WO2013047166A1 - Dispositif de gestion de jeu, système de jeu, procédé de gestion de jeu, programme et support d'enregistrement - Google Patents
Dispositif de gestion de jeu, système de jeu, procédé de gestion de jeu, programme et support d'enregistrement Download PDFInfo
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- WO2013047166A1 WO2013047166A1 PCT/JP2012/073032 JP2012073032W WO2013047166A1 WO 2013047166 A1 WO2013047166 A1 WO 2013047166A1 JP 2012073032 W JP2012073032 W JP 2012073032W WO 2013047166 A1 WO2013047166 A1 WO 2013047166A1
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/55—Controlling game characters or game objects based on the game progress
- A63F13/58—Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/70—Game security or game management aspects
- A63F13/79—Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
- A63F13/795—Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for finding other players; for building a team; for providing a buddy list
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/60—Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
- A63F13/69—Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/80—Special adaptations for executing a specific game genre or game mode
- A63F13/847—Cooperative playing, e.g. requiring coordinated actions from several players to achieve a common goal
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/85—Providing additional services to players
- A63F13/87—Communicating with other players during game play, e.g. by e-mail or chat
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/50—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
- A63F2300/55—Details of game data or player data management
- A63F2300/5546—Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history
- A63F2300/556—Player lists, e.g. online players, buddy list, black list
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/609—Methods for processing data by generating or executing the game program for unlocking hidden game elements, e.g. features, items, levels
Definitions
- the present invention relates to a game management device, a game system, a game management method, a program, and a recording medium that accept access via a network from a terminal device of each user who receives a game service and manage game information of each user. is there.
- SNS social networking service
- the conventional configuration is a system in which an invitation privilege is granted only once when the invited side registers in the game service, and the contents of the invitation privilege are also simply point grants. Therefore, it did not give the user a strong motivation to invite a new user to the game.
- the conventional measures that apply the usual invitation benefits it is difficult to effectively increase the number of users registered in the game service, and effective measures that lead to the activation of the game service. Is desired.
- the present invention has been made in view of the above problems, and an object thereof is to realize a game management device, a game system, a game management method, a program, and a recording medium that contribute to the activation of a game service.
- a game management device is a game management device that manages game information of each user registered in a game service, and is a second game device that receives a predetermined invitation or application from a first user.
- relationship management means for storing information relating the first user and the second user in a storage device and managing the relationship between the two, and the relationship management means
- a privilege is given to the first user according to the second user's access to the game or the progress of the game.
- a game system is a game system including a game management device that manages a game and a terminal device that communicates with the game management device.
- a game management device that manages a game
- a terminal device that communicates with the game management device.
- information relating the first user and the second user is stored in a storage device and the relationship between the two is stored.
- the relationship management means for managing the first user and the second user after the relationship management means associates the first user with the second user's access to the game or Either the game management device or the terminal device includes a privilege granting unit that grants a privilege according to the game progress.
- a game management method is a game management method in a computer that manages a game, in which a second user who receives a predetermined invitation or application from a first user When responding to the invitation or application, a relationship management step for storing information relating the first user and the second user in a storage device and managing the relationship between the two, and a computer comprising the relationship management After the first user and the second user are related by the step, a privilege is given to the first user according to the access to the game of the second user or the progress of the game.
- a privilege granting step is a game management method in a computer that manages a game, in which a second user who receives a predetermined invitation or application from a first user When responding to the invitation or application, a relationship management step for storing information relating the first user and the second user in a storage device and managing the relationship between the two, and a computer comprising the relationship management After the first user and the second user are related by the step, a privilege is given to the first user according to the access to the game
- the game management device and the game system of the present invention may be realized by a computer.
- a recorded computer-readable recording medium also falls within the scope of the present invention.
- the present invention it is possible to realize a game management device, a game system, a game management method, a program, and a recording medium that contribute to the activation of a game service.
- FIG. 1 shows a configuration example of a game system in which a game management device according to an embodiment of the present invention is incorporated.
- this game system includes a game server 1 installed on a network 4 such as the Internet, a database server 2 connected to be communicable with the game server 1, and a game server via the network 4. 1 and the terminal device 3 of each user that can be communicably connected.
- the network 4 is not limited to the Internet.
- the game server 1 and the terminal device 3 of each user can be connected to each other so as to communicate with each other, for example, a dedicated line, a public line, etc. It may be a line (telephone line, mobile communication line, etc.), a wired LAN (Local Area Network), a wireless LAN, or the like, or a combination of the Internet and these.
- the game management device includes a game server 1 and a database server 2.
- the game server 1 receives access from the terminal device 3 of each user who receives the game service via the network 4 and stores and manages game information of each user in the database server 2 (storage device).
- a game service is provided via the network 4.
- an example of providing a so-called browser game in which a game can be played by a web browser installed in each user terminal device 3 will be described as one form of game service provided by the game server 1.
- the service form for providing the browser game it is not necessary to download or install software dedicated to the game on the user's terminal device 3, and the user can easily connect to the game server anywhere as long as the terminal device 3 can be connected to the network 4.
- the game service provided from 1 can be enjoyed.
- a program for a browser game is installed in the game server 1, and the game server 1 performs arithmetic processing and data for progressing the game in accordance with input operations on the terminal device 3 of each user. Execute the process. Then, the game server 1 updates the game information of each user in the database server 2 based on the execution result of the arithmetic processing and the like, and web page information for displaying the execution result on the screen of the user terminal device 3 (Game screen data) is transmitted to the terminal device 3 of each user.
- Game screen data web page information for displaying the execution result on the screen of the user terminal device 3
- Each user's terminal device 3 is equipped with a web browser having a website browsing function as a user agent so that the web page information transmitted from the game server 1 can be displayed on the screen of the terminal device 3. It has become.
- the terminal device 3 include a mobile phone terminal, a PHS (Personal Handy-phone System) terminal, a personal digital assistant (PDA), and a smartphone that is a mobile terminal in which a mobile phone and a mobile information terminal are integrated.
- Various terminals that can be connected to the game server 1 via the network 4 and receive a game service, such as a personal computer or a tablet computer, can be applied.
- the game provided in the present embodiment has a so-called social game element that allows the user to play while communicating with other users who are receiving game services.
- a social networking service SNS
- a game system that provides a social game service as one of the SNS services can be obtained.
- a game service can be provided to the user by a game system operating on the SNS platform, but the game server 1 and the database server 2 can be constructed as independent game systems without being incorporated into the SNS system. Good.
- the user In order to use the game service in this game system, the user needs to register the use of the game service with the game server 1. Further, a user who has already been registered in the game service can invite a new game service registration to an unregistered person.
- the invited user (second user) who has been invited to register a new game service registers with the game service. In this case, an invitation privilege is given to the invited user (first user) who invited the game service registration.
- the game server 1 of this Embodiment does not perform common invitation privilege provision processing of giving a predetermined
- the inviting user is provided with a novel and attractive invitation privilege utilizing the continuous relationship between the side invited to the game service (inviting user) and the invited side (invited user). is there.
- the game server 1 stores information that associates the invited user with the invited user when the invited user who has been invited to register a new game service by the invited user registers with the game service. Even after registration of the invited user to the game service, the relationship between them is continuously managed. For example, the invitation user becomes “senior” and the invited user becomes “junior” triggered by successful invitation (registration of the invited user to the game service), and the game server 1 continuously manages the relationship between them. To do.
- the game server 1 is characterized in that, after the invited user registers in the game service, the invited user is given an invitation privilege according to the invited user's access to the game or the progress of the game. It has a configuration.
- the game experience value that can be acquired is larger than usual, or the achievement of a mission triggered in the game or the progress of an event is normal.
- An invitation privilege that is earlier than that is given to the invited user.
- the invitation privilege that the item of a predetermined rarity level or more is given is given to the invited user.
- the invited user after the invitation is successful (after the registration of the invited user to the game service), the invited user is invited according to the access to the game or the progress of the game. Since the privilege can be enjoyed continuously, the invitation privilege is more attractive than the conventional privilege in which points are given only once when the invitation is successful. Since such a novel and attractive invitation privilege that has never existed before can be provided to the user, it is possible to give the user a strong motivation to invite a new user to the game.
- the invitation privilege granted to the invited user is in accordance with the invited user's access to the game or the progress of the game. For example, when the invited user is accessing (logging in) the game server 1, in the case of an invitation privilege that the experience value that can be acquired is larger than usual, the invited user has more access to the game server 1. By doing so, the invited user can enjoy greater benefits. Therefore, inviting users can expect to communicate by sending messages such as “Let's do their best” and “Let's access together” so that more users can be invited. Figured.
- the game server 1 of the present embodiment is advantageous to the game according to the invited user's access to the game or the progress of the game.
- a privilege new invitation registration privilege
- an attractive new invitation registration privilege can be provided also to the invited user, so that it is possible to give the invited user a strong motivation to newly register in the game.
- it since it is a new invitation registration privilege that takes advantage of the continuous relationship between the invited user and the invited user, it also leads to the activation of the game community, similar to the case where the above-mentioned invitation privilege is given to the invited user. Is.
- the game management device includes the game server 1 and the database server 2.
- FIG. 2 shows an example of the hardware configuration of the game server 1.
- the game server 1 mainly includes a CPU (Central Processing Unit) 11, a ROM (Read Only Memory) 12 and a RAM (Random Access Memory) 13 as a main storage device, and an auxiliary storage device 14.
- the communication control unit 15 and the input / output control unit 16 are connected to each other via a bus line 17 including an address bus, a data bus, a control bus, and the like. Note that an interface circuit is interposed between the bus line 17 and each component as necessary, but the illustration of the interface circuit is omitted here.
- the CPU 11 interprets and executes instructions of application software such as system software and game programs, and controls the game server 1 as a whole.
- the ROM 12 stores a program and the like necessary for basic operation control of the game management device 1.
- the RAM 13 stores various programs and data, and secures a work area for the CPU 11.
- the auxiliary storage device 14 is a storage device that stores application software such as a game program, various data, and the like.
- application software such as a game program, various data, and the like.
- a hard disk drive can be used as the auxiliary storage device 14.
- the program according to the present embodiment for causing the game server 1 (computer) to operate as a game management device is also stored in the auxiliary storage device 14, and the program is transferred from the auxiliary storage device 14 to the bus line when the game server 1 is started. 17 is loaded into the RAM 13 via the CPU 17 and executed by the CPU 11.
- the communication control unit 15 includes a communication interface 15 a connected to the network 4, and controls communication with each user terminal device 3 via the network 4.
- the communication control unit 15 also controls communication with a server (not shown) connected to the network 4.
- a server not shown
- the communication control unit 15 of the game server 1 controls communication with the SNS server 101.
- the input / output control unit 16 is communicably connected to the database server 2 and is a database interface that performs input / output control when the CPU 11 executes reading / writing of data (records) with respect to the database server 2.
- the database server 2 includes a large-capacity hard disk device having, for example, a RAID (Redundant Arrays of Inexpensive Disks) configuration as a storage device having an area for storing game information of each user managed by the game server 1.
- the database server 2 stores various game information (user name, level, in-game points, possessed items, etc.) of each user in association with identification information (user ID) for uniquely identifying each user, for example. It can be constructed as a database, an object database, an object relational database, or the like.
- the game management device is configured by the game server 1 and the database server 2
- the present invention is not limited to this.
- the game server 1 can have the function of the database server 2 and the game management device can be configured only by the game server 1.
- the game server 1 can be configured as a plurality of servers by distributing the functions of the game server 1 to a plurality of servers. For example, when a user operates the terminal device 3 to access the game server 1, an authentication server having an authentication function for determining whether the user is a legitimate user is provided separately from the main server of the game server 1,
- the game server 1 may be composed of a main server and an authentication server.
- a billing management server that performs billing management when a user purchases an item to be billed in a game is provided separately from the main server of the game server 1, and the main server, authentication server, and billing management
- the game server 1 may be configured by a server.
- a load distribution type system configuration may be adopted. In this case, it is desirable to provide a load balancer for adjusting the load among the plurality of game servers 1.
- terminal device 3 As the terminal device 3 operated by the user, various terminals having a website browsing function such as a mobile phone terminal and a smartphone can be applied as described above, but in the present embodiment, a mobile phone terminal is exemplified. The configuration will be described. Note that the terminal device 3 other than the mobile phone terminal is also basically required for playing a game such as displaying a game screen using a website browsing function or performing an input operation for executing the game. The configuration is the same as that of the mobile phone terminal.
- a mobile phone terminal having a website browsing function or the like is also called a feature phone or a smart phone, and FIG. 3 shows a configuration example thereof.
- the terminal device 3 mainly includes a CPU 31, a ROM 32 and a RAM 33 as main storage devices, an image processing unit 34, a display unit 35, a sound processing unit 36, and an audio input unit 37. , An audio output unit 38, an auxiliary storage device 39, an operation input unit 40, and a communication control unit 41.
- the components 31 to 34, 36 and 39 to 41 are connected to each other via a bus line 42. Has been.
- An interface circuit is interposed between the bus line 42 and each component as necessary, but the interface circuit is not shown here.
- the CPU 31 interprets and executes commands of various programs including the web browser, and controls the terminal device 3 as a whole.
- the ROM 32 stores a program and the like necessary for basic operation control of the terminal device 3.
- the RAM 33 stores various programs and data loaded from the ROM 32 or the auxiliary storage device 39, and secures a work area for the CPU 31.
- a web browser that displays game screen data described in HTML or the like is stored in the ROM 32 or the auxiliary storage device 39, loaded into the RAM 33, and executed by the CPU 31.
- Various plug-in software for extending the browser function of the web browser may be stored in the ROM 32 or the auxiliary storage device 39 together with the web browser.
- the image processing unit 34 drives the display unit 35 based on an image display command from the CPU 31 to display an image on the screen of the display unit 35.
- Various known display devices such as a liquid crystal display or an organic LE (Electro-Luminescence) display can be applied to the display unit 35.
- the sound processing unit 36 converts an analog audio signal into a digital audio signal when audio is input from the audio input unit 37, generates an analog audio signal based on a sound generation instruction from the CPU 31, and outputs it to the audio output unit 38.
- the voice input unit 37 includes a microphone built in the terminal device 3 and is used for telephone communication or recording.
- the voice output unit 38 is composed of a speaker that outputs a reception speaker at the time of telephone communication and a telephone ringtone or a sound effect at the time of game execution.
- the auxiliary storage device 39 is a storage device that stores various programs and data.
- a flash memory drive or the like can be used as the internal memory of the mobile phone terminal, and a memory card reader / writer or the like can be used as the external memory of the mobile phone terminal.
- the operation input unit 40 accepts a user's operation input and outputs an input signal corresponding to the operation input to the CPU 31 via the bus line 42.
- Examples of the operation input unit 40 include physical buttons such as a direction instruction button, a determination button, and an alphanumeric character input button provided on the main body of the terminal device 3. Further, in the case of the terminal device 3 in which the display unit 35 is configured as a so-called touch screen by mounting a touch panel (contact input type interface) on the screen of the display unit 35, the touch panel also becomes the operation input unit 40.
- the communication control unit 41 includes a communication interface 41a, and has a communication control function for data communication when a game is operated, a communication control function for transmitting and receiving voice data as a mobile phone terminal, and the like.
- a communication control function for data communication for example, a wireless LAN connection function, an Internet connection function via a wireless LAN or a cellular phone network, a predetermined frequency band (for example, a 2.4 GHz frequency band) is used. Includes short-range wireless communication functions.
- the communication control unit 41 transmits a connection signal for connecting the game apparatus 1 to a wireless LAN, the Internet, or the like based on a command from the CPU 31 and receives information transmitted from the communication partner side and supplies it to the CPU 31. To do.
- the terminal device 3 may further include a GPS (Global Positioning System) signal receiving circuit, an imaging device (camera) such as a CCD (Charge Coupled Device) image sensor, a triaxial acceleration sensor, and the like.
- GPS position information may be used in the game.
- a user who wants to receive a game service starts up a web browser and performs an operation of accessing a game site managed by the game server 1.
- the communication control unit 41 of the terminal device 3 receives game screen data described in HTML or the like transmitted from the game server 1, and the CPU 31 executes the web browser.
- a game screen is displayed on the display unit 35.
- the user selects and inputs selectable button objects and hyperlinks displayed on the game screen by operating the operation input unit 40.
