WO2013094094A1 - Game control device, game control method, program, recording medium, and game system - Google Patents

Game control device, game control method, program, recording medium, and game system Download PDF

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Publication number
WO2013094094A1
WO2013094094A1 PCT/JP2012/006557 JP2012006557W WO2013094094A1 WO 2013094094 A1 WO2013094094 A1 WO 2013094094A1 JP 2012006557 W JP2012006557 W JP 2012006557W WO 2013094094 A1 WO2013094094 A1 WO 2013094094A1
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WIPO (PCT)
Prior art keywords
game
user
parts
predetermined
execution
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PCT/JP2012/006557
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French (fr)
Japanese (ja)
Inventor
賢一 宮路
謙史 鴻上
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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 WO2013094094A1 publication Critical patent/WO2013094094A1/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
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • A63F13/67Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor adaptively or by learning from player actions, e.g. skill level adjustment or by storing successful combat sequences for re-use
    • 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
    • A63F13/47Controlling the progress of the video game involving branching, e.g. choosing one of several possible scenarios at a given point in time
    • 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
    • A63F13/33Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections
    • A63F13/332Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections using wireless networks, e.g. cellular phone networks
    • 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
    • A63F13/45Controlling the progress of the video game
    • A63F13/46Computing the game score
    • 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
    • A63F13/71Game security or game management aspects using secure communication between game devices and game servers, e.g. by encrypting game data or authenticating players
    • 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
    • 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
    • A63F13/828Managing virtual sport teams

Definitions

  • the present invention relates to a technique for controlling execution of a game including a plurality of parts to be played.
  • social game executed by a game application created based on an operating environment such as an API (Application Programming Interface) operating on a web browser in a social networking service (SNS) by a specific service provider.
  • API Application Programming Interface
  • SNS social networking service
  • Game is popular. It can be said that the social game is a kind of online game that is played while communicating among an unspecified number of users. If a user can connect to the Internet and has a communication terminal equipped with a web browser, the user can enjoy a social game regardless of time and place.
  • One of the features of the above-described social game is that it has a richer communication function for interacting with users than conventional online games.
  • social games for example, in addition to cooperative play with other users (friends), information exchange by communicating with friends such as greetings and contacts with friends, gifts of items on the game with friends or items An exchange has been made.
  • Non-Patent Document 1 describes a social game (Dragon Collection (registered trademark)) including parts such as “Quest”, “Battle”, and “Composition”.
  • Non-patent documents 2 and 3 describe a social game (Pro Baseball Dream Nine (registered trademark)) including parts such as “Scout”, “Game”, and “Strengthening”.
  • the game when the game is composed of a plurality of parts and can be played by each user as in the conventional social game described above, the user can specify the game depending on the nature of the game or the game settings. One part played frequently, while another part did not play much. Game creators are making games with the intention of the user to play multiple parts evenly, but there are parts that do not play so much that the user cannot fully enjoy the fun of the game It is not preferable in terms.
  • the present invention has been made in view of the above-described viewpoints, and when a game is composed of a plurality of parts and configured so that the user can play each part, some parts are not played much. It is an object of the present invention to provide a game control device, a game control method, a program, a recording medium, and a game system that are less likely to cause a situation.
  • a first aspect of the present invention is a game control device that controls execution of a game including a plurality of parts to be played, Game progress means for progressing a game in each of the plurality of parts in accordance with a user operation; Determining means for determining whether or not the progress of the game in the first part among the plurality of parts satisfies a predetermined condition; When the predetermined condition is satisfied, the second part is configured so that the user is advantageous only for a predetermined period or a predetermined number of times of play in a second part different from the first part among the plurality of parts.
  • Change means for changing the difficulty level of the game of the part, Is provided.
  • this game control device when the progress of the game in the first part among the plurality of parts of the game satisfies a predetermined condition, the difficulty level of the game of the second part is changed so that the user is advantageous. . Therefore, even if the user does not have much interest in the first part itself at first and plays the second part frequently without playing much, the first part is to obtain an advantageous situation in the second part. Motivated to play one part. Therefore, according to this game control device, when the game is configured to include a plurality of parts and the user can play each of them, it is difficult to cause a situation in which some parts are not played so much. Can do. Further, the difficulty level of the game of the second part is changed only for a predetermined period or a predetermined number of times of play. If the difficulty level of the game of the second part is changed indefinitely, a situation where the user does not continuously play the first part can be considered, and it is preferable to avoid such a situation. .
  • the game control device further includes a storage unit that stores the character on the game in association with character data representing the ability of the character, and the second part is the ability of the character to be operated by the user.
  • the changing means changes the character data corresponding to the character so that the ability of the character to be operated by the user is enhanced in the second part. May be.
  • the “character” is, for example, a virtual person, creature, or monster on a game, and includes those displayed on a card.
  • the character data representing the character's ability may be, for example, data such as the character's attack power / defense power and level, and the character's ability to hold. According to this game control device, the user can obtain a benefit that it is easier to advance the game of the second part by increasing the ability of the character to be operated. In order to obtain the profit, the user is motivated to play the first part actively.
  • the game control device further includes a storage unit that stores the character on the game in association with character data representing the ability of the character, and the second part is the ability of the character to be operated by the user.
  • a probability of changing the character data corresponding to the character so that the ability of the character to be operated by the user is enhanced in the second part. May be increased.
  • this game control device there is an advantage that the possibility that the user will easily progress the game of the second part increases by increasing the probability that the ability of the character to be operated becomes higher. Can be obtained. In order to obtain the profit, the user is motivated to play the first part actively.
  • the game control device includes a second storage unit that stores a user and a point on the game that can be used by the user in association with each other, and the second part has the point equal to or lower than a predetermined value.
  • the change means may reduce the consumption of points corresponding to the user who satisfies the predetermined condition in the second part. According to this game control device, since the time until the point becomes equal to or less than the predetermined value is increased due to the reduced point consumption, the user can play the second part longer. Can be obtained. In order to obtain the profit, the user is motivated to play the first part actively.
  • the second part is composed of a plurality of stages, and during the predetermined period of the second part, a stage that is being played by a user who satisfies the predetermined condition is completed. It may be a period.
  • the stage indicates a range or a structural unit divided on the game. In this case, after the user finishes the stage being played, the user is motivated to play the first part for the purpose of reducing the difficulty level of the game again in the next stage.
  • Third storage means for storing the user and the level of the user in association with each other, and the predetermined period of the second part is lower as the level of the user who satisfies the predetermined condition is lower It may be set longer. Thereby, the difficulty of a game becomes low for a user with a low level, that is, a user at an elementary level for a relatively long period of time as compared with a user at an advanced level. Therefore, it is possible to set the game so that the user of the beginner level can progress the game more advantageously.
  • the level on the game is, for example, a numerical value indicating the strength level of the user or the character operated by the user in the competitive game, the total value of the user's play time, the number of times the user has executed the game ( If the game is provided via a network, it may be the number of logins of the user.
  • the game control device includes a second storage unit that stores a user and a point on the game that can be used by the user in association with each other, and the second part has the point equal to or lower than a predetermined value.
  • the progress of the game is suppressed, and the amount of the points consumed by the user who satisfies the predetermined condition after the predetermined condition is satisfied during the predetermined period of the second part It may be a period until the integrated value reaches a predetermined value.
  • a predetermined period during which the difficulty level of the game of the second part is changed so that the user is advantageous can be flexibly set for each user. That is, the point consumption may vary from user to user or depending on the game situation of the user, but even in that case, the period during which the user is advantageous can be limited.
  • the game progression means may determine the first part and the second part from the plurality of parts based on a user execution situation for each of the plurality of parts.
  • the “execution status” of the part by the user is, for example, part execution time, execution frequency, execution frequency (execution time or execution frequency for each predetermined period), and final execution time (for example, final login or logout time).
  • the elapsed time from the current time to the current time may be used.
  • the user's execution status can determine whether the user is frequently executing a specific part among multiple parts (that is, whether the user is interested in playing a specific part or not) Any information may be used as long as it is information.
  • a part considered to be less interested for the user may be determined as the first part, and a part considered to be more interested for the user may be determined as the second part.
  • an advantageous effect can be obtained in the second part that is considered of high interest to the user.
  • the user can be prompted to execute the part.
  • a part that is considered to be highly interesting to the user may be determined as the first part, and a part that is considered to be of low interest to the user may be determined as the second part.
  • the first part By executing the first part more frequently and satisfying the predetermined condition, for example, if a powerful item that can be used in the second part can be obtained, the second part that is not usually played with that item is used. Motivation to play the part.
  • the game progression means counts the number of executions or execution times of the user for each of the plurality of parts, and selects the part with a relatively small number of executions or a relatively short execution time.
  • One part may be used, and a part having a relatively large number of executions or a relatively long execution time may be used as the second part.
  • the changing unit changes the predetermined period of the second part or the predetermined number of times based on the execution status of the first part and / or the second part. May be.
  • a part with a relatively small number of executions or a relatively short execution time is defined as a first part
  • a part with a relatively large number of executions or a relatively long execution time is defined as a second part.
  • the predetermined period during which the difficulty level of the second part decreases is long, or the predetermined number of times is increased. The profit received in the part increases.
  • the motivation to execute the first part becomes stronger, and a mechanism for allowing the user to execute each part in a well-balanced manner can be constructed.
  • the difference in the number of executions between the first part and the second part is relatively large, or the difference in execution time is relatively large, the predetermined period during which the difficulty level decreases in the second part, or The same effect can be obtained even if the predetermined number of times is increased.
  • the predetermined condition may be changed based on an execution situation of the first part and / or the second part.
  • a part with a relatively small number of executions or a relatively short execution time is defined as a first part
  • a part with a relatively large number of executions or a relatively long execution time is defined as a second part.
  • the predetermined condition regarding the progress of the game of the first part is more relaxed. As a result, it becomes easy to satisfy the predetermined condition, so that the motivation to execute the first part and obtain the profit (decrease in difficulty) in the second part becomes easy to work.
  • a second aspect of the present invention is a game control method for controlling execution of a game including a plurality of parts to be played, Proceeding the game in each of the plurality of parts in response to a user operation; Determining whether the progress of the game in the first part among the plurality of parts satisfies a predetermined condition; When the predetermined condition is satisfied, the second part is configured so that the user is advantageous only for a predetermined period or a predetermined number of times of play in a second part different from the first part among the plurality of parts. Changing the difficulty level of the part game, including.
  • a third aspect of the present invention in order to control execution of a game including a plurality of parts to be played, A function of advancing a game in each of the plurality of parts in accordance with a user operation; A function of determining whether the progress of the game in the first part among the plurality of parts satisfies a predetermined condition; When the predetermined condition is satisfied, the second part is configured so that the user is advantageous only for a predetermined period or a predetermined number of times of play in a second part different from the first part among the plurality of parts. With the ability to change the difficulty of the game of the part, It is a program for realizing.
  • the computer may be a network server, a large computer, or the like, for example.
  • this program may be stored in a computer-readable recording medium such as a DVD-ROM or a CD-ROM. That is, a fourth aspect of the present invention is a computer-readable recording medium in which the program is recorded.
  • a fifth aspect of the present invention includes a communication terminal operated by a user, and a server that is connected to the communication terminal via a network and controls execution of a game including a plurality of parts to be played.
  • a game system Game progress means for progressing a game in each of the plurality of parts in accordance with a user operation; Determining means for determining whether or not the progress of the game in the first part among the plurality of parts satisfies a predetermined condition; and When the predetermined condition is satisfied, the second part is configured so that the user is advantageous only for a predetermined period or a predetermined number of times of play in a second part different from the first part among the plurality of parts.
  • Either the communication terminal or the server includes each means of changing means for changing the difficulty level of the part game.
  • the figure which shows the basic composition of the game system of embodiment The figure which shows the example of the external appearance of the communication terminal of embodiment.
  • the figure which shows the example of the external appearance of the communication terminal of embodiment The block diagram which shows the structure of the communication terminal of embodiment.
  • the block diagram which shows the structure of the game server of embodiment The block diagram which shows the structure of the database server of embodiment.
  • the functional block diagram for demonstrating the function to play main roles with the game control apparatus of embodiment The figure which shows the example of a display of the top page of the game of this embodiment.
  • the present invention relates to Japanese Patent Application No. 2011-279303 filed with the Japan Patent Office on December 21, 2011, and Japanese Patent Application No. 2012-226735 filed with the Japan Patent Office on October 12, 2012. Related to patent applications, the entire contents of which are incorporated herein by reference.
  • FIG. 1 shows a system configuration example of a game system according to the embodiment.
  • the game system includes communication terminals 10a, 10b, 10c,... That can be connected to a communication network NW (network) such as the Internet, a game server 20 connected to the communication network NW,
  • NW network
  • the database server 30 is configured.
  • Each of the communication terminals 10a, 10b, 10c,... Is a terminal operated by an individual user, for example, a mobile terminal, a smartphone, a PDA (Personal Digital Assistant), a personal computer, a television having a bidirectional communication function.
  • a communication terminal such as a John receiver (including a so-called multi-function smart TV).
  • the game server 20 is configured to be able to communicate with the communication terminal 10 that is a client, and provides a gaming service to the communication terminal 10.
  • the game server 20 is mounted with an application operable on a web browser as a game application.
  • the database server 30 stores various information to be described later in executing the game, and is connected to the game server 20 by, for example, a wire for reading and writing the information.
  • the communication terminal 10 includes a web browser capable of displaying a web page provided by the game server 20, and the user operates the communication terminal 10 on the web page to execute a game.
  • an authentication server for authenticating the user of each communication terminal 10 may be provided separately from the game server 20. Further, when a plurality of game servers 20 are provided in order to accept access from many communication terminals 10, a load balancer for adjusting a load between the plurality of game servers 20 may be provided.
  • the game server 20 may be configured as a single server device, but may be configured as a plurality of server devices having distributed functions.
  • the database server 30 stores various information to be described later in executing the game, and is connected to the game server 20 by, for example, a wire for reading and writing the information.
  • FIGS. 2A and 2B are diagrams each showing an example of the appearance of the communication terminal 10, and FIG. 2A exemplifies a button input type communication terminal such as a foldable mobile terminal (mobile phone), for example.
  • FIG. 2B illustrates a touch panel input type communication terminal such as a smartphone.
  • FIG. 3 is a block diagram showing an internal configuration of the communication terminal 10. As shown in FIG.
  • the communication terminal 10 includes a CPU (Central Processing Unit) 11, a ROM (Read Only Memory) 12, a RAM (Random Access Memory) 13, an image processing unit 14, an instruction input unit 15, a display unit 16, A wireless communication interface unit 17 serving as a signal transmission / reception unit is provided, and a bus 18 for transmitting a control signal or a data signal between the units is provided.
  • a CPU Central Processing Unit
  • ROM Read Only Memory
  • RAM Random Access Memory
  • the CPU 11 loads the web browser in the ROM 12 into the RAM 13 and executes it.
  • the CPU 11 displays data for displaying a web page from the game server 20 via the wireless communication interface unit 17 based on appropriate designation of a URL (Uniform Resource Locator) input to the user by the instruction input unit 15 or the like. That is, data of an object such as an HTML (HyperText Markup Language) document and an image associated with the document (hereinafter, collectively referred to as “HTML data” as appropriate) is acquired via the wireless communication interface unit 17.
  • HTML data is interpreted.
  • the communication terminal 10 may be mounted with various plug-ins for extending the browser function of the web browser.
  • the CPU 11 sends an access request message including a user ID (user identification information) registered in advance or a user ID input via the instruction input unit 15 via the wireless communication interface unit 17. To the game server 20.
  • the web browser displays the web page provided from the game server 20 on the display unit 16 based on the acquired HTML data via the image processing unit 14.
  • the web browser transmits new HTML data for displaying the web page according to the selection. (That is, update of the web page) is requested to the game server 20.
  • the image processing unit 14 displays a web page on the display unit 16 based on the display image data given from the CPU 11 as the analysis result of the HTML data.
  • the display unit 16 is, for example, an LCD (Liquid-Cristal-Display) monitor including thin film transistors arranged in units of pixels in a matrix, and displays an image of a web page by driving the thin film transistors based on display image data. To display.
  • LCD Liquid-Cristal-Display
  • the instruction input unit 15 includes a button group 15a including a plurality of instruction input buttons such as a direction instruction button and a decision button for accepting a user operation input. And a button group 15b including a plurality of instruction input buttons such as a numeric keypad, and includes an interface circuit for recognizing a pressing (operation) input of each button and outputting it to the CPU 11.
  • the direction instruction button is provided to instruct the CPU 11 to scroll and display the web page displayed on the display unit 16.
  • the determination button instructs the CPU 11 that the user selects one hyperlink or menu that is actively displayed (for example, highlighted) when, for example, a plurality of hyperlinks or menus are displayed on a web page.
  • buttons are provided on the front surface of the communication terminal 10 so that the user can easily operate (click) with the thumb while holding the communication terminal 10 with one hand. It is preferable to arrange
  • the button group 15b is arranged below the button group 15a and includes a plurality of instruction input buttons on which “0” to “9”, “*”, and “#” (ten keys) are written. .
  • the instruction input unit 15 mainly accepts touch panel type input by touching the display screen 16a with a fingertip or a pen.
  • the touch panel input method may be a known method such as a capacitance method.
  • the button group 15a may be provided even when the communication terminal 10 is a touch panel input method.
  • the menu selection operation on the web page displayed on the communication terminal 10 is selected by pressing the direction instruction button and selecting by pressing the enter button. This is done by confirming the selected menu.
  • the selection operation is performed by instructing (touch operation) a menu position on the display screen 16a on which the web page is displayed with a finger or a pen.
  • the configuration of the game server 20 will be described with reference to FIG.
  • the game server 20 manages a game website including a plurality of hierarchical web pages, for example, and provides a game web service to the communication terminal 10.
  • the game server 20 includes a CPU 21, a ROM 22, a RAM 23, a database (DB) access unit 24, and a wireless communication interface unit 25, for transmitting control signals or data signals between the units.
  • Bus 26 is provided.
  • the game server 20 can take the same structure as a general-purpose web server regarding hardware.
  • the ROM 22 stores an application program that provides a service for displaying an object such as an HTML document or an image (displaying a web page) to the web browser of the communication terminal 10 that is a client.
  • the ROM 22 stores various data referred to by the CPU 21 in addition to the application program.
  • the CPU 21 loads the game program in the ROM 22 to the RAM 23 and executes it, and performs various processes via the wireless communication interface unit 25.
  • the CPU 21 transmits HTML data to the communication terminal 10 via the wireless communication interface unit 25.
  • the CPU 21 performs the authentication process.
  • CPU21 performs the process according to the hyperlink or menu selected by the user on the web page displayed on the communication terminal 10 via a communication interface part.
  • the processing includes, for example, transmission of new HTML data, arithmetic processing in the game server 20 or data processing.
  • the database access unit 24 is an interface when the CPU 21 reads / writes data from / to the database server 30.
  • the database server 30 can be realized by a general-purpose storage such as a large-capacity hard disk device or a device such as RAID (Redundant Arrays of Inexpensive Disks). Each database in the database server 30 is configured to be able to read and write data from the CPU 21 via the database access unit 24 of the game server 20.
  • FIG. 5 shows an example of the configuration of the database server 30. As shown in FIG. 5, the database server 30 includes a user database 31 and a game database 32.
  • a soccer-style digital card game is a game in which a user collects player cards corresponding to soccer players to create his own team and play a soccer game with other users' teams, or a soccer league game for each skill level.
  • a soccer-style digital card game is composed of multiple parts (parts). For example, it is possible to obtain a player card by scouting or searching for player cards in order to build up their own team.
  • a lottery part, or a strengthening part that increases the ability of a player card by integrating two or more player cards is provided. Each part implemented in the soccer-style digital card game will be described later.
  • FIG. 6 shows an example of a user database 31 applied in the above-described soccer-style digital card game.
  • the user database 31 has a display name / display image, a skill level, an action point, an operation point, a strengthening point, an ale point, a player's number, a coin owned, and a fellow user ID for each user ID (user identification information).
  • Information included in the user database 31 can be updated sequentially by the game server 20.
  • user IDs included in the user database 31 or data for each display name (to be described later) that identifies a user are collectively referred to as user data.
  • the data of each item constituting the user data is as follows.
  • Display name / display image A display name and a display image that are displayed to identify the user of the communication terminal 10 when the game is executed.
  • the display name is a text of a predetermined length or less designated in advance by the user, and the display image is an avatar image selected in advance by the user, for example.
  • the display name is a name that identifies the user on the network environment (or game community) provided by the game server 20. Skill level This is data indicating the skill level of the user on the game.
  • -Action point It is a point required in order to perform a game scout by the user in the above-mentioned soccer-style digital card game.
  • the action point is a value that decreases by playing the scout part and recovers (increases) every time a predetermined time elapses.
  • -Management point It is a point required when a user plays a game on the above-mentioned soccer card game.
  • the management point is a value that is reduced by a battle with another user or the like and is recovered (increased) every time a predetermined time elapses.
  • Strengthening point In the soccer-style digital card game, it is a point necessary for strengthening a player card by a user (integration processing described later). The strengthening point is a value that is reduced by strengthening the player card and is recovered (increased) every time the player wins a battle with another user or a predetermined time elapses.
  • -Ale Point In the above soccer-style digital card game, it is a point that the user acquires by sending a cheer message to a friend.
  • -Number of players This is the number of player cards held by the user.
  • the number of players increases or decreases depending on the execution of the scout part and the reinforcement part.
  • the maximum number of players (for example, 60) is defined in advance.
  • -Owned coin This is the amount of possessed virtual currency (coin) on the game that is required when the user uses the paid function on the game.
  • the possessed coins are consumed (reduced) when the user uses a paid function on the game, and the user pays actual money to the service provider or the like by a predetermined method, and increases according to the amount paid.
  • ⁇ Friend's user ID This is data of another user ID that is a friend of the target user ID.
  • the image data of the possession card is data including an image of the player card retained by the user.
  • the owned card parameter is data indicating the ability value of the player card. For example, as shown in FIG. 6, each ability value of “offense”, “defense”, and “technique” may be included as parameter items.
  • the player card is an example of a character on the game, and the player card parameter is an example of character data.
  • the game database 32 stores and updates information related to the game result executed by the game server 20 based on the access from the game server 20.
  • Information related to game results may include various information depending on the nature of the game. For example, in the case of a soccer-style digital card game, information on game results includes results of battles between different user IDs (scores, etc.), results of league battles between a plurality of user IDs of specific skill levels ( Score, ranking, etc.).
  • FIG. 7 is a functional block diagram for explaining functions that play a main role in the game control apparatus of the present embodiment.
  • menus, marks and the like displayed on the web page displayed on the communication terminal 10 are arranged at desired positions on the web page, and are menus visually recognized on the communication terminal 10. The position of the mark on the display screen can be changed by scrolling the web page by the user's direction instruction button.
  • the registration unit 51 recognizes a user request based on an appropriate operation input to the communication terminal 10 on a web page provided to the communication terminal 10, for example, and performs a registration process.
  • the registration means 51 in this case is executed as follows, for example.
  • the CPU 21 of the game server 20 receives a registration request message from the communication terminal 10 via the wireless communication interface unit 25.
  • the registration request message is automatically generated by a predetermined operation (for example, a predetermined menu selection operation, text input, etc.) on the communication terminal 10 on the web page provided from the game server 20. May be configured.
  • the registration request message may include information (for example, IP address, e-mail address, etc.) for specifying the communication terminal 10 as the transmission source, or the user has already played another game by the same service provider.
  • the user ID may be included.
  • the CPU 21 receives the registration request message and the registration request message does not include the user ID, the CPU 21 issues a new user ID and performs registration processing of the user ID, and then the registration processing is completed. Is sent to the communication terminal 10.
  • the CPU 21 receives the registration request message and the registration request message includes a user ID, the CPU 21 performs registration processing of the user ID, and then transmits a registration completion message indicating that the registration processing is completed to the communication terminal. 10 to send.
  • the CPU 21 When the registration is completed, the CPU 21 generates user data corresponding to the user ID and stores it in the user database 31.
  • the registration unit 51 may also register the user ID in association with another user ID triggered by an application based on the user ID. That is, the registration unit 51 registers another user ID as a “mate” with an application based on the user ID as a trigger. In the following description, it is synonymous that the user ID is in a friend relationship and that the corresponding user is in a friend relationship.
  • the registration means 51 in this case is executed as follows, for example.
  • the CPU 21 of the game server 20 applies an application message (application) specifying a user ID (or a corresponding display name) that the user wants to become a friend from the communication terminal 10 of the user corresponding to a certain user ID via the wireless communication interface unit 25. Accept.
  • Transmission of this application message is preset as a function of a web page provided to the user's communication terminal 10.
  • the CPU 21 approves an application based on another user ID to the communication terminal 10 corresponding to the user ID at the timing when the access is based on the user ID included in the application message. HTML data for displaying a web page for requesting the reply is transmitted. If it is replied that the application is approved, the CPU 21 registers both as friends. Specifically, the CPU 21 accesses the user data of the corresponding two user IDs in the user database 31 and writes the data in the location of “mate user ID” (see FIG. 6).
  • the game progress means 52 advances the game by transmitting HTML data for sequentially updating web pages displayed on the communication terminal 10 in accordance with a user operation on the communication terminal 10.
  • An exemplary soccer-format digital card game (hereinafter simply abbreviated as “game”) includes a plurality of parts (portions) to be played by the user.
  • ⁇ Scout part Part that searches for player cards to build up their own team
  • Strengthening part Part that unites two or more player cards to increase the ability of player cards
  • Game part Team of other users Part and lottery part where soccer fights: Part and mission part that makes it possible to obtain player cards by lottery: Part that conquers prefectures throughout Japan with their own team
  • Each of the scout part and the mission part includes a team representative game and a conquest game, which will be described later, and these battles are performed based on parameters (character data) indicating the ability of the player card (character). That is, each of the scout part and the mission part is an example of a second part that advances the game based on the ability of the player card (character) to be operated by the user. As described later, the scout part consumes action points and plays. When the action point becomes a predetermined value or less, the user cannot play and needs to wait until the action point recovers after a lapse of time. That is, the scout part is an example of a part in which the progress of the game is suppressed when the point becomes a predetermined value or less.
  • the game progress means 52 includes a display means 521, a scout execution means 522, a reinforcement execution means 523, a game execution means 524, a lottery execution means 525, a mission execution means 526, a determination means 527, and a change. Means 528 are included.
  • the scout execution means 522, the reinforcement execution means 523, the game execution means 524, the lottery execution means 525, and the mission execution means 526 each execute a scout part, a reinforcement part, a game part, a lottery part, and a mission part in the game.
  • the CPU 21 of the game server 20 assigns in advance any part for progressing the game to each menu displayed on the web page. Then, when the menu on the web page is selected in the communication terminal 10, the CPU 21 receives information about the selected menu from the communication terminal 10, and is assigned to the selected menu based on the received information. Execute the part.
  • the display means 521 causes the communication terminal 10 to display a plurality of menus each assigned a plurality of parts to be executed in the game. Specifically, the CPU 21 generates HTML data for displaying a web page including a plurality of menus, and transmits the HTML data to the communication terminal 10. As will be described later, in the game, points on the game are consumed with the execution of each part of the scout part, the reinforcement part, the game part, the lottery part, and the mission part.
  • FIG. 8 An example of the top page of the game displayed on the communication terminal 10 by the display means 521 is shown in FIG.
  • This top page is composed of web pages corresponding to individual user IDs.
  • the top page illustrated in FIG. 8 includes a user data display area, a player image display area, and a menu display area.
  • skill level, action point, management point, strengthening point, yell point, number of players, and data of each item of fellows included in the user data of the target user ID are displayed.
  • Area It should be noted that in the items displayed in the user data display area, the point or number written in the X / Y format is that X is the point or number held by the user, and Y is the maximum value of the point or number.
  • the player image display area is an area in which an image of a player card designated in advance by the user among a plurality of player cards included in the user data of the target user ID is displayed.
  • the menu display area is a basic menu corresponding to multiple parts (scout part, reinforcement part, game part, lottery part, formation part, mission part) provided in a soccer-style digital card game. , “Game”, “lottery”, “formation”, and “mission” menus m1 to m6 are displayed.
  • a plurality of menus to which a plurality of parts to be executed in the game are assigned are respectively arranged at predetermined positions on the web page displayed on the communication terminal 10.
  • the formation part corresponding to the menu m5 is a part for changing the formation of the team by the player character, changing the position of the player character, and the like in accordance with the operation of the user.
  • the display means 521 is realized as follows.
  • the CPU 21 of the game server 20 accesses the user database 31 via the database access unit 24, and reads the data of each item included in the user data display area and the player card image data to be displayed in the player image display area.
  • the CPU 21 generates HTML data so that the top page shown in FIG. 8 is configured, and transmits it to the communication terminal 10.
