WO2013088793A1 - Game device, game-device control method, and program - Google Patents

Game device, game-device control method, and program Download PDF

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Publication number
WO2013088793A1
WO2013088793A1 PCT/JP2012/072439 JP2012072439W WO2013088793A1 WO 2013088793 A1 WO2013088793 A1 WO 2013088793A1 JP 2012072439 W JP2012072439 W JP 2012072439W WO 2013088793 A1 WO2013088793 A1 WO 2013088793A1
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WO
WIPO (PCT)
Prior art keywords
player
game
event
character information
information
Prior art date
Application number
PCT/JP2012/072439
Other languages
French (fr)
Japanese (ja)
Inventor
知治 梅川
貴弘 戸田
俊顕 海澤
宏之 大和久
賢治 横山
Original Assignee
株式会社コナミデジタルエンタテインメント
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Publication of WO2013088793A1 publication Critical patent/WO2013088793A1/en

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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • A63F13/795Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for finding other players; for building a team; for providing a buddy list
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/35Details of game servers
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/58Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/45Controlling the progress of the video game
    • A63F13/48Starting a game, e.g. activating a game device or waiting for other players to join a multiplayer session
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/833Hand-to-hand fighting, e.g. martial arts competition

Definitions

  • the present invention relates to a technique for allowing a user to play a game using a character.
  • Non-Patent Document 1 discloses a technique of selecting a desired combination of characters from a plurality of characters owned by a player and causing them to battle with characters of other players.
  • the game apparatus when the player instructs a battle at the terminal device, the game apparatus immediately executes the process of the battle, and the battle result is notified to the player's terminal device.
  • a game is also known in which when a player's terminal device instructs execution of a game such as exploration, the game device determines an operation that the player determines and instructs each time, such as search or battle, and automatically advances an event. . Then, when a predetermined period has elapsed, the character returns, and the player is informed of the events that occurred during the game and the items acquired. This game is called an abandoned game because it is not necessary to operate the terminal device until a predetermined period has elapsed after the player gives an instruction to execute the game.
  • the present invention has been made in view of the above-described circumstances, and when a player gives an instruction to start a predetermined game, the player's character goes out to search and can play against other player characters encountered in the process. Providing a device and the like is a problem to be solved.
  • the game device of the present invention when character information regarding one or more characters used for an event among a plurality of characters belonging to the player is set for each player, and the player instructs the execution of the game, the game is started from the instruction. A period is assigned to the player, and a result of executing the game after the game period ends is notified to the player.
  • an event processing unit that determines the result of the event based on the character information of the player and the character information of other players other than the player, and after the end of the game period The game period was assigned to the result of the game And a result notification unit for notifying the terminal of the player.
  • the event includes a battle event and a search event.
  • the character may be a game element that affects the progress of the game, in addition to a monster that performs the battle.
  • the result of the event includes a battle result in the event.
  • time information for specifying the game period is set for each player, and the event processing unit receives the game execution request from the player terminal, based on the time information.
  • the other player is specified such that the game period of the player and the game period of other players other than the player overlap at least partially, and the character information of the player and the specified other player's character Information is read, and the result of the event is determined based on the read character information.
  • the event processing unit may be a player other than the player based on a character parameter indicated by the character information of the player and a character parameter indicated by character information of another player other than the player. It is preferable to determine character information of other players.
  • level information indicating the degree of experience of the game of the player is set for each player, and when the event processing unit receives an execution request from the terminal of the player, the level information of the player Based on the level information of the player other than the player and the level information of the player other than the player, and determines the event based on the character information of the player and the character information of the player other than the player. It is preferable to determine the result of
  • the execution request includes additional information corresponding to a parameter to be added to one or more characters indicated by the character information of the player
  • the event processing unit A parameter is added based on the additional information to the parameter of the character indicated by the character information of the player, the parameter of the character to which the parameter indicated by the additional information is added, and the character information indicated by the character information of the player other than the player
  • the result of the event is determined based on the parameters.
  • the present invention can be grasped as an invention of a method for controlling a game device. That is, when the player instructs execution of the game, a game period starting from the instruction is assigned to the player, and the game device control method notifies the player of the result of executing the game after the game period ends.
  • the character information relating to one or a plurality of characters used for an event among a plurality of characters belonging to the player is set for each player and a game execution request is received from the terminal of the player, the character information is assigned to the player.
  • the event result is determined based on the read character information of the player and the character information of other players other than the player, and after the game period ends, the game Result of the player assigned the game period And notifies the end.
  • the present invention can be understood as an invention of a program executed on a game device. That is, when the player instructs execution of the game, the game device program notifies the player of the result of executing the game after the game period has elapsed from the instruction, and includes an event among a plurality of characters belonging to the player.
  • the step of determining the result of the event based on the character information of the player and the character information of other players other than the player, and the result of the game on the condition that the game period has elapsed.
  • the program may be stored in a recording medium. If this recording medium is used, the program can be installed in the computer, for example.
  • the recording medium storing the program may be a non-transitory recording medium such as a CD-ROM.
  • FIG. 1 is a block diagram of a game system according to a first embodiment of the present invention. It is a block diagram which shows the function of the game device which concerns on 1st Embodiment of this invention. It is explanatory drawing which shows the data structure of a game table. It is a sequence diagram which shows operation
  • FIG. 1 is a block diagram of a game system 100 according to the first embodiment of the present invention.
  • the game system 100 of the first embodiment includes a terminal device 12 and a game device 14A that communicate with each other via a communication network 16 such as the Internet, and is a communication system that allows a player who owns the terminal device 12 to play a game. is there.
  • a communication network 16 such as the Internet
  • FIG. 1 Although only one terminal device 12 is shown in FIG. 1 for convenience, actually, a plurality of terminal devices 12 communicate with the game device 14A via the communication network 16.
  • the terminal device 12 is a communication terminal such as a mobile phone, a personal digital assistant (PDA) or a personal computer, and includes a communication device 20, a display device 22, an input device 24, and a control device 26.
  • the display device 22 (for example, a liquid crystal display panel) displays various images such as a game screen.
  • the input device 24 is a device for the player to input an instruction to the terminal device 12, and includes, for example, a plurality of operators that the player operates. Note that a touch panel that is configured integrally with the display device 22 and receives an operation from the user, or a microphone that allows the user to input an instruction to the terminal device 12 by voice may be employed as the input device 24.
  • the communication device 20 communicates with the game device 14A via the communication network 16.
  • the control device 26 functions as a control center of the terminal device 12 and is configured by a CPU or the like.
  • the game device 14A is a web server that provides a browser game to a player who owns the terminal device 12.
  • the browser game is a game that can be played by executing a web browser on the terminal device 12 (a game that does not require downloading software dedicated to the game to the terminal device 12).
  • the game device 14A executes various processes triggered by a request transmitted from the terminal device 12 in response to an instruction from the player to the input device 24, and a web page (game screen) indicating the result of the processing. Is displayed on the display device 22 of the terminal device 12.
  • an RPG Role-Playing
  • owned characters a plurality of characters
  • Game type social game is provided to the terminal device 12 from the game device 14A.
  • In-game events include battle events and search events.
  • a battle event when the player inputs an execution instruction, the result of one battle is obtained.
  • the search event is obtained as a result of multiple battles. Both battle events and search events involve battles and defenses by encountering enemies during the search process. For this reason, after a player gives an instruction to execute a search event or a battle event, a match result is obtained after a predetermined time has elapsed.
  • the deck is a set of one or more characters (hereinafter referred to as “target characters”) selected from a plurality of owned characters given to the player with an upper limit of M (M is a natural number).
  • the battle event deck and the search event deck are individually organized, but both may be combined.
  • the battle event deck is composed of the attacking deck of the player in charge of the attack side and the defense deck of the player in charge of the defense side, and the attacking player and the defending player are respectively A battle event is held to battle the decks.
  • the target character constituting the attack deck when one player is responsible for the attack side and the target character constituting the defense deck when that player is responsible for the defense side are individually selected and mutually Can overlap.
  • the search event deck has no distinction between attack and defense.
  • One or more target characters selected with M as the upper limit are organized in the deck.
  • attack and defense are performed by the target character organized in the deck.
  • the maximum number of target characters used in the attack event is M for attack and M for defense.
  • a player having more than 2M owned characters owns surplus characters.
  • target characters that are different from the battle event are organized in the deck, so that surplus characters can be used effectively.
  • the game apparatus 14A includes a control device 32, a storage device 34, and a communication device 36.
  • the communication device 36 communicates with the terminal device 12 via the communication network 16.
  • the storage device 34 includes a central processing unit (CPU) that controls the entire device, a random access memory (RAM) that functions as a work area for the CPU, a ROM that stores a boot program, and the like.
  • a program (game program) PGM executed by the control device 32, various data used by the control device 32, and a game table TBL are stored.
  • a known recording medium such as a semiconductor recording medium or a magnetic recording medium or a combination of a plurality of types of recording media may be employed as the storage device 34.
  • game device 14A the following functional blocks are constructed by executing a predetermined program. As shown in FIG. 2, when the game device 14A receives a game execution request from the terminal device 12 of the player, before the game period assigned to the player ends, the character information of the player and other than the player An event processing unit 40 that determines the result of the event based on the character information of the player, and a result notification unit 41 that notifies the result of the game to the terminal device 12 of the player to which the game period is assigned after the game period has ended. It has.
  • the game table TBL stores player information P, first character information D1, second character information D2, and time information T in association with player identification information UID that uniquely identifies the player. To do. That is, in the game table TBL, player information P, first character information D1, second character information D2, and time information T are stored for each player.
  • the player information P is information indicating the player's own activity in the game.
  • the player information P includes level information indicating a level based on the experience of the player, history information indicating a history of battle and search, item information indicating items that can be used in a game such as magic and weapons, a game
  • Point information indicating the size of points used for various activities within the site is included. In an attack event or a search event, points will increase if you win a battle, and points will decrease if you lose. It is also possible to purchase various items using points. Note that by referring to the level information included in the player information P, it is possible to relatively compare the abilities of the players in the game.
  • the history information is composed of a set of a plurality of records.
  • One record includes, as shown in FIG. 3, type information indicating which event the battle result is attributed to, battle time information indicating a battle time in battle and search, battle win and loss, and opponents. And match result information to be shown.
  • the search event is assumed to be a story in which the target character that organized the deck leaves the player and goes out for search. The player can know.
  • the first character information D1 is information relating to one or a plurality of target characters used in the battle event, and includes unit data U1 corresponding to each of the target characters.
  • the unit data U1 includes character identification information CID for identifying the target character, an attack power parameter PA indicating attack power, a defense power parameter PD indicating defense power, and usage information X.
  • the usage information X is information indicating whether the character is used as an attack target character or a defense target character.
  • one or a plurality of target characters used for a battle event are automatically set by the control device 32 of the game device 14A, but the player uses the input device 24 of the terminal device 12, One or a plurality of target characters used for the battle event may be designated.
  • the second character information D2 is information regarding one or a plurality of target characters used for the search event, and includes unit data U2 corresponding to each of the target characters.
  • the unit data U2 includes character identification information CID for identifying the target character, an attack power parameter PA indicating attack power, and a defense power parameter PD indicating defense power.
  • the time information T specifies the end time of the search event.
  • the end time is specified directly or indirectly.
  • a search event period (game period) can be assigned to the player.
  • the time information T indicates the end time.
  • the time information T indicates the start time of the search event. In this case, the end time is calculated by the control device 32 adding the search event period to the start time.
  • the time information T indicates the end time.
  • one or more target characters used for the search event are designated by the player using the input device 24 of the terminal device 12, but the control device 32 of the game device 14A automatically It may be set.
  • the player operates the input device 24 of the terminal device 12 and instructs the execution of the search game.
  • the search game is a search event that is searched using the target character for the search event, and is a game in which a battle event occurs during the search.
  • execution of a search game is instructed (Sa1).
  • the control device 26 of the terminal device 12 uses the communication device 20 to transmit a search event execution request to the game device 14A.
  • the control device 32 executes search event processing (Sa2).
  • Figure 5 shows the details of the search event process.
