WO2013027329A1 - Dispositif de jeu, programme de jeu, procédé de jeu et système de jeu - Google Patents

Dispositif de jeu, programme de jeu, procédé de jeu et système de jeu Download PDF

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Publication number
WO2013027329A1
WO2013027329A1 PCT/JP2012/004709 JP2012004709W WO2013027329A1 WO 2013027329 A1 WO2013027329 A1 WO 2013027329A1 JP 2012004709 W JP2012004709 W JP 2012004709W WO 2013027329 A1 WO2013027329 A1 WO 2013027329A1
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WO
WIPO (PCT)
Prior art keywords
player
game
information
friend
compatibility
Prior art date
Application number
PCT/JP2012/004709
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English (en)
Japanese (ja)
Inventor
丸山 修
弘 谷渕
Original Assignee
株式会社コナミデジタルエンタテインメント
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Publication of WO2013027329A1 publication Critical patent/WO2013027329A1/fr

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Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • A63F13/795Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for finding other players; for building a team; for providing a buddy list
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06QINFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
    • G06Q50/00Information and communication technology [ICT] specially adapted for implementation of business processes of specific business sectors, e.g. utilities or tourism
    • G06Q50/01Social networking
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/812Ball games, e.g. soccer or baseball
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/90Constructional details or arrangements of video game devices not provided for in groups A63F13/20 or A63F13/25, e.g. housing, wiring, connections or cabinets
    • A63F13/92Video game devices specially adapted to be hand-held while playing
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/20Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of the game platform
    • A63F2300/204Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of the game platform the platform being a handheld device
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/55Details of game data or player data management
    • A63F2300/5546Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/55Details of game data or player data management
    • A63F2300/5546Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history
    • A63F2300/556Player lists, e.g. online players, buddy list, black list

Definitions

  • the present invention relates to a game providing device, a game providing method, a game providing program, and a game system that are connected to a plurality of terminal devices via a communication line and provide a game to each terminal device.
  • a social game is not a game that competes for the skill of a player as in a conventional game, and is generally a simple game for a player. Due to this simplicity, social games are widely used to reduce the waiting time of trains and meeting time with people.
  • Patent Document 1 exists as a prior art document related to the present invention.
  • a hunter (C) operated by another player and a friend character (F) not operated by another player are displayed, and information on the hunter (C) is displayed to the player through the friend character (F).
  • a game for notification is disclosed.
  • an object of the present invention is to guide the player to make a friend from the outside (specifically, for example, the server side), assuming that there is a player who is not particularly active in making a friend. It is to realize a game providing apparatus and the like that can increase opportunities for making friends by giving an opportunity to do so.
  • FIG. 1 is an overall configuration diagram of a game system to which a game providing apparatus according to an embodiment of the present invention is applied. It is the block diagram which showed the structure of the game provision apparatus shown in FIG. It is a block diagram which shows the structure of the terminal device shown in FIG. It is a flowchart which shows the flow of a process of the game system in the case of performing a 1st extraction process. It is a flowchart which shows the flow of a process of the game system in the case of performing a 1st extraction process. It is a flowchart which shows the flow of a process of the game system in the case of performing a 2nd extraction process. It is a flowchart which shows the flow of a process of the game system in the case of performing a 2nd extraction process.
  • (A) shows an example of an initial game screen displayed on the terminal device of the player when the registered player accesses the game providing device.
  • (B) is a figure showing an example of a game item screen.
  • (A) is an example of the initial screen of the training mode displayed on the terminal device of the player when the training mode is selected by the player.
  • (B) is an example of a member character's message browsing list. It is an example of the initial screen in practice mode.
  • (A) is the schematic diagram which showed an example of the data structure of player information.
  • (B) is the schematic diagram which showed an example of the data structure of fellow player information.
  • (C) is the schematic diagram which showed an example of the data structure of team information.
  • FIG. 1 is an overall configuration diagram of a game system to which a game providing apparatus 11 according to an embodiment of the present invention is applied. As shown in FIG. 1, the game system includes a game providing device 11 and one or a plurality of terminal devices 12.
  • the game providing device 11 is configured by a general computer.
  • the terminal device 12 is configured by a portable information terminal device such as a smartphone or a tablet terminal, for example.
  • the game providing device 11 and the terminal device 12 are connected via a communication line NT so that they can communicate with each other.
  • a communication line NT a mobile phone network and an Internet communication network are employed.
  • a unique communication ID such as an IP address is assigned to the game providing device 11 and the terminal device 12, for example, and the game providing device 11 and the terminal device 12 use this communication ID, for example, TCP / IP (Transmission). Communicate with each other using a communication protocol such as Control Protocol // Internet Protocol).
  • the terminal device 12 receives various instructions for playing a game from the player, and transmits a command corresponding to the received instructions to the game providing apparatus 11 via the communication line NT.
  • the game providing apparatus 11 appropriately performs processing according to various instructions transmitted from the terminal device 12 and advances the game by transmitting processing results to the terminal device 12 as appropriate.
  • a social game is adopted as the game.
  • a social game is a game by social application software.
  • the social application software is an application software produced based on an operating environment (application platform) such as an API (Application Program Interface) that operates on a web browser on an SNS (social networking service).
  • social games do not require dedicated client software, can be used only with an account between a web browser and SNS, and are combined with communication functions that SNS originally has.
  • the social game has a feature that the game itself can be played easily in a short time.
  • a game that nurtures a group owned by each player in the game space is adopted as a social game.
  • the group is composed of components such as a plurality of characters and a plurality of virtual cards.
  • a baseball team is employed as a group in order to employ a social game with a baseball motif. Therefore, when a group is composed of characters, a character simulating a baseball player is employed as the character. Further, when the group is configured with virtual cards, a player card representing a baseball player is employed as the virtual card.
  • a team composed of a plurality of characters as a group will be described as an example.
  • the player develops a team possessed by practice, and makes the trained team play against a team possessed by another player.
  • practice since practice is a social game, it is necessary to improve the skill of the player's operation such as causing the fielder character to catch the ball object that is actually moving, or hitting the batter character.
  • the practice which raises the ability value of a team and a character only by performing simple button operation is adopted. For example, if the button is pressed once, the ability values of the team and the character are increased by a predetermined value, and the player repeatedly presses the button to gradually increase the ability values of the team and the character.
  • the player can have a conversation with the characters constituting the team as appropriate before starting practice or between practice.
  • a representative character that simulates a team captain, manager, or the like represents the player himself, and the player can talk to a member character that is another character through the representative character.
  • the member characters also include other players' avatars (avatars) who are in a fellowship relationship, and this avatar reports the current status of other players and information written by other players. Therefore, the player can obtain information on other players through the member characters, and can interact with other players.
  • avatars avatars
  • the avatar is linked to the ability value of the other player in the game space (for example, the ability value of the team possessed by the other player or the ability value of the representative character of the team possessed by the other player)
  • the ability value of another player increases, the ability value of the avatar also increases in conjunction with the increase. Therefore, a player can associate another player with his / her other player, so that the other player can be incorporated into his / her team like an assistant. In addition, this increases the ability value of the team possessed by the player, and the team can be strengthened.