  • the generated HTML data is different for each user (that is, for each user ID).
  • the communication terminal 10 interprets the received HTML data and displays the top page image on the display unit 16 (display screen 16a).
  • the scout execution means 522, the reinforcement execution means 523, the game execution means 524, the lottery execution means 525, and the mission execution means 526 are respectively a scout part and an enhancement part according to the user's selection operation for the menu displayed on the communication terminal 10.
  • the execution of the game part, the lottery part, and the mission part is started. That is, by selecting and operating one of the plurality of menus, the execution of each part constituting the game is started.
  • each part is executed while the web page is updated so as to include a plurality of menus hierarchically subdivided for each part.
  • the scout execution means 522 has a function of executing a scout part that allows a user to search for a player card in order to create his own team.
  • 9 and 10 show examples of web pages displayed on the communication terminal 10 when the scout part is executed.
  • FIG. 9 is a display example of a web page when the scout menu is selected and operated on the top page.
  • FIG. 10 is a display example of a web page when the menu m11 displayed as “to area list” on the screen shown in FIG. 9 is selected and operated.
  • the Japan map divided into a plurality of regions (areas) is displayed in the display region 100 with the area to be searched highlighted.
  • the plurality of areas are an example of a plurality of stages constituting the scout part play.
  • the user is provided with a menu labeled “search” provided for each area to be searched (in the example of FIG. 9, area 9 (subareas 9-1, 9-2,...)).
  • Search a search process for an area to be searched is performed, and when a player card is excavated, the player card of the player is displayed in the display area 102.
  • the value of “search rate” (%) displayed in the display area 101 is increased by a random increase amount. Further, the value of the action point (action P) required for one search process (“ ⁇ 5” in the example of FIG. 9 is displayed in the display area 101, which means that only 5 action points are consumed. Is displayed. For each search process, the user's action points are reduced by the displayed action point value, and the user's enhancement points are increased by the displayed enhancement point (enhancement P).
  • the CPU 21 accesses the user database 31 and updates the action point and enhancement point values of the target user ID.
  • the CPU 21 of the game server 20 recognizes the selection operation for the menu m10, the CPU 21 performs a lottery with a predetermined or random probability from a plurality of player cards provided in advance for the scout.
  • the CPU 21 obtains (excavates) a player card by lottery, the CPU 21 accesses the user database 31 and adds the data of the newly discovered player card to the target user ID data. Increase the number of players by one. Further, the CPU 21 generates HTML data for displaying the excavated player card in the display area 102 and transmits it to the communication terminal 10.
  • the HTML data is configured such that search rate data in the display area 101 is updated.
  • the user plays against a team (a virtual team that is not a specific user's team) set in advance in the game server 20 as the representative team of the area. It is preferable that the competitive team in the area representative game is set with a parameter having higher ability as the area progresses.
  • competition in an area representative game may be set similarly to the game part mentioned later. In other words, any method can be adopted as long as the parameter of the user's player card affects the winning or losing. For example, compare the total values of the parameters of multiple player cards between the teams in the match so that the team with the larger total value wins with a high probability (for example, a predetermined probability within the range of 60 to 90%). May be set. That is, in the area representative game, the larger the player card parameter held by the user, the more advantageous to the user.
  • the action points required for one search process may differ for each area to be searched. That is, the amount of action points that are reduced (consumed) in one search process may be different for each area to be searched. For example, each time the skill level of the user increases, the amount of action points consumed may be increased. In the scout part, the action points decrease each time the selection operation is performed on the menu m10. Therefore, when the top page is displayed immediately after the scout part is executed, the action points displayed on the top page are displayed. It will be displayed reduced than before the scout part was executed. The action points are recovered (increased) by one point each time a predetermined time (for example, 3 minutes) elapses, for example.
  • a predetermined time for example, 3 minutes
  • a web page that allows an overview of the search results of each area that the user has already played (that is, searched) is displayed by the selection operation of the menu m11 by the user.
  • the “complete rate” for each area is displayed.
  • the “complete rate” (achievement level) is a value in which a ratio of the number of types of player cards actually excavated to the maximum number of types of player cards that can be excavated in each area is displayed in%. For example, in the example shown in FIG. 9, if area 9 is composed of three subareas, areas 9-1, 9-2, and 9-3, a maximum of four player cards can be excavated in each subarea.
  • the reinforcement execution means 523 has a function of executing an enhancement part that unifies two or more player cards and increases the ability of a specific player card. In this game, a certain amount of reinforcement points are required for the user to execute the reinforcement part.
  • This integration process may be performed as follows, for example.
  • the player card to be strengthened (the remaining player card specified by the user) is the player card of player A
  • the player card that is integrated with the player card of player A and disappears is the player card of player B.
  • the CPU 21 is a parameter that indicates the offense, defense, and technique ability values of the player A's player card, and the offense, defense, and technique ability values of the player B's player card.
  • the characteristic features of the player B's player card are reflected in the player A's player card.
  • the CPU 21 accesses the user database 31 after the integration process, deletes the player card data of the player B from the user data of the target user ID, and sets the value of the number of players to only 1. Decrease, rewrite the parameter of the player card of player A, and decrease the reinforcement point of the target user ID by a predetermined amount.
  • strengthening point increases by performing the said scout part or performing the game part demonstrated below.
  • FIGS. 11A and 11B are display examples displayed in series according to operations on the communication terminal 10.
  • HTML data for displaying a web page that prompts selection of a plurality of player cards to be integrated is displayed. Transmit to the communication terminal 10.
  • An example of the web page displayed first at this time is a list of strengthening designated players (player characters corresponding to player cards to be strengthened) as shown in P1 of FIG. 11A. It is configured to be selectable.
  • a list of players to be integrated (player characters corresponding to disappearing player cards) is displayed as shown in P2 of FIG. 11A.
  • Each web page shown to FIG. 11A is comprised so that any player can be selected by selection operation.
  • P3 in FIG. 11B is a confirmation screen.
  • player A is selected as the strengthening designated player and player B is selected as the player to be integrated is shown.
  • the selection result is notified to the game server 20.
  • the CPU 21 of the game server 20 calculates a parameter indicating a new ability value of the player card of the player A based on the received selection result, and accesses the user database 31 to obtain the player card data of the player B.
  • the CPU 21 transmits HTML data including a value indicating the new parameter increase degree to the communication terminal 10.
  • the communication terminal 10 causes the player card of the player A to overlap with the selected player card of the player A and the player card of the player B as shown in P4 of FIG. 11B and P5 of FIG. 11B.
  • An effect display is performed so that only the card is displayed.
  • P5 of FIG. 11B it is preferable to quantitatively display the degree of increase in the ability value of the player card of the player A to be strengthened (132% in the example of P5 in FIG. 11B).
  • the game execution means 524 has a function of executing a game part for playing a soccer match with another user's team.
  • management points are required to execute the game part, and strengthening points can be obtained by winning the game. That is, the value of the management point and reinforcement
  • the management point required (consumed) in one game is a value determined by the formation formed by the user's team. The user can rearrange the player cards that the user wants to participate in the game from among the player cards held by the user, but the consumption of management points is determined by the predetermined number of player cards that are desired to participate in the game .
  • the cost required for one game is assigned in advance for each player card, and the total cost of a predetermined number of players who want to participate in the game becomes the management point.
  • the management points are recovered (increased) by one point each time a predetermined time (for example, 1 minute) elapses, for example.
  • FIG. 12 is a flowchart showing a series of processes mainly executed by the CPU 21 of the game server 20 in order to realize the function of the game execution means 524.
  • FIG. 13 is a diagram illustrating an example of FLAG (flag) management data for managing a user so that the user is advantageous only for a predetermined period or a predetermined number of times after winning the game. .
  • the management data shown in FIG. 13 may be data recorded / updated in the game database 32, for example.
  • the default value of FLAG is set to “0” for each user.
  • FIG. 14 is a diagram illustrating an example of a web page displayed on the user communication terminal 10 realized by the function of the game execution unit 524.
  • the CPU 21 of the game server 20 determines the opponent of the user ID. A plurality of candidates are randomly determined from other user IDs included in the user database 31. At this time, it is preferable that the skill level of the candidate of the user who fights is the same skill level as the user who selected and operated menu m3.
  • CPU21 transmits the HTML data for displaying the web page which can select any candidate from the list
  • step S20 When an operation for selecting any candidate from a list of a plurality of opponent candidates is performed by the user (step S20: YES), a menu prompting an instruction to start a match with the opponent as shown in P6 of FIG. A web page containing is displayed. P6 in FIG. 14 also displays a planned value (seven points in the figure) of the management points after the game is executed.
  • the CPU 21 performs a process of determining a match result. In determining the match result, the CPU 21 accesses the user database 31 of the database server 30 via the database access unit 24, and the management point of the target user ID is equal to or greater than a predetermined amount required for the execution of the match.
  • the predetermined amount is decreased from the management point, and a parameter indicating the ability of the plurality of player cards associated with the two user IDs as the opponents is read out.
  • CPU21 determines the battle result between users based on the read parameter (step S40). For example, P7 in FIG. 14 shows a web page on which a game result including, for example, a score is displayed.
  • the determination method of winning or losing the battle can be any method as long as the player card parameter affects the winning or losing. For example, by comparing the total values of the parameters of a plurality of player cards held by two users as opponents, the user with the larger total value has a higher probability (for example, a predetermined probability within a range of 60 to 90%) ) May be set to win. The win rate may be higher as the difference between the total values of the parameters is larger.
  • a predetermined weighting is given to the parameter value of each item as a value representing the parameter of each player card ( For example, in the example of FIG. 6, the total ability value may be calculated by setting “offense” to 0.3, “defense” to 0.3, “technique” to 0.4, and the like.
  • step S50 When the CPU 21 determines that the user has won in the game triggered by the user selecting and operating the menu m3 (step S50: YES), the CPU 21 accesses the management data and corresponds to the user. While changing the value of the FLAG of the user ID from “0” to “1” (step S60), the data about the effective period (a predetermined period or a period for defining a predetermined number of times of play) with the value of the FLAG being “1” Is written (step S70). As will be described later, the difficulty level is changed in a part different from the game part so that the user is advantageous during the effective period in which the FLAG value is “1”.
  • the effective period of the FLAG is preferably limited to a predetermined period or a predetermined number of times of play. This is because, for example, if the FLAG is not set to an effective period and it is advantageous to the user for an indefinite period, for example, the profit obtained by the user who won the battle against the other user does not play against the other user. This is because it is considered that the game setting is too large and the game setting is not balanced. Further, if the validity period of the FLAG is indefinite, there may be a situation where the user does not continuously execute the game part, and it is preferable to avoid such a situation.
  • the CPU 21 sets the value of FLAG to “0” when the valid period of FLAG elapses.
  • the valid period can be arbitrarily set, but in the example shown in FIG. 13, the valid period is a specific date (for example, “until 2011.12.10” or the like) or “until the area where the user is currently playing” ends. Etc.
  • the HTML data for displaying the web page including the battle result is used as the two user IDs of the opponent.
  • the communication terminal 10 interprets the HTML data received from the game server 20 and displays a web page including the battle result on the display unit 16 as illustrated in P6 of FIG.
  • the web page includes text indicating advantageous contents in other parts given to the user by the victory of the user who selects and operates the menu m3.
  • the CPU 21 performs a process of writing details of the match result in the game database 32 via the database access unit 24.
  • the user Since the time from when the user selects the menu m3 on the top page illustrated in FIG. 8 until the web page including the battle result is displayed is extremely short (for example, several seconds), the user The result of the battle can be known in a very short period of time with only a simple operation. If the game is won, the user can obtain a certain amount of reinforcement points.
  • the determination unit 527 has a function of determining whether or not the progress of the game in the game part (an example of the first part) among a plurality of parts provided in the game satisfies a predetermined condition.
  • This function is realized, for example, when the CPU 21 makes a determination about the battle result in step S50 in FIG.
  • an example of the predetermined condition in the progress of the game is that the user who performed the selection operation of the menu m3 wins against other users.
  • the lottery execution means 525 has a function of executing a lottery part that makes it possible to obtain a player card by lottery.
  • the lottery part is preferably executed through an effect of taking out (drawing) one player card from the lottery box.
  • the player cards that appear by lottery are basically random, but the probability that a player card (so-called rare card) corresponding to a player with outstanding technical ability or a popular player will appear in the lottery is set very low.
  • the lottery part includes “a lottery by an ale point” in which a player card is drawn in exchange for a predetermined amount of ale points, and “a lottery by a coin” in which a lottery that is advantageous to the user is made by substantially charging the user.
  • the user can register his / her friends.
  • the maximum value of the number of friends that can be registered may be determined in advance.
  • a network service that enables exchanges on the network, such as message exchange, gift of items on the game or exchange of items, and sending (cheering) ale to friends, is provided between fellow users.
  • a user can obtain a certain amount of ale points by sending ale to a friend, and can perform a “lottery with an ale point” to draw a player card in exchange for a predetermined amount of ale points as a free lottery.
  • FIG. 15 is a display example of a web page that is displayed when the menu m4 (see FIG. 8) on the web page displayed on the communication terminal 10 is selected and prompts the user to execute a lottery with an ale point.
  • an ale point owned ale point
  • an ale point necessary for one lottery are displayed.
  • a lottery process is executed by selecting and operating a menu labeled “Lottery”.
  • a lottery process can take various methods. For example, a method of selecting one player card at random from each of a plurality of player cards to be drawn can be adopted. In this method, the probability (appearance probability) that each player card is selected is substantially the same. Further, it is possible to adopt a method in which an appearance probability or a range of appearance probabilities is determined in advance for each of a plurality of player cards to be selected, and one player card is selected according to the appearance probability.
  • the CPU 21 of the game server 20 determines a player card by performing a lottery process from a plurality of player cards provided in advance for a lottery with an ale point.
  • the CPU 21 accesses the user database 31 and decreases the ale point of the target user ID by a predetermined amount. Further, when the player card is drawn by lottery, the CPU 21 adds the player card data drawn by lottery from the target user ID data, and increases the value of the number of players by one.
  • the mission execution means 526 controls and conquers each user in turn with other teams in the prefectures of Japan nationwide in accordance with each user's operation on the communication terminal 10. It has a function to execute the mission part.
  • the play contents realized by the mission part will be described with reference to FIGS. 16 to 18 show examples of web pages showing the play contents realized by the mission part.
  • a display area 190 that divides and displays a plurality of areas in Japan and areas to be played.
  • a display area 191 for allowing the user to select is displayed.
  • the display area 191 includes a menu m15 for selecting and operating an area to be played by a pull-down method, and a menu m16 for confirming the selection result.
  • a menu m15 for selecting and operating an area to be played by a pull-down method
  • a menu m16 for confirming the selection result.
  • any area (“area 1” as an example in step S2 in FIG. 16) is designated by the menu m15 and the menu m16 is selected and operated, play of the designated area is started.
  • a plurality of areas in Japan are examples of a plurality of stages constituting a mission part play.
  • the play contents in the mission part include a training mode and a conquest.
  • FIG. 17 shows the flow of play in the training mode.
  • the practice stages running, pathwork practice, formation practice, shooting practice, practice game
  • steps S3 to S7 are performed.
  • the gauges 201 to 205 indicating the practice amount included in the web page of each stage are randomly expanded, as with the search rate in the scout part search process. extend. A certain amount of action points may be consumed each time the menu m20 is selected.
  • each of the gauges 201 to 204 reaches the right end (100%), it proceeds to the next practice stage.
  • step S7 the game proceeds to the conquest.
  • the user plays a match with another user selected at random in the conquest. If the game is won, it is determined that the user has conquered the area designated in step S2.
  • Other users who are opponents of the conquest may arbitrarily select from the same skill level, for example, but if the user has registered his / her area in advance at the time of user registration, FIG.
  • the user of the same skill level may be selected from other users who register the same area as the area selected by the user.
  • the confrontation method of the conquest may be the same method as the battle in the game part described above. FIG.
  • FIG. 18 is a diagram illustrating an example of a web page displayed on the communication terminal 10 when the user wins the conquest in a specific area (area 1 in FIG. 18). As shown in FIG. 18, in the image area 190, a mark (for example, a flag mark) indicating the conquest may be displayed in the conquered area.
  • a mark for example, a flag mark
  • the main functions of the game progress means 52 have been described above. As described above, in this game, the action points, management points, reinforcement points, ale points, and number of players displayed in the user data display area of FIG. 8 are the scout part, the reinforcement part, the game part, the lottery part, and It can vary depending on the execution of each part of the mission part.
  • the game progression means 52 further determines whether or not the part corresponding to the menu selected by the user can be executed based on each point or the number of players held by the user, and the part corresponding to the selected menu is executed. If not, a page including text for notifying the user that the selected part cannot be executed is displayed on the communication terminal 10.
  • the CPU 21 of the game server 20 accesses the user database 31 and performs a comparison process between the user action point data and the action point (predetermined value) required for the area to be searched to execute the scout part. Judgment is made.
  • the game progress means 52 for example, when increasing an action point with the passage of time, a timer built in the CPU 21 is operated, and when a predetermined time (for example, 3 minutes) elapses, the user database 31 is accessed and the action point is increased. Increment the value of point.
  • a predetermined time for example, 3 minutes
  • the changing means 528 is a second part (in this embodiment, a mission in this embodiment) that is different from the first part (in this embodiment, the game part) among a plurality of parts constituting the game when a predetermined condition is satisfied.
  • a function of changing the difficulty level of the game of the second part is provided so that the user is advantageous for a predetermined period or a predetermined number of times of play.
  • the function of the change means 528 is implement
  • the CPU 21 of the game server 20 refers to the management data, and when the FLAG value of the target user ID is “1”, the designated effective period (that is, a predetermined period or a predetermined number of times of play) In the meantime, a process of changing the difficulty level of the game in the mission part is performed so that the user is advantageous.
  • the process of changing the difficulty level of the game can take various methods depending on the nature of the game. For example, in the case of the game of this embodiment, the player card possessed by the user is advantageous in order to make the user advantageous during the battle. Or increase the parameter value of the player card held by that user's opponent (another user or a virtual opponent prepared by the CPU 21) only during the battle. Good.
  • the top page shown in FIG. 8 is displayed on the user's communication terminal 10.
  • the top page is provided with a plurality of menus m1 to m6 provided for starting execution of each of a plurality of parts to be played in the game.
  • the game progression means 52 is a scout part, a reinforcement part, a game part, a lottery part, and a formation part, respectively.
  • the part execution is started (steps S110 to S150).
  • the detailed processing of step S130 is as shown in FIG.
  • the FLAG value in the management data of the target user ID is set to “1” for a predetermined effective period when the user who performed the selection operation of the menu m3 wins the battle with other users.
  • the game progress means 52 first determines whether or not FLAG is “1” (step S160). When FLAG is “1”, all the player card parameters held by the user are increased by a predetermined number (for example, 500) so as to be advantageous to the user (step S170). When FLAG is “0”, the parameter of the player card held by the user is not changed. Thereafter, the mission part is executed (step S180). As described above, the play content in the mission part includes the training mode and the conquest. In the conquest, a match with another user selected at random is performed, but when FLAG is “1”, the parameter of the player card held by the user has increased, so FLAG is “0”. The difficulty level is changed so that the user is more advantageous in the conquest than in the case of
  • a user performs a match part (first part) and wins a match with another user, so that the mission part (second part) has a predetermined period.
  • the difficulty level of the game of the second part is changed so that the user is advantageous only for a predetermined number of plays. Therefore, it is possible to motivate the user to actively play the game part for the purpose of obtaining a good result by advantageously playing the game in the play of the mission part.
  • the motivation described above is particularly effective when the game part (first part) is not actively played by the user when the difficulty level of the mission part (second part) described above is not changed. .
  • the user can obtain reinforcement points by playing against other users and winning, but other methods for obtaining reinforcement points are provided on the game.
  • your team can be strengthened without having to play against other users.
  • a situation in which a battle with another user is not performed is conceivable. Such a situation is not a preferable situation because the user cannot enjoy the interests of the battle with other users, or the interaction between the users due to the battle can be hindered. Therefore, in the present embodiment, when the user executes the game part (first part) and satisfies a predetermined condition, the difficulty level when executing another part (second part) other than the game part The user is motivated to play the game part more actively.
  • the predetermined condition in the determination unit 527 is to win in a battle with another user as shown in step S50 in FIG. 12, but the predetermined condition is not limited to this and is set as appropriate. It can be done. For example, it is possible to determine that a predetermined condition has been satisfied when the match has ended, regardless of whether the match with another user has won or lost.
  • the period in which FLAG is set to “1” (that is, the period in which the difficulty level of the game is changed so as to be advantageous to the user) satisfies the predetermined condition in the determination unit 527,
  • the period is limited to a valid period described in the management data shown in FIG. 13 (a predetermined period or a period defining a predetermined number of plays).
  • the effective period may be set to a period until the area where the user is currently playing in the scout part or the mission part, for example. This motivates the user to execute the game part for the purpose of reducing the difficulty level of the game again in the next stage after the area being played is finished.
  • the FLAG value of the user ID corresponding to the user is “
  • the effective period in which the mission part (second part) is advantageous immediately after the change from “0” to “1” starts has been described, the present invention is not limited to this case.
  • the start timing of such an effective period may be determined by a user operation input after the FLAG value is changed to “1”.
  • step S170 of the flowchart of FIG. 19 all the player card parameters held by the user are increased by a predetermined number (for example, 500), but the present invention is not limited to this.
  • step S170 the probability of increasing all the parameters of player cards held by the user by a predetermined number may be increased. For example, if the mission part is set to increase the player card parameter held by the user with a certain probability, the probability is increased in step S170 of FIG.
  • the CPU 21 of the game server 20 performs a process of determining whether or not the player card parameter increases with a predetermined probability or a random probability, for example. If it is decided to increase the parameter, the process proceeds to step S170.
  • the player card whose parameter increases or the probability that the parameter increases increases may be a predetermined player card or a player card selected at random instead of all the player cards.
  • the first part and the second part can be appropriately set according to the nature of the game when the game is composed of a plurality of parts.
  • the first part corresponds to the game part and the second part corresponds to the mission part has been described, but the present invention is not limited to this.
  • the first part may correspond to the game part and the second part may correspond to the scout part.
  • the parameter of the player card increases in the area representative game of the area where the user is playing in the scout part, thereby making the game difficult in the scout part. You may comprise so that a degree may fall.
  • the settings of the first part and the second part may be performed for each user.
  • the game progress means 52 counts the number of executions for each user for each of the plurality of parts, sets the part with a relatively small number of executions as the first part, and the number of executions is relatively Many parts may be the second part. More preferably, the game progression means 52 sets the part with the smallest number of executions as the first part and the part with the largest number of executions as the second part.
  • the CPU 21 of the game server 20 operates a counter for counting the number of selection operations of each menu on the top page corresponding to each part for each user. Accordingly, the first part and the second part are dynamically set for each user. At this time, in each part, a predetermined condition in the progress status of the game and a change in the difficulty level of the game that will be advantageous to the user are stored in advance in storage means such as the ROM 22, and the CPU 21 stores the first part. And read from the ROM 22 in accordance with the setting result of the second part.
  • the game progression means 52 counts the execution time for each user for each of the plurality of parts, the part having a relatively short execution time is set as the first part, and the part having a relatively long execution time is set as the second part. Also good. More preferably, the game progress means 52 sets the part with the shortest execution time as the first part and the part with the longest execution time as the second part. In this way as well, it is possible to prompt the user to execute a part of low interest.
  • the CPU 21 stores the operation time of the menu of each part (for example, in the case of a scout part, menus m1, m10, m11) in the RAM 23 for each user, and the menu is operated first.
  • the timer is operated from the determined time, and the value of the timer in the time between the last operated time is calculated as the execution time. At this time, if the operation is not performed continuously for a predetermined time, it may be determined that there is a high possibility that the target menu is not being executed, and the timer may be reset.
  • the above-described game is provided to the user as an online game, it is considered that a more appropriate measurement value can be obtained by measuring the execution time than the number of executions of each part.
  • the first part and the second part for the team or group may be determined.
  • the first part and the second part for the entire user are determined based on the number of executions or execution time statistics (for example, average value, total value, etc.) of each part for all users participating in the game. May be.
  • the CPU 21 accumulates the number of executions or execution time measured for each user in units of teams or groups, or for the entire user, and identifies the first part and the second part based on the accumulated value. To do.
  • the game progress means 52 may determine the first part and the second part from the plurality of parts based on the user's execution status for each of the plurality of parts. That is, the identification of the first part and the second part is not limited to the number of executions or the execution time of each part. Information about the execution status of each part other than the execution time and the number of executions of each part includes, for example, the execution frequency (execution time or number of executions for each predetermined period) of each part, and the final execution time (for example, the last login or logout time) ) To the current time.
  • the user's execution status can determine whether the user is frequently executing a specific part among multiple parts (that is, whether the user is interested in playing a specific part or not) Any information may be used as long as it is information. For example, a part considered to be less interested for the user may be determined as the first part, and a part considered to be more interested for the user may be determined as the second part. As a result, by performing the first part that is considered to be of low interest to the user, an advantageous effect can be obtained in the second part that is considered of high interest to the user. The user can be prompted to execute the part. As a result, it is possible to construct a mechanism that allows the user to execute each part in a balanced manner.
  • a part that is considered to be highly interesting to the user may be determined as the first part, and a part that is considered to be less interesting to the user may be determined as the second part.
  • the CPU 21 of the game server 20 sequentially records login time and logout time in the user data, or a predetermined period (for example, for each part)
  • the execution frequency is calculated by counting the execution time or the number of executions within one week).
  • a predetermined threshold is set in advance to determine the first part or the second part for the data of each part relating to such execution status.
  • the changing unit 528 sets a predetermined period or a predetermined number of times that the user has an advantage in the second part based on the execution status of the first part and / or the second part. It may be changed.
  • the information related to the execution status of the first part and / or the second part includes the execution time and the number of executions of each part, for example, the execution frequency of each part, and the current time from the last execution time. It may be the elapsed time until. For example, a part with a relatively small number of executions or a relatively short execution time is defined as a first part, and a part with a relatively large number of executions or a relatively long execution time is defined as a second part.
  • the predetermined period during which the difficulty level of the second part decreases is long or the predetermined number of times is increased.
  • the profit received in this part increases.
  • the motivation to execute the first part becomes stronger, and a mechanism for allowing the user to execute each part in a well-balanced manner can be constructed.
  • the predetermined period during which the difficulty level in the second part decreases is increased.
  • the same effect can be obtained even if the predetermined number of times is increased.
  • the CPU 21 of the game server 20 acquires information on the execution status of the first part and / or the second part. For example, when the information regarding the execution status is set as the number of executions, the CPU 21 determines whether the user in the second part is based on the number of executions of the first part or the difference in the number of executions of the first part and the second part. A predetermined period of time or a predetermined number of times is determined. The determination method is such that the smaller the number of executions of the first part, or the greater the difference between the number of executions of the first part and the second part, the longer the predetermined period in which the user is advantageous in the second part, Alternatively, any method may be used as long as the predetermined number of times is increased.
  • the predetermined condition in the determination unit 527 may be changed based on the execution status of the first part and / or the second part.
  • a part with a relatively small number of executions or a relatively short execution time is defined as a first part
  • a part with a relatively large number of executions or a relatively long execution time is defined as a second part.
  • the predetermined condition regarding the progress of the game of the first part is more relaxed. As a result, it becomes easy to satisfy the predetermined condition, so that the motivation to execute the first part and obtain the profit (decrease in difficulty) in the second part becomes easy to work.
  • condition A which is a condition for winning a game against other users
  • condition B condition A, which is a condition for playing against other users
  • the CPU 21 of the game server 20 for example, if the number of executions of the first part is less than a predetermined threshold or the difference between the number of executions of the first part and the second part is greater than a predetermined threshold. If it is determined, condition B is applied as a predetermined condition, and the number of executions of the first part is equal to or greater than a predetermined threshold, or the difference between the number of executions of the first part and the second part is a predetermined threshold. If it is determined that the following is true, the condition A is applied as a predetermined condition.
  • the changing means 528 may decrease the difficulty level of the game for a longer predetermined period (for example, increase the player card parameter as described above) as the user is lower in level. Good.
  • the RAM 23 is provided with data in which a level is associated with a predetermined period for reducing the difficulty level of the game in advance.
  • the CPU 21 of the game server 20 accesses the user database 31 and reads the skill level of the target user ID when the condition of step S50 is satisfied in the flowchart of FIG. Then, the CPU 21 refers to the data in the RAM 23 and writes the effective period of the management data (see FIG. 13) based on a predetermined period corresponding to the level.
