WO2013046795A1 - Game device and game presentation method - Google Patents

Game device and game presentation method Download PDF

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Publication number
WO2013046795A1
WO2013046795A1 PCT/JP2012/062542 JP2012062542W WO2013046795A1 WO 2013046795 A1 WO2013046795 A1 WO 2013046795A1 JP 2012062542 W JP2012062542 W JP 2012062542W WO 2013046795 A1 WO2013046795 A1 WO 2013046795A1
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WO
WIPO (PCT)
Prior art keywords
player
answer
question
game
terminal device
Prior art date
Application number
PCT/JP2012/062542
Other languages
French (fr)
Japanese (ja)
Inventor
山口 健
隆司 山口
貴樹 稲住
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 WO2013046795A1 publication Critical patent/WO2013046795A1/en

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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • A63F13/795Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for finding other players; for building a team; for providing a buddy list
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/35Details of game servers
    • A63F13/352Details of game servers involving special game server arrangements, e.g. regional servers connected to a national server or a plurality of servers managing partitions of the game world
    • 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
    • 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
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/8064Quiz

Definitions

  • the present invention relates to a game in which a plurality of players progress while being linked to each other.
  • Non-Patent Document 1 discloses a social game in which a friendship can be established among a plurality of players and a message can be exchanged between players.
  • Non-Patent Document 1 the information that each player can acquire about other players under Non-Patent Document 1 is basically limited to parameters such as the player's name and level in the game. Although it is possible to give and receive, in reality, a formal message such as a greeting is often sent and received, and there is a limit in activating exchange between players. In view of the above circumstances, an object of the present invention is to activate exchanges between players.
  • a first question and answer processing unit that presents a question to a terminal device of a first player and obtains an answer to the question from the terminal device of the first player
  • the first question and answer processing unit includes the first question and answer processing unit.
  • An answer from the second player corresponding to the question presented to one player is acquired from an answer storage unit that stores an answer from each player for each of a plurality of questions
  • the first question-and-answer processing unit receives the answer from the first player.
  • An answer determination unit for determining the difference between the answer acquired from the terminal device and the answer of the second player acquired from the answer storage unit, and an image corresponding to the determination result by the answer determination unit are displayed on the terminal device of the first player And a result presentation unit to be presented.
  • the “answer from the second player corresponding to the question presented to the first player” is the question presented to the first player in addition to the answer from the second player to the question shared with the question presented to the first player.
  • the answer from the second player to a question similar to or correlated with is included.
  • the first question and answer processing section presents a question according to the player's attribute information stored in the attribute storage section among the plurality of questions to the player.
  • the points used in the game are determined for each player.
  • the point storage unit for storing includes a point management unit for increasing the points stored for the first player.
  • the game device presents a question to the terminal device of each player at least one of every predetermined period and every start of the game, obtains an answer to the question, and stores it in the answer storage unit.
  • a second question and answer processing unit is provided.
  • the game device includes a compatibility calculation unit that calculates the compatibility between players according to differences in answers from each player with respect to a common or corresponding question.
  • the event execution unit presents the fellow application to the terminal device of the selected player selected by the one player from the list presented by the candidate presenting unit, and sets the fellow data for designating the player who becomes the fellow in the game.
  • the selected player who has accepted the friend application is added to the friend data of the one player with respect to the friend storage unit storing the player.
  • the first question / answer processing unit presents a question including a plurality of options to the terminal device of the first player, and the option selected by the first player is used as the answer to the first player. From the terminal device.
  • the present invention is also specified as a program for causing a computer to function as the game device according to each of the above aspects.
  • the program of the present invention includes a first question and answer processing unit that presents a question to a terminal device of a first player and obtains an answer to the question from the terminal device of the first player, and the first question and answer processing unit includes the first question and answer processing unit.
  • An answer from the second player corresponding to the question presented to the player is acquired from an answer storage unit that stores an answer from each player for each of the plurality of questions, and the first question / answer processing unit is a terminal of the first player.
  • the computer is caused to function as a result presentation unit to be presented.
  • the program of the present invention is provided in a form stored in a computer-readable recording medium and installed in the computer, or is provided in a form distributed via a communication network and installed in the computer.
  • the present invention is also specified as a method for providing a game.
  • the game providing method of the present invention presents a question to the terminal device of the first player, obtains an answer to the question from the terminal device of the first player, and corresponds to the question presented to the first player.
  • a question to the terminal device of the first player
  • obtains an answer to the question from the terminal device of the first player and corresponds to the question presented to the first player.
  • the difference with the answer is determined, and an image corresponding to the determination result is presented to the terminal device of the first player.
  • FIG. 1 is a block diagram of a game system according to a first embodiment of the present invention. It is a schematic diagram of question data. It is a schematic diagram of player data. It is a flowchart of the process in which a control apparatus performs presentation of a question and acquisition of an answer.
  • FIG. 5 is a display example of a terminal device when executing the process of FIG. 4.
  • FIG. It is an example of a display of the terminal device in a game. It is a flowchart of operation
  • FIG. 1 is a block diagram of a game system 100 according to the first embodiment of the present invention.
  • the game system 100 according to the first embodiment includes a plurality of terminal devices 12 and a game device 14.
  • Each terminal device 12 communicates with the game device 14 via a communication network (for example, the Internet) 16.
  • the game device 14 provides a game to a player who owns each terminal device 12.
  • Each terminal device 12 is a communication terminal such as a mobile phone or a personal digital assistant (PDA), and includes a display device 22 and an input device 24.
  • the communication between the terminal device 12 and the communication network 16 is typically wireless communication. However, in a configuration in which a stationary personal computer or the like is used as the terminal device 12, for example, the terminal device 12 and the communication network 16 are connected to each other. Wired communication.
  • Display device 22 (for example, a liquid crystal display panel) displays various images. For example, an image of a game provided by the game device 14 (hereinafter referred to as “game screen”) is displayed on the display device 22.
  • the input device 24 is a device for the player to input an instruction to the terminal device 12, and includes, for example, a plurality of operators that the player operates. Note that a touch panel configured integrally with the display device 22 and a microphone for inputting an instruction to the terminal device 12 by voice may be employed as the input device 24.
  • the game device 14 is a browser in which each player develops his / her virtual management area (city) while building a relationship (for example, a friendship relationship, a friendship relationship or a cooperative relationship) with another player.
  • a web server that provides a game, and is realized by a computer system including a control device 32, a storage device 34, and a communication device 36.
  • the control device 32 performs overall control of each element of the game device 14 by executing the program PGM stored in the storage device 34.
  • the communication device 36 communicates with each terminal device 12 via the communication network 16.
  • the storage device 34 stores a program PGM executed by the control device 32 and various data used by the control device 32.
  • a known recording medium such as a semiconductor recording medium or a magnetic recording medium or a combination of a plurality of types of recording media may be employed as the storage device 34.
  • a configuration in which the storage device 34 is installed in an external device (for example, a server device) separate from the game device 14 and the game device 14 acquires information from the storage device 34 via the communication network 16 may be employed. That is, the storage device 34 is not an essential requirement for the game device 14. It is also possible to configure the storage device 34 (virtual one storage device) with a plurality of server devices installed at geographically different positions.
  • the storage device 34 stores a plurality of question data DQ and a plurality of player data DP.
  • the question data DQ is data relating to a question presented to the player in the game, and includes a question identifier QID, question information QA, and a question attribute QB as shown in FIG.
  • the question identifier QID is an identification code (question number) uniquely assigned to each question.
  • the question information QA specifies the content of the question.
  • the question presented to each player in the first embodiment is a question in a selection answer format that causes the player to select one of a plurality of options related to tastes and hobbies. Therefore, the question information QA is composed of text data that specifies a question sentence and a plurality of options. For example, the question information QA designates a question sentence “What do you like the most among Chinese buns?” And three options “Anman / Nikuman / Pizza Man”.
  • the question attribute QB specifies the attribute of the player who is the subject of the question. For example, sex and age are specified as the question attribute QB. Specifically, the question attribute QB of the question suitable for the male player designates “male”, and the question attribute QB of the question suitable for the player in the 20s designates “20s”. It is also possible to specify a plurality of attributes (for example, males in their 20s) with the question attribute QB.
  • the player data DP is stored in the storage device 34 for each player and includes an identification code PID, variable data PA, attribute information PB, point PC, fellow data PD, and answer data PE as shown in FIG.
  • the identification code PID is uniquely given to each player.
  • the variable data PA is information relating to the player used in the game, and specifies various information such as the player's name, level (growth degree), ability value, and the like.
  • the attribute information PB specifies an attribute of the player. As described above, the attribute information PB specifies, for example, the gender and age of the player.
  • the storage device 34 of the first embodiment functions as an element (attribute storage unit) that stores the attribute information PB of each player.
  • the point PC in FIG. 3 specifies the amount of virtual currency that the player can use in the game.
  • the player can obtain benefits such as various items for advantageously developing the game at various events executed in exchange for the point PC owned by the player.
  • a virtual currency that can be used in common for a plurality of types of games can be used as the point PC. That is, a configuration in which the points PC acquired in other games can be used in the game of the first embodiment is also adopted.
  • virtual currency used in a game other than the game provided by the game device 14 of the first embodiment cannot be used in a game provided by the game device 14
  • the storage device 34 of the first embodiment stores an element (points) that can be used for each player in the game (whether or not it is a game provided by the game device 14). It functions as a point storage unit.
  • the companion data PD designates an identification code PID of another player registered as a companion of each player (hereinafter referred to as “companion player”). That is, the fellow data PD defines a relationship (social graph) between players built in the game.
  • the storage device 34 functions as an element (friend storage unit) that stores the friend data PD for specifying the friend player for each player.
  • the answer data PE in FIG. 3 is data for specifying the player's answer to the question specified by the question data DQ.
  • a question identifier QID QID_1, QID_2, etc
  • an answer identifier AID AID_1, AID_2, .
  • the answer identifier AID is a code indicating the player's answer to the question. That is, the storage device 34 of the first embodiment functions as an element (answer storage unit) that stores answers from each player for each of a plurality of questions.
  • the control device 32 in FIG. 1 executes processing in response to a request transmitted from the terminal device 12 triggered by an operation on the input device 24, and sends image data of a game screen (web page) indicating the processing result to the requesting terminal.
  • the game screen is displayed on the display device 22 of the terminal device 12 by transmitting to the device 12 from the communication device 36.
  • any one player (hereinafter referred to as “player XA”) gives an instruction to start (log in) the game to the input device 24, the control device 32 presents a question to the player XA and obtains an answer.
  • the process of FIG. 4 is executed.
  • the control device 32 selects question data DQ of a question to be presented to the player XA from among a plurality of question data DQ stored in the storage device 34 (SA11). Specifically, the question data DQ of the question that is not answered by the player XA among the questions corresponding to the attribute information PB of the player XA is selected.
  • the control device 32 includes a question identifier QID that is not included in the answer data PE of the player XA (that is, a question identifier QID of a question that the player XA has not answered) and a question attribute QB that matches the attribute information PB of the player XA.
  • a question identifier QID that is, a question identifier QID of a question that the player XA has not answered
  • a question attribute QB that matches the attribute information PB of the player XA.
  • the control device 32 executes a question-and-answer process R1 (SA12 to SA14) for presenting a question regarding the player XA itself to the terminal device 12 of the player XA and obtaining an answer.
  • the control device 32 causes the display device 22 to display the game screen (login questionnaire) GA1 of FIG. 5 by transmitting the question data DQ selected in step SA11 to the terminal device 12 of the player XA.
  • the game screen GA1 is an image in which a question sentence LA1 designated by the question information QA of the question data DQ selected in step SA11 and three choices LA2 are arranged. The order of the choices LA2 is selected at random, for example.
  • Each option LA2 is displayed as, for example, link text (link object).
  • the player XA selects one desired option as his / her answer by appropriately operating the input device 24 of the terminal device 12.
  • the control device 32 acquires an answer to the question presented on the game screen GA1 from the terminal device 12 of the player XA (SA13). Then, the control device 32 associates the question identifier QID of the question data DQ selected in step SA11 with the answer identifier AID of the answer acquired in step SA13, and adds it to the answer data PE of the player XA (SA14). As can be understood from the above description, the control device 32 presents a question to the terminal device 12 of the player XA and acquires an answer to the question and stores it in the storage device 34 (second question and answer processing unit). Function.
  • the control device 32 adds the privilege value ⁇ to the point PC of the player XA stored in the storage device 34 as a privilege for answering the question (SA15). Then, the control device 32 displays the game screen GA2 of FIG. 5 on the display device 22 of the terminal device 12 of the player XA (SA16). In the game screen GA2, for example, a message randomly selected from a plurality of messages prepared in advance for an answer to an arbitrary question (for example, a character string “an unexpected answer!”) LA3 and a bonus value ⁇ are added. The numerical value LA4 of the point PC before and after is arranged. The player XA can confirm the updated point PC owned by the player XA on the game screen GA2.
  • step SA15 acts as an incentive for each player to answer the question.
  • the control device 32 displays the game screen (my page) G0 of FIG. 6 on the display device 22 of the terminal device 12 of the player XA.
  • an image L1 moving image or still image
  • a command button L2 friend application
  • a command button L3 AC
  • the control device 32 executes the process of FIG. 7 for the player XA to select another player and apply for a friend.
  • the friend application means applying to another player to become a friend in the game.
  • the companion in the game is another player who has a cooperative relationship or a friendship, for example. Each player can develop a game advantageously by cooperating with or cooperating with each other as many friends as possible.
  • the control device 32 arranges information on a plurality of players (hereinafter referred to as “candidate players”) that the player XA can select as targets for fellow applications (game candidate list GB in FIG. 6). ) Is displayed on the display device 22 of the terminal device 12 of the player XA (SB11 to SB13).
  • the control device 32 first selects a predetermined number of candidate players (SB11). For example, a player whose level is close to that of the player XA or a player whose level is designated by the player XA is selected as a candidate player. Then, the control device 32 calculates the degree of compatibility C with the application-side player XA for each of the plurality of candidate players selected in step SB11 (SB12).