  • the control device 32 determines the number of battles K (K is a natural number equal to or greater than 2) in which the target character of the player battles in the search event (S20). Any method may be used for determining the number K of battles, for example, by lottery. Then, the control device 32 sets an initial value “1” for the variable N (S21). The control device 32 specifies the player identification information UID of the player who transmitted the search event execution request, and specifies the second character information D2 corresponding to the player identification information UID with reference to the game table TBL (S22).
  • the control device 32 calculates the total value AS2 of the attack parameter PA of one or more unit data U2 belonging to the second character information D2 (S23). Thereafter, the control device 32 specifies a player other than the player who is the opponent of the player, and specifies the second character information D2 of the other player (S24).
  • the method for specifying the other player to be the opponent is arbitrary, it is preferable to select another player having a close experience value for the game with reference to the level information. In this way, the target character to be the opponent is determined based on the parameters indicating the ability, etc., so that the player who has only the weak target character does not get bored of the game because the opponent is too strong. But you can enjoy participating in the game.
  • the player who becomes an opponent is determined based on the level information which shows the level of experience of a game, the players who have the same level of experience can be made to play against each other. As a result, it is possible for even a player with little experience to participate and enjoy the game without being so bored with the game that the opponent is too strong.
  • the control device 32 searches the time information T of the other players, extracts the end time indicated by the time information T that is in the future from the current time, and draws another player by lottery from among them. The second character information of the other player is obtained.
  • the target characters of the players having at least a part of the game period can be played against each other, even if the battle process is executed asynchronously, the game execution instruction and the game result of each player The contradiction between can be eliminated. As a result, the same result as the battle between players in real time is obtained, and the fun of the game is improved.
  • control device 32 calculates a total value DS2 of the defense parameter PD of one or more unit data U2 belonging to the first character information D2 (S25).
  • control device 32 compares the total value AS2 of the attack power and the total value DS2 of the defense power, and if the total attack value AS2 exceeds the total value DS2 of the defense power, it is determined that the player wins. If it falls below, it is determined that the player has lost (S26).
  • the control device 32 updates the player information P (S27). Specifically, the winning and losing and the opponent are recorded in the battle result information included in the history information.
  • the battle time information the time during the search event period is recorded as the battle time. This time may be determined by any method as long as it follows a predetermined rule. For example, the time during the search event period may be determined by lottery.
  • control device 32 determines whether or not the variable N matches the number of battles K (S28). If not, the variable N is incremented by "1" in step S29, and the process returns to S22. . And the control apparatus 32 repeats a process until the determination conditions of step S28 are satisfied, and will complete
  • K battles executed during the search event period can be collectively processed.
  • the control device 32 executes a result notification process (Sa3).
  • the contents of the result notification process will be described with reference to FIG.
  • the processing contents are common to steps Sa7 and Sa9 shown in FIG.
  • the control device 32 acquires the current time (S11).
  • the control device 32 extracts a record whose type information indicates a battle event from the history information of the player (S12).
  • the control device 32 extracts a record in which the type information indicates a search event and the battle time indicated by the battle time information does not correspond to the current search event period from the history information of the player (S13).
  • a part of the type information is not all records indicating a search event, but a part of the record is extracted during the search event period. This is because there is a premise that the battle result in the search is unknown until the search event period ends and the target character returns.
  • the battle result in the search event is determined immediately after the start of the search event period, and the processing result is reflected in the history information. At this time, not the current time but the time during the search event period is recorded in the battle time information according to a predetermined rule.
  • the history information includes a record in which the type information indicates a search event and the search event period ends.
  • the record whose type information indicates the search event is in the search event period or whether the search event period has ended. There is a need to. If the match time indicated by the match time information is in the current search event period, the record corresponds to the search event period.
  • the control device 32 extracts a record in which the type information indicates a search event and the battle time indicated by the battle time information does not correspond to the current search event period. Whether or not it is during the search event period may be determined by whether or not it corresponds to the end time from the time obtained by subtracting the time of the search event period from the end time indicated by the time information. Then, the control apparatus 32 produces
  • the game device 14A When the result notification process (Sa3) ends, the game device 14A generates a search event execution response including the image data and transmits the response to the terminal device 12.
  • the control device 26 displays an image indicating that the search is being performed on the display device 22 based on the image data (Sa4).
  • the control device 32 executes a result notification process (Sa5). Since the search event period ends at the timing of executing the result notification process, the control device 32 generates image data reflecting the record of the history information generated in the search event process (Sa2), and the image A result notification response including data is transmitted to the terminal device 12. As a result, the player displays an image including the search event result on the display device 22 of the terminal device 12 (Sa6).
  • a battle event for the purpose of battle may be used.
  • a battle event period is assigned to players who participate in the event.
  • the battle event period can be specified by the time information T. This is the same as the search event.
  • the terminal device 12 when the player selects a battle event, the terminal device 12 transmits a battle event execution request to the game device 14A.
  • the control device 32 executes battle event processing.
  • the control device 32 reads out the first character information D1 of the player and the first character information D1 of other players other than the player from the game table TBL.
  • a player whose battle event period overlaps is selected as an opponent, and the details thereof are the same as those of the search event.
  • the target characters of the players having at least a part of the game period can be played against each other, even if the battle process is executed asynchronously, the game execution instruction and the game result of each player The contradiction between can be eliminated. As a result, the same result as the battle between players in real time is obtained, and the fun of the game is improved.
  • the attack power parameter PA of the target character of the player and the defense power parameter PD of the target character of another player who is the opponent the victory or defeat of the battle is determined, and the player information P is updated based on the battle result. .
  • the result of the battle event is notified to the terminal device 12 after the battle event period ends, which is the same as the search event.
  • the target characters of the players can be matched.
  • the game device has an SNS function such as an email, chat, or bulletin board that promotes exchanges between players
  • the connection between players is one of the important elements in the game. Even if it is an abandoned game, the target characters of the players are competing with each other, so the preference is improved.
  • the opponent since the target characters of the players are played against each other, the opponent is determined by luck, so that the strength of the opponent is different at each battle, and the enemy is not always too weak or too strong.
  • the battle process executed on the game device is not necessarily synchronized with the player's execution instruction and is executed before the end of the game period. The result of the game can be the same as in the case of synchronized playing in real time.
  • FIG. 7 is a block diagram of the game apparatus 14B of the second embodiment.
  • the game device 14B is an electronic device that causes a player (owner) to play a game similar to the first embodiment.
  • a portable device such as a mobile phone or a portable information terminal is suitable as the game apparatus 14B.
  • the game apparatus 14 ⁇ / b> B includes a control device 32, a storage device 34, a communication device 36, a display device 22, and an input device 24.
  • the communication device 36 communicates with another game device 14B.
  • a battle event and a search event between players are realized by communication by the communication device 36.
  • the storage device 34 stores the program PGM and the game table TBL, as in the first embodiment.
  • the control device 32 operates in the same manner as in the first embodiment by executing the program PGM.
  • the game device 14B of the second embodiment functions as a device that provides the player with the game provided by the game device 14A of the first embodiment alone. Therefore, the same effects as those of the first embodiment are realized in the second embodiment.
  • the target character for the battle event of the player of the terminal device 12 that has transmitted the battle event execution request may be matched with the target character for the search event of another player.
  • the first character information D1 of the other player is specified.
  • the first character information D1 of the other player and the first character information D1 of the other player are specified.
  • One of the two pieces of character information D2 may be specified.
  • the target character for the search event of the player of the terminal device 12 that has transmitted the search event execution request may be matched with the target character for the battle event of another player.
  • the second character information D2 of the other player is specified, but instead of the first character information D1 of the other player and the first character information D1.
  • One of the two pieces of character information D2 may be specified.
  • players having overlapping search event periods are played against each other in the search event.
  • the target character for the event may be specified as the opponent.
  • the second character information D2 is specified in consideration of the current time and time information T of other players. What is necessary is just to specify the 2nd character information D2 of another player, without considering the time information T of another player. This also applies to battle events.
  • the target character has been described by taking a monster performing a battle as an example, but the present invention is not limited to this, and may be a game element that affects the progress of the game.
  • a deck may be organized with monsters and items of weapons and armor. That is, the item is included in the target character. In this case, you may make it raise the attack power and defense power of the specific or the whole monster contained in a deck by knitting the deck containing a weapon and armor.
  • the game device 14A when the game device 14A receives a search event execution request from the terminal device 12 of the player in the search event process, the second character information D2 of the player and the players other than the player
  • the process of determining the result of the search event based on the second character information D2 is executed in batches a plurality of times (K times in the embodiment).
  • the present invention is not limited to this, and a plurality of processes may be distributed and executed.
  • the game device 14A after the game device 14A receives a search event execution request, it performs k1 battles. The battle may be performed k2 times when 1/3 of the search event period ends, and the battle may be performed k3 times when 2/3 of the search event period ends.
  • K k1 + k2 + k3.
  • “k1”, “k2”, and “k3” may be used instead of “K” in step S24 of the search event process shown in FIG.
  • the game apparatus 14A notifies the terminal apparatus 12 of the result of the search event period.
  • the present invention is not limited to this, and the player is notified.
  • the control device 32 controls the communication device 36 so as to notify the terminal device 12 of the player of some of the processing results of the multiple battles obtained by the search event processing. May be.
  • the search event process is executed immediately after receiving the search event execution request.
  • the present invention is not limited to this. In short, it may be executed whenever a search event result is obtained in the search event period.
  • the control device 32 reads the second game player's second read from the game table TBL before the search event period assigned to the player ends.
  • the timing for executing the search event process for determining the result of the event based on the character information D2 and the second character information D2 of the player other than the player read from the game table TBL is determined according to the processing load of the game device 14A. Is preferably determined.
  • the timing of executing the search event process can be changed according to the processing load. For example, when the battle event is concentrated and the processing load is heavy, the timing of executing the process during the search event period Since the timing for executing the search event process can be postponed, the load can be distributed as a whole game device 14A.
  • the second character information D2 of the opponent in the search event is selected so that at least a part of the search event period overlaps, but the present invention is not limited to this.
  • the second character information D2 of the player may be determined. More specifically, for a plurality of target characters that form a deck, the total value of the attack power parameter PA or the total value of the defense power parameter PD is compared between the player and another player, and the difference between them is equal to or less than a predetermined value.
  • the other player is identified so that the second character information D2 of the identified other player is read from the data table TBL.
  • the second character information D2 of the identified other player is read from the data table TBL.
  • step S26 of FIG. 5 the victory or defeat of the battle is determined by the attack power parameter PA and the defense power parameter PD of the target character, but the present invention is not limited to this. Instead, it is possible to determine win or loss in consideration of additional information. More specifically, additional information can be input when the player inputs an instruction to execute a battle event or a search event on the terminal device 12.
  • the additional information indicates, for example, parameters to be added to the total value of the attack power parameter PA and the total value of the defense power parameter PD of the target character that forms the deck.
  • an additional information setting request is transmitted to the game device 14A.
  • the control apparatus 32 stores the additional information in the game table TBL in association with the player identification information. Thereafter, when the game device 14A receives the battle event execution request or the search event execution request, the control device 32 determines the parameter indicated by the additional information as shown in step 30 in FIG. Is added to the total value of the parameters of the target character, and the result of the event is determined based on the addition result and the total value of the parameters of the target character of the other players.
  • the game apparatus 14A takes into account additional information that can be set for each event, in addition to the attack power parameter PA and the defense power parameter PD of the target character, which are basic elements that determine victory or defeat. , Decide win or lose.
  • the player can set the additional information for each event, so that it is possible to meet the player's desire to win even in the event of this time, and the fun of the game can be improved.
  • the present invention is not limited to such a configuration.
  • the external server includes the storage device 60, and the storage device 60 is connected via the communication network 16 such as the Internet. Data may be acquired.

Abstract

A control device determines the outcome of a quest event on the basis of the following: a game table that, for each player, stores second character information for one or more characters that belong to that player and are to be used in the event; second character information for the player in question, read out from the game table when a quest-event execution request is received from that player's terminal device but before a quest-event period allocated to that player ends; and second character information for a player other than the aforementioned player. After the quest-event period has ended, the control device notifies the player's terminal device of the outcome of the quest event.