- the game server 1 advances the game and transmits new game screen data to the terminal device 3. Then, this new game screen is displayed on the display unit 35 of the terminal device 3.
- the user can select a button object or the like that can be selected on the game screen displayed on the display unit 35 by an operation.
- a game provided by the game server 1 can be played.
- FIG. 4 is a main functional block diagram of the game management device.
- the game management apparatus mainly includes game information management means 51, game progress means 52, authentication means 53, access management means 54, invitation processing means 55, relationship management means 56, privilege granting means 57, parameter setting means 58, notification means. 59, fellow management means 60, and message transmission means 61.
- Each of these means 51 to 61 is realized by the CPU 11 of the game server 1 executing the program according to the present embodiment.
- the game information management means 51 accumulates and manages the game information of each user in the database server 2.
- the items of game information managed by the game information management means 51 differ depending on the content of the game service that the game server 1 provides to the user.
- Examples of games provided by the game server 1 include sports games based on various sports such as baseball, soccer, and golf, battle games based on battles, music simulation games, and other various role-playing games and training.
- Various games such as games and simulation games can be listed regardless of the game format and genre.
- the case where the game server 1 provides a baseball game as a game service will be described below.
- a baseball game in which a user owns a player character in the game and can play a game (match) with another user in the game using the player character is taken as an example.
- the player character owned by the user can be in a card format in which the form of the player character is visible on the screen of the terminal device 3. That is, the player character is managed by the game server 1 as a digital player card and displayed on the screen of the user terminal device 3.
- FIG. 10 illustrates a player card 71 displayed on the screen of the user's terminal device 3, and the player card 71 is displayed as a digital player card representing the form of the player character on the screen.
- the user can collect player cards while proceeding with the game, form his own original team, and compete with other users for ranking.
- the user can improve the ability of the player card (player character) by synthesizing the collected player cards (that is, nurture the player), and can enjoy the game with the aim of creating a stronger team. It can be done.
- the game information management means 51 for managing the game information of each user includes a user information storage control unit 51a, a level information storage control unit 51b, and an owned player card storage control unit 51c. , Possessed point storage control unit 51d, owned coin storage control unit 51e, owned item storage control unit 51f, game result storage control unit 51g, ranking storage control unit 51h, privilege information storage control unit 51i, and the like.
- the user information storage control unit 51a associates a user ID uniquely identifying each user with user information related to each user such as a login ID, password, user name (such as a nickname used in the game), team name, and the like.
- Each user ID is stored in a predetermined storage area of the database server 2.
- the login ID and password are used for login authentication when each user operates the terminal device 3 to access the game server 1.
- the user name and the team name are arbitrary information set by the user when the user registers for using the game service or when the game is executed for the first time.
- the user name and team name are displayed on the game screen as necessary.
- the level information storage control unit 51b stores level information such as a user's game level and a league level in a predetermined storage area of the database server 2 for each user ID in association with the user ID.
- level information such as a user's game level and a league level in a predetermined storage area of the database server 2 for each user ID in association with the user ID.
- experience values are accumulated as the user progresses the game, and the level of the user's game is increased when the experience value reaches a certain amount.
- there are a plurality of different levels of leagues and each user's team belongs to one of the leagues, and a game (league battle) is automatically played with another user's team in the league. To do.
- the replacement game between the teams of the users belonging to different leagues is automatically executed, and the league level to which the user's team belongs changes.
- a user may perform entry operation with the terminal device 3, and even if the said entry operation does not exist, the game server 1 automatically makes each user's team into a league game. You may make it participate.
- the level information storage control unit 51b stores each user's game level and affiliation league level in association with the user ID.
- the owned player card storage control unit 51c stores information on player cards acquired and owned by the user in the game in a predetermined storage area of the database server 2 for each user ID in association with the user ID.
- Examples of the player card information include identification information (player card ID) for uniquely identifying the player card, an ability value indicating the height of the ability of the player, and a regular player flag.
- FIG. 6 shows an example in which player ability values can be set for three ability items (abilities 1 to 3).
- the ability item when the player card is a fielder, abilities 1 to 3 can be “blow”, “running power”, “defense”, etc., and when the player card is a pitcher, ability 1 ⁇ 3 can be set as "sphere", "control", "change”, etc.
- the capability item is not limited to this example, and can be increased or decreased.
- two ability items “attack power” and “defense power (or defensive power)” may be provided for all player cards, and ability values may be set for the two ability items. .
- a regular player flag is a regular player (player included in a team order) who participates in a match with another user's team among player cards owned by the user, or a non-regular player. This flag is “1”, indicating that it is registered as a player card for a regular player.
- the terminal device 3 By operating the terminal device 3, the user can select a regular player from the owned player cards or set a team order.
- each player card (character) is set with various parameters such as tone, physical strength, and player level, which will be described later.
- the owned player card storage control unit 51c also stores the parameter information of each player card in the database server 2 in association with the user ID.
- the database server 2 stores the player card image data, the player name, the position, the affiliation team, the ability value (initial value not strengthened by the synthesis) and the like in association with the player card ID.
- the game information management means 51 can acquire image data of a player card corresponding to the player card ID based on the player card ID stored in the owned player card storage control unit 51c. ing.
- the owned point storage control unit 51d associates various points owned by the user in the game (including values corresponding to points) in a predetermined storage area of the database server 2 for each user ID in association with the user ID.
- various game modes there are various game modes, and various points can be acquired and the acquired points can be used according to the game mode.
- points include physical strength points, attack costs, power points, AC points, etc. in addition to the above experience values.
- the physical fitness point is used in a “club activity mode” in which the baseball club performs club activities such as practice while consuming the physical fitness point.
- the attack cost is used in the “matching mode” in which an individual match is designated by specifying another user, and the individual match is performed at the cost (point) required for playing the match. Is consumed by. For example, the health points and attack costs that are consumed and reduced during the game are recovered over time (for example, 1 point is recovered every 3 minutes), or the experience value reaches a certain amount. It is possible to recover by improving the user level.
- the power point is used in a “compositing mode” in which the ability of the player cards is improved by combining the player cards owned by the user, and is consumed by performing the combining.
- This power point can be obtained, for example, by executing the club activity mode or the battle mode.
- the said exchange point is a point which a user can acquire by sending a message etc. to other users and cheering.
- This exchange point can be used, for example, in a “lottery acquisition mode” in which a predetermined number (for example, one player card) can be acquired by lottery based on random numbers, etc., from all player cards managed by the game server 1. Yes, you can receive one player card lottery for a given exchange point.
- the “lottery acquisition mode” not only player cards but also items may be acquired by lottery.
- the owned coin storage control unit 51e associates the user ID with the coin owned by the user in the game (in-game currency different from the points) in a predetermined storage area of the database server 2 for each user ID. To remember. This coin is necessary, for example, when acquiring an item to be charged.
- the owned item storage control unit 51f stores the item acquired by the user in the game in a predetermined storage area of the database server 2 for each user ID in association with the user ID.
- examples of items include recovery items, player card pieces, and fake cards.
- the recovery item is an item that recovers the above-mentioned physical strength points and / or attack costs that are consumed and reduced during the game to the maximum value instantly without waiting for the passage of time.
- the recovery item can be acquired by consuming and purchasing the coin or satisfying a predetermined bonus condition in the game.
- a player card piece is an item that allows you to obtain a powerful (high ability) player card by collecting all of a predetermined number of pieces (for example, six pieces P1 to P6) and completing the player card.
- a piece of a player card can be obtained when a lottery based on a random number or the like is won at the time of the club activity mode, and it wins by fighting against a piece owned by another user in the battle mode In such a case, the user can be taken from the opponent user.
- a fake card is an item that can be set on a piece of the player card so that the targeted piece is not taken away only once even if it is defeated by another user in the battle mode.
- a fake card can be obtained by consuming and purchasing the coin or satisfying a predetermined bonus condition in the game.
- the game result storage control unit 51g associates a user ID with a game ID for uniquely identifying a game in which the user's team has played against another user's team, for each user ID.
- the game uniquely specified by the game ID includes a game of an individual game performed by a user specifying an opponent and a game of the league game.
- the database server 2 is associated with the game ID, the game date and time (real world game start or end time), the user ID of the winning team, the user ID of the defeated team, the battle score, the winning pitcher character,
- a game database is stored in which information about game results such as a loser pitcher character, a player character who has made a home run, and game critical information is stored.
- the game information management means 51 can acquire the information regarding the game result corresponding to the said game ID from a game database based on the game ID which the game result memory
- the ranking storage control unit 51h associates the user ID with ranking information such as the ranking of the league based on the number of wins and defeats of the user's team and the number of wins / defeats for each user ID in association with the user ID. Are stored in a predetermined storage area of the database server 2.
- the privilege information storage control unit 51i stores information related to the privilege granted to the user in a predetermined storage area of the database server 2 for each user ID in association with the user ID.
- the benefits in the present embodiment include an invitation privilege that is given to an invited user when the invited user newly registers in the game service and a new invitation registration privilege that is given to the invited user.
- the granting of a privilege is to make the game more advantageous (merit occurrence state) than that before granting the privilege.
- FIG. 6 the invitation privilege that the value of a parameter to be described later is improved by one level. An example given to a user is shown. Details of this privilege will be described later.
- the game progress means 52 executes a game in response to an operation on the terminal device 3 by the user, generates game screen data corresponding to the execution result, and transmits the game screen data to the terminal device 3. It has a function to advance the game by displaying a game screen according to the game.
- the game progress means 52 includes a game execution means 52a, a game screen generation means 52b, and a game screen transmission means 52c.
- the game execution means 52a reads the user's game information in response to the request and executes the game by performing calculations and data processing.
- the game execution means 52a is configured so that the player cards of both teams corresponding to the user IDs of the two users performing the battle. Information (player card information of regular players participating in the game) is read from the database server 2. And the game execution means 52a performs the calculation which determines a win / loss based on the ability value etc. of the player card of both teams. As an example of the calculation of this win / loss decision, the player with the highest total ability value of both teams may be the winning team, or the team with the higher total ability value will have a higher probability of winning. The winning team may be obtained by probability calculation. Moreover, the game execution means 52a performs the calculation which determines whether various effect productions which affect a win / loss are generated based on the combination of the player card which comprises a team before the calculation which determines a win / loss. May be.
- the game screen generation means 52b generates game screen data composed of HTML data, for example, according to the execution result by the game execution means 52a.
- the HTML data may include image data such as a player card read from the database server 2.
- moves by the plug-in of the web browser of the terminal device 3 may be embedded in HTML data.
- the game screen transmission unit 52c transmits the game screen data (HTML data or the like) generated by the game screen generation unit 52b to the user terminal device 3 as a response to the request for the game screen.
- the game screen is displayed on the display unit 35 by the web browser.
- the authentication unit 53 determines whether the user has a game participation qualification and performs login authentication. .
- An example of this authentication is authentication based on a login ID and password associated with a user ID. For example, when the user uses the game service for the first time, a login ID (any alphanumeric character, email address, etc.) and password are registered in the game server 1 as member information. Then, when logging in to the game server 1 from the next time, the user operates the terminal device 3 to transmit the login ID and password to the game server 1. At this time, the authentication means 53 of the game server 1 determines whether or not the combination of the login ID and password received from the user terminal device 3 has been registered, and performs login authentication.
- the SNS member registration information may be used as registration information for receiving the game service of the game system.
- the user's terminal device 3 is logged in to the SNS server, when the game site managed by the game server 1 is first accessed, the user's login ID and password are automatically input from the SNS server to the game server 1. It may be transferred so that the user can register to use the game service without registering the login ID and password again.
- an individual identification number of a mobile phone terminal that is the terminal device 3 (a mobile phone terminal different from the phone number is uniquely specified) so that the user can save the trouble of inputting a login ID and a password each time the user accesses the game server 1.
- a unique ID of the contractor (ID for uniquely identifying the contractor of the mobile phone terminal, which is not changed as long as the contractor is the same even if the model is changed) You may perform authentication using. That is, when the user registers the member by operating the mobile phone terminal, the game server 1 acquires the individual identification number or the contractor specific ID included in the data transmitted from the mobile phone terminal, and the login ID and password At the same time, the individual identification number or the contractor unique ID is also stored in the database server 2 in association with the user ID.
- the authentication unit 53 determines whether the individual identification number or the contractor unique ID has been registered and performs login authentication. Thereby, when accessing the game server 1, the user can log in without inputting the login ID and password.
- cookie HTTP cookie information
- the game server 1 issues individual identification information corresponding to the login ID and password and registers it in the database server 2, and the individual identification information is used as a cookie. It transmits to the terminal device 3.
- the browser of the terminal device 3 stores the received cookie in the terminal device 3.
- the browser of the terminal device 3 transmits a Cookie to the game server 1 together with the page browsing request, so that the authentication means 53 receives the access request from the mobile phone terminal. Can perform login authentication by determining whether or not the individual identification number of the cookie has been registered.
- the access management means 54 stores access information of each user to the game server 1 in the database server 2 (storage device) and manages access for each user.
- the access management means 54 includes an access information storage control unit 54a. Examples of access information stored in the access information storage control unit 54a include the access history (access start date and time and access end date and time) of each user, the number of daily accesses in the real world, and the presence / absence of access on each day in the real world. And the like.
- the access management means 54 also manages an access state indicating whether or not each user is accessing the game server 1 (logging in).
- the invitation processing means 55 When the user (inviting user) registered in the game service operates the terminal device 3 and performs an operation input for inviting an unregistered person (invited user) to the game service, the invitation processing means 55 It has a function of sending an invitation message to the terminal device 3 of an unregistered person.
- the processing of the invitation processing means 55 when the game server 1 and the database server 2 of the present embodiment are incorporated into an SNS system to provide a social game service as one of the SNS services. This will be described below with reference to FIG.
- the game server 1 is communicably connected to the SNS server 101.
- the SNS server 101 stores SNS member information and the like in the SNS database server 102 and controls the operation of the SNS system.
- the SNS database server 102 includes a member database 102a and a friend database 102b.
- the member database 102a stores, for example, SNS member information such as a member ID, password, name, nickname, address, telephone number, e-mail address, date of birth, sex, occupation, profile, and the like.
- the friend database 102b stores information on friend relationships between SNS members (combination information of member IDs for which friend registration has been performed).
- the game server 1 can obtain information on friendship between SNS members via the SNS server 101.
- an “Invite Friends” button is provided in the main screen of the game displayed on the display unit 35 of the user terminal device 3.
- the game server 1 obtains information of SNS members who are friends with the user via the SNS server 101.
- the invitation processing means 55 of the game server 1 creates an invitation target person list screen that lists members who are SNS members who are in friendship with this user and who have not registered the game service. Is transmitted to the terminal device 3 of the user. Thereby, the invitation target person list screen is displayed on the display unit 35 of the user terminal device 3.
- the invitation processing means 55 of the game server 1 displays the invited friend relationship.
- An invitation message is transmitted to the terminal device 3 of the SNS member (invited user).
- This invitation message includes a hyperlink of the URL of a new registration page managed by the game server 1.
- a user can invite an acquaintance who is not an SNS member to the game. That is, the user performs an operation of notifying the game server 1 of an email address of an acquaintance that the user wants to invite to the game.
- the game server 1 can transmit an invitation message to the mail address of an acquaintance.
- This invitation message includes a hyperlink of the URL of a page for performing SNS member registration and new registration for the game service.
- this URL also includes information on the invited user (user ID), and the invited user performs an operation of selecting the URL in the invitation message. The user can be recognized.
- the game invitation when the game server 1 and the database server 2 are incorporated into the SNS system has been described.
- the game server 1 and the database server 2 are not incorporated into the SNS system and are independent.
- it is possible to invite to the game as follows. That is, as in the case described above, the user performs an operation of notifying the game server 1 of an email address of an acquaintance that the user wants to invite to the game, and the game server 1 transmits an invitation message to the email address of the acquaintance.
- This invitation message includes a hyperlink of the URL of the new registration page managed by the game server 1, and the URL includes information on the invited user.
- the game server 1 can recognize the invited user by performing an operation of selecting.
- a column in which the information of the invited user (such as the user ID of the invited user) can be directly input is provided, and the game server 1 may recognize the invited user.
