WO2013099057A1 - Game control device, game control method, program, and game system - Google Patents

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

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Publication number
WO2013099057A1
WO2013099057A1 PCT/JP2012/005690 JP2012005690W WO2013099057A1 WO 2013099057 A1 WO2013099057 A1 WO 2013099057A1 JP 2012005690 W JP2012005690 W JP 2012005690W WO 2013099057 A1 WO2013099057 A1 WO 2013099057A1
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WO
WIPO (PCT)
Prior art keywords
player
event
game
selection
targets
Prior art date
Application number
PCT/JP2012/005690
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French (fr)
Japanese (ja)
Inventor
康治 小林
洋介 阿部
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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 WO2013099057A1 publication Critical patent/WO2013099057A1/en

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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • A63F13/65Generating 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 automatically by game devices or servers from real world data, e.g. measurement in live racing competition
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • A63F13/792Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for payment purposes, e.g. monthly subscriptions
    • 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
    • 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
    • A63F13/812Ball games, e.g. soccer or baseball

Definitions

  • the present invention relates to a technique for advancing a game in accordance with a player's selection operation.
  • games that are executed by simulating events such as races and matches in the real world, such as horse racing games, baseball games, and soccer games, are known. These games are created so that they can be played in a form that reproduces the real world, but the judgment ability and operation ability that are exhibited to the player at the event in the game are the same as those in the event setting in the game. This is related to the operation of the character, and is not directly related to real-world events. On the other hand, as a new direction of the game, what links a real-world event and a game has been studied.
  • Patent Document 1 For example, real-world information is reflected in the game screen in real time, and details (or enlarged display, etc.) of the information can be accessed by a player operation (Patent Document 1).
  • Patent Document 2 In the middle of a game or after the game is over, a game device or a personal computer that can be played by a player (Patent Document 2) is known.
  • the present invention has been made in view of the above-described viewpoints, and provides a game control device, a game control method, a program, and a game system that use a player's ability in the real world or a pseudo real world. Objective.
  • a first aspect of the present invention is a game control device that controls execution of a game that simulates an event of the same type as a predetermined event, When one or a plurality of targets are specified from among a plurality of targets related to the event as a result of the predetermined event, the plurality of targets are determined according to a player's operation input before the start of the event.
  • the player can be given a privilege that can be used. Therefore, the prediction ability and judgment ability of the player that are exhibited when predicting the result of the event in a predetermined event are reflected in the benefits available in the game as a result.
  • the predetermined event may be, for example, a real world event or a pseudo real world event.
  • the situation of the event and / or the situation of each object related to the event may change between the time when the player selects one or more objects and the time when the predetermined event is started.
  • the “target” in this game control device can be arbitrarily set as long as it can be specified as a result of an event.
  • a real-world event is a racehorse race
  • the target is a plurality of racehorses that participate in the race. Even if 1 to 3 racehorses are specified in the order of arrival as a result of the event, for example, Good.
  • the real-world event is a quiz program and the target is multiple contestants, for example, a single winner may be identified as a result of the event, or the target can be taken by a specific contestant
  • the number of correct answers (for example, 1 to 5 questions) may specify the actual number of correct answers (for example, 3 questions) as a result of the event.
  • the event may be, for example, the whole baseball game or a part of the baseball game.
  • the two teams that compete with each other may be used, and the winning team may be specified as a result of the event.
  • the target is the number of hits in that inning (a countless number of 1, 2, 7), and the actual number of hits (for example, two hits) as a result of the event May be specified.
  • the “degree of matching” can be set as appropriate according to the event.
  • the racehorse order selected according to the operation input by the player is first, second,
  • the degree of coincidence may decrease in the order of 3rd place.
  • the real-world event is a quiz program and three questions that are the actual number of correct answers are identified as a result of the event
  • the number of correct answers selected in response to the player's operation input matches the actual number of correct answers ( In other words, when the number of correct answers selected is 3), when the number of correct answers is different by 1 (that is, when the number of correct answers selected is 2 or 4), it is different from the actual number of correct answers by 2.
  • the degree of matching may decrease in the order of cases (that is, when the selected number of correct answers is 1 or 5).
  • the privilege is a privilege for advantageously progressing a certain period or a certain number of plays in the game.
  • the ability to predict the outcome of a given event favors the progress of the game, so the player is more motivated to pay more attention to the outcome of the event or to apply the outcome of the event. The date will work.
  • the predetermined event is preferably an event in the real world.
  • the predetermined event is a real-world event, as the event gets closer to the event, information with higher accuracy is often obtained about the status of the event and / or the status of each target related to the event. The degree of coincidence tends to increase due to a change in selection (redoing prediction).
  • information on the status of the racehorse to be entered includes the status several days before the event, the status on the paddock on the race day, and the status on the racetrack just before the race. Is the information with higher accuracy in order, and the latter information about the racehorse is obtained, which is more advantageous when hitting the result of the race. Therefore, when the predetermined event is a real-world event, there is a high possibility that the player will actively change the selection, which is preferable as a game realized by this game control device.
  • the privilege granting unit decreases the privilege as the operation input timing for selecting a target is closer to the start of the predetermined event.
  • the longer the time until the start of the event the greater the benefits.
  • more accurate information is obtained about the status of the event and / or the status of each target related to the event. In order to obtain a lot of benefits, it is motivated to make a selection about an object when the amount of information about the event is small before the start of the event as much as possible.
  • the player since the player makes predictions about the result of the event when the amount of information is small, the interest of the game is increased. Also, by changing the benefits according to the time until the start of the event, the player is given a kind of tension that makes the selection quicker, and the player changes the target once selected immediately before the event. It is possible to prevent the player from easily changing the selection of the target.
  • the privilege granting unit decreases the privilege as the number of times of the change increases.
  • the changing means permits the change of the selection to be accepted on condition that the player receives a consideration.
  • the consideration condition may be a predetermined value of at least one of the payment amount of the player on the game, the consumption amount of the economic value, or the consumption amount of the points available to the player on the game. Since this game control device is configured so as to request the player for a change in the content of selection, once the player selects a target, the player can easily make a change when the amount of information about the event increases. It will be suppressed to change the selection. For this reason, the player is more focused and makes an initial prediction about the outcome of the event, so the game is more interesting.
  • a second aspect of the present invention is a game control method in a game control apparatus that controls execution of a game that simulates an event of the same type as an event in the real world.
  • This game control method When one or a plurality of targets are specified from among a plurality of targets related to the event as a result of the predetermined event, the plurality of targets are determined according to a player's operation input before the start of the event.
  • a third aspect of the present invention is a game control method for controlling execution of a game that simulates an event of the same type as a predetermined event.
  • This game control method When one or a plurality of targets are specified from among a plurality of targets related to the event as a result of the predetermined event, the plurality of targets are determined according to a player's operation input before the start of the event.
  • a computer for controlling the execution of a game simulating an event of the same type as a predetermined event.
  • the plurality of targets are determined according to a player's operation input before the start of the event.
  • a selection function for selecting one or more objects from within A change function for accepting a change in the content of selection for the target before the start of the predetermined event in response to an operation input by the player;
  • An information acquisition function for acquiring event information including the contents of one or a plurality of targets identified from the plurality of targets as a result of the event after the predetermined event ends;
  • a determination function for determining a degree of coincidence between the one or more objects selected by the selection function and the one or more objects specified by the predetermined event based on the event information;
  • a privilege granting function that makes it less than if not, It is a program for realizing.
  • the computer may be, for example, a network server or a large computer. Further, this program may be stored in a computer-readable information storage medium such as a DVD-ROM or a CD-ROM.
  • a communication terminal operated by a player is connected to the communication terminal via a network, and an event of the same type as a predetermined event is simulated in association with player-specific player identification information.
  • a game control device that controls execution of the game.
  • the game control device includes: When one or a plurality of targets are specified from among a plurality of targets related to the event as a result of the predetermined event, the plurality of targets are determined according to a player's operation input before the start of the event.
  • a communication terminal operated by a player is connected to the communication terminal via a network, and an event of the same kind as a predetermined event is simulated in association with player-specific player identification information.
  • a game control device that controls execution of the game. This game system When one or a plurality of targets are specified from among a plurality of targets related to the event as a result of the predetermined event, the plurality of targets are determined according to a player's operation input before the start of the event.
  • 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 an example of the display screen of the communication terminal which displays a top page.
  • the figure which shows an example of the display screen of a communication terminal when a player performs a training function The figure which shows an example of the display screen of a communication terminal when a player performs a training function.
  • competition race function The figure which shows an example of the display screen of a communication terminal when a player performs a battle
  • the figure which shows an example of the display screen of the communication terminal which shows the result of the prediction of the player of a real world horse racing race with the result of a race.
  • the present invention is related to the patent application of Japanese Patent Application No. 2011-289108 filed with the Japan Patent Office on December 28, 2011, the entire contents of which are incorporated herein by reference.
  • the social game is a game executed by a game application created based on an operating environment such as an API (Application Programming Interface) that operates on a web browser in a social networking service (SNS) by a specific service provider.
  • an API Application Programming Interface
  • SNS social networking service
  • the social game is a kind of online game that is played while communicating among an unspecified number of players. If the player can connect to the Internet and has a communication terminal equipped with a web browser, the player can enjoy a social game regardless of time and place.
  • One of the features of social games is that they have more communication functions for exchange between players than conventional online games. In social games, for example, in addition to cooperative play with other players (companies), information exchange by communicating with friends such as greetings and contacts with friends, gifts of items on the game with friends or items Exchanges can be made.
  • FIG. 1 shows a system configuration example of the game system of 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 player, 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).
  • a John receiver including a so-called multi-function smart TV
  • an application operable on a web browser is installed in the game server 20 as a game application.
  • the communication terminal 10 includes a web browser capable of displaying a web page provided by the game server 20, and a player operates the communication terminal 10 on the web page to execute a game.
  • 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.
  • an authentication server for authenticating the player 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 an appropriate designation of a URL (Uniform Resource Locator) input to the player 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 player ID (player identification information) registered in advance or a player 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. Further, when the player selects a hyperlink or menu on the web page by operating the instruction input unit 15, the web browser transmits new HTML data for displaying the web page according to the selection. (That is, update of the web page) is requested to the game server 20.
  • 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 an operation input of the player. 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 player 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 player 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 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, a wireless communication interface unit 25, an input unit 26, and a display unit 27.
  • a bus 28 is provided for transmitting signals or data signals.
  • 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.
  • the CPU 21 performs processing according to the hyperlink or menu selected by the player on the web page displayed on the communication terminal 10 via the communication interface unit.
  • 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 input unit 26 includes an input device such as a keyboard and / or a mouse, and an interface circuit for causing the main server 20 to recognize data input by the input device.
  • the display unit 27 is for displaying the execution result (output result) of the program executed by the CPU 21 and may include, for example, the LCD monitor described above.
  • 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 player database 31, a game result database 32, a race database 33, and a prediction input database 34.
  • the type of game realized by the game server 20 of the present embodiment is not particularly limited. However, for convenience of explanation of the embodiment, as an example of a game realized by the game server 20, a horse racing digital format is described below.
  • the horse racing digital card game is a game configured such that the player can collect and strengthen the racehorse cards corresponding to the racehorses (game characters) or enjoy the race with other players.
  • the horse racing digital card game is integrated with a search function for searching for a racehorse card, a lottery function for obtaining a racehorse card by lottery, or two or more racehorses (game characters).
  • There is a training function that increases (strengthens) the ability of one racehorse. A plurality of functions implemented in the horse racing digital card game will be described later.
  • FIG. 6 shows an example of the player database 31 applied in the horse racing digital card game described above.
  • the player database 31 displays, for each player ID (player identification information), a display name / display image, a skill level, an action point, a starting point, a training point, a lottery point, the number of racehorses, possessed coins, and fellow players. Information about each item of ID, possession item, and character data is included. Information included in the player database 31 can be sequentially updated by the game server 20.
  • the player ID included in the player database 31 or data for each display name (to be described later) that identifies the player is generically referred to as player data.
  • the data of each item constituting the player data is as follows.
  • Display name / display image A display name and a display image that are displayed to specify the player of the communication terminal 10 when the game is executed.
  • the display name is text of a predetermined length or less specified in advance by the player, and the display image is, for example, an avatar image selected in advance by the player.
  • the display name is a name that identifies the player on the network environment (or game community) provided by the game server 20. Skill level Data indicating the skill level of the player on the game.
  • -Action point In the horse-racing digital card game, for example, it is a point necessary for performing a search on the game by the player corresponding to the player ID.
  • the action point is a value that decreases mainly by searching and recovers (increases) each time a predetermined time elapses.
  • Starting Point In the horse racing digital card game, for example, the starting point is a point necessary for racing with a racehorse associated with a player ID (that is, another player).
  • the starting point is a value that is reduced by a race with a racehorse of another player or the like and is recovered (increased) every time a predetermined time elapses.
  • -Training point In the horse racing digital card game, for example, it is a point necessary for strengthening the game character (integrated processing described later) by the player corresponding to the player ID.
  • the training point is a value that is reduced by training the racehorse (strengthening the game character) and winning in a race with the racehorse of another player or increasing as the search progresses.
  • -Lottery point In the horse racing digital card game, a lottery point is a point acquired by a player by sending a greeting message to a fellow player.
  • the lottery points will decrease when a free lottery is executed.
  • -Number of racehorses This is the number of racehorse cards held by the player. The number of racehorses increases or decreases depending on the execution of the search function or the training function. The maximum value (for example, 60) of the number of racehorses that a player can have is defined in advance.
  • -Owned coin This is the possessed amount of virtual currency (coin) on the game that is required when the player corresponding to the player ID uses the pay function on the game. The possessed coins are consumed (reduced) when the player uses a pay function on the game, and the player pays actual money to the service provider or the like by a predetermined method, and increases according to the amount paid.
  • Character data is data including game character information.
  • the game character may include various kinds of information depending on the nature of the game. For example, in the case of a horse racing digital card game, the game character means a racehorse on the game corresponding one-to-one with the racehorse card.
  • the information of the game character is information in which the ability value (ability parameter) of the game character (racing horse) is described for each item. For example, as shown in FIG. 6, each capability value such as “speed” and “instantaneous force” may be included as items.
  • the character data includes predetermined default data.
  • the game result 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 horse racing digital card game, information on game results includes results of races between different player IDs (such as arrival order) and results of regular races that are automatically performed regardless of player operations. (The order of arrival, etc.) and the search results of each player.
  • the contents of the prediction input database 34 and the race database 33 will be described later.
  • 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 or the like on the display screen can be changed by a scroll operation of the web page by the player's direction instruction button or the like.
  • the registration means 51 recognizes a player's 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, an IP address, an email address, etc.) for specifying the communication terminal 10 that is the transmission source, or the player has already played another game by the same service provider.
  • the player ID may be included.
  • the CPU 21 receives the registration request message and does not include a player ID in the registration request message, the CPU 21 issues a new player ID and performs registration processing of the player ID, and then the registration processing is completed. Is sent to the communication terminal 10.
  • the CPU 21 receives the registration request message and includes a player ID in the registration request message, the CPU 21 performs registration processing of the player ID, and then transmits a registration completion message indicating that the registration processing is completed. 10 to send.
  • the CPU 21 determines a player for a new player ID in which predetermined default data (the specified initial value is described as character data without any friends or possessed items at the time of registration). Data is stored in the player database 31.
  • the registration unit 51 may also register the player ID in association with another player ID triggered by an application based on the player ID. That is, the registration unit 51 registers another player ID as a “mate” with an application based on the player ID as a trigger. In the following description, it is synonymous that the player ID has a friend relationship and that the corresponding player has 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 player ID (or a corresponding display name) to be a friend from the communication terminal 10 of the player corresponding to a certain player ID via the wireless communication interface unit 25. Accept.
  • the transmission of the application message is set in advance as a function of a web page provided to the communication terminal 10 of the player.
  • the CPU 21 approves an application based on another player ID to the communication terminal 10 corresponding to the player ID at the timing when there is an access based on the player 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 writes data in the “mate” portion (see FIG. 6) of the player data of the corresponding two player IDs in the player database 31.
  • the game advancing means 52 advances the game by transmitting HTML data for sequentially updating web pages displayed on the communication terminal 10 in response to the player's operation on the communication terminal 10.
  • game as appropriate
  • the following functions are provided to advance the game.
  • ⁇ Search function Function to search for the racehorse card held by the player / Training function: Functions that combine two or more racehorses to increase the ability of one racehorse / matching race function: Functions for performing races with other players' racehorses (hereinafter referred to as “competition races”) / lottery functions: Function that allows you to obtain a racehorse card by lottery / Regular race function: A function for automatically performing a regular race (hereinafter referred to as a “regular race”) by a racehorse between players (without triggering the player's operation): Function to register in advance a certain number of racehorses to be run in regular races from the racehorses held by players
  • the game progress means 52 includes a game function display means 521, a search execution means 522, a training execution means 523, a battle race execution means 524, a lottery execution means 525, a start registration execution means 526, and a regular Race execution means 527 is included.
  • Search execution means 522, training execution means 523, battle race execution means 524, lottery execution means 525, start registration execution means 526, and regular race execution means 527 are respectively a search function, a training function, a battle race function, The lottery function, start registration function, and regular race function are executed.
  • the CPU 21 of the game server 20 assigns in advance any function for progressing the game to each menu displayed on the web page.
  • 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 function. Since the regular race function is periodically executed without the player's operation as a trigger, there is no corresponding menu on the web page.
  • the game function display means 521 causes the communication terminal 10 to display a plurality of menus each assigned a plurality of functions 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 as the search function, the training function, the battle function, and the lottery function are executed.
  • FIG. 8 An example of the game top page displayed on the communication terminal 10 by the game function display means 521 is shown in FIG.
  • This top page is composed of web pages corresponding to individual player IDs.
  • the top page illustrated in FIG. 8 includes a player data display area, a horse image display area, and a basic menu display area.
  • the player data display area the skill level, action point, start point, training point, lottery point, number of race horses, and data of each item of the companion (see FIG. 6) included in the player data of the target player ID are displayed. It is an area to be done.
  • the point or number written in the X / Y format is that X is the point or number held by the player, and Y is the maximum value of the point or number. It shows that there is. For example, if the number of racehorses is described as “40/60”, it indicates that the number of racehorses possessed by the player is 40 and the maximum number of racehorses that can be retained is 60.
  • the horse image display area is an area in which image data of a racehorse card selected in advance by a player having a target player ID is displayed.
  • the basic menu display area is a basic menu corresponding to multiple functions (search function, training function, competitive race function, lottery function, start registration function) provided in a horse racing digital card game.
  • “Race”, “lottery”, and “start registration” menus m1 to m5 are displayed. That is, a plurality of menus to which a plurality of functions executed in the game are assigned are respectively arranged at predetermined positions on the web page displayed on the communication terminal 10.
  • the menu m6 “Japan Cup prediction accepting!” Is provided for accepting the player's prediction for the result of the real-world horse race, and the menu is displayed in conjunction with the content of the real-world horse race. It is a menu that changes the contents.
  • the game function 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 player data display area and the image data of the racehorse card to be displayed in the horse 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 player (that is, for each player 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 search execution means 522, the training execution means 523, the battle race execution means 524, the lottery execution means 525, and the run registration execution means 526 are respectively a search function according to the player's selection operation for the menu displayed on the communication terminal
  • Each function of a training function, a competitive race function, a lottery function, and a start registration function is executed.
  • each function is executed hierarchically such that a new web page including a plurality of menus subdivided for each function is displayed.
  • the search execution means 522 executes a search function that allows a player to search for a racehorse card of a racehorse that can run in a battle race or a regular race as a racehorse on hand.
  • FIG. 9 shows an example of a web page displayed on the communication terminal 10 when the search function is executed.
  • an area to be searched for in a specific region of Japan is displayed in a highlighted state.
  • the player is described as “search for racehorses” provided for each area to be searched (in the example of FIG. 9, area 9 (subareas 9-1, 9-2,...)).
  • the menu m10 is selected and operated. With this operation as a trigger, a search process for an area to be searched is performed, and when a racehorse is excavated, the racehorse card of the racehorse is displayed in the display area 102. At this time, every time the menu m10 is selected and a search process is performed, the value of “search rate” (%) displayed in the display area 101 increases.
  • the display area 101 displays an action point value required for one search process (“5” in the example of FIG. 9). For each search process, the action points are decreased by the value of the displayed action point, and a certain amount of training points are increased.
  • the search execution means 522 every time the search process is performed, the CPU 21 accesses the player database 31 and updates the action point and training point values of the target player 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 racehorses provided in advance for the search.
  • the CPU 21 obtains (excavates) the racehorse by lottery, the CPU 21 accesses the player database 31 and adds the data of the newly excavated racehorse to the target player ID data. Increase the number of racehorses by one.
  • CPU21 produces
  • the HTML data is configured such that search rate data in the display area 101 is updated.
  • the action points decrease each time a selection operation is performed on the menu m10. Therefore, when the top page is displayed immediately after the search function is executed, the action points displayed on the top page are It is displayed in a reduced manner compared to before the search function is executed.
  • the action points are recovered (increased) by one point each time a predetermined time (for example, 3 minutes) elapses, for example.
  • the training execution unit 523 executes a training function that integrates two or more racehorses to increase the ability of a specific racehorse (game character). In this game, a certain amount of training points are required for the player to execute the training function.
  • This integration process may be performed as follows, for example.
  • the game character to be strengthened (the remaining game character specified by the player) is referred to as racehorse A, and the game character that is integrated with racehorse A and disappears is referred to as racehorse B.
  • the CPU 21 adds a specific ratio of the speed of the racehorse B and the ability value of the instantaneous power to the speed value of the racehorse A and the ability value of the instantaneous power, respectively.
  • the ability value of the horse A may be calculated.
  • the performance characteristics of the racehorse B are reflected in the racehorse A.
  • the CPU 21 accesses the player database 31 after the integration process, deletes the racehorse B data from the target player ID data, and decreases the value of the number of racehorses by one.
  • the training points of the target player ID are reduced by a predetermined amount. The training points are increased by executing the search function described above or by executing a battle race function described below.
  • FIGS. 10A and 10B are display examples displayed in series according to operations on the communication terminal 10.
  • the CPU 21 of the game server 20 recognizes that the menu m2 is selected on the web page of FIG. 8
  • HTML data for displaying a web page that prompts selection of a plurality of game characters to be integrated is displayed.
  • An example of the web page displayed first at this time is a list of racehorses to be trained (game characters to be strengthened) as shown in P1 of FIG. 10A, so that the racehorses to be trained can be selected by a selection operation. It is configured.
  • a list of partner racehorses (disappearing game characters) is displayed as shown in P2 of FIG. 10A.
  • the web page indicated by P2 in FIG. 10A is configured such that a partner racehorse can be selected by a selection operation.
  • P3 in FIG. 10B is a confirmation screen.
  • a racehorse KNM is selected as the racehorse to be trained
  • a racehorse RLC is selected as the partner racehorse.
  • the selection result is notified to the game server 20.
  • the CPU 21 of the game server 20 calculates a new ability value of the racehorse KMN based on the received selection result, and accesses the player database 31 to obtain the data of the racehorse RLC as the target player ID data. Delete from.
  • the CPU 21 transmits HTML data including a value indicating the degree of increase in the new capability value to the communication terminal 10.
  • the communication terminal 10 causes the selected racehorse KMN card and the racehorse RLC card to overlap and merge as shown in P4 of FIG. 10B and P5 of FIG. 10B. An effect display is performed so that only the card is displayed.
  • FIG. 11B (c) it is preferable to quantitatively display the degree of increase in the ability value of the racehorse KMN to be strengthened (132% in the example of P5 in FIG. 10B).
  • the battle race execution means 524 executes a battle race function for performing a battle race with another player.
  • the racehorse participating in the competition race may be automatically selected from racehorses registered for start by the player or may be selected by a selection operation of the player.
  • starting points are required to execute the competitive race function, and training points can be obtained by winning the competitive race. That is, the values of the starting point and the training point corresponding to the player ID can be changed by executing the battle race function.
  • the starting points required (consumed) in one battle race are determined by the racehorses participating in the battle race. For example, a cost required for one battle race is assigned in advance to each racehorse, and start points are consumed by the cost.
  • the starting point is recovered (increased) by one point each time a predetermined time (for example, 1 minute) elapses, for example.
  • the battle race execution means 524 is realized as follows, for example.
  • the CPU 21 of the game server 20 has the same skill level.
  • a predetermined number of players are randomly selected, and display HTML data for the player to select from the predetermined number of opponents is transmitted to the communication terminal 10.
  • the CPU 21 transmits HTML data for displaying a web page for notifying the opponent to the communication terminal 10.
  • the CPU 21 accesses the player database 31 of the database server 30 via the database access unit 24, and the starting point of the target player ID is equal to or greater than a predetermined amount required for the battle race.
  • the predetermined amount is decreased from the starting point, and the character data associated with the two player IDs as the opponents is read out.
  • CPU21 performs the battle
  • the determination method of winning or losing the battle can be any method as long as the ability value of the game character affects the arrival order of the race. For example, the ability values of the game characters associated with the two player IDs that are opponents are compared, and a game character with a larger ability value has a higher probability (for example, a predetermined probability within a range of 60 to 90%). You may set it to win. The win rate may be higher as the difference in ability values is larger.
  • predetermined weighting for example, in the example of FIG. 6, “speed” is 0.6 and “instantaneous force” is 0. 4
  • the overall ability value can be calculated, and this overall ability value can be used as a comparison target.
  • the CPU 21 determines the battle result of the game character associated with the two player IDs that are the opponents, the CPU 21 displays HTML data for displaying a web page including the battle results as the two player IDs of the opponents. To the player's communication terminal 10. Then, the communication terminal 10 interprets the HTML data received from the game server 20 and displays an image including the battle result on the display unit 16. After determining the battle result, the CPU 21 performs a process of writing details of the battle result in the game result database 32 via the database access unit 24. Since the time from when the player selects the menu m3 on the top page illustrated in FIG.
  • FIG. 11A and FIG. 11B are diagrams sequentially illustrating web pages displayed by executing the competitive race function.
  • a menu for browsing the animation of the race (a menu of the text “view race”) or a menu for browsing only the result of the race (“view the result”). ”Is a page that prompts the player to select one of the menu items (“ 7 ”in the figure) after the race is executed.
  • the race result is displayed through the display of the race animation.
  • FIG. 11B detailed results including the race arrival order and the like are displayed. If the race is won, the player can obtain a certain amount of training points.
  • “recovery medicine” may be provided as an item for immediately recovering the action points and start points of the player.
  • the recovery drug may be set so that the player can receive it at random timing from the service provider, or may be set so that it can be received from the fellow player in a present form.
  • the action point and the start point are immediately recovered to the maximum value by the player using the acquired recovery medicine.
  • the player can continuously execute the battle race function and the search function, so that the game can be advanced in a shorter time than other players that do not use the recovery drug. become.
  • the lottery execution means 525 executes a lottery function that makes it possible to obtain a racehorse card by lottery.
  • the lottery function is preferably executed through an effect of taking (drawing) one racehorse card from the lottery box.
  • the racehorse cards that appear by lottery are basically random, but the probability that racehorse cards with outstanding abilities and popular racehorse cards (so-called rare cards) will appear in the lottery is set very low. Yes.
  • the lottery function includes “lottery by lottery point” in which a racehorse card is drawn in exchange for a predetermined amount of lottery points, and “lottery by coins” in which a lottery is advantageously performed by the player by charging the player. .
  • players can register their 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 exchange of greeting messages, gifts of items on the game or exchange of items, and sending greeting messages to other players, is provided between fellow players.
  • Players can obtain a certain amount of lottery points by sending a greeting message to fellow players, and perform “lottery by lottery points” as a free lottery to draw a racehorse card in exchange for a predetermined amount of lottery points Can do.
  • FIG. 12 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 player to perform a lottery with a lottery point.
  • the lottery points possessed by the player (owned lottery points) and the lottery points 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 racehorse card at random from each of a plurality of racehorse cards to be drawn can be adopted. In this method, the probability (appearance probability) that each racehorse card is selected is substantially the same.
  • the CPU 21 of the game server 20 determines a racehorse card by performing a lottery process from a plurality of racehorse cards provided in advance for the lottery based on the lottery points, and displays the racehorse card in the display area 102. HTML data for display is transmitted to the communication terminal 10.
