WO2012032963A1 - ゲームシステム - Google Patents
ゲームシステム Download PDFInfo
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- WO2012032963A1 WO2012032963A1 PCT/JP2011/069532 JP2011069532W WO2012032963A1 WO 2012032963 A1 WO2012032963 A1 WO 2012032963A1 JP 2011069532 W JP2011069532 W JP 2011069532W WO 2012032963 A1 WO2012032963 A1 WO 2012032963A1
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/30—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
- A63F13/31—Communication aspects specific to video games, e.g. between several handheld game devices at close range
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/70—Game security or game management aspects
- A63F13/79—Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/70—Game security or game management aspects
- A63F13/79—Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
- A63F13/795—Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for finding other players; for building a team; for providing a buddy list
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/85—Providing additional services to players
- A63F13/87—Communicating with other players during game play, e.g. by e-mail or chat
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/30—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
- A63F13/33—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/30—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
- A63F13/35—Details of game servers
- A63F13/352—Details of game servers involving special game server arrangements, e.g. regional servers connected to a national server or a plurality of servers managing partitions of the game world
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/50—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
- A63F2300/55—Details of game data or player data management
- A63F2300/5526—Game data structure
- A63F2300/554—Game data structure by saving game or status data
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/50—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
- A63F2300/55—Details of game data or player data management
- A63F2300/5546—Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/50—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
- A63F2300/55—Details of game data or player data management
- A63F2300/5546—Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history
- A63F2300/5566—Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history by matching opponents or finding partners to build a team, e.g. by skill level, geographical area, background, play style
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/50—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
- A63F2300/55—Details of game data or player data management
- A63F2300/5546—Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history
- A63F2300/5573—Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history player location
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/50—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
- A63F2300/57—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of game services offered to the player
- A63F2300/572—Communication between players during game play of non game information, e.g. e-mail, chat, file transfer, streaming of audio and streaming of video
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/65—Methods for processing data by generating or executing the game program for computing the condition of a game character
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/80—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
- A63F2300/8058—Virtual breeding, e.g. tamagotchi
Definitions
- the present invention relates to a game system that enables communication between players.
- Patent Document 1 discloses a network game system having a chat function. In this game system, communication between players by chat becomes possible.
- an object of the present invention is to provide a game system that enables indirect communication between players.
- the game system causes a player to play a game, and displays a plurality of game devices that display the player's character, and player identification information that uniquely identifies the player, and the player's game among the plurality of game devices.
- a storage unit that stores position information that identifies a game device on which the character is located, each of the plurality of game devices including an identification information acquisition unit that acquires player identification information of the player, and the game in the storage unit
- a game control unit that causes the game device to display the player character identified by the player identification information corresponding to the position information that identifies the device, and that plays the first game device among the plurality of game devices.
- the position information stored in association with the player identification information of the first player is the first game device.
- the “player identification information” at least one player ID assigned to each player is used. Since the player ID is non-overlapping data, the player can be uniquely identified.
- a “character” is a virtual entity that is not subject to player operation, such as a virtual pet of a player on a game device, and includes a virtual entity that is subject to player operation in game play. Absent. In this game system, the movement of the character between game devices is expressed by the display or non-display of the character. Therefore, the player can grasp the presence or absence of the characters of himself and others in the game device he / she plays through his / her vision. In this game system, a character can be displayed in parallel with game play.
- the position information of the player's character is stored in association with the player identification information of the player. Therefore, based on the event that occurred in the game device where the player character is located, various information corresponding to the player identification information of the player is updated, or the game device specified by the player identification information (the device It is also possible to generate some kind of event in a game device played by the player. That is, according to this game system, it is possible to perform indirect communication between players by using a character that moves between a plurality of game devices in parallel with game play. Since the burden on the player in this communication is smaller than the burden on the player in direct communication between the players, according to this game system, communication between the players can be promoted.
- the player ID can be used as the character position information.
- the player identification information and play information that is information for identifying a game device to be played by the player identified by the player identification information. Managed in association with each other. Since the play information is information for uniquely identifying the game device, the game device played by the player having the player ID is also specified. It is possible to use the same information as the play information as the position information of the character. In this case, the position information of the character is information for directly specifying the game device. Further, as the above description, as the “position information”, the same information as the player ID or the play information can be adopted.
- the “first game device” is any one game device among the plurality of game devices
- the “second game device” is any one game different from the first game device among the plurality of game devices.
- one piece of position information may be changed twice or more.
- the position information changed from specifying the first game device to specifying the second game device specifies a third game device that is neither the first game device nor the second game device. It may be changed.
- examples of the “identification information acquisition unit” include a card reader and a communication unit.
- the card ID for identifying the card is read from the card by the card reader, and the communication unit transmits the card ID to the server device.
- the server device that has received this card ID returns a player ID linked in advance to this card ID.
- the player ID is received by the communication unit.
- the card reader itself can be mentioned.
- the card reader reads the card ID from the card.
- the read card ID is handled as player identification information that uniquely identifies the player.
- the IC card and the card ID unique identification information recorded on the mobile phone and the mobile phone may be used.
- the “game” may be a bingo game, a horse racing game, or a video game (for example, a mahjong game or a role playing game).
- the position information stored in association with the player identification information of the first player specifies the second game device and is controlled by the second game device.
- the first game device may give a predetermined benefit to the first player. According to this game system, communication between players can be further induced.
- Examples of the “predetermined game result” include acquisition of a right to shift from a normal game that is normally performed to a special game that is specially performed.
- Examples of “predetermined benefits” include credits and non-credits.
- “Credit” is a game value as a consideration for playing the game, and is equivalent to a right to play when the consideration for the play is 1 credit. Credits are deposited from the outside, for example, as a result of physical insertion or electronic transfer of token coins or cash. Credits are consumed by being used as consideration for play.
- “Non-credit” is a game value that is not a price for game play. As non-credit, items and points can be exemplified. Examples of the items include virtual objects such as swords and costumes that can be used in the game. Points include those that can be exchanged for items equivalent to the number of points, those that are given titles according to the number of points, and those that can acquire the right to shift from a regular game to a special game when a predetermined number of points are collected It
- each of the plurality of game devices includes a transmission unit that transmits a message to another game device, and a reception unit that receives a message from the other game device
- the first game device includes:
- the message transmitted from the first player to the second player is a thank-you message for granting a predetermined privilege, so that the second player receives a message from another person (first player). I do not feel uncomfortable with the message.
- the timing at which the first player can send a message is defined as an appropriate timing that does not interfere with the play of the second player, the first player shows the current status of the second player. There is no need to consider the appropriate message transmission timing. That is, more effective communication can be induced.
- the position information stored in association with the player identification information of the first player changes from specifying the second game device to specifying the first game device.
- the second game device may not display the character of the first player, and the first game device may display the character of the first player.
- the character of the first player goes out of the first game device and visits the second game device, and then goes out of the second game device and visits the first game device (first game device).
- a series of cycles can be repeated. “Outing from the game device and visiting the game device are going out of the virtual space when the game device is regarded as a personal virtual space (for example, home) of a player playing the game device. Indicates a visit to virtual space.
- each of the plurality of game devices includes an application unit for applying to the second player to conclude a predetermined relationship with the first player, the first player, An accepting unit that accepts an application from the second player to conclude a predetermined relationship, and the application unit stores position information stored in association with player identification information of the second player.
- the receiving unit can receive the second player from the second player. Only after the player has applied for the conclusion of the predetermined relationship, the first player can accept the conclusion of the predetermined relationship from the second player, and the first player can accept the second relationship.
- the predetermined relationship for which the player has applied for conclusion may be concluded only when an application for conclusion of the predetermined relationship is accepted by the receiving unit.
- the “predetermined relationship” is, for example, a friend relationship.
- the period during which the first player can apply for the conclusion of the predetermined relationship from the first player is limited to the period during which the character of the second player visits the first game device.
- the second player can accept the application any time after the first player has applied for the conclusion of the predetermined relationship. If the given relationship is a friend relationship, the direct communication between the two parties will have to decide whether to accept the application immediately, whereas indirect communication using this game system will not accept the application. There is no need to immediately decide whether to accept or not. This is an advantage of reducing the mental burden on the receiving player and the application player.
- the first player and the second player have concluded the predetermined relationship, and a second predetermined as a result of the game controlled by the first game device.
- a game result is obtained, in the storage unit, the position information stored in association with the player identification information of the second player is changed to one that specifies the first game device. Also good.
- a bingo is achieved in a bingo game or when a right to shift from a normal game to a special game is acquired, a friend character visits his game device and a message of congratulations Production that emits can be made.
- the storage unit stores attribute information indicating an attribute of a player character in association with the player identification information
- each of the plurality of game devices includes the storage unit
- An attribute information acquisition unit that acquires, from the storage unit, attribute information corresponding to position information that identifies the game device of the game device, the game control unit according to the attribute information acquired by the attribute information acquisition unit You may make it display a character on a game device.
- the attribute information of the character of the first player is the result of the game played by the first player as a result of the game played by a player who has concluded the predetermined relationship with the first player. You may make it change based on the result of a game, or the number of players who concluded the predetermined relationship with the 1st player. In this case, for example, since the player's character grows (changes) based on the game result of the player, the appearance of a player who plays the game for the purpose of growing his / her character and an increase in the number of players can be expected. . In addition, for example, the player character grows based on the game result of the player's friend, or grows based on the number of the player's friends. It is possible to expect a new appearance of a player who actively communicates to increase, a player who frequently plays a game to actively communicate, and an increase in the number of players.
- Each game system may include a server device having a communication unit for communicating with each of the plurality of game devices, and the storage unit may be provided in the server device. Instead, the storage unit may be provided in each of the plurality of game devices.
