WO2012111322A1 - ゲームシステム、コンピュータ装置、コンピュータ装置の制御方法、及び記録媒体 - Google Patents
ゲームシステム、コンピュータ装置、コンピュータ装置の制御方法、及び記録媒体 Download PDFInfo
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- WO2012111322A1 WO2012111322A1 PCT/JP2012/000984 JP2012000984W WO2012111322A1 WO 2012111322 A1 WO2012111322 A1 WO 2012111322A1 JP 2012000984 W JP2012000984 W JP 2012000984W WO 2012111322 A1 WO2012111322 A1 WO 2012111322A1
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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
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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
- A63F13/45—Controlling the progress of the video game
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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
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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
-
- 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
- A63F13/40—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
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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
- A63F13/60—Generating 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
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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
- A63F13/60—Generating 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
- A63F13/63—Generating 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
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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
- A63F13/77—Game security or game management aspects involving data related to game devices or game servers, e.g. configuration data, software version or amount of memory
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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
- A63F13/335—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections using Internet
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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
- A63F13/73—Authorising game programs or game devices, e.g. checking authenticity
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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
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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
- A63F2300/558—Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history by assessing the players' skills or ranking
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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
- A63F2300/6009—Methods for processing data by generating or executing the game program for importing or creating game content, e.g. authoring tools during game development, adapting content to different platforms, use of a scripting language to create content
- A63F2300/6018—Methods for processing data by generating or executing the game program for importing or creating game content, e.g. authoring tools during game development, adapting content to different platforms, use of a scripting language to create content where the game content is authored by the player, e.g. level editor or by game device at runtime, e.g. level is created from music data on CD
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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
- A63F2300/63—Methods for processing data by generating or executing the game program for controlling the execution of the game in time
- A63F2300/636—Methods for processing data by generating or executing the game program for controlling the execution of the game in time involving process of starting or resuming a game
Definitions
- the present invention relates to a game system, a computer device, a computer device control method, and a recording medium that allow other users to play a game stage created by the user.
- a game system in which a game device possessed by a user is connected to a server device via a communication line such as the Internet so that game content downloaded from the server device can be played.
- a game stage created by the user himself in a certain game content can be uploaded to the server device, and another user can download and play this game stage from the server device.
- Such a game system is also known.
- the user himself / herself creates a game stage that is more difficult or elaborate than the game stage prepared in advance, and other users can play it. Accordingly, variations in game content are abundant, and a game that can be enjoyed by many users can be realized.
- the game stage created by the user can be unconditionally uploaded to the server device, an inconvenient situation may occur.
- the game stage cannot always be cleared. Therefore, there is a possibility that a large number of game stages that cannot be actually cleared may overflow in the storage of the server device, but such a situation is undesirable for a user who wants to play a game stage that can be cleared by nature.
- the number of uploads to the server device may increase greatly in a short period of time, and the capacity of the server device may be exceeded.
- Patent Document 1 means for eliminating the problem that a game stage that cannot actually be cleared remains in the server device or the capacity of the server device is exceeded in a short period of time. Disclosure.
- a user can freely create a game stage, but it must be cleared by himself before uploading to a server device.
- the game stage that is guaranteed to be cleared is uploaded to the server device and can be played by other users. Therefore, it is possible to prevent a game stage that cannot actually be cleared from remaining in the server device, and to prevent the capacity of the server device from exceeding in a short period of time.
- Patent Document 1 discloses that a user who has created a game stage has a “TEST button” as a means for playing by himself / herself. And regarding this “TEST button”, “TEST button; test play the created stage. If you clear the test play, you can upload the stage data. Click the UPLOAD button displayed at the time of clearing, Enter the name of the stage producer and the password for deleting the data and upload. "
- a game that allows other users to play the game stage created by the user can also be a community tool between users, but due to the circumstances described above, the function as a community tool can be fully exhibited. It's hard to say. For this reason, the current situation is that the feelings of users who play this type of game are not sufficiently raised.
- the present invention can suppress the occurrence of inconvenience to the user due to the flooding of the game stage that cannot be cleared while suppressing the opportunity for other users to play the game stage created by the user, It is an object of the present invention to provide a game system, a computer apparatus, a control method for the computer apparatus, and a recording medium that can sufficiently exhibit a function as a community tool between users.
- a game system is a game system including a plurality of computer devices that can communicate with each other via communication means, and a stage creation module (stage creation means) that creates a game stage in response to a user operation.
- An uncleared stage management module (uncleared stage management means) that manages the created game stage as an uncleared stage that is not guaranteed to be cleared, a test that executes a test play of the uncleared stage in response to a user operation
- a play execution module (test play execution means), and a cleared stage management module (cleared stage management means) for managing the uncleared stage cleared by the test play as a cleared stage that is guaranteed to be cleared.
- a clear status information giving module (clear status information giving means) to be given to the game stage is further provided, and the unclear stage management module is configured to display the game when the clear status information has a content indicating unclear.
- the stage is managed as the uncleared stage, and the cleared stage management module is configured to manage the game stage as the cleared stage when the clear status information is a content indicating cleared. Also good.
- the game stage is managed as an uncleared stage. It can be managed as a cleared stage.
- the clear status information to be given to the game stage can be realized by a status flag set in association with the game stage, for example. If the flag is not cleared, the flag is turned OFF, and if the flag is cleared, the flag is turned ON, so that the clear status can be distinguished.
- a ranking management module for ranking the game stages according to the usage status of the game stage is further provided, and the ranking management module includes the cleared stage among the game stages. You may comprise so that it may be made into the object of ranking.
- the uncleared stage management module may be configured to end the management of the uncleared stage when a predetermined condition is satisfied in a state where the uncleared stage is not cleared.
- a reward granting module for granting a predetermined reward to a user who has cleared the uncleared stage by test play may be further provided.
- the game stage that can be originally cleared that is buried in the uncleared stage can be made more cleared stages, and the opportunities for each user to play can be increased.
- the currency which can be used in a game and can purchase an item, armor, etc. the goods in games, such as an item, armor, a title with respect to a user, etc. are assumed, for example.
- a computer device receives a communication module (communication means) for transmitting / receiving data to / from another computer device, and the created game stage from the other computer device via the communication module.
- the game stage is managed as an uncleared stage that is not guaranteed to be cleared, and the uncleared stage management module (uncleared stage management means) manages the game stage from another computer device via the communication module.
- a cleared stage management module (cleared stage management means) for managing the uncleared stage as a cleared stage that is guaranteed to be cleared when receiving clear achievement information indicating that the stage has been cleared; Prepare.
- the game stage to which clear status information indicating unclear is given is managed as an uncleared stage by the uncleared stage management module and cleared.
- the game stage to which clear status information indicating completion is given may be managed as a cleared stage by the cleared stage management module.
- a ranking management module (ranking management means) that ranks the game stages according to the usage status of the game stage is further provided, and the ranking management module includes the cleared stage among the game stages. You may comprise so that it may be made into the object of ranking.
- the uncleared stage management module may be configured to end the management of the uncleared stage when a predetermined condition is satisfied in a state where the uncleared stage is not cleared.
- a reward granting module for giving a predetermined reward to a user who has cleared the uncleared stage by test play may be further provided.
- a computer device includes a stage creation module (stage creation means) for creating a game stage in response to a user operation, and a communication module for transmitting / receiving data including the game stage to / from other computer devices.
- stage creation means for creating a game stage in response to a user operation
- communication module for transmitting / receiving data including the game stage to / from other computer devices.