- the relationship management means 56 When the invited user who has been registered with the game service and invited by the invited user who invited the game service registration to the new game service registration has registered with the game service, the relationship management means 56 is registered with the invited user. It has a function of storing information related to invited users in a storage device (such as the database server 2) and managing the relationship between the two.
- the relationship management means 56 includes an invitation relationship storage control unit 56a.
- FIG. 8 shows an example of the invitation relationship information relating the invited user and the invited user, which is stored and managed in the database server 2 by the invitation relationship storage control unit 56a.
- the invited user when an invited user who has been invited to register a new game service by an invited user registers in the game service, the invited user becomes “senior”, the invited user becomes “junior”, and the relationship between the two users
- the relationship management means 56 manages as seniors and juniors.
- the invitation relationship storage control unit 56 a stores the user ID of the invited user who is the senior in a predetermined storage area of the database server 2 in association with the user ID of the invited user who is the senior.
- the invited user is referred to as “senior” and the invited user is referred to as “junior” as appropriate.
- the privilege granting unit 57 has a function of granting a privilege that takes advantage of the relationship between the invited user and the invited user after the invited user who has been invited to register a new game service by the invited user registers with the game service.
- This privilege grant means 57 is provided with the invitation privilege provision part 57a and the new invitation registration privilege provision part 57b.
- the invitation privilege granting unit 57a is advantageous in terms of the game depending on the invited user (senior) 's access to the game or the progress of the game.
- prescribed rarity, etc. are provided as an invitation privilege.
- the access to the game means an access (login) to the game server 1 that provides the game service.
- Giving an invitation privilege according to access to a junior's game means that the junior is accessing the game, that there is a fact that the junior has accessed the game, or that the junior's access to the game or the number of access days In response, it means giving an invitation privilege.
- the senior when the junior is accessing the game (logging in), the senior can be given a merit of the invitation privilege. Moreover, it can be set as the structure which gives the merit of an invitation privilege to a senior when the frequency
- the junior junior accumulative access time becomes 3 days, 200 points, when the junior day becomes 6 days, 500 points, when the junior day becomes 9 days, 1000 points, etc. Every time the number of access days reaches a predetermined number of days, points are given to seniors. An item or other privilege may be given instead of the point. Further, it is desirable that the benefits such as points to be given increase as the accumulated access days (or accumulated access times) increase. In this case, seniors can expect to communicate by sending messages such as “Let's do their best” so that more juniors can access the game, and the game community can be activated.
- a time limit for granting the invitation privilege may be provided so that the accumulated access days must reach the reference number of days by the time limit. For example, if the cumulative access days of the junior is 3 days before the deadline within 2 weeks from the new registration, 200 points will be given to the senior, and if the cumulative access days of the junior is 6 days before the deadline, 500 points will be given to the senior Or the like.
- a configuration is also possible in which a time limit is set within a predetermined period from new registration, and the invitation privilege is increased according to the accumulated access days of the junior during that period.
- the junior game progress status refers to situations such as the level of the junior game, the ability of the character owned by the junior, and the strength of the junior team as a result of the junior playing the game. .
- the senior can be given a merit of the invitation privilege.
- the ability value of a junior character after new registration when there are multiple junior characters, the maximum value, average value, total value, etc. reaches the reference value, the merit of the invitation privilege to the senior It can be set as the structure which gives.
- it can be set as the structure which gives the merit of an invitation privilege to a senior when the strength value of the junior team after new registration reaches a reference value.
- the junior game level is 200 points when the junior game level is "5", 500 points when the junior game level is “10”, 1000 points when the junior game level is “15”, and so on.
- points are given to seniors.
- An item or other privilege may be given instead of the point.
- the benefits such as points to be given increase as the game level increases.
- seniors can expect to communicate by sending messages such as “Let's do their best” to encourage juniors to level up, and the game community can be activated.
- a privilege such as points and items can be given to the senior.
- the new invitation registration privilege granting unit 57b gives the invited user (junior) an on-game game according to the access or game progress of the invited user (senior). Grant a new invitation registration privilege to be advantageous.
- senior game access refers to the fact that the senior is accessing the game, the fact that the senior has accessed the game, the number of accesses to the senior game, the number of access days, etc.
- the progress status refers to the status of the senior's game level as a result of the senior having played the game, the character's ability possessed by the senior, the strength of the senior team, and the like.
- the senior when the senior is accessing the game (logging in), it can be configured to give the merit of the new invitation registration privilege to the junior.
- it can be set as the structure which gives the merit of a new invitation registration privilege to a junior, when the frequency
- it can be set as the structure which gives the merit of a new invitation registration privilege to a junior, when the accumulation access days to the senior's game after a junior's new registration reach predetermined days.
- junior students can expect to communicate by sending messages such as “Let's do their best” so that more seniors can access the game, and the game community can be activated.
- the merit of the new invitation registration privilege can be given to the junior.
- the ability value of the senior character after the new registration of the senior is improved by a predetermined value (if there are multiple characters owned by the senior, the maximum value, average value, total value, etc. for the ability improvement is set to the predetermined value. When it is reached), it can be configured to give the merit of the new invitation registration privilege to the junior.
- the strength value of the senior team after the new registration of the junior is improved by a predetermined value
- the merit of the new invitation registration privilege can be given to the junior. In these cases, the junior can expect to communicate by sending a message such as “Let's do his best” in order to encourage the senior to improve his level and strength, thereby activating the game community.
- the details of a privilege (invitation privilege) given to a senior and a privilege (new invitation registration privilege) given to a junior will be described in more detail.
- these benefits only need to be advantageous in terms of the game as compared to the case where the benefits are not given, and various privileges are conceivable depending on the type and content of the game.
- the invitation privilege or the new invitation registration privilege is not advantageous in terms of the game, but may be an item that gives a game item of a predetermined rarity level or higher.
- n battles for example, 3 battles
- a method for making it advantageous to carry a game for n battles a method for improving the strength of the user's team by n battles is conceivable.
- a player card of a regular player who participates in the game is selected from the player cards owned by the user and battles are performed (for example, the user preliminarily selects from the player cards owned by the user). Select the card of the regular player who will participate in the game, and team up with the regular player's card to play a match). Therefore, as a matter of course, normally, the strength of the own team cannot be other than the user's handheld player card.
- one of the strongest player cards (the player card with the highest ability value) is automatically assigned to the regular player of the user. Try to replace one of the cards.
- the game progress means 52 of the game server 1 automatically performs the above-described player card replacement process at the time of execution of a privilege target battle. The user's friends will be described later. If the user himself possesses the strongest player card among all the handheld cards of the user's allies, an assistant player card having a higher ability value than the strongest player card (a special one provided by the game server 1) One player card) may be automatically replaced with one of the regular player cards of the user.
- the ability value of a part or all of the player cards of the regular players participating in the game in the battle mode is improved by a predetermined ratio (or a predetermined value).
- the game progress means 52 of the game server 1 performs the process which improves the capability value of the player card of the user's team who received the privilege at the time of execution of the privilege target battle.
- the probability that the user's team to which the privilege is given wins is improved by n battles (therefore, the probability that the opponent user's team wins) Is also possible.
- the probability that the opponent user's team wins is also possible. For example, if the ability of the teams of both users who are competing is the same, if no privilege is granted to any user, the victory probability of both teams is 50%, but the privilege is granted to one user In the battle being played, while the victory probability of the team of the user X to whom the privilege is given is increased by 10%, for example, to 60%, the victory probability of the team of the opponent user Y is reduced by 10% to 40%. %, The user X is more advantageous in terms of the probability of victory than the user Y.
- benefits include the following. That is, points such as physical strength points consumed and reduced during the game are recovered by 1 point every 3 minutes, for example, but this point recovery time is shortened (for example, 2 minutes elapses). It is conceivable to recover 1 point every time).
- this privilege is granted, information on the effective period in which the point recovery time is shortened is stored as the user privilege information stored in the privilege information storage control unit 51i.
- the game information management means 51 of the game server 1 performs the process which shortens point recovery time rather than normal time in the period when a privilege is effective (for example, within 24 hours after a user receives notification of a privilege). It will be.
- points such as the exchange points
- a privilege that a player card can be drawn is also considered.
- this privilege is given, the number of times that the player card can be drawn for free (no points) is stored as the privilege information of the user stored in the privilege information storage control unit 51i.
- a privilege that a predetermined number (for example, one) of player cards selected by the game server 1 by lottery using random numbers or the like is given to the user can be considered.
- the player card selected by the game server 1 is given to the user as a privilege
- the player card ID given as a privilege is added to the player card ID stored in the owned player card storage control unit 51c of the game information management means 51. Is done.
- a privilege that a predetermined point is given to the user for various points used in the game such as the above-mentioned physical strength points, attack costs, power points, and exchange points.
- a privilege that a predetermined number of various items used in the game such as the recovery item and the fake card described above are given to the user can be considered.
- the privilege granting unit 57 is owned by the user, which is stored in the owned point storage control unit 51d or the owned item storage control unit 51f of the game information management unit 51. The game information is changed so as to increase the number of points or items owned by a predetermined number.
- a privilege that the experience value on the game that can be acquired while the user is playing the game is larger than usual can be considered.
- the game progress means 52 of the game server 1 performs a process of making the experience value acquired by the user larger than usual when the user operates the command button.
- a privilege that a mission activated in the game or an event progresses faster than usual can be considered.
- the game progress means 52 of the game server 1 performs a process of increasing the mission achievement rate or the event progress rate of the user higher than usual when the user operates the command button.
- the parameter setting means 58 has a function of setting any one value of tone parameters having a plurality of levels (for example, 6 levels from 0 to 5) to the terminal device 3 of each user.
- the values at a plurality of levels of this parameter correspond to a plurality of tone marks as a parameter display image.
- the tone mark is an image that pseudo-displays the goodness (or good physical condition) of the user who is playing the game or the character of the user.
- FIG. 9 illustrates the correspondence between parameter values and tone marks stored in a predetermined area of the database server 2.
- parameter setting methods by the parameter setting means 58.
- the parameter value may be set at random using a random number.
- the parameter value may be set higher as the number of days of continuous access to the game server 1 increases.
- the parameter setting means 58 can set the parameter value for the user terminal device 3 even when the user terminal device 3 is not accessing the game server 1. For example, regardless of whether or not the terminal device 3 of the user is accessing the game server 1, the parameter value applied to each user is based on a random number or the like every day at a predetermined time in the real world (for example, midnight). May be set.
- the game screen transmission unit 52c transmits a game screen including a tone mark corresponding to the value set by the parameter setting unit 58 to the user terminal device 3. Thereby, a game screen including a tone mark is displayed on the user's terminal device 3, and the user recognizes the current tone by visually recognizing the tone mark.
- the game progress means 52 controls the game progress of the user so that the higher the value set by the parameter setting means 58 is, the more advantageous the game is.
- the game progress means 52 controls the game progress so that the higher the value set by the parameter setting means 58 is, the more experience values on the game that the user can acquire while playing the game.
- the game progress means 52 controls the progress of the game so that the higher the value set by the parameter setting means 58, the faster the achievement of the mission activated in the game or the progress of the event becomes.
- the game progression means 52 controls such that the higher the value set by the parameter setting means 58 is, the higher the probability that a rare card or a rare item will be drawn in the aforementioned lottery acquisition mode.
- the invitation privilege grant part 57a raises the value which the parameter setting means 58 set with respect to the senior's terminal device 3, when the junior is accessing the game. Thereby, for example, when the junior is accessing the game, the value of the parameter set for the senior terminal device 3 is increased by a predetermined value (for example, one). If the value of the parameter increases, the degree of advantage in terms of the game increases. Therefore, the invitation privilege giving unit 57a can give the invitation privilege to the senior through a form of increasing the parameter value.
- the invitation privilege grant unit 57a may associate the parameter value with the number of juniors who are accessing the game.
- the new invitation registration privilege grant part 57b raises the value which the parameter setting means 58 set with respect to the junior terminal device 3, when the senior is accessing the game.
- the value of the parameter set for the terminal device 3 of the senior is increased by a predetermined value (for example, two).
- the value on the game related to the junior who changes as the junior's game progresses reaches a predetermined value. It is desirable not to execute the process of granting the invitation privilege due to the invitation. This is to arouse the willingness to make a new invitation by avoiding giving a privilege indefinitely, as will be described later.
- the value on the junior's game that changes as the junior's game progresses refers to the level value of the junior game, the ability value of the character owned by the junior, the strength value of the junior team, This refers to the difficulty level of the stage in the game that has been reached.
- the level of the junior game increases when the junior plays the game and acquires the experience value, and does not reach the predetermined value unless the junior actually plays the game.
- the ability value of the character owned by the junior, the strength value of the junior team, and the like do not reach a predetermined value unless the junior actually plays the game to develop the character or improve the team strength.
- the junior actually plays the game If you do not clear the stage, you will not reach the predetermined difficulty level. That is, the “value on the game that changes as the junior's game progresses” is an index that indicates the timing at which a newly registered junior played a game to some extent.
- the invitation privilege granting unit 57a can be prevented from executing the invitation privilege grant process for the senior.
- the grant of the invitation privilege to the senior is cancelled.
- the user can be invited to invite a new user. That is, if the user can continue to receive the invitation privilege indefinitely as a senior, the user who is already satisfied with the attractive invitation privilege that has already been received may not be aggressive to invite new users. .
- the user wants to receive an attractive invitation privilege again, and is strongly encouraged to invite a new user to the game again Motivation can be given to the user.
- the period during which the senior can enjoy the invitation privilege is not the real time in the real world, but “until the value on the game related to the junior, which changes as the junior's game progresses, reaches a predetermined value”. This is due to the following reason.
- the invitation privilege provided to a senior is according to a junior's game access or game progress condition. Therefore, if the senior can enjoy the invitation privilege in real time in the real world, after the junior newly registers with the game service, the game is never accessed (the game is not progressed at all) or the game If access is insignificant, the senior will not be able to enjoy the invitation privilege at all, or will be able to enjoy the invitation privilege after the real time in the real world has passed.
- the period in which the senior can enjoy the invitation privilege is “until the value on the game related to the junior, which changes as the junior's game progresses, reaches a predetermined value”.
- the granting period of the invitation privilege is ensured until the junior plays the game to some extent and the senior can realize the benefits of the privilege.
- the new invitation registration privilege granting unit 57b Therefore, it is desirable not to execute the new invitation registration privilege grant process. For example, after the level of the junior game reaches a value (for example, level 15) that exceeds the beginner level, the new invitation registration privilege granting unit 57b gives the new invitation registration privilege to the junior. Do not execute.
- the grant of the new invitation registration privilege to the junior is canceled.
- the grant of the new invitation registration privilege to the junior is canceled.
- the user can continue to receive the new invitation registration privilege indefinitely as a junior, the user who is already satisfied with the attractive new invitation registration privilege who has received the invitation invites a new user himself It is possible that the desire to receive the benefits will be dilute.
- canceling the granting of benefits at the timing when the user enjoys a certain new invitation registration privilege the user feels that he wants to receive an invitation privilege with the same content as the new invitation registration privilege. It is possible to give the user a strong motivation to invite a new user to the game.
- the notification means 59 has a function of notifying that a privilege has been granted to the user terminal device 3 to which a privilege (invitation privilege or new invitation registration privilege) has been granted.
- Examples of privilege notification by the notification means 59 are shown in FIGS.
- FIG. 10 shows an example of the main screen of the game displayed on the display unit 35 of the senior terminal device 3 to which the invitation privilege is given.
- FIG. 11 shows an example of the main screen of the game displayed on the display unit 35 of the junior terminal device 3 to which the new invitation registration privilege is given.
- screen data for displaying the main screen shown in FIG. 10 or FIG. 3 is sent.
- the player card 71 selected as the fourth batter and ace pitcher from among the player cards owned by the user, the game information 72 of the user, the tone mark 73, etc. are displayed, and the privilege notification information 74 is also displayed. Is displayed. Details of the main screen will be described later.
- the privilege notification information 74 displayed on the main screen of the senior terminal device 3 is provided with an invitation privilege such as “Two-stage improvement during access by two juniors!” This is what you can understand.
- the game server 1 can access the two juniors who are accessing.
- Screen data displaying information such as a name is transmitted to the senior terminal device 3 so that the information of the two juniors who are accessing can be confirmed.
