WO2013099334A1 - Game management device, game system, game management method, program and recording medium - Google Patents

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

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Publication number
WO2013099334A1
WO2013099334A1 PCT/JP2012/068398 JP2012068398W WO2013099334A1 WO 2013099334 A1 WO2013099334 A1 WO 2013099334A1 JP 2012068398 W JP2012068398 W JP 2012068398W WO 2013099334 A1 WO2013099334 A1 WO 2013099334A1
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WIPO (PCT)
Prior art keywords
user
game
fellow
users
period
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PCT/JP2012/068398
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French (fr)
Japanese (ja)
Inventor
正能 鈴木
暢也 北村
浩之 冨田
Original Assignee
株式会社コナミデジタルエンタテインメント
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Publication of WO2013099334A1 publication Critical patent/WO2013099334A1/en

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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/75Enforcing rules, e.g. detecting foul play or generating lists of cheating players
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • A63F13/795Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for finding other players; for building a team; for providing a buddy list
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/847Cooperative playing, e.g. requiring coordinated actions from several players to achieve a common goal
    • 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
    • A63F13/85Providing additional services to players
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/85Providing additional services to players
    • A63F13/87Communicating with other players during game play, e.g. by e-mail or chat
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06QINFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
    • G06Q50/00Information and communication technology [ICT] specially adapted for implementation of business processes of specific business sectors, e.g. utilities or tourism
    • G06Q50/01Social networking
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/71Game security or game management aspects using secure communication between game devices and game servers, e.g. by encrypting game data or authenticating players
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special 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
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/55Details of game data or player data management
    • A63F2300/5546Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history
    • A63F2300/556Player lists, e.g. online players, buddy list, black list
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/55Details of game data or player data management
    • A63F2300/5586Details of game data or player data management for enforcing rights or rules, e.g. to prevent foul play
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/55Details of game data or player data management
    • A63F2300/5593Details of game data or player data management involving scheduling aspects

Definitions

  • the present invention relates to a game management device, a game system, a game management method, a program, and a recording medium for managing game information of each user.
  • SNS social networking service
  • a social networking service which is a community-type service that promotes and supports connections between people, and is provided as one of the SNS services. Games are prevalent.
  • each user becomes a friend with another user who is using the game service, and the users interact with each other by communicating with the fellow user or cooperating with each other. Be able to.
  • each user becomes friends with a plurality of other users, and can enjoy the game while having exchanges with these friends.
  • the present invention has been made in view of the above problems, and its purpose is to provide a user with a game environment in which it is easier to build a favorite group of friends than in the past and a feeling of difficulty is unlikely to occur.
  • a game management device, a game system, a game management method, a program, and a recording medium are provided.
  • a game management device is a game management device that communicates with a terminal device of each user and manages a friend of a game in which the users can establish a friendship relationship. Between the two users of the game level storage control means for storing the information in the storage device, the first user who made the friend application for building the friendship, and the second user who approved the friend application.
  • a companion period setting means for setting a companion period in which a companion relationship between users is continued based on a predetermined condition including a relationship between the game level of the first user and the game level of the second user when Companion management means for storing information relating two users who have established a friendship relationship and managing the fellowship, and the end of the friendship period set for the two users who have established a friendship relationship More, it is configured to include a peer relations canceling means for canceling the peer relations of the two users automatically.
  • a game system includes a terminal device of each user who receives a game service, a game management device that communicates with the terminal device and manages a friend of a game that allows users to establish a fellow relationship with each other.
  • a game level storage control means for storing the game level of each user in a storage device, a first user who has made a friend application for building a friendship, and a first user who has approved the friend application.
  • Buddy period setting means for setting a buddy period
  • buddy management means for memorizing information relating two users who have established a buddy relationship
  • buddy management means By means of the end of the fellow period set for the two standing users, each means of the fellow relation cancellation means for automatically canceling the fellow relation of the two users is selected as the game management device or the terminal device. Either one is provided.
  • a game management method is a game management method in a game management device that communicates with each user's terminal device, and manages a friend of a game in which users can establish a fellowship.
  • a game level storage control step in which the game management device stores the game level of each user in a storage device, and a first user who has made a friend application for the game management device to establish a friend relationship and the friend Based on a predetermined condition including the relationship between the game level of the first user and the game level of the second user, when the friendship relationship between the two users of the second user who has approved the application is established.
  • a fellow period setting step for setting a fellow period in which the fellow relation is continued, and information relating the two users who have established the fellow relation by the game management device The friend management step for remembering and managing the friends, and the game management device automatically determines the friendship between the two users by the end of the friendship period set for the two users who have established the friendship. And a fellowship cancellation step for automatically canceling.
  • a program according to still another aspect of the present invention is a program for causing a computer to operate as a game management apparatus that communicates with each user's terminal device and manages a friend of a game in which users can establish a fellowship.
  • a game management device that communicates the computer with each user's terminal device and manages a game friend who can establish a friendship between the users, and stores the game level of each user in a storage device.
  • a game level storage control means for memorization, a first user who made a friend application for building a friendship relationship, and a second user who approved the friendship application, Companion period in which fellow relations between users are continued based on predetermined conditions including the relation between the game level of one user and the game level of a second user Friend period setting means for setting, mate management means for managing mate management by storing information related to two users who have established a mate relationship, and the above set for two users who have established a mate relationship
  • This is a program for functioning as a friendship cancellation means for automatically canceling the friendship between the two users when the friendship period ends.
  • the game management device and the game system of the present invention may be realized by a computer.
  • a recorded computer-readable recording medium also falls within the scope of the present invention.
  • FIG. 1 shows a configuration example of a game system in which a game management device according to an embodiment of the present invention is incorporated.
  • this game system includes a game server 1 installed on a network 4 such as the Internet, a database server 2 connected to be communicable with the game server 1, and a game server via the network 4. 1 and the terminal device 3 of each user that can be communicably connected.
  • the network 4 is not limited to the Internet.
  • the game server 1 and the terminal device 3 of each user can be connected to each other so as to communicate with each other, for example, a dedicated line, a public line, etc. It may be a line (telephone line, mobile communication line, etc.), a wired LAN (Local Area Network), a wireless LAN, or the like, or a combination of the Internet and these.
  • the game management device includes a game server 1 and a database server 2.
  • the game server 1 receives access from the terminal device 3 of each user who receives the game service via the network 4 and stores and manages game information of each user in the database server 2 (storage device).
  • a game service is provided via the network 4.
  • an example of providing a so-called browser game in which a game can be played by a web browser installed in each user terminal device 3 will be described as one form of game service provided by the game server 1.
  • the service form for providing the browser game it is not necessary to download or install software dedicated to the game on the user's terminal device 3, and the user can easily connect to the game server anywhere as long as the terminal device 3 can be connected to the network 4.
  • the game service provided from 1 can be enjoyed.
  • a program for a browser game is installed in the game server 1, and the game server 1 performs arithmetic processing and data for progressing the game in accordance with input operations on the terminal device 3 of each user. Execute the process. Then, the game server 1 updates the game information of each user in the database server 2 based on the execution result of the arithmetic processing and the like, and web page information for displaying the execution result on the screen of the user terminal device 3 (Game screen data) is transmitted to the terminal device 3 of each user.
  • Game screen data web page information for displaying the execution result on the screen of the user terminal device 3
  • Each user's terminal device 3 is equipped with a web browser having a website browsing function as a user agent so that the web page information transmitted from the game server 1 can be displayed on the screen of the terminal device 3. It has become.
  • the terminal device 3 include a mobile phone terminal, a PHS (Personal Handy-phone System) terminal, a personal digital assistant (PDA), and a smartphone that is a mobile terminal in which a mobile phone and a mobile information terminal are integrated.
  • Various terminals that can be connected to the game server 1 via the network 4 and receive a game service, such as a personal computer or a tablet computer, can be applied.
  • the game provided in the present embodiment has a so-called social game element that allows the user to play while communicating with other users who are receiving game services.
  • a social networking service SNS
  • a game system that provides a social game service as one of the SNS services can be obtained.
  • a game service can be provided to the user by a game system operating on the SNS platform, but the game server 1 and the database server 2 can be constructed as independent game systems without being incorporated into the SNS system. Good.
  • each user can establish a special relationship of “friends” with one or more other users who are receiving game services.
  • a user to establish a friendship relationship with another user, either one of the two users makes a friend application to the other user via the game server 1, and the friend application is made.
  • the friend application made between both users and the operation of the approval that the received user approves becoming a friend via the game server 1 are mentioned.
  • the game server 1 associates the identification information (user ID) of the two users and registers them in the database server 2.
  • the game server 1 memorize
  • the game server 1 of this Embodiment contains the level relationship between the said 2 users at the time of the establishment of the friendship relationship between the two users of the user who applied the friend application, and the user who approved the said friend application.
  • the friend period is set based on a predetermined condition.
  • the game server 1 is characterized in that, in principle, the friendship between the two users is automatically canceled by the end of the friendship period set for the two users who have established the friendship. It has a configuration.
  • This characteristic configuration of the present embodiment allows the user to cancel the friendship at the end of the friendship period without performing a friend release operation that is difficult to perform psychologically.
  • a fellowship period is set when a fellowship relationship is established between users, for example, even when a fellowship application is received from a user at a lower level than yourself, this is positively accepted and a fellowship is made for a trial. It becomes possible to see whether or not it is a partner who can have an exchange or the like as desired during the fellow period. Therefore, for example, for a low-level fellow user who has not exchanged much after becoming a friend, the user can cut off the fellow relation at the end of the friend period and search for a new friend of his / her preference again. Therefore, it is possible to eliminate the dissatisfaction that the user has a number of lower-level fellow users who do not have much exchange, and the fellows are substantially fixed in a state where the user is not in the group structure of his / her favorite fellows.
  • the user wants to continue the fellowship, if the user performs a predetermined operation to continue the fellowship (for example, a fellow continuation application during the fellowship period or a fellow revival application after the fellowship period ends)
  • a predetermined operation to continue the fellowship for example, a fellow continuation application during the fellowship period or a fellow revival application after the fellowship period ends
  • the relationship can be continued.
  • the fellowship period is automatically extended, so that the fellowship relation is automatically established between the two users who continue the predetermined exchange. Can be continued.
  • the game server 1 introduces a novel function of setting a fellow period for both users when the fellow relation is established and automatically canceling the fellow relation when the fellow period ends. This makes it easy to build a group of friends that you like and provide users with a game environment that does not cause a sense of rut.
  • the game management device includes the game server 1 and the database server 2.
  • FIG. 2 shows an example of the hardware configuration of the game server 1.
  • the game server 1 mainly includes a CPU (Central Processing Unit) 11, a ROM (Read Only Memory) 12 and a RAM (Random Access Memory) 13 as a main storage device, and an auxiliary storage device 14.
  • the communication control unit 15 and the input / output control unit 16 are connected to each other via a bus line 17 including an address bus, a data bus, a control bus, and the like. Note that an interface circuit is interposed between the bus line 17 and each component as necessary, but the illustration of the interface circuit is omitted here.
  • the CPU 11 interprets and executes instructions of application software such as system software and game programs, and controls the game server 1 as a whole.
  • the ROM 12 stores a program and the like necessary for basic operation control of the game management device 1.
  • the RAM 13 stores various programs and data, and secures a work area for the CPU 11.
  • the auxiliary storage device 14 is a storage device that stores application software such as a game program, various data, and the like.
  • application software such as a game program, various data, and the like.
  • a hard disk drive can be used as the auxiliary storage device 14.
  • the program according to the present embodiment for causing the game server 1 (computer) to operate as a game management device is also stored in the auxiliary storage device 14, and the program is transferred from the auxiliary storage device 14 to the bus line when the game server 1 is started. 17 is loaded into the RAM 13 via the CPU 17 and executed by the CPU 11.
  • the communication control unit 15 includes a communication interface 15 a connected to the network 4, and controls communication with each user terminal device 3 via the network 4.
  • the communication control unit 15 also controls communication with a server (not shown) connected to the network 4. For example, when it is set as the system configuration which incorporated the game server 1 in SNS, the communication control part 15 of the game server 1 controls communication between SNS servers.
  • the input / output control unit 16 is communicably connected to the database server 2 and is a database interface that performs input / output control when the CPU 11 executes reading / writing of data (records) with respect to the database server 2.
  • the database server 2 includes a large-capacity hard disk device having, for example, a RAID (Redundant Arrays of Inexpensive Disks) configuration as a storage device having an area for storing game information of each user managed by the game server 1.
  • the database server 2 stores various game information (user name, level, in-game points, possessed items, etc.) of each user in association with identification information (user ID) for uniquely identifying each user, for example. It can be constructed as a database, an object database, an object relational database, or the like.
  • the game management device is configured by the game server 1 and the database server 2
  • the present invention is not limited to this.
  • the game server 1 can have the function of the database server 2 and the game management device can be configured only by the game server 1.
  • the game server 1 can be configured as a plurality of servers by distributing the functions of the game server 1 to a plurality of servers. For example, when a user operates the terminal device 3 to access the game server 1, an authentication server having an authentication function for determining whether the user is a legitimate user is provided separately from the main server of the game server 1,
  • the game server 1 may be composed of a main server and an authentication server.
  • a billing management server that performs billing management when a user purchases an item to be billed in a game is provided separately from the main server of the game server 1, and the main server, authentication server, and billing management
  • the game server 1 may be configured by a server.
  • a load distribution type system configuration may be adopted. In this case, it is desirable to provide a load balancer for adjusting the load among the plurality of game servers 1.
  • terminal device 3 As the terminal device 3 operated by the user, various terminals having a website browsing function such as a mobile phone terminal and a smartphone can be applied as described above, but in the present embodiment, a mobile phone terminal is exemplified. The configuration will be described. Note that the terminal device 3 other than the mobile phone terminal is also basically required for playing a game such as displaying a game screen using a website browsing function or performing an input operation for executing the game. The configuration is the same as that of the mobile phone terminal.
  • a mobile phone terminal having a website browsing function or the like is also called a feature phone or a smart phone, and FIG. 3 shows a configuration example thereof.
  • the terminal device 3 mainly includes a CPU 31, a ROM 32 and a RAM 33 as main storage devices, an image processing unit 34, a display unit 35, a sound processing unit 36, and an audio input unit 37. , An audio output unit 38, an auxiliary storage device 39, an operation input unit 40, and a communication control unit 41.
  • the components 31 to 34, 36 and 39 to 41 are connected to each other via a bus line 42. Has been.
  • An interface circuit is interposed between the bus line 42 and each component as necessary, but the interface circuit is not shown here.
  • the CPU 31 interprets and executes commands of various programs including the web browser, and controls the terminal device 3 as a whole.
  • the ROM 32 stores a program and the like necessary for basic operation control of the terminal device 3.
  • the RAM 33 stores various programs and data loaded from the ROM 32 or the auxiliary storage device 39, and secures a work area for the CPU 31.
  • a web browser that displays game screen data described in HTML or the like is stored in the ROM 32 or the auxiliary storage device 39, loaded into the RAM 33, and executed by the CPU 31.
  • Various plug-in software for extending the browser function of the web browser may be stored in the ROM 32 or the auxiliary storage device 39 together with the web browser.
  • the image processing unit 34 drives the display unit 35 based on an image display command from the CPU 31 to display an image on the screen of the display unit 35.
  • Various known display devices such as a liquid crystal display or an organic LE (Electro-Luminescence) display can be applied to the display unit 35.
  • the sound processing unit 36 converts an analog audio signal into a digital audio signal when audio is input from the audio input unit 37, generates an analog audio signal based on a sound generation instruction from the CPU 31, and outputs it to the audio output unit 38.
  • the voice input unit 37 includes a microphone built in the terminal device 3 and is used for telephone communication or recording.
  • the voice output unit 38 is composed of a speaker that outputs a reception speaker at the time of telephone communication and a telephone ringtone or a sound effect at the time of game execution.
  • the auxiliary storage device 39 is a storage device that stores various programs and data.
  • a flash memory drive or the like can be used as the internal memory of the mobile phone terminal, and a memory card reader / writer or the like can be used as the external memory of the mobile phone terminal.
  • the operation input unit 40 accepts a user's operation input and outputs an input signal corresponding to the operation input to the CPU 31 via the bus line 42.
  • Examples of the operation input unit 40 include physical buttons such as a direction instruction button, a determination button, and an alphanumeric character input button provided on the main body of the terminal device 3. Further, in the case of the terminal device 3 in which the display unit 35 is configured as a so-called touch screen by mounting a touch panel (contact input type interface) on the screen of the display unit 35, the touch panel also becomes the operation input unit 40.
  • the communication control unit 41 includes a communication interface 41a, and has a communication control function for data communication when a game is operated, a communication control function for transmitting and receiving voice data as a mobile phone terminal, and the like.
  • a communication control function for data communication for example, a wireless LAN connection function, an Internet connection function via a wireless LAN or a cellular phone network, a predetermined frequency band (for example, a 2.4 GHz frequency band) is used. Includes short-range wireless communication functions.
  • the communication control unit 41 transmits a connection signal for connecting the game apparatus 1 to a wireless LAN, the Internet, or the like based on a command from the CPU 31 and receives information transmitted from the communication partner side and supplies it to the CPU 31. To do.
  • the terminal device 3 may further include a GPS (Global Positioning System) signal receiving circuit, an imaging device (camera) such as a CCD (Charge Coupled Device) image sensor, a triaxial acceleration sensor, and the like.
  • GPS position information may be used in the game.
  • a user who wants to receive a game service starts up a web browser and performs an operation of accessing a game site managed by the game server 1.
  • the communication control unit 41 of the terminal device 3 receives game screen data described in HTML or the like transmitted from the game server 1, and the CPU 31 executes the web browser.
  • a game screen is displayed on the display unit 35.
  • the user selects and inputs selectable button objects and hyperlinks displayed on the game screen by operating the operation input unit 40.
  • the game server 1 advances the game and transmits new game screen data to the terminal device 3. Then, this new game screen is displayed on the display unit 35 of the terminal device 3.
  • the user can select a button object or the like that can be selected on the game screen displayed on the display unit 35 by an operation.
  • a game provided by the game server 1 can be played.
  • FIG. 4 is a main functional block diagram of the game management device.
  • the game management device mainly includes game information management means 51, game progress means 52, authentication means 53, fellow management means 54, exchange means 55, fellow period setting means 56, fellow relation release means 57, fellow period notification means 58 and Companion establishment point giving means 59 is provided.
  • Each of these means 51 to 59 is realized by the CPU 11 of the game server 1 executing the program according to the present embodiment.
  • the game information management means 51 accumulates and manages the game information of each user in the database server 2.
  • the items of game information managed by the game information management means 51 differ depending on the content of the game service that the game server 1 provides to the user.
  • Examples of games provided by the game server 1 include sports games based on various sports such as baseball, soccer, and golf, battle games based on battles, music simulation games, and other various role-playing games and training.
  • Various games such as games and simulation games can be listed regardless of the game format and genre.
  • the case where the game server 1 provides a baseball game as a game service will be described below.
  • a baseball game in which a user owns a player character in the game and can play a game (match) with another user in the game using the player character is taken as an example.
  • the player character owned by the user can be in a card format in which the form of the player character is visible on the screen of the terminal device 3. That is, the player character is managed by the game server 1 as a digital player card and displayed on the screen of the user terminal device 3.
  • FIG. 13 exemplifies a player card 71 displayed on the screen of the user's terminal device 3, and the form of the player character and the rarity of the card (the scarcity value is indicated by the number of ⁇ ). Is displayed on the screen as a digital player card.
  • the user can collect player cards while proceeding with the game, form his own original team, and compete with other users for ranking.
  • the user can improve the ability of the player card (player character) by synthesizing the collected player cards (that is, nurture the player), and can enjoy the game with the aim of creating a stronger team. It can be done.
  • game information management means 51 for managing game information of each user includes user information storage control means 51a, level information storage control means 51b (game level storage control means), An owned player card storage control unit 51c, an owned point storage control unit 51d, an owned coin storage control unit 51e, an owned item storage control unit 51f, a game result storage control unit 51g, a ranking storage control unit 51h, and the like are provided.
  • the user information storage control unit 51a associates a user ID uniquely identifying each user with user information related to each user such as a login ID, password, user name (such as a nickname used in the game), team name, and the like.
  • Each user ID is stored in a predetermined storage area of the database server 2.
  • the login ID and password are used for login authentication when each user operates the terminal device 3 to access the game server 1.
  • the user name and team name are arbitrary information set by the user when the user registers as a member for receiving the game service or when the game is executed for the first time.
  • the user name and team name are displayed on the game screen as necessary.
  • the level information storage control means 51b stores level information such as a user level as a game level and a league level in a predetermined storage area of the database server 2 for each user ID in association with the user ID.
  • level information such as a user level as a game level and a league level in a predetermined storage area of the database server 2 for each user ID in association with the user ID.
  • experience values are accumulated as the user progresses the game, and the level of the user is increased when the experience value reaches a certain amount.
  • there are a plurality of different levels of leagues and each user's team belongs to one of the leagues, and a game (league battle) is automatically played with another user's team in the league. To do.
  • the level information storage control unit 51b stores the level of the user and the level of the affiliated league in association with the user ID.
  • the owned player card storage control means 51c stores information on player cards acquired and owned by the user in the game in a predetermined storage area of the database server 2 for each user ID in association with the user ID.
  • Examples of the player card information include identification information (player card ID) for uniquely identifying the player card, an ability value indicating the height of the ability of the player, and a regular player flag.
  • FIG. 7 shows an example in which player ability values can be set for three ability items (abilities 1 to 3).
  • the ability item when the player card is a fielder, abilities 1 to 3 can be “blow”, “running power”, “defense”, etc., and when the player card is a pitcher, ability 1 ⁇ 3 can be set as "sphere", "control", "change”, etc.
  • the capability item is not limited to this example, and can be increased or decreased.
  • a regular player flag is a regular player (player included in a team order) who participates in a match with another user's team among player cards owned by the user, or a non-regular player. This flag is “1”, indicating that it is registered as a player card for a regular player.
  • the terminal device 3 the user can select a regular player from an owned player card or set a team order.
  • the database server 2 stores the player card image data, the player name, the position, the affiliation team, the ability value (initial value not strengthened by the synthesis) and the like in association with the player card ID.
  • the game information management means 51 can acquire image data of a player card corresponding to the player card ID based on the player card ID stored in the owned player card storage control means 51c. ing.
  • the owned point storage control means 51d associates various points owned by the user in the game (including values corresponding to the points) in a predetermined storage area of the database server 2 for each user ID in association with the user ID.
  • various game modes there are various game modes, and various points can be acquired and the acquired points can be used according to the game mode.
  • examples of points include action points, operating costs, reinforcement points, and exchange points in addition to the above experience values.
  • the action power point is used in a “scout mode” in which the player card is searched and the player is scouted while consuming the action power point.
  • the operation cost is used in the “match mode” in which an individual match is designated by specifying another user, and the individual match is performed at a cost (point) necessary for managing the match. It is consumed by. For example, behavioral power points and operating costs that are consumed and reduced during a game are recovered over time (for example, 1 point is recovered every 3 minutes), or the experience value is set to a certain amount. It can be recovered by reaching the user level.
  • the strengthening points are used in the “strengthening mode” in which the ability of the player cards is improved by combining the player cards owned by the user, and is consumed by performing the combining.
  • This strengthening point can be acquired, for example, by executing a scout mode or a match mode.
  • the exchange point is a point that can be obtained when the user exchanges greetings with other users (particularly fellow users). Details of specific examples of AC will be described later.
  • This exchange point can be used in, for example, “lottery mode” in which a predetermined number (for example, one) of player cards can be obtained by lottery based on random numbers or the like from all player cards managed by the game server 1. A player card lottery can be received once for a predetermined exchange point.
  • the owned coin storage control means 51e associates the user ID with the coin owned by the user in the game (in-game currency different from the points) in a predetermined storage area of the database server 2 for each user ID. To remember. This coin is necessary, for example, when acquiring an item to be charged.
  • the owned item storage control means 51f stores items acquired by the user in the game in a predetermined storage area of the database server 2 for each user ID in association with the user ID.
  • examples of items include recovery items, puzzle card pieces, fake cards, and the like.
  • the recovery item is an item that recovers the above-described action power points and / or operation costs consumed and reduced during the game to the maximum value in an instant without waiting for the passage of time.
  • the recovery item can be acquired by consuming and purchasing the coin or satisfying a predetermined bonus condition in the game.
  • a puzzle card piece is an item that can be obtained a powerful (high ability) player card by collecting a predetermined number of pieces (for example, six pieces P1 to P6) and completing the puzzle card.
  • a piece of a puzzle card can be obtained when a lottery based on a random number or the like is won at the time of executing the scout mode, and when the player wins by fighting with a piece owned by another user in the game mode In addition, it can be taken from the user of the opponent.
  • a fake card is an item that can be set only on a piece of the puzzle card so that even if it is defeated by another user in a match in the game mode, the targeted piece is not taken away only once.
  • a fake card can be obtained by consuming and purchasing the coin or satisfying a predetermined bonus condition in the game.
  • the game result storage control means 51g associates a user ID with a game ID for uniquely identifying a game in which the user's team has played against another user's team, for each user ID.
  • the game uniquely specified by the game ID includes a game of an individual game performed by the user specifying an opponent and a game of a league game automatically performed by the game server 1.
  • the database server 2 is associated with the game ID, the game date and time (real world game start or end time), the user ID of the winning team, the user ID of the defeated team, the battle score, the winning pitcher character,
  • a game database is stored in which information about game results such as a loser pitcher character, a player character who has made a home run, and game critical information is stored.
  • the game information management means 51 can acquire the information regarding the game result corresponding to the said game ID from a game database based on the game ID which the game result memory
  • the ranking storage control means 51h associates the user ID with ranking information such as the ranking of the league based on the number of wins and defeats of the user's team and the number of wins / defeats in the league or replacement game,
  • Each user ID is stored in a predetermined storage area of the database server 2.
  • a league game is automatically performed at a predetermined time on each day from Monday to Friday in the real world (for example, 12 games per day), and a replacement game is performed at a predetermined time on Saturday and Sunday in the real world. It is assumed that a predetermined number of games (for example, 12 games each day) are automatically played.
  • the ranking storage control unit 51h stores the ranking information for each day from Monday to Sunday in the real world, and updates the ranking information to the latest information every week.
  • the game progress means 52 executes a game in response to an operation on the terminal device 3 by the user, generates game screen data corresponding to the execution result, and transmits the game screen data to the terminal device 3. It has a function to advance the game by displaying a game screen according to the game.
  • the game progress means 52 includes a game execution means 52a, a game screen generation means 52b, and a game screen transmission means 52c.
  • the operation A game screen request corresponding to the request is transmitted to the game server 1 by the web browser of the terminal device 3.
  • the game execution means 52a reads the user's game information in response to the request and executes the game by performing calculations and data processing.
  • the game execution means 52a is configured so that the player cards of both teams corresponding to the user IDs of the two users performing the battle. Information (player card information of regular players participating in the game) is read from the database server 2. And the game execution means 52a performs the calculation which determines a win / loss based on the ability value etc. of the player card of both teams. As an example of the calculation of this win / loss decision, the player with the highest total ability value of both teams may be the winning team, or the team with the higher total ability value will have a higher probability of winning. The winning team may be obtained by probability calculation. Moreover, the game execution means 52a performs the calculation which determines whether various effect productions which affect a win / loss are generated based on the combination of the player card which comprises a team before the calculation which determines a win / loss. May be.
  • the game screen generation means 52b generates game screen data composed of HTML data, for example, according to the execution result by the game execution means 52a.
  • the HTML data may include image data such as a player card read from the database server 2.
  • moves by the plug-in of the web browser of the terminal device 3 may be embedded in HTML data.
  • the script provided from the game server 1 is executed by the terminal device 3, the game screen displayed on the terminal device 3 can be a moving image.
  • the game screen transmission unit 52c transmits the game screen data (HTML data or the like) generated by the game screen generation unit 52b to the user terminal device 3 as a response to the request for the game screen.
  • the game screen is displayed on the display unit 35 by the web browser.
  • the authentication unit 53 determines whether the user has a game participation qualification and performs login authentication. .
  • An example of this authentication is authentication based on a login ID and password associated with a user ID. For example, when the user uses the game service for the first time, a login ID (any alphanumeric character, email address, etc.) and password are registered in the game server 1 as member information. Then, when logging in to the game server 1 from the next time, the user operates the terminal device 3 to transmit the login ID and password to the game server 1. At this time, the authentication means 53 of the game server 1 determines whether or not the combination of the login ID and password received from the user terminal device 3 has been registered, and performs login authentication.
  • the SNS member registration information may be used as registration information for receiving the game service of the game system.
  • the user's terminal device 3 is logged in to the SNS server, when the game site managed by the game server 1 is first accessed, the user's login ID and password are automatically input from the SNS server to the game server 1. It may be transferred so that the user can register to use the game service without registering the login ID and password again.
  • an individual identification number of a mobile phone or a smartphone that is the terminal device 3 (a terminal different from the telephone number is uniquely assigned so that the user does not have to input a login ID and a password each time the user accesses the game server 1.
  • Identification information) or contractor's unique ID (information that uniquely identifies the contractor of the terminal and does not change as long as the contractor is the same even if the model is changed) Authentication may be performed. That is, when the user operates the terminal device 3 to register as a member, the game server 1 acquires the individual identification number or the contractor unique ID included in the data transmitted from the terminal device 3, and the login ID and password At the same time, the individual identification number or the contractor unique ID is also stored in the database server 2 in association with the user ID.
  • the authentication unit 53 determines whether the individual identification number or the contractor unique ID has been registered, and performs login authentication. Thereby, when accessing the game server 1, the user can log in without inputting the login ID and password.
  • cookie HTTP cookie information
  • the game server 1 issues individual identification information corresponding to the login ID and password and registers it in the database server 2, and the individual identification information is used as a cookie. It transmits to the terminal device 3.
  • the browser of the terminal device 3 stores the received cookie in the terminal device 3.
  • the browser of the terminal device 3 transmits a Cookie to the game server 1 together with the page browsing request, so that the authentication unit 53 receives the access request from the terminal device 3. Can perform login authentication by determining whether or not the individual identification number of the cookie has been registered.
  • the fellow management means 54 is provided with fellow information storage control means 54a for storing fellow information relating two users who have established a fellow relation in the database server 2 (storage device).
  • FIG. 8 shows an example of friend information stored in the database server 2 by the friend information storage control unit 54a.
  • the fellow information storage control unit 54 a has a user ID of a user who has applied for a friend and a user ID of a user who has approved the fellow application when a friendship relationship is established between two users. Is stored in the database server 2. And the fellow management means 54 adds fellow information ID for identifying these uniquely to each fellow information, and performs fellow management based on fellow information ID.
  • the fellow information that associates two users is the friend information ID.
  • the friend information ID Registered in the database server 2 as friend information of “1”.
  • each user can make a plurality of friends, and it is possible to form a friend group centered on each user.
  • the fellow management means 54 memorize
  • FIG. 9A shows an example of information related to each user's buddies managed by the buddy management means 54 based on the buddy information stored in the database server 2.
  • the associate information storage control means 54a of the associate management means 54 is associated with the user ID, the upper limit information of the number of associates, the user ID of the associate user who is already in the associate relationship, the user ID of the user who is applying for the associate, And the information regarding associates, such as user ID of a user who has received a friend application but is not approved, is stored in a predetermined storage area of the database server 2 for each user ID.
  • FIG. 9A shows an example of information related to each user's buddies managed by the buddy management means 54 based on the buddy information stored in the database server 2.
  • the associate information storage control means 54a of the associate management means 54 is associated with the user ID, the upper limit information of the number of associates, the user ID of the associate user who is already in the associate relationship, the user ID of the user who is applying for the associate, And the information regarding associates, such as user ID of
  • bonus points are given to both users who are in a friendship relationship by the friend establishment point granting means 59 described later (for example, the action power points and the operation cost The maximum value can be increased by a certain point).
  • the game specification which can advance a game advantageously by playing a game in cooperation with a fellow user, or performing a present or cheering of a player card between friends. In this way, making a friend is promoted by giving the user the merit of making a friend in the game.
  • an upper limit can be set for the number of friends that each user can establish a friendship with other users.
  • an upper limit of the number of friends one upper limit (for example, 50 people) common to each user can be provided.
  • the upper limit of the number of friends may vary within a predetermined range (for example, a range of 10 to 99 people) according to the progress of each user's game.
  • the upper limit of the number of friends varies in the range of 10 to 99 people, and the upper limit of the number of friends increases as the user level increases. Thereby, in order to make more friends and make the game advantageous, the user is given a motivation to continuously advance the game and improve the level.
  • the associate information storage control unit 54a stores the upper limit of the number of associates of each user in association with the user ID, and the associate management unit 54 manages the upper limit of the number of associates of each user.
  • either one of both users makes a friend application to the other user via the game server 1.
  • this friend application first, a user who wants to make a friend performs an operation of listing target candidates of friend candidates on the screen of the terminal device 3. At this time, the user can designate the user level of the fellow candidate.
  • the game server 1 transmits the screen data listing the candidates for the fellow candidates, so that a screen on which the plurality of fellow candidates are listed is displayed on the user terminal device 3.
  • the user confirms the user level, the league level, and the like of the target person listed on the screen, selects a user who wants to be a friend, and performs a friend application operation.
  • A's user ID “000001” is stored as “unapproved user ID”.
  • the game server 1 notifies the user A that there has been a friend application when the terminal device 3 of the user B logs into the game server 1.
  • the user B who received the friend application checks the information such as the user level and the affiliation league level of the user A received from the game server 1 on the screen of the terminal device 3 and decides whether to approve or reject as a friend. Perform the operation to select.
  • the friend management means 54 of the game server 1 establishes a friendship relationship between the user A and the user B in accordance with this operation, as shown in FIG. Associate information relating user IDs of both users A and B is registered in the database server 2. Then, as shown in FIG.
  • the alternating current means 55 receives information for performing predetermined alternating current with respect to other users (particularly fellow users) from the user's terminal device 3, and based on the received information, from the user to the other users. It has a function to execute all AC processing.
  • the AC unit 55 of the present embodiment includes a greeting unit 55a, a message transmission unit 55b, a message storage control unit 55c, a present unit 55d, a battle cooperation unit 55e, an AC history storage control unit 55f, and the like. To do.
  • the greeting means 55a has a function of receiving greeting information addressed to other users transmitted from the terminal device 3 of each user and transmitting the greeting information to the other users. Further, the message transmission means 55b has a function of receiving a message addressed to another user transmitted from the terminal device 3 of each user and transmitting the message to the other user.
  • the message transmission means 55b includes a message storage control unit 55c.
  • FIG. 12 shows an example of information related to a received message that is stored and managed in the database server 2 by the message storage control unit 55c.
  • the message storage control unit 55c associates the user ID of the receiving user who has received the message with information about the message such as the user ID of the transmission source, the content of the message, and the transmission date and time for each user ID of the receiving user. Are stored in a predetermined storage area of the database server 2. Further, a message ID for uniquely identifying each message is added to the information regarding each message.
  • the terminal device 3 transmits a friend list request to the game server 1.
  • the game server 1 receives this request from the user's terminal device 3 and transmits information for displaying the user's buddy list to the terminal device 3.
  • a friend list screen as shown in FIG. 14 is displayed on the terminal device 3.
  • the screen can be scrolled or the 2nd page or more of a fellow list can be requested to the game server 1, and can be displayed as another screen.
  • each information display area for each buddy user listed is provided, and each information display area includes game information 81 of the buddy user (user name, team name, user level, buddy's The number of people, the league level, etc.), an avatar 82 which is the user's alternate character, a leader player card 83 owned by the user, and an object called a greeting button 84 are also displayed.
  • game information 81 of the buddy user user name, team name, user level, buddy's The number of people, the league level, etc.
  • an avatar 82 which is the user's alternate character
  • a leader player card 83 owned by the user
  • an object called a greeting button 84 are also displayed.
  • the greeting button 84 it is possible to virtually greet his fellow users in the game.
  • greeting information is transmitted from the terminal device 3, and the greeting means 55 a that receives this greeting information is sent from the user A to the terminal device 3 of the fellow user B. Communicate that there was a greeting.
  • greeting is a general term for simple exchanges that can be performed virtually in the game as described above.
  • Sending ale cheering
  • sending guts winking
  • smiling hands
  • the user can only greet fellow users, but can also send a message at the same time as the greeting, as described below.
  • the operation is transmitted from the terminal device 3 to the game server 1.
  • message input screen data shown in FIG. 15 is transmitted to the terminal device 3, and the message input screen is displayed on the terminal device 3.
  • a text indicating that a greeting has been given to a fellow user is displayed, and objects such as a message input area 85 and a send button 86 are also displayed.
  • the user operates the terminal device 3 to input an arbitrary message in the message input area 85 and selects the transmission button 86, whereby a message addressed to the fellow user is transmitted from the terminal device 3 to the game server 1.
  • the FIG. 15 shows an example in which the user inputs a message “thank you for the present”.
  • there may be a restriction for example, within 30 full-width characters on characters that can be input in the message input area 85.
  • the hyperlink 87 for changing to the page of a fellow user is displayed on the message input screen, and the details of the game information of the fellow user are described by selecting this link. Displayed pages.
  • a hyperlink 88 for transitioning to the buddy list and a hyperlink 89 for transitioning to the main screen are also displayed on the message input screen. By selecting these links, a buddy list or main screen is displayed. You can come back.
  • the message storage control unit 55 c of the message transmission means 55 b receives the message addressed to the fellow user received from the terminal device 3. Then, it is stored in the database server 2 in association with the user ID of the fellow user (see FIG. 12).
  • the message transmission means 55 b of the game server 1 transmits screen data for displaying a message, a transmission source user name, a transmission time, and the like to the terminal device 3. To do. As a result, a message or the like is displayed on the terminal device 3 of the user who has received this screen data, and the message received from another friend can be confirmed on the screen.
  • the communication tools illustrated in FIGS. 14 and 15 can be used to communicate with each other at any time.
  • the present means 55d has a function of receiving present information addressed to other users transmitted from the terminal device 3 of each user and delivering the present to the other users. Examples of presents include player cards and various items that the user owns in the game.
  • the battle cooperation means 55e receives information for requesting battle cooperation from a fellow user from the terminal device 3 of the user (user A), and the user A's character (may be a group or team consisting of a plurality of characters).
  • the user A's character may be a group or team consisting of a plurality of characters.
  • a fellow user's character for example, a leader's player card
  • the battle strength of the user A is improved, so that the battle of the user A is advantageous compared to the case where there is no such cooperation. become.
  • the “other character” when the user's character battles with another character is the other user's character (may be a group or team made up of a plurality of characters) or a character prepared by the CPU of the game server 1 ( For example, it may be any boss character that appears at the end of each stage.
  • the terminal device 3 If the user operates the terminal device 3 and selects a fellow user character (or fellow user) who wants to be an assistant, the terminal device 3 will play a battle including information on the selected fellow user character (or fellow user). Cooperation request information is transmitted to the game server 1. And the battle
  • FIG. 16A shows an example of the game screen in the battle mode.
  • information 91 of the opponent team (enemy army) designated by the user and information 92 of the user team (own army) are displayed.
  • information 91 of the opponent team (enemy army) for example, the user name of the opponent, an avatar, a player card, information on strength, and the like are displayed.
  • the user's team (self-army) information 92 information on the user name, avatar, player card, strength, etc. of the user is displayed.
  • assistant display area 93 of the game screen information such as characters cooperating with the army as assistants is displayed.
  • the game screen is generated by the game screen generation unit 52b of the game server 1 and is transmitted to the user's terminal device 3 by the game screen transmission unit 52c, and is displayed on the display unit 35 of the terminal device 3. .
  • a “call assistant” button 93a (or a character string set with a hyperlink) is displayed so that an arbitrary fellow character can be requested as an assistant.
  • the screen changes to a helper selection screen shown in FIG. 16B.
  • this assistant selection screen fellow users who have a fellow relationship with the user and characters (player cards) possessed by the fellow user are listed and displayed. Note that information that cannot be displayed on the screen can be displayed as a separate screen by scrolling the screen or requesting the second or subsequent page of the assistant selection screen from the game server 1.
  • FIG. 16B shows an example in which a player card set as a leader among a plurality of player cards possessed by a fellow user can be selected as a helper character.
  • a representative character such as an ace pitcher or a player card set as a fourth batter may be selectable as a fellow assistant.
  • the game screen illustrated in FIG. 16C is transitioned to.
  • User B's player card 95 is displayed as an assistant.
  • avatars of fellow users who cooperate in the battle, information on strength improvement by the battle cooperation, and the like are also displayed.
  • attack power + 200 is displayed as the strength-up information by battle cooperation.
  • the approval of the user side selected as an assistant is not necessary, and the user A can arbitrarily select without worrying about the other party's intention.
  • the game server 1 stores the fellow assistant information in the database server 2 (storage device) in association with the user ID of the user. Therefore, if the user performs an operation of selecting a fellow assistant, the fellow character selected last time can be set as the assistant in the next battle.
  • a “change helper” button 96 (or a character string set with a hyperlink, etc.) is displayed in the helper display area 93. .
  • the button 96 the screen changes to the assistant selection screen shown in FIG. 16B, and the friend character to be the assistant can be selected again.
  • the exchange which is the object of the exchange process executed by the exchange means 55 is not limited to the above greetings, message transmission, presents, and support requests for cooperative battles, but various exchanges performed between fellow users. Can be included.
  • Other examples of exchange include joint practice. Joint practice is a kind of exchange and is practice that a user virtually performs with a fellow user in a game. A user who wishes to perform joint practice applies for joint practice by designating a fellow user, and when the fellow user accesses (logs in) the game within a predetermined period of time (for example, on the day of the application) Is established.
  • the AC there is AC such as chat that can be performed between users in real time. In the case of chat, in the terminal device 3 of two or more users, it is possible to communicate in real time by exchanging character information (chat messages) and the like.
  • the AC history storage control means 55f stores the AC history of each user in the database server 2 (storage device).
  • the AC history storage control unit 55f displays an AC information ID, an AC user as shown in FIG.
  • the ID, the user ID of the AC partner, the AC type, the time information when executing the AC processing, etc. are stored in the storage area.
  • the type of exchange indicates specific contents of exchange such as greetings, messages, presents, battle cooperation, joint practice, chat, and the like.
  • Time information such as year, month, day, hour, minute, and second is stored as time information at the time of execution of AC processing.
  • the unit of time stored here can be arbitrarily set.
  • the information stored by the AC history storage control means 55f is also used to determine whether or not the extension means 61 described later satisfies the extension condition.
  • the conditions for extension the number of alternating current times, the alternating current time, or the number of alternating current times and the alternating current time are defined.
  • a predetermined condition including an AC time for example, for an AC such as chat that can be performed between users in real time
  • information on the AC time between users is also stored in the AC history storage control.
  • information on the exchange time between users for example, information on a chat start time and a chat end time may be used, or information on a length of time from the start to the end of the chat may be used.
  • the game server 1 can count the AC time between users by counting based on the internal clock of the CPU 11.
  • the fellow period setting means 56 is a first user when a fellow relation is established between two users: a user who has applied for a friend (first user) and a user who has approved the friend application (second user).
  • the game period and the second user's game level have a function to set a fellow period based on a predetermined condition. If the companion period ends, in principle, the companionship between the two will be automatically released.
  • the “game level” used to determine the friend period is index information that directly or indirectly indicates the progress degree, skill level, ability, etc. of the user's game.
  • this game level (a) the user's own level, (b) the level of possession in the user's game (example of possession: character, group team unit that is a collection of characters, item, etc.), (C) The value calculated from the number of possessions in the user's game, the ability value of the possession, etc., (d) the level of the stage achieved by the user, the level of the league to which he currently belongs, and the like.
  • the character level in a game in which the character owned by the user is used in a practice mode, a game mode, a breeding mode, a synthesis mode, and the like to strengthen and level up the character.
  • the character level only needs to be a value representing the character's growth level, ability level, strength, and the like, and may be a character ability value.
  • the number of characters and items owned by the user in a game in which the user acquires characters and items as the game progresses there is a value for evaluating the number of characters and items owned by the user in a game in which the user acquires characters and items as the game progresses.
  • the number of characters (player cards) greater than or equal to a predetermined ability value owned by the user can be set as the user's game level.
  • a plurality of stages having different levels are provided in the game, and when one stage is cleared, the game proceeds to another stage with a higher difficulty level. There is a stage level achieved by the user in the game.
  • the companion period setting means 56 determines the companion period based on a predetermined condition including a level relationship between the first user who applied for the companion and the second user who approved the companion application. To do.
  • the fellow period setting means 56 sets the fellow period set when the second user whose game level is higher than that of the first user approves the fellow application, the game level is the same as that of the first user or the first user. Also, it is shorter than the friend period set when the second user with a low game level approves the friend application.
  • the number of days of the fellow period is not limited to these.
  • L1 ⁇ L2 is a case where a second user whose game level is higher than that of the first user approves the fellow application.
  • the approved second user becomes a friend with a user at a lower level than that of the user (that is, a user with a low contribution level such as battle cooperation)
  • the case of L1> L2 is a case where a second user whose game level is lower than that of the first user approves the friend application.