  • the player's avatar becomes a member of a team owned by another player who is in a fellow relationship, and when the ability value of the team owned by the player increases, the ability value of the avatar that joins the other player's team in conjunction with it increases Will also increase.
  • the social game of the present embodiment is intended to train a team, but also aims to find friends through the game.
  • a social network that provides a place for players to communicate with each other, such as finding friends and interacting with them, rather than competing for the skills of players like games played on traditional game consoles.
  • a game suitable for the game can be provided.
  • the appearance of the avatar may be the same as that of the linked representative character.
  • FIG. 2 is a block diagram showing a configuration of the game providing apparatus 11 shown in FIG.
  • the game providing device 11 includes a control unit 210, a storage unit 220, and a communication unit 230.
  • the control unit 210 includes a game execution unit 211, an affinity calculation unit 212, a player introduction unit 213, a fellow player registration unit 214, and a team management unit 215 (an example of a group management unit).
  • control unit 210 is configured by a CPU, for example, and each function shown in FIG. 2 is realized by the CPU executing a game providing program according to the embodiment of the present invention.
  • the storage unit 220 includes a storage device such as a RAM, a ROM, and a hard disk, and includes a player information storage unit 221, a fellow player information storage unit 222, a team information storage unit 223, and an image data storage unit 224. These functions provided in the storage unit 220 are realized, for example, when the CPU executes a game providing program.
  • the communication unit 230 is configured by a communication module such as a modem, for example, and transmits and receives various data under the control of the CPU.
  • the game providing program is stored in a computer-readable recording medium such as a CD-ROM (Compact Disc Only Memory) or a DVD-ROM (Digital Versatile Disk Read Only Memory) and provided to the market. Then, the game provider who operates the game providing apparatus 11 obtains this recording medium and installs the game providing program on the computer, thereby causing the computer to function as the game providing apparatus 11.
  • the game providing program may be downloaded from a web server on the Internet and obtained by the game provider. Further, each block shown in FIG. 2 may be configured by a dedicated hardware circuit.
  • the game execution unit 211 causes the game to proceed in the game space according to an operation instruction appropriately input by the player using the terminal device 12. Specifically, when an access request is transmitted from the terminal device 12 according to an operation instruction from the player, the game execution unit 211 performs processing such as login authentication and displays an initial game screen via the communication unit 230. 12 to send. Then, when various items included in the initial screen of the game are selected by the player, the game execution unit 211 transmits a game screen according to the selected item to the terminal device 12 via the communication unit 230.
  • the items to be selected include, for example, items for the player to select a game mode.
  • the game mode includes, for example, a battle mode in which the player battles his team against other teams, and a training mode in which the player trains his team.
  • the game execution unit 211 refers to the player information stored in the player information storage unit 221, determines the teams of other players who are opponents, and determines the determined other player's teams. The team and the team of the player who has selected the battle mode are battled, and the battle result is transmitted to the terminal device 12 via the communication unit 230.
  • the game execution unit 211 executes a battle simulation in which teams battle each other in the game space when the player presses the battle start button, and immediately calculates a battle result. . Therefore, the player can obtain the battle result immediately by simply pressing the battle start button.
  • the game execution unit 211 sequentially places the batter character at the batting order according to a predetermined batting order, and causes each batter character and the pitcher character to battle each other. Then, the game execution unit 211 causes the pitcher character to throw the ball, determines the hit result of the batter character based on the ability value of the pitcher character and the ability value of the batter character, and determines the batter character according to the hit result. To make it happen, or to score the team. And the game execution part 211 repeatedly performs the process according to the rule of such a baseball, and when 9 innings are complete
  • the game execution unit 211 extracts, from the player information, a team (for example, a team having a similar team ability value, winning rate, or progress value) that is suitable for the player who requested the battle, and selects the extracted team. Decide as your opponent.
  • the team determined by the game execution unit 211 as the opponent includes a team possessed by another player and a team provided by the game providing apparatus 11.
  • the game execution unit 211 may cause the player to designate a team that the player wants to fight and play against the designated team.
  • the team designated by the player includes a team possessed by another player and a team provided by the game providing apparatus 11.
  • the game execution unit 211 reads the team information of the team possessed by the player from the team information storage unit 223, and the image data of the character constituting the team and the background of the character. Image data or the like is transmitted to the terminal device 12 via the communication unit 230.
  • the player causes the characters that make up the team to practice.
  • the practice is divided into stages, and when the player achieves a certain stage of practice, the player can proceed to the next stage of practice. And the ability value of each character which comprises a team can be increased through practice.
  • the player proceeds with practice by swinging in the first stage, tossing in the second stage, seat knocking in the third stage, free batting in the fourth stage, and throwing practice in the fifth stage.
  • a plurality of types of exercises are prepared, but the player is not forced to perform complicated operations according to the exercises, and the achievement level is acquired by simply repeating the operation of pressing a button.
  • ability values there are ability values such as batting, defensive, throwing, etc., corresponding to the type of practice.
  • the types of practice include batting practice, defensive practice, pitcher practice, and the like.
  • swing, toss batting and free batting correspond to batting practice
  • seat knock corresponds to defensive practice
  • pitching practice corresponds to pitcher practice.
  • the player can increase the hitting ability value of the character participating in the practice when the team performs the hitting practice.
  • the player when the player causes the team to perform defensive practice, the player can increase the defensive ability value of the character participating in the practice.
  • the player causes the team to perform the pitcher practice the player can increase the ability value of the pitcher of the character participating in the practice.
  • the player can specify a specific character to perform various exercises, and can also allow the entire team to perform various exercises.
  • various exercises are performed on the entire team, the ability value of the character in a position that is predetermined to participate in accordance with the various exercises increases. For example, since the pitcher practice is performed only by the pitcher character, if the player performs the pitcher practice for the entire team, the pitcher ability value of each pitcher character can be increased. Further, if the player knocks the entire team, the ability value of each character in the infield and outfield positions can be increased.
  • the game execution part 211 manages the ability value of each character by writing the ability value of each character in the character ability value column of the team information shown in FIG. In addition, the game execution unit 211 writes the total value of each character's defense, batting, and pitcher ability values as a team ability value in the team ability value column of the player information shown in FIG. Manage ability values.
  • the stage of practice that the team is currently working on shows the progress of the game.
  • the game execution unit 211 writes the progress of the game as 1 in the player information progress field, and the team is currently in the second stage of practice.
  • the game execution unit 211 sets the progress of the game as 2, and writes it in the column of progress of the player information.
  • FIG. 13A is a schematic diagram showing an example of the data structure of the player information.
  • the player information is a relational database in which one record is assigned to each player. “Player ID”, “Player name”, “Hometown”, “Registration date” , “Gender”, “age”, “game history”, “frequency history”, “winning rate”, “progress”, “team ability value”, “occupation”, “hobby”, “genre”, and “in-game” A column for storing “currency” is provided.
  • the “player ID” is identification information uniquely assigned to each player in order to identify each player registered in the game providing apparatus 11. For example, a symbol string of a predetermined digit is adopted. .
  • Player name is a name used to identify a player in the game space, and for example, a nickname of the player or a real name of the player is adopted.