- the privilege notification information 74 displayed on the main screen of the junior terminal device 3 is given a new invitation registration privilege such as “Tone MAX during senior access!”, For example. This is what you can see.
- Data is transmitted to the junior terminal device 3 so that the senior information can be confirmed.
- the notification means 59 displays the privilege occurrence information on the main screen or the like to notify the user, so that the notification processing is performed in cooperation with the game screen generation means 52b and the game screen transmission means 52c. Is supposed to do.
- the fellow management means 60 shown in FIG. 4 has a function of storing fellow user information belonging to a group centered on each user in the database server 2 (storage device) and performing peer management for each user.
- the group here shows the group of one's friend seen from the viewpoint of one user to the last, and each user who comprises these groups does not belong only to this group.
- Each user also has a group of “buddies” centered on him / herself.
- the fellow management means 60 includes a fellow information storage control unit 60a.
- FIG. 12A shows an example of information related to each user's associate, which is stored and managed in the database server 2 by the associate information storage control unit 60a.
- the associate information storage control unit 60a receives information on the limit number of associates, the user IDs of associate users who are already in the associate relationship, the user IDs of users who are applying for associates, and associate applications in association with the user ID.
- the information regarding associates such as user IDs of unapproved users, is stored in a predetermined storage area of the database server 2 for each user ID.
- the number of unapproved users who have received peer applications is zero.
- bonus points are awarded to both users who have become friends (for example, the maximum value of the physical strength point and the attack cost may be increased by a predetermined point). it can).
- a limit number of friends according to the degree of progress of the game (upper limit number of people who can make friends) is set, and the friend information storage control unit 60a associates the user ID with the friend limit. I remember the number.
- the limit number of friends is set to increase as the level of the user's game increases. Thereby, in order to make more friends and make the game advantageous, the user is given a motivation to continuously advance the game and improve the level.
- two forms are prepared for two users to become a friendship.
- a 1st form it is based on the operation of the friend application made between two users, and its approval.
- either one of the two users makes a friend application to the other user via the game server 1.
- this friend application first, a user who wants to make a friend performs an operation of listing target candidates of friend candidates on the screen of the terminal device 3.
- the game server 1 transmits the screen data listing the candidates for the fellow candidates, so that a screen on which the plurality of fellow candidates are listed is displayed on the user terminal device 3.
- the user confirms the level of the target person's game listed on the screen, the affiliation league level, and the like, selects a user who wants to be a friend, and performs a friend application operation.
- the user B who received the friend application checks the information such as the user level and the affiliation league level of the user A received from the game server 1 on the screen of the terminal device 3 and decides whether to approve or reject as a friend. Perform the operation to select.
- the friend management means 60 of the game server 1 automatically
- the invited user (senior) and the invited user (junior) are registered as friends.
- the invited user and the invited user are not only related to seniors and juniors (relationships used mainly for privilege grant processing) but also to fellow relationships.
- the number of friends is set according to the level of the user's game. Normally, it is not possible to create a friend exceeding the friend's limit. When an invited user is registered as a friend, the friend registration may be performed even when the limit number of friends is exceeded.
- the message transmission unit 61 has a function of receiving a message addressed to another user transmitted from the terminal device 3 of each user and transmitting the message to the other user.
- the message transmission means 61 includes a message storage control unit 61a.
- FIG. 14 shows an example of information regarding a received message that is stored and managed in the database server 2 by the message storage control unit 61a.
- This message storage control unit 61a associates information about the message such as the user ID of the transmission source, the content of the message, and the transmission date with the user ID of the reception side user who received the message, for each user ID of the reception side user. Are stored in a predetermined storage area of the database server 2.
- FIG. 15A shows an example of a buddy list screen displayed on the user terminal device 3 based on the screen data transmitted from the game server 1.
- This buddy list screen is a screen that is displayed, for example, when the user operates the terminal device 3 and selects “buddy menu” in the main screen.
- information of buddy users who are in a buddy relationship with the user is listed and displayed.
- the screen can be scrolled or the 2nd page or more of a fellow list can be requested to the game server 1, and can be displayed as another screen.
- this buddy list screen there is an information display area for each buddy user listed.
- each information display area if the buddy user is his / her senior, “senior”, buddy user will be his / her junior If so, a relationship display object 80 indicating “junior” is displayed.
- the relationship display object 85 indicates that the user X is “junior”.
- the game information 81 of the fellow user (user name, game level, number of fellows, number of members representing the number of player cards owned, etc.) are displayed as well as the avatar 82, the player card 83 of the fourth batter owned by the user, and an object called a support button 84.
- the user can support his / her fellow users by selecting the support button 84. For example, when a user presses the support button 84 to support a fellow user, a predetermined exchange point is given to the user, and the friendship between the user and the fellow user is improved. In addition, the user can not only support fellow users, but can also send messages as described below.
- the operation is transmitted from the terminal device 3 to the game server 1. Thereafter, from the game server 1, for example, data on a message input screen illustrated in FIG. 15B is transmitted to the terminal device 3, and the message input screen is displayed on the terminal device 3. On this message input screen, for example, a text indicating that support has been provided to a fellow user (user X who is a junior in the example of FIG. 15B) is displayed, and objects such as a message input area 85 and a send button 86 are displayed. Is also displayed.
- FIG. 15B shows an example in which the user inputs a message “Let's do our best!”.
- there may be a restriction for example, within 30 full-width characters) on characters that can be input in the message input area 85.
- the hyperlink 87 for changing to the page of a fellow user is displayed on the message input screen, and the details of the game information of the fellow user are described by selecting this link. Displayed pages.
- a hyperlink 88 for transitioning to the buddy list and a hyperlink 89 for transitioning to the main screen are also displayed on the message input screen. By selecting these links, a buddy list or main screen is displayed. You can come back.
- the message storage control unit 61 a of the message transmission means 61 receives a message addressed to the fellow user received from the terminal device 3. Then, it is stored in the database server 2 in association with the user ID of the fellow user (see FIG. 14).
- the message transmission means 61 of the game server 1 transmits screen data for displaying a message, a transmission source user name, a transmission time, and the like to the terminal device 3. To do. As a result, a message or the like is displayed on the terminal device 3 of the user who has received this screen data, and the message received from another friend can be confirmed on the screen.
- the communication tools illustrated in FIGS. 15A and 15B can be used to communicate with each other at any time. Naturally, seniors and juniors can also exchange messages with each other using the communication tool.
- FIGS. 15A and 15B the example in which a message is sent to a user's associate has been described.
- the access information of each user managed by the access management means 54, the relationship information of seniors and juniors managed by the relationship management means 56, and the information of each user managed by the fellow management means 60 The friend information and the information related to the message managed by the message transmission means 61 are described separately from the various information managed by the game information management means 51 for convenience. 1 is included in the game information managed by 1.
- FIG. 16 shows a processing flow of the terminal device 3 and the game server 1 when the user operates the terminal device 3 to access the game server 1 and receive a game service.
- the web browser When the user receives the game service, first, the web browser is started by operating the operation input unit 40 of the terminal device 3 (S11). Thereafter, the user performs an operation of accessing a game site managed by the game server 1, and an access request is transmitted from the terminal device 3 to the game server 1 (S12). At this time, the game server 1 performs login authentication for access from the terminal device 3 (S21), and confirms that the access is from a user who is registered for use of the game service. Thereafter, the game server 1 transmits main screen data described in HTML or the like to the terminal device 3 (S22). In the terminal device 3 that has received the main screen data, the web browser interprets the data and displays the main screen on the display unit 35 (S13).
- the player card 71 selected as the fourth batter and the ace pitcher from among the player cards owned by the user the game information 72 of the user (game level, physical strength point, attack) Point, number of members, power point, AC point, etc.), tone mark 73 and the like are displayed.
- the privilege is provided to the user
- the above-described privilege notification information 74 and the like are also displayed.
- a game mode selection button (not shown), various menu buttons, fellow movement information, messages from other users, etc.
- Various objects and information are displayed.
- a screen request corresponding to the operation is transmitted from the terminal device 3 to the game server 1 (S14).
- the game server 1 performs arithmetic processing and data processing according to the user's operation to execute the game (S23), and transmits game screen data reflecting the execution result to the terminal device 3 (S24).
- a web browser interprets the said data and displays a game screen on the display part 35 (S15).
- the game server 1 performs logout processing (S25). For example, when the user closes the web browser, the game server 1 performs logout processing after a session timeout.
- the game server 1 side can read the game information of the user and advance the game. For example, another logged-in user may start a battle (individual battle) against the logged-out user's team, and the game progress means 52 of the game server 1 determines whether the user is logged in. Regardless of whether or not, the game information of each user is read from the database server 2 and the battle is executed, and the game information of each user is updated to reflect the execution result. Further, in the league game mode, the game progress means 52 of the game server 1 reads out the game information of each user from the database server 2 and automatically executes the league game without the user operating the terminal device 3. Thus, the result of the battle executed when the user is logged out from the game server 1 can be confirmed on the screen when the user accesses the game server 1 thereafter.
- FIG. 17 shows the flow of processing of the game server 1 for a single user, and the same processing is performed for each user managed by the game server 1.
- the authentication means 53 of the game server 1 receives an access request from the user's terminal device 3 (YES in S31), the login ID / password transmitted from the terminal device 3 or the mobile phone Based on the individual identification number of the terminal or the like, login authentication is performed to determine whether or not to permit access (S32).
- the game server 1 transmits screen data for prompting registration of use of the game service to the terminal device 3 (S33).
- the access management means 54 stores the user access information (S34).
- the game server 1 transmits main screen data to the terminal device 3 of the user who permitted access (S35). Thereafter, when a screen request corresponding to the user's game operation transmitted from the user's terminal device 3 is received (YES in S36), the game executing means 52a performs arithmetic processing and data processing corresponding to the screen request. The game is executed (S37).
- the game server 1 determines whether or not the user's game information needs to be updated by executing the game (S38). If the game server 1 needs to be updated (YES in S38), it is stored in the database server 2.
- the user's game information is updated (S39). For example, when the user's game operation is an operation of performing an individual battle with another user, the game information of the user such as game result information, attack cost, power point, item, etc. is updated as a result of execution of the battle. Will be.
- the game execution process corresponding to the operation is only data processing for reading out the result information of the league match from the database server 2. Thus, there is no change in the user's game information before and after the process, and therefore there is no need to update the user's game information (NO in S38).
- the game screen generation means 52b generates game screen data reflecting the execution result of the game (S40), and the game screen transmission means 52c transmits the game screen data to the user terminal device 3 (S41). Thereafter, it is determined whether or not the user's terminal device 3 has logged out (S42). Until the terminal device 3 logs out, the processing of S36 to S41 is repeated, whereby the game proceeds.
- new registration application data including a login ID (any alphanumeric character, e-mail address, etc.) and a password are transmitted to the game server 1.
- the game server 1 receives application data for new registration from the terminal device 3 of the user (YES in S71)
- the game server 1 secures an area for managing the user's game information in the database server 2 and newly registers for the user. Processing is performed (S72).
- the game server 1 determines whether or not the newly registered user has received an invitation from another user (S73). For example, when the user selects a URL including information on the invited user in the invitation message and applies for new registration, the game server 1 determines that the user has received an invitation from the invited user. Can do.
- the game server 1 ends the process without shifting to S74.
- the relationship management means 56 of the game server 1 determines the invited user who invited the user and the invited user who received the invitation.
- Information relating the invited user (newly registered user) is stored in the database server 2 and the relationship between the two is managed (S74).
- the relationship between the newly registered junior members is managed by using the invited user as the senior and the invited user as the junior.
- the senior and the junior are registered as friends by the friend management means 60 (S75).
- This fellow relationship is an equal relationship between the invited user and the invited user.
- the relationship information directly used for granting a privilege is a senior / junior relationship in which there is a distinction between the invited user and the invited user, this fellow registration process (S75). ) Can be omitted.
- the notification means 59 of the game server 1 transmits screen data indicating the contents of the new invitation registration privilege to the invited user's terminal device 3 as a junior, and the new invitation registration privilege is given to the invited user.
- the fact that it has been received is notified (S76).
- FIG. 24 the example of a screen which shows the content of the new invitation registration privilege is shown.
- the tone mark becomes MAX (the parameter value is maximized)
- a rare item is acquired every time the senior level increases by five.
- the contents of the new invitation registration privilege that it is possible are informed to juniors.
- the notification means 59 indicates the contents of the invitation privilege to the terminal device 3 of the invited user who has become the senior.
- the screen data is transmitted to notify the invited user that the invitation privilege has been received (S78).
- FIG. 25 shows a screen example showing the contents of the invitation privilege. In this screen example, (1) when the junior is accessing the game, the tone mark is increased (the parameter value set by the parameter setting means 58 is increased), and (2) each time the junior level is increased by five. The contents of the invitation privilege that a rare item can be acquired is reported to the senior.
- the figure shows an invitation privilege giving process in which the parameter value of the tone set by the parameter setting means 58 is increased for the senior terminal device 3 when the senior is accessing the game during the senior game. This is just an example.
- the game server 1 determines whether there is a junior whom the user has invited to the user in the game (S81). Furthermore, when there is a junior user in the game (YES in S81), the game server 1 determines whether or not the junior is accessing the game (S82). Here, when a junior does not exist in the user in the game (NO in S81), or even if a junior is present, the junior does not access the game (NO in S82), the game server 1
- the parameter value set by the parameter setting unit 58 is applied to the terminal device 3 of the user (S83), and a tone mark corresponding to the value is displayed on the game screen (S84). That is, the game server 1 transmits a game screen including a tone mark corresponding to the parameter value set by the parameter setting unit 58 to the user terminal device 3.
- the invitation privilege granting unit 57a acquires the number n of juniors who are accessing (S85). And the invitation privilege provision part 57a raises the value of the parameter of the condition which the parameter setting means 58 set with respect to the senior's terminal device 3 n steps (S86).
- the parameter value may be increased by a predetermined value (for example, one) when even one junior is accessing regardless of the number of junior access.
- the game progression means 52 controls the game progression so that the higher the tone parameter value, the greater the advantage of the game. For example, the higher the value of the parameter, the more experience value that can be acquired during the game, the achievement of missions triggered in the game or the progress of the event will be faster, the rare cards and rare items will be drawn To increase the probability. Therefore, if the value of the parameter for the senior terminal device 3 is increased by S86, the degree of advantage in terms of the game is increased, and the invitation privilege is granted.
- the game server 1 reflects the tone mark corresponding to the value on the game screen of the senior terminal device 3 (S87).
- the notification means 59 of the game server 1 includes the privilege notification information 74 in the game screen as illustrated in FIG. 10, and notifies the senior that the tone mark has been changed to a better one by the invitation privilege. (S88). Thereby, the senior can recognize the state to which the invitation privilege is provided.
- This figure exemplifies a process of giving an invitation privilege to a senior when the game level indicating the game progress status of the junior reaches a reference value.
- the game server 1 determines whether the user who is playing the game (accessing the game) is a junior of another user (S91). If the accessing user is not associated with another user as a junior person (NO in S91), the process is terminated without performing subsequent processing for the user. On the other hand, if the accessing user is a junior (YES in S91) and the level of the junior game is improved (YES in S92) during the junior game (YES in S92), the level has reached the reference value. It is determined whether or not (S94). Here, when the junior finishes the game (NO in S92) without the junior game level reaching the reference value (NO in S94), the process is terminated without performing the subsequent processing.
- the invitation privilege granting unit 57a of the game server 1 grants the invitation privilege to the senior user who invited the junior (S95).
- the invitation privilege granted to the senior may be any advantage as long as it is advantageous in terms of the game as compared to before granting the privilege, and various privileges can be applied without being limited to the point or item grant.
- the notification means 59 gives the invitation privilege to the senior terminal device 3 The screen data indicating the fact is transmitted, and the grant of the privilege is notified to the senior (S97).
- the junior can enjoy the merit of the privilege by improving the game level. Therefore, seniors can expect to communicate with their juniors by sending messages such as “Let's do their best” and this will lead to the activation of the game community.
- the determination criteria are changed as follows. May be.
- other values indicating the progress of the junior game such as the ability value of the character owned by the junior and the strength value of the junior team
- these values are the reference values.
- values indicating the game access of the junior such as the number of accesses to the junior game and the number of access days, are used as judgment criteria, and when these values reach the standard value, An invitation privilege may be granted.