- Communication means a stage selection module (stage) that selects a test play of an uncleared stage that is not guaranteed to be cleared or a play of a cleared stage that is guaranteed to be cleared according to a user operation Selection means), and a play execution module (play execution means) for receiving and executing the selected stage from another computer device.
- the method for controlling a computer device includes a communication step for transmitting / receiving data to / from another computer device, and clearing the game stage when the created game stage is received from another computer device.
- a recording medium according to the present invention is a recording medium that stores a command that can be executed by a control unit of a computer apparatus and that can be read by the computer apparatus.
- Communication step for transmitting and receiving data to and from each other, and when the created game stage is received from another computer device, the game stage is managed as an uncleared stage that is not guaranteed to be cleared
- the unclear stage is managed as a cleared stage that is guaranteed to be cleared.
- ADVANTAGE OF THE INVENTION According to this invention, it can suppress that an inconvenience arises to a user by the flooding of the game stage which cannot be cleared, suppressing that the opportunity for another user to play the game stage created by the user is restrict
- a game system, a computer apparatus, a control method for the computer apparatus, and a recording medium can be provided.
- FIG. 1 is a schematic diagram for explaining an outline of a game that can be realized by the game system according to the embodiment of the present invention.
- the computer device executes a game program that is a command stored in a recording medium according to the embodiment of the present invention, by the computer device according to the embodiment of the present invention described below.
- the game system 1 according to the present embodiment includes a game device (computer device) 2 and a server device 3 connected via a communication network NW.
- NW communication network
- a user player
- an example of an action game in which the player character is operated in the formed game stage and led to the goal point from the start point while defeating the enemy character on the way is exemplified.
- the user can create a game stage using the game apparatus 2, and can further transmit (upload) the game stage to the server apparatus 3. . That is, in this game system 1, in addition to the game stage created in advance by the game creator, the game stage created by the user can be downloaded from the server device 3 and played.
- FIG. 2 is a schematic diagram for explaining how a user creates a game stage.
- the user when creating a game stage, the user places an object part P and an enemy character C2 in the virtual game space Sv for each scene that can be displayed at a time on the monitor of the game apparatus 2. .
- a series of game stages can be created by connecting a plurality of such virtual game spaces Sv of each scene.
- the status of the player character C1 operated by the user during play, the status of the enemy character C2, the appearance position, and the like can also be set.
- a numerical value indicating the attack power and a numerical value indicating the defense power are arbitrarily determined within a predetermined range set in advance.
- initial equipment (weapons, armor, etc.) and possessed items (recovery medicine, etc.) of the player character C1 can be set.
- a numerical value indicating an attack power or a defense power can be determined to be recognized within a predetermined range.
- the start point Ps is a place where the player character C1 first appears in the game stage
- the goal point Pg is considered that the game stage is cleared by the arrival of the player character C1. Is a place.
- the game stage created in this way can be uploaded from the game apparatus 2 to the server apparatus 3 via the communication network as shown in FIG.
- the uploaded game stage is managed by the server device 3 and can be downloaded in response to a request from another game device 2.
- a user who has downloaded a game stage from the server device 3 to the game device 2 can play this game stage on the game device 2 by executing a predetermined operation.
- the server apparatus 3 manages the game stages by classifying them into “uncleared stages” that are not guaranteed to be cleared and “cleared stages” that are guaranteed to be cleared. Then, the user can select which of the uncleared stage and the cleared stage is downloaded by operating the game apparatus 2, and can download and play the selected game stage.
- FIG. 3 is a block diagram showing a hardware configuration of game system 1 according to the embodiment of the present invention.
- a plurality of game devices 2 constituting a computer device and a server device 3 constituting another computer device are connected to each other via a communication network NW such as the Internet or a LAN. It is configured.
- the game apparatus 2 includes a CPU 10 that controls its operation, and a disk drive 12, a memory card slot 13, an HDD 14, a ROM 15, and a RAM 16 are connected to the CPU 10 via a bus 11.
- the disk drive 12 is loaded with a disk-type recording medium 30 such as a DVD-ROM (the recording medium according to the embodiment of the present invention).
- a game program (command) 30a according to the embodiment, and game data 30b such as characters and objects necessary for forming a game stage appearing in the game described in the present embodiment are also recorded.
- the memory card slot 13 is loaded with a card-type recording medium 31 so that save data indicating a play status such as a game progress can be recorded in accordance with an instruction from the CPU 10. Yes.
- the HDD 14 is a large-capacity recording medium built in the game apparatus 2 and records the game program 30a, game data 30b, save data, and the like read from the disk-type recording medium 30.
- the ROM 15 is a semiconductor memory such as a mask ROM or PROM, and stores a startup program for starting the game apparatus 2 and a program for controlling an operation when the disk type recording medium 30 is loaded.
- the RAM 16 is composed of DRAM, SRAM, or the like, and reads a game program 30a to be executed by the CPU 10, game data 30b necessary for the execution, and the like from the disk-type recording medium 30 or the HDD 14 according to the game play situation. To record temporarily.
- a graphic processing unit 17, an audio synthesis unit 20, a wireless communication control unit 23, and a network interface 25 are connected to the CPU 10 via the bus 11.
- the graphic processing unit 17 draws a game image including the virtual game space Sv of each scene of the game stage, the characters C1, C2, and the like according to the instruction of the CPU 10.
- an external monitor 19 is connected to the graphic processing unit 17 via a video conversion unit 18, and the game image drawn by the graphic processing unit 17 is converted into a moving image format by the video conversion unit 18, and further the monitor. 19 is displayed.
- the audio synthesizer 20 reproduces and synthesizes digital game sound according to instructions from the CPU 10.
- An external speaker 22 is connected to the audio synthesis unit 20 via an audio conversion unit 21. Therefore, the game sound reproduced and synthesized by the audio synthesizing unit 20 is decoded into an analog format by the audio converting unit 21 and further outputted from the speaker 22 to the outside.
- the wireless communication control unit 23 has a 2.4 GHz band wireless communication module and is wirelessly connected to the controller 24 attached to the game apparatus 2 so that data can be transmitted and received.
- the user can input a signal to the game apparatus 2 by operating an operator (not shown) such as a button provided in the controller 24, and can perform an action of the player character C1 displayed on the monitor 19. It is controllable.
- the network interface 25 connects the game apparatus 2 to a communication network NW such as the Internet or a LAN, and can communicate with another game apparatus 2 or the server apparatus 3. Then, by connecting the game apparatus 2 to another game apparatus 2 via the communication network NW and transmitting / receiving data to / from each other, each player character C1 can be operated in synchronization within the same game stage. Therefore, multiplayer in which a plurality of people advance the game together is possible.
- the server apparatus 3 includes a high-performance CPU 40 that controls its operation, and an HDD 42, ROM 43, RAM 44, network interface 45, and mass storage 46 are connected to the CPU 40 via a high-speed bus 41.
- the HDD 42 is a large-capacity recording medium built in the server device 3, and records a game program 42a, game data 42b, and the like different from those provided in the game device 2 described above.
- the ROM 43 is a semiconductor memory such as a mask ROM or a PROM, and a basic program for realizing basic operations of the server device 3 such as a program for controlling communication between the server device 3 and another game device 2 is provided. It is recorded.
- the RAM 44 is composed of DRAM, SRAM, or the like, and reads a game program 42a to be executed by the CPU 40 or game data 42b necessary for the execution from the HDD 42 or the like in accordance with the game play situation, so that it is primary. To remember.
