佳數值就變得越小。又,「數值資訊」係可為會增加但是不會減少,亦可為會減少但是不會增加,亦可為既會增加也會被減少。 "Value information" can mean that the better the game result, the larger the value becomes, or the better the game result, the smaller the value becomes. In addition, the "numerical information" can be increased but not decreased, decreased but not increased, or both increased and decreased.

所謂「遊戲之結果」例如是指是否有達成遊戲中的目的。在以對戰中戰勝作為目標的對戰遊戲之情況下,對戰中戰勝是相當於「目的」之一例,對戰中是否戰勝是相當於「遊戲之結果」之一例。在競爭得分的對戰遊戲之情況下,與對戰對手的得分差亦是相當於「遊戲之結果」之一例。又,以遊戲通關作為目標的遊戲之情況下,於遊戲完成通關是相當於「目的」之一例,遊戲是否完成通關是相當於「遊戲之結果」之一例。 The so-called "game result" refers to, for example, whether the goal in the game has been achieved. In the case of a battle game where the goal is to win in a battle, victory in a battle is equivalent to an example of "purpose", and whether to win in a battle is equivalent to an example of "game result". In the case of a competitive score game, the score difference with the opponent is also an example of the "game result". In addition, in the case of a game whose goal is to pass the game, the completion of the game is equivalent to an example of the "purpose", and whether the game is completed or not is an example of the "game result".

或是,所謂「遊戲之結果」例如亦可指用 戶在遊戲中所進行的遊戲行為內容,或用戶在遊戲中達成的成績。或者是,所謂「遊戲之結果」,例如亦可指用戶之遊戲物件或遊戲物件群組在遊戲中所進行的行動內容,或用戶之遊戲物件或遊戲物件群組在遊戲中達成的成績。 Or, the so-called "game result" can also refer to The content of the game behavior performed by the user in the game, or the result achieved by the user in the game. Or, the so-called "game result", for example, can also refer to the action content of the user's game object or group of game objects in the game, or the result achieved by the user's game object or group of game objects in the game.

例如,在運動遊戲的情況下,用戶之選手人物或隊伍的成績(Stats(統計成績))是相當於「遊戲之結果」之一例。具體而言,在棒球遊戲的情況下,得分、失分、安打數(一壘打、二壘打、三壘打、全壘打之各個安打之數目)、盜壘數、打點、四壞球數、奪三振數等是相當於「遊戲之結果」之一例。又,在足球遊戲的情況下,射門得分數、助攻數、傳球次數、射球次數、帶球次數、截球次數等是相當於「遊戲之結果」之一例。又,例如是在攻擊攻擊對象的遊戲之情況下,用戶所擊倒(破壞)的攻擊對象之數目,或藉由用戶擊倒(破壞)攻擊對象所獲得的得分是相當於「成績」之一例。 For example, in the case of a sports game, the results (Stats) of the user's player character or team are equivalent to an example of the "game result". Specifically, in the case of a baseball game, the number of points scored, points lost, number of hits (the number of hits of first run, second run, third run, and home run), number of bases stolen, RBI, four bad balls Numbers, number of strikeouts, etc. are examples of "game results". In addition, in the case of a football game, the number of shots, assists, passes, shots, dribbles, interceptions, etc. are examples of "game results". Also, for example, in the case of an attacking target game, the number of attacking targets the user knocked down (destroyed), or the score obtained by the user knocking down (destroying) the attacking target is an example of the equivalent of "scores" .

所謂「使數值資訊變化」,例如可指使數值資訊增加或減少,又可指僅進行數值資訊之增加,又可指僅進行數值資訊之減少。 The so-called "change of numerical information", for example, can refer to increase or decrease of numerical information, can refer to only increase or decrease of numerical information.

所謂「依據遊戲結果使數值資訊變化」,係既可指在遊戲結果較佳的情況下使數值資訊增加,又可指在遊戲結果較佳的情況下使數值資訊減少。換言之,既可指在遊戲結果較差的情況下使數值資訊減少,又可指在遊戲結果較差的情況下使數值資訊增加。或是,亦可指遊戲之結果越佳(或遊戲之結果越差),就越加大使數值資訊增 加的程度。或是,亦可指遊戲之結果越佳(或遊戲之結果越差),就越加大使數值資訊減少的程度。 The so-called "change the numerical information according to the game result" refers to both increasing the numerical information when the game result is better, or decreasing the numerical information when the game result is better. In other words, it can mean decreasing the numerical information when the game result is poor, or increasing the numerical information when the game result is poor. Or, it can also mean that the better the result of the game (or the worse the result of the game), the greater the increase in numerical information. The degree of increase. Or, it can also mean that the better the result of the game (or the worse the result of the game), the greater the degree of reduction of numerical information.

在前述的棒球遊戲之例的情況下,記憶於用戶資料D101之「合計獲得分數」欄的值是相當於「數值資訊」之一例。數值資訊變化部110係在用戶每次實施比賽時,都將比賽之勝敗或與比賽中用戶的隊伍之選手人物所進行之比賽行為相應的量之分數加在用戶之合計獲得分數中。 In the case of the aforementioned baseball game example, the value memorized in the "Total Score" column of the user data D101 is equivalent to an example of "Numerical Information". The numerical information changing unit 110 adds the scores of the wins or losses of the game or the amount corresponding to the game behavior performed by the player characters of the user's team to the user's total score each time the user performs the game.

[3-3]第一決定部120係依據預定次數之遊戲的結果,按照預定規則,來決定複數個階層資訊當中之其中一個,作為與有關用戶之識別資訊賦予關聯關係的階層資訊。 [3-3] The first determining unit 120 determines one of the plurality of hierarchical information as the hierarchical information associated with the identification information of the relevant user based on the results of the predetermined number of games and in accordance with predetermined rules.

所謂「預定次數」係指比1更多的次數。所謂「預定次數」,亦可並未固定於特定的次數,又可具有幅度。例如,m次以上且n次以下之各自的次數亦可相當於「預定次數」。 The so-called "predetermined times" refers to times more than one. The so-called "predetermined number of times" may not be fixed to a specific number of times, but may have a range. For example, the respective times of m times or more and n times or less may be equivalent to the "predetermined times".

以目的之達成作為目標的遊戲之情況,係在已確定可以達成目的或無法達成目的的情況下為執行了「一次之遊戲」。 In the case of a game where the goal is achieved, the "game of one time" is executed when it is determined that the goal can be achieved or cannot be achieved.

例如,以對戰中戰勝作為目標的對戰遊戲之情況,在已確定最終的對戰之結果(勝敗)的情況下為執行了「一次之遊戲」。簡要言之,各個對戰是相當於「一次之遊戲」。亦即,在棒球遊戲或足球遊戲等的運動遊戲之情況下,各個比賽是相當於「一次之遊戲」。又,在將棋遊戲、 圍棋遊戲、麻將遊戲或卡牌遊戲的情況下,各個對局是相當於「一次之遊戲」。再者,在「對戰之結果」中亦可包含有平局。 For example, in the case of a battle game where the goal is to win in a battle, when the final battle result (victory or defeat) is determined, the "game of once" is executed. In short, each battle is equivalent to a "game of once." That is, in the case of a sports game such as a baseball game or a football game, each game is equivalent to "a one-time game." Also, in the game of shogi, In the case of a game of Go, Mahjong, or a card game, each game is equivalent to a "game of once". Furthermore, a tie can also be included in the "battle result".

又例如,以遊戲通關作為目標的遊戲之情況,在已成為遊戲通關或遊戲結束的情況下成為執行了「一次之遊戲」。 For another example, in the case of a game whose goal is to pass the game, when the game has been cleared or the game is over, the "game of one time" is executed.

所謂「預定次數之遊戲的結果」係可以改稱為遊戲已遊玩預定次數後的情況之遊戲的結果。 The so-called "result of a predetermined number of games" can be changed to the result of a game after the game has been played a predetermined number of times.

所謂「預定規則」係指依據預定次數之遊戲的結果,從複數個階層資訊當中決定應與有關用戶之識別資訊賦予關聯關係的階層資訊的規則。 The so-called "predetermined rule" refers to a rule that determines the level information that should be associated with the identification information of the user from a plurality of levels of information based on the results of a predetermined number of games.

所謂「複數個階層資訊」係指將對象(例如,用戶、用戶之遊戲物件或遊戲物件群組等)分成複數個階層的資訊。例如,只要階級資訊、等級資訊或分類資訊等為能夠與對象之識別資訊賦予關聯關係的情況,則階級資訊、等級資訊或分類資訊等就是相當於「階層資訊」之一例。又例如,只要群組資訊(例如最高階群組、高階群組、中階群組或低階群組等)之其中任一個,能夠與對象之識別資訊賦予關聯關係的情況,則群組資訊就是相當於「階層資訊」之一例。 The so-called "multiple levels of information" refers to information that divides objects (for example, users, user game objects, or game object groups, etc.) into multiple levels. For example, as long as class information, rank information, or classification information can be associated with the identification information of the object, the class information, rank information, or classification information is equivalent to an example of "class information". For another example, as long as any one of the group information (such as the highest-level group, high-level group, middle-level group, or low-level group, etc.) can be associated with the identification information of the object, the group information It is equivalent to an example of "class information".

所謂「決定與識別資訊賦予關聯關係的階層資訊」,是指例如在階層資訊並未與識別資訊賦予關聯關係的狀態下,決定與識別資訊賦予關聯關係的階層資訊。 The so-called "determining the hierarchical information associated with the identification information" refers to, for example, determining the hierarchical information associated with the identification information when the hierarchical information is not associated with the identification information.

或是,所謂「決定作為與識別資訊賦予關 聯關係的階層資訊」,是指例如在階層資訊已與識別資訊賦予關聯關係的狀態下,決定是否更新與識別資訊賦予關聯關係的階層資訊,或決定與識別資訊賦予關聯關係之新的階層資訊。具體而言,作為與識別資訊賦予關聯關係的階層資訊,亦可從現在之階層資訊、比現在之階層資訊更高階的階層資訊和比現在之階層資訊更低階的階層資訊之中決定。再者,作為與識別資訊賦予關聯關係的階層資訊,亦可從現在之階層資訊和比現在之階層資訊更高階的階層資訊之中決定。或是,作為與識別資訊賦予關聯關係的階層資訊,亦可從現在之階層資訊和比現在之階層資訊更低階的階層資訊之中決定。 Or, the so-called "decision act is related to the identification information The hierarchical information of the association relationship" refers to, for example, when the hierarchical information has been associated with the identification information, it is determined whether to update the hierarchical information associated with the identification information, or determine the new hierarchical information associated with the identification information. . Specifically, the hierarchy information that is associated with the identification information can also be determined from the current hierarchy information, the hierarchy information higher than the current hierarchy information, and the hierarchy information lower than the current hierarchy information. Furthermore, as the hierarchy information that is associated with the identification information, it can also be determined from the current hierarchy information and the hierarchy information higher than the current hierarchy information. Or, the hierarchical information that is associated with the identification information can also be determined from the current hierarchical information and the hierarchical information lower than the current hierarchical information.

[3-3-1]例如,第一決定部120係在預定次數之遊戲的結果滿足預定條件的情況下,決定複數個階層資訊當中的預定之階層資訊,作為與有關用戶之識別資訊賦予關聯關係的階層資訊。 [3-3-1] For example, when the result of a predetermined number of games meets a predetermined condition, the first determining unit 120 determines predetermined hierarchical information among a plurality of hierarchical information, and associates it with the identification information of the relevant user Relationship hierarchy information.

在此,所謂「預定條件」係指與預定次數之遊戲的結果相關的條件。所謂「預定條件」係指為了使與有關用戶之識別資訊賦予關聯關係的階層資訊決定為預定之階層資訊,應藉由預定次數之遊戲的結果而被滿足的條件。 Here, the "predetermined condition" refers to a condition related to the outcome of a predetermined number of games. The so-called "predetermined condition" refers to a condition that should be satisfied by the result of a predetermined number of games in order to determine the level information associated with the identification information of the relevant user as the predetermined level information.

[3-3-2]例如,第一決定部120係在預定次數之遊戲全部完成的時間點之數值資訊被包含於預定範圍的情況下,決定預定之階層資訊,作為與有關用戶之識別資訊賦予關聯關係的階層資訊。在此,所謂「預定範圍」,係 指上限及下限之至少一方已被決定的數值範圍。 [3-3-2] For example, the first determining unit 120 determines the predetermined level information as the identification information for the relevant user when the numerical information at the time point when the predetermined number of games is completed is included in the predetermined range The hierarchical information given to the relationship. Here, the so-called "predetermined range" means Refers to the numerical range in which at least one of the upper and lower limits has been determined.

[3-3-3]例如,第一決定部120係在預定次數之遊戲全部完成的時間點之數值資訊被包含於第一預定範圍的情況下,決定將與有關用戶之識別資訊賦予關聯關係的階層資訊,變更成比現在與該識別資訊賦予關聯關係的階層資訊更低階的階層資訊。 [3-3-3] For example, the first determining unit 120 decides to associate the identification information with the relevant user when the numerical information at the time when the predetermined number of games are completed is included in the first predetermined range The hierarchical information of is changed to lower hierarchical information than the hierarchical information currently associated with the identification information.

又例如,第一決定部120係在預定次數之遊戲全部完成的時間點之數值資訊被包含於第二預定範圍的情況下,決定與有關用戶之識別資訊賦予關聯關係的階層資訊不從現在與該識別資訊賦予關聯關係的階層資訊變更。 For another example, the first determining unit 120 determines that the hierarchical information associated with the identification information of the relevant user is not from the current state when the numerical information at the time when the game is completed for a predetermined number of times is included in the second predetermined range. The identification information gives the hierarchical information change of the association relationship.

又例如,第一決定部120係在預定次數之遊戲全部完成的時間點之數值資訊被包含於第三預定範圍的情況下,決定將與有關用戶之識別資訊賦予關聯關係的階層資訊,變更成比現在與該識別資訊賦予關聯關係的階層資訊更高階的階層資訊。 For another example, the first determining unit 120 decides to assign the hierarchical information associated with the identification information of the relevant user when the numerical information at the time point when all the games of the predetermined number of times are completed is included in the third predetermined range, and changes it to Higher-level hierarchical information than the hierarchical information currently associated with the identification information.

在此,「第二預定範圍」係與「第一預定範圍」不同的數值範圍。又,「第三預定範圍」係與「第一預定範圍」及「第二預定範圍」不同的數值範圍。 Here, the "second predetermined range" is a numerical range different from the "first predetermined range". In addition, the "third predetermined range" is a numerical range different from the "first predetermined range" and the "second predetermined range".

例如,在數值資訊為遊戲之結果越佳數值就變得越大的情況下,「第二預定範圍」係指與「第一預定範圍」不重疊的數值範圍,且為包含比被包含於「第一預定範圍」的數值更大之數值的數值範圍。又,「第三預定範圍」係指與「第一預定範圍」及「第二預定範圍」不重疊 的數值範圍,且為包含比被包含於「第二預定範圍」的數值更大之數值的數值範圍。 For example, when the numerical information indicates that the better the game result, the larger the numerical value becomes, the "second predetermined range" refers to the numerical range that does not overlap with the "first predetermined range", and the inclusion ratio is included in the " The numerical range of the larger numerical value of "First predetermined range". Also, "the third predetermined range" means that it does not overlap with the "first predetermined range" and the "second predetermined range" The numerical range of is a numerical range that includes a numerical value larger than the numerical value contained in the "second predetermined range".