- the number of server devices may be one or more.
- each of the plurality of server devices includes a storage unit. In this case, each server device synchronizes its storage unit with the storage units of other server devices. Alternatively, the stored information is distributed among a plurality of server devices. In the latter game system, each game device synchronizes its storage unit with the storage units of other game devices.
- the server device may notify the game device related to the change that the information (for example, position information) stored in the storage unit has been changed.
- Each game device may voluntarily confirm whether or not the information stored in the memory is changed. Spontaneous confirmation is realized, for example, when each game device transmits a request to the server device at predetermined time intervals.
- each game device includes all server devices. Check with.
- FIG. 1 is a block diagram of a game system 100 according to an embodiment of the present invention. It is a figure for demonstrating the outline
- 2 is a block diagram of the center server device 1 in the game system 100.
- FIG. 3 is a block diagram of the game apparatus 3 in the game system 100.
- FIG. 4 is a diagram for explaining the operation of the game system 100.
- FIG. 4 is a diagram for explaining the operation of the game system 100.
- FIG. 4 is a diagram for explaining the operation of the game system 100.
- FIG. 4 is a diagram for explaining the operation of the game system 100.
- FIG. 4 is a diagram for explaining the operation of the game system 100.
- FIG. 4 is a diagram for explaining the operation of the game system 100.
- FIG. It is a figure which shows the data structure which concerns on the modification of the game system.
- FIG. 1 is a block diagram of a game system 100 according to an embodiment of the present invention.
- the game system 100 is a computer network system that allows a plurality of players (users) to play a game and communicate with pets, and includes a plurality of game cases 2 and a center server device 1.
- the center server device 1 is a server device (computer) having various functions.
- Each of the plurality of game cases 2 is installed in a game facility (recreation facilities) GC such as a game center (game halls), for example.
- Each of these game facilities GC is connected to the center server device 1 via the communication network N1.
- Each of the plurality of game cases 2 can communicate with the center server device 1 via the communication network N2 and the communication network N1.
- a facility ID that uniquely identifies a gaming facility GC is used as a communication address, and when a plurality of game cases 2 are installed in one gaming facility GC, the gaming facility GC
- the communication address also includes a case ID that uniquely identifies the game case 2.
- the communication network N1 is realized by, for example, a WAN (wide area network) or VPN (virtual area private network) using the Internet, and the communication network N2 is realized by a LAN (local area area network).
- the game played on the game system 100 is a game that progresses while consuming credits and can be given credits and points according to the result, and specifically, a bingo game that can be played repeatedly.
- the credit is a value that is a consideration for playing the game, and is consumed by being used as a consideration for the play. That is, the player repeatedly plays the bingo game while consuming credits.
- the number of credits, which is the number of credits held by the player, and the number of points, which is the number of points held by the player are managed.
- each game a mechanical drawing (mechanical drawing or lottery) is performed to select a small number from a large number.
- a normal game that is normally played
- a special game that is specially played.
- Playing the special game is one of the purposes of the player, and when the number of points reaches a predetermined value, the transition from the normal game to the special game is performed. That is, the point is a constituent unit of the right to shift from the normal game to the special game.
- the game housing 2 includes a plurality of game devices 3, a management device 4, and a common device 5.
- Each of the plurality of game devices 3 can communicate with the management device 4 and the common device 5 via the communication network N3 built in the game housing 2.
- a game device ID that uniquely identifies the game device 3 in the game housing 2 is used as a communication address.
- a communication network including the communication network N1, all communication networks N2, all management devices 4, and all communication networks N3 is referred to as a communication network N. Note that the present embodiment may be modified so that the number of game devices 3 provided in one game housing 2 is one.
- the common device 5 is a device that controls the progress of a common process in which a result is used in common for all games played in the game housing 2, and repeatedly executes the common process and ends when the common process ends.
- the result of the common processing is broadcast to all the game devices 3 in the same game housing 2.
- the common process controlled by the common device 5 is the mechanical lottery described above.
- the common process whose progress is controlled by the common device 5 is specifically a mechanical lottery that selects one or a plurality of numbers from a plurality of numbers.
- the mechanical lottery method is arbitrary.
- the common device 5 rotates around the vertical axis of rotation, and a circular base in which a plurality of holes corresponding to a plurality of numbers are formed in the peripheral portion, respectively.
- a mechanism for dropping one or a plurality of balls on the table, and a number corresponding to the hole in which the ball dropped on the table dropped may be selected from a plurality of numbers.
- the management device 4 is a server device (computer) that manages all the game devices 3 and the common device 5 in the same game housing 2, and the game device ID of these game devices 3 and the housing of the game housing 2.
- the body ID is stored, and information transmitted and received between the communication network N3 and the communication network N2 in the game housing 2 is relayed. Note that relay using the facility ID is necessary for communication via the communication network N1. This relay is performed by a relay device (for example, a router) (not shown) that connects the communication network N1 and the communication network N2.
- the management device 4 has a function equivalent to that of the center server device 1 and can substitute for the center server device 1. However, the management device 4 substitutes for the center server device 1 only when the center server device 1 is not used (for example, when the communication network N1 is not used).
- characters corresponding to the respective players are represented as pets owned by the respective players.
- FIG. 2 is a diagram for explaining an outline of communication using pets between players.
- a configuration in which each of the three game devices 3 and the center server device 1 are connected by a communication network N is illustrated.
- the three game devices 3 are appropriately extracted from all the game devices 3 in the game system 100 and are not necessarily included in the same game housing 2.
- the game apparatus 3 includes a display unit 31.
- the display unit 31 is, for example, a liquid crystal display device, and displays the progress and result of the game, the player's pet, and the like.
- a player who wants to play a game on the game apparatus 3 inputs the card ID recorded on the IC card to the game apparatus 3.
- the player ID acquisition unit F7 of the game apparatus 3 acquires a player ID corresponding to the card ID for which the input has been accepted.
- the pet of the player is displayed on the display unit 31 of the game apparatus 3, and the game can be played using the pet.
- the card ID is identification information for uniquely identifying the IC card
- the player ID is identification information for uniquely identifying the player.
- the player ID of the registered player is associated with the card ID recorded on the IC card possessed by the player, and the center server device 1 receives the card ID and receives the card ID.
- the player ID associated with the ID can be returned.
- a dedicated server device different from the center server device 1 may be used to receive the card ID and return the player ID associated with the card ID.
- unique identification information recorded on the mobile phone and the mobile phone may be used.
- the pet uses the game device 3 played by the player who is the owner as a home (reference position), and moves (goes out) from the home to another game device 3 or moves from another game device to the home (goes home). Can be. These movements and the presence or absence of pets in the game apparatus 3 are expressed by exclusive display of pets between game apparatuses, so that the same pet is at the same time except for special circumstances such as processing delays. Are not displayed on a plurality of game devices.
- FIG. 2 only the bingo card is displayed on the display unit 31 of the game apparatus 3 (game apparatus ID: 001) played by the player A, and the game apparatus 3 (game apparatus ID: 002) played by the player B is displayed.
- the display unit 31 displays the bingo card, the pet PA of the player A, and the pet PB of the player B.
- the display unit 31 of the game device 3 (game device ID: 003) played by the player C displays the bingo card and the player C.
- the pet PC is displayed.
- the pet PA stays on the game device 3 played by the player B
- the pet PB is at home at the game device 3 at home
- the pet PC is at home at the game device 3 at home. Is expressed.
- pets can talk with other pets using means such as balloons.
- pet PA the player B visited the game apparatus 3 to play
- this game device 3 greeted with "Hello” to the home of pet PB
- pet PB is greeted with "Welcome” to the pet PA .
- These conversations are expressed by display by the game apparatus 3.
- a first predetermined game result for example, acquisition of the right to shift to a special game
- the owner of the pet A privilege is given to the player who is.
- the game device played by the player can transmit a thank-you message for granting the privilege to the game device 3 that has obtained the first predetermined game result.
- pets can conclude friendships between players so that they can interact with other pets by moving between game devices 3 or having conversations with other pets, or conditions that affect the progress of the game. Or mediate.
- the pet attributes change based on the game result and the interaction between the players. Such behavior and change of the pet are also expressed by a display by the game apparatus 3.
- FIG. 3 is a block diagram of the center server device 1.
- the center server device 1 includes a communication unit 14, a storage unit 15, and a control unit 10 that controls each unit.
- the communication unit 14 is a wired or wireless communication interface, and relays information between the control unit 10 and the communication network N1.
- the center server device 1 includes the communication unit 4 so that it can communicate with each of the plurality of game devices 3.
- the storage unit 15 includes a storage such as a hard disk and stores various types of information.
- pet information related to the pet of the player in association with the player ID of the registered player, pet information related to the pet of the player, privilege information including information indicating the privilege granted to the player, and the current player's current Information indicating the number of points, information indicating the game play history of the player, play information for specifying the game device 3 played by the player, and a state of conclusion of friendship between the player and another player Friend information is stored as one record.
- the field for storing the player ID is “player identification information field”
- the field for storing pet information is “pet information field”
- the field for storing privilege information is “privilege information field”
- the number of points The field for storing the “point number field”, the field for storing the play history “play history field”, the field for storing the play information “play information field”, and the field for storing the friend information “friend information” Sometimes called a "field”.
- the pet information includes attribute information (attribute information field) indicating an attribute of the pet, information indicating the home status of the pet (home status field), and location information (specifying the game device 3 where the pet is located) ( Position information field).
- the attribute information includes information indicating the type of pet, information indicating the equipment of the pet, and information indicating the special skill of the pet.