- the network interface 45 connects the server device 3 to a communication network NW such as the Internet or a LAN, and can communicate with the game device 2 by a client / server method.
- the large-capacity storage 46 is a large-capacity HDD for a server, and can record game data related to a game stage and the like uploaded from the game apparatus 2 as will be described later.
- the disk-type recording medium 30 is exemplified as the recording medium according to the present invention.
- the present invention is not limited to this, and the card-type recording medium 31 or another recording medium may be used.
- the recording medium is not limited to an external recording medium that can be inserted into and removed from the game apparatus 2 as long as it stores an instruction that can cause the game apparatus 2 to execute the function described below.
- the server device 3 connected to the communication network NW stores the command
- the computer device that has downloaded the command from the server device 3 constitutes the game device according to the present invention
- the server device 3 is also included in the present invention. It corresponds to such a recording medium. That is, any computer device that stores the command as download content corresponds to the recording medium according to the present invention.
- a hard disk built in the computer apparatus can also be a recording medium according to the present invention, and an application (program) itself downloaded from a server apparatus can also be a recording medium according to the present invention.
- FIG. 4 is a block diagram showing a functional configuration of the game apparatus 2 and the server apparatus 3 described above.
- the game apparatus 2 includes a communication unit (communication module, communication unit) 51, a virtual game space generation unit (virtual game space generation module, virtual game space generation unit) 52, a character motion control unit (character motion control). Module, character action control means) 53, stage creation section (stage creation module, stage creation means) 54, stage selection section (stage selection module, stage selection means 955), and play execution section (play execution module, play execution means) 56
- Each of the units 51 to 56 can realize the following functions, specifically, the functions such as the CPU 10, HDD 14, ROM 15, RAM 16, and the like shown in FIG. Graphic processing unit 17, video conversion unit 18, audio synthesis unit 20, audio O converter 21, and a network interface 25 and the like.
- the communication unit 51 transmits / receives data to / from another game device 2 or the server device 3 via the communication network NW.
- a game stage (data related to) created by the game device 2 can be uploaded to the server device 3 based on a user operation, and the game stage managed by the server device 3 is 2 can be downloaded.
- the virtual game space generation unit 52 generates the game stage and each character as described above for display on the monitor 19. That is, the virtual game space Sv in which the player character C1 acts in the game stage, the object parts P arranged in the virtual game space Sv to form the game stage, the characters C1, C2 acting in the game stage, etc. Generate so that it can be displayed.
- the character action control unit 53 controls the action of each character on the game stage according to the operation of the controller 24 by the user or according to the progress of the game. For example, by operating the controller 24, the user can move the player character C1 within the game stage or cause the enemy character C2 to perform an attacking action. In addition, with the trigger of the player character C1 passing through a predetermined point in the game stage, a predetermined enemy character C2 is caused to appear in the game stage, and operation control is performed so that an attack is made on the player character C1.
- the stage creation unit 54 creates a game stage in the virtual game space Sv according to the operation of the controller 24 by the user. That is, as described with reference to FIG. 2, the arrangement of the object parts P in the virtual game space Sv, the setting of the start point Ps and the goal point Pg, the setting of the status of the player character C1, the status and the appearance position of the enemy character C2 Make a game stage.
- the created game stage is given unique identification information (ID) and recorded on the HDD 14 and is uploaded to the server device 3 together with the identification information by the communication unit 51 in accordance with a user operation.
- the uploaded game stage is stored and managed as an “uncleared stage” that is distinguished from the “cleared stage” in the server device 3 as will be described later.
- the stage selection unit 55 selects whether to download a cleared stage or an uncleared stage from the game stages managed by the server device 3. Specifically, when there is a game stage browsing request from the game apparatus 2 to the server apparatus 3, the server apparatus 3 provides the game apparatus 2 with game stage list information in a format that distinguishes between cleared and uncleared stages. Then, the game apparatus 2 displays this. Then, the game apparatus 2 accepts the selection of one specific game stage from the list of game stages in response to an operation on the controller 24 by the user, and requests the server apparatus 3 to download the selected game stage.
- the stage selection unit 55 executes a process including such a browsing request to a game stage download request in response to a user operation.
- the play execution unit 56 executes the play of the game stage stored in advance by the game apparatus 2 according to the user operation, and also executes the play of the game stage downloaded from the server apparatus 3 according to the user operation. . Since it is not guaranteed that the uncleared stage can be cleared, the play is positioned as “test play” for determining whether or not the stage can be cleared in the present embodiment. When both the uncleared stage and the cleared stage are played and cleared, the “clear achievement information” is associated with the identification information of the cleared game stage, and the game apparatus 2 to the server apparatus 3 Sent to.
- the functions realized by the communication unit 51, the virtual game space generation unit 52, the character motion control unit 53, the stage creation unit 54, the stage selection unit 55, the play execution unit 56, and the like of the game apparatus 2 described above are as follows. This is an example of each step constituting the control method of the game apparatus 2 when executing the game. This process may include a communication step, a virtual game space generation step, a character motion control step, a stage creation step, a stage selection step, and a play execution step corresponding to each of the above-described units 51 to 56.
- the server device 3 includes a communication unit (communication module, communication unit) 61, an unclear stage management unit (unclear stage management module, unclear stage management unit) 62, a cleared stage management unit ( It includes a cleared stage management module, a cleared stage management means 63, a ranking management section (ranking management module, ranking management means) 64, a reward granting section (reward granting module, reward granting means) 65, etc.
- the functions 65 to 65 can realize the following functions. Each of these functions is specifically composed of the CPU 40, HDD 42, ROM 43, RAM 44, network interface 45, and large-capacity storage 46 shown in FIG.
- the communication unit 61 transmits / receives data to / from the plurality of game apparatuses 2 via the communication network NW. For example, when a game stage created and uploaded by a certain game device 2 is received or a download of a specific game stage is requested from a certain game device 2, the game stage is transmitted accordingly. To do. Note that the uploaded game stage is recorded in the large-capacity storage 46 provided in the server device 3.
- the uncleared stage management unit 62 manages a game stage that has not yet been cleared by any user as a “game stage that is not guaranteed to be cleared (uncleared stage)”.
- the cleared stage management unit 63 manages a game stage that has already been cleared by any user as a “game stage that is guaranteed to be cleared (cleared stage)”.
- the game stage created by the user is uploaded to the server device 3, the game stage is uniformly set regardless of whether or not the user himself / herself played before uploading. Treated as “uncleared stage” and managed by the uncleared stage management unit 62. Then, when the user who has downloaded it clears the game stage, it is treated as a “cleared stage” again, and thereafter, the cleared stage management unit 63 manages it.
- a clear flag (one of status flags) is set for each game stage. If it is an uncleared stage (that is, a game stage that has not received clear achievement information), the clear flag is turned OFF, and if it is a cleared stage (that is, the game stage that has received the clear achievement information). If yes, set the clear flag to ON. Accordingly, by determining whether the clear flag is ON / OFF, it is possible to determine whether or not the game stage has been cleared.
- the ranking management unit 64 ranks the game stages and ranks the users who played the same game stage according to the usage status of the uploaded game stages. However, uncleared stages are not subject to ranking, and only cleared stages are subject to ranking. As the contents of rankings between game stages, those with a large number of downloads from the server device 3 to the game device 2 are ranked high, those with a large number of times of clearing are ranked high, and specific evaluations from users are quantified. It is assumed that the higher the score, the higher the ranking. Thereby, the creator (user) of the game stage desires to create a game stage that can be cleared because the game stage created by the user wants to be a ranking target. As a result, it is possible to prevent a large number of game stages that cannot be cleared from being uploaded. In addition, as the contents of ranking among users, it is assumed that the shorter the clear time of the same game stage, the higher the ranking.