又例如,在數值資訊為遊戲之結果越佳數值就變得越小的情況下,「第二預定範圍」係指與「第一預定範圍」不重疊的數值範圍,且為包含比被包含於「第一預定範圍」的數值更小之數值的數值範圍。又,「第三預定範圍」係指與「第一預定範圍」及「第二預定範圍」不重疊的數值範圍,且為包含比被包含於「第二預定範圍」的數值更小之數值的數值範圍。 For another example, when the numerical information indicates that the better the result of the game, the smaller the numerical value becomes, the "second predetermined range" refers to a numerical range that does not overlap with the "first predetermined range", and the inclusion ratio is included in The numerical range of the smaller numerical value of the "first predetermined range". In addition, the "third predetermined range" refers to a numerical range that does not overlap with the "first predetermined range" and the "second predetermined range", and includes a value that is smaller than the value included in the "second predetermined range" Numerical range.

所謂「比現在與識別資訊賦予關聯關係之階層資訊更低階的階層資訊」,係指現在與識別資訊賦予關聯關係的階層資訊之下降一階的階層資訊。再者,亦可指比現在與識別資訊賦予關聯關係的階層資訊更下降二階以上的階層資訊。 The so-called "hierarchical information lower than the hierarchical information currently associated with the identification information" refers to hierarchical information that is one level lower than the hierarchical information currently associated with the identification information. Furthermore, it can also refer to hierarchical information that is two levels lower than the hierarchical information currently associated with the identification information.

所謂「比現在與識別資訊賦予關聯關係的階層資訊更高階的階層資訊」,係指現在與識別資訊賦予關聯關係的階層資訊之上升一階的階層資訊。再者,亦可指比現在與識別資訊賦予關聯關係的階層資訊更上升二階以上的階層資訊。 The so-called "hierarchical information higher than the hierarchical information currently associated with the identification information" refers to hierarchical information that is one level higher than the hierarchical information currently associated with the identification information. Furthermore, it can also refer to hierarchical information that is two or more levels higher than the hierarchical information currently associated with the identification information.

[3-3-4]在前述的棒球遊戲之例的情況下,1賽季(30場比賽)是相當於「預定次數之遊戲」之一例。第2圖所示的升級條件、降級條件及殘留條件是相當於「預定規則」之一例。又,階級A至E是相當於「複數個階層資訊」之一例。 [3-3-4] In the case of the aforementioned example of a baseball game, one season (30 games) is an example of a "predetermined number of games". The promotion conditions, demotion conditions, and residual conditions shown in Figure 2 are examples of the "predetermined rules". In addition, levels A to E are equivalent to an example of "multiple levels of information".

前述的棒球遊戲之例的情況,在1賽季之比賽(30場比賽)全部結束之時間點的用戶之合計獲得分數滿足降級條件(預定條件之一例)的情況下,亦即,在用戶之合計獲得分數為未達500分(第一預定範圍之一例)的情況下,第一決定部120係決定將用戶之階級變更成比現在之階級更下降一級的階級。 In the case of the aforementioned example of the baseball game, when the total points obtained by the users at the time when all the matches (30 games) of a season are over meets the downgrade condition (an example of the predetermined condition), that is, the total number of users When the score obtained is less than 500 points (an example of the first predetermined range), the first determining unit 120 decides to change the user's rank to a rank lower than the current rank.

又,在1賽季之比賽全部結束之時間點的用戶之合計獲得分數滿足殘留條件(預定條件之一例)的情況下,亦即,在用戶之合計獲得分數為500分以上且未達1000分(第二預定範圍之一例)的情況下,第一決定部120係決定將用戶之階級維持於現在之階級。 Also, when the total points obtained by the users at the point in time when all the games in the first season are over meets the residual condition (an example of a predetermined condition), that is, when the total points obtained by the users are 500 points or more and less than 1,000 points ( In the case of an example of the second predetermined range), the first determining unit 120 determines to maintain the user's class at the current class.

又,在1賽季之比賽全部結束之時間點的用戶之合計獲得分數滿足升級條件(預定條件之一例)的情況下,亦即,在用戶之合計獲得分數為1000分以上(第三預定範圍之一例)的情況下,第一決定部120係決定將用戶之階級變更成比現在之階級更上升一級的階級。 In addition, when the total points obtained by the users at the time when all the games in the first season are over meets the upgrade conditions (an example of the predetermined conditions), that is, when the total points obtained by the users are 1000 points or more (the third predetermined range) In the case of one example), the first decision unit 120 decides to change the user's class to a class higher than the current class.

[3-4]判定部130係在預定次數之遊戲當中的至少一次之遊戲為未執行的時間點,依據執行完成之遊戲的結果和預定規則,來判定是否能夠指定出藉由第一決定部120所決定的階層資訊。 [3-4] The determination unit 130 determines whether at least one game among the predetermined number of games is not executed, and based on the result of the completed game and predetermined rules, determines whether it can be specified by the first determination unit 120 determined class information.

所謂「預定次數之遊戲當中的至少一次之遊戲為未執行的時間點」係指預定次數之遊戲全部被完成之前的時間點。換言之,是指有用戶所能夠遊玩的至少一次之遊戲仍殘留著的時間點。 The so-called "time point in which at least one game among the predetermined number of games is not executed" refers to the point in time before all the predetermined number of games are completed. In other words, it refers to the point in time when at least one game that the user can play is still remaining.

所謂「能夠指定出藉由第一決定部120所決定的階層資訊」,係指能藉由第一決定部120所決定的階層資訊被限縮於複數個階層資訊當中之其中任一個的情況。換言之,是指無關於未執行的至少一次之遊戲的結果,能藉由第一決定部120所決定的階層資訊被確定於複數個階層資訊當中之其中任一個的情況。更換言之,是指無論未執行的至少一次之遊戲的結果為如何的結果,都只有複數個階層資訊當中的特定之階層資訊會被第一決定部120所決定的可能性,而沒有其他之階層資訊會被第一決定部120所決定的可能性的情況。在至少一次之遊戲為未執行的時間點,被判定為無關於該至少一次之遊戲的結果為何,由第一決定部120所決定的階層資訊會成為階層資訊X的情況,即相當於「能夠指定出藉由第一決定部120所決定的階層資訊」的情況。 The so-called "the class information determined by the first determining unit 120 can be specified" refers to the case where the class information determined by the first determining unit 120 is limited to any one of a plurality of class information. In other words, it refers to a situation in which, regardless of the result of at least one game that has not been executed, the level information determined by the first determining unit 120 can be determined in any one of the plurality of level information. In other words, it means that regardless of the result of the game that has not been executed at least once, there is only the possibility that the specific class information among the plurality of class information will be determined by the first determination unit 120, and there is no other class. The situation where the information will be determined by the first determining unit 120. At the point in time when at least one game is not executed, it is determined that the result of the at least one game is irrelevant, and the class information determined by the first determining unit 120 becomes class information X, which is equivalent to "Able Specify the class information determined by the first determining unit 120".

[3-4-1]例如,在第一決定部120具有[3-3-1]所說明之構成的情況下,判定部130係在至少一次之遊戲為未執行的時間點,無關於未執行的至少一次之遊戲的結果,依據執行完成之遊戲的結果來判定預定條件是否在預定次數之遊戲全部完成的時間點被滿足。例如,在無論未執行的至少一次之遊戲的結果為如何的結果,仍只有預定條件被滿足的可能性,而沒有預定條件不被滿足的可能性之情況下,判定部130係無關於未執行的至少一次之遊戲的結果,判定在預定次數之遊戲全部完成的時間點,前述預定條件會被滿足。 [3-4-1] For example, in a case where the first determining unit 120 has the configuration described in [3-3-1], the determining unit 130 is at a point in time when at least one game is not executed, regardless of the unexecuted time. As a result of the executed game at least once, it is determined based on the result of the executed game whether the predetermined condition is satisfied at the time point when the predetermined number of games are all completed. For example, regardless of the result of at least one game that has not been executed, there is still only the possibility that the predetermined condition is met, but there is no possibility that the predetermined condition is not met, the determination unit 130 is irrelevant to the unexecuted As a result of at least one game, it is determined that the aforementioned predetermined conditions will be met when the predetermined number of games are completed.

[3-4-2]例如,在第一決定部120具有[3-3-2]所說明之構成的情況下,判定部130係在至少一次之遊戲為未執行的時間點,依據該時間點的數值資訊,無關於未執行的至少一次之遊戲的結果,判定預定次數之遊戲全部完成的時間點之數值資訊是否被包含於預定範圍。例如,在無論未執行的至少一次之遊戲的結果為如何的結果,仍只有預定次數之遊戲全部完成的時間點之數值資訊被包含於預定範圍的可能性,而沒有未被包含於預定範圍的可能性之情況下,判定部130係無關於未執行的至少一次之遊戲的結果,判定預定次數之遊戲全部完成的時間點之數值資訊會被包含於預定範圍。 [3-4-2] For example, in the case where the first determination unit 120 has the configuration described in [3-3-2], the determination unit 130 is based on the time when at least one game is not executed. The point value information, regardless of the result of at least one game that has not been executed, determines whether the point value information at the time point when the predetermined number of games are completed is included in the predetermined range. For example, regardless of the result of at least one game that has not been executed, there is still only the possibility that the numerical information at the time when the game is completed for a predetermined number of times is included in the predetermined range, and there is no possibility that the value is not included in the predetermined range. In the case of possibility, the determination unit 130 is not related to the result of at least one game that has not been executed, and determines that the numerical information at the time point when the predetermined number of games are all completed will be included in the predetermined range.

在此情況下的判定部130亦可在至少一次之遊戲為未執行的時間點,依據該時間點的數值資訊,來取得預定次數之遊戲已全部完成的時間點之數值資訊所能取的最大值或最小值。然後,判定部130亦可無關於未執行的至少一次之遊戲的結果,而依據最大值或最小值來判定預定次數之遊戲全部完成的時間點之數值資訊是否會被包含於預定範圍。 In this case, the judging unit 130 may also obtain the maximum value that can be taken by the predetermined number of times the game has been completed based on the numerical information at the time when at least one game is not executed. Or minimum. Then, the determining unit 130 may also determine whether the numerical information at the time point when the predetermined number of games are all completed is included in the predetermined range based on the maximum value or the minimum value regardless of the result of at least one game that has not been executed.

例如,若是數值資訊為遊戲之結果越佳數值就變得越大,且為會增加但是不會減少的情況(亦即,按照遊戲之結果的良好度而增加的情況),判定部130可假定未執行之遊戲的結果為最佳的情況並預測「最大值」,且取得現在時間點之數值資訊作為「最小值」。 For example, if the numerical information indicates that the better the result of the game, the larger the numerical value becomes, and it will increase but not decrease (that is, the case increases according to the goodness of the game result), the determination unit 130 may assume The result of the unexecuted game is the best case and predicts the "maximum value", and obtains the numerical information at the current time point as the "minimum value".

又例如,若是數值資訊為遊戲之結果越佳 數值就變得越大,且為會增加也會減少的情況(亦即,按照遊戲之結果的良好度或不佳度而增減的情況),判定部130亦可假定未執行之遊戲的結果為最佳的情況並預測「最大值」,且假定未執行之遊戲的結果為最差的情況並取得「最小值」。 For another example, if the numerical information is the result of the game, the better The value becomes larger, and in the case where it will increase and decrease (that is, increase or decrease according to the goodness or badness of the result of the game), the determination unit 130 may also assume the result of the unexecuted game It is the best case and predicts the "maximum value", and assumes that the result of the unexecuted game is the worst case and obtains the "minimum value".

又例如,若是數值資訊為遊戲之結果越佳數值就變得越大,且為會減少但是不會增加的情況(亦即,按照遊戲之結果的不佳度而被減少的情況),判定部130亦可假定未執行之遊戲的結果為最差的情況並預測「最小值」,且取得現在時間點之數值資訊作為「最大值」。 For another example, if the value information indicates that the better the result of the game, the larger the value becomes, and it is reduced but not increased (that is, reduced according to the poorness of the game result), the determination unit 130 can also assume that the result of the unexecuted game is the worst case and predict the "minimum value", and obtain the numerical information at the current time point as the "maximum value".

又例如,若是數值資訊為遊戲之結果越佳數值就變得越小,且為會減少但是不會增加的情況(亦即,按照遊戲之結果的良好度而被減少的情況),判定部130亦可假定未執行之遊戲的結果為最佳的情況並預測「最小值」,且取得現在時間點之數值資訊作為「最大值」。 For another example, if the value information indicates that the better the result of the game, the smaller the value becomes, and it is reduced but not increased (that is, the case is reduced according to the goodness of the game result), the determination unit 130 It is also possible to assume that the result of the unexecuted game is the best case and predict the "minimum value", and obtain the numerical information at the current time point as the "maximum value".

然後,例如,在最大值及最小值之雙方被包含於預定範圍的情況下,判定部130可判定預定次數之遊戲全部完成的時間點之數值資訊會被包含於預定範圍。 Then, for example, in the case where both the maximum value and the minimum value are included in the predetermined range, the determining unit 130 may determine that the numerical information at the time point when the predetermined number of games are all completed is included in the predetermined range.

[3-4-3]例如,在第一決定部120具有[3-3-3]所說明之構成的情況下,判定部130係在至少一次之遊戲為未執行的時間點,依據該時間點的數值資訊,判定包含有預定次數之遊戲全部完成的時間點之數值資訊的範圍是否會被限縮於第一預定範圍和第二預定範圍和第三預定範圍當中之其中任一個範圍。例如,在預定次數之遊戲全部 完成的時間點之數值資訊只有被包含於第一預定範圍的可能性,而沒有被包含於第二預定範圍及第三範圍的可能性之情況下,判定部130係判定包含有預定次數之遊戲全部完成的時間點之數值資訊的範圍被限縮於第一預定範圍。有關第二預定範圍或第三預定範圍亦是同樣。 [3-4-3] For example, in the case where the first determination unit 120 has the configuration described in [3-3-3], the determination unit 130 is based on the time when at least one game is not executed. The point value information determines whether the range of the value information including the time point at which the game is completed for a predetermined number of times will be limited to any one of the first predetermined range, the second predetermined range, and the third predetermined range. For example, in the predetermined number of games all When the numerical information at the time of completion has only the possibility of being included in the first predetermined range, but not the possibility of being included in the second predetermined range and the third range, the determination unit 130 determines that a predetermined number of games are included The range of the numerical information at the time point when all is completed is limited to the first predetermined range. The same applies to the second predetermined range or the third predetermined range.

[3-4-4]在前述的棒球遊戲之例的情況下,判定部130係在1賽季(30場比賽)當中的至少一個比賽為未實施的時間點,依據該時間點的用戶之合計獲得分數與階級之變動條件(第2圖),來判定是否能夠指定出用戶的階級之有無變動及變動。 [3-4-4] In the case of the aforementioned baseball game example, the determination unit 130 is based on the total number of users at that time when at least one game in a season (30 games) is not played Obtain the change conditions of the score and the rank (Figure 2) to determine whether the user's rank change and change can be specified.