- the relationship management unit 58 associates the invited user with the invited user.
- Information (senior / junior information) is stored in the storage device and the relationship between the two is managed.
- an invitation privilege is given with respect to an invited user (senior) according to a game access or game progress of a invited user (junior). .
- the senior after the new registration of the junior, it is possible to continuously enjoy the invitation privilege according to the game access or game progress status of the junior, so than the conventional privilege where the point is given only once when the invitation is successful Is also an attractive invitation benefit.
- FIG. 1 shows a process of granting a new invitation registration privilege that the value of the parameter set by the parameter setting means 58 increases for the junior terminal device 3 when the senior is accessing the game during the junior game. This is just an example.
- the game server 1 determines whether there is a senior who invited the user during the game (S101). Further, when there is a senior in the user in the game (YES in S101), the game server 1 determines whether or not the senior is accessing the game (S102). Here, when there is no senior in the user in the game (NO in S101), or even when the senior exists, the senior does not access the game (NO in S102), the game server 1
- the parameter value set by the parameter setting unit 58 is applied to the terminal device 3 of the user (S103), and a tone mark corresponding to the value is displayed on the game screen (S104). That is, the game server 1 transmits a game screen including a tone mark corresponding to the parameter value set by the parameter setting unit 58 to the user terminal device 3.
- the parameter value is increased to the maximum value, but the present invention is not limited to this.
- the parameter value for the terminal device 3 of the junior may be increased by a predetermined value (for example, two). If the value of the parameter for the junior terminal device 3 is increased by S105, the degree to which the game is advantageous increases, and a new invitation registration privilege is given.
- the game server 1 reflects the tone mark corresponding to the value on the game screen of the junior terminal device 3 (S106).
- the notification means 59 of the game server 1 includes the privilege notification information 74 in the game screen as illustrated in FIG. 11, and informs the junior that the tone mark has been changed to a better one by the new invitation registration privilege. Notification is made (S107). Thereby, the junior can recognize the state where the new invitation registration privilege is provided.
- the junior who receives the new invitation registration privilege illustrated in FIG. 21 the more times the senior accesses the game when he / she plays the game, the more the benefits of the new invitation registration privilege can be enjoyed. Therefore, the junior can expect to communicate with the senior by sending a message such as “Let's access together”, which leads to the activation of the game community.
- the figure exemplifies a process of giving a new invitation registration privilege to a junior when the improvement in the level of the senior's game after the junior newly registers with the game service reaches a reference value.
- the game server 1 determines whether the user who is playing the game (accessing the game) is a senior of another user (S111). If the accessing user is not related to another user as a senior (NO in S111), the process is terminated without performing subsequent processing for the user. On the other hand, if the accessing user is a senior (YES in S111), and the senior's game level has improved (YES in S113) during the senior's game (YES in S112), the junior newly registered in the game service. It is determined whether or not the improvement in the level of the later senior game has reached the reference value (S114). Here, the improvement in the level of the senior's game does not reach the reference value (NO in S114), and when the senior finishes the game (NO in S112), the process ends without performing the subsequent processing.
- the new invitation registration privilege granting unit 57b of the game server 1 provides the new invitation registration privilege to the senior user invited to the senior. Is given (S115). For example, when the reference value is set to 5, 10, 15 and a senior's game level improvement reaches any one of 5, 10, 15, a new invitation registration privilege is granted to a junior. It will be. For example, when the senior's game level is “25” when the junior newly registers with the game service, the senior's game level reaches “30”, “35”, “40”. A new invitation registration privilege will be given to each junior. At this time, the new invitation registration privilege to be granted to the junior may be anything that is advantageous in the game as compared to before granting the privilege as described above, and various benefits can be applied without being limited to the point or item grant. .
- the notification means 59 gives the new invitation registration privilege to the junior terminal device 3.
- the screen data indicating that is granted is transmitted, and the grant of the privilege is notified to the junior (S117).
- the game server 1 determines whether or not the user who is playing the game (accessing the game) is a junior (S121). If the accessing user is not a junior (NO in S121), the process is terminated without performing subsequent processing for the user. On the other hand, when the accessing user is a junior (YES in S121), and the junior game level is improved (YES in S122) and the level of the junior game is improved (YES in S123), the level is a predetermined value (for example, a beginner). It is determined whether or not the level 15) that exceeded the level has been reached (S124). Here, if the level of the junior game does not reach the predetermined value (NO in S124) and the junior finishes the game (NO in S122), the process is terminated without performing the subsequent processing.
- the game server 1 gives a rare item, points, etc. as graduation reward to the junior (S125).
- the invitation privilege provision part 57a of the game server 1 provides a rare item, a point, etc. as a last invitation privilege with respect to the senior who invited the junior (S126).
- the privilege provision means 57 of the game server 1 complete
- privilege grant means 57 does not perform grant processing of privilege (invitation privilege, new invitation registration privilege) to any of seniors and juniors thereafter.
- S125 and S126 may be omitted depending on the game specifications.
- the notification means 59 of the game server 1 transmits screen data indicating that the graduation reward has been granted and that the new invitation registration privilege has ended to the junior terminal device 3, and notifies the junior of these facts. Notification is made (S129). Also, if there is an access from the senior terminal device 3 to the game server 1 (YES in S130), the notifying means 59 will inform the senior terminal device 3 that the last invitation privilege has been granted and the invitation privilege. The screen data indicating the end is transmitted, and this is notified to the senior (S131).
- the end timings of the invitation privilege and the new invitation registration privilege are matched, but the end timings of both privileges may be different. For example, when the junior game level reaches 20, the invitation privilege for the senior may be terminated, and when the junior game level reaches 15, the new invitation registration privilege for the junior may be terminated. .
- the criteria for determination may be changed as follows.
- the degree of difficulty may be used as a criterion, and the privilege may be terminated when these values reach a predetermined value.
- the privilege granting process is not executed after the value on the game related to the junior, which changes as the junior's game progresses, reaches a predetermined value. Thereby, it is possible to urge the user to invite a new user.
- the user finishes granting a privilege at a timing when he / she has enjoyed a certain privilege he / she wants to receive an attractive privilege again, and has a strong motivation to invite a new user to the game. Can be given to the user.
- FIG. 26 shows a configuration for realizing “matching cooperation” that makes use of the continuous relationship between the invited user (senior) and the invited user (junior) after the invited user newly registers in the game service.
- This will be described with reference to a functional block diagram.
- the same member number is attached
- the game server 1 (game management device) according to the present embodiment further includes a battle cooperation management unit 62 and a battle cooperation reception unit 63 in addition to the units 51 to 61 shown in FIG. These means 62 and 63 are realized by the CPU 11 of the game server 1 executing the program according to the present embodiment.
- the battle cooperation managing means 62 automatically causes the invited user (junior) character to be added to the inviting user side as a “helper”, and the battle cooperation It has a function to make it. That is, after a junior newly registers for a game service, a hierarchical relationship is established between the senior who introduced the junior and the junior, and the junior character automatically cooperates with the senior character as a "helper” It has become. Since a senior character takes part in the senior side as an assistant and cooperates with the senior side, the strength of the senior side is improved, so that the senior's battle is more advantageous than when there is no such cooperation.
- the “other character” when the senior character battles with another character is a character of another user or a character prepared by the CPU of the game server 1 (for example, a boss character appearing at the end of each stage, etc. ).
- the operation of the assistant's cooperation request by the senior is not necessary, and the battle cooperation management is performed based on the senior / junior relationship information managed by the relationship management means 58 of the game server 1.
- the means 62 causes the senior character to automatically participate in the senior side, thereby realizing the battle cooperation.
- the senior / junior relationship is registered in the database server 2 after the successful invitation, and the continuous relationship between the two is managed. It becomes possible to cooperate with each other.
- the number of fellow helpers who can cooperate in the battle can be set to “1”, for example.
- the number of fellow helpers who can cooperate in the battle can be set to “2”, for example.
- the following configuration is adopted so as not to become a problem.
- a predetermined number (first prescribed number) of fellow assistants who can arbitrarily request the battle cooperation is secured.
- a “junior helper frame” in which a junior character is automatically a helper
- a “friend helper frame” in which a user can optionally use a favorite fellow user character as a helper.
- a helper frame is available.
- the junior assistant frame is a special assistant frame dedicated to invitations given only to seniors who have succeeded in inviting junior students.
- the game server 1 selects a friend user character (or a first prescribed number) that is equal to or less than a first prescribed number that can request a battle cooperation, in addition to a battle cooperation by a junior character that is automatically executed.
- Competitive cooperation receiving means 63 for receiving the following selection of fellow users) by an operation on the user terminal device 3 is provided. If the user operates the terminal device 3 and selects a fellow user character (or fellow user) who wants to be an assistant, the terminal device 3 will play a battle including information on the selected fellow user character (or fellow user).
- Cooperation request information is transmitted to the game server 1.
- the battle cooperation reception means 63 of the game server 1 receives the battle cooperation request information transmitted from the user's terminal device 3, and receives the fellow user character selected by the user as an assistant.
- FIG. 27 shows an example of the game screen in the battle mode.
- information 81 of the opponent team (enemy army) designated by the user and information 82 of the user team (own army) are displayed.
- the opponent's team (enemy) information 81 for example, the opponent's user name, avatar, player card, information on strength, and the like are displayed.
- the user's team (self-army) information 82 the user's user name, avatar, player card, information on strength, and the like are displayed.
- the assistant display area 83 of the game screen information such as characters that cooperate with the army as assistants is displayed.
- the game screen is generated by the game screen generation unit 52b of the game server 1 and is transmitted to the user's terminal device 3 by the game screen transmission unit 52c, and is displayed on the display unit 35 of the terminal device 3. .
- FIG. 27 shows an example in which a player card set as a fourth batter among a plurality of player cards possessed by a junior is automatically set as a helper character.
- a representative character such as a player card set as an ace pitcher or a player card set as a leader (captain) may be a junior assistant character.
- the assistant display area 83 also displays the avatar of the junior who cooperates in the battle and the strength improvement information by the battle cooperation.
- “attack power + 100” is displayed as the strength-up information by battle cooperation.
- a “call assistant from fellow” button 85 (or hyperlink) is displayed, and in addition to the assistant of the junior, an arbitrary fellow character can be requested as a fellow assistant. Yes.
- the friend's assistant frame is “1”.
- the user selects the “call a helper from a friend” button 85 for example, a transition is made to a helper selection screen shown in FIG. 28.
- this assistant selection screen fellow users who have a fellow relationship with the user and characters (player cards) possessed by the fellow user are listed and displayed. Note that information that cannot be displayed on the screen can be displayed as a separate screen by scrolling the screen or requesting the second or subsequent page of the assistant selection screen from the game server 1.
- this assistant selection screen an information display area for each fellow user listed is provided.
- Player card 93, player name 94, information on the player card (level, attack power, etc. set in the player card) 95 and the like are displayed.
- FIG. 28 the example which can select the player card set as a 4th batter among the several player cards which a fellow user has as a helper character is shown.
- a representative character such as a player card set as an ace pitcher or a leader may be selected as a fellow assistant.
- a fellow character who wants to be an assistant can be selected.
- the assistant selection screen of FIG. 28 when the user A operates the terminal device 3 and selects the character of the fellow user B as an assistant, the game screen illustrated in FIG. In addition to the junior assistant, user B's player card 86 is added as a fellow assistant.
- the game server 1 stores the fellow assistant information in the database server 2 (storage device) in association with the user ID of the user. Therefore, if the user performs an operation of selecting a fellow assistant, the last-selected fellow character is set as the assistant in the next battle. Further, when the fellow character is set as a helper, a “change friend's helper” button 87 (or hyperlink) is displayed in the helper display area 83. When the user selects this button 87, the screen shifts to the assistant selection screen shown in FIG. 28, and the friend character to be helped can be selected again.
- the battle command is transmitted from the terminal device 3 of the user to the game server 1. Is done.
- the game server 1 receives a battle command from the user's terminal device 3 (YES in S131)
- the game server 1 determines whether there is a junior invited by the user (S132).
- the battle cooperation management means 62 automatically causes the junior character (4th batter's player card or the like) to be automatically assigned to the user as an assistant (S133).
- the process proceeds to S134 without executing the process of S133.
- a fellow assistant it is determined whether or not a fellow assistant has been selected by the user (S134). That is, it is determined whether or not the friend user character arbitrarily selected by the user, received by the battle cooperation receiving means 63 as an assistant, is stored in the database server 2.
- the battle cooperation managing means 62 causes the fellow character (4th batter's player card or the like) to participate as an assistant on the user side (S135).
- the process proceeds to S136 without executing the process of S135.
- the game execution means 52a executes a battle taking into account the assistant (S136). That is, the game execution means 52a reads out from the database server 2 the player card information of both teams corresponding to the user IDs of both users who are playing the battle (player card information of regular players participating in the game). Furthermore, when there is a junior player card and / or a fellow player card that cooperates as a helper, the player card information to be a helper is also read from the database server 2. For example, the game execution means 52a adds the ability value of the player card serving as a helper to the sum of the ability values of the player cards of the user's team (self army) who set up the match, and the team's team strength (attack power) ) Is calculated.
- the game execution means 52a calculates the team strength (defense strength) of the opponent by summing the ability values of the player cards of the opponent team (enemy army). And the game execution means 52a performs the calculation which determines victory or defeat based on the team strength of both teams. As an example of the calculation of this win / loss decision, the team with the higher strength of both teams may be the winning team, or the team with the higher strength will win higher than the probability with the team with the lower strength winning. Then, the winning team may be obtained by probability calculation.
- the game information management means 51 of the game server 1 updates the game information of both users in order to reflect the result of the battle in the game information of both users who battled (S137). Furthermore, the game screen generation means 52b of the game server 1 generates game screen data for displaying the battle result (S138). And the game screen transmission means 52c transmits the game screen data produced
- a predetermined number (first prescribed number) of fellow assistants can be arbitrarily requested by the user. Secured. Therefore, a part or all of the limited number of fellow assistants will not be automatically filled by a junior character who cooperates with the senior side. Help the user's character.
- This junior assistant frame is a special assistant frame given only to users who have been successfully invited, and can give the user a strong motivation to invite new users to the game.
- the number of juniors who can cooperate with the senior side and cooperate with each other may be allowed without limitation as described below, or a limit may be set.
- the junior assistant frame is a special assistant frame dedicated to the invitation given only to the senior who has succeeded in inviting the junior, and is one of the benefits given to the invited user. Therefore, if the invitation of multiple juniors succeeds, the number of junior assistants will increase without limit according to the number of juniors, so that users who have successfully invited multiple juniors can enjoy great benefits. Good.
- the number of juniors who can participate in and cooperate with the senior side may be limited to a prescribed number (second prescribed number) or less.
- the battle cooperation management means 62 has a second rule having a character with a higher ability value among the plurality of juniors. It is desirable to select a number of juniors and have the second side of the selected second specified number of junior characters automatically participate in the senior side.
- the second prescribed number in order from the junior having a character with a high ability value.
- the junior is automatically selected, and the strongest junior character within the upper limit can automatically cooperate with the senior's battle.
- the flowchart of FIG. 31 shows an example of a battle process of the game server 1 when an upper limit is set for the number of juniors who can participate in the battle cooperation with the senior side.
- the battle process shown in FIG. 31 can be realized by inserting steps S141 and S142 between S132 and S133 in the flowchart of FIG.
- FIG. 31 shows an example in which the upper limit number (second prescribed number) of juniors who can participate in the battle cooperation with the senior side is two.
- the same steps as those in the flowchart of FIG. 30 are denoted by the same step numbers, and the description thereof is omitted as appropriate.
- the battle cooperation management means 62 selects two juniors having a higher ability value from a plurality of juniors (S142). ). In this case, the battle cooperation management means 62 allows the selected two junior characters to assist the user who set up the battle (S133).
- the battle cooperation management means 62 sets up a battle with all the junior characters as assistants without going through the selection process of the juniors in S142. Let the user side take part (S133). The steps after S134 are the same as the steps shown in the flowchart of FIG.