Description

ゲーム装置、ゲーム装置の制御方法およびプログラムGAME DEVICE, GAME DEVICE CONTROL METHOD, AND PROGRAM
 本発明は、キャラクタを使用したゲームを利用者にプレイさせる技術に関する。 The present invention relates to a technique for allowing a user to play a game using a character.
 プレイヤの端末装置とゲーム装置との間で通信を実行し、プレイヤに付与されたキャラクタ(例えばモンスター)を戦闘等のイベントに使用するゲームシステムが従来から提案されている。例えば非特許文献1には、プレイヤが所有する複数のキャラクタから所望の組合せのキャラクタを選択して他のプレイヤのキャラクタと戦闘させる技術が開示されている。このゲームは、プレイヤが端末装置において戦闘を指示すると、ゲーム装置においてインベトの処理が即時に実行され、対戦結果がプレイヤの端末装置に通知されていた。
 また、プレイヤの端末装置において、探検などゲームの実行を指示すると、探索や戦闘といったプレイヤがその都度判断して指示する操作をゲーム装置で判断して自動的にイベントを進めるゲームも知られている。そして、所定期間が経過すると、キャラクタが戻ってきて、ゲーム中に起こった出来事や獲得したアイテムがプレイヤに知らされる。このゲームは、プレイヤがゲーム実行を指示した後、所定期間が経過するまで端末装置を操作する必要がなく、放置したままにすることから、放置ゲームと呼ばれている。
2. Description of the Related Art Conventionally, a game system that executes communication between a terminal device of a player and a game device and uses a character (for example, a monster) assigned to the player for an event such as a battle has been proposed. For example, Non-Patent Document 1 discloses a technique of selecting a desired combination of characters from a plurality of characters owned by a player and causing them to battle with characters of other players. In this game, when the player instructs a battle at the terminal device, the game apparatus immediately executes the process of the battle, and the battle result is notified to the player's terminal device.
In addition, a game is also known in which when a player's terminal device instructs execution of a game such as exploration, the game device determines an operation that the player determines and instructs each time, such as search or battle, and automatically advances an event. . Then, when a predetermined period has elapsed, the character returns, and the player is informed of the events that occurred during the game and the items acquired. This game is called an abandoned game because it is not necessary to operate the terminal device until a predetermined period has elapsed after the player gives an instruction to execute the game.
 ところで、このようなゲームでは、複数のステージが用意されており、ステージが進むにつれて、強い敵を配置していることが一般的である。ゲーム開始時の各プレイヤのキャラクタのレベルに大差がない場合は、キャラクタの攻撃力や防御力のパラメータに応じた敵をゲーム装置が適切に配置しておいて戦闘することができる。
 しかしながら、各プレイヤが育成したキャラクタを用いてゲームを行う場合、キャラクタの強さのばらつきが非常に大きくなる。このため、キャラクタが成長しているプレイヤは、どんどん先に進めるものの、あまりの簡単さにつまらなく感じるという問題がある。一方、キャラクタが成長していないプレイヤは、敵が強すぎて先に進めず飽きてしまうというといった問題がある。
 特に、既存のゲームの期間限定イベントなどとして用いる場合、既にプレイしているゲームのキャラクタを使用するため、キャラクタやキャラクタの育成状況にバラツキが大きく、上記課題がより顕著となる。さらに、既にクリアしたステージを再び探索できるようにした場合、キャラクタが強いプレイヤにとっては、物足りなく、再び挑戦する動機づけが薄くなる。
 くわえて、従来の放置ゲームでは、各プレイヤのキャラクタ同士を対戦させることができないといった問題があった。
By the way, in such a game, a plurality of stages are prepared, and generally, strong enemies are arranged as the stages progress. If there is no great difference in the level of each player's character at the start of the game, the game apparatus can appropriately battle the enemy according to the parameters of the character's attack power and defense power.
However, when a game is played using characters cultivated by each player, the variation in character strength becomes very large. For this reason, there is a problem that a player with a growing character feels uncomfortable with being too easy, although he / she progresses more and more. On the other hand, a player whose character is not growing has a problem that the enemy is too strong and gets bored without going forward.
In particular, when used as a limited-time event of an existing game, etc., since a character of a game that has already been played is used, the character and the character development situation vary greatly, and the above problem becomes more prominent. Furthermore, if the already cleared stage can be searched again, a player with a strong character is unsatisfactory and less motivated to challenge again.
In addition, the conventional abandoned game has a problem that the characters of each player cannot be played against each other.
 本発明は、上述した事情に鑑みてなされたものであり、プレイヤが所定のゲームの開始を指示すると、プレイヤのキャラクタが探索に出かけ、その過程で遭遇する他のプレイヤのキャラクタと対戦可能なゲーム装置などを提供することを解決課題とする。 The present invention has been made in view of the above-described circumstances, and when a player gives an instruction to start a predetermined game, the player's character goes out to search and can play against other player characters encountered in the process. Providing a device and the like is a problem to be solved.
 以上の課題を解決するために本発明が採用する手段を以下に説明する。
 本発明のゲーム装置は、プレイヤに属する複数のキャラクタのうちイベントに使用する一又は複数のキャラクタに関するキャラクタ情報がプレイヤ毎に設定され、プレイヤがゲームの実行を指示すると、当該指示から開始されるゲーム期間が当該プレイヤに割り当てられるとともに、当該ゲーム期間が終了した後に前記ゲームを実行した結果を当該プレイヤに通知するものであって、前記プレイヤの端末から前記ゲームの実行要求を受信すると、当該プレイヤに割り当てられたゲーム期間が終了する前において、当該プレイヤのキャラクタ情報と、当該プレイヤ以外の他のプレイヤのキャラクタ情報とに基づいて前記イベントの結果を決定するイベント処理部と、ゲーム期間が終了した後に、前記ゲームの結果をゲーム期間が割り当てられた当該プレイヤの端末に通知する結果通知部と、を備える。
Means employed by the present invention to solve the above problems will be described below.
In the game device of the present invention, when character information regarding one or more characters used for an event among a plurality of characters belonging to the player is set for each player, and the player instructs the execution of the game, the game is started from the instruction. A period is assigned to the player, and a result of executing the game after the game period ends is notified to the player. When the game execution request is received from the player terminal, Before the end of the assigned game period, an event processing unit that determines the result of the event based on the character information of the player and the character information of other players other than the player, and after the end of the game period The game period was assigned to the result of the game And a result notification unit for notifying the terminal of the player.
 この発明において、イベントには、戦闘イベントと探索イベントが含まれる。キャラクタは、対戦を行うモンスター等の他、ゲームの進行に影響を及ぼすゲーム要素であってもよい。イベントの結果は、イベントにおける対戦結果を含む。 In this invention, the event includes a battle event and a search event. The character may be a game element that affects the progress of the game, in addition to a monster that performs the battle. The result of the event includes a battle result in the event.
 上述したゲーム装置において、前記ゲーム期間を特定する時間情報がプレイヤ毎に設定されており、前記イベント処理部は、前記プレイヤの端末から前記ゲームの実行要求を受信した場合、前記時間情報に基づいて、当該プレイヤのゲーム期間と、当該プレイヤ以外の他のプレイヤのゲーム期間とが、少なくとも一部で重複するように前記他のプレイヤを特定し、当該プレイヤのキャラクタ情報及び特定した他のプレイヤのキャラクタ情報を読み出し、読み出した前記キャラクタ情報に基づいて、前記イベントの結果を決定する、ことを特徴とする。 In the above-described game device, time information for specifying the game period is set for each player, and the event processing unit receives the game execution request from the player terminal, based on the time information. The other player is specified such that the game period of the player and the game period of other players other than the player overlap at least partially, and the character information of the player and the specified other player's character Information is read, and the result of the event is determined based on the read character information.
 また、上述したゲーム装置において、前記イベント処理部は、前記プレイヤのキャラクタ情報が示すキャラクタのパラメータと、前記当該プレイヤ以外の他のプレイヤのキャラクタ情報が示すキャラクタのパラメータとに基づいて、当該プレイヤ以外の他のプレイヤのキャラクタ情報を決定することが好ましい。 In the above-described game device, the event processing unit may be a player other than the player based on a character parameter indicated by the character information of the player and a character parameter indicated by character information of another player other than the player. It is preferable to determine character information of other players.
 また、上述したゲーム装置において、プレイヤのゲームの経験の程度を示すレベル情報をプレイヤ毎に設定し、前記イベント処理部は、前記プレイヤの端末から実行要求を受信した場合に、当該プレイヤのレベル情報と当該プレイヤ以外の他のプレイヤのレベル情報とに基づいて、当該プレイヤ以外の他のプレイヤを決定し、前記プレイヤのキャラクタ情報と、当該プレイヤ以外の他のプレイヤのキャラクタ情報とに基づいて前記イベントの結果を決定する、ことが好ましい。 Further, in the above-described game apparatus, level information indicating the degree of experience of the game of the player is set for each player, and when the event processing unit receives an execution request from the terminal of the player, the level information of the player Based on the level information of the player other than the player and the level information of the player other than the player, and determines the event based on the character information of the player and the character information of the player other than the player. It is preferable to determine the result of
 また、上述したゲーム装置において、前記実行要求には、前記プレイヤのキャラクタ情報が示す一又は複数のキャラクタに対して付加するパラメータに対応する付加情報が含まれており、前記イベント処理部は、当該プレイヤのキャラクタ情報が示すキャラクタのパラメータに対して、前記付加情報に基づいてパラメータを付加し、前記付加情報の示すパラメータを付加したキャラクタのパラメータと、当該プレイヤ以外のプレイヤのキャラクタ情報が示すキャラクタのパラメータとに基づいてイベントの結果を決定することが好ましい。 In the above-described game device, the execution request includes additional information corresponding to a parameter to be added to one or more characters indicated by the character information of the player, and the event processing unit A parameter is added based on the additional information to the parameter of the character indicated by the character information of the player, the parameter of the character to which the parameter indicated by the additional information is added, and the character information indicated by the character information of the player other than the player Preferably, the result of the event is determined based on the parameters.
 また、本発明は、ゲーム装置の制御方法の発明として把握することができる。すなわち、プレイヤがゲームの実行を指示すると、当該指示から開始されるゲーム期間が当該プレイヤに割り当てられ、当該ゲーム期間が終了した後に前記ゲームを実行した結果を当該プレイヤに通知するゲーム装置の制御方法であって、プレイヤに属する複数のキャラクタのうちイベントに使用する一又は複数のキャラクタに関するキャラクタ情報をプレイヤ毎に設定し、前記プレイヤの端末から前記ゲームの実行要求を受信すると、当該プレイヤに割り当てられたゲーム期間が終了する前において、読み出した当該プレイヤのキャラクタ情報と、当該プレイヤ以外の他のプレイヤのキャラクタ情報とに基づいて前記イベントの結果を決定し、前記ゲーム期間が終了した後、前記ゲームの結果をゲーム期間が割り当てられた当該プレイヤの端末に通知することを特徴とする。 Further, the present invention can be grasped as an invention of a method for controlling a game device. That is, when the player instructs execution of the game, a game period starting from the instruction is assigned to the player, and the game device control method notifies the player of the result of executing the game after the game period ends. When character information relating to one or a plurality of characters used for an event among a plurality of characters belonging to the player is set for each player and a game execution request is received from the terminal of the player, the character information is assigned to the player. Before the game period ends, the event result is determined based on the read character information of the player and the character information of other players other than the player, and after the game period ends, the game Result of the player assigned the game period And notifies the end.
 また、本発明は、ゲーム装置で実行されるプログラムの発明として把握することができる。すなわち、プレイヤがゲームの実行を指示すると、当該指示からゲーム期間が経過した後に前記ゲームを実行した結果を前記プレイヤに通知するゲーム装置のプログラムであって、プレイヤに属する複数のキャラクタのうちイベントに使用する一又は複数のキャラクタに関するキャラクタ情報を前記プレイヤ毎に設定するステップと、前記プレイヤの端末から前記ゲームの実行要求を受信した場合に、当該実行要求を受信してから前記ゲーム期間が経過する前において、前記プレイヤのキャラクタ情報と、当該プレイヤ以外の他のプレイヤのキャラクタ情報とに基づいて前記イベントの結果を決定するステップと、前記ゲーム期間が経過したことを条件に、前記ゲームの結果を前記プレイヤの端末に通知するステップとを前記ゲーム装置に実行させることを特徴とする。
 また、上記プログラムは記録媒体に記憶させても良い。この記録媒体を用いれば、例えば上記コンピュータに上記プログラムをインストールすることができる。ここで、上記プログラムを記憶した記録媒体は、CD-ROM等の非一過性の記録媒体であっても良い。
Further, the present invention can be understood as an invention of a program executed on a game device. That is, when the player instructs execution of the game, the game device program notifies the player of the result of executing the game after the game period has elapsed from the instruction, and includes an event among a plurality of characters belonging to the player. The step of setting character information relating to one or a plurality of characters to be used for each player, and when the game execution request is received from the terminal of the player, the game period elapses after the execution request is received. Before, the step of determining the result of the event based on the character information of the player and the character information of other players other than the player, and the result of the game on the condition that the game period has elapsed. And informing the game device of notifying the player's terminal. Characterized in that to.
The program may be stored in a recording medium. If this recording medium is used, the program can be installed in the computer, for example. Here, the recording medium storing the program may be a non-transitory recording medium such as a CD-ROM.