  • the changing means 528 has a predetermined integrated value of consumption of action points after winning another user in the game part (that is, after satisfying a predetermined condition in the first part). You may make it reduce the difficulty of a game (for example, increase the parameter of a player card as mentioned above) until it reaches a value. Thereby, the period when the difficulty level of the game of a scout part is changed so that a user may be advantageous can be flexibly set for every user. That is, the amount of action points consumed may vary from user to user or depending on the game situation of the user, but even in that case, the period during which the user is advantageous can be limited.
  • the CPU 21 of the game server 20 determines the action point every time the user consumes the action point in the scout part after the user has won another user in the game part. A process of calculating an integrated value of consumption and comparing the calculated integrated value with a predetermined value is performed.
  • each of the first part and the second part may be determined so as to include two or more parts.
  • parts A, B, C, and D are specified as the first part
  • parts C and D that have a relatively large number of executions. May be specified as the second part.
  • the predetermined condition in the determination performed by the determination unit 527 is based on the execution status of each of the first part and / or two or more parts constituting the second part. You may decide.
  • the change made by the changing means 528 that is, the predetermined period or the predetermined number of times that the difficulty level of the game of the second part is changed so that the user has an advantage in the second part is the first part and / or Or you may determine based on the execution condition of each of two or more parts which comprise a 2nd part.
  • the predetermined condition in the determination performed by the determination unit 527 may be set individually based on the execution status of each of the first part and / or two or more parts constituting the second part. . For example, when the number of executions of part B is less than part A among the parts A and B constituting the first part, the predetermined condition of determination means 527 for part B is set to that of part A.
  • the second part when a predetermined condition is satisfied, the second part (the book) different from the first part (the game part in the present embodiment) among the plurality of parts constituting the game.
  • the mission part is configured to include a changing means 528 having a function of changing the difficulty level of the game of the second part so that the user is advantageous only for a predetermined period or a predetermined number of times of play.
  • the present invention is not limited to changing the difficulty level of the game of the second part, and may be a case where a privilege on the game of the second part is given.
  • the benefits on the game include objects (for example, character cards) and items that can be used on the game of the second part. May be given to the user, or various points on the game of the second part may be given to the user.
  • the first part is provided with the above-described privilege in the game in the second part. The user is motivated to play the part.
  • another aspect of the present invention is a game control device that controls execution of a game including a plurality of parts to be played, Game progress means for progressing a game in each of the plurality of parts in accordance with a user operation; Determining means for determining whether or not the progress of the game in the first part among the plurality of parts satisfies a predetermined condition; A privilege granting means for granting a privilege on the game of a second part different from the first part among the plurality of parts when the predetermined condition is satisfied; May be provided.
  • a privilege granting means for example, when the CPU 21 of the game server 20 grants a player card with a high degree of rarity as a privilege to the user, when determining that a predetermined condition is satisfied, the user The information of the player card to be given to is written in the player database.
  • the game server 20 and the database server 30 on the network are configured to realize the functions of the respective units shown in FIG. 7, but the present invention is not limited to this configuration. All these means may be realized by the communication terminal 10, or at least a part of the means may be realized by the communication terminal 10. Since the communication terminal 10 and the game server 20 can have substantially the same hardware configuration, each function can be realized by the communication terminal 10 as described in the above embodiment. In that case, in the above-described embodiment, at least one of the user database and management data is stored in a storage device (RAM 13 or a HDD (Hard Disk Drive) (not shown)) in the communication terminal 10 of each user. Etc.) or may be stored in another storage device on the network, for example.
  • RAM 13 or a HDD Hard Disk Drive

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Abstract

Provided are a game control device, game control method, program, recording medium and game system that, when the game comprises multiple parts and is configured to allow a user to play individual parts, make it difficult for the situation of some parts not being played much to occur. The game server (20) controls the execution of a game, which comprises multiple parts to be played, and the control method thereof is as follows: Firstly, in response to user operation of a communication terminal (10), the game is advanced in the respective multiple parts. Determination is made whether or not the progression of the game in a first part among the multiple parts satisfies a prescribed condition. When the prescribed condition is satisfied, the difficulty of the game in a second part among the multiple parts, which differs from the first part, is modified so as to be advantageous to the user for a prescribed period or for a prescribed number of plays.

Description

ゲーム制御装置、ゲーム制御方法、プログラム、記録媒体、ゲームシステムGAME CONTROL DEVICE, GAME CONTROL METHOD, PROGRAM, RECORDING MEDIUM, GAME SYSTEM
 本発明は、プレイ対象となる複数のパートを含むゲームの実行を制御する技術に関する。 The present invention relates to a technique for controlling execution of a game including a plurality of parts to be played.
 近年、特定のサービス提供者によるソーシャルネットワーキングサービス(SNS)においてウェブブラウザ上で動作するAPI(Application Programming Interface)などの動作環境を基に作成されるゲーム用アプリケーションによって実行される、いわゆるソーシャルゲーム(Social Game)が普及している。ソーシャルゲームは、不特定多数のユーザ間でコミュニケーションをとりながらプレイするオンラインゲームの一種であると言える。ユーザは、インターネットに接続可能であり、かつウェブブラウザが搭載された通信端末を備えていれば、時間と場所を問わずソーシャルゲームを楽しむことができる。上述したソーシャルゲームでは、従来のオンラインゲームよりも、ユーザ間の交流を図るためのコミュニケーション機能が充実している点が特徴の1つとなっている。ソーシャルゲームでは、例えば、他のユーザ(仲間)との協力プレイのほか、仲間との挨拶や連絡など仲間とコミュニケーションを取ることによる情報交換、仲間との間のゲーム上のアイテムのプレゼントあるいはアイテムの交換が行なわれている。 In recent years, a so-called social game (Social) executed by a game application created based on an operating environment such as an API (Application Programming Interface) operating on a web browser in a social networking service (SNS) by a specific service provider. Game) is popular. It can be said that the social game is a kind of online game that is played while communicating among an unspecified number of users. If a user can connect to the Internet and has a communication terminal equipped with a web browser, the user can enjoy a social game regardless of time and place. One of the features of the above-described social game is that it has a richer communication function for interacting with users than conventional online games. In social games, for example, in addition to cooperative play with other users (friends), information exchange by communicating with friends such as greetings and contacts with friends, gifts of items on the game with friends or items An exchange has been made.
 上述したソーシャルゲームにおいて、ユーザが複数のパートの各々をプレイすることができるように構成されたものが知られている。例えば、非特許文献1には、「クエスト」、「バトル」、「合成」等のパートを含むソーシャルゲーム(ドラゴンコレクション(登録商標))が記載されている。非特許文献2,3には、「スカウト」、「試合」、「強化」、等のパートを含むソーシャルゲーム(プロ野球ドリームナイン(登録商標))が記載されている。 In the social game described above, a game that is configured so that a user can play each of a plurality of parts is known. For example, Non-Patent Document 1 describes a social game (Dragon Collection (registered trademark)) including parts such as “Quest”, “Battle”, and “Composition”. Non-patent documents 2 and 3 describe a social game (Pro Baseball Dream Nine (registered trademark)) including parts such as “Scout”, “Game”, and “Strengthening”.
 ところで、上述した従来のソーシャルゲームのように、ゲームが複数のパートからなりユーザが各々をプレイすることができるように構成されている場合、ゲームの性質あるいはゲームの設定等によっては、ユーザが特定のパートは頻繁にプレイする一方で、別のパートはあまりプレイしない場合があった。ゲームの制作者は複数のパートを満遍なくユーザがプレイすることを意図してゲームを制作しているが、あまりプレイしないパートが存在することは、ゲームの興趣性をユーザが十分に味わうことができない点で好ましくない。 By the way, when the game is composed of a plurality of parts and can be played by each user as in the conventional social game described above, the user can specify the game depending on the nature of the game or the game settings. One part played frequently, while another part did not play much. Game creators are making games with the intention of the user to play multiple parts evenly, but there are parts that do not play so much that the user cannot fully enjoy the fun of the game It is not preferable in terms.
 本発明は上述した観点に鑑みてなされたもので、ゲームが複数のパートからなりユーザが各々のパートをプレイすることができるように構成されている場合に、一部のパートがあまりプレイされないという状況を生じ難くしたゲーム制御装置、ゲーム制御方法、プログラム、記録媒体、ゲームシステムを提供することを目的とする。 The present invention has been made in view of the above-described viewpoints, and when a game is composed of a plurality of parts and configured so that the user can play each part, some parts are not played much. It is an object of the present invention to provide a game control device, a game control method, a program, a recording medium, and a game system that are less likely to cause a situation.
 本発明の第1の観点は、プレイ対象となる複数のパートを含むゲームの実行を制御するゲーム制御装置であって、
 ユーザの操作に応じて、前記複数のパートの各々におけるゲームを進行させるゲーム進行手段と、
 前記複数のパートのうち第1のパートにおけるゲームの進行状況が所定の条件を満たすか否かを判定する判定手段と、
 前記所定の条件を満たした場合に、前記複数のパートのうち前記第1のパートとは異なる第2のパートにおいて、所定期間又は所定回数分のプレイだけ、前記ユーザが有利になるように第2のパートのゲームの難易度を変更する変更手段と、
 を備える。
A first aspect of the present invention is a game control device that controls execution of a game including a plurality of parts to be played,
Game progress means for progressing a game in each of the plurality of parts in accordance with a user operation;
Determining means for determining whether or not the progress of the game in the first part among the plurality of parts satisfies a predetermined condition;
When the predetermined condition is satisfied, the second part is configured so that the user is advantageous only for a predetermined period or a predetermined number of times of play in a second part different from the first part among the plurality of parts. Change means for changing the difficulty level of the game of the part,
Is provided.
 このゲーム制御装置では、ゲームの複数のパートのうち第1のパートにおけるゲームの進行状況が所定の条件を満たすと、ユーザが有利になるように第2のパートのゲームの難易度が変更される。そのため、ユーザは、当初は第1のパート自体にそれほど興味がなくあまりプレイせずに第2のパートを頻繁にプレイする場合であっても、第2のパートで有利な状況を得るために第1のパートをプレイするように動機付けられる。よって、このゲーム制御装置によれば、ゲームが複数のパートからなりユーザが各々をプレイすることができるように構成されている場合に、一部のパートがあまりプレイされないという状況を生じ難くすることができる。
 また、第2のパートのゲームの難易度が変更されるのは、所定期間又は所定回数分のプレイだけに限られる。仮に、無期限に第2のパートのゲームの難易度が変更されてしまうと、ユーザが第1のパートのプレイを継続的にプレイしない状況が考えられ、そのような状況を回避することが好ましい。
In this game control device, when the progress of the game in the first part among the plurality of parts of the game satisfies a predetermined condition, the difficulty level of the game of the second part is changed so that the user is advantageous. . Therefore, even if the user does not have much interest in the first part itself at first and plays the second part frequently without playing much, the first part is to obtain an advantageous situation in the second part. Motivated to play one part. Therefore, according to this game control device, when the game is configured to include a plurality of parts and the user can play each of them, it is difficult to cause a situation in which some parts are not played so much. Can do.
Further, the difficulty level of the game of the second part is changed only for a predetermined period or a predetermined number of times of play. If the difficulty level of the game of the second part is changed indefinitely, a situation where the user does not continuously play the first part can be considered, and it is preferable to avoid such a situation. .
 上記ゲーム制御装置において、前記ゲーム上のキャラクタと、キャラクタの能力を表すキャラクタデータとを対応付けて記憶する記憶手段、を備え、前記第2のパートは、前記ユーザによる操作対象となるキャラクタの能力に基づいてゲームを進行させるものであって、前記変更手段は、前記第2のパートにおいて、前記ユーザによる操作対象となるキャラクタの能力が高くなるように、当該キャラクタに対応するキャラクタデータを変更してもよい。
 この明細書において「キャラクタ」とは、例えばゲーム上の仮想的な人物や生物、若しくはモンスター等であり、それらがカードに表示されているものをも含む。キャラクタの能力を表すキャラクタデータとは、例えば、キャラクタの攻撃力・防御力やレベル、キャラクタの保持する能力等のデータであってよい。
 このゲーム制御装置によれば、ユーザは、自らの操作対象となるキャラクタの能力が高くなることで、第2のパートのゲームを進行させやすくなるという利益が得られうる。ユーザはその利益を得るために、第1のパートのプレイを積極的に行うことが動機付けられる。
The game control device further includes a storage unit that stores the character on the game in association with character data representing the ability of the character, and the second part is the ability of the character to be operated by the user. The changing means changes the character data corresponding to the character so that the ability of the character to be operated by the user is enhanced in the second part. May be.
In this specification, the “character” is, for example, a virtual person, creature, or monster on a game, and includes those displayed on a card. The character data representing the character's ability may be, for example, data such as the character's attack power / defense power and level, and the character's ability to hold.
According to this game control device, the user can obtain a benefit that it is easier to advance the game of the second part by increasing the ability of the character to be operated. In order to obtain the profit, the user is motivated to play the first part actively.
 上記ゲーム制御装置において、前記ゲーム上のキャラクタと、キャラクタの能力を表すキャラクタデータとを対応付けて記憶する記憶手段、を備え、前記第2のパートは、前記ユーザによる操作対象となるキャラクタの能力に基づいてゲームを進行させるものであって、前記変更手段は、前記第2のパートにおいて、前記ユーザによる操作対象となるキャラクタの能力が高くなるように当該キャラクタに対応するキャラクタデータを変更する確率を増加させてもよい。
 このゲーム制御装置によれば、ユーザは、自らの操作対象となるキャラクタの能力が高くなる確率が増加することで、第2のパートのゲームを進行させやすくなる可能性が高くなる、という利益が得られうる。ユーザはその利益を得るために、第1のパートのプレイを積極的に行うことが動機付けられる。
The game control device further includes a storage unit that stores the character on the game in association with character data representing the ability of the character, and the second part is the ability of the character to be operated by the user. A probability of changing the character data corresponding to the character so that the ability of the character to be operated by the user is enhanced in the second part. May be increased.
According to this game control device, there is an advantage that the possibility that the user will easily progress the game of the second part increases by increasing the probability that the ability of the character to be operated becomes higher. Can be obtained. In order to obtain the profit, the user is motivated to play the first part actively.
 上記ゲーム制御装置において、ユーザと、当該ユーザが利用可能なゲーム上のポイントとを対応付けて記憶する第2の記憶手段、を備え、前記第2のパートは、前記ポイントが所定値以下になった場合にゲームの進行が抑制されるものであって、前記変更手段は、前記第2のパートにおいて、前記所定の条件を満たしたユーザに対応するポイントの消費量を少なくさせてもよい。
 このゲーム制御装置によれば、ユーザは、ポイントの消費量が低下することでポイントが所定値以下になるまでの時間が長くなるため、第2のパートのプレイを長く行うことができる、という利益が得られうる。ユーザはその利益を得るために、第1のパートのプレイを積極的に行うことが動機付けられる。
The game control device includes a second storage unit that stores a user and a point on the game that can be used by the user in association with each other, and the second part has the point equal to or lower than a predetermined value. In the second part, the change means may reduce the consumption of points corresponding to the user who satisfies the predetermined condition in the second part.
According to this game control device, since the time until the point becomes equal to or less than the predetermined value is increased due to the reduced point consumption, the user can play the second part longer. Can be obtained. In order to obtain the profit, the user is motivated to play the first part actively.
 上記ゲーム制御装置において、前記第2のパートは、複数のステージから構成されており、前記第2のパートの前記所定期間は、前記所定の条件を満たしたユーザがプレイ中のステージが終了するまでの期間であってもよい。なお、ステージとは、ゲーム上で区切られた範囲あるいは構成単位を示すものである。この場合、ユーザがプレイ中のステージを終了した後、次のステージで再度ゲームの難易度を低くする目的で、ユーザは、第1のパートをプレイすることが動機付けられる。 In the game control device, the second part is composed of a plurality of stages, and during the predetermined period of the second part, a stage that is being played by a user who satisfies the predetermined condition is completed. It may be a period. The stage indicates a range or a structural unit divided on the game. In this case, after the user finishes the stage being played, the user is motivated to play the first part for the purpose of reducing the difficulty level of the game again in the next stage.
 ユーザと、当該ユーザのゲーム上のレベルとを対応付けて記憶する第3の記憶手段、を備え、前記第2のパートの前記所定期間は、前記所定の条件を満たしたユーザのレベルが低いほど長く設定されてもよい。これにより、レベルが低いユーザ、つまり初級レベルのユーザに対しては、上級レベルのユーザよりも相対的に長期間の間、ゲームの難易度が低くなる。そのため、初級レベルのユーザであるほど実質的にゲームを有利に進行させやすく設定することができる。なお、ゲーム上のレベルは、例えば、対戦型ゲームにおいてユーザ、若しくはユーザが操作するキャラクタ等の強さの段階を表す数値であるほか、ユーザのプレイ時間の合計値、ユーザのゲームの実行回数(ゲームがネットワークを介して提供される場合には、ユーザのログイン回数等)などであってもよい。 Third storage means for storing the user and the level of the user in association with each other, and the predetermined period of the second part is lower as the level of the user who satisfies the predetermined condition is lower It may be set longer. Thereby, the difficulty of a game becomes low for a user with a low level, that is, a user at an elementary level for a relatively long period of time as compared with a user at an advanced level. Therefore, it is possible to set the game so that the user of the beginner level can progress the game more advantageously. The level on the game is, for example, a numerical value indicating the strength level of the user or the character operated by the user in the competitive game, the total value of the user's play time, the number of times the user has executed the game ( If the game is provided via a network, it may be the number of logins of the user.
 上記ゲーム制御装置において、ユーザと、当該ユーザが利用可能なゲーム上のポイントとを対応付けて記憶する第2の記憶手段、を備え、前記第2のパートは、前記ポイントが所定値以下になった場合にゲームの進行が抑制されるものであって、前記第2のパートの前記所定期間は、前記所定の条件を満たしたユーザの、前記所定の条件を満たしてからの前記ポイントの消費量の積算値が所定の値に達するまでの期間であってもよい。この構成では、ユーザが有利になるように第2のパートのゲームの難易度が変更される所定期間を、ユーザ毎に柔軟に設定することができる。すなわち、ポイントの消費量は、ユーザ毎に、あるいはユーザのゲーム状況によって変わる場合が考えられるが、その場合でもユーザが有利になる期間を制限することができる。 The game control device includes a second storage unit that stores a user and a point on the game that can be used by the user in association with each other, and the second part has the point equal to or lower than a predetermined value. The progress of the game is suppressed, and the amount of the points consumed by the user who satisfies the predetermined condition after the predetermined condition is satisfied during the predetermined period of the second part It may be a period until the integrated value reaches a predetermined value. In this configuration, a predetermined period during which the difficulty level of the game of the second part is changed so that the user is advantageous can be flexibly set for each user. That is, the point consumption may vary from user to user or depending on the game situation of the user, but even in that case, the period during which the user is advantageous can be limited.
 上記ゲーム制御装置において、前記ゲーム進行手段は、前記複数のパートの各々に対するユーザの実行状況に基づいて、前記複数のパートの中から前記第1のパートと前記第2のパートを決定してもよい。ここで、ユーザによるパートの「実行状況」とは、例えば、パートの実行時間、実行回数、実行頻度(所定期間毎の実行時間又は実行回数)、最終実行時刻(例えば、最終ログイン又はログアウト時刻)から現在時刻までの経過時間等であってもよい。つまり、ユーザの実行状況は、そのユーザが複数のパートの中で特定のパートを頻繁に実行しているか否か(つまり、特定のパートをプレイすることに興味が高いか低いか)を判別可能となる情報であれば如何なる情報であってもよい。例えば、ユーザにとって興味が低いと考えられるパートを第1のパートとし、ユーザにとって興味が高いと考えられるパートを第2のパートとして決定してもよい。これにより、ユーザにとって興味が低いと考えられる第1のパートを行うことで、ユーザにとって興味が高いと思われる第2のパートにおいて有利な効果を得ることができるために、興味が低い第1のパートの実行をユーザに促すことができる。 また逆に、ユーザにとって興味が高いと考えられるパートを第1のパートとし、ユーザにとって興味が低いと考えられるパートを第2のパートとして決定してもよい。第1のパートをさらに頻繁に実行して所定の条件を満たすことで、例えば第2のパートで利用可能な強力なアイテム等が入手できれば、そのアイテムを使って普段あまりプレイしていない第2のパートもプレイしてみようという動機付けになる。 In the game control device, the game progression means may determine the first part and the second part from the plurality of parts based on a user execution situation for each of the plurality of parts. Good. Here, the “execution status” of the part by the user is, for example, part execution time, execution frequency, execution frequency (execution time or execution frequency for each predetermined period), and final execution time (for example, final login or logout time). The elapsed time from the current time to the current time may be used. In other words, the user's execution status can determine whether the user is frequently executing a specific part among multiple parts (that is, whether the user is interested in playing a specific part or not) Any information may be used as long as it is information. For example, a part considered to be less interested for the user may be determined as the first part, and a part considered to be more interested for the user may be determined as the second part. As a result, by performing the first part that is considered to be of low interest to the user, an advantageous effect can be obtained in the second part that is considered of high interest to the user. The user can be prompted to execute the part. Conversely, a part that is considered to be highly interesting to the user may be determined as the first part, and a part that is considered to be of low interest to the user may be determined as the second part. By executing the first part more frequently and satisfying the predetermined condition, for example, if a powerful item that can be used in the second part can be obtained, the second part that is not usually played with that item is used. Motivation to play the part.
 上記ゲーム制御装置において、前記ゲーム進行手段は、前記複数のパートの各々に対するユーザの実行回数又は実行時間を計数し、実行回数が相対的に少ない、又は実行時間が相対的に短いパートを前記第1のパートとし、実行回数が相対的に多い、又は実行時間が相対的に長いパートを前記第2のパートとしてもよい。これにより、ユーザにとって興味が低いと考えられる実行回数の少ないパート、又は実行時間が短いパートを行うことで、ユーザにとって興味が高いと思われる実行回数の多いパート、又は実行時間が長いパートにおいて有利な効果を得ることができるために、興味が低いパートの実行をユーザに促すことができる。 In the above game control device, the game progression means counts the number of executions or execution times of the user for each of the plurality of parts, and selects the part with a relatively small number of executions or a relatively short execution time. One part may be used, and a part having a relatively large number of executions or a relatively long execution time may be used as the second part. As a result, it is advantageous for a part with a high number of executions or a part with a long execution time that seems to be of high interest to the user by performing a part with a low execution number considered to be of low interest to the user or a part with a short execution time. Therefore, it is possible to prompt the user to execute a part with low interest.
 上記ゲーム制御装置において、前記変更手段は、前記第1のパート、及び/又は、前記第2のパートの実行状況に基づいて、前記第2のパートの前記所定期間、又は前記所定回数を変更してもよい。例えば、実行回数が相対的に少ない、又は実行時間が相対的に短いパートを第1のパートとし、実行回数が相対的に多い、又は実行時間が相対的に長いパートを第2のパートとする場合、第1のパートの実行回数が相対的に少ない、又は実行時間が相対的に短いほど、第2のパートにおいて難易度が低下する所定期間が長く、又は所定回数が多くなり、第2のパートで受ける利益が増大する。これにより、第1のパートを実行しようとする動機付けがより強くなり、各パートをバランス良くユーザに実行させる仕組みを構築することができる。なお、第1のパートと第2のパートの実行回数の差が相対的に大きい、又は実行時間の差が相対的に大きいほど、第2のパートにおいて難易度が低下する所定期間を長く、又は所定回数を多くしても同様の効果が得られる。 In the game control device, the changing unit changes the predetermined period of the second part or the predetermined number of times based on the execution status of the first part and / or the second part. May be. For example, a part with a relatively small number of executions or a relatively short execution time is defined as a first part, and a part with a relatively large number of executions or a relatively long execution time is defined as a second part. In this case, as the number of executions of the first part is relatively small or the execution time is relatively short, the predetermined period during which the difficulty level of the second part decreases is long, or the predetermined number of times is increased. The profit received in the part increases. As a result, the motivation to execute the first part becomes stronger, and a mechanism for allowing the user to execute each part in a well-balanced manner can be constructed. As the difference in the number of executions between the first part and the second part is relatively large, or the difference in execution time is relatively large, the predetermined period during which the difficulty level decreases in the second part, or The same effect can be obtained even if the predetermined number of times is increased.
 上記ゲーム制御装置において、前記所定の条件を、前記第1のパート、及び/又は、前記第2のパートの実行状況に基づいて変動させるようにしてもよい。例えば、実行回数が相対的に少ない、又は実行時間が相対的に短いパートを第1のパートとし、実行回数が相対的に多い、又は実行時間が相対的に長いパートを第2のパートとする場合、第1のパートの実行回数が相対的に少ない、又は実行時間が相対的に短いほど、第1のパートのゲームの進行状況に関する所定の条件をより緩和する。これにより、所定の条件を満たすことが容易となるため、第1のパートを実行して第2のパートにおける利益(難易度が低下すること)を得るようにする動機付けが働きやすくなり、各パートをバランス良くユーザに実行させる仕組みを構築することができる。なお、第1のパートと第2のパートの実行回数の差が相対的に大きい、又は実行時間の差が相対的に大きいほど、第1のパートのゲームの進行状況に関する所定の条件をより緩和しても同様の効果が得られる。 In the game control device, the predetermined condition may be changed based on an execution situation of the first part and / or the second part. For example, a part with a relatively small number of executions or a relatively short execution time is defined as a first part, and a part with a relatively large number of executions or a relatively long execution time is defined as a second part. In this case, as the number of executions of the first part is relatively small or the execution time is relatively short, the predetermined condition regarding the progress of the game of the first part is more relaxed. As a result, it becomes easy to satisfy the predetermined condition, so that the motivation to execute the first part and obtain the profit (decrease in difficulty) in the second part becomes easy to work. It is possible to build a mechanism that allows the user to execute parts in a balanced manner. It should be noted that as the difference in the number of executions between the first part and the second part is relatively large or the difference in execution time is relatively large, the predetermined condition regarding the progress of the game of the first part is more relaxed. However, the same effect can be obtained.
 本発明の第2の観点は、プレイ対象となる複数のパートを含むゲームの実行を制御するゲーム制御方法であって、
 ユーザの操作に応じて、前記複数のパートの各々におけるゲームを進行させるステップと、
 前記複数のパートのうち第1のパートにおけるゲームの進行状況が所定の条件を満たすか否かを判定するステップと、
 前記所定の条件を満たした場合に、前記複数のパートのうち前記第1のパートとは異なる第2のパートにおいて、所定期間又は所定回数分のプレイだけ、前記ユーザが有利になるように第2のパートのゲームの難易度を変更するステップと、
 を含む。
A second aspect of the present invention is a game control method for controlling execution of a game including a plurality of parts to be played,
Proceeding the game in each of the plurality of parts in response to a user operation;
Determining whether the progress of the game in the first part among the plurality of parts satisfies a predetermined condition;
When the predetermined condition is satisfied, the second part is configured so that the user is advantageous only for a predetermined period or a predetermined number of times of play in a second part different from the first part among the plurality of parts. Changing the difficulty level of the part game,
including.
 本発明の第3の観点は、プレイ対象となる複数のパートを含むゲームの実行を制御するために、コンピュータに、
 ユーザの操作に応じて、前記複数のパートの各々におけるゲームを進行させる機能と、
 前記複数のパートのうち第1のパートにおけるゲームの進行状況が所定の条件を満たすか否かを判定する機能と、
 前記所定の条件を満たした場合に、前記複数のパートのうち前記第1のパートとは異なる第2のパートにおいて、所定期間又は所定回数分のプレイだけ、前記ユーザが有利になるように第2のパートのゲームの難易度を変更する機能と、
 を実現させるためのプログラムである。
According to a third aspect of the present invention, in order to control execution of a game including a plurality of parts to be played,
A function of advancing a game in each of the plurality of parts in accordance with a user operation;
A function of determining whether the progress of the game in the first part among the plurality of parts satisfies a predetermined condition;
When the predetermined condition is satisfied, the second part is configured so that the user is advantageous only for a predetermined period or a predetermined number of times of play in a second part different from the first part among the plurality of parts. With the ability to change the difficulty of the game of the part,
It is a program for realizing.
 コンピュータは、例えばネットワークサーバ、大型計算機等であってよい。また、このプログラムは、DVD-ROMやCD-ROM等のコンピュータが読み取り可能な記録媒体に格納されてもよい。
 すなわち、本発明の第4の観点は、前記プログラムを記録したことを特徴とする、コンピュータ読み取り可能な記録媒体である。
The computer may be a network server, a large computer, or the like, for example. Further, this program may be stored in a computer-readable recording medium such as a DVD-ROM or a CD-ROM.
That is, a fourth aspect of the present invention is a computer-readable recording medium in which the program is recorded.