具體而言,判定部130係判定賽季之比賽(30場比賽)全部結束之時間點的用戶之合計獲得分數是否必定滿足降級條件。換言之,判定部130係判定賽季之比賽全部結束之時間點的用戶之合計獲得分數是否沒有滿足升級條件或殘留條件的可能性。例如,判定部130係取得賽季之比賽全部結束之時間點的用戶之獲得分數所能取得的最大值或最小值,且判定賽季之比賽全部結束之時間點的用戶之合計獲得分數是否必定成為未達500分且不可能成為500分以上(參照第3圖)。 Specifically, the determining unit 130 determines whether the total points obtained by the users at the point in time when all the seasons (30 games) are over must meet the demotion condition. In other words, the judging unit 130 judges whether the total points obtained by the users at the time when all the games of the season are over have no possibility of satisfying the promotion condition or the remaining condition. For example, the determining unit 130 is to obtain the maximum or minimum value that can be obtained by the user at the point in time when the game of the season is all over, and determines whether the total points obtained by the user at the point in time when the game of the season is all over must become unqualified. It reaches 500 points and it is impossible to achieve 500 points or more (refer to Figure 3).

或是,判定部130係判定賽季之比賽(30場比賽)全部結束之時間點的用戶之合計獲得分數是否必定滿足殘留條件。換言之,判定部130係判定賽季之比賽全部結束之時間點的用戶之獲得分數是否沒有滿足升級條件或降級條件的可能性。例如,判定部130係取得賽季之比 賽全部結束之時間點的用戶之獲得分數所能取得的最大值或最小值,判定賽季之比賽全部結束之時間點的用戶之合計獲得分數是否必定成為500分以上且未滿1000分且不可能成為未達500分或1000分以上(參照第5圖)。 Or, the judging unit 130 judges whether the total points obtained by the users at the time point when all the seasons (30 games) are over must satisfy the remaining conditions. In other words, the determining unit 130 determines whether the user's score obtained at the point in time when all the games of the season ends does not meet the possibility of the promotion condition or the demotion condition. For example, the determination unit 130 system obtains the season ratio The maximum or minimum value that users can obtain at the point in time when the game is all over, to determine whether the total points obtained by users at the time when the season is all over must be 500 points or more and less than 1,000 points and it is impossible Be less than 500 points or more than 1000 points (refer to Figure 5).

或者是,判定部130係判定賽季之比賽(30場比賽)全部結束之時間點的用戶之合計獲得分數是否必定滿足升級條件。換言之,判定部130係判定賽季之比賽全部結束之時間點的用戶之獲得分數是否沒有滿足殘留條件或降級條件的可能性。例如,判定部130係取得賽季之比賽全部結束之時間點的用戶之獲得分數所能取得的最大值或最小值,判定賽季之比賽全部結束之時間點的用戶之獲得分數是否必定成為1000分以上且不可能成為未達1000分(參照第4圖)。 Alternatively, the determining unit 130 determines whether the total points obtained by the users at the point in time when all the seasons (30 games) have ended must meet the promotion condition. In other words, the determination unit 130 determines whether the user's score obtained at the point in time when all the games of the season ends does not meet the possibility of remaining conditions or demotion conditions. For example, the judging unit 130 obtains the maximum or minimum value that the user can obtain at the time when all the games of the season are over, and determines whether the user at the time when all the games of the season must be over 1000 points. And it is impossible to be less than 1000 points (refer to Figure 4).

[3-5]限制部140,係在至少一次之遊戲為未執行的時間點,被判定出能夠指定出藉由第一決定部120所決定的階層資訊之情況下,限制未執行的至少一次之遊戲的執行。 [3-5] The restricting unit 140 restricts the unexecuted at least one game when it is determined that the level information determined by the first determining unit 120 can be specified at a time point when at least one game is not executed The execution of the game.

所謂「限制未執行的至少一次之遊戲的執行」,例如是指不執行未執行的至少一次之遊戲。亦即,是指省略未執行的至少一次之遊戲的執行,並決定與有關用戶之識別資訊賦予關聯關係的階層資訊。在至少一次之遊戲為未執行的時間點,被判定出能夠指定出藉由第一決定部120所決定的階層資訊之情況下,可無條件地限制未執行的至少一次之遊戲的執行,亦可在預定的條件之下,限 制未執行的至少一次之遊戲的執行。例如,亦可僅在用戶不期望未執行的至少一次之遊戲的執行之情況下,限制未執行的至少一次之遊戲的執行。 The so-called "restrict the execution of at least one game that has not been executed", for example, means that at least one game that has not been executed is not executed. That is, it refers to omitting the execution of at least one game that has not been executed, and determining the level information that is associated with the identification information of the relevant user. When it is determined that the level information determined by the first determining unit 120 can be specified at the time when at least one game is not executed, the execution of at least one game that has not been executed may be unconditionally restricted, or Under predetermined conditions, limit Control the execution of at least one game that has not been executed. For example, it is also possible to restrict the execution of at least one game that has not been executed only when the user does not expect the execution of at least one game that has not been executed.

[3-5-1]例如,第一決定部120具有[3-3-1]所說明之構成的情況,限制部140係在至少一次之遊戲為未執行的時間點,無關於未執行的至少一次之遊戲的結果,被判定出在預定次數之遊戲全部完成的時間點預定條件會被滿足的情況下,限制未執行的至少一次之遊戲的執行。 [3-5-1] For example, when the first determination unit 120 has the configuration described in [3-3-1], the restriction unit 140 is at a point in time when at least one game is not executed, regardless of the unexecuted As a result of at least one game, if it is determined that the predetermined conditions will be met at the time when the predetermined number of games are all completed, the execution of at least one game that has not been executed is restricted.

[3-5-2]例如,第一決定部120具有[3-3-2]所說明之構成的情況,限制部140係在至少一次之遊戲為未執行的時間點,無關於未執行的至少一次之遊戲的結果,被判定出預定次數之遊戲全部完成的時間點之數值資訊會被包含於預定範圍的情況下,限制未執行的至少一次之遊戲的執行。 [3-5-2] For example, when the first determining unit 120 has the configuration described in [3-3-2], the restricting unit 140 is at a point in time when at least one game is not executed, regardless of the unexecuted As a result of at least one game, when it is determined that the numerical information of the time when the predetermined number of games are all completed will be included in the predetermined range, the execution of at least one game that has not been executed is restricted.

[3-5-3]例如,第一決定部120具有[3-3-3]所說明之構成的情況,限制部140係在至少一次之遊戲為未執行的時間點,被判定出包含有預定次數之遊戲全部完成的時間點之數值資訊的範圍會被限縮於第一預定範圍和第二預定範圍和第三預定範圍之其中任一個範圍的情況下,限制未執行的至少一次之遊戲的執行。 [3-5-3] For example, when the first determination unit 120 has the configuration described in [3-3-3], the restriction unit 140 is determined to include the In the case that the range of numerical information at the time point when all the games of the predetermined number of times are completed will be limited to any one of the first predetermined range, the second predetermined range, and the third predetermined range, at least one game that has not been executed is restricted Implementation.

[3-5-4]在前述的棒球遊戲之例中,係在用戶未實施1賽季(30場比賽)當中的至少一次之比賽的時間點藉由判定部130完成如下述之判定的情況下,限制部140 係不使用戶實施未實施之比賽,且使現在之賽季結束。 [3-5-4] In the example of the aforementioned baseball game, when the user did not play at least one game in a season (30 games), the determination unit 130 completed the following determination , Restriction 140 The system does not allow users to implement unimplemented games, and ends the current season.

(a)在被判定出賽季之比賽全部結束之時間點的用戶之合計獲得分數必定滿足降級條件(已賽季之比賽全部結束之時間點的用戶之合計獲得分數必定成為達滿500分,且不可能成為500分以上)的情況(參照第3圖) (a) The total points obtained by users at the time when it is judged that all the games of the season are over must meet the demotion condition (the total points obtained by users at the time when all the games of the season are over must reach 500 points, and no It may become 500 points or more) (refer to Figure 3)

(b)在被判定出賽季之比賽全部結束之時間點的用戶之合計獲得分數必定滿足殘留條件(賽季之比賽全部結束之時間點的用戶之合計獲得分數必定成為500分以上且未達1000分,且不可能成為未達500分或1000分以上)的情況(參照第5圖) (b) The total points obtained by the users at the time when it is judged that all the games of the season are over must meet the residual condition (the total points obtained by the users at the time when all the games of the season are over must be 500 points or more and less than 1000 points , And it is unlikely to be less than 500 points or more than 1000 points) (refer to Figure 5)

(c)在被判定出賽季之比賽全部結束之時間點的用戶之合計獲得分數必定滿足升級條件(賽季之比賽全部結束之時間點的用戶之合計獲得分數必定成為1000分以上,且不可能成為未達1000分)的情況(參照第4圖) (c) The total points obtained by users at the time when it is judged that all the games of the season are over must meet the upgrade conditions (the total points obtained by users at the time when all the games of the season are over must be 1000 points or more, and it is impossible to become Less than 1000 points) (refer to Figure 4)

[3-6]第二決定部150係在至少一次之遊戲為未執行的時間點,被判定出能夠指定出藉由第一決定部120所決定的階層資訊之情況下,決定與有關用戶之識別資訊賦予關聯關係的階層資訊。 [3-6] The second determining unit 150 determines the relationship with the relevant user when it is determined that the level information determined by the first determining unit 120 can be specified at a point in time when at least one game is not executed. The identification information gives the hierarchical information of the association relationship.

亦即,第二決定部150係決定與被指定出為藉由第一決定部120所決定之階層資訊相同的階層資訊,作為與有關用戶之識別資訊賦予關聯關係的階層資訊。例如,在至少一次之遊戲為未執行的時間點,無關於該至少一次之遊戲的結果,被判定出藉由第一決定部120所決定的階層資訊會成為階層資訊X的情況下,第二決定 部150係決定階層資訊X,作為與有關用戶之識別資訊賦予關聯關係的階層資訊。 That is, the second determining unit 150 determines the same hierarchical information designated as the hierarchical information determined by the first determining unit 120 as the hierarchical information that is associated with the identification information of the related user. For example, at a point in time when at least one game is not executed, regardless of the result of the at least one game, it is determined that the level information determined by the first determining unit 120 will become the level information X, the second Decide The section 150 determines the hierarchical information X as the hierarchical information that is associated with the identification information of the relevant user.

[3-6-1]例如,第一決定部120具有[3-3-1]所說明之構成的情況,第二決定部150係在至少一次之遊戲為未執行的時間點,無關於未執行的至少一次之遊戲的結果,被判定出在預定次數之遊戲全部完成的時間點預定條件會被滿足的情況下,將預定之階層資訊決定作為與有關用戶之識別資訊賦予關聯關係的階層資訊。 [3-6-1] For example, in the case where the first decision unit 120 has the configuration described in [3-3-1], the second decision unit 150 is at a point in time when at least one game is not executed. As a result of the game executed at least once, if it is determined that the predetermined conditions will be met when the predetermined number of games are completed, the predetermined level information is determined as the level information that is associated with the identification information of the relevant user. .

[3-6-2]例如,第一決定部120具有[3-3-2]所說明之構成的情況,第二決定部150係在至少一次之遊戲為未執行的時間點,無關於未執行的至少一次之遊戲的結果,被判定出預定次數之遊戲全部完成的時間點之數值資訊會被包含於預定範圍的情況下,將預定之階層資訊決定作為與有關用戶之識別資訊賦予關聯關係的階層資訊。 [3-6-2] For example, in the case where the first decision unit 120 has the configuration described in [3-3-2], the second decision unit 150 is at a point in time when at least one game is not executed. As a result of the game executed at least once, if it is determined that the numerical information of the time when the game is completed for a predetermined number of times will be included in the predetermined range, the predetermined level information is determined as the identification information of the relevant user to be associated with the relationship Class information.

[3-6-3]例如,第一決定部120具有[3-3-3]所說明之構成的情況,第二決定部150係在至少一次之遊戲為未執行的時間點,被判定出包含有預定次數之遊戲全部完成的時間點之數值資訊的範圍被限縮於第一預定範圍的情況下,決定將與有關用戶之識別資訊賦予關聯關係的階層資訊,變更成比現在與該識別資訊賦予關聯關係的階層資訊更低階的階層資訊。 [3-6-3] For example, if the first determination unit 120 has the configuration described in [3-3-3], the second determination unit 150 is determined at a point in time when at least one game is not executed If the range of numerical information at the time point when the game is completed for a predetermined number of times is limited to the first predetermined range, it is decided to assign the identification information of the relevant user to the hierarchical information of the association relationship, and change it to be compared with the current one. The information gives lower-level hierarchical information to the hierarchical information of the association relationship.

又,第二決定部150係在至少一次之遊戲為未執行的時間點,被判定出包含有預定次數之遊戲全部完成的時間點之數值資訊的範圍會被限縮於第二預定範圍 的情況下,決定使與有關用戶之識別資訊賦予關聯關係的階層資訊不從現在與該識別資訊賦予關聯關係的階層資訊變更。 In addition, the second determination unit 150 is determined to include a predetermined number of times when the game is completed at a time point when at least one game is not executed, and the range of the numerical information at the time point when all the games are completed will be limited to the second predetermined range. In the case of, it is determined that the hierarchical information that is associated with the identification information of the relevant user will not be changed from the hierarchical information that is associated with the identification information.

更且,第二決定部150係在至少一次之遊戲為未執行的時間點,被判定出包含有預定次數之遊戲全部完成的時間點之數值資訊的範圍會被限縮於第三預定範圍的情況下,決定將與有關用戶之識別資訊賦予關聯關係的階層資訊,變更成比現在與該識別資訊賦予關聯關係的階層資訊更高階的階層資訊。 Moreover, the second determining unit 150 is determined to include the predetermined number of times when the game is completed at a time when the game is not executed. The range of the numerical information at the time when the game is completely completed will be limited to the third predetermined range. In this case, it is decided to change the hierarchical information associated with the identification information of the relevant user to higher-level hierarchical information than the hierarchical information currently associated with the identification information.

[3-6-4]在前述的棒球遊戲之例中,在1賽季(30場比賽)當中的至少一次之比賽為未實施的時間點,被判定出賽季之比賽全部結束之時間點的用戶之合計獲得分數必定滿足降級條件(亦即,賽季之比賽全部結束之時間點的用戶之合計獲得分數必定成為未達500分,且不可能成為500分以上)的情況下,第二決定部150係決定將用戶之階級變更成比現在之階級更下降一級的階級。 [3-6-4] In the example of the aforementioned baseball game, at least one game in a season (30 games) was not performed at the time point, and the user who was determined to be the time point when all the games of the season ended If the total score obtained must satisfy the demotion condition (that is, the total score obtained by the user at the time when all the games of the season is over must be less than 500 points, and it is impossible to become 500 points or more), the second decision unit 150 The department decided to change the user's class to a class lower than the current class.

或是,在1賽季(30場比賽)當中的至少一次之比賽為未實施的時間點,被判定出賽季之比賽全部結束之時間點的用戶之合計獲得分數必定滿足殘留條件(賽季之比賽全部結束之時間點的用戶之合計獲得分數必定成為500分以上且未達1000分,且不可能成為未達500分或1000分以上)的情況下,第二決定部150係決定將用戶之階級維持於現在之階級。 Or, if at least one game in a season (30 games) is not implemented, the total points obtained by users who are judged to be the time when all the games of the season are over must meet the residual condition (all games of the season) If the total score of the user at the end of the time must be 500 points or more and less than 1,000 points, and it is impossible to be less than 500 points or 1,000 points or more), the second decision unit 150 decides to maintain the user's rank In the current class.