  • the player name is input when the player registers itself in the game providing apparatus 11.
  • “Birthplace” indicates the place of birth of the player. For example, names of countries, prefectures and states such as “Japan / Osaka Prefecture” and “United States / Arizona” are adopted. Here, the hometown is input when the player registers himself / herself in the game providing apparatus 11.
  • “Registration date” is the date when the player registers the game providing apparatus 11 itself. “Gender” indicates the gender of the player, and is input, for example, when the player registers itself in the game providing apparatus 11.
  • “Age” indicates the age of the player, and is input, for example, when the player registers itself in the game providing apparatus 11.
  • the “game history” column shows the history of the player actually playing the game.
  • the login time and the logout time are stored.
  • the login time indicates the time when the player logs into the game providing apparatus 11 and starts the game.
  • the logout time indicates the time when the player logs out from the game providing apparatus 11. In the example of FIG. 13A, this player logs in to the game providing apparatus 11 at 18:00 on March 4, 2010, and at 10:10 on March 4, 2010, 10 minutes later, the game providing apparatus 11 You are logged out of.
  • “Frequency history” indicates a history of the frequency with which the player plays the game.
  • an average value of the game frequency per day of the player in a past fixed period (for example, 3 days, 1 week, 2 weeks, 1 month, etc.) is adopted as the frequency history.
  • the frequency of the game per day for example, a value obtained by dividing the game execution time in which the player played the game by 24 hours is employed.
  • the frequency of the game per day for the first day to the third day is 1/24, 2/24, 3/24
  • the frequency history is calculated every day, for example. Therefore, when a predetermined frequency history calculation time (for example, 00:00 every day) arrives, the game execution unit 211 indicates the game execution time in which the player has played the game over a certain period of time based on the frequency arrival time.
  • the game frequency is calculated from the login time and the logout time stored in. Thereby, the frequency of the game of the player per day in the past fixed period is calculated every day.
  • Process indicates the progress of the game of the player.
  • stage of practice currently being tackled by the team possessed by the player as described above is adopted as the degree of progress.
  • team ability value as described above, a total value of ability values of the characters constituting the team is adopted.
  • “Occupation” indicates, for example, the occupation of the player such as “company employee”, “student”, “no job”, “housewife”, and is input when the player registers himself / herself in the game providing apparatus 11, for example.
  • “Hobby” indicates, for example, a player's hobby such as “tennis” or “shogi”, and is input when the player registers himself / herself in the game providing apparatus 11.
  • “Genre” indicates a genre of a game that the player is good at or likes, such as “shooting” and “role playing”, and is input when the player registers itself in the game providing apparatus 11.
  • “In-game currency” indicates the amount of virtual currency that the player can use in this social game. This in-game currency is used when the player purchases various items provided in the social game. Items include recovery items that can instantly recover health values (to be described later), character purchase items that make the character provided by the game providing device 11 a member of their team, and practice. There are progress-purchased items that can advance the progress of the game to a certain level.
  • the in-game currency can be obtained, for example, when the player wins by playing against other teams, or by having a lot of conversation with fellow players to increase intimacy.
  • the compatibility degree calculation unit 212 registers the player information of the registered player A (an example of the first player) whose player information is registered in the player information storage unit 221 and the registration other than the player A. Compared with the player information of the other players that are already played, the compatibility level indicating the level of compatibility between the player A and the other player is calculated.
  • the compatibility level calculation unit 212 extracts another player for which the compatibility level with the player A is calculated using at least one of the following first extraction method and second extraction method.
  • the number of players registered in the player information may be as large as hundreds of thousands to millions of people, for example. In this case, it is not easy to extract a player compatible with the player A from all the registered players in consideration of the processing load and processing time applied to the game providing device 11.
  • the number of players for which the degree of compatibility with player A is calculated is narrowed down, and the processing load and processing given to the game providing apparatus 11 are reduced. Time is reduced.
  • FIG. 8A is an explanatory diagram of the first extraction method.
  • the first extraction method is a method of extracting each of the players B1 to B5 (an example of another player) separately configured around the player B who is a friend of the player A as targets for calculating the compatibility with the player A. is there.
  • the first extraction method is a method of extracting a player who corresponds to a friend of the player A as a target for calculating the compatibility degree.
  • the compatibility degree calculation unit 212 determines that the player B is a friend player of the player A if the player B is registered as a friend player of the player A in the friend player information stored in the friend player information storage unit 222. Further, if the players B1 to B5 are registered as the friend players of the player B in the friend player information, the compatibility degree calculation unit 212 is configured to add the players B1 to B5 to the fellow players separately configured around the player B. to decide.
  • FIG. 8B is a diagram showing a fellow relationship when there are a plurality of fellow players of player A.
  • FIG. 8B there are players B to E as fellow players of player A.
  • Players B to E are players B1 to B5, C1 to C5, D1 to D5, and E1 to E5, respectively.
  • the compatibility level calculation unit 212 calculates the compatibility levels of the players B1, B5, C1 to C5, D1 to D5, and E1 to E5, which are the fellow players of the players B, C, D, and E, with the player A. You may extract as a target.
  • the compatibility level calculation unit 212 may identify a fellow player whose familiarity is greater than the specified value TH1 among the players B to E, and extract the fellow player of the fellow player as a target for calculating the compatibility level. Note that a predetermined value indicating that the players are close to each other is adopted as the specified value TH1.
  • the players B1 to B5 and C1 to C5 are targets for calculating the compatibility with the player A.
  • the compatibility degree calculation unit 212 identifies a certain number of fellow players (for example, about two players) in descending order of closeness among the players B to E, and uses these fellow player fellow players as the compatibility degree calculation targets. It may be extracted. For example, if the intimacy is higher in the order of the players B to E, the players B1 to B5 and C1 to C5 are targets for calculating the compatibility with the player A.
  • the processing burden on the game providing apparatus 11 can be reduced by narrowing down the fellow players of the player A.
  • the compatibility degree calculation unit 212 assumes that the players B to E who are friends with a closeness greater than the specified value TH1 are B and C, and the players B1 to B5 and C1 to Among C5, a player (for example, players B1, B2, C1, and C2) whose familiarity with players B and C is greater than a prescribed value TH1, or a certain number of players (for example, players B1, B2, C1, C2) may be extracted as a player whose compatibility with player A is to be calculated.
  • a player for example, players B1, B2, C1, and C2
  • a certain number of players for example, players B1, B2, C1, C2
  • the first extraction method is executed, for example, when the player A accesses the game providing apparatus 11. Specifically, when the player A accesses the game providing apparatus 11 and the game execution unit 211 permits the player A to log in, the compatibility calculation unit 212 determines that the period after the player A starts the game is It is determined whether or not the number of fellow players is a player having a prescribed value TH2 or less despite a certain period of time. When the compatibility level calculation unit 212 determines that the number of fellow players of the player A is equal to or less than the specified value TH2, the compatibility level calculation unit 212 extracts the player A as a target player for the compatibility level calculation. In the case of a social game, the players extracted in this way are usually assumed to be a plurality of players.
  • player A is extracted as the target player to introduce the fellow To do.
  • various values can be adopted as the fixed period and the specified value TH2 in consideration of game characteristics.