 本発明の第5の観点は、ユーザによって操作される通信端末と、当該通信端末とネットワークを介して接続され、プレイ対象となる複数のパートを含むゲームの実行を制御するサーバと、を備えたゲームシステムであって、
 ユーザの操作に応じて、前記複数のパートの各々におけるゲームを進行させるゲーム進行手段、
 前記複数のパートのうち第1のパートにおけるゲームの進行状況が所定の条件を満たすか否かを判定する判定手段、及び、
 前記所定の条件を満たした場合に、前記複数のパートのうち前記第1のパートとは異なる第2のパートにおいて、所定期間又は所定回数分のプレイだけ、前記ユーザが有利になるように第2のパートのゲームの難易度を変更する変更手段
 の各手段を、前記通信端末又は前記サーバのいずれか一方が備える。
A fifth aspect of the present invention includes a communication terminal operated by a user, and a server that is connected to the communication terminal via a network and controls execution of a game including a plurality of parts to be played. A game system,
Game progress means for progressing a game in each of the plurality of parts in accordance with a user operation;
Determining means for determining whether or not the progress of the game in the first part among the plurality of parts satisfies a predetermined condition; and
When the predetermined condition is satisfied, the second part is configured so that the user is advantageous only for a predetermined period or a predetermined number of times of play in a second part different from the first part among the plurality of parts. Either the communication terminal or the server includes each means of changing means for changing the difficulty level of the part game.
実施形態のゲームシステムの基本構成を示す図。The figure which shows the basic composition of the game system of embodiment. 実施形態の通信端末の外観の例を示す図。The figure which shows the example of the external appearance of the communication terminal of embodiment. 実施形態の通信端末の外観の例を示す図。The figure which shows the example of the external appearance of the communication terminal of embodiment. 実施形態の通信端末の構成を示すブロック図。The block diagram which shows the structure of the communication terminal of embodiment. 実施形態のゲームサーバの構成を示すブロック図。The block diagram which shows the structure of the game server of embodiment. 実施形態のデータベースサーバの構成を示すブロック図。The block diagram which shows the structure of the database server of embodiment. データベースサーバに含まれるユーザデータベースの構成例を示す図。The figure which shows the structural example of the user database contained in a database server. 実施形態のゲーム制御装置で主要な役割を果たす機能を説明するための機能ブロック図。The functional block diagram for demonstrating the function to play main roles with the game control apparatus of embodiment. 本実施形態のゲームのトップページを表示例を示す図。The figure which shows the example of a display of the top page of the game of this embodiment. ユーザがスカウトパートを実行するときのウェブページの一例を示す図。The figure which shows an example of a web page when a user performs a scout part. ユーザがスカウトパートを実行するときのウェブページの一例を示す図。The figure which shows an example of a web page when a user performs a scout part. ユーザが強化パートを実行するときのウェブページの一例を示す図。The figure which shows an example of a web page when a user performs an reinforcement | strengthening part. ユーザが強化パートを実行するときのウェブページの一例を示す図。The figure which shows an example of a web page when a user performs an reinforcement | strengthening part. 試合パートが実行されるときのフローチャートの一例を示す図。The figure which shows an example of the flowchart when a game part is performed. ユーザごとにフラグを管理する管理データの構成を例示する図。The figure which illustrates the structure of the management data which manages a flag for every user. ユーザが試合パートを実行するときのウェブページの一例を示す図。The figure which shows an example of a web page when a user performs a game part. ユーザが抽選パートを実行するときのウェブページの一例を示す図。The figure which shows an example of a web page when a user performs a lottery part. ミッションパートを実行するときのウェブページの一例を示す図。The figure which shows an example of the web page when performing a mission part. ミッションパートを実行するときのウェブページの一例を示す図。The figure which shows an example of the web page when performing a mission part. ミッションパートを実行するときのウェブページの一例を示す図。The figure which shows an example of the web page when performing a mission part. 実施形態のゲームサーバの主要な処理の一例を示すフローチャート。The flowchart which shows an example of the main processes of the game server of embodiment.
 本発明は、2011年12月21日に日本国特許庁に出願された特願2011-279303の特許出願、及び2012年10月12日に日本国特許庁に出願された特願2012-226735の特許出願に関連しており、当該出願の内容のすべてが参照によってこの明細書に組み込まれる。 The present invention relates to Japanese Patent Application No. 2011-279303 filed with the Japan Patent Office on December 21, 2011, and Japanese Patent Application No. 2012-226735 filed with the Japan Patent Office on October 12, 2012. Related to patent applications, the entire contents of which are incorporated herein by reference.
 (1)ゲームシステムの構成
 図1は、実施形態のゲームシステムのシステム構成例を示している。図1に示すように、このゲームシステムは、例えばインターネットなどの通信網NW(ネットワーク)に接続可能な通信端末10a,10b,10c,…と、通信網NWに接続されているゲームサーバ20と、データベースサーバ30とによって構成されている。各通信端末10a,10b,10c,…はそれぞれ、個々のユーザによって操作される端末であり、例えば、携帯端末、スマートフォン、PDA(Personal Digital Assistant)、パーソナルコンピュータ、双方向の通信機能を備えたテレビジョン受像機(いわゆる多機能型のスマートテレビも含む。)などの通信端末である。なお、以下の説明において、各通信端末10a,10b,10c,…に共通して言及するときには、通信端末10と表記する。
 このゲームシステムにおいて、ゲームサーバ20は、クライアントである通信端末10と通信可能に構成されており、通信端末10に対してゲーミングサービスを提供する。ゲームサーバ20には、ゲーム用アプリケーションとしてウェブブラウザ上で動作可能なアプリケーションが実装されている。データベースサーバ30は、ゲームを実行する上での後述する様々な情報を格納しており、それらの情報の読み書きのためにゲームサーバ20と例えば有線で接続される。
 通信端末10は、ゲームサーバ20によって提供されるウェブページを表示可能なウェブブラウザを備えており、ユーザは、通信端末10をウェブページ上で操作してゲームを実行する。
(1) Configuration of Game System FIG. 1 shows a system configuration example of a game system according to the embodiment. As shown in FIG. 1, the game system includes communication terminals 10a, 10b, 10c,... That can be connected to a communication network NW (network) such as the Internet, a game server 20 connected to the communication network NW, The database server 30 is configured. Each of the communication terminals 10a, 10b, 10c,... Is a terminal operated by an individual user, for example, a mobile terminal, a smartphone, a PDA (Personal Digital Assistant), a personal computer, a television having a bidirectional communication function. A communication terminal such as a John receiver (including a so-called multi-function smart TV). In the following description, when referring to the communication terminals 10a, 10b, 10c,.
In this game system, the game server 20 is configured to be able to communicate with the communication terminal 10 that is a client, and provides a gaming service to the communication terminal 10. The game server 20 is mounted with an application operable on a web browser as a game application. The database server 30 stores various information to be described later in executing the game, and is connected to the game server 20 by, for example, a wire for reading and writing the information.
The communication terminal 10 includes a web browser capable of displaying a web page provided by the game server 20, and the user operates the communication terminal 10 on the web page to execute a game.
 また、図1には図示していないが、ゲームサーバ20とは別に各通信端末10のユーザを認証するための認証サーバを設けてもよい。また、多くの通信端末10からのアクセスを受け入れるために複数のゲームサーバ20を設ける場合は、その複数のゲームサーバ20間の負荷を調整するためのロードバランサを設けてもよい。また、ゲームサーバ20は単一のサーバ装置として構成してもよいが、機能を分散させた複数のサーバ装置として構成してもよい。
 データベースサーバ30は、ゲームを実行する上での後述する様々な情報を格納しており、それらの情報の読み書きのためにゲームサーバ20と例えば有線で接続される。
Although not shown in FIG. 1, an authentication server for authenticating the user of each communication terminal 10 may be provided separately from the game server 20. Further, when a plurality of game servers 20 are provided in order to accept access from many communication terminals 10, a load balancer for adjusting a load between the plurality of game servers 20 may be provided. The game server 20 may be configured as a single server device, but may be configured as a plurality of server devices having distributed functions.
The database server 30 stores various information to be described later in executing the game, and is connected to the game server 20 by, for example, a wire for reading and writing the information.
 (2)通信端末の構成
 図2A、図2B及び図3を参照して通信端末10について説明する。
 図2A、図2Bはそれぞれ、通信端末10の外観の例を示す図であって、図2Aは、例えば折り畳み式の携帯端末(携帯電話機)などの釦入力方式の通信端末を例示したものであり、図2Bは、例えばスマートフォンなどのタッチパネル入力方式の通信端末を例示したものである。図3は、通信端末10の内部構成を示すブロック図である。
 図3に示すように、通信端末10は、CPU(Central Processing Unit)11、ROM(Read Only Memory)12、RAM(Random Access Memory)13、画像処理部14、指示入力部15、表示部16、及び、信号送受信部としての無線通信インタフェース部17を備えており、各部間の制御信号あるいはデータ信号を伝送するためのバス18が設けられている。
(2) Configuration of Communication Terminal The communication terminal 10 will be described with reference to FIGS. 2A, 2B, and 3.
2A and 2B are diagrams each showing an example of the appearance of the communication terminal 10, and FIG. 2A exemplifies a button input type communication terminal such as a foldable mobile terminal (mobile phone), for example. FIG. 2B illustrates a touch panel input type communication terminal such as a smartphone. FIG. 3 is a block diagram showing an internal configuration of the communication terminal 10.
As shown in FIG. 3, the communication terminal 10 includes a CPU (Central Processing Unit) 11, a ROM (Read Only Memory) 12, a RAM (Random Access Memory) 13, an image processing unit 14, an instruction input unit 15, a display unit 16, A wireless communication interface unit 17 serving as a signal transmission / reception unit is provided, and a bus 18 for transmitting a control signal or a data signal between the units is provided.
 CPU11は、ROM12内のウェブブラウザをRAM13にロードして実行する。そして、CPU11は、指示入力部15等によってユーザに入力されるURL(Uniform Resource Locator)の適切な指定に基づき、無線通信インタフェース部17を介して、ゲームサーバ20からウェブページを表示するためのデータ、すなわち、HTML(HyperText Markup Language)文書や当該文書と関連付けられた画像などのオブジェクトのデータ(以下、総称して適宜「HTMLデータ」と表記する。)を無線通信インタフェース部17を介して取得し、そのHTMLデータを解釈する。なお、通信端末10には、ウェブブラウザのブラウザ機能を拡張するための様々なプラグインが実装されていてよい。
 なお、HTMLデータの取得に当たって、CPU11は、予め登録されたユーザID(ユーザ識別情報)、あるいは指示入力部15を介して入力されるユーザIDを含むアクセス要求メッセージを、無線通信インタフェース部17を介してゲームサーバ20へ通知する。
The CPU 11 loads the web browser in the ROM 12 into the RAM 13 and executes it. The CPU 11 then displays data for displaying a web page from the game server 20 via the wireless communication interface unit 17 based on appropriate designation of a URL (Uniform Resource Locator) input to the user by the instruction input unit 15 or the like. That is, data of an object such as an HTML (HyperText Markup Language) document and an image associated with the document (hereinafter, collectively referred to as “HTML data” as appropriate) is acquired via the wireless communication interface unit 17. The HTML data is interpreted. The communication terminal 10 may be mounted with various plug-ins for extending the browser function of the web browser.
In acquiring the HTML data, the CPU 11 sends an access request message including a user ID (user identification information) registered in advance or a user ID input via the instruction input unit 15 via the wireless communication interface unit 17. To the game server 20.
 ウェブブラウザは、画像処理部14を介して、取得したHTMLデータに基づき、ゲームサーバ20から提供されるウェブページを表示部16に表示する。また、ウェブブラウザは、ユーザが指示入力部15の操作によってウェブページ上のハイパーリンク(Hyperlink)またはメニューが選択されると、その選択に応じたウェブページを表示するための新たなHTMLデータの送信(つまり、ウェブページの更新)をゲームサーバ20へ要求する。 The web browser displays the web page provided from the game server 20 on the display unit 16 based on the acquired HTML data via the image processing unit 14. When the user selects a hyperlink or menu on the web page by operating the instruction input unit 15, the web browser transmits new HTML data for displaying the web page according to the selection. (That is, update of the web page) is requested to the game server 20.
 画像処理部14は、HTMLデータの解析結果としてCPU11から与えられる表示用画像データに基づいて、表示部16にウェブページを表示する。表示部16は、例えば、マトリクス状に画素単位で配置された薄膜トランジスタを含むLCD(Liquid Cristal Display)モニタであり、表示用画像データに基づいて薄膜トランジスタを駆動することでウェブページの画像を表示画面16aに表示する。 The image processing unit 14 displays a web page on the display unit 16 based on the display image data given from the CPU 11 as the analysis result of the HTML data. The display unit 16 is, for example, an LCD (Liquid-Cristal-Display) monitor including thin film transistors arranged in units of pixels in a matrix, and displays an image of a web page by driving the thin film transistors based on display image data. To display.
 通信端末10が釦入力方式の通信端末(図2A)である場合、指示入力部15は、ユーザの操作入力を受け入れるための方向指示釦と決定釦などの複数の指示入力釦を含む釦群15a、及び、テンキーなどの複数の指示入力釦を含む釦群15bを備え、各釦の押下(操作)入力を認識してCPU11へ出力するためのインタフェース回路を含む。例えば、方向指示釦は、表示部16に表示されているウェブページをスクロールして表示することをCPU11へ指示するために設けられる。また、決定釦は、例えばウェブページ上で複数のハイパーリンクまたはメニューが表示されるときに、アクティブ表示(例えば強調表示)されている1つのハイパーリンクまたはメニューをユーザが選択することをCPU11へ指示するために設けられる。なお、通信端末10を小型の携帯端末によって構成する場合には、これらの釦は、ユーザが通信端末10を片手で保持したままその親指で操作(クリック)しやすいように、通信端末10の前面に配置されていることが好ましい。図2Aに示す例では、釦群15bは、釦群15aの下方に配置され、「0」~「9」、「*」、「#」(テンキー)が表記された複数の指示入力釦を含む。 When the communication terminal 10 is a button input type communication terminal (FIG. 2A), the instruction input unit 15 includes a button group 15a including a plurality of instruction input buttons such as a direction instruction button and a decision button for accepting a user operation input. And a button group 15b including a plurality of instruction input buttons such as a numeric keypad, and includes an interface circuit for recognizing a pressing (operation) input of each button and outputting it to the CPU 11. For example, the direction instruction button is provided to instruct the CPU 11 to scroll and display the web page displayed on the display unit 16. The determination button instructs the CPU 11 that the user selects one hyperlink or menu that is actively displayed (for example, highlighted) when, for example, a plurality of hyperlinks or menus are displayed on a web page. To be provided. When the communication terminal 10 is configured by a small portable terminal, these buttons are provided on the front surface of the communication terminal 10 so that the user can easily operate (click) with the thumb while holding the communication terminal 10 with one hand. It is preferable to arrange | position. In the example shown in FIG. 2A, the button group 15b is arranged below the button group 15a and includes a plurality of instruction input buttons on which “0” to “9”, “*”, and “#” (ten keys) are written. .
 通信端末10がタッチパネル入力方式の通信端末(図2B)である場合、指示入力部15は、主として表示画面16aに指先あるいはペンで触れることによるタッチパネル方式の入力を受け付ける。タッチパネル入力方式は、静電容量方式などの公知の方式でよい。なお、図2Bに示すように、通信端末10がタッチパネル入力方式の場合であっても釦群15aが設けられる場合もある。 When the communication terminal 10 is a touch panel input type communication terminal (FIG. 2B), the instruction input unit 15 mainly accepts touch panel type input by touching the display screen 16a with a fingertip or a pen. The touch panel input method may be a known method such as a capacitance method. As illustrated in FIG. 2B, the button group 15a may be provided even when the communication terminal 10 is a touch panel input method.
 通信端末10に表示されるウェブページ上のメニューの選択操作は、例えば通信端末10が携帯端末である場合には、方向指示釦の押下操作によってメニューを選択し、決定釦の押下操作によって、選択したメニューを確定することによって行われる。また、選択操作は、例えば通信端末10がタッチパネル入力方式の場合には、ウェブページが表示されている表示画面16a上のメニューの位置を指あるいはペンで指示(タッチ操作)することによって行われる。 For example, when the communication terminal 10 is a portable terminal, the menu selection operation on the web page displayed on the communication terminal 10 is selected by pressing the direction instruction button and selecting by pressing the enter button. This is done by confirming the selected menu. Further, for example, when the communication terminal 10 is a touch panel input method, the selection operation is performed by instructing (touch operation) a menu position on the display screen 16a on which the web page is displayed with a finger or a pen.
 (3)ゲームサーバの構成
 図4を参照してゲームサーバ20の構成について説明する。
 ゲームサーバ20は、例えば階層構造の複数のウェブページからなるゲームのウェブサイトを管理しており、通信端末10に対してゲームのウェブサービスを提供する。図3に示すように、ゲームサーバ20は、CPU21、ROM22、RAM23、データベース(DB)アクセス部24、及び、無線通信インタフェース部25を備えており、各部間の制御信号あるいはデータ信号を伝送するためのバス26が設けられている。なお、ゲームサーバ20は、ハードウエアに関しては汎用のウェブサーバと同一の構成をとることができる。
(3) Configuration of Game Server The configuration of the game server 20 will be described with reference to FIG.
The game server 20 manages a game website including a plurality of hierarchical web pages, for example, and provides a game web service to the communication terminal 10. As shown in FIG. 3, the game server 20 includes a CPU 21, a ROM 22, a RAM 23, a database (DB) access unit 24, and a wireless communication interface unit 25, for transmitting control signals or data signals between the units. Bus 26 is provided. In addition, the game server 20 can take the same structure as a general-purpose web server regarding hardware.
 ROM22には、クライアントである通信端末10のウェブブラウザに対してHTML文書や画像などのオブジェクトの表示(ウェブページの表示)のサービスを提供するアプリケーションプログラムが格納されている。ROM22には、アプリケーションプログラム以外にもCPU21によって参照される各種データが格納されている。
 CPU21は、ROM22内のゲームプログラムをRAM23にロードして実行し、無線通信インタフェース部25を介して、各種の処理を行う。
The ROM 22 stores an application program that provides a service for displaying an object such as an HTML document or an image (displaying a web page) to the web browser of the communication terminal 10 that is a client. The ROM 22 stores various data referred to by the CPU 21 in addition to the application program.
The CPU 21 loads the game program in the ROM 22 to the RAM 23 and executes it, and performs various processes via the wireless communication interface unit 25.
 例えば、CPU21は、無線通信インタフェース部25を介して、HTMLデータを通信端末10宛に送信する。なお、ゲームサーバ20が通信端末10のユーザの認証処理を行う場合には、CPU21はその認証処理を行う。
 CPU21は、通信インタフェース部を介して、通信端末10で表示されるウェブページ上でユーザにより選択されたハイパーリンクまたはメニューに応じた処理を行う。その処理は、例えば、新たなHTMLデータの送信、または、ゲームサーバ20内の演算処理あるいはデータ処理などを含む。
 データベースアクセス部24は、CPU21がデータベースサーバ30に対してデータの読み書きを行うときのインタフェースである。
For example, the CPU 21 transmits HTML data to the communication terminal 10 via the wireless communication interface unit 25. In addition, when the game server 20 performs the authentication process of the user of the communication terminal 10, the CPU 21 performs the authentication process.
CPU21 performs the process according to the hyperlink or menu selected by the user on the web page displayed on the communication terminal 10 via a communication interface part. The processing includes, for example, transmission of new HTML data, arithmetic processing in the game server 20 or data processing.
The database access unit 24 is an interface when the CPU 21 reads / writes data from / to the database server 30.
 (4)データベースサーバの構成
 データベースサーバ30は、大容量のハードディスク装置やRAID(Redundant Arrays of Inexpensive Disks)等の形態の装置等、汎用ストレージで実現できる。データベースサーバ30内の各データベースは、ゲームサーバ20のデータベースアクセス部24を介してCPU21からのデータの読み書きが可能となるように構成されている。
 図5に、データベースサーバ30の構成の一例を示す。図5に示すように、データベースサーバ30は、ユーザデータベース31と、ゲームデータベース32とを備える。
(4) Configuration of Database Server The database server 30 can be realized by a general-purpose storage such as a large-capacity hard disk device or a device such as RAID (Redundant Arrays of Inexpensive Disks). Each database in the database server 30 is configured to be able to read and write data from the CPU 21 via the database access unit 24 of the game server 20.
FIG. 5 shows an example of the configuration of the database server 30. As shown in FIG. 5, the database server 30 includes a user database 31 and a game database 32.
 本実施形態のゲームサーバ20によって実現されるゲームのタイプは特に限定されるものではないが、以下では、実施形態の説明の便宜上、ゲームサーバ20によって実現されるゲームの一例として、サッカー形式のデジタルカードゲームを採り上げる。
 サッカー形式のデジタルカードゲームは、ユーザがサッカー選手に対応する選手カードを収集することによって自らのチームを作り上げ、他のユーザのチームとサッカーの試合をする、あるいは技能レベルごとのサッカーのリーグ戦を戦うように構成されているゲームである。サッカー形式のデジタルカードゲームは、複数のパート(部分)から構成されており、例えば、自らのチームを作り上げていくために選手カードを探索するスカウトパートや、抽選によって選手カードを入手することを可能とする抽選パート、あるいは2枚以上の選手カードを一体化して選手カードの能力を上昇させる強化パート等が設けられている。
 サッカー形式のデジタルカードゲームに実装されている各パートについては、後述する。
The type of game realized by the game server 20 of the present embodiment is not particularly limited, but in the following, as an example of a game realized by the game server 20 for convenience of description of the embodiment, a soccer-style digital Pick up a card game.
A soccer-style digital card game is a game in which a user collects player cards corresponding to soccer players to create his own team and play a soccer game with other users' teams, or a soccer league game for each skill level. A game that is structured to fight. A soccer-style digital card game is composed of multiple parts (parts). For example, it is possible to obtain a player card by scouting or searching for player cards in order to build up their own team. A lottery part, or a strengthening part that increases the ability of a player card by integrating two or more player cards is provided.
Each part implemented in the soccer-style digital card game will be described later.
 図6に、上述したサッカー形式のデジタルカードゲームにおいて適用されるユーザデータベース31の一例を示す。この例では、ユーザデータベース31は、ユーザID(ユーザ識別情報)ごとに、表示名/表示画像、技能レベル、行動ポイント、運営ポイント、強化ポイント、エールポイント、選手数、所持コイン、仲間のユーザID、保有カードの画像データ、及び保有カードのパラメータの各項目についての情報を含む。ユーザデータベース31に含まれる情報は、ゲームサーバ20によって逐次更新されうる。 FIG. 6 shows an example of a user database 31 applied in the above-described soccer-style digital card game. In this example, the user database 31 has a display name / display image, a skill level, an action point, an operation point, a strengthening point, an ale point, a player's number, a coin owned, and a fellow user ID for each user ID (user identification information). , Information about each item of possessed card image data and possessed card parameters. Information included in the user database 31 can be updated sequentially by the game server 20.
 以下の説明では、ユーザデータベース31に含まれるユーザID、あるいはユーザを特定する表示名(後述する)ごとのデータを総称してユーザデータという。ユーザデータを構成する各項目のデータは、以下のとおりである。
・表示名/表示画像
 ゲームの実行時に通信端末10のユーザを特定するために表示される表示名及び表示画像である。表示名はユーザによって予め指定される所定長以下のテキストであり、表示画像は例えばユーザによって予め選択されるアバタ画像である。表示名は、ゲームサーバ20によって提供されるネットワーク環境(あるいはゲームコミュニティ)上でユーザを特定する名称である。
・技能レベル
 ゲーム上のユーザの技能レベル示すデータである。例えばLv1(レベル1)からLv100(レベル100)までの範囲のレベル値であり、例えばゲームにおけるスカウトパートの探索を継続的に行うことで順次技能レベルが上がるように構成される。
・行動ポイント
 上記サッカー形式のデジタルカードゲームにおいて、ユーザによるゲーム上のスカウトを行う上で必要となるポイントである。行動ポイントは、スカウトパートをプレイすることで低減し、所定の時間が経過する毎に回復(増加)する値である。
・運営ポイント
 上記サッカー形式のデジタルカードゲームにおいて、ユーザによるゲーム上の対戦を行う上で必要となるポイントである。運営ポイントは、他のユーザとの対戦等によって低減し、所定の時間が経過する毎に回復(増加)する値である。
・強化ポイント
 上記サッカー形式のデジタルカードゲームにおいて、ユーザによる選手カードの強化(後述する一体化処理)を行う上で必要となるポイントである。強化ポイントは、選手カードの強化を行うことで低減し、他のユーザとの対戦で勝利するか、あるいは所定の時間が経過する毎に回復(増加)する値である。
・エールポイント
 上記サッカー形式のデジタルカードゲームにおいて、仲間へ応援メッセージの送信することでユーザが取得するポイントである。
・選手数
 ユーザが保有する選手カードの数である。選手数は、スカウトパートや強化パートの実行によって増減する。選手数の最大値(例えば、60)は予め規定されている。
・所持コイン
 ユーザがゲーム上で有料機能を利用するときに必要となるゲーム上の仮想通貨(コイン)の所持額である。所持コインは、ユーザがゲーム上で有料機能を利用したときに消費(低減)し、ユーザが、サービス提供者等に所定の方法で実際の金銭を支払うことでその支払額に応じて増加する。
・仲間のユーザID
 対象とするユーザIDの仲間である他のユーザIDのデータである。
・保有カードの画像データ
 上記サッカー形式のデジタルカードゲームの場合、保有カードの画像データは、ユーザが保持する選手カードについての画像を含むデータである。
・保有カードのパラメータ
 保有カードのパラメータは、選手カードの能力値を示すデータである。例えば、図6に示すように、パラメータの項目として「オフェンス」,「ディフェンス」,「テクニック」の各々の各能力値が含まれてもよい。なお、選手カードはゲーム上のキャラクタの一例であり、選手カードのパラメータはキャラクタデータの一例である。
In the following description, user IDs included in the user database 31 or data for each display name (to be described later) that identifies a user are collectively referred to as user data. The data of each item constituting the user data is as follows.
Display name / display image A display name and a display image that are displayed to identify the user of the communication terminal 10 when the game is executed. The display name is a text of a predetermined length or less designated in advance by the user, and the display image is an avatar image selected in advance by the user, for example. The display name is a name that identifies the user on the network environment (or game community) provided by the game server 20.
Skill level This is data indicating the skill level of the user on the game. For example, it is a level value in the range from Lv1 (level 1) to Lv100 (level 100). For example, the skill level is sequentially increased by continuously searching for a scout part in the game.
-Action point It is a point required in order to perform a game scout by the user in the above-mentioned soccer-style digital card game. The action point is a value that decreases by playing the scout part and recovers (increases) every time a predetermined time elapses.
-Management point It is a point required when a user plays a game on the above-mentioned soccer card game. The management point is a value that is reduced by a battle with another user or the like and is recovered (increased) every time a predetermined time elapses.
Strengthening point In the soccer-style digital card game, it is a point necessary for strengthening a player card by a user (integration processing described later). The strengthening point is a value that is reduced by strengthening the player card and is recovered (increased) every time the player wins a battle with another user or a predetermined time elapses.
-Ale Point In the above soccer-style digital card game, it is a point that the user acquires by sending a cheer message to a friend.
-Number of players This is the number of player cards held by the user. The number of players increases or decreases depending on the execution of the scout part and the reinforcement part. The maximum number of players (for example, 60) is defined in advance.
-Owned coin This is the amount of possessed virtual currency (coin) on the game that is required when the user uses the paid function on the game. The possessed coins are consumed (reduced) when the user uses a paid function on the game, and the user pays actual money to the service provider or the like by a predetermined method, and increases according to the amount paid.
・ Friend's user ID
This is data of another user ID that is a friend of the target user ID.
-Image data of possession card In the case of the above-mentioned soccer-style digital card game, the image data of the possession card is data including an image of the player card retained by the user.
-Owned card parameter The owned card parameter is data indicating the ability value of the player card. For example, as shown in FIG. 6, each ability value of “offense”, “defense”, and “technique” may be included as parameter items. The player card is an example of a character on the game, and the player card parameter is an example of character data.
 図5に戻り、ゲームデータベース32は、ゲームサーバ20からのアクセスに基づき、ゲームサーバ20によって実行されたゲーム結果に関する情報を記憶、更新する。ゲーム結果に関する情報は、ゲームの性質によって多様な情報を含みうる。サッカー形式のデジタルカードゲームの場合を例に挙げれば、ゲーム結果に関する情報は、異なるユーザID同士の対戦の結果(スコア等)、特定の技能レベルの複数のユーザIDの間のリーグ戦の結果(スコア、ランキング等)などを含む。 Returning to FIG. 5, the game database 32 stores and updates information related to the game result executed by the game server 20 based on the access from the game server 20. Information related to game results may include various information depending on the nature of the game. For example, in the case of a soccer-style digital card game, information on game results includes results of battles between different user IDs (scores, etc.), results of league battles between a plurality of user IDs of specific skill levels ( Score, ranking, etc.).