或者是,在1賽季(30場比賽)當中的至少一 次之比賽為未實施的時間點,被判定出賽季之比賽全部結束之時間點的用戶之合計獲得分數必定滿足升級條件(賽季之比賽全部結束之時間點的用戶之合計獲得分數必定成為1000分以上,且不可能成為未達1000分)的情況下,第二決定部150係決定將用戶之階級變更成比現在之階級更上升一級的階級。 Or, at least one in a season (30 games) The next game is the time when the game is not implemented. The total points obtained by the users who are judged to be the time when the season is all over must meet the upgrade conditions (the total points obtained by the users at the time when the season is all over must become 1000 points In the case of the above, and it is impossible to be less than 1000 points), the second decision unit 150 decides to change the user's class to a class that is one level higher than the current class.

[4.處理]其次,針對為了實現以上所說明之功能方塊而在遊戲系統1所執行的處理加以說明。 [4. Processing] Next, the processing executed in the game system 1 in order to realize the functional blocks described above will be described.

第8A圖及第8B圖係顯示在前述之遊戲系統中每次1場比賽結束時所執行的處理之一例。再者,在開始棒球遊戲的情況下係進行用戶認證。當使用用戶ID和密碼對伺服器裝置10進行用戶認證時,例如用戶憑證(user token)就會從伺服器裝置10發行,作為指定用戶的資訊(以下記載為「用戶指定資訊」)。以後,從遊戲終端機30發送至伺服器裝置10的資料係全部與該用戶指定資訊一起發送。例如,在1場比賽已結束的情況下,關於該比賽之結果的資料會與指定該用戶的用戶指定資訊一起從遊戲終端機30發送至伺服器裝置10。在該資料與用戶指定資訊一起在伺服器裝置10接收到的情況下,第8A圖及第8B圖所示的處理係在伺服器裝置10執行。 Fig. 8A and Fig. 8B show an example of the processing executed at the end of each game in the aforementioned game system. Furthermore, in the case of starting a baseball game, user authentication is performed. When a user ID and a password are used to authenticate the server device 10, for example, a user token is issued from the server device 10 as the information of the designated user (hereinafter referred to as "user designated information"). From now on, the data sent from the game terminal 30 to the server device 10 is all sent together with the user-specified information. For example, in the case where a game has ended, the data on the result of the game is sent from the game terminal 30 to the server device 10 together with the user designation information designating the user. In the case where the data is received by the server device 10 together with the user-specified information, the processing shown in FIGS. 8A and 8B is executed by the server device 10.

如第8A圖所示,首先,伺服器裝置10之控制部11係取得此次之比賽中賦予用戶的分數之量(S100)。 As shown in FIG. 8A, first, the control unit 11 of the server device 10 obtains the amount of points awarded to the user in this game (S100).

例如,此次之比賽中賦予用戶的分數之量 係在遊戲終端機30側算出,且作為關於比賽之結果的上述資料之一部分從遊戲終端機30發送至伺服器裝置10。然後,控制部11係從遊戲終端機30所接收到的資料中,取得此次之比賽中賦予用戶的分數之量。 For example, the amount of points awarded to users in this competition It is calculated on the side of the game terminal 30 and is sent from the game terminal 30 to the server device 10 as part of the aforementioned data about the result of the game. Then, the control unit 11 obtains the amount of points awarded to the user in this game from the data received by the game terminal 30.

再者,亦可在伺服器裝置10側算出此次之比賽中賦予用戶的分數之量。例如,亦可將表示在比賽中藉由用戶之隊伍的選手人物所進行的比賽行為之履歷的資料,作為關於比賽之結果的上述資料之一部分,從遊戲終端機30發送至伺服器裝置10,且控制部11依據該資料來算出此次之比賽中賦予用戶的分數之量。又例如,亦可將表示比賽中在遊戲終端機30由用戶所進行之操作的操作資料從遊戲終端機30發送至伺服器裝置10,且控制部11依據該操作資料來算出此次之比賽中賦予用戶的分數之量。 Furthermore, the amount of points awarded to the user in this game can also be calculated on the server device 10 side. For example, data representing the history of the game behavior performed by the player characters of the user’s team in the game may be sent from the game terminal 30 to the server device 10 as part of the above-mentioned data about the result of the game. And the control unit 11 calculates the amount of points awarded to the user in this game based on the data. For another example, the operation data representing the operation performed by the user on the game terminal 30 during the game can also be sent from the game terminal 30 to the server device 10, and the control unit 11 calculates the current game operation based on the operation data. The amount of points given to the user.

在執行步驟S100之後,控制部11係更新記憶於用戶資料D101的用戶之合計獲得分數等(S102)。亦即,控制部11係在用戶資料D101中,對於藉由所接收到之用戶指定資訊所指定之與用戶ID賦予關聯關係而記憶的合計獲得分數,加上在步驟S100所取得的量之分數。更且,控制部11係在用戶資料D101中,增加藉由所接收到之用戶指定資訊所指定之與用戶ID賦予關聯關係而記憶的實施完成比賽數。 After step S100 is executed, the control unit 11 updates the total score obtained by the user stored in the user profile D101 (S102). That is, in the user data D101, the control unit 11 adds the score obtained in the total amount obtained in step S100 to the memorized total of the associated relationship with the user ID specified by the received user specification information . Furthermore, the control unit 11 adds to the user data D101 the number of completed matches memorized by assigning an association relationship with the user ID designated by the received user designation information.

在執行步驟S102之後,控制部11係針對所接收到的用戶指定資訊,判定賽季之全部比賽是否實施 完成(S104)。例如,控制部11係在用戶資料D101中,藉由所接收到之用戶指定資訊所指定之與用戶ID賦予關聯關係而記憶的實施完成比賽數為「30」的情況下,控制部11係針對所接收到的用戶指定資訊,判定賽季之全部比賽為實施完成。 After step S102 is executed, the control unit 11 determines whether all games of the season will be carried out based on the received user-specified information Complete (S104). For example, the control unit 11 is in the user data D101, and the number of completed matches memorized by the association with the user ID specified by the received user designation information is "30", the control unit 11 is for The received user-specified information determines that all games of the season are completed.

在針對就所接收到的用戶指定資訊,判定為賽季之全部比賽為實施完成的情況下(S104:「是」),控制部11係從用戶資料D101取得用戶之合計獲得分數(P)(S106)。亦即,控制部11係在用戶資料D101中取得與藉由所接收到之用戶指定資訊所指定之用戶ID賦予關聯關係而記憶的合計獲得分數(P)。然後,控制部11係判定在步驟S106所取得的合計獲得分數(P)是否未達500(S108)。亦即,控制部11係判定降級條件是否被滿足。 In the case where it is determined that all the games of the season have been completed for the received user-specified information (S104: "Yes"), the control unit 11 obtains the user's total score (P) from the user data D101 (S106 ). That is, the control unit 11 obtains the memorized total obtained points (P) in the user data D101 that are associated with the user ID designated by the received user designation information. Then, the control unit 11 determines whether or not the total score (P) acquired in step S106 is less than 500 (S108). That is, the control unit 11 determines whether the downgrading condition is satisfied.

在被判定出合計獲得分數(P)為未達500的情況下(S108:「是」),控制部11係將記憶於用戶資料D101的用戶之階級變更成比現在之階級更下降一級的階級(S114)。亦即,控制部11係在用戶資料D101中,將與藉由所接收到之用戶指定資訊所指定之用戶ID賦予關聯關係而記憶的階級變更成比現在之階級更下降一級的階級,藉此使用戶之階級降級。 When it is judged that the total score (P) is less than 500 (S108: "Yes"), the control unit 11 changes the user class memorized in the user data D101 to a class that is one level lower than the current class (S114). That is, in the user data D101, the control unit 11 changes the memorized class associated with the user ID designated by the received user designation information to a class lower than the current class, thereby Downgrade the user's class.

另一方面,在被判定出合計獲得分數(P)非為未達500的情況下(S108:「否」),控制部11係判定在步驟S106所取得的合計獲得分數(P)是否為1000以上(S110)。亦即,控制部11係判定升級條件是否被滿足。 On the other hand, when it is determined that the total score (P) is not less than 500 (S108: "No"), the control unit 11 determines whether the total score (P) obtained in step S106 is 1000. Above (S110). That is, the control unit 11 determines whether the upgrade conditions are satisfied.

在被判定出合計獲得分數(P)為1000以上的情況下(S110:「是」),控制部11係將記憶於用戶資料D101的用戶之階級變更成比現在之階級更上升一級的階級(S112)。亦即,控制部11係在用戶資料D101中,將與藉由所接收到之用戶指定資訊所指定之用戶ID賦予關聯關係而記憶的階級變更成比現在之階級更上升一名的階級,藉此使用戶之階級升級。 When it is determined that the total score (P) is 1000 or more (S110: "Yes"), the control unit 11 changes the user class memorized in the user data D101 to a class higher than the current class ( S112). That is, in the user data D101, the control unit 11 changes the memorized rank associated with the user ID specified by the received user-specified information to a rank higher than the current rank. This upgrades the user's class.

另一方面,在被判定出合計獲得分數(P)非為1000以上的情況下(S110:「否」),控制部11係不變更記憶於用戶資料D101的用戶之階級,而是執行後述的步驟S116。亦即,在此情況下,控制部11係在用戶資料D101中,使與藉由所接收到之用戶指定資訊所指定之用戶ID賦予關聯關係而記憶的階級不從現在之階級變更,藉此使用戶殘留於現在之階級。 On the other hand, when it is determined that the total score (P) is not 1000 or more (S110: "No"), the control unit 11 does not change the rank of the user memorized in the user data D101, but executes the following Step S116. That is, in this case, the control unit 11 is in the user data D101, so that the rank memorized with the user ID specified by the received user specified information is not changed from the current rank. Make users remain in the current class.

在步驟S112或S114已被執行的情況下,或是在步驟S110中,被判定出在步驟S106所取得的合計獲得分數(P)非為1000以上的情況下(S110:「否」),控制部11係執行用以使賽季結束的賽季結束處理(S116)。例如,控制部11係在用戶資料D101中,將與藉由所接收到之用戶指定資訊所指定之與用戶ID賦予關聯關係而記憶的實施完成比賽數或合計獲得分數分別初始化成預定之初始值(例如零)。然後,控制部11係經由通信部13將表示賽季已結束或用戶的階級之變動結果的賽季結束資料發送至遊戲終端機30(S118)。在此情況下,在遊戲終端機30 中,表示賽季已結束或用戶的階級之變動結果(有無變動及變動後之狀態)的影像是依據該賽季結束資料而顯示於顯示部35。 When step S112 or S114 has been executed, or when it is determined in step S110 that the total score (P) obtained in step S106 is not 1000 or more (S110: "No"), control The section 11 executes the season end processing for ending the season (S116). For example, in the user data D101, the control unit 11 initializes the number of games completed or the total score obtained in association with the user ID specified by the received user designation information, and initializes to a predetermined initial value. (E.g. zero). Then, the control unit 11 transmits the season end data indicating the end of the season or the result of the change of the user's rank to the game terminal 30 via the communication unit 13 (S118). In this case, the game terminal 30 In the display section 35, an image showing the end of the season or the result of the user's class change (whether there is a change and the state after the change) is displayed on the display unit 35 based on the end of the season data.

在步驟S104中,有關所接收到的用戶指定資訊,在被判定出1季之全部比賽非為實施完成的情況下(S104:「否」),如第8B圖所示,控制部11係從用戶資料D101取得現在的用戶之合計獲得分數(P)(S120)。亦即,控制部11係在用戶資料D101中,取得與藉由所接收到之用戶指定資訊所指定之用戶ID賦予關聯關係而現在記憶的合計獲得分數(P)。 In step S104, regarding the received user designation information, if it is determined that all the games of the season are not completed (S104: "No"), as shown in Fig. 8B, the control unit 11 is from the user The data D101 obtains the total obtained points (P) of the current user (S120). That is, the control unit 11 obtains the total obtained points (P) currently memorized in the user data D101 that is associated with the user ID designated by the received user designation information.

然後,控制部11係判定在步驟S120所取得的合計獲得分數(P)是否為1000以上(S122)。亦即,控制部11係判定現在時間點的升級條件是否被滿足。 Then, the control unit 11 determines whether or not the total score (P) acquired in step S120 is 1000 or more (S122). That is, the control unit 11 determines whether or not the upgrade condition at the current time is satisfied.

在前述的棒球遊戲之例中,因在賽季中用戶之合計獲得分數不會減少,故所謂被判定出在步驟S120所取得的合計獲得分數(P)為1000以上的情況(S122:「是」),係指無關於未實施的比賽之結果,賽季之比賽全部結束之時間點的用戶之合計獲得分數會成為1000以上的情況。亦即,是指無關於未實施的比賽之結果,升級條件會被滿足的情況。在此情況下,控制部11係不使未實施之比賽實施,而是執行使用戶之階級升級的處理。亦即,控制部11係在用戶資料D101中,將與藉由所接收到之用戶指定資訊所指定之用戶ID賦予關聯關係而記憶的階級,變更成比現在之階級更上升一級的階級(S136)。又, 控制部11係執行賽季結束處理(S142),且經由通信部13將賽季結束資料發送至遊戲終端機30(S144)。步驟S142、S144係與第8A圖之步驟S116、S118同樣。 In the example of the aforementioned baseball game, since the total points earned by users during the season will not decrease, it is so-called a case where it is determined that the total points (P) obtained in step S120 is 1000 or more (S122: "Yes" ), refers to the situation where the total points obtained by users at the time when all the seasons are over will become more than 1000 regardless of the result of the unimplemented game. In other words, it refers to the situation where the promotion conditions will be met regardless of the result of the unimplemented game. In this case, the control unit 11 does not execute the unexecuted game, but executes the process of upgrading the user's rank. That is, the control unit 11 in the user data D101 changes the rank memorized by being associated with the user ID specified by the received user specified information to a rank higher than the current rank (S136 ). also, The control unit 11 executes the season end processing (S142), and transmits the season end data to the game terminal 30 via the communication unit 13 (S144). Steps S142 and S144 are the same as steps S116 and S118 in Fig. 8A.

另一方面,在被判定出在步驟S120所取得的合計獲得分數(P)非為1000以上的情況下(S122:「否」),控制部11係取得賽季之比賽全部結束之時間點的用戶之合計獲得分數所能取的最大值(Pmax)(S124)。例如,在1場比賽中能賦予用戶的最大分數為ΔPmax,未實施的比賽數為N,且在賽季中用戶之合計獲得分數不會減少的情況下,上述最大值(Pmax)為「P+ΔPmax×N」。 On the other hand, when it is determined that the total score (P) obtained in step S120 is not 1000 or more (S122: "No"), the control unit 11 is the user who obtains the time point when all the games of the season are over The maximum value (Pmax) that the total score can take (S124). For example, if the maximum score that can be given to a user in one game is ΔPmax, the number of unplayed games is N, and the total points obtained by users during the season will not decrease, the above maximum value (Pmax) is "P+ ΔPmax×N".

在執行步驟S124之後,控制部11係判定上述最大值(Pmax)是否為未達500(S126)。 After step S124 is executed, the control unit 11 determines whether the above-mentioned maximum value (Pmax) is less than 500 (S126).