  • the reason for setting an appropriate friend period as seen from the user who approved the friend application, not the user who made the friend application is as follows. That is, the user who made the friend application should have applied for the friend in consideration of wanting to become a friend with the partner regardless of the level of the partner user. On the other hand, for a user who has received a fellow application, it can be rejected, but simply because it is an application from a lower-level user, the application has been approved without fail, and there have been many regrets later. Therefore, an appropriate friend period is set from the viewpoint of the user who approved the friend application.
  • the fellow period setting means 56 is configured to set the fellow period according to the level difference between the users who have established the fellow relation.
  • the level of the first user who applied for the friend is L1
  • the level of the second user who has approved it is L2
  • the difference between L1 and L2 is the level difference D.
  • FIG. 18 illustrates a table representing the relationship between the level difference D and the fellow period. Information in this table is stored by storage control means (such as the RAM 13 or the auxiliary storage device 14) of the game server 1 and is referred to during processing by the fellow period setting means 56.
  • the fellow period setting unit 56 sets the fellow period to be shorter in steps as the level difference D is larger.
  • the level difference D is 1 to 9, 7 days, 10 to 29, 6 days, 30 to 49, 5 days, 50 to 69, 4 days, and 70 to 99, 3 days. If the date is 100 or more, it is set to 2 days.
  • the number of days of the fellow period is not limited to these, and an arbitrary period can be set as long as the condition that the fellow period becomes shorter as the level difference D is larger is satisfied.
  • the friend period is set shorter for the approved second user by setting the friend period shorter as the level difference D is larger.
  • the fellow period setting unit 56 sets the fellow period longer stepwise as the level difference D is larger.
  • the level difference D is 1-9, 7 days, when 10-29, 8 days, 30-49, 9 days, 50-69, 10 days, and 70-99, 11 days. If the date is 100 or more, it is set to 12 days.
  • the number of days of the fellow period is not limited to these, and an arbitrary period can be set as long as the condition that the fellow period becomes longer as the level difference D is larger is satisfied.
  • the fellow period setting means 56 sets the fellow period to 7 Set the day.
  • the companion period setting means 56 includes companion period storage control means 56a for storing in the database server 2 (storage device) a companion period set for two users who have established a companion relationship.
  • FIG. 11 the example of the fellow period which the fellow period memory
  • the fellow period storage control unit 56a stores the fellow period (period length), the fellow period end scheduled time, and the like in association with the fellow information ID.
  • the fellow period end scheduled time is real-world time information corresponding to the final time of the fellow period, and time such as year, month, day, hour, minute, and second is stored.
  • the unit of time can be set arbitrarily.
  • the fellow period storage control unit 56a stores the date (year / month / day) of the real world corresponding to the final time of the fellow period as the fellow period end scheduled time. Further, the fellow period storage control unit 56a may store time information such as the date and time when the fellow period is set and the date and time when the fellow relation is established in association with the fellow information ID.
  • the fellowship cancellation means 57 has a function of automatically canceling the fellowship between the two users when the fellowship period set for the two users with whom the fellowship is established.
  • “automatically canceling” means that the game server 1 side executes a friendship canceling process even if the user does not perform a voluntary canceling operation.
  • the fellow relation cancellation means 57 adds a cancellation flag to the information corresponding to the fellow information for which the fellow relation is canceled among the fellow information shown in FIG. 8 registered in the database server 2 or deletes the information. As a result, the process of canceling the friendship is executed.
  • the fellow period notification means 58 will be described.
  • the user can confirm how long the friend period set between the user and his / her fellow user is on a screen such as a friend list displayed on the terminal device 3.
  • the fellow period notification unit 58 reads the fellow period information stored by the fellow period storage control unit 56a and displays the fellow period set between the user and the fellow user. Is transmitted to the terminal device 3 of the user, and the user is notified of the fellow period. That is, the fellow period notification unit 58 performs control to display the fellow period on the screen of the terminal apparatus 3 by transmitting screen data including the fellow period to the user terminal device 3.
  • the buddy list screen is provided with a buddy period display area 80 for displaying a buddy period set between each buddy listed.
  • FIG. 14 shows an example of a screen in which a friend period display area 80 displays a scheduled end date (such as 1/17) of the friend period.
  • the information of the fellow period displayed in the fellow period display area 80 is not limited to the scheduled end date of the fellow period, but the scheduled end time of the fellow period (year, month, day, hour, minute, second, etc.) (Time information in arbitrary units).
  • the remaining number of days for example, 10 days
  • the remaining time for another 20 hours, 10 minutes, 15 seconds, etc.
  • the friend formation point giving means 59 has a function of giving a predetermined friend formation point to the two users as a bonus when a friendship relationship is established between the two users.
  • the fellow establishment point granting means 59 grants the fellow establishment point to each of two users who have established a fellow relation.
  • the friend formation point can be used as a point that increases the above-mentioned action power point or the maximum value of the operation cost.
  • the user can voluntarily cancel the friendship without waiting for the end of the friendship period.
  • the user on the canceling side may receive more points (for example, five points) than the points (for example, three points) given when the friendship is established as a penalty. Good.
  • the canceled user may reduce the same points as the points given when the friendship is established.
  • the same points as the points given when the fellowship is established are reduced, just as the fellowship is automatically canceled at the end of the fellowship period. You may be made to do.
  • FIG. 19 shows a processing flow of the terminal device 3 and the game server 1 when the user operates the terminal device 3 to access the game server 1 and receive a game service.
  • the web browser When the user receives the game service, first, the web browser is started by operating the operation input unit 40 of the terminal device 3 (S11). Thereafter, the user performs an operation of accessing a game site managed by the game server 1, and an access request is transmitted from the terminal device 3 to the game server 1 (S12). At this time, the game server 1 performs login authentication for access from the terminal device 3 (S21), and confirms that the access is from a user who is registered for use of the game service. Thereafter, the game server 1 transmits main screen data described in HTML or the like to the terminal device 3 (S22). If there is a top screen different from the main screen, the top screen may be transmitted first. In the terminal device 3 that has received the main screen data, the web browser interprets the data and displays the main screen on the display unit 35 (S13).
  • the main screen includes a user team name 70, an image of a player card 71 selected as a leader among player cards owned by the user, user game information 72 (user level, action Strength points, operating costs, reinforcement points, exchange points, number of player cards owned, number of friends, etc.) are displayed.
  • user game information 72 user level, action Strength points, operating costs, reinforcement points, exchange points, number of player cards owned, number of friends, etc.
  • button group 73 for selecting each mode of scout, order, reinforcement, lottery, and game is also displayed.
  • various objects such as various menu buttons (not shown), movement information of fellows, messages from other users, etc. are displayed on the main screen by scrolling the screen by operating the direction keys and the touch panel of the terminal device 3. And information are displayed.
  • a screen request corresponding to the operation is transmitted from the terminal device 3 to the game server 1 (S14).
  • the game server 1 receives this request, the game server 1 performs arithmetic processing and data processing according to the user's operation to execute the game (S23), and transmits game screen data reflecting the execution result to the terminal device 3 (S24).
  • a web browser interprets the said data and displays a game screen on the display part 35 (S15).
  • the game server 1 performs logout processing (S25). For example, when the user closes the web browser, the game server 1 performs logout processing after a session timeout.
  • the game server 1 side can read the game information of the user and advance the game. For example, another logged-in user may start a battle (individual battle) against a team of logged-out users. Also in this case, the game progress means 52 of the game server 1 reads out the game information of each user from the database server 2 and executes the battle regardless of whether the user is logged in or not, and reflects the execution result. Update the game information of each user. Further, in the league game mode, the game progress means 52 of the game server 1 reads out the game information of each user from the database server 2 and automatically executes the league game without the user operating the terminal device 3. Thus, the result of the battle executed when the user is logged out from the game server 1 can be confirmed on the screen when the user accesses the game server 1 thereafter.
  • FIG. 20 shows the flow of processing of the game server 1 targeting one user, and the same processing is performed for each user managed by the game server 1.
  • the authentication means 53 of the game server 1 receives the access request from the user terminal device 3 (YES in S31), or the login ID / password transmitted from the terminal device 3 or the mobile phone Based on the individual identification number of the terminal or the like, login authentication is performed to determine whether or not to permit access (S32).
  • the game server 1 transmits screen data for prompting registration of use of the game service to the terminal device 3 (S33).
  • access information log is stored (S34).
  • the game server 1 transmits main screen data (or top screen data) to the terminal device 3 of the user who has permitted access (S35). Thereafter, when a screen request corresponding to the user's game operation transmitted from the user's terminal device 3 is received (YES in S36), the game executing means 52a performs arithmetic processing and data processing corresponding to the screen request. The game is executed (S37).
  • the game server 1 determines whether or not the user's game information needs to be updated by executing the game (S38). If the game server 1 needs to be updated (YES in S38), it is stored in the database server 2.
  • the user's game information is updated (S39). For example, when the user's game operation is an operation for performing an individual battle with another user, as a result of the battle being executed, the game information of the user such as game result information, operation costs, reinforcement points, and items is updated. Will be.
  • the game execution process corresponding to the operation is only a data process for reading out the result information of the league game from the database server 2, There is no change in the user's game information before and after the process, and therefore there is no need to update the user's game information (NO in S38).
  • the game screen generation means 52b generates game screen data reflecting the execution result of the game (S40), and the game screen transmission means 52c transmits the game screen data to the user terminal device 3 (S41). Thereafter, it is determined whether or not the user's terminal device 3 has logged out (S42). Until the terminal device 3 logs out, the processing of S36 to S41 is repeated, whereby the game proceeds.
  • FIG. 21 to FIG. 23 show the flow of processing of the game server 1 for two users who have established a friendship relationship, and all the pairs of friends managed by the game server 1 The same processing is performed for the above.
  • the fellow period setting is performed.
  • the means 56 determines the fellow period based on a predetermined condition including the relationship between the level of the first user and the level of the second user (S52).
  • FIG. 23 shows another example of the fellow period determination process in S52 of FIG.
  • the fellow period setting means 56 calculates a level difference D that is a difference between the level L1 of the first user who applied for the fellowship and the level L2 of the second user who approved it (S71). Then, when L1 ⁇ L2 (YES in S72), the fellow period setting unit 56 shortens the fellow period as the level difference D increases (S73). For example, with reference to the table illustrated in FIG. 18, the companion period corresponding to the level difference D (when L1 ⁇ L2) is acquired. Further, when L1> L2 (NO in S72 and YES in S74), the fellow period setting means 56 lengthens the fellow period as the level difference D increases (S75).
  • the fellow period setting means 56 sets the fellow period determined when the fellow relation is established as described above for the first user and the second user (S53). For example, as shown in FIG. 11, the fellow period setting means 56 stores the fellow period in association with fellow information related to two users who have established a fellow relation.
  • the friendship canceling unit 57 automatically cancels the friendship relationship between the two users. (S55).
  • the fellowship canceling unit 57 executes the fellowship canceling process by adding a canceling flag to the two fellows information registered in the database server 2.
  • the game server 1 transmits information (such as screen data including a cancellation notice) for notifying that the friendship relationship has been released to the terminal devices 3 of the two users whose friendship relationships have been released. Then, the two users are notified that the friendship has been canceled (S56).
  • notification in addition to displaying that the friendship relationship has been canceled in the game screen, notification by voice or notification using a combination of screen display and voice is also conceivable.
  • the notification by voice can be realized by including voice data in screen data (HTML data or the like) transmitted from the game server 1 to the user terminal device 3.
  • the game server 1 executes the notification process of S56 when the terminal device 3 of each user whose friendship is released first accesses the game server 1 after executing the friendship release process of S55. It will be.
  • the fellow period setting means 56 sets the fellow period according to the level difference between two users who have established a fellow relation
  • the level difference fluctuates during the fellow period
  • the level after change The configuration that is reset to the friend period according to the difference.
  • the case where the fellow period setting means 56 sets the fellow period according to the level difference between users is described as an example.
  • the game server 1 includes level difference storage control means 60.
  • This level difference storage control means 60 is a level that is the difference between the level L1 of the first user who applied for the fellow and the level L2 of the second user who approved it when the fellow period is set (including when it is reset). The difference is stored in the database server 2 (storage device).
  • the level difference storage control means 60 stores the level difference between users when setting the fellow period in the storage device in association with the fellow information ID that uniquely indicates the fellow information of both users. It is like that.
  • the level difference is calculated as L1-L2, and the level difference when L1> L2 can be managed as a positive value, and the level difference when L1 ⁇ L2 can be managed as a negative value.
  • the level difference storage control means 60 is realized by the CPU 11 of the game server 1 executing the program according to the present embodiment.
  • the fellow period setting means 56 changes the level difference between the users during the fellow period to the level difference after the change when the level difference at the time of the fellow period setting stored in the level difference storage control means 60 is changed. Correspondingly, it has a function to reset the fellow period.
  • This fellow period resetting process will be described below with reference to the flowchart of FIG. Note that the same steps as those shown in the above-described flowcharts are denoted by the same step numbers, and detailed description thereof is omitted (the same applies to the following flowcharts).
  • the level difference storage control means 60 stores the level difference between the users when the fellow period is set in the storage device. Store (S102).
  • the fellow period setting means 56 detects a change in level difference between users due to a change in the level of at least one user (YES in S104).
  • the necessity of resetting the fellow period is determined according to the level difference (S105). That is, it is determined whether or not the fellow period corresponding to the level difference after fluctuation obtained based on the table shown in FIG. 18 has changed from the fellow period at the time of the fellow period setting.
  • the reset fellow period is shorter than the original period, but naturally, the reset fellow period may be longer than the original period.
  • the process returns to S102, and the level difference storage control means 60 stores (updates) the level difference between users at the time of resetting in the storage device.
  • a fellowship period is set when a fellowship relation between two users is established, and in principle, the peer relations of the two users are automatically determined by the end of the fellowship period. To be released.
  • the friend period is set at the time of becoming a friend.
  • the friendship can be canceled by the end of the friendship period.
  • the user can determine whether the friendship should be continued from the establishment of the friendship until the end of the friendship period, based on the degree of exchange with the other party. And if it is the other party who wants to continue a friendship relationship, what is necessary is just to continue predetermined friendships, such as performing a friend application again after the friend period end, and continuing a friendship relationship.
  • the companion period set when the companion relationship is established is regarded as a trial period. For example, even if a companion application is received from a user at a lower level than yourself, this is positively accepted and the companion becomes a trial companion. It is also possible to consider whether or not the other party can have the exchanges that he / she desires by the end of the fellowship period.
  • the user does not make a friend application or approval again after completing the automatically canceled friendship relationship with a lower-level user who could not have exchanges during the friendship period.
  • friendship relationship recovery application As an operation after canceling the friendship relationship, there is a friend application again for a past friend (this is referred to as a “friend recovery application”). Below, the structure which can perform this friend revival application easily is demonstrated.
  • the game server 1 (game management apparatus) of the present embodiment further includes a fellow history transmission means 101 and a fellow revival application means 102 in addition to the means shown in FIG. 4 or FIG. ing.
  • These means 101 and 102 are realized by the CPU 11 of the game server 1 executing the program according to the present embodiment.
  • the fellow information storage control unit 54a of the game server 1 shown in FIG. 27 stores the fellow information relating the two users who have established the fellow relation in the storage area, and after the fellow relation of the two persons is released. In addition, the past fellow information relating the two users is held in the storage area. For example, as shown in FIG. 28, the fellow information storage control unit 54a sets a fellow cancellation flag on two fellow information whose fellow relations are cancelled, and holds them in the storage area as past fellow information. ing. In the example of FIG. 28, the friend information in which “1” is set as the friend release flag is past friend information, and the friend information whose friend release flag is “0” is currently established friend information.
  • the fellow history transmission means 101 reads the user's past fellow information stored by the fellow information storage control means 54a, and has a fellow relation with the user in the past. In addition, it has a function of transmitting information for displaying past user users to the terminal device 3.
  • a past buddy list request is transmitted from the terminal device 3 to the game server 1.
  • the fellow history transmission means 101 receives this request from the user's terminal device 3, and sends information (screen data of the past fellow list) for displaying the user's past fellow list to the terminal device 3.
  • a past buddy list screen as shown in FIG. 29 is displayed on the terminal device 3 that has received the information transmitted by the buddy history transmission means 101.
  • information of fellow users who have had a buddy relationship with the user in the past is listed and displayed. Note that information about past fellow users that cannot be displayed on the screen can be displayed as a separate screen by scrolling the screen or by requesting the game server 1 for the second and subsequent pages of the list.
  • each information display area includes current game information 201 (user name, Team name, user level, number of friends, league level, etc.), avatar 202 which is the user's alternate character, player card 203 of the leader owned by the user, etc. Is displayed.
  • the information of the said operation is transmitted to the game server 1 from the terminal device 3 by performing operation which selects the restoration application button 204 of the past fellow user who wants to revive fellow relations.
  • the fellow revival application means 102 that has received the operation information from the user's terminal device 3 executes an application process for revivaling the fellow relations to the past fellow user selected by the user.
  • FIG. 31 shows an example of stored information for managing a fellow revival application.
  • the fellow revival application means 102 that executes the fellowship revival application process associates the user ID of the user who applied for the revival with the fellow server ID for managing the fellow information, and the database server. Register to 2.
  • the fellow revival application means 102 transmits the information for displaying that there was a revival application from the user A with respect to the terminal device 3 of the past fellow user B of an application partner. This transmission is performed when the terminal device 3 of the past fellow user B accesses the game server 1 for the first time after the user A makes a respet application.
  • an approval / rejection selection screen as shown in FIG. 30 is displayed.
  • the current game information 211 user name, team name, user level, number of friends, league level, etc.
  • the avatar 212 of the user and the user
  • An object such as an approval button 214 and a rejection button 215 is displayed along with the player card 213 of the leader who performs the game.
  • the revival of the friendship can be rejected by selecting the reject button 215.
  • the user B approves the revival of the friendship with the user A
  • information on the operation is transmitted from the terminal device 3 of the user B to the game server 1 by performing an operation of selecting the approval button 214.
  • the friend management means 54 of the game server 1 that has received the operation information accepts the approval from the user B, and executes the friendship revival process.
  • the database server 2 may also store information on the user ID of the user who has approved the recovery and information on the recovery time (such as the recovery date) of the fellowship.
  • the friendship period setting unit 56 sets the friendship period again. That is, the fellow period setting means 56 is configured to establish a fellow relation between two users, a user who has applied for a fellow revival (first user) and a user who has approved the fellow revival application (second user).
  • the companion period is determined based on a predetermined condition including the relationship between the game level of the first user and the game level of the second user, and the companion period is set for the two users.
  • the fellow period setting means 56 will set the fellow period when the fellow relationship is established by the resurrection for the first time. It is desirable to make it longer than the fellowship period when the fellowship is established. For example, based on the level relationship between two users, if the friendship period is set to 5 days for the first time when the friendship relationship is established, The friend period is set to 10 days, which is twice the above.
  • the fellow period setting means 56 makes the fellow period longer as the number of times the fellow relation is revived. It is desirable to set.
  • the fellow period setting means 56 does not set the fellow period (or makes the fellow period unlimited) for two users who have been revitalized for a certain number of times (for example, three times or more). Is desirable.
  • the game server 1 (game management apparatus) of the present embodiment further includes a fellow continuation application means 110 in addition to the means 51 to 59 shown in FIG.
  • This means 110 is realized by the CPU 11 of the game server 1 executing the program according to the present embodiment.
  • the game server 1 sends data on the Buddy List screen as shown in FIG.
  • This friend list screen is provided with an information display area for each friend user who is listed, and together with the friend period display area 80, the game information 81 of the friend user, the avatar 82, the player card 83, etc., the continuation application button 220. Is also displayed. Then, when the user performs an operation of selecting the continuation application button 220 corresponding to the fellow user who wants to continue the fellowship relationship, information on the operation is transmitted from the terminal device 3 to the game server 1.
  • the fellow continuation application unit 110 that has received this operation information from the user's terminal device 3 executes an application process for continuation of the fellow relation to the fellow user selected by the user.
  • FIG. 34 shows an example of stored information for managing fellow continuation applications.
  • the fellow continuation application unit 110 that executes the fellowship continuation application process associates the fellow information with the fellow information ID that uniquely identifies the fellow information, and sets the user ID of the user who applied for continuation to the database server. Register to 2.
  • the fellow continuation application unit 110 transmits information for displaying that there is a continuation application from the user A to the terminal device 3 of the fellow user B of the application partner. This transmission is performed when the terminal device 3 of the fellow user B first accesses the game server 1 after the user A makes a continuation application.
  • an approval / rejection selection screen similar to FIG. 30 is displayed.
  • the user B performs an operation of approving the continuation of the friendship with the user A
  • information on the operation is transmitted from the terminal device 3 of the user B to the game server 1.
  • the friend management means 54 of the game server 1 that has received the operation information accepts the approval from the user B, and executes the fellowship continuation process.
  • a status 221 of “successful establishment” is displayed on the peer list screen instead of the continuation application button 220.
  • a status 221 such as “continuing application” is displayed, and if the continuation application has been received from the other party but has not yet been approved, A status 221 such as “continuous approval not yet” is displayed.
  • the fellow management means 54 restores the fellowship at the same time as the end of the fellowship period, and the fellowship period setting means 56 sets the fellowship period again.
  • the fellow period setting means 56 establishes continuation of fellow relations between two users: a user who has made a fellow continuation application (first user) and a user who has approved the fellow continuation application (second user).
  • the fellow period is determined based on a predetermined condition including the relationship between the game level of the first user and the game level of the second user, and the fellow period is set for the two users.
  • the game server 1 (game management apparatus) according to the present embodiment further includes an extension means 61 in addition to the means 51 to 59 shown in FIG.
  • the extension means 61 is configured to provide a “predetermined number of times”, a “predetermined time”, or a “predetermined number of When the AC processing for “predetermined time” is executed, it has a function of extending the fellow period.
  • the extension means 61 is realized by the CPU 11 of the game server 1 executing the program according to the present embodiment.
  • the extension means 61 is “predetermined number of times”, “predetermined time”, or “until the end of the extended friend period from at least one of the two users whose friend period is extended to the other user. Each time the predetermined number of times and the predetermined time "are executed, the extension of the fellow period is repeated. Thereby, about the friends who are performing the exchange which satisfy
  • the extension condition is that at least one of the two users has exchanged with the other user for a “predetermined number of times”, a “predetermined time”, or a “predetermined number of times and a predetermined time”.
  • a “predetermined number of times”, a “predetermined time”, or a “predetermined number of times and a predetermined time” In the form that satisfies this condition, both the form that satisfies the condition if there is an exchange of “predetermined number of times”, “predetermined time”, or “predetermined number of times and predetermined time” with respect to the other party, And a condition that the exchange is performed “predetermined number of times”, “predetermined time”, or “predetermined number of times and predetermined time”. Any form may be set as an extension condition.
  • the exchanges that are subject to extension can include various exchanges between fellow users, such as greetings, sending messages, presents, requesting assistants for cooperative battles, joint practice, and chatting.
  • greetings are not subject to extension, but are extended from multiple exchanges prepared in the game, such as sending messages, giving presents, requesting assistants for cooperative battles, joint practice, and chat only. Only the exchange of the department may be subject to extension.
  • the extension condition may be that an AC satisfying any of the “predetermined number of times”, “predetermined time”, or “predetermined number of times and predetermined time” is performed.
  • the extension condition is that exchanges for a "predetermined time” have been made, or exchanges for a "predetermined number of times and a predetermined time” have been carried out Can be used as an extension condition.
  • any of “predetermined number of times”, “predetermined time”, or “predetermined number of times and predetermined time” may be used as an extension condition. .
  • the predetermined number of times when it is a condition for extension that the “predetermined number of times” AC processing has been executed before the companion period ends, an arbitrary number of times can be set as the “predetermined number of times”.
  • the predetermined number of times may be one time, or two or more times.
  • the “predetermined time” when it is a condition of extension that the “predetermined time” has been exchanged by the end of the fellowship period, the “predetermined time” may be any value such as 5 minutes, 10 minutes, 30 minutes, or 1 hour. The time can be set.
  • 3 times, 10 minutes, 2 times and 15 minutes, etc. can be set.
  • the predetermined number of times N1 when the AC process is executed from the user having a relatively low game level to the other user is the case where the AC process is executed from the user having a relatively high game level to the other user. It is desirable to set the number more than the predetermined number N2. As an example, the predetermined number of times N1 is three times, and the predetermined number of times N2 is two times. Then, if there is the predetermined number of times of exchange with the other party from either one, the extension condition is satisfied. Alternatively, both satisfy the extension condition if there is the predetermined number of times of exchange with each other.
  • the extension means 61 may be configured to set a predetermined number of alternating currents to satisfy the extension condition according to the level difference between users.
  • the predetermined number of times N1 when the AC processing is executed from the user with a relatively low game level to the other user is set to increase as the level difference D between the two users increases.
  • the predetermined number of times N1 is three times
  • the predetermined number of times N1 is four times
  • the level difference D is 70 to 99
  • the level difference D is 100 or more
  • the predetermined number of times N1 is 6 times.
  • the lower level users require a greater number of exchanges in order to maintain the fellowship as the level difference from the upper level users increases. Therefore, it becomes easier for the upper level user to end the friendship as the lower level user is separated.
  • the predetermined number of times N2 when the AC process is executed from the user having a relatively high game level to the other user may be set to be smaller as the level difference between the two users is larger.
  • the predetermined number N2 is 3 times
  • the predetermined number N2 is 2 times
  • the predetermined number N2 is set.
  • the extension means 61 sets a predetermined number of alternating currents for satisfying the extension condition according to the level difference between users
  • the length of the period that the extension means 61 extends can be set to a certain period.
  • an arbitrary period such as one week, ten days, two weeks, etc. can be set.
  • the length of the extension period is not limited to a certain period.
  • the extension period may be determined randomly every time extension is performed. Further, the extension period may be changed according to the number of AC exchanges (the extension period is set longer as the number of AC exchanges increases).
  • the extension means 61 sets the same period as the fellow period determined by the fellow period setting means 56 based on the level difference between users (the fellow period stored by the fellow period storage control means 56a) as the extension period. May be.
  • the extension period may be set based on the level difference between users when the extension means 61 executes the extension process.
  • the table representing the relationship between the level difference between users and the fellow period illustrated in FIG. 18 is used (or shared) as a table representing the relationship between the level difference between users and the extension period, and the extension process is executed.
  • the extension period corresponding to the level difference between the users is acquired based on the table.
  • a dedicated table representing the relationship between the level difference between users and the extension period may be prepared separately and stored in the storage control means (RAM 13 or auxiliary storage device 14 or the like) of the game server 1. In the case of this configuration, every time the extension process is executed, an appropriate extension period can be set each time based on the level difference between users when the extension process is executed.
  • the extension unit 61 sets the extension period based on the level difference between the users when the extension process is executed, when the extension unit 61 detects the change in the level difference between the users, the level difference after the change You may make it reset in the period of the extension according to. Accordingly, the extension period can be appropriately adjusted following the level difference fluctuation between the users.
  • the execution of the extension process by the extension means 61 can be performed by updating the information of the fellow period stored in the database server 2 to the information after extension.
  • the extension means 61 updates the friend period end scheduled time stored in association with the friend information ID by the friend period storage control means 56a to the date after extension, Execute extension processing.
  • the date of extending the fellow period is also stored as time information when executing the extension process.
  • Time information such as year, month, day, hour, minute, and second is stored as time information when executing the extension process, but the unit of time stored here can be arbitrarily set.
  • an extension flag may be set in association with the fellow information ID for information management of the extended fellow period.
  • extension processing As one of the processing forms by the extension means 61, there is a form in which the extension process of the companion period is executed every time the extension condition is satisfied during the companion period.
  • This type of extension processing will be described below with reference to FIG. Note that FIG. 37 and the flowcharts thereafter show the processing flow of the game server 1 for two users who are in a fellow relationship, and all the pairs of friends managed by the game server 1 The same processing is performed for the above.
  • the extension means 61 determines whether or not the extension condition regarding AC has been achieved (S82) before the companion period set for the two users ends (NO in S81). For example, this determination can be made based on the information on the fellow period shown in FIG. 36 (e.g., the scheduled end time of the fellow period) and the information on the user's exchange history shown in FIG. That is, since the exchange history of each user is stored in the database server 2, there is an extended friend period after the friend period is set (or after the friend period is extended). It is possible to detect a state in which the user has exchanged a predetermined number of times defined as the extension condition (until the end).
  • the extension means 61 executes a friend period extension process (S83). For example, the fellow period end scheduled time shown in FIG. 36 is updated to the date after extension. At this time, the time information at the time of executing the extension process is stored (or updated).
  • the remaining period (number of remaining days) of the fellow period as of January 3 is 11 days.
  • the exchange extension condition is achieved again on January 6th, an additional extension of 7 days will occur on January 6th, and the end date of the fellow period will be January 14 (the current end date) ) 7 days after January 21st. Therefore, the remaining period of the fellow period as of January 6 is 17 days.
  • the extension condition regarding the exchange is continuously achieved at an early stage, the remaining period of the fellow period tends to increase. For example, considering a case where a large number of exchanges are performed in a short period and the remaining period of the fellow period increases rapidly, even if the exchange is interrupted for a long period of time, the fellow relations are maintained for a long period of time. Therefore, an upper limit may be set for the remaining period of the fellow period. For example, if the upper limit of the remaining period of the companion period is set to 30 days, the companion period ends if the extension condition regarding the exchange is not satisfied for 30 days or more. Therefore, in order to maintain the fellowship, it is necessary to satisfy the extension condition regarding the exchange within a period of up to 30 days, and it is possible to avoid the fellowship being maintained even though the exchange is interrupted for a long time.
  • the extension means 61 limits the remaining period of the fellow period to the upper limit (S85). That is, the fellow period end scheduled time shown in FIG. 36 is updated to a date that matches the upper limit of the remaining period of the fellow period.
  • extension condition for exchange is achieved on January 3rd on the 3rd day, as of January 3rd
  • the end date of the companion period is January 10, 7 days after January 3 (extended occurrence date). Therefore, the remaining period of the fellow period as of January 3 is 7 days.
  • the exchange extension condition is achieved again on January 6, a 7-day re-extension occurs on January 6, and the end date of the fellow period is January 6 (extension occurrence date) ) 7 days after January 13th. Therefore, the remaining period of the fellow period as of January 6 is 7 days.
  • the remaining period of the fellow period is at most an extended period (in this example, 7 days), so there is no need to set an upper limit on the remaining period of the fellow period.
  • the processes of S84 and S85 can be omitted.
  • the fellow period set for two users who are in a peer relationship is extended every time a predetermined extension condition for exchange is satisfied.
  • reporting means 58 transmits the information for displaying a friend period (if extended, friend period after extension) to a user's terminal device 3, and notifies a friend period to a user.
  • each user can confirm how long the fellow period (expansion fellow period) set between each fellow user on the fellow list screen illustrated in FIG. .
  • a user can continue a fellow relation by performing exchange which satisfy
  • the friend management by the user himself / herself can be facilitated by including the information of the friend period (the friend period after extension) on the friend list screen displayed on the terminal device 3 of the user.
  • extension processing As a processing form by the extension means 61, there is a form in which it is determined whether or not the extension condition is satisfied at the end time of the fellow period, and when the extension condition is satisfied, the fellow period extension process is executed. In other words, it is a form in which the extension process is executed by determining whether or not the extension is necessary after waiting for the elapse of all the set fellow periods. This type of extension processing will be described below with reference to FIG.
  • the extension means 61 determines whether or not the extension condition regarding AC has been achieved (S92) when the companion period end time set for the two users is reached (YES in S91).
  • the process of S92 is the same process as S82 described above.
  • the extension means 61 executes the extension process of the fellow period (S93). On the other hand, if the extension condition regarding the exchange is not satisfied (YES in S93), the friendship relationship is automatically canceled by the friendship canceling means 57 at the end of the friendship period (S55), and the friendship relationship is cancelled. The information is notified to the terminal devices 3 of the two users (S56).
  • the user does not perform a special operation such as a friend revival application or a friend continuation application, and the friend automatically enjoys the exchange satisfying the extension condition in the game.
  • the companion period has been extended to allow the friendship to continue.
  • this configuration that can continue the friendship without requiring a special operation is preferable.
  • friendship period by introducing the concept of extension of friendship period into a game that incorporates a social element of enjoying interaction with friends, a relationship that is close to real-world friendships (personal relationships) Can be realized virtually.
  • friendships in the real world, if you have been interacting continuously after becoming a friend (acquaintance), the relationship will be maintained, but once you become a friend, you have not had much interaction after that.
  • friendships will naturally disappear without the intimate relationship between them.
  • the maintenance of the fellowship when the exchange is held is realized by the extension of the peer period and the repetition thereof, and the natural disappearance of the peer relation when the exchange is not held is extended by the extension of the peer period. This is realized by automatically canceling the friendship relationship when the friendship period ends without being made.
  • the extension means 61 in addition to the extension process of extending the fellow period when there is a predetermined number of exchanges (or a predetermined number of times or more) before the fellow period ends, the fellow period extension process itself is performed a predetermined number of times or more ( For two users who have been executed (for example, three times or more), it is desirable that the companion period is unlimited (in other words, the companion period is extended indefinitely).
  • the companion period is unlimited, including the case where the extension process of the companion period is executed a predetermined number of times or more as a result of the unilateral exchange of the lower user with the upper user, the upper user is dissatisfied. May come out. Therefore, in this case, it is desirable that both of the two users make a predetermined number (or more than a predetermined number) of exchanges with each other as an extension condition. In both cases, when there is more than a predetermined number of interactions with each other, the fellow period extension process is executed, and this extension process is repeated a predetermined number of times. This is because it is assumed that they are thinking.
  • making the companion period of two users unlimited means that no companion period is provided to the two users from the viewpoint of preventing the companion relationship from being automatically released. Is the same. Therefore, making the friend period of the two users unlimited includes releasing the setting of the friend period of the two users.
  • Intimacy indicates the intimacy of two users who have established a friendship relationship, and can also be expressed as the degree of friendship between two people, the depth of friendship, the depth of bonds, and the like.
  • the game server 1 includes a closeness imparting means 62 and a correcting means 63. These means 62 and 63 are realized by the CPU 11 of the game server 1 executing the program according to the present embodiment.
  • the intimacy giving means 62 has a function of giving intimacy to the two users when the AC processing is executed between the two users who have established a fellowship by the exchange means 55.
  • the intimacy providing means 62 of the present embodiment provides an intimacy of a predetermined value (for example, 1 point) every time an AC process is executed between two users.
  • the greeting may be 1 point
  • the message transmission may be 2 points
  • the present and the battle cooperation may be 3 points, and the like.
  • five ranks are provided according to the value of the closeness of the two persons.
  • the friendship level is 0 to 24 points
  • the acquaintance rank is 25 to 49 points
  • the friend rank is 50 to 74 points
  • the friend rank is 50 to 74 points
  • the partner rank is 75 to 99 points
  • the friend rank is 100 points or more.
  • the intimacy imparting means 62 includes an intimacy storage control means 62a.
  • the familiarity storage control unit 62a stores the information in the familiarity value database server 2 associated with two users in association with the fellow information ID for uniquely identifying the fellow information. ing.
  • the rank of intimacy may also be stored.
  • the intimacy value of the two people increases. Therefore, it is considered that the higher the intimacy value, the more they want to maintain their peer relationships. Therefore, the higher the value of intimacy, the longer the companion period in the extension process can be set, so that an appropriate companion period according to the intimacy can be set.
  • the correction unit 63 has a function of correcting the friend period (extension period) extended by the extension unit 61 to be longer as the closeness value of the two users is higher.
  • extension period the length of the friend period extended when the familiarity value of two users is the acquaintance rank
  • the friend rank is n ⁇ 1.5
  • the best friend rank is n.
  • the correction unit 63 sets the friend period indefinitely (that is, eliminates the friend period) You may do it. This is because when the value of the intimacy of the two users increases to a threshold value or more, it is highly likely that any user no longer desires to cancel the friendship.
  • the correction unit 63 sets the fellow period to indefinite (S112). If the familiarity value is less than the threshold value (NO in S111), the correcting unit 63 corrects the fellow period (extended period) extended by the extending unit 61 according to the familiarity value (S113). That is, the correction means 63 corrects the extension period to be longer as the familiarity value is higher.
  • the extension means 61 extends the fellow period by the extension period corrected by the correction means 63 (S114). After S114, the process returns to S81, and the loop process (S81, S82, S111 to S114) is repeated until the fellow period ends or the intimacy becomes equal to or greater than the threshold value.
  • the game execution program is mounted on the game server 1 side, and the game server 1 performs arithmetic processing and data processing for the game progress according to the input operation in the terminal device 3 of each user.
  • the application example to the game system in which the game progresses by transmitting the screen data reflecting the execution result to the terminal device 3 has been described.
  • This is a so-called client-server game system, but is not limited to this.
  • the game server 1 manages game information including user friend information and provides game services such as friend management within the game to the user.
  • the game management device, the game management method, and the program according to the embodiment of the present invention can also be applied to a game system performed on the user terminal device side.
  • the present invention can also be applied to a game system in which part or all of the game execution program is downloaded or installed on the user terminal device side and the game execution processing is performed also on the terminal device.
  • a user terminal device peers with another user terminal device by Internet communication, wireless LAN communication, short-range wireless communication using a predetermined frequency band (for example, 2.4 GHz frequency band), or wired LAN communication.
  • a predetermined frequency band for example, 2.4 GHz frequency band
  • wired LAN communication for example, 2.4 GHz frequency band
  • -It is also possible to execute a peer-to-peer game by connecting two to peers.
  • a user's terminal device various devices that can be connected to a game server (game management device) and receive game services such as friend management can be applied.
  • game server game management device
  • the above-described mobile phone terminal, smart phone, PHS terminal In addition to personal digital assistants (PDAs), personal computers, and tablet computers, home video game devices having a network connection function (configured by connecting a home video game machine to a home television) Game devices) and portable game-dedicated devices are also applicable.
  • PDAs personal digital assistants
  • portable game-dedicated devices are also applicable.
  • each means included in the game management device described in each of the above embodiments may be provided in either the game management device or the terminal device.
  • the computer-readable program according to the present embodiment is recorded on various computer-readable recording media such as a hard disk, an optical disk (CD-ROM, DVD-ROM, etc.), a flexible disk, a semiconductor memory, and the like. Is executed by the CPU 11 of the game server 1.
  • the means for providing the program to the game server 1 is not limited to the recording medium described above, and can be performed via a communication network such as the Internet. [Outline of Embodiment]
  • a game management device is a game management device that communicates with a terminal device of each user and manages a friend of a game in which the users can establish a fellow relationship. Between the two users, the game level storage control means for storing the game level in the storage device, the first user who made the friend application for building the friendship, and the second user who approved the friend application.
  • the fellow period setting that sets the fellow period in which the fellow relation between users is continued based on a predetermined condition including the relation between the game level of the first user and the game level of the second user when the fellow relation is established Means, associate management means for managing associates by storing information relating two users who have established a friendship relationship, and the friendship period set for the two users who have established a friendship relationship Upon termination, a structure comprising a peer relations canceling means for canceling the peer relations of the two users automatically, the.
  • the game management device having this configuration can be configured by an information processing device such as a server that can communicate with the terminal device of each user. And this game management apparatus is carrying out the friend management of games, such as a social game etc. which a user can build a friendship relationship, for example, a social game etc. in which users can become friends and enjoy exchange. .
  • friendship is a general term for virtual relationships between users that are built in the game. Acquaintance, friend, friend, classmate, partner, relative, family, brother, sister, company or organization colleague Including various in-game relationships.
  • This game management apparatus has memorize
  • This game level is information used to determine a friend period in which a friend relationship between users is continued.
  • the game level is index information that directly or indirectly indicates the progress degree, skill level, ability, etc. of the user's game, and includes, for example, the following (a) to (d).
  • (A) User's own level For example, this corresponds to the level of the user in a game in which the user levels up by progressing the game and accumulating experience values.
  • (B) Level of possession in the user's game (examples of possession: character, group / team / unit that is a collection of characters, item, etc.). For example, this corresponds to a character level or ability value in a game in which a character owned by a user is used in a breeding mode or the like to improve the character level.
  • (C) A value calculated from the number of possessions in the user's game and the ability value of the possessions. For example, the number of characters that are equal to or higher than a predetermined ability value owned by the user can be set as the game level of the user.
  • (D) The level of the stage achieved by the user. For example, a plurality of stages with different levels (difficulty levels) are provided in the game, and if one stage is cleared, the level of the stage achieved by the user in the game is advanced to another stage with one higher difficulty level. This is the case.
  • game level is not limited to a numerical level, but includes various levels of expression such as A, B, C, etc.
  • a fellow period setting means is a user at the time of establishment of the fellow relation between two users of the 1st user who performed the fellow application for building a fellow relation, and the 2nd user who approved the said fellow application. Based on a predetermined condition including a level relationship between them, a fellow period in which the fellow relationship between users is continued is set.
  • a fellow period based on a predetermined condition including a level relationship between users, the level of the first user who made the fellow application is lower than the level of the second user who approved it. 7 days when the user level is the same, and 10 days of each fellow period is set when the first user level is higher than the second user level.
  • the fellow period may be set in consideration of not only the level of both users but also the level difference between the users.
  • friendship cancellation means automatically cancels the friendship between users at the end of the friendship period set when the friendship is established.
  • the friendship can be canceled by the end of the friendship period.
  • the friendship period is automatically set by the end of the period, so the user ends the friendship period from the establishment of the friendship relationship.
  • the friendship can be continued by a predetermined operation such as making a friend application to the same partner again after the friendship period ends. That's fine.
  • this game management device introduces a novel function of setting a friend period when a friend is established and automatically canceling the friend relation when the friend period ends, so that the user can establish a new friend relationship with another user. It is possible to provide a user with an environment where it is easy to build a favorite group of friends while building a network. Therefore, even if the game is continued for a long period of time, it is possible to provide the user with an environment where it is difficult for the game to feel sticky.
  • the friend period setting means sets the friend period to be set when the second user whose game level is higher than the first user approves the friend application. It is preferable to make it shorter than the fellow period set when the second user who has the same game level as the user or whose game level is lower than that of the first user approves the fellow application.
  • the friend period is shortened compared to the case where the second user at the same level as or lower than the first user who applied for the friend approves the friend application.
  • the reason for setting the appropriate friend period from the side that approved the friend application, not the party who applied the friend application in this way is as follows.
  • the user who has applied for a friend must have applied for a friend who wants to be a friend with the partner regardless of the level of the partner.
  • the user who received the fellow application can reject it, but it has traditionally been invoked later because the application has been approved without permission without permission. It was. Therefore, an appropriate friend period is set from the viewpoint of the user who approved the friend application.
  • the fellow period setting means (i) when the second user whose game level is higher than that of the first user approves the fellow application. Sets the fellow period to be shorter as the level difference between the game level of the first user and the game level of the second user is larger, and (ii) the game level is lower than that of the first user.
  • the friend period it is preferable to set the friend period longer as the level difference is larger.
  • the friend period that is advantageous for the approved second user can be realized by setting the friend period longer as the level difference between the users is larger.
  • the game management device includes an AC history storage control unit that stores an AC history performed between users in a storage device, and the friend period is When the exchange is performed a predetermined number of times and / or for a predetermined time before the fellow period ends from at least one of the set two users to the partner user, the fellow period is extended. And an extension means.
  • the AC history storage means stores the history of AC exchanges between users.
  • the exchange can include various exchanges performed between friends, such as greetings, message transmission, gifts, requests for assistants in cooperative battles, and chats.
  • greeting is a general term for simple exchanges that can be performed virtually in the game, such as sending ale (support), sending guts, winking, smiling, waving hands, etc.
  • Simple exchange using the expression of is also included.
  • extension is performed on the condition that a predetermined number of times and / or a predetermined amount of time has been exchanged for the other user from at least one of the two users for whom the friend period is set until the friend period ends.
  • Means extend the companion period.
  • the form that satisfies this condition the form that satisfies the condition if there is a predetermined number of times and / or a predetermined time with respect to the other party from either one, both the predetermined number of times and / or the predetermined time with respect to the other party Including a condition on the condition that the exchange is performed. Any form may be set as an extension condition.
  • the upper level user which is a conventional issue
  • the condition for the extension may be that the “predetermined number of times of the interchange has been performed”
  • the extension condition may be that the “time” exchange is performed, or the extension condition may be that “the predetermined number of times and the predetermined time” exchange is performed.
  • all exchanges such as greetings, message transmissions, gifts, cooperation support assistant requests, chats, etc., it is possible to make it an extension condition that these exchanges have been performed “a predetermined number of times”.
  • an extension condition is that exchanges for a "predetermined time” have been made, or exchanges for a "predetermined number of times and a predetermined time” have been carried out Can be used as an extension condition.
  • any of “predetermined number of times”, “predetermined time”, or “predetermined number of times and predetermined time” may be used as an extension condition. .
  • the predetermined number of times of exchange may be one time, or two or more times.
  • the “predetermined time” is 5 minutes, 10 minutes, 30 minutes, 1 hour, etc. Can be set.
  • the length of the period that the extension means extends can be arbitrarily set. For example, it may be a certain period (for example, 1 week, 10 days, 2 weeks, etc.), may be determined at random each time extension is performed, or the extension period is changed depending on the number of times of exchange (AC The extension period may be set longer as the number of times increases.