- the reward granting unit 65 downloads an uncleared stage, performs a test play, and gives a predetermined reward to a user who has cleared it for the first time. Whether or not the uncleared stage has been cleared is determined by referring to the uncleared stage managed by the uncleared stage management unit 62 for the identification information and clear achievement information of the cleared game stage received from the game apparatus 2. To do. That is, if the cleared game stage identification information is included in the game stage identification information managed as an uncleared stage, it can be determined that the uncleared stage has been cleared for the first time. Accordingly, a reward is given to the game apparatus 2 that has transmitted the clear achievement information regarding the game stage.
- a currency, a predetermined item, a title, etc. that can be used for purchasing items and equipment during the game can be adopted.
- a predetermined amount of currency is given to the user who has cleared the game stage, and when the uncleared stage is cleared, more currency is given than when the cleared stage is cleared It may be.
- the user intends to test play the uncleared stage. Therefore, it is possible to suppress the game stage that can be cleared originally from being left untreated for a long time, and it can be expected that the game stage is played by many users as a game stage that can be cleared.
- This process can include a communication step, an uncleared stage management step, a cleared stage management step, a ranking management step, and a reward granting step, corresponding to each of the above-described units 61-65.
- FIG. 5 is a flowchart showing the operation of the game system 1 from when a user creates a game stage using the game apparatus 2 until the server apparatus 3 manages the game stage.
- step S1 when a game stage is created by the user using the game apparatus 2 (step S1), it is determined whether or not the game stage satisfies a predetermined completion condition (step S2). ).
- the completion condition is that at least the game stage includes the start point Ps and the goal point Pg.
- step S2 determines whether or not there is an operation input from the user indicating that the game stage should be uploaded to the server device 3 (step S5).
- step S5 determines whether there is no operation input requesting upload (step S5: NO) is no operation input requesting upload (step S5: NO).
- step S5: NO determines whether there is no operation input requesting upload.
- step S5: YES the game stage created in step S1 is uploaded (transmitted) to the server device 3 (step S6).
- step S6 in addition to the data relating to the game stage, the stage ID unique to the game stage given in step S4 and the created user (or the game device 2 used for creation) are identified. Information (hereinafter referred to as “user ID”) is transmitted at least.
- the server device 3 Upon receiving these game stage data, stage ID, user ID, and the like (step S7), the server device 3 records this game stage in the large-capacity storage 46 and manages it as an “uncleared stage” (step S8). ). More specifically, the received game stage data, stage ID, and user ID are associated with each other, and further, a clear flag set to “OFF” is associated with each other. Thus, a game stage whose clear flag is OFF is managed as an uncleared stage. Thereafter, a notification that the uploading of the game stage has been properly completed is sent (step S9). Then, when the game apparatus 2 receives this notification and displays it on the monitor 19 (step S10), the series of processing ends.
- step S5 for determining whether or not to upload the created game stage is included, but this may be omitted. For example, when an uploadable game stage is created (step S4), it may be automatically uploaded to the server device 3 (step S6).
- FIG. 6 is a flowchart showing the operation of the game system 1 when a game stage uploaded to the server device 3 is selected, downloaded to the game device 2 and played.
- the game apparatus 2 can transmit a signal requesting a list of uploaded game stages to the server apparatus 3 (step S21).
- the server apparatus 3 receives this request signal (step S22), it creates a list of game stages recorded in the mass storage 46 at that time and transmits it to the game apparatus 2 (step S23).
- this list includes both uncleared stages and cleared stages, and the two can be sorted in a distinguishable manner.
- the list may include information such as the name of each game stage, the created user name (user ID), the past download count, the past clear count, and the creator comment. Such information is associated with the stage ID of each game stage.
- the game apparatus 2 When the game apparatus 2 receives the list from the server apparatus 3 (step S24), the game apparatus 2 displays the list on the monitor 19. And selection of any one game stage is received by predetermined operation by a user (Step S25). However, selection of two or more game stages may be accepted.
- the game device 2 transmits a signal to the server device 3 to request downloading of the data for the game stage received in step S25 (step S26).
- this signal preferably includes at least a stage ID assigned to the game stage in order to identify the game stage.
- the server device 3 identifies the game stage based on the stage ID and transmits the data to the game device 2 (step S28).
- step S29 When the game apparatus 2 receives the data (step S29), the game apparatus 2 records the data in the HDD 14 and determines whether or not to play the game stage based on a user operation (step S30). If the user has not performed an operation to play this game stage (step S30: NO), this process ends. On the other hand, if there is an operation to play (step S30: YES), it is determined whether or not the play is “test play” (step S31).
- step S31 YES
- step S32 the game stage setting is changed to a condition set in advance for test play.
- the status of the enemy character C2 is set to the normal level (a value near the median of the numerical range that can be set by the user at the time of creation). Reset to.
- the status of the player character C1 may be reset to the normal level, or the initial equipment and possessed items may be reset to predetermined ones.
- the server apparatus 3 in response to a list request from the game apparatus 2 (step S21), transmits a list including both the uncleared stage and the cleared stage (step S23). It is not limited to this. For example, a list of any one of the uncleared stage and the cleared stage may be transmitted (provided) from the server device 3 to the game device 2. In this case, the game apparatus 2 allows the user to select in advance which list to request between the uncleared stage and the cleared stage. Then, the game apparatus 2 requests the server apparatus 3 for the selected list (step S21), and the server apparatus 3 transmits the list regarding the requested game stage to the game apparatus 2. That's fine.
- FIG. 7 is a flowchart showing the operation of the game system 1 when the game stage is cleared in the game apparatus 2.
- the game stage is cleared by the player character C1 reaching the goal point Pg (step S41)
- the play result transmitted in step S43 includes a stage ID related to the cleared game stage, a user ID related to the player who cleared the game stage, and clear achievement information indicating that the game stage has been cleared.
- the server device 3 that has received the play result determines whether or not the cleared game stage is an uncleared stage based on information (particularly, the stage ID) included in the play result (step S45). Specifically, the cleared game stage is identified from the information included in the play result, and the clear flag associated therewith is identified. As a result, if the clear flag is ON, it is determined that the game stage is a cleared stage (step S45: NO), and a play result (for example, a ranking based on the time required for clearing or the length of time) Etc.) is updated (step S45-1). On the other hand, if the clear flag is OFF, it is determined that the uncleared stage has been cleared (step S45: YES).
- step S45 If the cleared stage is the uncleared stage (step S45: YES), the game stage is switched from the uncleared stage to the cleared stage and managed (step S46). In other words, the game stage clear flag is changed from OFF to ON. Then, the server device 3 determines a reward for clearing the game stage regardless of whether the cleared game stage is an uncleared stage or a cleared stage (step S47). Note that this reward is set to have a relatively higher value when the uncleared stage is cleared than when the cleared stage is cleared.
- a reward may be granted only when an uncleared stage is cleared, and a reward may not be granted when a cleared stage is cleared. In this case, if it is determined in step S45 that the cleared stage has been cleared (step S45: NO), the play result is updated (step S45-1), and then the process ends without proceeding to step S47. .