所謂被判定出上述最大值(Pmax)為未達500的情況(S126:「是」),係指即便在未實施之比賽的各場比賽中已將最大分數賦予用戶,賽季之比賽全部結束之時間點的用戶之合計獲得分數仍會成為未達500的情況(參照第3圖)。亦即,是指確定了在賽季之比賽全部結束的時間點會滿足降級條件的情況。在此情況下,控制部11係不使未實施之比賽實施,而是執行使用戶之階級降級的處理。亦即,控制部11係在用戶資料D101中,將與藉由所接收到之用戶指定資訊所指定之用戶ID賦予關聯關係而記憶的階級變更成比現在之階級更下降一級的階級(S138)。又,控制部11係執行賽季結束處理(S144),且經由通信部13將賽季結束資料發送至遊戲終端機30(S146)。 The case where it is determined that the above maximum value (Pmax) is less than 500 (S126: "Yes") means that even if the maximum score has been awarded to the user in each game of the unconducted game, the season has ended. The total points earned by users at the time point will still be less than 500 (refer to Figure 3). That is, it refers to the situation where it is determined that the relegation conditions will be met at the time when the season's games are all over. In this case, the control unit 11 does not execute the unexecuted game, but executes the process of degrading the user's rank. That is, the control unit 11 in the user data D101 changes the memorized rank associated with the user ID specified by the received user specification information to a rank lower than the current rank (S138) . In addition, the control unit 11 executes the season end processing (S144), and transmits the season end data to the game terminal 30 via the communication unit 13 (S146).

另一方面,在被判定出上述最大值(Pmax)非為未達500的情況下(S126:「否」),控制部11係取得賽季之比賽全部結束之時間點的用戶之合計獲得分數所能取的最小值(Pmin)(S128)。例如,在1場比賽中能賦予用戶的最小分數為ΔPmin,未實施的比賽數為N,且在賽季中用戶之合計獲得分數不會減少的情況下,上述最小值(Pmin)為「P+ΔPmin×N」。 On the other hand, when it is determined that the above maximum value (Pmax) is not less than 500 (S126: "No"), the control unit 11 obtains the total points obtained by the users at the point in time when all the games of the season are over. The minimum value (Pmin) that can be taken (S128). For example, if the minimum score that can be given to a user in one game is ΔPmin, the number of unplayed games is N, and the total points obtained by users during the season will not decrease, the above minimum value (Pmin) is "P+ ΔPmin×N".

在執行步驟S128之後,控制部11係判定上述最小值(Pmin)是否為1000以上(S130)。所謂被判定出上述最小值(Pmin)為1000以上的情況(S130:「是」),係指即便在未實施之比賽的各場比賽中賦予用戶的分數為最小分數,在賽季之比賽全部結束之時間點的用戶之合計獲得分數仍會成為1000以上的情況(參照第4圖)。亦即,是指確定了在賽季之比賽全部結束的時間點會滿足升級條件的情況。在此情況下,控制部11係不使未實施之比賽實施,而是執行使用戶之階級升級的處理。亦即,控制部11係在用戶資料D101中,將與藉由所接收到之用戶指定資訊所指定之用戶ID賦予關聯關係而記憶的階級變更成比現在之階級更上升一名的階級(S140)。又,控制部11係執行賽季結束處理(S142),且經由通信部13將賽季結束資料發送至遊戲終端機30(S144)。 After step S128 is executed, the control unit 11 determines whether the above-mentioned minimum value (Pmin) is 1000 or more (S130). When it is determined that the above minimum value (Pmin) is 1000 or more (S130: "Yes"), it means that even if the points awarded to the user in each game of the unconducted game are the minimum points, all the games of the season are over If the total points earned by users at that point in time will still be 1000 or more (refer to Figure 4). That is, it refers to the situation where it is determined that the promotion conditions will be met at the time when the season's games are all over. In this case, the control unit 11 does not execute the unexecuted game, but executes the process of upgrading the user's rank. That is, in the user data D101, the control unit 11 changes the memorized rank associated with the user ID specified by the received user specified information to a rank higher than the current rank (S140 ). In addition, the control unit 11 executes the season end processing (S142), and transmits the season end data to the game terminal 30 via the communication unit 13 (S144).

另一方面,在被判定出上述最小值(Pmin)非為1000以上的情況下(S130:「否」),控制部11係判定上述最小值(Pmin)是否為500以上,且上述最大值(Pmax) 是否未達1000(S132)。 On the other hand, when it is determined that the minimum value (Pmin) is not 1000 or more (S130: "No"), the control unit 11 determines whether the minimum value (Pmin) is 500 or more, and the maximum value ( Pmax) Whether it has not reached 1000 (S132).

所謂被判定出上述最小值(Pmin)為500以上,且上述最大值(Pmax)為未達1000的情況(S132:「是」),係指即便在未實施之比賽的各場比賽中賦予用戶的分數為最小分數,在賽季之比賽全部結束之時間點的用戶之合計獲得分數仍會成為500以上,且即便在未實施之比賽的各場比賽中將最大分數賦予用戶,在賽季之比賽全部結束之時間點的用戶之合計獲得分數仍不會成為1000以上的情況。亦即,是指無關於未實施之比賽的結果,在賽季之比賽全部結束之時間點的用戶之合計獲得分數會成為500以上且未達1000的情況。換句話說,是指確定了在賽季之比賽全部結束的時間點會滿足殘留條件的情況。在此情況下,控制部11係不使未實施之比賽實施,而是執行使用戶殘留於現在之階級的處理。亦即,控制部11係在用戶資料D101中,使與藉、由所接收到之用戶指定資訊所指定之用戶ID賦予關聯關係而記憶的階級不從現在之階級變更,而執行賽季結束處理(S142),且經由通信部13,將賽季結束資料發送至遊戲終端機30(S144)。 When it is determined that the minimum value (Pmin) is 500 or more, and the maximum value (Pmax) is less than 1000 (S132: "Yes"), it means that it is granted to the user even in each game of the unconducted game The score of is the minimum score. The total score of users at the end of the season will still be more than 500, and even if the maximum score is given to the user in each game of the unimplemented game, all games in the season The total points earned by users at the end of the time will still not be more than 1000. That is, regardless of the result of the unconducted game, the total points obtained by the users at the time when all the seasons are over will become 500 or more and less than 1,000. In other words, it refers to the situation where it is determined that the residual conditions will be met at the point in time when the season's games are all over. In this case, the control unit 11 does not execute the unexecuted game, but executes processing that leaves the user in the current rank. That is, the control unit 11 in the user data D101 does not change the rank memorized with the user ID specified by the received user specified information from the current rank, and executes the season end process ( S142), and send the season end data to the game terminal 30 via the communication unit 13 (S144).

另一方面,所謂被判定出上述最小值(Pmin)為500以上,且上述最大值(Pmax)為未達1000的情況(S132:「否」),係指在現在時間點並未確定用戶的階級之有無變動及變動後之狀態的情況。換言之,是指可能會由於未實施之比賽的結果,而使用戶的階級之有無變動及變動後之狀態產生變化的情況。在此情況下,控制部11係經 由通信部13,將表示繼續進行賽季的賽季繼續進行資料發送至遊戲終端機30(S134)。 On the other hand, when it is determined that the minimum value (Pmin) is 500 or more, and the maximum value (Pmax) is less than 1000 (S132: "No"), it means that the user has not been identified at the current time Whether the class has changed and the state after the change. In other words, it refers to the situation where the user's class status and the status after the change may change due to the result of the unimplemented game. In this case, the control unit 11 is The communication unit 13 sends the season continuation data indicating the continuation of the season to the game terminal 30 (S134).

再者,在一個比賽中能賦予用戶的最小分數(ΔPmin)為零的情況下,亦可省略第8B圖之步驟S128、S130、S140。又,在此情況下,在步驟S132中,係只要判定現在的用戶之合計獲得分數(P)是否為500以上,且在步驟S124所取得的最大值(Pmax)是否未達1000即可。 Furthermore, when the minimum score (ΔPmin) that can be given to the user in a game is zero, steps S128, S130, and S140 in Figure 8B can also be omitted. Also, in this case, in step S132, it is only necessary to determine whether the total score (P) of the current user is 500 or more, and whether the maximum value (Pmax) obtained in step S124 is less than 1,000.

[5.歸納]在遊戲系統1中,通常雖在賽季之比賽(30場比賽)全部結束的時間點,依據在該等30場比賽中賦予用戶的分數之合計(合計獲得分數),來決定用戶的階級之有無變動及變動後之狀態,惟在至少一個比賽為未實施的時間點能夠指定出用戶的階級之有無變動及變動後之狀態的情況下,藉由限制未實施的比賽的實施,即可以限制對用戶而言實施之必要性較低的比賽之實施,結果,可以減輕遊戲系統1之負荷。 [5. Summary] In the game system 1, it is usually determined based on the total of the points given to the user in the 30 games (total scores), although the time when the seasons (30 games) are all over Whether the user’s tier has changed and the state after the change, but when at least one game is not implemented, the user’s tier has changed and the state after the change can be specified, by restricting the implementation of the unimplemented game , That is, it is possible to restrict the execution of games that are less necessary for the user to implement, and as a result, the load of the game system 1 can be reduced.

[6.變化例]本發明並非被限定於以上所說明的實施形態。 [6. Variations] The present invention is not limited to the embodiments described above.

在以上所說明的棒球遊戲中,雖然用戶之合計獲得分數不會按照比賽之結果而減少,但是用戶之合計獲得分數亦可按照比賽之結果而減少。例如,在不佳的比賽行為(例如三振等)是由用戶之隊伍的選手人物進行的情況下,亦可減少賦予用戶的分數。結果,在一個比賽中賦予用戶的分數之量變成負的情況下,亦可使用戶之合計獲得分數減少。 In the baseball game described above, although the total score obtained by the user does not decrease according to the result of the game, the total score obtained by the user may also decrease according to the result of the game. For example, in the case where the poor game behavior (for example, strikeout, etc.) is performed by a player character of the user's team, the points awarded to the user can also be reduced. As a result, when the amount of points awarded to the user in a game becomes negative, the total points obtained by the user can also be reduced.

在此情況下,在第8B圖之步驟S124或S128中,只要亦考慮用戶之合計獲得分數被減少,並算出賽季結束時的用戶之合計獲得分數所能取得的最大值(Pmax)或最小值(Pmin)即可。例如,亦可事先設定藉由一個比賽所致的用戶之合計獲得分數的減少量之上限,且依據該上限來算出上述最大值(Pmax)或最小值(Pmin)。 In this case, in step S124 or S128 of Figure 8B, as long as the total points obtained by the users are reduced, the maximum value (Pmax) or minimum value that can be obtained by the total points obtained by the users at the end of the season is calculated (Pmin) is fine. For example, it is also possible to pre-set the upper limit of the reduction of the total points obtained by the users due to a game, and calculate the above-mentioned maximum value (Pmax) or minimum value (Pmin) according to the upper limit.

又以上,雖然主要是針對將本發明應用於棒球遊戲之例加以說明,但是本發明亦可以應用於棒球遊戲以外的遊戲。例如,本發明,亦可以應用於足球遊戲等的其他之運動遊戲。又例如,本發明,亦可以應用於運動遊戲以外的遊戲。例如,本發明,亦可以應用於麻將遊戲、將棋遊戲、圍棋遊戲或使用卡組進行對戰的卡牌遊戲等。本發明係可以應用於如依據預定次數之遊戲的結果,且按照預定規則,決定複數個階層資訊當中之其中任一個,作為與有關用戶之識別資訊賦予關聯關係的階層資訊的遊戲。 In addition, although the above description has mainly focused on the application of the present invention to a baseball game, the present invention can also be applied to games other than baseball games. For example, the present invention can also be applied to other sports games such as football games. For another example, the present invention can also be applied to games other than sports games. For example, the present invention can also be applied to a mahjong game, a shogi game, a Go game, or a card game in which a deck is used for battle. The present invention can be applied to, for example, a game based on the result of a predetermined number of games, and in accordance with predetermined rules, determining any one of a plurality of hierarchical information as the hierarchical information associated with the identification information of the relevant user.

[7.附記]根據如上之記載,本發明係例如能掌握如下。再者,為了易於理解本發明,雖然適當以括弧來記載圖式所記載的符號,但是本發明並不因此而被限定於圖示之態樣。 [7. Supplement] Based on the above description, the present invention can be grasped as follows, for example. In addition, in order to facilitate the understanding of the present invention, although the symbols described in the drawings are described in brackets as appropriate, the present invention is not limited to the illustrated aspect.

1)本發明之一態樣的遊戲系統(1),係包含:決定手段(120),係依據預定次數之遊戲(例如30場比賽)的結果,按照預定規則(例如第2圖),來決定複數個階層資訊(例如階級A至E)當中之其中任一個,作為與有關 用戶的識別資訊(例如用戶ID)賦予關聯關係的階層資訊(例如階級);判定手段(130),係在前述預定次數之遊戲當中的至少一次之遊戲為未執行的時間點,依據執行完成之遊戲的結果和前述預定規則,來判定是否能夠指定出藉由前述決定手段(120)所決定的階層資訊;以及限制手段(140),係在前述至少一次之遊戲為未執行的時間點,被判定出能夠指定出藉由前述決定手段(120)所決定的階層資訊的情況下,限制未執行的前述至少一次之遊戲的執行。 1) The game system (1) of one aspect of the present invention includes: a determining means (120), which is based on the results of a predetermined number of games (for example, 30 games) and according to predetermined rules (for example, Fig. 2) Determine any one of a plurality of class information (for example, class A to E) as related The identification information of the user (such as user ID) is assigned to the level information (such as class) of the association relationship; the judging means (130) is based on the time when at least one of the aforementioned predetermined times of games is not executed, based on the completion of the execution The result of the game and the aforementioned predetermined rules determine whether the hierarchy information determined by the aforementioned determining means (120) can be specified; and the restricting means (140), when the aforementioned at least one game is not executed, is When it is determined that the hierarchy information determined by the aforementioned determining means (120) can be specified, the execution of the aforementioned at least one game that has not been executed is restricted.

10)本發明之一態樣的遊戲控制裝置(10或30),於包含:決定手段(120),依據預定次數之遊戲的結果,按照預定規則,來決定複數個階層資訊當中之其中任一個,作為與有關用戶之識別資訊賦予關聯關係的階層資訊;判定手段(130),係在前述預定次數之遊戲當中的至少一次之遊戲為未執行的時間點,依據執行完成之遊戲的結果和前述預定規則,來判定是否能夠指定出藉由前述決定手段(120)所決定的階層資訊;以及限制手段(140),係在前述至少一次之遊戲為未執行的時間點,被判定出能夠指定出藉由前述決定手段(120)所決定的階層資訊的情況下,限制未執行的前述至少一次之遊戲的執行。 10) A game control device (10 or 30) of one aspect of the present invention includes: a determining means (120), which determines any one of a plurality of levels of information according to the results of a predetermined number of games and according to predetermined rules , As the hierarchical information associated with the identification information of the relevant user; the judging means (130) is the time point when at least one of the aforementioned predetermined times of games is not executed, based on the result of the completed game and the aforementioned Predetermined rules to determine whether the level information determined by the aforementioned determining means (120) can be specified; and the restricting means (140) is determined to be able to specify at the time when the aforementioned at least one game is not executed In the case of the hierarchy information determined by the aforementioned determining means (120), the execution of the aforementioned at least one game that has not been executed is restricted.

11)又,本發明之一態樣的程式,係用以使電腦作為1)至9)中任一項所述之遊戲系統(1)或10)所述之遊戲控制裝置(10或30)而發揮功能。 11) In addition, a program of one aspect of the present invention is used to make a computer function as the game system (1) or the game control device (10 or 30) of any one of 1) to 9). And function.

12)又,本發明之一態樣的資訊記憶媒體,係記錄有11)所述之程式的電腦可讀取之資訊記憶媒體。 12) Furthermore, an information storage medium of one aspect of the present invention is a computer-readable information storage medium on which the program described in 11) is recorded.