  • the extension means automatically extends the companion period so that the companion relationship is maintained.
  • the friend period is automatically extended just by enjoying the exchange satisfying the extension condition in the game without performing a special operation for the user to continue the friendship relationship.
  • the friendship can be continued.
  • this configuration that allows a friendship to be continued without requiring a special operation is preferable.
  • the extension means is configured so that at least one of the two users whose friend period has been extended from the other user until the extended friend period ends. It is preferable to repeat extending the friend period every time the exchange is performed a predetermined number of times and / or a predetermined time.
  • the predetermined number of times when the exchange is performed from a user with a relatively low game level to a partner user is relatively high with the game level It is preferable that the number is set more than the predetermined number of times when the user performs the exchange with the other user.
  • the game management device determines whether the game level of the first user and the game level of the second user at the time of setting the friend period. It is preferable to further include level difference storage control means for storing the level difference in the storage device. And the fellow period setting means sets the fellow period according to the level difference between the users, and the fellow period in which the level difference during the fellow period is stored by the level difference storage control means. When the level difference at the time of setting changes, it is preferable to reset the fellow period according to the level difference after the change.
  • the level difference storage means stores the level difference between users when the friend period is set. Then, after the fellow period setting means sets an appropriate fellow period according to the level difference between users, when the level difference between users fluctuates during the fellow period, the fellow period setting means determines the level difference after the fluctuation. It will be reset to the corresponding friend period. Thereby, the adjustment of the suitable friend period which tracked the level difference fluctuation between users after the friend period setting is realizable.
  • the game management device when the exchange is performed between two users who have established a friendship relationship, Intimacy giving means for giving intimacy indicating intimacy to the user and correction for correcting the friend period extended by the extending means to be longer as the familiarity value of the two users is higher And means.
  • the intimacy providing means provides intimacy to the two users.
  • intimacy refers to the intimacy of two users who have established a friendship relationship, and can also be expressed as the degree of friendship between two people, the depth of friendship, the depth of bonds, etc. .
  • the correction means corrects the friend period extended by the extension means as the value of the intimacy of the two persons increases, thereby setting an appropriate friend period corresponding to the intimacy of the two persons. be able to.
  • a game system includes a terminal device of each user who receives a game service, and a game for managing a friend of a game that communicates with the terminal device and allows users to establish a friendship.
  • a game level storage control means for storing a game level of each user in a storage device, a first user who has made a friend application for building a friendship, and the friend application.
  • Buddy period setting means for setting a buddy period in which the relationship is continued, Buddy management means for memorizing information relating two users who have established a buddy relationship, and managing the buddy,
  • Each means of the fellowship cancellation means for automatically canceling the fellowship relationship between the two users at the end of the fellowship period set for the two users who have established a relationship, the game management device or the Either one of the terminal devices is provided.
  • a game management method is a game management method in a game management device that communicates with a terminal device of each user and manages a friend of a game in which users can establish a friendship.
  • a game level storage control step in which the game management device stores a game level of each user in a storage device, and a first user who has made a friend application for the game management device to build a friendship relationship. And when a friendship relationship is established between the two users of the second user who has approved the friend application, based on a predetermined condition including the relationship between the game level of the first user and the game level of the second user.
  • a fellow period setting step for setting a fellow period in which a fellow relation between users is continued, and the game management device relates two users who have established a fellow relation.
  • the friend management step of storing the friend and managing the friend, and the game management device determines the friendship relationship between the two users by the end of the friendship period set for the two users who have established the friendship relationship.
  • a friendship cancellation step for automatically canceling for automatically canceling.
  • a program according to still another aspect of the present invention is a program for causing a computer to operate as the game management device having any one of the above configurations (1) to (8). It is a program for making it function as each means with which a game management device is provided.
  • the present invention particularly relates to a game management device, a game system, a game management method, a program for a so-called social game or the like that a user can play while communicating with other users who are receiving game services.
  • a game management device a game system
  • a game management method a program for a so-called social game or the like that a user can play while communicating with other users who are receiving game services.
  • it since it can be suitably applied to a recording medium and can provide a highly interesting game service, it can be used industrially.

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Abstract

This game management device is provided with: a friend period setting means, whereby, when a friend relationship has been established between two users, namely, a first user, who has made a friend request to create a friend relationship, and a second user who has approved the friend request, a friend period, during which a friend relationship between the users continues, is set on the basis of predetermined conditions that include the relationship between the game level of the first user and the game level of the second user; a friend management means for performing friend management by storing information connecting the two users for whom a friend relationship has been established; and a friend relationship cancellation means for automatically canceling the friend relationship of the two users due to the completion of the friend period that was set with respect to the two users for whom a friend relationship has been established.

Description

ゲーム管理装置、ゲームシステム、ゲーム管理方法、プログラム及び記録媒体GAME MANAGEMENT DEVICE, GAME SYSTEM, GAME MANAGEMENT METHOD, PROGRAM, AND RECORDING MEDIUM
 本出願は、2011月12月28日提出の日本国特許出願第2011-289989号を基礎として優先権を主張するものであり、その記載内容の全てを、ここに援用する。 This application claims priority on the basis of Japanese Patent Application No. 2011-289989 filed on December 28, 2011, the entire contents of which are incorporated herein by reference.
 本発明は、各ユーザのゲーム情報を管理するゲーム管理装置、ゲームシステム、ゲーム管理方法、プログラム及び記録媒体に関するものである。 The present invention relates to a game management device, a game system, a game management method, a program, and a recording medium for managing game information of each user.
 従来から、インターネット上に設置されたゲームサーバに、ユーザの端末装置(パーソナルコンピュータ、携帯電話端末等)を接続することによって、ユーザがゲームサーバから提供される各種ゲームサービスを受けることができるゲームシステムがある。 2. Description of the Related Art Conventionally, a game system in which a user can receive various game services provided from a game server by connecting the user's terminal device (personal computer, mobile phone terminal, etc.) to a game server installed on the Internet. There is.
 また、インターネットを介して共通のゲームをプレイするユーザ同士が、仲間関係を構築することができるゲームシステムも提案されている(特許文献1参照)。 Also, there has been proposed a game system in which users who play a common game via the Internet can build a friendship (see Patent Document 1).
 そして近年、人と人とのつながりを促進・サポートするコミュニティ型のサービスであるソーシャルネットワーキングサービス(SNS)のシステムに、前記ゲームシステムが組み込まれ、SNSのサービスの一つとして提供される、いわゆるソーシャルゲームが普及している。このようなソーシャルゲームにおいては、各ユーザがゲームサービスを利用している他のユーザと仲間になり、仲間のユーザとコミュニケーションをとったり、協力して対戦したりすることで、ユーザ同士が交流を行うことができるようになっている。そして、各ユーザは、複数の他のユーザと仲間になって、これらの仲間と交流を持ちながらゲームを楽しむことができるようになっている。 In recent years, the game system has been incorporated into a social networking service (SNS) system, which is a community-type service that promotes and supports connections between people, and is provided as one of the SNS services. Games are prevalent. In such a social game, each user becomes a friend with another user who is using the game service, and the users interact with each other by communicating with the fellow user or cooperating with each other. Be able to. And each user becomes friends with a plurality of other users, and can enjoy the game while having exchanges with these friends.
 従来のゲーム、特にソーシャルゲームにおいては、比較的高いレベルのユーザは、自分と同レベルまたは自分より高いレベルの他のユーザと仲間になることを希望する傾向にある。但し、ユーザは、自分よりも低いレベルの他のユーザから仲間申請を受けた場合に、無碍にその申請を断りづらいこともあり、その申請を承認して仲間になるケースがある。しかし、高いレベルのユーザにとって、自分よりも低いレベルの仲間が多くなると、ゲームにおける協力対戦等について不公平感が生じてしまうこともある。その理由は、高いレベルのユーザにとっては、他のユーザに対して協力対戦等における貢献度が大きいのに対して、同様の貢献を低いレベルのユーザからは受けられないためである。 In conventional games, particularly social games, users at relatively high levels tend to want to be friends with other users at the same level as or higher than themselves. However, when a user receives a fellow application from another user at a lower level than himself / herself, it may be difficult to refuse the application without permission, and there is a case where the user approves the application and becomes a friend. However, for a high level user, if there are many friends at a lower level than himself / herself, an unfair feeling may occur with respect to a cooperative battle in a game. The reason is that a high-level user has a large contribution in a cooperative battle or the like with respect to other users, but cannot receive a similar contribution from a low-level user.
 具体的には、ソーシャルゲームにおいては、ユーザが他のユーザと対戦する場合に、自分の仲間に協力を求めることができる(協力対戦と呼称されることがある)。そして協力を求める対象の仲間のレベルが高いほど、対戦が有利になるのである。逆に、仲間のレベルが低いと、有利になる度合いも低いものとなる。従って、概ね、レベルの高いユーザは、レベルの低いユーザから協力を求められることが多くなり、他のユーザに貢献するケースが多くなる一方で、仲間内に自分よりレベルの高いユーザがいない場合には、同様のメリットを自分は享受できないという不満が生じることになる。 Specifically, in a social game, when a user battles with another user, he / she can ask his / her friends for cooperation (sometimes referred to as cooperative battle). And the higher the level of peers seeking cooperation, the more advantageous the battle. Conversely, if the level of the fellow is low, the degree of advantage will be low. Therefore, in general, high-level users are often asked for cooperation from low-level users, and there are many cases where they contribute to other users. On the other hand, there are no higher-level users in the group. Will be dissatisfied that they cannot enjoy the same benefits.
 このため、高いレベルのユーザとしては、できれば、自分よりレベルの低い下位のユーザとの仲間関係を解消して、自分の好みの仲間のグループ構成としたいという希望を持つことがある。 For this reason, as a high-level user, there is a case where, if possible, there is a desire to cancel a fellowship with a lower-level user lower than his / her own level and to make a group structure of his / her favorite fellows.
 また、ユーザより下位レベルの仲間ユーザであっても、ゲーム内で楽しく交流ができるような仲間ユーザであればよいが、仲間になってからあまり交流もなく、一緒にゲームを楽しめないような下位レベルの仲間ユーザに対しては、仲間関係の解消をユーザが望むことが多い。 Moreover, even if it is a fellow user of a lower level than a user, it is sufficient if it is a fellow user who can interact happily in the game. For fellow users of level, the user often wants to cancel the fellowship.
 しかし、そのためには、ユーザが今まで仲間であった他のユーザ(自分より低いレベルの仲間)との関係を切る操作が必要であるが、心理的に行い難い上、この操作を行った場合、ペナルティ的に保有ポイントの削減というシステムが設けられている場合もあり、実際には行い難い。 However, in order to do that, it is necessary to cut off the relationship with other users who have been friends until now (lower-level friends), but it is difficult to perform psychologically and this operation is performed. In some cases, there is a penalized system to reduce the number of owned points, which is difficult to do in practice.
 したがって、特に高いレベルのユーザは、交流も殆どなく一緒にゲームを楽しめないような下位レベルの仲間ユーザを何人も抱え、自分好みの仲間のグループ構成になっていない状態で実質的に仲間が固定されてしまうことへの不満を抱える傾向にある。このような状況が継続すると、様々な仲間ユーザと交流を持ちながらゲームをプレイするというソーシャルゲーム本来の楽しみが薄れ、ユーザは、ゲーム自体にマンネリ感を持ち、ゲームへの積極的な関与が失われる可能性もある。 Therefore, especially high-level users have a number of lower-level fellow users who have little interaction and cannot enjoy the game together, and the peers are virtually fixed in a state where they are not in the group structure of their favorite friends. There is a tendency to have dissatisfaction with being done. If such a situation continues, the original enjoyment of social games, such as playing games while interacting with various fellow users, will be diminished, and the users will have a sense of feeling in the game itself, and will not be actively involved in the game. It is possible that
特開2003-47778号公報Japanese Patent Laid-Open No. 2003-47778
 本発明は、上記の問題に鑑みてなされたものであり、その目的は、従来よりも自分好みの仲間グループを構築し易くして、マンネリ感が発生しにくいゲーム環境をユーザに提供することができるゲーム管理装置、ゲームシステム、ゲーム管理方法、プログラム及び記録媒体を実現することである。 The present invention has been made in view of the above problems, and its purpose is to provide a user with a game environment in which it is easier to build a favorite group of friends than in the past and a feeling of difficulty is unlikely to occur. A game management device, a game system, a game management method, a program, and a recording medium are provided.
 本発明の一局面に係るゲーム管理装置は、各ユーザの端末装置と通信し、ユーザ同士が仲間関係を構築することができるゲームの仲間管理を行うゲーム管理装置であって、各ユーザのゲームレベルを記憶装置に記憶するゲームレベル記憶制御手段と、仲間関係を構築するための仲間申請を行った第1のユーザおよび当該仲間申請を承認した第2のユーザの2人のユーザ間での仲間関係の成立時に、第1のユーザのゲームレベルと第2のユーザのゲームレベルとの関係を含む所定条件に基づいて、ユーザ間の仲間関係が継続される仲間期間を設定する仲間期間設定手段と、仲間関係が成立した2人のユーザを関係付けた情報を記憶して仲間管理を行う仲間管理手段と、仲間関係が成立した2人のユーザに対して設定された前記仲間期間の終了により、当該2人のユーザの仲間関係を自動的に解除する仲間関係解除手段と、を備える構成である。 A game management device according to an aspect of the present invention is a game management device that communicates with a terminal device of each user and manages a friend of a game in which the users can establish a friendship relationship. Between the two users of the game level storage control means for storing the information in the storage device, the first user who made the friend application for building the friendship, and the second user who approved the friend application. A companion period setting means for setting a companion period in which a companion relationship between users is continued based on a predetermined condition including a relationship between the game level of the first user and the game level of the second user when Companion management means for storing information relating two users who have established a friendship relationship and managing the fellowship, and the end of the friendship period set for the two users who have established a friendship relationship More, it is configured to include a peer relations canceling means for canceling the peer relations of the two users automatically.
 本発明の他の局面に係るゲームシステムは、ゲームサービスを受ける各ユーザの端末装置と、前記端末装置と通信しユーザ同士が仲間関係を構築することができるゲームの仲間管理を行うゲーム管理装置と、を含むゲームシステムであって、各ユーザのゲームレベルを記憶装置に記憶するゲームレベル記憶制御手段、仲間関係を構築するための仲間申請を行った第1のユーザおよび当該仲間申請を承認した第2のユーザの2人のユーザ間での仲間関係の成立時に、第1のユーザのゲームレベルと第2のユーザのゲームレベルとの関係を含む所定条件に基づいて、ユーザ間の仲間関係が継続される仲間期間を設定する仲間期間設定手段、仲間関係が成立した2人のユーザを関係付けた情報を記憶して仲間管理を行う仲間管理手段、仲間関係が成立した2人のユーザに対して設定された前記仲間期間の終了により、当該2人のユーザの仲間関係を自動的に解除する仲間関係解除手段の各手段を、前記ゲーム管理装置又は前記端末装置のいずれか一方が備えている。 A game system according to another aspect of the present invention includes a terminal device of each user who receives a game service, a game management device that communicates with the terminal device and manages a friend of a game that allows users to establish a fellow relationship with each other. , A game level storage control means for storing the game level of each user in a storage device, a first user who has made a friend application for building a friendship, and a first user who has approved the friend application. When the friendship between the two users of the two users is established, the friendship between the users continues based on a predetermined condition including the relationship between the game level of the first user and the game level of the second user. Buddy period setting means for setting a buddy period, buddy management means for memorizing information relating two users who have established a buddy relationship, and buddy management means, By means of the end of the fellow period set for the two standing users, each means of the fellow relation cancellation means for automatically canceling the fellow relation of the two users is selected as the game management device or the terminal device. Either one is provided.
 本発明のさらに他の局面に係るゲーム管理方法は、各ユーザの端末装置と通信し、ユーザ同士が仲間関係を構築することができるゲームの仲間管理を行うゲーム管理装置におけるゲーム管理方法であって、前記ゲーム管理装置が、各ユーザのゲームレベルを記憶装置に記憶するゲームレベル記憶制御ステップと、前記ゲーム管理装置が、仲間関係を構築するための仲間申請を行った第1のユーザおよび当該仲間申請を承認した第2のユーザの2人のユーザ間での仲間関係の成立時に、第1のユーザのゲームレベルと第2のユーザのゲームレベルとの関係を含む所定条件に基づいて、ユーザ間の仲間関係が継続される仲間期間を設定する仲間期間設定ステップと、前記ゲーム管理装置が、仲間関係が成立した2人のユーザを関係付けた情報を記憶して仲間管理を行う仲間管理ステップと、前記ゲーム管理装置が、仲間関係が成立した2人のユーザに対して設定された前記仲間期間の終了により、当該2人のユーザの仲間関係を自動的に解除する仲間関係解除ステップと、を含んでいる。 A game management method according to yet another aspect of the present invention is a game management method in a game management device that communicates with each user's terminal device, and manages a friend of a game in which users can establish a fellowship. A game level storage control step in which the game management device stores the game level of each user in a storage device, and a first user who has made a friend application for the game management device to establish a friend relationship and the friend Based on a predetermined condition including the relationship between the game level of the first user and the game level of the second user, when the friendship relationship between the two users of the second user who has approved the application is established. A fellow period setting step for setting a fellow period in which the fellow relation is continued, and information relating the two users who have established the fellow relation by the game management device The friend management step for remembering and managing the friends, and the game management device automatically determines the friendship between the two users by the end of the friendship period set for the two users who have established the friendship. And a fellowship cancellation step for automatically canceling.
 本発明のさらに他の局面に係るプログラムは、コンピュータを、各ユーザの端末装置と通信し、ユーザ同士が仲間関係を構築することができるゲームの仲間管理を行うゲーム管理装置として動作させるためのプログラムであって、前記コンピュータを、各ユーザの端末装置と通信し、ユーザ同士が仲間関係を構築することができるゲームの仲間管理を行うゲーム管理装置であって、各ユーザのゲームレベルを記憶装置に記憶するゲームレベル記憶制御手段、仲間関係を構築するための仲間申請を行った第1のユーザおよび当該仲間申請を承認した第2のユーザの2人のユーザ間での仲間関係の成立時に、第1のユーザのゲームレベルと第2のユーザのゲームレベルとの関係を含む所定条件に基づいて、ユーザ間の仲間関係が継続される仲間期間を設定する仲間期間設定手段、仲間関係が成立した2人のユーザを関係付けた情報を記憶して仲間管理を行う仲間管理手段、仲間関係が成立した2人のユーザに対して設定された前記仲間期間の終了により、当該2人のユーザの仲間関係を自動的に解除する仲間関係解除手段、として機能させるためのプログラムである。
 本発明によれば、ユーザが従来よりも自分好みの仲間グループを構築し易くし、マンネリ感が発生しにくいゲーム環境をユーザに提供できる。
A program according to still another aspect of the present invention is a program for causing a computer to operate as a game management apparatus that communicates with each user's terminal device and manages a friend of a game in which users can establish a fellowship. A game management device that communicates the computer with each user's terminal device and manages a game friend who can establish a friendship between the users, and stores the game level of each user in a storage device. At the time of establishment of a friendship relationship between two users, a game level storage control means for memorization, a first user who made a friend application for building a friendship relationship, and a second user who approved the friendship application, Companion period in which fellow relations between users are continued based on predetermined conditions including the relation between the game level of one user and the game level of a second user Friend period setting means for setting, mate management means for managing mate management by storing information related to two users who have established a mate relationship, and the above set for two users who have established a mate relationship This is a program for functioning as a friendship cancellation means for automatically canceling the friendship between the two users when the friendship period ends.
ADVANTAGE OF THE INVENTION According to this invention, a user can provide the user with the game environment which makes it easy to construct a favorite group of friends than before, and a feeling of feeling is not generated easily.
 なお、本発明のゲーム管理装置及びゲームシステムは、コンピュータによって実現してもよく、この場合には、コンピュータを上記各手段として動作させることにより、上記ゲーム装置をコンピュータにて実現させるプログラム及びそれを記録したコンピュータ読み取り可能な記録媒体も本発明の範疇に入る。 The game management device and the game system of the present invention may be realized by a computer. In this case, a program for realizing the game device on a computer by causing the computer to operate as the above-described means, and the program. A recorded computer-readable recording medium also falls within the scope of the present invention.
 本発明の目的、特徴及び利点は、以下の詳細な説明と添付図面とによって、より明白となる。 The objects, features and advantages of the present invention will become more apparent from the following detailed description and the accompanying drawings.
本発明の一実施の形態に係るゲームシステムの構成例を示す説明図である。It is explanatory drawing which shows the structural example of the game system which concerns on one embodiment of this invention. ゲーム管理装置のハード構成の一例を示すブロック図である。It is a block diagram which shows an example of the hardware constitutions of a game management apparatus. 端末装置のハード構成の一例を示すブロック図である。It is a block diagram which shows an example of the hardware constitutions of a terminal device. ゲーム管理装置の機能的構成の一例を示す機能ブロック図である。It is a functional block diagram which shows an example of a functional structure of a game management apparatus. ゲーム情報管理手段の機能的構成の一例を示す機能ブロック図である。It is a functional block diagram which shows an example of a functional structure of a game information management means. 交流手段の機能的構成の一例を示す機能ブロック図である。It is a functional block diagram which shows an example of a functional structure of an alternating current means. ゲーム情報管理手段がデータベースサーバに保存して管理するゲーム情報の一例を示す説明図である。It is explanatory drawing which shows an example of the game information which a game information management means preserve | saves and manages in a database server. 仲間情報記憶制御手段が記憶装置に記憶する仲間情報の一例を示す説明図である。It is explanatory drawing which shows an example of the fellow information which a fellow information storage control means memorize | stores in a memory | storage device. 仲間情報記憶制御部が記憶装置に記憶する各ユーザの仲間に関する情報の一例を示す説明図である。It is explanatory drawing which shows an example of the information regarding each user's associate which a associate information storage control part memorize | stores in a memory | storage device. 仲間情報記憶制御部が記憶装置に記憶する各ユーザの仲間に関する情報の他の例を示す説明図である。It is explanatory drawing which shows the other example of the information regarding each user's associate which a associate information storage control part memorize | stores in a memory | storage device. 仲間情報記憶制御部が記憶装置に記憶する各ユーザの仲間に関する情報の他の例を示す説明図である。It is explanatory drawing which shows the other example of the information regarding each user's associate which a associate information storage control part memorize | stores in a memory | storage device. 仲間情報記憶制御部が記憶装置に記憶する各ユーザの仲間に関する情報の他の例を示す説明図である。It is explanatory drawing which shows the other example of the information regarding each user's associate which a associate information storage control part memorize | stores in a memory | storage device. 仲間期間記憶制御手段が記憶装置に記憶する仲間期間の一例を示す説明図である。It is explanatory drawing which shows an example of the fellow period which a fellow period memory | storage control means memorize | stores in a memory | storage device. メッセージ記憶制御部が記憶装置に記憶する受信メッセージ情報の一例を示す説明図である。It is explanatory drawing which shows an example of the received message information which a message storage control part memorize | stores in a memory | storage device. メイン画面の一例を示す説明図である。It is explanatory drawing which shows an example of a main screen. 仲間リスト画面の一例を示す説明図である。It is explanatory drawing which shows an example of a buddy list screen. メッセージ入力画面の一例を示す説明図である。It is explanatory drawing which shows an example of a message input screen. 対戦モードにおけるゲーム画面の一例を示す説明図である。It is explanatory drawing which shows an example of the game screen in battle | competition mode. 助っ人選択画面の一例を示す説明図である。It is explanatory drawing which shows an example of a helper selection screen. 対戦モードにおけるゲーム画面の他の例を示す説明図である。It is explanatory drawing which shows the other example of the game screen in battle | competition mode. 交流履歴記憶制御手段が記憶装置に記憶する交流履歴の情報の一例を示す説明図である。It is explanatory drawing which shows an example of the information of the alternating current history which an alternating current history memory | storage control means memorize | stores in a memory | storage device. ユーザ間のレベル差と仲間期間との関係を表すテーブルの一例を示す説明図である。It is explanatory drawing which shows an example of the table showing the relationship between the level difference between users, and a friend period. ゲームシステムの動作の一例を示すフローチャートである。It is a flowchart which shows an example of operation | movement of a game system. ゲーム進行処理の一例を示すフローチャートである。It is a flowchart which shows an example of a game progress process. 仲間関係が成立した2人のユーザを対象としたゲームサーバの処理の一例を示すフローチャートである。It is a flowchart which shows an example of the process of the game server for two users who established friendship. 仲間期間決定処理の一例を示すフローチャートである。It is a flowchart which shows an example of a friend period determination process. 仲間期間決定処理の他の例を示すフローチャートである。It is a flowchart which shows the other example of a friend period determination process. ゲーム管理装置の機能的構成の他の例を示す機能ブロック図である。It is a functional block diagram which shows the other example of a functional structure of a game management apparatus. レベル差記憶制御手段が記憶装置に記憶するレベル差の一例を示す説明図である。It is explanatory drawing which shows an example of the level difference which a level difference memory | storage control means memorize | stores in a memory | storage device. レベル差記憶制御手段が記憶装置に記憶するレベル差の他の例を示す説明図である。It is explanatory drawing which shows the other example of the level difference which a level difference memory | storage control means memorize | stores in a memory | storage device. 仲間期間の再設定処理の一例を示すフローチャートである。It is a flowchart which shows an example of the reset process of a fellow period. ゲーム管理装置の機能的構成の他の例を示す機能ブロック図である。It is a functional block diagram which shows the other example of a functional structure of a game management apparatus. 仲間情報記憶制御手段が記憶装置に記憶する仲間情報の他の例を示す説明図である。It is explanatory drawing which shows the other example of the fellow information which a fellow information storage control means memorize | stores in a memory | storage device. 過去の仲間リスト画面の一例を示す説明図である。It is explanatory drawing which shows an example of the past buddy list screen. 承認・拒否選択画面の一例を示す説明図である。It is explanatory drawing which shows an example of an approval / rejection selection screen. 仲間復活申請を管理するための記憶情報の一例を示す説明図である。It is explanatory drawing which shows an example of the memory | storage information for managing a fellow revival application. ゲーム管理装置の機能的構成の他の例を示す機能ブロック図である。It is a functional block diagram which shows the other example of a functional structure of a game management apparatus. 仲間リスト画面の他の例を示す説明図である。It is explanatory drawing which shows the other example of a buddy list screen. 仲間継続申請を管理するための記憶情報の一例を示す説明図である。It is explanatory drawing which shows an example of the memory | storage information for managing a fellow continuation application. ゲーム管理装置の機能的構成の他の例を示す機能ブロック図である。It is a functional block diagram which shows the other example of a functional structure of a game management apparatus. 仲間期間記憶制御手段が記憶装置に記憶する仲間期間の情報の他の例を示す説明図である。It is explanatory drawing which shows the other example of the information of the fellow period which a fellow period memory | storage control means memorize | stores in a memory | storage device. 仲間期間の延長処理の一例を示すフローチャートである。It is a flowchart which shows an example of the extension process of a friend period. 仲間期間の延長処理の他の例を示すフローチャートである。It is a flowchart which shows the other example of the extension process of a friend period. 親密度記憶制御手段が記憶装置に記憶する親密度の情報の一例を示す説明図である。It is explanatory drawing which shows an example of the information of closeness which a closeness memory | storage control means memorize | stores in a memory | storage device. 延長時の仲間期間の補正処理の一例を示すフローチャートである。It is a flowchart which shows an example of the correction process of the friend period at the time of extension.
 以下、本発明の一実施の形態に係るゲーム管理装置、ゲームシステム、ゲーム管理方法、プログラムおよび記録媒体について、図面を参照しながら説明する。 Hereinafter, a game management device, a game system, a game management method, a program, and a recording medium according to an embodiment of the present invention will be described with reference to the drawings.
 〔ゲームシステムの概要〕
 本発明の一実施の形態に係るゲーム管理装置が組み込まれたゲームシステムの構成例を、図1に示している。同図に示すように、このゲームシステムは、インターネットなどのネットワーク4上に設置されたゲームサーバ1と、当該ゲームサーバ1と通信可能に接続されたデータベースサーバ2と、ネットワーク4を介してゲームサーバ1と通信可能に接続できる各ユーザの端末装置3とによって構成される。
[Outline of the game system]
FIG. 1 shows a configuration example of a game system in which a game management device according to an embodiment of the present invention is incorporated. As shown in the figure, this game system includes a game server 1 installed on a network 4 such as the Internet, a database server 2 connected to be communicable with the game server 1, and a game server via the network 4. 1 and the terminal device 3 of each user that can be communicably connected.
 本実施の形態のネットワーク4は、インターネットに限定されるものではなく、ゲームサーバ1と各ユーザの端末装置3との間を通信可能に相互に接続できるものであれば、例えば、専用回線、公衆回線(電話回線、移動体通信回線等)、有線LAN(Local Area Network)、無線LAN等であってもよく、或いはインターネットとこれらを組み合わせたものであってもよい。 The network 4 according to the present embodiment is not limited to the Internet. For example, as long as the game server 1 and the terminal device 3 of each user can be connected to each other so as to communicate with each other, for example, a dedicated line, a public line, etc. It may be a line (telephone line, mobile communication line, etc.), a wired LAN (Local Area Network), a wireless LAN, or the like, or a combination of the Internet and these.
 このゲームシステムの例において、本発明の一実施の形態に係るゲーム管理装置は、ゲームサーバ1およびデータベースサーバ2から構成される。ゲームサーバ1は、ゲームサービスを受ける各ユーザの端末装置3からのネットワーク4を介したアクセスを受け付けて、各ユーザのゲーム情報をデータベースサーバ2(記憶装置)に蓄積して管理し、各ユーザにネットワーク4を介したゲームサービスを提供する。 In this example of the game system, the game management device according to an embodiment of the present invention includes a game server 1 and a database server 2. The game server 1 receives access from the terminal device 3 of each user who receives the game service via the network 4 and stores and manages game information of each user in the database server 2 (storage device). A game service is provided via the network 4.
 本実施の形態では、ゲームサーバ1によるゲームサービスの提供の一形態として、各ユーザの端末装置3に搭載されたウェブブラウザによってゲームがプレイできる、いわゆるブラウザゲームを提供する例について説明する。このブラウザゲームを提供するサービス形態では、ユーザの端末装置3にゲーム専用のソフトウェアをダウンロード又はインストールする必要がなく、端末装置3をネットワーク4に接続できる環境であれば、ユーザはどこでも気軽にゲームサーバ1から提供されるゲームサービスを楽しむことができる。 In the present embodiment, an example of providing a so-called browser game in which a game can be played by a web browser installed in each user terminal device 3 will be described as one form of game service provided by the game server 1. In the service form for providing the browser game, it is not necessary to download or install software dedicated to the game on the user's terminal device 3, and the user can easily connect to the game server anywhere as long as the terminal device 3 can be connected to the network 4. The game service provided from 1 can be enjoyed.
 このゲームシステムでは、ブラウザゲーム用のプログラム(アプリケーションソフトウェア)がゲームサーバ1に実装されており、ゲームサーバ1が、各ユーザの端末装置3における入力操作に応じてゲーム進行のための演算処理やデータ処理を実行する。そして、ゲームサーバ1は、演算処理等の実行結果に基づいてデータベースサーバ2内の各ユーザのゲーム情報を更新するとともに、当該実行結果をユーザの端末装置3の画面に表示させるためのウェブページ情報(ゲーム画面データ)を各ユーザの端末装置3に送信する。 In this game system, a program (application software) for a browser game is installed in the game server 1, and the game server 1 performs arithmetic processing and data for progressing the game in accordance with input operations on the terminal device 3 of each user. Execute the process. Then, the game server 1 updates the game information of each user in the database server 2 based on the execution result of the arithmetic processing and the like, and web page information for displaying the execution result on the screen of the user terminal device 3 (Game screen data) is transmitted to the terminal device 3 of each user.
 各ユーザの端末装置3には、ユーザーエージェントとしてウェブサイト閲覧機能を有するウェブブラウザが搭載されており、ゲームサーバ1から送信されたウェブページ情報を端末装置3の画面に表示することができるようになっている。この端末装置3としては、例えば、携帯電話端末、PHS(Personal Handy-phone System)端末、携帯情報端末(PDA:Personal Digital Assistant)、携帯電話と携帯情報端末とを融合させた携帯端末であるスマートフォン、パーソナルコンピュータまたはタブレット型コンピュータなど、ネットワーク4経由でゲームサーバ1に接続してゲームサービスの提供を受けることができる様々な端末が適用できる。 Each user's terminal device 3 is equipped with a web browser having a website browsing function as a user agent so that the web page information transmitted from the game server 1 can be displayed on the screen of the terminal device 3. It has become. Examples of the terminal device 3 include a mobile phone terminal, a PHS (Personal Handy-phone System) terminal, a personal digital assistant (PDA), and a smartphone that is a mobile terminal in which a mobile phone and a mobile information terminal are integrated. Various terminals that can be connected to the game server 1 via the network 4 and receive a game service, such as a personal computer or a tablet computer, can be applied.
 また、本実施の形態で提供されるゲームは、ユーザが、ゲームサービスを受けている他のユーザとコミュニケーションをとりながらプレイすることができる、いわゆるソーシャルゲームの要素を有する。例えば、本実施の形態のゲームサーバ1およびデータベースサーバ2をソーシャルネットワーキングサービス(SNS)のシステムに組み込むことによって、SNSのサービスの一つとしてソーシャルゲームサービスを提供するゲームシステムとすることができる。このようにSNSのプラットフォーム上で動作するゲームシステムによりゲームサービスをユーザに提供することもできるが、ゲームサーバ1およびデータベースサーバ2をSNSのシステムに組み込まずに、独立したゲームシステムとして構築してもよい。 In addition, the game provided in the present embodiment has a so-called social game element that allows the user to play while communicating with other users who are receiving game services. For example, by incorporating the game server 1 and the database server 2 of the present embodiment into a social networking service (SNS) system, a game system that provides a social game service as one of the SNS services can be obtained. In this way, a game service can be provided to the user by a game system operating on the SNS platform, but the game server 1 and the database server 2 can be constructed as independent game systems without being incorporated into the SNS system. Good.
 このゲームシステムにおいて、各ユーザは、ゲームサービスを受けている1人又は複数の他のユーザと「仲間」という特別な関係を構築できる。あるユーザが他のユーザと仲間関係を構築するための一形態としては、2人のユーザの何れか一方が、他方のユーザに対してゲームサーバ1を介して仲間申請を行い、当該仲間申請を受けたユーザがゲームサーバ1を介して仲間になることを承認するという、両ユーザ間においてなされる仲間申請とその承認の操作が挙げられる。2人のユーザ間で仲間関係が成立した場合、ゲームサーバ1は当該2人のユーザの識別情報(ユーザID)を関係付けてデータベースサーバ2に登録する。そして、ゲームサーバ1は、各ユーザを中心とする仲間グループに所属する仲間関係にある仲間ユーザの情報をデータベースサーバ2に記憶して、ユーザ毎の仲間管理を行う。この仲間申請、その承認およびゲームサーバ1による仲間管理の詳細については後述する。 In this game system, each user can establish a special relationship of “friends” with one or more other users who are receiving game services. As one form for a user to establish a friendship relationship with another user, either one of the two users makes a friend application to the other user via the game server 1, and the friend application is made. The friend application made between both users and the operation of the approval that the received user approves becoming a friend via the game server 1 are mentioned. When the friendship relationship is established between the two users, the game server 1 associates the identification information (user ID) of the two users and registers them in the database server 2. And the game server 1 memorize | stores in the database server 2 the information of the fellow user who belongs to the fellow group which belongs to the fellow group centering on each user, and performs friend management for every user. Details of this friend application, its approval, and friend management by the game server 1 will be described later.
 そして、本実施の形態のゲームサーバ1は、仲間申請をしたユーザおよび当該仲間申請を承認したユーザの2人のユーザ間での仲間関係の成立時に、当該2人のユーザ間のレベル関係を含む所定条件に基づいて仲間期間を設定するようになっている。また、ゲームサーバ1は、仲間関係が成立した2人のユーザに対して設定された仲間期間の終了により、原則的に、当該2人のユーザの仲間関係を自動的に解除するという特徴的な構成を有する。 And the game server 1 of this Embodiment contains the level relationship between the said 2 users at the time of the establishment of the friendship relationship between the two users of the user who applied the friend application, and the user who approved the said friend application. The friend period is set based on a predetermined condition. In addition, the game server 1 is characterized in that, in principle, the friendship between the two users is automatically canceled by the end of the friendship period set for the two users who have established the friendship. It has a configuration.
 この本実施の形態の特徴的な構成によって、ユーザは、心理的にも行い難い仲間解除の操作を行うことなく、仲間期間の終了により仲間関係の解除が可能となる。特に、ユーザ間で仲間関係が成立したときに仲間期間が設定されるので、例えば自分より下位レベルのユーザから仲間申請を受けたような場合でも、これを積極的に承諾して試しに仲間になり、仲間期間中に自分が望むような交流等ができる相手かどうかを見るといったことが可能となる。よって、ユーザは、例えば仲間になってからあまり交流のない下位レベルの仲間ユーザに対しては、仲間期間の終了により仲間関係を断ち、改めて、自分の好みの新たな仲間を探すことができる。したがって、ユーザが、あまり交流のない下位レベルの仲間ユーザを何人も抱え、自分好みの仲間のグループ構成になっていない状態で実質的に仲間が固定されてしまうことへの不満を解消できる。 This characteristic configuration of the present embodiment allows the user to cancel the friendship at the end of the friendship period without performing a friend release operation that is difficult to perform psychologically. In particular, since a fellowship period is set when a fellowship relationship is established between users, for example, even when a fellowship application is received from a user at a lower level than yourself, this is positively accepted and a fellowship is made for a trial. It becomes possible to see whether or not it is a partner who can have an exchange or the like as desired during the fellow period. Therefore, for example, for a low-level fellow user who has not exchanged much after becoming a friend, the user can cut off the fellow relation at the end of the friend period and search for a new friend of his / her preference again. Therefore, it is possible to eliminate the dissatisfaction that the user has a number of lower-level fellow users who do not have much exchange, and the fellows are substantially fixed in a state where the user is not in the group structure of his / her favorite fellows.
 もっとも、ユーザが仲間関係を継続したい相手については、仲間関係を継続するための所定の操作(例えば、仲間期間中における仲間継続申請、または仲間期間終了後における仲間復活申請など)をすれば、仲間関係を継続することができる。あるいは、仲間期間中に2人のユーザ間で所定の交流が行われることにより、仲間期間が自動延長される構成により、所定の交流を続けている2人のユーザ間では、仲間関係が自動的に継続されるようにすることができる。 However, if the user wants to continue the fellowship, if the user performs a predetermined operation to continue the fellowship (for example, a fellow continuation application during the fellowship period or a fellow revival application after the fellowship period ends) The relationship can be continued. Or, by performing a predetermined exchange between two users during the fellowship period, the fellowship period is automatically extended, so that the fellowship relation is automatically established between the two users who continue the predetermined exchange. Can be continued.
 上記のように、本ゲームサーバ1は、仲間関係成立時に両ユーザに仲間期間を設定するとともに、仲間期間の終了により仲間関係を自動解除するという斬新な機能を導入して、ユーザが従来よりも自分好みの仲間グループを構築し易くし、マンネリ感が発生しにくいゲーム環境をユーザに提供できるのである。 As described above, the game server 1 introduces a novel function of setting a fellow period for both users when the fellow relation is established and automatically canceling the fellow relation when the fellow period ends. This makes it easy to build a group of friends that you like and provide users with a game environment that does not cause a sense of rut.
 以下に、上記のようにユーザに自分好みの仲間グループを構築し易いゲーム環境を提供できる、本実施の形態に係るゲーム管理装置(ゲームサーバ1等)の構成の詳細を説明する。 Hereinafter, the details of the configuration of the game management device (game server 1 or the like) according to the present embodiment, which can provide the user with a game environment in which it is easy to build a favorite group of friends as described above, will be described.
 〔ゲーム管理装置の構成〕
 上述のように本実施の形態では、ゲーム管理装置は、ゲームサーバ1およびデータベースサーバ2から構成される。図2にゲームサーバ1のハード構成の一例を示している。同図に示すように、ゲームサーバ1は、主に、CPU(Central Processing Unit)11と、主記憶装置としてのROM(Read Only Memory)12及びRAM(Random Access Memory)13と、補助記憶装置14と、通信制御部15と、入出力制御部16とを備えており、これらはアドレスバス、データバス及びコントロールバス等を含むバスライン17を介して相互に接続されている。なお、バスライン17と各構成要素との間には必要に応じてインタフェース回路が介在しているが、ここではインタフェース回路の図示を省略している。
[Configuration of game management device]
As described above, in the present embodiment, the game management device includes the game server 1 and the database server 2. FIG. 2 shows an example of the hardware configuration of the game server 1. As shown in the figure, the game server 1 mainly includes a CPU (Central Processing Unit) 11, a ROM (Read Only Memory) 12 and a RAM (Random Access Memory) 13 as a main storage device, and an auxiliary storage device 14. The communication control unit 15 and the input / output control unit 16 are connected to each other via a bus line 17 including an address bus, a data bus, a control bus, and the like. Note that an interface circuit is interposed between the bus line 17 and each component as necessary, but the illustration of the interface circuit is omitted here.
 CPU11は、システムソフトウェアやゲームプログラム等のアプリケーションソフトウェアの命令を解釈して実行し、ゲームサーバ1全体の制御を行う。ROM12は、ゲーム管理装置1の基本的な動作制御に必要なプログラム等を記憶している。RAM13は、各種プログラム及びデータを記憶し、CPU11に対する作業領域を確保する。 The CPU 11 interprets and executes instructions of application software such as system software and game programs, and controls the game server 1 as a whole. The ROM 12 stores a program and the like necessary for basic operation control of the game management device 1. The RAM 13 stores various programs and data, and secures a work area for the CPU 11.
 補助記憶装置14は、ゲームプログラム等のアプリケーションソフトウェアや各種データ等を格納する記憶装置である。補助記憶装置14としては、例えばハードディスクドライブなどを用いることができる。ゲームサーバ1(コンピュータ)をゲーム管理装置として動作させるための本実施の形態のプログラムも、この補助記憶装置14に記憶されており、当該プログラムはゲームサーバ1の起動時に補助記憶装置14からバスライン17を介してRAM13へとロードされ、当該CPU11によって実行される。 The auxiliary storage device 14 is a storage device that stores application software such as a game program, various data, and the like. For example, a hard disk drive can be used as the auxiliary storage device 14. The program according to the present embodiment for causing the game server 1 (computer) to operate as a game management device is also stored in the auxiliary storage device 14, and the program is transferred from the auxiliary storage device 14 to the bus line when the game server 1 is started. 17 is loaded into the RAM 13 via the CPU 17 and executed by the CPU 11.
 通信制御部15は、ネットワーク4と接続される通信インタフェース15aを備え、ネットワーク4を介した各ユーザの端末装置3との間の通信を制御する。また、通信制御部15は、ネットワーク4に接続されている図示しないサーバとの通信も制御するようになっている。例えば、ゲームサーバ1をSNSに組み込んだシステム構成とした場合、ゲームサーバ1の通信制御部15は、SNSサーバとの間の通信を制御する。 The communication control unit 15 includes a communication interface 15 a connected to the network 4, and controls communication with each user terminal device 3 via the network 4. The communication control unit 15 also controls communication with a server (not shown) connected to the network 4. For example, when it is set as the system configuration which incorporated the game server 1 in SNS, the communication control part 15 of the game server 1 controls communication between SNS servers.
 入出力制御部16は、データベースサーバ2と通信可能に接続されており、CPU11がデータベースサーバ2に対してデータ(レコード)の読み書きを実行するときの入出力制御を行うデータベースインタフェースである。 The input / output control unit 16 is communicably connected to the database server 2 and is a database interface that performs input / output control when the CPU 11 executes reading / writing of data (records) with respect to the database server 2.
 データベースサーバ2は、ゲームサーバ1が管理する各ユーザのゲーム情報を記憶する領域を有する記憶装置として、例えばRAID(Redundant Arrays of Inexpensive Disks)構成の大容量ハードディスク装置を具備する。このデータベースサーバ2は、例えば、各ユーザを一意に識別する識別情報(ユーザID)と対応付けて、各ユーザの各種ゲーム情報(ユーザ名、レベル、ゲーム内ポイント、所持アイテムなど)を記憶するリレーショナルデータベース、オブジェクトデータベース又はオブジェクト関係データベース等として構築することができる。 The database server 2 includes a large-capacity hard disk device having, for example, a RAID (Redundant Arrays of Inexpensive Disks) configuration as a storage device having an area for storing game information of each user managed by the game server 1. The database server 2 stores various game information (user name, level, in-game points, possessed items, etc.) of each user in association with identification information (user ID) for uniquely identifying each user, for example. It can be constructed as a database, an object database, an object relational database, or the like.