- step S47 When the reward is determined (step S47), the reward is transmitted to the game apparatus 2 (step S48), and the game apparatus 2 receives this (step S49). Further, when the server device 3 is cleared at an unclear stage, the server device 3 can communicate with the game device 2 used by the creator (for example, when logging in to the server device 3). ), The fact that the unclear stage has been cleared is notified (step S50). In the present embodiment, since only the cleared stage is targeted for ranking, when the uncleared stage is cleared as described above, this game stage is also targeted for ranking in the future.
- step S45 determines whether the stage is not an uncleared stage (is a cleared stage) (step S45: NO). If it is determined in the process of step S45 that the stage is not an uncleared stage (is a cleared stage) (step S45: NO), the game stage (cleared) is determined based on the clearing time by the user. The ranking information regarding the stage is updated (step S45-1).
- the information transmitted from the game apparatus 2 to the server apparatus 3 in step S43 may include an evaluation of the game stage by the user. For example, when the game stage is cleared, options such as “GOOD” and “BAD” are displayed on the monitor 19 of the game apparatus 2, and the user is allowed to select any one as the evaluation of the game stage.
- the game apparatus 2 transmits information indicating the selected evaluation to the server apparatus 3 together with information indicating the play result described above.
- the server device 3 may rank the game stage or the creator thereof (step S45-1) using the evaluation received in this way as one index. In this case, a specific title (for example, “creter”, etc.) may be given to those who are ranked higher.
- a user name (user ID) that has cleared this may be managed in association with an uncleared stage, and for example, users may be ranked using the number of cleared game stages as an index. Then, a specific title (for example, “Savior”) may be given to a higher rank user with a large number of clears.
- the user (creator) who uploaded the game stage can download and play the game stage created by the user from the server device 3.
- the download of the game stage by the creator himself may be restricted.
- the uncleared stage management unit 62 of the server device 3 may end the management of the uncleared stage when a predetermined condition is satisfied while the uncleared stage is not cleared.
- the server device 3 is provided with a time measuring means, and when a predetermined time has elapsed since the uncleared stage was uploaded, the data of the uncleared stage may be deleted from the server device 3.
- the number of downloads by the user may be managed and deleted when this number reaches a predetermined value.
- the number of cases that can be stored (managed) in the server device 3 may be set in advance, and when uploads exceeding the number are requested, the stored times may be deleted in order from the oldest. .
- the user can upload the game stage created by the user to the server device 3 regardless of whether or not the game stage can be cleared.
- the server device 3 manages the uploaded game stage by dividing it into an uncleared stage and a cleared stage. Therefore, the other user can select himself / herself whether to play the uncleared stage or play the cleared stage.
- the user since only the cleared stage is set as the target of ranking, the user works to create a game stage that can be cleared, and there are game stages that cannot be cleared. Many uploads to the server apparatus 3 can be suppressed.
- the difficulty level for example, hard, normal, easy, etc.
- the ranking between users is played with normal and hard difficulty. You may make it make object only.
- the uncleared stage management unit 62 may include a game stage that no one can clear.
- this uncleared stage may include a highly difficult game stage that can be cleared only by other users with high play skills, for example, although the creator cannot clear it. That is, there is a possibility that a game stage having a higher degree of difficulty than the cleared stage is managed in the uncleared stage.
- the cleared stage does not include a bad game stage that no one can clear, the user who downloaded it will be stressed without thinking about whether or not the game stage is inherently clearable. You can play without feeling. Even if the cleared stage cannot be cleared, it can be recognized that the cause is a lack of own play skills. Therefore, it is possible to prevent the game stage from being misunderstood as having a cause when the game stage cannot be cleared and from being stopped from playing the game. And in order to improve a play skill, the feeling which tries to play the said game repeatedly can be given to a user.
- the game stage is inherently clearable but cannot be cleared due to lack of play skills, it will be mistakenly evaluated by the creator of the game stage (the above-mentioned “BAD” rating). ) Can also be prevented.
- BAD the above-mentioned “BAD” rating.
- a predetermined reward is given, or the user name (user ID) of the person who has cleared is managed and used as a ranking index It has become. Therefore, a user with high play skills can be challenged to actively select an uncleared stage and aim for clearing.
- the game system 1 it is possible to form a new community through the game stage where the creator of the game stage and other users who play the game stage do not feel each other's stress. As a result, it is possible to provide an interesting game for the user, and a game that will not get bored no matter how many times it is played.
- the game stage created by the user is uniformly managed as an uncleared stage when uploaded to the server device 3 (see step S8 in FIG. 5).
- the game system 1 is not limited to such a configuration. For example, before uploading a game stage, it may be played by the user who created it and managed as an uncleared stage or a cleared stage depending on the result. In the second embodiment, such a game system 1 will be described.
- FIG. 8 is a block diagram showing functional configurations of the game device 2A and the server device 3A included in the game system 1 according to the second embodiment.
- the hardware configuration of the game apparatus 2A and the server apparatus 3A is the same as that of the game apparatus 2 and the server apparatus 3 shown in FIG.
- game device 2 ⁇ / b> A includes communication unit 51, virtual game space generation unit 52, character motion control unit 53, stage creation unit 54, and stage selection unit 55 similar to game device 2 according to the first embodiment.
- a clear status information giving unit (clear status information giving module, clear status information giving means) 57 is further provided.
- the clear status information giving unit 57 displays the clear status information indicating whether or not the game stage created by the user has already been played and cleared by the user before being managed by the server device 3. Grant to the stage. For example, in the game apparatus 2A, a clear flag is set for the created game stage. Then, before uploading to the server device 3, if this game stage is test-played and cleared, the clear flag is set to ON, and if not cleared, the clear flag is set to OFF.
- the clear status information (that is, the clear flag) is uploaded to the server device 3 in association with the game stage.
- the server device 3A according to the second embodiment is similar to the server device 3 according to the first embodiment in the communication unit 61, the uncleared stage management unit 62, and the cleared stage management unit 63.
- a clear status determining unit (clear status determining module, clear status determining means) 66 is further provided.
- the clear status discriminating unit 66 discriminates whether or not the game stage has already been cleared based on the clear status information given to the uploaded game stage. That is, if the clear flag forming the clear status information is ON, it is determined that it has been cleared, and if the clear flag is OFF, it is determined that it has not been cleared.
- the uncleared stage management unit 62 included in the server device 3A manages the game stage determined to be uncleared by the clear status determination unit 66 as an uncleared stage.
- the cleared stage management unit 63 manages the game stage determined as cleared by the clear status determination unit 66 as a cleared stage.
- this process may include a clear status information adding step and a clear status determining step corresponding to each of the units 57 and 66.
- FIG. 9 shows an operation of the game system 1 from when a user creates a game stage using the game apparatus 2A until the server apparatus 3A manages the game stage in the game system 1 according to the second embodiment. It is a flowchart which shows. Note that the processing flow shown in FIG. 9 includes the same processing (steps S1 to S4, S5 to S7, S9 to S10) as those shown in the processing flow of FIG. Step codes are attached, and detailed description thereof is omitted here (refer to the corresponding portions in FIG. 5 for detailed description). In the following, the processing in FIG. 9 that is different from the processing shown in FIG. 5 will be described.
- steps S4-1 to S4-4 are provided between steps S4 and S5. More specifically, when a stage ID is given to the game stage in step S4, it is determined based on the user's operation whether or not test play has been executed (step S4-1). Here, when the test play is not performed (step S4-1: NO), the process proceeds to step 5. On the other hand, if a test play has been performed (step S4-1: YES), it is determined whether or not the game stage has been cleared (step S4-2). In this test play, as described in step S32 in FIG. 6, the condition may be played after resetting the condition to the normal level.