  • the CPU 21 accesses the player database 31 and decreases the lottery points of the target player ID by a predetermined amount. Further, when the racehorse card is drawn by lottery, the CPU 21 adds the racehorse (game character) data drawn by lottery from the data of the target player ID, so that the value of the number of racehorses is only 1. increase.
  • the start registration execution means 526 executes a function of registering in advance (that is, start registration) a racehorse to start a regular race from among the racehorses held by the player automatically or in response to a selection operation by the player. To do. For example, in the web page in which the menu m5 is displayed in response to the selection operation in FIG. 8, a menu as to whether to automatically select a racehorse to run in a regular race or to perform a selection operation by one player at a time. Is displayed.
  • the regular race execution means 527 executes a regular race function for automatically performing regular races between racers using racehorses (without triggering the player's operation).
  • the scheduled date and time of the regular race may be set arbitrarily. For example, for at least some of the regular races, the date and time when the race will be held in the real world and the name of the race should be matched with the real world race. Is preferred.
  • a regular race on the game may be executed at the same race name and the same race start time as the race of the central horse race held on Saturday and Sunday.
  • the racehorse of each player in the regular race is arbitrarily selected from the racehorses registered for start by the player, or selected from the racehorses registered for start by the player.
  • any method can be adopted as long as the ability value of the game character affects the arrival order of the race, as in the battle race described above.
  • the main functions (search function, training function, competitive race function, lottery function, start registration function, and regular race execution function) of the game progress means 52 have been described above. Whether the game progress means 52 can further execute a function (search function, training function, competitive race function, and lottery function) according to the menu selected by the player based on each point or the number of racehorses held by the player. If the function corresponding to the selected menu cannot be executed, a page including text for notifying the player that the function cannot be executed is displayed on the communication terminal 10. For example, when an attempt is made to execute a search function for an area that requires “5” action points for one search process, the search function cannot be executed when the action point of the player is “3”. “There are not enough points. Your action points will recover by 1 every 3 minutes.
  • the CPU 21 of the game server 20 accesses the user database 31 to perform comparison processing between the action point data of the player and the action point (predetermined value) required for the area to be searched, and execute the search function. Judgment is made.
  • the action point, the starting point, the training point, the lottery point, and the number of race horses displayed in the player data display area of FIG. 8 are the search function, the training function, the competitive race function, and the lottery.
  • the function can vary depending on the execution of each function.
  • FIG. 13 shows a list of action points, start points, training points, lottery points, and factors for increasing and decreasing the number of racehorses in this game. Note that the amount of points consumed by the execution of the above functions may be set separately or may be different.
  • the game advancing means 52 is a factor that is not caused by the execution of the search function, the training function, the competitive race function, and the lottery function among the increase factor and the decrease factor shown in FIG. 13 (elapsed time, use of recovery medicine, Regarding the transmission of greeting messages to friends), update processing of each point is performed.
  • 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.
  • the selection means 53 selects one or a plurality of racehorses (for example, one racehorse) from a plurality of racehorses (targets) participating in the race as a result of a real-world horse race (event). Or 1 to 3 racehorses), before the start of the real-world horse race, one or more of the race horses participating in the horse race according to the operation input of the player.
  • a function for selecting a plurality of racehorses is provided.
  • selecting one or a plurality of racehorses from among a plurality of racehorses participating in a horse race corresponds to accepting a player's prediction about the result of the race.
  • the selection means 53 has a function of accepting a prediction of a real-world horse racing race in response to a player's operation input.
  • There are multiple methods for accepting predictions for real-world horse racing races such as the so-called single win type that predicts the first place, and the double win type that selects the racehorse that falls within the first place. Also good.
  • a real-world horse racing race is the “Japan Cup” and the player predicts the horse racing race in a win-win style.
  • the function of the selection means 53 is realized as follows, for example.
  • the CPU 21 of the game server 20 recognizes that the menu m6 has been selected and operated by the player on the top page of FIG. 8, the CPU 21 displays a web page that prompts the player to input the predicted first place in a real-world horse racing race (Japan Cup). HTML data is transmitted to the communication terminal 10.
  • An example of this web page is shown in FIG.
  • the web page of FIG. 14 includes an image area 201 including an image showing an outline of a real-world horse racing race (Japan Cup), an image area 202 including text for guiding a player, and an image area that accepts an input operation of a player who is predicted to arrive.
  • an image area 204 for displaying a running horse for displaying a privilege according to the degree of coincidence of the player's expectation.
  • the percentage value (35%, etc.) described corresponding to the racehorses “SGA”, “NMC”, “TKM” indicates the corresponding racehorse among the players already input at the present time. It is the ratio of the players who predicted the first place, and the higher the popularity, the larger the value.
  • the player can refer to the percentage value in the image area 204 when inputting the expected first place.
  • the CPU 21 refers to the race database 33 for displaying the running horse in the image area 204.
  • FIG. 15 shows a configuration example of the predicted input database 34.
  • a race ID is assigned to each horse race in the real world.
  • Each race ID includes race data in which frame number, racehorse, arrival order, and arrival difference data are associated with each other. As a matter of course, the data on the arrival order and the arrival difference are not recorded before the start of the target horse race.
  • the race data is written by the information acquisition means 60 described later.
  • a pull-down menu m20 and a menu m21 are displayed.
  • a list of all racehorses to be entered is displayed, and one of the racehorses can be selected.
  • the menu m21 is selected and operated by the player in a state where any racehorse is selected in the pull-down menu m20, the player's first racehorse prediction is accepted.
  • the display of the web page on the communication terminal 10 is switched, for example, as shown in FIG.
  • a racehorse that is predicted to be the first by the player is displayed.
  • the percentage data of the image area 204 is sequentially updated.
  • FIG. 17 shows a configuration example of the predicted input database 34.
  • a race ID is assigned to each horse race in the real world.
  • the CPU 21 accepts the selection of the predicted first place by the player, the CPU 21 records the predicted input data in which the player ID of the player is associated with the racehorse predicted to be the first place in the predicted input database 34.
  • the race ID of a real world Japan Cup horse race is “001”
  • the player ID: 00001 and the predicted racehorse: KNM constitute one predictive input data.
  • the changing means 54 has a function of accepting a change of the racehorse (target) selected by the selection means 53 before the start of a real-world horse racing race (event) in response to an operation input by the player. That is, the changing means 54 enables the player to redo the prediction on the result of the horse racing race.
  • the frame number selected by the player and the racehorse (in FIG. 16, KNM of frame 2 and 4) are displayed in the image area 203.
  • a pull-down menu m25 and a menu m26 for changing the selected racehorse are displayed. When the player selects and operates the pull-down menu m25 on the web page shown in FIG.
  • a list of all racehorses to participate is displayed, and one of the racehorses can be selected.
  • one of the racehorses is selected in the pull-down menu m25 and the menu m26 is selected and operated by the player, a new first-place prediction of the racehorse by the player is accepted (that is, the racehorse predicted to be first is changed). ) In this way, the player can redo the prediction on the result of the horse race.
  • the function of the changing means 54 is realized as follows.
  • the CPU 21 of the game server 20 recognizes that the menu m26 has been selected, the CPU 21 accesses the prediction input database 34 and stores the racehorse data of the expected first racehorse of the target race ID and player ID in the menu m25. Rewrite the entered racehorse data.
  • CPU21 produces
  • the prediction of the result of the horse race can be repeated any number of times before the real world horse race.
  • the predicted input data in the predicted input database 34 is sequentially rewritten in accordance with the operation of performing the prediction re-execution by the player.
  • the CPU 21 performs a process of incrementing the value of the number of changes for the predicted input data (the default value is 0).
  • the information acquisition means 60 has a function of acquiring information about a real-world horse racing race (event).
  • the function of the information acquisition means 60 is implement
  • Various methods can be used for acquiring information.
  • a method of acquiring information on a real-world horse racing race by an operator's input to the input unit 26 can be used.
  • the operator stores the target race ID frame number and racehorse data in the race database 33 in advance in a state in which a predetermined input application program is operating on the game server 20 and before accepting the prediction by the player.
  • the arrival order and arrival difference data is input to the race database 33.
  • the input to the race database 33 may be other than the input by the operator.
  • the game server 20 may acquire information from, for example, the Internet from another server that stores information about a real-world horse racing race, and import the information into the race database 33.
  • the determination means 61 is a racehorse selected by the selection means 53 (that is, based on the arrival order and arrival difference data (event information) of the real-world horse racing race (Japan Cup) recorded in the race database 33 (that is, It has a function of determining the degree of coincidence between a racehorse predicted to be first selected by the player and one or more racehorses specified in the real-world horse race (Japan Cup).
  • the one or a plurality of racehorses identified in the horse race are, for example, the first, second, and third race horses in the race, and the privilege is given by the privilege giving means 62 described later. It may be determined appropriately according to the conditions.
  • the function of the determination means 61 is implement
  • the CPU 21 of the game server 20 accesses the race database 33 and the prediction input database 34, and for the horse racing race of the specific race ID (for example, the above Japan Cup), the predicted input data for each player, the arrival order of the horse racing race, Comparison with arrival difference data (event information) is performed to determine the degree of matching for each predicted input data (that is, for each player ID). For example, as shown in FIG. 14, even when a player's first-place prediction is accepted, it is not limited to the case where the prediction is correct (that is, when the degree of matching is 100%). Even if it is lower, a privilege according to the degree of matching may be provided.
  • FIG. 19 is an example of a web page displayed on the communication terminal 10 of the player when the player's prediction of first arrival is correct.
  • the web page illustrated in FIG. 19 includes an image area 206 that displays the result of the player's prediction (winning condition), and an image area 207 that displays the result of the real-world horse racing race (arrival order and arrival difference). And an image area 208 that displays guidance for the next real-world horse racing race.
  • the privilege granting unit 62 has a function of granting a privilege that can be used on the game to the player according to the degree of matching. At this time, the privilege granting means 62 gives the privilege to be granted when the selection means for the racehorse prediction is changed by the changing means 54, compared to the case where the content of the choice for the racehorse prediction is not changed. Reduce. As illustrated in FIG. 14, the content of the privilege is set in advance in conjunction with the content of the player's prediction (in FIG. 14, the first place prediction).
  • the racehorse selected by the player as a first-place prediction is not limited to the case where the first-place racehorse as a result of the real-world horse race is matched (the degree of match is 100%). Even if the degree of matching is lower, it is preferable that a privilege corresponding to the degree of matching is set in advance.
  • the function of the privilege provision means 62 is implement
  • the CPU 21 of the game server 20 gives the player so that it is less than the privilege given to the player when the number of changes is zero. Determine the benefits. For example, in the example of FIG. 14, when the player's predicted first place is correct, the player data of the corresponding player ID is accessed, and points less than 2000 points (for example, the current lottery point) (1500 points) is added. Note that the CPU 21 refers to the value of the number of changes in predicted input data for each player ID recorded in the predicted input database 34 in order to determine whether or not the prediction of the racehorse has been changed by the player. The degree of reducing the privilege may be set as appropriate. For example, in the example of FIG.
  • the privilege granted by the privilege granting means 62 is not limited to the lottery points illustrated in FIG. 14, and any privilege may be used as long as it is available on the game. For example, giving the player at least one of an action point, a starting point, and a training point in an amount corresponding to the degree of the agreement of the prediction with respect to the player's prediction result, or giving an item such as a recovery medicine, etc. Any privilege that can be used on the game may be used. By giving the player the various points and items described above, the player can continuously execute the search function, the competitive race function, and the training function for a longer period of time, so that the game is efficiently advanced. Will be able to.
  • the action points decrease each time the search process is executed, so when the number of action points decreases, the search process cannot be executed and the time until the action points recover is waited for.
  • a privilege that can be used in the game
  • a race horse card having a high degree of rareness (not likely to appear) is given to the player, or the probability that a race horse card having a high degree of rareness will appear in the lottery is increased. It may be.
  • Such a rare card has a high value as a collection for the player.
  • a stronger (that is, a higher ability value) racehorse card is given as the degree of agreement with the player's prediction result is higher. Also good.
  • the privilege granted by the privilege granting means 62 is a privilege for advantageously progressing a certain period of time or a certain number of plays in the game.
  • the player is more resistant to the player's expectation result for the real-world horse racing race or to win the result of the real-world horse racing race in order to advance the game advantageously.
  • Motivation will work.
  • the probability that a racehorse card having a high degree of rarity (for example, extremely high ability) will appear in a lottery for a certain period or a certain number of times is increased, a certain period or a certain number of times. Only increasing each point obtained during the play, or reducing the lottery points consumed in the lottery for a certain period or a certain number of times, or reducing the action points consumed in the search.
  • FIG. 20 is a flowchart mainly showing processing executed by the game progress means 52, the selection means 53, and the change means 54.
  • FIG. 21 is a flowchart showing processing executed mainly by the information acquisition unit 60, the determination unit 61, and the privilege grant unit 62.
  • step S5 HTML data for displaying on the communication terminal 10 the top page including the menus m1 to m6 is transmitted to the communication terminal 10 by the game progress means 52. Then, when the selection means 53 recognizes that the player has selected and operated the menu m6 (the menu displayed as “Japan Cup prediction accepted!”) On the screen of the top page of FIG. 8 (step S5), the prediction input is performed. With reference to the database 34, it is determined whether or not the expected input data of the player ID corresponding to the player has been recorded (step S10). If already recorded, the predicted input data is read, HTML data for displaying a web page including the content of the player's prediction (expected content) is generated, and transmitted to the communication terminal 10 of the player ( Step S20). As a result, the communication terminal 10 displays the web page illustrated in FIG.
  • the selection means 53 determines whether the predicted input data has not yet been recorded in step S10. If the predicted input data has not yet been recorded in step S10, the selection means 53 generates HTML data for displaying the web page for the predicted input in order to prompt the player to input the prediction. It transmits to communication terminal 10 address (step S30). As a result, the communication terminal 10 displays the web page illustrated in FIG. When a predicted racehorse is input by the player's operation on the pull-down menu m20 and menu m21 on this web page (step S40: YES), the selection means 53 predicts input associated with the player ID based on the input. Data is created and recorded in the expected input database 34 (step S50).
  • HTML data for displaying the web page including the expected content of the player input in step S40 is generated and transmitted to the communication terminal 10 of the player (step S20).
  • the communication terminal 10 displays the web page illustrated in FIG. If the expected racehorse is input again by the player's operation on the pull-down menu m25 and menu m26 on the web page displayed in FIG. 16, that is, there is an operation input for changing the predicted content (step S60: YES).
  • HTML data for displaying the web page including the expected content of the player input in step S60 is generated and transmitted to the communication terminal 10 of the player (step S70).
  • the changing unit 54 changes the predicted input data according to the predicted content input in step S60 (step S80).
  • the flowchart of FIG. 21 shows the processing after the end of the real-world horse racing race.
  • the information acquisition unit 60 recognizes that there is an input about the result of the real-world horse racing race by the operator (for example, the arrival order and the arrival difference for each racehorse entered) for the input unit 26 of the game server 20.
  • race data event information
  • the determination unit 61 compares the race data recorded in the race database 33 with the predicted input data recorded in the predicted input database 34 for each player ID for the target race ID (step S110).
  • the racehorse selected by the selection means 53 (data on the expected first racehorse included in the predicted input data recorded in step S50 of FIG. 20) and the result of the real-world horse race are specified.
  • the degree of coincidence with one or a plurality of racehorses (eg, data on racehorses with 1 to 3 races) is determined.
  • the privilege granting means 62 determines to grant a privilege set in advance to the player according to the degree of matching in the comparison in step S110 (step S120). At this time, the privilege granting means 62 gives a privilege to be given to the player so that the number of changes is zero when there is a change in the prediction of the racehorse by the player. decide. For example, as described above, the privilege granting means 62 gives the greatest privilege when the racehorse predicted by the player and the first racehorse specified as a result of a real-world racehorse match. Although it is determined to be granted, if there is a change in the prediction of the racehorse, the greatest privilege is reduced by a certain ratio, for example.
  • the privilege granting means 62 displays HTML data for displaying the result of the real-world horse racing race based on the race data (arrival order, arrival difference) and the privilege receiving method determined to be granted for each player. Is generated and transmitted to the communication terminal 10 (step S130).
  • the method of receiving benefits can be set as desired. For example, when a menu that displays text such as “There is a gift by the Japan Cup!” Is displayed on the web page and the selection operation of the menu is recognized. (Step S140: YES), the privilege to be granted is reflected in the player data (Step S150). For example, if the privilege is a lottery point, a process of adding an amount of points corresponding to the privilege to the current lottery point is performed.
  • this game control device a function that a privilege is given to a player when a player's prediction for a result of a real-world horse racing race is made is incorporated in a digital card game in a horse racing format.
  • the player's prediction ability and judgment ability which are exhibited when predicting the result of the race, are reflected in the benefits available in the game.
  • the player can change the racehorse once selected as the prediction for the race result (that is, the prediction can be redone). An interesting game corresponding to the change can be realized.
  • this game control device when the selection of the racehorse is changed by the player before the start of the real-world horse racing race, the benefits are increased as the time until the start of the race is longer. That is, since it is configured to give an incentive to a player who wins the result of the race with a smaller amount of information, a highly entertaining game can be realized. Further, by changing the privilege according to the time until the start of the race, the player is prevented from changing the racehorse once selected immediately before the race, and the player can easily change the racehorse selection. Can be prevented.
  • the privilege granting unit 62 reduces the privilege granted to the player as the timing of the player's operation input regarding the selection of the racehorse prediction is closer to the start of the real-world horse racing race. This allows the player to make a selection for the prediction of the racehorse at a point in time when the amount of information about the race is small before the start of the real world race so as to obtain many benefits. Motivated. That is, since the player makes predictions about the result of the horse racing race when the information amount is small, the interest of the game increases.
  • the CPU 21 of the game server 20 includes the date and time of recording in the predicted input data recorded in the predicted input database 34.
  • the CPU 21 updates the recording date and time each time.
  • CPU21 decreases the privilege which should be provided to a player, so that the time of the memory
  • the relationship between the storage date and time of the predicted input data, the time of the start time of the horse racing race, and the privilege to be given to the player can be set as appropriate. For example, taking the privilege for the first-place prediction in the example of FIG.
  • the above example does not decrease the benefits for changes up to a predetermined time before the start of the race, and when changes are made after the predetermined time, the benefits are reduced according to the time of the change.
  • the relationship between the time until the start and the privilege may be set to a substantially proportional relationship.
  • the privilege granting unit 62 increases the number of times of the change. It is preferable to reduce the privileges to be granted. For example, taking the privilege for the first-place prediction in the example of FIG. 16 as an example (example when the privilege is a lottery point), the following settings can be made. In the following example, when it is changed five times or more, the privilege to be granted is none. [Example of setting lottery points] Number of changes lottery points 0 2000P 1 1500P 2 1000P 3 500P 4 200P 5 None
  • the CPU 21 of the game server 20 determines the privilege to be given to the player with reference to the value of the number of changes for the predicted input data.
  • the relationship between the value of the number of changes and the privilege to be given to the player can be set as appropriate. For example, apart from the above example, both may be set substantially in an inversely proportional relationship, the first change is allowed (that is, the privilege is not reduced), and the second and subsequent changes are changed to the number of changes.
  • the privilege may be reduced accordingly.
  • it can also be set as the structure provided with the characteristic of the modification 1 and the modification 2.
  • the combination of both the modifications and the point setting are not limited to the above and can take various forms.
  • the changing means 54 permits the change of the racehorse selected by the selection means 53 to be accepted before the start of the real-world horse racing race, on condition that the consideration is received from the player. May be.
  • the consideration condition is that at least one of the player's coin payment amount (see FIG. 6), money payment amount, or point consumption amount available to the player on the game is a predetermined value. May be.
  • the CPU 21 of the game server 20 has an operation input (for example, selection input of the menu m26 on the web page in FIG. 16) for changing the expected content.
  • an operation input for example, selection input of the menu m26 on the web page in FIG. 16
  • HTML data for displaying a web page that allows the player to select whether or not to change the condition on the condition that a predetermined coin is reduced is transmitted to the communication terminal 10 of the player.
  • the CPU 21 accesses the user database 31 and performs a process of reducing the value of the coins possessed by the target player ID.
  • the game server 20 may issue a voting ticket to the player on condition that the player pays the consideration, and accept the player's prediction in exchange for the voting ticket.
  • an upper limit may or may not be provided for the number of voting tickets that can be issued to a single player for one real-world horse racing race. If multiple voting tickets are issued to a player and only a part of them is used to accept predictions for a horse racing race, the remaining voting tickets can be pooled and used for the next horse racing race. You may comprise.
  • the predetermined event is a real-world horse racing race
  • the predetermined event is not limited to the real-world event. It may be a pseudo race that faithfully reproduces a real-world horse race.
  • the social game has been described as an example, but the form of the game is not limited to this. It may be an online game played using a home game machine having a communication function for obtaining event information from the outside via a communication network. In that case, what is necessary is just to set it as the structure in which a consumer game machine contains the hardware of the game server 20 and the database server 30 mentioned above substantially.
  • the game server 20 and the database server 30 on the network are configured to realize the functions of the respective units illustrated in FIG. 7, but the configuration is not limited thereto. 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.
  • the configuration in which the player database 31 is provided in the database server 30 has been described, but the present invention is not limited to this.
  • the player database may be stored in a storage device (RAM 13 or a large-capacity storage device such as an HDD (Hard Disk Drive) not shown) in the communication terminal 10 of each user, or another storage device on the network, for example. .

Abstract

Provided are: a game control device that causes the abilities of a player in the real world to be reflected in a game; a game control method; a program; and a game system. In the game control method, one or more subjects are selected from among a plurality of subjects in response to a player operation input before starting a predetermined event. The selection is configured in a manner so as to be able to be changed until before the start of the event. After the predetermined event has finished, event information is acquired as the result of the event. On the basis of the acquired event information, the degree of matching between the selected one or more subjects and the one or more subjects specified by the real-world event is determined, and a privilege usable in the game is granted to the player in accordance with the degree of matching. At this time, the privileges granted when the contents of the selection of subjects has been changed are caused to be smaller than when the contents of the selection of subjects has not been changed.

Description

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GAME CONTROL DEVICE, GAME CONTROL METHOD, PROGRAM, GAME SYSTEM
 本発明は、プレイヤの選択操作に応じてゲームを進行させる技術に関する。 The present invention relates to a technique for advancing a game in accordance with a player's selection operation.
 従来、例えば、競馬ゲーム、野球、サッカーのゲーム等、現実世界で行われているレースや試合等のイベントを模擬して実行されるゲームが知られている。これらのゲームは、現実世界を再現した形でプレイできるように作成されているが、ゲーム上のイベントにおいてプレイヤに発揮される判断能力や操作能力等はゲーム内のイベントの設定上でのゲーム上のキャラクタの操作に関連するものであり、現実世界のイベントとは直接は関係がない。これに対して、ゲームの新たな方向性として、現実世界のイベントとゲームとをリンクさせるものも検討されてきた。例えば、現実世界の情報をゲーム画面内にリアルタイムに反映させ、プレイヤ操作によってその情報の詳細(または拡大表示等)にアクセスできるようにしたもの(特許文献1)、現実世界における野球等の試合を、試合途中で、または試合終了後に、ゲーム装置またはパーソナルコンピュータでプレイヤが引き継いでプレイできるもの(特許文献2)などが知られている。 Conventionally, for example, games that are executed by simulating events such as races and matches in the real world, such as horse racing games, baseball games, and soccer games, are known. These games are created so that they can be played in a form that reproduces the real world, but the judgment ability and operation ability that are exhibited to the player at the event in the game are the same as those in the event setting in the game. This is related to the operation of the character, and is not directly related to real-world events. On the other hand, as a new direction of the game, what links a real-world event and a game has been studied. For example, real-world information is reflected in the game screen in real time, and details (or enlarged display, etc.) of the information can be accessed by a player operation (Patent Document 1). In the middle of a game or after the game is over, a game device or a personal computer that can be played by a player (Patent Document 2) is known.
特開2008-061874号公報JP 2008-061874 A 特開2008-113808号公報JP 2008-113808 A
 ところで、従来のゲームでは、現実世界のイベントに対するプレイヤ自身の能力(例えば判断能力、予想能力等)を、ゲームに反映させる試みは行われていなかった。また、ゲームが複数のパートから構成されている場合に、現実世界のイベントを忠実に模擬したゲーム内のあるパート内(擬似的な現実世界)のイベントを、ゲーム内の他のパートに反映させる試みは行われていなかった。
 例えば、上記特許文献1に開示されているゲームは、現実世界において実際に行われている野球の状況を示すデータを取得して、そのデータをゲーム用画面に表示させることで、プレイヤが、ゲーム上の野球に対する思考を中断することなく、現実世界の野球の状況を把握できるようにしたゲームであって、取得したデータは、プレイヤに対する情報提示のために表示されるに過ぎない。また、上記特許文献2に開示されているゲームでは、例えば、現実世界の野球についてのデータを取得し、そのデータにおいて所定の条件(例えば、満塁状態)を満たす状況を再現するゲーム上の野球ゲーム用データをプレイヤに提示するが、これは現実世界のイベントをゲーム上で再現したに過ぎず、現実世界におけるプレイヤ自身の能力とは無関係に行われることである。
By the way, in the conventional game, no attempt has been made to reflect the player's own ability (for example, judgment ability, prediction ability, etc.) on the real world event in the game. In addition, when the game is composed of multiple parts, the event in one part (pseudo real world) in the game that faithfully simulates the event in the real world is reflected in the other part in the game. No attempt was made.
For example, the game disclosed in Patent Document 1 acquires data indicating the situation of baseball actually performed in the real world, and displays the data on the game screen so that the player can play the game. In this game, it is possible to grasp the situation of baseball in the real world without interrupting the above thinking about baseball, and the acquired data is merely displayed for presenting information to the player. In addition, in the game disclosed in Patent Document 2, for example, data on real-world baseball is acquired, and a baseball game on a game that reproduces a situation that satisfies a predetermined condition (for example, a full state) in the data. The data is presented to the player, which is merely a reproduction of a real-world event on the game, and is performed regardless of the player's own ability in the real world.
 本発明は上述した観点に鑑みてなされたもので、現実世界、あるいは擬似的な現実世界におけるプレイヤの能力を利用するようにしたゲーム制御装置、ゲーム制御方法、プログラム、ゲームシステムを提供することを目的とする。 The present invention has been made in view of the above-described viewpoints, and provides a game control device, a game control method, a program, and a game system that use a player's ability in the real world or a pseudo real world. Objective.
 本発明の第1の観点は、所定のイベントと同種のイベントを模擬したゲームの実行を制御するゲーム制御装置であって、
 前記所定のイベントの結果として当該イベントに関連する複数の対象の中から1又は複数の対象が特定される場合に、当該イベントの開始前に、プレイヤの操作入力に応じて、前記複数の対象の中から1又は複数の対象を選択する選択手段と、
 プレイヤの操作入力に応じて、前記所定のイベントの開始前に、対象についての選択の内容の変更を受け付ける変更手段と、
 前記所定のイベントが終了した後に、当該イベントの結果として前記複数の対象から特定された1又は複数の対象の内容を含むイベント情報を取得する情報取得手段と、
 前記イベント情報に基づいて、前記選択手段によって選択された1又は複数の対象と、前記所定のイベントで特定された1又は複数の対象との間の一致の程度を判定する判定手段と、
 前記一致の程度に応じて前記ゲーム上で利用可能な特典をプレイヤに付与する手段であって、対象についての選択の内容が変更された場合に付与する特典を、対象についての選択の内容が変更されなかった場合よりも少なくする特典付与手段と、
 を備えたゲーム制御装置である。
A first aspect of the present invention is a game control device that controls execution of a game that simulates an event of the same type as a predetermined event,
When one or a plurality of targets are specified from among a plurality of targets related to the event as a result of the predetermined event, the plurality of targets are determined according to a player's operation input before the start of the event. A selection means for selecting one or more objects from among;
Change means for accepting a change in the content of the selection before the start of the predetermined event in response to an operation input by the player;
Information acquisition means for acquiring event information including the contents of one or a plurality of targets identified from the plurality of targets as a result of the event after the predetermined event ends;
A determination unit that determines a degree of coincidence between the one or more objects selected by the selection unit and the one or more objects specified by the predetermined event based on the event information;
A means for giving a player a privilege that can be used on the game according to the degree of the match, and a privilege to be given when the content of selection for the target is changed, the content of the selection for the target being changed Privilege granting means to make less than if not,
Is a game control device.
