WO2013094094A1 - Dispositif de commande de jeu, procédé de commande de jeu, programme, support d'enregistrement et système de jeu - Google Patents

Dispositif de commande de jeu, procédé de commande de jeu, programme, support d'enregistrement et système de jeu 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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English (en)
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/fr

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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

L'invention concerne un dispositif de commande de jeu, un procédé de commande de jeu, un programme, un support d'enregistrement et un système de jeu qui, lorsque le jeu comprend de multiples parties et est configuré pour permettre à un utilisateur de jouer des parties individuelles, rendent difficile l'apparition de la situation dans laquelle certaines parties sont peu jouées. Le serveur de jeu (20) commande l'exécution d'un jeu, qui comprend de multiples parties à jouer et le procédé de commande de celui-ci est comme suit : d'abord, en réponse à l'opération d'utilisateur d'un terminal de communication (10), on fait avancer le jeu dans les multiples parties respectives ; on détermine si la progression du jeu dans une première partie parmi les multiples parties satisfait ou non une condition prescrite ; lorsque la condition prescrite est satisfaite, on modifie la difficulté du jeu dans une seconde partie parmi les multiples parties, qui diffère de la première partie, afin qu'elle soit avantageuse à l'utilisateur pendant une période prescrite ou pour un nombre prescrit de jeux.
PCT/JP2012/006557 2011-12-21 2012-10-12 Dispositif de commande de jeu, procédé de commande de jeu, programme, support d'enregistrement et système de jeu WO2013094094A1 (fr)

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JP2011-279303 2011-12-21
JP2011279303 2011-12-21
JP2012226735A JP5260783B2 (ja) 2011-12-21 2012-10-12 ゲーム制御装置、ゲーム制御方法、プログラム、ゲームシステム
JP2012-226735 2012-10-12

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JP6334122B2 (ja) * 2013-10-01 2018-05-30 株式会社バンダイナムコエンターテインメント プログラム及びサーバ
JP6725963B2 (ja) * 2015-02-10 2020-07-22 株式会社バンダイナムコエンターテインメント ゲームシステム及びプログラム
JP5903729B1 (ja) * 2015-06-30 2016-04-13 株式会社gloops ゲームサーバ、ゲーム制御方法、ゲームプログラム、ゲームプログラム記録媒体および端末装置
JP6777685B2 (ja) * 2018-05-23 2020-10-28 株式会社カプコン ゲームプログラムおよびゲーム装置

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JP2002282426A (ja) * 2001-03-26 2002-10-02 Heiwa Corp 遊技機
JP2006014956A (ja) * 2004-07-01 2006-01-19 Aruze Corp ゲームシステム、サーバ及びゲーム制御プログラム
JP2007175393A (ja) * 2005-12-28 2007-07-12 Namco Bandai Games Inc ネットワークゲームシステム

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JP3439187B2 (ja) * 2000-11-09 2003-08-25 株式会社コナミコンピュータエンタテインメント大阪 ネットゲームシステム、ネットゲーム進行処理方法及びネットゲーム進行処理プログラムを記録したコンピュータ読み取り可能な記録媒体

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JP2002282426A (ja) * 2001-03-26 2002-10-02 Heiwa Corp 遊技機
JP2006014956A (ja) * 2004-07-01 2006-01-19 Aruze Corp ゲームシステム、サーバ及びゲーム制御プログラム
JP2007175393A (ja) * 2005-12-28 2007-07-12 Namco Bandai Games Inc ネットワークゲームシステム

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