  • the degree of compatibility C is selected according to the difference in the answer of each player to each question, and is used as a measure of compatibility between the players. Specifically, the control device 32 determines the common question identifier QID between the answer data PE of the player XA and the answer data PE of the candidate player (that is, a question that has been answered by both the player XA and the candidate player). The difference between the response identifiers AID of the player XA and the candidate player is determined. Then, the control device 32 calculates, as the compatibility C, the ratio of questions having the same answer identifier AID between the player XA and the candidate player among a plurality of common questions.
  • the compatibility C between them is calculated as 50%. Since the compatibility C is calculated by the above method, there is a tendency that the compatibility C of a candidate player whose taste and hobbies are close to the player XA (that is, a candidate player having a good compatibility with the player XA) has a larger value.
  • the control device 32 displays the game screen GB of FIG. 6 on the display device 22 of the terminal device 12 of the player XA (SB13).
  • the name LB1 and level LB2 indicated by the variable data PA the total number LB3 of fellow players specified by the fellow data PD, and the player XA calculated in step SB12
  • the numerical value LB4 of the compatibility C and the link text (friend application) LB5 for friend application is displayed on the game screen GB.
  • the player XA can select the link text LB5 of the candidate player who wants to become a friend among the plurality of candidate players.
  • the player XA can select a candidate player having good compatibility with himself / herself by referring to or comparing the compatibility C (LB4) of each candidate player.
  • the control device 32 determines the player (compatibility calculation unit) that calculates the compatibility C between players according to the difference in answer to each question, and the player for each of the plurality of candidate players. It functions as an element (candidate presentation unit) that presents the list (game screen GB) including the compatibility C with XA on the terminal device 12 of the player XA.
  • the control device 32 detects a friend application event V1 (between the player XA and the selected player XB). SB15 to SB17) are executed.
  • the companion application event V1 is started, the control device 32 notifies the companion application from the player XA to the terminal device 12 of the selected player XB and causes the selection player XB to select whether to accept the companion application (SB15, SB16).
  • the control device 32 When the selected player XB accepts the fellow application (SB16: YES), the control device 32 notifies the acceptance of the fellow application to the terminal device 12 of the player XA on the application side, and also identifies the identification code PID of the selected player XB as the player XA. Is added to the friend data PD (SB17). That is, the selected player XB is registered as a fellow player of the player XA.
  • the control device 32 when the selected player XB rejects the friend application (SB16: NO), the control device 32 notifies the requesting player XA terminal device 12 of the rejection of the friend application without updating the friend data PD of the player XA. To do.
  • the control device 32 When the player XA operates the command button L3 (AC) on the game screen G0 in FIG. 6, the control device 32 causes the player XA to select and exchange his / her desired fellow player (for example, the virtual of other players in the game).
  • the process shown in FIG. 8 is executed.
  • the control device 32 displays the game screen GC1 (companion list) of FIG. 6 on which information related to a plurality of fellow players that the player XA can select as exchange targets is displayed on the terminal device 12 of the player XA. It is displayed on the device 22 (SC11, SC12).
  • the control device 32 calculates the compatibility C with the player XA for each of the plurality of fellow players specified by the fellow data PD of the player XA (SC11).
  • the method for calculating the compatibility C between the players is the same as in step SB12 in FIG. That is, the control device 32 determines the difference between the response identifier AID between the player XA and the fellow player for each question identifier QID common between the reply data PE of the player XA and the reply data PE of the fellow player.
  • the degree of compatibility C is calculated according to the percentage of coincidence.
  • the control device 32 displays the game screen GC1 of FIG. 6 on the display device 22 of the terminal device 12 of the player XA (SC12).
  • the player XA can select the link text LC5 of one fellow player that he / she wishes to interact with among the plurality of fellow players.
  • the player XA can select a fellow player who is highly compatible with him.
  • selected player XC When the selection of a fellow player who desires exchange (hereinafter referred to as “selected player XC”) is received from the player XA (SC13), the control device 32 exchanges an event V2 (SC14 to SC24) between the player XA and the selected player XC. Execute. For example, it is also possible to select a desired candidate player (that is, a player who is not a fellow player) displayed on the above-described game screen GB as the selection player XC targeted for the AC event V2.
  • the control device 32 When the AC event V2 is started, the control device 32 displays the game screen GC2 (comment input) of FIG. 6 on the display device 22 of the terminal device 12 of the player XA (SC14).
  • the player XA operates the command button LC12 (send) after inputting an arbitrary comment (message) in the input field LC11 of the game screen GC2 by appropriately operating the input device 24.
  • the control device 32 acquires a comment instructed by the player XA from the terminal device 12 of the player XA (SC15). Note that the player XA can operate the command button LC12 without inputting a comment in the input field LC11.
  • the control device 32 selects the question data DQ of the question to be presented to the player XA from the plurality of question data DQ stored in the storage device 34 (SC16). Specifically, the question data DQ of the question corresponding to the attribute information PB of the player XA is selected from the questions answered by the selected player XC. That is, the control device 32 asks the question identifier QB included in the answer data PE of the selected player XC (that is, the question identifier QID of the question that the selected player XC has answered) and the question attribute QB that matches the attribute information PB of the player XA. Are searched from the storage device 34, and one question data DQ of the search results is selected at random, for example. If there is no question data DQ that matches both conditions, the control device 32 randomly selects the question data DQ, for example, regardless of the attribute information PB of the player XA.
  • the control device 32 executes a question and answer process R2 (SC17, SC18) for presenting a question regarding the selected player XC to the terminal device 12 of the player XA and obtaining an answer.
  • a question and answer process R2 SC17, SC18
  • the control device 32 transmits the question data DQ acquired from the storage device 34 in step SC16 to the terminal device 12 of the player XA, thereby displaying the game screen GC3 (compatibility quiz) of FIG. It is displayed on the display device 22 of the terminal device 12.
  • the game screen GC3 of FIG. 6 is an image in which a question sentence LC21 designated by the question information QA of the question data DQ and three choices LC22 (link text) are arranged, similarly to the game screen GA1 of FIG.
  • the subject of the question sentence LC21 is changed to the name of the selected player XC.
  • the player XA appropriately operates the input device 24 of the terminal device 12 to select one option LC22 that is expected as an answer of the selected player XC.
  • the control device 32 obtains the answer (option LC22) of the player XA from the terminal device 12 of the player XA (SC18).
  • the control device 32 functions as an element (first question and answer processing unit) that presents a question to the terminal device 12 of the player XA and obtains an answer to the question.
  • the control device 32 acquires the answer identifier AID of the answer from the selected player XC for the question of the question data DQ selected in step SC16 from the answer data PE of the selected player XC (SC19). Then, the control device 32 determines the difference between the response identifier AID of the response from the player XA acquired in step SC18 and the response identifier AID of the response from the selected player XC acquired in step SC19 (SC20). That is, the control device 32 determines an element (answer determination) for a difference (match / mismatch) between an answer from the player XA for one question (predicted answer of the selected player XC) and an answer from the selected player XC for the question. Part).
  • the control device 32 When it is determined that the answer is the same between the player XA and the selected player XC (SC20: YES), the control device 32 adds the privilege value ⁇ and the privilege value ⁇ to the point PC of the player XA stored in the storage device 34. (SC21). That is, the control device 32 functions as an element (point management unit) that increases the point PC of the player XA when it is determined that the player XA and the selected player XC have the same answer.
  • the control device 32 displays the game screen GC4 of FIG. 6 on the display device 22 of the terminal device 12 of the player XA (SC22).
  • the game screen GC4 includes a message LC31 that the answer from the player XA matches the answer of the selected player XC, a privilege value (bonus) LC32 for the point PC of the player XA, and a numerical value LC33 of the point PC before and after the addition. Consists of.
  • the “compatibility bonus” in the privilege value LC32 corresponds to the privilege value ⁇ in step SC21, and the total value of the “companion bonus”, “interaction bonus”, and “comment bonus” corresponds to the privilege value ⁇ .
  • the “companion bonus” is a privilege when the selected player XC is a fellow player, and the “comment bonus” is a privilege when the player XA inputs a comment in the input field LC11 of the game screen GC2.
  • the “AC bonus” is a privilege that is fixedly given by the execution of the AC event V2.
  • the control device 32 adds the privilege value ⁇ to the point PC of the player XA stored in the storage device 34 (SC23).
  • the privilege value ⁇ which is a privilege (compatibility bonus) when the responses of the player XA and the selected player XC match, is not added in step SC23.
  • the control device 32 displays the game screen GC5 of FIG. 6 on the display device 22 of the terminal device 12 of the player XA (SC24).
  • the game screen GC5 shows a message LC41 that the answer from the player XA (predicted by the player XA) is different from the answer of the selected player XC, a privilege value LC42 for the point PC of the player XA, and a numerical value LC43 of the point PC before and after the addition. It is comprised including.
  • the control device 32 presents an element (result) for presenting an image corresponding to the determination result in step SC20 (difference in answer between the player XA and the selected player XC) to the terminal device 12 of the player XA. Function as a presentation unit).
  • the control device 32 displays the comment acquired from the terminal device 12 of the player XA in step SC15 on the display device 22 of the terminal device 12 of the selected player XC (SC25).
  • the privilege value ( ⁇ , ⁇ ) is given to the point PC of the player XA.
  • the point PC of the selected player XC after the privilege is granted is displayed on the display device 22 of the terminal device 12 of the selected player XC together with the comment from the player XA in step SC25.
  • the operations described above are executed for each player, thereby realizing exchange (communication of comments) between the players.
  • Each player XA can select one desired player (hereinafter referred to as “selected player XD”) on an arbitrary game screen displayed on the display device 22.
  • selected player XD For example, it is possible to select the player as the selected player XD by operating the name LB1 of the candidate player in the game screen GB in FIG. 6 or the name LC1 of the fellow player in the game screen GC1.
  • the control device 32 displays the game screen GD (my page) of FIG. 9 on the display device 22 of the terminal device 12 of the player XA.
  • the game screen GD includes an image LD1 (moving image or still image) of a virtual management area of the selected player XD, a name LD2 and a level LD3 indicated by the variable data PA of the selected player XD, and fellow data PD of the selected player XD. And the numerical value LD5 of the degree of compatibility C between the player XA and the selected player XD are arranged.
  • the degree of compatibility C is calculated by the same method as step SB12 in FIG. 7 and step SC11 in FIG.
  • the player XA can operate the link text LD6 (friend application) or the link text LD7 (exchange) arranged on the game screen GD of FIG.
  • the control device 32 executes the fellow application event V1 of FIG. 7 with the selected player XD as an application target (selected player XB).
  • the control device 32 executes the AC event V2 shown in FIG. 8 with the selected player XD as the AC target (selected player XC).
  • images (GC4, GC5) corresponding to the differences in the responses of the players to the question are presented to the player (player XA). That is, the similarity (compatibility) of hobbies and preferences with other players can be confirmed. Since other players who have similar hobbies and preferences are likely to have a sense of familiarity, for example, compared to a configuration in which comments are simply exchanged between players, exchange between players is easily promoted. It is also possible to confirm compatibility with other players by exchanging comments regarding hobbies and preferences between the players. However, it is actually difficult to create a comment individually for each of a large number of players.
  • the first embodiment it is possible to confirm similarities of hobbies and preferences with other players by answering questions prepared in advance, so that each player can play with other players without imposing excessive burdens.
  • AC can be activated.
  • each of the players is compared with a configuration in which the player presents a question in a free description format describing an arbitrary answer to the player. The effect of reducing the burden on the player is particularly remarkable.
  • step SA11 in FIG. 4 or step SC16 in FIG. 8 a question corresponding to the attribute information PB of the player XA (that is, a question that the player XA can easily answer) is selected. Therefore, for example, there is an advantage that it is possible to prevent questions that are inappropriate for the attributes (gender and age) of each player and are difficult for the player to answer (thus, the player is highly likely to answer the outcome).
  • the privilege value ⁇ of the point PC is given as a privilege. Therefore, it is possible to give the player XA an incentive to appropriately answer the question. is there.
  • the question and answer process R1 since the question and answer process R1 is executed every time the game is started, it is possible to promote the accumulation of the answer data PE of each player.
  • the question and answer process R1 is executed every time the game is started, it is assumed that the player feels annoyed by frequent answers.
  • the compatibility C between the players is calculated according to the difference between the answers indicated by the answer data PE, so that there is an advantage that the compatibility C between the players can be used for various purposes. .
  • the degree of compatibility C is displayed for each of a plurality of candidate players for fellow application as shown in the game screen GB of FIG. 6, for selecting a player having a good compatibility with him from among the plurality of candidate players as a target for fellow application.
  • the compatibility C can be used effectively as an index.
  • the degree of compatibility C is displayed for each of the plurality of fellow players as in the game screen GC1 of FIG. 6, the degree of compatibility is used as an index for selecting a player having good compatibility with the fellow player as an exchange target. C is effective. According to the above structure, there exists an advantage that the interchange between players with good compatibility is promoted.
  • FIG. 10 is a flowchart of processing executed by the control device 32 of the second embodiment when the player XA selects a desired selected player XB as a friend application target.
  • the control device 32 selects the question data DQ of the question corresponding to the attribute information PB of the player XA among the questions that the selected player XB has answered (SE11).
  • SE11 the question data DQ of the question corresponding to the attribute information PB of the player XA among the questions that the selected player XB has answered
  • SE11 the question data DQ of the question corresponding to the attribute information PB of the player XA among the questions that the selected player XB has answered
  • SE11 the control device 32 presents the question of the question data DQ to the terminal device 12 of the player XA and executes a question-and-answer process R2 for obtaining the answer of the player XA from the terminal device 12 (SE12, SE13).