 本実施の形態では、ゲーム管理装置がゲームサーバ1およびデータベースサーバ2から構成される例を示すが、これに限定されるものではない。例えば、ゲームサーバ1にデータベースサーバ2の機能を持たせて、ゲーム管理装置をゲームサーバ1のみで構成することもできる。また、ゲームサーバ1の有する各機能を複数のサーバに分散して持たせて、ゲームサーバ1を複数台のサーバとして構成することもできる。例えば、ユーザが端末装置3を操作してゲームサーバ1へアクセスした場合に、当該ユーザが正規のユーザかどうかを判別する認証機能を有する認証サーバを、ゲームサーバ1のメインサーバとは別に設け、メインサーバと認証サーバとでゲームサーバ1を構成してもよい。他の構成例としては、ユーザが課金対象のアイテムをゲーム内で購入した場合に課金管理を行う課金管理サーバを、ゲームサーバ1のメインサーバ等とは別に設け、メインサーバ、認証サーバおよび課金管理サーバによりゲームサーバ1を構成してもよい。 In the present embodiment, an example in which the game management device is configured by the game server 1 and the database server 2 is shown, but the present invention is not limited to this. For example, the game server 1 can have the function of the database server 2 and the game management device can be configured only by the game server 1. Further, the game server 1 can be configured as a plurality of servers by distributing the functions of the game server 1 to a plurality of servers. For example, when a user operates the terminal device 3 to access the game server 1, an authentication server having an authentication function for determining whether the user is a legitimate user is provided separately from the main server of the game server 1, The game server 1 may be composed of a main server and an authentication server. As another configuration example, a billing management server that performs billing management when a user purchases an item to be billed in a game is provided separately from the main server of the game server 1, and the main server, authentication server, and billing management The game server 1 may be configured by a server.
 また、本ゲームサービスを利用するユーザ数が数十万人、数百万人、あるいはそれ以上となると、多数のユーザの端末装置3からの巨大なアクセスにも耐え得るサーバシステムの構築が求められるため、ネットワーク4上に複数のゲームサーバ1を設けて冗長化(多重化)を図ることにより、負荷分散型のシステム構成としてもよい。この場合、複数のゲームサーバ1間の負荷を調整するためのロードバランサを設けることが望ましい。 In addition, when the number of users who use this game service reaches several hundred thousand, millions, or more, it is required to construct a server system that can withstand huge access from the terminal device 3 of many users. Therefore, by providing a plurality of game servers 1 on the network 4 for redundancy (multiplexing), a load distribution type system configuration may be adopted. In this case, it is desirable to provide a load balancer for adjusting the load among the plurality of game servers 1.
 次に、本実施の形態に係るゲームサーバ1にアクセスしてゲームサービスの提供を受けるユーザの端末装置3の構成を説明する。 Next, the configuration of the terminal device 3 of the user who accesses the game server 1 according to the present embodiment and receives a game service will be described.
 〔端末装置の構成〕
 ユーザが操作する端末装置3としては、上述のように携帯電話端末やスマートフォンをはじめとして、ウェブサイト閲覧機能を有する様々な端末を適用できるが、本実施の形態では、携帯電話端末を例示してその構成を説明する。なお、携帯電話端末以外の端末装置3についても、ウェブサイト閲覧機能を用いてゲーム画面を表示したり、ゲームを実行するための入力操作を行うといった、ゲームをプレイする上で必要となる基本的な構成は、携帯電話端末と同様である。
[Configuration of terminal device]
As the terminal device 3 operated by the user, various terminals having a website browsing function such as a mobile phone terminal and a smartphone can be applied as described above, but in the present embodiment, a mobile phone terminal is exemplified. The configuration will be described. Note that the terminal device 3 other than the mobile phone terminal is also basically required for playing a game such as displaying a game screen using a website browsing function or performing an input operation for executing the game. The configuration is the same as that of the mobile phone terminal.
 ウェブサイト閲覧機能等を有する携帯電話端末は、フィーチャーフォン(Feature phone)やスマートフォン(Smartphone)とも呼称され、図3にその構成例を示している。同図に示すように、端末装置3は、主に、CPU31と、主記憶装置としてのROM32及びRAM33と、画像処理部34と、表示部35と、サウンド処理部36と、音声入力部37と、音声出力部38と、補助記憶装置39と、操作入力部40と、通信制御部41とを備えており、構成要素31~34、36および39~41はバスライン42を介して相互に接続されている。なお、バスライン42と各構成要素との間には必要に応じてインタフェース回路が介在しているが、ここではインタフェース回路の図示を省略している。 A mobile phone terminal having a website browsing function or the like is also called a feature phone or a smart phone, and FIG. 3 shows a configuration example thereof. As shown in the figure, the terminal device 3 mainly includes a CPU 31, a ROM 32 and a RAM 33 as main storage devices, an image processing unit 34, a display unit 35, a sound processing unit 36, and an audio input unit 37. , An audio output unit 38, an auxiliary storage device 39, an operation input unit 40, and a communication control unit 41. The components 31 to 34, 36 and 39 to 41 are connected to each other via a bus line 42. Has been. An interface circuit is interposed between the bus line 42 and each component as necessary, but the interface circuit is not shown here.
 CPU31は、ウェブブラウザを含む各種プログラムの命令を解釈して実行し、端末装置3全体の制御を行う。ROM32には、端末装置3の基本的な動作制御に必要なプログラム等が記憶されている。また、RAM33には、ROM32または補助記憶装置39からロードされた各種プログラムやデータが記憶され、CPU31に対する作業領域を確保する。HTML等で記述されたゲーム画面データを表示するウェブブラウザは、ROM32または補助記憶装置39に記憶されており、RAM33にロードされてCPU31によって実行される。また、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ソフトウェアを、ウェブブラウザと共にROM32または補助記憶装置39に記憶していてもよい。 The CPU 31 interprets and executes commands of various programs including the web browser, and controls the terminal device 3 as a whole. The ROM 32 stores a program and the like necessary for basic operation control of the terminal device 3. The RAM 33 stores various programs and data loaded from the ROM 32 or the auxiliary storage device 39, and secures a work area for the CPU 31. A web browser that displays game screen data described in HTML or the like is stored in the ROM 32 or the auxiliary storage device 39, loaded into the RAM 33, and executed by the CPU 31. Various plug-in software for extending the browser function of the web browser may be stored in the ROM 32 or the auxiliary storage device 39 together with the web browser.
 画像処理部34は、CPU31からの画像表示命令に基づいて表示部35を駆動し、当該表示部35の画面に画像を表示させる。表示部35には、液晶ディスプレイまたは有機LE(Electro-Luminescence)ディスプレイ等の既知の種々の表示装置が適用できる。 The image processing unit 34 drives the display unit 35 based on an image display command from the CPU 31 to display an image on the screen of the display unit 35. Various known display devices such as a liquid crystal display or an organic LE (Electro-Luminescence) display can be applied to the display unit 35.
 サウンド処理部36は、音声入力部37から音声が入力されたときにアナログ音声信号をデジタル音声信号に変換するとともに、CPU31からの発音指示に基づいてアナログ音声信号を生成して音声出力部38に出力する。音声入力部37は、端末装置3に内蔵されたマイクロフォンからなり、電話通信する場合や録音を行う場合などに用いられる。音声出力部38は、電話通信時の受話スピーカおよび電話着信音やゲーム実行時の効果音などを出力するスピーカからなる。 The sound processing unit 36 converts an analog audio signal into a digital audio signal when audio is input from the audio input unit 37, generates an analog audio signal based on a sound generation instruction from the CPU 31, and outputs it to the audio output unit 38. Output. The voice input unit 37 includes a microphone built in the terminal device 3 and is used for telephone communication or recording. The voice output unit 38 is composed of a speaker that outputs a reception speaker at the time of telephone communication and a telephone ringtone or a sound effect at the time of game execution.
 補助記憶装置39は、各種プログラムやデータ等を格納する記憶装置である。補助記憶装置39としては、携帯電話端末の内部メモリとして、例えばフラッシュメモリドライブ等を用いることができ、また、携帯電話端末の外部メモリとして、例えばメモリカードリーダライタ等を用いることができる。 The auxiliary storage device 39 is a storage device that stores various programs and data. As the auxiliary storage device 39, for example, a flash memory drive or the like can be used as the internal memory of the mobile phone terminal, and a memory card reader / writer or the like can be used as the external memory of the mobile phone terminal.
 操作入力部40は、ユーザの操作入力を受け入れて当該操作入力に対応した入力信号を、バスライン42を介してCPU31に出力するものである。操作入力部40の例としては、端末装置3の本体に設けられた方向指示ボタン、決定ボタン、英数文字等入力ボタンなどの物理的ボタンがある。また、表示部35の画面にタッチパネル(接触入力式のインタフェース)を搭載することによって表示部35をいわゆるタッチスクリーンとして構成している端末装置3の場合、当該タッチパネルも操作入力部40となる。 The operation input unit 40 accepts a user's operation input and outputs an input signal corresponding to the operation input to the CPU 31 via the bus line 42. Examples of the operation input unit 40 include physical buttons such as a direction instruction button, a determination button, and an alphanumeric character input button provided on the main body of the terminal device 3. Further, in the case of the terminal device 3 in which the display unit 35 is configured as a so-called touch screen by mounting a touch panel (contact input type interface) on the screen of the display unit 35, the touch panel also becomes the operation input unit 40.
 通信制御部41は、通信インタフェース41aを備え、ゲーム操作時等にデータ通信するための通信制御機能および携帯電話端末として音声データを送受信するための通信制御機能等を有している。ここで、データ通信用の通信制御機能には、例えば、無線LAN接続機能、無線LANや携帯電話回線網を介したインターネット接続機能、所定の周波数帯(例えば2.4GHzの周波数帯)を用いた近距離無線通信機能などが含まれる。通信制御部41は、CPU31からの命令に基づいてゲーム装置1を無線LANやインターネット等に接続するための接続信号を発信するとともに、通信相手側から送信されてきた情報を受信してCPU31へ供給する。 The communication control unit 41 includes a communication interface 41a, and has a communication control function for data communication when a game is operated, a communication control function for transmitting and receiving voice data as a mobile phone terminal, and the like. Here, for the communication control function for data communication, for example, a wireless LAN connection function, an Internet connection function via a wireless LAN or a cellular phone network, a predetermined frequency band (for example, a 2.4 GHz frequency band) is used. Includes short-range wireless communication functions. The communication control unit 41 transmits a connection signal for connecting the game apparatus 1 to a wireless LAN, the Internet, or the like based on a command from the CPU 31 and receives information transmitted from the communication partner side and supplies it to the CPU 31. To do.
 なお、端末装置3には、その他にもGPS(Global Positioning System)信号受信回路、CCD(Charge Coupled Device)イメージセンサ等の撮像装置(カメラ)、3軸加速度センサなどが備えられていてもよく、例えば、GPS位置情報などをゲーム内で活用してもよい。 In addition, the terminal device 3 may further include a GPS (Global Positioning System) signal receiving circuit, an imaging device (camera) such as a CCD (Charge Coupled Device) image sensor, a triaxial acceleration sensor, and the like. For example, GPS position information may be used in the game.
 上記構成の端末装置3において、ゲームサービスを受けようとするユーザは、ウェブブラウザを立ち上げてゲームサーバ1が管理するゲームサイトにアクセスする操作を行う。このアクセスがゲームサーバ1に認証された場合、端末装置3の通信制御部41がゲームサーバ1から送信されてくるHTML等で記述されたゲーム画面データを受信し、CPU31がウェブブラウザを実行してゲーム画面を表示部35に表示させる。ここでユーザは、ゲーム画面に表示されている選択可能なボタンオブジェクトやハイパーリンクを、操作入力部40を操作して選択入力する。この選択入力に応じてゲームサーバ1がゲームを進行させ、新たなゲーム画面データを端末装置3に送信する。そして、この新たなゲーム画面が端末装置3の表示部35に表示され、以下、同様に、ユーザは、表示部35に表示されているゲーム画面で選択可能なボタンオブジェクト等を選択する操作により、ゲームサーバ1が提供するゲームをプレイすることができるようになっている。 In the terminal device 3 configured as described above, a user who wants to receive a game service starts up a web browser and performs an operation of accessing a game site managed by the game server 1. When this access is authenticated by the game server 1, the communication control unit 41 of the terminal device 3 receives game screen data described in HTML or the like transmitted from the game server 1, and the CPU 31 executes the web browser. A game screen is displayed on the display unit 35. Here, the user selects and inputs selectable button objects and hyperlinks displayed on the game screen by operating the operation input unit 40. In response to this selection input, the game server 1 advances the game and transmits new game screen data to the terminal device 3. Then, this new game screen is displayed on the display unit 35 of the terminal device 3. Hereinafter, similarly, the user can select a button object or the like that can be selected on the game screen displayed on the display unit 35 by an operation. A game provided by the game server 1 can be played.
 〔ゲーム管理装置の機能的構成〕
 次に、上記のように構成されたゲーム管理装置(ゲームサーバ1およびデータベースサーバ2)の主要な機能について説明する。図4は、ゲーム管理装置の主要機能ブロック図である。
[Functional configuration of game management device]
Next, main functions of the game management device (game server 1 and database server 2) configured as described above will be described. FIG. 4 is a main functional block diagram of the game management device.
 ゲーム管理装置は、主に、ゲーム情報管理手段51、ゲーム進行手段52、認証手段53、仲間管理手段54、交流手段55、仲間期間設定手段56、仲間関係解除手段57、仲間期間報知手段58および仲間成立ポイント付与手段59を備えている。これらの各手段51~59は、ゲームサーバ1のCPU11が本実施の形態に係るプログラムを実行することにより実現されるものである。 The game management device mainly includes game information management means 51, game progress means 52, authentication means 53, fellow management means 54, exchange means 55, fellow period setting means 56, fellow relation release means 57, fellow period notification means 58 and Companion establishment point giving means 59 is provided. Each of these means 51 to 59 is realized by the CPU 11 of the game server 1 executing the program according to the present embodiment.
 ゲーム情報管理手段51は、各ユーザのゲーム情報をデータベースサーバ2に蓄積して管理する。ゲーム情報管理手段51で管理されるゲーム情報の項目は、本ゲームサーバ1がユーザに提供するゲームサービスの内容によって異なる。 The game information management means 51 accumulates and manages the game information of each user in the database server 2. The items of game information managed by the game information management means 51 differ depending on the content of the game service that the game server 1 provides to the user.
 本ゲームサーバ1によって提供されるゲームの例としては、野球、サッカー、ゴルフなどの各種スポーツを題材としたスポーツゲーム、戦闘を題材とした戦闘ゲーム、音楽シミュレーションゲーム、その他種々のロールプレイングゲーム・育成ゲーム・シミュレーションゲームといったように、ゲーム形式・ジャンルを問わず様々なゲームを挙げることができる。その一例として、本実施の形態では、ゲームサーバ1がゲームサービスとして野球ゲームを提供する場合について、以下に説明する。 Examples of games provided by the game server 1 include sports games based on various sports such as baseball, soccer, and golf, battle games based on battles, music simulation games, and other various role-playing games and training. Various games such as games and simulation games can be listed regardless of the game format and genre. As an example, in the present embodiment, the case where the game server 1 provides a baseball game as a game service will be described below.
 本実施の形態では、ユーザがゲーム内において選手キャラクタを所有し、当該選手キャラクタを用いてゲーム内で他のユーザと試合(対戦)を行うことができる野球ゲームを例に挙げる。ユーザが所有する選手キャラクタは、当該選手キャラクタの形態を端末装置3の画面上で視認可能としたカード形式とすることができる。すなわち、選手キャラクタは、デジタル選手カードとしてゲームサーバ1で管理されるとともに、ユーザの端末装置3の画面に表示される。図13には、ユーザの端末装置3の画面に表示される選手カード71を例示しており、選手キャラクタの形態およびカードのレア度(希少価値の高さを☆の多さで示したもの)などを表記したデジタル選手カードとして画面上に表示される。ユーザは、ゲームを進行させながら選手カードを集め、自分だけのオリジナルチームを結成し、他のユーザと対戦してランキングを競うことができる。また、ユーザは、集めた選手カード同士を合成することによって選手カード(選手キャラクタ)の能力を向上させる(すなわち、選手を育成する)ことができ、より強いチーム作りを目指してゲームを楽しむことができるようになっている。 In this embodiment, a baseball game in which a user owns a player character in the game and can play a game (match) with another user in the game using the player character is taken as an example. The player character owned by the user can be in a card format in which the form of the player character is visible on the screen of the terminal device 3. That is, the player character is managed by the game server 1 as a digital player card and displayed on the screen of the user terminal device 3. FIG. 13 exemplifies a player card 71 displayed on the screen of the user's terminal device 3, and the form of the player character and the rarity of the card (the scarcity value is indicated by the number of ☆). Is displayed on the screen as a digital player card. The user can collect player cards while proceeding with the game, form his own original team, and compete with other users for ranking. In addition, the user can improve the ability of the player card (player character) by synthesizing the collected player cards (that is, nurture the player), and can enjoy the game with the aim of creating a stronger team. It can be done.
 このような野球ゲームにおいて、各ユーザのゲーム情報を管理するゲーム情報管理手段51は、図5に示すように、ユーザ情報記憶制御手段51a、レベル情報記憶制御手段51b(ゲームレベル記憶制御手段)、所有選手カード記憶制御手段51c、所有ポイント記憶制御手段51d、所有コイン記憶制御手段51e、所有アイテム記憶制御手段51f、試合結果記憶制御手段51gおよびランキング記憶制御手段51hなどを備えている。図7には、ゲーム情報管理手段51の各記憶制御手段51a~51hがデータベースサーバ2(記憶装置)に記憶して管理する、各ユーザのゲーム情報の一例(この例ではユーザID=“000001”の1人分のゲーム情報)を示している。 In such a baseball game, as shown in FIG. 5, game information management means 51 for managing game information of each user includes user information storage control means 51a, level information storage control means 51b (game level storage control means), An owned player card storage control unit 51c, an owned point storage control unit 51d, an owned coin storage control unit 51e, an owned item storage control unit 51f, a game result storage control unit 51g, a ranking storage control unit 51h, and the like are provided. FIG. 7 shows an example of game information of each user (in this example, user ID = “000001”) stored and managed by the storage control means 51a to 51h of the game information management means 51 in the database server 2 (storage device). Game information for one person).
 ユーザ情報記憶制御手段51aは、各ユーザを一意に識別するユーザIDと対応付けて、ログインID、パスワード、ユーザ名(ゲーム内で使用するニックネーム等)、チーム名等の各ユーザに関するユーザ情報を、ユーザID毎にデータベースサーバ2の所定の記憶領域に記憶する。ここで、ログインIDおよびパスワードは、各ユーザが端末装置3を操作してゲームサーバ1にアクセスしたときのログイン認証に用いられる。ユーザ名およびチーム名は、ユーザがゲームサービスを受けるための会員登録をした際や、ゲームを初めて実行した際に、ユーザが自ら設定した任意の情報である。ユーザ名およびチーム名は、必要に応じてゲーム画面に表示される。 The user information storage control unit 51a associates a user ID uniquely identifying each user with user information related to each user such as a login ID, password, user name (such as a nickname used in the game), team name, and the like. Each user ID is stored in a predetermined storage area of the database server 2. Here, the login ID and password are used for login authentication when each user operates the terminal device 3 to access the game server 1. The user name and team name are arbitrary information set by the user when the user registers as a member for receiving the game service or when the game is executed for the first time. The user name and team name are displayed on the game screen as necessary.
 レベル情報記憶制御手段51bは、ユーザIDと対応付けて、ゲームレベルとしてのユーザのレベルや所属リーグのレベル等のレベル情報を、ユーザID毎にデータベースサーバ2の所定の記憶領域に記憶する。本野球ゲームでは、例えば、ユーザがゲームを進行させることにより経験値が蓄積され、当該経験値が一定量に達することによりユーザのレベルがアップするようになっている。また、本野球ゲームでは、例えば、複数の異なるレベルのリーグが存在し、各ユーザのチームが何れかのリーグに所属して、同リーグの他のユーザのチームと自動で試合(リーグ戦)を行うようになっている。また、このリーグ戦の成績に応じて、異なるリーグに所属するユーザのチーム同士の入替戦が自動で実行され、ユーザのチームが所属するリーグレベルが変化するようになっている。レベル情報記憶制御手段51bは、このユーザのレベルや所属リーグのレベルを、ユーザIDと対応付けて記憶する。 The level information storage control means 51b stores level information such as a user level as a game level and a league level in a predetermined storage area of the database server 2 for each user ID in association with the user ID. In this baseball game, for example, experience values are accumulated as the user progresses the game, and the level of the user is increased when the experience value reaches a certain amount. Moreover, in this baseball game, for example, there are a plurality of different levels of leagues, and each user's team belongs to one of the leagues, and a game (league battle) is automatically played with another user's team in the league. To do. Moreover, according to the result of this league game, the replacement game between the teams of the users belonging to different leagues is automatically executed, and the league level to which the user's team belongs changes. The level information storage control unit 51b stores the level of the user and the level of the affiliated league in association with the user ID.
 所有選手カード記憶制御手段51cは、ユーザIDと対応付けて、ゲーム内でユーザが獲得して所有している選手カードの情報を、ユーザID毎にデータベースサーバ2の所定の記憶領域に記憶する。この選手カードの情報の例としては、選手カードを一意に識別するための識別情報(選手カードID)、選手の能力の高さを示す能力値およびレギュラー選手フラグなどがある。 The owned player card storage control means 51c stores information on player cards acquired and owned by the user in the game in a predetermined storage area of the database server 2 for each user ID in association with the user ID. Examples of the player card information include identification information (player card ID) for uniquely identifying the player card, an ability value indicating the height of the ability of the player, and a regular player flag.
 図7では、3つの能力項目(能力1~3)に対して選手の能力値を設定できる例を示している。能力項目の例としては、選手カードが野手の場合は、能力1~3を「打撃」、「走力」、「守備」等とすることができ、また選手カードが投手の場合は、能力1~3を「球威」、「制球」、「変化」等とすることができる。能力項目はこの例に限らず、増減可能である。レギュラー選手フラグとは、ユーザが所有している選手カードのうち、他のユーザのチームとの試合に出場するレギュラー選手(チームオーダーに組み込まれた選手)であるか、それともレギュラー選手以外の控え選手であるかを判別するフラグであり、これが「1」のときレギュラー選手の選手カードとして登録されていることを示す。ユーザは、端末装置3を操作することにより、所有している選手カードからレギュラー選手を選択したり、チームオーダーを設定したりすることができるようになっている。 FIG. 7 shows an example in which player ability values can be set for three ability items (abilities 1 to 3). As an example of the ability item, when the player card is a fielder, abilities 1 to 3 can be “blow”, “running power”, “defense”, etc., and when the player card is a pitcher, ability 1 ~ 3 can be set as "sphere", "control", "change", etc. The capability item is not limited to this example, and can be increased or decreased. A regular player flag is a regular player (player included in a team order) who participates in a match with another user's team among player cards owned by the user, or a non-regular player. This flag is “1”, indicating that it is registered as a player card for a regular player. By operating the terminal device 3, the user can select a regular player from an owned player card or set a team order.
 また、データベースサーバ2には、選手カードIDと対応付けられて、選手カードの画像データ、選手名、ポジション、所属球団、能力値(合成により強化されていない初期値)などが記憶された選手カードデータベースが存在し、ゲーム情報管理手段51は、所有選手カード記憶制御手段51cが記憶している選手カードIDに基づいて、当該選手カードIDに対応する選手カードの画像データ等を取得できるようになっている。 Further, the database server 2 stores the player card image data, the player name, the position, the affiliation team, the ability value (initial value not strengthened by the synthesis) and the like in association with the player card ID. There is a database, and the game information management means 51 can acquire image data of a player card corresponding to the player card ID based on the player card ID stored in the owned player card storage control means 51c. ing.
 所有ポイント記憶制御手段51dは、ユーザIDと対応付けて、ゲーム内でユーザが所有している各種ポイント(ポイントに準ずる値などを含む)を、ユーザID毎にデータベースサーバ2の所定の記憶領域に記憶する。本ゲームにおいては、様々なゲームモードが存在し、ゲームモードに応じて様々なポイントを獲得したり、獲得したポイントを使用したりできるようになっている。 The owned point storage control means 51d associates various points owned by the user in the game (including values corresponding to the points) in a predetermined storage area of the database server 2 for each user ID in association with the user ID. Remember. In this game, there are various game modes, and various points can be acquired and the acquired points can be used according to the game mode.
 図7に示すように、ポイントの例としては、上述の経験値の他、行動力ポイント、運営コスト、強化ポイント、交流ポイントなどがある。行動力ポイントは、当該行動力ポイントを消費しながら選手カードを探索して選手をスカウトするという「スカウトモード」で使用される。運営コストは、他のユーザを指定して個別対戦の試合を行う「試合モード」で使用されるものであり、試合を運営する場合に必要なコスト(ポイント)という位置付けで、当該個別対戦を行うことにより消費される。例えば、ゲーム中に消費されて減った行動力ポイントや運営コストは、時間の経過により回復する(例えば、3分経過する毎に1ポイントずつ回復する)ようにしたり、前記経験値が一定量に達してユーザのレベルがアップすることにより回復するようにしたりできる。 As shown in FIG. 7, examples of points include action points, operating costs, reinforcement points, and exchange points in addition to the above experience values. The action power point is used in a “scout mode” in which the player card is searched and the player is scouted while consuming the action power point. The operation cost is used in the “match mode” in which an individual match is designated by specifying another user, and the individual match is performed at a cost (point) necessary for managing the match. It is consumed by. For example, behavioral power points and operating costs that are consumed and reduced during a game are recovered over time (for example, 1 point is recovered every 3 minutes), or the experience value is set to a certain amount. It can be recovered by reaching the user level.
 また、前記の強化ポイントは、ユーザが所有する選手カード同士を合成することによって選手カードの能力を向上させる「強化モード」で使用されるものであり、当該合成を行うことにより消費される。この強化ポイントは、例えばスカウトモードの実行や試合モードの実行等によって獲得できるようにすることができる。 Further, the strengthening points are used in the “strengthening mode” in which the ability of the player cards is improved by combining the player cards owned by the user, and is consumed by performing the combining. This strengthening point can be acquired, for example, by executing a scout mode or a match mode.
 また、前記交流ポイントは、ユーザが他のユーザ(特に仲間ユーザ)と挨拶等の交流を行うことによって獲得できるポイントである。交流の具体例等の詳細については後述する。この交流ポイントは、例えば、ゲームサーバ1が管理している全ての選手カードの中から乱数等に基づく抽選で所定枚数(例えば1枚)の選手カードを獲得できる「抽選モード」で使用可能であり、所定の交流ポイントにつき1回の選手カード抽選を受けることができる。 In addition, the exchange point is a point that can be obtained when the user exchanges greetings with other users (particularly fellow users). Details of specific examples of AC will be described later. This exchange point can be used in, for example, “lottery mode” in which a predetermined number (for example, one) of player cards can be obtained by lottery based on random numbers or the like from all player cards managed by the game server 1. A player card lottery can be received once for a predetermined exchange point.
 所有コイン記憶制御手段51eは、ユーザIDと対応付けて、ゲーム内でユーザが所有しているコイン(前記ポイントとは別のゲーム内通貨)を、ユーザID毎にデータベースサーバ2の所定の記憶領域に記憶する。このコインは、例えば、課金対象のアイテムを獲得する等の際に必要となるものである。 The owned coin storage control means 51e associates the user ID with the coin owned by the user in the game (in-game currency different from the points) in a predetermined storage area of the database server 2 for each user ID. To remember. This coin is necessary, for example, when acquiring an item to be charged.
 所有アイテム記憶制御手段51fは、ユーザIDと対応付けて、ゲーム内でユーザが獲得したアイテムを、ユーザID毎にデータベースサーバ2の所定の記憶領域に記憶する。図7に示すように、アイテムの例としては、回復アイテム、パズルカードのピース、フェイクカードなどがある。回復アイテムは、ゲーム中に消費して減った前述の行動力ポイントおよび/または運営コストを、時間の経過を待たずに一瞬で最大値まで回復させるアイテムである。例えば、回復アイテムは、前記コインを消費して購入したり、ゲーム内で所定のボーナス条件を満たしたりすることにより獲得できる。 The owned item storage control means 51f stores items acquired by the user in the game in a predetermined storage area of the database server 2 for each user ID in association with the user ID. As shown in FIG. 7, examples of items include recovery items, puzzle card pieces, fake cards, and the like. The recovery item is an item that recovers the above-described action power points and / or operation costs consumed and reduced during the game to the maximum value in an instant without waiting for the passage of time. For example, the recovery item can be acquired by consuming and purchasing the coin or satisfying a predetermined bonus condition in the game.
 パズルカードのピースは、所定数のピース(例えばP1~P6の6つのピース)を全部集めてパズルカードを完成させることで強力な(能力値の高い)選手カードを入手することができるアイテムである。例えば、パズルカードのピースは、前記スカウトモードの実行時に乱数等に基づく抽選で当選した場合に獲得でき、また前記試合モードで他のユーザが所有しているピースを狙って対戦して勝利した場合に、当該対戦相手のユーザから奪取できるようになっている。 A puzzle card piece is an item that can be obtained a powerful (high ability) player card by collecting a predetermined number of pieces (for example, six pieces P1 to P6) and completing the puzzle card. . For example, a piece of a puzzle card can be obtained when a lottery based on a random number or the like is won at the time of executing the scout mode, and when the player wins by fighting with a piece owned by another user in the game mode In addition, it can be taken from the user of the opponent.
 フェイクカードは、前記パズルカードのピースにセットしておくことにより、前記試合モードの対戦で他のユーザに負けても、狙われたピースを一度だけ奪取されないようにできるアイテムである。例えば、フェイクカードは、前記コインを消費して購入したり、ゲーム内で所定のボーナス条件を満たしたりすることにより獲得できる。 A fake card is an item that can be set only on a piece of the puzzle card so that even if it is defeated by another user in a match in the game mode, the targeted piece is not taken away only once. For example, a fake card can be obtained by consuming and purchasing the coin or satisfying a predetermined bonus condition in the game.
 試合結果記憶制御手段51gは、ユーザIDと対応付けて、ユーザのチームが他のユーザのチームと対戦した試合を一意に特定するための試合IDを、ユーザID毎にデータベースサーバ2の所定の記憶領域に記憶する。ここで、試合IDにより一意に特定される試合は、ユーザが対戦相手を指定して行う個別対戦の試合、およびゲームサーバ1により自動で行われるリーグ戦の試合を含む。 The game result storage control means 51g associates a user ID with a game ID for uniquely identifying a game in which the user's team has played against another user's team, for each user ID. Store in the area. Here, the game uniquely specified by the game ID includes a game of an individual game performed by the user specifying an opponent and a game of a league game automatically performed by the game server 1.
 また、データベースサーバ2は、試合IDと対応付けられて、試合日時(現実世界の試合開始または終了の時間)、勝利したチームのユーザID、敗北したチームのユーザID、対戦スコア、勝利投手キャラクタ、敗戦投手キャラクタ、本塁打を打った選手キャラクタ、試合寸評情報などの試合結果に関する情報が記憶された試合データベースを備えている。そして、ゲーム情報管理手段51は、試合結果記憶制御手段51gが記憶している試合IDに基づいて、当該試合IDに対応する試合結果に関する情報を、試合データベースから取得できるようになっている。 Further, the database server 2 is associated with the game ID, the game date and time (real world game start or end time), the user ID of the winning team, the user ID of the defeated team, the battle score, the winning pitcher character, A game database is stored in which information about game results such as a loser pitcher character, a player character who has made a home run, and game critical information is stored. And the game information management means 51 can acquire the information regarding the game result corresponding to the said game ID from a game database based on the game ID which the game result memory | storage control means 51g has memorize | stored.
 ランキング記憶制御手段51hは、ユーザIDと対応付けて、前記リーグ戦や入れ替え戦におけるユーザのチームの勝利数および敗戦数、ならびに勝利数・敗戦数に基づく所属リーグ内の順位などのランキング情報を、ユーザID毎にデータベースサーバ2の所定の記憶領域に記憶する。例えば、リーグ戦が現実世界における月曜日~金曜日の各日の所定時間に所定の試合数(例えば各日12試合)自動的に行われ、また、入れ替え戦が現実世界における土曜日および日曜日の所定時間に所定の試合数(例えば各日12試合)自動的に行われるものとする。この場合、図7に示すように、ランキング記憶制御手段51hは、現実世界の月曜日~日曜日の各日についてのランキング情報を記憶し、毎週、ランキング情報を最新の情報に更新する。 The ranking storage control means 51h associates the user ID with ranking information such as the ranking of the league based on the number of wins and defeats of the user's team and the number of wins / defeats in the league or replacement game, Each user ID is stored in a predetermined storage area of the database server 2. For example, a league game is automatically performed at a predetermined time on each day from Monday to Friday in the real world (for example, 12 games per day), and a replacement game is performed at a predetermined time on Saturday and Sunday in the real world. It is assumed that a predetermined number of games (for example, 12 games each day) are automatically played. In this case, as shown in FIG. 7, the ranking storage control unit 51h stores the ranking information for each day from Monday to Sunday in the real world, and updates the ranking information to the latest information every week.
 次に、図4に示すゲーム進行手段52について説明する。ゲーム進行手段52は、ユーザによる端末装置3に対する操作に応じてゲームを実行し、当該実行結果に応じたゲーム画面データを生成してこれを端末装置3に送信し、端末装置3にユーザの操作に応じたゲーム画面を表示させることによってゲームを進行させる機能を有する。図4に示すように、このゲーム進行手段52は、ゲーム実行手段52aと、ゲーム画面生成手段52bと、ゲーム画面送信手段52cとを備えている。 Next, the game progress means 52 shown in FIG. 4 will be described. The game progress means 52 executes a game in response to an operation on the terminal device 3 by the user, generates game screen data corresponding to the execution result, and transmits the game screen data to the terminal device 3. It has a function to advance the game by displaying a game screen according to the game. As shown in FIG. 4, the game progress means 52 includes a game execution means 52a, a game screen generation means 52b, and a game screen transmission means 52c.
 ユーザの端末装置3のウェブブラウザによってゲーム画面が表示されているとき、ユーザがゲーム画面上の選択可能なボタンオブジェクトやハイパーリンクが設定された文字列等を選択する操作を行った場合、当該操作に応じたゲーム画面のリクエストが端末装置3のウェブブラウザによってゲームサーバ1へ送信される。このリクエストを受信したゲームサーバ1では、ゲーム実行手段52aが、当該リクエストに応じてユーザのゲーム情報を読み出して演算やデータ処理を行うことによってゲームを実行する。 When the game screen is displayed by the web browser of the user's terminal device 3, when the user performs an operation of selecting a selectable button object or a character string with a hyperlink set on the game screen, the operation A game screen request corresponding to the request is transmitted to the game server 1 by the web browser of the terminal device 3. In the game server 1 that has received this request, the game execution means 52a reads the user's game information in response to the request and executes the game by performing calculations and data processing.
 例えば、対戦モードで他のユーザのチームと対戦するという操作がユーザによって行われた場合を例に挙げると、ゲーム実行手段52aは、対戦を行う両ユーザのユーザIDに対応した両チームの選手カード情報(試合に出場するレギュラー選手の選手カード情報)をデータベースサーバ2から読み出す。そして、ゲーム実行手段52aは、両チームの選手カードの能力値等に基づいて、勝敗を決定する演算を行う。この勝敗決定の演算の例としては、単純に両チームの選手カードの能力値の合計が高い方を勝利チームとしてもよいし、能力値の合計が高い方のチームが勝利する確率を高くして勝利チームを確率演算により求めてもよい。また、ゲーム実行手段52aは、勝敗を決定する演算の前に、チームを構成する選手カードの組み合わせに基づいて、勝敗に影響を与える様々な効果演出を発生させるか否かを決定する演算を行ってもよい。 For example, in the case where the user performs an operation of playing against another user's team in the battle mode, the game execution means 52a is configured so that the player cards of both teams corresponding to the user IDs of the two users performing the battle. Information (player card information of regular players participating in the game) is read from the database server 2. And the game execution means 52a performs the calculation which determines a win / loss based on the ability value etc. of the player card of both teams. As an example of the calculation of this win / loss decision, the player with the highest total ability value of both teams may be the winning team, or the team with the higher total ability value will have a higher probability of winning. The winning team may be obtained by probability calculation. Moreover, the game execution means 52a performs the calculation which determines whether various effect productions which affect a win / loss are generated based on the combination of the player card which comprises a team before the calculation which determines a win / loss. May be.
 ゲーム画面生成手段52bは、ゲーム実行手段52aによる実行結果に応じて、例えばHTMLデータからなるゲーム画面データを生成する。HTMLデータには、データベースサーバ2から読み出された選手カード等の画像データを含めてもよい。また、HTMLデータには、端末装置3のウェブブラウザのプラグインによって動作するスクリプト(プログラム)が埋め込まれていてもよい。ゲームサーバ1から提供されたスクリプトが端末装置3で実行される場合は、端末装置3で表示されるゲーム画面を動画とすることも可能である。 The game screen generation means 52b generates game screen data composed of HTML data, for example, according to the execution result by the game execution means 52a. The HTML data may include image data such as a player card read from the database server 2. Moreover, the script (program) which operate | moves by the plug-in of the web browser of the terminal device 3 may be embedded in HTML data. When the script provided from the game server 1 is executed by the terminal device 3, the game screen displayed on the terminal device 3 can be a moving image.
 ゲーム画面送信手段52cは、ゲーム画面生成手段52bにより生成されたゲーム画面データ(HTMLデータ等)を、ゲーム画面のリクエストに対するレスポンスとしてユーザの端末装置3へ送信する。このゲーム画面データを受信したユーザの端末装置3では、ウェブブラウザによって表示部35にゲーム画面が表示される。 The game screen transmission unit 52c transmits the game screen data (HTML data or the like) generated by the game screen generation unit 52b to the user terminal device 3 as a response to the request for the game screen. In the terminal device 3 of the user who has received the game screen data, the game screen is displayed on the display unit 35 by the web browser.
 次に、認証手段53について説明する。認証手段53は、ゲームサービスを受けようとするユーザが端末装置3を操作してゲームサーバ1にアクセス(ログイン)しようとした際、当該ユーザのゲーム参加資格の有無を判断してログイン認証を行う。この認証の例としては、ユーザIDと対応付けられたログインIDおよびパスワードに基づく認証がある。例えば、ユーザが初めてゲームサービスを利用するときに、会員情報としてログインID(任意の英数文字やメールアドレス等)およびパスワードをゲームサーバ1に登録する。そして、次回からのゲームサーバ1へのログイン時には、ユーザが端末装置3を操作してログインIDおよびパスワードをゲームサーバ1へ送信する。このとき、ゲームサーバ1の認証手段53が、ユーザの端末装置3から受信したログインIDおよびパスワードの組み合わせが登録済みであるか否かを判断し、ログイン認証を行う。 Next, the authentication unit 53 will be described. When a user who wants to receive a game service operates the terminal device 3 to access (log in) the game server 1, the authentication unit 53 determines whether the user has a game participation qualification and performs login authentication. . An example of this authentication is authentication based on a login ID and password associated with a user ID. For example, when the user uses the game service for the first time, a login ID (any alphanumeric character, email address, etc.) and password are registered in the game server 1 as member information. Then, when logging in to the game server 1 from the next time, the user operates the terminal device 3 to transmit the login ID and password to the game server 1. At this time, the authentication means 53 of the game server 1 determines whether or not the combination of the login ID and password received from the user terminal device 3 has been registered, and performs login authentication.
 また、SNSのシステムに本ゲームシステムを組み込む場合、SNSの会員登録情報(ログインIDおよびパスワード)をそのまま本ゲームシステムのゲームサービスを受けるための利用登録情報としてもよい。例えば、ユーザの端末装置3がSNSサーバにログインしている状態で、ゲームサーバ1が管理するゲームサイトに最初にアクセスした際、SNSサーバからゲームサーバ1へ自動的にユーザのログインIDおよびパスワードが転送され、これによってユーザが改めてログインIDおよびパスワードを登録することなくゲームサービスの利用登録ができるようにしてもよい。 When the game system is incorporated into the SNS system, the SNS member registration information (login ID and password) may be used as registration information for receiving the game service of the game system. For example, when the user's terminal device 3 is logged in to the SNS server, when the game site managed by the game server 1 is first accessed, the user's login ID and password are automatically input from the SNS server to the game server 1. It may be transferred so that the user can register to use the game service without registering the login ID and password again.
 また、ユーザがゲームサーバ1にアクセスする度にログインIDおよびパスワードを入力する手間を省略できるように、端末装置3である携帯電話やスマートフォンの個体識別番号(電話番号とは別の端末を一意に識別するための情報)、または契約者固有ID(端末の契約者を一意に識別するための情報であって、機種変更を行っても契約者が同一である限りは変更されないID)を利用した認証を行ってもよい。すなわち、ユーザが端末装置3を操作して会員登録した際に、当該端末装置3から送信されてくるデータに含まれる個体識別番号または契約者固有IDをゲームサーバ1が取得し、ログインIDおよびパスワードとともに、当該個体識別番号または契約者固有IDもユーザIDと対応付けてデータベースサーバ2に記憶しておくのである。そして、認証手段53は、端末装置3からアクセス要求を受けた際には、個体識別番号または契約者固有IDが登録済みであるか否かを判断してログイン認証を行う。これにより、ゲームサーバ1へのアクセス時には、ユーザはログインIDおよびパスワードの入力を省略してログインすることが可能となる。 In addition, an individual identification number of a mobile phone or a smartphone that is the terminal device 3 (a terminal different from the telephone number is uniquely assigned so that the user does not have to input a login ID and a password each time the user accesses the game server 1. Identification information) or contractor's unique ID (information that uniquely identifies the contractor of the terminal and does not change as long as the contractor is the same even if the model is changed) Authentication may be performed. That is, when the user operates the terminal device 3 to register as a member, the game server 1 acquires the individual identification number or the contractor unique ID included in the data transmitted from the terminal device 3, and the login ID and password At the same time, the individual identification number or the contractor unique ID is also stored in the database server 2 in association with the user ID. When receiving the access request from the terminal device 3, the authentication unit 53 determines whether the individual identification number or the contractor unique ID has been registered, and performs login authentication. Thereby, when accessing the game server 1, the user can log in without inputting the login ID and password.
 また、ユーザがゲームサーバ1にアクセスする度にログインIDおよびパスワードを入力する手間を省略できる別の方法としては、HTTP cookieの情報(以下、Cookieと称する)を利用する方法もある。すなわち、ユーザが端末装置3を操作して会員登録した際に、ゲームサーバ1がログインIDおよびパスワードに対応した個体識別情報を発行してデータベースサーバ2へ登録するとともに、当該個体識別情報をCookieとして端末装置3へ送信する。このとき、端末装置3のブラウザは、受信したCookieを端末装置3内へ記憶する。次回からのゲームサーバ1へのアクセスの際には、端末装置3のブラウザがページ閲覧要求とともにCookieをゲームサーバ1へ送信するので、認証手段53は、端末装置3からアクセス要求を受けた際には、Cookieの個体識別番号が登録済みであるか否かを判断してログイン認証を行うことができる。 As another method that can save the user the trouble of inputting the login ID and password each time the game server 1 is accessed, there is a method of using HTTP cookie information (hereinafter referred to as cookie). That is, when the user operates the terminal device 3 to register as a member, the game server 1 issues individual identification information corresponding to the login ID and password and registers it in the database server 2, and the individual identification information is used as a cookie. It transmits to the terminal device 3. At this time, the browser of the terminal device 3 stores the received cookie in the terminal device 3. When accessing the game server 1 from the next time, the browser of the terminal device 3 transmits a Cookie to the game server 1 together with the page browsing request, so that the authentication unit 53 receives the access request from the terminal device 3. Can perform login authentication by determining whether or not the individual identification number of the cookie has been registered.
 次に、仲間管理手段54について説明する。仲間管理手段54は、仲間関係が成立している2人のユーザを関係付けた仲間情報をデータベースサーバ2(記憶装置)に記憶する仲間情報記憶制御手段54aを備えている。図8には、仲間情報記憶制御手段54aがデータベースサーバ2に記憶する仲間情報の一例を示している。 Next, the fellow management means 54 will be described. The fellow management means 54 is provided with fellow information storage control means 54a for storing fellow information relating two users who have established a fellow relation in the database server 2 (storage device). FIG. 8 shows an example of friend information stored in the database server 2 by the friend information storage control unit 54a.
 図8に示すように、仲間情報記憶制御手段54aは、ある2人のユーザ間で仲間関係が成立したときに、仲間申請をしたユーザのユーザIDと当該仲間申請を承認したユーザのユーザIDとを関係付けた仲間情報をデータベースサーバ2へ記憶する。そして、仲間管理手段54は、各仲間情報にこれらを一意に識別するための仲間情報IDを付加し、仲間情報IDに基づいて仲間管理を行う。 As shown in FIG. 8, the fellow information storage control unit 54 a has a user ID of a user who has applied for a friend and a user ID of a user who has approved the fellow application when a friendship relationship is established between two users. Is stored in the database server 2. And the fellow management means 54 adds fellow information ID for identifying these uniquely to each fellow information, and performs fellow management based on fellow information ID.