- the player's pet attribute information identified by the player ID: AAAA includes information indicating that the type is giraffe, information indicating that the equipment is a necklace, and information indicating that there is no special skill. included.
- Various information can be used as the attribute information of the pet (character), but the attribute information includes at least information that can determine the display mode of the pet (character).
- the information capable of determining the display mode is, for example, information indicating the type of pet and information indicating equipment.
- a giraffe with a necklace is the display mode.
- the home state is “1” indicating that the user is at home (the pet is located in the game device 3 played by the player who is the owner), and is out of the office, that is, is staying at another player's home.
- the player ID of the player who plays on the game apparatus 3 where the pet is located is used as the position information indicating the position of the pet.
- the storage unit 15 stores play information specifying the game device 3 played by the player in association with the player identification information of the player. Therefore, by specifying the player ID from the player identification information field, the game device 3 played by the player identified by the player ID can be specified.
- the pet position information coincides with the player ID of the player who is the owner of the pet at the start of play. That is, the initial position of the pet is the home (that is, the game device 3 played by the player who is the owner of the pet).
- the present embodiment may be modified so that the initial position of the pet is other than the home (that is, the game device 3 played by another player different from the player who owns the pet).
- the privilege information includes information indicating the privilege given to the corresponding player and information specifying the game device 3 played by the player who has obtained the game result that triggered the granting of the privilege.
- the privilege is specifically the number of points given to the player.
- the information indicating the number of points information associated with the player ID of a player who is not playing is empty information.
- the present embodiment may be modified such that the number of points is stored in the game device 3 instead of the center server device 1 and not stored in the center server device 1.
- the play history includes a game play result (game result) by the player.
- the play information includes game device identification information (game device identification information field) that is information for identifying the game device 3 and chassis identification information that is information for identifying the game housing 2 having the game device 3. (Frame identification information field) and facility identification information (facility identification information field) that is information for identifying the gaming facility GC in which the game housing 2 is installed.
- the game device identification information is a game device ID that uniquely identifies the game device 3 in the game case 2
- the chassis identification information is a case ID that uniquely identifies the game case 2 in the gaming facility GC.
- the information is a facility ID that uniquely identifies the gaming facility GC in the game system 100.
- the play information corresponding to the player ID of a player who is not playing is empty information.
- a plurality of friend information can be associated with one player ID. Note that the present embodiment may be modified so that the number of pieces of friend information associated with one player ID is 1.
- the friend information includes friend identification information (a friend's player ID) of the player with whom the friend relationship is concluded, information indicating an application source for applying for a friend relationship with the player (player ID of the applicant), and a friend relationship with the player Information indicating the application destination of the application for the conclusion of (the player ID of the application destination). That is, the “friend information field” includes a “friend identification information field”, an “application destination field”, and an “application source field”.
- the control unit 10 includes, for example, one or a plurality of CPUs (central processing units), an attribute information extraction unit G1 that extracts attribute information, a movement control unit G2 that controls pet movement, and a grant unit G3 that grants benefits. It functions as an application processing unit G4 that processes an application for conclusion of friendship, an acceptance processing unit G5 that processes acceptance of an application for conclusion of friendship, and an attribute information change unit G6 that changes pet attribute information.
- the attribute of the player's pet changes based on the game result of the player.
- the attribute information change unit G6 refers to the storage unit 15 and changes the attribute information corresponding to the play history based on the game result included in the play history.
- the pet attribute of the player changes based on the game result of the friend of the player.
- the attribute information changing unit G6 is stored in the friend identification information field among information corresponding to the play history of the second player. Is identified (ie, the player ID of the first player).
- the attribute information of the record having the same player ID in the player identification information field (attribute information associated with the player ID of the first player) is included in the game result included in the play history (play history of the second player). Change based on.
- the pet attributes of the player change based on the number of friends of the player.
- the attribute information changing unit G6 refers to the storage unit 15, specifies the number of friends based on the friend information, and changes the attribute information corresponding to the friend information based on the specified number of friends. .
- the other functional units G1 to G5 will be described later.
- FIG. 4 is a block diagram of the game apparatus 3.
- the game apparatus 3 is a game apparatus (computer) that allows one player to play a game.
- the accepting unit 33 accepts input of a card ID by the player.
- a known card reader that reads a card ID recorded on an IC card is employed as the receiving unit 33.
- the operation unit 32 has an operation element such as a button that can be touched by the player, for example, and receives an operation of the player.
- the operations received by the operation unit 32 include an operation for a game, an operation for instructing to pay out medals, an operation for inputting a message, an operation for instructing transmission of a message, an operation for instructing an application for conclusion of friendship, Operation to instruct acceptance of application for conclusion of relationship is included.
- the communication unit 34 is a wired or wireless communication interface, and relays information transmitted and received between the control unit 30 and the communication network N3.
- the storage unit 35 is a rewritable memory or storage, and stores a player ID e1 of one player who plays a game on the game apparatus 3, a credit number e2 of the player, and a point number e3 of the player.
- the number of credits e2 decreases due to the consumption of credits, and increases due to the depositing of credits from the outside and the granting of credits based on the game results of the player.
- the credit deposit from the outside is performed as a result of physical insertion of medals, but may be performed as a result of electronic transfer or physical insertion of cash.
- the number of points e3 matches the number of points stored in the storage unit 15 in association with the player ID of the player.
- the medal mechanism 36 includes a medal detection sensor and a medal payout device.
- the medals detection sensor detects the medals one by one, notifies the control unit 30 of the detected signal, and stores the inserted medals in the container of the medal payout device. Further, the medal mechanism 36 is controlled by the control unit 30 and pays out the medals stored in the container one by one from the medal payout device one by one.
- the insertion port and the payout port are formed on the surface of the game apparatus 3.
- the control unit 30 includes, for example, one or a plurality of CPUs, and includes a player ID acquisition unit F7 that acquires a player ID of the player, a game control unit F8 that controls a game played by the player, and a credit management unit that manages credits of the player.
- F9 attribute information acquisition unit F1 that acquires attribute information of a pet to be displayed on the game device 3, a transmission unit F2 that transmits a message to another game device 3, and a reception unit F3 that receives a message from the other game device 3 , It functions as an application unit F4 that applies for the conclusion of friendships to other players, and a reception unit F5 that accepts applications for conclusion of friendships from other players.
- the player ID acquisition unit F7 is a functional unit that acquires the player ID of the player.
- the player ID acquisition unit F7 communicates with the center server device 1 via the communication unit 34.
- the player ID associated with the input card ID is acquired from the center server device 1.
- the control unit 30 causes the storage unit 35 to store the acquired player IDe1.
- the center server device 1 when there is a player ID acquisition request from the game device 3, the game device ID of the game device 3, the case ID of the game case 2 having the game device 3, and the game case 2 And the facility ID of the gaming facility where is installed is written and stored in the storage unit 15 in association with the player ID.
- the credit number e2 and the point number e3 of the player identified by the player ID are written and stored in the storage unit 35. Thereafter, the number of points associated with the player ID in the storage unit 15 of the center server device 1 is synchronized with the number of points e3 stored in the storage unit 15 of the game device 3.
- the game control unit F8 is a functional unit that controls the game so that the player ID acquired by the player ID acquisition unit F7 proceeds based on the operation of the operation unit 32 and the result of common processing (mechanical lottery). Yes, while allowing the player identified by the player ID to play the game repeatedly, the play history associated with the player ID stored in the storage unit 15 is appropriately updated in cooperation with the center server device 1. . Further, the game control unit F8 causes the game apparatus 3 to display a pet based on the attribute information acquired by the attribute information acquisition unit F1.
- the credit management unit F9 is a functional unit that manages the number of credits e2, and reduces the number of credits e2 in accordance with the consumption of credits in the game and the payout of medals by the medal mechanism 36, while the medal to the medal mechanism 36 Increase in accordance with the amount of game credits and game credits. Further, the credit management unit F9 controls the medal mechanism 36 based on the operation of the operation unit 32.
- the attribute information acquisition unit F1 sends a request for providing pet attribute information to be displayed on the game apparatus 3 to the center server apparatus 1 and receives a response to the provision request from the center server apparatus 1.
- the provision request includes the same player ID as the player IDe1.
- the attribute information extraction unit G1 of the center server device 1 receives the attribute information provision request
- the attribute information extraction unit G1 refers to the storage unit 15 and identifies a record having the player ID included in the request in the position information field
- the attribute information is extracted from the identified record, and a response including the extracted attribute information is returned to the requesting game device 3.
- the game control unit F8 of the game apparatus 3 that has received this causes the game apparatus 3 to display a pet based on the received attribute information.
- the player ID is used as the position information for specifying the game device 3 where the pet is located. Therefore, the attribute information acquisition unit F1 has its own device (the game device 3 having the attribute information acquisition unit F1). ) Can be acquired from the storage unit 15 for all the records having the player ID (that is, the player ID acquired by the player ID acquisition unit F7) in the position information field. Therefore, the game control part F8 respond
- the grant unit G3 of the center server device 1 grants a privilege.
- the grant unit G3 updates the first game result (for example, the transition to the special game). Right acquisition) is determined. Only when the result of this determination is affirmative, the position information matching the player ID corresponding to the play history is specified, and the privilege information corresponding to the specified position information is indicated as a predetermined privilege. Update.
- the predetermined privilege is, for example, a certain number of points (for example, 1000 points).
- the control unit 30 of the game device 3 has the privilege information associated with the same player ID as the player IDe1 (the privilege information in the record having the same player ID as the player IDe1 in the player identification information field) of the center server device 1.
- the privilege information is acquired, and the privilege indicated by the acquired privilege information is given to the player who is playing the game device 3.