- step S4-2 If it is determined that the game has been cleared (step S4-2: YES), clear status information to that effect is given to the game stage. Specifically, the clear flag associated with the game stage is set to ON (step S4-3). On the other hand, when it is determined that it has not been cleared (step S4-2: NO), clear status information to that effect is given to the game stage. That is, the clear flag associated with the game stage is set to OFF (step S4-4).
- step S4-4 when the test play is performed, after the clear status information corresponding to the result is given to the game stage, the process proceeds to step 5.
- step S4-1 As a result of determining whether or not the test play has been performed (step S4-1), if it is determined that the test play has not been performed (step S4-1: NO), the process does not proceed to step S5.
- the process of step S4-1 may be repeated until the test play is performed. In this case, performing the test play at least once can be an indispensable condition for uploading the created game stage (step S6).
- step S5 the creator of the game stage should be able to test play many times before uploading (step S5), and set the final clear flag state (ON or OFF) based on the result. May be.
- step S5 it is determined whether or not there is an upload request (step S5).
- a process for asking the user whether or not to re-execute the test play (“test play re-execution?”) Is added. If there is an operation input for re-execution, the process from step S4-2 is executed again after re-execution of the test play. If there is an operation input for not re-execution, step S5 The process may be shifted to.
- a predetermined merit may be generated such that a reward is given to the user who created the game stage. For example, a special or new object part P that can be acquired only by a user who uploaded a cleared stage is provided, or a positive evaluation is added to the evaluation that is the index of the ranking described above. Conceivable.
- a penalty may be generated for the creator. In this way, if you upload a cleared stage, if you create an advantage over uploading an uncleared stage, the game stage creator will test and play many times until the game stage can be cleared I can expect that.
- step S7 when the server device 3A receives the game stage from the game device 2A together with the clear status information (clear flag set to ON or OFF) (step S7), the server device 3A replaces step S8 in FIG. 5 with steps S7-1 to S7. -3 processing is executed. More specifically, after step S7, it is determined whether or not the received game stage has been cleared (step S7-1). Here, based on the clear status information received from the game apparatus 2A, if the clear flag is ON, it is determined that the game has been cleared (step S7-1: YES), and the game stage is managed as a cleared stage (step S7- 2).
- step S7-1 NO
- step S7-3 the processes of steps S9 to S10 are executed.
- the server device 3A manages the cleared stage immediately after uploading.
- the uploaded game stage can be set as a ranking target at an early stage, and the user can be encouraged to create a clearable game stage. In other words, a large number of game stages that cannot be cleared can be prevented from being uploaded to the server device 3A.
- a penalty may be set for the user.
- a penalty for example, subtraction of currency possessed, giving of an unfamous title, limitation of the number of uploadable game stages, temporary prohibition of uploading, etc. can be adopted.
- it may be a case where at least one uncleared stage is uploaded, or a case where the cumulative number of uploaded uncleared stages reaches a predetermined number. Further, even when a penalty is given, the penalty may be canceled when an uncleared stage created by the user is cleared by any user.
- the difficulty level of the game stage may be changed depending on whether the user who created the game stage performs a test play or another user performs a test play. For example, when the former user performs a test play, the difficulty level may be reduced (or increased), and when the latter user performs a test play, the difficulty level may be increased (or decreased).
- the reward given when the uncleared stage is cleared may be varied according to the difficulty level of the uncleared stage. For example, the number of downloads for each uncleared stage is managed in the server devices 3 and 3A. Even if the number of downloads is large, if the uncleared stage is managed as it is, the uncleared stage can be evaluated as having a high degree of difficulty. Therefore, a higher-value reward may be given to a user who has cleared an uncleared stage with a large number of downloads.
- one server device 3 (or server device 3A) manages an uncleared stage and a cleared stage.
- the present invention is not limited to this.
- management of uncleared stages and management of cleared stages may be performed by separate server devices.
- resetting the difficulty level of the game stage at the time of test play in addition to the mode described above, if a time limit until the game stage is cleared is set, this should be changed. Also good.
- the server devices 3 and 3A may be configured to include some of the means exemplified as those included in the game devices 2 and 2A. On the contrary, you may comprise so that game device 2 and 2A may comprise one part among each means illustrated as what the server devices 3 and 3A are provided.
- the game apparatus 2 may upload the created game stage to the server apparatus 3 with information (clear flag) relating to the clear status.
- the game apparatus 2 or 2A rewrites the uncleared stage (clear flag OFF) to the cleared stage (clear flag OFF) and uploads it to the server apparatus 3 or 3A. It may be.
- the processing for updating the ranking may be executed by the game devices 2 and 2A, and the updated information may be uploaded to the server devices 3 and 3A.
- the process for determining a reward when the game stage is cleared is also performed by the game apparatuses 2 and 2A, and the determined reward is downloaded from the server apparatuses 3 and 3A. May be.
- the game device 2, 2A that has cleared the game stage may also perform the process of notifying the stage creator that the game stage has been cleared (step S50 in FIG. 7).
- the server devices 3 and 3A may be configured to perform only management of each game stage and transmission and reception of each stage data between the game devices 2 and 2A.
- the present invention can be applied to a game system, a game program, and a computer device that allow other users to play a game stage created by the user.