 図8の例では、仲間申請したユーザID=“000001”のユーザAと、それを承認したユーザID=“000002”のユーザBとの2人のユーザを関係付けた仲間情報が、仲間情報ID=“1”の仲間情報としてデータベースサーバ2に登録されている。これにより、ユーザAにとってユーザBは仲間関係にある仲間ユーザであり、ユーザBにとってもユーザAは仲間ユーザとなる。 In the example of FIG. 8, the fellow information that associates two users, the user A of the user ID = “000001” who applied for the friend and the user B of the user ID = “000002” who approved it, is the friend information ID. = Registered in the database server 2 as friend information of “1”. Thereby, for user A, user B is a fellow user who has a fellow relationship, and for user B, user A is a fellow user.
 また、各ユーザは複数の仲間を作ることができ、各ユーザを中心とする仲間グループを構成することが可能である。図8の例では、ユーザID=“000001”のユーザAは、ユーザID=“000005”および“000035”のユーザとも仲間関係を構築している。そして、仲間管理手段54は、各ユーザを中心とする仲間グループに所属する仲間関係にある仲間ユーザの情報をデータベースサーバ2に記憶して、ユーザ毎の仲間管理を行う。 In addition, each user can make a plurality of friends, and it is possible to form a friend group centered on each user. In the example of FIG. 8, the user A with the user ID = “000001” has also established a fellowship relationship with the users with the user IDs = “000005” and “000003”. And the fellow management means 54 memorize | stores in the database server 2 the information of the fellow user who has the fellow relation which belongs to the fellow group centering on each user, and performs fellow management for every user.
 図9Aには、仲間管理手段54がデータベースサーバ2に記憶している仲間情報等に基づいて管理している、各ユーザの仲間に関する情報の一例を示している。仲間管理手段54の仲間情報記憶制御手段54aは、ユーザIDと対応付けて、仲間数の上限の情報、すでに仲間の関係になっている仲間ユーザのユーザID、仲間申請中のユーザのユーザID、および仲間申請を受けているが未承認のユーザのユーザIDなどの仲間に関する情報を、ユーザID毎にデータベースサーバ2の所定の記憶領域に記憶する。図9Aの例では、ユーザID=“000001”のユーザ1人分の仲間に関する情報を示しており、仲間数の上限は45人、当該ユーザの仲間ユーザは10人、仲間申請中のユーザは1人、仲間申請を受けているが未承認のユーザは0人である。 FIG. 9A shows an example of information related to each user's buddies managed by the buddy management means 54 based on the buddy information stored in the database server 2. The associate information storage control means 54a of the associate management means 54 is associated with the user ID, the upper limit information of the number of associates, the user ID of the associate user who is already in the associate relationship, the user ID of the user who is applying for the associate, And the information regarding associates, such as user ID of a user who has received a friend application but is not approved, is stored in a predetermined storage area of the database server 2 for each user ID. In the example of FIG. 9A, information related to one user with the user ID = “000001” is shown, the upper limit of the number of friends is 45, the number of fellow users of the user is 10, and the number of users who are applying for fellowship is 1. There are 0 unapproved users who have received applications for people and friends.
 本実施の形態の野球ゲームでは、仲間をつくることによって、後述の仲間成立ポイント付与手段59により、仲間関係になった両ユーザにボーナスポイントが付与される(例えば、前記行動力ポイントや運営コストの最大値を所定ポイントだけ増加させることができる)。また、仲間ユーザと協力して試合をしたり、仲間同士で選手カードのプレゼントや応援を行ったりすることで、ゲームを有利に進めることができるゲーム仕様となっている。このようにゲーム内で仲間をつくることによるメリットをユーザに付与することにより、仲間を作ることを促進している。 In the baseball game according to the present embodiment, by creating friends, bonus points are given to both users who are in a friendship relationship by the friend establishment point granting means 59 described later (for example, the action power points and the operation cost The maximum value can be increased by a certain point). Moreover, it is the game specification which can advance a game advantageously by playing a game in cooperation with a fellow user, or performing a present or cheering of a player card between friends. In this way, making a friend is promoted by giving the user the merit of making a friend in the game.
 但し、各ユーザが他のユーザと仲間関係を構築することができる仲間数には上限を設定することができる。仲間数の上限としては、各ユーザに共通の1つの上限(例えば、50人)を設けることができる。あるいは、各ユーザのゲームの進行度合いに応じて、仲間数の上限が所定範囲(例えば10人~99人の範囲)で変動するようにしてもよい。本実施の形態では、仲間数の上限が10人~99人の範囲で変動し、ユーザのレベルが高くなるほど、仲間数の上限が大きくなるようにしている。これにより、ユーザは、より多くの仲間を作ってゲームを有利にするために、ゲームを継続的に進めてレベルアップを図ろうとする動機付けを与えられることになる。仲間情報記憶制御手段54aは、ユーザIDと対応付けて、各ユーザの仲間数の上限を記憶しており、仲間管理手段54が各ユーザの仲間数の上限を管理する。 However, an upper limit can be set for the number of friends that each user can establish a friendship with other users. As an upper limit of the number of friends, one upper limit (for example, 50 people) common to each user can be provided. Alternatively, the upper limit of the number of friends may vary within a predetermined range (for example, a range of 10 to 99 people) according to the progress of each user's game. In the present embodiment, the upper limit of the number of friends varies in the range of 10 to 99 people, and the upper limit of the number of friends increases as the user level increases. Thereby, in order to make more friends and make the game advantageous, the user is given a motivation to continuously advance the game and improve the level. The associate information storage control unit 54a stores the upper limit of the number of associates of each user in association with the user ID, and the associate management unit 54 manages the upper limit of the number of associates of each user.
 本実施の形態において、2人のユーザが仲間になるには、両ユーザの何れか一方が、他方のユーザに対してゲームサーバ1を介して仲間申請を行う。この仲間申請の操作例としては、先ず、仲間を作ろうとするユーザが、端末装置3の画面上に仲間候補の対象者をリストアップする操作を行う。このとき、ユーザは、仲間候補のユーザレベルを指定することができる。このユーザによる操作に応じて、ゲームサーバ1が仲間候補の対象者をリストアップした画面データを送信することにより、複数の仲間候補がリストアップされた画面がユーザの端末装置3に表示される。ここで、ユーザは、画面上にリストアップされた対象者のユーザレベルや所属リーグレベル等を確認し、仲間にしたいユーザを選択して仲間申請の操作を行う。 In this embodiment, in order for two users to become friends, either one of both users makes a friend application to the other user via the game server 1. As an operation example of this friend application, first, a user who wants to make a friend performs an operation of listing target candidates of friend candidates on the screen of the terminal device 3. At this time, the user can designate the user level of the fellow candidate. In response to the operation by the user, the game server 1 transmits the screen data listing the candidates for the fellow candidates, so that a screen on which the plurality of fellow candidates are listed is displayed on the user terminal device 3. Here, the user confirms the user level, the league level, and the like of the target person listed on the screen, selects a user who wants to be a friend, and performs a friend application operation.
 例えば、ユーザID=“000001”のユーザAが、ユーザID=“000002”のユーザBに対して仲間申請の操作を行った場合を考える。図9Aに示すように、この操作に応じてゲームサーバ1の仲間情報記憶制御手段54aは、仲間申請を行ったユーザAのゲーム情報として、当該ユーザAのユーザID=“000001”と対応付けて、被申請者であるユーザBのユーザID=“000002”を、「申請中のユーザID」として記憶する。 For example, consider a case where a user A with a user ID = “000001” performs a friend application operation on a user B with a user ID = “000002”. As shown in FIG. 9A, in response to this operation, the fellow information storage control unit 54a of the game server 1 associates the user ID of the user A = “000001” as the game information of the user A who made the fellow application. , The user ID of the user B who is an applicant = “000002” is stored as the “user ID under application”.
 さらに、図10Aに示すように、仲間情報記憶制御手段54aは、被申請者であるユーザBのゲーム情報として、当該ユーザBのユーザID=“000002”と対応付けて、仲間申請を行ったユーザAのユーザID=“000001”を、「未承認のユーザID」として記憶する。そして、ゲームサーバ1は、その後、ユーザBの端末装置3がゲームサーバ1にログインしたときに、ユーザAから仲間申請があった旨を通知する。 Further, as shown in FIG. 10A, the fellow information storage control unit 54a associates with the user ID of the user B = “000002” as the game information of the user B who is the applicant, and performs the fellow application. A's user ID = “000001” is stored as “unapproved user ID”. Then, the game server 1 notifies the user A that there has been a friend application when the terminal device 3 of the user B logs into the game server 1.
 そして、仲間申請を受けたユーザBは、ゲームサーバ1から受信したユーザAのユーザレベルや所属リーグレベル等の情報を、端末装置3の画面上で確認し、仲間として承認するか拒否するかを選択する操作を行う。ここで、ユーザBが仲間として承認する操作を行った場合、この操作に応じてゲームサーバ1の仲間管理手段54は、ユーザAとユーザBとの仲間関係を成立させ、図8に示すように両ユーザA・BのユーザIDを関係付けた仲間情報をデータベースサーバ2に登録する。そして、仲間情報記憶制御手段54aは、図9Bに示すように、ユーザAのゲーム情報として、当該ユーザAのユーザID=“000001”と対応付けて、ユーザBのユーザID=“000002”を、「仲間ユーザID」として記憶領域に記憶し、「申請中のユーザID」からユーザBのユーザIDを削除する。 And the user B who received the friend application checks the information such as the user level and the affiliation league level of the user A received from the game server 1 on the screen of the terminal device 3 and decides whether to approve or reject as a friend. Perform the operation to select. Here, when the user B performs an operation of approving as a friend, the friend management means 54 of the game server 1 establishes a friendship relationship between the user A and the user B in accordance with this operation, as shown in FIG. Associate information relating user IDs of both users A and B is registered in the database server 2. Then, as shown in FIG. 9B, the fellow information storage control unit 54a associates the user ID of the user A = “000001” with the user ID of the user A = “000002” as the game information of the user A, It memorize | stores in a memory | storage area as "friend user ID", and deletes user B's user ID from "user ID under application".
 さらに、図10Bに示すように、仲間情報記憶制御手段54aは、ユーザBのユーザID=“000002”と対応付けて、ユーザAのユーザID=“000001”を、「仲間ユーザID」として記憶領域に記憶し、「未承認のユーザID」からユーザAのユーザIDを削除する。そして、ゲームサーバ1は、その後、ユーザAの端末装置3がゲームサーバ1にログインしたときに、ユーザBから仲間の承認があった旨を通知する。 Furthermore, as shown in FIG. 10B, the fellow information storage control unit 54a associates the user ID of the user B = “000002” with the user ID of the user A = “000001” as the “companion user ID”. And the user ID of user A is deleted from “unapproved user ID”. Then, when the user A's terminal device 3 logs in to the game server 1, the game server 1 notifies the user B that the friend has been approved.
 次に、交流手段55について説明する。交流手段55は、ユーザの端末装置3から、他のユーザ(特に、仲間ユーザ)に対して所定の交流を行う情報を受信し、受信した情報に基づいて、当該ユーザから当該他のユーザに対しての交流処理を実行する機能を備えている。図6に示すように、本実施の形態の交流手段55は、挨拶手段55a、メッセージ伝達手段55b、メッセージ記憶制御部55c、プレゼント手段55d、対戦協力手段55eおよび交流履歴記憶制御手段55f等を具備する。 Next, the AC means 55 will be described. The alternating current means 55 receives information for performing predetermined alternating current with respect to other users (particularly fellow users) from the user's terminal device 3, and based on the received information, from the user to the other users. It has a function to execute all AC processing. As shown in FIG. 6, the AC unit 55 of the present embodiment includes a greeting unit 55a, a message transmission unit 55b, a message storage control unit 55c, a present unit 55d, a battle cooperation unit 55e, an AC history storage control unit 55f, and the like. To do.
 挨拶手段55aは、各ユーザの端末装置3から送信された他のユーザ宛の挨拶情報を受信して、当該他のユーザへ挨拶情報を伝達する機能を有する。また、メッセージ伝達手段55bは、各ユーザの端末装置3から送信された他のユーザ宛のメッセージを受信するとともに、当該メッセージを当該他のユーザへ伝達する機能を有する。このメッセージ伝達手段55bは、メッセージ記憶制御部55cを備えている。 The greeting means 55a has a function of receiving greeting information addressed to other users transmitted from the terminal device 3 of each user and transmitting the greeting information to the other users. Further, the message transmission means 55b has a function of receiving a message addressed to another user transmitted from the terminal device 3 of each user and transmitting the message to the other user. The message transmission means 55b includes a message storage control unit 55c.
 図12には、メッセージ記憶制御部55cがデータベースサーバ2に記憶して管理する、受信メッセージに関する情報の一例を示している。このメッセージ記憶制御部55cは、メッセージを受け取った受信側ユーザのユーザIDと対応付けて、送信元のユーザID、メッセージの内容、送信日時などのメッセージに関する情報を、受信側のユーザのユーザID毎にデータベースサーバ2の所定の記憶領域に記憶する。また、各メッセージに関する情報には、各メッセージを一意に識別するためのメッセージIDが付加されている。図12の例では、ユーザID=“000002”の受信側ユーザ1人分の受信メッセージに関する情報を示しており、当該ユーザは、ユーザID=“000001”のユーザから「プレゼントありがとう!」、ユーザID=“000038”のユーザから「おはよう!今週のイベント頑張ろう!」、ユーザID=“000145”のユーザから「今週もよろしく!」というメッセージをそれぞれ受け取っている。 FIG. 12 shows an example of information related to a received message that is stored and managed in the database server 2 by the message storage control unit 55c. The message storage control unit 55c associates the user ID of the receiving user who has received the message with information about the message such as the user ID of the transmission source, the content of the message, and the transmission date and time for each user ID of the receiving user. Are stored in a predetermined storage area of the database server 2. Further, a message ID for uniquely identifying each message is added to the information regarding each message. The example of FIG. 12 shows information related to a received message for one receiving user with user ID = “000002”, and the user receives “Thank you for the present!”, User ID from the user with user ID = “000001”. The message “Good morning! Let's do this week's event!” From the user of “000038” and the message “Thank you for this week!” From the user of the user ID = “000145”, respectively.
 ここで、ユーザが、自分の仲間ユーザに対して、挨拶したりメッセージを送ったりする操作の一例を説明する。例えば、ユーザが端末装置3を操作してメイン画面中の「仲間リスト」ボタンを選択すれば、端末装置3から仲間リスト要求がゲームサーバ1へ送信される。ゲームサーバ1は、ユーザの端末装置3からこの要求を受信して、当該ユーザの仲間リストを表示させる情報を端末装置3へ送信する。これにより端末装置3には、例えば図14に示すような仲間リスト画面が表示される。この仲間リスト画面には、ユーザと仲間関係にある仲間ユーザの情報がリストアップされて表示される。なお、画面に表示しきれない仲間ユーザの情報については、画面をスクロールするまたは仲間リストの2ページ目以降をゲームサーバ1にリクエストして別画面として表示することができる。 Here, an example of an operation in which a user greets or sends a message to his fellow users will be described. For example, when the user operates the terminal device 3 and selects the “Buddy List” button in the main screen, the terminal device 3 transmits a friend list request to the game server 1. The game server 1 receives this request from the user's terminal device 3 and transmits information for displaying the user's buddy list to the terminal device 3. Thereby, for example, a friend list screen as shown in FIG. 14 is displayed on the terminal device 3. On this buddy list screen, information of buddy users who are in a buddy relationship with the user is listed and displayed. In addition, about the information of the fellow user who cannot be displayed on a screen, the screen can be scrolled or the 2nd page or more of a fellow list can be requested to the game server 1, and can be displayed as another screen.
 この仲間リスト画面内にはリストアップされた仲間ユーザ毎の情報表示領域が設けられており、各情報表示領域には、仲間ユーザのゲーム情報81(ユーザ名、チーム名、ユーザのレベル、仲間の人数、所属リーグのレベル等)、当該ユーザの分身的なキャラクタであるアバター82、当該ユーザが所有するリーダーの選手カード83などとともに、挨拶ボタン84というオブジェクトも表示される。そして、ユーザがこの挨拶ボタン84を選択操作することで、自分の仲間ユーザに対してゲーム内で仮想的に挨拶することができるようになっている。例えば、ユーザAが仲間ユーザBの挨拶ボタン84を選択操作した場合、端末装置3から挨拶情報が送信され、この挨拶情報を受信した挨拶手段55aが、仲間ユーザBの端末装置3へユーザAから挨拶があったことを伝達する。 In this buddy list screen, an information display area for each buddy user listed is provided, and each information display area includes game information 81 of the buddy user (user name, team name, user level, buddy's The number of people, the league level, etc.), an avatar 82 which is the user's alternate character, a leader player card 83 owned by the user, and an object called a greeting button 84 are also displayed. Then, when the user selects and operates the greeting button 84, it is possible to virtually greet his fellow users in the game. For example, when the user A selects and operates the greeting button 84 of the fellow user B, greeting information is transmitted from the terminal device 3, and the greeting means 55 a that receives this greeting information is sent from the user A to the terminal device 3 of the fellow user B. Communicate that there was a greeting.
 ここで、挨拶とは、上記のようにゲーム内で仮想的に行うことができる簡易的な交流の総称であり、エール(応援)を送る、ガッツ(やる気)を送る、ウインクする、微笑む、手を振る等、別の表現を用いた簡易的な交流も含まれる。ユーザは、仲間ユーザに挨拶だけすることもできるが、以下に説明するように、挨拶と同時にメッセージを送ることもできる。 Here, greeting is a general term for simple exchanges that can be performed virtually in the game as described above. Sending ale (cheering), sending guts, winking, smiling, hands This includes simple exchanges using other expressions such as waving. The user can only greet fellow users, but can also send a message at the same time as the greeting, as described below.
 ユーザの端末装置3における操作により挨拶ボタン84が選択された場合、当該操作が端末装置3からゲームサーバ1へ伝えられる。その後、ゲームサーバ1からは、例えば図15に示すメッセージ入力画面のデータが端末装置3へ送信され、端末装置3に当該メッセージ入力画面が表示される。このメッセージ入力画面には、例えば、仲間ユーザ(図15の例ではユーザB)に対して挨拶した旨を示す文章等が表示されるとともに、メッセージ入力領域85および送信ボタン86というオブジェクトも表示される。そして、ユーザは、端末装置3を操作してメッセージ入力領域85に任意のメッセージを入力し、送信ボタン86を選択することによって、端末装置3からは仲間ユーザ宛のメッセージがゲームサーバ1へ送信される。図15では「プレゼントありがとう」というメッセージをユーザが入力した例を示している。なお、データベースサーバ2における記憶容量を考慮して、メッセージ入力領域85に入力できる文字に制限(例えば全角30文字以内)を設けてもよい。 When the greeting button 84 is selected by the user's operation on the terminal device 3, the operation is transmitted from the terminal device 3 to the game server 1. Thereafter, from the game server 1, for example, message input screen data shown in FIG. 15 is transmitted to the terminal device 3, and the message input screen is displayed on the terminal device 3. On this message input screen, for example, a text indicating that a greeting has been given to a fellow user (user B in the example of FIG. 15) is displayed, and objects such as a message input area 85 and a send button 86 are also displayed. . Then, the user operates the terminal device 3 to input an arbitrary message in the message input area 85 and selects the transmission button 86, whereby a message addressed to the fellow user is transmitted from the terminal device 3 to the game server 1. The FIG. 15 shows an example in which the user inputs a message “thank you for the present”. In consideration of the storage capacity in the database server 2, there may be a restriction (for example, within 30 full-width characters) on characters that can be input in the message input area 85.
 なお、メッセージ入力画面には、仲間ユーザ(この例ではユーザB)のページへ遷移するためのハイパーリンク87が表示されており、このリンクを選択することにより当該仲間ユーザのゲーム情報の詳細が記載されたページを表示できる。また、メッセージ入力画面には、仲間リストへ遷移するためのハイパーリンク88やメイン画面へ遷移するためのハイパーリンク89なども表示されており、これらのリンクを選択することにより仲間リストやメイン画面に戻れるようになっている。 In addition, the hyperlink 87 for changing to the page of a fellow user (in this example, user B) is displayed on the message input screen, and the details of the game information of the fellow user are described by selecting this link. Displayed pages. In addition, a hyperlink 88 for transitioning to the buddy list and a hyperlink 89 for transitioning to the main screen are also displayed on the message input screen. By selecting these links, a buddy list or main screen is displayed. You can come back.
 このメッセージ入力画面でのユーザの操作により端末装置3からメッセージが送信された場合、ゲームサーバ1では、メッセージ伝達手段55bのメッセージ記憶制御部55cが、端末装置3から受信した仲間ユーザ宛のメッセージを、当該仲間ユーザのユーザIDと対応させてデータベースサーバ2に記憶する(図12参照)。そして、当該仲間ユーザの端末装置3がゲームサーバ1へアクセスしたとき、ゲームサーバ1のメッセージ伝達手段55bは、メッセージ、送信元のユーザ名、送信時間等を表示させる画面データを端末装置3に送信する。これにより、この画面データを受信したユーザの端末装置3にはメッセージ等が表示され、他の仲間から受け取ったメッセージを画面で確認できるようになっている。 When a message is transmitted from the terminal device 3 by a user operation on this message input screen, in the game server 1, the message storage control unit 55 c of the message transmission means 55 b receives the message addressed to the fellow user received from the terminal device 3. Then, it is stored in the database server 2 in association with the user ID of the fellow user (see FIG. 12). When the friend user's terminal device 3 accesses the game server 1, the message transmission means 55 b of the game server 1 transmits screen data for displaying a message, a transmission source user name, a transmission time, and the like to the terminal device 3. To do. As a result, a message or the like is displayed on the terminal device 3 of the user who has received this screen data, and the message received from another friend can be confirmed on the screen.
 このように、本実施の形態のゲームシステムでは、前記図14および図15に例示するようなコミュニケーションツールを使用して、仲間同士が何時でもコミュニケーションをとることができるようになっている。 As described above, in the game system according to the present embodiment, the communication tools illustrated in FIGS. 14 and 15 can be used to communicate with each other at any time.
 前記図14および図15の例では、ユーザの仲間に対してメッセージを送る例を説明したが、仲間関係にはない他のユーザに対しても、挨拶したりメッセージを送ったりすることもできる。例えば、仲間候補リストにリストアップされた仲間ではない他のユーザに対して、仲間の場合と同様の操作により、挨拶やメッセージを送ることも可能である。 14 and 15, the example in which a message is sent to a user's associate has been described. However, it is also possible to greet or send a message to other users who are not in a friend relationship. For example, it is also possible to send a greeting or message to other users who are not friends listed in the friend candidate list by the same operation as in the case of friends.
 プレゼント手段55dは、各ユーザの端末装置3から送信された他のユーザ宛のプレゼントの情報を受信して、当該他のユーザへプレゼントを届ける機能を有する。プレゼントの対象としては、ユーザがゲーム内で所有している選手カードや各種アイテムなどが挙げられる。 The present means 55d has a function of receiving present information addressed to other users transmitted from the terminal device 3 of each user and delivering the present to the other users. Examples of presents include player cards and various items that the user owns in the game.
 対戦協力手段55eは、ユーザ(ユーザAとする)の端末装置3から、仲間ユーザに対して対戦協力を要請する情報を受信し、ユーザAのキャラクタ(複数のキャラクタからなるグループやチームでもよい)が他のキャラクタと対戦するときに、仲間ユーザのキャラクタ(例えば、リーダーの選手カード)を、「助っ人」としてユーザA側に加担させて対戦協力を実行する機能を有する。このように、仲間ユーザのキャラクタが助っ人としてユーザA側に加担して対戦協力することにより、ユーザA側の戦力が向上するので、当該対戦協力がない場合に比べて、ユーザAの対戦が有利になる。 The battle cooperation means 55e receives information for requesting battle cooperation from a fellow user from the terminal device 3 of the user (user A), and the user A's character (may be a group or team consisting of a plurality of characters). Has a function of performing a battle cooperation by allowing the user A side to bear a fellow user's character (for example, a leader's player card) as a “helper” when playing against other characters. In this way, since the fellow user's character participates in the user A side as an assistant and cooperates with the user A, the battle strength of the user A is improved, so that the battle of the user A is advantageous compared to the case where there is no such cooperation. become.
 なお、ユーザのキャラクタが他のキャラクタと対戦する場合の「他のキャラクタ」とは、他のユーザのキャラクタ(複数のキャラクタからなるグループやチームでもよい)又はゲームサーバ1のCPUが用意したキャラクタ(例えば、各ステージの最後に登場するボスキャラクタ等)のいずれであってもよい。 The “other character” when the user's character battles with another character is the other user's character (may be a group or team made up of a plurality of characters) or a character prepared by the CPU of the game server 1 ( For example, it may be any boss character that appears at the end of each stage.
 ユーザが端末装置3を操作して、助っ人にしたい仲間ユーザのキャラクタ(または仲間ユーザ)を選択すれば、端末装置3からは、選択された仲間ユーザのキャラクタ(または仲間ユーザ)の情報を含む対戦協力要請情報がゲームサーバ1へ送信される。そして、ゲームサーバ1の対戦協力手段55eは、ユーザの端末装置3から送信された対戦協力要請情報を受信して、当該ユーザが選択した仲間ユーザのキャラクタを助っ人として受け付ける。 If the user operates the terminal device 3 and selects a fellow user character (or fellow user) who wants to be an assistant, the terminal device 3 will play a battle including information on the selected fellow user character (or fellow user). Cooperation request information is transmitted to the game server 1. And the battle | competition cooperation means 55e of the game server 1 receives the battle | competition cooperation request information transmitted from the user's terminal device 3, and receives the fellow user's character which the said user selected as an assistant.
 図16Aに、対戦モードにおけるゲーム画面の一例を示している。このゲーム画面には、ユーザが指定した対戦相手のチーム(敵軍)の情報91およびユーザのチーム(自軍)の情報92が表示される。対戦相手のチーム(敵軍)の情報91としては、例えば、対戦相手のユーザ名、アバター、選手カード、戦力に関する情報などが表示される。また、ユーザのチーム(自軍)の情報92としては、当該ユーザのユーザ名、アバター、選手カード、戦力に関する情報などが表示される。さらに、このゲーム画面の助っ人表示領域93には、助っ人として自軍に協力するキャラクタ等の情報が表示されるようになっている。このゲーム画面は、ゲームサーバ1のゲーム画面生成手段52bにより生成されるとともに、ゲーム画面送信手段52cによりユーザの端末装置3へ送信されるものであり、端末装置3の表示部35に表示される。 FIG. 16A shows an example of the game screen in the battle mode. On this game screen, information 91 of the opponent team (enemy army) designated by the user and information 92 of the user team (own army) are displayed. As information 91 of the opponent team (enemy army), for example, the user name of the opponent, an avatar, a player card, information on strength, and the like are displayed. Further, as the user's team (self-army) information 92, information on the user name, avatar, player card, strength, etc. of the user is displayed. Further, in the assistant display area 93 of the game screen, information such as characters cooperating with the army as assistants is displayed. The game screen is generated by the game screen generation unit 52b of the game server 1 and is transmitted to the user's terminal device 3 by the game screen transmission unit 52c, and is displayed on the display unit 35 of the terminal device 3. .
 また、助っ人表示領域93には、「助っ人を呼ぶ」ボタン93a(またはハイパーリンクが設定された文字列等)が表示され、任意の仲間のキャラクタを助っ人として要請できるようになっている。ユーザが「助っ人を呼ぶ」ボタン93aを選択することにより、例えば図16Bに示す助っ人選択画面に遷移する。この助っ人選択画面には、ユーザと仲間関係にある仲間ユーザおよび当該仲間ユーザが有するキャラクタ(選手カード)がリストアップされて表示される。なお、画面に表示しきれない情報については、画面をスクロールするまたは助っ人選択画面の2ページ目以降をゲームサーバ1にリクエストして別画面として表示することができる。 In the assistant display area 93, a “call assistant” button 93a (or a character string set with a hyperlink) is displayed so that an arbitrary fellow character can be requested as an assistant. When the user selects the “call helper” button 93a, for example, the screen changes to a helper selection screen shown in FIG. 16B. On this assistant selection screen, fellow users who have a fellow relationship with the user and characters (player cards) possessed by the fellow user are listed and displayed. Note that information that cannot be displayed on the screen can be displayed as a separate screen by scrolling the screen or requesting the second or subsequent page of the assistant selection screen from the game server 1.
 この助っ人選択画面内にはリストアップされた仲間ユーザ毎の情報表示領域が設けられており、各情報表示領域には、仲間ユーザの名前94a、仲間ユーザのアバター94b、仲間ユーザが有する選手カード94c、選手名94d、当該選手カードの情報(選手カードに設定されているレベルや攻撃力等)94eなどが表示される。図16Bでは、仲間ユーザが有する複数の選手カードのうち、リーダーとして設定されている選手カードを助っ人のキャラクタとして選択可能な例を示している。これに限らず、例えば、エース投手や4番打者として設定されている選手カードなどの代表的なキャラクタを、仲間の助っ人として選択可能としてもよい。そして、ユーザが端末装置3を操作して、例えば仲間ユーザの名前94aに設定されたハイパーリンク表示部分を選択することにより、助っ人にしたい仲間のキャラクタを選択できるようになっている。 In this assistant selection screen, an information display area for each fellow user listed is provided. In each information display area, the name 94a of the fellow user, the avatar 94b of the fellow user, and the player card 94c possessed by the fellow user. The player name 94d, information of the player card (level and attack power set on the player card, etc.) 94e, etc. are displayed. FIG. 16B shows an example in which a player card set as a leader among a plurality of player cards possessed by a fellow user can be selected as a helper character. For example, a representative character such as an ace pitcher or a player card set as a fourth batter may be selectable as a fellow assistant. Then, when the user operates the terminal device 3 and selects, for example, the hyperlink display portion set in the name 94a of the fellow user, the fellow character that the assistant wants to help can be selected.
 例えば、図16Bの助っ人選択画面において、ユーザAが端末装置3を操作して仲間ユーザBのキャラクタを助っ人として選択した場合、図16Cに例示するゲーム画面に遷移し、助っ人表示領域93には、ユーザBの選手カード95が助っ人として表示される。また、助っ人表示領域93には、対戦協力する仲間ユーザのアバターや対戦協力による戦力アップ情報等も併せて表示される。図16Cの画面例では、対戦協力による戦力アップ情報として「攻撃力+200」が表示されている。本形態においては、助っ人として選択されたユーザ側の承認は不要であり、ユーザAは相手の意図を気にすることなく任意に選択できる。 For example, when the user A operates the terminal device 3 and selects the character of the fellow user B as an assistant on the assistant selection screen of FIG. 16B, the game screen illustrated in FIG. 16C is transitioned to. User B's player card 95 is displayed as an assistant. In addition, in the assistant display area 93, avatars of fellow users who cooperate in the battle, information on strength improvement by the battle cooperation, and the like are also displayed. In the screen example of FIG. 16C, “attack power + 200” is displayed as the strength-up information by battle cooperation. In this embodiment, the approval of the user side selected as an assistant is not necessary, and the user A can arbitrarily select without worrying about the other party's intention.
 なお、ユーザが仲間の助っ人を選択すれば、ゲームサーバ1において当該仲間の助っ人の情報を当該ユーザのユーザIDと対応付けてデータベースサーバ2(記憶装置)に記憶する。よって、ユーザが仲間の助っ人を選択する操作を行えば、次回の対戦においても、前回選択した仲間のキャラクタが助っ人として設定されるようにすることができる。また、仲間のキャラクタが助っ人として設定されているとき、助っ人表示領域93には、「助っ人を変更する」ボタン96(またはハイパーリンクが設定された文字列等)が表示されるようになっている。ユーザがこのボタン96を選択することにより、図16Bの助っ人選択画面に遷移し、助っ人にしたい仲間のキャラクタを選択し直すことができるようになっている。 If the user selects a fellow assistant, the game server 1 stores the fellow assistant information in the database server 2 (storage device) in association with the user ID of the user. Therefore, if the user performs an operation of selecting a fellow assistant, the fellow character selected last time can be set as the assistant in the next battle. In addition, when the fellow character is set as a helper, a “change helper” button 96 (or a character string set with a hyperlink, etc.) is displayed in the helper display area 93. . When the user selects the button 96, the screen changes to the assistant selection screen shown in FIG. 16B, and the friend character to be the assistant can be selected again.
 図16Aまたは図16Cの対戦モードの画面において、ユーザが「対戦開始」ボタン97を選択する操作を行うことにより、ユーザの端末装置3からは対戦コマンドがゲームサーバ1へ送信され、ゲームサーバ1において対戦処理が実行される。そして、助っ人表示領域93に仲間のキャラクタが助っ人として表示されているときに「対戦開始」ボタン97を選択する操作が行われることにより、対戦コマンドと併せて仲間ユーザに対して対戦協力を要請する情報が、端末装置3からゲームサーバ1に送信される。この場合、仲間ユーザのキャラクタを助っ人としてユーザ側に加担させる対戦協力が実行されることになる。 In the battle mode screen of FIG. 16A or FIG. 16C, when the user performs an operation of selecting the “start battle” button 97, a battle command is transmitted from the user terminal device 3 to the game server 1. The battle process is executed. Then, when a fellow character is displayed as a helper in the helper display area 93, an operation of selecting the “start battle” button 97 is performed, so that a friend cooperation is requested to the fellow user together with the battle command. Information is transmitted from the terminal device 3 to the game server 1. In this case, battle cooperation is performed in which the user's side is assisted by the fellow user's character as an assistant.
 なお、交流手段55が実行する交流処理の対象となる交流は、上述の挨拶、メッセージの送信、プレゼント、協力対戦の助っ人依頼に限定されるものではなく、仲間のユーザ同士で行われる様々な交流を含めることができる。交流のその他の例としては、合同練習などがある。合同練習とは、交流の一種であり、ユーザがゲーム内で仮想的に仲間ユーザとともに行う練習である。合同練習を希望するユーザは、仲間ユーザを指定して合同練習を申込み、当該仲間ユーザが所定期間内に(例えば、申込みがあったその日のうちに)ゲームにアクセス(ログイン)した場合に合同練習が成立する。また、交流のその他の例としては、チャットなどの、ユーザ同士がリアルタイムで行うことができる交流もある。チャットの場合、2人または3人以上のユーザの端末装置3において、文字情報(チャットメッセージ)等を交換しあってリアルタイムでコミュニケーションを図ることができる。 In addition, the exchange which is the object of the exchange process executed by the exchange means 55 is not limited to the above greetings, message transmission, presents, and support requests for cooperative battles, but various exchanges performed between fellow users. Can be included. Other examples of exchange include joint practice. Joint practice is a kind of exchange and is practice that a user virtually performs with a fellow user in a game. A user who wishes to perform joint practice applies for joint practice by designating a fellow user, and when the fellow user accesses (logs in) the game within a predetermined period of time (for example, on the day of the application) Is established. As another example of the AC, there is AC such as chat that can be performed between users in real time. In the case of chat, in the terminal device 3 of two or more users, it is possible to communicate in real time by exchanging character information (chat messages) and the like.
 つぎに、交流履歴記憶制御手段55fについて説明する。交流履歴記憶制御手段55fは、各ユーザの交流履歴をデータベースサーバ2(記憶装置)に記憶する。交流手段55において、ユーザから他のユーザに対しての交流処理が実行されたとき、交流履歴記憶制御手段55fは、交流履歴として、例えば図17に示すように、交流情報ID、交流をしたユーザID、交流相手のユーザID、交流種別、交流処理実行時の時間情報等を記憶領域に記憶する。交流種別とは、挨拶、メッセージ、プレゼント、対戦協力、合同練習、チャット等の、具体的な交流の内容を示すものである。交流処理実行時の時間情報としては、年、月、日、時、分、秒等の時間情報を記憶するが、ここで記憶する時間の単位は任意に設定できる。 Next, the AC history storage control means 55f will be described. The AC history storage control means 55f stores the AC history of each user in the database server 2 (storage device). In the AC unit 55, when an AC process from the user to another user is executed, the AC history storage control unit 55f displays an AC information ID, an AC user as shown in FIG. The ID, the user ID of the AC partner, the AC type, the time information when executing the AC processing, etc. are stored in the storage area. The type of exchange indicates specific contents of exchange such as greetings, messages, presents, battle cooperation, joint practice, chat, and the like. Time information such as year, month, day, hour, minute, and second is stored as time information at the time of execution of AC processing. The unit of time stored here can be arbitrarily set.
 なお、この交流履歴記憶制御手段55fにより記憶される情報は、後述する延長手段61において延長の条件を満たすか否かの判断にも使用される。延長の条件としては、交流回数、交流時間、または交流回数及び交流時間が規定される。ここで、延長の条件として交流時間を含む所定条件が規定される場合には、例えばユーザ同士がリアルタイムで行うことができるチャット等の交流について、ユーザ間の交流時間の情報も、交流履歴記憶制御手段55fにより記憶される。ユーザ間の交流時間の情報としては、例えば、チャット開始時間およびチャット終了時間の情報であってもよいし、チャット開始から終了までの時間の長さの情報であってもよい。ゲームサーバ1は、例えばCPU11の内部時計に基づく計時によりユーザ間の交流時間を計時することができる。 The information stored by the AC history storage control means 55f is also used to determine whether or not the extension means 61 described later satisfies the extension condition. As the conditions for extension, the number of alternating current times, the alternating current time, or the number of alternating current times and the alternating current time are defined. Here, when a predetermined condition including an AC time is defined as an extension condition, for example, for an AC such as chat that can be performed between users in real time, information on the AC time between users is also stored in the AC history storage control. Stored by means 55f. As information on the exchange time between users, for example, information on a chat start time and a chat end time may be used, or information on a length of time from the start to the end of the chat may be used. For example, the game server 1 can count the AC time between users by counting based on the internal clock of the CPU 11.
 次に、仲間期間設定手段56について説明する。仲間期間設定手段56は、仲間申請をしたユーザ(第1のユーザ)および当該仲間申請を承認したユーザ(第2のユーザ)の2人のユーザ間での仲間関係の成立時に、第1のユーザのゲームレベルと第2のユーザのゲームレベルとの関係を含む所定条件に基づいて、仲間期間を設定する機能を有する。仲間期間が終了すれば、原則、2人の仲間関係は自動的に解除されることになる。 Next, the fellow period setting means 56 will be described. The fellow period setting means 56 is a first user when a fellow relation is established between two users: a user who has applied for a friend (first user) and a user who has approved the friend application (second user). The game period and the second user's game level have a function to set a fellow period based on a predetermined condition. If the companion period ends, in principle, the companionship between the two will be automatically released.
 ここで、仲間期間を決定するために用いられる「ゲームレベル」とは、ユーザのゲームの進行度合い、熟練度、力量等を直接的または間接的に示す指標情報である。このゲームレベルとしては、(a)ユーザ自身のレベル、(b)ユーザのゲーム内の所有物のレベル(所有物の例:キャラクタ、キャラクタの集合体であるグループ・チーム・ユニット、アイテム等)、(c)ユーザのゲーム内の所有物の数・所有物の能力値等から算出される値、(d)ユーザが達成したステージのレベルや現在所属しているリーグのレベル、等を挙げることができる。 Here, the “game level” used to determine the friend period is index information that directly or indirectly indicates the progress degree, skill level, ability, etc. of the user's game. As this game level, (a) the user's own level, (b) the level of possession in the user's game (example of possession: character, group team unit that is a collection of characters, item, etc.), (C) The value calculated from the number of possessions in the user's game, the ability value of the possession, etc., (d) the level of the stage achieved by the user, the level of the league to which he currently belongs, and the like.
 前記(a)の具体例としては、ユーザがゲームを進行させて経験値を蓄積することによりレベルアップするゲームにおけるユーザのレベルがある。また、前記(b)の具体例としては、ユーザが所有するキャラクタを練習モード、試合モード、育成モード、合成モード等で使用することによりキャラクタの強化・レベルアップを図るゲームにおけるキャラクタのレベルがある。ここで、キャラクタのレベルとは、キャラクタの成長度合い、能力の高さ、強さ等を表す値であればよく、キャラクタの能力値であってもよい。 As a specific example of the above (a), there is a user level in a game in which the level is increased by the user progressing the game and accumulating experience values. As a specific example of (b), there is a character level in a game in which the character owned by the user is used in a practice mode, a game mode, a breeding mode, a synthesis mode, and the like to strengthen and level up the character. . Here, the character level only needs to be a value representing the character's growth level, ability level, strength, and the like, and may be a character ability value.
 また、前記(c)の具体例としては、ユーザがゲームを進行させることによりキャラクタやアイテムを取得するゲームにおいて、ユーザが所有するキャラクタやアイテムの数の多さを評価する値がある。例えば、ユーザが所有する所定の能力値以上のキャラクタ(選手カード)の数をユーザのゲームレベルとすることができる。 Further, as a specific example of the above (c), there is a value for evaluating the number of characters and items owned by the user in a game in which the user acquires characters and items as the game progresses. For example, the number of characters (player cards) greater than or equal to a predetermined ability value owned by the user can be set as the user's game level.
 また、前記(d)の具体例としては、ゲーム内にレベル(難易度)の異なる複数のステージが設けられており、1つのステージをクリアしたら1つ難易度の高い別のステージに進むようなゲームにおけるユーザが達成したステージのレベルがある。また、前記(d)の他の具体例としては、ユーザがリーグ戦で上位の成績を獲得することによって、よりレベルの高いリーグに所属できるようなゲームにおける現在所属しているリーグのレベルがある。 As a specific example of the above (d), a plurality of stages having different levels (difficulty levels) are provided in the game, and when one stage is cleared, the game proceeds to another stage with a higher difficulty level. There is a stage level achieved by the user in the game. In addition, as another specific example of the above (d), there is a level of a league to which the user currently belongs in a game in which the user can belong to a higher level league by acquiring a higher score in the league game. .
 本実施の形態では、仲間期間を決定するために用いられるゲームレベルとして、前記(a)ユーザ自身のレベルを適用した例について以下に説明する。 In the present embodiment, an example in which (a) the user's own level is applied as the game level used for determining the fellow period will be described below.
 仲間期間設定手段56は、仲間申請をした第1のユーザとそれを承認した第2のユーザとのレベル関係を含む所定条件に基づいて仲間期間を決定するのであるが、その例を次に説明する。仲間期間設定手段56は、第1のユーザよりもゲームレベルが高い第2のユーザが仲間申請を承認した場合に設定する仲間期間を、第1のユーザとゲームレベルが同じ又は第1のユーザよりもゲームレベルが低い第2のユーザが仲間申請を承認した場合に設定する仲間期間よりも短くする。その具体例としては、仲間申請をした第1のユーザのレベルをL1、それを承認した第2のユーザのレベルをL2とした場合、仲間期間設定手段56は、L1<L2のときには5日、L1=L2のときには7日、L1>L2のときには10日の仲間期間とする。なお、仲間期間の日数はこれらに限定されるものではなく、例えばL1<L2のときには1週間、L1=L2のときには2週間、L1>L2のときには3週間とするなど、任意の期間を設定できる。 The companion period setting means 56 determines the companion period based on a predetermined condition including a level relationship between the first user who applied for the companion and the second user who approved the companion application. To do. The fellow period setting means 56 sets the fellow period set when the second user whose game level is higher than that of the first user approves the fellow application, the game level is the same as that of the first user or the first user. Also, it is shorter than the friend period set when the second user with a low game level approves the friend application. As a specific example, when the level of the first user who applied for the friend is L1, and the level of the second user who approved it is L2, the friend period setting means 56 is set to 5 days when L1 <L2, When L1 = L2, the fellow period is 7 days, and when L1> L2, the fellow period is 10 days. The number of days of the fellow period is not limited to these. For example, an arbitrary period can be set, such as 1 week when L1 <L2, 2 weeks when L1 = L2, and 3 weeks when L1> L2. .
 L1<L2の場合とは、第1のユーザよりもゲームレベルが高い第2のユーザが仲間申請を承認した場合である。この場合は、承認した第2のユーザにとって、自分よりも下位レベルのユーザ(即ち、対戦協力等の貢献度の低いユーザ)と仲間になるのであるから、自分が望むような交流等ができない仲間であった場合には短期間で仲間関係を解消したいと希望することが多い。そこで、L1=L2の場合(同レベル間で仲間成立)またはL1>L2の場合よりも仲間期間を短くしている。 The case of L1 <L2 is a case where a second user whose game level is higher than that of the first user approves the fellow application. In this case, since the approved second user becomes a friend with a user at a lower level than that of the user (that is, a user with a low contribution level such as battle cooperation), the friend who cannot exchange as desired In many cases, it would be desirable to cancel a fellowship in a short period of time. Therefore, the companion period is made shorter than in the case of L1 = L2 (establishment of companions between the same levels) or in the case of L1> L2.
 一方、L1>L2の場合とは、第1のユーザよりもゲームレベルが低い第2のユーザが仲間申請を承認した場合である。この場合は、承認した第2のユーザにとって、自分よりも上位レベルのユーザ(即ち、対戦協力等の貢献度の高いユーザ)と仲間になるのであるから、L1=L2またはL1<L2の場合よりも仲間関係を長く継続したいと希望することが多い。そこで、L1=L2またはL1<L2の場合よりも仲間期間を長くしている。 On the other hand, the case of L1> L2 is a case where a second user whose game level is lower than that of the first user approves the friend application. In this case, the approved second user becomes a friend with a user at a higher level than that of the user (ie, a user with a high contribution level such as battle cooperation), so that L1 = L2 or L1 <L2 Many people want to continue long-term friendship. Therefore, the companion period is made longer than when L1 = L2 or L1 <L2.