  • the control device 32 creates a comment corresponding to the answer acquired in the question-and-answer process R2 (SE14). For example, when a question including a question sentence “What is your favorite fruit?” And an option of “apple / banana / mandarin” is presented and the player XA selects “apple” as an answer, the control device 32 displays “apple Is a comment that says “I like you (name of player XA). Nice to meet you” and “A friend who came from Mr. ⁇ who likes apples”
  • the control device 32 presents the comment generated in the comment SE14 to the terminal device 12 of the selected player XB (SE15). Therefore, the selected player XB can determine whether the friend application is permitted or not after confirming the preference and hobby of the player XA who is the application source of the friend application.
  • the control device 32 of the second embodiment functions as an element that presents a comment corresponding to the answer acquired from the terminal device 12 of the player to the terminal devices 12 of other players.
  • the question and answer process R1 is executed every time the game is started, but the execution condition (execution time) of the question and answer process R1 is arbitrary. Specifically, a configuration in which the question-and-answer process R1 is executed every predetermined period (for example, every day) or when a predetermined condition is satisfied (for example, when a transition is made to a specific screen such as the game screen G0 (My Page)). A configuration for executing the question-and-answer process R1 is also employed. Further, for example, the question-and-answer process R1 can be executed every predetermined period triggered by the start of the game. That is, for example, if the question and answer process R1 is executed at the start of the first game within a predetermined period, the question and answer process R1 is not executed until the game is ended and resumed until the predetermined period ends.
  • a method for selecting a question presented in the question-and-answer process R1 or the question-and-answer process R2 is arbitrary.
  • a configuration in which a plurality of questions prepared in advance are sequentially presented in a predetermined order, or a configuration in which randomly selected questions are presented irrespective of answered / unanswered or attribute information PB are also employed.
  • the question identifier QID and the answer identifier AID are associated and registered in the answer data PE in order to determine the relationship between the question and the answer.
  • the storage format of the answer from each player for each of the plurality of questions is arbitrary.
  • the question data DQ of the question attribute QB that matches the attribute information PB of the player XA is selected as the presentation target for the player XA.
  • the configuration of is appropriately changed. For example, according to the configuration in which the storage area of the question data DQ corresponding to each attribute information PB is individually defined and the question data DQ stored in the storage area corresponding to the attribute information PB of the player XA is selected, the question data DQ Need not include the question attribute QB.
  • the compatibility C is calculated according to the difference in answer from each player with respect to a common question.
  • the questions for comparing the answers when calculating the compatibility C need to be completely the same. Is not necessarily. That is, assuming that the compatibility C is calculated by comparing the answer from the player XA to the question Qa and the answer from the player XB to the question Qb, the question Qa and the question are basically the same as in the above-described embodiments.
  • Qb and Qb are assumed to be common, but if question Qa and question Qb are similar to each other or similar questions (when they are not completely the same), the compatibility C is calculated in the same way Is possible.
  • the control device 32 determines the event (for example, the fellow application event V1, the exchange event V2, the battle event) about the player and the player XA selected by the player XA from the list including the compatibility C of each player. ) Function as an element (event execution unit).
  • the question is displayed on the display device 22 of the terminal device 12, but the method of presenting the question to the terminal device 12 of the player is appropriately changed. For example, it is also possible to reproduce a voice for reading a question from a sound emitting device (for example, a speaker) of the terminal device 12.
  • a method in which the player inputs an answer to the question to the terminal device 12 is arbitrary. For example, a configuration in which the player inputs an answer to the terminal device 12 by voice may be employed.
  • each choice LA2 is presented as character strings.
  • each choice LA2 can be presented in a visual expression such as a drawing or figure.

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Abstract

A storage unit stores responses from various players to each of multiple questions. A control unit: displays a question on the terminal unit of a first player and acquires a response; acquires, from the storage unit, the response from a second player corresponding to the question displayed to the first player; determines the difference between the first player's response and the second player's response; and displays an image corresponding to the determination results on the terminal unit of the first player.

Description

ゲーム装置およびゲーム提供方法GAME DEVICE AND GAME PROVIDING METHOD
 本発明は、複数のプレイヤが相互に連関しながら進行するゲームに関する。 The present invention relates to a game in which a plurality of players progress while being linked to each other.
 複数のプレイヤが相互に連関しながら進行するゲームが従来から提案されている。例えば非特許文献1には、複数のプレイヤの間で仲間関係を構築したり、プレイヤ間でメッセージを授受したりすることが可能なソーシャルゲームが開示されている。 A game in which a plurality of players progress while being linked to each other has been proposed. For example, Non-Patent Document 1 discloses a social game in which a friendship can be established among a plurality of players and a message can be exchanged between players.
 しかし、非特許文献1のもとで各プレイヤが他のプレイヤについて取得できる情報は、基本的にはゲーム内でのプレイヤの名称やレベル等のパラメータに限定されるから、各プレイヤ間でメッセージの授受が可能であるとは言っても、現実的には例えば挨拶程度の形式的なメッセージが授受されるにとどまる場合が多く、プレイヤ間の交流を活性化させるには限界がある。以上の事情を考慮して、本発明は、各プレイヤ間の交流を活性化させることを目的とする。 However, the information that each player can acquire about other players under Non-Patent Document 1 is basically limited to parameters such as the player's name and level in the game. Although it is possible to give and receive, in reality, a formal message such as a greeting is often sent and received, and there is a limit in activating exchange between players. In view of the above circumstances, an object of the present invention is to activate exchanges between players.
 本発明のゲーム装置は、第1プレイヤの端末装置に質問を提示して当該質問に対する回答を前記第1プレイヤの端末装置から取得する第1問答処理部と、前記第1問答処理部が前記第1プレイヤに提示した質問に対応する第2プレイヤからの回答を、複数の質問の各々に対する各プレイヤからの回答を記憶する回答記憶部から取得し、前記第1問答処理部が前記第1プレイヤの端末装置から取得した回答と前記回答記憶部から取得した前記第2プレイヤの回答との異同を判定する回答判定部と、前記回答判定部による判定結果に応じた画像を前記第1プレイヤの端末装置に提示する結果提示部とを具備する。 In the game device of the present invention, a first question and answer processing unit that presents a question to a terminal device of a first player and obtains an answer to the question from the terminal device of the first player, and the first question and answer processing unit includes the first question and answer processing unit. An answer from the second player corresponding to the question presented to one player is acquired from an answer storage unit that stores an answer from each player for each of a plurality of questions, and the first question-and-answer processing unit receives the answer from the first player. An answer determination unit for determining the difference between the answer acquired from the terminal device and the answer of the second player acquired from the answer storage unit, and an image corresponding to the determination result by the answer determination unit are displayed on the terminal device of the first player And a result presentation unit to be presented.
 なお、「第1プレイヤに提示した質問に対応する第2プレイヤからの回答」は、第1プレイヤに提示した質問と共通の質問に対する第2プレイヤからの回答のほか、第1プレイヤに提示した質問に類似または相関する質問に対する第2プレイヤからの回答を包含する。 The “answer from the second player corresponding to the question presented to the first player” is the question presented to the first player in addition to the answer from the second player to the question shared with the question presented to the first player. The answer from the second player to a question similar to or correlated with is included.
 本発明の好適な態様において、前記第1問答処理部は、複数の質問のうち属性記憶部に記憶されたプレイヤの属性情報に応じた質問を当該プレイヤに提示する。 In a preferred aspect of the present invention, the first question and answer processing section presents a question according to the player's attribute information stored in the attribute storage section among the plurality of questions to the player.
 本発明の好適な態様のゲーム装置は、前記第1プレイヤと前記第2プレイヤとの間で回答が同じであると前記回答判定部が判定した場合に、ゲーム内で利用するポイントを各プレイヤについて記憶するポイント記憶部が前記第1プレイヤについて記憶するポイントを増加させるポイント管理部を具備する。 According to a preferred aspect of the present invention, when the answer determination unit determines that the answer is the same between the first player and the second player, the points used in the game are determined for each player. The point storage unit for storing includes a point management unit for increasing the points stored for the first player.
 本発明の好適な態様のゲーム装置は、所定期間毎およびゲームの開始毎の少なくとも一方にて各プレイヤの端末装置に質問を提示するとともに当該質問に対する回答を取得して前記回答記憶部に格納する第2問答処理部を具備する。 The game device according to a preferred aspect of the present invention presents a question to the terminal device of each player at least one of every predetermined period and every start of the game, obtains an answer to the question, and stores it in the answer storage unit. A second question and answer processing unit is provided.
 本発明の好適な態様のゲーム装置は、共通または対応する質問に対する各プレイヤからの回答の異同に応じてプレイヤ間の相性度を算定する相性算定部を具備する。 The game device according to a preferred aspect of the present invention includes a compatibility calculation unit that calculates the compatibility between players according to differences in answers from each player with respect to a common or corresponding question.
 例えば、前記イベント実行部は、前記候補提示部が提示したリストから前記一のプレイヤが選択した選択プレイヤの端末装置に仲間申請を提示し、ゲーム内で仲間となるプレイヤを指定する仲間データを各プレイヤについて記憶する仲間記憶部に対し、当該仲間申請を承諾した選択プレイヤを前記一のプレイヤの仲間データに追加する。 For example, the event execution unit presents the fellow application to the terminal device of the selected player selected by the one player from the list presented by the candidate presenting unit, and sets the fellow data for designating the player who becomes the fellow in the game. The selected player who has accepted the friend application is added to the friend data of the one player with respect to the friend storage unit storing the player.
 本発明の好適な態様において、前記第1問答処理部は、複数の選択肢を含む質問を前記第1プレイヤの端末装置に提示し、前記第1プレイヤが選択した選択肢を前記回答として前記第1プレイヤの端末装置から取得する。 In a preferred aspect of the present invention, the first question / answer processing unit presents a question including a plurality of options to the terminal device of the first player, and the option selected by the first player is used as the answer to the first player. From the terminal device.
 本発明は、以上の各態様に係るゲーム装置としてコンピュータを機能させるためのプログラムとしても特定される。本発明のプログラムは、第1プレイヤの端末装置に質問を提示して当該質問に対する回答を前記第1プレイヤの端末装置から取得する第1問答処理部と、前記第1問答処理部が前記第1プレイヤに提示した質問に対応する第2プレイヤからの回答を、複数の質問の各々に対する各プレイヤからの回答を記憶する回答記憶部から取得し、前記第1問答処理部が前記第1プレイヤの端末装置から取得した回答と前記回答記憶部から取得した前記第2プレイヤの回答との異同を判定する回答判定部と、前記回答判定部による判定結果に応じた画像を前記第1プレイヤの端末装置に提示する結果提示部としてコンピュータを機能させる。本発明のプログラムは、コンピュータが読取可能な記録媒体に格納された形態で提供されてコンピュータにインストールされるほか、通信網を介した配信の形態で提供されてコンピュータにインストールされる。 The present invention is also specified as a program for causing a computer to function as the game device according to each of the above aspects. The program of the present invention includes a first question and answer processing unit that presents a question to a terminal device of a first player and obtains an answer to the question from the terminal device of the first player, and the first question and answer processing unit includes the first question and answer processing unit. An answer from the second player corresponding to the question presented to the player is acquired from an answer storage unit that stores an answer from each player for each of the plurality of questions, and the first question / answer processing unit is a terminal of the first player. An answer determination unit for determining the difference between the response acquired from the device and the response of the second player acquired from the response storage unit, and an image corresponding to the determination result by the response determination unit on the terminal device of the first player The computer is caused to function as a result presentation unit to be presented. The program of the present invention is provided in a form stored in a computer-readable recording medium and installed in the computer, or is provided in a form distributed via a communication network and installed in the computer.
 また、本発明は、ゲームを提供する方法としても特定される。本発明のゲーム提供方法は、第1プレイヤの端末装置に質問を提示して当該質問に対する回答を前記第1プレイヤの端末装置から取得し、前記第1プレイヤに提示した質問に対応する第2プレイヤからの回答を、複数の質問の各々に対する各プレイヤからの回答を記憶する回答記憶部から取得し、前記第1プレイヤの端末装置から取得した回答と前記回答記憶部から取得した前記第2プレイヤの回答との異同を判定し、前記判定の結果に応じた画像を前記第1プレイヤの端末装置に提示する。 The present invention is also specified as a method for providing a game. The game providing method of the present invention presents a question to the terminal device of the first player, obtains an answer to the question from the terminal device of the first player, and corresponds to the question presented to the first player. Are obtained from an answer storage unit that stores answers from each player for each of a plurality of questions, and the answer obtained from the terminal device of the first player and the second player obtained from the answer storage unit The difference with the answer is determined, and an image corresponding to the determination result is presented to the terminal device of the first player.
本発明の第1実施形態に係るゲームシステムのブロック図である。1 is a block diagram of a game system according to a first embodiment of the present invention. 質問データの模式図である。It is a schematic diagram of question data. プレイヤデータの模式図である。It is a schematic diagram of player data. 制御装置が質問の提示と回答の取得とを実行する処理のフローチャートである。It is a flowchart of the process in which a control apparatus performs presentation of a question and acquisition of an answer. 図4の処理の実行時における端末装置の表示例である。FIG. 5 is a display example of a terminal device when executing the process of FIG. 4. FIG. ゲーム中の端末装置の表示例である。It is an example of a display of the terminal device in a game. 仲間申請が指示された場合の制御装置の動作のフローチャートである。It is a flowchart of operation | movement of a control apparatus when a friend application is instruct | indicated. 相手との交流が指示された場合の制御装置の動作のフローチャートである。It is a flowchart of operation | movement of a control apparatus when the alternating current with the other party is instruct | indicated. 端末装置の表示例である。It is an example of a display of a terminal device. 第2実施形態における制御装置の動作のフローチャートである。It is a flowchart of operation | movement of the control apparatus in 2nd Embodiment.
<第1実施形態>
 図1は、本発明の第1実施形態に係るゲームシステム100のブロック図である。第1実施形態のゲームシステム100は、複数の端末装置12とゲーム装置14とを具備する。各端末装置12は、通信網(例えばインターネット)16を介してゲーム装置14と通信する。ゲーム装置14は、各端末装置12を所有するプレイヤにゲームを提供する。
<First Embodiment>
FIG. 1 is a block diagram of a game system 100 according to the first embodiment of the present invention. The game system 100 according to the first embodiment includes a plurality of terminal devices 12 and a game device 14. Each terminal device 12 communicates with the game device 14 via a communication network (for example, the Internet) 16. The game device 14 provides a game to a player who owns each terminal device 12.