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Abstract
Description
[ゲーム内容]
図1は、本発明の実施の形態に係るゲームシステムによって実現できるゲームの概要を説明するための模式図である。なお、このゲームシステムは、以下に説明する本発明の実施の形態に係るコンピュータ装置により、あるいは、本発明の実施の形態に係る記録媒体に記憶された指令であるゲームプログラムをコンピュータ装置が実行することにより実現できるものである。図1に示すように、本実施の形態に係るゲームシステム1は、通信ネットワークNWを介して接続されたゲーム装置(コンピュータ装置)2とサーバ装置3とを備えている。ユーザ(プレイヤ)はゲーム装置2を操作することで、該ゲーム装置2に記録されたゲームをプレイすることができる。なお、本実施の形態では、形成されたゲームステージ内でプレイヤキャラクタを操作し、途中で敵キャラクタを倒しながら、スタート地点からゴール地点へ導く内容のアクションゲームを例示する。
図3は、本発明の実施の形態に係るゲームシステム1のハードウェア構成を示すブロック図である。上述したように、ゲームシステム1はコンピュータ装置を成す複数のゲーム装置2と、別のコンピュータ装置を成すサーバ装置3とが、インターネットやLANなどの通信ネットワークNWを介して互いに通信可能に接続された構成になっている。このうちゲーム装置2は、その動作を制御するCPU10を備え、このCPU10にはバス11を介してディスクドライブ12、メモリカードスロット13、HDD14、ROM15、及びRAM16が接続されている。
図4は、上述したゲーム装置2及びサーバ装置3の機能的な構成を示すブロック図である。図4に示すようにゲーム装置2は、通信部(通信モジュール,通信手段)51,仮想ゲーム空間生成部(仮想ゲーム空間生成モジュール,仮想ゲーム空間生成手段)52,キャラクタ動作制御部(キャラクタ動作制御モジュール,キャラクタ動作制御手段)53,ステージ作成部(ステージ作成モジュール,ステージ作成手段)54,ステージ選択部(ステージ選択モジュール,ステージ選択手段955,及びプレイ実行部(プレイ実行モジュール,プレイ実行手段)56等を備えており、各部51~56は下記のような機能を実現できるようになっている。なお、このような各機能は、具体的には図3に示すCPU10,HDD14,ROM15,RAM16,グラフィック処理部17,ビデオ変換部18,オーディオ合成部20,オーディオ変換部21,ネットワークインタフェース25等から構成されている。
次に、上述したゲームシステム1において実行される各動作の流れについて説明する。図5は、ユーザがゲーム装置2を用いてゲームステージを作成してから、サーバ装置3においてこのゲームステージを管理するまでの、ゲームシステム1の動作を示すフローチャートである。この図5に示すように、ゲーム装置2を用いてユーザによりゲームステージが作成されると(ステップS1)、このゲームステージが所定の完成条件を満たすものであるか否かを判定する(ステップS2)。本実施の形態では、少なくとも、ゲームステージがスタート地点Ps及びゴール地点Pgを含むことを完成条件としている。
ところで、実施の形態1に係るゲームシステム1では、ユーザが作成したゲームステージは、サーバ装置3にアップロードされると、一律に未クリアステージとして管理される構成としている(図5のステップS8参照)。しかしながら、ゲームシステム1はこのような構成に限られない。例えば、ゲームステージをアップロードする前に、これを作成したユーザ自身でプレイし、その結果に応じて、未クリアステージ又はクリア済ステージとして管理するようにしてもよい。本実施の形態2では、このようなゲームシステム1について説明する。
2,2A ゲーム装置(コンピュータ装置)
3,3A サーバ装置(コンピュータ装置)
30a,42a ゲームプログラム
30b,42b ゲームデータ
51 通信部(通信手段)
54 ステージ作成部(ステージ作成手段)
55 ステージ選択部(ステージ選択手段)
56 プレイ実行部(プレイ実行手段,テストプレイ実行手段)
57 クリア状況情報付与部(クリア状況情報付与手段)
61 通信部(通信手段)
62 未クリアステージ管理部(未クリアステージ管理手段)
63 クリア済ステージ管理部(クリア済ステージ管理手段)
64 ランキング管理部(ランキング管理手段)
65 報酬付与部(報酬付与手段)
Claims (29)
- 通信手段を介して互いに通信可能な複数のコンピュータ装置を備えるゲームシステムであって、
ユーザ操作に応じてゲームステージを作成するステージ作成モジュール、
作成されたゲームステージを、クリアできることが保証されていない未クリアステージとして管理する未クリアステージ管理モジュール、
ユーザ操作に応じて前記未クリアステージのテストプレイを実行するテストプレイ実行モジュール、及び
テストプレイによりクリアされた前記未クリアステージを、クリアできることが保証されているクリア済ステージとして管理するクリア済ステージ管理モジュール、
を備えることを特徴とするゲームシステム。 - 前記ゲームステージが、前記未クリアステージ管理モジュール又は前記クリア済ステージ管理モジュールにより管理される前に、該ゲームステージを作成したユーザによりクリアされたか否かを示すクリア状況情報を、該ゲームステージに対して付与するクリア状況情報付与モジュールを更に備え、
前記未クリアステージ管理モジュールは、前記クリア状況情報が未クリアを示す内容であった場合に、当該ゲームステージを前記未クリアステージとして管理し、
前記クリア済ステージ管理モジュールは、前記クリア状況情報がクリア済を示す内容であった場合に、当該ゲームステージを前記クリア済ステージとして管理する
よう構成さ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。 - 前記ゲームステージの利用状況に応じて該ゲームステージを順位付けするランキング管理モジュールを更に備え、該ランキング管理モジュールは、前記ゲームステージのうち、前記クリア済ステージを順位付けの対象とするよう構成されていることを特徴とする請求項1又は2に記載のゲームシステム。
- 前記未クリアステージ管理モジュールは、前記未クリアステージがクリアされない状態で所定の条件を満たした場合に、該未クリアステージの管理を終了するよう構成されていることを特徴とする請求項1乃至3に記載のゲームシステム。
- 前記未クリアステージをテストプレイによりクリアしたユーザに対して所定の報酬を付与する報酬付与モジュールを更に備えることを特徴とする請求項1乃至4の何れかに記載のゲームシステム。
- 他のコンピュータ装置との間でデータを互いに送受信する通信モジュール、
作成されたゲームステージを、他のコンピュータ装置から前記通信モジュールを介して受信した場合に、該ゲームステージを、クリアできることが保証されていない未クリアステージとして管理する未クリアステージ管理モジュール、及び
他のコンピュータ装置から前記通信モジュールを介し、前記未クリアステージがクリアされたことを示すクリア達成情報を受信した場合に、前記未クリアステージを、クリアできることが保証されているクリア済ステージとして管理するクリア済ステージ管理モジュール、
を備えることを特徴とするコンピュータ装置。 - 他のコンピュータ装置から前記ゲームステージを受信した場合において、
未クリアを示すクリア状況情報が付与されたゲームステージについては、前記未クリアステージ管理モジュールによって未クリアステージとして管理し、
クリア済を示すクリア状況情報が付与されたゲームステージについては、前記クリア済ステージ管理モジュールによってクリア済ステージとして管理する
よう構成されていることを特徴とする請求項6に記載のゲコンピュータ装置。 - 前記ゲームステージの利用状況に応じて該ゲームステージを順位付けするランキング管理モジュールを更に備え、該ランキング管理モジュールは、前記ゲームステージのうち、前記クリア済ステージを順位付けの対象とするよう構成されていることを特徴とする請求項6又は7に記載のコンピュータ装置。
- 前記未クリアステージ管理モジュールは、前記未クリアステージがクリアされない状態で所定の条件を満たした場合に、該未クリアステージの管理を終了するよう構成されていることを特徴とする請求項6乃至8の何れかに記載のコンピュータ装置。
- 前記未クリアステージをテストプレイによりクリアしたユーザに対して所定の報酬を付与する報酬付与モジュールを更に備えることを特徴とする請求項6乃至8の何れかに記載のコンピュータ装置。
- ユーザ操作に応じてゲームステージを作成するステージ作成モジュール、
他のコンピュータ装置との間で前記ゲームステージを含むデータを互いに送受信する通信モジュール、
ユーザ操作に応じて、クリアできることが保証されていない未クリアステージのテストプレイを選択する、又は、クリアできることが保証されているクリア済ステージのプレイを選択するステージ選択モジュール、及び
選択されたステージを他のコンピュータ装置から受信して実行するプレイ実行モジュール、
を備えることを特徴とするコンピュータ装置。 - 当該コンピュータ装置にて作成した前記ゲームステージを他のコンピュータ装置へ送信する際、該ゲームステージが既にクリアされているか否かを示すクリア状況情報を該ゲームステージに付与するクリア状況情報付与モジュールを更に備えることを特徴とする請求項11に記載のコンピュータ装置。
- 前記プレイ実行モジュールにより前記未クリアステージがテストプレイによってクリアされた場合には、クリア達成情報が前記通信モジュールを介して他のコンピュータ装置へ送信されるよう構成されていることを特徴とする請求項11又は12に記載のコンピュータ装置。