  • the compatibility level calculation unit 212 changes the application condition of the first extraction method while watching the change in the number of fellow players of the player A after the highly compatible player is introduced by the player introduction unit 213 described later. It may be.
  • the application condition of the first extraction method may be changed so that the number of players extracted as player A increases.
  • the application condition of the first extraction method is changed so that the number of fellow players is 2 or less even though one month has passed since the game was started. In this way, the number of players A to be introduced by highly compatible players can be increased.
  • the compatibility degree calculation unit 212 first satisfies the application condition of the first extraction method in which the number of fellow players is equal to or less than the specified value TH2 even though a certain period has elapsed since the game was started.
  • the player to be extracted is extracted as player A.
  • the compatibility calculation unit 212 performs the first extraction.
  • the application condition of the technique is changed so that the number of players A increases.
  • the specified value TH2 a value determined in advance according to the game period from the date when the player A registers with the game providing device 11 and starts the game to the present is adopted. Specifically, a value that gradually increases as the game period increases is adopted as the specified value TH2.
  • the compatibility degree calculation unit 212 may specify the game period of the player A by referring to the player information of the player A stored in the player information storage unit 221. Further, the compatibility degree calculation unit 212 may identify the number of fellow players of the player A by referring to the fellow player information of the player A stored in the fellow player information storage unit 222.
  • the compatibility level calculation unit 212 may specify a predetermined value TH2 that is determined in advance according to the specified game period, and compare the specified value TH2 with the number of fellow players of the player A.
  • FIG. 9 is an explanatory diagram of the second extraction method.
  • the second extraction method is a method of extracting a player B (an example of another player) possessing the other team as a calculation target of the compatibility with the player A when the team of the player A battles with another team. is there.
  • Player A may be interested in player B by playing against player B. Therefore, in the second extraction method, the player B is extracted as a target for calculating the degree of compatibility with the player A by using the player A as a trigger to play the player B.
  • the compatibility degree calculation unit 212 includes the player's age, sex, birthplace, frequency of playing the game, period since the game was started, progress of the game, winning rate when the team played against another team, occupation
  • the degree of compatibility is calculated using at least one of a hobby and a favorite game genre.
  • the degree of compatibility is the age, sex, birthplace, frequency of playing the game, period since the game was started (game period), progress of the game, winning percentage, occupation, hobby, and favorite game. It is calculated by the total value of the compatibility parameters PR1 to PR10 indicating the genre compatibility. That is, the degree of compatibility is expressed by equation (1).
  • the compatibility parameter PR1 is a parameter indicating the age of the players A and B. Therefore, the compatibility parameter PR1 is given a point that increases stepwise, for example, as the players A and B get closer to age.
  • the compatibility parameter PR2 is a parameter indicating the proximity of the hometown of the players A and B. For example, when player A and player B are from the same prefecture or state, the compatibility parameter PR2 is given a maximum point, and player A and player B are from the same region (Kanto region, Kinki region, Tokai region). In the case of a region, etc., the point next to the maximum point is given, and if the country of origin of Player A and Player B is different, no point is given.
  • the compatibility parameter PR3 is a parameter relating to the gender of the player. When the player A and the player B have the same surname, a predetermined point is given, and when the player A and B are opposite sex, the predetermined point is not given. Note that this is an example, and as the compatibility parameter PR3, a predetermined point may be given when the players A and B are opposite sex, and a predetermined point may not be given when they are the same sex.
  • the compatibility parameter PR4 is a parameter indicating the proximity of the frequency of playing the game between the player A and the player B, and a higher point is given as the frequency of the player A playing the game and the frequency of the player B playing the game become closer. Is done. As the frequency of playing the game between the player A and the player B, the latest frequency written in the “frequency history” column of the player information is adopted.
  • the compatibility parameter PR4 is given points that increase stepwise, for example, as the absolute value of the difference between the frequency of the player A and the frequency of the player B decreases.
  • the compatibility parameter PR5 is given higher points as the game period between the player A and the player B approaches.
  • the game period of the players A and B is the number of days from the registration date stored in the player information to the present.
  • the compatibility parameter PR5 is given a predetermined point that increases stepwise, for example, as the absolute value of the difference between the game period of the player A and the game period of the player B decreases.
  • the compatibility parameter PR6 is a parameter indicating the degree of progress of the game between the player A and the player B. For example, as the absolute value of the difference between the progress of the game of the player A and the progress of the game of the player B decreases. Points that increase in stages are awarded. Note that the value stored in the “Progress” column of the player information is adopted as the progress of the game.
  • the compatibility parameter PR7 is a parameter indicating the closeness of the winning rate of the match between the player A and the player A. For example, as the absolute value of the difference between the winning rate of the player A and the winning rate of the player B decreases, the compatibility parameter PR7 increases stepwise. Points are given.
  • the compatibility parameter PR8 is a parameter indicating the closeness of occupation between the player A and the player B, and points that increase in stages as the occupation between the player A and the player B are given. For example, if the players A and B are both office workers and the occupations of the players A and B match, the maximum points are awarded. If player A is a nurse and player B is a doctor and the occupations do not match but the genre is the same, the next largest point is awarded.
  • the compatibility parameter PR9 is a parameter indicating the closeness of the hobbies of the player A and the player B. If the hobbies of the player A and the player B match, the maximum point is given. If the genres are similar, such as “Go” or “Shogi”, the next largest point is awarded.
  • the compatibility parameter PR10 is a parameter indicating whether or not the favorite game genre matches between the player A and the player B. For both the players A and B, for example, a shooting game is preferred. Points are awarded.
  • the player introduction unit 213 selects a player Bx (an example of the second player) whose compatibility with the player A is higher than the specified value TH3 among all players whose compatibility is calculated by the compatibility calculation unit 212. Extraction information for introducing the extracted player Bx to the player A is transmitted to the terminal device 12 of the player A. Note that a predetermined value indicating that the compatibility between players is high is adopted as the specified value TH3.
  • the player introduction unit 213 displays the intermediate character on the terminal device 12 of the player A, and causes the intermediate character to introduce the player Bx.
  • player introduction unit 213 introduces player A with the highest compatibility as player Bx. .
  • the player who is most likely to be compatible with the player A can be introduced to the player A as the player Bx, and the determination when the player A determines whether or not the player Bx is a friend. Can be reduced.
  • the player introduction unit 213 introduces each player individually to the player A as the player Bx. Also good. In this case, the player options that can be selected as friends for the player A can be expanded, and the player A is more likely to find a friend player that is more compatible with the player A.
  • player Bx who is frequently a fellow candidate, is introduced to player A, player A feels bothered. For example, player Bx introduced as a fellow candidate by adjusting the specified value TH3 high. For example, it may be about once every three days. On the other hand, if the specified value TH3 is too high, it may be possible that no fellow candidates come out. In this case, the specified value TH3 may be lowered.
  • the player introduction unit 213 displays the mediating character on the terminal device 12 of the player A by transmitting the image data of the mediating character to the terminal device 12 of the player A via the communication unit 230. Then, the player introduction unit 213 transmits a control signal for controlling the mediating character to the terminal device 12 of the player A via the communication unit 230, whereby the mediating character is displayed on the display screen of the terminal device 12 of the player A. To work. Then, the player introduction unit 213 informs the intermediate character of the introduction information of the player Bx.