 各端末装置12は、例えば携帯電話機や携帯情報端末(PDA:Personal Digital Assistant)等の通信端末であり、表示装置22と入力装置24とを含んで構成される。なお、端末装置12と通信網16との間の通信は典型的には無線通信であるが、例えば据置型のパーソナルコンピュータ等を端末装置12として利用する構成では端末装置12と通信網16とが有線通信する。 Each terminal device 12 is a communication terminal such as a mobile phone or a personal digital assistant (PDA), and includes a display device 22 and an input device 24. The communication between the terminal device 12 and the communication network 16 is typically wireless communication. However, in a configuration in which a stationary personal computer or the like is used as the terminal device 12, for example, the terminal device 12 and the communication network 16 are connected to each other. Wired communication.
 表示装置22(例えば液晶表示パネル)は各種の画像を表示する。例えばゲーム装置14が提供するゲームの画像(以下「ゲーム画面」という)が表示装置22に表示される。入力装置24は、端末装置12に対する指示をプレイヤが入力するための機器であり、例えばプレイヤが操作する複数の操作子を含んで構成される。なお、表示装置22と一体に構成されたタッチパネルや、端末装置12に対する指示を音声で入力するためのマイクロホンを入力装置24として採用することも可能である。 Display device 22 (for example, a liquid crystal display panel) displays various images. For example, an image of a game provided by the game device 14 (hereinafter referred to as “game screen”) is displayed on the display device 22. The input device 24 is a device for the player to input an instruction to the terminal device 12, and includes, for example, a plurality of operators that the player operates. Note that a touch panel configured integrally with the display device 22 and a microphone for inputting an instruction to the terminal device 12 by voice may be employed as the input device 24.
 第1実施形態のゲーム装置14は、各プレイヤが他のプレイヤとの関係(例えば友達関係や友好関係や協力関係)を構築しながら自身の仮想的な管理地域(都市)を発展させていくブラウザゲームを提供するウェブサーバであり、制御装置32と記憶装置34と通信装置36とを具備するコンピュータシステムで実現される。制御装置32は、記憶装置34に格納されたプログラムPGMを実行することでゲーム装置14の各要素を統括的に制御する。通信装置36は、通信網16を介して各端末装置12と通信する。記憶装置34は、制御装置32が実行するプログラムPGMや制御装置32が使用する各種のデータを記憶する。半導体記録媒体や磁気記録媒体等の公知の記録媒体または複数種の記録媒体の組合せが記憶装置34として採用され得る。なお、ゲーム装置14とは別個の外部装置(例えばサーバ装置)に記憶装置34を設置し、ゲーム装置14が通信網16を介して記憶装置34から情報を取得する構成も採用され得る。すなわち、記憶装置34はゲーム装置14の必須の要件ではない。また、地理的に相異なる位置に設置された複数のサーバ装置で記憶装置34(仮想的な1個の記憶装置)を構成することも可能である。 The game device 14 according to the first embodiment is a browser in which each player develops his / her virtual management area (city) while building a relationship (for example, a friendship relationship, a friendship relationship or a cooperative relationship) with another player. A web server that provides a game, and is realized by a computer system including a control device 32, a storage device 34, and a communication device 36. The control device 32 performs overall control of each element of the game device 14 by executing the program PGM stored in the storage device 34. The communication device 36 communicates with each terminal device 12 via the communication network 16. The storage device 34 stores a program PGM executed by the control device 32 and various data used by the control device 32. A known recording medium such as a semiconductor recording medium or a magnetic recording medium or a combination of a plurality of types of recording media may be employed as the storage device 34. A configuration in which the storage device 34 is installed in an external device (for example, a server device) separate from the game device 14 and the game device 14 acquires information from the storage device 34 via the communication network 16 may be employed. That is, the storage device 34 is not an essential requirement for the game device 14. It is also possible to configure the storage device 34 (virtual one storage device) with a plurality of server devices installed at geographically different positions.
 図1に示すように、記憶装置34は、複数の質問データDQと複数のプレイヤデータDPとを記憶する。質問データDQは、ゲーム内でプレイヤに提示される質問に関するデータであり、図2に示すように、質問識別子QIDと質問情報QAと質問属性QBとを含んで構成される。質問識別子QIDは、各質問に固有に付与された識別符号(質問番号)である。 As shown in FIG. 1, the storage device 34 stores a plurality of question data DQ and a plurality of player data DP. The question data DQ is data relating to a question presented to the player in the game, and includes a question identifier QID, question information QA, and a question attribute QB as shown in FIG. The question identifier QID is an identification code (question number) uniquely assigned to each question.
 質問情報QAは、質問の内容を規定する。第1実施形態で各プレイヤに提示される質問は、嗜好や趣味に関連する複数の選択肢の何れかをプレイヤに選択させる選択回答形式の質問である。したがって、質問情報QAは、質問文と複数の選択肢とを指定するテキストデータで構成される。例えば質問情報QAは、「中華まんのなかで一番好きなのは?」という質問文と「あんまん/にくまん/ピザまん」という3個の選択肢とを指定する。 The question information QA specifies the content of the question. The question presented to each player in the first embodiment is a question in a selection answer format that causes the player to select one of a plurality of options related to tastes and hobbies. Therefore, the question information QA is composed of text data that specifies a question sentence and a plurality of options. For example, the question information QA designates a question sentence “What do you like the most among Chinese buns?” And three options “Anman / Nikuman / Pizza Man”.
 質問属性QBは、質問の提示対象となるプレイヤの属性を指定する。例えば性別や年齢が質問属性QBとして指定される。具体的には、男性のプレイヤに好適な質問の質問属性QBは「男性」を指定し、20代のプレイヤに好適な質問の質問属性QBは「20代」を指定する。複数の属性(例えば20代の男性)を質問属性QBにて指定することも可能である。 The question attribute QB specifies the attribute of the player who is the subject of the question. For example, sex and age are specified as the question attribute QB. Specifically, the question attribute QB of the question suitable for the male player designates “male”, and the question attribute QB of the question suitable for the player in the 20s designates “20s”. It is also possible to specify a plurality of attributes (for example, males in their 20s) with the question attribute QB.
 プレイヤデータDPは、プレイヤ毎に記憶装置34に記憶され、図3に示すように、識別符号PIDと変数データPAと属性情報PBとポイントPCと仲間データPDと回答データPEとを含んで構成される。識別符号PIDは、各プレイヤに固有に付与される。変数データPAは、ゲーム内で使用されるプレイヤに関する情報であり、例えばプレイヤの名前やレベル(成長度)や能力値等の各種の情報を指定する。属性情報PBは、プレイヤの属性を指定する。前述の例示の通り、属性情報PBは例えばプレイヤの性別や年齢を指定する。以上に説明したように、第1実施形態の記憶装置34は、各プレイヤの属性情報PBを記憶する要素(属性記憶部)として機能する。 The player data DP is stored in the storage device 34 for each player and includes an identification code PID, variable data PA, attribute information PB, point PC, fellow data PD, and answer data PE as shown in FIG. The The identification code PID is uniquely given to each player. The variable data PA is information relating to the player used in the game, and specifies various information such as the player's name, level (growth degree), ability value, and the like. The attribute information PB specifies an attribute of the player. As described above, the attribute information PB specifies, for example, the gender and age of the player. As described above, the storage device 34 of the first embodiment functions as an element (attribute storage unit) that stores the attribute information PB of each player.
 図3のポイントPCは、プレイヤがゲーム内で使用可能な仮想通貨の数量を指定する。プレイヤは、自身が所有するポイントPCと引換えに実行される各種のイベントで、例えばゲームを有利に展開するための各種のアイテム等の特典を獲得することが可能である。なお、第1実施形態のゲーム装置14が提供するゲームで専用される仮想通貨のほか、複数種のゲームで共通に利用可能な仮想通貨をポイントPCとして使用することも可能である。すなわち、他のゲームで獲得したポイントPCを第1実施形態のゲームで利用できる構成も採用される。また、第1実施形態のゲーム装置14が提供するゲーム以外のゲームで利用される仮想通貨(ゲーム装置14が提供するゲームでは利用できない)をポイントPCとして記憶装置34に保持することも可能である。以上に説明したように、第1実施形態の記憶装置34は、ゲーム(ゲーム装置14が提供するゲームであるか否かは不問である)で利用可能なポイントPCを各プレイヤについて記憶する要素(ポイント記憶部)として機能する。 The point PC in FIG. 3 specifies the amount of virtual currency that the player can use in the game. The player can obtain benefits such as various items for advantageously developing the game at various events executed in exchange for the point PC owned by the player. In addition to the virtual currency dedicated to the game provided by the game apparatus 14 of the first embodiment, a virtual currency that can be used in common for a plurality of types of games can be used as the point PC. That is, a configuration in which the points PC acquired in other games can be used in the game of the first embodiment is also adopted. In addition, virtual currency used in a game other than the game provided by the game device 14 of the first embodiment (cannot be used in a game provided by the game device 14) can be held in the storage device 34 as a point PC. . As described above, the storage device 34 of the first embodiment stores an element (points) that can be used for each player in the game (whether or not it is a game provided by the game device 14). It functions as a point storage unit.
 仲間データPDは、各プレイヤの仲間として登録された他のプレイヤ(以下「仲間プレイヤ」という)の識別符号PIDを指定する。すなわち、仲間データPDは、ゲーム内で構築された各プレイヤ間の関係(ソーシャルグラフ)を規定する。以上に説明したように、第1実施形態の記憶装置34は、仲間プレイヤを指定する仲間データPDをプレイヤ毎に記憶する要素(仲間記憶部)として機能する。 The companion data PD designates an identification code PID of another player registered as a companion of each player (hereinafter referred to as “companion player”). That is, the fellow data PD defines a relationship (social graph) between players built in the game. As described above, the storage device 34 according to the first embodiment functions as an element (friend storage unit) that stores the friend data PD for specifying the friend player for each player.
 図3の回答データPEは、質問データDQが指定する質問に対するプレイヤの回答を指定するデータであり、プレイヤが過去に回答した質問毎に質問識別子QID(QID_1,QID_2,……)と回答識別子AID(AID_1,AID_2,……)とを含んで構成される。回答識別子AIDは、質問に対するプレイヤの回答を示す符号である。すなわち、第1実施形態の記憶装置34は、複数の質問の各々に対する各プレイヤからの回答を記憶する要素(回答記憶部)として機能する。 The answer data PE in FIG. 3 is data for specifying the player's answer to the question specified by the question data DQ. For each question that the player has answered in the past, a question identifier QID (QID_1, QID_2,...) And an answer identifier AID. (AID_1, AID_2, ...). The answer identifier AID is a code indicating the player's answer to the question. That is, the storage device 34 of the first embodiment functions as an element (answer storage unit) that stores answers from each player for each of a plurality of questions.
 図1の制御装置32は、入力装置24に対する操作を契機として端末装置12から送信される要求に応じた処理を実行し、処理結果を示すゲーム画面(ウェブページ)の画像データを要求元の端末装置12に通信装置36から送信することで端末装置12の表示装置22にゲーム画面を表示させる。 The control device 32 in FIG. 1 executes processing in response to a request transmitted from the terminal device 12 triggered by an operation on the input device 24, and sends image data of a game screen (web page) indicating the processing result to the requesting terminal. The game screen is displayed on the display device 22 of the terminal device 12 by transmitting to the device 12 from the communication device 36.
 例えば任意のひとりのプレイヤ(以下では「プレイヤXA」という)がゲームの開始(ログイン)の指示を入力装置24に付与した場合、制御装置32は、プレイヤXAに質問を提示して回答を取得する図4の処理を実行する。図4の処理を開始すると、制御装置32は、記憶装置34に記憶された複数の質問データDQのうちプレイヤXAに提示する質問の質問データDQを選択する(SA11)。具体的には、プレイヤXAの属性情報PBに応じた質問のうちプレイヤXAが未回答である質問の質問データDQが選択される。すなわち、制御装置32は、プレイヤXAの回答データPEに含まれない質問識別子QID(すなわちプレイヤXAが未回答である質問の質問識別子QID)と、プレイヤXAの属性情報PBに合致する質問属性QBとを含む複数の質問データDQを記憶装置34から検索し、検索結果のうちの1個の質問データDQを例えばランダムに選択する。なお、プレイヤXAが全部の質問に回答済である場合、制御装置32は、回答データPE内の質問識別子QIDの有無とは無関係に質問データDQを選択する。すなわち、過去にプレイヤXAが回答した質問が再びプレイヤXAに提示される。 For example, when any one player (hereinafter referred to as “player XA”) gives an instruction to start (log in) the game to the input device 24, the control device 32 presents a question to the player XA and obtains an answer. The process of FIG. 4 is executed. When the processing of FIG. 4 is started, the control device 32 selects question data DQ of a question to be presented to the player XA from among a plurality of question data DQ stored in the storage device 34 (SA11). Specifically, the question data DQ of the question that is not answered by the player XA among the questions corresponding to the attribute information PB of the player XA is selected. That is, the control device 32 includes a question identifier QID that is not included in the answer data PE of the player XA (that is, a question identifier QID of a question that the player XA has not answered) and a question attribute QB that matches the attribute information PB of the player XA. Are searched from the storage device 34, and one question data DQ of the search results is selected at random, for example. When the player XA has answered all the questions, the control device 32 selects the question data DQ regardless of the presence or absence of the question identifier QID in the answer data PE. That is, the question that the player XA has answered in the past is presented to the player XA again.