- 他のコンピュータ装置との間でデータを互いに送受信する通信ステップ、
作成されたゲームステージを、他のコンピュータ装置から受信した場合に、該ゲームステージを、クリアできることが保証されていない未クリアステージとして管理する未クリアステージ管理ステップ、及び
他のコンピュータ装置から、前記未クリアステージがクリアされたことを示すクリア達成情報を受信した場合に、前記未クリアステージを、クリアできることが保証されているクリア済ステージとして管理するクリア済ステージ管理ステップ、
を備えることを特徴とするコンピュータ装置の制御方法。 - 他のコンピュータ装置から前記ゲームステージを受信した場合において、
未クリアを示すクリア状況情報が付与されたゲームステージについては、前記未クリアステージ管理ステップによって未クリアステージとして管理し、
クリア済を示すクリア状況情報が付与されたゲームステージについては、前記クリア済ステージ管理ステップによってクリア済ステージとして管理する
ことを特徴とする請求項14に記載のコンピュータ装置の制御方法。 - 前記ゲームステージの利用状況に応じて該ゲームステージを順位付けするランキング管理ステップを更に備え、該ランキング管理ステップは、前記ゲームステージのうち、前記クリア済ステージを順位付けの対象とすることを特徴とする請求項14又は15に記載のコンピュータ装置の制御方法。
- 前記未クリアステージ管理ステップは、前記未クリアステージがクリアされない状態で所定の条件を満たした場合に、該未クリアステージの管理を終了することを特徴とする請求項14乃至16の何れかに記載のコンピュータ装置の制御方法。
- 前記未クリアステージをテストプレイによりクリアしたユーザに対して所定の報酬を付与する報酬付与ステップを更に備えることを特徴とする請求項14乃至16の何れかに記載のコンピュータ装置の制御方法。
- ユーザ操作に応じてゲームステージを作成するステージ作成ステップ、
他のコンピュータ装置との間で前記ゲームステージを含むデータを互いに送受信する通信ステップ、
ユーザ操作に応じて、クリアできることが保証されていない未クリアステージのテストプレイを選択する、又は、クリアできることが保証されているクリア済ステージのプレイを選択するステージ選択ステップ、及び
選択されたステージを他のコンピュータ装置から受信して実行するプレイ実行ステップ、
を備えることを特徴とするコンピュータ装置の制御方法。 - 作成した前記ゲームステージを他のコンピュータ装置へ送信する際、該ゲームステージが既にクリアされているか否かを示すクリア状況情報を該ゲームステージに付与するクリア状況情報付与ステップを更に備えることを特徴とする請求項19に記載のコンピュータ装置の制御方法。
- 前記プレイ実行ステップにより前記未クリアステージがテストプレイによってクリアされた場合には、クリア達成情報が他のコンピュータ装置へ送信されることを特徴とする請求項19又は20に記載のコンピュータ装置の制御方法。
- コンピュータ装置の制御部により実行可能な指令を記憶した、該コンピュータ装置での読み取りが可能な記録媒体であって、
前記コンピュータ装置に対し、
他のコンピュータ装置との間でデータを互いに送受信する通信ステップ、
作成されたゲームステージを、他のコンピュータ装置から受信した場合に、該ゲームステージを、クリアできることが保証されていない未クリアステージとして管理する未クリアステージ管理ステップ、及び
他のコンピュータ装置から、前記未クリアステージがクリアされたことを示すクリア達成情報を受信した場合に、前記未クリアステージを、クリアできることが保証されているクリア済ステージとして管理するクリア済ステージ管理ステップ、
を実行させる指令を記憶した記録媒体。 - 他のコンピュータ装置から前記ゲームステージを受信した場合において、
未クリアを示すクリア状況情報が付与されたゲームステージについては、前記未クリアステージ管理ステップによって未クリアステージとして管理し、
クリア済を示すクリア状況情報が付与されたゲームステージについては、前記クリア済ステージ管理ステップによってクリア済ステージとして管理する
ことを特徴とする請求項22に記載の前記指令を記憶した記録媒体。 - 前記指令は前記コンピュータ装置に対し、前記ゲームステージの利用状況に応じて該ゲームステージを順位付けするランキング管理ステップを更に実行させ、該ランキング管理ステップは、前記ゲームステージのうち、前記クリア済ステージを順位付けの対象とすることを特徴とする請求項22又は23に記載の前記指令を記憶した記録媒体。
- 前記未クリアステージ管理ステップは、前記未クリアステージがクリアされない状態で所定の条件を満たした場合に、該未クリアステージの管理を終了することを特徴とする請求項22乃至24の何れかに記載の前記指令を記憶した記録媒体。
- 前記指令は前記コンピュータ装置に対し、前記未クリアステージをテストプレイによりクリアしたユーザに対して所定の報酬を付与する報酬付与ステップを更に実行させることを特徴とする請求項22乃至24の何れかに記載の前記指令を記憶した記録媒体。
- コンピュータ装置の制御部により実行可能な指令を記憶した、該コンピュータ装置での読み取りが可能な記録媒体であって、
前記コンピュータ装置に対し、
ユーザ操作に応じてゲームステージを作成するステージ作成ステップ、
他のコンピュータ装置との間で前記ゲームステージを含むデータを互いに送受信する通信ステップ、
ユーザ操作に応じて、クリアできることが保証されていない未クリアステージのテストプレイを選択する、又は、クリアできることが保証されているクリア済ステージのプレイを選択するステージ選択ステップ、及び
選択されたステージを他のコンピュータ装置から受信して実行するプレイ実行ステップ、
を実行させる指令を記憶した記録媒体。 - 前記指令は前記コンピュータ装置に対し、作成した前記ゲームステージを他のコンピュータ装置へ送信する際、該ゲームステージが既にクリアされているか否かを示すクリア状況情報を該ゲームステージに付与するクリア状況情報付与ステップを更に実行させることを特徴とする請求項27に記載の前記指令を記憶した記録媒体。
- 前記プレイ実行ステップにより前記未クリアステージがテストプレイによってクリアされた場合には、クリア達成情報が他のコンピュータ装置へ送信されることを特徴とする請求項27又は28に記載の前記指令を記憶した記録媒体。
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US13/985,572 US10155162B2 (en) | 2011-02-15 | 2012-02-15 | Game system for game stage management |
KR1020137021741A KR102003483B1 (ko) | 2011-02-15 | 2012-02-15 | 게임 시스템, 컴퓨터 장치, 컴퓨터 장치의 제어 방법, 및 기록 매체 |
EP12746932.8A EP2676710A4 (en) | 2011-02-15 | 2012-02-15 | GAME SYSTEM, COMPUTER DEVICE, METHOD FOR CONTROLLING COMPUTER DEVICE, AND RECORDING MEDIUM |
JP2012557835A JP5395283B2 (ja) | 2011-02-15 | 2012-02-15 | ゲームシステム、コンピュータ装置の制御方法、記録媒体、及びゲームプログラム |
CA2826777A CA2826777A1 (en) | 2011-02-15 | 2012-02-15 | Game system, computer device, control method of computer device, and storage medium |
CN201280008363.9A CN103347572B (zh) | 2011-02-15 | 2012-02-15 | 游戏系统、计算机装置、计算机装置的控制方法以及存储介质 |
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Also Published As
Publication number | Publication date |
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JP2013198757A (ja) | 2013-10-03 |
CN103347572A (zh) | 2013-10-09 |
JP5395283B2 (ja) | 2014-01-22 |
US10155162B2 (en) | 2018-12-18 |
EP2676710A1 (en) | 2013-12-25 |
CN103347572B (zh) | 2015-10-14 |
KR20140047578A (ko) | 2014-04-22 |
EP2676710A4 (en) | 2014-11-26 |
JP5615405B2 (ja) | 2014-10-29 |
JPWO2012111322A1 (ja) | 2014-07-03 |
CA2826777A1 (en) | 2012-08-23 |
US20140031112A1 (en) | 2014-01-30 |
KR102003483B1 (ko) | 2019-07-24 |
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