  • the introduction information of the player Bx for example, personal information of the player Bx such as the birth place and sex of the player Bx, the ability value of the team possessed by the player Bx, the progress of the game, the winning rate of the match, and the like Is included.
  • the player A can have a sense of familiarity with the player Bx, and a material for determining whether or not the player A makes the player Bx a friend. Can be given.
  • the fellow player registration unit 214 stores the fellow player information as a fellow player of the player A. Registered in the fellow player information stored in the unit 222.
  • the player introduction unit 213 introduces the player A to the terminal device 12 of the player Bx and introduces the player A to the player Bx when a friend permission notification is transmitted from the terminal device 12 of the player A to make the player Bx his / her friend. Send referral information.
  • the fellow player registration unit 214 registers the player Bx as the fellow player of the player A in the fellow player information.
  • the player A is registered in the fellow player information as a fellow player of the player Bx.
  • the player Bx becomes a friend of the player A on the condition that only the player A makes the player Bx a friend without requesting the consent of the player Bx.
  • the player Bx may be arbitrarily assigned to the player A against the intention of the player Bx, which is inconvenient for the player Bx.
  • a friend permission notification is transmitted from both the terminal device 12 of the player A and the terminal device 12 of the player Bx, and there is an agreement that both the player A and the player Bx may be friends.
  • player A and player Bx are friends.
  • the avatars B ', C', D 'of the players B, C, D are also generated and registered as team members in the player A team.
  • the above-mentioned avatar reflects the ability value of the player. Accordingly, if the player's ability value (for example, the ability value of the player's team or the ability value of the representative character of the player's team) increases, the ability of the avatar registered in the fellow player's team is linked to this. The value also rises. If the player's ability decreases, the avatar's ability value also decreases.
  • the player's ability value for example, the ability value of the player's team or the ability value of the representative character of the player's team
  • the avatars of the other players are included in the team members of each other if they are friends, it is always a friend player through the avatars to the players. Can be made aware of the existence of
  • the ability value of the player since the ability value of the player is always linked to the ability value of the avatar, it will contribute to the improvement of the team power of all the friends, that is, it will contribute to improving the team power of all the friends. A sense of friendship is nurtured, "Let's do our best” and "Friends will be happy.”
  • FIG. 13B is a schematic diagram showing an example of the data structure of fellow player information.
  • the fellow player information is configured by a relational database provided for each player registered in the player information.
  • the fellow player information includes columns of “player ID of fellow player”, “intimacy”, “registration date”, and “message history”.
  • the player ID of the fellow player for example, if the fellow player information shown in FIG. 13B is that of the player A, the player ID of the player registered by the player A as a fellow is adopted. Therefore, if the player ID of the player B is stored in the player ID column of the fellow player, the player B becomes the fellow player of the player A.
  • “Intimacy” is an index indicating intimacy between players, and for example, a numerical value that increases stepwise (for example, five levels) as the intimacy increases is adopted.
  • the familiarity is set such that, for example, when the number of times the players transmit messages by mail or chat reaches a certain number, the level increases by one level.
  • “Registration date” indicates the date when the players were registered as friends. For example, when player A and player B are registered as friends on March 2, 2010, “March 2, 2010” is displayed in the “registration date” column of the player information of both players A and B. Stored.
  • the “message history” stores the history of messages sent and received between players using chat or e-mail. For example, if player A transmits a message to player B, the message transmission date and time and the player ID of player B who is the message recipient are stored in the message history column of player A's fellow player information. In the message history column of the player B's fellow player information, the message reception date and time and the player ID of the player A who is the message sender are stored.
  • the team management unit 215 transmits a friend permission notification from both the terminal devices 12 of the player A and the player Bx, the player Bx is registered as a friend player of the player A by the friend player registration unit 214, and When the player A is registered as a friend player of the player Bx, the avatar of the player Bx is registered as a member character of the team of the player A, and the avatar of the player A is registered as a member character of the team of the player Bx.
  • the motivation to make another player a fellow player can be further strengthened.
  • the avatar of the fellow player joins his / her team, it is possible to give the player a sense of nurturing the team together with the fellow player, and the friendliness of the fellow player can be further enhanced.
  • the team management unit 215 uses the player ID of the player Bx as the character ID in the team information of the player A (see FIG. 13C). Then, the team information is written, and the player ID of the player A is written as character information in the team information of the player Bx. Thereby, the avatar of the player Bx is joined to the team of the player A, and the avatar of the player A is joined to the team of the player Bx, so that both players can be handled fairly.
  • FIG. 13C is a schematic diagram showing an example of the data structure of the team information.
  • the team information shown in FIG. 13C is a relational database provided for each player, and includes columns for storing “character ID”, “attribute”, and “character ability value”.
  • the character ID is identification information uniquely assigned to identify each character constituting the team.
  • “Attribute” indicates an attribute of the character. Examples of character attributes include a CPU and fellow players.
  • a character having a CPU attribute is a character controlled by the CPU.
  • the character controlled by the CPU is, for example, a default character prepared in advance as a character constituting a team, a character acquired when winning against a team provided by the game providing device 11, This corresponds to a character purchased using a character purchase item.
  • the character having the attribute of the fellow player is an avatar of the fellow player.
  • “Character ability value” is an ability value that each character has individually and is increased by practice as described above. Note that the ability value of the fellow player's avatar is linked to, for example, the ability value of the team of the fellow player or the ability value of the representative character of the team of the fellow player (a character simulating a captain or a director). Increases, the ability value of the fellow player's avatar also increases accordingly.
  • the player information storage unit 221 stores the player information shown in FIG. 13A
  • the fellow player information storage unit 222 stores the fellow player information shown in FIG. 13B
  • the team information storage unit 223. Stores the team information shown in FIG.
  • the image data storage unit 224 stores game screen image data and character image data displayed on the terminal device 12.
  • FIG. 3 is a block diagram showing the configuration of the terminal device 12 shown in FIG.
  • the terminal device 12 includes an operation display unit 31, a control unit 32, a storage unit 33, and a communication unit 34.
  • the operation display unit 31 is configured by, for example, a touch panel display device, and receives various operation instructions input from the user and displays various images about the game. In the present embodiment, in particular, an instruction to start a match, a friend permission instruction for permitting another player as a friend, and the like are received, and various images about the game are displayed according to data transmitted from the game providing device 11.
  • the control unit 32 is configured by a CPU, for example, and governs overall control of the terminal device 12.
  • the storage unit 33 is configured by, for example, a non-volatile storage device, and stores a program for causing the terminal device 12 to perform the above game, image data necessary for performing the above game, and the like.
  • the communication unit 34 includes a communication circuit that transmits various data to the communication line NT and receives various data flowing through the communication line NT.
  • the communication unit 34 determines that a match request is issued to notify the game providing apparatus 11 that a match start instruction has been input by the player, and that a friend permission instruction has been input by the player. 11 sends a friend permission notification or the like to notify the game providing device 11.