 (5)ゲーム制御装置における各機能の概要
 本実施形態では、ゲームサーバ20及びデータベースサーバ30によってゲーム制御装置が構成されている。以下では、上述したサッカー形式のデジタルカードゲームが適用される場合を例として、本実施形態のゲーム制御装置で実現される機能について、図7を参照して説明する。図7は、本実施形態のゲーム制御装置で主要な役割を果たす機能を説明するための機能ブロック図である。
 なお、以下の説明において、通信端末10に表示されるウェブページ上で表示されるメニュー、マーク等はウェブページ上で所望の位置に配置されるものであって、通信端末10で視認されるメニュー、マーク等の表示画面上の位置は、ユーザの方向指示釦によるウェブページのスクロール操作によって変化しうる。
(5) Overview of Functions in Game Control Device In the present embodiment, the game control device is configured by the game server 20 and the database server 30. Below, the function implement | achieved with the game control apparatus of this embodiment is demonstrated with reference to FIG. 7, taking the case where the digital card game of the soccer format mentioned above is applied as an example. FIG. 7 is a functional block diagram for explaining functions that play a main role in the game control apparatus of the present embodiment.
In the following description, menus, marks and the like displayed on the web page displayed on the communication terminal 10 are arranged at desired positions on the web page, and are menus visually recognized on the communication terminal 10. The position of the mark on the display screen can be changed by scrolling the web page by the user's direction instruction button.
 登録手段51は、例えば通信端末10に提供するウェブページ上での通信端末10への適切な操作入力に基づいてユーザの要求を認識し、登録処理を行う。この場合の登録手段51は、例えば以下のとおり実行される。ゲームサーバ20のCPU21は、無線通信インタフェース部25を介して通信端末10から登録要求メッセージを受信する。登録要求メッセージは、ゲームサーバ20から提供されるウェブページ上での通信端末10に対する所定の操作(例えば、所定のメニューの選択操作、テキスト入力等)によって自動的に生成されるように、ウェブページが構成されていてもよい。登録要求メッセージには、送信元の通信端末10を特定するための情報(例えばIPアドレス、メールアドレス等)が含まれていてもよく、あるいは、ユーザが既に同一のサービス提供者による他のゲームを利用している場合には、そのユーザIDが含まれていてもよい。
 CPU21は、登録要求メッセージを受信し、登録要求メッセージにユーザIDが含まれていない場合には、ユーザIDを新規に発行してそのユーザIDの登録処理を行った後、登録処理が完了した旨のメッセージを通信端末10へ送信する。CPU21は、登録要求メッセージを受信し、登録要求メッセージにユーザIDが含まれている場合には、そのユーザIDの登録処理を行った後、登録処理が完了したことを示す登録完了メッセージを通信端末10へ送信する。
 登録が完了すると、CPU21は、ユーザIDに対応するユーザデータを生成し、ユーザデータベース31に格納する。
The registration unit 51 recognizes a user request based on an appropriate operation input to the communication terminal 10 on a web page provided to the communication terminal 10, for example, and performs a registration process. The registration means 51 in this case is executed as follows, for example. The CPU 21 of the game server 20 receives a registration request message from the communication terminal 10 via the wireless communication interface unit 25. The registration request message is automatically generated by a predetermined operation (for example, a predetermined menu selection operation, text input, etc.) on the communication terminal 10 on the web page provided from the game server 20. May be configured. The registration request message may include information (for example, IP address, e-mail address, etc.) for specifying the communication terminal 10 as the transmission source, or the user has already played another game by the same service provider. If used, the user ID may be included.
When the CPU 21 receives the registration request message and the registration request message does not include the user ID, the CPU 21 issues a new user ID and performs registration processing of the user ID, and then the registration processing is completed. Is sent to the communication terminal 10. When the CPU 21 receives the registration request message and the registration request message includes a user ID, the CPU 21 performs registration processing of the user ID, and then transmits a registration completion message indicating that the registration processing is completed to the communication terminal. 10 to send.
When the registration is completed, the CPU 21 generates user data corresponding to the user ID and stores it in the user database 31.
 登録手段51はまた、ユーザIDに基づく申請を契機として当該ユーザIDを他のユーザIDと関係付けて登録してもよい。すなわち、登録手段51は、ユーザIDに基づく申請を契機として、他のユーザIDを「仲間」として登録する。なお、以下の説明では、ユーザIDが仲間の関係にあることと、対応するユーザが仲間の関係にあることとは、同義である。
 この場合の登録手段51は例えば、以下のとおり実行される。ゲームサーバ20のCPU21は、無線通信インタフェース部25を介して、あるユーザIDに対応するユーザの通信端末10から、仲間になりたいユーザID(あるいは、対応する表示名)を指定した申請メッセージ(申請)を受け付ける。この申請メッセージの送信は、ユーザの通信端末10に提供されるウェブページの機能として予め設定されている。CPU21は、申請メッセージを受け付けると、申請メッセージに含まれるユーザIDに基づくアクセスがあったタイミングで、そのユーザIDに対応する通信端末10宛に、他のユーザIDに基づく申請を承認するか否かを返信することを要求するためのウェブページを表示させるHTMLデータを送信する。その申請を承認することが返信されれば、CPU21は、両者を仲間として登録する。具体的には、CPU21は、ユーザデータベース31内の対応する2つのユーザIDのユーザデータにアクセスして、「仲間のユーザID」の箇所(図6参照)にデータを書き込む。
The registration unit 51 may also register the user ID in association with another user ID triggered by an application based on the user ID. That is, the registration unit 51 registers another user ID as a “mate” with an application based on the user ID as a trigger. In the following description, it is synonymous that the user ID is in a friend relationship and that the corresponding user is in a friend relationship.
The registration means 51 in this case is executed as follows, for example. The CPU 21 of the game server 20 applies an application message (application) specifying a user ID (or a corresponding display name) that the user wants to become a friend from the communication terminal 10 of the user corresponding to a certain user ID via the wireless communication interface unit 25. Accept. Transmission of this application message is preset as a function of a web page provided to the user's communication terminal 10. When receiving the application message, the CPU 21 approves an application based on another user ID to the communication terminal 10 corresponding to the user ID at the timing when the access is based on the user ID included in the application message. HTML data for displaying a web page for requesting the reply is transmitted. If it is replied that the application is approved, the CPU 21 registers both as friends. Specifically, the CPU 21 accesses the user data of the corresponding two user IDs in the user database 31 and writes the data in the location of “mate user ID” (see FIG. 6).
 ゲーム進行手段52は、通信端末10に対するユーザの操作に応じて、通信端末10に表示されるウェブページを逐次更新するためのHTMLデータを送信することで、ゲームを進行させる。例示のサッカー形式のデジタルカードゲーム(以下、適宜単に「ゲーム」と略記する。)は、ユーザのプレイ対象となる以下の複数のパート(部分)からなる。 The game progress means 52 advances the game by transmitting HTML data for sequentially updating web pages displayed on the communication terminal 10 in accordance with a user operation on the communication terminal 10. An exemplary soccer-format digital card game (hereinafter simply abbreviated as “game”) includes a plurality of parts (portions) to be played by the user.
・スカウトパート:自らのチームを作り上げていくために選手カードを探索するパート
・強化パート:2枚以上の選手カードを一体化して選手カードの能力を上昇させるパート
・試合パート:他のユーザのチームとサッカーの対戦するパート
・抽選パート:抽選によって選手カードを入手することを可能とするパート
・ミッションパート:自らのチームで日本全国の都道府県を制覇していくパート
・ Scout part: Part that searches for player cards to build up their own team ・ Strengthening part: Part that unites two or more player cards to increase the ability of player cards ・ Game part: Team of other users Part and lottery part where soccer fights: Part and mission part that makes it possible to obtain player cards by lottery: Part that conquers prefectures throughout Japan with their own team
 スカウトパート及びミッションパートには、それぞれ後述するチーム代表戦や制覇戦が含まれており、これらの対戦が選手カード(キャラクタ)の能力を示すパラメータ(キャラクタデータ)に基づいて行われる。つまり、スカウトパート及びミッションパートはそれぞれ、ユーザによる操作対象となる選手カード(キャラクタ)の能力に基づいてゲームを進行させる第2のパートの例である。
 スカウトパートは、後述するように、行動ポイントを消費してプレイが進行する。行動ポイントが所定値以下になった場合には、ユーザはプレイできず、時間が経過して行動ポイントが回復するまで待機する必要がある。つまり、スカウトパートは、ポイントが所定値以下になった場合にゲームの進行が抑制されるパートの一例である。
Each of the scout part and the mission part includes a team representative game and a conquest game, which will be described later, and these battles are performed based on parameters (character data) indicating the ability of the player card (character). That is, each of the scout part and the mission part is an example of a second part that advances the game based on the ability of the player card (character) to be operated by the user.
As described later, the scout part consumes action points and plays. When the action point becomes a predetermined value or less, the user cannot play and needs to wait until the action point recovers after a lapse of time. That is, the scout part is an example of a part in which the progress of the game is suppressed when the point becomes a predetermined value or less.
 図7に示したように、ゲーム進行手段52は、表示手段521、スカウト実行手段522、強化実行手段523、試合実行手段524、抽選実行手段525、ミッション実行手段526、判定手段527、及び、変更手段528を含む。スカウト実行手段522、強化実行手段523、試合実行手段524、抽選実行手段525、及びミッション実行手段526はそれぞれ、ゲームにおいて、スカウトパート、強化パート、試合パート、抽選パート、及びミッションパートを実行する。
 なお、ゲーム進行手段52を実行するに当たり、ゲームサーバ20のCPU21は、ウェブページ上に表示される各メニューに、ゲームを進行させるためのいずれかのパートを予め割り当てている。そして、CPU21は、通信端末10においてウェブページ上のメニューが選択されたときに、選択されたメニューについての情報を通信端末10から受信し、受信した情報に基づいて、選択されたメニューに割り当てられたパートを実行する。
As shown in FIG. 7, the game progress means 52 includes a display means 521, a scout execution means 522, a reinforcement execution means 523, a game execution means 524, a lottery execution means 525, a mission execution means 526, a determination means 527, and a change. Means 528 are included. The scout execution means 522, the reinforcement execution means 523, the game execution means 524, the lottery execution means 525, and the mission execution means 526 each execute a scout part, a reinforcement part, a game part, a lottery part, and a mission part in the game.
In executing the game progress means 52, the CPU 21 of the game server 20 assigns in advance any part for progressing the game to each menu displayed on the web page. Then, when the menu on the web page is selected in the communication terminal 10, the CPU 21 receives information about the selected menu from the communication terminal 10, and is assigned to the selected menu based on the received information. Execute the part.
 表示手段521は、ゲームで実行される複数のパートが各々割り当てられた複数のメニューを通信端末10に表示させる。具体的には、CPU21は、複数のメニューを含むウェブページを表示するためのHTMLデータを生成して通信端末10宛に送信する。後述するように、ゲームでは、スカウトパート、強化パート、試合パート、抽選パート、及びミッションパートの各パートの実行に伴ってゲーム上のポイントが消費される。 The display means 521 causes the communication terminal 10 to display a plurality of menus each assigned a plurality of parts to be executed in the game. Specifically, the CPU 21 generates HTML data for displaying a web page including a plurality of menus, and transmits the HTML data to the communication terminal 10. As will be described later, in the game, points on the game are consumed with the execution of each part of the scout part, the reinforcement part, the game part, the lottery part, and the mission part.
 表示手段521によって通信端末10に表示されるゲームのトップページの例を図8に示す。このトップページは、個々のユーザIDに応じたウェブページで構成される。図8に例示されるトップページは、ユーザデータ表示領域、選手画像表示領域、メニュー表示領域を含む。
 ユーザデータ表示領域は、対象となるユーザIDのユーザデータに含まれる、技能レベル、行動ポイント、運営ポイント、強化ポイント、エールポイント、選手数、仲間の各項目のデータ(図6参照)が表示される領域である。なお、ユーザデータ表示領域に表示される項目で、X/Yの形式で表記されているポイントまたは数は、Xがユーザの保有するポイントまたは数であり、Yがそのポイントまたは数の最大値であることを示す。例えば、選手数が「40/60」と表記されていれば、ユーザが保有する選手カードが40枚であり、最大で保有可能な選手カードの枚数が60枚であることを示す。
 選手画像表示領域は、対象となるユーザIDのユーザデータに含まれる複数の選手カードのうちユーザによって予め指定された選手カードの画像が表示される領域である。
 メニュー表示領域は、サッカー形式のデジタルカードゲームに設けられる複数のパート(スカウトパート、強化パート、試合パート、抽選パート、フォーメーションパート、ミッションパート)に対応した基本メニューとして、「スカウト」、「強化」、「試合」、「抽選」、「フォーメーション」、「ミッション」の各メニューm1~m6が表示される領域である。つまり、ゲームで実行される複数のパートが各々割り当てられた複数のメニューが、通信端末10に表示されるウェブページの所定の位置にそれぞれ配置される。なお、メニューm5に対応するフォーメーションパートは、ユーザの操作に応じて選手キャラクタによるチームのフォーメーションの入れ替え、選手キャラクタのポジションの変更等を行うパートである。
An example of the top page of the game displayed on the communication terminal 10 by the display means 521 is shown in FIG. This top page is composed of web pages corresponding to individual user IDs. The top page illustrated in FIG. 8 includes a user data display area, a player image display area, and a menu display area.
In the user data display area, skill level, action point, management point, strengthening point, yell point, number of players, and data of each item of fellows included in the user data of the target user ID (see FIG. 6) are displayed. Area. It should be noted that in the items displayed in the user data display area, the point or number written in the X / Y format is that X is the point or number held by the user, and Y is the maximum value of the point or number. Indicates that there is. For example, if the number of players is described as “40/60”, it indicates that the user has 40 player cards and the maximum number of player cards that can be held is 60.
The player image display area is an area in which an image of a player card designated in advance by the user among a plurality of player cards included in the user data of the target user ID is displayed.
The menu display area is a basic menu corresponding to multiple parts (scout part, reinforcement part, game part, lottery part, formation part, mission part) provided in a soccer-style digital card game. , “Game”, “lottery”, “formation”, and “mission” menus m1 to m6 are displayed. That is, a plurality of menus to which a plurality of parts to be executed in the game are assigned are respectively arranged at predetermined positions on the web page displayed on the communication terminal 10. In addition, the formation part corresponding to the menu m5 is a part for changing the formation of the team by the player character, changing the position of the player character, and the like in accordance with the operation of the user.
 例えば図8に示すトップページをユーザの通信端末10に表示する場合について、表示手段521は以下のようにして実現される。ゲームサーバ20のCPU21は、データベースアクセス部24を介してユーザデータベース31にアクセスし、ユーザデータ表示領域に含まれる各項目のデータと、選手画像表示領域に表示すべき選手カードの画像データを読み出す。次にCPU21は、図8に示したトップページが構成されるようにHTMLデータを生成し、通信端末10宛に送信する。生成されるHTMLデータは、ユーザごと(つまり、ユーザIDごと)に異なるものとなる。通信端末10は、受信したHTMLデータを解釈してトップページの画像を表示部16(表示画面16a)に表示する。 For example, when the top page shown in FIG. 8 is displayed on the communication terminal 10 of the user, the display means 521 is realized as follows. The CPU 21 of the game server 20 accesses the user database 31 via the database access unit 24, and reads the data of each item included in the user data display area and the player card image data to be displayed in the player image display area. Next, the CPU 21 generates HTML data so that the top page shown in FIG. 8 is configured, and transmits it to the communication terminal 10. The generated HTML data is different for each user (that is, for each user ID). The communication terminal 10 interprets the received HTML data and displays the top page image on the display unit 16 (display screen 16a).
 スカウト実行手段522、強化実行手段523、試合実行手段524、抽選実行手段525、及びミッション実行手段526は、通信端末10に表示されたメニューに対するユーザの選択操作に応じて、それぞれスカウトパート、強化パート、試合パート、抽選パート、及びミッションパートの各パートの実行を開始する。つまり、複数のメニューのいずれかを選択操作することによって、ゲームを構成する各パートの実行が開始される。好ましくは、各パートの実行が開始された場合、パートごとに階層的に細分化された複数のメニューを含むようにしてウェブページが更新されつつ各パートが実行される。 The scout execution means 522, the reinforcement execution means 523, the game execution means 524, the lottery execution means 525, and the mission execution means 526 are respectively a scout part and an enhancement part according to the user's selection operation for the menu displayed on the communication terminal 10. The execution of the game part, the lottery part, and the mission part is started. That is, by selecting and operating one of the plurality of menus, the execution of each part constituting the game is started. Preferably, when the execution of each part is started, each part is executed while the web page is updated so as to include a plurality of menus hierarchically subdivided for each part.
 [スカウトパート]
 前述したように、スカウト実行手段522は、ユーザが自らのチームを作り上げていくために選手カードを探索できるようにするスカウトパートを実行する機能を有する。
 図9及び図10は、スカウトパートが実行された場合に通信端末10に表示されるウェブページの例を示す。図9は、トップページにおいてスカウトメニューが選択操作されたときのウェブページの表示例である。図10は、図9に示す画面において「エリア一覧へ」と表示されたメニューm11が選択操作されたときのウェブページの表示例である。
[Scout Part]
As described above, the scout execution means 522 has a function of executing a scout part that allows a user to search for a player card in order to create his own team.
9 and 10 show examples of web pages displayed on the communication terminal 10 when the scout part is executed. FIG. 9 is a display example of a web page when the scout menu is selected and operated on the top page. FIG. 10 is a display example of a web page when the menu m11 displayed as “to area list” on the screen shown in FIG. 9 is selected and operated.
 図9に例示するウェブページでは、表示領域100において、複数の地域(エリア)に分けられた日本地図が、探索の対象となるエリアが強調表示された状態で表示される。複数のエリアは、スカウトパートのプレイを構成する複数のステージの一例である。
 このスカウトパートでは、ユーザは、探索の対象となるエリア(図9の例では、エリア9(サブエリア9-1,9-2,…))ごとに設けられる「探索する」と表記されたメニューm10を選択操作する。この操作を契機として、探索の対象となるエリアについての探索処理が行われ、選手カードが発掘された場合に表示領域102にその選手の選手カードが表示される仕組みになっている。このとき、メニューm10が選択操作されて探索処理が行われる度に、表示領域101に表示されている「探索率」(%)の値がランダムな増加量で増加する。また、表示領域101には、1回の探索処理に要する行動ポイント(行動P)の値(図9の例では「-5」と表示されており、行動ポイントが5だけ消費されることを意味する。)が表示される。1回の探索処理につき、表示されている行動ポイントの値だけユーザの行動ポイントが減少し、表示されている強化ポイント(強化P)だけユーザの強化ポイントが増加するように構成されている。スカウト実行手段522では、探索処理を行う度に、CPU21がユーザデータベース31にアクセスし、対象となるユーザIDの行動ポイント及び強化ポイントの値を更新する。
In the web page illustrated in FIG. 9, the Japan map divided into a plurality of regions (areas) is displayed in the display region 100 with the area to be searched highlighted. The plurality of areas are an example of a plurality of stages constituting the scout part play.
In this scout part, the user is provided with a menu labeled “search” provided for each area to be searched (in the example of FIG. 9, area 9 (subareas 9-1, 9-2,...)). Select m10. With this operation as a trigger, a search process for an area to be searched is performed, and when a player card is excavated, the player card of the player is displayed in the display area 102. At this time, every time the menu m10 is selected and a search process is performed, the value of “search rate” (%) displayed in the display area 101 is increased by a random increase amount. Further, the value of the action point (action P) required for one search process (“−5” in the example of FIG. 9 is displayed in the display area 101, which means that only 5 action points are consumed. Is displayed. For each search process, the user's action points are reduced by the displayed action point value, and the user's enhancement points are increased by the displayed enhancement point (enhancement P). In the scout execution means 522, every time the search process is performed, the CPU 21 accesses the user database 31 and updates the action point and enhancement point values of the target user ID.
 探索処理において、ゲームサーバ20のCPU21は、メニューm10に対する選択操作を認識すると、スカウト用に予め設けられた複数の選手カードの中から所定の、あるいはランダムな確率で抽選を行う。CPU21は、抽選により選手カードを得た(発掘した)場合には、ユーザデータベース31にアクセスし、対象となるユーザIDのデータに対して、発掘された新たな選手カードのデータを追加して、選手数の値を1だけ増加させる。さらにCPU21は、発掘された選手カードを表示領域102に表示するためのHTMLデータを生成して通信端末10宛に送信する。なお、このHTMLデータは、表示領域101の探索率のデータが更新されるようにして構成されている。ユーザによるメニューm10に対する選択操作が繰返し行われ、図9においてサブエリア9-1,9-2,…のすべてのエリアの探索率が100%に達すると、エリア9についての探索は終了し、エリア9におけるエリア代表戦に移行する。エリア代表戦に勝利した場合には、探索対象は次のエリア(この場合、エリア10)に移る。なお、後述するように、探索率が100%に達したとしても、表示領域102に表示可能な選手カードの最大の枚数(図9のサブエリア9-1では、4枚)に相当する数の選手が発掘できたとは限らない。 In the search process, when the CPU 21 of the game server 20 recognizes the selection operation for the menu m10, the CPU 21 performs a lottery with a predetermined or random probability from a plurality of player cards provided in advance for the scout. When the CPU 21 obtains (excavates) a player card by lottery, the CPU 21 accesses the user database 31 and adds the data of the newly discovered player card to the target user ID data. Increase the number of players by one. Further, the CPU 21 generates HTML data for displaying the excavated player card in the display area 102 and transmits it to the communication terminal 10. The HTML data is configured such that search rate data in the display area 101 is updated. When the selection operation for the menu m10 by the user is repeated and the search rate of all the sub-areas 9-1, 9-2,... Reaches 100% in FIG. 9 shifts to the area representative game. When the area representative game is won, the search target moves to the next area (in this case, area 10). As will be described later, even when the search rate reaches 100%, the maximum number of player cards that can be displayed in the display area 102 (four in the sub-area 9-1 in FIG. 9) Players are not always found.
 エリア代表戦では、ユーザは、そのエリアの代表チームとして予めゲームサーバ20で設定されているチーム(特定のユーザのチームではない仮想的なチーム)と対戦する。エリア代表戦での対戦チームは、エリアが進むにつれて能力が高いパラメータが設定されていることが好ましい。エリア代表戦における対戦の勝敗の決定方法は、後述する試合パートと同様に設定されてよい。つまり、ユーザの選手カードのパラメータがその勝敗に影響を与える方法である限り如何なる方法を採ることができる。例えば、対戦するチーム間で複数の選手カードのパラメータの合計値を比較し、合計値が大きな方のチームが高い確率(例えば、60~90%の範囲内の所定の確率)をもって勝利するように設定してよい。すなわち、エリア代表戦では、ユーザが保有する選手カードのパラメータが大きいほどユーザに有利となっている。 In the area representative game, the user plays against a team (a virtual team that is not a specific user's team) set in advance in the game server 20 as the representative team of the area. It is preferable that the competitive team in the area representative game is set with a parameter having higher ability as the area progresses. The determination method of the winning / losing of the battle | competition in an area representative game may be set similarly to the game part mentioned later. In other words, any method can be adopted as long as the parameter of the user's player card affects the winning or losing. For example, compare the total values of the parameters of multiple player cards between the teams in the match so that the team with the larger total value wins with a high probability (for example, a predetermined probability within the range of 60 to 90%). May be set. That is, in the area representative game, the larger the player card parameter held by the user, the more advantageous to the user.
 スカウトパートでは、探索対象となるエリアごとに、1回の探索処理に要する行動ポイントが異なってもよい。つまり、探索対象となるエリアごとに、1回の探索処理で減少する(消費される)行動ポイントの量が異なってもよい。例えば、ユーザの技能レベルが上がるごとに、消費される行動ポイントの量を多くしてもよい。
 スカウトパートでは、メニューm10に対する選択操作を行う度に行動ポイントが減少していくため、スカウトパートが実行された直後にトップページが表示される場合には、そのトップページに表示される行動ポイントがスカウトパートの実行前よりも減少されて表示されることになる。なお、行動ポイントは、例えば所定時間(例えば3分)が経過する度に1ポイントずつ回復(増加)する。
In the scout part, the action points required for one search process may differ for each area to be searched. That is, the amount of action points that are reduced (consumed) in one search process may be different for each area to be searched. For example, each time the skill level of the user increases, the amount of action points consumed may be increased.
In the scout part, the action points decrease each time the selection operation is performed on the menu m10. Therefore, when the top page is displayed immediately after the scout part is executed, the action points displayed on the top page are displayed. It will be displayed reduced than before the scout part was executed. The action points are recovered (increased) by one point each time a predetermined time (for example, 3 minutes) elapses, for example.
 図10に示すように、スカウトパートでは、ユーザによるメニューm11の選択操作によって、ユーザが既にプレイした(つまり、探索した)各エリアの探索結果が概観できるウェブページが表示される。表示領域110では、エリアごとの「コンプリート率」が表示される。「コンプリート率」(達成度)は、各エリアにおいて発掘可能な種類の選手カードの最大数に対して、実際に発掘した種類の選手カードの数の比率を%表示した値である。例えば、図9に示した例において、エリア9がエリア9-1,9-2,9-3の3つのサブエリアからなる場合、各サブエリアで最大4枚の選手カードを発掘可能であるとすると、エリア9全体で12枚の選手カードが発掘可能となる。このとき、発掘された選手の数がエリア9全体で6人の場合には、コンプリート率は50%となる。
 図10に示す例では、ユーザがゲームのスカウトパートにおいて、エリア9が最も進行したエリアであることを示している。なお、図10では、ユーザは、既にプレイ済みの他のエリア(エリア1~8)の中でコンプリート率が100%でないエリアを選択操作することで、選択したエリアの探索を再び行うことができるように構成されている。
As shown in FIG. 10, in the scout part, a web page that allows an overview of the search results of each area that the user has already played (that is, searched) is displayed by the selection operation of the menu m11 by the user. In the display area 110, the “complete rate” for each area is displayed. The “complete rate” (achievement level) is a value in which a ratio of the number of types of player cards actually excavated to the maximum number of types of player cards that can be excavated in each area is displayed in%. For example, in the example shown in FIG. 9, if area 9 is composed of three subareas, areas 9-1, 9-2, and 9-3, a maximum of four player cards can be excavated in each subarea. Then, 12 player cards can be excavated in the entire area 9. At this time, when the number of excavated players is 6 in the entire area 9, the complete rate is 50%.
In the example shown in FIG. 10, the user indicates that the area 9 is the most advanced area in the game scout part. In FIG. 10, the user can search for the selected area again by selecting and operating an area where the completion rate is not 100% among the other areas already played (areas 1 to 8). It is configured as follows.
 [強化パート]
 前述したように、強化実行手段523は、2枚以上の選手カードを一体化して特定の選手カードの能力を上昇させる強化パートを実行する機能を有する。このゲームでは、ユーザが強化パートを実行するには一定量の強化ポイントが必要となる。
 この一体化の処理は、例えば以下のように行われてよい。強化対象となる選手カード(ユーザによって指定された、残留する選手カード)を選手Aの選手カードとし、選手Aの選手カードに一体化させられて消失する選手カードを選手Bの選手カードとする。この場合、一体化の処理では、CPU21が選手Aの選手カードのオフェンス、ディフェンス、テクニックの能力値を示すパラメータに対して、選手Bの選手カードのオフェンス、ディフェンス、テクニックの能力値を示すパラメータの一定比率をそれぞれ加算することで、新たな選手Aの選手カードのパラメータを算出するようにしてもよい。この一体化の処理によって、選手Bの選手カードの能力上の特徴が選手Aの選手カードに反映されることになる。
 一体化の処理後には、CPU21は、一体化の処理の後にユーザデータベース31にアクセスし、対象となるユーザIDのユーザデータから選手Bの選手カードのデータを削除し、選手数の値を1だけ減少させ、選手Aの選手カードのパラメータを書き換え、対象となるユーザIDの強化ポイントを所定量減少させる。なお、強化ポイントは、上記スカウトパートを実行したり、以下に説明する試合パートを実行したりすることによって増加する。
[Strengthening part]
As described above, the reinforcement execution means 523 has a function of executing an enhancement part that unifies two or more player cards and increases the ability of a specific player card. In this game, a certain amount of reinforcement points are required for the user to execute the reinforcement part.
This integration process may be performed as follows, for example. The player card to be strengthened (the remaining player card specified by the user) is the player card of player A, and the player card that is integrated with the player card of player A and disappears is the player card of player B. In this case, in the integration process, the CPU 21 is a parameter that indicates the offense, defense, and technique ability values of the player A's player card, and the offense, defense, and technique ability values of the player B's player card. You may make it calculate the parameter of the player card of a new player A by adding a fixed ratio, respectively. By this integration process, the characteristic features of the player B's player card are reflected in the player A's player card.