本発明の第1実施形態に係るゲームシステムのブロック図である。1 is a block diagram of a game system according to a first embodiment of the present invention. 本発明の第1実施形態に係るゲーム装置の機能を示すブロック図である。It is a block diagram which shows the function of the game device which concerns on 1st Embodiment of this invention. ゲームテーブルのデータ構造を示す説明図である。It is explanatory drawing which shows the data structure of a game table. ゲームシステムの動作を示すシーケンス図である。It is a sequence diagram which shows operation | movement of a game system. 探索イベント処理の内容を示すフローチャートである。It is a flowchart which shows the content of a search event process. 結果通知処理の内容を示すフローチャートである。It is a flowchart which shows the content of a result notification process. 第2実施形態に係るゲーム装置のブロック図である。It is a block diagram of the game device concerning a 2nd embodiment. 本発明の変形例に係る探索インベント処理の内容を示すフローチャートである。It is a flowchart which shows the content of the search event process which concerns on the modification of this invention. 本発明の変形例に係るゲームシステムのブロック図である。It is a block diagram of the game system which concerns on the modification of this invention.
<第1実施形態>
 図1は、本発明の第1実施形態に係るゲームシステム100のブロック図である。第1実施形態のゲームシステム100は、インターネット等の通信網16を介して相互に通信する端末装置12とゲーム装置14Aとを具備し、端末装置12を所有するプレイヤにゲームをプレイさせる通信システムである。なお、図1では便宜的に1個の端末装置12のみを図示したが、実際には複数の端末装置12が通信網16を介してゲーム装置14Aと通信する。
<First Embodiment>
FIG. 1 is a block diagram of a game system 100 according to the first embodiment of the present invention. The game system 100 of the first embodiment includes a terminal device 12 and a game device 14A that communicate with each other via a communication network 16 such as the Internet, and is a communication system that allows a player who owns the terminal device 12 to play a game. is there. Although only one terminal device 12 is shown in FIG. 1 for convenience, actually, a plurality of terminal devices 12 communicate with the game device 14A via the communication network 16.
 端末装置12は、例えば携帯電話機や携帯情報端末(PDA:Personal Digital Assistant)やパーソナルコンピュータ等の通信端末であり、通信装置20、表示装置22、入力装置24、及び制御装置26を含んで構成される。表示装置22(例えば液晶表示パネル)は、ゲーム画面等の各種の画像を表示する。入力装置24は、端末装置12に対する指示をプレイヤが入力するための機器であり、例えばプレイヤが操作する複数の操作子を含んで構成される。なお、表示装置22と一体に構成されて利用者からの操作を受付けるタッチパネルや、端末装置12に対する指示を利用者が音声で入力するためのマイクロホンを入力装置24として採用することも可能である。通信装置20は、通信網16を介してゲーム装置14Aと通信する。制御装置26は端末装置12の制御中枢として機能し、CPUなどで構成される。 The terminal device 12 is a communication terminal such as a mobile phone, a personal digital assistant (PDA) or a personal computer, and includes a communication device 20, a display device 22, an input device 24, and a control device 26. The The display device 22 (for example, a liquid crystal display panel) displays various images such as a game screen. The input device 24 is a device for the player to input an instruction to the terminal device 12, and includes, for example, a plurality of operators that the player operates. Note that a touch panel that is configured integrally with the display device 22 and receives an operation from the user, or a microphone that allows the user to input an instruction to the terminal device 12 by voice may be employed as the input device 24. The communication device 20 communicates with the game device 14A via the communication network 16. The control device 26 functions as a control center of the terminal device 12 and is configured by a CPU or the like.
 ゲーム装置14Aは、端末装置12を所有するプレイヤにブラウザゲームを提供するウェブサーバである。ブラウザゲームは、端末装置12におけるウェブブラウザの実行でプレイすることが可能なゲーム(ゲーム専用のソフトウェアを端末装置12にダウンロードすることが不要なゲーム)である。具体的には、ゲーム装置14Aは、入力装置24に対するプレイヤからの指示に応じて端末装置12から送信される要求を契機として各種の処理を実行し、処理の結果を示すウェブページ(ゲーム画面)を端末装置12の表示装置22に表示させる。本実施形態では、ゲーム内でプレイヤに付与されたモンスター等の複数のキャラクタ(以下「所有キャラクタ」という)を使用して他のプレイヤとの戦闘等のイベントを実行していくRPG(Role-Playing Game)型のソーシャルゲームがゲーム装置14Aから端末装置12に提供される。 The game device 14A is a web server that provides a browser game to a player who owns the terminal device 12. The browser game is a game that can be played by executing a web browser on the terminal device 12 (a game that does not require downloading software dedicated to the game to the terminal device 12). Specifically, the game device 14A executes various processes triggered by a request transmitted from the terminal device 12 in response to an instruction from the player to the input device 24, and a web page (game screen) indicating the result of the processing. Is displayed on the display device 22 of the terminal device 12. In the present embodiment, an RPG (Role-Playing) that executes an event such as a battle with another player using a plurality of characters (hereinafter referred to as “owned characters”) such as monsters given to the player in the game. Game) type social game is provided to the terminal device 12 from the game device 14A.
 ゲーム内のイベントには、戦闘イベントと探索イベントが含まれる。戦闘イベントではプレイヤが実行の指示を入力すると、1回の対戦の結果が得られる。これに対して、探索イベントは、複数回の対戦の結果が得られる。戦闘イベントと探索イベントとは、いずれも探索の過程で敵と遭遇することによって、戦闘や防御が行われるものである。このため、プレイヤが探索イベント又は戦闘イベントの実行を指示してから、所定時間が経過した後に対戦の結果が得られるようになっている。 In-game events include battle events and search events. In a battle event, when the player inputs an execution instruction, the result of one battle is obtained. On the other hand, the search event is obtained as a result of multiple battles. Both battle events and search events involve battles and defenses by encountering enemies during the search process. For this reason, after a player gives an instruction to execute a search event or a battle event, a match result is obtained after a predetermined time has elapsed.
 戦闘イベントと探索イベントとでは、戦闘相手となるプレイヤ毎に編成されたデッキが適用される。デッキは、プレイヤに付与された複数の所有キャラクタからM個(Mは自然数)を上限として選択された1個以上のキャラクタ(以下「対象キャラクタ」という)の集合である。本実施形態では、戦闘イベント用のデッキと探索イベント用のデッキを個別に編成するが、両者を兼用してもよい。具体的には、戦闘イベント用のデッキは攻撃側を担当するプレイヤの攻撃用デッキと、防御側を担当するプレイヤの防御用デッキとが編成され、攻撃側のプレイヤと防御側のプレイヤとが各々のデッキを戦闘させる戦闘イベントが展開される。1人のプレイヤが攻撃側を担当する場合の攻撃用デッキを構成する対象キャラクタと、そのプレイヤが防御側を担当する場合の防御用デッキを構成する対象キャラクタとは、個別に選定されて相互に重複し得る。 In battle events and search events, decks organized for each player as a battle opponent are applied. The deck is a set of one or more characters (hereinafter referred to as “target characters”) selected from a plurality of owned characters given to the player with an upper limit of M (M is a natural number). In the present embodiment, the battle event deck and the search event deck are individually organized, but both may be combined. Specifically, the battle event deck is composed of the attacking deck of the player in charge of the attack side and the defense deck of the player in charge of the defense side, and the attacking player and the defending player are respectively A battle event is held to battle the decks. The target character constituting the attack deck when one player is responsible for the attack side and the target character constituting the defense deck when that player is responsible for the defense side are individually selected and mutually Can overlap.
 また、探索イベント用のデッキは、攻撃用と防御用の区別がない。デッキにはM個を上限として選択された1個以上の対象キャラクタが編成される。探索イベントでは、デッキに編成された対象キャラクタによって、攻撃と防御が行われる。
 ところで、プレイヤは各種のイベントに参加することによって、所有キャラクタを増加させることができる。攻撃イベントで用いる対象キャラクタは、最大で攻撃用にM個と防御用にM個である。所有キャラクタの数が2M個を超えているプレイヤは、余剰のキャラクタを所有することになる。探索イベントでは、戦闘イベントと異なる対象キャラクタをデッキに編成するので、余剰のキャラクタを有効に活用することが可能となる。
In addition, the search event deck has no distinction between attack and defense. One or more target characters selected with M as the upper limit are organized in the deck. In the search event, attack and defense are performed by the target character organized in the deck.
By the way, the player can increase the number of owned characters by participating in various events. The maximum number of target characters used in the attack event is M for attack and M for defense. A player having more than 2M owned characters owns surplus characters. In the search event, target characters that are different from the battle event are organized in the deck, so that surplus characters can be used effectively.
 図1に示すように、ゲーム装置14Aは、制御装置32と記憶装置34と通信装置36とを含んで構成される。通信装置36は、通信網16を介して端末装置12と通信する。記憶装置34は、制御装置32は、装置全体を制御するCPU(Central Processing Unit)と、CPUの作業領域として機能するRAM(Random Access Memory)と、ブートプログラムなどを記憶したROM等を含む。制御装置32が実行するプログラム(ゲームプログラム)PGMや制御装置32が使用する各種のデータ、及びゲームテーブルTBLを記憶する。半導体記録媒体や磁気記録媒体等の公知の記録媒体または複数種の記録媒体の組合せが記憶装置34として採用され得る。 As shown in FIG. 1, the game apparatus 14A includes a control device 32, a storage device 34, and a communication device 36. The communication device 36 communicates with the terminal device 12 via the communication network 16. The storage device 34 includes a central processing unit (CPU) that controls the entire device, a random access memory (RAM) that functions as a work area for the CPU, a ROM that stores a boot program, and the like. A program (game program) PGM executed by the control device 32, various data used by the control device 32, and a game table TBL are stored. A known recording medium such as a semiconductor recording medium or a magnetic recording medium or a combination of a plurality of types of recording media may be employed as the storage device 34.
 ゲーム装置14Aにおいては、所定のプログラムを実行することによって次のような機能ブロックが構築される。
 図2に示すように、ゲーム装置14Aは、プレイヤの端末装置12からゲームの実行要求を受信すると、プレイヤに割り当てられたゲーム期間が終了する前において、プレイヤのキャラクタ情報と、プレイヤ以外の他のプレイヤのキャラクタ情報とに基づいてイベントの結果を決定するイベント処理部40と、ゲーム期間が終了した後、ゲームの結果をゲーム期間が割り当てられたプレイヤの端末装置12に通知する結果通知部41とを備えている。
In game device 14A, the following functional blocks are constructed by executing a predetermined program.
As shown in FIG. 2, when the game device 14A receives a game execution request from the terminal device 12 of the player, before the game period assigned to the player ends, the character information of the player and other than the player An event processing unit 40 that determines the result of the event based on the character information of the player, and a result notification unit 41 that notifies the result of the game to the terminal device 12 of the player to which the game period is assigned after the game period has ended. It has.
 図3に示すように、ゲームテーブルTBLは、プレイヤ情報P、第1のキャラクタ情報D1、第2のキャラクタ情報D2及び時間情報Tを、プレイヤを一意に識別するプレイヤ識別情報UIDと対応付けて記憶する。すなわち、ゲームテーブルTBLには、プレイヤ情報P、第1のキャラクタ情報D1、第2のキャラクタ情報D2及び時間情報Tがプレイヤ毎に記憶されている。 As shown in FIG. 3, the game table TBL stores player information P, first character information D1, second character information D2, and time information T in association with player identification information UID that uniquely identifies the player. To do. That is, in the game table TBL, player information P, first character information D1, second character information D2, and time information T are stored for each player.
 プレイヤ情報Pは、ゲーム内でのプレイヤ自身の活動を示す情報である。具体的には、プレイヤ情報Pには、プレイヤの経験に基づくレベルを示すレベル情報、戦闘及び探索の履歴を示す履歴情報、魔法や武器といったゲームに用いることが可能なアイテムを示すアイテム情報、ゲーム内での各種の活動に用いられるポイントの大きさを示すポイント情報が含まれている。攻撃イベントや探索イベントにおいて、対戦に勝つとポイントが増加し、負けるとポイントが減少する。また、ポイントを用いて各種のアイテムを購入することも可能である。なお、プレイヤ情報Pに含まれるレベル情報を参照することによって、当該ゲームにおけるプレイヤの実力を相対的に比較することが可能となる。 The player information P is information indicating the player's own activity in the game. Specifically, the player information P includes level information indicating a level based on the experience of the player, history information indicating a history of battle and search, item information indicating items that can be used in a game such as magic and weapons, a game Point information indicating the size of points used for various activities within the site is included. In an attack event or a search event, points will increase if you win a battle, and points will decrease if you lose. It is also possible to purchase various items using points. Note that by referring to the level information included in the player information P, it is possible to relatively compare the abilities of the players in the game.
 また、履歴情報は複数のレコードの集合で構成される。一つのレコードは、図3に示すように対戦結果がどちらのイベントに起因するものであるかを示す種別情報と、戦闘及び探索における対戦時刻を示す対戦時刻情報と、対戦の勝敗及び対戦相手を示す対戦結果情報とを含む。
 本実施形態では、探索イベントはデッキを編成した対象キャラクタがプレイヤから離れ、探索に出かけるといったストーリーを想定しており、探索イベント期間が終了して対象キャラクタが探索から戻ってきて探索イベントの結果をプレイヤが知ることが可能になる。
The history information is composed of a set of a plurality of records. One record includes, as shown in FIG. 3, type information indicating which event the battle result is attributed to, battle time information indicating a battle time in battle and search, battle win and loss, and opponents. And match result information to be shown.