 制御装置32は、プレイヤXA自身に関する質問をプレイヤXAの端末装置12に提示して回答を取得する問答処理R1(SA12~SA14)を実行する。問答処理R1を開始すると、制御装置32は、ステップSA11で選択した質問データDQをプレイヤXAの端末装置12に送信することで図5のゲーム画面(ログインアンケート)GA1を表示装置22に表示させる。ゲーム画面GA1は、ステップSA11で選択した質問データDQの質問情報QAが指定する質問文LA1と3個の選択肢LA2とを配置した画像である。選択肢LA2の順番は例えばランダムに選定される。各選択肢LA2は例えばリンクテキスト(リンクオブジェクト)として表示される。プレイヤXAは、端末装置12の入力装置24を適宜に操作することで所望の1個の選択肢を自身の回答として選択する。 The control device 32 executes a question-and-answer process R1 (SA12 to SA14) for presenting a question regarding the player XA itself to the terminal device 12 of the player XA and obtaining an answer. When the question-and-answer process R1 is started, the control device 32 causes the display device 22 to display the game screen (login questionnaire) GA1 of FIG. 5 by transmitting the question data DQ selected in step SA11 to the terminal device 12 of the player XA. The game screen GA1 is an image in which a question sentence LA1 designated by the question information QA of the question data DQ selected in step SA11 and three choices LA2 are arranged. The order of the choices LA2 is selected at random, for example. Each option LA2 is displayed as, for example, link text (link object). The player XA selects one desired option as his / her answer by appropriately operating the input device 24 of the terminal device 12.
 制御装置32は、ゲーム画面GA1に提示された質問に対する回答をプレイヤXAの端末装置12から取得する(SA13)。そして、制御装置32は、ステップSA11で選択した質問データDQの質問識別子QIDと、ステップSA13で取得した回答の回答識別子AIDとを対応付けてプレイヤXAの回答データPEに追加する(SA14)。以上の説明から理解されるように、制御装置32は、プレイヤXAの端末装置12に質問を提示するとともにその質問に対する回答を取得して記憶装置34に格納する要素(第2問答処理部)として機能する。 The control device 32 acquires an answer to the question presented on the game screen GA1 from the terminal device 12 of the player XA (SA13). Then, the control device 32 associates the question identifier QID of the question data DQ selected in step SA11 with the answer identifier AID of the answer acquired in step SA13, and adds it to the answer data PE of the player XA (SA14). As can be understood from the above description, the control device 32 presents a question to the terminal device 12 of the player XA and acquires an answer to the question and stores it in the storage device 34 (second question and answer processing unit). Function.
 制御装置32は、質問に対する回答の特典として、記憶装置34に記憶されたプレイヤXAのポイントPCに特典値αを加算する(SA15)。そして、制御装置32は、プレイヤXAの端末装置12の表示装置22に図5のゲーム画面GA2を表示させる(SA16)。ゲーム画面GA2には、任意の質問に対する回答について事前に用意された複数のメッセージから例えばランダムに選択されたメッセージ(例えば「意外な答えだね!」という文字列)LA3と、特典値αの加算の前後のポイントPCの数値LA4とが配置される。プレイヤXAは、自身が所有する更新後のポイントPCをゲーム画面GA2にて確認できる。 The control device 32 adds the privilege value α to the point PC of the player XA stored in the storage device 34 as a privilege for answering the question (SA15). Then, the control device 32 displays the game screen GA2 of FIG. 5 on the display device 22 of the terminal device 12 of the player XA (SA16). In the game screen GA2, for example, a message randomly selected from a plurality of messages prepared in advance for an answer to an arbitrary question (for example, a character string “an unexpected answer!”) LA3 and a bonus value α are added. The numerical value LA4 of the point PC before and after is arranged. The player XA can confirm the updated point PC owned by the player XA on the game screen GA2.
 以上に説明した図4の処理が各プレイヤによるゲームの開始毎に実行されることで、複数の質問に対する各プレイヤからの回答(回答識別子AID)が複数のプレイヤの各々について記憶装置34に蓄積されていく。ステップSA15におけるポイントPCの加算は、各プレイヤが質問に回答する誘因として作用する。 The above-described processing of FIG. 4 is executed each time the game is started by each player, so that answers (answer identifiers AID) from each player to the plurality of questions are accumulated in the storage device 34 for each of the plurality of players. To go. The addition of the point PC in step SA15 acts as an incentive for each player to answer the question.
 ゲームの開始後にプレイヤXAが入力装置24に対して所定の操作を付与すると、制御装置32は、図6のゲーム画面(マイページ)G0をプレイヤXAの端末装置12の表示装置22に表示させる。ゲーム画面G0には、ゲーム内でのプレイヤXAの仮想的な管理地域の画像L1(動画像または静止画)と、コマンドボタンL2(仲間申請)およびコマンドボタンL3(交流)とが配置される。 When the player XA gives a predetermined operation to the input device 24 after the game is started, the control device 32 displays the game screen (my page) G0 of FIG. 6 on the display device 22 of the terminal device 12 of the player XA. On the game screen G0, an image L1 (moving image or still image) of a virtual management area of the player XA in the game, a command button L2 (friend application), and a command button L3 (AC) are arranged.
 プレイヤXAがコマンドボタンL2を操作すると、制御装置32は、プレイヤXAが他のプレイヤを選択して仲間申請するための図7の処理を実行する。仲間申請は、ゲーム内での仲間となることを他のプレイヤに申請することを意味する。ゲーム内の仲間は、例えば、協力関係や友人関係にある他のプレイヤである。各プレイヤは、多数のプレイヤと仲間となって相互に協力または連携し合うことでゲームを有利に展開することが可能である。図7の処理を開始すると、制御装置32は、プレイヤXAが仲間申請の対象として選択可能な複数のプレイヤ(以下「候補プレイヤ」という)に関する情報を配列した図6のゲーム画面GB(申請候補リスト)をプレイヤXAの端末装置12の表示装置22に表示させる(SB11~SB13)。 When the player XA operates the command button L2, the control device 32 executes the process of FIG. 7 for the player XA to select another player and apply for a friend. The friend application means applying to another player to become a friend in the game. The companion in the game is another player who has a cooperative relationship or a friendship, for example. Each player can develop a game advantageously by cooperating with or cooperating with each other as many friends as possible. When the processing of FIG. 7 is started, the control device 32 arranges information on a plurality of players (hereinafter referred to as “candidate players”) that the player XA can select as targets for fellow applications (game candidate list GB in FIG. 6). ) Is displayed on the display device 22 of the terminal device 12 of the player XA (SB11 to SB13).
 具体的には、制御装置32は、まず、所定数の候補プレイヤを選択する(SB11)。例えば、プレイヤXAとレベルが近似するプレイヤやプレイヤXAが指定したレベルのプレイヤが候補プレイヤとして選択される。そして、制御装置32は、ステップSB11で選択した複数の候補プレイヤの各々について申請側のプレイヤXAとの相性度Cを算定する(SB12)。 Specifically, the control device 32 first selects a predetermined number of candidate players (SB11). For example, a player whose level is close to that of the player XA or a player whose level is designated by the player XA is selected as a candidate player. Then, the control device 32 calculates the degree of compatibility C with the application-side player XA for each of the plurality of candidate players selected in step SB11 (SB12).
 相性度Cは、各質問に対する各プレイヤの回答の異同に応じて選定され、各プレイヤ間の相性の尺度として使用される。具体的には、制御装置32は、プレイヤXAの回答データPEと候補プレイヤの回答データPEとの間で共通する質問識別子QID(すなわちプレイヤXAおよび候補プレイヤの双方が回答済である質問)毎にプレイヤXAと候補プレイヤとの回答識別子AIDの異同を判定する。そして、制御装置32は、複数の共通の質問のうちプレイヤXAと候補プレイヤとの間で回答識別子AIDが同じである質問の割合を相性度Cとして算定する。例えば、プレイヤXAと候補プレイヤとで共通する2個の質問のうち1個の質問の回答がプレイヤXAと候補プレイヤとで同じである場合、両者間の相性度Cは50%と算定される。相性度Cは以上の方法で算定されるから、嗜好や趣味等がプレイヤXAに近い候補プレイヤ(すなわちプレイヤXAとの相性が良い候補プレイヤ)の相性度Cほど大きい数値になるという傾向がある。 The degree of compatibility C is selected according to the difference in the answer of each player to each question, and is used as a measure of compatibility between the players. Specifically, the control device 32 determines the common question identifier QID between the answer data PE of the player XA and the answer data PE of the candidate player (that is, a question that has been answered by both the player XA and the candidate player). The difference between the response identifiers AID of the player XA and the candidate player is determined. Then, the control device 32 calculates, as the compatibility C, the ratio of questions having the same answer identifier AID between the player XA and the candidate player among a plurality of common questions. For example, when the answer to one of the two questions common to the player XA and the candidate player is the same between the player XA and the candidate player, the compatibility C between them is calculated as 50%. Since the compatibility C is calculated by the above method, there is a tendency that the compatibility C of a candidate player whose taste and hobbies are close to the player XA (that is, a candidate player having a good compatibility with the player XA) has a larger value.
 各候補プレイヤについてプレイヤXAとの相性度Cを算定すると、制御装置32は、図6のゲーム画面GBをプレイヤXAの端末装置12の表示装置22に表示させる(SB13)。ゲーム画面GBでは、ステップSB11で選択した複数の候補プレイヤの各々について、変数データPAが示す名前LB1およびレベルLB2と、仲間データPDが指定する仲間プレイヤの総数LB3と、ステップSB12で算定したプレイヤXAとの相性度Cの数値LB4と、仲間申請用のリンクテキスト(仲間申請)LB5とが表示される。 When the compatibility C with the player XA is calculated for each candidate player, the control device 32 displays the game screen GB of FIG. 6 on the display device 22 of the terminal device 12 of the player XA (SB13). On the game screen GB, for each of the plurality of candidate players selected in step SB11, the name LB1 and level LB2 indicated by the variable data PA, the total number LB3 of fellow players specified by the fellow data PD, and the player XA calculated in step SB12 And the numerical value LB4 of the compatibility C and the link text (friend application) LB5 for friend application.
 プレイヤXAは、複数の候補プレイヤのうち仲間になりたい候補プレイヤのリンクテキストLB5を選択することが可能である。プレイヤXAは、各候補プレイヤの相性度C(LB4)を参照ないし比較することで、自分との相性が良い候補プレイヤを選択することが可能である。以上の説明から理解されるように、制御装置32は、各質問に対する回答の異同に応じてプレイヤ間の相性度Cを算定する要素(相性算定部)、および、複数の候補プレイヤの各々についてプレイヤXAとの相性度Cを含むリスト(ゲーム画面GB)をプレイヤXAの端末装置12に提示する要素(候補提示部)として機能する。 The player XA can select the link text LB5 of the candidate player who wants to become a friend among the plurality of candidate players. The player XA can select a candidate player having good compatibility with himself / herself by referring to or comparing the compatibility C (LB4) of each candidate player. As can be understood from the above description, the control device 32 determines the player (compatibility calculation unit) that calculates the compatibility C between players according to the difference in answer to each question, and the player for each of the plurality of candidate players. It functions as an element (candidate presentation unit) that presents the list (game screen GB) including the compatibility C with XA on the terminal device 12 of the player XA.
 仲間申請を希望するひとりの候補プレイヤ(以下「選択プレイヤXB」という)の選択をプレイヤXAから受付けると(SB14)、制御装置32は、プレイヤXAと選択プレイヤXBとの間で仲間申請イベントV1(SB15~SB17)を実行する。仲間申請イベントV1を開始すると、制御装置32は、プレイヤXAからの仲間申請を選択プレイヤXBの端末装置12に通知するとともに仲間申請の承諾の許否を選択プレイヤXBに選択させる(SB15,SB16)。選択プレイヤXBが仲間申請を承諾した場合(SB16:YES)、制御装置32は、仲間申請の承諾を申請側のプレイヤXAの端末装置12に通知するとともに、選択プレイヤXBの識別符号PIDをプレイヤXAの仲間データPDに追加する(SB17)。すなわち、選択プレイヤXBがプレイヤXAの仲間プレイヤとして登録される。他方、選択プレイヤXBが仲間申請を拒否した場合(SB16:NO)、制御装置32は、プレイヤXAの仲間データPDを更新することなく仲間申請の拒否を申請側のプレイヤXAの端末装置12に通知する。 When the selection of one candidate player (hereinafter referred to as “selected player XB”) that wishes to apply for a friend is received from the player XA (SB14), the control device 32 detects a friend application event V1 (between the player XA and the selected player XB). SB15 to SB17) are executed. When the companion application event V1 is started, the control device 32 notifies the companion application from the player XA to the terminal device 12 of the selected player XB and causes the selection player XB to select whether to accept the companion application (SB15, SB16). When the selected player XB accepts the fellow application (SB16: YES), the control device 32 notifies the acceptance of the fellow application to the terminal device 12 of the player XA on the application side, and also identifies the identification code PID of the selected player XB as the player XA. Is added to the friend data PD (SB17). That is, the selected player XB is registered as a fellow player of the player XA. On the other hand, when the selected player XB rejects the friend application (SB16: NO), the control device 32 notifies the requesting player XA terminal device 12 of the rejection of the friend application without updating the friend data PD of the player XA. To do.
 図6のゲーム画面G0のコマンドボタンL3(交流)をプレイヤXAが操作すると、制御装置32は、プレイヤXAが自身の所望の仲間プレイヤを選択して交流する(例えばゲーム内で他のプレイヤの仮想的な管理地域を訪問する)ための図8の処理を実行する。図8の処理を開始すると、制御装置32は、プレイヤXAが交流対象として選択可能な複数の仲間プレイヤに関する情報を配列した図6のゲーム画面GC1(仲間リスト)をプレイヤXAの端末装置12の表示装置22に表示させる(SC11,SC12)。 When the player XA operates the command button L3 (AC) on the game screen G0 in FIG. 6, the control device 32 causes the player XA to select and exchange his / her desired fellow player (for example, the virtual of other players in the game). The process shown in FIG. 8 is executed. When the processing of FIG. 8 is started, the control device 32 displays the game screen GC1 (companion list) of FIG. 6 on which information related to a plurality of fellow players that the player XA can select as exchange targets is displayed on the terminal device 12 of the player XA. It is displayed on the device 22 (SC11, SC12).