- the number of points (for example, 1000 points) indicated by the acquired privilege information is added to update the number of points e3, and in cooperation with the granting unit G3 of the center server device 1,
- the privilege information is assumed to be empty information. Note that the number of points stored in the storage unit 15 in association with the player ID follows the number of points e3 by synchronization.
- the control unit 30 specifies the second game device 3.
- a predetermined privilege can be given to the first player.
- the transmission unit F2 when acquiring the privilege information, performs a message transmission process for transmitting a thank-you message to the game apparatus 3 played by the player (provider) of the player ID included in the privilege information.
- the transmission unit F2 transmits the message input by the operation of the operation unit 32 to the game apparatus 3 played by the player as the grant source in response to an instruction to transmit the message by the operation of the operation unit 32.
- the transmission unit F2 receives another game device 3 (a friend's game device) from which the game result that triggered the grant of the privilege is obtained. ) Can be sent.
- the application unit F4 plays the second game device 3 different from the game device 3 to conclude a friendship with the first player who plays the game device 3 (first game device 3).
- This is a functional unit for applying to the second player. Only when the position information stored in the storage unit 15 in association with the player ID of the second player specifies the first game device 3, the application unit F4 can change the first information by the operation of the operation unit 32.
- indication which applies the conclusion of friend relations to 2 players is permitted.
- the application unit F4 sends to the center server device 1 an application request for applying to the second player to make a friendship.
- the application request includes the player ID of the second player who is the application destination and the player ID of the first player who is the application source.
- the player ID that matches the player ID of the application destination (player ID of the second player) included in the application request is displayed in the player identification information field.
- the application player ID (player ID of the first player) included in the application request is recorded in the application source field of the friend information associated with the specified player ID.
- a player ID that matches the player ID of the application source (player ID of the first player) included in the application request is identified from the player identification information field, and the friend associated with the identified player ID
- the player ID of the application destination (player ID of the second player) included in the application request is recorded in the application destination field of the information.
- the accepting unit F5 is a functional unit for accepting an application from a second player playing on another game device 3 to conclude a friendship with the first player playing on the game device 3.
- the accepting unit F5 can accept the conclusion of the friendship from the second player only after applying for the conclusion of the friendship from the second player.
- the receiving unit F5 indicates that the friendship application has been applied from the application source indicated by the friend information stored in the storage unit 15 in association with the player ID of the first player. 31 is displayed.
- indication which accepts the application of the conclusion of friendship from the 2nd player is input by operation of the operation part 32, the acceptance request
- the acceptance request includes the player ID of the second player who is the application source and the player ID of the first player who is the application destination.
- the acceptance processing unit G5 of the center server device 1 determines from the player identification information field the one that matches the application destination player ID (the first player's player ID) included in the acceptance request.
- the player ID of the application source (player ID of the second player) is recorded in the friend identification information field associated with the specified player ID.
- the player ID that matches the player ID (the player ID of the second player) included in the acceptance request is identified from the player IDs stored in the player identification information field, and the identified The player ID of the application destination (player ID of the first player) is recorded in the friend identification information field associated with the player ID. That is, the friendship relationship for which the second player has applied is concluded only when the application is accepted by the receiving unit F5 of the first game apparatus 3.
- the player ID is only recorded in the application destination field or the application source field, and the corresponding friend identification information field is displayed. None is recorded. In other words, if the player ID is recorded in both the application destination field and the friend identification information field, or if the player ID is recorded in both the application source field and the friend identification information field, the friend relationship is Indicates that it has been established.
- the movement control unit G2 of the center server device 1 performs an outing process for realizing a pet outing and a returning process for realizing the return of the pet.
- the movement control unit G2 changes the position information corresponding to the staying pet to position information indicating the home of the pet.
- the movement control unit G2 refers to the storage unit 15, identifies the position information corresponding to the home state of “0”, and stores the identified position information in association with the position information. To the same player ID (same as the player ID of the player playing on the game apparatus 3).
- This change is reflected in the display of the display unit 31 through the attribute information acquisition unit F1 and the game control unit F8. That is, the position information associated with the player ID of the first player who plays on the first game device specifies the second game device 3 different from the first game device 3 to the first game.
- the device 3 is changed to one that specifies the device 3, the pet of the first player is not displayed on the second game device 3, and the pet of the first player is displayed on the first game device 3.
- the movement control unit G2 changes the position information corresponding to the pet at home to position information different from the position information. Specifically, referring to the storage unit 15, the position information corresponding to the home state of “1” is identified, and the identified position information is played by the player with the player ID associated with the position information. It changes so that it may show the game apparatus 3 different from the apparatus 3 (it is different from the player ID of the player who plays with the said game apparatus 3).
- This change is reflected in the display of the display unit 31 through the attribute information acquisition unit F1 and the game control unit F8. That is, the second game in which the position information associated with the player ID of the first player who plays on the first game device is different from the first game device 3 from the one specifying the first game device 3.
- the device 3 is changed to one that specifies the device 3, the pet of the first player is not displayed on the first game device 3, and the pet of the first player is displayed on the second game device 3.
- the home state of the pet corresponds to the player ID of the player who is the owner of the pet and the player ID. Since it can be determined based on the attached position information, it is possible to delete information indicating the home state from the storage unit 15.
- the change destination of the position information is arbitrarily selected (for example, randomly) from the game devices 3 other than the home among the game devices 3 being played by the player.
- the determination as to whether or not the player is playing is made, for example, by referring to the storage unit 15 and examining whether or not play information that is not empty information is associated with the player ID.
- the exception of the location information change destination is a case where a second predetermined game result (for example, achievement of bingo) is obtained in the game apparatus 3 being played by a player who has concluded a friendship with any player.
- the movement control unit G2 changes the position information corresponding to the pet of the friend player of the player who is playing on the game device 3 to the one indicating the game device 3.
- the friend information associated with the play history is specified. If the friend identification information in the friend information is not empty information, the player ID of the friend identification information in the friend information is specified from the player identification information field.
- the position information associated with the specified player ID indicates the game device 3 being played by the player with the player ID corresponding to the play history to which the second predetermined game result has been added (first). 2 is changed to the player ID of the player who obtained the predetermined game result. That is, when the friend of the player who is the owner obtains the second predetermined game result, the pet moves to the game device 3 in which the player is playing to congratulate the friend's player.
- the player ID of player A: XXXX is acquired by the game apparatus 3A
- the player ID of player B: YYYY is acquired by the game apparatus 3B.
- the position information associated with the player ID of the player A identifies the game apparatus 3A
- the position information associated with the player ID of the player B identifies the game apparatus 3B. It becomes. Therefore, the pet PA of the player A is displayed only on the game apparatus 3A, and the pet PB of the player B is displayed only on the game apparatus 3B.
- the pet PA goes out to the game apparatus 3B.
- the aforementioned outing process is performed. Since the friendship is not concluded between the player A and the player B, in this outing process, the position information associated with the player ID of the player A is changed to that specifying the game device 3B according to the principle. Is done.
- the pet PA is not displayed on the game apparatus 3A, but is displayed only on the game apparatus 3B.
- player B applies to player A to conclude a friendship.
- This application is possible because the pet PA stays in the game apparatus 3B.
- the pet PB needs to stay in the game apparatus 3A.
- the pet PA returns home (FIG. 7). Immediately before the return home, the return home process described above is performed. As a result of this return, the pet PA is not displayed on the game apparatus 3B, but is displayed only on the game apparatus 3A. In this usage example, the player A then accepts the above application. As a result, a friendship is concluded between player A and player B.
- the player B then acquires the right to shift to the special game (first predetermined game result). Then, the game apparatus 3A returns the pet PA as shown in FIG. As a result, the pet PA is not displayed on the game apparatus 3B but is displayed only on the game apparatus 3A. At this time, the number of points of the player A increases from 300 to 1300. That is, a privilege (1000 points in this case) is given to the player A.
- the game apparatus 3A is ready to transmit a message to the game apparatus 3B.
- the player A inputs a message to the game apparatus 3A and inputs an instruction to transmit the message.
- this message M is displayed on the game apparatus 3B.
- the game apparatus 3B gives the game apparatus 3A the game apparatus 3A. The message can be sent.
- the game system 100 allows the player to play a bingo game, displays a plurality of game devices 3 that display the pets of the player, attribute information indicating pet attributes in association with the player IDs, And a storage unit 15 that stores position information for specifying the game apparatus 3 where the pet is located (stayed or at home).
- Each game device 3 has a player ID acquisition unit F7 that acquires a player ID of a player who plays on the game device 3, and position information that specifies the game device 3 specified by the player ID acquired by the player ID acquisition unit F7.
- the attribute information acquisition unit F1 that acquires the attribute information corresponding to the storage unit 15 and the bingo game are controlled, and the game apparatus 3 displays the pet according to the attribute information acquired by the attribute information acquisition unit F1.
- the position information associated with the player ID: XXXX of the player A playing with the game device 3A, for example, is changed from specifying the game device 3A to specifying the game device 3B. In such a case, the game apparatus 3A does not display the pet PA, and the game apparatus 3B displays the pet PA.
- the game device 3B uses the pet PA. Is not displayed, and the game device 3A displays the pet PA. Therefore, a series of cycles in which the pet PA returns from the game apparatus 3B to the game apparatus 3A after returning from the game apparatus 3A to the game apparatus 3B can be repeated.
- the game apparatus 3B when the position information associated with the player ID of the player A specifies the game apparatus 3B, the first predetermined as a result of the bingo game controlled by the game apparatus 3B.
- the game apparatus 3 ⁇ / b> A can give a predetermined privilege to the player A. This is an advantage that leads to further induction of communication between players. In addition, you may make it perform the effect as if the pet brought back the privilege at the time of provision of a privilege.