  • FIG. 10A is a diagram showing an example of an initial game screen displayed on the terminal device 12 of the player when the registered player accesses the game providing device 11.
  • the initial screen of the game shown in FIG. 10 (A) includes an item “Go to My Page”.
  • a cursor not shown
  • login authentication is automatically performed, and a game item screen shown in FIG. 10B is displayed.
  • FIG. 10B is a diagram showing an example of the game item screen.
  • items such as “go to club activities”, “match”, and “item purchase” are displayed.
  • the enter button When the player moves the cursor to “go to club activities” and presses the enter button, a signal indicating that is transmitted from the terminal device 12, and the game providing device 11 determines that the breeding mode has been selected by the player.
  • FIG. 11A shows an example of the initial screen of the training mode displayed on the terminal device 12 of the player when the training mode is selected by the player.
  • the character display column 111 is provided with a member character CA1 that is a member of a team possessed by the player, and a message display column 112 for displaying a message to the player by the member character CA1.
  • Two member characters CA1 displayed in FIG. 11 (A) indicate avatars of fellow players. Therefore, in the message display field 112, the name of the fellow player is written, and it is possible to specify which fellow player the avatar belongs to.
  • the game providing apparatus 11 stores in advance a conversation table in which a message expected to be written by the player and a response message by the member character CA1 for the message are stored, and the player uses the conversation table to The message of the member character CA1 for the message is selected and written in the message display field 112.
  • two member characters CA1 are displayed. These two member characters CA1 are, for example, several high-level names (for example, 2) that are close to the player.
  • the avatars of fellow players names to 4
  • the member character CA1 having seasonal information among the members of the team may be employed.
  • the recent state of a fellow player who uses the member character CA1 as an avatar changes greatly, the large change in the recent state is adopted as seasonal information.
  • the player can recognize the current status of the fellow player. Further, by making the player recognize the current status of the fellow player, the player can know information about the fellow player, and can further increase the sense of familiarity with the fellow player.
  • the character display column 111 is provided with a message transmission item 113 in which “send message” is described.
  • a message transmission item 113 in which “send message” is described.
  • a fellow player who has received this message can also send a message to the player.
  • the message is written in the message display field 112 as seasonal information.
  • the present embodiment is configured such that the intimacy with the fellow player increases in accordance with the number of chats and e-mails sent by the player to the fellow player. Further, in the present embodiment, in order to clearly reflect a privilege for acquiring a fellow player, the in-game currency is increased as the number of conversations with the fellow player increases. Accordingly, the player can be motivated not only to acquire a fellow player but also to actively talk with the fellow player, and the game can be activated.
  • the latest message of all the member characters CA1 is displayed.
  • FIG. 11B only four member character CA1 messages are displayed, but the player can also browse messages of other member characters CA1 by scrolling the screen.
  • FIG. 11B a thumbnail image of the member character CA1 is displayed in the character display column 111 in a size smaller than that in FIG.
  • a message display field 112 is provided on the right side of the character display field 111, and the latest message of each member character CA1 is displayed. Further, a message transmission item 113 is displayed in the message display field 112, and the player can send a message to the corresponding fellow player in the same manner as in FIG.
  • a field display field 121 indicating a practice scene is provided on the upper side of the screen.
  • practice display items 122 indicating exercises that can be performed are displayed.
  • “2 toss batting” is displayed, and the player is informed that the second stage toss batting has been reached.
  • a practice execution button 123 in which “Practice” is written is displayed. When the player moves the cursor to the practice execution button 123 and presses the enter button, the practice shown in the practice display item 122 is executed.
  • the physical strength value display field 124 displays the current physical strength value of the team as a bar graph, for example, and the achievement level display field 125 displays the achievement level of the team's current practice as a bar graph, for example.
  • the achievement level is set to 0 when the practice is started, and increases every time the practice execution button 123 is pressed once by the player.
  • the hatched area of the achievement level increases to the right. Then, when the area indicated by the oblique line of the achievement level reaches the right end of the physical strength value display column 124, the practice displayed in the practice display item 122 is finished, and the player can advance the practice to the next stage.
  • the physical strength value decreases by a predetermined value every time the practice execution button 123 is pressed once by the player, contrary to the achievement level.
  • the shaded area of the physical strength value decreases to the left.
  • the player can no longer continue the practice.
  • the game execution unit 211 increases the physical strength value over time during a period in which the player is logged out from the game providing device 11. Thereby, a certain restriction
  • FIG. 1 executes the first extraction processing
  • 4 and 5 are flowcharts showing the flow of processing of the game system when the first extraction processing is executed.
  • the terminal device 12 transmits a login command to the game providing device 11 (S42).
  • a login command is automatically transmitted when accessing the game providing apparatus 11 without inputting a login instruction for the second and subsequent times.
  • the game providing apparatus 11 receives a login command (S401).
  • the game providing apparatus 11 specifies the number of fellow players of the player A by referring to the fellow player information of the player A shown in FIG. 13B, and sets the game period of the player A in FIG. ) To identify the player information (S402).
  • the game providing apparatus 11 causes the player A to introduce a compatible player when the number of fellow players of the player A is equal to or less than the predetermined value TH2 determined in advance according to the game period (YES in S403). It is determined that it is necessary (S404). On the other hand, when the number of fellow players of player A is greater than a predetermined value TH2 that is predetermined according to the game period (NO in S403), game providing apparatus 11 causes player A to introduce a compatible player. It is determined that it is not necessary (S405), and the process is terminated.
  • the game providing apparatus 11 specifies a fellow player whose familiarity with the player A is greater than the specified value TH1 (S406).
  • the players B and C since the familiarity of the players B and C with the player A is greater than the specified value TH1, the players B and C Suppose that it was identified.
  • the game providing apparatus 11 selects a player having a friendship with the player A that is greater than the specified value TH1 among the players B1 to B5 and the players C1 to C5 that are fellow players of the players B and C.
  • the player is extracted as a player whose compatibility degree is to be calculated (S407).
  • the players B1, B2, and C1 are extracted from the players B1 to B5 and the players C1 to C5.
  • the game providing apparatus 11 calculates the compatibility of each of the players B1, B2, C1 and the player A extracted in S407 (S408).
  • the game providing apparatus 11 determines whether or not the degree of compatibility calculated in S408 is greater than a specified value TH3 (S409).
  • a specified value TH3 S409
  • the game providing apparatus 11 identifies the player having the maximum compatibility level as the player Bx among the players whose compatibility level is higher than the specified value TH3. (S410).
  • the player B1 is identified as the player Bx because the compatibility of the player B1 is the highest among the players B1 and C1.
  • the game providing apparatus 11 determines that there is no player to be introduced that is likely to be compatible with the player A, and performs processing. Exit.
  • the game providing device 11 transmits the introduction information of the player Bx to the terminal device 12 of the player A (S411).
  • the terminal device 12 of the player A receives the introduction information of the player Bx (S43).
  • the terminal device 12 of the player A displays the member character CA1 that is the avatar of the player Bx (S44).
  • the terminal device 12 of the player A notifies the member character CA1 of introduction information for introducing the player Bx to the player A.