13)本發明之一態樣的遊戲系統(1)之控制方法,係包含:決定步驟(S108至S112),係依據預定次數之遊戲的結果,按照預定規則,來決定複數個階層資訊當中之其中任一個,作為與有關用戶之識別資訊賦予關聯關係的階層資訊;判定步驟(S20至S132、S136至S140),係在前述預定次數之遊戲當中的至少一次之遊戲為未執行的時間點,依據執行完成之遊戲的結果和前述預定規則,來判定是否能夠指定出藉由前述決定步驟(S108至S112)所決定的階層資訊;以及限制步驟(S142、S144),係在前述至少一次之遊戲為未執行的時間點,被判定出能夠指定出藉由前述決定步驟所決定的階層資訊的情況下,限制未執行的前述至少一次之遊戲的執行。 13) The control method of the game system (1) of one aspect of the present invention includes: determining steps (S108 to S112), which are based on the results of a predetermined number of games and according to predetermined rules to determine one of the plurality of levels of information Any one of them is the level information that is associated with the identification information of the relevant user; the determination step (S20 to S132, S136 to S140) is a time point when at least one of the aforementioned predetermined times of games is not executed, According to the result of the completed game and the aforementioned predetermined rules, it is determined whether the hierarchy information determined by the aforementioned decision steps (S108 to S112) can be specified; and the restriction steps (S142, S144) are in the aforementioned at least one game When it is determined that the level information determined by the foregoing determination step can be specified as the unexecuted time point, the execution of the unexecuted game at least once is restricted.

14)本發明之一態樣的遊戲控制裝置(10或30)之控制方法,係包含:決定步驟(S108至S112),依據預定次數之遊戲的結果,按照預定規則,來決定複數個階層資訊當中之其中任一個,作為與有關用戶之識別資訊賦予關聯關係的階層資訊;判定步驟(S120至S132、S136至S140),係在前述預定次數之遊戲當中的至少一次之遊戲為未執行的時間點,依據執行完成之遊戲的結果和前述預定規則,來判定是否能夠指定出藉由前述決定步驟(S108至S112)所決定的階層資訊;以及限制步驟(S142、S144),係在前述至少一次之遊戲為未執行的時間點,被判定出能夠指定出藉由前述決定步驟(120)所決定的階層資訊的情況下,限制未執行的前述至少一次之遊戲的執行。 14) The control method of the game control device (10 or 30) of one aspect of the present invention includes: determining steps (S108 to S112), determining a plurality of levels of information according to predetermined rules according to the results of a predetermined number of games Any one of them is used as the hierarchical information associated with the identification information of the relevant user; the determining step (S120 to S132, S136 to S140) is the time when at least one of the aforementioned predetermined times of games is not executed Point, based on the result of the completed game and the aforementioned predetermined rules, it is determined whether the hierarchy information determined by the aforementioned determination steps (S108 to S112) can be specified; and the restriction steps (S142, S144) are performed at least once in the aforementioned If the game is not executed at a time point, and it is determined that the hierarchy information determined by the aforementioned determination step (120) can be specified, the execution of the aforementioned at least one game that has not been executed is restricted.

依據上述1)、10)至14)所記載之發明,通常雖依據預定次數之遊戲的結果,按照預定規則,來決定與有關用戶之識別資訊賦予關聯關係的階層資訊,惟在預定次數之遊戲當中的至少一次之遊戲為未執行的時間點,被判定出能夠指定出所決定的階層資訊之情況下,即可以限制未執行的至少一次之遊戲的執行。亦即,可以限制對用戶而言執行之必要性較低的遊戲之執行,結果,可以減輕遊戲系統之負荷。 According to the inventions described in 1), 10) to 14) above, although it is usually based on the results of a predetermined number of games and in accordance with predetermined rules, the hierarchy information that is associated with the identification information of the relevant user is determined, but in the predetermined number of games At least one of the games is an unexecuted time point, and if it is determined that the determined level information can be specified, the execution of at least one unexecuted game can be restricted. That is, the execution of games that are less necessary for the user to execute can be restricted, and as a result, the load on the game system can be reduced.

2)在本發明之一態樣中,前述決定手段(120)亦可在前述預定次數之遊戲的結果滿足預定條件(例如升級條件(或降級條件、殘留條件))的情況下,決定前述複數個階層資訊當中的預定之階層資訊(例如比現在之階級更上升一級的階級(或比現在之階級更下降一級的階級、現在之階級)),作為與前述識別資訊賦予關聯關係的階層資訊;前述判定手段(130)亦可在前述至少一次之遊戲為未執行的時間點,無關於前述未執行的至少一次之遊戲的結果,而依據前述執行完成之遊戲的結果,來判定在前述預定次數之遊戲全部完成的時間點,前述預定條件是否被滿足;前述限制手段(140)亦可在前述至少一次之遊戲為未執行的時間點,無關於前述未執行的至少一次之遊戲的結果,被判定出在前述預定次數之遊戲全部完成的時間點,前述預定條件會被滿足的情況下,限制前述未執行的至少一次之遊戲的執行。 2) In one aspect of the present invention, the aforementioned determining means (120) may also determine the aforementioned plural number when the result of the aforementioned predetermined number of games meets a predetermined condition (for example, promotion condition (or downgrade condition, residual condition)) The predetermined class information (for example, a class that is one level higher than the current class (or a class that is one level lower than the current class, the current class)) among the class information is used as the class information that is associated with the aforementioned identification information; The aforementioned judging means (130) can also determine whether the aforementioned at least one game is not executed, regardless of the result of the aforementioned at least one game that has not been executed, and based on the result of the aforementioned executed game, to determine the predetermined number of times At the point in time when all the games are completed, whether the aforementioned predetermined conditions are met; the aforementioned restrictive means (140) can also be at the point in time when the aforementioned at least one game is not executed, regardless of the result of the aforementioned unexecuted game It is determined that at the time point when the aforementioned predetermined number of games are all completed, the aforementioned predetermined condition will be met, and the execution of the aforementioned unexecuted game at least once is restricted.

依據2)所記載之發明,通常雖在依據預定 次數之遊戲的結果滿足預定條件的情況下,將複數個階層資訊當中的預定之階層資訊與有關用戶之識別資訊賦予關聯關係,惟在至少一次之遊戲為未執行的時間點被判定出無關於未執行的至少一次之遊戲的結果,而在預定次數之遊戲全部完成的時間點預定條件會被滿足的情況下,即可以限制未執行的至少一次之遊戲的執行。亦即,在如預定次數之遊戲的結果滿足預定條件的情況下,將複數個階層資訊當中的預定之階層資訊與有關用戶之識別資訊賦予關聯關係的遊戲系統中,可以限制對用戶而言執行之必要性較低的遊戲之執行,結果,可以減輕遊戲系統之處理負荷。 According to the invention described in 2), although usually When the result of the game of the number of times meets the predetermined conditions, the predetermined tier information among the plurality of tier information and the identification information of the relevant user are associated with each other, but at least one game is determined to be irrelevant As a result of at least one game that has not been executed, and the predetermined condition will be met at the time when the predetermined number of games are all completed, the execution of at least one game that has not been executed can be restricted. That is, if the result of a predetermined number of games meets a predetermined condition, in a game system that associates predetermined hierarchical information among a plurality of hierarchical information with the identification information of the relevant user, it is possible to restrict execution to the user The execution of games with low necessity can reduce the processing load of the game system as a result.

3)在本發明之一態樣中,亦可更包含變化手段(110),該變化手段(110)係依據前述執行完成之遊戲的結果,來使與前述識別資訊賦予關聯關係的數值資訊(例如合計獲得分數)變化;前述決定手段(120)亦可在前述預定次數之遊戲全部完成的時間點之前述數值資訊被包含於預定範圍(例如1000以上之範圍(或未達500之範圍、500以上且未達1000之範圍))的情況下,決定前述預定之階層資訊(例如比現在之階級更上升一級的階級(或比現在之階級更下降一級的階級、現在之階級)),作為與前述識別資訊賦予關聯關係的階層資訊;前述判定手段(130)亦可在前述至少一次之遊戲為未執行的時間點,依據該時間點之前述數值資訊,無關於前述未執行的至少一次之遊戲的結果,來判定前述預定次數之遊戲全部完成的時間點之前述數值資訊是否被包含於前述預定範圍;前述限制手段(140)亦可在 前述至少一次之遊戲為未執行的時間點,無關於前述未執行的至少一次之遊戲的結果,被判定出前述預定次數之遊戲全部完成的時間點之前述數值資訊被包含於前述預定範圍的情況下,限制前述未執行的至少一次之遊戲的執行。 3) In one aspect of the present invention, it may further include a changing means (110), which is based on the result of the aforementioned executed game to give the numerical information associated with the aforementioned identification information ( For example, the total score obtained changes; the aforementioned determination means (120) can also be included in the predetermined range (for example, the range of 1000 or more (or the range of less than 500, 500) at the time when the predetermined number of games are completed. Above and less than 1000)), determine the aforementioned predetermined class information (for example, a class that is higher than the current class (or a class that is lower than the current class, the current class)), as and The aforementioned identification information gives the hierarchy information of the association relationship; the aforementioned judging means (130) can also be based on the aforementioned numerical information at the time when the aforementioned at least one game is not executed, regardless of the aforementioned at least one game that has not been executed To determine whether the aforementioned numerical information at the time point when the aforementioned predetermined number of games are all completed is included in the aforementioned predetermined range; the aforementioned restriction means (140) can also be The aforementioned at least one game is an unexecuted time point. Regardless of the result of the aforementioned unexecuted at least one game, it is determined that the aforementioned numerical information at the time point when the aforementioned predetermined number of games are all completed is included in the aforementioned predetermined range Next, restrict the execution of the aforementioned unexecuted game at least once.

依據3)所記載之發明,通常雖在依據預定次數之遊戲全部完成的時間點之數值資訊被包含於預定範圍的情況下,將複數個階層資訊當中的預定之階層資訊與有關用戶之識別資訊賦予關聯關係,惟在至少一次之遊戲為未執行的時間點被判定出無關於未執行的至少一次之遊戲的結果,且在預定次數之遊戲全部完成的時間點之數值資訊會被包含於預定範圍的情況下,即可以限制未執行的至少一次之遊戲的執行。亦即,在如預定次數之遊戲全部完成的時間點之數值資訊會被包含於預定範圍的情況下,將複數個階層資訊當中的預定之階層資訊與有關用戶之識別資訊賦予關聯關係的遊戲系統中,可以限制對用戶而言執行之必要性較低的遊戲之執行,結果,可以減輕遊戲系統之負荷。 According to the invention described in 3), although the numerical information at the time point when the game is completed according to the predetermined number of times is usually included in the predetermined range, the predetermined layer information among the plurality of layer information is combined with the identification information of the related user An association is given, but at the time when at least one game is not executed, it is determined that the result of at least one game is not executed, and the numerical information at the time when the predetermined number of games are all completed will be included in the reservation In the case of range, the execution of at least one game that has not been executed can be restricted. That is, if the numerical information at the time point when all the games of the predetermined number of times are completed is included in the predetermined range, the game system that associates the predetermined layer information among the plurality of layer information with the identification information of the relevant user. , The execution of games that are less necessary for the user to execute can be restricted, and as a result, the load on the game system can be reduced.

4)在本發明之一態樣中,前述判定手段(130)亦可包含:在前述至少一次之遊戲為未執行的時間點,依據該時間點之前述數值資訊,來取得前述預定次數之遊戲已全部完成的時間點之前述數值資訊所能取得的最大值(例如Pmax)或最小值(例如Pmin)的手段;以及無關於前述未執行的至少一次之遊戲的結果,而依據前述最大值或前述最小值,來判定前述預定次數之遊戲全部完成的時 間點之前述數值資訊是否會被包含於前述預定範圍的手段。 4) In one aspect of the present invention, the aforementioned determining means (130) may also include: obtaining the aforementioned predetermined number of games based on the aforementioned numerical information at the time point when the aforementioned at least one game is not executed Means of the maximum value (such as Pmax) or minimum value (such as Pmin) that can be obtained by the aforementioned numerical information at the time point when it has been completely completed; and the result of at least one game that has not been executed, but based on the aforementioned maximum value or The aforementioned minimum value is used to determine when the aforementioned predetermined number of games are all completed Means of whether the aforementioned numerical information of the intermediate point will be included in the aforementioned predetermined range.

依據4)所記載之發明,在至少一次之遊戲為未執行的時間點,依據該時間點的數值資訊,取得複數次之遊戲全部完成之數值資訊所能取得的最大值或最小值,藉此可以依據該最大值或最小值,來判定預定次數之遊戲全部完成的時間點之數值資訊是否會被包含於預定範圍。 According to the invention described in 4), at a point in time when at least one game is not executed, based on the numerical information at that time point, the maximum or minimum value that can be obtained for the numerical information of all completed games of multiple times is obtained, thereby The maximum value or the minimum value can be used to determine whether the numerical information at the time point when the predetermined number of games are all completed is included in the predetermined range.

5)在本發明之一態樣中,前述決定手段(120),亦可包含:在前述預定次數之遊戲全部完成的時間點之前述數值資訊會被包含於第一預定範圍(例如未滿500之範圍)的情況下,決定將與前述識別資訊賦予關聯關係的階層資訊,變更成比現在與前述識別資訊賦予關聯關係的階層資訊更低階的階層資訊的手段(S112);在前述預定次數之遊戲全部完成的時間點之前述數值資訊會被包含於第二預定範圍(例如500以上且未達1000之範圍)的情況下,決定將與前述識別資訊賦予關聯關係的階層資訊不從現在與前述識別資訊賦予關聯關係的階層資訊變更的手段(S114);以及在前述預定次數之遊戲全部完成的時間點之前述數值資訊被包含於第三預定範圍(例如1000以上之範圍)的情況下,決定將與前述識別資訊賦予關聯關係的階層資訊,變更成比現在與前述識別資訊賦予關聯關係的階層資訊更高階的階層資訊的手段(S110:「否」;前述判定手段(130)亦可在前述至少一次之遊戲為未執行的時間點,依據 該時間點之前述數值資訊,來判定包含有前述預定次數之遊戲全部完成的時間點之前述數值資訊的範圍是否被限縮於前述第一預定範圍、前述第二預定範圍和前述第三預定範圍當中之其中任一個;前述限制手段(140)亦可在前述至少一次之遊戲為未執行的時間點,被判定出包含有前述預定次數之遊戲全部完成的時間點之前述數值資訊的範圍被限縮於前述第一預定範圍、前述第二預定範圍和前述第三預定範圍之其中一個的情況下,限制前述未執行的至少一次之遊戲的執行。 5) In one aspect of the present invention, the aforementioned determining means (120) may also include: the aforementioned numerical information at the time when the aforementioned predetermined number of games are all completed will be included in the first predetermined range (for example, less than 500 In the case of the range), it is determined to change the hierarchical information associated with the aforementioned identification information to a lower-level hierarchical information than the hierarchical information currently associated with the aforementioned identification information (S112); at the aforementioned predetermined number of times In the case where the aforementioned numerical information at the time when the game is completely completed will be included in the second predetermined range (for example, the range of 500 or more and less than 1000), it is determined that the level information associated with the aforementioned identification information is not from now on. The aforementioned identification information is a means of changing the level information of the association relationship (S114); and when the aforementioned numerical information at the time point when the aforementioned predetermined number of games are all completed is included in the third predetermined range (for example, the range of 1000 or more), The means for deciding to change the hierarchical information associated with the aforementioned identification information to higher-level hierarchical information than the hierarchical information currently associated with the aforementioned identification information (S110: "No"; the aforementioned determining means (130) can also be used The aforementioned at least one game is not executed at the time point, based on The aforementioned numerical information at this time point is used to determine whether the scope of the aforementioned numerical information including the time point when the aforementioned predetermined number of games is completed is limited to the aforementioned first predetermined range, the aforementioned second predetermined range, and the aforementioned third predetermined range Any one of them; the aforementioned restricting means (140) can also be determined to include the aforementioned predetermined number of games at a time point when the game is not executed, and the range of the aforementioned numerical information is limited In the case of shrinking to one of the first predetermined range, the second predetermined range, and the third predetermined range, the execution of at least one game that has not been executed is restricted.