- the game apparatus 3 includes a transmission unit F2 that transmits a message to another game apparatus 3, and a reception unit F3 that receives a message from the other game apparatus 3.
- the game apparatus 3A includes: When a predetermined privilege is given to the player A, a message can be transmitted to the game apparatus 3B. Therefore, the message transmitted from the player A to the player B is a thank-you message for giving a predetermined privilege, so that the player B does not feel uncomfortable with the message from the player A.
- the timing at which the message can be transmitted by the player A is defined as an appropriate timing that does not interfere with the play of the player B, the player A transmits an appropriate message in consideration of the current situation of the player B. There is no need to consider. That is, more effective communication can be induced.
- the game apparatus 3A receives an application from the application unit F4 for applying to the player B to conclude a friendship with the player A, and a player B from the player B who concludes a friendship with the player A
- An accepting unit F5 that accepts an application, and the application unit F4 has a friendship relationship with the player B only when the position information associated with the player ID of the player B specifies the game apparatus 3A.
- the accepting unit F5 can accept the conclusion of the friendship from the player B only after the player B has applied for the conclusion of the friendship, and the player A makes the conclusion from the player B.
- the applied friendship is concluded only when the application for the conclusion is accepted by the receiving part F5.
- the period during which the player A can apply for the conclusion of the friendship from the player A to the player B is limited while the pet PB is staying at the game apparatus 3A, whereas the player B has a friendship from the player A. Any time after receiving an application for conclusion, the application can be accepted. In the direct communication between the two parties, it is necessary to immediately decide whether or not to accept the application for the conclusion of the friendship, whereas indirect communication by the game system 100 accepts the application immediately. It is not necessary to decide whether or not. This is an advantage of reducing the mental burden on the receiving player and the application player. Further, the player's mental burden may be further reduced by creating an effect as if the application and acceptance of the conclusion of the friendly relationship are performed between pets.
- the memory is stored.
- the position information associated with the player ID of the player B is changed to specify the game apparatus 3A. That is, when the game result becomes the second predetermined game result (for example, achievement of bingo), it is possible to produce an effect that the pet of the friend player comes to detox. In addition, you may make the production which the pet who came to the blessing states the message of the curse.
- the attribute information of the pet PA of the player A is the result of the game played by the player A, the result of the game played by the player who has concluded a friendship with the player A, or the player It is changed based on the number of players (friends) who have concluded a friendship with A. That is, since the player's pet grows (changes) based on the game result of the player, the appearance and increase of the player who plays the game for the purpose of growing his / her pet can be expected. In addition, since the player's pet grows based on the game result of the player's friend or the player's friend, the player who plays the game for the purpose of growing the pet increases the number of friends. Therefore, it can be expected that players will actively communicate and that players who play games frequently in order to actively communicate will appear and increase.
- the management device 4 can act as the center server device 1. That is, the management device 4 corresponds to the attribute information extraction unit G1, the movement control unit G2, the grant unit G3, the application processing unit G4, the reception processing unit G5, and the attribute information change unit G6, and the storage unit 15. A storage unit. Therefore, the above operation can be realized even when the center server device 1 cannot be used or when the communication network N1 cannot be used.
- the communication method between the center server device 1 and the game device 3 is not limited as long as the various functions described above can be implemented.
- the center server device 1 may notify the game device 3 related to the change that the information (for example, position information) stored in the storage unit 15 has been changed (push-type communication).
- the game apparatus 3 may spontaneously confirm whether or not the information stored in the storage unit 15 is changed (pull type communication). Spontaneous confirmation is realized, for example, when the game apparatus 3 transmits a request to the center server apparatus 1 at predetermined time intervals.
- ⁇ D Modification>
- the present invention is not limited to the above-described embodiment, but includes various forms obtained by modifying the above-described embodiments, and various forms obtained by appropriately combining two or more of these forms and the above-described embodiments. Forms can also be included in the scope.
- Pet conversations may be expressed by pronunciation instead of speech balloons.
- the virtual existence operated in the game play is excluded.
- a relationship other than the friend relationship for example, a rival relationship
- the first predetermined game result and the second predetermined game result may be the same.
- the “game” may be a bingo game, a horse racing game, or a video game (for example, a mahjong game or a role playing game).
- the contents of the first predetermined game result and the second predetermined game result are arbitrary.
- Non-credit other than points may be adopted as the privilege to be granted.
- Non-credit is a game value that is not paid for game play.
- items can be exemplified. Examples of the items include virtual objects such as swords and costumes that can be used in the game.
- points that can be used as bonuses include points that can be exchanged for items corresponding to the number of points, and points that are given to players according to the number of points. Moreover, you may make it give a credit as a privilege.
- ⁇ D-3 Modification 3>
- the cycle of going out and returning home is repeated, but the pet may be allowed to move to another place of stay without returning from the place of stay. That is, one piece of position information may be changed twice or more without returning to the information specifying the home.
- the third game in which the position information changed from specifying the first game device 3A to specifying the second game device 3B is not the first game device 3A or the second game device 3B.
- the apparatus 3 may be changed.
- the present invention provides a second game device in which the position information associated with the player ID of the first player playing on the first game device is different from that of the first game device 3.
- the first game apparatus 3 may not display the pet of the first player, and the second game apparatus 3 may include a form displayed by the pet of the first player. .
- the game apparatus 3 receives an input of a card ID for identifying an IC card, and acquires the player ID associated with the card ID from the center server apparatus 1, but this is not limited thereto. It is not a thing.
- the input card ID may be used as the player ID.
- the player may manually input the player ID. The same applies to the case where identification information recorded on a mobile phone and a mobile phone is used instead of the IC card and card ID.
- the player ID of the player who plays with the corresponding game device 3 is employed as the position information.
- a game device ID that uniquely identifies the game device 3 may be employed.
- a communication address can be exemplified as the game apparatus ID.
- the communication address of the game apparatus 3 can be exemplified by a game apparatus ID, a case ID, a facility ID, a game apparatus ID and a case ID, or a game apparatus ID itself. is there.
- the pet is displayed according to the attribute information, but the pet may be displayed according to information different from the attribute information.
- the pet may be displayed according to the player ID of the pet owner. In this case, the displayed pet image is different for each player ID.
- the game device ID, the housing ID, and the facility ID are exemplified as information for specifying the game device 3 being played by the player identified by a certain player ID. It is also possible to specify.
- the game device ID, the case ID, and the facility ID are used only for determining whether or not the player is playing. Since this determination can be performed using other information, the game device ID, the case ID, and the facility ID may be deleted from the storage unit 15.
- the game device ID, the housing ID, and the facility ID used as communication addresses are stored in the storage unit 15, but these pieces of information may not be stored in the storage unit 15.
- the center server device 1 that has received the request from the first game device is the player who plays on the second game device.
- An inquiry request including the player ID is transmitted to all other game devices. Only the game device (second game device) that is being played by the player identified by the player ID among the game devices that have received the inquiry request is the game device ID, case ID, and facility ID of the game device. Is sent back to the center server device 1.
- the center server device 1 may transmit the message M using the game device ID, the housing ID, and the facility ID included in the response as the destination communication address.
- the center server device 1 that has received a request from the first game device transmits a message M together with the player ID of the player playing on the second game device to all other game devices, and is identified by the player ID. Only the game device (second game device) being played by the player to be played may receive the message M.
- ⁇ D-8 Modification 8>
- the data structure represented by one table is adopted as the data structure of the information stored in the storage unit 15, but other data structures may be adopted.
- a data structure represented by a plurality of tables may be adopted.
- the player ID is common to all tables.
- the game device 3 may include the functional units G1 to G6 provided in the center server device 1 by modifying the embodiment described above.
- the function units G1 to G6 can be deleted from the center server device 1. This modification can also be applied to various forms according to Modification 6.
- the player ID acquired by the player ID acquisition unit F7 is stored in the storage unit 35, but may not be stored in the storage unit 35.
- a card reader of a type that holds an IC card inserted as the reception unit 33 is adopted, and when a player ID is necessary, the control unit 30 inquires the reception unit 33 to acquire the card ID, and associates it with the acquired card ID.
- the center server device 1 is inquired about the attached player ID.
- a type of card reader that does not hold an IC card for example, a type that holds an IC card, that is, a non-contact type
- the reception unit 33 or a type that allows a player to input identification information without using an IC card.
- the player ID acquired by the player ID acquisition unit F7 needs to be stored in the storage unit 35, as in the above-described embodiment.
- ⁇ D-11 Modification 11>
- the game device and the center server device 1 cooperate with each other in the storage unit 15 to store the player's game. Play history is updated. Then, the privilege information corresponding to all the position information that matches the player ID corresponding to the play history is updated, and the updated privilege information is acquired by the game device played by the player with the player ID corresponding to the position information. Is done.
- a method for realizing this operation is arbitrary. For example, when a first predetermined game result is obtained on a certain game device, the game device may notify the center server device 1 of the result, or the first predetermined game result is obtained. The center server device 1 may spontaneously confirm with each game device whether or not. This also applies to the second predetermined game result. Note that the spontaneous confirmation is realized, for example, by transmitting a request at a predetermined time interval to the device on the confirmation side.
- the center server device 1 may notify the game device played by the player with the player ID corresponding to the position information. You may make it confirm to the center server apparatus 1 spontaneously whether the privilege information corresponding to player ID of the player which each game device plays with the said game device was updated.