 上記ゲーム制御装置によれば、所定のイベントの結果(つまり、特定される対象)とプレイヤの予想(つまり、選択された対象)との一致の程度(つまり、当たり具合)に応じて、ゲーム上で利用可能な特典がプレイヤに付与される。そのため、所定のイベントにおいてそのイベントの結果を予想するときに発揮されるプレイヤの予想能力、判断能力が、結果的にゲーム内で利用可能な特典に反映される。所定のイベントは、例えば、現実世界のイベント、あるいは擬似的な現実世界のイベントでもよい。ここで、プレイヤが1又は複数の対象を選択してから所定のイベントが開始されるまでの間には、そのイベントの状況および/またはそのイベントに関連する各対象の状況が変化することがあり、その状況の変化がイベントの結果に影響しうる。そのため、このゲーム制御装置では、プレイヤが、いったん選択した対象を変更する(つまり、予想のやり直しをする)ことができるようにしたため、時々刻々と変化しうるイベントの状況の変化に対応した、面白みのあるゲームを実現することができる。 According to the above-described game control device, depending on the degree of coincidence (that is, the degree of hit) between the result of the predetermined event (that is, the specified target) and the player's expectation (that is, the selected target), The player can be given a privilege that can be used. Therefore, the prediction ability and judgment ability of the player that are exhibited when predicting the result of the event in a predetermined event are reflected in the benefits available in the game as a result. The predetermined event may be, for example, a real world event or a pseudo real world event. Here, the situation of the event and / or the situation of each object related to the event may change between the time when the player selects one or more objects and the time when the predetermined event is started. , Changes in the situation can affect the outcome of the event. For this reason, in this game control device, the player can change the target once selected (that is, the prediction can be redone), so that the interestingness corresponding to the change in the situation of the event that can change from moment to moment A game with can be realized.
 このゲーム制御装置における「対象」とは、イベントの結果として特定可能となる対象であれば任意に設定することができる。例えば、現実世界のイベントが競走馬のレースとする場合、対象は、レースに出場する複数の競走馬であって、イベントの結果として例えば着順で1~3着の競走馬が特定されてもよい。現実世界のイベントがクイズ番組である場合、対象をクイズの複数の出場者とするときには、イベントの結果として例えば一人の優勝者が特定されてもよいし、対象を特定の出場者がとりうるクイズの正解数(例えば1~5問)とするときには、イベントの結果として実際の正解数(例えば3問)が特定されてもよい。イベントは、例えば野球の試合全体であってもよいし、その野球の試合の一部の局面であってもよい。例えば、野球の試合全体をイベントとする場合、対象を対戦する2チームとし、イベントの結果としてそのうちの勝利チームが特定されてもよい。野球の試合の一方のチームの特定のイニングをイベントとする場合、対象をそのイニングにおける安打数(1,2,…の無数の対象)とし、イベントの結果として実際の安打数(例えば2安打)が特定されてもよい。
 また、「一致の程度」についてイベントに応じて適宜設定することができる。例えば、現実世界のイベントが競走馬のレースとし、そのレースで1着となる競走馬が特定される場合、プレイヤの操作入力に応じて選択される競走馬の着順が1着、2着、3着の順で、一致の程度が低下するとしてもよい。現実世界のイベントがクイズ番組であってイベントの結果として実際の正解数である3問が特定されるとき、プレイヤの操作入力に応じて選択される正解数が実際の正解数と一致する場合(つまり、選択された正解数が3問である場合)、実際の正解数と1だけ異なる場合(つまり、選択された正解数が2又は4問である場合)、実際の正解数と2だけ異なる場合(つまり、選択された正解数が1又は5問である場合)の順で、一致の程度が低下するとしてもよい。
The “target” in this game control device can be arbitrarily set as long as it can be specified as a result of an event. For example, when a real-world event is a racehorse race, the target is a plurality of racehorses that participate in the race. Even if 1 to 3 racehorses are specified in the order of arrival as a result of the event, for example, Good. If the real-world event is a quiz program and the target is multiple contestants, for example, a single winner may be identified as a result of the event, or the target can be taken by a specific contestant The number of correct answers (for example, 1 to 5 questions) may specify the actual number of correct answers (for example, 3 questions) as a result of the event. The event may be, for example, the whole baseball game or a part of the baseball game. For example, when an entire baseball game is used as an event, the two teams that compete with each other may be used, and the winning team may be specified as a result of the event. When a specific inning of one team of a baseball game is an event, the target is the number of hits in that inning (a countless number of 1, 2, ...), and the actual number of hits (for example, two hits) as a result of the event May be specified.
The “degree of matching” can be set as appropriate according to the event. For example, when the real-world event is a racehorse race and the first racehorse is specified in the race, the racehorse order selected according to the operation input by the player is first, second, The degree of coincidence may decrease in the order of 3rd place. When the real-world event is a quiz program and three questions that are the actual number of correct answers are identified as a result of the event, the number of correct answers selected in response to the player's operation input matches the actual number of correct answers ( In other words, when the number of correct answers selected is 3), when the number of correct answers is different by 1 (that is, when the number of correct answers selected is 2 or 4), it is different from the actual number of correct answers by 2. The degree of matching may decrease in the order of cases (that is, when the selected number of correct answers is 1 or 5).
 上記ゲーム制御装置において、前記特典は、前記ゲームにおける一定期間あるいは一定回数のプレイを有利に進行させるための特典であることが好ましい。これによって、所定のイベントの結果を予想するときの能力がゲームの進行に有利に働くため、プレイヤがそのイベントに対する予想の結果に対してより注目する、あるいはそのイベントの結果を当てることに強い動機付けが働くことになる。 In the above-described game control device, it is preferable that the privilege is a privilege for advantageously progressing a certain period or a certain number of plays in the game. As a result, the ability to predict the outcome of a given event favors the progress of the game, so the player is more motivated to pay more attention to the outcome of the event or to apply the outcome of the event. The date will work.
 上記ゲーム制御装置において、前記所定のイベントは、現実世界におけるイベントであることが好ましい。これにより、現実世界のプレイヤの能力と仮想的なゲームの内容あるいはゲームの進行とがリンクされた、従来にない興趣性を備えたゲームが実現できる。
 また、所定のイベントが現実世界のイベントである場合、イベントに近付くにつれて、そのイベントの状況および/またはそのイベントに関連する各対象の状況についてより確度の高い情報が得られることが多く、プレイヤによる選択の変更(予想のやり直し)によって、上記一致の程度が高くなりやすい。例えば、現実世界のイベントが競馬レースである場合、出場する競走馬の状態として、イベントよりも数日前の状態、レース当日のパドックでの状態、レース直前の馬場での状態のそれぞれ状態についての情報が順に確度が高い情報となり、競走馬についての後者の情報を得るほど競馬レースの結果を当てる際に有利になる。よって、所定のイベントが現実世界のイベントである場合には、プレイヤによる選択の変更が積極的に行われる可能性が高く、このゲーム制御装置によって実現されるゲームとして好ましいものとなる。
In the game control apparatus, the predetermined event is preferably an event in the real world. As a result, it is possible to realize a game with unprecedented interest, in which the ability of the real world player and the content of the virtual game or the progress of the game are linked.
In addition, when the predetermined event is a real-world event, as the event gets closer to the event, information with higher accuracy is often obtained about the status of the event and / or the status of each target related to the event. The degree of coincidence tends to increase due to a change in selection (redoing prediction). For example, when the real-world event is a horse race, information on the status of the racehorse to be entered includes the status several days before the event, the status on the paddock on the race day, and the status on the racetrack just before the race. Is the information with higher accuracy in order, and the latter information about the racehorse is obtained, which is more advantageous when hitting the result of the race. Therefore, when the predetermined event is a real-world event, there is a high possibility that the player will actively change the selection, which is preferable as a game realized by this game control device.
 上記ゲーム制御装置において、前記特典付与手段は、対象の選択についての操作入力のタイミングが前記所定のイベントの開始時に近いほど前記特典を少なくすることが好ましい。つまり、上述したように、このゲーム制御装置では、イベントの開始前にプレイヤによる選択の変更が行われる場合にイベントの開始までの時間が長いほど特典が多くするが、この時間と特典の間に相関関係を持たせるようにすることが好ましい。
 所定のイベントに近付くにつれて、そのイベントの状況および/またはそのイベントに関連する各対象の状況についてより確度の高い情報が得られることが一般的であるが、上述した構成とすることにより、プレイヤは、多くの特典が得られるように、イベントの開始より極力前の、イベントについての情報量が少ない時点で、対象についての選択を行うことを動機付けられる。すなわち、情報量が少ない時点でイベントの結果についての予想をプレイヤが行うようになるため、ゲームの興趣性が増す。また、イベントの開始までの時間に応じて特典を異ならせることで、プレイヤに対して、選択を急がせる一種の緊張感を与えるとともに、プレイヤが、いったん選択した対象をイベント直前になって変更することが抑制され、プレイヤの対象の選択に対する安易な変更を防止できる。
In the above-described game control device, it is preferable that the privilege granting unit decreases the privilege as the operation input timing for selecting a target is closer to the start of the predetermined event. In other words, as described above, in this game control device, when the selection is changed by the player before the start of the event, the longer the time until the start of the event, the greater the benefits. It is preferable to have a correlation.
Generally, as the player approaches a predetermined event, more accurate information is obtained about the status of the event and / or the status of each target related to the event. In order to obtain a lot of benefits, it is motivated to make a selection about an object when the amount of information about the event is small before the start of the event as much as possible. That is, since the player makes predictions about the result of the event when the amount of information is small, the interest of the game is increased. Also, by changing the benefits according to the time until the start of the event, the player is given a kind of tension that makes the selection quicker, and the player changes the target once selected immediately before the event. It is possible to prevent the player from easily changing the selection of the target.
 上記ゲーム制御装置において、前記特典付与手段は、前記選択の内容の変更が複数回に亘って受け付けられた場合には、当該変更の回数が多いほど前記特典を少なくすることが好ましい。つまり、選択の内容の変更回数と特典の間に相関関係を持たせるようにすることが好ましい。これによって、プレイヤは、多くの特典が得られるように、イベントの結果についての対象の選択の変更、あるいは変更回数を抑制することを動機付けられる。すなわち、プレイヤは、いったん対象の選択を行った後、よりイベントについての情報量が増加した時点で安易に選択の変更を行うことを抑制するようになる。そのため、プレイヤは、より集中力を持ってイベントの結果についての最初の予想を行うようになるため、ゲームの興趣性が増す。 In the above-described game control device, it is preferable that when the change of the content of the selection is received a plurality of times, the privilege granting unit decreases the privilege as the number of times of the change increases. In other words, it is preferable to provide a correlation between the number of changes in the selected content and the privilege. Thereby, the player is motivated to suppress the change of the selection of the object or the number of changes so that many benefits can be obtained. That is, after the player has once selected a target, the player is prevented from easily changing the selection when the amount of information about the event increases. For this reason, the player makes an initial prediction about the result of the event with more concentration, so the interest of the game increases.
 上記ゲーム制御装置において、前記変更手段は、プレイヤから対価を受けることを条件として、前記選択の内容の変更を受け付けることを許可し、
 前記対価の条件は、ゲーム上におけるプレイヤの支払額、経済的価値の消費量、あるいはゲーム上においてプレイヤが利用可能なポイントの消費量、の少なくともいずれかが所定値であってもよい。
 このゲーム制御装置では、選択の内容の変更についてプレイヤに対価を要求するように構成されているため、プレイヤは、いったん対象の選択を行った後、よりイベントについての情報量が増加した時点で安易に選択の変更を行うことを抑制するようになる。そのため、プレイヤは、より集中力を持ってイベントの結果についての最初の予想を行うようになるため、ゲームの興趣性が増す。
In the game control device, the changing means permits the change of the selection to be accepted on condition that the player receives a consideration.
The consideration condition may be a predetermined value of at least one of the payment amount of the player on the game, the consumption amount of the economic value, or the consumption amount of the points available to the player on the game.
Since this game control device is configured so as to request the player for a change in the content of selection, once the player selects a target, the player can easily make a change when the amount of information about the event increases. It will be suppressed to change the selection. For this reason, the player is more focused and makes an initial prediction about the outcome of the event, so the game is more interesting.
 本発明の第2の観点は、現実世界のイベントと同種のイベントを模擬したゲームの実行を制御するゲーム制御装置におけるゲーム制御方法である。
 このゲーム制御方法は、
 前記所定のイベントの結果として当該イベントに関連する複数の対象の中から1又は複数の対象が特定される場合に、当該イベントの開始前に、プレイヤの操作入力に応じて、前記複数の対象の中から1又は複数の対象を選択するステップと、
 プレイヤの操作入力に応じて、前記所定のイベントの開始前に、対象についての選択の内容の変更を受け付けるステップと、
 前記所定のイベントが終了した後に、当該イベントの結果として前記複数の対象から特定された1又は複数の対象の内容を含むイベント情報を取得するステップと、
 前記イベント情報に基づいて、前記選択するステップによって選択された1又は複数の対象と、前記所定のイベントで特定された1又は複数の対象との間の一致の程度を判定するステップと、
 前記一致の程度に応じて前記ゲーム上で利用可能な特典をプレイヤに付与するステップであって、対象についての選択の内容が変更された場合に付与する特典を、対象についての選択の内容が変更されなかった場合よりも少なくするステップと、
 を含む。
A second aspect of the present invention is a game control method in a game control apparatus that controls execution of a game that simulates an event of the same type as an event in the real world.
This game control method
When one or a plurality of targets are specified from among a plurality of targets related to the event as a result of the predetermined event, the plurality of targets are determined according to a player's operation input before the start of the event. Selecting one or more objects from among;
A step of accepting a change in the selection of the target before the start of the predetermined event in response to an operation input by the player;
After the predetermined event ends, obtaining event information including the contents of one or more targets identified from the plurality of targets as a result of the event;
Determining the degree of matching between the one or more objects selected by the selecting step and the one or more objects identified by the predetermined event based on the event information;
According to the degree of matching, a step of granting a privilege that can be used on the game to the player, the privilege to be given when the content of the selection about the target is changed, the content of the selection about the target is changed Less steps than if not,
including.
 本発明の第3の観点は、所定のイベントと同種のイベントを模擬したゲームの実行を制御するゲーム制御方法である。
 このゲーム制御方法は、
 前記所定のイベントの結果として当該イベントに関連する複数の対象の中から1又は複数の対象が特定される場合に、当該イベントの開始前に、プレイヤの操作入力に応じて、前記複数の対象の中から1又は複数の対象を選択するステップと、
 プレイヤの操作入力に応じて、前記所定のイベントの開始前に、対象についての選択の内容の変更を受け付けるステップと、
 前記所定のイベントが終了した後に、当該イベントの結果として前記複数の対象から特定された1又は複数の対象の内容を含むイベント情報を取得するステップと、
 前記イベント情報に基づいて、前記選択するステップによって選択された1又は複数の対象と、前記所定のイベントで特定された1又は複数の対象との間の一致の程度を判定するステップと、
 前記一致の程度に応じて前記ゲーム上で利用可能な特典をプレイヤに付与するステップであって、対象についての選択の内容が変更された場合に付与する特典を、対象についての選択の内容が変更されなかった場合よりも少なくするステップと、
 を含む。
A third aspect of the present invention is a game control method for controlling execution of a game that simulates an event of the same type as a predetermined event.
This game control method
When one or a plurality of targets are specified from among a plurality of targets related to the event as a result of the predetermined event, the plurality of targets are determined according to a player's operation input before the start of the event. Selecting one or more objects from among;
A step of accepting a change in the selection of the target before the start of the predetermined event in response to an operation input by the player;
After the predetermined event ends, obtaining event information including the contents of one or more targets identified from the plurality of targets as a result of the event;
Determining the degree of matching between the one or more objects selected by the selecting step and the one or more objects identified by the predetermined event based on the event information;
According to the degree of matching, a step of granting a privilege that can be used on the game to the player, the privilege to be given when the content of the selection about the target is changed, the content of the selection about the target is changed Less steps than if not,
including.
 本発明の第4の観点は、所定のイベントと同種のイベントを模擬したゲームの実行を制御するコンピュータに、
 前記所定のイベントの結果として当該イベントに関連する複数の対象の中から1又は複数の対象が特定される場合に、当該イベントの開始前に、プレイヤの操作入力に応じて、前記複数の対象の中から1又は複数の対象を選択する選択機能と、
 プレイヤの操作入力に応じて、前記所定のイベントの開始前に、対象についての選択の内容の変更を受け付ける変更機能と、
 前記所定のイベントが終了した後に、当該イベントの結果として前記複数の対象から特定された1又は複数の対象の内容を含むイベント情報を取得する情報取得機能と、
 前記イベント情報に基づいて、前記選択機能によって選択された1又は複数の対象と、前記所定のイベントで特定された1又は複数の対象との間の一致の程度を判定する判定機能と、
 前記一致の程度に応じて前記ゲーム上で利用可能な特典をプレイヤに付与する機能であって、対象についての選択の内容が変更された場合に付与する特典を、対象についての選択の内容が変更されなかった場合よりも少なくする特典付与機能と、
 を実現させるためのプログラムである。
According to a fourth aspect of the present invention, there is provided a computer for controlling the execution of a game simulating an event of the same type as a predetermined event.
When one or a plurality of targets are specified from among a plurality of targets related to the event as a result of the predetermined event, the plurality of targets are determined according to a player's operation input before the start of the event. A selection function for selecting one or more objects from within,
A change function for accepting a change in the content of selection for the target before the start of the predetermined event in response to an operation input by the player;
An information acquisition function for acquiring event information including the contents of one or a plurality of targets identified from the plurality of targets as a result of the event after the predetermined event ends;
A determination function for determining a degree of coincidence between the one or more objects selected by the selection function and the one or more objects specified by the predetermined event based on the event information;
A function for granting a player a privilege that can be used on the game according to the degree of the match, and a privilege to be given when the selection content for the target is changed, the content of the selection for the target is changed. A privilege granting function that makes it less than if not,
It is a program for realizing.
 コンピュータは、例えばネットワークサーバ、大型計算機等であってよい。また、このプログラムは、DVD-ROMやCD-ROM等のコンピュータが読み取り可能な情報記憶媒体に格納されてもよい。 The computer may be, for example, a network server or a large computer. Further, this program may be stored in a computer-readable information storage medium such as a DVD-ROM or a CD-ROM.
 本発明の第5の観点は、プレイヤによって操作される通信端末と、当該通信端末とネットワークを介して接続され、プレイヤ固有のプレイヤ識別情報と対応付けて、所定のイベントと同種のイベントを模擬したゲームの実行を制御するゲーム制御装置と、を備えたゲームシステムである。
 このゲームシステムにおいて、前記ゲーム制御装置は、
 前記所定のイベントの結果として当該イベントに関連する複数の対象の中から1又は複数の対象が特定される場合に、当該イベントの開始前に、プレイヤの操作入力に応じて、前記複数の対象の中から1又は複数の対象を選択する選択手段と、
 プレイヤの操作入力に応じて、前記所定のイベントの開始前に、対象についての選択の内容の変更を受け付ける変更手段と、
 前記所定のイベントが終了した後に、当該イベントの結果として前記複数の対象から特定された1又は複数の対象の内容を含むイベント情報を取得する情報取得手段と、
 前記イベント情報に基づいて、前記選択手段によって選択された1又は複数の対象と、前記所定のイベントで特定された1又は複数の対象との間の一致の程度を判定する判定手段と、
 前記一致の程度に応じて前記ゲーム上で利用可能な特典をプレイヤに付与する手段であって、対象についての選択の内容が変更された場合に付与する特典を、対象についての選択の内容が変更されなかった場合よりも少なくする特典付与手段と、を備える。
According to a fifth aspect of the present invention, a communication terminal operated by a player is connected to the communication terminal via a network, and an event of the same type as a predetermined event is simulated in association with player-specific player identification information. And a game control device that controls execution of the game.
In this game system, the game control device includes:
When one or a plurality of targets are specified from among a plurality of targets related to the event as a result of the predetermined event, the plurality of targets are determined according to a player's operation input before the start of the event. A selection means for selecting one or more objects from among;
Change means for accepting a change in the content of the selection before the start of the predetermined event in response to an operation input by the player;
Information acquisition means for acquiring event information including the contents of one or a plurality of targets identified from the plurality of targets as a result of the event after the predetermined event ends;
A determination unit that determines a degree of coincidence between the one or more objects selected by the selection unit and the one or more objects specified by the predetermined event based on the event information;
A means for giving a player a privilege that can be used on the game according to the degree of the match, and a privilege to be given when the content of selection for the target is changed, the content of the selection for the target being changed And a privilege granting means for reducing the number of bonuses compared to the case where it is not done.
 本発明の第6の観点は、プレイヤによって操作される通信端末と、当該通信端末とネットワークを介して接続され、プレイヤ固有のプレイヤ識別情報と対応付けて、所定のイベントと同種のイベントを模擬したゲームの実行を制御するゲーム制御装置と、を備えたゲームシステムである。
 このゲームシステムは、
 前記所定のイベントの結果として当該イベントに関連する複数の対象の中から1又は複数の対象が特定される場合に、当該イベントの開始前に、プレイヤの操作入力に応じて、前記複数の対象の中から1又は複数の対象を選択する選択手段と、
 プレイヤの操作入力に応じて、前記所定のイベントの開始前に、対象についての選択の内容の変更を受け付ける変更手段と、
 前記所定のイベントが終了した後に、当該イベントの結果として前記複数の対象から特定された1又は複数の対象の内容を含むイベント情報を取得する情報取得手段と、
 前記イベント情報に基づいて、前記選択手段によって選択された1又は複数の対象と、前記所定のイベントで特定された1又は複数の対象との間の一致の程度を判定する判定手段と、
 前記一致の程度に応じて前記ゲーム上で利用可能な特典をプレイヤに付与する手段であって、対象についての選択の内容が変更された場合に付与する特典を、対象についての選択の内容が変更されなかった場合よりも少なくする特典付与手段と、を備える。
According to a sixth aspect of the present invention, a communication terminal operated by a player is connected to the communication terminal via a network, and an event of the same kind as a predetermined event is simulated in association with player-specific player identification information. And a game control device that controls execution of the game.
This game system
When one or a plurality of targets are specified from among a plurality of targets related to the event as a result of the predetermined event, the plurality of targets are determined according to a player's operation input before the start of the event. A selection means for selecting one or more objects from among;
Change means for accepting a change in the content of the selection before the start of the predetermined event in response to an operation input by the player;
Information acquisition means for acquiring event information including the contents of one or a plurality of targets identified from the plurality of targets as a result of the event after the predetermined event ends;
A determination unit that determines a degree of coincidence between the one or more objects selected by the selection unit and the one or more objects specified by the predetermined event based on the event information;
A means for giving a player a privilege that can be used on the game according to the degree of the match, and a privilege to be given when the content of selection for the target is changed, the content of the selection for the target being changed And a privilege granting means for reducing the number of bonuses compared to the case where it is not done.
実施形態のゲームシステムの基本構成を示す図。The figure which shows the basic composition of the game system of embodiment. 実施形態の通信端末の外観の例を示す図。The figure which shows the example of the external appearance of the communication terminal of embodiment. 実施形態の通信端末の外観の例を示す図。The figure which shows the example of the external appearance of the communication terminal of embodiment. 実施形態の通信端末の構成を示すブロック図。The block diagram which shows the structure of the communication terminal of embodiment. 実施形態のゲームサーバの構成を示すブロック図。The block diagram which shows the structure of the game server of embodiment. 実施形態のデータベースサーバの構成を示すブロック図。The block diagram which shows the structure of the database server of embodiment. データベースサーバに含まれるプレイヤデータベースの構成例を示す図。The figure which shows the structural example of the player database contained in a database server. 実施形態のゲーム制御装置で主要な役割を果たす機能を説明するための機能ブロック図。The functional block diagram for demonstrating the function to play main roles with the game control apparatus of embodiment. トップページを表示する通信端末の表示画面の一例を示す図。The figure which shows an example of the display screen of the communication terminal which displays a top page. プレイヤが探索機能を実行するときの通信端末の表示画面の一例を示す図。The figure which shows an example of the display screen of a communication terminal when a player performs a search function. プレイヤが調教機能を実行するときの通信端末の表示画面の一例を示す図。The figure which shows an example of the display screen of a communication terminal when a player performs a training function. プレイヤが調教機能を実行するときの通信端末の表示画面の一例を示す図。The figure which shows an example of the display screen of a communication terminal when a player performs a training function. プレイヤが対戦レース機能を実行するときの通信端末の表示画面の一例を示す図。The figure which shows an example of the display screen of a communication terminal when a player performs a battle | competition race function. プレイヤが対戦レース機能を実行するときの通信端末の表示画面の一例を示す図。The figure which shows an example of the display screen of a communication terminal when a player performs a battle | competition race function. プレイヤが抽選機能を実行するときの通信端末の表示画面の一例を示す図。The figure which shows an example of the display screen of a communication terminal when a player performs a lottery function. 実施形態におけるゲームの例のポイント等の変動要因の一例を示す図。The figure which shows an example of variation factors, such as the point of the example of the game in embodiment. 現実世界の競馬レースのプレイヤの予想を受け付けるときの通信端末の表示画面の一例を示す図。The figure which shows an example of the display screen of a communication terminal when accepting the prediction of the player of a real world horse racing race. データベースサーバに含まれるレースデータベース(レース開始前)の構成例を示す図。The figure which shows the structural example of the race database (before a race start) contained in a database server. 現実世界の競馬レースのプレイヤの予想の受付内容を示す通信端末の表示画面の一例を示す図。The figure which shows an example of the display screen of the communication terminal which shows the acceptance content of the prediction of the player of the real world horse racing race. データベースサーバに含まれる予想入力データベースの構成例を示す図。The figure which shows the structural example of the prediction input database contained in a database server. データベースサーバに含まれるレースデータベース(レース終了後)の構成例を示す図。The figure which shows the structural example of the race database (after a race end) contained in a database server. 現実世界の競馬レースのプレイヤの予想の結果をレースの結果とともに示す通信端末の表示画面の一例を示す図。The figure which shows an example of the display screen of the communication terminal which shows the result of the prediction of the player of a real world horse racing race with the result of a race. 実施形態のゲームサーバの主要な処理を示すフローチャート。The flowchart which shows the main processes of the game server of embodiment. 実施形態のゲームサーバの主要な処理を示すフローチャート。The flowchart which shows the main processes of the game server of embodiment.
 本発明は、2011年12月28日に日本国特許庁に出願された特願2011-289108の特許出願に関連しており、当該出願の内容のすべてが参照によってこの明細書に組み込まれる。 The present invention is related to the patent application of Japanese Patent Application No. 2011-289108 filed with the Japan Patent Office on December 28, 2011, the entire contents of which are incorporated herein by reference.
 (1)ゲームシステムの構成
 このゲームシステムで実行されるゲームの一例として、ソーシャルゲーム(Social Game)の例を挙げる。ソーシャルゲームは、特定のサービス提供者によるソーシャルネットワーキングサービス(SNS)においてウェブブラウザ上で動作するAPI(Application Programming Interface)などの動作環境を基に作成されるゲーム用アプリケーションによって実行されるゲームである。ソーシャルゲームは、不特定多数のプレイヤ間でコミュニケーションをとりながらプレイするオンラインゲームの一種であると言える。プレイヤは、インターネットに接続可能であり、ウェブブラウザが搭載された通信端末を備えていれば、時間と場所を問わずソーシャルゲームを楽しむことができる。ソーシャルゲームでは、従来のオンラインゲームよりも、プレイヤ間の交流を図るためのコミュニケーション機能が充実している点が特徴の1つとなっている。ソーシャルゲームでは、例えば、他のプレイヤ(仲間)との協力プレイのほか、仲間との挨拶や連絡など仲間とコミュニケーションを取ることによる情報交換、仲間との間のゲーム上のアイテムのプレゼントあるいはアイテムの交換が行なれうる。
(1) Configuration of Game System As an example of a game executed in this game system, an example of a social game is given. The social game is a game executed by a game application created based on an operating environment such as an API (Application Programming Interface) that operates on a web browser in a social networking service (SNS) by a specific service provider. It can be said that the social game is a kind of online game that is played while communicating among an unspecified number of players. If the player can connect to the Internet and has a communication terminal equipped with a web browser, the player can enjoy a social game regardless of time and place. One of the features of social games is that they have more communication functions for exchange between players than conventional online games. In social games, for example, in addition to cooperative play with other players (companies), information exchange by communicating with friends such as greetings and contacts with friends, gifts of items on the game with friends or items Exchanges can be made.