依據5)所記載之發明,通常是在依據預定次數之遊戲已全部完成的時間點之數值資訊是被包含於第一預定範圍、第二預定範圍和第三預定範圍之哪一個,而從比現在之階層資訊更低階的階層資訊、現在之階層資訊和比現在之階層資訊更高階的階層資訊之中,決定與有關用戶之識別資訊賦予關聯關係的階層資訊,惟在至少一次之遊戲為未執行的時間點被判定出包含有預定次數之遊戲全部完成的時間點之數值資訊的範圍會被限縮於第一預定範圍和第二預定範圍、第三預定範圍當中之其中任一個範圍的情況下,即可以限制未執行的至少一次之遊戲的執行。亦即,在依據預定次數之遊戲已全部完成的時間點之數值資訊的範圍被包含於第一預定範圍和第二預定範圍和第三預定範圍中之哪一個範圍,能從比現在之階層資訊更低階的階層資訊、現在之階層資訊和比現在之階層資訊更高階的階層資訊之中,決定與有關用戶之識別資訊賦予關 聯關係的階層資訊的遊戲系統中,可以限制對用戶而言執行之必要性較低的遊戲之執行,結果,可以減輕遊戲系統之處理負荷。 According to the invention described in 5), it is usually based on which of the first predetermined range, the second predetermined range and the third predetermined range is the numerical information included in the first predetermined range, the second predetermined range and the third predetermined range at the time point when the game has been completed according to the predetermined number Among the current level information, the lower level level information, the current level information, and the higher level level information than the current level information, determine the level information that is associated with the identification information of the relevant user, but at least one game is The unexecuted time point is determined to contain the predetermined number of times the game is completed. The range of numerical information at the time point will be limited to any one of the first predetermined range, the second predetermined range, and the third predetermined range. In this case, the execution of at least one game that has not been executed can be restricted. That is, which of the first predetermined range, the second predetermined range, and the third predetermined range is included in the range of the numerical information at the time point when the game has been completed according to the predetermined number of times can be compared from the current level information Among the lower level information, the current level information, and the higher level information than the current level information, it is determined to be related to the identification information of the relevant user. In a game system with linked hierarchical information, the execution of games that are less necessary for the user to execute can be restricted, and as a result, the processing load of the game system can be reduced.

6)在本發明之一態樣中,亦可包含第二決定手段(150),該第二決定手段(150)係在前述至少一次之遊戲為未執行的時間點,被判定出能夠指定出藉由前述決定手段(120)所決定的階層資訊的情況下,決定與前述識別資訊賦予關聯關係的階層資訊。 6) In one aspect of the present invention, a second decision means (150) may also be included. The second decision means (150) is determined to be able to specify at the time when the aforementioned at least one game is not executed In the case of the hierarchical information determined by the aforementioned determining means (120), the hierarchical information associated with the aforementioned identification information is determined.

依據6)所記載之發明,則在預定次數之遊戲當中的至少一次之遊戲為未執行的時間點,被判定出能夠指定出藉由決定手段所決定的階層資訊之情況下,限制未執行的至少一次之遊戲的執行,並且能決定與識別資訊賦予關聯關係的階層資訊。亦可以一邊限制對用戶而言執行之必要性較低的遊戲之執行,且一邊決定與有關用戶之識別資訊賦予關聯關係的階層資訊。亦即,可以一邊保障能決定與有關用戶之識別資訊賦予關聯關係的階層資訊,且一邊減輕遊戲系統之負荷。 According to the invention described in 6), when it is determined that at least one of the predetermined number of games is unexecuted, when it is determined that the class information determined by the determination means can be specified, the unexecuted is restricted The game is executed at least once, and can determine the level information that is associated with the identification information. It is also possible to restrict the execution of games that are less necessary for the user to execute, and at the same time determine the hierarchical information that is associated with the identification information of the relevant user. That is, it is possible to protect the hierarchical information that can determine the association relationship with the identification information of the relevant user while reducing the load on the game system.

7)在2)及6)所記載之發明的一態樣中,前述第二決定手段(150)亦可在前述至少一次之遊戲為未執行的時間點,無關於前述未執行的至少一次之遊戲的結果,被判定出在前述預定次數之遊戲全部完成的時間點,前述預定條件(例如升級條件(或降級條件、殘留條件))會被滿足的情況下,決定前述預定之階層資訊(例如比現在之階級更上升一級的階級(或比現在之階級更下降一級的階 級、現在之階級)),作為與前述識別資訊賦予關聯關係的階層資訊。 7) In one aspect of the invention described in 2) and 6), the aforementioned second decision means (150) may also be at the time when the aforementioned at least one game is not executed, regardless of whether the aforementioned at least one game has not been executed. As a result of the game, it is determined that the aforementioned predetermined conditions (such as promotion conditions (or downgrade conditions, residual conditions)) will be met at the time when the aforementioned predetermined number of games are completed, and the aforementioned predetermined level information (such as A level higher than the current class (or a level lower than the current class Level, current level)), as the level information that is associated with the aforementioned identification information.

依據7)所記載之發明,如在預定次數之遊戲的結果滿足預定條件的情況下,將複數個階層資訊當中的預定之階層資訊與有關用戶之識別資訊賦予關聯關係的遊戲系統中,可以一邊擔保能決定與有關用戶之識別資訊賦予關聯關係的階層資訊,且一邊減輕遊戲系統之負荷。 According to the invention described in 7), if the result of a predetermined number of games meets a predetermined condition, a game system that associates predetermined hierarchical information among a plurality of hierarchical information with the identification information of the relevant user can be The guarantee can determine the hierarchical information associated with the identification information of the relevant user, while reducing the load on the game system.

8)在3)及6)所記載之發明的一態樣中,前述第二決定手段(150)亦可在前述至少一次之遊戲為未執行的時間點,無關於前述未執行的至少一次之遊戲的結果,被判定出前述預定次數之遊戲全部完成的時間點之前述數值資訊(例如合計獲得分數)會被包含於前述預定範圍(例如1000以上之範圍(或未滿500之範圍、500以上且未滿1000之範圍))的情況下,決定前述預定之階層資訊,作為與前述識別資訊賦予關聯關係的階層資訊。 8) In one aspect of the invention described in 3) and 6), the aforementioned second decision means (150) may also be at the time when the aforementioned at least one game is not executed, regardless of the aforementioned unexecuted at least one game. As a result of the game, it is determined that the aforementioned numerical information (such as the total score obtained) at the time point when the aforementioned predetermined number of games is completed will be included in the aforementioned predetermined range (e.g., the range of 1000 or more (or the range of less than 500, or more than 500 And if the range is less than 1000)), the predetermined layer information is determined as the layer information that is associated with the identification information.

依據8)所記載之發明,在預定次數之遊戲全部完成的時間點之數值資訊會被包含於預定範圍的情況下,將複數個階層資訊當中的預定之階層資訊與有關用戶之識別資訊賦予關聯關係的遊戲系統中,可以一邊保障決定與有關用戶之識別資訊賦予關聯關係的階層資訊,且一邊減輕遊戲系統之負荷。 According to the invention described in 8), when the numerical information at the time point when all the games of the predetermined number of times are completed is included in the predetermined range, the predetermined layer information among the plurality of layer information is associated with the identification information of the relevant user In a relational game system, it is possible to protect the hierarchical information that determines the association relationship with the identification information of the relevant user while reducing the load of the game system.

9)在5)及6)所記載之發明的一態樣中,前述第二決定手段(150)亦可包含:在前述至少一次之遊戲為未執行的時間點,被判定出包含有前述預定次數之遊戲全 部完成的時間點之前述數值資訊的範圍會被限縮於前述第一預定範圍的情況下,決定將與前述識別資訊賦予關聯關係的階層資訊,變更成比現在與前述識別資訊賦予關聯關係的階層資訊更低階的階層資訊的手段(S138);在前述至少一次之遊戲為未執行的時間點,被判定出包含有前述預定次數之遊戲全部完成的時間點之前述數值資訊的範圍會被限縮於前述第二預定範圍的情況下,決定將與前述識別資訊賦予關聯關係的階層資訊不從現在與前述識別資訊賦予關聯關係的階層資訊變更的手段(S132:「否」);以及在前述至少一次之遊戲為未執行的時間點,被判定出包含有前述預定次數之遊戲全部完成的時間點之前述數值資訊的範圍會被限縮於前述第三預定範圍的情況下,決定將與前述識別資訊賦予關聯關係的階層資訊,變更成比現在與前述識別資訊賦予關聯關係的階層資訊更高階的階層資訊的手段(S140)。 9) In one aspect of the invention described in 5) and 6), the aforementioned second determining means (150) may also include: at a point in time when the aforementioned at least one game is not executed, it is determined that the aforementioned predetermined The game of times In the case where the range of the aforementioned numerical information at the point of completion of the part is limited to the aforementioned first predetermined range, it is decided to change the hierarchical information associated with the aforementioned identification information to be more than the one currently associated with the aforementioned identification information. Hierarchical information is a means of lower hierarchical information (S138); at the time point when the aforementioned at least one game is not executed, the range of the aforementioned numerical information at the time point when it is determined that the aforementioned predetermined number of games is completed will be In the case of being limited to the aforementioned second predetermined range, a means of deciding that the hierarchical information associated with the aforementioned identification information is not changed from the current hierarchical information associated with the aforementioned identification information (S132: "No"); and If the aforementioned at least one game is not executed at a time point, and it is determined that the range of the aforementioned numerical information at the time point at which the aforementioned predetermined number of games are completed will be limited to the aforementioned third predetermined range, the decision will be The hierarchical information to which the aforementioned identification information is associated is changed to a means of higher hierarchical information than the hierarchical information currently associated with the aforementioned identification information (S140).

依據9)所記載之發明,在依據預定次數之遊戲全部完成的時間點之數值資訊會被包含於第一預定範圍、第二預定範圍和第三預定範圍的哪一個範圍,從比現在之階層資訊更低階的階層資訊、現在之階層資訊和比現在之階層資訊更高階的階層資訊之中,決定與有關用戶之識別資訊賦予關聯關係的遊戲系統中,可以一邊保障決定與有關用戶之識別資訊賦予關聯關係的階層資訊,且一邊減輕遊戲系統之負荷。 According to the invention described in 9), which of the first predetermined range, the second predetermined range, and the third predetermined range will be included in the numerical information at the time when the game is completed according to the predetermined number of times, from the current level Among the lower level information, the current level information, and the higher level information than the current level information, the game system that determines the relationship between the identification information of the relevant user and the identification information of the relevant user can protect the identification of the relevant user. The information gives the hierarchical information of the association relationship and reduces the load of the game system.

1‧‧‧遊戲系統 1‧‧‧Game System

100‧‧‧資料記憶部 100‧‧‧Data Memory Department

110‧‧‧數值資訊變化部 110‧‧‧Numerical information change part

120‧‧‧第一決定部 120‧‧‧First Decision

130‧‧‧判定部 130‧‧‧Judgment Department

140‧‧‧限制部 140‧‧‧Restricted Department

150‧‧‧第二決定部 150‧‧‧Second Decision

D101‧‧‧用戶資料 D101‧‧‧User Information

D102‧‧‧選手人物資料 D102‧‧‧ Player Characters

D103‧‧‧隊伍資料 D103‧‧‧Team Information

D104‧‧‧對戰履歷資料 D104‧‧‧Competition history data

D105‧‧‧比賽行為類型資料 D105‧‧‧Competition behavior type data

Claims (11)