 具体的には、制御装置32は、プレイヤXAの仲間データPDが指定する複数の仲間プレイヤの各々についてプレイヤXAとの相性度Cを算定する(SC11)。各プレイヤ間の相性度Cの算定の方法は図7のステップSB12と同様である。すなわち、制御装置32は、プレイヤXAの回答データPEと仲間プレイヤの回答データPEとの間で共通する質問識別子QID毎にプレイヤXAと仲間プレイヤとの回答識別子AIDの異同を判定し、回答識別子AIDの一致の割合に応じて相性度Cを算定する。そして、制御装置32は、図6のゲーム画面GC1をプレイヤXAの端末装置12の表示装置22に表示させる(SC12)。 Specifically, the control device 32 calculates the compatibility C with the player XA for each of the plurality of fellow players specified by the fellow data PD of the player XA (SC11). The method for calculating the compatibility C between the players is the same as in step SB12 in FIG. That is, the control device 32 determines the difference between the response identifier AID between the player XA and the fellow player for each question identifier QID common between the reply data PE of the player XA and the reply data PE of the fellow player. The degree of compatibility C is calculated according to the percentage of coincidence. Then, the control device 32 displays the game screen GC1 of FIG. 6 on the display device 22 of the terminal device 12 of the player XA (SC12).
 ゲーム画面GC1では、プレイヤXAの仲間データPDが指定する複数の仲間プレイヤの各々について、変数データPAが示す名前LC1およびレベルLC2と、仲間データPDが指定する仲間プレイヤの総数LC3と、ステップSC11で算定したプレイヤXAとの相性度Cの数値LC4と、選択用のリンクテキスト(交流)LC5とが表示される。プレイヤXAは、複数の仲間プレイヤのうち自身が交流を希望するひとりの仲間プレイヤのリンクテキストLC5を選択することが可能である。各仲間プレイヤの相性度Cを参照することで、プレイヤXAは、自分と相性が高い仲間プレイヤを選択することが可能である。 In the game screen GC1, for each of the plurality of fellow players specified by the fellow data PD of the player XA, the name LC1 and the level LC2 indicated by the variable data PA, the total number LC3 of fellow players designated by the fellow data PD, and step SC11 A numerical value LC4 of the degree of compatibility C with the calculated player XA and a link text (AC) LC5 for selection are displayed. The player XA can select the link text LC5 of one fellow player that he / she wishes to interact with among the plurality of fellow players. By referring to the compatibility degree C of each fellow player, the player XA can select a fellow player who is highly compatible with him.
 交流を希望する仲間プレイヤ(以下「選択プレイヤXC」という)の選択をプレイヤXAから受付けると(SC13)、制御装置32は、プレイヤXAと選択プレイヤXCとの間で交流イベントV2(SC14~SC24)を実行する。なお、例えば前述のゲーム画面GBに表示された所望の候補プレイヤ(すなわち仲間プレイヤではないプレイヤ)を交流イベントV2の対象の選択プレイヤXCとして選択することも可能である。 When the selection of a fellow player who desires exchange (hereinafter referred to as “selected player XC”) is received from the player XA (SC13), the control device 32 exchanges an event V2 (SC14 to SC24) between the player XA and the selected player XC. Execute. For example, it is also possible to select a desired candidate player (that is, a player who is not a fellow player) displayed on the above-described game screen GB as the selection player XC targeted for the AC event V2.
 交流イベントV2を開始すると、制御装置32は、図6のゲーム画面GC2(コメント入力)をプレイヤXAの端末装置12の表示装置22に表示させる(SC14)。プレイヤXAは、入力装置24を適宜に操作することでゲーム画面GC2の入力欄LC11に任意のコメント(メッセージ)を入力したうえでコマンドボタンLC12(送信)を操作する。制御装置32は、プレイヤXAが指示したコメントをプレイヤXAの端末装置12から取得する(SC15)。なお、プレイヤXAは、入力欄LC11にコメントを入力せずにコマンドボタンLC12を操作することも可能である。 When the AC event V2 is started, the control device 32 displays the game screen GC2 (comment input) of FIG. 6 on the display device 22 of the terminal device 12 of the player XA (SC14). The player XA operates the command button LC12 (send) after inputting an arbitrary comment (message) in the input field LC11 of the game screen GC2 by appropriately operating the input device 24. The control device 32 acquires a comment instructed by the player XA from the terminal device 12 of the player XA (SC15). Note that the player XA can operate the command button LC12 without inputting a comment in the input field LC11.
 制御装置32は、記憶装置34に記憶された複数の質問データDQのうちプレイヤXAに提示する質問の質問データDQを選択する(SC16)。具体的には、選択プレイヤXCが回答済である質問のうちプレイヤXAの属性情報PBに応じた質問の質問データDQが選択される。すなわち、制御装置32は、選択プレイヤXCの回答データPEに含まれる質問識別子QID(すなわち選択プレイヤXCが回答済である質問の質問識別子QID)と、プレイヤXAの属性情報PBに合致する質問属性QBとを含む複数の質問データDQを記憶装置34から検索し、検索結果のうちの1個の質問データDQを例えばランダムに選択する。なお、双方の条件に合致する質問データDQが存在しない場合、制御装置32は、プレイヤXAの属性情報PBとは無関係に質問データDQを例えばランダムに選択する。 The control device 32 selects the question data DQ of the question to be presented to the player XA from the plurality of question data DQ stored in the storage device 34 (SC16). Specifically, the question data DQ of the question corresponding to the attribute information PB of the player XA is selected from the questions answered by the selected player XC. That is, the control device 32 asks the question identifier QB included in the answer data PE of the selected player XC (that is, the question identifier QID of the question that the selected player XC has answered) and the question attribute QB that matches the attribute information PB of the player XA. Are searched from the storage device 34, and one question data DQ of the search results is selected at random, for example. If there is no question data DQ that matches both conditions, the control device 32 randomly selects the question data DQ, for example, regardless of the attribute information PB of the player XA.
 制御装置32は、選択プレイヤXCに関する質問をプレイヤXAの端末装置12に提示して回答を取得する問答処理R2(SC17,SC18)を実行する。問答処理R2を開始すると、制御装置32は、ステップSC16で記憶装置34から取得した質問データDQをプレイヤXAの端末装置12に送信することで図6のゲーム画面GC3(相性クイズ)をプレイヤXAの端末装置12の表示装置22に表示させる。図6のゲーム画面GC3は、図5のゲーム画面GA1と同様に、質問データDQの質問情報QAが指定する質問文LC21と3個の選択肢LC22(リンクテキスト)とを配置した画像である。ただし、質問文LC21の主語は、選択プレイヤXCの名前に変更される。プレイヤXAは、端末装置12の入力装置24を適宜に操作することで、選択プレイヤXCの回答として予想される1個の選択肢LC22を選択する。制御装置32は、プレイヤXAの回答(選択肢LC22)をプレイヤXAの端末装置12から取得する(SC18)。以上の説明から理解されるように、制御装置32は、プレイヤXAの端末装置12に質問を提示するとともにその質問に対する回答を取得する要素(第1問答処理部)として機能する。 The control device 32 executes a question and answer process R2 (SC17, SC18) for presenting a question regarding the selected player XC to the terminal device 12 of the player XA and obtaining an answer. When the question-and-answer process R2 is started, the control device 32 transmits the question data DQ acquired from the storage device 34 in step SC16 to the terminal device 12 of the player XA, thereby displaying the game screen GC3 (compatibility quiz) of FIG. It is displayed on the display device 22 of the terminal device 12. The game screen GC3 of FIG. 6 is an image in which a question sentence LC21 designated by the question information QA of the question data DQ and three choices LC22 (link text) are arranged, similarly to the game screen GA1 of FIG. However, the subject of the question sentence LC21 is changed to the name of the selected player XC. The player XA appropriately operates the input device 24 of the terminal device 12 to select one option LC22 that is expected as an answer of the selected player XC. The control device 32 obtains the answer (option LC22) of the player XA from the terminal device 12 of the player XA (SC18). As can be understood from the above description, the control device 32 functions as an element (first question and answer processing unit) that presents a question to the terminal device 12 of the player XA and obtains an answer to the question.
 制御装置32は、ステップSC16で選択した質問データDQの質問に対する選択プレイヤXCからの回答の回答識別子AIDを選択プレイヤXCの回答データPEから取得する(SC19)。そして、制御装置32は、ステップSC18で取得したプレイヤXAからの回答の回答識別子AIDと、ステップSC19で取得した選択プレイヤXCからの回答の回答識別子AIDとの異同を判定する(SC20)。すなわち、制御装置32は、ひとつの質問に対するプレイヤXAからの回答(選択プレイヤXCの回答の予想)とその質問に対する選択プレイヤXCからの回答との異同(一致/不一致)を判定する要素(回答判定部)として機能する。 The control device 32 acquires the answer identifier AID of the answer from the selected player XC for the question of the question data DQ selected in step SC16 from the answer data PE of the selected player XC (SC19). Then, the control device 32 determines the difference between the response identifier AID of the response from the player XA acquired in step SC18 and the response identifier AID of the response from the selected player XC acquired in step SC19 (SC20). That is, the control device 32 determines an element (answer determination) for a difference (match / mismatch) between an answer from the player XA for one question (predicted answer of the selected player XC) and an answer from the selected player XC for the question. Part).
 プレイヤXAと選択プレイヤXCとで回答が同じであると判定した場合(SC20:YES)、制御装置32は、記憶装置34に記憶されたプレイヤXAのポイントPCに特典値βおよび特典値γを加算する(SC21)。すなわち、制御装置32は、プレイヤXAと選択プレイヤXCとで回答が同じであると判定された場合にプレイヤXAのポイントPCを増加させる要素(ポイント管理部)として機能する。 When it is determined that the answer is the same between the player XA and the selected player XC (SC20: YES), the control device 32 adds the privilege value β and the privilege value γ to the point PC of the player XA stored in the storage device 34. (SC21). That is, the control device 32 functions as an element (point management unit) that increases the point PC of the player XA when it is determined that the player XA and the selected player XC have the same answer.
 制御装置32は、図6のゲーム画面GC4をプレイヤXAの端末装置12の表示装置22に表示させる(SC22)。ゲーム画面GC4は、プレイヤXAからの回答が選択プレイヤXCの回答と一致した旨のメッセージLC31と、プレイヤXAのポイントPCに対する特典値(ボーナス)LC32と、加算前後のポイントPCの数値LC33とを含んで構成される。特典値LC32のうちの「相性ボーナス」はステップSC21の特典値γに相当し、「仲間ボーナス」と「交流ボーナス」と「コメントボーナス」との合計値が特典値βに相当する。「仲間ボーナス」は、選択プレイヤXCが仲間プレイヤである場合の特典であり、「コメントボーナス」は、プレイヤXAがゲーム画面GC2の入力欄LC11にコメントを入力した場合の特典である。「交流ボーナス」は、交流イベントV2の実行により固定的に付与される特典である。 The control device 32 displays the game screen GC4 of FIG. 6 on the display device 22 of the terminal device 12 of the player XA (SC22). The game screen GC4 includes a message LC31 that the answer from the player XA matches the answer of the selected player XC, a privilege value (bonus) LC32 for the point PC of the player XA, and a numerical value LC33 of the point PC before and after the addition. Consists of. The “compatibility bonus” in the privilege value LC32 corresponds to the privilege value γ in step SC21, and the total value of the “companion bonus”, “interaction bonus”, and “comment bonus” corresponds to the privilege value β. The “companion bonus” is a privilege when the selected player XC is a fellow player, and the “comment bonus” is a privilege when the player XA inputs a comment in the input field LC11 of the game screen GC2. The “AC bonus” is a privilege that is fixedly given by the execution of the AC event V2.
 他方、プレイヤXAと選択プレイヤXCとで回答が相違する場合(SC20:NO)、制御装置32は、記憶装置34に記憶されたプレイヤXAのポイントPCに特典値βを加算する(SC23)。プレイヤXAと選択プレイヤXCとの回答が一致した場合の特典(相性ボーナス)である特典値γはステップSC23では加算されない。そして、制御装置32は、図6のゲーム画面GC5をプレイヤXAの端末装置12の表示装置22に表示させる(SC24)。ゲーム画面GC5は、プレイヤXAからの回答(プレイヤXAによる予想)が選択プレイヤXCの回答と相違する旨のメッセージLC41と、プレイヤXAのポイントPCに対する特典値LC42と、加算前後のポイントPCの数値LC43とを含んで構成される。以上の説明から理解される通り、制御装置32は、ステップSC20での判定結果(プレイヤXAと選択プレイヤXCとの回答の異同)に応じた画像をプレイヤXAの端末装置12に提示する要素(結果提示部)として機能する。 On the other hand, when the answer is different between the player XA and the selected player XC (SC20: NO), the control device 32 adds the privilege value β to the point PC of the player XA stored in the storage device 34 (SC23). The privilege value γ, which is a privilege (compatibility bonus) when the responses of the player XA and the selected player XC match, is not added in step SC23. Then, the control device 32 displays the game screen GC5 of FIG. 6 on the display device 22 of the terminal device 12 of the player XA (SC24). The game screen GC5 shows a message LC41 that the answer from the player XA (predicted by the player XA) is different from the answer of the selected player XC, a privilege value LC42 for the point PC of the player XA, and a numerical value LC43 of the point PC before and after the addition. It is comprised including. As understood from the above description, the control device 32 presents an element (result) for presenting an image corresponding to the determination result in step SC20 (difference in answer between the player XA and the selected player XC) to the terminal device 12 of the player XA. Function as a presentation unit).