In this embodiment, the search event is assumed to be a story in which the target character that organized the deck leaves the player and goes out for search. The player can know.
 第1のキャラクタ情報D1は、戦闘イベントに使用する一又は複数の対象キャラクタに関する情報であり、対象キャラクタの各々対応する単位データU1からなる。単位データU1は、対象キャラクタを識別するキャラクタ識別情報CID、攻撃力を示す攻撃力パラメータPA、防御力を示す防御力パラメータPD、及び用途情報Xを含む。用途情報Xは攻撃用の対象キャラクタとして使用するか、防御用の対象キャラクタとして使用するかを示す情報である。なお、本実施形態において、戦闘イベントに使用する一又は複数の対象キャラクタはゲーム装置14Aの制御装置32が自動的に設定するものとするが、プレイヤが端末装置12の入力装置24を用いて、戦闘イベントに使用する一又は複数の対象キャラクタを指定してもよい。 The first character information D1 is information relating to one or a plurality of target characters used in the battle event, and includes unit data U1 corresponding to each of the target characters. The unit data U1 includes character identification information CID for identifying the target character, an attack power parameter PA indicating attack power, a defense power parameter PD indicating defense power, and usage information X. The usage information X is information indicating whether the character is used as an attack target character or a defense target character. In the present embodiment, one or a plurality of target characters used for a battle event are automatically set by the control device 32 of the game device 14A, but the player uses the input device 24 of the terminal device 12, One or a plurality of target characters used for the battle event may be designated.
 第2のキャラクタ情報D2は、探索イベントに使用する一又は複数の対象キャラクタに関する情報であり、対象キャラクタの各々対応する単位データU2からなる。単位データU2は、対象キャラクタを識別するキャラクタ識別情報CID、攻撃力を示す攻撃力パラメータPA、及び防御力を示す防御力パラメータPDを含む。 The second character information D2 is information regarding one or a plurality of target characters used for the search event, and includes unit data U2 corresponding to each of the target characters. The unit data U2 includes character identification information CID for identifying the target character, an attack power parameter PA indicating attack power, and a defense power parameter PD indicating defense power.
 次に、時間情報Tは探索イベントの終了時刻を指定する。終了時刻は直接的又は間接的に指定される。ゲームテーブルTBLにおいて時間情報Tをプレイヤ毎に記憶することによって、探索イベント期間(ゲーム期間)をプレイヤに割り当てることができる。
 終了時刻を直接的に指定する場合、時間情報Tは終了時刻を示す。一方、終了時刻を間接的に指定する場合、時間情報Tは探索イベントの開始時刻を示す。この場合、終了時刻は、制御装置32が開始時刻に探索イベント期間を加算することによって算出される。間接的に終了時刻を示す場合には、システム管理者が探索イベント期間を延長した場合にも対応できるので、ゲームシステム100の多様な運用が可能となる。なお、以下の説明では時間情報Tは終了時刻を示すものとする。
 なお、本実施形態において、探索イベントに使用する一又は複数の対象キャラクタは、プレイヤが端末装置12の入力装置24を用いて指定するものとするが、ゲーム装置14Aの制御装置32が自動的に設定してもよい。
Next, the time information T specifies the end time of the search event. The end time is specified directly or indirectly. By storing the time information T for each player in the game table TBL, a search event period (game period) can be assigned to the player.
When the end time is directly specified, the time information T indicates the end time. On the other hand, when the end time is indirectly specified, the time information T indicates the start time of the search event. In this case, the end time is calculated by the control device 32 adding the search event period to the start time. When the end time is indirectly indicated, it is possible to cope with the case where the system administrator extends the search event period, so that various operations of the game system 100 are possible. In the following description, the time information T indicates the end time.
In the present embodiment, one or more target characters used for the search event are designated by the player using the input device 24 of the terminal device 12, but the control device 32 of the game device 14A automatically It may be set.
 次に、ゲームシステム100の動作例を図4に示すシーケンス図を参照して説明する。この例では、プレイヤが端末装置12の入力装置24を操作して、探索ゲームの実行を指示したとする。ここで探索ゲームとは、探索イベント用の対象キャラクタを用いて探索する探索イベントであり、探索の途中で戦闘イベントが発生するというゲームである。
 まず、探索ゲームの実行を指示したとする(Sa1)。この場合、端末装置12の制御装置26は通信装置20を用いて探索イベント実行要求をゲーム装置14Aに送信する。ゲーム装置14Aが探索イベント実行要求を受信すると、制御装置32は探索イベント処理を実行する(Sa2)。
Next, an operation example of the game system 100 will be described with reference to a sequence diagram shown in FIG. In this example, it is assumed that the player operates the input device 24 of the terminal device 12 and instructs the execution of the search game. Here, the search game is a search event that is searched using the target character for the search event, and is a game in which a battle event occurs during the search.
First, it is assumed that execution of a search game is instructed (Sa1). In this case, the control device 26 of the terminal device 12 uses the communication device 20 to transmit a search event execution request to the game device 14A. When the game device 14A receives the search event execution request, the control device 32 executes search event processing (Sa2).
 図5に探索イベント処理の処理内容を示す。まず、制御装置32は、探索イベントにおいて、プレイヤの対象キャラクタが対戦を行う対戦回数K(Kは2以上の自然数)を決定する(S20)。対戦回数Kの決定方法はどのような方法であってもよいが、例えば、抽選によって決定する。そして、制御装置32は変数Nに初期値「1」を設定する(S21)。制御装置32は、探索イベント実行要求を送信したプレイヤのプレイヤ識別情報UIDを特定し、ゲームテーブルTBLを参照してプレイヤ識別情報UIDに対応する第2のキャラクタ情報D2を特定する(S22)。 Figure 5 shows the details of the search event process. First, the control device 32 determines the number of battles K (K is a natural number equal to or greater than 2) in which the target character of the player battles in the search event (S20). Any method may be used for determining the number K of battles, for example, by lottery. Then, the control device 32 sets an initial value “1” for the variable N (S21). The control device 32 specifies the player identification information UID of the player who transmitted the search event execution request, and specifies the second character information D2 corresponding to the player identification information UID with reference to the game table TBL (S22).
 次に、制御装置32は、第2のキャラクタ情報D2に属する一又は複数の単位データU2の攻撃力パラメータPAの合計値AS2を算出する(S23)。この後、制御装置32は、当該プレイヤの対戦相手となる当該プレイヤ以外の他のプレイヤを特定し、当該他のプレイヤの第2のキャラクタ情報D2を特定する(S24)。対戦相手となる他のプレイヤを特定の方法は任意であるが、レベル情報を参照して、ゲームに対する経験値が近い他のプレイヤを選択することが好ましい。
 このように、対戦相手となる対象キャラクタを、能力などを示すパラメータに基づいて決定するので、対戦相手が強すぎてゲームに飽きてしまうといったことなく、弱い対象キャラクタしか所有していないプレイヤであってもゲームに参加して楽しむことが可能となる。 また、対戦相手となるプレイヤを、ゲームの経験の程度を示すレベル情報に基づいて決定するので、同程度の経験を有するプレイヤ同士を対戦させることができる。この結果、対戦相手が強すぎてゲームに飽きてしまうといったことなく、経験の少ないプレイヤであってもゲームに参加して楽しむことが可能となる。
Next, the control device 32 calculates the total value AS2 of the attack parameter PA of one or more unit data U2 belonging to the second character information D2 (S23). Thereafter, the control device 32 specifies a player other than the player who is the opponent of the player, and specifies the second character information D2 of the other player (S24). Although the method for specifying the other player to be the opponent is arbitrary, it is preferable to select another player having a close experience value for the game with reference to the level information.
In this way, the target character to be the opponent is determined based on the parameters indicating the ability, etc., so that the player who has only the weak target character does not get bored of the game because the opponent is too strong. But you can enjoy participating in the game. Moreover, since the player who becomes an opponent is determined based on the level information which shows the level of experience of a game, the players who have the same level of experience can be made to play against each other. As a result, it is possible for even a player with little experience to participate and enjoy the game without being so bored with the game that the opponent is too strong.
 また、探索イベント中に出会ったプレイヤ同士が対戦するといった観点から、当該プレイヤの探索イベント期間と他のプレイヤの探索イベント期間とが重なるように他のプレイヤを特定することが好ましい。現在時刻において、当該プレイヤについては探索イベント期間中である。これは、ステップS24は探索イベント期間中に実行される探索イベント処理の一部であることから明らかである。したがって、制御装置32は、他のプレイヤの時間情報Tを検索し、時間情報Tの示す終了時間が現在時刻より未来であるものを抽出し、それらの中から抽選などによって、他のプレイヤを一人特定し、当該他のプレイヤの第2キャラクタ情報を取得する。
 このように、ゲーム期間の少なくとも一部が重複するプレイヤ同士の対象キャラクタを対戦させることができるので、対戦の処理が非同期で実行されても、各プレイヤのゲームの実行の指示とゲームの結果との間の矛盾を無くすことができる。この結果、リアルタイムでのプレイヤ同士の対戦と同様の結果が得られ、ゲームの面白さが向上する。
Further, from the viewpoint that players who meet during the search event face each other, it is preferable to specify other players so that the search event period of the player overlaps with the search event period of the other player. At the current time, the player is in the search event period. This is evident from step S24 being part of the search event process that is performed during the search event period. Therefore, the control device 32 searches the time information T of the other players, extracts the end time indicated by the time information T that is in the future from the current time, and draws another player by lottery from among them. The second character information of the other player is obtained.
As described above, since the target characters of the players having at least a part of the game period can be played against each other, even if the battle process is executed asynchronously, the game execution instruction and the game result of each player The contradiction between can be eliminated. As a result, the same result as the battle between players in real time is obtained, and the fun of the game is improved.
 次に、制御装置32は、第1のキャラクタ情報D2に属する一又は複数の単位データU2の防御力パラメータPDの合計値DS2を算出する(S25)。
 次に、制御装置32は、攻撃力の合計値AS2と防御力の合計値DS2とを比較し、攻撃力の合計値AS2が防御力の合計値DS2を上回る場合には、当該プレイヤの勝ちと判定し、下回る場合には当該プレイヤの負けと判定する(S26)。
Next, the control device 32 calculates a total value DS2 of the defense parameter PD of one or more unit data U2 belonging to the first character information D2 (S25).
Next, the control device 32 compares the total value AS2 of the attack power and the total value DS2 of the defense power, and if the total attack value AS2 exceeds the total value DS2 of the defense power, it is determined that the player wins. If it falls below, it is determined that the player has lost (S26).
 この後、制御装置32は、プレイヤ情報Pの更新を実行する(S27)。具体的には、履歴情報に含まれる対戦結果情報に勝敗と対戦相手を記録する。対戦時刻情報には、探索イベント期間中の時刻を対戦時刻として記録する。この時刻は、予め定められた規則に従うのであれば、どのような方法で決定してもよいが、例えば、探索イベント期間中の時刻を抽選で定めてもよい。 Thereafter, the control device 32 updates the player information P (S27). Specifically, the winning and losing and the opponent are recorded in the battle result information included in the history information. In the battle time information, the time during the search event period is recorded as the battle time. This time may be determined by any method as long as it follows a predetermined rule. For example, the time during the search event period may be determined by lottery.
 この後、制御装置32は、変数Nが対戦回数Kと一致したか否かを判定し(S28)、不一致の場合には、ステップS29において変数Nを「1」インクリメントして処理をS22に戻す。そして、制御装置32は、ステップS28の判定条件を充足するまで処理を繰り返し、判定条件を充足すると探索イベント処理を終了する。本実施形態によれば、探索イベント期間中に実行されるK回の対戦を一括して処理することができる。 Thereafter, the control device 32 determines whether or not the variable N matches the number of battles K (S28). If not, the variable N is incremented by "1" in step S29, and the process returns to S22. . And the control apparatus 32 repeats a process until the determination conditions of step S28 are satisfied, and will complete | finish search event processing, if the determination conditions are satisfied. According to the present embodiment, K battles executed during the search event period can be collectively processed.
 説明を図4に戻す。探索イベント処理(Sa2)が終了すると、制御装置32は結果通知処理(Sa3)を実行する。ここで図6を用いて、結果通知処理の処理内容を説明する。なお、処理内容は図4に示すステップSa7及びSa9で共通である。
 まず、制御装置32は、現在時刻を取得する(S11)。次に、制御装置32は、当該プレイヤの履歴情報のうち、種別情報が戦闘イベントを示すレコードを抽出する(S12)。さらに、制御装置32は、当該プレイヤの履歴情報のうち、種別情報が探索イベントを示し、かつ、対戦時刻情報が示す対戦時刻が現在の探索イベント期間に該当しないレコードを抽出する(S13)。
Returning to FIG. When the search event process (Sa2) ends, the control device 32 executes a result notification process (Sa3). Here, the contents of the result notification process will be described with reference to FIG. The processing contents are common to steps Sa7 and Sa9 shown in FIG.
First, the control device 32 acquires the current time (S11). Next, the control device 32 extracts a record whose type information indicates a battle event from the history information of the player (S12). Furthermore, the control device 32 extracts a record in which the type information indicates a search event and the battle time indicated by the battle time information does not correspond to the current search event period from the history information of the player (S13).