  • the terminal device 12 of the player A displays the character display field 111 in which the avatar of the player Bx is displayed as the member character CA1 as shown in FIG. 11A, and introduces the player Bx in the message display field 112. Information only needs to be displayed.
  • the terminal device 12 of the player A transmits a friend permission notification to the game providing device 11 (S46).
  • the terminal device 12 of the player A ends the process when the player A inputs a friend disapproval instruction that does not make the player Bx a friend (NO in S45). In this case, the terminal device 12 of the player A transmits a friend disapproval notice to the game providing device 11.
  • the game providing apparatus 11 that has received the friend disapproval notice prohibits the player Bx from extracting the player Bx as a target for calculating the compatibility of the player A for a certain period.
  • the compatibility level calculation unit 212 of the game providing apparatus 11 sets a flag for preventing the player Bx from being extracted as a compatibility level calculation target in the player A record in the player information, and a certain period of time has elapsed. Then defeat this flag.
  • Player A changes his mind and may determine that Player Bx may be a fellow player. Therefore, when a certain period of time has elapsed, the player Bx is no longer excluded from the calculation of compatibility with the player A.
  • various values such as 1 week, 1 month, 3 months, a half year, 1 year, are employable, for example.
  • the game providing device 11 when the game providing device 11 receives the friend permission notification of the player Bx (YES in S412), the game providing device 11 transmits the introduction information of the player A to the terminal device 12 of the player Bx (S413).
  • the terminal device 12 of the player Bx receives the introduction information of the player A (S51).
  • the terminal device 12 of the player Bx displays the member character CA1 that is the avatar of the player A, and informs the member character CA1 of the introduction information of the player A.
  • the terminal device 12 of the player Bx transmits a friend permission notification to the game providing device 11 (S53). .
  • the terminal device 12 of the player Bx ends the process when a friend disapproval instruction that does not permit the player A as a friend is input by the player Bx (NO in S52). In this case, the terminal device 12 of the player Bx transmits a friend disapproval notice to the game providing device 11. Note that when the game providing apparatus 11 receives the friend non-permission notification from the terminal apparatus 12 of the player Bx, the game providing apparatus 11 removes the player A from the calculation target of the compatibility of the player Bx for a certain period.
  • the game providing device 11 When the game providing device 11 receives the friend permission notification from the terminal device 12 of the player Bx (YES in S414), since the consent of both the player A and the player Bx is obtained, the player A and the player Bx are used as the fellow players. Register (S415). On the other hand, when the game providing apparatus 11 receives a friend disapproval notice from the terminal device 12 of the player Bx (NO in S414), the game providing apparatus 11 does not register the player A and the player Bx as fellow players.
  • the terminal device 12 of the player Bx may not log in to the game providing device 11 in some cases.
  • the game providing apparatus 11 may execute the processes of S413 to S416 when the terminal device of the player Bx logs in to the game providing apparatus.
  • 6 and 7 are flowcharts showing the flow of processing of the game system when executing the second extraction processing.
  • FIG. 6 it is assumed that the terminal device 12 of the player A is logged in to the game providing device 11.
  • the terminal device 12 of the player A transmits a battle request to the game providing device 11 (S62).
  • the game providing apparatus 11 determines a player B as an opponent (S602).
  • the game providing device 11 determines the designated opponent as the opponent of the player A when the player A designates the opponent, and the player information when the player A does not designate the opponent.
  • a player who is suitable as an opponent of player A may be determined as an opponent of player A.
  • the game providing apparatus 11 causes player A and player B to battle each other (S603).
  • the game providing apparatus 11 matches the player A team, the player B, and the team by computer simulation according to the baseball rules, and obtains a match result.
  • the match result is transmitted to both the terminal devices 12 of the players A and B.
  • the game providing apparatus 11 calculates the degree of compatibility between the player A and the player B (S604). Next, the game providing apparatus 11 determines whether or not the degree of compatibility between the player A and the player B is greater than a specified value TH3.
  • the game providing apparatus 11 introduces the player Bx as the player Bx to be introduced to the player A.
  • Information is transmitted to the terminal device 12 of the player A (S606).
  • game providing apparatus 11 ends the process on the assumption that no player is likely to be compatible with player A.
  • the terminal device 12 of the player A receives the introduction information of the player Bx (S63).
  • the terminal device 12 of the player A displays the manager character constituting the team of the player Bx as the avatar of the player Bx (S64).
  • the terminal device 12 of the player A causes the manager character of the player Bx to notify the introduction information of the player Bx.
  • the terminal device 12 of the player A displays a character display column 111 in which the manager character of the player Bx is displayed as shown in FIG. 11A, and displays the introduction information of the player Bx in the message display column 112. do it.
  • S65, S66, and S607 is the same as S45, S46, and 412 in FIG.
  • the processing of S67 and S71 is also the same as S413 and S51 of FIG.
  • the terminal device 12 of the player Bx displays the manager character of the player A team.
  • the manager character of the player A notifies the introduction information of the player A.
  • S73 and S74 are the same as S52 and S53 in FIG.
  • S68 to S70 are also the same as S414 to S416 in FIG.
  • players who are likely to be compatible with each other as a trigger are introduced.
  • the game providing apparatus 11 causes the player A to play against the player B even if the terminal apparatus 12 of the player B is not logged in.
  • the game providing apparatus 11 may execute the processes of S413 to S416 when the terminal device 12 of the player B logs into the game providing apparatus 11.
  • the players extracted by using the first and second extraction methods are targets for calculating the compatibility with the player A.
  • all the registered players are targets for calculating the compatibility with the player A. It is good.
  • the player A when the second extraction method is used, the player A is the target for calculating the compatibility degree, but the present invention is not limited to this, although the game period of the player A has passed for a certain period.
  • the degree of compatibility between player A and player B may be calculated.
  • both players A and B are registered as friends when the consent of both players A and Bx is obtained.
  • Player Bx may be registered as a friend.
  • the number of fellow players of player A is large (for example, about 80), even if a player who seems to be compatible with player A is introduced, player A may not be interested. is there.
  • player A may not have any more fellow players due to game rules. In these cases, the player A may be excluded from the compatibility degree calculation target.
  • each block shown in FIG. 2 is not mounted on one computer, but is distributed and mounted on a plurality of computers, and the game providing apparatus 11 is configured as a game system including a plurality of computers. May be. Furthermore, each block shown in FIG. 11 may be configured by an integrated circuit.
  • a game providing apparatus is a game providing apparatus that provides a game that is connected to a plurality of terminal devices via a communication line and that nurtures a group possessed by each player in a game space.
  • a player information storage unit that stores in advance player information including at least one of history information about the game and information about the player of each player who operates the terminal device;
  • a friend player information storage unit that stores friend player information indicating a friend player who is a friend who can enjoy the game, and the player information of the first player and the player information of other players other than the first player are compared. And calculating a compatibility level indicating a level of compatibility between the first player and the other player.
  • a fellow player registration unit for registering two players as fellow players of the first player in the fellow player information is provided.
  • player information including game history information and player information is stored in advance for each player.
  • the history information regarding the game includes, for example, information such as the frequency of the game played by the player, the winning percentage when the game is played, and the degree of progress indicating how far the game has progressed.