 以上の処理が完了すると、制御装置32は、ステップSC15でプレイヤXAの端末装置12から取得したコメントを選択プレイヤXCの端末装置12の表示装置22に表示させる(SC25)。なお、以上の例示ではプレイヤXAのポイントPCに特典値(β,γ)を付与したが、プレイヤXAの交流相手の選択プレイヤXCのポイントPCに所定の特典値を付与することも可能である。特典付与後の選択プレイヤXCのポイントPCは、ステップSC25においてプレイヤXAからのコメントとともに選択プレイヤXCの端末装置12の表示装置22に表示される。以上に説明した動作がプレイヤ毎に実行されることで各プレイヤ間の交流(コメントの授受)が実現される。 When the above processing is completed, the control device 32 displays the comment acquired from the terminal device 12 of the player XA in step SC15 on the display device 22 of the terminal device 12 of the selected player XC (SC25). In the above example, the privilege value (β, γ) is given to the point PC of the player XA. However, it is also possible to give a predetermined privilege value to the point PC of the player XC who is the exchange partner of the player XA. The point PC of the selected player XC after the privilege is granted is displayed on the display device 22 of the terminal device 12 of the selected player XC together with the comment from the player XA in step SC25. The operations described above are executed for each player, thereby realizing exchange (communication of comments) between the players.
 各プレイヤXAは、表示装置22に表示される任意のゲーム画面において所望のひとりのプレイヤ(以下「選択プレイヤXD」という)を選択することが可能である。例えば、図6のゲーム画面GB内の候補プレイヤの名前LB1やゲーム画面GC1内の仲間プレイヤの名前LC1を操作することでそのプレイヤを選択プレイヤXDとして選択することが可能である。プレイヤXAが選択プレイヤXDを選択すると、制御装置32は、図9のゲーム画面GD(マイページ)をプレイヤXAの端末装置12の表示装置22に表示させる。 Each player XA can select one desired player (hereinafter referred to as “selected player XD”) on an arbitrary game screen displayed on the display device 22. For example, it is possible to select the player as the selected player XD by operating the name LB1 of the candidate player in the game screen GB in FIG. 6 or the name LC1 of the fellow player in the game screen GC1. When the player XA selects the selected player XD, the control device 32 displays the game screen GD (my page) of FIG. 9 on the display device 22 of the terminal device 12 of the player XA.
 ゲーム画面GDには、選択プレイヤXDの仮想的な管理地域の画像LD1(動画像または静止画)と、選択プレイヤXDの変数データPAが示す名前LD2およびレベルLD3と、選択プレイヤXDの仲間データPDが示す仲間プレイヤの総数LD4と、プレイヤXAと選択プレイヤXDとの相性度Cの数値LD5とが配置される。相性度Cは、図7のステップSB12や図8のステップSC11と同様の方法で算定される。 The game screen GD includes an image LD1 (moving image or still image) of a virtual management area of the selected player XD, a name LD2 and a level LD3 indicated by the variable data PA of the selected player XD, and fellow data PD of the selected player XD. And the numerical value LD5 of the degree of compatibility C between the player XA and the selected player XD are arranged. The degree of compatibility C is calculated by the same method as step SB12 in FIG. 7 and step SC11 in FIG.
 プレイヤXAは、図9のゲーム画面GDに配置されたリンクテキストLD6(仲間申請)またはリンクテキストLD7(交流)を操作することが可能である。プレイヤXAがリンクテキストLD6を操作した場合、制御装置32は、選択プレイヤXDを申請対象(選択プレイヤXB)として図7の仲間申請イベントV1を実行する。また、プレイヤXAがリンクテキストLD7を操作した場合、制御装置32は、選択プレイヤXDを交流対象(選択プレイヤXC)として図8の交流イベントV2を実行する。 The player XA can operate the link text LD6 (friend application) or the link text LD7 (exchange) arranged on the game screen GD of FIG. When the player XA operates the link text LD6, the control device 32 executes the fellow application event V1 of FIG. 7 with the selected player XD as an application target (selected player XB). When the player XA operates the link text LD7, the control device 32 executes the AC event V2 shown in FIG. 8 with the selected player XD as the AC target (selected player XC).
 以上に説明した第1実施形態では、質問に対する各プレイヤの回答の異同に応じた画像(GC4,GC5)がプレイヤ(プレイヤXA)に提示される。すなわち、他のプレイヤとの趣味や嗜好の類否(相性)を確認できる。趣味や嗜好が自分と類似する他のプレイヤには親近感を持ち易いから、例えば単純にコメントをプレイヤ間で授受するだけの構成と比較して、プレイヤ間の交流が促進され易くなる。なお、趣味や嗜好に関するコメントを各プレイヤ間で授受すれば他のプレイヤとの相性を確認することも可能である。しかし、多数のプレイヤの各々に対して個別にコメントを作成することは負担が大きく現実的には困難である。第1実施形態によれば、事前に用意された質問に回答することで他のプレイヤとの趣味や嗜好の類否を確認できるから、各プレイヤに過度な負担を強いることなく他のプレイヤとの交流を活性化できるという利点がある。第1実施形態では特に、複数の選択肢を含む選択回答形式の質問が各プレイヤに提示されるから、プレイヤが任意の回答を記述する自由記述形式の質問をプレイヤに提示する構成と比較すると、各プレイヤの負担の軽減という効果は格別に顕著である。 In the first embodiment described above, images (GC4, GC5) corresponding to the differences in the responses of the players to the question are presented to the player (player XA). That is, the similarity (compatibility) of hobbies and preferences with other players can be confirmed. Since other players who have similar hobbies and preferences are likely to have a sense of familiarity, for example, compared to a configuration in which comments are simply exchanged between players, exchange between players is easily promoted. It is also possible to confirm compatibility with other players by exchanging comments regarding hobbies and preferences between the players. However, it is actually difficult to create a comment individually for each of a large number of players. According to the first embodiment, it is possible to confirm similarities of hobbies and preferences with other players by answering questions prepared in advance, so that each player can play with other players without imposing excessive burdens. There is an advantage that AC can be activated. In the first embodiment, in particular, since a question in a selection answer format including a plurality of options is presented to each player, each of the players is compared with a configuration in which the player presents a question in a free description format describing an arbitrary answer to the player. The effect of reducing the burden on the player is particularly remarkable.
 また、図4のステップSA11や図8のステップSC16ではプレイヤXAの属性情報PBに応じた質問(すなわちプレイヤXAが回答し易い質問)が選択される。したがって、例えば各プレイヤの属性(性別や年齢)に対して不適当でプレイヤが回答し難い質問が提示される(したがってプレイヤは出鱈目に回答する可能性が高い)ことを防止できるという利点がある。 Further, in step SA11 in FIG. 4 or step SC16 in FIG. 8, a question corresponding to the attribute information PB of the player XA (that is, a question that the player XA can easily answer) is selected. Therefore, for example, there is an advantage that it is possible to prevent questions that are inappropriate for the attributes (gender and age) of each player and are difficult for the player to answer (thus, the player is highly likely to answer the outcome).
 プレイヤXAの回答が選択プレイヤXCの回答と一致する場合にはポイントPCの特典値γが特典として付与されるから、質問に対して適切に回答するという誘因をプレイヤXAに付与することが可能である。また、第1実施形態ではゲームの開始毎に問答処理R1が実行されるから、各プレイヤの回答データPEの蓄積を促進することが可能である。他方、ゲームの開始毎に問答処理R1が実行する構成では、頻繁な回答をプレイヤが鬱陶しく感じることも想定される。第1実施形態では、問答処理R1の実行の特典としてポイントPCに特典値αが加算されるから、問答処理R1に回答するという誘因がプレイヤXAに付与され、結果的に各プレイヤの回答データPEの蓄積が促進されるという利点がある。 When the player XA's answer matches the answer of the selected player XC, the privilege value γ of the point PC is given as a privilege. Therefore, it is possible to give the player XA an incentive to appropriately answer the question. is there. In the first embodiment, since the question and answer process R1 is executed every time the game is started, it is possible to promote the accumulation of the answer data PE of each player. On the other hand, in the configuration in which the question and answer process R1 is executed every time the game is started, it is assumed that the player feels annoyed by frequent answers. In the first embodiment, since the privilege value α is added to the point PC as a privilege for executing the question and answer process R1, an incentive to answer the question and answer process R1 is given to the player XA, and as a result, the answer data PE of each player There is an advantage that accumulation of is promoted.
 また、第1実施形態では、回答データPEが示す回答の異同に応じて各プレイヤ間の相性度Cが算定されるから、各プレイヤ間の相性度Cを種々の目的に利用できるという利点がある。例えば図6のゲーム画面GBのように仲間申請の複数の候補プレイヤの各々について相性度Cを表示する構成では、複数の候補プレイヤから自分と相性の良いプレイヤを仲間申請の対象として選択するための指標として相性度Cを有効に利用できる。また、図6のゲーム画面GC1のように複数の仲間プレイヤの各々について相性度Cを表示する構成では、複数の仲間プレイヤから自分と相性の良いプレイヤを交流対象として選択するための指標として相性度Cが有効である。以上の構成によれば、相性の良いプレイヤ間の交流が促進されるという利点がある。 Further, in the first embodiment, the compatibility C between the players is calculated according to the difference between the answers indicated by the answer data PE, so that there is an advantage that the compatibility C between the players can be used for various purposes. . For example, in the configuration in which the degree of compatibility C is displayed for each of a plurality of candidate players for fellow application as shown in the game screen GB of FIG. 6, for selecting a player having a good compatibility with him from among the plurality of candidate players as a target for fellow application. The compatibility C can be used effectively as an index. Further, in the configuration in which the degree of compatibility C is displayed for each of the plurality of fellow players as in the game screen GC1 of FIG. 6, the degree of compatibility is used as an index for selecting a player having good compatibility with the fellow player as an exchange target. C is effective. According to the above structure, there exists an advantage that the interchange between players with good compatibility is promoted.
<第2実施形態>
 本発明の第2実施形態を説明する。なお、以下に例示する各形態において作用や機能が第1実施形態と同等である要素については、以上の説明で参照した符号を流用して各々の詳細な説明を適宜に省略する。
<Second Embodiment>
A second embodiment of the present invention will be described. In addition, about the element which an effect | action and a function are equivalent to 1st Embodiment in each form illustrated below, each reference detailed in the above description is diverted and each detailed description is abbreviate | omitted suitably.
 図10は、プレイヤXAが所望の選択プレイヤXBを仲間申請の対象として選択した場合に第2実施形態の制御装置32が実行する処理のフローチャートである。図10の処理を開始すると、制御装置32は、選択プレイヤXBが回答済である質問のうちプレイヤXAの属性情報PBに応じた質問の質問データDQを選択する(SE11)。制御装置32は、質問データDQの質問をプレイヤXAの端末装置12に提示するとともにプレイヤXAの回答を端末装置12から取得する問答処理R2を実行する(SE12,SE13)。 FIG. 10 is a flowchart of processing executed by the control device 32 of the second embodiment when the player XA selects a desired selected player XB as a friend application target. When the processing of FIG. 10 is started, the control device 32 selects the question data DQ of the question corresponding to the attribute information PB of the player XA among the questions that the selected player XB has answered (SE11). The control device 32 presents the question of the question data DQ to the terminal device 12 of the player XA and executes a question-and-answer process R2 for obtaining the answer of the player XA from the terminal device 12 (SE12, SE13).
 制御装置32は、問答処理R2で取得した回答に応じたコメントを作成する(SE14)。例えば、「好きな果物は?」という質問文と「リンゴ/バナナ/みかん」という選択肢とを含む質問が提示され、プレイヤXAが「リンゴ」を回答として選択した場合、制御装置32は、「リンゴが好きな○○(プレイヤXAの名前)です。よろしく」というコメントや「リンゴが好きな○○さんから仲間申請が来ました」というコメントを作成する。 The control device 32 creates a comment corresponding to the answer acquired in the question-and-answer process R2 (SE14). For example, when a question including a question sentence “What is your favorite fruit?” And an option of “apple / banana / mandarin” is presented and the player XA selects “apple” as an answer, the control device 32 displays “apple Is a comment that says “I like you (name of player XA). Nice to meet you” and “A friend who came from Mr. ○○ who likes apples”
 そして、制御装置32は、コメントSE14で生成したコメントを選択プレイヤXBの端末装置12に提示する(SE15)。したがって、選択プレイヤXBは、仲間申請の申請元のプレイヤXAの嗜好や趣味を確認したうえで仲間申請の許否を判断することが可能である。 Then, the control device 32 presents the comment generated in the comment SE14 to the terminal device 12 of the selected player XB (SE15). Therefore, the selected player XB can determine whether the friend application is permitted or not after confirming the preference and hobby of the player XA who is the application source of the friend application.
 第2実施形態によれば、プレイヤXAの回答に応じたコメントが選択プレイヤXBに提示されるから、各プレイヤ間の交流を有効に促進することが可能である。また、プレイヤXAがコメントを入力しなくても自身の嗜好や趣味に関するコメントが作成されて相手に提示されるから、各プレイヤの負担を軽減しながらプレイヤ間の交流を促進できるという利点がある。以上の説明から理解されるように、第2実施形態の制御装置32は、プレイヤの端末装置12から取得した回答に応じたコメントを他のプレイヤの端末装置12に提示する要素として機能する。 According to the second embodiment, since the comment corresponding to the answer of the player XA is presented to the selected player XB, it is possible to effectively promote the exchange between the players. In addition, even if the player XA does not input a comment, a comment regarding his / her preference and hobbies is created and presented to the other party, and there is an advantage that exchange between players can be promoted while reducing the burden on each player. As can be understood from the above description, the control device 32 of the second embodiment functions as an element that presents a comment corresponding to the answer acquired from the terminal device 12 of the player to the terminal devices 12 of other players.
<変形例>
 前述の各形態は多様に変形され得る。具体的な変形の態様を以下に例示する。以下の例示から任意に選択された2以上の態様は、相互に矛盾しない範囲内で併合され得る。
<Modification>
Each of the above-described embodiments can be variously modified. Specific modifications are exemplified below. Two or more aspects arbitrarily selected from the following examples may be merged within a range that does not contradict each other.