- the common device 5 and the management device 4 are separate, but they may be integrated. That is, the common device 5 may have the function of the management device 4. Further, the management device 4 may be excluded so that all the game devices can directly communicate with the center server device 1. Alternatively, the center server device 1 may be excluded, and each of all the management devices 4 may substitute for the center server device 1. In this case, each of all the management devices 4 may be provided with a storage unit corresponding to the storage unit 15, and the storage units may be synchronized between the management devices 4. In addition, each of all the game devices 3 may be provided with a storage unit corresponding to the storage unit 15, and the storage units may be synchronized among the plurality of game devices 3.
- the storage unit from which the attribute information is acquired by the attribute information acquisition unit F1 of each game device 3 is the storage unit of the game device 3.
- the function unit of the game apparatus 3 exchanges information with all the devices including the distributed storage unit.
- the application unit F4 of the game apparatus 3A that the player A plays is used by the player B only when the position information associated with the player ID of the player B specifies the game apparatus 3A.
- the conclusion of a friendship to the player B, only when the position information associated with the player ID of the player A specifies the game device 3B to be played by the player B, It may be possible to apply for a friendship conclusion.
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Abstract
Description
そこで、本発明は、プレイヤ間の間接的なコミュニケーションを可能としたゲームシステムを提供することを解決課題とする。
「キャラクタ」は、ゲーム装置上でのプレイヤの仮想的なペットなど、プレイヤの操作の対象とはならない仮想的な存在であり、ゲームのプレイにおいてプレイヤの操作の対象となる仮想的な存在を含まない。
このゲームシステムでは、キャラクタの表示または非表示によって、ゲーム装置間でのキャラクタの移動が表現される。したがって、プレイヤは、視覚を通じて、自身のプレイするゲーム装置における自分および他人のキャラクタの在または不在を把握可能である。また、このゲームシステムでは、ゲームのプレイに並行してキャラクタを表示することができる。したがって、プレイヤがプレイするゲーム装置における、自分のキャラクタの外出や帰宅、及び他のプレイヤのキャラクタの来訪や退去は、プレイの最中に発生しうる。
また、このゲームシステムでは、プレイヤのキャラクタの位置情報が当該プレイヤのプレイヤ識別情報と対応付けて記憶される。したがって、プレイヤのキャラクタが位置するゲーム装置でのプレイにおいて発生したイベントに基づいて、当該プレイヤのプレイヤ識別情報に対応する各種の情報を更新したり、当該プレイヤ識別情報で特定されるゲーム装置(当該プレイヤがプレイするゲーム装置)において何らかのイベントを発生させたりすることも可能である。
すなわち、このゲームシステムによれば、ゲームのプレイに並行して複数のゲーム装置間で移動するキャラクタを利用することにより、プレイヤ間の間接的なコミュニケーションが可能となる。このコミュニケーションにおいてプレイヤにかかる負担は、プレイヤ間の直接的なコミュニケーションにおいてプレイヤにかかる負担よりも小さいから、このゲームシステムによれば、プレイヤ間のコミュニケーションを促進することができる。
また、以上の説明から明らかなように、「位置情報」としては、プレイヤID、又はプレイ情報と同一の情報を採用可能である。
このゲームシステムによれば、プレイヤ間のコミュニケーションをさらに誘発することができる。
「所定の特典」としては、クレジットや非クレジットを例示可能である。
「クレジット」は、ゲームのプレイの対価となる遊技価値(game value)であり、プレイの対価が1クレジットの場合にはプレイする権利と等価である。クレジットは、例えば、メダル(token coins)又は現金の物理的な投入や電子的な転送などの結果として外部から預入される。また、クレジットは、プレイの対価として使用されることにより消費される。
「非クレジット」は、ゲームのプレイの対価とならない遊技価値である。非クレジットとしては、アイテムやポイントを例示可能である。アイテムとしては、ゲームにおいて利用可能な剣や衣装などの仮想物を例示可能である。ポイントとしては、ポイント数に相当するアイテムと交換可能なものや、ポイント数に応じた称号がプレイヤに付与されるもの、所定数集めると通常ゲームから特別ゲームへ移行する権利を獲得できるものも含まれる。
このゲームシステムによれば、第1のプレイヤから第2のプレイヤに対して送信されるメッセージは、所定の特典の付与に対するお礼のメッセージなので、第2のプレイヤが他人(第1のプレイヤ)からのメッセージに対して違和感を感じることがない。また、第1のプレイヤによるメッセージの送信が可能なタイミングを、第2のプレイヤのプレイの邪魔にならない適切なタイミングに規定しているので、第1のプレイヤは第2のプレイヤの現在の状況を考慮した適切なメッセージの送信のタイミングについて考慮する必要が無い。つまり、より効果的なコミュニケーションを誘発することができる。
このゲームシステムでは、第1のプレイヤのキャラクタが第1のゲーム装置から外出して第2のゲーム装置を訪問した後に、第2のゲーム装置から外出して第1のゲーム装置を訪問する(第1のゲーム装置に戻る)という一連のサイクルを繰り返すことができる。「ゲーム装置からの外出、ゲーム装置への訪問とは、ゲーム装置を、当該ゲーム装置でプレイするプレイヤの個人的な仮想空間(例えば、自宅)と捉えた場合の、当該仮想空間からの外出や仮想空間への訪問を示す。
このゲームシステムでは、所定の関係の締結を第1のプレイヤから第2のプレイヤへ申し込める期間が、第2のプレイヤのキャラクタが第1のゲーム装置に来訪している間に限られるのに対し、第2のプレイヤは、第1のプレイヤから所定の関係の締結が申し込まれた後いつでも、当該申込を受け入れることができる。所定の関係が友達関係の場合、2者の直接的なコミュニケーションでは、申込に対して即座に受け入れ可否を決定せざるを得ないのに対し、このゲームシステムによる間接的なコミュニケーションでは申込に対して即座に受け入れ可否を決定せずに済む。これは、受け入れ側のプレイヤおよび申込側のプレイヤの精神的負担を軽減する利点である。
この場合、例えば、プレイヤのキャラクタが当該プレイヤのゲーム結果に基づいて成長(変化)するから、自分のキャラクタの成長を目的としてゲームをプレイするプレイヤの出現やプレイヤ数の増加を期待することができる。また例えば、プレイヤのキャラクタが当該プレイヤの友達のゲーム結果に基づいて成長したり、当該プレイヤの友達の数に基づいて成長したりするから、キャラクタの成長を目的としてゲームをプレイするプレイヤが友達を増やすために活発にコミュニケーションを行うプレイヤや、活発にコミュニケーションを行うために頻繁にゲームをプレイするプレイヤの新たな出現や、プレイヤ数の増加を期待することができる。
前者のゲームシステムでは、サーバ装置の数は1でも複数でもよい。複数の場合には、複数のサーバ装置の各々が記憶部を備えることになる。この場合、各サーバ装置は、その記憶部を他のサーバ装置の記憶部と同期させる。もしくは記憶する情報を複数のサーバ装置の間で分散させる。
後者のゲームシステムでは、各ゲーム装置は、その記憶部を他のゲーム装置の記憶部と同期させる。なお、後者のゲームシステムでは、ゲーム装置が属性情報取得部を備える場合、各ゲーム装置の属性情報取得部による属性情報の取得元の記憶部は、当該ゲーム装置の記憶部である。
また、前者のゲームシステムにおいて、記憶部に記憶された情報(例えば位置情報)が変更されたことを、サーバ装置が、この変更に関連するゲーム装置に通知するようにしてもよいし、記憶部に記憶された情報の変更の有無を各ゲーム装置が自発的に確認するようにしてもよい。自発的な確認は、例えば、各ゲーム装置が所定時間間隔でサーバ装置に要求を送信することで実現される。なお、各ゲーム装置が自発的に確認する場合、かつ、サーバ装置が複数の場合、かつ、サーバ装置間で記憶部に記憶する情報を分散させる場合には、各ゲーム装置は、全てのサーバ装置に確認する。