  • the information about the player includes information about the player itself such as the player's gender, age, birthplace, student or work, hobby, favorite game genre, and the like.
  • the degree of compatibility indicating the degree of compatibility between the first player, which is a certain player registered in the player information, and another player registered in the player information is calculated.
  • a higher value is given to the compatibility degree as the frequency, the winning percentage, the progress degree, the age, the birthplace, and the hobby of the game are closer.
  • the first player is provided with a determination material for determining whether or not the second player can be a friend. If there are a plurality of players having a compatibility level higher than the specified value, there are a plurality of second players, and the introduction information of each second player is transmitted to the terminal device of the first player.
  • the companions indicate players who can enjoy each other's benefits on the progress of the game, and the benefits are as follows, for example.
  • By becoming a friend when you play against another player, you can request cooperation from that friend as an assistant.
  • By having you participate as an assistant you can improve the ability of yourself or your team in the battle. In this case, it is not actually necessary to obtain a direct consent from the friend, but simply a request for cooperation is made to the friend on the data.
  • points that can be used on the game can be obtained by greeting a friend or sending an ale (cheer) message such as trying to do the game.
  • this point can be used as a necessary point when an item or character is randomly extracted from a plurality of objects. It can also be applied to purchase of items and characters. In this way, the presence of friends makes it possible to increase the chances of gaining points that can be advantageous or can be used in the game.
  • the compatibility degree calculation unit calculates a degree of compatibility with the first player, with a fellow player separately configured with a fellow player being a friend of the first player as the other player. .
  • a fellow player separately configured around a fellow player already registered as a fellow with respect to the first player that is, a player who is a further fellow of the first player's fellow. If the compatibility level of the extracted player is higher than a specified value, the player is introduced to the first player as the second player. Therefore, the friendship between the friends spreads and the game can be activated.
  • the processing load of the game providing apparatus can be reduced by narrowing down the players whose compatibility degree is to be calculated to those who are friends of the first player.
  • narrowing down the players for which the compatibility level is to be calculated is highly effective.
  • the game is a game in which groups possessed by each player are played against each other in the game space, and the compatibility level calculation unit is configured to execute the different game when the group of the first player plays a game with another group. It is preferable that a player having a group is the other player and the degree of compatibility with the first player is calculated.
  • the other player when the group of the first player has played against the group of another player as a trigger, the other player is extracted as a target for calculating the degree of compatibility with the first player.
  • Players may be interested in each other's players through a match. Therefore, in this configuration, it is possible to efficiently extract players that are likely to be registered as friends of the first player and introduce them to the first player. Further, similarly to (2), since the players whose compatibility degree is to be calculated are narrowed down, the processing burden on the game providing device can be reduced.
  • the compatibility degree calculation unit sets a player whose number of fellow players is equal to or less than a specified value as the first player even though a certain period has elapsed since the game was started. Is preferred.
  • the increase in the number of fellow players is not observed even after two weeks have passed, for example, by applying the process for introducing the players that are likely to be compatible with each other,
  • the number of players may be increased. Specifically, it can be considered that the number of fellow players is changed to two or less even though one month has passed since the game was started.
  • the player introduction unit displays a mediating character on the terminal device of the first player, and causes the mediating character to introduce the second player.
  • the first player since the second player is introduced to the first player through the introduction character, the first player can feel close to the second player, and the first player makes the second player a friend. Motivation to try can be given.
  • the friend player introducing unit sends the first player to the terminal device of the second player. Is transmitted to the second player, and the friend player registration unit receives a friend permission notification from both the terminal device of the first player and the terminal device of the second player.
  • the second player is registered in the fellow player information as a fellow player of the first player
  • the first player is registered in the fellow player information as a fellow player of the second player.
  • both the first player and the second player agree, both players are friends. For this reason, the first player determines that the second player may be a friend, but in the case where the second player determines that the first player does not want to be a friend, It is possible to prevent the first player from being unintentionally made against the intention.
  • the friend permission notification is transmitted from the terminal device of the first player and the second player is registered as the friend player of the first player by the friend player registration unit. It is preferable to further comprise a group management unit that makes the component of the group possessed by the first player.
  • the alternate character of the second player is a component of the team of the first player. Therefore, it is possible to more strongly motivate a player who attempts to find a fellow player by incorporating a capable character into the team and strengthening the team.
  • the second player's alternate character joins his / her team, the first player can feel as if he / she is developing his / her team together with the second player. Can increase the sense of familiarity.
  • the group management unit receives a friend permission notification from both the terminal device of the first player and the terminal device of the second player, and the second player sends the first player to the first player by the friend player registration unit.
  • the alternate character of the second player is used as a component of the group of the first player, and It is preferable that the character of the first player is a constituent element of the group of the second player.
  • the alternate character of the second player is made a component of his team, and if the second player registers the first player as a companion, The surrogate character of the first player is a component of the team of the second player. For this reason, both the first player and the second player have the other characters, so that they can have a sense of familiarity with each other and activate the game community.
  • the compatibility calculator calculates the first player and the first player for a certain period of time. It is preferable not to calculate the degree of compatibility with the player.
  • the second player when it is determined that the first player does not make the second player a friend, the second player is excluded from the calculation target of the degree of compatibility with the first player for a certain period. Therefore, the introduction information of the second player who does not want to be a friend is prevented from being notified to the first player, and the judgment burden on the first player can be reduced.
  • the first player changes his mind and may decide that the second player may be a fellow player. Therefore, when the certain period elapses, the second player becomes compatible with the first player. Stop excluding it from the calculation of degree.
  • the compatibility level calculation unit calculates the player's age, sex, birthplace, frequency of playing the game, period since the game started, progress of the game, and winning rate when the team played against another team. It is preferable to calculate the degree of compatibility using at least one of them.
  • the degree of compatibility is calculated using the above-described information as a parameter, so that the degree of compatibility can be accurately calculated.

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Abstract

Selon l'invention, une unité de calcul de compatibilité (212) compare les informations de joueur d'un certain Joueur (A) avec les informations de joueur d'un autre joueur et calcule la compatibilité, qui représente la compatibilité entre le Joueur (A) et l'autre joueur. Parmi tous les joueurs pour lesquels l'unité de calcul de compatibilité (212) a calculé la compatibilité, une unité de présentation de joueur (213) sélectionne un Joueur (Bx) dont la compatibilité avec le Joueur (A) est supérieure à une valeur prescrite et transmet au terminal (12) du Joueur (A) des informations de présentation servant à présenter le Joueur (Bx) sélectionné au Joueur (A). Lorsqu'une notification d'acceptation d'association permettant l'association du Joueur (Bx) au Joueur (A), qui a reçu les informations de présentation, est transmise à partir du terminal (12) du joueur, une unité d'enregistrement de joueur associé (214) enregistre le Joueur (Bx) en tant que joueur associé du Joueur (A).
PCT/JP2012/004709 2011-08-24 2012-07-24 Dispositif de jeu, programme de jeu, procédé de jeu et système de jeu WO2013027329A1 (fr)

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JP6678866B2 (ja) * 2013-12-13 2020-04-08 株式会社コナミデジタルエンタテインメント 情報処理装置、プログラム、情報処理システム
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