一種遊戲系統,係包含:決定手段,係依據預定次數之遊戲的結果,按照預定規則,來決定複數個階層資訊當中之其中任一個,作為與有關用戶之識別資訊賦予關聯關係的階層資訊;判定手段,係在前述預定次數之遊戲當中的至少一次之遊戲為未執行的時間點,依據執行完成之遊戲的結果和前述預定規則,來判定是否能夠指定出藉由前述決定手段所決定的階層資訊;以及限制手段,係在前述至少一次之遊戲為未執行的時間點,被判定出能夠指定出藉由前述決定手段所決定的階層資訊的情況下,限制未執行的前述至少一次之遊戲的執行;前述決定手段係包括下述手段:依照前述預定規則,決定將與前述識別資訊賦予關聯關係的階層資訊,變更為比現在與前述識別資訊賦予關聯關係的階層資訊更低階的階層資訊之手段;以及依照前述預定規則,決定將與前述識別資訊賦予關聯關係的階層資訊不從現在與前述識別資訊賦予關聯關係的階層資訊變更之手段;前述限制手段係在前述至少一次之遊戲為未執行的時間點,當被判定出藉由前述決定手段將與前述識別資訊賦予關聯關係的階層資訊變更成前述更低階的 階層資訊之情況,或被判定出不變更與前述識別資訊賦予關聯關係的階層資訊之情況,限制未執行的前述至少一次之遊戲的執行。 A game system includes: a determination means, which determines any one of a plurality of hierarchical information according to the results of a predetermined number of games and in accordance with predetermined rules, as the hierarchical information associated with the identification information of the relevant user; Means is a point in time when at least one of the aforementioned predetermined number of games is not executed, and based on the result of the completed game and the aforementioned predetermined rules, it is determined whether the level information determined by the aforementioned determining means can be specified ; And the restriction means, when it is determined that the level information determined by the aforementioned decision means can be specified at the time point when the aforementioned at least one game is not executed, restrict the execution of the aforementioned at least one game that has not been executed ; The aforementioned determining means includes the following means: in accordance with the aforementioned predetermined rules, it is determined to change the hierarchical information associated with the aforementioned identification information to a lower-level hierarchical information than the hierarchical information currently associated with the aforementioned identification information ; And, in accordance with the aforementioned predetermined rules, a means of deciding that the hierarchical information associated with the aforementioned identification information will not be changed from the current hierarchical information associated with the aforementioned identification information; the aforementioned restrictive means is not executed in the aforementioned at least one game At the point in time, when it is determined that by the aforementioned determining means, the hierarchical information associated with the aforementioned identification information is changed to the aforementioned lower-level In the case of hierarchical information, or when it is determined that the hierarchical information associated with the aforementioned identification information will not be changed, the execution of the aforementioned at least one game that has not been executed is restricted. 如申請專利範圍第1項所述之遊戲系統,其中,前述決定手段係在前述預定次數之遊戲的結果滿足預定條件的情況下,決定前述複數個階層資訊當中的預定之階層資訊,作為與前述識別資訊賦予關聯關係的階層資訊;前述判定手段係在前述至少一次之遊戲為未執行的時間點,無關於前述未執行的至少一次之遊戲的結果,而是依據前述執行完成之遊戲的結果,來判定在前述預定次數之遊戲全部完成的時間點,前述預定條件是否被滿足;前述限制手段係在前述至少一次之遊戲為未執行的時間點,無關於前述未執行的至少一次之遊戲的結果,被判定出在前述預定次數之遊戲全部完成的時間點,前述預定條件會被滿足的情況下,限制前述未執行的至少一次之遊戲的執行。 For example, the game system described in item 1 of the scope of patent application, wherein the aforementioned determining means is to determine the predetermined level information among the aforementioned plurality of level information when the results of the predetermined number of games meet the predetermined conditions as the aforementioned The identification information gives the association relationship hierarchy information; the aforementioned means of judging is at the point in time when the aforementioned at least one game is unexecuted, regardless of the result of the aforementioned unexecuted at least one game, but based on the result of the aforementioned executed game, To determine whether the aforementioned predetermined conditions are met at the time when the aforementioned predetermined number of games are all completed; the aforementioned restriction means is at the time when the aforementioned at least one game is not executed, regardless of the result of the aforementioned at least one game that has not been executed , If it is determined that at the time point when the aforementioned predetermined number of games are all completed, the aforementioned predetermined conditions will be met, the execution of the aforementioned unexecuted game at least once is restricted. 如申請專利範圍第2項所述之遊戲系統,其中,更包含變化手段,該變化手段係依據前述執行完成之遊戲的結果,來使與前述識別資訊賦予關聯關係的數值資訊變化;前述決定手段係在前述預定次數之遊戲全部完成的時間點之前述數值資訊會被包含於預定範圍的情況 下,決定前述預定之階層資訊,作為與前述識別資訊賦予關聯關係的階層資訊;前述判定手段係在前述至少一次之遊戲為未執行的時間點,依據該時間點之前述數值資訊,無關於前述未執行的至少一次之遊戲的結果,來判定前述預定次數之遊戲全部完成的時間點之前述數值資訊是否被包含於前述預定範圍;前述限制手段係在前述至少一次之遊戲為未執行的時間點,無關於前述未執行的至少一次之遊戲的結果,被判定出前述預定次數之遊戲全部完成的時間點之前述數值資訊會被包含於前述預定範圍的情況下,限制前述未執行的至少一次之遊戲的執行。 For example, the game system described in item 2 of the scope of the patent application, which further includes a changing means, which changes the numerical information associated with the aforementioned identification information based on the result of the aforementioned executed game; the aforementioned determining means When the aforementioned numerical information at the time when the aforementioned predetermined number of games are all completed will be included in the predetermined range Next, determine the aforementioned predetermined level information as the level information that is associated with the aforementioned identification information; the aforementioned determination method is based on the aforementioned numerical information at that time point at the time when the aforementioned at least one game is not executed, regardless of the aforementioned The result of at least one game that has not been executed is used to determine whether the aforementioned numerical information at the time point when the aforementioned predetermined number of games are all completed is included in the aforementioned predetermined range; the aforementioned restriction means is at the time point when the aforementioned at least one game is not executed Regardless of the results of the aforementioned unexecuted at least one game, if it is determined that the aforementioned numerical information at the time when the aforementioned predetermined number of games are all completed will be included in the aforementioned predetermined range, the aforementioned non-executed at least one game is restricted The execution of the game. 如申請專利範圍第3項所述之遊戲系統,其中,前述判定手段係包含:在前述至少一次之遊戲為未執行的時間點,依據該時間點之前述數值資訊,來取得前述預定次數之遊戲全部完成的時間點之前述數值資訊所能取得的最大值或最小值的手段;以及無關於前述未執行的至少一次之遊戲的結果,而依據前述最大值或前述最小值,來判定前述預定次數之遊戲全部完成的時間點之前述數值資訊是否被包含於前述預定範圍的手段。 For the game system described in item 3 of the scope of patent application, the aforementioned determining means includes: obtaining the aforementioned predetermined number of games based on the aforementioned numerical information at the time point when the aforementioned at least one game is not executed Means of the maximum or minimum value that can be obtained by the aforementioned numerical information at the time of all completion; and regardless of the result of the aforementioned unexecuted game at least once, the aforementioned predetermined number of times is determined based on the aforementioned maximum value or aforementioned minimum value Means whether the numerical information at the time when the game is completely completed is included in the predetermined range. 如申請專利範圍第3項所述之遊戲系統,其中,前述決定手段係包含: 在前述預定次數之遊戲全部完成的時間點之前述數值資訊會被包含於第一預定範圍的情況下,決定將與前述識別資訊賦予關聯關係的階層資訊,變更成比現在與前述識別資訊賦予關聯關係的階層資訊更低階的階層資訊的手段;在前述預定次數之遊戲全部完成的時間點之前述數值資訊會被包含於第二預定範圍的情況下,決定將與前述識別資訊賦予關聯關係的階層資訊不從現在與前述識別資訊賦予關聯關係的階層資訊變更的手段;以及在前述預定次數之遊戲全部完成的時間點之前述數值資訊會被包含於第三預定範圍的情況下,決定將與前述識別資訊賦予關聯關係的階層資訊,變更成比現在與前述識別資訊賦予關聯關係的階層資訊更高階的階層資訊的手段;前述判定手段係在前述至少一次之遊戲為未執行的時間點,依據該時間點之前述數值資訊,來判定包含有前述預定次數之遊戲全部完成的時間點之前述數值資訊的範圍是否被限縮於前述第一預定範圍、前述第二預定範圍和前述第三預定範圍當中之其中任一個;前述限制手段係在前述至少一次之遊戲為未執行的時間點,被判定出包含有前述預定次數之遊戲全部完成的時間點之前述數值資訊的範圍會被限縮於前述第一預定範圍、前述第二預定範圍和前述第三預定範 圍之其中任一個的情況下,限制前述未執行的至少一次之遊戲的執行。 For the game system described in item 3 of the scope of patent application, the aforementioned decision means include: In the case where the numerical information at the time point when the aforementioned predetermined number of games are all completed will be included in the first predetermined range, it is decided to change the hierarchy information associated with the aforementioned identification information to be associated with the aforementioned identification information. Hierarchical information of the relationship is a means of lower-level hierarchical information; in the case that the aforementioned numerical information at the time point when the aforementioned predetermined number of games are all completed will be included in the second predetermined range, it is determined to associate the aforementioned identification information with The layer information is not changed from the layer information currently associated with the aforementioned identification information; and in the case where the aforementioned numerical information at the time when the aforementioned predetermined number of games are all completed will be included in the third predetermined range, the decision will be The above-mentioned identification information is a means of changing the hierarchical information associated with the association relationship to a higher-level hierarchical information than the hierarchical information currently associated with the above-mentioned identification information; the above-mentioned determining means is at the time when the aforementioned at least one game is not executed, based on The aforementioned numerical information at this time point is used to determine whether the scope of the aforementioned numerical information at the time point when the aforementioned predetermined number of games is completed is limited to the aforementioned first predetermined range, the aforementioned second predetermined range, and the aforementioned third predetermined range Any one of them; the aforementioned restriction means is determined to include the aforementioned predetermined number of games at the time point when the aforementioned at least one game is not executed, and the range of the aforementioned numerical information at the time point when all the aforementioned games are completed will be limited to the aforementioned The first predetermined range, the foregoing second predetermined range, and the foregoing third predetermined range In either case, the execution of at least one game that has not been executed is restricted. 如申請專利範圍第1項至第5項中任一項所述之遊戲系統,包含第二決定手段,該第二決定手段係在前述至少一次之遊戲為未執行的時間點,被判定出能夠指定出藉由前述決定手段所決定的階層資訊的情況下,決定與前述識別資訊賦予關聯關係的階層資訊。 For example, the game system described in any one of items 1 to 5 of the scope of the patent application includes a second decision means, and the second decision means is determined to be able to When the hierarchy information determined by the aforementioned determining means is specified, the hierarchy information to be associated with the aforementioned identification information is determined. 如申請專利範圍第2項所述之遊戲系統,包含第二決定手段,該第二決定手段係在前述至少一次之遊戲為未執行的時間點,被判定出能夠指定出藉由前述決定手段所決定的階層資訊的情況下,決定與前述識別資訊賦予關聯關係的階層資訊,前述第二決定手段係在前述至少一次之遊戲為未執行的時間點,無關於前述未執行的至少一次之遊戲的結果,被判定出在前述預定次數之遊戲全部完成的時間點,前述預定條件會被滿足的情況下,決定前述預定之階層資訊,作為與前述識別資訊賦予關聯關係的階層資訊。 For example, the game system described in item 2 of the scope of patent application includes a second decision method, which is determined to be able to specify the decision method at the time when the aforementioned at least one game is not executed. In the case of determined level information, determine the level information that is associated with the aforementioned identification information, and the aforementioned second determination means is at the time point when the aforementioned at least one game is unexecuted, regardless of the aforementioned unexecuted at least one game As a result, it is determined that at the time point when the predetermined number of games are all completed and the predetermined condition is satisfied, the predetermined layer information is determined as the layer information associated with the identification information. 如申請專利範圍第3項所述之遊戲系統,包含第二決定手段,該第二決定手段係在前述至少一次之遊戲為未執行的時間點,被判定出能夠指定出藉由前述決定手段所決定的階層資訊的情況下,決定與前述識別資訊賦予關聯關係的階層資訊,前述第二決定手段係在前述至少一次之遊戲為未 執行的時間點,無關於前述未執行的至少一次之遊戲的結果,被判定出前述預定次數之遊戲全部完成的時間點之前述數值資訊會被包含於前述預定範圍的情況下,決定前述預定之階層資訊,作為與前述識別資訊賦予關聯關係的階層資訊。 For example, the game system described in item 3 of the scope of patent application includes a second decision method, which is determined to be able to specify the decision method at the time when the aforementioned at least one game is not executed. In the case of the determined level information, determine the level information to be associated with the aforementioned identification information, and the aforementioned second determining means is the failure of the aforementioned at least one game The time point of execution, regardless of the result of the aforementioned unexecuted game at least once, if it is determined that the aforementioned numerical information at the time point when the aforementioned predetermined number of games are all completed will be included in the aforementioned predetermined range, the aforementioned predetermined value is determined The hierarchical information is the hierarchical information associated with the aforementioned identification information. 如申請專利範圍第5項所述之遊戲系統,包含第二決定手段,該第二決定手段係在前述至少一次之遊戲為未執行的時間點,被判定出能夠指定出藉由前述決定手段所決定的階層資訊的情況下,決定與前述識別資訊賦予關聯關係的階層資訊,前述第二決定手段係包含:在前述至少一次之遊戲為未執行的時間點,被判定出包含有前述預定次數之遊戲全部完成的時間點之前述數值資訊的範圍會被限縮於前述第一預定範圍的情況下,決定將與前述識別資訊賦予關聯關係的階層資訊,變更成比現在與前述識別資訊賦予關聯關係的階層資訊更低階的階層資訊的手段;在前述至少一次之遊戲為未執行的時間點,被判定出包含有前述預定次數之遊戲全部完成的時間點之前述數值資訊的範圍會被限縮於前述第二預定範圍的情況下,決定將與前述識別資訊賦予關聯關係的階層資訊不從現在與前述識別資訊賦予關聯關係的階層資訊變更的手段;以及在前述至少一次之遊戲為未執行的時間點,被判 定出包含有前述預定次數之遊戲全部完成的時間點之前述數值資訊的範圍會被限縮於前述第三預定範圍的情況下,決定將與前述識別資訊賦予關聯關係的階層資訊,變更成比現在與前述識別資訊賦予關聯關係的階層資訊更高階的階層資訊的手段。 For example, the game system described in item 5 of the scope of patent application includes a second decision method, which is determined to be able to specify the decision method at the time when the aforementioned at least one game is not executed. In the case of the determined level information, determining the level information to be associated with the aforementioned identification information, the aforementioned second determining means includes: at the point in time when the aforementioned at least one game is not executed, it is determined that the aforementioned predetermined number of times is included In the case that the range of the aforementioned numerical information at the point in time when the game is fully completed will be limited to the aforementioned first predetermined range, it is decided to change the hierarchy information associated with the aforementioned identification information to be more associated with the aforementioned identification information. The level information of the lower level information; at the time point when the aforementioned at least one game is not executed, the range of the aforementioned numerical information at the time point when it is determined that the aforementioned predetermined number of games are completed will be limited In the case of the aforementioned second predetermined range, a means of deciding that the hierarchy information associated with the aforementioned identification information will not be changed from the hierarchy information currently associated with the aforementioned identification information; and the aforementioned at least one game is not executed Time point, sentenced When it is determined that the range of the numerical information including the time point when the game is completed for the predetermined number of times will be limited to the third predetermined range, it is decided to change the level information associated with the identification information to a ratio It is now a means of assigning higher-level hierarchical information to the hierarchical information associated with the aforementioned identification information. 一種遊戲控制裝置,係包含:決定手段,係依據預定次數之遊戲的結果,按照預定規則,來決定複數個階層資訊當中之其中任一個,作為與有關用戶之識別資訊賦予關聯關係的階層資訊;判定手段,係在前述預定次數之遊戲當中的至少一次之遊戲為未執行的時間點,依據執行完成之遊戲的結果和前述預定規則,來判定是否能夠指定出藉由前述決定手段所決定的階層資訊;以及限制手段,係在前述至少一次之遊戲為未執行的時間點,被判定出能夠指定出藉由前述決定手段所決定的階層資訊的情況下,限制未執行的前述至少一次之遊戲的執行;前述決定手段係包括下述手段:依照前述預定規則,決定將與前述識別資訊賦予關聯關係的階層資訊,變更為比現在與前述識別資訊賦予關聯關係的階層資訊更低階的階層資訊之手段;以及依照前述預定規則,決定將與前述識別資訊賦予關聯關係的階層資訊不從現在與前述識別資訊賦予關 聯關係的階層資訊變更之手段;前述限制手段係在前述至少一次之遊戲為未執行的時間點,當被判定出藉由前述決定手段將與前述識別資訊賦予關聯關係的階層資訊變更成前述更低階的階層資訊之情況,或被判定出不變更與前述識別資訊賦予關聯關係的階層資訊之情況,限制未執行的前述至少一次之遊戲的執行。 A game control device includes: a determining means, which determines any one of a plurality of hierarchical information according to the results of a predetermined number of games and in accordance with predetermined rules, as the hierarchical information associated with the identification information of the relevant user; Judging means is a point in time when at least one game among the aforementioned predetermined number of games is not executed, and based on the result of the completed game and the aforementioned predetermined rules, it is judged whether the hierarchy determined by the aforementioned decision means can be specified Information; and the restriction means, when it is determined that the level information determined by the aforementioned decision means can be specified at the time point when the aforementioned at least one game is not executed, restrict the aforementioned at least one game that has not been executed Implementation; the aforementioned determining means includes the following means: in accordance with the aforementioned predetermined rules, it is determined to change the hierarchical information associated with the aforementioned identification information to a lower-level hierarchical information than the hierarchical information currently associated with the aforementioned identification information Means; and in accordance with the aforementioned predetermined rules, it is determined that the hierarchical information associated with the aforementioned identification information will not be associated with the aforementioned identification information from now on Means for changing the hierarchical information of the association; the aforementioned restricting means is at the time when the aforementioned at least one game is not executed, when it is determined that the aforementioned determining means will change the hierarchical information associated with the aforementioned identification information to the aforementioned change In the case of low-level hierarchical information, or when it is determined that the hierarchical information associated with the aforementioned identification information is not changed, the execution of the aforementioned at least one game that has not been executed is restricted. 一種電腦程式產品,係使電腦作為申請專利範圍第1項至第9項中任一項所述之遊戲系統或申請專利範圍第10項所述之遊戲控制裝置而發揮功能。 A computer program product that enables a computer to function as the game system described in any one of items 1 to 9 of the scope of patent application or the game control device described in item 10 of the scope of patent application.
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