<A-1:ゲームシステム100>
図1は、本発明の一実施形態に係るゲームシステム100のブロック図である。ゲームシステム100は、複数のプレイヤ(利用者)にゲームをプレイさせるとともにペットを用いたコミュニケーションをさせることができるコンピュータネットワークシステムであり、複数のゲーム筐体2とセンターサーバ装置1とを有する。詳しくは後述するが、センターサーバ装置1は、各種の機能を有するサーバ装置(コンピュータ)である。
ゲーム筐体2は、複数のゲーム装置3と、管理装置4と、共通装置5とを有する。複数のゲーム装置3の各々は、ゲーム筐体2内に構築された通信網N3を介して、管理装置4及び共通装置5と相互に通信可能である。この通信では、ゲーム筐体2においてゲーム装置3を一意に識別するゲーム装置IDが通信アドレスとして用いられる。以降の説明では、通信網N1と全ての通信網N2と全ての管理装置4と全ての通信網N3とを含む通信網を通信網Nと称する。なお、本実施形態を変形し、一つのゲーム筐体2が備えるゲーム装置3の数を1としてもよい。
共通装置5は、ゲーム筐体2でプレイされる全てのゲームに共通して結果が利用される共通処理の進行を制御する装置であり、共通処理を繰り返し実行し、共通処理が終了すると、終了した共通処理の結果を同一のゲーム筐体2内の全てのゲーム装置3に同報送信する。共通装置5に制御される共通処理は、具体的には、上記の機械的な抽選である。
管理装置4は、同一のゲーム筐体2内の全てのゲーム装置3及び共通装置5を管理するサーバ装置(コンピュータ)であり、これらのゲーム装置3のゲーム装置IDと当該ゲーム筐体2の筐体IDとを記憶しており、当該ゲーム筐体2内の通信網N3と通信網N2との間で送受信される情報を中継する。なお、通信網N1を介した通信では施設IDを用いた中継が必要となる。この中継は、通信網N1と通信網N2とを相互に接続する図示しない中継装置(例えばルータ)によって行われる。
ゲームシステム100には様々な機能が実装されているが、これらの機能のうち特徴的なのは、各プレイヤのそれぞれが自身に対応するキャラクタを用いて行うコミュニケーションである。このコミュニケーションは、センターサーバ装置1及び各ゲーム装置3が互いに協働することで可能となる。すなわち、センターサーバ装置1及び各ゲーム装置3は、このコミュニケーションが可能となるように構成されている。なお、ゲームシステム100において、各プレイヤにそれぞれ対応するキャラクタは、各プレイヤにそれぞれ所有されるペットとして表現される。
図2は、プレイヤ間でのペットを用いたコミュニケーションの概要について説明するための図である。この図には、三つのゲーム装置3の各々とセンターサーバ装置1とを通信網Nで接続した構成が例示されている。三つのゲーム装置3は、ゲームシステム100における全てのゲーム装置3から適宜に抽出されたものであり、同一のゲーム筐体2に含まれているとは限らない。
図3は、センターサーバ装置1のブロック図である。この図に示すように、センターサーバ装置1は通信部14と記憶部15と各部を制御する制御部10とを備える。通信部14は有線または無線の通信インターフェイスであり、制御部10と通信網N1との間で情報を中継する。センターサーバ装置1は、通信部4を有することにより、複数のゲーム装置3の各々と通信可能である。記憶部15は、ハードディスクなどのストレージで構成され、各種の情報を記憶する。
以下の説明において、プレイヤIDを記憶するフィールドを「プレイヤ識別情報フィールド」と、ペット情報を記憶するフィールドを「ペット情報フィールド」と、特典情報を記憶するフィールドを「特典情報フィールド」と、ポイント数を記憶するフィールドを「ポイント数フィールド」と、プレイ履歴を記憶するフィールドを「プレイ履歴フィールド」と、プレイ情報を記憶するフィールドを「プレイ情報フィールド」と、友達情報を記憶するフィールドを「友達情報フィールド」と呼ぶ場合がある。
ポイント数は、プレイヤがプレイ中のゲームの結果に基づいて増減し、当該プレイヤとは異なるプレイヤがプレイ中のゲームの結果に基づく付与によって増加する。ポイント数を示す情報のうち、プレイ中でないプレイヤのプレイヤIDに対応付けられたものは空情報となる。なお、本実施形態を変形し、ポイント数についてはセンターサーバ装置1ではなくゲーム装置3に記憶させ、センターサーバ装置1には記憶させないようにしてもよい。
プレイ履歴には、プレイヤによるゲームのプレイの結果(ゲーム結果)が含まれる。
図4は、ゲーム装置3のブロック図である。ゲーム装置3は、一人のプレイヤにゲームをプレイさせるゲーム装置(コンピュータ)であり、前述の表示部31と、操作部32と、受付部33と、通信部34と、記憶部35と、メダル機構36と、各部を制御する制御部30とを備える。
操作部32は、例えばプレイヤに触れられるボタンなどの操作子を有し、プレイヤの操作を受け付ける。操作部32が受け付ける操作には、ゲームに対する操作、メダルの払い出しを指示する操作、メッセージを入力するための操作、メッセージの送信を指示する操作、友達関係の締結の申込を指示する操作、及び友達関係の締結の申込の受入を指示する操作が含まれる。
通信部34は、有線または無線の通信インターフェイスであり、制御部30と通信網N3との間で送受信される情報を中継する。
次にゲームシステム100の動作について説明する。ただし、以上の説明からゲームシステム100の詳細な挙動は明らかであるから、ここでは、ゲームシステム100の代表的な利用例に沿った説明とする。なお、以降の説明では、実際のものを簡素化して示す図面を参照する。また、以降の説明では、プレイヤAがプレイするゲーム装置3をゲーム装置3Aとし、プレイヤBがプレイするゲーム装置3をゲーム装置3Bとする。また、プレイヤAとプレイヤBとの間に友達関係は締結されていないものとする。
以上説明したように、ゲームシステム100は、プレイヤにビンゴゲームをプレイさせるとともに、プレイヤのペットを表示する複数のゲーム装置3と、プレイヤIDに対応付けて、ペットの属性を示す属性情報と、当該ペットが位置(滞在または在宅)するゲーム装置3を特定する位置情報とを記憶する記憶部15とを有する。各ゲーム装置3は、当該ゲーム装置3でプレイするプレイヤのプレイヤIDを取得するプレイヤID取得部F7と、プレイヤID取得部F7に取得されたプレイヤIDで特定されるゲーム装置3を特定する位置情報に対応する属性情報を記憶部15から取得する属性情報取得部F1と、ビンゴゲームを制御し、属性情報取得部F1に取得された属性情報に応じて当該ゲーム装置3にペットの表示を行わせるゲーム制御部F8とを備え、例えば、ゲーム装置3AでプレイするプレイヤAのプレイヤID:XXXXに対応付けられた位置情報が、ゲーム装置3Aを特定するものからゲーム装置3Bを特定するものに変更された場合に、ゲーム装置3AはペットPAを表示せず、ゲーム装置3BはペットPAを表示する。
本発明は、上述した実施形態のみならず、上述した実施形態を変形して得られる各種の形態や、これらの形態および上述した実施形態のうち2以上の形態を適宜に組み合わせて得られる各種の形態をも範囲に含みうる。
ペットの会話を吹き出しではなく発音によって表現するようにしてもよい。また、ペット以外のキャラクタを採用してもよい。ただし、ゲームのプレイにおいて操作される仮想的な存在を除く。また、友達関係以外の関係(例えばライバル関係)を締結可能としてもよい。また、第1の所定のゲーム結果と第2の所定のゲーム結果は同一でもよい。また、「ゲーム」は、ビンゴゲームであってもよいし、競馬ゲームであってもよいし、ビデオゲーム(例えば、麻雀ゲームやロールプレイングゲームなど)であってもよい。このことから明らかなように、第1の所定のゲーム結果および第2の所定のゲーム結果の内容は任意である。
付与される特典として、ポイント以外の非クレジットを採用してもよい。非クレジットは、ゲームのプレイの対価とならない遊技価値である。ポイント以外の非クレジットとしては、アイテムを例示可能である。アイテムとしては、ゲームにおいて利用可能な剣や衣装などの仮想物を例示可能である。また、特典とするポイントとしては、ポイント数に相当するアイテムと交換可能なものや、ポイント数に応じた称号がプレイヤに付与されるものも挙げられる。また、特典としてクレジットが付与されるようにしてもよい。
上述した実施形態では、おでかけと帰宅のサイクルが繰り返されるが、ペットが滞在先から帰宅することなく別の滞在先へ移動可能としてもよい。すなわち、一つの位置情報が、自宅を特定するものに戻ることなく2回以上変更されるようにしてもよい。例えば、第1のゲーム装置3Aを特定するものから第2のゲーム装置3Bを特定するものに変更された位置情報が、第1のゲーム装置3Aでも第2のゲーム装置3Bでもない第3のゲーム装置3に変更されてもよい。このことから明らかなように、本発明は、第1のゲーム装置でプレイする第1のプレイヤのプレイヤIDに対応付けられた位置情報が、第1のゲーム装置3とは異なる第2のゲーム装置3を特定するものに変更された場合に、第1のゲーム装置3は第1のプレイヤのペットを表示せず、第2のゲーム装置3は第1のプレイヤのペットが表示する形態を含みうる。
上述した実施形態では、ゲーム装置3が、ICカードを識別するカードIDの入力を受け付け、このカードIDに対応付けられたプレイヤIDをセンターサーバ装置1から取得するようにしているが、これに限るものではない。例えば、入力したカードIDをプレイヤIDとして用いるようにしてもよい。また、プレイヤがプレイヤIDを手入力するようにしてもよい。これらのことは、ICカード及びカードIDに代えて携帯電話および携帯電話に記録された識別情報を用いる場合にも同様にあてはまる。
上述した実施形態では、位置情報として、該当するゲーム装置3でプレイするプレイヤのプレイヤIDを採用したが、ゲーム装置3を一意に識別するゲーム装置IDを採用してもよい。ゲーム装置IDとしては通信アドレスを例示可能である。ゲーム装置3の通信アドレスとしては、ゲーム装置IDと筐体IDと施設IDとで構成されるものの他、ゲーム装置IDと筐体IDとで構成されるものや、ゲーム装置IDそのものを例示可能である。
上述した実施形態では、属性情報に応じてペットが表示されるが、属性情報とは異なる情報に応じてペットが表示されるようにしてもよい。例えば、ペットの所有者のプレイヤIDに応じてペットが表示されるようにしてもよい。この場合、表示されるペットの画像はプレイヤIDごとに異なる。