- the junior assistant's helper frame As described above, by setting a certain upper limit for the junior assistant's helper frame, it is possible to avoid an extreme disruption of the balance of strength between the two fighting players. Furthermore, even when the number of junior members exceeds the upper limit, the strongest junior character within the upper limit automatically cooperates as a helper, so that the user can enjoy the advantage of inviting more juniors.
- the senior character when a senior character battles with another character, the senior character is automatically assisted as a "helper" to the senior side, and the configuration that cooperates with the battle is explained. It is also possible to configure the senior to cooperate with the junior's battle. That is, when the invited user (junior) character battles with another character, the battle cooperation management means 62 automatically causes the invited user (senior) character to participate in the invited user side as a “helper”. , You may cooperate with the battle. In this case, since the senior character automatically participates in the junior side as an assistant and cooperates with the junior side, the strength of the junior side is improved, so the junior's battle is advantageous compared to the case where there is no such cooperation. .
- helper frames there are two different helper frames: a “senior helper frame” in which the senior character is automatically a helper, and a “friend helper frame” in which the user can optionally be a favorite fellow user character.
- the senior helper frame is a special helper frame dedicated to invitation that is given only to juniors who have received an invitation and newly registered in the game.
- the parameter setting means 58 is provided to the terminal device 3 of the invited user (senior) while the invited user (junior) is accessing the game.
- the invitation privilege of increasing the set value has been described, even if the invited user has finished accessing the game, the invitation privilege may be given to the invited user as described below.
- the privilege granting unit 57 applies to the inviting user's terminal device 3 within a predetermined time from the start of access to the game of the invited user even when the invited user has finished accessing the game.
- the invitation privilege that increases the value set by the parameter setting means 58 is given to the invited user. This configuration emphasizes the fact that the invited user has accessed the game, not only while the invited user is accessing the game, but also after the invited user has finished accessing the game, A period for enjoying the invitation privilege can be provided.
- the predetermined time can be set to an arbitrary time length such as 8 hours, 12 hours, 24 hours, etc. It is.
- the predetermined time may be “a time from an access start time of the invited user to the game to a final time (24:00) of the day to which the access start time belongs”. In this case, the invited user enters the game. It is a period during which the invited user can enjoy the invitation privilege all day after starting the access.
- the invited user accesses the game, a predetermined time (for example, from the start of the invited user's access to the game, regardless of the duration of the access time to the game by the invited user) , 12 hours), the invited user can enjoy the invitation privilege that the value of the parameter set by the parameter setting means 58 for the terminal device 3 of the invited user increases. For example, even if the invited user once accesses the game and ends immediately, the invited user can enjoy the invitation privilege for several hours or all day.
- a predetermined time for example, from the start of the invited user's access to the game, regardless of the duration of the access time to the game by the invited user
- the access management unit 54 of the game server 1 acquires the invited user's access start time to the game, and associates this access start time with the user ID of the invited user in the database server 2 (stored). Device). And if the invited user who invited the said invited user accesses a game and plays a game within the predetermined time from the access start to a game of a invited user, the privilege provision means 57 will be the terminal device of the said invited user. 3, the value set by the parameter setting means 58 is increased, so that even if the invited user has finished accessing the game, the invited user can enjoy the invitation privilege.
- the invited user it is good also as a structure which provides a new invitation registration privilege. That is, even if the inviting user (senior) finishes access to the game, the privilege granting means 57 is the terminal of the invited user (junior) within a predetermined time from the start of access to the game of the inviting user. It can be set as the structure which gives the new invitation registration privilege which raises the value which the parameter setting means 58 set with respect to the apparatus 3 with respect to an invited user.
- the relationship management means 56 manages the relationship as “senior / junior” in a game in a pseudo manner, but is not limited to this. For example, even if the relationship between the invited user and the invited user is managed as “parent / child”, “brother / brother”, “sister / sister”, “boss / subordinate”, “teacher / student”, etc. Good. Or the relationship management means 56 may manage the relationship between both users, without attaching
- the privilege provision means 57 is provided with both the invitation privilege provision part 57a which provides a privilege to an invited user, and the new invitation registration privilege provision part 57b which provides a privilege to an invited user.
- the privilege granting unit 57 may include only the invitation privilege granting unit 57a and may not include the new invitation registration privilege granting unit 57b.
- the game execution program is mounted on the game server 1 side, and the game server 1 performs arithmetic processing and data processing for the game progress according to the input operation in the terminal device 3 of each user.
- the game server 1 manages game information such as relationship information between invited users and invited users, user character information, owned item information, friend information, message information, and exchanges messages between users in the game.
- the present invention is also applied to a game system that is basically performed on the user's terminal device side with respect to part or all of the game execution processing for advancing the game it can.
- the present invention can also be applied to a game system in which a part or all of the game execution program is downloaded or installed on the user terminal device side and the game execution processing is also performed on the terminal device.
- a user terminal device peers with another user terminal device by Internet communication, wireless LAN communication, short-range wireless communication using a predetermined frequency band (for example, 2.4 GHz frequency band), or wired LAN communication.
- a predetermined frequency band for example, 2.4 GHz frequency band
- wired LAN communication for example, 2.4 GHz frequency band
- -It is also possible to execute a peer-to-peer game by connecting two to peers.
- a user terminal device various devices that can be connected to a game server (game management device) via a network and receive a game service can be applied.
- the above-described mobile phone terminal, PHS terminal, mobile information In addition to a terminal (PDA), a smartphone, a personal computer, and a tablet computer, a home video game device having a network connection function (a game configured by connecting a home video game machine to a home television) Apparatus), a portable game-dedicated apparatus, a multi-function television receiver (so-called smart TV) having a bidirectional communication function, and the like are also applicable.
- the “first user” who is an invited user who invited a new game service registration, and the invited user “second user” who newly registered in the game service in response to the invitation After the two users are related to each other, a description is given of a configuration in which a privilege is given to the “first user” according to the access to the game of the “second user” or the progress of the game. did. Not limited to this, as shown in FIG. 32, the game management device (game server 1, database server 2) makes a predetermined invitation (such as an invitation to a game) or application (such as a friend's application) from the first user.
- a predetermined invitation such as an invitation to a game
- application such as a friend's application
- the received second user responds to the invitation or application
- information relating the first user and the second user is stored in a storage device (such as the database server 2) and the relationship between the two is managed.
- the first user and the second user are related by the relationship management unit 56 and the relationship management unit 56, the first user is accessed to the game of the second user or the progress of the game Accordingly, it is only necessary to provide a privilege providing means 57 that grants a privilege. This can give the first user strong motivation to establish a relationship with the second user (invite a new user to the game or build a friendship). Service can be activated.
- the “first user” is a user who has applied for a fellow to the second user, and the “second user” has approved the fellow application from the first user.
- An example will be described.
- the same member number is attached
- the relationship management means 56 has the function of the above-mentioned friend management means 60 and manages the friendship between users. And the relationship management means 56 clearly distinguishes and manages the 1st user who applied for friend and the 2nd user who approved it about two users who are in a fellow relationship.
- FIG. 33 shows an example of fellow relation information relating the first user who applied for fellowship and the second user who approved it, which the relation management means 56 stores and manages in the database server 2. ing.
- the 2nd user who received the friend application from the 1st user approves the application
- the 2nd user supports "the cheering party" and the 1st user "supports"
- the relationship management means 56 manages the relationship between both users.
- any name such as “cheering party” may be used in the game.
- a first user makes a friend application to a second user to make a friend, and a “cheering party” that is a friend who supports him / her is acquired.
- the relationship management means 56 is supported by the first user.
- the user ID of the second user to be a cheering party is stored in a predetermined storage area of the database server 2 in association with the user ID of the user.
- each user can acquire multiple cheering teams.
- user B is a cheering party for user A, but user B also has his cheering party.
- An upper limit can be set for the number of cheering groups that each user can acquire (the number of applications that the first user can apply to become a cheering party).
- this upper limit one upper limit common to each user (for example, 50 groups) can be provided.
- the number of cheering teams that can be acquired may vary within a predetermined range (for example, a range of 1 to 50) according to the progress of each user's game.
- the first user who applied for and the second user who approved it are not equal, and the second user is in the cheering party of the first user.
- the first user is not the cheering party of the second user.
- the user B only approves the application of the user A
- the user B becomes the cheering party for the user A
- there is no mutual relationship that the user A becomes the cheering party for the user B in order for the user A to become the cheering party of the user B, it is necessary for the user B to apply to the user A to become his cheering party, and then the user A approves it. .
- the operation when the first user makes an application to become the cheering party for the second user is basically the same as the operation when making the above-mentioned friend application.
- the game server 1 performs processing as described below when applying for each user to become a cheering party so that the two users can easily become the cheering party of the other party.
- FIG. 34 shows an example of the main screen (user's My Page) of the game according to the present embodiment.
- the terminal device 3 such as a smartphone equipped with the acceleration sensor
- the vertical display and the horizontal display are automatically switched when the user tilts the terminal device 3.
- FIG. 34 is an example of a horizontal display screen.
- the horizontal display is used.
- the vertical display may be used.
- the display unit 35 is relatively large, such as a PC or a tablet terminal, for example, the screen as shown in FIG. 34 can be displayed as it is, so that there is no need to change the vertical and horizontal directions. The same applies to FIG. 35 described later.
- the main screen includes user game information 151 (user's photo or avatar, user level, etc.), a button group 152 for selecting various modes, a player card 153 set by the user as a team order, A text display area 154 for displaying the explanation of the operation inside and various notifications, a “cheering party” button 155 for confirming the cheering party, and the like are displayed.
- user game information 151 user's photo or avatar, user level, etc.
- a button group 152 for selecting various modes
- a player card 153 set by the user as a team order
- a text display area 154 for displaying the explanation of the operation inside and various notifications
- a “cheering party” button 155 for confirming the cheering party, and the like are displayed.
- the screen changes to the cheering party screen of FIG. 35 so that his / her “cheering party” can be viewed.
- the cheering party screen is provided with a “recruiting cheering party” button 172 for recruiting one's own cheering party.
- the game server 1 executes a process of extracting cheering party candidate users according to the information related to the input by the user A.
- the game server 1 is configured such that the user A is the cheering party of the extraction target user, but the extraction target user is not the cheering party of the user A (however, the cheering team that can be acquired) (Excluding users whose number has reached the upper limit)).
- This extraction process is executed based on the friendship relationship information of FIG. 33 stored in the database server 2.
- the game server 1 When the extraction target user as described above is preferentially extracted, the game server 1 includes a cheering party including information 181 that notifies that the user A is a cheering party as shown in FIG.
- the candidate list screen data is generated and transmitted to the terminal device 3 of the user A. Thereby, the user A can apply to a partner who is already a cheering party so that he can become a cheering party.
- the game server 1 gives priority to a user whose number of cheering groups that can be acquired has not reached the upper limit (that is, a user who has a free application group for the cheering group) over a user whose number of cheering groups has reached the upper limit. Extracted and included in the cheering party candidate list.
- the users randomly extracted from them are included in the cheering party candidate list. In this way, by displaying a user (for example, user G) who has a vacancy in the cheering party application frame in the cheering party candidate list with priority, the user A becomes a cheering party for the user G. After applying, the user G can apply to the user A to become a cheering party by utilizing the vacant space of the application frame. In this way, two users can easily become a cheering party of each other.
- the screen changes to an application screen (not shown) and the selected user can apply to become his cheering party. It is like that. If user A inputs an arbitrary message at the time of this application, the message is delivered to the other user together with the application.
- a confirmation screen (not shown) for confirming whether or not to approve the application from the user A transmitted from the game server 1 is displayed on the terminal device 3 of the user (user F) who has received the application from the user A. Is displayed. When the user A who is the applicant is already the cheering party of the user F, it is desirable that information for notifying the fact is displayed on the confirmation screen.
- the relationship management means 56 of the game server 1 will identify the user A as “the person to be cheered (first user)” and the user F. It registers with the database server 2 as "a cheering party (2nd user)", and manages the relationship between both continuously after that.
- the privilege provision means 57 of this Embodiment is "the person who is supported (the person who is cheered on” the relationship between the "senior (first user)” and “junior (second user)” of each above-mentioned embodiment.
- the first user can access the game of the second user or Various benefits are granted according to the game progress.
- FIG. 37 shows a preferred main functional configuration example of the game management device (game server 1, database server 2) of the present embodiment.
- the game management apparatus mainly includes relationship management means 56, initial value storage control means 201, progress degree calculation means 202, and privilege grant means 57.
- the relationship management unit 56 associates the first user with the second user.
- the stored information is stored in a storage device (such as the database server 2) to manage the relationship between the two.
- the invited user (first user) who invited the new game service registration is “senior”, and the invited user (second user) newly registered in the game service in response to the invitation is displayed.
- the invited user (first user) is the “supported person” and the invited user (second user) is the senior team of the cheering party. It shall be referred to as a “support party”. Therefore, the 1st user can acquire "a cheering party" by the above-mentioned friend application, or can acquire "a support party" by the invitation to a game.
- the initial value storage control unit 201 sets, as an initial value, a value of a progress parameter indicating a game progress status of the second user when the first user and the second user are related by the relationship management unit 56.
- a storage device such as the database server 2).
- the “second user progress parameter” indicates the game progress status of the second user (cheering party or support party), and changes with the progress of the second user game.
- Various game parameters related to the user can be included.
- the game level of the second user can be used as the progress parameter.
- the level of this game may be increased by 1 each time the experience value acquired by progressing the game reaches a predetermined value, or the number of wins is increased to a predetermined number by performing a battle in the game. You may level up by 1 each time you reach it. Further, as the level of the user's game increases, the experience value or the number of wins necessary for level up may be increased.
- the progress parameter of the second user include the level or ability value of the character owned by the second user, the strength value of the team of the second user, and the in-game game reached by the second user. It may be a level of difficulty of the stage. Alternatively, any value other than these may be used as long as the parameter indicates the game progress status of the second user.
- the second user at the time when the second user approves the application of the first user's companion (cheering team) and the second user is related as the cheering team of the first user.
- the game level is stored as an initial value.
- FIG. 38 illustrates information on the initial value of the second user level stored in the predetermined area of the database server 2 by the initial value storage control unit 201. As shown in the figure, the initial value of the level of the second user at the time when the first user and the second user are associated with each other is stored.
- the progress degree calculation means 202 uses the initial value storage control means 201 to indicate the degree of progress of the second user in the game after the first user and the second user are related by the relation management means 56. It has a function of calculating as a difference between changes in the game level (progress parameter) from the stored initial value.
- the level (initial value) of the game of the second user at the time when the second user is related as the cheering party (or support party) of the first user is L2initial
- a is a constant, and an arbitrary numerical value (for example, 0, 1 or the like) can be a.
- a 1.
- the progress degree P2 on the game of the 2nd user who became the cheering party of the 1st user is called the "cheering party level" of the 2nd user.
- the privilege provision means 57 of this Embodiment is a 1st user's progress degree on the 2nd user game calculated by the said progress degree calculation means 202 (cheering party level with respect to a 1st user). Depending on the, it has a function of granting a privilege.
- the privilege granted to the first user the various privileges described above can be applied.
- the privilege grant means 57 grants the following characteristic and attractive privilege to the first user. That is, the privilege granting means 57 is set to the second user's cheering team level calculated by the progress degree calculating means 202 every time the first user plays a battle in the game mode in which a battle is played with the opponent in the game. The corresponding point or item is given to the first user.
- the cheering party level P2 for the first user A of the second user B is 20
- each time the first user A executes a battle 20 points are given to the first user as a privilege. Is done. This point can be used, for example, when an item or the like is obtained at a shop virtually provided in the game.
- the 1st user A is carrying out not only the 2nd user B but the 2nd users C, D, ... as his cheering party, each time the 1st user A performs a battle, The point for which the cheering party level with respect to the 1st user A of 2nd user B, C, D, ... was added is given to the 1st user A.
- the cheering party level of all the second users for the first user is 100, and the first user is 1 If it is assumed that six battles (games) are executed per day, 30,000 points (50 people ⁇ 100 ⁇ 6 games) will be given to the first user per day. In this way, since the benefits for each match by the cheering team are added together, the more the number of cheering teams are, and the greater the cheering team level of each cheering team is, the benefit that the first user can receive every time during the fighting is It will be bigger.
- a predetermined number for example, 6
- This “game ticket” is a right item that can be played once per piece.