 上記のように、仲間申請を承認した側が申請した側よりも上位レベルであるか否かによって仲間期間を変えることにより、承認した側のユーザの希望に沿った適切な仲間期間の設定が可能となる。このように、仲間申請をした側のユーザではなく、仲間申請を承認した側のユーザからみた適切な仲間期間の設定を行う理由は、次の通りである。すなわち、仲間申請をした側のユーザにとっては、相手のユーザのレベルにかかわらずその相手と仲間になりたいと考えて仲間申請しているはずである。一方、仲間申請を受けたユーザにとっては、それを拒否することもできるが、下位ユーザからの申請だからといって無碍に断れずにその申請を承認してしまい、後で後悔することも従来は多かった。そこで、仲間申請を承認した側のユーザからみた適切な仲間期間の設定を行うのである。 As mentioned above, it is possible to set an appropriate companion period according to the wish of the user of the approved side by changing the companion period depending on whether the side that approved the companion application is higher level than the application side Become. In this way, the reason for setting an appropriate friend period as seen from the user who approved the friend application, not the user who made the friend application, is as follows. That is, the user who made the friend application should have applied for the friend in consideration of wanting to become a friend with the partner regardless of the level of the partner user. On the other hand, for a user who has received a fellow application, it can be rejected, but simply because it is an application from a lower-level user, the application has been approved without fail, and there have been many regrets later. Therefore, an appropriate friend period is set from the viewpoint of the user who approved the friend application.
 次に、仲間期間設定手段56による仲間期間決定処理の他の例を説明する。仲間期間設定手段56は、仲間関係が成立したユーザ間のレベル差に応じて、仲間期間を設定するようになっている。以下、仲間申請をした第1のユーザのレベルをL1、それを承認した第2のユーザのレベルをL2、L1とL2との差をレベル差Dとして説明を続ける。また、図18には、レベル差Dと仲間期間との関係を表すテーブルを例示している。このテーブルの情報は、ゲームサーバ1の記憶制御手段(RAM13または補助記憶装置14等)によって記憶されており、仲間期間設定手段56による処理中に参照される。 Next, another example of the fellow period determination process by the fellow period setting means 56 will be described. The fellow period setting means 56 is configured to set the fellow period according to the level difference between the users who have established the fellow relation. Hereinafter, the description will be continued assuming that the level of the first user who applied for the friend is L1, the level of the second user who has approved it is L2, and the difference between L1 and L2 is the level difference D. FIG. 18 illustrates a table representing the relationship between the level difference D and the fellow period. Information in this table is stored by storage control means (such as the RAM 13 or the auxiliary storage device 14) of the game server 1 and is referred to during processing by the fellow period setting means 56.
 まず、仲間申請した第1のユーザよりもレベルが高い第2のユーザが仲間申請を承認した場合を考える(L1<L2の場合)。この場合、図18に例示するテーブルに示すように、仲間期間設定手段56は、レベル差Dが大きいほど、仲間期間を段階的に短く設定する。図18のテーブルの例では、レベル差Dが1~9のとき7日、10~29のとき6日、30~49のとき5日、50~69のとき4日、70~99のとき3日、100以上のとき2日に設定される。なお、仲間期間の日数はこれらに限定されるものではなく、レベル差Dが大きいほど仲間期間が短くなるという条件を満たせば、任意の期間を設定できる。 First, consider a case where a second user whose level is higher than that of the first user who applied for a friend approves the friend application (in the case of L1 <L2). In this case, as shown in the table illustrated in FIG. 18, the fellow period setting unit 56 sets the fellow period to be shorter in steps as the level difference D is larger. In the example of the table of FIG. 18, when the level difference D is 1 to 9, 7 days, 10 to 29, 6 days, 30 to 49, 5 days, 50 to 69, 4 days, and 70 to 99, 3 days. If the date is 100 or more, it is set to 2 days. The number of days of the fellow period is not limited to these, and an arbitrary period can be set as long as the condition that the fellow period becomes shorter as the level difference D is larger is satisfied.
 このように、仲間申請した第1のユーザよりもレベルが高い第2のユーザが仲間申請を承認した場合は、承認した第2のユーザにとって、自分よりも下位レベルの第1のユーザとのレベル差Dが大きいほど、第1のユーザから受ける対戦協力等による貢献の程度は小さくなる。そこで、この場合には、レベル差Dが大きいほど仲間期間を短く設定することにより、承認した第2のユーザにとって望ましい仲間期間の設定を実現しているのである。 Thus, when the 2nd user whose level is higher than the 1st user who applied for a friend approves a friend application, the level with the 1st user of a lower level than himself / herself for the approved 2nd user The greater the difference D, the smaller the degree of contribution from the first user due to battle cooperation or the like. Therefore, in this case, the friend period is set shorter for the approved second user by setting the friend period shorter as the level difference D is larger.
 次に、仲間申請した第1のユーザよりもレベルが低い第2のユーザが仲間申請を承認した場合を考える(L1>L2の場合)。この場合、図18に例示するテーブルに示すように、仲間期間設定手段56は、レベル差Dが大きいほど、仲間期間を段階的に長く設定する。図18のテーブルの例では、レベル差Dが1~9のとき7日、10~29のとき8日、30~49のとき9日、50~69のとき10日、70~99のとき11日、100以上のとき12日に設定される。なお、仲間期間の日数はこれらに限定されるものではなく、レベル差Dが大きいほど仲間期間が長くなるという条件を満たせば、任意の期間を設定できる。 Next, consider a case where a second user whose level is lower than that of the first user who applied for a friend approves the friend application (in the case of L1> L2). In this case, as shown in the table illustrated in FIG. 18, the fellow period setting unit 56 sets the fellow period longer stepwise as the level difference D is larger. In the example of the table of FIG. 18, when the level difference D is 1-9, 7 days, when 10-29, 8 days, 30-49, 9 days, 50-69, 10 days, and 70-99, 11 days. If the date is 100 or more, it is set to 12 days. The number of days of the fellow period is not limited to these, and an arbitrary period can be set as long as the condition that the fellow period becomes longer as the level difference D is larger is satisfied.
 このように、仲間申請した第1のユーザよりもレベルが低い第2のユーザが仲間申請を承認した場合は、承認した第2のユーザにとって、自分よりも上位レベルの第1のユーザとのレベル差Dが大きいほど、第1のユーザから受ける対戦協力等による貢献の程度は大きくなる。そこで、この場合には、レベル差Dが大きいほど仲間期間を長く設定することにより、承認した第2のユーザにとって有利な仲間期間の設定を実現しているのである。 Thus, when the 2nd user whose level is lower than the 1st user who applied for a friend approves a friend application, a level with a 1st user of a higher level than himself / herself for the approved 2nd user The greater the difference D, the greater the degree of contribution from the first user due to the battle cooperation. Therefore, in this case, by setting the fellow period longer as the level difference D is larger, setting of the fellow period that is advantageous for the approved second user is realized.
 また、仲間申請した第1のユーザとそれを承認した第2のユーザのレベルが同じ場合(L1=L2の場合)、図18に例示するように、仲間期間設定手段56は、仲間期間を7日に設定する。 Moreover, when the level of the 1st user who applied for fellowship and the level of the 2nd user who approved it are the same (when L1 = L2), as illustrated in FIG. 18, the fellow period setting means 56 sets the fellow period to 7 Set the day.
 仲間期間設定手段56は、仲間関係が成立した2人のユーザに対して設定した仲間期間をデータベースサーバ2(記憶装置)に記憶する仲間期間記憶制御手段56aを備えている。図11に、仲間期間記憶制御手段56aが記憶する仲間期間の例を示している。仲間期間記憶制御手段56aは、仲間情報IDと対応づけて、仲間期間(期間の長さ)および仲間期間終了予定時間等を記憶する。ここで、仲間期間終了予定時間とは、仲間期間の最終時刻にあたる現実世界の時間情報であり、年、月、日、時、分、秒等の時間が記憶される。ここで時間の単位は任意に設定できる。本実施の形態では、仲間期間記憶制御手段56aが、仲間期間終了予定時間として、仲間期間の最終時刻にあたる現実世界の日付(年月日)を記憶する例を示す。また、仲間期間記憶制御手段56aが、仲間情報IDと対応づけて、仲間期間が設定された日時や仲間関係が成立した日時等の時間情報を併せて記憶してもよい。 The companion period setting means 56 includes companion period storage control means 56a for storing in the database server 2 (storage device) a companion period set for two users who have established a companion relationship. In FIG. 11, the example of the fellow period which the fellow period memory | storage control means 56a memorize | stores is shown. The fellow period storage control unit 56a stores the fellow period (period length), the fellow period end scheduled time, and the like in association with the fellow information ID. Here, the fellow period end scheduled time is real-world time information corresponding to the final time of the fellow period, and time such as year, month, day, hour, minute, and second is stored. Here, the unit of time can be set arbitrarily. In the present embodiment, an example is shown in which the fellow period storage control unit 56a stores the date (year / month / day) of the real world corresponding to the final time of the fellow period as the fellow period end scheduled time. Further, the fellow period storage control unit 56a may store time information such as the date and time when the fellow period is set and the date and time when the fellow relation is established in association with the fellow information ID.
 次に、仲間関係解除手段57について説明する。仲間関係解除手段57は、仲間関係が成立している2人のユーザに対して設定された仲間期間の終了により、当該2人のユーザの仲間関係を自動的に解除する機能を有する。ここで、自動的に解除するとは、ユーザによる自主的な解除操作がなくとも、ゲームサーバ1側で仲間関係の解除処理を実行することを意味する。仲間関係解除手段57は、データベースサーバ2に登録されている図8に示す仲間情報のうち、仲間関係が解除された仲間情報に該当する情報に解除フラグを付加したり当該情報を削除したりすることにより、仲間関係の解除処理を実行する。 Next, the fellowship cancellation means 57 will be described. The fellowship cancellation means 57 has a function of automatically canceling the fellowship between the two users when the fellowship period set for the two users with whom the fellowship is established. Here, “automatically canceling” means that the game server 1 side executes a friendship canceling process even if the user does not perform a voluntary canceling operation. The fellow relation cancellation means 57 adds a cancellation flag to the information corresponding to the fellow information for which the fellow relation is canceled among the fellow information shown in FIG. 8 registered in the database server 2 or deletes the information. As a result, the process of canceling the friendship is executed.
 次に、仲間期間報知手段58について説明する。ユーザは、端末装置3に表示される仲間リスト等の画面で、自分の仲間ユーザとの間に設定されている仲間期間がいつまでなのかを確認できるようになっている。これを実現するために、仲間期間報知手段58は、仲間期間記憶制御手段56aによって記憶されている仲間期間の情報を読み出し、ユーザと仲間ユーザとの間に設定されている仲間期間を表示させるための情報を、当該ユーザの端末装置3へ送信し、ユーザに仲間期間を報知する機能を有する。すなわち、仲間期間報知手段58は、仲間期間を含む画面データをユーザの端末装置3へ送信して、端末装置3の画面に仲間期間を表示させる制御を行う。 Next, the fellow period notification means 58 will be described. The user can confirm how long the friend period set between the user and his / her fellow user is on a screen such as a friend list displayed on the terminal device 3. In order to realize this, the fellow period notification unit 58 reads the fellow period information stored by the fellow period storage control unit 56a and displays the fellow period set between the user and the fellow user. Is transmitted to the terminal device 3 of the user, and the user is notified of the fellow period. That is, the fellow period notification unit 58 performs control to display the fellow period on the screen of the terminal apparatus 3 by transmitting screen data including the fellow period to the user terminal device 3.
 仲間期間を含む画面の例としては、図14に示すような仲間リスト画面が挙げられる。仲間リスト画面には、リストアップされた各仲間との間に設定されている仲間期間を表示するための仲間期間表示領域80が設けられている。 As an example of the screen including the fellow period, there is a fellow list screen as shown in FIG. The buddy list screen is provided with a buddy period display area 80 for displaying a buddy period set between each buddy listed.
 図14には、仲間期間表示領域80に、仲間期間の終了予定日(1/17まで等)が表示される画面例を示している。なお、仲間期間表示領域80に表示される仲間期間の情報は、仲間期間の終了予定日に限定されるものではなく、仲間期間の終了予定時間(年、月、日、時、分、秒等の任意の単位の時間情報)としてもよい。あるいは、例えば仲間期間の残日数(あと10日間等)や残時間(あと20時間10分15秒等)が仲間期間表示領域80に表示されるようにしてもよい。 FIG. 14 shows an example of a screen in which a friend period display area 80 displays a scheduled end date (such as 1/17) of the friend period. The information of the fellow period displayed in the fellow period display area 80 is not limited to the scheduled end date of the fellow period, but the scheduled end time of the fellow period (year, month, day, hour, minute, second, etc.) (Time information in arbitrary units). Alternatively, for example, the remaining number of days (for example, 10 days) and the remaining time (for another 20 hours, 10 minutes, 15 seconds, etc.) may be displayed in the friend period display area 80.
 次に、仲間成立ポイント付与手段59について説明する。仲間成立ポイント付与手段59は、2人のユーザ間で仲間関係が成立したときに、ボーナスとして当該2人のユーザに所定の仲間成立ポイントを付与する機能を有する。本実施の形態では、仲間成立ポイント付与手段59が、仲間関係が成立した2人のユーザに、3ポイントずつ仲間成立ポイントを付与するようになっている。例えば、仲間成立ポイントは、上述の行動力ポイントまたは運営コストの最大値を高めるポイントとして利用できるようになっている。仲間関係が成立した2人のユーザに仲間成立ポイントが付与されたことにより、ゲーム情報管理手段51の所有ポイント記憶制御手段51dが記憶領域に記憶している当該2人のポイントが更新される。 Next, the friend establishment point granting means 59 will be described. The friend formation point giving means 59 has a function of giving a predetermined friend formation point to the two users as a bonus when a friendship relationship is established between the two users. In the present embodiment, the fellow establishment point granting means 59 grants the fellow establishment point to each of two users who have established a fellow relation. For example, the friend formation point can be used as a point that increases the above-mentioned action power point or the maximum value of the operation cost. When the friend establishment points are given to the two users who have established the friendship relationship, the two points stored in the storage area by the possession point storage control means 51d of the game information management means 51 are updated.
 また、本実施の形態では、2人のユーザに設定されている仲間期間の終了により自動的に仲間関係が解除された場合には、仲間成立ポイントの増減を回避するため、仲間関係成立時に当該2人のユーザに対して付与された仲間成立ポイントと同じポイントがゲーム情報管理手段51により削減されるようになっている。 Moreover, in this Embodiment, in order to avoid increase / decrease in a friend establishment point when the friendship relationship is automatically canceled by the end of the friendship period set for two users, The same points as the friend establishment points given to the two users are reduced by the game information management means 51.
 なお、ユーザは、仲間期間の終了を待たずに仲間関係を自主的に解除することも可能である。ユーザが仲間関係を自主的に解除した場合、解除した側のユーザにはペナルティとして仲間関係成立時に付与されたポイント(例えば3ポイント)より多いポイント(例えば5ポイント)が削減されるようにしてもよい。この場合、解除された側のユーザは、仲間関係成立時に付与されたポイントと同じポイントが削減されるようにしてもよい。もっとも、ユーザが仲間関係を自主的に解除した場合であっても、仲間期間の終了により自動的に仲間関係が解除された場合と同様に、仲間関係成立時に付与されたポイントと同じポイントが削減されるようにしてもよい。 It should be noted that the user can voluntarily cancel the friendship without waiting for the end of the friendship period. When the user voluntarily cancels the friendship, the user on the canceling side may receive more points (for example, five points) than the points (for example, three points) given when the friendship is established as a penalty. Good. In this case, the canceled user may reduce the same points as the points given when the friendship is established. However, even when the user voluntarily cancels the fellowship, the same points as the points given when the fellowship is established are reduced, just as the fellowship is automatically canceled at the end of the fellowship period. You may be made to do.
 〔ゲームシステムの動作〕
 上記の構成において、本発明の実施の形態に係るゲームシステムの動作例を、図19のフローチャートを参照しながら以下に説明する。図19は、ユーザが端末装置3を操作してゲームサーバ1にアクセスしてゲームサービスを受けるときの、端末装置3およびゲームサーバ1の処理の流れを示すものである。
[Game system operation]
In the above configuration, an example of the operation of the game system according to the embodiment of the present invention will be described below with reference to the flowchart of FIG. FIG. 19 shows a processing flow of the terminal device 3 and the game server 1 when the user operates the terminal device 3 to access the game server 1 and receive a game service.
 ユーザがゲームサービスを受ける場合、先ず、端末装置3の操作入力部40を操作してウェブブラウザを起動する(S11)。その後、ユーザは、ゲームサーバ1が管理するゲームサイトにアクセスする操作を行い、これにより、端末装置3からゲームサーバ1へアクセスリクエストが送信される(S12)。このとき、ゲームサーバ1は、端末装置3からのアクセスに対するログイン認証を行い(S21)、ゲームサービスの利用登録がなされているユーザからのアクセスであることを確認する。その後、ゲームサーバ1は、HTML等で記述されたメイン画面データを端末装置3に送信する(S22)。なお、メイン画面とは別のトップ画面がある場合は、まずトップ画面を送信してもよい。そして、メイン画面データを受信した端末装置3では、ウェブブラウザが当該データを解釈し、メイン画面を表示部35に表示させる(S13)。 When the user receives the game service, first, the web browser is started by operating the operation input unit 40 of the terminal device 3 (S11). Thereafter, the user performs an operation of accessing a game site managed by the game server 1, and an access request is transmitted from the terminal device 3 to the game server 1 (S12). At this time, the game server 1 performs login authentication for access from the terminal device 3 (S21), and confirms that the access is from a user who is registered for use of the game service. Thereafter, the game server 1 transmits main screen data described in HTML or the like to the terminal device 3 (S22). If there is a top screen different from the main screen, the top screen may be transmitted first. In the terminal device 3 that has received the main screen data, the web browser interprets the data and displays the main screen on the display unit 35 (S13).
 図13に例示するように、メイン画面には、ユーザのチーム名70、ユーザが所有する選手カードの中からリーダーとして選択された選手カード71の画像、ユーザのゲーム情報72(ユーザのレベル、行動力ポイント、運営コスト、強化ポイント、交流ポイント、所有する選手カードの数、仲間人数など)が表示される。また、スカウト、オーダー、強化、抽選、試合の各モードを選択するためのボタン群73なども表示される。さらに、このメイン画面には、端末装置3の方向キーやタッチパネル等を操作して画面をスクロールさせることによって、図示しない各種メニューボタン、仲間の動き情報、他のユーザからのメッセージなど、様々なオブジェクトや情報が表示されるようになっている。 As illustrated in FIG. 13, the main screen includes a user team name 70, an image of a player card 71 selected as a leader among player cards owned by the user, user game information 72 (user level, action Strength points, operating costs, reinforcement points, exchange points, number of player cards owned, number of friends, etc.) are displayed. In addition, a button group 73 for selecting each mode of scout, order, reinforcement, lottery, and game is also displayed. Furthermore, various objects such as various menu buttons (not shown), movement information of fellows, messages from other users, etc. are displayed on the main screen by scrolling the screen by operating the direction keys and the touch panel of the terminal device 3. And information are displayed.
 ここでユーザが、画面に表示されている選択可能なボタン等のオブジェクトやハイパーリンクを選択する操作をすると、当該操作に応じた画面のリクエストが端末装置3からゲームサーバ1へ送信される(S14)。このリクエストを受信したゲームサーバ1は、ユーザの操作に応じた演算処理やデータ処理を行ってゲームを実行し(S23)、実行結果を反映させたゲーム画面データを端末装置3へ送信する(S24)。そして、画面データを受信した端末装置3では、ウェブブラウザが当該データを解釈し、ゲーム画面を表示部35に表示させる(S15)。 Here, when the user performs an operation of selecting an object such as a selectable button or a hyperlink displayed on the screen, a screen request corresponding to the operation is transmitted from the terminal device 3 to the game server 1 (S14). ). Receiving this request, the game server 1 performs arithmetic processing and data processing according to the user's operation to execute the game (S23), and transmits game screen data reflecting the execution result to the terminal device 3 (S24). ). And in the terminal device 3 which received screen data, a web browser interprets the said data and displays a game screen on the display part 35 (S15).
 以降は、ユーザの端末装置3においては前記のS14およびS15が繰り返され、ゲームサーバ1においては前記のS23およびS24が繰り返され、これにより、端末装置3の画面に表示されている選択可能なボタン等をユーザが選択する度に、端末装置3のゲーム画面が次々と切り替わり、ゲームを進行させることができる。 Thereafter, the above-described S14 and S15 are repeated in the user terminal device 3, and the above-described S23 and S24 are repeated in the game server 1, whereby the selectable button displayed on the screen of the terminal device 3 Etc., the game screen of the terminal device 3 is switched one after another, and the game can be advanced.
 その後、ユーザが端末装置3を操作してゲーム画面を閉じた場合(S16)、ゲームサーバ1はログアウト処理を行う(S25)。例えば、ユーザがウェブブラウザを閉じた場合、ゲームサーバ1はセッションタイムアウト後にログアウト処理を行う。 Thereafter, when the user operates the terminal device 3 to close the game screen (S16), the game server 1 performs logout processing (S25). For example, when the user closes the web browser, the game server 1 performs logout processing after a session timeout.
 ところで、本ゲームシステムにおいては、ユーザがゲームサーバ1からログアウトした場合であっても、ゲームサーバ1側で当該ユーザのゲーム情報を読み出してゲームを進行させることができる。例えば、ログアウトしているユーザのチームに対して、ログインしている他のユーザが対戦(個別対戦)を仕掛けてくることもある。この場合も、ゲームサーバ1のゲーム進行手段52は、ユーザがログインしているか否かに依らずに、各ユーザのゲーム情報をデータベースサーバ2から読み出して対戦を実行し、その実行結果を反映させて各ユーザのゲーム情報を更新する。また、リーグ戦モードでは、ユーザによる端末装置3の操作なしに、ゲームサーバ1のゲーム進行手段52が、各ユーザのゲーム情報をデータベースサーバ2から読み出して、自動でリーグ戦の試合を実行する。このように、ユーザがゲームサーバ1からログアウトしているときに実行された対戦の結果は、その後、ユーザがゲームサーバ1にアクセスしたときに画面で確認することができる。 By the way, in this game system, even when the user logs out from the game server 1, the game server 1 side can read the game information of the user and advance the game. For example, another logged-in user may start a battle (individual battle) against a team of logged-out users. Also in this case, the game progress means 52 of the game server 1 reads out the game information of each user from the database server 2 and executes the battle regardless of whether the user is logged in or not, and reflects the execution result. Update the game information of each user. Further, in the league game mode, the game progress means 52 of the game server 1 reads out the game information of each user from the database server 2 and automatically executes the league game without the user operating the terminal device 3. Thus, the result of the battle executed when the user is logged out from the game server 1 can be confirmed on the screen when the user accesses the game server 1 thereafter.
 〔ゲーム管理装置の動作〕
 次に、本発明の実施の形態に係るゲーム管理装置のより詳細な動作例を、図20ないし図23のフローチャートを参照しながら説明する。図20は、ある1人のユーザを対象としたゲームサーバ1の処理の流れを示すものであり、ゲームサーバ1が管理している各々のユーザに対して同様の処理が行われる。
[Operation of game management device]
Next, a more detailed operation example of the game management device according to the embodiment of the present invention will be described with reference to the flowcharts of FIGS. FIG. 20 shows the flow of processing of the game server 1 targeting one user, and the same processing is performed for each user managed by the game server 1.
 図20に示すように、ゲームサーバ1の認証手段53は、ユーザの端末装置3からアクセス要求を受けたとき(S31でYES)、端末装置3から送信されてきたログインID・パスワード、または携帯電話端末の個体識別番号等に基づいて、アクセスを許可するか否かを判断するログイン認証を行う(S32)。ここで、アクセスを許可しない場合(S32でNO)、ゲームサーバ1は、端末装置3にゲームサービスの利用登録を促す画面データを送信する(S33)。一方、アクセスを許可する場合(S32でYES)、アクセス情報(ログ)を記憶する(S34)。 As shown in FIG. 20, the authentication means 53 of the game server 1 receives the access request from the user terminal device 3 (YES in S31), or the login ID / password transmitted from the terminal device 3 or the mobile phone Based on the individual identification number of the terminal or the like, login authentication is performed to determine whether or not to permit access (S32). Here, when access is not permitted (NO in S32), the game server 1 transmits screen data for prompting registration of use of the game service to the terminal device 3 (S33). On the other hand, when access is permitted (YES in S32), access information (log) is stored (S34).
 そして、ゲームサーバ1は、アクセスを許可したユーザの端末装置3に、メイン画面データ(またはトップ画面データ)を送信する(S35)。その後、ユーザの端末装置3から送信されてくるユーザのゲーム操作に応じた画面リクエストを受信すると(S36でYES)、ゲーム実行手段52aは、当該画面リクエストに応じた演算処理やデータ処理を行ってゲームを実行する(S37)。 Then, the game server 1 transmits main screen data (or top screen data) to the terminal device 3 of the user who has permitted access (S35). Thereafter, when a screen request corresponding to the user's game operation transmitted from the user's terminal device 3 is received (YES in S36), the game executing means 52a performs arithmetic processing and data processing corresponding to the screen request. The game is executed (S37).
 その後、ゲームサーバ1はゲームの実行によりユーザのゲーム情報を更新する必要があるか否かを判断し(S38)、更新の必要がある場合(S38でYES)、データベースサーバ2に記憶されているユーザのゲーム情報を更新する(S39)。例えば、ユーザのゲーム操作が他のユーザとの個別対戦を行う操作であった場合、当該対戦が実行された結果、試合結果の情報、運営コスト、強化ポイント、アイテム等のユーザのゲーム情報が更新されることになる。一方、例えば、ユーザのゲーム操作がリーグ戦の結果確認の操作であった場合、当該操作に応じたゲームの実行処理としてはリーグ戦の結果情報をデータベースサーバ2から読み出すデータ処理だけであって、当該処理の前後でユーザのゲーム情報に変化はなく、よってユーザのゲーム情報を更新する必要はない(S38でNO)。 Thereafter, the game server 1 determines whether or not the user's game information needs to be updated by executing the game (S38). If the game server 1 needs to be updated (YES in S38), it is stored in the database server 2. The user's game information is updated (S39). For example, when the user's game operation is an operation for performing an individual battle with another user, as a result of the battle being executed, the game information of the user such as game result information, operation costs, reinforcement points, and items is updated. Will be. On the other hand, for example, when the game operation of the user is an operation for confirming the result of the league game, the game execution process corresponding to the operation is only a data process for reading out the result information of the league game from the database server 2, There is no change in the user's game information before and after the process, and therefore there is no need to update the user's game information (NO in S38).
 その後、ゲーム画面生成手段52bがゲームの実行結果を反映させたゲーム画面データを生成し(S40)、ゲーム画面送信手段52cが当該ゲーム画面データをユーザの端末装置3へ送信する(S41)。その後、ユーザの端末装置3がログアウトしたか否かが判断され(S42)、端末装置3がログアウトするまで、前記S36~S41の処理が繰り返されることで、ゲームが進行していく。 Thereafter, the game screen generation means 52b generates game screen data reflecting the execution result of the game (S40), and the game screen transmission means 52c transmits the game screen data to the user terminal device 3 (S41). Thereafter, it is determined whether or not the user's terminal device 3 has logged out (S42). Until the terminal device 3 logs out, the processing of S36 to S41 is repeated, whereby the game proceeds.
 次に、図21ないし図23を参照して、ゲームサーバ1における仲間期間設定および仲間解除処理について説明する。図21ないし図23のフローチャートは、仲間関係が成立したある2人のユーザを対象としたゲームサーバ1の処理の流れを示すものであり、ゲームサーバ1が管理している全ての仲間同士のペアに対して同様の処理が行われることになる。 Next, with reference to FIG. 21 to FIG. 23, the friend period setting and the friend releasing process in the game server 1 will be described. The flowcharts of FIG. 21 to FIG. 23 show the flow of processing of the game server 1 for two users who have established a friendship relationship, and all the pairs of friends managed by the game server 1 The same processing is performed for the above.
 図21に示すように、第1のユーザから仲間申請を受けた第2のユーザがそれを承認することによって、2人のユーザ間で仲間関係が成立した場合(S51でYES)、仲間期間設定手段56が、第1のユーザのレベルと第2のユーザのレベルとの関係を含む所定条件に基づいて仲間期間を決定する(S52)。 As shown in FIG. 21, when a second user who has received a friend application from the first user approves it and a fellow relationship is established between the two users (YES in S51), the fellow period setting is performed. The means 56 determines the fellow period based on a predetermined condition including the relationship between the level of the first user and the level of the second user (S52).
 このS52の仲間期間決定処理の一例を、図22に示す。図22中において、仲間申請をした第1のユーザのレベルをL1、それを承認した第2のユーザのレベルをL2として表している。仲間期間設定手段56は、L1<L2のとき(S61でYES)、仲間期間を5日とする(S62)。また、仲間期間設定手段56は、L1>L2のとき(S61でNOおよびS63でYES)、仲間期間を10日とする(S64)。また、仲間期間設定手段56は、L1=L2のとき(S61でNOおよびS63でNO)、仲間期間を7日とする(S65)。 An example of the fellow period determination process in S52 is shown in FIG. In FIG. 22, the level of the first user who has applied for a friend is indicated as L1, and the level of the second user who has approved it is indicated as L2. The fellow period setting means 56 sets the fellow period to 5 days when L1 <L2 (YES in S61) (S62). Further, the fellow period setting means 56 sets the fellow period to 10 days when L1> L2 (NO in S61 and YES in S63) (S64). Further, the fellow period setting means 56 sets the fellow period to 7 days when L1 = L2 (NO in S61 and NO in S63) (S65).
 図21のS52の仲間期間決定処理の他の例を、図23に示す。仲間期間設定手段56は、仲間申請をした第1のユーザのレベルL1と、それを承認した第2のユーザのレベルL2との差であるレベル差Dを算出する(S71)。そして、仲間期間設定手段56は、L1<L2のとき(S72でYES)、レベル差Dが大きいほど仲間期間を短くする(S73)。例えば、図18に例示するテーブルを参照し、レベル差Dに応じた仲間期間(L1<L2の場合)を取得する。また、仲間期間設定手段56は、L1>L2のとき(S72でNOおよびS74でYES)、レベル差Dが大きいほど仲間期間を長くする(S75)。例えば、図18に例示するテーブルを参照し、レベル差Dに応じた仲間期間(L1>L2の場合)を取得する。また、仲間期間設定手段56は、L1=L2のとき(S72でNOおよびS74でNO)、仲間期間を7日とする(S76)。 FIG. 23 shows another example of the fellow period determination process in S52 of FIG. The fellow period setting means 56 calculates a level difference D that is a difference between the level L1 of the first user who applied for the fellowship and the level L2 of the second user who approved it (S71). Then, when L1 <L2 (YES in S72), the fellow period setting unit 56 shortens the fellow period as the level difference D increases (S73). For example, with reference to the table illustrated in FIG. 18, the companion period corresponding to the level difference D (when L1 <L2) is acquired. Further, when L1> L2 (NO in S72 and YES in S74), the fellow period setting means 56 lengthens the fellow period as the level difference D increases (S75). For example, referring to the table illustrated in FIG. 18, the fellow period (in the case of L1> L2) corresponding to the level difference D is acquired. Further, the fellow period setting means 56 sets the fellow period to 7 days when L1 = L2 (NO in S72 and NO in S74) (S76).
 図21に戻って説明を続けると、仲間期間設定手段56は、上記のように仲間関係成立時に決定した仲間期間を、第1のユーザおよび第2のユーザに対して設定する(S53)。例えば、仲間期間設定手段56は、図11に示すように、仲間関係が成立している2人のユーザを関係付けた仲間情報と対応付けて、仲間期間を記憶する。 Referring back to FIG. 21, the explanation will be continued. The fellow period setting means 56 sets the fellow period determined when the fellow relation is established as described above for the first user and the second user (S53). For example, as shown in FIG. 11, the fellow period setting means 56 stores the fellow period in association with fellow information related to two users who have established a fellow relation.
 その後、仲間関係が成立している2人のユーザに設定された仲間期間が終了した場合(S54でYES)、仲間関係解除手段57は、当該2人のユーザの仲間関係を自動的に解除する(S55)。例えば、仲間関係解除手段57は、データベースサーバ2に登録されている2人の仲間情報に解除フラグを付加することにより、仲間関係の解除処理を実行する。 Thereafter, when the friend period set for the two users who have established the friendship relationship has ended (YES in S54), the friendship canceling unit 57 automatically cancels the friendship relationship between the two users. (S55). For example, the fellowship canceling unit 57 executes the fellowship canceling process by adding a canceling flag to the two fellows information registered in the database server 2.
 その後、ゲームサーバ1は、仲間関係が解除された2人のユーザの端末装置3に対して、仲間関係が解除された旨を報知するための情報(解除の旨を含む画面データ等)を送信し、当該2人のユーザに仲間関係が解除されたことを報知する(S56)。報知の例としては、ゲーム画面の中に仲間関係が解除された旨を表示することの他に、音声による報知や画面表示と音声とを併用した報知も考えられる。音声による報知は、ゲームサーバ1からユーザの端末装置3へ送信する画面データ(HTMLデータ等)に音声データを含ませることにより実現できる。なお、ゲームサーバ1が、仲間関係が解除されたことを報知するためには、ユーザの端末装置3がゲームサーバ1にアクセスしている必要がある。よって、ゲームサーバ1は、S55の仲間関係の解除処理を実行した後、仲間関係が解除された各ユーザの端末装置3がゲームサーバ1に最初にアクセスしたときに、S56の報知処理を実行することになる。 Thereafter, the game server 1 transmits information (such as screen data including a cancellation notice) for notifying that the friendship relationship has been released to the terminal devices 3 of the two users whose friendship relationships have been released. Then, the two users are notified that the friendship has been canceled (S56). As an example of notification, in addition to displaying that the friendship relationship has been canceled in the game screen, notification by voice or notification using a combination of screen display and voice is also conceivable. The notification by voice can be realized by including voice data in screen data (HTML data or the like) transmitted from the game server 1 to the user terminal device 3. In addition, in order for the game server 1 to alert | report that the friendship relationship was cancelled | released, it is necessary for the user's terminal device 3 to access the game server 1. FIG. Therefore, the game server 1 executes the notification process of S56 when the terminal device 3 of each user whose friendship is released first accesses the game server 1 after executing the friendship release process of S55. It will be.
 次に、仲間期間設定手段56が、仲間関係が成立した2人のユーザ間のレベル差に応じて仲間期間を設定する構成において、仲間期間中にレベル差が変動した場合に、変動後のレベル差に応じた仲間期間に再設定する構成について説明する。ここでは、図18に示すテーブルに基づいて、仲間期間設定手段56がユーザ間のレベル差に応じた仲間期間を設定する場合を例に挙げて説明する。 Next, in the configuration in which the fellow period setting means 56 sets the fellow period according to the level difference between two users who have established a fellow relation, when the level difference fluctuates during the fellow period, the level after change The configuration that is reset to the friend period according to the difference will be described. Here, based on the table shown in FIG. 18, the case where the fellow period setting means 56 sets the fellow period according to the level difference between users is described as an example.
 図24に示すように、ゲームサーバ1は、レベル差記憶制御手段60を備えている。このレベル差記憶制御手段60は、仲間期間設定時(再設定時を含む)における、仲間申請した第1のユーザのレベルL1とそれを承認した第2のユーザのレベルL2との差であるレベル差を、データベースサーバ2(記憶装置)に記憶する機能を有する。例えば、図25Aに示すように、レベル差記憶制御手段60は、両ユーザの仲間情報を一意に示す仲間情報IDと対応付けて、仲間期間設定時のユーザ間のレベル差を記憶装置に記憶するようになっている。この例では、レベル差をL1-L2として算出し、L1>L2のときのレベル差はプラスの値、L1<L2のときのレベル差はマイナスの値として管理できるようにしている。このレベル差記憶制御手段60は、ゲームサーバ1のCPU11が本実施の形態に係るプログラムを実行することにより実現されるものである。 As shown in FIG. 24, the game server 1 includes level difference storage control means 60. This level difference storage control means 60 is a level that is the difference between the level L1 of the first user who applied for the fellow and the level L2 of the second user who approved it when the fellow period is set (including when it is reset). The difference is stored in the database server 2 (storage device). For example, as shown in FIG. 25A, the level difference storage control means 60 stores the level difference between users when setting the fellow period in the storage device in association with the fellow information ID that uniquely indicates the fellow information of both users. It is like that. In this example, the level difference is calculated as L1-L2, and the level difference when L1> L2 can be managed as a positive value, and the level difference when L1 <L2 can be managed as a negative value. The level difference storage control means 60 is realized by the CPU 11 of the game server 1 executing the program according to the present embodiment.
 そして、仲間期間設定手段56は、仲間期間中のユーザ間のレベル差が、レベル差記憶制御手段60に記憶されている仲間期間設定時におけるレベル差から変動した場合に、変動後のレベル差に応じて仲間期間を再設定する機能を有する。この仲間期間の再設定処理について、図26のフローチャートを参照しながら以下に説明する。なお、既出のフローチャートにおいて示したステップと同様のステップについては同一のステップ番号を付し、詳細な説明を省略する(以降のフローチャートにおいても同様である)。 And the fellow period setting means 56 changes the level difference between the users during the fellow period to the level difference after the change when the level difference at the time of the fellow period setting stored in the level difference storage control means 60 is changed. Correspondingly, it has a function to reset the fellow period. This fellow period resetting process will be described below with reference to the flowchart of FIG. Note that the same steps as those shown in the above-described flowcharts are denoted by the same step numbers, and detailed description thereof is omitted (the same applies to the following flowcharts).
 仲間期間設定手段56が仲間関係成立時に2人のユーザに対して仲間期間を設定した場合(S101でYES)、レベル差記憶制御手段60が仲間期間設定時におけるユーザ間のレベル差を記憶装置に記憶する(S102)。 When the fellow period setting means 56 sets the fellow period for two users when the fellow relation is established (YES in S101), the level difference storage control means 60 stores the level difference between the users when the fellow period is set in the storage device. Store (S102).
 その後、仲間期間設定手段56は、仲間期間中に(S103でNO)、少なくとも一方のユーザのレベルが変化することによりユーザ間のレベル差の変動を検出した場合(S104でYES)、変動後のレベル差に応じて仲間期間の再設定の必要性を判断する(S105)。すなわち、図18に示すテーブルに基づいて取得した変動後のレベル差に応じた仲間期間が、仲間期間設定時における仲間期間から変化しているか否かを判断する。具体例を挙げると、仲間成立時において、仲間申請したユーザのレベルL1が30であり、それを承認したユーザのレベルL2が57であったとする。よって、図25Aの仲間情報ID=“20”に示すように、ユーザ間のレベル差-27(=30-57)に応じた仲間期間として6日が設定されたとする。その後、仲間期間中に、承認した側のユーザのレベルL2が1つ向上して58になり、ユーザ間のレベル差が-28になっても、図18のテーブルに基づけば、L1<L2の場合、レベル差が10~29の範囲では仲間期間は6日のままであることから、仲間期間の再設定の必要性はないことになる。例えば、仲間期間中にレベル差が-30になった場合、図18のテーブルに基づけば、変動後のレベル差に応じた仲間期間は5日になり、仲間期間を再設定する必要性が生じる。 Thereafter, during the fellow period (NO in S103), the fellow period setting means 56 detects a change in level difference between users due to a change in the level of at least one user (YES in S104). The necessity of resetting the fellow period is determined according to the level difference (S105). That is, it is determined whether or not the fellow period corresponding to the level difference after fluctuation obtained based on the table shown in FIG. 18 has changed from the fellow period at the time of the fellow period setting. As a specific example, it is assumed that the level L1 of a user who applied for a mate is 30 and the level L2 of a user who has approved it is 57 at the time when the mate is established. Therefore, as shown in the fellow information ID = “20” in FIG. 25A, it is assumed that 6 days is set as the fellow period corresponding to the level difference between users −27 (= 30−57). After that, during the fellow period, even if the level L2 of the user on the approved side is improved by 1 to 58 and the level difference between the users becomes −28, based on the table of FIG. 18, L1 <L2 In this case, when the level difference is in the range of 10 to 29, the fellow period remains 6 days, so there is no need to reset the fellow period. For example, when the level difference becomes −30 during the fellow period, based on the table of FIG. 18, the fellow period corresponding to the level difference after the change becomes 5 days, and it becomes necessary to reset the fellow period. .
 仲間期間の再設定が必要である場合(S105でYES)、仲間期間設定手段56は、変動後のレベル差に応じた仲間期間を再設定する(S106)。例えば、図25Aに示す仲間情報ID=“20”の仲間期間および仲間期間終了予定時間を、図25Bに示す情報に更新する。すなわち、仲間期間設定手段56は、データベースサーバ2に記憶している仲間期間を、6日から5日に短縮し、それに伴って仲間期間終了予定時間も1日早くする(11/1/10から11/1/9へ更新する)。 If it is necessary to reset the fellow period (YES in S105), the fellow period setting means 56 resets the fellow period according to the level difference after the change (S106). For example, the friend period and the friend period end scheduled time of the friend information ID = “20” shown in FIG. 25A are updated to the information shown in FIG. 25B. That is, the companion period setting means 56 shortens the companion period stored in the database server 2 from the 6th to the 5th, and accordingly increases the estimated period of the companion period by one day (from 11/1/10) Update to 11/1/9).
 上記では、再設定された仲間期間が元の期間よりも短くなる例を示したが、当然、再設定された仲間期間が元の期間よりも長くなる場合もある。仲間期間の再設定が実行されたときは、S102に戻って、レベル差記憶制御手段60が再設定時におけるユーザ間のレベル差を記憶装置に記憶(更新)する。 In the above, an example has been shown in which the reset fellow period is shorter than the original period, but naturally, the reset fellow period may be longer than the original period. When the fellow period resetting is executed, the process returns to S102, and the level difference storage control means 60 stores (updates) the level difference between users at the time of resetting in the storage device.
 なお、仲間期間が終了した場合は(S103でYES)、仲間関係解除手段57により仲間関係が自動的に解除され(S55)、仲間関係が解除されたことが2人のユーザの端末装置3に報知される(S56)。 In addition, when the friend period is ended (YES in S103), the friend relationship is automatically canceled by the friend relationship canceling unit 57 (S55), and the fact that the friend relationship has been canceled is in the terminal devices 3 of the two users. Notification is made (S56).
 このように、ユーザ間のレベル差に応じて適切な仲間期間を設定した後、その仲間期間中にユーザ間のレベル差が変動した場合、変動後のレベル差に応じた仲間期間に再設定することにより、仲間期間設定後のユーザ間のレベル差変動に追従した適切な仲間期間の調整を実現できる。 Thus, after setting an appropriate fellow period according to the level difference between users, when the level difference between users fluctuates during the fellow period, it is reset to the fellow period according to the level difference after fluctuation. Thereby, the adjustment of the suitable friend period which followed the level difference fluctuation between users after the friend period setting is realizable.
 以上のように、本実施の形態では、2人のユーザ間での仲間関係の成立時に仲間期間を設定し、仲間期間の終了により、原則的に、当該2人のユーザの仲間関係を自動的に解除するようになっている。これにより、例えば、下位レベルのユーザからの仲間申請を承認して仲間になっても、仲間になった時点で仲間期間が設定されるので、ユーザは、心理的にも行い難い仲間解除の操作をすることなく、仲間期間の終了により仲間関係の解除が可能となる。そして、ユーザは、仲間関係の成立から仲間期間の終了までの間に、相手との交流の程度等から判断して仲間関係を継続すべきかどうかを判断することができる。そして、仲間関係を継続したいと思うような相手であれば、例えば、仲間期間終了後に改めて仲間申請を行う等の所定の操作をして仲間関係を継続すればよい。 As described above, in the present embodiment, a fellowship period is set when a fellowship relation between two users is established, and in principle, the peer relations of the two users are automatically determined by the end of the fellowship period. To be released. Thus, for example, even if a friend application from a lower-level user is approved and becomes a friend, the friend period is set at the time of becoming a friend. Without canceling, the friendship can be canceled by the end of the friendship period. Then, the user can determine whether the friendship should be continued from the establishment of the friendship until the end of the friendship period, based on the degree of exchange with the other party. And if it is the other party who wants to continue a friendship relationship, what is necessary is just to continue predetermined friendships, such as performing a friend application again after the friend period end, and continuing a friendship relationship.
 すなわち、仲間関係成立時に設定される仲間期間をお試し期間として捉えて、例えば自分より下位レベルのユーザから仲間申請を受けたような場合でも、これを積極的に承諾して試しに仲間になり、仲間期間終了までに自分が望むような交流等ができる相手かどうかを検討することも可能となる。 In other words, the companion period set when the companion relationship is established is regarded as a trial period. For example, even if a companion application is received from a user at a lower level than yourself, this is positively accepted and the companion becomes a trial companion. It is also possible to consider whether or not the other party can have the exchanges that he / she desires by the end of the fellowship period.