 図1は、実施形態のゲームシステムのシステム構成例を示している。図1に示すように、このゲームシステムは、例えばインターネットなどの通信網NW(ネットワーク)に接続可能な通信端末10a,10b,10c,…と、通信網NWに接続されているゲームサーバ20と、データベースサーバ30とによって構成されている。各通信端末10a,10b,10c,…はそれぞれ、個々のプレイヤによって操作される端末であり、例えば、携帯端末、スマートフォン、PDA(Personal Digital Assistant)、パーソナルコンピュータ、双方向の通信機能を備えたテレビジョン受像機(いわゆる多機能型のスマートテレビも含む。)などの通信端末である。なお、以下の説明において、各通信端末10a,10b,10c,…に共通して言及するときには、通信端末10と表記する。このゲームシステムでは、ゲーム用アプリケーションとしてウェブブラウザ上で動作可能なアプリケーションがゲームサーバ20に実装されている。
 通信端末10は、ゲームサーバ20によって提供されるウェブページを表示可能なウェブブラウザを備えており、プレイヤは、通信端末10をウェブページ上で操作してゲームを実行する。データベースサーバ30は、ゲームを実行する上での後述する様々な情報を格納しており、それらの情報の読み書きのためにゲームサーバ20と例えば有線で接続される。
FIG. 1 shows a system configuration example of the game system of the embodiment. As shown in FIG. 1, the game system includes communication terminals 10a, 10b, 10c,... That can be connected to a communication network NW (network) such as the Internet, a game server 20 connected to the communication network NW, The database server 30 is configured. Each of the communication terminals 10a, 10b, 10c,... Is a terminal operated by an individual player, for example, a mobile terminal, a smartphone, a PDA (Personal Digital Assistant), a personal computer, a television having a bidirectional communication function. A communication terminal such as a John receiver (including a so-called multi-function smart TV). In the following description, when referring to the communication terminals 10a, 10b, 10c,. In this game system, an application operable on a web browser is installed in the game server 20 as a game application.
The communication terminal 10 includes a web browser capable of displaying a web page provided by the game server 20, and a player operates the communication terminal 10 on the web page to execute a game. 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.
 また、図1には図示していないが、ゲームサーバ20とは別に各通信端末10のプレイヤを認証するための認証サーバを設けてもよい。また、多くの通信端末10からのアクセスを受け入れるために複数のゲームサーバ20を設ける場合は、その複数のゲームサーバ20間の負荷を調整するためのロードバランサを設けてもよい。また、ゲームサーバ20は単一のサーバ装置として構成してもよいが、機能を分散させた複数のサーバ装置として構成してもよい。
 データベースサーバ30は、ゲームを実行する上での後述する様々な情報を格納しており、それらの情報の読み書きのためにゲームサーバ20と例えば有線で接続される。
Although not shown in FIG. 1, an authentication server for authenticating the player of each communication terminal 10 may be provided separately from the game server 20. Further, when a plurality of game servers 20 are provided in order to accept access from many communication terminals 10, a load balancer for adjusting a load between the plurality of game servers 20 may be provided. The game server 20 may be configured as a single server device, but may be configured as a plurality of server devices having distributed functions.
The database server 30 stores various information to be described later in executing the game, and is connected to the game server 20 by, for example, a wire for reading and writing the information.
 (2)通信端末の構成
 図2A、図2B及び図3を参照して通信端末10について説明する。
 図2A、図2Bはそれぞれ、通信端末10の外観の例を示す図であって、図2Aは、例えば折り畳み式の携帯端末(携帯電話機)などの釦入力方式の通信端末を例示したものであり、図2Bは、例えばスマートフォンなどのタッチパネル入力方式の通信端末を例示したものである。図3は、通信端末10の内部構成を示すブロック図である。
 図3に示すように、通信端末10は、CPU(Central Processing Unit)11、ROM(Read Only Memory)12、RAM(Random Access Memory)13、画像処理部14、指示入力部15、表示部16、及び、信号送受信部としての無線通信インタフェース部17を備えており、各部間の制御信号あるいはデータ信号を伝送するためのバス18が設けられている。
(2) Configuration of Communication Terminal The communication terminal 10 will be described with reference to FIGS. 2A, 2B, and 3.
2A and 2B are diagrams each showing an example of the appearance of the communication terminal 10, and FIG. 2A exemplifies a button input type communication terminal such as a foldable mobile terminal (mobile phone), for example. FIG. 2B illustrates a touch panel input type communication terminal such as a smartphone. FIG. 3 is a block diagram showing an internal configuration of the communication terminal 10.
As shown in FIG. 3, the communication terminal 10 includes a CPU (Central Processing Unit) 11, a ROM (Read Only Memory) 12, a RAM (Random Access Memory) 13, an image processing unit 14, an instruction input unit 15, a display unit 16, A wireless communication interface unit 17 serving as a signal transmission / reception unit is provided, and a bus 18 for transmitting a control signal or a data signal between the units is provided.
 CPU11は、ROM12内のウェブブラウザをRAM13にロードして実行する。そして、CPU11は、指示入力部15等によってプレイヤに入力されるURL(Uniform Resource Locator)の適切な指定に基づき、無線通信インタフェース部17を介して、ゲームサーバ20からウェブページを表示するためのデータ、すなわち、HTML(HyperText Markup Language)文書や当該文書と関連付けられた画像などのオブジェクトのデータ(以下、総称して適宜「HTMLデータ」と表記する。)を無線通信インタフェース部17を介して取得し、そのHTMLデータを解釈する。なお、通信端末10には、ウェブブラウザのブラウザ機能を拡張するための様々なプラグインが実装されていてよい。
 なお、HTMLデータの取得に当たって、CPU11は、予め登録されたプレイヤID(プレイヤ識別情報)、あるいは指示入力部15を介して入力されるプレイヤIDを含むアクセス要求メッセージを、無線通信インタフェース部17を介してゲームサーバ20へ通知する。
The CPU 11 loads the web browser in the ROM 12 into the RAM 13 and executes it. The CPU 11 then displays data for displaying a web page from the game server 20 via the wireless communication interface unit 17 based on an appropriate designation of a URL (Uniform Resource Locator) input to the player by the instruction input unit 15 or the like. That is, data of an object such as an HTML (HyperText Markup Language) document and an image associated with the document (hereinafter, collectively referred to as “HTML data” as appropriate) is acquired via the wireless communication interface unit 17. The HTML data is interpreted. The communication terminal 10 may be mounted with various plug-ins for extending the browser function of the web browser.
In acquiring HTML data, the CPU 11 sends an access request message including a player ID (player identification information) registered in advance or a player ID input via the instruction input unit 15 via the wireless communication interface unit 17. To the game server 20.
 ウェブブラウザは、画像処理部14を介して、取得したHTMLデータに基づき、ゲームサーバ20から提供されるウェブページを表示部16に表示する。また、ウェブブラウザは、プレイヤが指示入力部15の操作によってウェブページ上のハイパーリンク(Hyperlink)またはメニューが選択されると、その選択に応じたウェブページを表示するための新たなHTMLデータの送信(つまり、ウェブページの更新)をゲームサーバ20へ要求する。 The web browser displays the web page provided from the game server 20 on the display unit 16 based on the acquired HTML data via the image processing unit 14. Further, when the player selects a hyperlink or menu on the web page by operating the instruction input unit 15, the web browser transmits new HTML data for displaying the web page according to the selection. (That is, update of the web page) is requested to the game server 20.
 画像処理部14は、HTMLデータの解析結果としてCPU11から与えられる表示用画像データに基づいて、表示部16にウェブページを表示する。表示部16は、例えば、マトリクス状に画素単位で配置された薄膜トランジスタを含むLCD(Liquid Cristal Display)モニタであり、表示用画像データに基づいて薄膜トランジスタを駆動することでウェブページの画像を表示画面16aに表示する。 The image processing unit 14 displays a web page on the display unit 16 based on the display image data given from the CPU 11 as the analysis result of the HTML data. The display unit 16 is, for example, an LCD (Liquid-Cristal-Display) monitor including thin film transistors arranged in units of pixels in a matrix, and displays an image of a web page by driving the thin film transistors based on display image data. To display.
 通信端末10が釦入力方式の通信端末(図2A)である場合、指示入力部15は、プレイヤの操作入力を受け入れるための方向指示釦と決定釦などの複数の指示入力釦を含む釦群15a、及び、テンキーなどの複数の指示入力釦を含む釦群15bを備え、各釦の押下(操作)入力を認識してCPU11へ出力するためのインタフェース回路を含む。例えば、方向指示釦は、表示部16に表示されているウェブページをスクロールして表示することをCPU11へ指示するために設けられる。また、決定釦は、例えばウェブページ上で複数のハイパーリンクまたはメニューが表示されるときに、アクティブ表示(例えば強調表示)されている1つのハイパーリンクまたはメニューをプレイヤが選択することをCPU11へ指示するために設けられる。なお、通信端末10を小型の携帯端末によって構成する場合には、これらの釦は、プレイヤが通信端末10を片手で保持したままその親指で操作(クリック)しやすいように、通信端末10の前面に配置されていることが好ましい。図2Aに示す例では、釦群15bは、釦群15aの下方に配置され、「0」~「9」、「*」、「#」(テンキー)が表記された複数の指示入力釦を含む。 When the communication terminal 10 is a button input type communication terminal (FIG. 2A), the instruction input unit 15 includes a button group 15a including a plurality of instruction input buttons such as a direction instruction button and a decision button for accepting an operation input of the player. And a button group 15b including a plurality of instruction input buttons such as a numeric keypad, and includes an interface circuit for recognizing a pressing (operation) input of each button and outputting it to the CPU 11. For example, the direction instruction button is provided to instruct the CPU 11 to scroll and display the web page displayed on the display unit 16. The determination button instructs the CPU 11 that the player selects one hyperlink or menu that is actively displayed (for example, highlighted) when, for example, a plurality of hyperlinks or menus are displayed on a web page. To be provided. When the communication terminal 10 is constituted by a small portable terminal, these buttons are provided on the front surface of the communication terminal 10 so that the player can easily operate (click) with the thumb while holding the communication terminal 10 with one hand. It is preferable to arrange | position. In the example shown in FIG. 2A, the button group 15b is arranged below the button group 15a and includes a plurality of instruction input buttons on which “0” to “9”, “*”, and “#” (ten keys) are written. .
 通信端末10がタッチパネル入力方式の通信端末(図2B)である場合、指示入力部15は、主として表示画面16aに指先あるいはペンで触れることによるタッチパネル方式の入力を受け付ける。タッチパネル入力方式は、静電容量方式などの公知の方式でよい。なお、図2Bに示すように、通信端末10がタッチパネル入力方式の場合であっても釦群15aが設けられる場合もある。 When the communication terminal 10 is a touch panel input type communication terminal (FIG. 2B), the instruction input unit 15 mainly accepts touch panel type input by touching the display screen 16a with a fingertip or a pen. The touch panel input method may be a known method such as a capacitance method. As illustrated in FIG. 2B, the button group 15a may be provided even when the communication terminal 10 is a touch panel input method.
 通信端末10に表示されるウェブページ上のメニューの選択操作は、例えば通信端末10が携帯端末である場合には、方向指示釦の押下操作によってメニューを選択し、決定釦の押下操作によって、選択したメニューを確定することによって行われる。また、選択操作は、例えば通信端末10がタッチパネル入力方式の場合には、ウェブページが表示されている表示画面16a上のメニューの位置を指あるいはペンで指示(タッチ操作)することによって行われる。 For example, when the communication terminal 10 is a portable terminal, the menu selection operation on the web page displayed on the communication terminal 10 is selected by pressing the direction instruction button and selecting by pressing the enter button. This is done by confirming the selected menu. Further, for example, when the communication terminal 10 is a touch panel input method, the selection operation is performed by instructing (touch operation) a menu position on the display screen 16a on which the web page is displayed with a finger or a pen.
 (3)ゲームサーバの構成
 図4を参照してゲームサーバ20の構成について説明する。
 ゲームサーバ20は、例えば階層構造の複数のウェブページからなるゲームのウェブサイトを管理しており、通信端末10に対してゲームのウェブサービスを提供する。図3に示すように、ゲームサーバ20は、CPU21、ROM22、RAM23、データベース(DB)アクセス部24、無線通信インタフェース部25、入力部26、及び、表示部27を備えており、各部間の制御信号あるいはデータ信号を伝送するためのバス28が設けられている。なお、ゲームサーバ20は、ハードウエアに関しては汎用のウェブサーバと同一の構成をとることができる。
(3) Configuration of Game Server The configuration of the game server 20 will be described with reference to FIG.
The game server 20 manages a game website including a plurality of hierarchical web pages, for example, and provides a game web service to the communication terminal 10. As shown in FIG. 3, the game server 20 includes a CPU 21, a ROM 22, a RAM 23, a database (DB) access unit 24, a wireless communication interface unit 25, an input unit 26, and a display unit 27. A bus 28 is provided for transmitting signals or data signals. In addition, the game server 20 can take the same structure as a general-purpose web server regarding hardware.
 ROM22には、クライアントである通信端末10のウェブブラウザに対してHTML文書や画像などのオブジェクトの表示(ウェブページの表示)のサービスを提供するアプリケーションプログラムが格納されている。ROM22には、アプリケーションプログラム以外にもCPU21によって参照される各種データが格納されている。
 CPU21は、ROM22内のゲームプログラムをRAM23にロードして実行し、無線通信インタフェース部25を介して、各種の処理を行う。
The ROM 22 stores an application program that provides a service for displaying an object such as an HTML document or an image (displaying a web page) to the web browser of the communication terminal 10 that is a client. The ROM 22 stores various data referred to by the CPU 21 in addition to the application program.
The CPU 21 loads the game program in the ROM 22 to the RAM 23 and executes it, and performs various processes via the wireless communication interface unit 25.
 例えば、CPU21は、無線通信インタフェース部25を介して、HTMLデータを通信端末10宛に送信する。なお、ゲームサーバ20が通信端末10のプレイヤの認証処理を行う場合には、CPU21はその認証処理を行う。
 CPU21は、通信インタフェース部を介して、通信端末10で表示されるウェブページ上でプレイヤにより選択されたハイパーリンクまたはメニューに応じた処理を行う。その処理は、例えば、新たなHTMLデータの送信、または、ゲームサーバ20内の演算処理あるいはデータ処理などを含む。
 データベースアクセス部24は、CPU21がデータベースサーバ30に対してデータの読み書きを行うときのインタフェースである。
 入力部26は、例えばキーボード及び/又はマウス等の入力装置と、その入力装置によって入力されるデータを主サーバ20内で認識させるためのインタフェース回路とを含む。表示部27は、CPU21によって実行されるプログラムの実行結果(出力結果)を表示するためのものであって、例えば前述したLCDモニタを含んでもよい。
For example, the CPU 21 transmits HTML data to the communication terminal 10 via the wireless communication interface unit 25. In addition, when the game server 20 performs the authentication process of the player of the communication terminal 10, the CPU 21 performs the authentication process.
The CPU 21 performs processing according to the hyperlink or menu selected by the player on the web page displayed on the communication terminal 10 via the communication interface unit. 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 input unit 26 includes an input device such as a keyboard and / or a mouse, and an interface circuit for causing the main server 20 to recognize data input by the input device. The display unit 27 is for displaying the execution result (output result) of the program executed by the CPU 21 and may include, for example, the LCD monitor described above.
 (4)データベースサーバの構成
 データベースサーバ30は、大容量のハードディスク装置やRAID(Redundant Arrays of Inexpensive Disks)等の形態の装置等、汎用ストレージで実現できる。データベースサーバ30内の各データベースは、ゲームサーバ20のデータベースアクセス部24を介してCPU21からのデータの読み書きが可能となるように構成されている。
 図5に、データベースサーバ30の構成の一例を示す。図5に示すように、データベースサーバ30は、プレイヤデータベース31、ゲーム結果データベース32、レースデータベース33、及び、予想入力データベース34を備える。
(4) Configuration of Database Server The database server 30 can be realized by a general-purpose storage such as a large-capacity hard disk device or a device such as RAID (Redundant Arrays of Inexpensive Disks). Each database in the database server 30 is configured to be able to read and write data from the CPU 21 via the database access unit 24 of the game server 20.
FIG. 5 shows an example of the configuration of the database server 30. As shown in FIG. 5, the database server 30 includes a player database 31, a game result database 32, a race database 33, and a prediction input database 34.
 本実施形態のゲームサーバ20によって実現されるゲームのタイプは特に限定されるものではないが、以下では、実施形態の説明の便宜上、ゲームサーバ20によって実現されるゲームの一例として、競馬形式のデジタルカードゲームを採り上げる。
 競馬形式のデジタルカードゲームは、プレイヤが競走馬(ゲームキャラクタ)に対応する競走馬カードの収集、強化、あるいは他のプレイヤとのレースを楽しめることができるように構成されているゲームである。競馬形式のデジタルカードゲームには、競走馬カードを探索する探索機能や、抽選によって競走馬カードを入手することを可能とする抽選機能、あるいは2頭以上の競走馬(ゲームキャラクタ)を一体化して1頭の競走馬の能力を上昇させる(強化する)調教機能等が設けられている。
 競馬形式のデジタルカードゲームに実装されている複数の機能については、後述する。
The type of game realized by the game server 20 of the present embodiment is not particularly limited. However, for convenience of explanation of the embodiment, as an example of a game realized by the game server 20, a horse racing digital format is described below. Pick up a card game.
The horse racing digital card game is a game configured such that the player can collect and strengthen the racehorse cards corresponding to the racehorses (game characters) or enjoy the race with other players. The horse racing digital card game is integrated with a search function for searching for a racehorse card, a lottery function for obtaining a racehorse card by lottery, or two or more racehorses (game characters). There is a training function that increases (strengthens) the ability of one racehorse.
A plurality of functions implemented in the horse racing digital card game will be described later.
 図6に、上述した競馬形式のデジタルカードゲームにおいて適用されるプレイヤデータベース31の一例を示す。この例では、プレイヤデータベース31は、プレイヤID(プレイヤ識別情報)ごとに、表示名/表示画像、技能レベル、行動ポイント、出走ポイント、調教ポイント、抽選ポイント、競走馬数、所持コイン、仲間のプレイヤID、保有アイテム、及びキャラクタデータの各項目についての情報を含む。プレイヤデータベース31に含まれる情報は、ゲームサーバ20によって逐次更新されうる。 FIG. 6 shows an example of the player database 31 applied in the horse racing digital card game described above. In this example, the player database 31 displays, for each player ID (player identification information), a display name / display image, a skill level, an action point, a starting point, a training point, a lottery point, the number of racehorses, possessed coins, and fellow players. Information about each item of ID, possession item, and character data is included. Information included in the player database 31 can be sequentially updated by the game server 20.
 以下の説明では、プレイヤデータベース31に含まれるプレイヤID、あるいはプレイヤを特定する表示名(後述する)ごとのデータを総称してプレイヤデータという。プレイヤデータを構成する各項目のデータは、以下のとおりである。
・表示名/表示画像
 ゲームの実行時に通信端末10のプレイヤを特定するために表示される表示名及び表示画像である。表示名はプレイヤによって予め指定される所定長以下のテキストであり、表示画像は例えばプレイヤによって予め選択されるアバタ画像である。表示名は、ゲームサーバ20によって提供されるネットワーク環境(あるいはゲームコミュニティ)上でプレイヤを特定する名称である。
・技能レベル
 ゲーム上のプレイヤの技能レベル示すデータである。例えばLv1(レベル1)からLv100(レベル100)までの範囲のレベル値である。
・行動ポイント
 上記競馬形式のデジタルカードゲームにおいて、例えばプレイヤIDに対応するプレイヤによるゲーム上の探索を行う上で必要となるポイントである。行動ポイントは主として、探索を行うことで低減し、所定の時間が経過する毎に回復(増加)する値である。
・出走ポイント
 上記競馬形式のデジタルカードゲームにおいて、例えばプレイヤIDに対応付けられている(つまり、他のプレイヤの)競走馬とレースを行う上で必要となるポイントである。出走ポイントは主として、他のプレイヤの競走馬とのレース等によって低減し、所定の時間が経過する毎に回復(増加)する値である。
・調教ポイント
 上記競馬形式のデジタルカードゲームにおいて、例えばプレイヤIDに対応するプレイヤによるゲームキャラクタの強化(後述する一体化処理)を行う上で必要となるポイントである。調教ポイントは、競走馬の調教(ゲームキャラクタの強化)を行うことで低減し、他のプレイヤの競走馬とのレースで勝利するか、あるいは探索の進行によって増加する値である。
・抽選ポイント
 上記競馬形式のデジタルカードゲームにおいて、仲間のプレイヤへ挨拶メッセージを送信することでプレイヤが取得するポイントである。抽選ポイントは無料抽選を実行すると減少する。
・競走馬数
 プレイヤが保有する競走馬カードの数である。競走馬数は、探索機能や調教機能の実行によって増減する。プレイヤが保有可能な競走馬数の最大値(例えば、60)は予め規定されている。
・所持コイン
 プレイヤIDに対応するプレイヤがゲーム上で有料機能を利用するときに必要となるゲーム上の仮想通貨(コイン)の所持額である。所持コインは、プレイヤがゲーム上で有料機能を利用したときに消費(低減)し、プレイヤが、サービス提供者等に所定の方法で実際の金銭を支払うことでその支払額に応じて増加する。
・仲間
 対象とするプレイヤIDの仲間である他のプレイヤIDのデータである。
・保有アイテム
 上記競馬形式のデジタルカードゲームにおいて利用可能なアイテムの中からプレイヤが保有するアイテムである。アイテムの例として、回復薬が挙げられる。プレイヤが回復薬を使用すると、プレイヤは、行動ポイントや出走ポイントを直ちに最大値まで回復させることができる。
・キャラクタデータ
 ゲームキャラクタの情報を含むデータである。ゲームキャラクタは、ゲームの性質によって多様な情報を含みうるが、競馬形式のデジタルカードゲームの場合を例に挙げれば、競走馬カードに1対1で対応するゲーム上の競走馬を意味する。ゲームキャラクタの情報は、ゲームキャラクタ(競走馬)の能力値(能力パラメータ)が項目ごとに記述された情報である。例えば、図6に示すように、項目として「スピード」,「瞬発力」等の各々の各能力値が含まれてもよい。なお、プレイヤがプレイヤIDを取得した時点では、キャラクタデータは所定のデフォルトのデータを含むものとなっている。
In the following description, the player ID included in the player database 31 or data for each display name (to be described later) that identifies the player is generically referred to as player data. The data of each item constituting the player data is as follows.
Display name / display image A display name and a display image that are displayed to specify the player of the communication terminal 10 when the game is executed. The display name is text of a predetermined length or less specified in advance by the player, and the display image is, for example, an avatar image selected in advance by the player. The display name is a name that identifies the player on the network environment (or game community) provided by the game server 20.
Skill level Data indicating the skill level of the player on the game. For example, it is a level value in a range from Lv1 (level 1) to Lv100 (level 100).
-Action point In the horse-racing digital card game, for example, it is a point necessary for performing a search on the game by the player corresponding to the player ID. The action point is a value that decreases mainly by searching and recovers (increases) each time a predetermined time elapses.
・ Starting Point In the horse racing digital card game, for example, the starting point is a point necessary for racing with a racehorse associated with a player ID (that is, another player). The starting point is a value that is reduced by a race with a racehorse of another player or the like and is recovered (increased) every time a predetermined time elapses.
-Training point In the horse racing digital card game, for example, it is a point necessary for strengthening the game character (integrated processing described later) by the player corresponding to the player ID. The training point is a value that is reduced by training the racehorse (strengthening the game character) and winning in a race with the racehorse of another player or increasing as the search progresses.
-Lottery point In the horse racing digital card game, a lottery point is a point acquired by a player by sending a greeting message to a fellow player. The lottery points will decrease when a free lottery is executed.
-Number of racehorses This is the number of racehorse cards held by the player. The number of racehorses increases or decreases depending on the execution of the search function or the training function. The maximum value (for example, 60) of the number of racehorses that a player can have is defined in advance.
-Owned coin This is the possessed amount of virtual currency (coin) on the game that is required when the player corresponding to the player ID uses the pay function on the game. The possessed coins are consumed (reduced) when the player uses a pay function on the game, and the player pays actual money to the service provider or the like by a predetermined method, and increases according to the amount paid.
-Associates Data of other player IDs that are friends of the target player ID.
-Owned item An item possessed by the player from items available in the horse racing digital card game. An example of the item is a recovery drug. When the player uses the recovery drug, the player can immediately recover the action point and the starting point to the maximum value.
Character data is data including game character information. The game character may include various kinds of information depending on the nature of the game. For example, in the case of a horse racing digital card game, the game character means a racehorse on the game corresponding one-to-one with the racehorse card. The information of the game character is information in which the ability value (ability parameter) of the game character (racing horse) is described for each item. For example, as shown in FIG. 6, each capability value such as “speed” and “instantaneous force” may be included as items. When the player acquires the player ID, the character data includes predetermined default data.
 図5に戻り、ゲーム結果データベース32は、ゲームサーバ20からのアクセスに基づき、ゲームサーバ20によって実行されたゲーム結果に関する情報を記憶、更新する。ゲーム結果に関する情報は、ゲームの性質によって多様な情報を含みうる。競馬形式のデジタルカードゲームの場合を例に挙げれば、ゲーム結果に関する情報は、異なるプレイヤID同士のレースの結果(着順等)、プレイヤの操作によらずに自動的に行われる定期レースの結果(着順等)、各プレイヤの探索の結果などを含む。
 予想入力データベース34及びレースデータベース33の内容については後述する。
Returning to FIG. 5, the game result 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 horse racing digital card game, information on game results includes results of races between different player IDs (such as arrival order) and results of regular races that are automatically performed regardless of player operations. (The order of arrival, etc.) and the search results of each player.
The contents of the prediction input database 34 and the race database 33 will be described later.
 (5)ゲーム制御装置における各機能の概要
 本実施形態では、ゲームサーバ20及びデータベースサーバ30によってゲーム制御装置が構成されている。以下では、上述した競馬形式のデジタルカードゲームが適用される場合を例として、本実施形態のゲーム制御装置で実現される機能について、図7を参照して説明する。図7は、本実施形態のゲーム制御装置で主要な役割を果たす機能を説明するための機能ブロック図である。
 なお、以下の説明において、通信端末10に表示されるウェブページ上で表示されるメニュー、マーク等はウェブページ上で所望の位置に配置されるものであって、通信端末10で視認されるメニュー、マーク等の表示画面上の位置は、プレイヤの方向指示釦等によるウェブページのスクロール操作によって変化しうる。
(5) Overview of Functions in Game Control Device In the present embodiment, the game control device is configured by the game server 20 and the database server 30. Below, the function implement | achieved with the game control apparatus of this embodiment is demonstrated with reference to FIG. 7, taking the case where the digital card game of a horse racing format mentioned above is applied as an example. FIG. 7 is a functional block diagram for explaining functions that play a main role in the game control apparatus of the present embodiment.
In the following description, menus, marks and the like displayed on the web page displayed on the communication terminal 10 are arranged at desired positions on the web page, and are menus visually recognized on the communication terminal 10. The position of the mark or the like on the display screen can be changed by a scroll operation of the web page by the player's direction instruction button or the like.