 種別情報が探索イベントを示す全てのレコードではなく、その一部を抽出するのは、探索イベント期間中は、探索イベント用のデッキに編成した対象キャラクタは、プレイヤの手元から探索に出かけており、探索イベント期間が終了して対象キャラクタが戻って来るまでは、探索における対戦結果が不明であるとの前提があるからである。 A part of the type information is not all records indicating a search event, but a part of the record is extracted during the search event period. This is because there is a premise that the battle result in the search is unknown until the search event period ends and the target character returns.
 探索イベントにおける対戦結果は、探索イベント期間の開始直後に確定し、処理結果が履歴情報に反映される。この際、対戦時刻情報には、現在時刻ではなく探索イベント期間中の時刻が所定の規則に従って記録される。一方、履歴情報には、種別情報が探索イベントを示し、且つ探索イベント期間が終了しているレコードもある。ここで、上述したように探索イベント期間は対戦の結果を不明とするためには、種別情報が探索イベントを示すレコードを探索イベント期間中であるか、あるいは探索イベント期間が終了しているかを判別する必要がある。対戦時刻情報が示す対戦時刻が現在の探索イベント期間中であるならば当該レコードは探索イベント期間中に該当し、対戦時刻情報が示す対戦時刻が現在の探索イベント期間中でないならば当該レコードは探索イベント期間が終了している。そこで、制御装置32は、種別情報が探索イベントを示し、かつ、対戦時刻情報が示す対戦時刻が現在の探索イベント期間に該当しないレコードを抽出したのである。なお、探索イベント期間中であるか否かは、例えば、時間情報の示す終了時刻から探索イベント期間の時間を差し引いた時刻から終了時刻までに該当するか否かで判断すればよい。
 この後、制御装置32はステップS12及びS14で抽出されたレコードに基づいて対戦結果を示す画像データを生成する(S13)。但し、対戦結果を示す画像データでは、現在時刻が時間情報Tの示す終了時刻より過去である場合には、制御装置32は対戦結果とともに探索中であることを示す画像データが生成される。
The battle result in the search event is determined immediately after the start of the search event period, and the processing result is reflected in the history information. At this time, not the current time but the time during the search event period is recorded in the battle time information according to a predetermined rule. On the other hand, the history information includes a record in which the type information indicates a search event and the search event period ends. Here, as described above, in order to make the search event period unclear, it is determined whether the record whose type information indicates the search event is in the search event period or whether the search event period has ended. There is a need to. If the match time indicated by the match time information is in the current search event period, the record corresponds to the search event period. If the match time indicated by the match time information is not in the current search event period, the record is searched. The event period has expired. Therefore, the control device 32 extracts a record in which the type information indicates a search event and the battle time indicated by the battle time information does not correspond to the current search event period. Whether or not it is during the search event period may be determined by whether or not it corresponds to the end time from the time obtained by subtracting the time of the search event period from the end time indicated by the time information.
Then, the control apparatus 32 produces | generates the image data which shows a battle result based on the record extracted by step S12 and S14 (S13). However, in the image data indicating the match result, when the current time is past the end time indicated by the time information T, the control device 32 generates image data indicating that the search is being performed together with the match result.
 説明を図4に戻す。結果通知処理(Sa3)が終了すると、ゲーム装置14Aは、当該画像データを含む探索イベント実行応答を生成し、端末装置12に送信する。端末装置12は探索イベント実行応答を受信すると、画像データに基づいて、制御装置26は探索中であることを示す画像を表示装置22に表示させる(Sa4)。 Return the explanation to FIG. When the result notification process (Sa3) ends, the game device 14A generates a search event execution response including the image data and transmits the response to the terminal device 12. When the terminal device 12 receives the search event execution response, the control device 26 displays an image indicating that the search is being performed on the display device 22 based on the image data (Sa4).
 また、図に示すように探索イベント期間が終了した後、結果通知要求をゲーム装置14Aに送信したとすると、制御装置32は結果通知処理を実行する(Sa5)。この結果通知処理を実行するタイミングでは、探索イベント期間が終了しているので、制御装置32は、探索イベント処理(Sa2)で生成した履歴情報のレコードを反映させた画像データを生成し、当該画像データを含む結果通知応答を端末装置12に送信する。これにより、プレイヤは端末装置12の表示装置22には探索イベントの結果を含む画像が表示される(Sa6)。 As shown in the figure, if the result notification request is transmitted to the game device 14A after the search event period has ended, the control device 32 executes a result notification process (Sa5). Since the search event period ends at the timing of executing the result notification process, the control device 32 generates image data reflecting the record of the history information generated in the search event process (Sa2), and the image A result notification response including data is transmitted to the terminal device 12. As a result, the player displays an image including the search event result on the display device 22 of the terminal device 12 (Sa6).
 上記実施の形態では、探索中に複数回の戦闘が発生する探索イベントを用いて説明したが、例えば、戦闘を目的とした戦闘イベントであっても良い。戦闘イベントでは、イベントに参加するプレイヤに戦闘イベント期間が割り当てられる。戦闘イベント期間は時間情報Tによって特定できる。この点は、探索イベントと同様である。 In the above embodiment, description has been made using a search event in which multiple battles occur during a search, but for example, a battle event for the purpose of battle may be used. In a battle event, a battle event period is assigned to players who participate in the event. The battle event period can be specified by the time information T. This is the same as the search event.
 戦闘イベントについて説明する。まず、端末装置12において、プレイヤが戦闘イベントを選択すると、端末装置12は、戦闘イベント実行要求をゲーム装置14Aに送信する。戦闘イベント実行要求をゲーム装置14Aが受信すると、制御装置32は戦闘イベント処理を実行する。この場合、制御装置32は、当該プレイヤの第1のキャラクタ情報D1と当該プレイヤ以外の他のプレイヤの第1のキャラクタ情報D1とをゲームテーブルTBLから読み出す。この場合、戦闘イベント期間が重複するプレイヤを対戦相手として選択するが、その詳細は、探索イベントと同じである。
 このように、ゲーム期間の少なくとも一部が重複するプレイヤ同士の対象キャラクタを対戦させることができるので、対戦の処理が非同期で実行されても、各プレイヤのゲームの実行の指示とゲームの結果との間の矛盾を無くすことができる。この結果、リアルタイムでのプレイヤ同士の対戦と同様の結果が得られ、ゲームの面白さが向上する。
Explain battle events. First, in the terminal device 12, when the player selects a battle event, the terminal device 12 transmits a battle event execution request to the game device 14A. When the game device 14A receives the battle event execution request, the control device 32 executes battle event processing. In this case, the control device 32 reads out the first character information D1 of the player and the first character information D1 of other players other than the player from the game table TBL. In this case, a player whose battle event period overlaps is selected as an opponent, and the details thereof are the same as those of the search event.
As described above, since the target characters of the players having at least a part of the game period can be played against each other, even if the battle process is executed asynchronously, the game execution instruction and the game result of each player The contradiction between can be eliminated. As a result, the same result as the battle between players in real time is obtained, and the fun of the game is improved.
 そして、当該プレイヤの対象キャラクタの攻撃力パラメータPAと対戦相手となる他のプレイヤの対象キャラクタの防御力パラメータPDに基づいて、対戦の勝敗を決定し、対戦結果に基づいてプレイヤ情報Pを更新する。
 戦闘イベントにおける対戦は1回であり、戦闘イベント期間が終了した後、戦闘イベントの結果が端末装置12に通知される点も探索イベントと同じである。
Then, based on the attack power parameter PA of the target character of the player and the defense power parameter PD of the target character of another player who is the opponent, the victory or defeat of the battle is determined, and the player information P is updated based on the battle result. .
There is only one battle in the battle event, and the result of the battle event is notified to the terminal device 12 after the battle event period ends, which is the same as the search event.
 以上のように、本発明によれば、ゲーム期間が終了したことを条件にゲームの結果がプレイヤに通知されるゲームにおいて、プレイヤ同士の対象キャラクタを対戦させることができる。特に、ゲーム装置がプレイヤの交流を促進するメール、チャットあるいは掲示板といったSNS機能を有する場合には、ゲーム上でもプレイヤ同士の繋がりが重要な要素の一つであるところ、この発明によれば、いわゆる放置ゲームであってもプレイヤの対象キャラクタ同士が対戦するので、趣向性が向上する。
 また、ゲーム装置では、プレイヤ同士の対象キャラクタを対戦させるので、運によって対戦相手が決まるため、戦闘の度に相手の強さが異なり、敵がいつも弱すぎたり強すぎたりすることがなくなる。
 くわえて、ゲーム装置で実行される対戦の処理は、プレイヤの実行の指示とは必ずしも同期しておらずゲーム期間が終了する前に実行されるが、プレイヤ同士の対象キャラクタを対戦させているので、ゲームの結果はリアルタイムで対戦させる同期の場合と同じにすることができる。
As described above, according to the present invention, in a game in which the player is notified of the result of the game on the condition that the game period has ended, the target characters of the players can be matched. In particular, when the game device has an SNS function such as an email, chat, or bulletin board that promotes exchanges between players, the connection between players is one of the important elements in the game. Even if it is an abandoned game, the target characters of the players are competing with each other, so the preference is improved.
Further, in the game device, since the target characters of the players are played against each other, the opponent is determined by luck, so that the strength of the opponent is different at each battle, and the enemy is not always too weak or too strong.
In addition, the battle process executed on the game device is not necessarily synchronized with the player's execution instruction and is executed before the end of the game period. The result of the game can be the same as in the case of synchronized playing in real time.
<第2実施形態>
 図7は、第2実施形態のゲーム装置14Bのブロック図である。ゲーム装置14Bは、第1実施形態と同様のゲームをプレイヤ(所有者)にプレイさせる電子機器である。例えば携帯電話機や携帯情報端末等の携帯機器がゲーム装置14Bとして好適である。図7に示すように、ゲーム装置14Bは、制御装置32と記憶装置34と通信装置36と表示装置22と入力装置24とを具備する。通信装置36は、他のゲーム装置14Bと通信する。通信装置36による通信でプレイヤ間での戦闘イベント及び探索イベント等が実現される。
<Second Embodiment>
FIG. 7 is a block diagram of the game apparatus 14B of the second embodiment. The game device 14B is an electronic device that causes a player (owner) to play a game similar to the first embodiment. For example, a portable device such as a mobile phone or a portable information terminal is suitable as the game apparatus 14B. As shown in FIG. 7, the game apparatus 14 </ b> B includes a control device 32, a storage device 34, a communication device 36, a display device 22, and an input device 24. The communication device 36 communicates with another game device 14B. A battle event and a search event between players are realized by communication by the communication device 36.
 記憶装置34は、第1実施形態と同様に、プログラムPGMとゲームテーブルTBLとを記憶する。制御装置32は、プログラムPGMを実行することで第1実施形態と同様に動作する。以上の説明から理解される通り、第2実施形態のゲーム装置14Bは、第1実施形態のゲーム装置14Aが提供するゲームを装置単体でプレイヤに提供する機器として機能する。したがって、第2実施形態においても第1実施形態と同様の効果が実現される。 The storage device 34 stores the program PGM and the game table TBL, as in the first embodiment. The control device 32 operates in the same manner as in the first embodiment by executing the program PGM. As understood from the above description, the game device 14B of the second embodiment functions as a device that provides the player with the game provided by the game device 14A of the first embodiment alone. Therefore, the same effects as those of the first embodiment are realized in the second embodiment.
<変形例>
 前述の各形態は多様に変形され得る。具体的な変形の態様を以下に例示する。以下の例示から任意に選択された2以上の態様は相互に矛盾しない範囲で適宜に併合され得る。
<Modification>
Each of the above-described embodiments can be variously modified. Specific modifications are exemplified below. Two or more modes arbitrarily selected from the following examples can be appropriately combined within a range that does not contradict each other.
(1)上述した実施形態においては、戦闘イベントに用いる対象キャラクタと、探索イベントに用いる対象キャラクタとの間の対戦はないものとして説明したが、本発明はこれに限定されるものではなく、これらの間の対戦を許容してもよい。 (1) In the above-described embodiment, it has been described that there is no battle between the target character used for the battle event and the target character used for the search event, but the present invention is not limited to this. You may allow a match between.
 即ち、戦闘イベントにおいて、戦闘イベント実行要求を送信した端末装置12のプレイヤの戦闘イベント用の対象キャラクタと他のプレイヤの探索イベント用の対象キャラクタとを対戦させてもよい。この場合は、図5を参照して説明した戦闘イベント処理のステップS4では、他のプレイヤの第1のキャラクタ情報D1を特定したが、この替わりに他のプレイヤの第1のキャラクタ情報D1と第2のキャラクタ情報D2とのうち一方を特定すればよい。 That is, in the battle event, the target character for the battle event of the player of the terminal device 12 that has transmitted the battle event execution request may be matched with the target character for the search event of another player. In this case, in step S4 of the battle event process described with reference to FIG. 5, the first character information D1 of the other player is specified. Instead, the first character information D1 of the other player and the first character information D1 of the other player are specified. One of the two pieces of character information D2 may be specified.