 また、各ユーザが他のユーザと仲間関係を構築することができる仲間数に上限が設定されているゲームにおいて、ユーザの仲間数が上限に達していた場合でも、仲間期間終了に伴う仲間関係の自動解除により、上限までに余裕ができる。すなわち、仲間数が一旦上限まで達したユーザであっても、従来のように実質的に仲間が固定された状態に陥ることはなく、他のユーザと新たな仲間関係を構築するための機会が与えられる。 In addition, in a game where an upper limit is set for the number of friends that each user can build a fellowship with other users, even if the number of users of the user has reached the upper limit, With automatic cancellation, there is room for the upper limit. That is, even if the number of friends once reaches the upper limit, there is no chance that the fellows are substantially fixed as in the past, and there is an opportunity to build a new fellowship with other users. Given.
 そして、ユーザは、仲間期間中に交流が持てなかった下位レベルのユーザとは、自動解除された仲間関係を終え、再度、仲間申請や承認をしたりすることはないと考えられる。その一方、ユーザが望むような相手(上位レベルのユーザや楽しく交流が持てるようなユーザ)とは、仲間関係を継続するために、再度、仲間申請や承認等の操作をすることが考えられる。よって、本実施の形態の構成により、仲間関係成立による仲間期間設定と、仲間期間終了による仲間関係の自動解除と、を繰り返しながら、ユーザの好むような仲間グループの構成に収束されていく環境が整えられる。したがって、ユーザが、あまり交流のない下位レベルの仲間ユーザを何人も抱え、自分好みの仲間のグループ構成になっていない状態で実質的に仲間が固定されてしまうことへの不満を解消できる。 And, it is considered that the user does not make a friend application or approval again after completing the automatically canceled friendship relationship with a lower-level user who could not have exchanges during the friendship period. On the other hand, it is conceivable to perform operations such as friend application and approval again with a partner (a user at a higher level or a user who can have a pleasant exchange) as desired by the user in order to continue the friendship. Therefore, with the configuration of the present embodiment, the environment that converges to the configuration of the fellow group that the user likes while repeating the fellow period setting by the establishment of the fellowship and the automatic cancellation of the fellowship by the end of the fellowship period. It is arranged. Therefore, it is possible to eliminate the dissatisfaction that the user has a number of lower-level fellow users who do not have much exchange, and the fellows are substantially fixed in a state where the user is not in the group structure of his / her favorite fellows.
 特に、仲間数に上限が設定されているゲームの場合、従来では、比較的レベルの高いユーザが、あまり交流のない下位レベルの仲間を何人も抱えた状態で仲間数が上限まで達し、仲間が固定されてしまうことが多かった。これに対し、本ゲームサーバ1を適用した場合、仲間数に上限が設定されているゲームであっても、他のユーザと新たな仲間関係を構築し易すい環境がユーザに提供されるので、継続的に新たな仲間との交流を楽しめるようになる。よって、長期間にわたりゲームを継続しても、ゲームに対するマンネリ感が発生しにくい。 In particular, in the case of a game where an upper limit is set for the number of friends, in the past, a relatively high-level user reached the upper limit with a number of lower-level friends who do not have much interaction, It was often fixed. On the other hand, when this game server 1 is applied, even if it is a game in which an upper limit is set for the number of friends, an environment that makes it easy to build a new friendship with other users is provided to the user. You will be able to enjoy interaction with new friends continuously. Therefore, even if the game is continued for a long period of time, it is difficult for the sense of feeling to the game to occur.
 ところで、上述のように、仲間期間の終了により仲間関係が解除されても、ユーザが仲間関係を継続したい相手については、仲間関係を継続するための所定の操作をすれば、仲間関係を継続することができる。仲間関係解除後の操作としては、過去の仲間に対する再度の仲間申請(これを「仲間復活申請」と呼称する)がある。以下に、この仲間復活申請を容易に行うことができる構成について説明する。 By the way, as mentioned above, even if the friendship relationship is canceled due to the end of the friendship period, if the user performs a predetermined operation for continuing the friendship relationship, the friendship relationship is continued for the partner who wants to continue the friendship relationship. be able to. As an operation after canceling the friendship relationship, there is a friend application again for a past friend (this is referred to as a “friend recovery application”). Below, the structure which can perform this friend revival application easily is demonstrated.
 図27に示すように、本実施の形態のゲームサーバ1(ゲーム管理装置)は、図4または図24に示した各手段に加えて、仲間履歴送信手段101および仲間復活申請手段102をさらに備えている。これらの手段101および102は、ゲームサーバ1のCPU11が本実施の形態に係るプログラムを実行することにより実現されるものである。 As shown in FIG. 27, the game server 1 (game management apparatus) of the present embodiment further includes a fellow history transmission means 101 and a fellow revival application means 102 in addition to the means shown in FIG. 4 or FIG. ing. These means 101 and 102 are realized by the CPU 11 of the game server 1 executing the program according to the present embodiment.
 図27に示すゲームサーバ1の仲間情報記憶制御手段54aは、仲間関係成立中の2人のユーザを関係付けた仲間情報を記憶領域に記憶するとともに、当該2人の仲間関係が解除された後も、当該2人のユーザを関係付けた過去の仲間情報を記憶領域に保持する。例えば、図28に示すように、仲間情報記憶制御手段54aは、仲間関係が解除された2人の仲間情報に、仲間解除フラグを立てて、過去の仲間情報として記憶領域に保持するようになっている。図28の例では、仲間解除フラグとして“1”が設定されている仲間情報が過去の仲間情報であり、仲間解除フラグが“0”の仲間情報が現在成立中の仲間情報である。 The fellow information storage control unit 54a of the game server 1 shown in FIG. 27 stores the fellow information relating the two users who have established the fellow relation in the storage area, and after the fellow relation of the two persons is released. In addition, the past fellow information relating the two users is held in the storage area. For example, as shown in FIG. 28, the fellow information storage control unit 54a sets a fellow cancellation flag on two fellow information whose fellow relations are cancelled, and holds them in the storage area as past fellow information. ing. In the example of FIG. 28, the friend information in which “1” is set as the friend release flag is past friend information, and the friend information whose friend release flag is “0” is currently established friend information.
 仲間履歴送信手段101は、ユーザが操作する端末装置3からの要求に応じて、仲間情報記憶制御手段54aによって記憶された当該ユーザの過去の仲間情報を読み出し、当該ユーザと過去に仲間関係にあった過去の仲間ユーザを表示させるための情報を当該端末装置3へ送信する機能を有する。 In response to a request from the terminal device 3 operated by the user, the fellow history transmission means 101 reads the user's past fellow information stored by the fellow information storage control means 54a, and has a fellow relation with the user in the past. In addition, it has a function of transmitting information for displaying past user users to the terminal device 3.
 例えば、ユーザが端末装置3を操作してメイン画面中の「過去の仲間リスト」ボタンを選択すれば、端末装置3から過去の仲間リスト要求がゲームサーバ1へ送信される。仲間履歴送信手段101は、ユーザの端末装置3からこの要求を受信して、当該ユーザの過去の仲間リストを表示させる情報(過去の仲間リストの画面データ)を端末装置3へ送信する。仲間履歴送信手段101が送信した情報を受信した端末装置3には、例えば図29に示すような過去の仲間リスト画面が表示される。この過去の仲間リスト画面には、ユーザと過去に仲間関係にあった仲間ユーザの情報がリストアップされて表示される。なお、画面に表示しきれない過去の仲間ユーザの情報については、画面をスクロールするまたはリストの2ページ目以降をゲームサーバ1にリクエストして別画面として表示することができる。 For example, if the user operates the terminal device 3 and selects a “past buddy list” button in the main screen, a past buddy list request is transmitted from the terminal device 3 to the game server 1. The fellow history transmission means 101 receives this request from the user's terminal device 3, and sends information (screen data of the past fellow list) for displaying the user's past fellow list to the terminal device 3. For example, a past buddy list screen as shown in FIG. 29 is displayed on the terminal device 3 that has received the information transmitted by the buddy history transmission means 101. On this past buddy list screen, information of fellow users who have had a buddy relationship with the user in the past is listed and displayed. Note that information about past fellow users that cannot be displayed on the screen can be displayed as a separate screen by scrolling the screen or by requesting the game server 1 for the second and subsequent pages of the list.
 この過去の仲間リスト画面内には、リストアップされた過去の仲間ユーザ毎の情報表示領域が設けられており、各情報表示領域には、過去の仲間ユーザの現在のゲーム情報201(ユーザ名、チーム名、ユーザのレベル、仲間の人数、所属リーグのレベル等)、当該ユーザの分身的なキャラクタであるアバター202、当該ユーザが所有するリーダーの選手カード203などとともに、復活申請ボタン204というオブジェクトも表示される。そして、ユーザが仲間関係を復活させたい過去の仲間ユーザの復活申請ボタン204を選択する操作を行うことにより、当該操作の情報が端末装置3からゲームサーバ1へと送信される。この操作の情報をユーザの端末装置3から受信した仲間復活申請手段102は、当該ユーザから選択された過去の仲間ユーザへの仲間関係復活の申請処理を実行するようになっている。 In the past buddy list screen, an information display area for each past buddy user listed is provided, and each information display area includes current game information 201 (user name, Team name, user level, number of friends, league level, etc.), avatar 202 which is the user's alternate character, player card 203 of the leader owned by the user, etc. Is displayed. And the information of the said operation is transmitted to the game server 1 from the terminal device 3 by performing operation which selects the restoration application button 204 of the past fellow user who wants to revive fellow relations. The fellow revival application means 102 that has received the operation information from the user's terminal device 3 executes an application process for revivaling the fellow relations to the past fellow user selected by the user.
 図31には、仲間復活申請を管理するための記憶情報の一例を示している。仲間関係復活の申請処理を実行する仲間復活申請手段102は、図31に例示するように、仲間情報を管理するための仲間情報IDと対応づけて、復活申請をしたユーザのユーザIDをデータベースサーバ2に登録する。図31における仲間情報ID=“1”の例では、ユーザID=“000001”のユーザAが復活申請した例を示している。そして、仲間復活申請手段102は、申請相手の過去の仲間ユーザBの端末装置3に対して、ユーザAから復活申請があったことを表示させるための情報を送信する。なお、この送信は、ユーザAが復活申請をした後、過去の仲間ユーザBの端末装置3がゲームサーバ1に最初にアクセスしたときに行われる。 FIG. 31 shows an example of stored information for managing a fellow revival application. As illustrated in FIG. 31, the fellow revival application means 102 that executes the fellowship revival application process associates the user ID of the user who applied for the revival with the fellow server ID for managing the fellow information, and the database server. Register to 2. In the example of the fellow information ID = “1” in FIG. 31, an example in which the user A with the user ID = “000001” has applied for the restoration is shown. And the fellow revival application means 102 transmits the information for displaying that there was a revival application from the user A with respect to the terminal device 3 of the past fellow user B of an application partner. This transmission is performed when the terminal device 3 of the past fellow user B accesses the game server 1 for the first time after the user A makes a resurgence application.
 仲間復活申請手段102が送信した情報を受信した過去の仲間ユーザBの端末装置3では、例えば、図30に示すような承認・拒否選択画面が表示される。この画面には、仲間復活申請をしたユーザAの現在のゲーム情報211(ユーザ名、チーム名、ユーザのレベル、仲間の人数、所属リーグのレベル等)、当該ユーザのアバター212、当該ユーザが所有するリーダーの選手カード213などとともに、承認ボタン214、拒否ボタン215というオブジェクトも表示される。ここで、拒否ボタン215を選択することにより、仲間関係の復活を拒否することもできる。一方、ユーザBがユーザAとの仲間関係の復活を承認する場合、承認ボタン214を選択する操作を行うことにより、当該操作の情報がユーザBの端末装置3からゲームサーバ1へと送信される。この操作の情報を受信したゲームサーバ1の仲間管理手段54は、ユーザBからの承認を受け付け、仲間関係復活処理を実行するようになっている。 In the terminal device 3 of the past fellow user B who has received the information transmitted by the fellow resurrection application means 102, for example, an approval / rejection selection screen as shown in FIG. 30 is displayed. On this screen, the current game information 211 (user name, team name, user level, number of friends, league level, etc.) of the user A who has applied for friend revival, the avatar 212 of the user, and the user An object such as an approval button 214 and a rejection button 215 is displayed along with the player card 213 of the leader who performs the game. Here, the revival of the friendship can be rejected by selecting the reject button 215. On the other hand, when the user B approves the revival of the friendship with the user A, information on the operation is transmitted from the terminal device 3 of the user B to the game server 1 by performing an operation of selecting the approval button 214. . The friend management means 54 of the game server 1 that has received the operation information accepts the approval from the user B, and executes the friendship revival process.
 仲間関係復活処理を実行する仲間管理手段54は、例えば図31に示すように、仲間情報を管理するための仲間情報IDと対応づけて記憶されている仲間解除フラグを“0”に設定する(図31中の仲間情報ID=“22”を参照)。また、このとき、復活承認したユーザのユーザIDおよび仲間関係の復活時間(復活日等)の情報を併せてデータベースサーバ2に記憶していてもよい。 For example, as shown in FIG. 31, the fellow management means 54 that executes the fellow relation revival process sets the fellow release flag stored in association with the fellow information ID for managing the fellow information to “0” ( (See fellow information ID = “22” in FIG. 31). At this time, the database server 2 may also store information on the user ID of the user who has approved the recovery and information on the recovery time (such as the recovery date) of the fellowship.
 上記のようにして仲間関係の復活により、再度、仲間関係が成立した場合、改めて仲間期間設定手段56により仲間期間が設定されることになる。すなわち、仲間期間設定手段56は、仲間復活申請をしたユーザ(第1のユーザ)および当該仲間復活申請を承認したユーザ(第2のユーザ)の2人のユーザ間での仲間関係の成立時に、第1のユーザのゲームレベルと第2のユーザのゲームレベルとの関係を含む所定条件に基づいて仲間期間を決定し、当該2人のユーザに対して仲間期間を設定するのである。 When the friendship relationship is established again due to the revival of the friendship as described above, the friendship period setting unit 56 sets the friendship period again. That is, the fellow period setting means 56 is configured to establish a fellow relation between two users, a user who has applied for a fellow revival (first user) and a user who has approved the fellow revival application (second user). The companion period is determined based on a predetermined condition including the relationship between the game level of the first user and the game level of the second user, and the companion period is set for the two users.
 2人のユーザ間で上記のようにして仲間関係が復活した場合、初めて仲間関係が成立した場合よりも、当該2人のユーザは仲間関係の継続を望んでいる可能性が高い。そこで、仲間期間設定手段56は、申請した第1のユーザとそれを承認した第2のユーザとのレベル関係の条件が同じであれば、復活により仲間関係が成立した場合の仲間期間を、初めて仲間関係が成立した場合の仲間期間よりも長くすることが望ましい。例えば、2人のユーザのレベル関係に基づいて、初めて仲間関係が成立した場合の仲間期間が5日間に設定されるのであれば、同じレベル関係の条件で復活により仲間関係が成立した場合には、仲間期間が前記の2倍の10日間に設定されようにする。 When the friendship is restored between the two users as described above, it is more likely that the two users want to continue the friendship than when the friendship is established for the first time. Therefore, if the condition of the level relationship between the first user who applied for and the second user who approved it is the same, the fellow period setting means 56 will set the fellow period when the fellow relationship is established by the resurrection for the first time. It is desirable to make it longer than the fellowship period when the fellowship is established. For example, based on the level relationship between two users, if the friendship period is set to 5 days for the first time when the friendship relationship is established, The friend period is set to 10 days, which is twice the above.
 また、仲間期間設定手段56は、申請した第1のユーザとそれを承認した第2のユーザとのレベル関係の条件が同じであれば、仲間関係復活の回数が多い程、仲間期間をより長く設定することが望ましい。 Moreover, if the condition of the level relationship between the first user who applied and the second user who approved it is the same, the fellow period setting means 56 makes the fellow period longer as the number of times the fellow relation is revived. It is desirable to set.
 また、仲間関係の復活を何度も繰り返しているユーザ同士は、仲間関係が自動的に解除されることを望んでいない可能性が極めて高いと考えられる。そこで、仲間期間設定手段56は、所定回数以上(例えば3回以上)、仲間関係の復活が実行された2人のユーザについては、仲間期間を設定しない(または、仲間期間を無制限とする)ことが望ましい。 Also, it is highly probable that users who have repeatedly revivaled their friendships do not want the friendships to be automatically released. Therefore, the fellow period setting means 56 does not set the fellow period (or makes the fellow period unlimited) for two users who have been revitalized for a certain number of times (for example, three times or more). Is desirable.
 上記のように、仲間期間の終了後において仲間関係の復帰申請を行う場合の他に、仲間期間中に仲間関係の継続申請を行うことによって、仲間関係再構築の予約を可能とし、仲間期間の終了と同時に仲間期間が再度設定されるようにすることも可能である。以下に、この仲間継続申請を容易に行うことができる構成について説明する。 As mentioned above, in addition to the case of applying for return of fellowship after the end of the fellowship period, it is possible to make a reservation for fellowship rebuilding by making a continuous application of fellowship during the fellowship period. It is also possible to set the friend period again at the same time as the end. Below, the structure which can perform this associate continuation application easily is demonstrated.
 図32に示すように、本実施の形態のゲームサーバ1(ゲーム管理装置)は、図4に示した各手段51~59に加えて、仲間継続申請手段110をさらに備えている。この手段110は、ゲームサーバ1のCPU11が本実施の形態に係るプログラムを実行することにより実現されるものである。 As shown in FIG. 32, the game server 1 (game management apparatus) of the present embodiment further includes a fellow continuation application means 110 in addition to the means 51 to 59 shown in FIG. This means 110 is realized by the CPU 11 of the game server 1 executing the program according to the present embodiment.
 例えば、ユーザが端末装置3を操作してメイン画面中の「仲間リスト」ボタンを選択すれば、ゲームサーバ1からは、図33に示すような仲間リスト画面のデータが送られてくる。この仲間リスト画面には、リストアップされた仲間ユーザ毎の情報表示領域が設けられており、仲間期間表示領域80、仲間ユーザのゲーム情報81、アバター82、選手カード83などとともに、継続申請ボタン220というオブジェクトも表示される。そして、ユーザが、仲間関係を継続させたい仲間ユーザに対応した継続申請ボタン220を選択する操作を行うことにより、当該操作の情報が端末装置3からゲームサーバ1へと送信される。この操作の情報をユーザの端末装置3から受信した仲間継続申請手段110は、当該ユーザから選択された仲間ユーザへの仲間関係継続の申請処理を実行するようになっている。 For example, if the user operates the terminal device 3 and selects the “Buddy List” button in the main screen, the game server 1 sends data on the Buddy List screen as shown in FIG. This friend list screen is provided with an information display area for each friend user who is listed, and together with the friend period display area 80, the game information 81 of the friend user, the avatar 82, the player card 83, etc., the continuation application button 220. Is also displayed. Then, when the user performs an operation of selecting the continuation application button 220 corresponding to the fellow user who wants to continue the fellowship relationship, information on the operation is transmitted from the terminal device 3 to the game server 1. The fellow continuation application unit 110 that has received this operation information from the user's terminal device 3 executes an application process for continuation of the fellow relation to the fellow user selected by the user.
 図34には、仲間継続申請を管理するための記憶情報の一例を示している。仲間関係継続の申請処理を実行する仲間継続申請手段110は、図34に例示するように、仲間情報を一意に識別する仲間情報IDと対応づけて、継続申請をしたユーザのユーザIDをデータベースサーバ2に登録する。図34における仲間情報ID=“1”の例では、ユーザID=“000001”のユーザAが継続申請した例を示している。そして、仲間継続申請手段110は、申請相手の仲間ユーザBの端末装置3に対して、ユーザAから継続申請があったことを表示させるための情報を送信する。なお、この送信は、ユーザAが継続申請をした後、仲間ユーザBの端末装置3がゲームサーバ1に最初にアクセスしたときに行われる。 FIG. 34 shows an example of stored information for managing fellow continuation applications. As illustrated in FIG. 34, the fellow continuation application unit 110 that executes the fellowship continuation application process associates the fellow information with the fellow information ID that uniquely identifies the fellow information, and sets the user ID of the user who applied for continuation to the database server. Register to 2. In the example of the fellow information ID = “1” in FIG. 34, an example in which the user A with the user ID = “000001” has applied continuously is shown. Then, the fellow continuation application unit 110 transmits information for displaying that there is a continuation application from the user A to the terminal device 3 of the fellow user B of the application partner. This transmission is performed when the terminal device 3 of the fellow user B first accesses the game server 1 after the user A makes a continuation application.
 仲間継続申請手段110が送信した情報を受信した仲間ユーザBの端末装置3では、例えば図30と同様の承認・拒否選択画面が表示される。ここで、ユーザBがユーザAとの仲間関係の継続を承認する操作を行うことにより、当該操作の情報がユーザBの端末装置3からゲームサーバ1へと送信される。この操作の情報を受信したゲームサーバ1の仲間管理手段54は、ユーザBからの承認を受け付け、仲間関係継続処理を実行するようになっている。 In the terminal device 3 of the fellow user B who has received the information transmitted by the fellow continuation application means 110, for example, an approval / rejection selection screen similar to FIG. 30 is displayed. Here, when the user B performs an operation of approving the continuation of the friendship with the user A, information on the operation is transmitted from the terminal device 3 of the user B to the game server 1. The friend management means 54 of the game server 1 that has received the operation information accepts the approval from the user B, and executes the fellowship continuation process.
 仲間関係継続処理を実行する仲間管理手段54は、例えば図34に示すように、仲間情報を管理するための仲間情報IDと対応づけて記憶されている継続フラグを“1”に設定する(図34中の仲間情報ID=“22”を参照)。また、このとき、継続承認したユーザのユーザIDの情報を併せてデータベースサーバ2に記憶していてもよい。 For example, as shown in FIG. 34, the fellow management means 54 that executes the fellowship continuation processing sets the continuation flag stored in association with the fellow information ID for managing the fellow information to “1” (FIG. 34). 34, refer to fellow information ID = “22”). At this time, the user ID of the user who has been continuously approved may be stored in the database server 2 together.
 上記のようにして仲間関係の継続が成立した場合、図33に例示するように、仲間リスト画面には、継続申請ボタン220に代えて「継続成立」のステータス221が表示される。なお、継続申請後、相手から承認が得られていない場合には、「継続申請中」等のステータス221が表示され、相手から継続申請を受けているが未だ承認していない場合には、「継続承認未」等のステータス221が表示される。 When the continuation of the fellowship is established as described above, as shown in FIG. 33, a status 221 of “successful establishment” is displayed on the peer list screen instead of the continuation application button 220. In addition, after the continuation application, if approval is not obtained from the other party, a status 221 such as “continuing application” is displayed, and if the continuation application has been received from the other party but has not yet been approved, A status 221 such as “continuous approval not yet” is displayed.
 また、仲間関係の継続が成立している場合、仲間管理手段54は、仲間期間の終了と同時に、仲間関係を復活させることになるとともに、仲間期間設定手段56が、仲間期間を再度設定することになる。すなわち、仲間期間設定手段56は、仲間継続申請をしたユーザ(第1のユーザ)および当該仲間継続申請を承認したユーザ(第2のユーザ)の2人のユーザ間での仲間関係の継続が成立した場合、第1のユーザのゲームレベルと第2のユーザのゲームレベルとの関係を含む所定条件に基づいて仲間期間を決定し、当該2人のユーザに対して仲間期間を設定するのである。 In addition, when the continuation of the fellowship is established, the fellow management means 54 restores the fellowship at the same time as the end of the fellowship period, and the fellowship period setting means 56 sets the fellowship period again. become. In other words, the fellow period setting means 56 establishes continuation of fellow relations between two users: a user who has made a fellow continuation application (first user) and a user who has approved the fellow continuation application (second user). In this case, the fellow period is determined based on a predetermined condition including the relationship between the game level of the first user and the game level of the second user, and the fellow period is set for the two users.
 上記のようにして仲間期間中に仲間継続申請およびその承認の操作を行うことにより、ブランク期間を作ることなく、仲間関係を継続することができるようになる。 仲 間 By performing the fellowship continuation application and approval operations during the fellowship period as described above, the fellowship can be continued without creating a blank period.
 ところで、上記のような仲間復活申請や仲間継続申請のような操作をユーザが行うことなく、仲間関係を継続できるようにする構成について、以下に説明する。 By the way, the structure which enables a friend relationship to be continued without a user performing operation like the above friend revival application and friend continuation application is demonstrated below.
 〔ゲーム管理装置の他の構成例〕
 ゲーム管理装置の他の構成例を、図35の機能ブロック図を参照しながら説明する。なお、既出の図面において示した構成と同様の構成については同一の部材番号を付し、適宜その説明を省略する。本実施の形態のゲームサーバ1(ゲーム管理装置)は、図4に示した各手段51~59に加えて、延長手段61をさらに備えている。この延長手段61は、仲間期間が設定されている2人のユーザの少なくとも一方から相手のユーザに対して、仲間期間が終了するまでに「所定回数」、「所定時間」、または「所定回数及び所定時間」の交流処理が実行された場合に、当該仲間期間を延長する機能を有する。この延長手段61は、ゲームサーバ1のCPU11が本実施の形態に係るプログラムを実行することにより実現されるものである。
[Another configuration example of the game management device]
Another configuration example of the game management device will be described with reference to the functional block diagram of FIG. In addition, the same member number is attached | subjected about the structure similar to the structure shown in previous drawing, The description is abbreviate | omitted suitably. The game server 1 (game management apparatus) according to the present embodiment further includes an extension means 61 in addition to the means 51 to 59 shown in FIG. The extension means 61 is configured to provide a “predetermined number of times”, a “predetermined time”, or a “predetermined number of When the AC processing for “predetermined time” is executed, it has a function of extending the fellow period. The extension means 61 is realized by the CPU 11 of the game server 1 executing the program according to the present embodiment.
 仲間になったユーザ間で交流が持たれないということは、お互いに相手への関心が希薄であると考えられる。一方、仲間同士で交流を行っている場合には、ユーザが仲間関係の維持を望んでいる可能性が高いと考えられる。そこで、仲間期間が終了するまでに条件を満たす交流があった場合に、仲間期間を自動的に延長し、仲間関係が継続されるようにするのである。 The fact that there is no interaction between fellow users is considered to be a lack of interest in each other. On the other hand, when exchanges are made between friends, it is highly likely that the user wants to maintain the friendship. Therefore, when there is an exchange that satisfies the conditions until the companion period ends, the companion period is automatically extended so that the companion relationship is continued.
 そして、延長手段61は、仲間期間が延長された2人のユーザの少なくとも一方から相手のユーザに対して、延長された仲間期間が終了するまでに「所定回数」、「所定時間」、または「所定回数及び所定時間」の交流処理が実行される毎に、仲間期間を延長することを繰り返すようになっている。これにより、条件を満たす交流を継続的に行っている仲間同士については、仲間期間の自動延長が繰り返されることにより仲間関係が継続して維持される。 And the extension means 61 is “predetermined number of times”, “predetermined time”, or “until the end of the extended friend period from at least one of the two users whose friend period is extended to the other user. Each time the predetermined number of times and the predetermined time "are executed, the extension of the fellow period is repeated. Thereby, about the friends who are performing the exchange which satisfy | fills conditions continuously, a friend relationship is maintained continuously by repeating the automatic extension of a friend period.
 また、2人のユーザの少なくとも一方から相手のユーザに対して「所定回数」、「所定時間」、または「所定回数及び所定時間」の交流があったことを、延長の条件とする。この条件を満たす形態には、いずれか一方から相手に対して「所定回数」、「所定時間」、または「所定回数及び所定時間」の交流があれば条件を満たすとする形態と、両者とも互いに相手に対して「所定回数」、「所定時間」、または「所定回数及び所定時間」の交流を行うことを条件とする形態とを含む。何れの形態を延長の条件として設定してもよい。特に、従来の課題であるところの、上位レベルのユーザにとって、仲間のユーザのレベルが自分よりも低い場合に、ゲームにおける協力対戦等について不公平感が生じていたということをより積極的に解消するために、少なくとも下位レベルのユーザが上位レベルのユーザに対して、「所定回数」、「所定時間」、または「所定回数及び所定時間」の交流を行うことを条件とすることが望ましい。 Also, the extension condition is that at least one of the two users has exchanged with the other user for a “predetermined number of times”, a “predetermined time”, or a “predetermined number of times and a predetermined time”. In the form that satisfies this condition, both the form that satisfies the condition if there is an exchange of “predetermined number of times”, “predetermined time”, or “predetermined number of times and predetermined time” with respect to the other party, And a condition that the exchange is performed “predetermined number of times”, “predetermined time”, or “predetermined number of times and predetermined time”. Any form may be set as an extension condition. In particular, it is more proactively resolved that a high level user, who is a conventional problem, has a sense of unfairness in cooperative battles in games when the level of fellow users is lower than himself. In order to do this, it is desirable that at least a lower-level user exchanges “predetermined number of times”, “predetermined time”, or “predetermined number of times and predetermined time” with an upper-level user.
 延長の対象となる交流については、前述の挨拶、メッセージの送信、プレゼント、協力対戦の助っ人依頼、合同練習、チャットなど、仲間のユーザ同士で行われる様々な交流を含めることができる。また、挨拶は延長の対象とはせず、メッセージの送信、プレゼント、協力対戦の助っ人依頼、合同練習、チャットのみを延長の対象とするといったように、ゲーム内に用意された複数の交流から一部の交流のみを延長の対象としてもよい。 The exchanges that are subject to extension can include various exchanges between fellow users, such as greetings, sending messages, presents, requesting assistants for cooperative battles, joint practice, and chatting. In addition, greetings are not subject to extension, but are extended from multiple exchanges prepared in the game, such as sending messages, giving presents, requesting assistants for cooperative battles, joint practice, and chat only. Only the exchange of the department may be subject to extension.
 延長の条件に関しては、「所定回数」、「所定時間」、または「所定回数及び所定時間」の何れの条件を満たす交流が行われたことを延長の条件としてもよい。挨拶、メッセージの送信、プレゼント、協力対戦の助っ人依頼、チャット等の全ての交流については、これらの交流が「所定回数」行われたことを延長の条件とすることができる。また、チャット等の、ユーザ同士がリアルタイムで行うような交流については、「所定時間」の交流が行われたことを延長の条件としたり、「所定回数及び所定時間」の交流が行われたことを延長の条件としたりすることができる。また、挨拶等の交流およびチャット等の交流を含む様々な交流が可能なゲームについては、「所定回数」、「所定時間」、または「所定回数及び所定時間」の何れを延長の条件としてもよい。 Regarding the extension condition, the extension condition may be that an AC satisfying any of the “predetermined number of times”, “predetermined time”, or “predetermined number of times and predetermined time” is performed. With respect to all exchanges such as greetings, message transmissions, gifts, cooperative support request, chats, etc., it is possible to make it an extension condition that these exchanges have been performed “a predetermined number of times”. In addition, with regard to exchanges such as chats that are performed in real time between users, an extension condition is that exchanges for a "predetermined time" have been made, or exchanges for a "predetermined number of times and a predetermined time" have been carried out Can be used as an extension condition. In addition, for games that allow various exchanges including exchanges such as greetings and exchanges such as chats, any of “predetermined number of times”, “predetermined time”, or “predetermined number of times and predetermined time” may be used as an extension condition. .
 ここで、仲間期間が終了するまでに「所定回数」の交流処理が実行されたことを延長の条件とする場合、「所定回数」として任意の回数を設定可能である。例えば、この所定回数を1回としてもよいし、2回以上の複数回としてもよい。また、仲間期間が終了するまでに「所定時間」の交流が行われたことを延長の条件とする場合、「所定時間」として例えば5分、10分、30分、または1時間等、任意の時間を設定可能である。また、仲間期間が終了するまでに「所定回数及び所定時間」の交流が行われたことを延長の条件とする場合、例えば3回および10分、2回および15分等、任意の回数および時間を設定可能である。 Here, when it is a condition for extension that the “predetermined number of times” AC processing has been executed before the companion period ends, an arbitrary number of times can be set as the “predetermined number of times”. For example, the predetermined number of times may be one time, or two or more times. Moreover, when it is a condition of extension that the “predetermined time” has been exchanged by the end of the fellowship period, the “predetermined time” may be any value such as 5 minutes, 10 minutes, 30 minutes, or 1 hour. The time can be set. In addition, when it is a condition of extension that the “predetermined number of times and the predetermined time” are exchanged before the companion period ends, for example, 3 times, 10 minutes, 2 times and 15 minutes, etc. Can be set.
 なお、本実施の形態においては、仲間期間が終了するまでに「所定回数」の交流が行われたことを延長の条件とする形態を例に挙げて、以下の説明を続ける。 In the present embodiment, the following description will be continued by taking as an example a mode in which a “predetermined number of times of exchange” is performed before the companion period ends.
 相対的にゲームレベルが低いユーザから相手のユーザに対して交流処理が実行される場合の所定回数N1は、相対的にゲームレベルが高いユーザから相手のユーザに対して交流処理が実行される場合の所定回数N2よりも多い設定とすることが望ましい。一例としては、前記所定回数N1を3回とし、前記所定回数N2を2回とする。そして、いずれか一方から相手に対して前記所定回数の交流があれば延長条件を満たすものとする。または、両者とも互いに相手に対して前記所定回数の交流があれば延長条件を満たすものとする。 The predetermined number of times N1 when the AC process is executed from the user having a relatively low game level to the other user is the case where the AC process is executed from the user having a relatively high game level to the other user. It is desirable to set the number more than the predetermined number N2. As an example, the predetermined number of times N1 is three times, and the predetermined number of times N2 is two times. Then, if there is the predetermined number of times of exchange with the other party from either one, the extension condition is satisfied. Alternatively, both satisfy the extension condition if there is the predetermined number of times of exchange with each other.
 この構成によれば、レベルの異なる2人のユーザが仲間になった場合、下位レベルのユーザは上位レベルのユーザとの仲間関係を維持するためには、上位レベルのユーザよりも多くの回数の交流を必要とする。よって、上位レベルのユーザは、下位レベルのユーザとの仲間関係を終了させ易くなることから、自分好みの仲間グループをより構築し易くなる。 According to this configuration, when two users with different levels become friends, the lower level users have more times than the upper level users to maintain the fellowship with the higher level users. Requires exchange. Therefore, it becomes easier for the upper level user to end the friendship with the lower level user, and therefore, it becomes easier to build a favorite friend group.
 また、延長手段61が、ユーザ間のレベル差に応じて延長の条件を満たすための交流の所定回数を設定する構成としてもよい。この場合、相対的にゲームレベルが低いユーザから相手のユーザに対して交流処理が実行される場合の所定回数N1を、両ユーザ間のレベル差Dが大きいほど多い設定とすることが望ましい。一例としては、レベル差Dが29以下であれば所定回数N1を3回、レベル差Dが30~69であれば所定回数N1を4回、レベル差Dが70~99であれば所定回数N1を5回、レベル差Dが100以上であれば所定回数N1を6回とする。これにより、下位レベルのユーザは上位レベルのユーザとのレベル差が大きいほど、仲間関係を維持するために多くの回数の交流を必要とする。よって、上位レベルのユーザにとっては、レベルが離れた下位レベルのユーザほど仲間関係を終了させ易くなる。 Further, the extension means 61 may be configured to set a predetermined number of alternating currents to satisfy the extension condition according to the level difference between users. In this case, it is desirable that the predetermined number of times N1 when the AC processing is executed from the user with a relatively low game level to the other user is set to increase as the level difference D between the two users increases. As an example, if the level difference D is 29 or less, the predetermined number of times N1 is three times, if the level difference D is 30 to 69, the predetermined number of times N1 is four times, and if the level difference D is 70 to 99, the predetermined number of times N1. If the level difference D is 100 or more, the predetermined number of times N1 is 6 times. As a result, the lower level users require a greater number of exchanges in order to maintain the fellowship as the level difference from the upper level users increases. Therefore, it becomes easier for the upper level user to end the friendship as the lower level user is separated.
 逆に、相対的にゲームレベルが高いユーザから相手のユーザに対して交流処理が実行される場合の所定回数N2を、両ユーザ間のレベル差が大きいほど少ない設定としてもよい。一例としては、レベル差Dが29以下であれば所定回数N2を3回、レベル差Dが30~69であれば所定回数N2を2回、レベル差Dが70以上であれば所定回数N2を1回とする。これにより、上位レベルのユーザから下位レベルのユーザへ交流を行なうのであれば、レベル差が大きいほど少ない回数の交流で仲間関係を容易に維持できるようになる。 Conversely, the predetermined number of times N2 when the AC process is executed from the user having a relatively high game level to the other user may be set to be smaller as the level difference between the two users is larger. As an example, if the level difference D is 29 or less, the predetermined number N2 is 3 times, if the level difference D is 30 to 69, the predetermined number N2 is 2 times, and if the level difference D is 70 or more, the predetermined number N2 is set. Once. Accordingly, if the exchange is performed from the upper level user to the lower level user, the friendship can be easily maintained with a smaller number of exchanges as the level difference is larger.
 上記のように、延長手段61がユーザ間のレベル差に応じて延長の条件を満たすための交流の所定回数を設定する構成において、延長手段61がユーザ間のレベル差の変動を検出したとき、変動後のレベル差に応じた所定回数に再設定するようにしてもよい。これにより、ユーザ間のレベル差変動に追従して、延長の条件を満たすための交流の所定回数を適切に調整することができる。 As described above, in the configuration in which the extension means 61 sets a predetermined number of alternating currents for satisfying the extension condition according to the level difference between users, when the extension means 61 detects a change in the level difference between users, You may make it reset to the predetermined frequency | count according to the level difference after a fluctuation | variation. Accordingly, the predetermined number of alternating currents for satisfying the extension condition can be appropriately adjusted following the level difference fluctuation between the users.
 ここで、延長手段61が延長する期間の長さについては、一定の期間とすることができる。延長期間の長さを一定期間とする場合、例えば、1週間、10日間、2週間等、任意の期間を設定可能である。なお、延長の期間の長さは一定期間に限定されるものではない。例えば、延長が行われる毎にランダムに延長の期間を決定してもよい。また、交流回数によって延長の期間を変動させる(交流回数が多いほど延長の期間を長く設定する)構成であってもよい。あるいは、仲間期間設定手段56がユーザ間のレベル差に基づいて決定した仲間期間(仲間期間記憶制御手段56aが記憶している仲間期間)と同じ期間を、延長手段61が延長の期間として設定してもよい。 Here, the length of the period that the extension means 61 extends can be set to a certain period. When the length of the extension period is set to a certain period, an arbitrary period such as one week, ten days, two weeks, etc. can be set. Note that the length of the extension period is not limited to a certain period. For example, the extension period may be determined randomly every time extension is performed. Further, the extension period may be changed according to the number of AC exchanges (the extension period is set longer as the number of AC exchanges increases). Alternatively, the extension means 61 sets the same period as the fellow period determined by the fellow period setting means 56 based on the level difference between users (the fellow period stored by the fellow period storage control means 56a) as the extension period. May be.
 あるいは、延長手段61が延長処理を実行するときのユーザ間のレベル差に基づいて、延長の期間を設定する構成にすることもできる。例えば、図18に例示したユーザ間のレベル差と仲間期間との関係を表すテーブルを、ユーザ間のレベル差と延長の期間との関係を表すテーブルとして援用(または共用)し、延長処理実行時のユーザ間のレベル差に応じた延長の期間を、当該テーブルに基づいて取得するようにする。もちろん、ユーザ間のレベル差と延長の期間との関係を表す専用のテーブルを別途用意して、ゲームサーバ1の記憶制御手段(RAM13または補助記憶装置14等)に記憶しておいてもよい。この構成の場合、延長処理が実行される毎に、その都度、延長処理実行時のユーザ間のレベル差に基づいた適切な延長の期間を設定することができる。 Alternatively, the extension period may be set based on the level difference between users when the extension means 61 executes the extension process. For example, the table representing the relationship between the level difference between users and the fellow period illustrated in FIG. 18 is used (or shared) as a table representing the relationship between the level difference between users and the extension period, and the extension process is executed. The extension period corresponding to the level difference between the users is acquired based on the table. Of course, a dedicated table representing the relationship between the level difference between users and the extension period may be prepared separately and stored in the storage control means (RAM 13 or auxiliary storage device 14 or the like) of the game server 1. In the case of this configuration, every time the extension process is executed, an appropriate extension period can be set each time based on the level difference between users when the extension process is executed.
 また、延長手段61が延長処理実行時のユーザ間のレベル差に基づいて、延長の期間を設定する構成において、延長手段61がユーザ間のレベル差の変動を検出したとき、変動後のレベル差に応じた延長の期間に再設定するようにしてもよい。これにより、ユーザ間のレベル差変動に追従して、延長の期間を適切に調整することができる。 Further, in the configuration in which the extension unit 61 sets the extension period based on the level difference between the users when the extension process is executed, when the extension unit 61 detects the change in the level difference between the users, the level difference after the change You may make it reset in the period of the extension according to. Accordingly, the extension period can be appropriately adjusted following the level difference fluctuation between the users.
 延長手段61による延長処理の実行は、データベースサーバ2に記憶されている仲間期間の情報を、延長後の情報に更新する等により行うことができる。例えば、延長手段61は、図36に示すように、仲間期間記憶制御手段56aが記憶仲間情報IDと対応づけて記憶している仲間期間終了予定時間を、延長後の日付に更新することにより、延長処理を実行する。このとき、仲間情報IDと対応づけて、延長処理実行時の時間情報として仲間期間を延長した日等を併せて記憶する。延長処理実行時の時間情報としては、年、月、日、時、分、秒等の時間情報を記憶するが、ここで記憶する時間の単位は任意に設定できる。また、延長された仲間期間の情報管理のために、仲間情報IDと対応づけて、延長フラグを設定するようにしてもよい。 The execution of the extension process by the extension means 61 can be performed by updating the information of the fellow period stored in the database server 2 to the information after extension. For example, as shown in FIG. 36, the extension means 61 updates the friend period end scheduled time stored in association with the friend information ID by the friend period storage control means 56a to the date after extension, Execute extension processing. At this time, in association with the fellow information ID, the date of extending the fellow period is also stored as time information when executing the extension process. Time information such as year, month, day, hour, minute, and second is stored as time information when executing the extension process, but the unit of time stored here can be arbitrarily set. In addition, an extension flag may be set in association with the fellow information ID for information management of the extended fellow period.
 延長手段61による処理形態の1つとしては、仲間期間の途中で延長条件を満たす毎に、仲間期間の延長処理を実行する形態がある。この形態の延長処理について、図37を参照して、以下に説明する。なお、図37およびそれ以降のフローチャートは、仲間関係にある2人のユーザを対象としたゲームサーバ1の処理の流れを示すものであり、ゲームサーバ1が管理している全ての仲間同士のペアに対して同様の処理が行われることになる。 As one of the processing forms by the extension means 61, there is a form in which the extension process of the companion period is executed every time the extension condition is satisfied during the companion period. This type of extension processing will be described below with reference to FIG. Note that FIG. 37 and the flowcharts thereafter show the processing flow of the game server 1 for two users who are in a fellow relationship, and all the pairs of friends managed by the game server 1 The same processing is performed for the above.
 図37に示すように、延長手段61は、2人のユーザに設定された仲間期間が終了する前に(S81でNO)、交流に関する延長条件が達成されたか否かを判定する(S82)。例えば、この判定は、図36に示す仲間期間の情報(仲間期間終了予定時間等)、および図17に示すユーザの交流履歴の情報に基づいて行うことができる。すなわち、データベースサーバ2には、各ユーザの交流履歴が記憶されているので、仲間期間が設定されてから仲間期間が終了するまでに(または、仲間期間が延長されてから延長された仲間期間が終了するまでに)、延長条件として定められた所定回数の交流をユーザが行った状態を検出可能である。 As shown in FIG. 37, the extension means 61 determines whether or not the extension condition regarding AC has been achieved (S82) before the companion period set for the two users ends (NO in S81). For example, this determination can be made based on the information on the fellow period shown in FIG. 36 (e.g., the scheduled end time of the fellow period) and the information on the user's exchange history shown in FIG. That is, since the exchange history of each user is stored in the database server 2, there is an extended friend period after the friend period is set (or after the friend period is extended). It is possible to detect a state in which the user has exchanged a predetermined number of times defined as the extension condition (until the end).
 交流に関する延長条件が達成された場合(S82でYES)、延長手段61は、仲間期間の延長処理を実行する(S83)。例えば、図36に示す仲間期間終了予定時間を、延長後の日付に更新する。このとき、延長処理実行時の時間情報を記憶(または更新)する。 When the extension condition regarding the exchange is achieved (YES in S82), the extension means 61 executes a friend period extension process (S83). For example, the fellow period end scheduled time shown in FIG. 36 is updated to the date after extension. At this time, the time information at the time of executing the extension process is stored (or updated).