After the integration process, the CPU 21 accesses the user database 31 after the integration process, deletes the player card data of the player B from the user data of the target user ID, and sets the value of the number of players to only 1. Decrease, rewrite the parameter of the player card of player A, and decrease the reinforcement point of the target user ID by a predetermined amount. In addition, a reinforcement | strengthening point increases by performing the said scout part or performing the game part demonstrated below.
 上記選手キャラクタの一体化処理についての通信端末10における表示例について図11A及び図11Bを参照して説明する。図11A及び図11Bは、通信端末10に対する操作に応じて一連に表示される表示例である。
 ゲームサーバ20のCPU21は、例えば図8のウェブページ上でメニューm2が選択されたことを認識すると、一体化の対象となる複数の選手カードの選択を促すウェブページを表示するためのHTMLデータを通信端末10宛に送信する。このとき最初に表示されるウェブページの一例は、図11AのP1に示すように、強化指定選手(強化対象となる選手カードに対応する選手キャラクタ)の一覧であり、選択操作によって強化指定選手を選択できるように構成されている。強化指定選手が選択されると次に、図11AのP2に示すように、一体化させる選手(消失する選手カードに対応する選手キャラクタ)の一覧が表示される。図11Aに示す各ウェブページは、選択操作によっていずれかの選手を選択できるように構成されている。図11BのP3は確認用画面であり、例えば強化指定選手として選手A、一体化させる選手として選手Bが選択された例が示されている。ここで、「強化する」というメニューを選択する操作が行われると、その選択結果がゲームサーバ20へ通知される。ゲームサーバ20のCPU21は、受信した選択結果に基づいて、選手Aの選手カードの新たな能力値を示すパラメータを算出するとともに、ユーザデータベース31にアクセスして、選手Bの選手カードのデータを、対象となるユーザIDのデータから削除する。CPU21は、新たなパラメータの増加度合いを示す値を含むHTMLデータを通信端末10宛に送信する。このHTMLデータの受信により、通信端末10は、図11BのP4及び図11BのP5に示すように、選択された選手Aの選手カードと選手Bの選手カードが重なり合い、合体して選手Aの選手カードのみが表示されるような演出表示を行う。図11BのP5に示すように、強化対象の選手Aの選手カードの能力値の増加度合い(図11BのP5の例では、132%)を定量的に表示することが好ましい。
A display example on the communication terminal 10 regarding the player character integration process will be described with reference to FIGS. 11A and 11B. 11A and 11B are display examples displayed in series according to operations on the communication terminal 10.
For example, when the CPU 21 of the game server 20 recognizes that the menu m2 is selected on the web page of FIG. 8, HTML data for displaying a web page that prompts selection of a plurality of player cards to be integrated is displayed. Transmit to the communication terminal 10. An example of the web page displayed first at this time is a list of strengthening designated players (player characters corresponding to player cards to be strengthened) as shown in P1 of FIG. 11A. It is configured to be selectable. When the strengthening designated player is selected, a list of players to be integrated (player characters corresponding to disappearing player cards) is displayed as shown in P2 of FIG. 11A. Each web page shown to FIG. 11A is comprised so that any player can be selected by selection operation. P3 in FIG. 11B is a confirmation screen. For example, an example in which player A is selected as the strengthening designated player and player B is selected as the player to be integrated is shown. Here, when an operation of selecting the menu “enhance” is performed, the selection result is notified to the game server 20. The CPU 21 of the game server 20 calculates a parameter indicating a new ability value of the player card of the player A based on the received selection result, and accesses the user database 31 to obtain the player card data of the player B. Delete from the data of the target user ID. The CPU 21 transmits HTML data including a value indicating the new parameter increase degree to the communication terminal 10. By receiving the HTML data, the communication terminal 10 causes the player card of the player A to overlap with the selected player card of the player A and the player card of the player B as shown in P4 of FIG. 11B and P5 of FIG. 11B. An effect display is performed so that only the card is displayed. As shown in P5 of FIG. 11B, it is preferable to quantitatively display the degree of increase in the ability value of the player card of the player A to be strengthened (132% in the example of P5 in FIG. 11B).
 [試合パート]
 前述したように、試合実行手段524は、他のユーザのチームとサッカーの対戦を行う試合パートを実行する機能を有する。
 このゲームでは、試合パートを実行するには運営ポイントを必要とし、試合に勝利することで強化ポイントを得ることができる。つまり、試合パートの実行によって、ユーザIDに対応する運営ポイント、強化ポイントの値が変化しうる。1回の試合で必要となる(消費する)運営ポイントは、ユーザのチームで組まれるフォーメーションによって定まる値である。ユーザは、ユーザが保有する選手カードの中から試合に出場させたい選手カードをフォーメーションパートによって組み替えることができるが、試合に出場させたい所定数の選手カードによって、運営ポイントの消費量が決定される。例えば、選手カードごとに1回の試合で必要となるコストが予め割り当てられており、試合に出場させたい所定数の選手のコストの合計が運営ポイントとなる。運営ポイントは、例えば所定時間(例えば1分)が経過する度に1ポイントずつ回復(増加)する。
[Game part]
As described above, the game execution means 524 has a function of executing a game part for playing a soccer match with another user's team.
In this game, management points are required to execute the game part, and strengthening points can be obtained by winning the game. That is, the value of the management point and reinforcement | strengthening point corresponding to user ID may change by execution of a game part. The management point required (consumed) in one game is a value determined by the formation formed by the user's team. The user can rearrange the player cards that the user wants to participate in the game from among the player cards held by the user, but the consumption of management points is determined by the predetermined number of player cards that are desired to participate in the game . For example, the cost required for one game is assigned in advance for each player card, and the total cost of a predetermined number of players who want to participate in the game becomes the management point. The management points are recovered (increased) by one point each time a predetermined time (for example, 1 minute) elapses, for example.
 試合実行手段524は、図12~14を参照すると、例えば以下のとおり実現される。図12は、試合実行手段524の機能を実現するために、主としてゲームサーバ20のCPU21によって実行される一連の処理を示すフローチャートである。図13は、ユーザが試合に勝利することで、その後の所定期間又は所定回数分のプレイだけそのユーザが有利となるように管理するためのFLAG(フラグ)の管理データの例を示す図である。図13に示す管理データは、例えばゲームデータベース32にて記録・更新されるデータであってよい。各ユーザに対してFLAGのデフォルト値は「0」に設定されている。図14は、試合実行手段524の機能により実現される、ユーザの通信端末10上に表示されるウェブページの例を示す図である。 The game execution means 524 is realized as follows, for example, referring to FIGS. FIG. 12 is a flowchart showing a series of processes mainly executed by the CPU 21 of the game server 20 in order to realize the function of the game execution means 524. FIG. 13 is a diagram illustrating an example of FLAG (flag) management data for managing a user so that the user is advantageous only for a predetermined period or a predetermined number of times after winning the game. . The management data shown in FIG. 13 may be data recorded / updated in the game database 32, for example. The default value of FLAG is set to “0” for each user. FIG. 14 is a diagram illustrating an example of a web page displayed on the user communication terminal 10 realized by the function of the game execution unit 524.
 あるユーザIDに対応するユーザの通信端末10のトップページ上でメニューm3(図8参照)の選択操作がなされ、その選択結果を受信すると、ゲームサーバ20のCPU21は、そのユーザIDの対戦相手の複数の候補を、ユーザデータベース31に含まれる他のユーザIDの中からランダムに決定する。このとき、対戦するユーザの候補の技能レベルは、メニューm3を選択操作したユーザと同一の技能レベルであることが好ましい。CPU21は、複数の対戦相手の候補のリストからいずれかの候補を選択可能とするウェブページを表示するためのHTMLデータをユーザの通信端末10宛に送信する(ステップS10)。複数の対戦相手の候補のリストからいずれかの候補を選択する操作がユーザによってなされると(ステップS20:YES)、図14のP6に示すように、対戦相手ととともに試合開始の指示を促すメニューを含むウェブページが表示される。図14のP6にはまた、試合の実行後の運営ポイントの予定値(図では、7ポイント)が表示される。ここで、ユーザが「試合開始」のメニューを選択すると(ステップS30:YES)、CPU21は対戦結果を決定する処理行う。対戦結果を決定するに当たって、CPU21は、データベースアクセス部24を介してデータベースサーバ30のユーザデータベース31にアクセスし、対象となるユーザIDの運営ポイントが試合の実行に必要とする所定量以上である場合に、運営ポイントからその所定量を減少させるとともに、対戦相手となる2つのユーザIDに対応付けられた複数の選手カードの能力を示すパラメータを読み出す。そして、CPU21は、読み出したパラメータに基づいてユーザ間の対戦結果を決定する(ステップS40)。例えば図14のP7では、例えばスコア等を含む試合結果が表示されるウェブページを示す。 When the selection operation of the menu m3 (see FIG. 8) is performed on the top page of the communication terminal 10 of the user corresponding to a certain user ID, and the selection result is received, the CPU 21 of the game server 20 determines the opponent of the user ID. A plurality of candidates are randomly determined from other user IDs included in the user database 31. At this time, it is preferable that the skill level of the candidate of the user who fights is the same skill level as the user who selected and operated menu m3. CPU21 transmits the HTML data for displaying the web page which can select any candidate from the list | wrist of a some opponent candidate to addressed to a user's communication terminal 10 (step S10). When an operation for selecting any candidate from a list of a plurality of opponent candidates is performed by the user (step S20: YES), a menu prompting an instruction to start a match with the opponent as shown in P6 of FIG. A web page containing is displayed. P6 in FIG. 14 also displays a planned value (seven points in the figure) of the management points after the game is executed. Here, when the user selects the “game start” menu (step S30: YES), the CPU 21 performs a process of determining a match result. In determining the match result, the CPU 21 accesses the user database 31 of the database server 30 via the database access unit 24, and the management point of the target user ID is equal to or greater than a predetermined amount required for the execution of the match. In addition, the predetermined amount is decreased from the management point, and a parameter indicating the ability of the plurality of player cards associated with the two user IDs as the opponents is read out. And CPU21 determines the battle result between users based on the read parameter (step S40). For example, P7 in FIG. 14 shows a web page on which a game result including, for example, a score is displayed.
 対戦の勝敗の決定方法は、選手カードのパラメータがその勝敗に影響を与える方法である限り如何なる方法を採ることができる。例えば、対戦相手となる2人のユーザが保有する複数の選手カードのパラメータの合計値を比較し、合計値が大きな方のユーザが高い確率(例えば、60~90%の範囲内の所定の確率)をもって勝利するように設定してよい。この勝率は、パラメータの合計値の差が大きいほど高い確率としてもよい。このとき、図6に示したように、能力値を示すパラメータの項目が複数存在する場合には、各選手カードのパラメータを代表する値として、各項目のパラメータの値に対して所定の重み付け(例えば、図6の例では、「オフェンス」を0.3、「ディフェンス」を0.3、「テクニック」を0.4の重み付けにする等)をもって総合的な能力値を算出してもよい。 The determination method of winning or losing the battle can be any method as long as the player card parameter affects the winning or losing. For example, by comparing the total values of the parameters of a plurality of player cards held by two users as opponents, the user with the larger total value has a higher probability (for example, a predetermined probability within a range of 60 to 90%) ) May be set to win. The win rate may be higher as the difference between the total values of the parameters is larger. At this time, as shown in FIG. 6, when there are a plurality of parameter items indicating the ability value, a predetermined weighting is given to the parameter value of each item as a value representing the parameter of each player card ( For example, in the example of FIG. 6, the total ability value may be calculated by setting “offense” to 0.3, “defense” to 0.3, “technique” to 0.4, and the like.
 CPU21は、ユーザがメニューm3を選択操作したことを契機とした試合において、そのユーザが勝利したことを決定した場合には(ステップS50:YES)、管理データにアクセスして、そのユーザに対応するユーザIDのFLAGの値を「0」から「1」に変更するとともに(ステップS60)、FLAGの値が「1」である有効期間(所定期間又は所定回数のプレイを規定する期間)についてのデータを書き込む(ステップS70)。なお、後述するように、FLAGの値が「1」である有効期間の間、ユーザが有利となるように、試合パートとは別のパートにおいて難易度が変更される。 When the CPU 21 determines that the user has won in the game triggered by the user selecting and operating the menu m3 (step S50: YES), the CPU 21 accesses the management data and corresponds to the user. While changing the value of the FLAG of the user ID from “0” to “1” (step S60), the data about the effective period (a predetermined period or a period for defining a predetermined number of times of play) with the value of the FLAG being “1” Is written (step S70). As will be described later, the difficulty level is changed in a part different from the game part so that the user is advantageous during the effective period in which the FLAG value is “1”.
 以下では、一例として、難易度の変更の対象となる他のパートがミッションパートである場合について説明する。FLAGの有効期間は、所定期間又は所定回数分のプレイだけに限定することが好ましい。これは、仮にFLAGに有効期間を設定せずに無期限でユーザに有利となるようにした場合、例えば、他のユーザと対戦で勝利したユーザが得る利益が、他のユーザと対戦を行わなかったユーザよりも大きくなり過ぎて、ゲームの設定上バランスを欠くと考えられるためである。また、FLAGの有効期間を無期限にしてしまうと、ユーザが試合パートを継続的に実行しない状況が考えられ、そのような状況を回避することが好ましい。CPU21は、FLAGの有効期間が経過するとFLAGの値を「0」に設定する。
 有効期間は任意に設定できるが、図13に挙げた例では、有効期間は特定の日付(例えば、「2011.12.10まで」等」、あるいは、「ユーザが現在プレイ中のエリアが終了するまで」等とすることができる。
Below, the case where the other part used as the object of change of difficulty is a mission part is demonstrated as an example. The effective period of the FLAG is preferably limited to a predetermined period or a predetermined number of times of play. This is because, for example, if the FLAG is not set to an effective period and it is advantageous to the user for an indefinite period, for example, the profit obtained by the user who won the battle against the other user does not play against the other user. This is because it is considered that the game setting is too large and the game setting is not balanced. Further, if the validity period of the FLAG is indefinite, there may be a situation where the user does not continuously execute the game part, and it is preferable to avoid such a situation. The CPU 21 sets the value of FLAG to “0” when the valid period of FLAG elapses.
The valid period can be arbitrarily set, but in the example shown in FIG. 13, the valid period is a specific date (for example, “until 2011.12.10” or the like) or “until the area where the user is currently playing” ends. Etc.
 CPU21は、対戦相手となる2つのユーザIDに対応付けられた選手キャラクタの対戦の対戦結果を決定すると、その対戦結果を含むウェブページを表示させるためのHTMLデータを、対戦相手の2つのユーザIDのユーザの通信端末10宛に送信する(ステップS80)。そして、通信端末10は、ゲームサーバ20から受信したHTMLデータを解釈し、図14のP6に例示するように、対戦結果を含むウェブページを表示部16に表示する。このとき、ウェブページには、メニューm3を選択操作したユーザの勝利によって、そのユーザに与えられた、他のパートにおける有利な内容を示すテキストが含まれることが好ましい。対戦結果を決定した後、CPU21は、データベースアクセス部24を介して、対戦結果の詳細をゲームデータベース32に書き込む処理を行う。
 図8に例示するトップページ上でユーザがメニューm3を選択する操作が行われてから、対戦結果を含むウェブページが表示されるまでの時間は極めて短時間(例えば数秒)であるため、ユーザは、簡易な操作のみで極めて短期間で対戦結果を知ることができる。試合に勝利すれば、ユーザは一定量の強化ポイントを得ることができる。
When the CPU 21 determines the battle result of the battle of the player character associated with the two user IDs to be the opponent, the HTML data for displaying the web page including the battle result is used as the two user IDs of the opponent. To the user's communication terminal 10 (step S80). Then, the communication terminal 10 interprets the HTML data received from the game server 20 and displays a web page including the battle result on the display unit 16 as illustrated in P6 of FIG. At this time, it is preferable that the web page includes text indicating advantageous contents in other parts given to the user by the victory of the user who selects and operates the menu m3. After determining the match result, the CPU 21 performs a process of writing details of the match result in the game database 32 via the database access unit 24.
Since the time from when the user selects the menu m3 on the top page illustrated in FIG. 8 until the web page including the battle result is displayed is extremely short (for example, several seconds), the user The result of the battle can be known in a very short period of time with only a simple operation. If the game is won, the user can obtain a certain amount of reinforcement points.
 本実施形態において、判定手段527は、ゲームに設けられる複数のパートのうち試合パート(第1のパートの一例)におけるゲームの進行状況が所定の条件を満たすか否かを判定する機能を備える。この機能は、例えば、図12において、CPU21がステップS50にて対戦結果についての判定を行うことによって実現される。この場合、ゲームの進行状況における所定の条件の一例は、メニューm3の選択操作を行ったユーザが他のユーザに対して勝利することである。 In the present embodiment, the determination unit 527 has a function of determining whether or not the progress of the game in the game part (an example of the first part) among a plurality of parts provided in the game satisfies a predetermined condition. This function is realized, for example, when the CPU 21 makes a determination about the battle result in step S50 in FIG. In this case, an example of the predetermined condition in the progress of the game is that the user who performed the selection operation of the menu m3 wins against other users.
 [抽選パート]
 前述したように、抽選実行手段525は、抽選によって選手カードを入手することを可能とする抽選パートを実行する機能を有する。抽選パートは、好ましくは、選手カードを抽選箱の中から1枚を取り出す(引く)ような演出を経て実行される。抽選によって出現する選手カードは基本的にランダムであるが、技術能力の際立った選手や人気のある選手に対応する選手カード(いわゆるレアカード)が抽選で出現する確率は非常に低く設定されている。抽選パートには、所定量のエールポイントと引き換えに選手カードを引く「エールポイントによる抽選」と、実質的にユーザに課金することによってユーザにより有利な抽選を行う「コインによる抽選」とがある。
[Lottery part]
As described above, the lottery execution means 525 has a function of executing a lottery part that makes it possible to obtain a player card by lottery. The lottery part is preferably executed through an effect of taking out (drawing) one player card from the lottery box. The player cards that appear by lottery are basically random, but the probability that a player card (so-called rare card) corresponding to a player with outstanding technical ability or a popular player will appear in the lottery is set very low. . The lottery part includes “a lottery by an ale point” in which a player card is drawn in exchange for a predetermined amount of ale points, and “a lottery by a coin” in which a lottery that is advantageous to the user is made by substantially charging the user.
 このゲームでは、ユーザは自らの仲間を登録することができるようになっている。登録可能な仲間の数の最大値は予め決定しておいてもよい。仲間のユーザ間では、メッセージの交換、ゲーム上のアイテムのプレゼントあるいはアイテムの交換、仲間にエールを送る(応援する)等、ネットワーク上の交流を図ることを可能とするネットワークサービスが提供される。ユーザは、仲間にエールを送ることで一定量のエールポイントを得ることができ、所定量のエールポイントと引き換えに選手カードを引く「エールポイントによる抽選」を、無料抽選として行うことができる。 In this game, the user can register his / her friends. The maximum value of the number of friends that can be registered may be determined in advance. A network service that enables exchanges on the network, such as message exchange, gift of items on the game or exchange of items, and sending (cheering) ale to friends, is provided between fellow users. A user can obtain a certain amount of ale points by sending ale to a friend, and can perform a “lottery with an ale point” to draw a player card in exchange for a predetermined amount of ale points as a free lottery.
 図15は、通信端末10に表示されるウェブページ上のメニューm4(図8参照)が選択操作されたときに表示され、エールポイントによる抽選の実行をユーザに促すウェブページの表示例である。図13に示すウェブページでは、ユーザが所持するエールポイント(所持エールポイント)と、この抽選1回に必要なエールポイントとが表示される。図13のページにおいて、「抽選する」と表記されたメニューを選択操作することで抽選処理が実行される。抽選処理は、様々な方法を採りうる。例えば、抽選対象となる複数の選手カードから抽選の都度、ランダムに1つの選手カードを選択する方法を採ることができる。この方法では実質的に、各選手カードが選択される確率(出現確率)は同一である。また、抽選対象となる複数の選手カードの各々についてそれぞれ出現確率、あるいは出現確率の範囲を予め決めておき、その出現確率に従って1つの選手カードを選択する方法を採ることができる。 FIG. 15 is a display example of a web page that is displayed when the menu m4 (see FIG. 8) on the web page displayed on the communication terminal 10 is selected and prompts the user to execute a lottery with an ale point. In the web page shown in FIG. 13, an ale point (owned ale point) possessed by the user and an ale point necessary for one lottery are displayed. In the page of FIG. 13, a lottery process is executed by selecting and operating a menu labeled “Lottery”. A lottery process can take various methods. For example, a method of selecting one player card at random from each of a plurality of player cards to be drawn can be adopted. In this method, the probability (appearance probability) that each player card is selected is substantially the same. Further, it is possible to adopt a method in which an appearance probability or a range of appearance probabilities is determined in advance for each of a plurality of player cards to be selected, and one player card is selected according to the appearance probability.
 抽選実行手段525では、以下の処理が行われる。ゲームサーバ20のCPU21は、エールポイントによる抽選用に予め設けられた複数の選手カードの中から抽選処理を行って選手カードを決定する。CPU21は、ユーザデータベース31にアクセスし、対象となるユーザIDのエールポイントを所定量減少させる。さらにCPU21は、抽選により選手カードを引いた場合には、対象となるユーザIDのデータから、抽選で引いた選手カードのデータを追加して、選手数の値を1だけ増加させる。 In the lottery execution means 525, the following processing is performed. The CPU 21 of the game server 20 determines a player card by performing a lottery process from a plurality of player cards provided in advance for a lottery with an ale point. The CPU 21 accesses the user database 31 and decreases the ale point of the target user ID by a predetermined amount. Further, when the player card is drawn by lottery, the CPU 21 adds the player card data drawn by lottery from the target user ID data, and increases the value of the number of players by one.
 [ミッションパート]
 前述したように、ミッション実行手段526は、各ユーザの通信端末10に対する操作に応じて、各ユーザが自らのチームで日本全国の都道府県内の他のユーザのチームと順に対戦して制覇していくミッションパートを実行する機能を有する。
 以下、ミッションパートによって実現されるプレイ内容について、図16~18を参照して説明する。図16~18は、ミッションパートによって実現されるプレイ内容を示すウェブページの例を示している。先ず、図8のトップページにおいてメニューm6が選択操作されると、図16のステップS1に示すように、日本全国の複数のエリアを区画して表示する表示領域190と、プレイの対象となるエリアをユーザに選択させるための表示領域191とが表示される。表示領域191には、プレイの対象となるエリアをプルダウン方式にて選択操作するためのメニューm15と、選択結果を確定させるためのメニューm16とが含まれる。ここで、メニューm15によっていずれかのエリア(図16のステップS2では、一例として「エリア1」)を指定した上でメニューm16が選択操作されると、その指定されたエリアのプレイが開始される。
 なお、日本全国の複数のエリアは、ミッションパートのプレイを構成する複数のステージの一例である。
[Mission Part]
As described above, the mission execution means 526 controls and conquers each user in turn with other teams in the prefectures of Japan nationwide in accordance with each user's operation on the communication terminal 10. It has a function to execute the mission part.
Hereinafter, the play contents realized by the mission part will be described with reference to FIGS. 16 to 18 show examples of web pages showing the play contents realized by the mission part. First, when the menu m6 is selected and operated on the top page of FIG. 8, as shown in step S1 of FIG. 16, a display area 190 that divides and displays a plurality of areas in Japan and areas to be played. A display area 191 for allowing the user to select is displayed. The display area 191 includes a menu m15 for selecting and operating an area to be played by a pull-down method, and a menu m16 for confirming the selection result. Here, when any area (“area 1” as an example in step S2 in FIG. 16) is designated by the menu m15 and the menu m16 is selected and operated, play of the designated area is started. .
A plurality of areas in Japan are examples of a plurality of stages constituting a mission part play.
 ミッションパートにおけるプレイ内容は、トレーニングモードと制覇戦とを含む。
 トレーニングモードにおけるプレイの流れを図17に示す。図17に示すように、トレーニングモードでは、ステップS3~S7の練習ステージ(ランニング、パスワーク練習、フォーメーション練習、シュート練習、練習試合)のプレイが行われる。各練習ステージでは、メニューm20の選択操作が行われる度に、スカウトパートの探索処理における探索率と同様に、各ステージのウェブページに含まれる練習量を示すゲージ201~205がランダムな伸び量で伸びる。メニューm20の選択操作がなされる度に、一定量の行動ポイントが消費されるように構成されてもよい。ゲージ201~204の各々が右端(100%)に達すると、次の練習ステージに移行する。ステップS7に示す練習試合のステージが終了すると、制覇戦に進む。ユーザは、制覇戦において、ランダムに選択された他のユーザとの試合を行う。その試合で勝利した場合には、ユーザがステップS2で指定したエリアを制覇したと判断される。制覇戦の対戦相手となる他のユーザは、例えば同一の技能レベルの中から任意に選択してもよいが、ユーザの登録時に予めユーザが自身のエリアを登録している場合には、図16においてユーザが選択したエリアと同じエリアを登録している他のユーザの中から同一技能レベルのユーザを選択してもよい。制覇戦の対戦方法は、上述した試合パートにおける対戦と同様の方法でよい。
 図18は、ユーザが特定のエリア(図18では、エリア1)において制覇戦で勝利した場合に、通信端末10に表示されるウェブページの一例を示す図である。図18に示すように、画像領域190では、制覇したエリアに、制覇したことを示すマーク(例えば旗のマーク)を表示するようにしてもよい。
The play contents in the mission part include a training mode and a conquest.
FIG. 17 shows the flow of play in the training mode. As shown in FIG. 17, in the training mode, the practice stages (running, pathwork practice, formation practice, shooting practice, practice game) of steps S3 to S7 are performed. At each practice stage, each time the menu m20 selection operation is performed, the gauges 201 to 205 indicating the practice amount included in the web page of each stage are randomly expanded, as with the search rate in the scout part search process. extend. A certain amount of action points may be consumed each time the menu m20 is selected. When each of the gauges 201 to 204 reaches the right end (100%), it proceeds to the next practice stage. When the stage of the practice game shown in step S7 ends, the game proceeds to the conquest. The user plays a match with another user selected at random in the conquest. If the game is won, it is determined that the user has conquered the area designated in step S2. Other users who are opponents of the conquest may arbitrarily select from the same skill level, for example, but if the user has registered his / her area in advance at the time of user registration, FIG. The user of the same skill level may be selected from other users who register the same area as the area selected by the user. The confrontation method of the conquest may be the same method as the battle in the game part described above.
FIG. 18 is a diagram illustrating an example of a web page displayed on the communication terminal 10 when the user wins the conquest in a specific area (area 1 in FIG. 18). As shown in FIG. 18, in the image area 190, a mark (for example, a flag mark) indicating the conquest may be displayed in the conquered area.
 以上、ゲーム進行手段52の主要な機能について説明した。
 上述したように、このゲームでは、図8のユーザデータ表示領域に表示される行動ポイント、運営ポイント、強化ポイント、エールポイント、及び選手数は、スカウトパート、強化パート、試合パート、抽選パート、及びミッションパートの各パートの実行によって変動しうるものとなっている。
 ゲーム進行手段52はさらに、ユーザが保持する各ポイントあるいは選手数に基づいて、ユーザによって選択されたメニューに応じたパートが実行できるか否かを判定し、選択されたメニューに応じたパートが実行できない場合には、選択されたパートが実行できないことをユーザに報知するためのテキストを含むページを通信端末10上に表示する。例えば、1回の探索処理に行動ポイントが「5」必要となるエリアについてスカウトパートを実行しようとする場合に、ユーザの行動ポイントが「3」のときには、スカウトパートが実行できないため、例えば「行動ポイントが足りません。行動ポイントは3分ごとに1回復します。ゆっくり待ちましょう。」などといったテキストを表示させる。このとき、ゲームサーバ20のCPU21は、ユーザデータベース31にアクセスして、ユーザの行動ポイントのデータと、探索対象のエリアに要する行動ポイント(既定値)との比較処理を行って、スカウトパートの実行可否を判定する。
 ゲーム進行手段52において、例えば、時間の経過に応じて行動ポイントを増加させるときには、CPU21が内蔵するタイマを動作させ、所定時間(例えば3分)が経過すると、ユーザデータベース31にアクセスして、行動ポイントの値をインクリメントする。なお、スカウトパート、強化パート、試合パート、抽選パート、及びミッションパートの実行に応じたポイントの増加量及び/又は減少量(消費量)は既定値であるが、その値は、ユーザのゲーム内の状況(例えばユーザのゲーム上の技能レベル)によって異なってよい。
The main functions of the game progress means 52 have been described above.