 また、探索イベントにおいて、探索イベント実行要求を送信した端末装置12のプレイヤの探索イベント用の対象キャラクタと他のプレイヤの戦闘イベント用の対象キャラクタとを対戦させてもよい。この場合は、図7を参照して説明した探索イベント処理のステップS24では、他のプレイヤの第2のキャラクタ情報D2を特定したが、この替わりに他のプレイヤの第1のキャラクタ情報D1と第2のキャラクタ情報D2とのうち一方を特定すればよい。 Also, in the search event, the target character for the search event of the player of the terminal device 12 that has transmitted the search event execution request may be matched with the target character for the battle event of another player. In this case, in step S24 of the search event process described with reference to FIG. 7, the second character information D2 of the other player is specified, but instead of the first character information D1 of the other player and the first character information D1. One of the two pieces of character information D2 may be specified.
(2)上述した実施形態では、探索イベントにおいて、探索イベント期間が重なるプレイヤ同士を対戦させたが、本発明はこれに限定されるものではなく、探索イベント期間が重なっていない他のプレイヤの探索イベント用の対象キャラクタを対戦相手として特定してもよい。具体的には、図7を参照して説明した探索イベント処理のステップS24では、現在時刻と他のプレイヤの時間情報Tを考慮して、第2のキャラクタ情報D2を特定したが、現在時刻と他のプレイヤの時間情報Tを考慮することなく、他のプレイヤの第2のキャラクタ情報D2を特定すればよい。この点は戦闘イベントにおいても同様である。 (2) In the above-described embodiment, players having overlapping search event periods are played against each other in the search event. However, the present invention is not limited to this, and searching for other players having no overlapping search event periods is performed. The target character for the event may be specified as the opponent. Specifically, in step S24 of the search event process described with reference to FIG. 7, the second character information D2 is specified in consideration of the current time and time information T of other players. What is necessary is just to specify the 2nd character information D2 of another player, without considering the time information T of another player. This also applies to battle events.
(3)上述した実施形態では、対象キャラクタは対戦を行うモンスターを一例として説明したが、本発明はこれに限定されるものではなく、ゲームの進行に影響を及ぼすゲーム要素であってもよい。例えば、モンスターと武器や防具のアイテムとでデッキを編成してもよい。すなわち、アイテムは対象キャラクタに含まれる。この場合、武器と防具とを含むデッキを編成することによって、デッキに含まれる特定もしくは全体のモンスターの攻撃力や防御力を高めるようにしてもよい。 (3) In the above-described embodiment, the target character has been described by taking a monster performing a battle as an example, but the present invention is not limited to this, and may be a game element that affects the progress of the game. For example, a deck may be organized with monsters and items of weapons and armor. That is, the item is included in the target character. In this case, you may make it raise the attack power and defense power of the specific or the whole monster contained in a deck by knitting the deck containing a weapon and armor.
(4)上述した実施形態では、探索イベント処理において、プレイヤの端末装置12から探索イベント実行要求をゲーム装置14Aが受信した場合に、当該プレイヤの第2のキャラクタ情報D2と当該プレイヤ以外のプレイヤの第2のキャラクタ情報D2とに基づいて探索イベントの結果を決定する処理を複数回一括して実行した(実施形態ではK回)。本発明はこれに限定されるものではなく、複数回の処理を分散して実行してもよい。例えば、探索イベント実行要求をゲーム装置14Aが受信した後にk1回の対戦を行い。探索イベント期間の1/3が終了した時点でk2回の対戦を行い、探索イベント期間の2/3が終了した時点でk3回の対戦を実行してもよい。但し、k1、k2、k3は自然数でK=k1+k2+k3を充足するものとする。具体的には図5に示す探索イベント処理のステップS24において「K」の替わりに「k1」、「k2」、「k3」を各々用いればよい。 (4) In the above-described embodiment, when the game device 14A receives a search event execution request from the terminal device 12 of the player in the search event process, the second character information D2 of the player and the players other than the player The process of determining the result of the search event based on the second character information D2 is executed in batches a plurality of times (K times in the embodiment). The present invention is not limited to this, and a plurality of processes may be distributed and executed. For example, after the game device 14A receives a search event execution request, it performs k1 battles. The battle may be performed k2 times when 1/3 of the search event period ends, and the battle may be performed k3 times when 2/3 of the search event period ends. However, k1, k2, and k3 are natural numbers and satisfy K = k1 + k2 + k3. Specifically, “k1”, “k2”, and “k3” may be used instead of “K” in step S24 of the search event process shown in FIG.
(5)上述した実施形態では、探索イベント期間が終了した後に、当該探索イベント期間の結果をゲーム装置14Aから端末装置12に通知したが、本発明はこれに限定されるものではなく、プレイヤに割り当てられた探索イベント期間が終了する前において、制御装置32は、探索イベント処理で得られた複数回の対戦の処理結果の一部を当該プレイヤの端末装置12に通知するよう通信装置36を制御してもよい。例えば、制御装置32は、探索イベント実行要求を受信した直後の探索イベント処理で10回の対戦結果を得て(K=10)、そのうちの5回分の対戦結果を探索イベント期間の1/2が終了した時点で通知可能とし、残りを探索イベント期間の終了後に通知可能としてもよい。 (5) In the above-described embodiment, after the search event period ends, the game apparatus 14A notifies the terminal apparatus 12 of the result of the search event period. However, the present invention is not limited to this, and the player is notified. Prior to the end of the assigned search event period, the control device 32 controls the communication device 36 so as to notify the terminal device 12 of the player of some of the processing results of the multiple battles obtained by the search event processing. May be. For example, the control device 32 obtains 10 battle results in the search event processing immediately after receiving the search event execution request (K = 10), and the battle results for 5 times are obtained as 1/2 of the search event period. Notification may be made when the search is completed, and the remainder may be notified after the end of the search event period.
(6)上述した実施形態では、探索イベント処理は探索イベント実行要求を受信したら、直ちに実行していたが、本発明はこれに限定されるものではない。要は、探索イベント期間において探索イベントの結果が得られるのであれば、いつ実行してもよい。
 さらに、制御装置32は、プレイヤの端末装置12から探索イベント実行要求を受信した場合に、当該プレイヤに割り当てられた探索イベント期間が終了する前において、ゲームテーブルTBLから読み出した当該プレイヤの第2のキャラクタ情報D2とゲームテーブルTBLから読み出した当該プレイヤ以外の他のプレイヤの第2のキャラクタ情報D2とに基づいてイベントの結果を決定する探索イベント処理を実行するタイミングをゲーム装置14Aの処理負荷に応じて決定することが好ましい。この場合、探索イベント処理を実行するタイミングを処理負荷に応じて変更できるので、例えば、戦闘イベントが集中して処理負荷が重い場合に、探索イベント期間中であればどのタイミングで処理を実行してもよいから、探索イベント処理を実行するタイミングを後回しできるので、ゲーム装置14A全体として負荷を分散させることが可能となる。
(6) In the above-described embodiment, the search event process is executed immediately after receiving the search event execution request. However, the present invention is not limited to this. In short, it may be executed whenever a search event result is obtained in the search event period.
Further, when the search event execution request is received from the terminal device 12 of the player, the control device 32 reads the second game player's second read from the game table TBL before the search event period assigned to the player ends. The timing for executing the search event process for determining the result of the event based on the character information D2 and the second character information D2 of the player other than the player read from the game table TBL is determined according to the processing load of the game device 14A. Is preferably determined. In this case, the timing of executing the search event process can be changed according to the processing load. For example, when the battle event is concentrated and the processing load is heavy, the timing of executing the process during the search event period Since the timing for executing the search event process can be postponed, the load can be distributed as a whole game device 14A.
(7)上述した実施形態では、探索イベントにおいて対戦相手の第2のキャラクタ情報D2は、探索イベント期間の少なくとも一部が重複するように選択したが、本発明のこれに限定されるものではなく、プレイヤの対象キャラクタの攻撃力パラメータPA及び防御力パラメータPDの少なくとも一方と、他のプレイヤの対象キャラクタの攻撃力パラメータPA及び防御力パラメータPDの少なくとも一方とに基づいて、ゲームテーブルTBLから読み出す他のプレイヤの第2のキャラクタ情報D2を決定してもよい。より具体的には、デッキを編成する複数の対象キャラクタについて、攻撃力パラメータPAの合計値又は防御力パラメータPDの合計値を当該プレイヤと他のプレイヤとで比較し、それらの差が所定値以下となるように他のプレイヤを特定し、特定した他のプレイヤの第2のキャラクタ情報D2をデータテーブルTBLから読み出す。この場合には、対象キャラクタの能力差が少ないので、能力の低い対象キャラクタしか所有していないプレイヤでも探索イベントを楽しむことが可能となる。 (7) In the above-described embodiment, the second character information D2 of the opponent in the search event is selected so that at least a part of the search event period overlaps, but the present invention is not limited to this. In addition to reading from the game table TBL based on at least one of the attack power parameter PA and the defense power parameter PD of the target character of the player and at least one of the attack power parameter PA and the defense power parameter PD of the other player's target character The second character information D2 of the player may be determined. More specifically, for a plurality of target characters that form a deck, the total value of the attack power parameter PA or the total value of the defense power parameter PD is compared between the player and another player, and the difference between them is equal to or less than a predetermined value. The other player is identified so that the second character information D2 of the identified other player is read from the data table TBL. In this case, since there is little difference in the ability of the target character, even a player who owns only the target character with low ability can enjoy the search event.
(8)上述した実施形態の戦闘イベント及び探索イベントにおいて、図5のステップS26において、対戦の勝敗は対象キャラクタの攻撃力パラメータPA及び防御力パラメータPDによって決定したが、本発明はこれに限定されるものではなく、付加情報を考慮して勝敗を決定してもよい。より具体的には、プレイヤが戦闘イベント又は探索イベントの実行の指示を端末装置12で入力する際に、付加情報を入力可能とする。付加情報は、例えば、デッキを編成する対象キャラクタの攻撃力パラメータPAの合計値や防御力パラメータPDの合計値に加算するパラメータを示す。 (8) In the battle event and search event of the above-described embodiment, in step S26 of FIG. 5, the victory or defeat of the battle is determined by the attack power parameter PA and the defense power parameter PD of the target character, but the present invention is not limited to this. Instead, it is possible to determine win or loss in consideration of additional information. More specifically, additional information can be input when the player inputs an instruction to execute a battle event or a search event on the terminal device 12. The additional information indicates, for example, parameters to be added to the total value of the attack power parameter PA and the total value of the defense power parameter PD of the target character that forms the deck.
 プレイヤが端末装置12で付加情報を設定すると、付加情報設定要求がゲーム装置14Aに送信される。付加情報設定要求がゲーム装置14Aが受信すると、制御装置32は付加情報をプレイヤ識別情報と対応づけてゲームテーブルTBLに記憶する。この後、戦闘イベント実行要求又は探索イベント実行要求をゲーム装置14Aが受信すると、制御装置32は、勝敗を判定する際に、図8のステップト30に示すように、付加情報の示すパラメータを当該プレイヤの対象キャラクタのパラメータの合計値に加算し、加算結果と他のプレイヤの対象キャラクタのパラメータの合計値とに基づいてイベントの結果を決定する。 When the player sets additional information at the terminal device 12, an additional information setting request is transmitted to the game device 14A. When the game apparatus 14A receives the additional information setting request, the control apparatus 32 stores the additional information in the game table TBL in association with the player identification information. Thereafter, when the game device 14A receives the battle event execution request or the search event execution request, the control device 32 determines the parameter indicated by the additional information as shown in step 30 in FIG. Is added to the total value of the parameters of the target character, and the result of the event is determined based on the addition result and the total value of the parameters of the target character of the other players.
 この変形例によれば、ゲーム装置14Aは、勝敗を左右する基本的な要素である対象キャラクタの攻撃力パラメータPA及び防御力パラメータPDとは別に、イベントごとに設定可能な付加情報を加味して、勝敗を決定する。この結果、プレイヤが付加情報をイベントごとに設定できるようになるので、今回のイベントでは是が非でも勝利したいといったプレイヤの希望に沿うことができ、ゲームの面白さを向上させることができる。 According to this modified example, the game apparatus 14A takes into account additional information that can be set for each event, in addition to the attack power parameter PA and the defense power parameter PD of the target character, which are basic elements that determine victory or defeat. , Decide win or lose. As a result, the player can set the additional information for each event, so that it is possible to meet the player's desire to win even in the event of this time, and the fun of the game can be improved.
(9)上述した実施形態及び変形例においては、記憶装置34をゲーム装置14A内にそえなる例について説明した。しかし、本発明はこのような構成に限定されるものではなく、図9に示すゲームシステム100Aのように、外部サーバに記憶装置60を備え、インターネット等の通信網16を介して記憶装置60からデータを取得するようにしてもよい。 (9) In the above-described embodiment and modification, the example in which the storage device 34 is provided in the game device 14A has been described. However, the present invention is not limited to such a configuration. As in the game system 100A shown in FIG. 9, the external server includes the storage device 60, and the storage device 60 is connected via the communication network 16 such as the Internet. Data may be acquired.
100,100A……ゲームシステム、12……端末装置、14A,14B……ゲーム装置、16……通信網、22……表示装置、24……入力装置、26,32……制御装置、34……記憶装置、20,36……通信装置。
 