- the “match ticket” used for the match is lost from the user's hand. On the day when the user does not access the game, the six “game tickets” cannot be obtained.
- each user In order to obtain a privilege that can be acquired for each match, the user needs to access the game every day and obtain a “match ticket”. Thereby, the motivation which tries to access a game every day can be given to a user.
- a predetermined period for example, 12 hours
- a predetermined number of game tickets may be given.
- the reward for becoming a cheering party may be other than “game ticket”.
- the relationship of a cheering party or a sponsorship association may be canceled.
- a “match ticket” can be obtained when a predetermined condition is satisfied during a game match (for example, when a character of the user's team hits a home run) or by playing a game mode other than a match. It may be possible. Or you may enable it to purchase a "game ticket” using the above-mentioned coin for acquiring the item of charge object.
- the present invention is not limited to this, and when the second user B has not grown since becoming the cheering party of the first user A, the first user A has the privilege of using the second user B as the cheering party. May not be given.
- the game server 1 responds to the input operation performed in the terminal device 3 of the first user A so as to become a cheering party for the second user B (YES in S151). 2 is notified to the terminal device 3 of the user B (S152). Thereafter, the processing is divided depending on whether the second user B approves or rejects the application from the first user A (S153).
- the relationship management means 56 of the game server 1 stores information relating the first user A and the second user B in the database.
- the server 2 stores the information and manages the relationship between the two (S154). In the present embodiment, as illustrated in FIG. 33, the friendship between the first user A and the second user B as a cheering party is managed.
- the game server 1 is given one “match ticket” as a reward to the terminal device 3 of the second user B who has become the cheering party, and as a reward.
- a notification is made (S155).
- the above-described notification means 59 of the game server 1 indicates that the second user B has become a cheering party. And it notifies that the privilege according to the cheering party level of the 2nd user B was received for every battle
- step S153 if the second user B rejects the application of the first user A in step S153, the process proceeds to S156, and if there is access to the game server 1 from the terminal device 3 of the first user A (S156).
- the game server 1 notifies that the second user B has refused to become a cheering party (S157).
- FIG. 1 exemplifies the granting process for the privilege that points corresponding to the cheering team level of each cheering team are obtained each time the user executes a battle.
- Each user registers a predetermined number of player cards (characters) that he owns in one army and forms his team. Each user can play a match with another user's team (a baseball game in this embodiment) as a director who directs his team.
- the game server 1 determines that the cheering party (the second cheering party as the cheering party) associated with the user A based on the information illustrated in FIG. It is determined whether or not (user) exists (S162).
- the cheering party of the user A exists (YES in S162)
- the progress degree calculation means 201 of the game server 1 calculates the cheering party level (progress degree on the game) of each cheering party of the user A ( S163).
- the progress degree calculation means 201 determines the level of the game when the second user who is each cheering party of the first user A becomes the cheering party of the first user A according to the above formula (1). The difference in level change from the initial value is calculated as the cheering party level.
- the privilege granting means 57 of the game server 1 gives the first user A the same points as the cheering party level of the cheering party of the first user A (S164). In addition, when the 1st user A has a some cheering party, the point which added the cheering party level of each cheering party is given to the 1st user A.
- the privilege granting process in the flowchart of FIG. 40 is executed every time the user plays a battle.
- step S162 if there is no cheering party for user A in step S162 (NO in S162), the process ends without executing the privilege grant process.
- a support party is a friend who has a privilege effect higher than a cheering party (a point given to a 1st user, etc. are large), and is similar to a cheering party. Can be handled.
- the initial value of the game level of the second user when the sponsorship meeting is held is “Lv1”. is there. Therefore, the progress degree (cheering team level) on the game, which is the difference in the change in the game level from the initial value, is equal to the current game level in the case of the sponsorship party.
- the game management apparatus mainly includes the relationship management means 56, the initial value storage control means 201, the progress degree calculation means 202, and the privilege grant means 57 as shown in FIG. It is the composition which is.
- the privilege according to the progress degree (cheering party level) on the 2nd user's game is continued. For example, when it becomes a friend or when the invitation is successful, the benefit is more attractive than the conventional privilege in which points are given only once.
- the privilege given to a 1st user is a thing according to the progress degree (cheering party level) on the 2nd user's game after a 1st user and a 2nd user were related. Therefore, the first user is given a motivation to communicate with the second user in order to promote the game progress of the second user. Thereby, activation of a game community is achieved.
- FIG. 35 is a screen example when the “my cheering party” button 161 is selected.
- the information display area 164 includes an avatar (or photo) 165 of a second user who supports the cheering team, a representative player card 166, a user name 167, an initial value 168 of the game level, and a current value of the game level. 169, the cheering party level 170, the number of cheering members 171 described later, and the like are displayed. Information about cheering groups that cannot be displayed on the screen can be displayed by operations such as screen scrolling.
- Each user confirms the cheering team level of each cheering team on the cheering team screen, and sends a message such as “Let's do your best” to promote the progress of the game. Can be encouraged.
- the game management apparatus includes cheering party number management means 203 (number of friends management means) in addition to the means shown in FIG.
- the cheering party number management means 203 may apply so that the first user becomes a cheering party (companion) as the level of the first user's game (a progress parameter indicating the progress of the game) increases. It has a function to increase the number of possible. For example, when the user's game level is “Lv1”, only one person can apply for the cheering party. Thereafter, each time the user's game level increases by “1”, the number of applications for cheering teams is increased by one. In addition, when the maximum value of the user's game level is Lv50, the maximum value of the number of cheering teams is also 50. This is just an example. For example, every time the user's game level increases by “2”, the number of cheering groups that can be applied for increases by one, or whenever the user's game level increases by “1”. You may increase the number of groups you can apply by two.
- the first user can obtain more benefits. Therefore, in order to make more cheering teams, it is possible to motivate each user to play games actively (promote each user's game progress).
- the “progress parameter indicating the game progress status” for determining the number of cheering groups that the user can acquire is not limited to the level of the user's game, but as described above, the level of the character owned by the user and the user It may be the difficulty level of the stage in the game that has been reached.
- the in-game production is performed such that the cheering party level is equal to the number of cheering members, and the cheering party level of the cheering party increases as the cheering party level increases.
- the cheering party level of the user B who is the cheering party of the user A is 20, the cheering party (user B) has 20 cheering party members.
- the cheering party level of the user C which is another cheering party of the user A is 10
- This “exciting effect” is to generate an advantageous effect for the user A at the time of the battle, and improve the strength of the user A at the time of the battle over the current strength (or the strength of the opponent user is higher than the current strength). To lower).
- the game management apparatus for realizing this includes a total calculation means 204, a comparison means 205, and a strength variable means 206 in addition to the means shown in FIG.
- the comparison unit 205 has a function of comparing the total value (total number of cheering members) of both users calculated by the total calculation unit 204 with both users performing the battle as separate first users. For example, the second user B, C, D,... Is related to the first user A as a cheering party, and the second user R, S, T,. It shall be related. And when the 1st user A and the 1st user Q play, the number of cheering members of all the 2nd users B, C, D, etc. related with respect to the 1st user A The total value Ptotal (A) is compared with the total value Ptotal (Q) of the number of cheering members of all the second users R, S, T,... Related to the first user Q. .
- the strength variable means 206 improves the strength at the time of the battle of the user with the larger total value (total number of cheering members) out of the two users, or both It has a function of reducing the battle strength of the user with the smaller total value among the users, compared to the current battle strength.
- “improve the strength over the current strength” parameters (tones, abilities, etc.) related to the strength of each player card (character) constituting the team of the user with the larger total number of cheering members It is possible to improve the current value by a predetermined amount.
- Each player card is set with one of the above-described six-stage parameters, and the strength variable means 206 determines the tone of all player cards constituting the team of the user with the larger total number of cheering members, for example. Step by step (for example, one step). Alternatively, by lowering the tone of all player cards constituting the team of the user with the smaller total number of cheering members by a predetermined level (for example, one level), the user with the larger total number of cheering members becomes relatively advantageous. It may be.
- the game server 1 when the team of the user A and the team of the user Q play a battle (YES in S171), the game server 1 is associated with at least one of the user A or the user Q based on the information illustrated in FIG. It is determined whether there is a cheering party (second user as a cheering party) (S172).
- the total calculation unit 204 of the game server 1 calculates the total number of cheering members of the user A and the total number of cheering members of the user Q (S173). ).
- the comparison unit 205 compares the total number of cheering members of the user A with the total number of cheering members of the user Q (S174), and the strength varying unit 206 determines the team of the user with the larger total number of cheering members based on the comparison result.
- the tone of all player cards is raised by one step (S175).
- the total number of cheering members who do not have the cheering party is zero.
- the user who has the cheering party is the user with the larger total cheering member.
- the battle game is executed.
- a simulation of a baseball game is executed by an AI (Artificial Intelligence) program based on parameters such as ability and tone of player cards of both teams.
- AI Artificial Intelligence
- a part or all of the game execution program is downloaded or installed in the terminal device 3, and the game execution process is performed on the terminal device 3, so that the characters of each player card are displayed on the screen as a 3D video. It may be.
- step S172 if there is no cheering party at all for user A and user Q in step S172 (NO in S172), the process of FIG. 43 is completed without executing the strength variable process, and then the battle game is executed. Will be.
- the game management apparatus is configured to include the total calculation means 204, the comparison means 205, and the strength variable means 206 as shown in FIG.
- the level of the game progression level and proficiency level
- the second users who are more eager to play the game and have a high degree of progress on the game It is possible to realize a highly entertaining game in which the battle can be advantageously advanced.
- the game management apparatus includes an access information storage control unit 54a (access information storage control means) and a relationship resolution means 207 in addition to the means shown in FIG. I have.
- the access information storage control unit 54a has a function of storing access information on the user's game in a storage device (such as the database server 2).
- the “predetermined period” may be an arbitrary period such as 2 weeks, 1 month, 2 months, or the like. In the present embodiment, the following description is continued assuming that the “predetermined period” is one month.
- the first user A wants to maintain the relationship with the second users B, C, D,... That is his cheering party, the second users B, C, D,. It is necessary to work on the second user B, C, D,... To access the game (for example, to communicate with the second user B, C, D,... is there.
- the second user who has not accessed the game for more than one month is his cheering team. That would waste a limited number of cheering teams. Therefore, the fact that such a relationship with the second user is automatically canceled and a space for the cheering party is made available has an opportunity to invite a new second user who actively plays the game as a cheering party. It can be said that it is desirable for the first user A because it can be made.
- the first user who has a second user who is inactive to the game in his cheering team such as the level of the game does not rise at all, voluntarily uses the cheering team without waiting for a period of one month.
- the first user when dismissing a cheering party voluntarily, the first user does not disband his cheering group easily by including a penalty element that requires payment of the price (points, etc.). I am doing so. For example, the first user pays the cheering party level ⁇ 10 points of the cheering party he / she wants to voluntarily dissolve to the second user who is the cheering party, thereby approving the relationship cancellation to the second user.
- the cheering party can be dissolved without obtaining
- the user A can make the user B the cheering party again.
- the cheering party level of the user B starts from “1”.
- the sponsorship association is a friend with higher benefits than the cheering party, and can basically be handled in the same way as the cheering party. Therefore, similarly to the cheering party, when the second user who is the support party has not accessed the game for a predetermined period (for example, one month), the association between the first user and the second user is canceled. (Natural dissolution of the sponsorship association). In addition, the user can voluntarily disband the support party by paying the other party.
- an invitation privilege not available in the cheering party may be provided for the sponsorship party.
- a rare event called “encouragement party” that is an invitation privilege is generated during the game of the first user according to the level of the game of the second user who is the support party of the first user. This rare event will be described below.
- an “encouragement party” that is an invitation privilege occurs.
- the “encouragement party” is a virtual presentation that a meeting to encourage the first user is held. Specifically, the first user plays a game on the day when the “encouragement party” occurs. When accessing, a message such as “Encouragement party!” Appears on the screen. When this “encouragement party” occurs, the tone and physical strength of all player characters (player cards) registered by the first user in the army are restored.
- This privilege “encouragement party” corresponds to a variation of the invitation privilege shown in FIG.
- the physical strength of the player character is a parameter consumed when the player character is specially trained in the special training mode in the game. In the special training mode, the player character's physical strength is consumed to increase the experience value of the player character. When the experience value reaches a predetermined value, the player level (a parameter indicating the high ability of the player character) is improved.
- the player level of all player characters registered by the first user in one army is increased by a predetermined level (for example, 2 levels) for a predetermined period (for example, 1 day), It will be easy to win.
- a predetermined level for example, 2 levels
- a predetermined period for example, 1 day
- the storage device is a RAM 13 or auxiliary storage device 14 that the game server 1 has, a database server 2, a RAM 33 or auxiliary storage device 39 that the terminal device 3 has, or a file server (online that is different from the game management device or terminal device). Storage) or the like.
- the server game server 1, database server 2 and the terminal device can communicate with each other to send and receive various data, and an information processing device (CPU, ROM, RAM, auxiliary storage device, communication control unit, etc.) Computer) having the same hardware configuration. Therefore, in a game system including a server and a terminal device, each means included in the game management device described in each of the above embodiments may be provided in either the server or the terminal device.
- the game management device can be configured to be provided in a server and a terminal device that communicate with each other to send and receive various data, and achieve the same effects as the above-described embodiment.
- the computer-readable program according to the present embodiment is recorded on various computer-readable recording media such as a hard disk, an optical disk (CD-ROM, DVD-ROM, etc.), a flexible disk, a semiconductor memory, and the like. Is executed by the CPU 11 of the game server 1.
- the means for providing the program to the game server 1 or the terminal device 3 is not limited to the recording medium described above, and can also be performed via a communication network such as the Internet. [Outline of Embodiment]
- the game management device (1, 2) is a game management device (1, 2) that manages game information of each user registered in the game service.
- a second user who has received a predetermined invitation or application from the first user responds to the invitation or application
- information relating the first user and the second user is stored in the storage device
- the relationship management means (56) for managing the relationship between the first user and the second user after the relationship management means (56) associates the first user with the second user.
- the privilege provision means (57) which provides a privilege according to the said 2nd user's access to a game or a game progress condition is provided.
- the game management device having this configuration provides, for example, a game service to each user via the network while accepting access from the terminal device of each user via the network and managing game information of each user.
- the game management apparatus is configured by an information processing apparatus that can be connected to a network, such as a server.
- a game service provided to each user by the game management device there is a service such as a social game that can be played while the users cooperate or communicate with each other.
- the relationship management means of the present game management device relates the first user and the second user when the second user who has received a predetermined invitation or application from the first user responds to the invitation or application.
- Information is stored in a storage device, and the relationship between the two is continuously managed.
- the “invitation or application” as described in 2) below, “the first user registered in the game service has played a game against the second user who has not yet registered in the game service. "Invite registration to the service”. In this case, the second user accepting the invitation means “newly registering with the game service”.
- a companion is a generic term for a virtual relationship between users built in the game. An acquaintance, friend, friend, classmate, partner, relative, family, brother, sister, company or organization colleague, Includes various in-game relationships such as teacher-student, teacher-disciple, senior-junior, etc.
- the second user responding to the application means “approving the fellow application”.
- a second user is requested to join a group in the first user's game (for example, the first user's baseball team). Invite a second user to the group). In this case, the second user responding to the application is “approving and joining the first user group”.
- the privilege provision means of this game management apparatus is based on the 2nd user's access to a game or game progress, after the 1st user and the 2nd user are related by the said relationship management means. A privilege is given to the first user.
- access to game means access (login) to a game management device that provides a game service.
- granting a privilege to the first user in response to the second user's access to the game means that the second user is accessing the game and the fact that the second user has accessed the game. Or giving a privilege to the first user according to the number of times the second user accesses the game, the number of access days, or the like. For example, when the 2nd user is accessing the game, it can be set as the structure which provides a privilege to a 1st user. In addition, if there is a fact that the second user has accessed the game, the first user can be given a privilege even after the second user has finished accessing the game.
- a privilege is given to the first user. be able to.
- standard days can do.
- the “second user's game progress” is the second user's game level as a result of the second user playing the game and the second user's game progress. It refers to the situation such as the character's ability and the second user's team strength. For example, when the second user's game level, character ability value, or team strength value reaches a reference value after the first user and the second user are associated with each other, It can be set as the structure which provides a privilege to a user.