上述した実施形態では、あるプレイヤIDで識別されるプレイヤがプレイ中のゲーム装置3を特定する情報として、ゲーム装置ID、筐体ID及び施設IDを例示したが、他の情報でゲーム装置3を特定することも可能である。この場合、ゲーム装置ID、筐体ID及び施設IDは、プレイヤがプレイ中であるか否かの判定にしか用いられない。この判定は他の情報を用いても可能であるから、記憶部15からゲーム装置ID、筐体ID及び施設IDを削除してもよい。
上述した実施形態では、記憶部15に記憶される情報のデータ構造として、一つの表で表されるデータ構造を採用したが、他のデータ構造を採用してもよい。例えば、図10に示すように、複数の表で表されるデータ構造を採用してもよい。この場合、プレイヤIDは全ての表に共通である。
上述した実施形態を変形し、センターサーバ装置1が備える機能部G1~G6を各ゲーム装置3が備えるようにしてもよい。この場合、センターサーバ装置1から機能部G1~G6を削除することができる。この変形は、変形例6に係る各種の形態にも適用可能である。
上述した実施形態では、プレイヤID取得部F7に取得されたプレイヤIDが記憶部35に記憶されるが、記憶部35に記憶されないようにしてもよい。例えば、受付部33としてICカードを挿入したまま保持するタイプのカードリーダを採用し、プレイヤIDの必要時には、制御部30が受付部33に問い合わせてカードIDを取得し、取得したカードIDに紐付けられたプレイヤIDをセンターサーバ装置1に問い合わせるようにする。なお、受付部33としてICカードを保持しないタイプ(例えばICカードをかざすタイプ、つまり、非接触型)のカードリーダを採用する場合や、ICカードを用いずにプレイヤに識別情報を入力させるタイプの受付部を採用する場合には、上述した実施形態と同様に、プレイヤID取得部F7に取得されたプレイヤIDを記憶部35に記憶させる必要がある。
上述した実施形態では、あるプレイヤがプレイするゲーム装置において第1の所定のゲーム結果が得られると、当該ゲーム装置とセンターサーバ装置1とが協働することにより、記憶部15において、当該プレイヤのプレイ履歴が更新される。すると、当該プレイ履歴に対応するプレイヤIDと一致する全ての位置情報に対応する特典情報が更新され、更新後の特典情報が、当該位置情報に対応するプレイヤIDのプレイヤがプレイするゲーム装置に取得される。
この動作を実現する手法は任意である。例えば、あるゲーム装置で第1の所定のゲーム結果が得られたときに当該ゲーム装置がセンターサーバ装置1へその旨を通知するようにしてもよいし、第1の所定のゲーム結果が得られたか否かをセンターサーバ装置1が各ゲーム装置に自発的に確認するようにしてもよい。このことは、第2の所定のゲーム結果についても同様にあてはまる。なお、自発的な確認は、例えば、確認する側の装置が確認される側の装置に対して所定時間間隔で要求を送信することで実現される。
上述した実施形態では、共通装置5と管理装置4とが別体であるが、両者を一体としてもよい。つまり、共通装置5に管理装置4の機能を持たせてもよい。また、管理装置4を排除し、全てのゲーム装置の各々がセンターサーバ装置1と直接的に通信可能としてもよい。また、センターサーバ装置1を排除し、全ての管理装置4の各々がセンターサーバ装置1を代行するようにしてもよい。この場合、全ての管理装置4の各々に記憶部15に相当する記憶部を備えさせ、管理装置4間で記憶部を同期させるようにしてもよい。また、全てのゲーム装置3の各々に、記憶部15に相当する記憶部を備えさせ、複数のゲーム装置3間で記憶部を同期させるようにしてもよい。この場合、ゲーム装置3が属性情報取得部F1を備える場合、各ゲーム装置3の属性情報取得部F1による属性情報の取得元の記憶部は、当該ゲーム装置3の記憶部である。なお、記憶部を同期させるのではなく、記憶部に記憶する情報を複数の管理装置4間または複数のゲーム装置3間で分散させることも考えられる。この場合、ゲーム装置3の機能部は、分散された記憶部を備える全ての装置との間で情報を授受することになる。
上述した実施形態では、プレイヤAがプレイするゲーム装置3Aの申込部F4は、プレイヤBのプレイヤIDに対応付けられた位置情報が、ゲーム装置3Aを特定するものである場合に限り、プレイヤBに対して友達関係の締結を申し込むことが可能としているが、プレイヤAのプレイヤIDに対応付けられた位置情報が、プレイヤBがプレイするゲーム装置3Bを特定するものである場合に限り、プレイヤBに対して友達関係の締結を申し込むことが可能としてもよい。
Claims (10)
- プレイヤにゲームをプレイさせるとともに、プレイヤのキャラクタを表示する複数のゲーム装置と、
プレイヤを一意に識別するプレイヤ識別情報に対応付けて、前記複数のゲーム装置のうちプレイヤのキャラクタが位置するゲーム装置を特定する位置情報を記憶する記憶部とを有し、
前記複数のゲーム装置の各々は、
プレイヤのプレイヤ識別情報を取得する識別情報取得部と、
前記記憶部における当該ゲーム装置を特定する位置情報に対応するプレイヤ識別情報で識別されるプレイヤのキャラクタを当該ゲーム装置に表示させるゲーム制御部とを備え、
前記複数のゲーム装置のうち第1のゲーム装置でプレイする第1のプレイヤのプレイヤ識別情報に対応付けられて記憶された位置情報が、前記第1のゲーム装置とは異なる第2のプレイヤがプレイする第2のゲーム装置を特定するものに変更された場合に、
前記第1のゲーム装置は前記第1のプレイヤのキャラクタを表示せず、
前記第2のゲーム装置は前記第1のプレイヤのキャラクタを表示する、
ことを特徴とするゲームシステム。 - 前記第1のプレイヤのプレイヤ識別情報に対応付けられて記憶された位置情報が前記第2のゲーム装置を特定するものであり、且つ、前記第2のゲーム装置で制御される前記ゲームの結果として所定のゲーム結果が得られたとき、
前記第1のゲーム装置は、前記第1のプレイヤに対して所定の特典を付与する、
ことを特徴とする請求項1に記載のゲームシステム。 - 前記複数のゲーム装置の各々は、
他のゲーム装置にメッセージを送信する送信部と、
他のゲーム装置からメッセージを受信する受信部とを備え、
前記第1のゲーム装置は、前記第1のプレイヤに対して前記所定の特典が付与された場合に、前記第2のゲーム装置に対してメッセージを送信する、
ことを特徴とする請求項2に記載のゲームシステム。 - 前記第1のプレイヤのプレイヤ識別情報に対応付けられて記憶された位置情報が、前記第2のゲーム装置を特定するものから前記第1のゲーム装置を特定するものに変更された場合に、
前記第2のゲーム装置は前記第1のプレイヤのキャラクタを表示せず、
前記第1のゲーム装置は前記第1のプレイヤのキャラクタを表示する、
ことを特徴とする請求項1に記載のゲームシステム。 - 前記複数のゲーム装置の各々は、
前記第1のプレイヤと所定の関係を締結することを前記第2のプレイヤに対して申し込むための申込部と、
前記第1のプレイヤと前記所定の関係を締結することの前記第2のプレイヤからの申込を受け入れる受入部と、
を備え、
前記申込部は、
前記第2のプレイヤのプレイヤ識別情報に対応付けられて記憶された位置情報が前記第1のゲーム装置を特定するものである場合、もしくは前記第1のプレイヤのプレイヤ識別情報に対応付けられて記憶され位置情報が前記第2のゲーム装置を特定するものである場合に限り、前記第1のプレイヤから前記第2のプレイヤに対して前記所定の関係の締結を申し込むことを可能とし、
前記受入部は、
前記第1のプレイヤが前記第2のプレイヤから前記所定の関係の締結を申し込まれた後に限り、前記第1のプレイヤが前記第2のプレイヤからの前記所定の関係の締結を受け入れることを可能とし、
前記第1のプレイヤが前記第2のプレイヤから締結を申し込まれた前記所定の関係は、
前記受入部により前記所定の関係の締結の申込を受け入れた場合に限って締結される、
ことを特徴とする請求項4に記載のゲームシステム。 - 前記第1のプレイヤと前記第2のプレイヤとが前記所定の関係を締結しており、且つ、前記第1のゲーム装置で制御される前記ゲームの結果として第2の所定のゲーム結果が得られたとき、
前記記憶部において、前記第2のプレイヤのプレイヤ識別情報に対応付けられて記憶された位置情報が前記第1のゲーム装置を特定するものに変更される、
ことを特徴とする請求項5に記載のゲームシステム。 - 前記記憶部は、前記プレイヤ識別情報に対応付けて、プレイヤのキャラクタの属性を示す属性情報を記憶し、
前記複数のゲーム装置の各々は、
前記記憶部における自身のゲーム装置を特定する位置情報に対応する属性情報を前記記憶部から取得する属性情報取得部を備え、
前記ゲーム制御部は、前記属性情報取得部に取得された属性情報に基づいて当該ゲーム装置にキャラクタを表示させる、
ことを特徴とする請求項5に記載のゲームシステム。 - 前記記憶部において、前記第1のプレイヤのキャラクタの属性情報は、前記第1のプレイヤがプレイした前記ゲームの結果、前記第1のプレイヤと前記所定の関係を締結したプレイヤがプレイした前記ゲームの結果、又は前記第1のプレイヤと前記所定の関係を締結したプレイヤの数に基づいて変更される、
ことを特徴とする請求項7に記載のゲームシステム。 - 前記複数のゲーム装置の各々と通信するための通信部を有するサーバ装置を有し、
前記記憶部は、前記サーバ装置に備えられている、
ことを特徴とする請求項1に記載のゲームシステム。 - 前記記憶部は、前記複数のゲーム装置の各々に備えられている、
ことを特徴とする請求項1に記載のゲームシステム。
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CN103096987A (zh) | 2013-05-08 |
US9522327B2 (en) | 2016-12-20 |
JP5102868B2 (ja) | 2012-12-19 |
TW201210666A (en) | 2012-03-16 |
AU2011300081B2 (en) | 2014-03-27 |
JP2012055506A (ja) | 2012-03-22 |
CN103096987B (zh) | 2015-05-27 |
AU2011300081A1 (en) | 2013-02-14 |
US20130137515A1 (en) | 2013-05-30 |
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