(1)前述の各形態では、ゲームの開始毎に問答処理R1を実行したが、問答処理R1の実行条件(実行時期)は任意である。具体的には、所定期間毎(例えば1日毎)に問答処理R1を実行する構成や、所定の条件が成立した場合(例えばゲーム画面G0(マイページ)等の特定の画面に移行した場合)に問答処理R1を実行する構成も採用される。また、例えば所定期間毎にゲームの開始を契機として問答処理R1を実行することも可能である。すなわち、例えば所定期間内の最初のゲームの開始時に問答処理R1を実行すると、所定期間が終了するまではゲームを終了して再開した場合でも問答処理R1は実行されない。 (1) In each embodiment described above, the question and answer process R1 is executed every time the game is started, but the execution condition (execution time) of the question and answer process R1 is arbitrary. Specifically, a configuration in which the question-and-answer process R1 is executed every predetermined period (for example, every day) or when a predetermined condition is satisfied (for example, when a transition is made to a specific screen such as the game screen G0 (My Page)). A configuration for executing the question-and-answer process R1 is also employed. Further, for example, the question-and-answer process R1 can be executed every predetermined period triggered by the start of the game. That is, for example, if the question and answer process R1 is executed at the start of the first game within a predetermined period, the question and answer process R1 is not executed until the game is ended and resumed until the predetermined period ends.
(2)問答処理R1や問答処理R2で提示される質問を選択する方法は任意である。例えば、事前に用意された複数の質問を所定の順番で順次に提示する構成や、回答済/未回答または属性情報PBとは無関係にランダムに選択された質問を提示する構成も採用される。なお、前述の実施形態では、質問と回答との関係を判別するために質問識別子QIDと回答識別子AIDとを対応付けて回答データPEに登録したが、複数の質問を所定の順番で提示する構成では、回答識別子AIDのみを質問の順番で記憶装置34に記憶しておけば、質問と回答との関係を特定することが可能である。以上の説明から理解されるように、複数の質問の各々に対する各プレイヤからの回答の記憶形式は任意である。 (2) A method for selecting a question presented in the question-and-answer process R1 or the question-and-answer process R2 is arbitrary. For example, a configuration in which a plurality of questions prepared in advance are sequentially presented in a predetermined order, or a configuration in which randomly selected questions are presented irrespective of answered / unanswered or attribute information PB are also employed. In the above-described embodiment, the question identifier QID and the answer identifier AID are associated and registered in the answer data PE in order to determine the relationship between the question and the answer. However, a configuration in which a plurality of questions are presented in a predetermined order. Then, if only the answer identifier AID is stored in the storage device 34 in the order of questions, it is possible to specify the relationship between the question and the answer. As can be understood from the above description, the storage format of the answer from each player for each of the plurality of questions is arbitrary.
(3)前述の各形態では、プレイヤXAの属性情報PBに合致する質問属性QBの質問データDQをプレイヤXAに対する提示対象として選択したが、プレイヤXAの属性情報PBに応じた質問を選択するための構成は適宜に変更される。例えば、各属性情報PBに対応する質問データDQの記憶領域を個別に画定し、プレイヤXAの属性情報PBに対応する記憶領域に記憶された質問データDQを選択する構成によれば、質問データDQが質問属性QBを含む必要はない。 (3) In each of the above-described embodiments, the question data DQ of the question attribute QB that matches the attribute information PB of the player XA is selected as the presentation target for the player XA. However, in order to select a question corresponding to the attribute information PB of the player XA The configuration of is appropriately changed. For example, according to the configuration in which the storage area of the question data DQ corresponding to each attribute information PB is individually defined and the question data DQ stored in the storage area corresponding to the attribute information PB of the player XA is selected, the question data DQ Need not include the question attribute QB.
(4)前述の各形態では、共通の質問に対する各プレイヤからの回答の異同に応じて相性度Cを算定したが、相性度Cの算定時に回答を対比する質問が完全に一致している必要は必ずしもない。すなわち、質問Qaに対するプレイヤXAからの回答と質問Qbに対するプレイヤXBからの回答とを対比して相性度Cを算定する場合を想定すると、基本的には前述の各形態と同様に質問Qaと質問Qbとが共通する場合が想定されるが、質問Qaと質問Qbとが相互に類似する質問または同様の質問である場合(両者が完全には一致しない場合)にも同様に相性度Cを算定することが可能である。 (4) In each of the above-described embodiments, the compatibility C is calculated according to the difference in answer from each player with respect to a common question. However, the questions for comparing the answers when calculating the compatibility C need to be completely the same. Is not necessarily. That is, assuming that the compatibility C is calculated by comparing the answer from the player XA to the question Qa and the answer from the player XB to the question Qb, the question Qa and the question are basically the same as in the above-described embodiments. Qb and Qb are assumed to be common, but if question Qa and question Qb are similar to each other or similar questions (when they are not completely the same), the compatibility C is calculated in the same way Is possible.
(5)前述の各形態では、候補プレイヤ毎の相性度Cを含むリスト(ゲーム画面GB)から選択された選択プレイヤXBに対してプレイヤXAが仲間申請する仲間申請イベントV1と、仲間プレイヤ毎の相性度Cを含むリスト(ゲーム画面GC1)から選択された選択プレイヤXCに対してプレイヤXAがコメントを送信する交流イベントV2とを例示したが、リストから選択されたプレイヤについて実行されるイベントは以上の例示に限定されない。例えば、候補プレイヤ毎の相性度Cを含むリストからプレイヤXAがひとりの選択プレイヤXBを選択した場合にプレイヤXAと選択プレイヤXBとが戦闘する戦闘イベントを実行する(すなわち、プレイヤXAが相性度Cを参照して戦闘相手を選択する)ことも可能である。以上の説明から理解されるように、制御装置32は、各プレイヤの相性度Cを含むリストからプレイヤXAが選択したプレイヤとプレイヤXAとに関するイベント(例えば仲間申請イベントV1や交流イベントV2や戦闘イベント)を実行する要素(イベント実行部)として機能する。 (5) In each of the above-described forms, the fellow application event V1 in which the player XA makes a fellow application to the selected player XB selected from the list (game screen GB) including the compatibility C for each candidate player, and each fellow player The AC event V2 in which the player XA transmits a comment to the selected player XC selected from the list (game screen GC1) including the compatibility C is illustrated. However, the events executed for the player selected from the list are as described above. It is not limited to the illustration. For example, when the player XA selects one selected player XB from the list including the compatibility C for each candidate player, a battle event in which the player XA and the selected player XB battle is executed (that is, the player XA has the compatibility C To select a battle opponent). As can be understood from the above description, the control device 32 determines the event (for example, the fellow application event V1, the exchange event V2, the battle event) about the player and the player XA selected by the player XA from the list including the compatibility C of each player. ) Function as an element (event execution unit).
(6)前述の各形態では、質問を端末装置12の表示装置22に表示させたが、プレイヤの端末装置12に質問を提示する方法は適宜に変更される。例えば、質問を読上げる音声を端末装置12の放音機器(例えばスピーカ)から再生することも可能である。また、質問に対する回答をプレイヤが端末装置12に入力する方法も任意であり、例えばプレイヤが音声により回答を端末装置12に入力する構成も採用され得る。 (6) In each embodiment described above, the question is displayed on the display device 22 of the terminal device 12, but the method of presenting the question to the terminal device 12 of the player is appropriately changed. For example, it is also possible to reproduce a voice for reading a question from a sound emitting device (for example, a speaker) of the terminal device 12. In addition, a method in which the player inputs an answer to the question to the terminal device 12 is arbitrary. For example, a configuration in which the player inputs an answer to the terminal device 12 by voice may be employed.
(7)前述の各形態では、質問の選択肢LA2を文字列として提示したが、図画や図形等の視覚的な表現で各選択肢LA2を提示することも可能である。 (7) In each of the above-described embodiments, the question choices LA2 are presented as character strings. However, each choice LA2 can be presented in a visual expression such as a drawing or figure.
100……ゲームシステム、12……端末装置、14……ゲーム装置、16……通信網、22……表示装置、24……入力装置、32……制御装置、34……記憶装置、36……通信装置。
 
DESCRIPTION OF SYMBOLS 100 ... Game system, 12 ... Terminal device, 14 ... Game device, 16 ... Communication network, 22 ... Display device, 24 ... Input device, 32 ... Control device, 34 ... Storage device, 36 ... …Communication device.

Claims (9)

  1.  第1プレイヤの端末装置に質問を提示して当該質問に対する回答を前記第1プレイヤの端末装置から取得する第1問答処理部と、
     前記第1問答処理部が前記第1プレイヤに提示した質問に対応する第2プレイヤからの回答を、複数の質問の各々に対する各プレイヤからの回答を記憶する回答記憶部から取得し、前記第1問答処理部が前記第1プレイヤの端末装置から取得した回答と前記回答記憶部から取得した前記第2プレイヤの回答との異同を判定する回答判定部と、
     前記回答判定部による判定結果に応じた画像を前記第1プレイヤの端末装置に提示する結果提示部と
     を具備するゲーム装置。
    A first question and answer processing unit that presents a question to the terminal device of the first player and obtains an answer to the question from the terminal device of the first player;
    An answer from the second player corresponding to the question presented to the first player by the first question and answer processing unit is acquired from an answer storage unit that stores an answer from each player for each of a plurality of questions, An answer determination unit for determining a difference between an answer acquired by the question and answer processing unit from the terminal device of the first player and an answer of the second player acquired from the answer storage unit;
    A game device comprising: a result presentation unit that presents an image according to a determination result by the answer determination unit on the terminal device of the first player.
  2.  前記第1問答処理部は、複数の質問のうち属性記憶部に記憶されたプレイヤの属性情報に応じた質問を当該プレイヤに提示する
     請求項1のゲーム装置。
    The game device according to claim 1, wherein the first question and answer processing unit presents to the player a question corresponding to the attribute information of the player stored in the attribute storage unit among the plurality of questions.
  3.  前記第1プレイヤと前記第2プレイヤとの間で回答が同じであると前記回答判定部が判定した場合に、ゲーム内で利用するポイントを各プレイヤについて記憶するポイント記憶部が前記第1プレイヤについて記憶するポイントを増加させるポイント管理部
     を具備する請求項1または請求項2のゲーム装置。
    When the answer determination unit determines that the answers are the same between the first player and the second player, a point storage unit that stores points used in the game for each player is provided for the first player. The game device according to claim 1, further comprising: a point management unit that increases points to be stored.
  4.  所定期間毎およびゲームの開始毎の少なくとも一方にて各プレイヤの端末装置に質問を提示するとともに当該質問に対する回答を取得して前記回答記憶部に格納する第2問答処理部
     を具備する請求項1から請求項3の何れかのゲーム装置。
    2. A second question and answer processing unit that presents a question to each player's terminal device at least every predetermined period and at the start of a game, and obtains an answer to the question and stores it in the answer storage unit. The game device according to claim 3.
  5.  共通または対応する質問に対する各プレイヤからの回答の異同に応じてプレイヤ間の相性度を算定する相性算定部
     を具備する請求項1から請求項4の何れかのゲーム装置。
    The game device according to any one of claims 1 to 4, further comprising: a compatibility calculation unit that calculates a compatibility level between players according to differences in answers from each player with respect to a common or corresponding question.
  6.  選択候補となる複数のプレイヤの各々について一のプレイヤとの間の相性度を含むリストを前記一のプレイヤの端末装置に提示する候補提示部と、
     前記候補提示部が提示したリストから前記一のプレイヤが選択したプレイヤと前記一のプレイヤとに関するイベントを実行するイベント実行部と
     具備する請求項5のゲーム装置。
    A candidate presenting unit that presents a list including a degree of compatibility with one player for each of a plurality of players as selection candidates on the terminal device of the one player;
    The game device according to claim 5, further comprising: an event execution unit that executes an event related to the player selected by the one player from the list presented by the candidate presentation unit and the one player.
  7.  前記イベント実行部は、前記候補提示部が提示したリストから前記一のプレイヤが選択した選択プレイヤの端末装置に仲間申請を提示し、ゲーム内で仲間となるプレイヤを指定する仲間データを各プレイヤについて記憶する仲間記憶部に対し、当該仲間申請を承諾した選択プレイヤを前記一のプレイヤの仲間データに追加する
     請求項6のゲーム装置。
    The event execution unit presents a fellow application to the terminal device of the selected player selected by the one player from the list presented by the candidate presentation unit, and associates each player with fellow data specifying a player who is a fellow in the game. The game device according to claim 6, wherein the selected player who has accepted the friend application is added to the friend data of the one player for the friend storage unit to be stored.
  8.  前記第1問答処理部は、複数の選択肢を含む質問を前記第1プレイヤの端末装置に提示し、前記第1プレイヤが選択した選択肢を前記回答として前記第1プレイヤの端末装置から取得する
     請求項1から請求項7の何れかのゲーム装置。
    The first question and answer processing unit presents a question including a plurality of options to the terminal device of the first player, and acquires the option selected by the first player from the terminal device of the first player as the answer. The game device according to claim 1.
  9.  第1プレイヤの端末装置に質問を提示して当該質問に対する回答を前記第1プレイヤの端末装置から取得し、
     前記第1プレイヤに提示した質問に対応する第2プレイヤからの回答を、複数の質問の各々に対する各プレイヤからの回答を記憶する回答記憶部から取得し、前記第1プレイヤの端末装置から取得した回答と前記回答記憶部から取得した前記第2プレイヤの回答との異同を判定し、
     前記判定の結果に応じた画像を前記第1プレイヤの端末装置に提示する
     ゲーム提供方法。
     
    Presenting a question to the terminal device of the first player and obtaining an answer to the question from the terminal device of the first player;
    An answer from the second player corresponding to the question presented to the first player is obtained from an answer storage unit that stores an answer from each player for each of a plurality of questions, and obtained from the terminal device of the first player. Determining the difference between the answer and the answer of the second player acquired from the answer storage unit;
    A game providing method for presenting an image corresponding to a result of the determination to a terminal device of the first player.
PCT/JP2012/062542 2011-09-27 2012-05-16 Game device and game presentation method WO2013046795A1 (en)

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