 登録手段51は、例えば通信端末10に提供するウェブページ上での通信端末10への適切な操作入力に基づいてプレイヤの要求を認識し、登録処理を行う。この場合の登録手段51は、例えば以下のとおり実行される。ゲームサーバ20のCPU21は、無線通信インタフェース部25を介して通信端末10から登録要求メッセージを受信する。登録要求メッセージは、ゲームサーバ20から提供されるウェブページ上での通信端末10に対する所定の操作(例えば、所定のメニューの選択操作、テキスト入力等)によって自動的に生成されるように、ウェブページが構成されていてもよい。登録要求メッセージには、送信元の通信端末10を特定するための情報(例えばIPアドレス、メールアドレス等)が含まれていてもよく、あるいは、プレイヤが既に同一のサービス提供者による他のゲームを利用している場合には、そのプレイヤIDが含まれていてもよい。
 CPU21は、登録要求メッセージを受信し、登録要求メッセージにプレイヤIDが含まれていない場合には、プレイヤIDを新規に発行してそのプレイヤIDの登録処理を行った後、登録処理が完了した旨のメッセージを通信端末10へ送信する。CPU21は、登録要求メッセージを受信し、登録要求メッセージにプレイヤIDが含まれている場合には、そのプレイヤIDの登録処理を行った後、登録処理が完了したことを示す登録完了メッセージを通信端末10へ送信する。
 登録が完了すると、CPU21は、所定のデフォルトのデータ(登録時点では、仲間や保有アイテムはなく、キャラクタデータとして所定の初期値が記述されている。)が記述された新規のプレイヤIDについてのプレイヤデータを、プレイヤデータベース31に格納する。
The registration means 51 recognizes a player's 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, an IP address, an email address, etc.) for specifying the communication terminal 10 that is the transmission source, or the player has already played another game by the same service provider. If used, the player ID may be included.
When the CPU 21 receives the registration request message and does not include a player ID in the registration request message, the CPU 21 issues a new player ID and performs registration processing of the player ID, and then the registration processing is completed. Is sent to the communication terminal 10. When the CPU 21 receives the registration request message and includes a player ID in the registration request message, the CPU 21 performs registration processing of the player ID, and then transmits a registration completion message indicating that the registration processing is completed. 10 to send.
When the registration is completed, the CPU 21 determines a player for a new player ID in which predetermined default data (the specified initial value is described as character data without any friends or possessed items at the time of registration). Data is stored in the player database 31.
 登録手段51はまた、プレイヤIDに基づく申請を契機として当該プレイヤIDを他のプレイヤIDと関係付けて登録してもよい。すなわち、登録手段51は、プレイヤIDに基づく申請を契機として、他のプレイヤIDを「仲間」として登録する。なお、以下の説明では、プレイヤIDが仲間の関係にあることと、対応するプレイヤが仲間の関係にあることとは、同義である。
 この場合の登録手段51は例えば、以下のとおり実行される。ゲームサーバ20のCPU21は、無線通信インタフェース部25を介して、あるプレイヤIDに対応するプレイヤの通信端末10から、仲間になりたいプレイヤID(あるいは、対応する表示名)を指定した申請メッセージ(申請)を受け付ける。この申請メッセージの送信は、プレイヤの通信端末10に提供されるウェブページの機能として予め設定されている。CPU21は、申請メッセージを受け付けると、申請メッセージに含まれるプレイヤIDに基づくアクセスがあったタイミングで、そのプレイヤIDに対応する通信端末10宛に、他のプレイヤIDに基づく申請を承認するか否かを返信することを要求するためのウェブページを表示させるHTMLデータを送信する。その申請を承認することが返信されれば、CPU21は、両者を仲間として登録する。具体的には、CPU21は、プレイヤデータベース31内の対応する2つのプレイヤIDのプレイヤデータの「仲間」の箇所(図6参照)にデータを書き込む。
The registration unit 51 may also register the player ID in association with another player ID triggered by an application based on the player ID. That is, the registration unit 51 registers another player ID as a “mate” with an application based on the player ID as a trigger. In the following description, it is synonymous that the player ID has a friend relationship and that the corresponding player has 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 player ID (or a corresponding display name) to be a friend from the communication terminal 10 of the player corresponding to a certain player ID via the wireless communication interface unit 25. Accept. The transmission of the application message is set in advance as a function of a web page provided to the communication terminal 10 of the player. When receiving the application message, the CPU 21 approves an application based on another player ID to the communication terminal 10 corresponding to the player ID at the timing when there is an access based on the player 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 writes data in the “mate” portion (see FIG. 6) of the player data of the corresponding two player IDs in the player database 31.
 ゲーム進行手段52は、通信端末10に対するプレイヤの操作に応じて、通信端末10に表示されるウェブページを逐次更新するためのHTMLデータを送信することで、ゲームを進行させる。前述したように、競馬形式のデジタルカードゲーム(以下、適宜単に「ゲーム」と略記する。)の例では、ゲームを進行させる上で以下の機能が設けられている。
・探索機能:
 プレイヤの手持ちの競走馬カードを探索する機能
・調教機能:
 2頭以上の競走馬を一体化して一方の競走馬の能力を上昇させる機能
・対戦レース機能:
 他のプレイヤの競走馬とレース(以下、「対戦レース」という。)を行う機能
・抽選機能:
 抽選によって競走馬カードを入手することを可能とする機能
・定期レース機能:
 プレイヤ間での競走馬による定期的なレース(以下、「定期レース」という。)を自動的に(プレイヤの操作を契機とせずに)行う機能
・出走登録機能:
 プレイヤの手持ちの競走馬の中から定期レースに出走させる一定数の競走馬を予め登録しておく機能
The game advancing means 52 advances the game by transmitting HTML data for sequentially updating web pages displayed on the communication terminal 10 in response to the player's operation on the communication terminal 10. As described above, in an example of a horse racing digital card game (hereinafter simply abbreviated as “game” as appropriate), the following functions are provided to advance the game.
・ Search function:
Function to search for the racehorse card held by the player / Training function:
Functions that combine two or more racehorses to increase the ability of one racehorse / matching race function:
Functions for performing races with other players' racehorses (hereinafter referred to as “competition races”) / lottery functions:
Function that allows you to obtain a racehorse card by lottery / Regular race function:
A function for automatically performing a regular race (hereinafter referred to as a “regular race”) by a racehorse between players (without triggering the player's operation):
Function to register in advance a certain number of racehorses to be run in regular races from the racehorses held by players
 図7に示したように、ゲーム進行手段52は、ゲーム機能表示手段521、探索実行手段522、調教実行手段523、対戦レース実行手段524、抽選実行手段525、出走登録実行手段526、及び、定期レース実行手段527を含む。探索実行手段522、調教実行手段523、対戦レース実行手段524、抽選実行手段525、出走登録実行手段526、及び、定期レース実行手段527はそれぞれ、ゲームにおいて、探索機能、調教機能、対戦レース機能、抽選機能、出走登録機能、及び、定期レース機能を実行する。
 なお、ゲーム進行手段52を実行するに当たり、ゲームサーバ20のCPU21は、ウェブページ上に表示される各メニューに、ゲームを進行させるためのいずれかの機能を予め割り当てている。そして、CPU21は、通信端末10においてウェブページ上のメニューが選択されたときに、選択されたメニューについての情報を通信端末10から受信し、受信した情報に基づいて、選択されたメニューに割り当てられた機能を実行する。なお、定期レース機能は、プレイヤの操作を契機とせずに定期的に実行されることから、対応するメニューがウェブページ上にはない。
As shown in FIG. 7, the game progress means 52 includes a game function display means 521, a search execution means 522, a training execution means 523, a battle race execution means 524, a lottery execution means 525, a start registration execution means 526, and a regular Race execution means 527 is included. Search execution means 522, training execution means 523, battle race execution means 524, lottery execution means 525, start registration execution means 526, and regular race execution means 527 are respectively a search function, a training function, a battle race function, The lottery function, start registration function, and regular race function are executed.
In executing the game progress means 52, the CPU 21 of the game server 20 assigns in advance any function 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 function. Since the regular race function is periodically executed without the player's operation as a trigger, there is no corresponding menu on the web page.
 ゲーム機能表示手段521は、ゲームで実行される複数の機能が各々割り当てられた複数のメニューを通信端末10に表示させる。具体的には、CPU21は、複数のメニューを含むウェブページを表示するためのHTMLデータを生成して通信端末10宛に送信する。後述するように、ゲームでは、探索機能、調教機能、対戦レース機能、及び抽選機能の各機能の実行に伴ってゲーム上のポイントが消費される。 The game function display means 521 causes the communication terminal 10 to display a plurality of menus each assigned a plurality of functions 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 as the search function, the training function, the battle function, and the lottery function are executed.
 ゲーム機能表示手段521によって通信端末10に表示されるゲームのトップページの例を図8に示す。このトップページは、個々のプレイヤIDに応じたウェブページで構成される。図8に例示されるトップページは、プレイヤデータ表示領域、馬画像表示領域及び基本メニュー表示領域を含む。
 プレイヤデータ表示領域は、対象となるプレイヤIDのプレイヤデータに含まれる、技能レベル、行動ポイント、出走ポイント、調教ポイント、抽選ポイント、競走馬数、仲間の各項目のデータ(図6参照)が表示される領域である。なお、プレイヤデータ表示領域に表示される項目で、X/Yの形式で表記されているポイントまたは数は、Xがプレイヤの保有するポイントまたは数であり、Yがそのポイントまたは数の最大値であることを示す。例えば、競走馬数が「40/60」と表記されていれば、プレイヤが保有する競走馬数が40頭であり、最大で保有可能な競走馬数が60頭であることを示す。
 馬画像表示領域は、対象となるプレイヤIDのプレイヤによって予め選択された競走馬カードの画像データが表示される領域である。
 基本メニュー表示領域は、競馬形式のデジタルカードゲームに設けられる複数の機能(探索機能、調教機能、対戦レース機能、抽選機能、出走登録機能)に対応した基本メニューとして、「探索」、「調教」、「レース」、「抽選」、「出走登録」の各メニューm1~m5が表示される領域である。つまり、ゲームで実行される複数の機能が各々割り当てられた複数のメニューが、通信端末10に表示されるウェブページの所定の位置にそれぞれ配置される。「ジャパンカップ予想受付中!」というメニューm6は、後述するように、現実世界の競馬レースの結果に対するプレイヤの予想を受け付けるために設けられ、現実世界の競馬レースの内容と連動してメニューの表示内容が切り替わるメニューである。
An example of the game top page displayed on the communication terminal 10 by the game function display means 521 is shown in FIG. This top page is composed of web pages corresponding to individual player IDs. The top page illustrated in FIG. 8 includes a player data display area, a horse image display area, and a basic menu display area.
In the player data display area, the skill level, action point, start point, training point, lottery point, number of race horses, and data of each item of the companion (see FIG. 6) included in the player data of the target player ID are displayed. It is an area to be done. It should be noted that in the items displayed in the player data display area, the point or number written in the X / Y format is that X is the point or number held by the player, and Y is the maximum value of the point or number. It shows that there is. For example, if the number of racehorses is described as “40/60”, it indicates that the number of racehorses possessed by the player is 40 and the maximum number of racehorses that can be retained is 60.
The horse image display area is an area in which image data of a racehorse card selected in advance by a player having a target player ID is displayed.
The basic menu display area is a basic menu corresponding to multiple functions (search function, training function, competitive race function, lottery function, start registration function) provided in a horse racing digital card game. , “Race”, “lottery”, and “start registration” menus m1 to m5 are displayed. That is, a plurality of menus to which a plurality of functions executed in the game are assigned are respectively arranged at predetermined positions on the web page displayed on the communication terminal 10. As will be described later, the menu m6 “Japan Cup prediction accepting!” Is provided for accepting the player's prediction for the result of the real-world horse race, and the menu is displayed in conjunction with the content of the real-world horse race. It is a menu that changes the contents.
 例えば図8に示すトップページをプレイヤの通信端末10に表示する場合について、ゲーム機能表示手段521は以下のようにして実現される。ゲームサーバ20のCPU21は、データベースアクセス部24を介してユーザデータベース31にアクセスし、プレイヤデータ表示領域に含まれる各項目のデータと、馬画像表示領域に表示すべき競走馬カードの画像データを読み出す。次にCPU21は、図8に示したトップページが構成されるようにHTMLデータを生成し、通信端末10宛に送信する。生成されるHTMLデータは、プレイヤごと(つまり、プレイヤIDごと)に異なるものとなる。通信端末10は、受信したHTMLデータを解釈してトップページの画像を表示部16(表示画面16a)に表示する。 For example, when the top page shown in FIG. 8 is displayed on the communication terminal 10 of the player, the game function 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 player data display area and the image data of the racehorse card to be displayed in the horse image display area. . Next, the CPU 21 generates HTML data so that the top page shown in FIG. 8 is configured, and transmits it to the communication terminal 10. The generated HTML data is different for each player (that is, for each player ID). The communication terminal 10 interprets the received HTML data and displays the top page image on the display unit 16 (display screen 16a).
 探索実行手段522、調教実行手段523、対戦レース実行手段524、抽選実行手段525、及び出走登録実行手段526は、通信端末10に表示されたメニューに対するプレイヤの選択操作に応じて、それぞれ探索機能、調教機能、対戦レース機能、抽選機能、及び出走登録機能の各機能を実行する。好ましくは、各機能が実行された場合、機能ごとに細分化された複数のメニューを含む新たなウェブページが表示されるように、階層的に各機能が実行される。 The search execution means 522, the training execution means 523, the battle race execution means 524, the lottery execution means 525, and the run registration execution means 526 are respectively a search function according to the player's selection operation for the menu displayed on the communication terminal Each function of a training function, a competitive race function, a lottery function, and a start registration function is executed. Preferably, when each function is executed, each function is executed hierarchically such that a new web page including a plurality of menus subdivided for each function is displayed.
 [探索機能]
 前述したように、探索実行手段522は、プレイヤが手持ちの競走馬として対戦レースや定期レースに出走できる競走馬の競走馬カードを探索できるようにする探索機能を実行する。図9は、探索機能が実行された場合に通信端末10に表示されるウェブページの例を示す。
[Search function]
As described above, the search execution means 522 executes a search function that allows a player to search for a racehorse card of a racehorse that can run in a battle race or a regular race as a racehorse on hand. FIG. 9 shows an example of a web page displayed on the communication terminal 10 when the search function is executed.
 図9に例示するウェブページでは、表示領域100において、日本の特定の地域において探索の対象となるエリアが強調表示された状態で表示される。この探索機能では、プレイヤは、探索の対象となるエリア(図9の例では、エリア9(サブエリア9-1,9-2,…))ごとに設けられる「競走馬を探す」と表記されたメニューm10を選択操作する。この操作を契機として、探索の対象となるエリアについての探索処理が行われ、競走馬が発掘された場合に表示領域102にその競走馬の競走馬カードが表示される仕組みになっている。このとき、メニューm10が選択操作されて探索処理が行われる度に、表示領域101に表示されている「探索率」(%)の値が増加する。また、表示領域101には、1回の探索処理に要する行動ポイントの値(図9の例では「5」)が表示される。1回の探索処理につき、表示されている行動ポイントの値だけ行動ポイントが減少し、一定量の調教ポイントが増加するように構成されている。探索実行手段522では、探索処理を行う度に、CPU21がプレイヤデータベース31にアクセスし、対象となるプレイヤIDの行動ポイント及び調教ポイントの値を更新する。 In the web page illustrated in FIG. 9, in the display area 100, an area to be searched for in a specific region of Japan is displayed in a highlighted state. In this search function, the player is described as “search for racehorses” provided for each area to be searched (in the example of FIG. 9, area 9 (subareas 9-1, 9-2,...)). The menu m10 is selected and operated. With this operation as a trigger, a search process for an area to be searched is performed, and when a racehorse is excavated, the racehorse card of the racehorse is displayed in the display area 102. At this time, every time the menu m10 is selected and a search process is performed, the value of “search rate” (%) displayed in the display area 101 increases. The display area 101 displays an action point value required for one search process (“5” in the example of FIG. 9). For each search process, the action points are decreased by the value of the displayed action point, and a certain amount of training points are increased. In the search execution means 522, every time the search process is performed, the CPU 21 accesses the player database 31 and updates the action point and training point values of the target player ID.
 探索処理において、ゲームサーバ20のCPU21は、メニューm10に対する選択操作を認識すると、探索用に予め設けられた複数の競走馬の中から所定の、あるいはランダムな確率で抽選を行う。CPU21は、抽選により競走馬を得た(発掘した)場合には、プレイヤデータベース31にアクセスし、対象となるプレイヤIDのデータに対して、発掘された新たな競走馬のデータを追加して、競走馬数の値を1だけ増加させる。さらにCPU21は、発掘された競走馬の競走馬カードを表示領域102に表示するためのHTMLデータを生成して通信端末10宛に送信する。なお、このHTMLデータは、表示領域101の探索率のデータが更新されるようにして構成されている。プレイヤによるメニューm10に対する選択操作が繰返し行われ、図9においてサブエリア9-1,9-2,…のすべてのエリアの探索率が100%に達すると、エリア9についての探索は終了し、探索対象は次のエリア(この場合、エリア10)に移る。なお、後述するように、探索率が100%に達したとしても、表示領域102に表示可能な最大の枚数(図9のサブエリア9-1では、4枚)に相当する数の競走馬が発掘できたとは限らない。 In the search process, when the CPU 21 of the game server 20 recognizes the selection operation for the menu m10, the CPU 21 performs a lottery with a predetermined or random probability from a plurality of racehorses provided in advance for the search. When the CPU 21 obtains (excavates) the racehorse by lottery, the CPU 21 accesses the player database 31 and adds the data of the newly excavated racehorse to the target player ID data. Increase the number of racehorses by one. Furthermore, CPU21 produces | generates the HTML data for displaying the racehorse card | curd of the excavated racehorse in the display area 102, and transmits to communication terminal 10 addressed | directed. The HTML data is configured such that search rate data in the display area 101 is updated. When the selection operation for the menu m10 by the player is repeatedly performed and the search rate of all the sub-areas 9-1, 9-2,... Reaches 100% in FIG. The subject moves to the next area (in this case, area 10). As will be described later, even when the search rate reaches 100%, the number of racehorses corresponding to the maximum number that can be displayed in the display area 102 (four in the sub-area 9-1 in FIG. 9) It is not always possible to excavate.
 探索機能では、メニューm10に対する選択操作を行う度に行動ポイントが減少していくため、探索機能が実行された直後にトップページが表示される場合には、そのトップページに表示される行動ポイントが探索機能の実行前よりも減少されて表示されることになる。なお、行動ポイントは、例えば所定時間(例えば3分)が経過する度に1ポイントずつ回復(増加)する。 In the search function, the action points decrease each time a selection operation is performed on the menu m10. Therefore, when the top page is displayed immediately after the search function is executed, the action points displayed on the top page are It is displayed in a reduced manner compared to before the search function is executed. The action points are recovered (increased) by one point each time a predetermined time (for example, 3 minutes) elapses, for example.
 [調教機能]
 前述したように、調教実行手段523は、2頭以上の競走馬を一体化して特定の競走馬(ゲームキャラクタ)の能力を上昇させる調教機能を実行する。このゲームでは、プレイヤが調教機能を実行するには一定量の調教ポイントが必要となる。
 この一体化の処理は、例えば以下のように行われてよい。強化対象となるゲームキャラクタ(プレイヤによって指定された、残留するゲームキャラクタ)を競走馬Aとし、競走馬Aに一体化させられて消失するゲームキャラクタを競走馬Bとする。この場合、一体化の処理では、CPU21が競走馬Aのスピード、瞬発力の能力値に対して、競走馬Bのスピード、瞬発力の能力値の一定比率をそれぞれ加算することで、新たな競走馬Aの能力値を算出するようにしてもよい。この一体化の処理によって、競走馬Bの能力上の特徴が競走馬Aに反映されることになる。
 一体化の処理後には、CPU21は、一体化の処理の後にプレイヤデータベース31にアクセスし、対象となるプレイヤIDのデータから競走馬Bのデータを削除して、競走馬数の値を1だけ減少させるとともに、対象となるプレイヤIDの調教ポイントを所定量減少させる。なお、調教ポイントは、上記探索機能を実行するか、あるいは以下に説明する対戦レース機能を実行することによって増加する。
[Training function]
As described above, the training execution unit 523 executes a training function that integrates two or more racehorses to increase the ability of a specific racehorse (game character). In this game, a certain amount of training points are required for the player to execute the training function.
This integration process may be performed as follows, for example. The game character to be strengthened (the remaining game character specified by the player) is referred to as racehorse A, and the game character that is integrated with racehorse A and disappears is referred to as racehorse B. In this case, in the integration process, the CPU 21 adds a specific ratio of the speed of the racehorse B and the ability value of the instantaneous power to the speed value of the racehorse A and the ability value of the instantaneous power, respectively. The ability value of the horse A may be calculated. By this integration process, the performance characteristics of the racehorse B are reflected in the racehorse A.
After the integration process, the CPU 21 accesses the player database 31 after the integration process, deletes the racehorse B data from the target player ID data, and decreases the value of the number of racehorses by one. In addition, the training points of the target player ID are reduced by a predetermined amount. The training points are increased by executing the search function described above or by executing a battle race function described below.
 上記ゲームキャラクタの一体化処理についての通信端末10における表示例について図10A及び図10Bを参照して説明する。図10A及び図10Bは、通信端末10に対する操作に応じて一連に表示される表示例である。
 ゲームサーバ20のCPU21は、例えば図8のウェブページ上でメニューm2が選択されたことを認識すると、一体化の対象となる複数のゲームキャラクタの選択を促すウェブページを表示するためのHTMLデータを通信端末10宛に送信する。このとき最初に表示されるウェブページの一例は、図10AのP1に示すように、調教する競走馬(強化対象となるゲームキャラクタ)の一覧であり、選択操作によって調教する競走馬を選択できるように構成されている。調教する競走馬が選択されると次に、図10AのP2に示すように、パートナー競走馬(消失するゲームキャラクタ)の一覧が表示される。図10AのP2に示すウェブページは、選択操作によってパートナー競走馬を選択できるように構成されている。図10BのP3は確認用画面であり、例えば調教する競走馬として競走馬KNM、パートナー競走馬として競走馬RLCが選択された例が示されている。ここで、「強化する」というメニューを選択する操作が行われると、その選択結果がゲームサーバ20へ通知される。ゲームサーバ20のCPU21は、受信した選択結果に基づいて、競走馬KMNの新たな能力値を算出するとともに、プレイヤデータベース31にアクセスして、競走馬RLCのデータを、対象となるプレイヤIDのデータから削除する。CPU21は、新たな能力値の増加度合いを示す値を含むHTMLデータを通信端末10宛に送信する。このHTMLデータの受信により、通信端末10は、図10BのP4及び図10BのP5に示すように、選択された競走馬KMNのカードと競走馬RLCのカードが重なり合い、合体して競走馬KMNのカードのみが表示されるような演出表示を行う。図11B(c)に示すように、強化対象の競走馬KMNの能力値の増加度合い(図10BのP5の例では、132%)を定量的に表示することが好ましい。
A display example on the communication terminal 10 regarding the above-described game character integration processing will be described with reference to FIGS. 10A and 10B. 10A and 10B are display examples displayed in series according to operations on the communication terminal 10.
For example, when the CPU 21 of the game server 20 recognizes that the menu m2 is selected on the web page of FIG. 8, HTML data for displaying a web page that prompts selection of a plurality of game characters 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 racehorses to be trained (game characters to be strengthened) as shown in P1 of FIG. 10A, so that the racehorses to be trained can be selected by a selection operation. It is configured. When the racehorse to be trained is selected, a list of partner racehorses (disappearing game characters) is displayed as shown in P2 of FIG. 10A. The web page indicated by P2 in FIG. 10A is configured such that a partner racehorse can be selected by a selection operation. P3 in FIG. 10B is a confirmation screen. For example, a racehorse KNM is selected as the racehorse to be trained, and a racehorse RLC is selected as the partner racehorse. Here, when an operation of selecting the menu “enhance” is performed, the selection result is notified to the game server 20. The CPU 21 of the game server 20 calculates a new ability value of the racehorse KMN based on the received selection result, and accesses the player database 31 to obtain the data of the racehorse RLC as the target player ID data. Delete from. The CPU 21 transmits HTML data including a value indicating the degree of increase in the new capability value to the communication terminal 10. By receiving this HTML data, the communication terminal 10 causes the selected racehorse KMN card and the racehorse RLC card to overlap and merge as shown in P4 of FIG. 10B and P5 of FIG. 10B. An effect display is performed so that only the card is displayed. As shown in FIG. 11B (c), it is preferable to quantitatively display the degree of increase in the ability value of the racehorse KMN to be strengthened (132% in the example of P5 in FIG. 10B).
 [対戦レース機能]
 前述したように、対戦レース実行手段524は、他のプレイヤとの対戦レースを行う対戦レース機能を実行する。
 対戦レースに出場する競走馬は、プレイヤによって出走登録されている競走馬の中から自動的に選択されるか、プレイヤの選択操作によって選択されてもよい。このゲームでは、対戦レース機能を実行するには出走ポイントを必要とし、対戦レースに勝利することで調教ポイントを得ることができる。つまり、対戦レース機能の実行によって、プレイヤIDに対応する出走ポイント、調教ポイントの値が変化しうる。1回の対戦レースで必要となる(消費する)出走ポイントは、対戦レースに出場する競走馬によって定まる。例えば、各競走馬に対して1回の対戦レースで必要となるコストが予め割り当てられており、そのコストの分だけ出走ポイントが消費される。出走ポイントは、例えば所定時間(例えば1分)が経過する度に1ポイントずつ回復(増加)する。
[Competitive race function]
As described above, the battle race execution means 524 executes a battle race function for performing a battle race with another player.
The racehorse participating in the competition race may be automatically selected from racehorses registered for start by the player or may be selected by a selection operation of the player. In this game, starting points are required to execute the competitive race function, and training points can be obtained by winning the competitive race. That is, the values of the starting point and the training point corresponding to the player ID can be changed by executing the battle race function. The starting points required (consumed) in one battle race are determined by the racehorses participating in the battle race. For example, a cost required for one battle race is assigned in advance to each racehorse, and start points are consumed by the cost. The starting point is recovered (increased) by one point each time a predetermined time (for example, 1 minute) elapses, for example.
 対戦レース実行手段524は例えば、以下のとおり実現される。あるプレイヤIDに対応するプレイヤの通信端末10のトップページ上でメニューm3(図8参照)の選択操作がなされ、その選択結果を受信すると、ゲームサーバ20のCPU21は、例えば技能レベルが同一の他のプレイヤを所定数ランダムに選択し、その所定数の対戦相手からプレイヤが選択するための表示用のHTMLデータを通信端末10宛に送信する。
 対戦相手が決定すると、CPU21は通信端末10宛に、対戦相手を通知するウェブページを表示するためのHTMLデータを送信する。対戦の実行に当たって、CPU21は、データベースアクセス部24を介してデータベースサーバ30のプレイヤデータベース31にアクセスし、対象となるプレイヤIDの出走ポイントが対戦レースの実行に必要とする所定量以上である場合に、出走ポイントからその所定量を減少させるとともに、対戦相手となる2つのプレイヤIDに対応付けられたキャラクタデータを読み出す。CPU21は、読み出したキャラクタデータに基づいて、ゲームキャラクタ間の対戦を実行する。なお、対戦レースが8頭の競走馬で行われる場合、残りの6頭はCPU21がレース上で設定する競走馬となる。
The battle race execution means 524 is realized as follows, for example. When the selection operation of the menu m3 (see FIG. 8) is performed on the top page of the communication terminal 10 of the player corresponding to a certain player ID, and the selection result is received, the CPU 21 of the game server 20, for example, has the same skill level. A predetermined number of players are randomly selected, and display HTML data for the player to select from the predetermined number of opponents is transmitted to the communication terminal 10.
When the opponent is determined, the CPU 21 transmits HTML data for displaying a web page for notifying the opponent to the communication terminal 10. In executing the battle, the CPU 21 accesses the player database 31 of the database server 30 via the database access unit 24, and the starting point of the target player ID is equal to or greater than a predetermined amount required for the battle race. The predetermined amount is decreased from the starting point, and the character data associated with the two player IDs as the opponents is read out. CPU21 performs the battle | competition between game characters based on the read character data. When the competition race is performed with eight race horses, the remaining six horses are race horses set by the CPU 21 on the race.