As described above, in this game, the action points, management points, reinforcement points, ale points, and number of players displayed in the user data display area of FIG. 8 are the scout part, the reinforcement part, the game part, the lottery part, and It can vary depending on the execution of each part of the mission part.
The game progression means 52 further determines whether or not the part corresponding to the menu selected by the user can be executed based on each point or the number of players held by the user, and the part corresponding to the selected menu is executed. If not, a page including text for notifying the user that the selected part cannot be executed is displayed on the communication terminal 10. For example, when trying to execute a scout part for an area that requires an action point of “5” for one search process, if the user's action point is “3”, the scout part cannot be executed. “There are not enough points. Your action points will recover by 1 every 3 minutes. Let's wait slowly.” At this time, the CPU 21 of the game server 20 accesses the user database 31 and performs a comparison process between the user action point data and the action point (predetermined value) required for the area to be searched to execute the scout part. Judgment is made.
In the game progress means 52, for example, when increasing an action point with the passage of time, a timer built in the CPU 21 is operated, and when a predetermined time (for example, 3 minutes) elapses, the user database 31 is accessed and the action point is increased. Increment the value of point. In addition, although the amount of increase and / or decrease (consumption) of points according to the execution of the scout part, the reinforcement part, the game part, the lottery part, and the mission part is a default value, the value is within the game Depending on the situation (for example, the skill level of the user's game).
 変更手段528は、所定の条件を満たした場合に、ゲームを構成する複数のパートのうち第1のパート(本実施形態では、試合パート)とは異なる第2のパート(本実施形態では、ミッションパート)において、所定期間又は所定回数分のプレイだけ、ユーザが有利になるように第2のパートのゲームの難易度を変更する機能を備える。
 変更手段528の機能は、以下のとおり実現される。ゲームサーバ20のCPU21は、管理データを参照し、対象となるユーザIDのFLAGの値が「1」である場合には、指定されている有効期間(つまり、所定期間又は所定回数分のプレイの間)の間、ユーザが有利となるようにミッションパートにおけるゲームの難易度を変更する処理を行う。ゲームの難易度を変更する処理は、ゲームの性質によって様々な方法を採りうるが、例えば本実施形態のゲームの場合には、対戦時においてユーザを有利とするため、そのユーザが保有する選手カードのパラメータの値を増加させる、または、そのユーザの対戦相手(他のユーザ、またはCPU21が用意する仮想的な対戦相手)の保有する選手カードのパラメータの値を対戦中だけ低下させることであってよい。
The changing means 528 is a second part (in this embodiment, a mission in this embodiment) that is different from the first part (in this embodiment, the game part) among a plurality of parts constituting the game when a predetermined condition is satisfied. In (Part), a function of changing the difficulty level of the game of the second part is provided so that the user is advantageous for a predetermined period or a predetermined number of times of play.
The function of the change means 528 is implement | achieved as follows. The CPU 21 of the game server 20 refers to the management data, and when the FLAG value of the target user ID is “1”, the designated effective period (that is, a predetermined period or a predetermined number of times of play) In the meantime, a process of changing the difficulty level of the game in the mission part is performed so that the user is advantageous. The process of changing the difficulty level of the game can take various methods depending on the nature of the game. For example, in the case of the game of this embodiment, the player card possessed by the user is advantageous in order to make the user advantageous during the battle. Or increase the parameter value of the player card held by that user's opponent (another user or a virtual opponent prepared by the CPU 21) only during the battle. Good.
 (6)本実施形態のゲーム制御装置の主要な処理のフロー
 次に、本実施形態のゲーム制御装置により行われる主要な処理のフローの一例について、図19のフローチャートを参照して説明する。図19に示す処理はユーザIDごとに行われる。
(6) Flow of main processes of game control apparatus of this embodiment Next, an example of the flow of the main processes performed by the game control apparatus of this embodiment is demonstrated with reference to the flowchart of FIG. The process shown in FIG. 19 is performed for each user ID.
 先ず、ユーザがゲームを開始すると、図8に示すトップページがユーザの通信端末10に表示される。このトップページには、ゲーム内において、プレイ対象となる複数のパートの各々の実行を開始するために設けられた複数のメニューm1~m6が設けられている。このトップページにおいて、ユーザによって選択操作されたメニューがメニューm1~m5の場合には(ステップS100)、ゲーム進行手段52は、それぞれスカウトパート、強化パート、試合パート、抽選パート、及びフォーメーションパートの各パートの実行を開始する(ステップS110~S150)。ここで、ステップS130の詳細な処理は、図12に示したとおりである。つまり、メニューm3の選択操作を行ったユーザが他のユーザとの対戦に勝利することで、所定の有効期間の間、対象となるユーザIDの管理データにおけるFLAGの値が「1」に設定される。 First, when the user starts the game, the top page shown in FIG. 8 is displayed on the user's communication terminal 10. The top page is provided with a plurality of menus m1 to m6 provided for starting execution of each of a plurality of parts to be played in the game. In this top page, when the menus selected by the user are menus m1 to m5 (step S100), the game progression means 52 is a scout part, a reinforcement part, a game part, a lottery part, and a formation part, respectively. The part execution is started (steps S110 to S150). Here, the detailed processing of step S130 is as shown in FIG. In other words, the FLAG value in the management data of the target user ID is set to “1” for a predetermined effective period when the user who performed the selection operation of the menu m3 wins the battle with other users. The
 トップページにおいて、ユーザによって選択操作されたメニューがメニューm6の場合には(ステップS100)、ゲーム進行手段52は、先ずFLAGが「1」であるか否か判定する(ステップS160)。FLAGが「1」である場合には、ユーザに有利となるように、そのユーザが保有する選手カードのパラメータをすべて所定数(例えば、500)だけ増加させる(ステップS170)。FLAGが「0」である場合には、そのユーザが保有する選手カードのパラメータの変更は行われない。その後、ミッションパートの実行が行われる(ステップS180)。ミッションパートにおけるプレイ内容は、前述したように、トレーニングモードと制覇戦とが含まれる。制覇戦では、ランダムに選択された他のユーザとの試合が行われるが、FLAGが「1」である場合には、ユーザが保有する選手カードのパラメータが増加しているため、FLAGが「0」である場合と比較して、制覇戦ではそのユーザが有利となるように難易度が変更される。 When the menu selected by the user on the top page is the menu m6 (step S100), the game progress means 52 first determines whether or not FLAG is “1” (step S160). When FLAG is “1”, all the player card parameters held by the user are increased by a predetermined number (for example, 500) so as to be advantageous to the user (step S170). When FLAG is “0”, the parameter of the player card held by the user is not changed. Thereafter, the mission part is executed (step S180). As described above, the play content in the mission part includes the training mode and the conquest. In the conquest, a match with another user selected at random is performed, but when FLAG is “1”, the parameter of the player card held by the user has increased, so FLAG is “0”. The difficulty level is changed so that the user is more advantageous in the conquest than in the case of
 上述したように、本実施形態によれば、ユーザが試合パート(第1のパート)を実行して他のユーザとの対戦で勝利することで、ミッションパート(第2のパート)において、所定期間又は所定回数分のプレイだけユーザが有利になるように第2のパートのゲームの難易度が変更される。そのため、ミッションパートのプレイにおいて有利にゲームを進行させて良好な結果を得る目的で、積極的に試合パートのプレイを行うようにユーザを動機付けることが可能となる。
 上述した動機付けは、仮に上述したミッションパート(第2のパート)の難易度の変更を行わないときに試合パート(第1のパート)がユーザに積極的にプレイされない場合に、特に有効である。例えば、上述した野球形式のデジタルカードゲームの場合、ユーザは他のユーザと対戦して勝利することで強化ポイントを得ることができるが、強化ポイントを得る他の方法がゲーム上で設けられている場合(例えば選手カードの売却によって強化ポイントが得られるように設定されている場合等)には、他のユーザとの試合を行わなくても自らのチームを強くすることができるため、積極的に他のユーザとの対戦を行わない状況が考えられる。このような状況は、他のユーザとの対戦の興趣性をユーザが味わえないか、あるいは対戦によるユーザ間のゲーム上での交流を阻害しうるものであり、好ましい状況ではない。そこで、本実施形態では、ユーザが試合パート(第1のパート)を実行して所定の条件を満足させることによって、試合パート以外の他のパート(第2のパート)を実行するときの難易度を低下させるように構成し、ユーザが試合パートをより積極的にプレイする動機付けを行っている。
As described above, according to the present embodiment, a user performs a match part (first part) and wins a match with another user, so that the mission part (second part) has a predetermined period. Alternatively, the difficulty level of the game of the second part is changed so that the user is advantageous only for a predetermined number of plays. Therefore, it is possible to motivate the user to actively play the game part for the purpose of obtaining a good result by advantageously playing the game in the play of the mission part.
The motivation described above is particularly effective when the game part (first part) is not actively played by the user when the difficulty level of the mission part (second part) described above is not changed. . For example, in the case of the above-described digital card game of the baseball format, the user can obtain reinforcement points by playing against other users and winning, but other methods for obtaining reinforcement points are provided on the game. In some cases (for example, when strengthening points are set by selling player cards), your team can be strengthened without having to play against other users. A situation in which a battle with another user is not performed is conceivable. Such a situation is not a preferable situation because the user cannot enjoy the interests of the battle with other users, or the interaction between the users due to the battle can be hindered. Therefore, in the present embodiment, when the user executes the game part (first part) and satisfies a predetermined condition, the difficulty level when executing another part (second part) other than the game part The user is motivated to play the game part more actively.
 本実施形態において、判定手段527における所定の条件は、図12のステップS50に示したように、他のユーザとの対戦で勝利することであるが、所定の条件はこれに限られず、適宜設定されうるものである。例えば、他のユーザとの対戦の勝敗とは無関係に、試合が終了したことをもって所定の条件を満たしたと判断することもできる。 In the present embodiment, the predetermined condition in the determination unit 527 is to win in a battle with another user as shown in step S50 in FIG. 12, but the predetermined condition is not limited to this and is set as appropriate. It can be done. For example, it is possible to determine that a predetermined condition has been satisfied when the match has ended, regardless of whether the match with another user has won or lost.
 本実施形態では、FLAGが「1」に設定されている期間(つまり、ゲームの難易度がユーザに有利となるように変更される期間)は、判定手段527における所定の条件を満たした後、図13に示した管理データに記述されている有効期間(所定期間又は所定回数のプレイを規定する期間)に限定される。このとき、有効期間は、例えばスカウトパートやミッションパートにおいてユーザが現在プレイ中のエリアが終了するまでの期間に設定してもよい。これにより、ユーザは、プレイ中のエリアを終了した後、次のステージで再度ゲームの難易度を低くする目的で、試合パートを実行することが動機付けられる。
 なお、本実施形態では、ユーザが試合に勝利した場合(つまり、第1のパートのゲームの進行状況における所定の条件を満たした場合)に、そのユーザに対応するユーザIDのFLAGの値が「0」から「1」に変更され、直ちにミッションパート(第2のパート)が有利となる有効期間が開始する場合について説明したが、この場合に限られない。このような有効期間の開始タイミングは、FLAGの値が「1」に変更された後のユーザの操作入力によって決定できるようにしてもよい。
In the present embodiment, the period in which FLAG is set to “1” (that is, the period in which the difficulty level of the game is changed so as to be advantageous to the user) satisfies the predetermined condition in the determination unit 527, The period is limited to a valid period described in the management data shown in FIG. 13 (a predetermined period or a period defining a predetermined number of plays). At this time, the effective period may be set to a period until the area where the user is currently playing in the scout part or the mission part, for example. This motivates the user to execute the game part for the purpose of reducing the difficulty level of the game again in the next stage after the area being played is finished.
In the present embodiment, when the user wins the game (that is, when a predetermined condition in the progress of the game of the first part is satisfied), the FLAG value of the user ID corresponding to the user is “ Although the case where the effective period in which the mission part (second part) is advantageous immediately after the change from “0” to “1” starts has been described, the present invention is not limited to this case. The start timing of such an effective period may be determined by a user operation input after the FLAG value is changed to “1”.
 (7)変形例
 以下、上述した実施形態についての変形例について説明する。
 (7-1)変形例1
 上述した実施形態において、FLAGが「1」である期間におけるゲームの難易度の変更態様は、適宜設定することができる。例えば、図19のフローチャートのステップS170では、ユーザが保有する選手カードのパラメータをすべて所定数(例えば、500)だけ増加させるようにしたが、これに限られない。ステップS170では代替的に、ユーザが保有する選手カードのパラメータをすべて所定数だけ増加させる確率を高めることでもよい。例えば、ミッションパートにおいて、ユーザが保有する選手カードのパラメータを一定の確率で上昇させるように設定されている場合に、図19のステップS170では、その確率を増加させるようにする。選手カードのパラメータを増加させる確率を高めることであっても、第2のパートとしてのミッションパートにおけるゲームを進行させやすくなる可能性が高くなる、という利益が得られうる。ユーザはその利益を得るために、試合パートを積極的に実行することが動機付けられる。この場合、ステップS160でFLAGが「1」である場合には、ゲームサーバ20のCPU21は、例えば所定の確率、あるいはランダムな確率で選手カードのパラメータが増加するか否かを決定する処理を行い、パラメータを増加することを決定した場合にステップS170へ進むようにする。
 また、パラメータが増加、又はパラメータが増加する確率が高まる選手カードは、全ての選手カードではなく、所定の選手カード、または、ランダムに選択された選手カードでも良い。このようにすることで、ゲームにおける第1のパートを行う度に第2のパートで生じる有利な効果が異なるためによりゲームの興趣性を向上させることができる。
(7) Modified Examples Hereinafter, modified examples of the above-described embodiment will be described.
(7-1) Modification 1
In the embodiment described above, the change mode of the difficulty level of the game during the period in which FLAG is “1” can be set as appropriate. For example, in step S170 of the flowchart of FIG. 19, all the player card parameters held by the user are increased by a predetermined number (for example, 500), but the present invention is not limited to this. Alternatively, in step S170, the probability of increasing all the parameters of player cards held by the user by a predetermined number may be increased. For example, if the mission part is set to increase the player card parameter held by the user with a certain probability, the probability is increased in step S170 of FIG. Even if the probability of increasing the player card parameter is increased, it is possible to obtain a benefit that the possibility of facilitating the progress of the game in the mission part as the second part is increased. The user is motivated to actively play the match part in order to gain that benefit. In this case, when FLAG is “1” in step S160, the CPU 21 of the game server 20 performs a process of determining whether or not the player card parameter increases with a predetermined probability or a random probability, for example. If it is decided to increase the parameter, the process proceeds to step S170.
In addition, the player card whose parameter increases or the probability that the parameter increases increases may be a predetermined player card or a player card selected at random instead of all the player cards. By doing in this way, every time the 1st part in a game is performed, since the advantageous effect which arises in a 2nd part changes, the interest property of a game can be improved more.
 (7-2)変形例2
 第1のパート及び第2のパートは、ゲームが複数のパートから構成される場合に、ゲームの性質に応じて適宜設定されうるものである。上述した実施形態では、第1のパートが試合パートに対応し、第2のパートがミッションパートに対応する場合について説明したが、これに限られない。例えば、上述したデジタルカードゲームの場合、第1のパートが試合パートに対応し、第2のパートがスカウトパートに対応してもよい。この場合、ユーザは、試合パートにおいて他のユーザに勝利することで、スカウトパートでユーザがプレイしているエリアのエリア代表戦において、選手カードのパラメータが増加し、それによってスカウトパートにおいてゲームの難易度が低下するように構成してもよい。
(7-2) Modification 2
The first part and the second part can be appropriately set according to the nature of the game when the game is composed of a plurality of parts. In the above-described embodiment, the case where the first part corresponds to the game part and the second part corresponds to the mission part has been described, but the present invention is not limited to this. For example, in the case of the digital card game described above, the first part may correspond to the game part and the second part may correspond to the scout part. In this case, when the user wins another user in the game part, the parameter of the player card increases in the area representative game of the area where the user is playing in the scout part, thereby making the game difficult in the scout part. You may comprise so that a degree may fall.
 なお、第1のパート及び第2のパートの設定は、ユーザ毎に行われてもよい。例えば、上述した実施形態において、ゲーム進行手段52は、複数のパートの各々に対するユーザ毎の実行回数を計数し、実行回数が相対的に少ないパートを第1のパートとし、実行回数が相対的に多いパートを第2のパートとしてもよい。より好ましくは、ゲーム進行手段52は、実行回数が最も少ないパートを第1のパートとし、実行回数が最も多いパートを第2のパートとする。このようにすることで、ユーザ毎に、ユーザにとって興味が低いと考えられる実行回数の低いパートを行うことで、ユーザにとって興味が高いと考えられる実行回数の多いパートにおいて有利な効果を得ることができるために、興味が低いパートの実行をユーザに促すことができる。上記ゲーム進行手段52の機能を実現するために、ゲームサーバ20のCPU21は、ユーザ毎に各パートに対応するトップページ上の各メニューの選択操作の回数を計数するカウンタを動作させ、カウンタの値に応じてユーザ毎に第1のパートと第2のパートを動的に設定する。このとき、各パートにおいて、ゲームの進行状況における所定の条件と、ユーザが有利になるゲームの難易度の変更内容とを予めROM22等の記憶手段に記憶しておき、CPU21は、第1のパートと第2のパートの設定結果に応じてROM22から読み出すようにする。 Note that the settings of the first part and the second part may be performed for each user. For example, in the above-described embodiment, the game progress means 52 counts the number of executions for each user for each of the plurality of parts, sets the part with a relatively small number of executions as the first part, and the number of executions is relatively Many parts may be the second part. More preferably, the game progression means 52 sets the part with the smallest number of executions as the first part and the part with the largest number of executions as the second part. By doing in this way, an advantageous effect can be obtained in a part with a high number of executions that is considered to be highly interesting to the user by performing a part with a low execution number that is considered to be of low interest to the user for each user. In order to be able to do so, it is possible to prompt the user to execute a part of low interest. In order to realize the function of the game progression means 52, the CPU 21 of the game server 20 operates a counter for counting the number of selection operations of each menu on the top page corresponding to each part for each user. Accordingly, the first part and the second part are dynamically set for each user. At this time, in each part, a predetermined condition in the progress status of the game and a change in the difficulty level of the game that will be advantageous to the user are stored in advance in storage means such as the ROM 22, and the CPU 21 stores the first part. And read from the ROM 22 in accordance with the setting result of the second part.
 ゲーム進行手段52は、複数のパートの各々に対するユーザ毎の実行時間を計数し、実行時間が相対的に短いパートを第1のパートとし、実行時間が相対的に長いパートを第2のパートとしてもよい。より好ましくは、ゲーム進行手段52は、実行時間が最も短いパートを第1のパートとし、実行時間が最も長いパートを第2のパートとする。このようにすることでも同様に、興味が低いパートの実行をユーザに促すことができる。CPU21は、実行時間を計測するために、ユーザ毎に各パートのメニュー(例えば、スカウトパートの場合には、メニューm1,m10,m11)の操作時刻をRAM23に記憶させ、メニューが最初に操作された時刻からタイマを動作させ、最後に操作された時刻との間の時間におけるタイマの値を実行時間として算出する。このとき、所定時間継続して操作が行われない場合には、対象となるメニューを実行していない可能性が高いと判断して、タイマをリセットしてもよい。
 なお、上述したゲームがオンラインゲームとしてユーザに提供される場合には、各パートの実行回数よりも実行時間で計測する方がより適切な計測値が得られると考えられる。
The game progression means 52 counts the execution time for each user for each of the plurality of parts, the part having a relatively short execution time is set as the first part, and the part having a relatively long execution time is set as the second part. Also good. More preferably, the game progress means 52 sets the part with the shortest execution time as the first part and the part with the longest execution time as the second part. In this way as well, it is possible to prompt the user to execute a part of low interest. In order to measure the execution time, the CPU 21 stores the operation time of the menu of each part (for example, in the case of a scout part, menus m1, m10, m11) in the RAM 23 for each user, and the menu is operated first. The timer is operated from the determined time, and the value of the timer in the time between the last operated time is calculated as the execution time. At this time, if the operation is not performed continuously for a predetermined time, it may be determined that there is a high possibility that the target menu is not being executed, and the timer may be reset.
When the above-described game is provided to the user as an online game, it is considered that a more appropriate measurement value can be obtained by measuring the execution time than the number of executions of each part.
 また、ゲーム上で複数のユーザがチームあるいはグループを形成している場合には、チームあるいはグループ内の複数のユーザの各パートの実行回数又は実行時間の統計値(例えば、平均値や合計値等)に基づいて、そのチームあるいはグループについての第1のパート及び第2のパートを決定してもよい。ゲームに参加している全ユーザについての各パートの実行回数又は実行時間の統計値(例えば、平均値や合計値等)に基づいて、ユーザ全体についての第1のパート及び第2のパートを決定してもよい。これらの場合、CPU21は、ユーザ毎に測定した実行回数又は実行時間を、チームあるいはグループ単位で、又はユーザ全体で累積し、その累積値に基づいて、第1のパート及び第2のパートを特定する。 In addition, when a plurality of users form a team or a group on the game, a statistical value (for example, an average value, a total value, etc.) ), The first part and the second part for the team or group may be determined. The first part and the second part for the entire user are determined based on the number of executions or execution time statistics (for example, average value, total value, etc.) of each part for all users participating in the game. May be. In these cases, the CPU 21 accumulates the number of executions or execution time measured for each user in units of teams or groups, or for the entire user, and identifies the first part and the second part based on the accumulated value. To do.
 ゲーム進行手段52は、複数のパートの各々に対するユーザの実行状況に基づいて、複数のパートの中から第1のパートと第2のパートを決定してもよい。つまり、第1のパートと第2のパートの特定は、各パートの実行回数又は実行時間に限られない。各パートの実行時間、実行回数以外のユーザによるパートの実行状況に関する情報は、例えば、各パートの実行頻度(所定期間毎の実行時間又は実行回数)、最終実行時刻(例えば、最終ログイン又はログアウト時刻)から現在時刻までの経過時間等であってもよい。つまり、ユーザの実行状況は、そのユーザが複数のパートの中で特定のパートを頻繁に実行しているか否か(つまり、特定のパートをプレイすることに興味が高いか低いか)を判別可能となる情報であれば如何なる情報であってもよい。例えば、ユーザにとって興味が低いと考えられるパートを第1のパートとし、ユーザにとって興味が高いと考えられるパートを第2のパートとして決定してもよい。これにより、ユーザにとって興味が低いと考えられる第1のパートを行うことで、ユーザにとって興味が高いと思われる第2のパートにおいて有利な効果を得ることができるために、興味が低い第1のパートの実行をユーザに促すことができる。これにより、各パートをバランス良くユーザに実行させる仕組みを構築することができる。
 また逆に、ユーザにとって興味が高いと考えられるパートを第1のパートとし、ユーザにとって興味が低いと考えられるパートを第2のパートとして決定してもよい。第1のパートをさらに頻繁に実行して所定の条件を満たすことで、例えば第2のパートで利用可能な強力なアイテム等が入手できれば、そのアイテムを使って普段あまりプレイしていない第2のパートもプレイしてみようという動機付けになる。
 複数のパートの各々に対するユーザの実行状況に関する情報を得るために、ゲームサーバ20のCPU21は、ログイン時刻やログアウト時刻を逐次、ユーザデータに記録しておき、あるいは、各パートについての所定期間(例えば1週間)内の実行時間又は実行回数を計数することによって実行頻度を算出する。このような実行状況に関する各パートのデータに対して、第1のパート又は第2のパートを決定するために、予め所定の閾値が設定される。
The game progress means 52 may determine the first part and the second part from the plurality of parts based on the user's execution status for each of the plurality of parts. That is, the identification of the first part and the second part is not limited to the number of executions or the execution time of each part. Information about the execution status of each part other than the execution time and the number of executions of each part includes, for example, the execution frequency (execution time or number of executions for each predetermined period) of each part, and the final execution time (for example, the last login or logout time) ) To the current time. In other words, the user's execution status can determine whether the user is frequently executing a specific part among multiple parts (that is, whether the user is interested in playing a specific part or not) Any information may be used as long as it is information. For example, a part considered to be less interested for the user may be determined as the first part, and a part considered to be more interested for the user may be determined as the second part. As a result, by performing the first part that is considered to be of low interest to the user, an advantageous effect can be obtained in the second part that is considered of high interest to the user. The user can be prompted to execute the part. As a result, it is possible to construct a mechanism that allows the user to execute each part in a balanced manner.
Conversely, a part that is considered to be highly interesting to the user may be determined as the first part, and a part that is considered to be less interesting to the user may be determined as the second part. By executing the first part more frequently and satisfying the predetermined condition, for example, if a powerful item that can be used in the second part can be obtained, the second part that is not usually played with that item is used. Motivation to play the part.
In order to obtain information on the execution status of the user for each of the plurality of parts, the CPU 21 of the game server 20 sequentially records login time and logout time in the user data, or a predetermined period (for example, for each part) The execution frequency is calculated by counting the execution time or the number of executions within one week). A predetermined threshold is set in advance to determine the first part or the second part for the data of each part relating to such execution status.
 (7-3)変形例3
 実施形態のゲーム制御装置において、変更手段528は、第1のパート、及び/又は、第2のパートの実行状況に基づいて、第2のパートにおいてユーザが有利となる所定期間、又は所定回数を変更してもよい。第1のパート、及び/又は、第2のパートの実行状況に関する情報は、上述したように、各パートの実行時間、実行回数のほか、例えば、各パートの実行頻度、最終実行時刻から現在時刻までの経過時間等であってもよい。
 例えば、実行回数が相対的に少ない、又は実行時間が相対的に短いパートを第1のパートとし、実行回数が相対的に多い、又は実行時間が相対的に長いパートを第2のパートとする場合、第1のパートの実行回数が相対的に少ないほど、又は実行時間が相対的に短いほど、第2のパートにおいて難易度が低下する所定期間が長く、又は所定回数が多くなり、第2のパートで受ける利益が増大する。これにより、第1のパートを実行しようとする動機付けがより強くなり、各パートをバランス良くユーザに実行させる仕組みを構築することができる。
 なお、第1のパートと第2のパートの実行回数の差が相対的に大きいほど、又は実行時間の差が相対的に大きいほど、第2のパートにおいて難易度が低下する所定期間を長く、又は所定回数を多くしても同様の効果が得られる。
 本変形例を実現するために、ゲームサーバ20のCPU21は、第1のパート、及び/又は、第2のパートの実行状況に関する情報を取得する。例えば、実行状況に関する情報を実行回数とした場合、CPU21は、第1のパートの実行回数、若しくは第1のパートと第2のパートの実行回数の差に基づいて、第2のパートにおいてユーザが有利となる所定期間、又は所定回数を決定する。決定方法は、第1のパートの実行回数が少ないほど、あるいは第1のパートと第2のパートの実行回数の差が大きいほど、第2のパートにおいてユーザが有利となる所定期間をより長く、又は所定回数をより大きくする限り、如何なる方法であってもよい。
(7-3) Modification 3
In the game control apparatus of the embodiment, the changing unit 528 sets a predetermined period or a predetermined number of times that the user has an advantage in the second part based on the execution status of the first part and / or the second part. It may be changed. As described above, the information related to the execution status of the first part and / or the second part includes the execution time and the number of executions of each part, for example, the execution frequency of each part, and the current time from the last execution time. It may be the elapsed time until.
For example, a part with a relatively small number of executions or a relatively short execution time is defined as a first part, and a part with a relatively large number of executions or a relatively long execution time is defined as a second part. In this case, as the number of executions of the first part is relatively small or the execution time is relatively short, the predetermined period during which the difficulty level of the second part decreases is long or the predetermined number of times is increased. The profit received in this part increases. As a result, the motivation to execute the first part becomes stronger, and a mechanism for allowing the user to execute each part in a well-balanced manner can be constructed.
In addition, as the difference in the number of executions between the first part and the second part is relatively large, or as the difference in execution time is relatively large, the predetermined period during which the difficulty level in the second part decreases is increased. Alternatively, the same effect can be obtained even if the predetermined number of times is increased.
In order to realize this modification, the CPU 21 of the game server 20 acquires information on the execution status of the first part and / or the second part. For example, when the information regarding the execution status is set as the number of executions, the CPU 21 determines whether the user in the second part is based on the number of executions of the first part or the difference in the number of executions of the first part and the second part. A predetermined period of time or a predetermined number of times is determined. The determination method is such that the smaller the number of executions of the first part, or the greater the difference between the number of executions of the first part and the second part, the longer the predetermined period in which the user is advantageous in the second part, Alternatively, any method may be used as long as the predetermined number of times is increased.