 
DESCRIPTION OF SYMBOLS 100,100A ... Game system, 12 ... Terminal device, 14A, 14B ... Game device, 16 ... Communication network, 22 ... Display device, 24 ... Input device, 26, 32 ... Control device, 34 ... ... Storage device 20, 36 ... Communication device.

Claims (7)

  1.  プレイヤに属する複数のキャラクタのうちイベントに使用する一又は複数のキャラクタに関するキャラクタ情報がプレイヤ毎に設定され、プレイヤがゲームの実行を指示すると、当該指示から開始されるゲーム期間が当該プレイヤに割り当てられ、当該ゲーム期間が終了した後に前記ゲームを実行した結果を当該プレイヤに通知するゲーム装置であって、
     
     前記プレイヤの端末から前記ゲームの実行要求を受信すると、当該プレイヤに割り当てられたゲーム期間が終了する前において、当該プレイヤのキャラクタ情報と、当該プレイヤ以外の他のプレイヤのキャラクタ情報とに基づいて前記イベントの結果を決定するイベント処理部と、
     前記ゲーム期間が終了した後、前記ゲームの結果をゲーム期間が割り当てられた当該プレイヤの端末に通知する結果通知部と、
     を備えたゲーム装置。
    Character information relating to one or more characters used for an event among a plurality of characters belonging to the player is set for each player, and when the player instructs execution of the game, a game period starting from the instruction is assigned to the player. A game device for notifying the player of a result of executing the game after the game period ends,

    When the game execution request is received from the terminal of the player, before the game period assigned to the player ends, based on the character information of the player and the character information of other players other than the player An event processor that determines the outcome of the event;
    After the game period is over, a result notification unit that notifies the result of the game to the terminal of the player assigned the game period;
    A game device comprising:
  2.  前記ゲーム期間を特定する時間情報がプレイヤ毎に設定されており、
     前記イベント処理部は、
     前記プレイヤの端末から前記ゲームの実行要求を受信した場合、前記時間情報に基づいて、当該プレイヤのゲーム期間と、当該プレイヤ以外の他のプレイヤのゲーム期間とが、少なくとも一部で重複するように前記他のプレイヤを特定し、
     当該プレイヤのキャラクタ情報及び特定した他のプレイヤのキャラクタ情報に基づいて、前記イベントの結果を決定する、
     ことを特徴とする請求項1に記載のゲーム装置。
    Time information for specifying the game period is set for each player,
    The event processing unit
    When receiving the game execution request from the terminal of the player, based on the time information, the game period of the player and the game period of other players other than the player overlap at least partially. Identify the other player,
    Determining the result of the event based on the character information of the player and the character information of the identified other player;
    The game device according to claim 1.
  3.  前記イベント処理部は、前記プレイヤのキャラクタ情報が示すキャラクタのパラメータと、前記当該プレイヤ以外の他のプレイヤのキャラクタ情報が示すキャラクタのパラメータとに基づいて、当該プレイヤ以外の他のプレイヤのキャラクタ情報を決定する、
     請求項1に記載のゲーム装置。
    The event processing unit obtains character information of a player other than the player based on a character parameter indicated by the character information of the player and a character parameter indicated by character information of a player other than the player. decide,
    The game device according to claim 1.
  4.  プレイヤのゲームの経験の程度を示すレベル情報をプレイヤ毎に設定し、
     前記イベント処理部は、前記プレイヤの端末から実行要求を受信した場合に、当該プレイヤのレベル情報と当該プレイヤ以外の他のプレイヤのレベル情報とに基づいて、当該プレイヤ以外の他のプレイヤを決定し、前記プレイヤのキャラクタ情報と、当該プレイヤ以外の他のプレイヤのキャラクタ情報とに基づいて前記イベントの結果を決定する、
     請求項1に記載のゲーム装置。
    Level information indicating the level of the player's game experience is set for each player,
    When the event processing unit receives an execution request from the terminal of the player, the event processing unit determines a player other than the player based on level information of the player and level information of a player other than the player. Determining the result of the event based on the character information of the player and the character information of other players other than the player;
    The game device according to claim 1.
  5.  前記実行要求には、前記プレイヤのキャラクタ情報が示す一又は複数のキャラクタに対して付加するパラメータに対応する付加情報が含まれており、
     前記イベント処理部は、当該プレイヤのキャラクタ情報が示すキャラクタのパラメータに対して、前記付加情報に基づいてパラメータを付加し、前記付加情報の示すパラメータを付加したキャラクタのパラメータと、当該プレイヤ以外の他のプレイヤのキャラクタ情報が示すキャラクタのパラメータとに基づいてイベントの結果を決定する、
     ことを特徴とする請求項1乃至4のうちいずれか1項に記載のゲーム装置。
    The execution request includes additional information corresponding to a parameter to be added to one or more characters indicated by the character information of the player,
    The event processing unit adds a parameter to the character parameter indicated by the character information of the player based on the additional information, adds the parameter indicated by the additional information, and the parameter other than the player. The result of the event is determined based on the character parameters indicated by the character information of the player.
    The game device according to claim 1, wherein the game device is any one of claims 1 to 4.
  6. 方法クレーム
     プレイヤがゲームの実行を指示すると、当該指示から開始されるゲーム期間が当該プレイヤに割り当てられ、当該ゲーム期間が終了した後に前記ゲームを実行した結果を当該プレイヤに通知するゲーム装置の制御方法であって、
     プレイヤに属する複数のキャラクタのうちイベントに使用する一又は複数のキャラクタに関するキャラクタ情報をプレイヤ毎に設定し、
     前記プレイヤの端末から前記ゲームの実行要求を受信すると、当該プレイヤに割り当てられたゲーム期間が終了する前において、読み出した当該プレイヤのキャラクタ情報と、当該プレイヤ以外の他のプレイヤのキャラクタ情報とに基づいて前記イベントの結果を決定し、
     前記ゲーム期間が終了した後、前記ゲームの結果をゲーム期間が割り当てられた当該プレイヤの端末に通知する、
     ことを特徴とするゲーム装置の制御方法。
    Method Claim A method for controlling a game device in which when a player instructs execution of a game, a game period starting from the instruction is assigned to the player, and the result of executing the game is notified to the player after the game period ends. Because
    Character information relating to one or more characters used for an event among a plurality of characters belonging to the player is set for each player,
    When the game execution request is received from the player's terminal, based on the read character information of the player and the character information of other players other than the player before the game period assigned to the player ends. To determine the outcome of the event,
    After the game period has ended, the result of the game is notified to the terminal of the player to which the game period is assigned,
    A control method for a game device, comprising:
  7.  プレイヤがゲームの実行を指示すると、当該指示からゲーム期間が経過した後に前記ゲームを実行した結果を前記プレイヤに通知するゲーム装置のプログラムであって、
     プレイヤに属する複数のキャラクタのうちイベントに使用する一又は複数のキャラクタに関するキャラクタ情報を前記プレイヤ毎に設定するステップと、
     前記プレイヤの端末から前記ゲームの実行要求を受信した場合に、当該実行要求を受信してから前記ゲーム期間が経過する前において、前記プレイヤのキャラクタ情報と、当該プレイヤ以外の当該プレイヤ以外の他のプレイヤのキャラクタ情報とに基づいて前記イベントの結果を決定するステップと、
     前記ゲーム期間が経過したことを条件に、前記ゲームの結果を前記プレイヤの端末に通知するステップと
     を前記ゲーム装置に実行させることを特徴とするプログラム。
     
    When a player instructs execution of a game, the game device program notifies the player of a result of executing the game after a game period has elapsed from the instruction,
    Setting for each player character information relating to one or more characters used for an event among a plurality of characters belonging to the player;
    When the game execution request is received from the terminal of the player, the character information of the player and other than the player other than the player before the game period elapses after the execution request is received. Determining the result of the event based on the player's character information;
    A program causing the game device to execute a step of notifying a result of the game to a terminal of the player on condition that the game period has elapsed.
PCT/JP2012/072439 2011-12-16 2012-09-04 Game device, game-device control method, and program WO2013088793A1 (en)

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