 対戦の勝敗の決定方法は、ゲームキャラクタの能力値がレースの着順に影響を与える方法である限り如何なる方法を採ることができる。例えば、対戦相手となる2つのプレイヤIDに対応付けられたゲームキャラクタの能力値を比較し、より大きな能力値のゲームキャラクタが、高い確率(例えば、60~90%の範囲内の所定の確率)をもって勝利するように設定してよい。この勝率は、能力値の差が大きいほど高い確率としてもよい。このとき、図6に示したように、能力値の項目が複数存在する場合には、所定の重み付け(例えば、図6の例では、「スピード」を0.6、「瞬発力」を0.4の重み付けにする等)をもって総合的な能力値を算出し、この総合的な能力値を比較対象とすることができる。 The determination method of winning or losing the battle can be any method as long as the ability value of the game character affects the arrival order of the race. For example, the ability values of the game characters associated with the two player IDs that are opponents are compared, and a game character with a larger ability value has a higher probability (for example, a predetermined probability within a range of 60 to 90%). You may set it to win. The win rate may be higher as the difference in ability values is larger. At this time, as shown in FIG. 6, when there are a plurality of ability value items, predetermined weighting (for example, in the example of FIG. 6, “speed” is 0.6 and “instantaneous force” is 0. 4), the overall ability value can be calculated, and this overall ability value can be used as a comparison target.
 CPU21は、対戦相手となる2つのプレイヤIDに対応付けられたゲームキャラクタの対戦の対戦結果を決定すると、その対戦結果を含むウェブページを表示させるためのHTMLデータを、対戦相手の2つのプレイヤIDのプレイヤの通信端末10宛に送信する。そして、通信端末10は、ゲームサーバ20から受信したHTMLデータを解釈して対戦結果を含む画像を表示部16に表示する。対戦結果を決定した後、CPU21は、データベースアクセス部24を介して、対戦結果の詳細をゲーム結果データベース32に書き込む処理を行う。
 図8に例示するトップページ上でプレイヤがメニューm3を選択する操作が行われてから、対戦結果を含むウェブページが表示されるまでの時間は極めて短時間(例えば数秒)であるため、プレイヤは、簡易な操作のみで極めて短期間で対戦結果を知ることができる。
 図11A及び図11Bは、対戦レース機能の実行によって表示されるウェブページを順に例示す図である。図11AのP6のウェブページでは、対戦相手を決定した後に、レースのアニメーションを閲覧するメニュー(「レースを見る」のテキストのメニュー)か、あるいはレースの結果のみを閲覧するメニュー(「結果を見る」のテキストのメニュー)のいずれかの選択をプレイヤに促すページであり、レースの実行後の出走ポイントの予定値(図では、7ポイント)が表示される。図11AのP7のウェブページでは、レースのアニメーションの表示を経てレースの結果が表示される。図11Bのウェブページでは、レースの着順等を含む詳細な結果が表示される。なお、レースに勝利すれば、プレイヤは一定量の調教ポイントを得ることができる。
When the CPU 21 determines the battle result of the game character associated with the two player IDs that are the opponents, the CPU 21 displays HTML data for displaying a web page including the battle results as the two player IDs of the opponents. To the player's communication terminal 10. Then, the communication terminal 10 interprets the HTML data received from the game server 20 and displays an image including the battle result on the display unit 16. After determining the battle result, the CPU 21 performs a process of writing details of the battle result in the game result database 32 via the database access unit 24.
Since the time from when the player 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 player The result of the battle can be known in a very short period of time with only a simple operation.
FIG. 11A and FIG. 11B are diagrams sequentially illustrating web pages displayed by executing the competitive race function. In the web page of P6 in FIG. 11A, after the opponent is determined, a menu for browsing the animation of the race (a menu of the text “view race”) or a menu for browsing only the result of the race (“view the result”). ”Is a page that prompts the player to select one of the menu items (“ 7 ”in the figure) after the race is executed. In the P7 web page of FIG. 11A, the race result is displayed through the display of the race animation. In the web page of FIG. 11B, detailed results including the race arrival order and the like are displayed. If the race is won, the player can obtain a certain amount of training points.
 1回の対戦レース機能の実行によって出走ポイントが大幅に減少するように設定されている場合には、出走ポイントの回復(例えば、時間の経過)を待たなければ、プレイヤは次の対戦レースを実行することができないが、プレイヤの行動ポイントや出走ポイントを直ちに回復させるアイテムとして「回復薬」を設けるようにしてもよい。回復薬は、例えば、サービス提供者からランダムなタイミングでプレイヤが受け取ることができるように設定してもよいし、仲間のプレイヤからプレゼント形式で受け取ることができるよう設定にしてもよい。この場合、取得した回復薬をプレイヤが使用することで、行動ポイントや出走ポイントは直ちに最大値まで回復させられる。これにより、プレイヤは、連続的に対戦レース機能や探索機能を実行することができるようになるため、回復薬を使用しない他のプレイヤに比べて、より短時間でゲームを進行させることができるようになる。 If it is set so that the starting point is greatly reduced by the execution of one competitive race function, the player will execute the next competitive race without waiting for the recovery of the starting point (for example, the passage of time). Although it is not possible, “recovery medicine” may be provided as an item for immediately recovering the action points and start points of the player. For example, the recovery drug may be set so that the player can receive it at random timing from the service provider, or may be set so that it can be received from the fellow player in a present form. In this case, the action point and the start point are immediately recovered to the maximum value by the player using the acquired recovery medicine. As a result, the player can continuously execute the battle race function and the search function, so that the game can be advanced in a shorter time than other players that do not use the recovery drug. become.
 [抽選機能]
 前述したように、抽選実行手段525は、抽選によって競走馬カードを入手することを可能とする抽選機能を実行する。抽選機能は、好ましくは、競走馬カードを抽選箱の中から1枚を取り出す(引く)ような演出を経て実行される。抽選によって出現する競走馬カードは基本的にランダムであるが、能力の際立った競走馬や人気のある競走馬の競走馬カード(いわゆるレアカード)が抽選で出現する確率は非常に低く設定されている。抽選機能には、所定量の抽選ポイントと引き換えに競走馬カードを引く「抽選ポイントによる抽選」と、実質的にプレイヤに課金することによってプレイヤにより有利な抽選を行う「コインによる抽選」とがある。
[Lottery function]
As described above, the lottery execution means 525 executes a lottery function that makes it possible to obtain a racehorse card by lottery. The lottery function is preferably executed through an effect of taking (drawing) one racehorse card from the lottery box. The racehorse cards that appear by lottery are basically random, but the probability that racehorse cards with outstanding abilities and popular racehorse cards (so-called rare cards) will appear in the lottery is set very low. Yes. The lottery function includes “lottery by lottery point” in which a racehorse card is drawn in exchange for a predetermined amount of lottery points, and “lottery by coins” in which a lottery is advantageously performed by the player by charging the player. .
 このゲームでは、プレイヤは自らの仲間を登録することができるようになっている。登録可能な仲間の数の最大値は予め決定しておいてもよい。仲間のプレイヤ間では、挨拶メッセージの交換、ゲーム上のアイテムのプレゼントあるいはアイテムの交換、相手のプレイヤに挨拶メッセージを送る等、ネットワーク上の交流を図ることを可能とするネットワークサービスが提供される。プレイヤは、仲間のプレイヤに挨拶メッセージを送ることで一定量の抽選ポイントを得ることができ、所定量の抽選ポイントと引き換えに競走馬カードを引く「抽選ポイントによる抽選」を、無料抽選として行うことができる。 In this game, players can register their 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 exchange of greeting messages, gifts of items on the game or exchange of items, and sending greeting messages to other players, is provided between fellow players. Players can obtain a certain amount of lottery points by sending a greeting message to fellow players, and perform “lottery by lottery points” as a free lottery to draw a racehorse card in exchange for a predetermined amount of lottery points Can do.
 図12は、通信端末10に表示されるウェブページ上のメニューm4(図8参照)が選択操作されたときに表示され、抽選ポイントによる抽選の実行をプレイヤに促すウェブページの表示例である。図12に示すウェブページでは、プレイヤが所持する抽選ポイント(所持抽選ポイント)と、この抽選1回に必要な抽選ポイントとが表示される。図12のページにおいて、「抽選する」と表記されたメニューを選択操作することで抽選処理が実行される。抽選処理は、様々な方法を採りうる。例えば、抽選対象となる複数の競走馬カードから抽選の都度、ランダムに1つの競走馬カードを選択する方法を採ることができる。この方法では実質的に、各競走馬カードが選択される確率(出現確率)は同一である。また、抽選対象となる複数の競走馬カードの各々についてそれぞれ出現確率、あるいは出現確率の範囲を予め決めておき、その出現確率に従って1つの競走馬カードを選択する方法を採ることができる。抽選処理において、ゲームサーバ20のCPU21は、抽選ポイントによる抽選用に予め設けられた複数の競走馬カードの中から抽選処理を行って競走馬カードを決定し、その競走馬カードを表示領域102に表示するためのHTMLデータを通信端末10宛に送信する。 FIG. 12 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 player to perform a lottery with a lottery point. In the web page shown in FIG. 12, the lottery points possessed by the player (owned lottery points) and the lottery points necessary for one lottery are displayed. In the page of FIG. 12, 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 racehorse card at random from each of a plurality of racehorse cards to be drawn can be adopted. In this method, the probability (appearance probability) that each racehorse card is selected is substantially the same. Further, it is possible to adopt a method in which the appearance probability or the range of the appearance probability is determined in advance for each of a plurality of racehorse cards to be selected and one racehorse card is selected according to the appearance probability. In the lottery process, the CPU 21 of the game server 20 determines a racehorse card by performing a lottery process from a plurality of racehorse cards provided in advance for the lottery based on the lottery points, and displays the racehorse card in the display area 102. HTML data for display is transmitted to the communication terminal 10.
 抽選実行手段525では、以下の処理が行われる。CPU21は、抽選処理後に、プレイヤデータベース31にアクセスし、対象となるプレイヤIDの抽選ポイントを所定量減少させる。さらにCPU21は、抽選により競走馬カードを引いた場合には、対象となるプレイヤIDのデータから、抽選で引いた競走馬(ゲームキャラクタ)のデータを追加して、競走馬数の値を1だけ増加させる。 In the lottery execution means 525, the following processing is performed. After the lottery process, the CPU 21 accesses the player database 31 and decreases the lottery points of the target player ID by a predetermined amount. Further, when the racehorse card is drawn by lottery, the CPU 21 adds the racehorse (game character) data drawn by lottery from the data of the target player ID, so that the value of the number of racehorses is only 1. increase.
 [出走登録機能]
 出走登録実行手段526は、プレイヤの手持ちの競走馬の中から定期レースに出走させる競走馬を、自動的に、あるいはプレイヤの選択操作に応じて、予め登録(つまり、出走登録)する機能を実行する。例えば、図8においてメニューm5が選択操作に応じて表示されるウェブページには、定期レースに出走させる競走馬の選択を自動的に行うか、1頭ずつプレイヤが選択操作を行うかについてのメニューが表示される。
[Start registration function]
The start registration execution means 526 executes a function of registering in advance (that is, start registration) a racehorse to start a regular race from among the racehorses held by the player automatically or in response to a selection operation by the player. To do. For example, in the web page in which the menu m5 is displayed in response to the selection operation in FIG. 8, a menu as to whether to automatically select a racehorse to run in a regular race or to perform a selection operation by one player at a time. Is displayed.
 [定期レース実行機能]
 定期レース実行手段527は、プレイヤ間での競走馬による定期レースを自動的に(プレイヤの操作を契機とせずに)行う定期レース機能を実行する。定期レースの開催日時は任意に設定してもよいが、例えば、少なくとも一部の定期レースについては、現実世界でレースが行われる日時と一致させ、レースの名称も現実世界のレースと一致させることが好ましい。例えば一般に、土曜日及び日曜日に行われる中央競馬のレースと同じレース名称、同じレース開始時刻に、ゲーム上の定期レースを実行してもよい。なお、定期レースにおける各プレイヤの競走馬は、プレイヤによって出走登録されている競走馬の中から任意に選択され、あるいは、プレイヤによって出走登録されている競走馬の中からプレイヤによって選択される。定期レースの結果は、前述した対戦レースと同様に、ゲームキャラクタの能力値がレースの着順に影響を与える方法である限り如何なる方法を採ることができる。
[Regular race execution function]
The regular race execution means 527 executes a regular race function for automatically performing regular races between racers using racehorses (without triggering the player's operation). The scheduled date and time of the regular race may be set arbitrarily. For example, for at least some of the regular races, the date and time when the race will be held in the real world and the name of the race should be matched with the real world race. Is preferred. For example, in general, a regular race on the game may be executed at the same race name and the same race start time as the race of the central horse race held on Saturday and Sunday. The racehorse of each player in the regular race is arbitrarily selected from the racehorses registered for start by the player, or selected from the racehorses registered for start by the player. As a result of the regular race, any method can be adopted as long as the ability value of the game character affects the arrival order of the race, as in the battle race described above.
 以上、ゲーム進行手段52の主要な機能(探索機能、調教機能、対戦レース機能、抽選機能、出走登録機能、及び、定期レース実行機能)について説明した。
 ゲーム進行手段52はさらに、プレイヤが保持する各ポイントあるいは競走馬数に基づいて、プレイヤによって選択されたメニューに応じた機能(探索機能、調教機能、対戦レース機能、及び抽選機能)が実行できるか否かを判定し、選択されたメニューに応じた機能が実行できない場合には、機能が実行できないことをプレイヤに報知するためのテキストを含むページを通信端末10上に表示する。例えば、1回の探索処理に行動ポイントが「5」必要となるエリアについて探索機能を実行しようとする場合に、プレイヤの行動ポイントが「3」のときには、探索機能が実行できないため、例えば「行動ポイントが足りません。行動ポイントは3分ごとに1回復します。ゆっくり待ちましょう。」などといったテキストを表示させる。このとき、ゲームサーバ20のCPU21は、ユーザデータベース31にアクセスして、プレイヤの行動ポイントのデータと、探索対象のエリアに要する行動ポイント(既定値)との比較処理を行って、探索機能の実行可否を判定する。
The main functions (search function, training function, competitive race function, lottery function, start registration function, and regular race execution function) of the game progress means 52 have been described above.
Whether the game progress means 52 can further execute a function (search function, training function, competitive race function, and lottery function) according to the menu selected by the player based on each point or the number of racehorses held by the player. If the function corresponding to the selected menu cannot be executed, a page including text for notifying the player that the function cannot be executed is displayed on the communication terminal 10. For example, when an attempt is made to execute a search function for an area that requires “5” action points for one search process, the search function cannot be executed when the action point of the player is “3”. “There are not enough points. Your action points will recover by 1 every 3 minutes. Let's wait slowly.” At this time, the CPU 21 of the game server 20 accesses the user database 31 to perform comparison processing between the action point data of the player and the action point (predetermined value) required for the area to be searched, and execute the search function. Judgment is made.
 上述したように、このゲームでは、図8のプレイヤデータ表示領域に表示される行動ポイント、出走ポイント、調教ポイント、抽選ポイント、および競走馬数は、探索機能、調教機能、対戦レース機能、及び抽選機能の各機能の実行によって変動しうるものとなっている。図13は、このゲームにおいて、行動ポイント、出走ポイント、調教ポイント、抽選ポイント、競走馬数の増加要因と減少要因とを整理して一覧にしたものである。なお、上記各機能の実行によるポイントの消費量は、別個に設定してよく、それぞれ異なっていてもよい。 As described above, in this game, the action point, the starting point, the training point, the lottery point, and the number of race horses displayed in the player data display area of FIG. 8 are the search function, the training function, the competitive race function, and the lottery. The function can vary depending on the execution of each function. FIG. 13 shows a list of action points, start points, training points, lottery points, and factors for increasing and decreasing the number of racehorses in this game. Note that the amount of points consumed by the execution of the above functions may be set separately or may be different.
 ゲーム進行手段52は、図13に示す増加要因と減少要因のうち、探索機能、調教機能、対戦レース機能、及び抽選機能の各機能の実行が要因でないもの(時間の経過、回復薬の使用、仲間への挨拶メッセージの送信)について、各ポイントの更新処理を行う。ゲーム進行手段52において、例えば、時間の経過に応じて行動ポイントを増加させるときには、CPU21が内蔵するタイマを動作させ、所定時間(例えば3分)が経過すると、ユーザデータベース31にアクセスして、行動ポイントの値をインクリメントする。 The game advancing means 52 is a factor that is not caused by the execution of the search function, the training function, the competitive race function, and the lottery function among the increase factor and the decrease factor shown in FIG. 13 (elapsed time, use of recovery medicine, Regarding the transmission of greeting messages to friends), update processing of each point is performed. In the game progress means 52, for example, when increasing an action point with the passage of time, a timer built in the CPU 21 is operated, and when a predetermined time (for example, 3 minutes) elapses, the user database 31 is accessed and the action point is increased. Increment the value of point.
 再度図7を参照すると、選択手段53は、現実世界の競馬レース(イベント)の結果として当該競馬レースに出場する複数の競走馬(対象)の中から1又は複数の競走馬(例えば、1着、あるいは1~3着の競走馬)が特定される場合に、その現実世界の競馬レースの開始前に、プレイヤの操作入力に応じて、競馬レースに出場する複数の競走馬の中から1又は複数の競走馬を選択する機能を備える。ここで、競馬レースに出場する複数の競走馬の中から1又は複数の競走馬を選択することは、その競馬レースの結果についてのプレイヤの予想を受け付けることに相当する。つまり、選択手段53では、プレイヤの操作入力に応じて、現実世界の競馬レースの予想を受け付ける機能を備える。現実世界の競馬レースの予想の受付では、1着を予想するいわゆる単勝式、3着以内に入る競走馬を選択する複勝式など、複数の方式が存在するが、いずれの方式を適用してもよい。
 以下では、一例として、現実世界の競馬レースが「ジャパンカップ」であって、その競馬レースをプレイヤが単勝式で予想する場合について説明する。
Referring to FIG. 7 again, the selection means 53 selects one or a plurality of racehorses (for example, one racehorse) from a plurality of racehorses (targets) participating in the race as a result of a real-world horse race (event). Or 1 to 3 racehorses), before the start of the real-world horse race, one or more of the race horses participating in the horse race according to the operation input of the player. A function for selecting a plurality of racehorses is provided. Here, selecting one or a plurality of racehorses from among a plurality of racehorses participating in a horse race corresponds to accepting a player's prediction about the result of the race. That is, the selection means 53 has a function of accepting a prediction of a real-world horse racing race in response to a player's operation input. There are multiple methods for accepting predictions for real-world horse racing races, such as the so-called single win type that predicts the first place, and the double win type that selects the racehorse that falls within the first place. Also good.
Hereinafter, as an example, a case will be described in which a real-world horse racing race is the “Japan Cup” and the player predicts the horse racing race in a win-win style.
 選択手段53の機能は、例えば以下のようにして実現される。ゲームサーバ20のCPU21は、図8のトップページにおいてプレイヤによりメニューm6が選択操作されたことを認識すると、現実世界の競馬レース(ジャパンカップ)におけるプレイヤの1着予想の入力を促すウェブページを表示するためのHTMLデータを通信端末10宛に送信する。このウェブページの例を図14に示す。図14のウェブページは、現実世界の競馬レース(ジャパンカップ)の概要を示す画像を含む画像領域201、プレイヤを案内するテキストを含む画像領域202、1着予想のプレイヤの入力操作を受け入れる画像領域203、出走馬を表示する画像領域204、及び、プレイヤの予想の一致度合いに応じた特典を表示する画像領域205を含む。画像領域204において、例えば競走馬「SGA」,「NMC」,「TKM」に対応して表記されるパーセント値(35%等)は、現時点において入力済みのプレイヤの中で、対応する競走馬を1着予想としたプレイヤの比率であり、人気が高いほど大きな値となっている。プレイヤは、1着予想を入力するに当たって画像領域204におけるパーセント値を参考にすることができる。 The function of the selection means 53 is realized as follows, for example. When the CPU 21 of the game server 20 recognizes that the menu m6 has been selected and operated by the player on the top page of FIG. 8, the CPU 21 displays a web page that prompts the player to input the predicted first place in a real-world horse racing race (Japan Cup). HTML data is transmitted to the communication terminal 10. An example of this web page is shown in FIG. The web page of FIG. 14 includes an image area 201 including an image showing an outline of a real-world horse racing race (Japan Cup), an image area 202 including text for guiding a player, and an image area that accepts an input operation of a player who is predicted to arrive. 203, an image area 204 for displaying a running horse, and an image area 205 for displaying a privilege according to the degree of coincidence of the player's expectation. In the image area 204, for example, the percentage value (35%, etc.) described corresponding to the racehorses “SGA”, “NMC”, “TKM” indicates the corresponding racehorse among the players already input at the present time. It is the ratio of the players who predicted the first place, and the higher the popularity, the larger the value. The player can refer to the percentage value in the image area 204 when inputting the expected first place.
 なお、図14において、画像領域204の出走馬の表示のために、CPU21は、レースデータベース33を参照する。図15に、予想入力データベース34の構成例を示す。レースデータベース33は、現実世界の競馬レースごとにレースIDが割り当てられている。レースIDごとに、枠番、競走馬、着順、着差のデータが対応付けられたレースデータが含まれている。当然であるが、対象となる競馬レースの開始前には、着順、着差のデータは記録されていない。なお、レースデータの書き込みは、後述する情報取得手段60によってなされる。 In FIG. 14, the CPU 21 refers to the race database 33 for displaying the running horse in the image area 204. FIG. 15 shows a configuration example of the predicted input database 34. In the race database 33, a race ID is assigned to each horse race in the real world. Each race ID includes race data in which frame number, racehorse, arrival order, and arrival difference data are associated with each other. As a matter of course, the data on the arrival order and the arrival difference are not recorded before the start of the target horse race. The race data is written by the information acquisition means 60 described later.
 画像領域203には、プルダウンメニューm20と、メニューm21とが表示される。プルダウンメニューm20をプレイヤが選択操作すると、出場するすべて競走馬のリストが表示され、その競走馬の中から1頭を選択できるように構成されている。プルダウンメニューm20にいずれかの競走馬が選択された状態でプレイヤによりメニューm21が選択操作されると、プレイヤによる競走馬の1着予想が受け付けられる。
 その後、ゲームサーバ20からの新たなHTMLデータの送信に応じて通信端末10上のウェブページの表示が、例えば図16に示すように切り替わる。このウェブページでは、画像表示領域203において、プレイヤの1着予想の競走馬が表示される。なお、ウェブページが更新される度に、画像領域204のパーセント値のデータが逐次更新される。
In the image area 203, a pull-down menu m20 and a menu m21 are displayed. When the player performs a selection operation on the pull-down menu m20, a list of all racehorses to be entered is displayed, and one of the racehorses can be selected. When the menu m21 is selected and operated by the player in a state where any racehorse is selected in the pull-down menu m20, the player's first racehorse prediction is accepted.
Thereafter, in response to transmission of new HTML data from the game server 20, the display of the web page on the communication terminal 10 is switched, for example, as shown in FIG. In this web page, in the image display area 203, a racehorse that is predicted to be the first by the player is displayed. Each time the web page is updated, the percentage data of the image area 204 is sequentially updated.
 CPU21は、各プレイヤから1着予想を受け付けると、予想入力データベース34にアクセスして記録を行う。図17に、予想入力データベース34の構成例を示す。予想入力データベース34では、現実世界の競馬レースごとにレースIDが割り当てられている。CPU21は、プレイヤによる1着予想の選択を受け入れると、そのプレイヤのプレイヤIDと1着予想の競走馬とを対応付けられた予想入力データを予想入力データベース34に記録する。例えば図17では、現実世界のジャパンカップの競馬レースのレースIDが「001」である場合、プレイヤID:00001と1着予想の競走馬:KNMとが1つの予想入力データを構成する。 CPU21 will access and record the prediction input database 34, if a 1st place prediction is received from each player. FIG. 17 shows a configuration example of the predicted input database 34. In the prediction input database 34, a race ID is assigned to each horse race in the real world. When the CPU 21 accepts the selection of the predicted first place by the player, the CPU 21 records the predicted input data in which the player ID of the player is associated with the racehorse predicted to be the first place in the predicted input database 34. For example, in FIG. 17, when the race ID of a real world Japan Cup horse race is “001”, the player ID: 00001 and the predicted racehorse: KNM constitute one predictive input data.
 変更手段54は、プレイヤの操作入力に応じて、現実世界の競馬レース(イベント)の開始前に、選択手段53によって選択された競走馬(対象)の変更を受け付ける機能を備える。つまり、変更手段54によって、プレイヤは競馬レースの結果に対する予想のやり直しができるようになっている。図16に示したように、いったんプレイヤによる競走馬の1着予想が受け付けられると、画像領域203において、プレイヤによって選択された枠番と競走馬(図16では、2枠4番のKNM)とともに、その選択された競走馬を変更するためのプルダウンメニューm25とメニューm26とが表示される。図16に示すウェブページ上で、プルダウンメニューm25をプレイヤが選択操作すると、出場するすべて競走馬のリストが表示され、その競走馬の中から1頭を選択できるように構成されている。プルダウンメニューm25にいずれかの競走馬が選択された状態でプレイヤによりメニューm26が選択操作されると、プレイヤによる競走馬の新たな1着予想が受け付けられる(つまり、1着予想の競走馬が変更される)。このようにしてプレイヤは競馬レースの結果に対する予想のやり直しができるようになっている。 The changing means 54 has a function of accepting a change of the racehorse (target) selected by the selection means 53 before the start of a real-world horse racing race (event) in response to an operation input by the player. That is, the changing means 54 enables the player to redo the prediction on the result of the horse racing race. As shown in FIG. 16, once the prediction of the first racehorse is received by the player, the frame number selected by the player and the racehorse (in FIG. 16, KNM of frame 2 and 4) are displayed in the image area 203. A pull-down menu m25 and a menu m26 for changing the selected racehorse are displayed. When the player selects and operates the pull-down menu m25 on the web page shown in FIG. 16, a list of all racehorses to participate is displayed, and one of the racehorses can be selected. When one of the racehorses is selected in the pull-down menu m25 and the menu m26 is selected and operated by the player, a new first-place prediction of the racehorse by the player is accepted (that is, the racehorse predicted to be first is changed). ) In this way, the player can redo the prediction on the result of the horse race.
 変更手段54の機能は、以下のようにして実現される。ゲームサーバ20のCPU21は、メニューm26が選択操作されたことを認識すると、予想入力データベース34にアクセスして、対象となるレースID及びプレイヤIDの1着予想の競走馬のデータを、メニューm25に入力された競走馬のデータに書き換える処理を行う。そして、CPU21は、変更後の競走馬のデータを報知するウェブページ(図16に相当するページ)を表示するためのHTMLデータを生成して送信する。この新たなウェブページにおいても、プルダウンメニューm25とメニューm26が画像領域203に設けられ、予想のやり直しが再度できるように構成されてよい。つまり、現実世界の競馬レースの前であれば、その競馬レースの結果に対する予想のやり直しを何度でも行うことができるように構成してよい。その場合、プレイヤによる予想のやり直しを行う操作に応じて、順次予想入力データベース34内の予想入力データが書き換えられる。このとき、図17に示すように、CPU21は、予想入力データを書き換える度に、予想入力データについての変更回数の値をインクリメントする処理を行う(デフォルト値は0)。 The function of the changing means 54 is realized as follows. When the CPU 21 of the game server 20 recognizes that the menu m26 has been selected, the CPU 21 accesses the prediction input database 34 and stores the racehorse data of the expected first racehorse of the target race ID and player ID in the menu m25. Rewrite the entered racehorse data. And CPU21 produces | generates and transmits the HTML data for displaying the web page (page corresponded in FIG. 16) which alert | reports the data of the racehorse after a change. Also in this new web page, a pull-down menu m25 and a menu m26 may be provided in the image area 203 so that the prediction can be redone again. In other words, it may be configured so that the prediction of the result of the horse race can be repeated any number of times before the real world horse race. In that case, the predicted input data in the predicted input database 34 is sequentially rewritten in accordance with the operation of performing the prediction re-execution by the player. At this time, as shown in FIG. 17, every time the predicted input data is rewritten, the CPU 21 performs a process of incrementing the value of the number of changes for the predicted input data (the default value is 0).