 (7-4)変形例4
 実施形態のゲーム制御装置において、判定手段527における所定の条件を、第1のパート、及び/又は、第2のパートの実行状況に基づいて変動させるようにしてもよい。
 例えば、実行回数が相対的に少ない、又は実行時間が相対的に短いパートを第1のパートとし、実行回数が相対的に多い、又は実行時間が相対的に長いパートを第2のパートとする場合、第1のパートの実行回数が相対的に少ないほど、又は実行時間が相対的に短いほど、第1のパートのゲームの進行状況に関する所定の条件をより緩和する。これにより、所定の条件を満たすことが容易となるため、第1のパートを実行して第2のパートにおける利益(難易度が低下すること)を得るようにする動機付けが働きやすくなり、各パートをバランス良くユーザに実行させる仕組みを構築することができる。
 なお、第1のパートと第2のパートの実行回数の差が相対的に大きいほど、又は実行時間の差が相対的に大きいほど、判定手段527の第1のパートのゲームの進行状況に関する所定の条件をより緩和しても同様の効果が得られる。
 本変形例を実現するために、第1のパートのゲームの進行状況に関する所定の条件を複数設けておく。例えば、第1のパート(ここでは、「試合」とする。)で、他のユーザと試合で勝利するという条件である条件Aと、他のユーザと対戦するという条件である条件B(条件Aよりも緩和された条件)とを予め設けておく。この場合、ゲームサーバ20のCPU21は、例えば、第1のパートの実行回数が所定の閾値よりも少ない、若しくは第1のパートと第2のパートの実行回数の差が所定の閾値よりも大きいと判断した場合には、所定の条件として条件Bを適用し、第1のパートの実行回数が所定の閾値以上である、若しくは第1のパートと第2のパートの実行回数の差が所定の閾値以下であると判断した場合には、所定の条件として条件Aを適用する。
(7-4) Modification 4
In the game control apparatus of the embodiment, the predetermined condition in the determination unit 527 may be changed based on the execution status of the first part and / or the second part.
For example, a part with a relatively small number of executions or a relatively short execution time is defined as a first part, and a part with a relatively large number of executions or a relatively long execution time is defined as a second part. In this case, as the number of executions of the first part is relatively small or the execution time is relatively short, the predetermined condition regarding the progress of the game of the first part is more relaxed. As a result, it becomes easy to satisfy the predetermined condition, so that the motivation to execute the first part and obtain the profit (decrease in difficulty) in the second part becomes easy to work. It is possible to build a mechanism that allows the user to execute parts in a balanced manner.
It should be noted that as the difference in the number of executions between the first part and the second part is relatively large, or the difference in execution time is relatively large, the predetermined state relating to the progress of the game of the first part of the determination unit 527 is determined. Even if the conditions are relaxed, the same effect can be obtained.
In order to realize this modification, a plurality of predetermined conditions regarding the progress of the game of the first part are provided. For example, in the first part (here, referred to as “match”), condition A, which is a condition for winning a game against other users, and condition B (condition A, which is a condition for playing against other users) More relaxed conditions). In this case, the CPU 21 of the game server 20, for example, if the number of executions of the first part is less than a predetermined threshold or the difference between the number of executions of the first part and the second part is greater than a predetermined threshold. If it is determined, condition B is applied as a predetermined condition, and the number of executions of the first part is equal to or greater than a predetermined threshold, or the difference between the number of executions of the first part and the second part is a predetermined threshold. If it is determined that the following is true, the condition A is applied as a predetermined condition.
 (7-5)変形例5
 また、試合パートにおいて他のユーザに勝利することで、スカウトパートにおいて1回の探索処理で減少する行動ポイントの量を低下させるようにしてもよい。これにより、ユーザは、スカウトパートにおいてより多くの回数の探索処理を連続的に行うことができるため、スカウトパートにおけるゲームの難易度が相対的に低下する。上述したスカウトパートにおける利益を得る目的で、ユーザは試合パートを実行することが動機付けられる。
(7-5) Modification 5
Moreover, you may make it reduce the quantity of the action point reduced by one search process in a scout part by winning another user in a game part. Thereby, since the user can continuously perform a search process more times in the scout part, the difficulty of the game in the scout part is relatively lowered. The user is motivated to perform the match part in order to obtain the profit in the above-mentioned scout part.
 (7-6)変形例6
 スカウトパートにおいてゲームの難易度を低下させる場合、技能レベルが低いユーザが技能レベルの高いユーザよりも難易度がより低下するように設定することが好ましい。これにより、まだゲームに十分に慣れていない初級レベルのユーザがゲームをより楽しむことができる。例えば、変更手段528は、スカウトパートにおいて、レベルが低いユーザであるほど、より長い所定期間だけゲームの難易度を低下させる(例えば、上述したように選手カードのパラメータを増加させる)ようにしてもよい。かかる変更手段528の機能を実現するために、レベルと、ゲームの難易度を低下させる所定期間とを予め対応付けているデータを、例えばRAM23に設けておく。ゲームサーバ20のCPU21は、図12のフローチャートにおいてステップS50の条件を満足した場合に、ユーザデータベース31にアクセスして、対象となるユーザIDの技能レベルを読み出す。そして、CPU21は、RAM23内の上記データを参照して、レベルに応じた所定期間に基づき管理データ(図13参照)の有効期間を書き込む。
(7-6) Modification 6
When reducing the difficulty level of a game in a scout part, it is preferable to set so that a user with a low skill level has a lower difficulty level than a user with a high skill level. Thereby, the user of the beginner level who is not yet used to the game can enjoy the game more. For example, in the scout part, the changing means 528 may decrease the difficulty level of the game for a longer predetermined period (for example, increase the player card parameter as described above) as the user is lower in level. Good. In order to realize the function of the changing means 528, for example, the RAM 23 is provided with data in which a level is associated with a predetermined period for reducing the difficulty level of the game in advance. The CPU 21 of the game server 20 accesses the user database 31 and reads the skill level of the target user ID when the condition of step S50 is satisfied in the flowchart of FIG. Then, the CPU 21 refers to the data in the RAM 23 and writes the effective period of the management data (see FIG. 13) based on a predetermined period corresponding to the level.
 また、スカウトパートにおいて、変更手段528は、試合パートにおいて他のユーザに勝利してから(つまり、第1のパートにおける所定の条件を満たしてから)の行動ポイントの消費量の積算値が所定の値に達するまでの期間、ゲームの難易度を低下させる(例えば、上述したように選手カードのパラメータを増加させる)ようにしてもよい。これにより、ユーザが有利になるようにスカウトパートのゲームの難易度が変更される期間を、ユーザ毎に柔軟に設定することができる。すなわち、行動ポイントの消費量は、ユーザ毎に、あるいはユーザのゲーム状況によって変わる場合が考えられるが、その場合でもユーザが有利になる期間を制限することができる。さらに、本実施形態のスカウトパートにおいて、ユーザの技能レベルが高くなるにつれて行動ポイントの消費量が増加するように設定されている場合には、初級レベルのユーザは、行動ポイントの消費量が相対的に少ないために、上級レベルのユーザよりも、行動ポイントの消費量の積算値が所定の値に達するまでの期間が長くなるため、スカウトパートをより長期間継続的にプレイでき、有利に進行させやすくなる。かかる変更手段528の機能を実現するために、ゲームサーバ20のCPU21は、ユーザが試合パートにおいて他のユーザに勝利してから、そのユーザがスカウトパートにおいて行動ポイントを消費する度に、行動ポイントの消費量の積算値を算出し、かつ算出した積算値を所定の値と比較する処理を行う。 In addition, in the scout part, the changing means 528 has a predetermined integrated value of consumption of action points after winning another user in the game part (that is, after satisfying a predetermined condition in the first part). You may make it reduce the difficulty of a game (for example, increase the parameter of a player card as mentioned above) until it reaches a value. Thereby, the period when the difficulty level of the game of a scout part is changed so that a user may be advantageous can be flexibly set for every user. That is, the amount of action points consumed may vary from user to user or depending on the game situation of the user, but even in that case, the period during which the user is advantageous can be limited. Furthermore, in the scout part of this embodiment, when it is set so that the consumption of action points increases as the skill level of the user increases, the user at the basic level has a relative consumption of action points. Therefore, the time until the accumulated value of consumption of action points reaches a predetermined value is longer than that of advanced level users. It becomes easy. In order to realize the function of the changing means 528, the CPU 21 of the game server 20 determines the action point every time the user consumes the action point in the scout part after the user has won another user in the game part. A process of calculating an integrated value of consumption and comparing the calculated integrated value with a predetermined value is performed.
 以上、本発明の実施形態について詳細に説明したが、本発明は上記実施形態に限定されない。また、各実施形態は、本発明の主旨を逸脱しない範囲において、種々の改良や変更をしてもよいのは勿論である。また、上述した実施形態、各変形例に記載されている技術的事項は、適宜組み合わせることが可能である。
 上述した実施形態では、ソーシャルゲームに適用される場合を例として説明したが、これに限られない。例えば、ネットワーク上に置かれたサーバ装置と家庭用オンラインゲーム機とを接続した、いわゆるオンラインゲームシステムにおいても、上述した実施形態と同様に、各ユーザによるゲームの進行を制御できることは言うまでもない。
As mentioned above, although embodiment of this invention was described in detail, this invention is not limited to the said embodiment. In addition, it goes without saying that each embodiment may be variously improved and changed without departing from the gist of the present invention. Further, the technical matters described in the above-described embodiments and modifications can be combined as appropriate.
In the above-described embodiment, the case where the present invention is applied to a social game has been described as an example, but the present invention is not limited to this. For example, in a so-called online game system in which a server device placed on a network and a home online game machine are connected, it goes without saying that the progress of the game by each user can be controlled as in the above-described embodiment.
 上述した実施形態では、複数のパートから第1のパート及び第2のパートを決定するときに、それぞれ単一のパートを決定する場合について説明したが、このような場合に限られない。第1のパート、第2のパートはそれぞれ、2以上のパートが含まれるようにして決定してもよい。例えば、複数のパートとして、パートA,B,C,Dが存在する場合に、実行回数が比較的少ないパートA,Bが第1のパートとして特定され、実行回数が比較的多いパートC,Dが第2のパートとして特定されてもよい。このように特定されたときに、判定手段527によって行われる判定における所定の条件は、第1のパート、及び/又は、第2のパートを構成する2以上のパートの各々の実行状況に基づいて決定してもよい。また、変更手段528によって行われる変更、すなわち第2のパートにおいてユーザが有利となるように第2のパートのゲームの難易度を変更する所定期間、又は所定回数は、第1のパート、及び/又は、第2のパートを構成する2以上のパートの各々の実行状況に基づいて決定してもよい。
 なお、判定手段527によって行われる判定における所定の条件は、第1のパート、及び/又は、第2のパートを構成する2以上のパートの各々の実行状況に基づいて個別に設定してもよい。例えば、第1のパートを構成するパートA,BのうちパートAよりもパートBの実行回数が少ない場合には、パートBを対象とする判定手段527の所定の条件を、パートAのそれよりも相対的に緩くすることで、第1のパートの中でも特にパートBに対する実行が促進されることが期待できる。また、第2のパートを構成するパートC,DのうちパートCの実行回数が多い場合には、パートCに対して設定される所定期間(パートCの実行に有利な期間)をパートDに対するそれよりも短くすることで、第2のパートの中でも特にパートDに対する実行が促進されることが期待できる。このようにして、第1のパート、第2のパートがそれぞれ、2以上のパートを含む場合に、2以上のパートの各々をバランス良くユーザに実行させる仕組みを構築することができる。
In the above-described embodiment, the case where the single part is determined when the first part and the second part are determined from the plurality of parts has been described. However, the present invention is not limited to such a case. Each of the first part and the second part may be determined so as to include two or more parts. For example, when there are parts A, B, C, and D as a plurality of parts, parts A and B that have a relatively small number of executions are identified as the first part, and parts C and D that have a relatively large number of executions. May be specified as the second part. When specified in this manner, the predetermined condition in the determination performed by the determination unit 527 is based on the execution status of each of the first part and / or two or more parts constituting the second part. You may decide. In addition, the change made by the changing means 528, that is, the predetermined period or the predetermined number of times that the difficulty level of the game of the second part is changed so that the user has an advantage in the second part is the first part and / or Or you may determine based on the execution condition of each of two or more parts which comprise a 2nd part.
The predetermined condition in the determination performed by the determination unit 527 may be set individually based on the execution status of each of the first part and / or two or more parts constituting the second part. . For example, when the number of executions of part B is less than part A among the parts A and B constituting the first part, the predetermined condition of determination means 527 for part B is set to that of part A. However, it can be expected that the execution of Part B among the first parts will be promoted by making it relatively loose. In addition, when the number of executions of part C is large among the parts C and D constituting the second part, a predetermined period (a period advantageous for execution of part C) set for part C is set for part D. By making it shorter than that, it can be expected that the execution for part D among the second parts is promoted. In this way, when each of the first part and the second part includes two or more parts, it is possible to construct a mechanism that allows the user to execute each of the two or more parts in a balanced manner.
 上述した実施形態のゲーム制御装置では、所定の条件を満たした場合に、ゲームを構成する複数のパートのうち第1のパート(本実施形態では、試合パート)とは異なる第2のパート(本実施形態では、ミッションパート)において、所定期間又は所定回数分のプレイだけ、ユーザが有利になるように第2のパートのゲームの難易度を変更する機能を備える変更手段528を含むように構成したが、これに限られない。つまり、第2のパートのゲームの難易度を変更する場合に限られず、第2のパートのゲーム上の特典を付与する場合であってもよい。この場合、ゲーム上の特典は、第2のパートのゲームの難易度を易化することのほかに、第2のパートのゲーム上で利用可能なオブジェクト(例えば、キャラクタカード等)やアイテムをユーザに付与すること、あるいは第2のパートのゲーム上の各種ポイントをユーザに付与することであってもよい。第1のパートにおけるゲームの進行状況が所定の条件を満たす場合に、第2のパートにおけるゲームにおいて上述した特典を付与する仕組みとすることで、第2のパートで特典を得る目的で、第1のパートのプレイを実行するようにユーザが動機付けられる。
 すなわち、本発明の別の観点は、プレイ対象となる複数のパートを含むゲームの実行を制御するゲーム制御装置であって、
 ユーザの操作に応じて、前記複数のパートの各々におけるゲームを進行させるゲーム進行手段と、
 前記複数のパートのうち第1のパートにおけるゲームの進行状況が所定の条件を満たすか否かを判定する判定手段と、
 前記所定の条件を満たした場合に、前記複数のパートのうち前記第1のパートとは異なる第2のパートのゲーム上の特典を付与する特典付与手段と、
 を備えてもよい。
 このような特典付与手段を実現するために、ゲームサーバ20のCPU21は、例えば、特典としてレア度の高い選手カードをユーザに付与する場合には、所定の条件を満たしたと判断したときに、ユーザに付与する選手カードの情報をプレイヤデータベースに書き込む。
In the game control device of the above-described embodiment, when a predetermined condition is satisfied, the second part (the book) different from the first part (the game part in the present embodiment) among the plurality of parts constituting the game. In the embodiment, the mission part) is configured to include a changing means 528 having a function of changing the difficulty level of the game of the second part so that the user is advantageous only for a predetermined period or a predetermined number of times of play. However, it is not limited to this. That is, the present invention is not limited to changing the difficulty level of the game of the second part, and may be a case where a privilege on the game of the second part is given. In this case, in addition to facilitating the difficulty of the game of the second part, the benefits on the game include objects (for example, character cards) and items that can be used on the game of the second part. May be given to the user, or various points on the game of the second part may be given to the user. In the case where the progress of the game in the first part satisfies a predetermined condition, the first part is provided with the above-described privilege in the game in the second part. The user is motivated to play the part.
That is, another aspect of the present invention is a game control device that controls execution of a game including a plurality of parts to be played,
Game progress means for progressing a game in each of the plurality of parts in accordance with a user operation;
Determining means for determining whether or not the progress of the game in the first part among the plurality of parts satisfies a predetermined condition;
A privilege granting means for granting a privilege on the game of a second part different from the first part among the plurality of parts when the predetermined condition is satisfied;
May be provided.
In order to realize such a privilege granting means, for example, when the CPU 21 of the game server 20 grants a player card with a high degree of rarity as a privilege to the user, when determining that a predetermined condition is satisfied, the user The information of the player card to be given to is written in the player database.
 上述した実施形態では、ネットワーク上のゲームサーバ20及びデータベースサーバ30によって、図7に示した各手段の機能を実現する構成としたが、この構成に限られない。これらのすべての手段を通信端末10によって実現する構成としてもよいし、少なくとも一部の手段を通信端末10によって実現する構成としてもよい。通信端末10とゲームサーバ20とでは実質的に同一のハードウエア構成を採ることができるため、上記実施形態に記載したようにして通信端末10によっても各機能を実現できる。その場合、上述した実施形態において、ユーザデータベース、及び管理データのうち少なくともいずれかを、各ユーザの通信端末10内の記憶装置(RAM13、あるいは図示しないHDD(Hard Disk Drive)などの大容量記憶装置等)や、例えばネットワーク上の別の記憶装置に記憶させてもよい。 In the embodiment described above, the game server 20 and the database server 30 on the network are configured to realize the functions of the respective units shown in FIG. 7, but the present invention is not limited to this configuration. All these means may be realized by the communication terminal 10, or at least a part of the means may be realized by the communication terminal 10. Since the communication terminal 10 and the game server 20 can have substantially the same hardware configuration, each function can be realized by the communication terminal 10 as described in the above embodiment. In that case, in the above-described embodiment, at least one of the user database and management data is stored in a storage device (RAM 13 or a HDD (Hard Disk Drive) (not shown)) in the communication terminal 10 of each user. Etc.) or may be stored in another storage device on the network, for example.

Claims (15)

  1.  プレイ対象となる複数のパートを含むゲームの実行を制御するゲーム制御装置であって、
     ユーザの操作に応じて、前記複数のパートの各々におけるゲームを進行させるゲーム進行手段と、
     前記複数のパートのうち第1のパートにおけるゲームの進行状況が所定の条件を満たすか否かを判定する判定手段と、
     前記所定の条件を満たした場合に、前記複数のパートのうち前記第1のパートとは異なる第2のパートにおいて、所定期間又は所定回数分のプレイだけ、前記ユーザが有利になるように第2のパートのゲームの難易度を変更する変更手段と、
     を備えたゲーム制御装置。
    A game control device that controls execution of a game including a plurality of parts to be played,
    Game progress means for progressing a game in each of the plurality of parts in accordance with a user operation;
    Determining means for determining whether or not the progress of the game in the first part among the plurality of parts satisfies a predetermined condition;
    When the predetermined condition is satisfied, the second part is configured so that the user is advantageous only for a predetermined period or a predetermined number of times of play in a second part different from the first part among the plurality of parts. Change means for changing the difficulty level of the game of the part,
    A game control device comprising:
  2.  前記ゲーム上のキャラクタと、キャラクタの能力を表すキャラクタデータとを対応付けて記憶する記憶手段、を備え、
     前記第2のパートは、前記ユーザによる操作対象となるキャラクタの能力に基づいてゲームを進行させるものであって、
     前記変更手段は、前記第2のパートにおいて、前記ユーザによる操作対象となるキャラクタの能力が高くなるように、当該キャラクタに対応するキャラクタデータを変更することを特徴とする、
     請求項1に記載されたゲーム制御装置。
    Storage means for storing the character on the game in association with character data representing the character's ability,
    The second part advances the game based on the ability of the character to be operated by the user,
    The changing means changes the character data corresponding to the character so that the ability of the character to be operated by the user is increased in the second part.
    The game control apparatus according to claim 1.
  3.  前記ゲーム上のキャラクタと、キャラクタの能力を表すキャラクタデータとを対応付けて記憶する記憶手段、を備え、
     前記第2のパートは、前記ユーザによる操作対象となるキャラクタの能力に基づいてゲームを進行させるものであって、
     前記変更手段は、前記第2のパートにおいて、前記ユーザによる操作対象となるキャラクタの能力が高くなるように当該キャラクタに対応するキャラクタデータを変更する確率を増加させることを特徴とする、
     請求項1に記載されたゲーム制御装置。
    Storage means for storing the character on the game in association with character data representing the character's ability,
    The second part advances the game based on the ability of the character to be operated by the user,
    The changing means increases the probability of changing the character data corresponding to the character so that the ability of the character to be operated by the user is increased in the second part.
    The game control apparatus according to claim 1.
  4.  ユーザと、当該ユーザが利用可能なゲーム上のポイントとを対応付けて記憶する第2の記憶手段、を備え、
     前記第2のパートは、前記ポイントが所定値以下になった場合にゲームの進行が抑制されるものであって、
     前記変更手段は、前記第2のパートにおいて、前記所定の条件を満たしたユーザに対応するポイントの消費量を少なくすることを特徴とする、
     請求項1~3のいずれかに記載されたゲーム制御装置。
    Second storage means for storing the user and the points on the game available to the user in association with each other;
    In the second part, the progress of the game is suppressed when the point becomes a predetermined value or less,
    The changing means is characterized in that, in the second part, the consumption of points corresponding to users who satisfy the predetermined condition is reduced.
    The game control device according to any one of claims 1 to 3.
  5.  前記第2のパートは、複数のステージから構成されており、
     前記第2のパートの前記所定期間は、前記所定の条件を満たしたユーザがプレイ中のステージが終了するまでの期間であることを特徴とする、
     請求項1~4のいずれかに記載されたゲーム制御装置。
    The second part is composed of a plurality of stages,
    The predetermined period of the second part is a period until a stage that a user who satisfies the predetermined condition is playing ends.
    The game control device according to any one of claims 1 to 4.
  6.  ユーザと、当該ユーザのゲーム上のレベルとを対応付けて記憶する第3の記憶手段、を備え、
     前記第2のパートの前記所定期間は、前記所定の条件を満たしたユーザのレベルが低いほど長く設定されていることを特徴とする、
     請求項1~3のいずれかに記載されたゲーム制御装置。
    A third storage means for storing the user and the level of the user on the game in association with each other;
    The predetermined period of the second part is set longer as the level of a user who satisfies the predetermined condition is lower,
    The game control device according to any one of claims 1 to 3.
  7.  ユーザと、当該ユーザが利用可能なゲーム上のポイントとを対応付けて記憶する第2の記憶手段、を備え、
     前記第2のパートは、前記ポイントが所定値以下になった場合にゲームの進行が抑制されるものであって、
     前記第2のパートの前記所定期間は、前記所定の条件を満たしたユーザの、前記所定の条件を満たしてからの前記ポイントの消費量の積算値が所定の値に達するまでの期間であることを特徴とする、
     請求項1~3のいずれかに記載されたゲーム制御装置。
    Second storage means for storing the user and the points on the game available to the user in association with each other;
    In the second part, the progress of the game is suppressed when the point becomes a predetermined value or less,
    The predetermined period of the second part is a period until the integrated value of the consumption amount of the points after satisfying the predetermined condition of the user who satisfies the predetermined condition reaches a predetermined value. Characterized by the
    The game control device according to any one of claims 1 to 3.
  8.  前記ゲーム進行手段は、前記複数のパートの各々に対するユーザの実行状況に基づいて、前記複数のパートの中から前記第1のパートと前記第2のパートを決定することを特徴とする、
     請求項1に記載されたゲーム制御装置。
    The game progress means determines the first part and the second part from the plurality of parts based on a user's execution status for each of the plurality of parts.
    The game control apparatus according to claim 1.
  9.  前記ゲーム進行手段は、前記複数のパートの各々に対するユーザの実行回数又は実行時間を計数し、実行回数が相対的に少ない、又は実行時間が相対的に短いパートを前記第1のパートとし、実行回数が相対的に多い、又は実行時間が相対的に長いパートを前記第2のパートとすることを特徴とする、
     請求項8に記載されたゲーム制御装置。
    The game progression means counts the number of executions or execution time of the user for each of the plurality of parts, and executes a part having a relatively small number of executions or a relatively short execution time as the first part. A part having a relatively large number of times or a relatively long execution time is defined as the second part.
    The game control apparatus according to claim 8.
  10.  前記変更手段は、前記第1のパート、及び/又は、前記第2のパートの実行状況に基づいて、前記第2のパートの前記所定期間、又は前記所定回数を変更することを特徴とする、
     請求項8又は9に記載されたゲーム制御装置。
    The changing means changes the predetermined period of the second part or the predetermined number of times based on the execution status of the first part and / or the second part.
    The game control apparatus according to claim 8 or 9.
  11.  前記所定の条件を、前記第1のパート、及び/又は、前記第2のパートの実行状況に基づいて変動させることを特徴とする、
     請求項8~10のいずれかに記載されたゲーム制御装置。
    The predetermined condition is varied based on an execution status of the first part and / or the second part,
    The game control device according to any one of claims 8 to 10.
  12.  プレイ対象となる複数のパートを含むゲームの実行を制御するゲーム制御方法であって、
     ユーザの操作に応じて、前記複数のパートの各々におけるゲームを進行させるステップと、
     前記複数のパートのうち第1のパートにおけるゲームの進行状況が所定の条件を満たすか否かを判定するステップと、
     前記所定の条件を満たした場合に、前記複数のパートのうち前記第1のパートとは異なる第2のパートにおいて、所定期間又は所定回数分のプレイだけ、前記ユーザが有利になるように第2のパートのゲームの難易度を変更するステップと、
     を含むゲーム制御方法。
    A game control method for controlling execution of a game including a plurality of parts to be played,
    Proceeding the game in each of the plurality of parts in response to a user operation;
    Determining whether the progress of the game in the first part among the plurality of parts satisfies a predetermined condition;
    When the predetermined condition is satisfied, the second part is configured so that the user is advantageous only for a predetermined period or a predetermined number of times of play in a second part different from the first part among the plurality of parts. Changing the difficulty level of the part game,
    A game control method including:
  13.  プレイ対象となる複数のパートを含むゲームの実行を制御するために、コンピュータに、
     ユーザの操作に応じて、前記複数のパートの各々におけるゲームを進行させる機能と、
     前記複数のパートのうち第1のパートにおけるゲームの進行状況が所定の条件を満たすか否かを判定する機能と、
     前記所定の条件を満たした場合に、前記複数のパートのうち前記第1のパートとは異なる第2のパートにおいて、所定期間又は所定回数分のプレイだけ、前記ユーザが有利になるように第2のパートのゲームの難易度を変更する機能と、
     を実現させるためのプログラム。
    To control the execution of a game that includes multiple parts to play,
    A function of advancing a game in each of the plurality of parts in accordance with a user operation;
    A function of determining whether the progress of the game in the first part among the plurality of parts satisfies a predetermined condition;
    When the predetermined condition is satisfied, the second part is configured so that the user is advantageous only for a predetermined period or a predetermined number of times of play in a second part different from the first part among the plurality of parts. With the ability to change the difficulty of the game of the part,
    A program to realize
  14.  請求項13に記載されたプログラムを記録したことを特徴とする、コンピュータ読み取り可能な記録媒体。 A computer-readable recording medium, wherein the program according to claim 13 is recorded.
  15.  ユーザによって操作される通信端末と、当該通信端末とネットワークを介して接続され、プレイ対象となる複数のパートを含むゲームの実行を制御するサーバと、を備えたゲームシステムであって、
     ユーザの操作に応じて、前記複数のパートの各々におけるゲームを進行させるゲーム進行手段、
     前記複数のパートのうち第1のパートにおけるゲームの進行状況が所定の条件を満たすか否かを判定する判定手段、及び、
     前記所定の条件を満たした場合に、前記複数のパートのうち前記第1のパートとは異なる第2のパートにおいて、所定期間又は所定回数分のプレイだけ、前記ユーザが有利になるように第2のパートのゲームの難易度を変更する変更手段、
     の各手段を、前記通信端末又は前記サーバのいずれか一方が備えた、
     ゲームシステム。
    A game system comprising: a communication terminal operated by a user; and a server connected to the communication terminal via a network and controlling execution of a game including a plurality of parts to be played,
    Game progress means for progressing a game in each of the plurality of parts in accordance with a user operation;
    Determining means for determining whether or not the progress of the game in the first part among the plurality of parts satisfies a predetermined condition; and
    When the predetermined condition is satisfied, the second part is configured so that the user is advantageous only for a predetermined period or a predetermined number of times of play in a second part different from the first part among the plurality of parts. Change means to change the difficulty level of the part game,
    Each of the means is provided in either the communication terminal or the server,
    Game system.
PCT/JP2012/006557 2011-12-21 2012-10-12 Game control device, game control method, program, recording medium, and game system WO2013094094A1 (en)

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JP5903729B1 (en) * 2015-06-30 2016-04-13 株式会社gloops GAME SERVER, GAME CONTROL METHOD, GAME PROGRAM, GAME PROGRAM RECORDING MEDIUM, AND TERMINAL DEVICE
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JP7553822B2 (en) 2021-07-19 2024-09-19 株式会社Mixi Information processing device, information processing method, and program

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