- Various benefits can be applied depending on the type and content of the game. As an example, in the case of a game in which an experience value is acquired during the game to improve the level, a privilege that the experience value that can be acquired during the game is made larger than usual can be considered. In addition, in the case of a game that achieves a mission or event activated during the game, there is a privilege that the progress or achievement of the activated mission or event is faster than usual.
- the first user responds to the second user's access to the game or the progress of the game. Since the privilege can be enjoyed continuously, the privilege is more attractive than the conventional privilege in which points are given only once when the invitation is successful, for example. Since it is possible to provide such a novel and attractive privilege that has not existed in the past to the user, let the first user establish a relationship with the second user (invite a new user to the game, etc.) , Let's build a friendship). Thereby, a game service can be activated.
- the first user can access the second user's game. You will be motivated to communicate with the second user to facilitate access or game progression. For example, when the second user is accessing the game, in the case of a privilege that the experience value on the game that can be acquired is larger than usual, the second user can access the game more, A 1st user can enjoy a bigger privilege. Therefore, the first user can expect to actively communicate by sending messages such as “Let's do our best” and “Let's access together” so that the second user can gain more access.
- the game community is activated.
- the first user is a user who is registered in a game service
- the second user Is preferably an invited user who is newly registered in the game service in response to the invitation from the first user.
- the first user registered in the game service invites the second user who has not yet registered in the game service to register for the game service, and the invited second user Is newly registered in the game service, the above-mentioned novel and attractive privilege is given to the first user on the invitee side.
- the first user who invited the game service registration is “inviting user”
- the second user who is invited by the invited user for new game service registration is “invited user”.
- the relationship management means stores information that associates the invited user who invited the invited user with the invited user in a storage device, to the invited user's game service Even after the new registration, the relationship between the two is continuously managed. For example, the invited user is “senior” and the invited user is “junior”, and the relationship management means continuously manages such a relationship.
- the privilege granting means gives the invited user access to the invited user's game or Benefits are given according to the game progress. This privilege is given to an invited user who has been successfully invited, and is hereinafter referred to as an “invitation privilege”.
- This configuration allows the invited user to continuously enjoy the invitation privilege according to the access status or game progress of the invited user after the successful invitation (after registration of the invited user to the game service). This is an invitation benefit that is more attractive than the conventional privilege in which points are awarded only once when the invitation is successful. Since such a novel and attractive invitation privilege that has never existed before can be provided to the user, it is possible to give the user a strong motivation to invite a new user to the game. Thereby, the effective increase of the user who registers with a game service is achieved, and a game service can be activated.
- the invited user can access the invited user's game or progress the game.
- a message such as “Let's do our best” will be sent to motivate to communicate with the invited user. This is an effect that can never be expected with the conventional privilege that points are given only once when the invitation is successful, and it is novel and attractive that makes use of the continuous relationship between the invited user and the invited user after the successful invitation. This is a unique effect in the game management device that provides an invitation privilege.
- the privilege granting means (57) is configured such that, after the invited user registers in the game service, the invited user accesses the game or proceeds with the game for the invited user. It is preferable to give a privilege depending on the situation.
- This privilege is a new registration privilege with an invitation given to an invited user who is newly registered in the game service, and is hereinafter referred to as a “new invitation registration privilege”.
- the invited user can access the game or game of the invited user.
- parameter setting means (58) for setting any one of parameters having a plurality of levels for each user, and the parameter setting means (58) ) Is set to a higher value
- the game progressing means (52) for controlling the progress of the game of the user so that the user is more advantageous in terms of the game
- the privilege granting means (57) When the invited user is accessing the game, it is preferable to increase the value set by the parameter setting means (58) for the invited user.
- the parameter setting means is configured to set any one value of parameters having a plurality of levels for each user terminal device.
- the parameters are not limited to those representing good tone, and may be any parameters as long as they have a plurality of values.
- the game progress means controls the game progress of the user so that the higher the value set by the parameter setting means, the greater the advantage of the game.
- this game progress control the higher the parameter value, the higher the experience value that can be acquired during the game, and the faster the progress and achievement of missions and events triggered in the game. It is conceivable to perform control so that the probability that a rare item will be drawn is increased.
- the privilege granting unit increases the value of the parameter set by the parameter setting unit for the terminal device of the invited user who invited the invited user. If the value of the parameter increases, the degree to which it is advantageous in terms of the game increases, and with this configuration, it is possible to give an invitation privilege to the invited user through a form of an increase in the value of the parameter. In other words, it is not an invitation privilege that gives a point only once when the invitation is successful, but the parameter set for the user (or the user's terminal device) is associated with the privilege and the size of the privilege is changed by changing the parameter. A novel invitation privilege to be adjusted is realized.
- the privilege granting means (57) is accessing the game. It is preferable to increase the value set by the parameter setting means (58) for the invited user more as the number of invited users increases.
- the number of invited users accessing the game is large.
- the value of the parameter set for the invited user increases. For example, when the number of invited users accessing the game is n, the value of the parameter can be increased by n stages.
- the privilege granting means (57) is configured such that the parameter setting means (58) is provided to the invited user when the invited user is accessing the game. ) Is preferably increased.
- the privilege giving means increases the value of the parameter set by the parameter setting means for the invited user invited by the inviting user. If the value of the parameter increases, the degree to which the game is advantageous increases. Therefore, according to this configuration, a new introduction registration privilege can be given to the invited user through a form in which the parameter value increases. That is, it is not a privilege that simply gives a point once at the time of new registration of a user, but the size of the privilege is obtained by associating a parameter set for the user (or the user's terminal device) with the privilege and changing the parameter. It is possible to grant a novel new introduction registration privilege that is adjusted.
- parameter setting means (58) for setting any one of parameters having a plurality of levels for each user, and the parameter setting And a game advancing means (52) for controlling the game progress of the user so that the higher the value set by the means (58) is, the more advantageous the game is.
- the predetermined time is set to an arbitrary time length such as 8 hours, 12 hours, 24 hours, etc. It can be set.
- This configuration expands the period of enjoyment of a novel and attractive invitation privilege that is granted according to the invited user's access to the game until after the invited user finishes accessing the game, making it more attractive Invite benefits. Thereby, it is possible to give the user a strong motivation to invite a new user to the game, effectively increase the number of users registered in the game service, and activate the game service more. .
- the privilege grant means (57) changes as the invited user progresses after the invited user registers in the game service. After the value on the game regarding the invited user reaches a predetermined value, it is preferable not to execute the privilege grant process.
- the value on the game regarding the invited user that changes as the invited user's game progresses refers to the value of the game level of the invited user, the level or ability of the character owned by the invited user Value, the strength value of the invited user's team, the difficulty level of the stage in the game that the invited user has reached, etc., and the game value related to the invited user that changes as the game progresses Any other value may be used.
- the level of the game of the invited user increases when the invited user plays the game and acquires the experience value, and does not reach the predetermined value unless the invited user actually plays the game. .
- the ability value of the character owned by the invited user and the strength value of the invited user's team are also set to predetermined values unless the invited user actually plays the game to improve the character or improve the team strength. It is not reached.
- the game proceeds to another stage with one higher level of difficulty. If you do not clear the stage, you will not reach the predetermined difficulty level.
- “the value on the game regarding the invited user that changes as the invited user's game progresses” is an index that indicates the timing at which the invited user newly registered in the game service played the game to some extent. is there.
- the provision process of a privilege (invitation privilege or a new invitation registration privilege) Is not to be executed.
- a privilege for example, level 15
- the privilege grant process is not executed, and the privilege is terminated.
- the invitation privilege for the invited user By canceling the assignment, it is possible to urge the user (inviting side) to invite a new user.
- the reason is as follows. That is, when a user can continue to receive an invitation privilege indefinitely, a user who is satisfied with an attractive invitation privilege that has already been received may not be actively invited to a new user. On the other hand, by stopping granting of privileges at the timing when the user enjoys a certain invitation privilege, the user wants to receive an attractive invitation privilege again, and is strongly encouraged to invite a new user to the game again Motivation can be given to the user.
- the period during which the privilege can be enjoyed is not the real time in the real world, but “until the value on the game related to the invited user reaches a predetermined value, which changes as the invited user's game progresses”. This is due to the following reason.
- the invitation privilege granted to the invited user is in accordance with the access status or game progress of the invited user. Therefore, if the period during which the invitation privilege can be enjoyed is the real time in the real world, after the invited user newly registers with the game service, the game is never accessed (the game is not advanced at all) or the game is entered. However, if a certain period of time (real time in the real world) elapses, the invited user may not be able to enjoy the invitation privilege at all or only slightly.
- the period during which the invitation privilege can be enjoyed is ensured until the invited user plays the game to some extent and the invited user can realize the benefits of the privilege.
- this configuration it is possible to realize “matching cooperation” that makes use of the continuous relationship between the invited user and the invited user after the invited user newly registers in the game service. That is, in this configuration, when the invited user's character battles with another character, the invited user's character automatically participates in the invited user side as a so-called “helper” and cooperates in the battle. . Since the invited user's character participates in the invited user as an assistant and cooperates in the battle, the strength of the invited user is improved, so that the battle of the invited user is advantageous compared to the case where there is no such battle cooperation. In this way, in this configuration, the invited user side character is automatically added to the invited user side as “helper” for the following reason.
- the invited user can be set as “senior” and the invited user as “junior”. This is because the situation of cooperating is reproduced on the game in a pseudo manner, and this makes it possible to realize the fun as if the human relationship in the real world was reflected on the game.
- the “other character” when the invited user's character battles with another character is a character prepared by another user's character or a game management device (for example, a boss character appearing at the end of each stage). Any of these may be used.
- the battle cooperation management means automatically invites the invited user's character to the invited user side, thereby realizing battle cooperation.
- the invited user's character is automatically assigned to the invited user.
- the invited user's character automatically participates as an assistant on the invited user side and cooperates in the battle, so that the invited user has an advantage in the battle without operating the battle cooperation request.
- a game service such as a social game that requires strong user simplification and simplification
- the user intends to invite a new user to the game. Strong motivation can be given.
- fellow management means (60) for managing fellow users for each user by storing in a storage device information of fellow users who belong to a group centered on each user.
- battle cooperation reception means (63) for receiving selection of the characters of the fellow users equal to or less than the first prescribed number that can request battle cooperation according to the user's input
- the battle cooperation managing means (62) receives the invited user character and the battle cooperation receiving means (63) when the invited user character battles with another character. It is preferable that the invited user side be complied with the characters of the fellow users equal to or less than the first specified number selected by the invited user.
- this game management apparatus is provided with the friend management means which performs the friend management for every user, and the information of each fellow user who belongs to the group called "companies" centering on each user, It is stored and managed in a storage device.
- the group here shows the group of one's friend seen from the viewpoint of one user to the last, and each user who comprises these groups does not belong only to this group.
- Each user also has a group of “buddies” centered on him / herself.
- the battle cooperation accepting means accepts the selection of the fellow user's character who can request the battle cooperation by the operation on the user's terminal device, separately from the battle cooperation by the invited user's character that is automatically executed. .
- the assistant frame by the first prescribed number of fellow characters that the user can arbitrarily request for battle cooperation is secured. ing. Therefore, a part or all of the limited number of fellow assistants is not automatically filled with the invited user's character cooperating with the invited user, and the invited user is not the invited user's character.
- a desired fellow user character can be requested as an assistant. In other words, the invited user can request more battle cooperation, which is advantageous for the battle.
- the assistant frame of the invited user's character to cooperate is additionally given.
- the helper frame of the invited user's character is a special helper frame that is given only to the user who has been successfully invited, and can give the user a strong motivation to invite a new user to the game.
- the number of invited users who can participate in the battle cooperation with the invited user side is limited to a second specified number or less, and the invited user invited
- the battle cooperation management means (62) has a second rule having a character with a higher ability value from among the plurality of invited users. It is preferable that a number of invited users are selected, and the invited user's characters of the selected second specified number are added to the invited user side.
- the number of invited users who can collaborate with each other is limited to the second specified number or less, the difference in strength with the opponent becomes too large, and the balance of strength between the two players in the battle is extremely collapsed.
- the second prescribed number of invited users are ordered in order from the invited user having a character with a high ability value. Since it is automatically selected and the strongest invited user character within the upper limit automatically cooperates with the invited user's match, each user has more invitations and many invited users. You can also enjoy the benefits of securing users.
- the first user is a user who has applied for a friend to the second user, and the second user has applied for the friend from the first user. It is preferable that the user has approved
- the relationship management means stores the information relating the two in the storage device. Continuously manage the relationship. For example, the second user becomes “a cheering party” that supports the first user, and the first user becomes “the person who is supported”, and the relationship management means continuously manages the relationship between them. It has become.
- any name such as “cheering party” may be used in the game.
- a game system includes a game management device (1, 2) that manages a game and a terminal device (3) that communicates between the game management device (1, 2).
- a game management device (1, 2) that manages a game
- a terminal device (3) that communicates between the game management device (1, 2).
- the relationship management means (56) for managing the relationship between the first user and the second user by storing the information in the storage device and managing the relationship between the first user and the second user.
- a privilege granting means for granting a privilege to the first user according to the second user's access to the game or the progress of the game, the game management device (1, 2) or Any one of the terminal devices (3) is provided.
- a game management method is a game management method in a computer that manages a game, wherein the computer receives a predetermined invitation or application from a first user.
- a relationship management step for storing information relating the first user and the second user in a storage device and managing the relationship between the two, and a computer,
- a privilege is given to the first user according to access to the second user's game or the progress of the game.
- a program according to still another aspect of the present invention is a program for causing a computer to operate as a game management device (1, 2) for managing a game.
- a game management device (1, 2) for managing a game.
- information relating the first user and the second user is stored in a storage device and the relationship between the two is managed
- the relationship management means (56) and the relationship management means (56) the game of the second user is performed against the first user.
- the first user can establish a relationship with the second user (invite a new user to the game, It is possible to give a strong motivation to build friendships. Thereby, a game service can be activated. Moreover, communication between the 1st user and the 2nd user who were related can be promoted, and activation of a game community can be aimed at.
- a recording medium according to still another aspect of the present invention is a computer-readable recording medium recording the program described in 15) above.
- the present invention particularly relates to a game management device, a game management method, a program, and a recording medium for a so-called social game that a user can play while communicating with other users who are receiving game services. Since it can be applied suitably and can provide highly interesting game services, it can be used industrially.
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Abstract
L'invention concerne un dispositif de gestion de jeu qui gère des informations de jeu pour chaque utilisateur inscrit dans un service de jeu, lequel dispositif de gestion de jeu comporte les éléments suivants : un moyen de gestion de relation qui, lorsqu'un second utilisateur qui a reçu une invitation ou requête prescrite à partir d'un premier utilisateur accepte ladite invitation ou requête, associe les premier et second utilisateurs l'un à l'autre et gère la relation entre eux ; et un moyen d'octroi d'avantage indirect qui, après que les premier et second utilisateurs mentionnés ci-dessus ont été associés l'un à l'autre, octroie au premier utilisateur un avantage indirect conformément à l'accès au jeu ou à l'évolution dans le jeu du second utilisateur.
Applications Claiming Priority (4)
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JP2011210124 | 2011-09-27 | ||
JP2011-210124 | 2011-09-27 | ||
JP2012-195415 | 2012-09-05 | ||
JP2012195415A JP5406350B2 (ja) | 2011-09-27 | 2012-09-05 | ゲーム管理装置、ゲームシステム、ゲーム管理方法及びプログラム |
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WO2013047166A1 true WO2013047166A1 (fr) | 2013-04-04 |
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WO2014196106A1 (fr) * | 2013-06-07 | 2014-12-11 | 株式会社ソニー・コンピュータエンタテインメント | Dispositif de traitement d'informations |
JP2014236866A (ja) * | 2013-06-07 | 2014-12-18 | 株式会社ソニー・コンピュータエンタテインメント | 情報処理装置 |
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US10143923B2 (en) | 2013-10-22 | 2018-12-04 | DeNA Co., Ltd. | Electronic game-providing device, electronic game device, electronic game-providing program, and electronic game program |
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JP7227182B2 (ja) | 2020-03-31 | 2023-02-21 | グリー株式会社 | ゲーム装置、制御方法及び制御プログラム |
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