 情報取得手段60は、現実世界の競馬レース(イベント)についての情報を取得する機能を備える。情報取得手段60の機能は、以下のようにして実現される。情報の取得方法は、様々な方法を採りうるが、例えば、現実世界の競馬レースの情報を、入力部26に対するオペレータの入力によって取得する方法を採ることができる。この場合、オペレータは、ゲームサーバ20上において所定の入力用アプリケーションプログラムが動作した状態で、プレイヤによる予想を受け付ける前に予め、対象となるレースIDの枠番と競走馬のデータをレースデータベース33に入力し、そのレースIDの競馬レースが終了した後に着順及び着差のデータ(イベント情報)をレースデータベース33に入力する。図18に、レース後に着順及び着差のデータが入力された状態のレースデータベース33の例を示す。
 なお、レースデータベース33への入力は、オペレータによる入力以外であってもよい。例えば、ゲームサーバ20は、現実世界の競馬レースについての情報を格納する他のサーバから、例えばインターネット経由で情報を取得してレースデータベース33にその情報を取り込むようにしてもよい。
The information acquisition means 60 has a function of acquiring information about a real-world horse racing race (event). The function of the information acquisition means 60 is implement | achieved as follows. Various methods can be used for acquiring information. For example, a method of acquiring information on a real-world horse racing race by an operator's input to the input unit 26 can be used. In this case, the operator stores the target race ID frame number and racehorse data in the race database 33 in advance in a state in which a predetermined input application program is operating on the game server 20 and before accepting the prediction by the player. After the horse racing race of the race ID is completed, the arrival order and arrival difference data (event information) is input to the race database 33. FIG. 18 shows an example of the race database 33 in a state in which arrival order and arrival difference data are input after the race.
The input to the race database 33 may be other than the input by the operator. For example, the game server 20 may acquire information from, for example, the Internet from another server that stores information about a real-world horse racing race, and import the information into the race database 33.
 判定手段61は、レースデータベース33に記録された、現実世界の競馬レース(ジャパンカップ)の着順及び着差のデータ(イベント情報)に基づいて、選択手段53によって選択された競走馬(つまり、プレイヤによって選択された1着予想の競走馬)と、その現実世界の競馬レース(ジャパンカップ)で特定された1又は複数の競走馬との間の一致の程度を判定する機能を備える。ここで、競馬レースで特定された1又は複数の競走馬は、例えば、その競馬レースで1着、2着及び3着の競走馬であるが、後述する特典付与手段62によって特典が付与される条件に応じて適宜決定されてよい。
 判定手段61の機能は、以下のようにして実現される。ゲームサーバ20のCPU21は、レースデータベース33及び予想入力データベース34にアクセスして、特定のレースIDの競馬レース(例えば上記ジャパンカップ)について、プレイヤごとの予想入力データと、その競馬レースの着順及び着差のデータ(イベント情報)とを比較して、予想入力データごと(つまり、プレイヤIDごと)に、一致の程度を判定する。
 例えば図14に示したように、プレイヤの1着予想を受け付ける場合であっても、その予想が的中した場合(つまり、上記一致の程度が100%の場合)に限られず、一致の程度がより低い場合でも一致度合いに応じた特典を設けるようにしてもよい。つまり、プレイヤの1着予想の競走馬が、現実世界のレースの結果では1着ではなく2着あるいは3着の場合であっても、その着順に応じた特典が付与されるようにしてもよい。
 なお、図19は、プレイヤの1着予想が的中した場合に、プレイヤの通信端末10に表示されるウェブページの一例である。図19に例示するウェブページは、プレイヤの予想の結果(当たり具合)を表示する画像領域206と、対象となる現実世界の競馬レースの結果(着順及び着差)を表示する画像領域207と、次回の現実世界の競馬レースの案内を表示する画像領域208と、を含む。
The determination means 61 is a racehorse selected by the selection means 53 (that is, based on the arrival order and arrival difference data (event information) of the real-world horse racing race (Japan Cup) recorded in the race database 33 (that is, It has a function of determining the degree of coincidence between a racehorse predicted to be first selected by the player and one or more racehorses specified in the real-world horse race (Japan Cup). Here, the one or a plurality of racehorses identified in the horse race are, for example, the first, second, and third race horses in the race, and the privilege is given by the privilege giving means 62 described later. It may be determined appropriately according to the conditions.
The function of the determination means 61 is implement | achieved as follows. The CPU 21 of the game server 20 accesses the race database 33 and the prediction input database 34, and for the horse racing race of the specific race ID (for example, the above Japan Cup), the predicted input data for each player, the arrival order of the horse racing race, Comparison with arrival difference data (event information) is performed to determine the degree of matching for each predicted input data (that is, for each player ID).
For example, as shown in FIG. 14, even when a player's first-place prediction is accepted, it is not limited to the case where the prediction is correct (that is, when the degree of matching is 100%). Even if it is lower, a privilege according to the degree of matching may be provided. In other words, even if the racehorse predicted to be the first place of the player is not the first place but the second place or the third place as a result of the real world race, a privilege according to the order of arrival may be given. .
Note that FIG. 19 is an example of a web page displayed on the communication terminal 10 of the player when the player's prediction of first arrival is correct. The web page illustrated in FIG. 19 includes an image area 206 that displays the result of the player's prediction (winning condition), and an image area 207 that displays the result of the real-world horse racing race (arrival order and arrival difference). And an image area 208 that displays guidance for the next real-world horse racing race.
 特典付与手段62は、一致の程度に応じて前記ゲーム上で利用可能な特典をプレイヤに付与する機能を備える。このとき、特典付与手段62は、変更手段54によって競走馬の予想についての選択の内容が変更された場合に付与する特典を、競走馬の予想についての選択の内容が変更されなかった場合よりも少なくする。
 なお、図14に例示したように、特典の内容は、プレイヤの予想の内容(図14では、1着予想)と連動して予め設定しておく。このとき、上述したように、1着予想としてプレイヤが選択した競走馬と、現実世界の競馬レースの結果としての1着の競走馬とが一致した場合(一致の程度が100%)に限らず、一致の程度がより低い場合でも、その一致の程度に応じた特典が予め設定されていることが好ましい。
The privilege granting unit 62 has a function of granting a privilege that can be used on the game to the player according to the degree of matching. At this time, the privilege granting means 62 gives the privilege to be granted when the selection means for the racehorse prediction is changed by the changing means 54, compared to the case where the content of the choice for the racehorse prediction is not changed. Reduce.
As illustrated in FIG. 14, the content of the privilege is set in advance in conjunction with the content of the player's prediction (in FIG. 14, the first place prediction). At this time, as described above, the racehorse selected by the player as a first-place prediction is not limited to the case where the first-place racehorse as a result of the real-world horse race is matched (the degree of match is 100%). Even if the degree of matching is lower, it is preferable that a privilege corresponding to the degree of matching is set in advance.
 特典付与手段62の機能は、以下のようにして実現される。
 先ず、プレイヤによる競走馬の予想の変更が無かった場合には、ゲームサーバ20のCPU21は、予め設定されている予想の内容とそれに応じた特典の内容に基づき、プレイヤに付与する特典を決定する。その後、CPU21は、プレイヤに特典を付与するための具体的な処理として、直ちに対応するプレイヤIDのプレイヤデータにアクセスして特典に応じたデータの更新を行ってもよいが、付与される特典の受取方法をプレイヤの通信端末10に案内してプレイヤの所定の操作を待ってからプレイヤデータ内のデータの更新を行ってもよい。このデータの更新において、例えば、図14の例で、プレイヤの1着予想が的中した場合には、対応するプレイヤIDのプレイヤデータにアクセスして、現在の抽選ポイントに2000ポイントを加算する処理を行う。
The function of the privilege provision means 62 is implement | achieved as follows.
First, when there is no change in the prediction of the racehorse by the player, the CPU 21 of the game server 20 determines a privilege to be given to the player based on the content of the prediction set in advance and the content of the privilege corresponding to the content. . Thereafter, the CPU 21 may immediately access the player data of the corresponding player ID and update the data according to the privilege as a specific process for granting the privilege to the player. The receiving method may be guided to the communication terminal 10 of the player and the data in the player data may be updated after waiting for a predetermined operation by the player. In the update of this data, for example, in the example of FIG. 14, when the first place of the player is predicted, the player data of the corresponding player ID is accessed and 2000 points are added to the current lottery point. I do.
 次に、プレイヤによる競走馬の予想の変更が有った場合には、ゲームサーバ20のCPU21は、変更回数がゼロの場合にプレイヤに付与される特典よりも少なくなるように、プレイヤに付与する特典を決定する。例えば、図14の例で、プレイヤの1着予想が的中した場合には、対応するプレイヤIDのプレイヤデータにアクセスして、現在の抽選ポイントに対して、2000ポイントよりも少ないポイント(例えば、1500ポイント)を加算する処理を行う。なお、CPU21は、プレイヤによる競走馬の予想の変更の有無を判定するために、予想入力データベース34に記録されているプレイヤIDごとの予想入力データの変更回数の値を参照する。
 特典を少なくする程度は適宜設定されてよい。例えば、図14の例では、プレイヤによる競走馬の予想の変更が有った場合には、一致の程度に応じた各特典(2000,1000,500ポイント)に対して一定比率(例えば75%)を乗じた特典(1500,750,375ポイント)となるように、特典を少なくしてもよい。
 また、予想を変更した場合は特典ポイントが減ることを、プレイヤに報知する構成としてもよい。図16の例で言えば、1着予想のプレイヤの入力操作を受け入れる画像領域203で、「変更する場合はこちら」の表示の下に「変更するとプレゼントが減ります(後ろを参照)」と表示するとともに、特典を表示する画像領域205で、例えば「1着なら2000抽選P」の箇所を、「1着なら2000抽選P(予想変更後は1500抽選P)」というように表示するようにしてもよい。この構成によれば、特典ポイントが減っても予想変更をするのか、あるいは、特典ポイントが減るのであれば、現状のままで進めるのかといった選択を、明確にプレイヤに求めることになるので、プレイヤにとっては検討を要する一種の緊張感が生まれるので、より遊戯性を高められる。
Next, when there is a change in the prediction of the racehorse by the player, the CPU 21 of the game server 20 gives the player so that it is less than the privilege given to the player when the number of changes is zero. Determine the benefits. For example, in the example of FIG. 14, when the player's predicted first place is correct, the player data of the corresponding player ID is accessed, and points less than 2000 points (for example, the current lottery point) (1500 points) is added. Note that the CPU 21 refers to the value of the number of changes in predicted input data for each player ID recorded in the predicted input database 34 in order to determine whether or not the prediction of the racehorse has been changed by the player.
The degree of reducing the privilege may be set as appropriate. For example, in the example of FIG. 14, when there is a change in the prediction of the racehorse by the player, a certain ratio (for example, 75%) for each privilege (2000, 1000, 500 points) according to the degree of matching. You may reduce a privilege so that it may become a privilege (1500,750,375 points) which multiplied.
Moreover, it is good also as a structure which alert | reports to a player that a privilege point reduces when prediction is changed. In the example of FIG. 16, in the image area 203 that accepts the input operation of the player who is predicted to be first place, “If you change, click here” is displayed, “If you change, the number of presents will decrease (see behind)” In addition, in the image area 205 displaying the privilege, for example, “2000 lottery P if first place” is displayed as “2000 lottery P if first place (1500 lottery P after changing the forecast)”. Also good. According to this configuration, the player is clearly asked to select whether to change the forecast even if the privilege points are reduced, or to proceed as it is if the privilege points are reduced. Because it creates a kind of tension that needs to be examined, it can improve playability.
 特典付与手段62によって付与される特典は、図14に例示した抽選ポイントに限られず、ゲーム上で利用可能な特典であれば如何なるものでもよい。例えば、プレイヤの予想の結果に対する予想の一致の程度に応じた量の、行動ポイント、出走ポイント、調教ポイントの少なくともいずれかをプレイヤに付与すること、または回復薬などのアイテムを付与すること等の、ゲーム上で利用可能な特典であればよい。上述した各種ポイント、アイテムをプレイヤに付与することで、プレイヤは、探索機能、対戦レース機能、調教機能をより長期間に亘って連続的に実行させることができるため、ゲームを効率的に進行させることができるようになる。例えば、前述したように、探索処理を実行する度に行動ポイントが減少していくため、行動ポイントが少なくなると探索処理が実行できず行動ポイントが回復するまで時間が経過するのを待つことになるが、特典として行動ポイントを得ることで、より多くの探索処理を連続して実行することができるようになる。
 ゲーム上で利用可能な特典の他の例として、レア度の高い(出現し難い)競走馬カードをプレイヤに付与すること、あるいは、抽選においてレア度の高い競走馬カードが出現する確率を上昇させることであってもよい。このようなレア度の高いカードは、プレイヤにとってコレクションとしての価値が高いものである。
 ゲーム上で利用可能な特典として競争馬カードをプレイヤに付与する場合、プレイヤの予想の結果に対する予想の一致の程度が高いほど、強力な(つまり、能力値が高い)競走馬カードが付与されてもよい。
The privilege granted by the privilege granting means 62 is not limited to the lottery points illustrated in FIG. 14, and any privilege may be used as long as it is available on the game. For example, giving the player at least one of an action point, a starting point, and a training point in an amount corresponding to the degree of the agreement of the prediction with respect to the player's prediction result, or giving an item such as a recovery medicine, etc. Any privilege that can be used on the game may be used. By giving the player the various points and items described above, the player can continuously execute the search function, the competitive race function, and the training function for a longer period of time, so that the game is efficiently advanced. Will be able to. For example, as described above, the action points decrease each time the search process is executed, so when the number of action points decreases, the search process cannot be executed and the time until the action points recover is waited for. However, by obtaining an action point as a privilege, more search processes can be executed continuously.
As another example of a privilege that can be used in the game, a race horse card having a high degree of rareness (not likely to appear) is given to the player, or the probability that a race horse card having a high degree of rareness will appear in the lottery is increased. It may be. Such a rare card has a high value as a collection for the player.
When a competitive horse card is given to a player as a privilege that can be used on the game, a stronger (that is, a higher ability value) racehorse card is given as the degree of agreement with the player's prediction result is higher. Also good.
 特典付与手段62によって付与される特典は、ゲームにおける一定期間あるいは一定回数のプレイを有利に進行させるための特典であることが好ましい。このように特典を設定することで、プレイヤはゲームを有利に進めるべく、プレイヤが現実世界の競馬レースに対する予想の結果に対してより注目する、あるいは現実世界の競馬レースの結果を当てることに強い動機付けが働くことになる。このような特定の例としては、プレイヤに対し、一定期間あるいは一定回数の抽選においてレア度の高い(例えば、極めて能力が高い)競走馬カードが出現する確率を上昇させること、一定期間あるいは一定回数のみプレイ中に得られる各ポイントを上昇させること、または、一定期間あるいは一定回数のみ抽選で消費する抽選ポイントや探索で消費する行動ポイントを低減させること等が挙げられる。 It is preferable that the privilege granted by the privilege granting means 62 is a privilege for advantageously progressing a certain period of time or a certain number of plays in the game. By setting the benefits in this way, the player is more resistant to the player's expectation result for the real-world horse racing race or to win the result of the real-world horse racing race in order to advance the game advantageously. Motivation will work. As a specific example of this, for a player, the probability that a racehorse card having a high degree of rarity (for example, extremely high ability) will appear in a lottery for a certain period or a certain number of times is increased, a certain period or a certain number of times. Only increasing each point obtained during the play, or reducing the lottery points consumed in the lottery for a certain period or a certain number of times, or reducing the action points consumed in the search.
 (6)本実施形態のゲーム制御装置の主要な処理のフロー
 次に、本実施形態のゲーム制御装置により行われる主要な処理のフローの一例について、図20及び図21のフローチャートを参照して説明する。図20は、主としてゲーム進行手段52、選択手段53及び変更手段54によって実行される処理を示すフローチャートである。図21は、主として情報取得手段60、判定手段61及び特典付与手段62によって実行される処理を示すフローチャートである。
(6) Flow of main processing of game control device of this embodiment Next, an example of the flow of main processing performed by the game control device of this embodiment will be described with reference to the flowcharts of FIGS. To do. FIG. 20 is a flowchart mainly showing processing executed by the game progress means 52, the selection means 53, and the change means 54. FIG. 21 is a flowchart showing processing executed mainly by the information acquisition unit 60, the determination unit 61, and the privilege grant unit 62.
 図20において、先ずゲーム進行手段52によってメニューm1~m6を含むトップページを通信端末10上で表示するためのHTMLデータが通信端末10宛に送信される。そして、選択手段53は、図8のトップページの画面においてプレイヤがメニューm6(「ジャパンカップ予想受付中!」と表示されているメニュー)を選択操作したことを認識すると(ステップS5)、予想入力データベース34を参照して、そのプレイヤに対応するプレイヤIDの予想入力データが記録済みであるか否かを判定する(ステップS10)。既に記録済みであれば、その予想入力データを読み出して、プレイヤの予想の内容(予想内容)を含むウェブページを表示するためのHTMLデータを生成して、プレイヤの通信端末10宛に送信する(ステップS20)。その結果、通信端末10では、図16に例示したウェブページが表示される。 In FIG. 20, first, HTML data for displaying on the communication terminal 10 the top page including the menus m1 to m6 is transmitted to the communication terminal 10 by the game progress means 52. Then, when the selection means 53 recognizes that the player has selected and operated the menu m6 (the menu displayed as “Japan Cup prediction accepted!”) On the screen of the top page of FIG. 8 (step S5), the prediction input is performed. With reference to the database 34, it is determined whether or not the expected input data of the player ID corresponding to the player has been recorded (step S10). If already recorded, the predicted input data is read, HTML data for displaying a web page including the content of the player's prediction (expected content) is generated, and transmitted to the communication terminal 10 of the player ( Step S20). As a result, the communication terminal 10 displays the web page illustrated in FIG.
 一方、選択手段53は、ステップS10で未だ予想入力データが記録済みでなければ、プレイヤの予想の入力を促すため、予想入力用のウェブページを表示するためのHTMLデータを生成して、プレイヤの通信端末10宛に送信する(ステップS30)。その結果、通信端末10では、図14に例示したウェブページが表示される。このウェブページ上でプレイヤのプルダウンメニューm20及びメニューm21に対する操作によって1着予想の競走馬が入力されると(ステップS40:YES)、選択手段53は、その入力に基づきプレイヤIDと関連付けた予想入力データを作成して予想入力データベース34に記録する(ステップS50)。その後、ステップS40で入力されたプレイヤの予想内容を含むウェブページを表示するためのHTMLデータを生成して、プレイヤの通信端末10宛に送信する(ステップS20)。その結果、通信端末10では、図16に例示したウェブページが表示される。
 図16に表示されるウェブページ上でプレイヤのプルダウンメニューm25及びメニューm26に対する操作によって1着予想の競走馬が再度入力される、つまり予想内容を変更する操作入力が有ると(ステップS60:YES)、ステップS60で入力されたプレイヤの予想内容を含むウェブページを表示するためのHTMLデータを生成して、プレイヤの通信端末10宛に送信する(ステップS70)。その後、変更手段54は、ステップS60で入力された予想内容に従って、予想入力データを変更する(ステップS80)。
On the other hand, if the predicted input data has not yet been recorded in step S10, the selection means 53 generates HTML data for displaying the web page for the predicted input in order to prompt the player to input the prediction. It transmits to communication terminal 10 address (step S30). As a result, the communication terminal 10 displays the web page illustrated in FIG. When a predicted racehorse is input by the player's operation on the pull-down menu m20 and menu m21 on this web page (step S40: YES), the selection means 53 predicts input associated with the player ID based on the input. Data is created and recorded in the expected input database 34 (step S50). Thereafter, HTML data for displaying the web page including the expected content of the player input in step S40 is generated and transmitted to the communication terminal 10 of the player (step S20). As a result, the communication terminal 10 displays the web page illustrated in FIG.
If the expected racehorse is input again by the player's operation on the pull-down menu m25 and menu m26 on the web page displayed in FIG. 16, that is, there is an operation input for changing the predicted content (step S60: YES). Then, HTML data for displaying the web page including the expected content of the player input in step S60 is generated and transmitted to the communication terminal 10 of the player (step S70). Thereafter, the changing unit 54 changes the predicted input data according to the predicted content input in step S60 (step S80).
 図21のフローチャートは、現実世界の競馬レースの終了後の処理を示している。
 先ず、情報取得手段60が、例えばゲームサーバ20の入力部26に対するオペレータによる現実世界の競馬レースの結果(出場した競走馬ごとの着順、着差)についての入力が有ったことを認識すると(ステップS100:YES)、その入力に基づいてレースデータ(イベント情報)をレースデータベース33に記録する。
 次に、判定手段61は、対象となるレースIDについて、レースデータベース33に記録されたレースデータと予想入力データベース34に記録された予想入力データとを、プレイヤIDごとに比較する(ステップS110)。つまり、選択手段53によって選択された競走馬(図20のステップS50で記録された予想入力データに含まれる1着予想の競走馬のデータ)と、その現実世界の競馬レースの結果として特定された1又は複数の競走馬(例えば1~3着の競走馬のデータ)との間の一致の程度を判定する。
The flowchart of FIG. 21 shows the processing after the end of the real-world horse racing race.
First, when the information acquisition unit 60 recognizes that there is an input about the result of the real-world horse racing race by the operator (for example, the arrival order and the arrival difference for each racehorse entered) for the input unit 26 of the game server 20. (Step S100: YES), race data (event information) is recorded in the race database 33 based on the input.
Next, the determination unit 61 compares the race data recorded in the race database 33 with the predicted input data recorded in the predicted input database 34 for each player ID for the target race ID (step S110). In other words, the racehorse selected by the selection means 53 (data on the expected first racehorse included in the predicted input data recorded in step S50 of FIG. 20) and the result of the real-world horse race are specified. The degree of coincidence with one or a plurality of racehorses (eg, data on racehorses with 1 to 3 races) is determined.
 次いで、特典付与手段62は、ステップS110の比較における一致の程度に応じて予め設定されている特典をプレイヤに付与することを決定する(ステップS120)。このとき、特典付与手段62は、プレイヤによる競走馬の予想の変更が有った場合に、変更回数がゼロの場合にプレイヤに付与される特典よりも少なくなるように、プレイヤに付与する特典を決定する。例えば、上述したように、特典付与手段62は、プレイヤによる1着予想の競走馬と、現実世界の競馬レースの結果として特定された1着の競走馬が一致している場合に最も大きな特典を付与することを決定するが、競走馬の予想の変更が有った場合には、その最も大きな特典を例えば一定比率だけ減少させる。 Next, the privilege granting means 62 determines to grant a privilege set in advance to the player according to the degree of matching in the comparison in step S110 (step S120). At this time, the privilege granting means 62 gives a privilege to be given to the player so that the number of changes is zero when there is a change in the prediction of the racehorse by the player. decide. For example, as described above, the privilege granting means 62 gives the greatest privilege when the racehorse predicted by the player and the first racehorse specified as a result of a real-world racehorse match. Although it is determined to be granted, if there is a change in the prediction of the racehorse, the greatest privilege is reduced by a certain ratio, for example.
 次いで、特典付与手段62は、レースデータに基づく現実世界の競馬レースの結果(着順、着差)と、プレイヤごとに付与すべきことを決定した特典の受取方法とを表示するためのHTMLデータを生成して通信端末10宛に送信する(ステップS130)。特典の受取方法は任意に設定できるが、例えば、ウェブページ上で例えば「ジャパンカップによる特典のプレゼントがあります!」などのテキストを表示するメニューを表示させ、そのメニューの選択操作を認識したときに(ステップS140:YES)、付与すべき特典をプレイヤデータに反映させるようにする(ステップS150)。例えば、特典が抽選ポイントであれば、現在の抽選ポイントに特典に応じた量のポイントを加算する処理が行われる。 Next, the privilege granting means 62 displays HTML data for displaying the result of the real-world horse racing race based on the race data (arrival order, arrival difference) and the privilege receiving method determined to be granted for each player. Is generated and transmitted to the communication terminal 10 (step S130). The method of receiving benefits can be set as desired. For example, when a menu that displays text such as “There is a gift by the Japan Cup!” Is displayed on the web page and the selection operation of the menu is recognized. (Step S140: YES), the privilege to be granted is reflected in the player data (Step S150). For example, if the privilege is a lottery point, a process of adding an amount of points corresponding to the privilege to the current lottery point is performed.
 上述したように、このゲーム制御装置によれば、競馬形式のデジタルカードゲームの中に、現実世界の競馬レースの結果に対するプレイヤの予想が当たったときに特典がプレイヤに付与される機能が組み込まれており、そのレースの結果を予想するときに発揮されるプレイヤの予想能力、判断能力が、ゲーム内で利用可能な特典に反映される。また、このゲーム制御装置では、プレイヤが、いったんレース結果に対する予想として選択した競走馬を変更する(つまり、予想のやり直しをする)ことができるようにしたため、時々刻々と変化しうるイベントの状況の変化に対応した、面白みのあるゲームを実現することができる。
 また、このゲーム制御装置によれば、現実世界の競馬レースの開始前にプレイヤによる競走馬の選択の変更が行われる場合、レースの開始までの時間が長いほど特典が多くされている。つまり、より少ない情報量でレースの結果を当てたプレイヤにインセンティブを与えるように構成されているため、興趣性が高いゲームを実現することができる。また、レースの開始までの時間に応じて特典を異ならせることで、プレイヤが、いったん選択した競走馬をレース直前になって変更することが抑制され、プレイヤの競走馬の選択に対する安易な変更を防止できる。
As described above, according to this game control device, a function that a privilege is given to a player when a player's prediction for a result of a real-world horse racing race is made is incorporated in a digital card game in a horse racing format. Thus, the player's prediction ability and judgment ability, which are exhibited when predicting the result of the race, are reflected in the benefits available in the game. In addition, in this game control device, the player can change the racehorse once selected as the prediction for the race result (that is, the prediction can be redone). An interesting game corresponding to the change can be realized.
Further, according to this game control device, when the selection of the racehorse is changed by the player before the start of the real-world horse racing race, the benefits are increased as the time until the start of the race is longer. That is, since it is configured to give an incentive to a player who wins the result of the race with a smaller amount of information, a highly entertaining game can be realized. Further, by changing the privilege according to the time until the start of the race, the player is prevented from changing the racehorse once selected immediately before the race, and the player can easily change the racehorse selection. Can be prevented.
 (7)変形例
 以下、本実施形態の変形例について説明する。
(7) Modification Hereinafter, a modification of the present embodiment will be described.
 (7-1)変形例1
 上記実施形態において、特典付与手段62は、競走馬の予想についての選択についてのプレイヤの操作入力のタイミングが現実世界の競馬レースの開始時に近いほど、プレイヤに付与する特典を少なくすることが好ましい。これによって、プレイヤは、多くの特典が得られるように、現実世界の競馬レースの開始より極力前の、その競馬レースについての情報量が少ない時点で、競走馬の予想についての選択を行うことを動機付けられる。すなわち、情報量が少ない時点で競馬レースの結果についての予想をプレイヤが行うようになるため、ゲームの興趣性が増す。
(7-1) Modification 1
In the above-described embodiment, it is preferable that the privilege granting unit 62 reduces the privilege granted to the player as the timing of the player's operation input regarding the selection of the racehorse prediction is closer to the start of the real-world horse racing race. This allows the player to make a selection for the prediction of the racehorse at a point in time when the amount of information about the race is small before the start of the real world race so as to obtain many benefits. Motivated. That is, since the player makes predictions about the result of the horse racing race when the information amount is small, the interest of the game increases.
 変形例1に係る特典付与手段62の機能を実現するため、ゲームサーバ20のCPU21は、予想入力データベース34に記録する予想入力データに記録日時のデータを含めるようにする。CPU21は、競走馬の予想についての選択が複数回行われる場合には、その都度、記録日時についても更新する。そして、CPU21は、予想入力データの記憶日時と競馬レースの開始時刻の時間が短いほど、プレイヤに付与すべき特典を少なくする。予想入力データの記憶日時と競馬レースの開始時刻の時間と、プレイヤに付与すべき特典との関係は、適宜設定することができる。例えば、図16の例の1着予想についての特典を例(特典が抽選ポイントである場合の例)にすると、以下のような設定とすることができる。ここでは、予想入力データの記憶日時と競馬レースの開始時刻の間の時間を、下記では「開始までの時間」と記載している。下記例では開始までの時間が5分未満の場合には、付与される特典をなしとしている。
[抽選ポイントの設定例]
 開始までの時間    抽選ポイント
 6時間以上      2000P
 3時間以上6時間未満 1500P
 1時間以上3時間未満 1000P
 30分以上1時間未満  500P
 10分以上30分未満  200P
 5分以上10分未満   100P
 5分未満          なし
In order to realize the function of the privilege granting means 62 according to the first modification, the CPU 21 of the game server 20 includes the date and time of recording in the predicted input data recorded in the predicted input database 34. When the selection about the prediction of the racehorse is performed a plurality of times, the CPU 21 updates the recording date and time each time. And CPU21 decreases the privilege which should be provided to a player, so that the time of the memory | storage date of anticipation input data and the start time of a horse race is short. The relationship between the storage date and time of the predicted input data, the time of the start time of the horse racing race, and the privilege to be given to the player can be set as appropriate. For example, taking the privilege for the first-place prediction in the example of FIG. 16 as an example (example when the privilege is a lottery point), the following settings can be made. Here, the time between the storage date and time of the predicted input data and the start time of the horse racing race is described as “time until start” below. In the following example, when the time to start is less than 5 minutes, the privilege to be given is none.
[Example of setting lottery points]
Time to start Lottery points 6 hours or more 2000P
3 hours to less than 6 hours 1500P
1 hour or more and less than 3 hours 1000P
30 minutes or more and less than 1 hour 500P
10 minutes or more and less than 30 minutes 200P
5 minutes or more and less than 10 minutes 100P
Less than 5 minutes None
 上記例は、レース開始前の所定の時刻までの変更に対しては特典を減少させず、その所定の時刻を過ぎてからの変更が行われた場合に、変更の時刻に応じて特典を減少させるものであるが、この例とは別に、あるいはこれに加えて、開始までの時間と特典との関係を、実質的に比例関係に設定するようにしてもよい。 The above example does not decrease the benefits for changes up to a predetermined time before the start of the race, and when changes are made after the predetermined time, the benefits are reduced according to the time of the change. However, in addition to or in addition to this example, the relationship between the time until the start and the privilege may be set to a substantially proportional relationship.
 (7-2)変形例2
 上記実施形態において、特典付与手段62は、現実世界の競馬レースにおける競走馬の予想についての選択の内容の変更が複数回に亘って受け付けられた場合には、当該変更の回数が多いほど、プレイヤに付与する特典を少なくすることが好ましい。例えば、図16の例の1着予想についての特典を例(特典が抽選ポイントである場合の例)にすると、以下のような設定とすることができる。下記例では5回以上変更した場合には、付与される特典をなしとしている。
[抽選ポイントの設定例]
 変更回数 抽選ポイント
  0   2000P
  1   1500P
  2   1000P
  3   500P
  4   200P
  5   なし
(7-2) Modification 2
In the above-described embodiment, when the change in the selection content regarding the prediction of the racehorse in the real-world horse racing race is received a plurality of times, the privilege granting unit 62 increases the number of times of the change. It is preferable to reduce the privileges to be granted. For example, taking the privilege for the first-place prediction in the example of FIG. 16 as an example (example when the privilege is a lottery point), the following settings can be made. In the following example, when it is changed five times or more, the privilege to be granted is none.
[Example of setting lottery points]
Number of changes lottery points 0 2000P
1 1500P
2 1000P
3 500P
4 200P
5 None
 これによって、プレイヤは、多くの特典が得られるように、現実世界の競馬レースの結果についての予想の変更を抑制することを動機付けられる。すなわち、プレイヤは、いったん競馬レースの結果の予想として競走馬を選択した後、そのレースについての情報量が増加した時点で安易に選択の変更を行うことを抑制するようになる。そのため、プレイヤは、より集中力を持ってそのレースの結果についての最初の予想を行うようになるため、ゲームの興趣性が増す。 This allows the player to be motivated to suppress changes in predictions about real-world horse racing results so that many benefits are obtained. In other words, once the player has selected a racehorse as a prediction of the result of the race, the player is prevented from easily changing the selection when the amount of information about the race increases. For this reason, the player is more focused and makes an initial prediction about the result of the race, so the game is more interesting.
 変形例2に係る特典付与手段62の機能を実現するため、ゲームサーバ20のCPU21は、予想入力データについての変更回数の値を参照して、プレイヤに付与すべき特典を決定する。変更回数の値と、プレイヤに付与すべき特典との関係は、適宜設定することができる。例えば、上記例とは別に、両者を実質的に反比例関係に設定してもよいし、1回の変更は許容し(つまり、特典を減少させず)、2回目以降の変更について、変更回数に応じて特典を減少させてもよい。
 なお、変形例1と変形例2との特徴を備えた構成とすることもできる。例えば、変形例1に例示した、開始までの時間と抽選ポイントとの関係を、予想を1回のみ行った場合とし、予想の変更を行った回数に応じて、上記[抽選ポイントの設定例]から1回につき200P低減させるようにしてもよい。例えば、レース開始までの時間が1時間以上3時間未満のときに初めて予想したとすると、予想が当たった場合の抽選ポイントは1000Pであるが、仮に同じ時間帯において予想を変更したとすると、1000P-200P=800Pとなり抽選ポイントが800Pに減る。もし、その予想変更を30分以上1時間未満のときに行うとすると、予想があたったときに本来もらえるポイントがまず500Pに低減し、さらに2回目の予想なので、500P-200P=300Pとなる。さらに続けて、同じ30分以上1時間未満の時間帯において、3回目の予想を行うと、300P-200P=100Pとなってしまう。両変形例の組合せ、ポイント設定は上記に限らず、様々な形態をとり得る。
In order to realize the function of the privilege granting means 62 according to the modified example 2, the CPU 21 of the game server 20 determines the privilege to be given to the player with reference to the value of the number of changes for the predicted input data. The relationship between the value of the number of changes and the privilege to be given to the player can be set as appropriate. For example, apart from the above example, both may be set substantially in an inversely proportional relationship, the first change is allowed (that is, the privilege is not reduced), and the second and subsequent changes are changed to the number of changes. The privilege may be reduced accordingly.
In addition, it can also be set as the structure provided with the characteristic of the modification 1 and the modification 2. For example, the relationship between the time until the start and the lottery points exemplified in the first modification is assumed to be a case where the prediction is performed only once, and the above [example of lottery point setting] according to the number of times the prediction is changed. May be reduced by 200P at a time. For example, if it is predicted for the first time when the time to start the race is 1 hour or more and less than 3 hours, the lottery point when the prediction is won is 1000P, but if the prediction is changed in the same time zone, 1000P -200P = 800P and the lottery points are reduced to 800P. If the prediction change is performed when it is 30 minutes or more and less than 1 hour, the point that is originally obtained when the prediction is made is first reduced to 500P, and further, since the second prediction is made, 500P−200P = 300P. Further, if the third prediction is performed in the same time period of 30 minutes or more and less than 1 hour, 300P−200P = 100P is obtained. The combination of both the modifications and the point setting are not limited to the above and can take various forms.
 (7-3)変形例3
 上記ゲーム制御装置において、変更手段54は、プレイヤから対価を受けることを条件として、現実世界の競馬レースの開始前に、選択手段53によって選択された競走馬の変更を受け付けることを許可するようにしてもよい。これにより、プレイヤは、いったん対象の選択を行った後、よりイベントについての情報量が増加した時点で安易に選択の変更を行うことを抑制するようになる。そのため、プレイヤは、より集中力を持って競馬レースの結果についての最初の予想を行うようになるため、ゲームの興趣性が増す。なお、対価の条件は、ゲーム上におけるプレイヤのコイン(図6参照)の支払額、金銭の支払額、あるいはゲーム上においてプレイヤが利用可能なポイントの消費量、の少なくともいずれかが所定値であってもよい。
(7-3) Modification 3
In the above game control apparatus, the changing means 54 permits the change of the racehorse selected by the selection means 53 to be accepted before the start of the real-world horse racing race, on condition that the consideration is received from the player. May be. As a result, once the player selects a target, the player is prevented from easily changing the selection when the amount of information about the event further increases. Therefore, the player makes an initial prediction about the result of the horse racing race with more concentration, and the interest of the game is increased. The consideration condition is that at least one of the player's coin payment amount (see FIG. 6), money payment amount, or point consumption amount available to the player on the game is a predetermined value. May be.
 変形例3に係る特典付与手段62の機能を実現するため、ゲームサーバ20のCPU21は、予想内容を変更する操作入力(例えば、図16のウェブページでのメニューm26の選択入力)が有った場合、例えば所定のコインの減額を条件として変更を行うか否かをプレイヤに選択させるウェブページを表示するHTMLデータを、プレイヤの通信端末10宛に送信する。その後、CPU21は、予想内容の変更を行う場合、ユーザデータベース31にアクセスして、対象となるプレイヤIDの所持コインの値を減額する処理を行う。
 変形例3の別の態様として、ゲームサーバ20は、プレイヤによる対価の支払いを条件として、投票チケットをプレイヤに対して発行し、投票チケットを引き換えに、プレイヤの予想を受け付けるようにしてもよい。また、投票チケットを発行するときには、1回の現実世界の競馬レースに対して単一のプレイヤに発行可能な投票チケットの数に上限を設けてもよいし、設けなくてもよい。プレイヤに対して投票チケットが複数枚発行され、そのうちの一部のみがある競馬レースの予想の受付に使用されたならば、残りの投票チケットをプールしておき、次回の競馬レースに使用できるように構成してもよい。
In order to realize the function of the privilege granting means 62 according to the modified example 3, the CPU 21 of the game server 20 has an operation input (for example, selection input of the menu m26 on the web page in FIG. 16) for changing the expected content. In this case, for example, HTML data for displaying a web page that allows the player to select whether or not to change the condition on the condition that a predetermined coin is reduced is transmitted to the communication terminal 10 of the player. Thereafter, when changing the expected contents, the CPU 21 accesses the user database 31 and performs a process of reducing the value of the coins possessed by the target player ID.
As another aspect of the third modification, the game server 20 may issue a voting ticket to the player on condition that the player pays the consideration, and accept the player's prediction in exchange for the voting ticket. Further, when issuing a voting ticket, an upper limit may or may not be provided for the number of voting tickets that can be issued to a single player for one real-world horse racing race. If multiple voting tickets are issued to a player and only a part of them is used to accept predictions for a horse racing race, the remaining voting tickets can be pooled and used for the next horse racing race. You may comprise.
 以上、本発明の実施形態について詳細に説明したが、本発明は上記実施形態に限定されない。また、各実施形態は、本発明の主旨を逸脱しない範囲において、種々の改良や変更をしてもよいのは勿論である。
 例えば、上記実施形態では、所定のイベントが現実世界の競馬レースの場合を例として説明したが、所定イベントは現実世界のイベントに限られない。現実世界の競馬レースを忠実に再現した擬似的なレースであってもよい。擬似的なレースであっても、イベントの開始までの競走馬の状況の変化を模擬しており、その状況の変化がイベントの結果に影響しうる場合には、プレイヤが、いったんイベントの結果についての予想内容を変更する(つまり、予想のやり直しをする)利益があるため、時々刻々と変化しうるイベントの状況の変化に対応した、面白みのあるゲームを実現することができる。
As mentioned above, although embodiment of this invention was described in detail, this invention is not limited to the said embodiment. In addition, it goes without saying that each embodiment may be variously improved and changed without departing from the gist of the present invention.
For example, in the above-described embodiment, the case where the predetermined event is a real-world horse racing race has been described as an example. However, the predetermined event is not limited to the real-world event. It may be a pseudo race that faithfully reproduces a real-world horse race. Even if it is a pseudo-race, it simulates changes in the racehorse situation until the start of the event, and if the change in situation can affect the outcome of the event, the player will Since there is a benefit of changing the expected content (that is, re-doing the forecast), it is possible to realize an interesting game that responds to changes in the situation of events that can change from moment to moment.
 上記実施形態では、ソーシャルゲームを例として説明したが、ゲームの形態はこれに限られない。イベント情報を通信網によって外部から入手する通信機能を備えた家庭用ゲーム機を用いてプレイされるオンラインゲームであってもよい。その場合、家庭用ゲーム機が、上述したゲームサーバ20及びデータベースサーバ30のハードウエアを実質的に含む構成とすればよい。 In the above embodiment, the social game has been described as an example, but the form of the game is not limited to this. It may be an online game played using a home game machine having a communication function for obtaining event information from the outside via a communication network. In that case, what is necessary is just to set it as the structure in which a consumer game machine contains the hardware of the game server 20 and the database server 30 mentioned above substantially.
 上述した実施形態では、ネットワーク上のゲームサーバ20及びデータベースサーバ30によって、図7に示した各手段の機能を実現する構成としたが、この構成に限られない。これらのすべての手段を通信端末10によって実現する構成としてもよいし、少なくとも一部の手段を通信端末10によって実現する構成としてもよい。通信端末10とゲームサーバ20とでは実質的に同一のハードウエア構成を採ることができるため、上記実施形態に記載したようにして通信端末10によっても各機能を実現できる。上述した実施形態では、データベースサーバ30内にプレイヤデータベース31を設ける構成について説明したが、これに限られない。プレイヤデータベースは、各ユーザの通信端末10内の記憶装置(RAM13、あるいは図示しないHDD(Hard Disk Drive)などの大容量記憶装置等)や、例えばネットワーク上の別の記憶装置に記憶させてもよい。
 
In the above-described embodiment, the game server 20 and the database server 30 on the network are configured to realize the functions of the respective units illustrated in FIG. 7, but the configuration is not limited thereto. 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 the above-described embodiment, the configuration in which the player database 31 is provided in the database server 30 has been described, but the present invention is not limited to this. The player database may be stored in a storage device (RAM 13 or a large-capacity storage device such as an HDD (Hard Disk Drive) not shown) in the communication terminal 10 of each user, or another storage device on the network, for example. .

Claims (11)

  1.  所定のイベントと同種のイベントを模擬したゲームの実行を制御するゲーム制御装置であって、
     前記所定のイベントの結果として当該イベントに関連する複数の対象の中から1又は複数の対象が特定される場合に、当該イベントの開始前に、プレイヤの操作入力に応じて、前記複数の対象の中から1又は複数の対象を選択する選択手段と、
     プレイヤの操作入力に応じて、前記所定のイベントの開始前に、対象についての選択の内容の変更を受け付ける変更手段と、
     前記所定のイベントが終了した後に、当該イベントの結果として前記複数の対象から特定された1又は複数の対象の内容を含むイベント情報を取得する情報取得手段と、
     前記イベント情報に基づいて、前記選択手段によって選択された1又は複数の対象と、前記所定のイベントで特定された1又は複数の対象との間の一致の程度を判定する判定手段と、
     前記一致の程度に応じて前記ゲーム上で利用可能な特典をプレイヤに付与する手段であって、対象についての選択の内容が変更された場合に付与する特典を、対象についての選択の内容が変更されなかった場合よりも少なくする特典付与手段と、
     を備えたゲーム制御装置。
    A game control device that controls the execution of a game simulating an event of the same type as a predetermined event,
    When one or a plurality of targets are specified from among a plurality of targets related to the event as a result of the predetermined event, the plurality of targets are determined according to a player's operation input before the start of the event. A selection means for selecting one or more objects from among;
    Change means for accepting a change in the content of the selection before the start of the predetermined event in response to an operation input by the player;
    Information acquisition means for acquiring event information including the contents of one or a plurality of targets identified from the plurality of targets as a result of the event after the predetermined event ends;
    A determination unit that determines a degree of coincidence between the one or more objects selected by the selection unit and the one or more objects specified by the predetermined event based on the event information;
    A means for giving a player a privilege that can be used on the game according to the degree of the match, and a privilege to be given when the content of selection for the target is changed, the content of the selection for the target being changed Privilege granting means to make less than if not,
    A game control device comprising:
  2.  前記特典は、前記ゲームにおける一定期間あるいは一定回数のプレイを有利に進行させるための特典であることを特徴とする、
     請求項1に記載されたゲーム制御装置。
    The privilege is a privilege for advantageously progressing a certain period of time or a certain number of plays in the game,
    The game control apparatus according to claim 1.
  3.  前記所定のイベントは、現実世界におけるイベントであることを特徴とする、
     請求項1に記載されたゲーム制御装置。
    The predetermined event is an event in the real world,
    The game control apparatus according to claim 1.
  4.  前記特典付与手段は、対象の選択についての操作入力のタイミングが前記所定のイベントの開始時に近いほど前記特典を少なくすることを特徴とする、
     請求項1~3のいずれかに記載されたゲーム制御装置。
    The privilege granting means reduces the privilege as the operation input timing for target selection is closer to the start of the predetermined event.
    The game control device according to any one of claims 1 to 3.
  5.  前記特典付与手段は、前記選択の内容の変更が複数回に亘って受け付けられた場合には、当該変更の回数が多いほど前記特典を少なくすることを特徴とする、
     請求項1~4のいずれかに記載されたゲーム制御装置。
    The privilege granting means reduces the privilege as the number of times of the change increases, when the change of the selection content is accepted multiple times.
    The game control device according to any one of claims 1 to 4.
  6.  前記変更手段は、プレイヤから対価を受けることを条件として、前記選択の内容の変更を受け付けることを許可し、
     前記対価の条件は、ゲーム上におけるプレイヤの支払額、経済的価値の消費量、あるいはゲーム上においてプレイヤが利用可能なポイントの消費量、の少なくともいずれかが所定値であることを特徴とする、
     請求項1~5のいずれかに記載されたゲーム制御装置。
    The changing means permits accepting a change in the content of the selection on condition that the player receives consideration.
    The consideration condition is that at least one of a payment amount of the player on the game, a consumption amount of economic value, or a consumption amount of points available to the player on the game is a predetermined value,
    The game control device according to any one of claims 1 to 5.
  7.  所定のイベントと同種のイベントを模擬したゲームの実行を制御するゲーム制御装置におけるゲーム制御方法であって、
     前記所定のイベントの結果として当該イベントに関連する複数の対象の中から1又は複数の対象が特定される場合に、当該イベントの開始前に、プレイヤの操作入力に応じて、前記複数の対象の中から1又は複数の対象を選択するステップと、
     プレイヤの操作入力に応じて、前記所定のイベントの開始前に、対象についての選択の内容の変更を受け付けるステップと、
     前記所定のイベントが終了した後に、当該イベントの結果として前記複数の対象から特定された1又は複数の対象の内容を含むイベント情報を取得するステップと、
     前記イベント情報に基づいて、前記選択するステップによって選択された1又は複数の対象と、前記所定のイベントで特定された1又は複数の対象との間の一致の程度を判定するステップと、
     前記一致の程度に応じて前記ゲーム上で利用可能な特典をプレイヤに付与するステップであって、対象についての選択の内容が変更された場合に付与する特典を、対象についての選択の内容が変更されなかった場合よりも少なくするステップと、
     を含むゲーム制御方法。
    A game control method in a game control device for controlling the execution of a game simulating an event of the same type as a predetermined event,
    When one or a plurality of targets are specified from among a plurality of targets related to the event as a result of the predetermined event, the plurality of targets are determined according to a player's operation input before the start of the event. Selecting one or more objects from among;
    A step of accepting a change in the selection of the target before the start of the predetermined event in response to an operation input by the player;
    After the predetermined event ends, obtaining event information including the contents of one or more targets identified from the plurality of targets as a result of the event;
    Determining the degree of matching between the one or more objects selected by the selecting step and the one or more objects identified by the predetermined event based on the event information;
    According to the degree of matching, a step of granting a privilege that can be used on the game to the player, the privilege to be given when the content of the selection about the target is changed, the content of the selection about the target is changed Less steps than if not,
    A game control method including:
  8.  所定のイベントと同種のイベントを模擬したゲームの実行を制御するゲーム制御方法であって、
     前記所定のイベントの結果として当該イベントに関連する複数の対象の中から1又は複数の対象が特定される場合に、当該イベントの開始前に、プレイヤの操作入力に応じて、前記複数の対象の中から1又は複数の対象を選択するステップと、
     プレイヤの操作入力に応じて、前記所定のイベントの開始前に、対象についての選択の内容の変更を受け付けるステップと、
     前記所定のイベントが終了した後に、当該イベントの結果として前記複数の対象から特定された1又は複数の対象の内容を含むイベント情報を取得するステップと、
     前記イベント情報に基づいて、前記選択するステップによって選択された1又は複数の対象と、前記所定のイベントで特定された1又は複数の対象との間の一致の程度を判定するステップと、
     前記一致の程度に応じて前記ゲーム上で利用可能な特典をプレイヤに付与するステップであって、対象についての選択の内容が変更された場合に付与する特典を、対象についての選択の内容が変更されなかった場合よりも少なくするステップと、
     を含むゲーム制御方法。
    A game control method for controlling the execution of a game simulating an event of the same type as a predetermined event,
    When one or a plurality of targets are specified from among a plurality of targets related to the event as a result of the predetermined event, the plurality of targets are determined according to a player's operation input before the start of the event. Selecting one or more objects from among;
    A step of accepting a change in the selection of the target before the start of the predetermined event in response to an operation input by the player;
    After the predetermined event ends, obtaining event information including the contents of one or more targets identified from the plurality of targets as a result of the event;
    Determining the degree of matching between the one or more objects selected by the selecting step and the one or more objects identified by the predetermined event based on the event information;
    According to the degree of matching, a step of granting a privilege that can be used on the game to the player, the privilege to be given when the content of the selection about the target is changed, the content of the selection about the target is changed Less steps than if not,
    A game control method including:
  9.  所定のイベントと同種のイベントを模擬したゲームの実行を制御するコンピュータに、
     前記所定のイベントの結果として当該イベントに関連する複数の対象の中から1又は複数の対象が特定される場合に、当該イベントの開始前に、プレイヤの操作入力に応じて、前記複数の対象の中から1又は複数の対象を選択する選択機能と、
     プレイヤの操作入力に応じて、前記所定のイベントの開始前に、対象についての選択の内容の変更を受け付ける変更機能と、
     前記所定のイベントが終了した後に、当該イベントの結果として前記複数の対象から特定された1又は複数の対象の内容を含むイベント情報を取得する情報取得機能と、
     前記イベント情報に基づいて、前記選択機能によって選択された1又は複数の対象と、前記所定のイベントで特定された1又は複数の対象との間の一致の程度を判定する判定機能と、
     前記一致の程度に応じて前記ゲーム上で利用可能な特典をプレイヤに付与する機能であって、対象についての選択の内容が変更された場合に付与する特典を、対象についての選択の内容が変更されなかった場合よりも少なくする特典付与機能と、
     を実現させるためのプログラム。
    To a computer that controls the execution of a game that simulates the same type of event as a predetermined event,
    When one or a plurality of targets are specified from among a plurality of targets related to the event as a result of the predetermined event, the plurality of targets are determined according to a player's operation input before the start of the event. A selection function for selecting one or more objects from within,
    A change function for accepting a change in the content of selection for the target before the start of the predetermined event in response to an operation input by the player;
    An information acquisition function for acquiring event information including the contents of one or a plurality of targets identified from the plurality of targets as a result of the event after the predetermined event ends;
    A determination function for determining a degree of coincidence between the one or more objects selected by the selection function and the one or more objects specified by the predetermined event based on the event information;
    A function for granting a player a privilege that can be used on the game according to the degree of the match, and a privilege to be given when the selection content for the target is changed, the content of the selection for the target is changed. A privilege granting function that makes it less than if not,
    A program to realize
  10.  プレイヤによって操作される通信端末と、当該通信端末とネットワークを介して接続され、プレイヤ固有のプレイヤ識別情報と対応付けて、所定のイベントと同種のイベントを模擬したゲームの実行を制御するゲーム制御装置と、を備えたゲームシステムであって、
     前記ゲーム制御装置は、
     前記所定のイベントの結果として当該イベントに関連する複数の対象の中から1又は複数の対象が特定される場合に、当該イベントの開始前に、プレイヤの操作入力に応じて、前記複数の対象の中から1又は複数の対象を選択する選択手段と、
     プレイヤの操作入力に応じて、前記所定のイベントの開始前に、対象についての選択の内容の変更を受け付ける変更手段と、
     前記所定のイベントが終了した後に、当該イベントの結果として前記複数の対象から特定された1又は複数の対象の内容を含むイベント情報を取得する情報取得手段と、
     前記イベント情報に基づいて、前記選択手段によって選択された1又は複数の対象と、前記所定のイベントで特定された1又は複数の対象との間の一致の程度を判定する判定手段と、
     前記一致の程度に応じて前記ゲーム上で利用可能な特典をプレイヤに付与する手段であって、対象についての選択の内容が変更された場合に付与する特典を、対象についての選択の内容が変更されなかった場合よりも少なくする特典付与手段と、を備えた、
     ゲームシステム。
    A game terminal that is connected to a communication terminal operated by a player and the communication terminal via a network and controls execution of a game that simulates an event of the same type as a predetermined event in association with player-specific player identification information And a game system comprising:
    The game control device includes:
    When one or a plurality of targets are specified from among a plurality of targets related to the event as a result of the predetermined event, the plurality of targets are determined according to a player's operation input before the start of the event. A selection means for selecting one or more objects from among;
    Change means for accepting a change in the content of the selection before the start of the predetermined event in response to an operation input by the player;
    Information acquisition means for acquiring event information including the contents of one or a plurality of targets identified from the plurality of targets as a result of the event after the predetermined event ends;
    A determination unit that determines a degree of coincidence between the one or more objects selected by the selection unit and the one or more objects specified by the predetermined event based on the event information;
    A means for giving a player a privilege that can be used on the game according to the degree of the match, and a privilege to be given when the content of selection for the target is changed, the content of the selection for the target being changed A privilege granting means for reducing the number of cases that are not achieved,
    Game system.
  11.  プレイヤによって操作される通信端末と、当該通信端末とネットワークを介して接続され、プレイヤ固有のプレイヤ識別情報と対応付けて、所定のイベントと同種のイベントを模擬したゲームの実行を制御するゲーム制御装置と、を備えたゲームシステムであって、
     前記所定のイベントの結果として当該イベントに関連する複数の対象の中から1又は複数の対象が特定される場合に、当該イベントの開始前に、プレイヤの操作入力に応じて、前記複数の対象の中から1又は複数の対象を選択する選択手段と、
     プレイヤの操作入力に応じて、前記所定のイベントの開始前に、対象についての選択の内容の変更を受け付ける変更手段と、
     前記所定のイベントが終了した後に、当該イベントの結果として前記複数の対象から特定された1又は複数の対象の内容を含むイベント情報を取得する情報取得手段と、
     前記イベント情報に基づいて、前記選択手段によって選択された1又は複数の対象と、前記所定のイベントで特定された1又は複数の対象との間の一致の程度を判定する判定手段と、
     前記一致の程度に応じて前記ゲーム上で利用可能な特典をプレイヤに付与する手段であって、対象についての選択の内容が変更された場合に付与する特典を、対象についての選択の内容が変更されなかった場合よりも少なくする特典付与手段と、を備えた、
     ゲームシステム。
     
    A game terminal that is connected to a communication terminal operated by a player and the communication terminal via a network and controls execution of a game that simulates an event of the same type as a predetermined event in association with player-specific player identification information And a game system comprising:
    When one or a plurality of targets are specified from among a plurality of targets related to the event as a result of the predetermined event, the plurality of targets are determined according to a player's operation input before the start of the event. A selection means for selecting one or more objects from among;
    Change means for accepting a change in the content of the selection before the start of the predetermined event in response to an operation input by the player;
    Information acquisition means for acquiring event information including the contents of one or a plurality of targets identified from the plurality of targets as a result of the event after the predetermined event ends;
    A determination unit that determines a degree of coincidence between the one or more objects selected by the selection unit and the one or more objects specified by the predetermined event based on the event information;
    A means for giving a player a privilege that can be used on the game according to the degree of the match, and a privilege to be given when the content of selection for the target is changed, the content of the selection for the target being changed A privilege granting means for reducing the number of cases that are not achieved,
    Game system.
PCT/JP2012/005690 2011-12-28 2012-09-07 Game control device, game control method, program, and game system WO2013099057A1 (en)

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