 ここで、具体的な延長例を挙げる。1月1日に設定された仲間期間が例えば7日間(1月7日まで)であり、3日目の1月3日に交流の延長条件が達成された場合、1月3日の時点で例えば7日間の延長が発生し、仲間期間の終了日は1月7日(現終了日)から7日後の1月14日になる。よって、1月3日の時点での仲間期間の残期間(残日数)は11日間になる。例えば、その後、1月6日に交流の延長条件が再度達成された場合、1月6日の時点で7日間の追加延長が発生し、仲間期間の終了日は1月14日(現終了日)から7日後の1月21日になる。よって、1月6日の時点での仲間期間の残期間は17日間になる。 Here is a specific example of extension. If the fellow period set on January 1 is 7 days (until January 7) and the extension condition for exchange is achieved on January 3rd on the 3rd day, as of January 3rd For example, an extension of 7 days occurs, and the end date of the companion period is January 14th, 7 days after January 7th (current end date). Therefore, the remaining period (number of remaining days) of the fellow period as of January 3 is 11 days. For example, if the exchange extension condition is achieved again on January 6th, an additional extension of 7 days will occur on January 6th, and the end date of the fellow period will be January 14 (the current end date) ) 7 days after January 21st. Therefore, the remaining period of the fellow period as of January 6 is 17 days.
 この延長例の場合、交流に関する延長条件が連続して早期に達成されると、仲間期間の残期間は増加する傾向にある。例えば、短期間に多数の交流を行って仲間期間の残期間が急激に増加した場合を考えると、その後交流が長期間途絶えた場合でも、仲間関係が長期間維持されることになる。そこで、仲間期間の残期間に上限を設けてもよい。例えば、仲間期間の残期間の上限を30日に設定すれば、30日以上交流に関する延長条件が満たされなければ、仲間期間は終了してしまう。よって、仲間関係を維持するためには、最長30日の期間以内に交流に関する延長条件を満たすことが必要となり、長期間交流が途絶えているのに仲間関係が維持されることを回避できる。 In the case of this extension example, if the extension condition regarding the exchange is continuously achieved at an early stage, the remaining period of the fellow period tends to increase. For example, considering a case where a large number of exchanges are performed in a short period and the remaining period of the fellow period increases rapidly, even if the exchange is interrupted for a long period of time, the fellow relations are maintained for a long period of time. Therefore, an upper limit may be set for the remaining period of the fellow period. For example, if the upper limit of the remaining period of the companion period is set to 30 days, the companion period ends if the extension condition regarding the exchange is not satisfied for 30 days or more. Therefore, in order to maintain the fellowship, it is necessary to satisfy the extension condition regarding the exchange within a period of up to 30 days, and it is possible to avoid the fellowship being maintained even though the exchange is interrupted for a long time.
 そこで、S83の後、延長手段61は、仲間期間の残期間が上限を超えている場合(S84でYES)、仲間期間の残期間を上限に制限する(S85)。すなわち、図36に示す仲間期間終了予定時間を、仲間期間の残期間の上限に合致する日付に更新する。 Therefore, after S83, when the remaining period of the fellow period exceeds the upper limit (YES in S84), the extension means 61 limits the remaining period of the fellow period to the upper limit (S85). That is, the fellow period end scheduled time shown in FIG. 36 is updated to a date that matches the upper limit of the remaining period of the fellow period.
 延長後の仲間期間の残期間が上限を超えていない場合(S84でNO)、または仲間期間の残期間を上限に制限した後(S85)、S81に戻り、以降、仲間期間が終了するまでS81~S85の処理が繰り返される。 If the remaining period of the fellow period after the extension does not exceed the upper limit (NO in S84), or after the remaining period of the fellow period is limited to the upper limit (S85), the process returns to S81, and thereafter, until the fellow period ends S81 The process of S85 is repeated.
 ここで、他の具体的な延長例を挙げる。1月1日に設定された仲間期間が例えば7日間(1月7日まで)であり、3日目の1月3日に交流の延長条件が達成された場合、1月3日の時点で例えば7日間の延長が発生するのであるが、仲間期間の終了日は1月3日(延長発生日)から7日後の1月10日になる。よって、1月3日の時点での仲間期間の残期間は7日になる。例えば、その後、1月6日に交流の延長条件が再度達成された場合、1月6日の時点で7日間の再延長が発生し、仲間期間の終了日は1月6日(延長発生日)から7日後の1月13日になる。よって、1月6日の時点での仲間期間の残期間は7日になる。この延長例では、仲間期間の残期間は最大でも延長期間(この例では7日間)となるので、仲間期間の残期間に上限を設ける必要はない。仲間期間の残期間に上限を設けない場合は、前記S84およびS85の処理を省くことができる。 Here is another specific example of extension. If the fellow period set on January 1 is 7 days (until January 7) and the extension condition for exchange is achieved on January 3rd on the 3rd day, as of January 3rd For example, an extension of 7 days occurs, but the end date of the companion period is January 10, 7 days after January 3 (extended occurrence date). Therefore, the remaining period of the fellow period as of January 3 is 7 days. For example, if the exchange extension condition is achieved again on January 6, a 7-day re-extension occurs on January 6, and the end date of the fellow period is January 6 (extension occurrence date) ) 7 days after January 13th. Therefore, the remaining period of the fellow period as of January 6 is 7 days. In this extension example, the remaining period of the fellow period is at most an extended period (in this example, 7 days), so there is no need to set an upper limit on the remaining period of the fellow period. When no upper limit is set for the remaining period of the fellow period, the processes of S84 and S85 can be omitted.
 また、交流に関する延長条件を満たすことなく仲間期間が終了した場合(S81でYES)、仲間関係解除手段57により仲間関係が自動的に解除され(S55)、仲間関係が解除されたことが2人のユーザの端末装置3に報知される(S56)。このS55およびS56の詳細は、図21において説明したとおりである。 In addition, when the fellowship period ends without satisfying the extension condition regarding the exchange (YES in S81), the fellowship relation is automatically canceled by the fellowship relation canceling unit 57 (S55), and the fellowship relation is canceled by two people. Is notified to the terminal device 3 of the user (S56). The details of S55 and S56 are as described in FIG.
 このように、仲間関係にある2人のユーザに対して設定された仲間期間は、交流に関する所定の延長条件を満たす毎に延長される。そして、前述の仲間期間報知手段58は、仲間期間(延長された場合、延長後の仲間期間)を表示させるための情報を、ユーザの端末装置3へ送信し、ユーザに仲間期間を報知する機能を有する。よって、各ユーザは、図14に例示する仲間リスト画面で、自分の各仲間ユーザとの間に設定されている仲間期間(延長後の仲間期間)がいつまでなのかを確認できるようになっている。そして、ユーザは、仲間関係を終了させたくない仲間ユーザについては、仲間リストで確認した仲間期間が終了するまでに延長条件を満たす交流を行うことにより、仲間関係を継続できる。このように、ユーザの端末装置3に表示される仲間リスト画面に仲間期間(延長後の仲間期間)の情報を含めることにより、ユーザ自身による仲間管理を容易にすることができる。 Thus, the fellow period set for two users who are in a peer relationship is extended every time a predetermined extension condition for exchange is satisfied. And the above-mentioned friend period alerting | reporting means 58 transmits the information for displaying a friend period (if extended, friend period after extension) to a user's terminal device 3, and notifies a friend period to a user. Have Therefore, each user can confirm how long the fellow period (expansion fellow period) set between each fellow user on the fellow list screen illustrated in FIG. . And about a fellow user who does not want to end a fellow relation, a user can continue a fellow relation by performing exchange which satisfy | fills extension conditions by the time of the fellow period confirmed by the fellow list. Thus, the friend management by the user himself / herself can be facilitated by including the information of the friend period (the friend period after extension) on the friend list screen displayed on the terminal device 3 of the user.
 延長手段61による処理形態としては、仲間期間の終了時刻に延長条件を満たしているか否かを判定し、延長条件を満たしている場合に仲間期間の延長処理を実行する形態もある。換言すれば、設定されている仲間期間の全期間の経過を待って延長の要否を判定し、延長処理を実行する形態である。この形態の延長処理について、図38を参照して、以下に説明する。 As a processing form by the extension means 61, there is a form in which it is determined whether or not the extension condition is satisfied at the end time of the fellow period, and when the extension condition is satisfied, the fellow period extension process is executed. In other words, it is a form in which the extension process is executed by determining whether or not the extension is necessary after waiting for the elapse of all the set fellow periods. This type of extension processing will be described below with reference to FIG.
 延長手段61は、2人のユーザに設定された仲間期間の終了時刻になったときに(S91でYES)、交流に関する延長条件が達成されたか否かを判定する(S92)。このS92の処理は、前述のS82と同様の処理である。 The extension means 61 determines whether or not the extension condition regarding AC has been achieved (S92) when the companion period end time set for the two users is reached (YES in S91). The process of S92 is the same process as S82 described above.
 交流に関する延長条件を満たしている場合(S92でYES)、延長手段61は、仲間期間の延長処理を実行する(S93)。一方、交流に関する延長条件を満たしていない場合(S93でYES)、仲間期間の終了に伴い、仲間関係解除手段57により仲間関係が自動的に解除され(S55)、仲間関係が解除されたことが2人のユーザの端末装置3に報知される(S56)。 If the extension condition regarding the exchange is satisfied (YES in S92), the extension means 61 executes the extension process of the fellow period (S93). On the other hand, if the extension condition regarding the exchange is not satisfied (YES in S93), the friendship relationship is automatically canceled by the friendship canceling means 57 at the end of the friendship period (S55), and the friendship relationship is cancelled. The information is notified to the terminal devices 3 of the two users (S56).
 上記のように、本実施の形態の構成では、ユーザが仲間復活申請や仲間継続申請のような特別な操作を行うことなく、ゲーム内で仲間同士が延長条件を満たす交流を楽しむだけで自動的に仲間期間が延長され、仲間関係を継続できるようになっている。特に、ソーシャルゲーム等のユーザの操作の容易化・簡素化が強く求められるゲームサービスを提供する場合には、特別な操作を要することなく仲間関係を継続できる本構成が好適である。 As described above, in the configuration of the present embodiment, the user does not perform a special operation such as a friend revival application or a friend continuation application, and the friend automatically enjoys the exchange satisfying the extension condition in the game. The companion period has been extended to allow the friendship to continue. In particular, when providing a game service such as a social game that requires strong ease and simplification of the user's operation, this configuration that can continue the friendship without requiring a special operation is preferable.
 一方、延長条件を満たすような交流が行われなかった場合、お互いの関心が希薄であり、交流を楽しめるような仲間同士ではなかったということが考えられる。この場合、仲間期間が延長されることなく仲間期間の終了により仲間関係が自動的に解除されるので、やはり仲間解除のための特別な操作は不要である。 On the other hand, if the exchange that satisfies the extension condition is not performed, it is possible that the mutual interest is sparse and the friends who can enjoy the exchange are not. In this case, since the friendship relationship is automatically released by the end of the friendship period without extending the friendship period, a special operation for releasing the friendship is not necessary.
 また、本実施の形態では、仲間期間の延長の概念を、仲間との交流を楽しむというソーシャル要素を取り入れたゲームに導入したことにより、現実世界の仲間関係(対人関係)に近い関係を、ゲーム内で仮想的に実現できる。すなわち、現実世界では、仲間(知り合い)になってから継続的に交流が保たれていればその仲間関係は維持されるが、一旦仲間になっても、その後、あまり交流が持たれなかった場合には、両者が親密な関係を構築できないまま仲間関係は自然消滅する。そして、本実施の形態では、交流が持たれたときの仲間関係の維持を仲間期間の延長およびその繰り返しにより実現し、交流が持たれなかった場合の仲間関係の自然消滅を、仲間期間の延長がなされないまま仲間期間が終了することによる仲間関係の自動解消により実現している。 In addition, in this embodiment, by introducing the concept of extension of friendship period into a game that incorporates a social element of enjoying interaction with friends, a relationship that is close to real-world friendships (personal relationships) Can be realized virtually. In other words, in the real world, if you have been interacting continuously after becoming a friend (acquaintance), the relationship will be maintained, but once you become a friend, you have not had much interaction after that. On the other hand, friendships will naturally disappear without the intimate relationship between them. And in this Embodiment, the maintenance of the fellowship when the exchange is held is realized by the extension of the peer period and the repetition thereof, and the natural disappearance of the peer relation when the exchange is not held is extended by the extension of the peer period. This is realized by automatically canceling the friendship relationship when the friendship period ends without being made.
 一方、従来では、仲間関係を解除する操作が必要である等の理由により、全く交流がない又は殆ど交流がない仲間であっても、仲間として維持しているケースが殆どであり、現実世界の仲間関係とゲーム内の仲間関係とは大きく乖離しているのが現状である。 On the other hand, in the past, even if there is no exchange or almost no exchange due to the necessity of an operation to cancel the friendship, most of them are maintained as a friend, and in the real world The current situation is that the friendship and the friendship in the game are greatly different.
 本実施の形態の構成を適用したゲームでは、ユーザが仲間と交流を持ちながら普通にゲームをプレイしてさえいれば、実際に交流を楽しんでいる仲間で構成された仲間グループが自然に構築されることになる。 In the game to which the configuration of the present embodiment is applied, as long as the user normally plays the game while interacting with friends, a friend group composed of friends who are actually enjoying the interaction is naturally built. Will be.
 ところで、延長手段61による仲間期間の延長が何度も繰り返されているユーザ同士は、仲間関係が自動的に解除されることを望んでいない可能性が高いと考えられる。そこで、延長手段61は、仲間期間が終了するまでに所定回数(または所定回数以上)の交流があった場合に仲間期間を延長する延長処理に加え、仲間期間の延長処理自体が所定回数以上(例えば3回以上)実行された2人のユーザに対しては、仲間期間を無制限にする(換言すれば、仲間期間を無期限に延長する)ことが望ましい。但し、下位のユーザが上位のユーザに対して一方的に交流を行った結果として仲間期間の延長処理が所定回数以上実行された場合までを含めて、仲間期間を無制限にすると、上位ユーザから不満が出る可能性もある。そこで、この場合、2人のユーザの両方とも互いに相手に対して所定回数(または所定回数以上)の交流を行うことを延長の条件とすることが望ましい。両方とも互いに相手に対して所定回数以上の交流があった場合に仲間期間の延長処理が実行され、この延長処理が所定回数以上繰り返されるということは、お互いに継続的に仲間関係を維持したいと考えていることが想定されるためである。 By the way, it is considered that there is a high possibility that the users whose extension of the friend period by the extension means 61 is repeated many times do not want the friendship relationship to be automatically released. Therefore, the extension means 61, in addition to the extension process of extending the fellow period when there is a predetermined number of exchanges (or a predetermined number of times or more) before the fellow period ends, the fellow period extension process itself is performed a predetermined number of times or more ( For two users who have been executed (for example, three times or more), it is desirable that the companion period is unlimited (in other words, the companion period is extended indefinitely). However, if the companion period is unlimited, including the case where the extension process of the companion period is executed a predetermined number of times or more as a result of the unilateral exchange of the lower user with the upper user, the upper user is dissatisfied. May come out. Therefore, in this case, it is desirable that both of the two users make a predetermined number (or more than a predetermined number) of exchanges with each other as an extension condition. In both cases, when there is more than a predetermined number of interactions with each other, the fellow period extension process is executed, and this extension process is repeated a predetermined number of times. This is because it is assumed that they are thinking.
 なお、2人のユーザの仲間期間を無制限にするということは、仲間関係が自動的に解除されることがない状態にするという観点から、2人のユーザに仲間期間を設けないことと実質的に同じである。よって、2人のユーザの仲間期間を無制限にすることには、2人のユーザの仲間期間の設定を解除することも含まれる。 It should be noted that making the companion period of two users unlimited means that no companion period is provided to the two users from the viewpoint of preventing the companion relationship from being automatically released. Is the same. Therefore, making the friend period of the two users unlimited includes releasing the setting of the friend period of the two users.
 次に、仲間関係が成立している2人に親密度というパラメータを設定し、親密度の値に応じて延長時の仲間期間を調整する構成について説明する。親密度とは、仲間関係が成立している2人のユーザの親密さを示すものであり、2人の友好度合い、友情の深さ、絆の深さ等として表現することもできる。 Next, a description will be given of a configuration in which a parameter called intimacy is set for two persons who have established a friendship relationship and the friendship period at the time of extension is adjusted according to the value of intimacy. Intimacy indicates the intimacy of two users who have established a friendship relationship, and can also be expressed as the degree of friendship between two people, the depth of friendship, the depth of bonds, and the like.
 図35に示すように、ゲームサーバ1は、親密度付与手段62および補正手段63を備えている。これらの手段62および63は、ゲームサーバ1のCPU11が本実施の形態に係るプログラムを実行することにより実現されるものである。 As shown in FIG. 35, the game server 1 includes a closeness imparting means 62 and a correcting means 63. These means 62 and 63 are realized by the CPU 11 of the game server 1 executing the program according to the present embodiment.
 親密度付与手段62は、交流手段55により仲間関係が成立している2人のユーザ間で交流処理が実行された場合に、当該2人のユーザに対して親密度を付与する機能を有する。本実施の形態の親密度付与手段62は、2人のユーザ間で交流処理が実行される毎に、所定値(例えば1ポイント)の親密度を付与するようになっている。なお、交流の内容により付与する親密度の値を変えてもよい。例えば、挨拶は1ポイント、メッセージ送信は2ポイント、プレゼントおよび対戦協力は3ポイント等としてもよい。また、本実施の形態では、2人の親密度の値に応じて、例えば5段階のランクが設けられている。例えば、親密度が0~24ポイントで知り合いランク、25~49ポイントで友人ランク、50~74ポイントで親友ランク、75~99ポイントで相棒ランク、100ポイント以上で盟友ランクとなる。 The intimacy giving means 62 has a function of giving intimacy to the two users when the AC processing is executed between the two users who have established a fellowship by the exchange means 55. The intimacy providing means 62 of the present embodiment provides an intimacy of a predetermined value (for example, 1 point) every time an AC process is executed between two users. In addition, you may change the value of the intimacy given according to the contents of exchange. For example, the greeting may be 1 point, the message transmission may be 2 points, the present and the battle cooperation may be 3 points, and the like. In the present embodiment, for example, five ranks are provided according to the value of the closeness of the two persons. For example, the friendship level is 0 to 24 points, the acquaintance rank is 25 to 49 points, the friend rank is 50 to 74 points, the friend rank is 50 to 74 points, the partner rank is 75 to 99 points, and the friend rank is 100 points or more.
 親密度付与手段62は、親密度記憶制御手段62aを備えている。この親密度記憶制御手段62aは、例えば図39に示すように、仲間情報を一意に識別する仲間情報IDと対応づけて、2人のユーザに付与された親密度の値データベースサーバ2に記憶している。また、親密度のランクも併せて記憶していてもよい。 The intimacy imparting means 62 includes an intimacy storage control means 62a. For example, as shown in FIG. 39, the familiarity storage control unit 62a stores the information in the familiarity value database server 2 associated with two users in association with the fellow information ID for uniquely identifying the fellow information. ing. The rank of intimacy may also be stored.
 仲間同士の2人のユーザが交流を重ねた結果として、2人の親密度の値が高くなることから、親密度の値が高いほど、お互いに仲間関係の維持を望んでいると考えられる。そこで、親密度の値が高いほど、延長処理における仲間期間を長く設定することにより、親密度に応じた適切な仲間期間を設定することができる。 As a result of the interaction between two fellow users, the intimacy value of the two people increases. Therefore, it is considered that the higher the intimacy value, the more they want to maintain their peer relationships. Therefore, the higher the value of intimacy, the longer the companion period in the extension process can be set, so that an appropriate companion period according to the intimacy can be set.
 そこで、補正手段63は、2人のユーザの親密度の値が高いほど、延長手段61により延長される仲間期間(延長期間)が長くなるように補正する機能を有する。一例を挙げると、2人のユーザの親密度の値が知り合いランクのときに延長される仲間期間の長さをn(日)とした場合、友人ランクではn×1.5、親友ランクではn×2.0、相棒ランクではn×2.5、盟友ランクではn×3.0の期間補正を行う。 Therefore, the correction unit 63 has a function of correcting the friend period (extension period) extended by the extension unit 61 to be longer as the closeness value of the two users is higher. As an example, if the length of the friend period extended when the familiarity value of two users is the acquaintance rank is n (day), the friend rank is n × 1.5, and the best friend rank is n. X2.0, nx2.5 for partner rank, and nx3.0 for ally rank.
 また、補正手段63は、2人のユーザの親密度の値が閾値以上の場合(例えば、100ポイント以上の盟友ランクに達している場合)、仲間期間を無期限に設定(すなわち仲間期間をなくす)ようにしてもよい。これは、2人のユーザの親密度の値が閾値以上まで高まった場合には、もはや何れのユーザも仲間関係の解除を望んでいない可能性が極めて高いと考えられるからである。 Further, when the value of closeness between the two users is equal to or greater than the threshold (for example, when the friend rank has reached 100 points or more), the correction unit 63 sets the friend period indefinitely (that is, eliminates the friend period) You may do it. This is because when the value of the intimacy of the two users increases to a threshold value or more, it is highly likely that any user no longer desires to cancel the friendship.
 この親密度の値に応じて延長時の仲間期間を補正する処理について、図40を参照して以下に説明する。 Referring to FIG. 40, a process for correcting the friend period at the time of extension according to the value of intimacy will be described below.
 2人のユーザに設定された仲間期間が終了する前に(S81でNO)、交流に関する延長条件が達成された場合(S82でYES)、2人のユーザの親密度の値が閾値以上か否かが判定される(S111)。ここで、親密度の値が閾値以上の場合(S111でYES)、補正手段63は、仲間期間を無期限に設定する(S112)。また、親密度の値が閾値未満の場合(S111でNO)、補正手段63は、親密度の値に応じて延長手段61により延長される仲間期間(延長期間)を補正する(S113)。すなわち、補正手段63は、親密度の値が高いほど、延長期間が長くなるように補正する。S113の後、延長手段61は、補正手段63により補正された延長期間により仲間期間を延長する(S114)。また、S114の後は前記S81に戻り、仲間期間が終了するか又は親密度が閾値以上になるまでループ処理(S81、S82、S111~S114)を繰り返す。 If the extension condition regarding the exchange is achieved (NO in S82) before the companion period set for the two users ends (NO in S81), whether the closeness value of the two users is equal to or greater than the threshold value Is determined (S111). Here, when the value of closeness is equal to or greater than the threshold value (YES in S111), the correction unit 63 sets the fellow period to indefinite (S112). If the familiarity value is less than the threshold value (NO in S111), the correcting unit 63 corrects the fellow period (extended period) extended by the extending unit 61 according to the familiarity value (S113). That is, the correction means 63 corrects the extension period to be longer as the familiarity value is higher. After S113, the extension means 61 extends the fellow period by the extension period corrected by the correction means 63 (S114). After S114, the process returns to S81, and the loop process (S81, S82, S111 to S114) is repeated until the fellow period ends or the intimacy becomes equal to or greater than the threshold value.
 なお、仲間期間が終了した場合は(S81でYES)、仲間関係解除手段57により仲間関係が自動的に解除され(S55)、仲間関係が解除されたことが2人のユーザの端末装置3に報知される(S56)。 In addition, when the friend period is ended (YES in S81), the friendship relationship is automatically canceled by the friendship canceling means 57 (S55), and the fact that the friendship relationship has been canceled is in the terminal devices 3 of the two users. Notification is made (S56).
 〔他の実施の形態〕
 上述の実施の形態では、各ユーザが他のユーザと仲間関係を構築することができる仲間数に上限が設定されているゲームを例に挙げて説明したが、本発明の実施の形態に係るゲーム管理装置、ゲーム管理方法及びプログラムは、仲間数に上限のないゲームにも適用することができる。
[Other Embodiments]
In the above-described embodiment, a game in which an upper limit is set for the number of friends that each user can establish a friendship relationship with another user has been described as an example, but the game according to the embodiment of the present invention The management device, the game management method, and the program can be applied to a game that has no upper limit on the number of friends.
 また、上述の実施の形態では、ゲーム実行プログラムがゲームサーバ1側に実装されており、各ユーザの端末装置3における入力操作に応じて、ゲームサーバ1がゲーム進行のための演算処理やデータ処理を実行し、その実行結果を反映させた画面データを端末装置3へ送信することによって、ゲームが進行するゲームシステムへの適用例について説明した。これはいわゆるクライアントサーバ型のゲームシステムであるが、これに限定されるものではない。例えば、ゲームサーバ1が、ユーザの仲間情報を含むゲーム情報を管理し、ゲーム内での仲間管理等のゲームサービスをユーザに提供する一方、ゲームを進行させるゲーム実行処理については、基本的にはユーザの端末装置側にて行われるゲームシステムにも本発明の実施の形態に係るゲーム管理装置、ゲーム管理方法及びプログラムを適用できる。 Moreover, in the above-mentioned embodiment, the game execution program is mounted on the game server 1 side, and the game server 1 performs arithmetic processing and data processing for the game progress according to the input operation in the terminal device 3 of each user. The application example to the game system in which the game progresses by transmitting the screen data reflecting the execution result to the terminal device 3 has been described. This is a so-called client-server game system, but is not limited to this. For example, the game server 1 manages game information including user friend information and provides game services such as friend management within the game to the user. The game management device, the game management method, and the program according to the embodiment of the present invention can also be applied to a game system performed on the user terminal device side.
 すなわち、ゲーム実行プログラムの一部または全部をユーザの端末装置側にダウンロードまたはインストールし、端末装置においてもゲーム実行処理が行われるようなゲームシステムにも適用できる。例えば、ユーザの端末装置が、インターネット通信、無線LAN通信、所定の周波数帯(例えば2.4GHzの周波数帯)を用いた近距離無線通信、または有線LAN通信などにより他のユーザの端末装置とピア・ツー・ピア接続し、ピア・ツー・ピア型のゲームを実行することも可能である。 That is, the present invention can also be applied to a game system in which part or all of the game execution program is downloaded or installed on the user terminal device side and the game execution processing is performed also on the terminal device. For example, a user terminal device peers with another user terminal device by Internet communication, wireless LAN communication, short-range wireless communication using a predetermined frequency band (for example, 2.4 GHz frequency band), or wired LAN communication. -It is also possible to execute a peer-to-peer game by connecting two to peers.
 よって、ユーザの端末装置としては、ゲームサーバ(ゲーム管理装置)に接続して仲間管理等のゲームサービスの提供を受けることができる様々なものが適用でき、前述の携帯電話端末、スマートフォン、PHS端末、携帯情報端末(PDA)、パーソナルコンピュータ、タブレット型コンピュータ以外にも、ネットワーク接続機能を有している家庭用ビデオゲーム装置(家庭用ビデオゲーム機を家庭用テレビジョンに接続することによって構成されるゲーム装置)や、携帯型のゲーム専用装置なども適用可能である。 Therefore, as a user's terminal device, various devices that can be connected to a game server (game management device) and receive game services such as friend management can be applied. The above-described mobile phone terminal, smart phone, PHS terminal In addition to personal digital assistants (PDAs), personal computers, and tablet computers, home video game devices having a network connection function (configured by connecting a home video game machine to a home television) Game devices) and portable game-dedicated devices are also applicable.
 すなわち、ゲーム管理装置と端末装置とを含むゲームシステムにおいて、上述の各実施の形態で説明したゲーム管理装置が具備する各手段は、ゲーム管理装置又は端末装置のいずれか一方が備えていればよい。 That is, in a game system including a game management device and a terminal device, each means included in the game management device described in each of the above embodiments may be provided in either the game management device or the terminal device. .
 また、本実施の形態に係るコンピュータ読み取り可能なプログラムは、ハードディスク、光ディスク(CD-ROM、DVD-ROM等)、フレキシブルディスク、半導体メモリ等のコンピュータ読み取り可能な各種記録媒体に記録され、当該記録媒体から読み出されてゲームサーバ1のCPU11により実行される。また、プログラムをゲームサーバ1に提供する手段は、前述した記録媒体に限定されるものではなく、インターネット等の通信ネットワークを介して行うこともできる。
 〔実施の形態の概要〕
The computer-readable program according to the present embodiment is recorded on various computer-readable recording media such as a hard disk, an optical disk (CD-ROM, DVD-ROM, etc.), a flexible disk, a semiconductor memory, and the like. Is executed by the CPU 11 of the game server 1. The means for providing the program to the game server 1 is not limited to the recording medium described above, and can be performed via a communication network such as the Internet.
[Outline of Embodiment]
 (1)本発明の一局面に係るゲーム管理装置は、各ユーザの端末装置と通信し、ユーザ同士が仲間関係を構築することができるゲームの仲間管理を行うゲーム管理装置であって、各ユーザのゲームレベルを記憶装置に記憶するゲームレベル記憶制御手段と、仲間関係を構築するための仲間申請を行った第1のユーザおよび当該仲間申請を承認した第2のユーザの2人のユーザ間での仲間関係の成立時に、第1のユーザのゲームレベルと第2のユーザのゲームレベルとの関係を含む所定条件に基づいて、ユーザ間の仲間関係が継続される仲間期間を設定する仲間期間設定手段と、仲間関係が成立した2人のユーザを関係付けた情報を記憶して仲間管理を行う仲間管理手段と、仲間関係が成立した2人のユーザに対して設定された前記仲間期間の終了により、当該2人のユーザの仲間関係を自動的に解除する仲間関係解除手段と、を備える構成である。 (1) A game management device according to one aspect of the present invention is a game management device that communicates with a terminal device of each user and manages a friend of a game in which the users can establish a fellow relationship. Between the two users, the game level storage control means for storing the game level in the storage device, the first user who made the friend application for building the friendship, and the second user who approved the friend application. The fellow period setting that sets the fellow period in which the fellow relation between users is continued based on a predetermined condition including the relation between the game level of the first user and the game level of the second user when the fellow relation is established Means, associate management means for managing associates by storing information relating two users who have established a friendship relationship, and the friendship period set for the two users who have established a friendship relationship Upon termination, a structure comprising a peer relations canceling means for canceling the peer relations of the two users automatically, the.
 この構成のゲーム管理装置は、各ユーザの端末装置と通信を行うことができる、例えばサーバなどの情報処理装置により構成することができる。そして、本ゲーム管理装置は、ユーザ同士が仲間関係を構築することができるゲーム、例えばユーザ同士が仲間になって交流を楽しむことができるソーシャルゲーム等のゲームの仲間管理を行うようになっている。 The game management device having this configuration can be configured by an information processing device such as a server that can communicate with the terminal device of each user. And this game management apparatus is carrying out the friend management of games, such as a social game etc. which a user can build a friendship relationship, for example, a social game etc. in which users can become friends and enjoy exchange. .
 ここで、仲間関係とは、ゲーム内で構築されるユーザ同士の仮想的な関係の総称であり、知人、友人、友達、クラスメイト、相棒、親類、家族、兄弟、姉妹、会社や組織の同僚などの様々なゲーム内の関係を含む。 Here, friendship is a general term for virtual relationships between users that are built in the game. Acquaintance, friend, friend, classmate, partner, relative, family, brother, sister, company or organization colleague Including various in-game relationships.
 そして、本ゲーム管理装置は、各ユーザのゲームレベルをゲームレベル記憶手段により記憶している。このゲームレベルは、ユーザ間の仲間関係が継続される仲間期間を決定するために用いられる情報である。ここで、ゲームレベルとは、ユーザのゲームの進行度合い、熟練度、力量等を直接的または間接的に示す指標情報であり、例えば下記(a)~(d)等を含む。 And this game management apparatus has memorize | stored the game level of each user by the game level memory | storage means. This game level is information used to determine a friend period in which a friend relationship between users is continued. Here, the game level is index information that directly or indirectly indicates the progress degree, skill level, ability, etc. of the user's game, and includes, for example, the following (a) to (d).
 (a)ユーザ自身のレベル。例えば、ユーザがゲームを進行させて経験値を蓄積することによりレベルアップするゲームにおけるユーザのレベルがこれに該当する。 (A) User's own level. For example, this corresponds to the level of the user in a game in which the user levels up by progressing the game and accumulating experience values.
 (b)ユーザのゲーム内の所有物のレベル(所有物の例:キャラクタ、キャラクタの集合体であるグループ・チーム・ユニット、アイテム等)。例えば、ユーザが所有するキャラクタを育成モード等で使用することによりキャラクタのレベルアップを図るゲームにおけるキャラクタのレベルや能力値がこれに該当する。 (B) Level of possession in the user's game (examples of possession: character, group / team / unit that is a collection of characters, item, etc.). For example, this corresponds to a character level or ability value in a game in which a character owned by a user is used in a breeding mode or the like to improve the character level.
 (c)ユーザのゲーム内の所有物の数・所有物の能力値等から算出される値。例えば、ユーザが所有する所定の能力値以上のキャラクタの数をユーザのゲームレベルとすることができる。 (C) A value calculated from the number of possessions in the user's game and the ability value of the possessions. For example, the number of characters that are equal to or higher than a predetermined ability value owned by the user can be set as the game level of the user.
 (d)ユーザが達成したステージ等のレベル。例えば、ゲーム内にレベル(難易度)の異なる複数のステージが設けられており、1つのステージをクリアしたら1つ難易度の高い別のステージに進むようなゲームにおけるユーザが達成したステージのレベルがこれに該当する。 (D) The level of the stage achieved by the user. For example, a plurality of stages with different levels (difficulty levels) are provided in the game, and if one stage is cleared, the level of the stage achieved by the user in the game is advanced to another stage with one higher difficulty level. This is the case.
 また、ゲームレベルは、数値で表されるレベルに限らず、例えばA、B、C・・等で表されるような様々な表現のレベルを含む。 Further, the game level is not limited to a numerical level, but includes various levels of expression such as A, B, C, etc.
 そして、仲間期間設定手段は、仲間関係を構築するための仲間申請を行った第1のユーザおよび当該仲間申請を承認した第2のユーザの2人のユーザ間での仲間関係の成立時に、ユーザ間のレベル関係を含む所定条件に基づいて、ユーザ間の仲間関係が継続される仲間期間を設定するようになっている。ユーザ間のレベル関係を含む所定条件に基づいた仲間期間の設定例としては、仲間申請を行った第1のユーザのレベルがそれを承認した第2のユーザのレベルより低い場合に5日、両ユーザのレベルが同一の場合に7日、第1のユーザのレベルが第2のユーザのレベルより高い場合に10日の各仲間期間を設定するといったように、両ユーザのレベルの高低に応じた仲間期間の設定がある。また、後述のように、両ユーザのレベルの高低だけではなく、ユーザ間の高低のレベル差をも考慮して仲間期間を設定してもよい。 And a fellow period setting means is a user at the time of establishment of the fellow relation between two users of the 1st user who performed the fellow application for building a fellow relation, and the 2nd user who approved the said fellow application. Based on a predetermined condition including a level relationship between them, a fellow period in which the fellow relationship between users is continued is set. As an example of setting a fellow period based on a predetermined condition including a level relationship between users, the level of the first user who made the fellow application is lower than the level of the second user who approved it. 7 days when the user level is the same, and 10 days of each fellow period is set when the first user level is higher than the second user level. There is a fellow period setting. Moreover, as will be described later, the fellow period may be set in consideration of not only the level of both users but also the level difference between the users.
 そして、仲間関係解除手段は、仲間関係の成立時に設定された仲間期間の終了により、ユーザ間の仲間関係を自動的に解除するようになっている。これにより、例えば、下位レベルのユーザからの仲間申請を承認して仲間になっても、仲間になった時点で仲間期間が設定されるので、ユーザは、心理的にも行い難い仲間解除の操作をすることなく、仲間期間の終了により仲間関係の解除が可能となる。 And the friendship cancellation means automatically cancels the friendship between users at the end of the friendship period set when the friendship is established. Thus, for example, even if a friend application from a lower-level user is approved and becomes a friend, the friend period is set at the time of becoming a friend. Without canceling, the friendship can be canceled by the end of the friendship period.
 特に、ユーザが仲間申請を承諾して仲間関係が成立したときに、期間終了により仲間関係が自動解除される仲間期間が早々と設定されるので、ユーザは、仲間関係の成立から仲間期間の終了までの間に、一緒にゲームを楽しめる仲間かどうかを判断することができる。よって、例えば自分より下位レベルのユーザから仲間申請を受けたような場合でも、これを積極的に承諾して試しに仲間になり、仲間期間中に期間終了後も仲間関係を継続したいような相手かどうかを見るといったことが可能となる。したがって、ユーザは、例えば仲間になってから殆ど交流等もなく一緒にゲームを楽しめないような下位レベルの仲間に対しては、仲間期間の終了により仲間関係を断ち、改めて、自分の好みの新たな仲間を探すことができる。 In particular, when the user accepts the friend application and the friendship relationship is established, the friendship period is automatically set by the end of the period, so the user ends the friendship period from the establishment of the friendship relationship. In the meantime, it can be determined whether or not they are friends who can enjoy the game together. Therefore, for example, even if you received a friend application from a user at a lower level than yourself, you will actively accept this and become a friend for trial, and you want to continue the fellowship after the period ends during the fellow period It becomes possible to see whether or not. Therefore, for example, for a low-level friend who cannot enjoy the game together with little interaction after becoming a friend, the user cuts off the friendship at the end of the friend period, and renews his / her preference. You can find the right friends.
 もっとも、ユーザが仲間関係を継続したいと思うような相手であれば、例えば、仲間期間終了後に改めて同じ相手に仲間申請を行う等の所定の操作により、仲間関係を継続することができるようにすればよい。 However, if the user wants to continue the friendship, for example, the friendship can be continued by a predetermined operation such as making a friend application to the same partner again after the friendship period ends. That's fine.
 そして、ユーザは、一緒にゲームを楽しめなかった下位レベルの仲間とは、仲間期間の終了により仲間関係を終え、再度、仲間申請や承認をしたりすることはないと考えられる。その一方、ユーザが望むような相手(例えば、上位レベルのユーザや下位レベルであっても交流等により一緒にゲームを楽しめるようなユーザ)とは、仲間関係を継続するために、再度、仲間申請や承認等の所定の操作をすることが考えられる。よって、本構成により、仲間関係成立による仲間期間設定と、仲間期間終了による仲間関係の自動解除と、を繰り返しながら、ユーザの好むような仲間グループの構成に収束されていく環境が整えられる。したがって、ユーザが、あまり交流のない下位レベルの仲間ユーザを何人も抱え、自分好みの仲間のグループ構成になっていない状態で実質的に仲間が固定されてしまうことへの不満を解消できる。 And, it is considered that the user does not make a friend application or approval again with a lower-level friend who could not enjoy the game together at the end of the friend period. On the other hand, in order to continue the fellowship with another party that the user wants (for example, a user at a higher level or a user who can enjoy the game together even at a lower level through exchange, etc.) It is conceivable to perform a predetermined operation such as approval or approval. Therefore, by this structure, the environment which is converged to the structure of the friend group which a user likes is prepared, repeating the friend period setting by friend relation establishment, and the automatic cancellation | release of the friend relation by the friend period end. Therefore, it is possible to eliminate the dissatisfaction that the user has a number of lower-level fellow users who do not have much exchange, and the fellows are substantially fixed in a state where the user is not in the group structure of his / her favorite fellows.
 以上のように、本ゲーム管理装置は、仲間成立時に仲間期間を設定するとともに、仲間期間の終了により仲間関係を自動解除するという斬新な機能を導入し、ユーザが他のユーザと新たな仲間関係を築きながら自分好みの仲間グループを構築し易すい環境をユーザに提供できる。よって、長期間にわたりゲームを継続しても、ゲームに対するマンネリ感が発生しにくい環境をユーザに提供できる。 As described above, this game management device introduces a novel function of setting a friend period when a friend is established and automatically canceling the friend relation when the friend period ends, so that the user can establish a new friend relationship with another user. It is possible to provide a user with an environment where it is easy to build a favorite group of friends while building a network. Therefore, even if the game is continued for a long period of time, it is possible to provide the user with an environment where it is difficult for the game to feel sticky.
 (2)上記の構成において、前記仲間期間設定手段は、前記第1のユーザよりもゲームレベルが高い前記第2のユーザが仲間申請を承認した場合に設定する前記仲間期間を、前記第1のユーザとゲームレベルが同じ又は前記第1のユーザよりもゲームレベルが低い前記第2のユーザが仲間申請を承認した場合に設定する前記仲間期間よりも短くすることが好ましい。 (2) In the above configuration, the friend period setting means sets the friend period to be set when the second user whose game level is higher than the first user approves the friend application. It is preferable to make it shorter than the fellow period set when the second user who has the same game level as the user or whose game level is lower than that of the first user approves the fellow application.
 上記のように、仲間申請した第1のユーザよりも上位レベルの第2のユーザが仲間申請を承認した場合、承認した第2のユーザにとって、自分よりも下位レベルのユーザ(即ち、対戦協力等の貢献度の低いユーザ)と仲間になるのであるから、交流等も少なく一緒にゲームを楽しめない仲間であった場合には短期間で仲間関係を解消したいと希望することが多い。そこで、この場合、仲間申請した第1のユーザと同レベルか又はそれより下位レベルの第2のユーザが仲間申請を承認した場合よりも、仲間期間を短くするのである。これにより、承認した側のユーザの希望に沿った適切な仲間期間の設定が可能となる。 As described above, when a second user at a higher level than the first user who has applied for a friend approves the friend application, a user at a lower level than that of the second user who has approved (that is, battle cooperation, etc.) Users who have a low degree of contribution), and therefore often wish to cancel their friendships in a short period of time if they are friends who have little interaction and cannot enjoy the game together. Therefore, in this case, the friend period is shortened compared to the case where the second user at the same level as or lower than the first user who applied for the friend approves the friend application. Thereby, the setting of the suitable friend period along the hope of the user of the side of approval can be performed.
 なお、このように仲間申請をした側ではなく、仲間申請を承認した側からみた適切な仲間期間の設定を行う理由は、次の通りである。すなわち、仲間申請をした側のユーザにとっては、相手のレベルにかかわらずその相手と仲間になりたいと考えて仲間申請しているはずである。一方、仲間申請を受けた側のユーザにとっては、それを拒否することもできるが、下位ユーザからの申請だからといって無碍に断れずにその申請を承認してしまい、後で後悔することも従来は多かった。そこで、仲間申請を承認した側のユーザからみた適切な仲間期間の設定を行うのである。 In addition, the reason for setting the appropriate friend period from the side that approved the friend application, not the party who applied the friend application in this way, is as follows. In other words, the user who has applied for a friend must have applied for a friend who wants to be a friend with the partner regardless of the level of the partner. On the other hand, the user who received the fellow application can reject it, but it has traditionally been regretted later because the application has been approved without permission without permission. It was. Therefore, an appropriate friend period is set from the viewpoint of the user who approved the friend application.
 (3)上記の(1)または(2)の構成において、前記仲間期間設定手段は、(i)前記第1のユーザよりもゲームレベルが高い前記第2のユーザが仲間申請を承認した場合には、前記第1のユーザのゲームレベルと前記第2のユーザのゲームレベルとのレベル差が大きいほど前記仲間期間を短く設定し、(ii)前記第1のユーザよりもゲームレベルが低い前記第2のユーザが仲間申請を承認した場合には、前記レベル差が大きいほど前記仲間期間を長く設定することが好ましい。 (3) In the configuration of (1) or (2) above, the fellow period setting means (i) when the second user whose game level is higher than that of the first user approves the fellow application. Sets the fellow period to be shorter as the level difference between the game level of the first user and the game level of the second user is larger, and (ii) the game level is lower than that of the first user. When the second user approves the friend application, it is preferable to set the friend period longer as the level difference is larger.
 上記のように、仲間申請した第1のユーザよりも上位レベルの第2のユーザが仲間申請を承認した場合は、承認した第2のユーザにとって、自分よりも下位レベルの第1のユーザとのレベル差が大きいほど、第1のユーザから受ける対戦協力等による貢献の程度は小さくなる。そこで、この場合には、ユーザ間のレベル差が大きいほど仲間期間を短く設定することにより、承認した第2のユーザにとって望ましい仲間期間の設定を実現できる。 As described above, when a second user at a higher level than the first user who applied for a friend approves the friend application, the second user who has approved the first user who is at a lower level than himself / herself The greater the level difference, the smaller the degree of contribution from the first user due to battle cooperation or the like. Therefore, in this case, setting the fellow period desirable for the approved second user can be realized by setting the fellow period to be shorter as the level difference between the users is larger.
 一方、仲間申請した第1のユーザよりも下位レベルの第2のユーザが仲間申請を承認した場合は、承認した第2のユーザにとって、自分よりも上位レベルの第1のユーザとのレベル差が大きいほど、第1のユーザから受ける対戦協力等による貢献の程度は大きくなる。そこで、この場合には、ユーザ間のレベル差が大きいほど仲間期間を長く設定することにより、承認した第2のユーザにとって有利な仲間期間の設定を実現できる。 On the other hand, if a second user at a lower level than the first user who applied for a friend approves the friend application, the second user who has approved the level difference from the first user at a higher level than himself / herself has a difference in level. The larger the value is, the greater the degree of contribution by the battle cooperation received from the first user. Therefore, in this case, the friend period that is advantageous for the approved second user can be realized by setting the friend period longer as the level difference between the users is larger.
 (4)上記の(1)ないし(3)の何れかの構成において、ゲーム管理装置は、ユーザ間で行われた交流の履歴を記憶装置に記憶する交流履歴記憶制御手段と、前記仲間期間が設定されている2人のユーザの少なくとも一方から相手のユーザに対して、当該仲間期間が終了するまでに所定回数及び/又は所定時間の前記交流が行われた場合に、当該仲間期間を延長する延長手段と、をさらに備えていることが好ましい。 (4) In the configuration of any one of (1) to (3), the game management device includes an AC history storage control unit that stores an AC history performed between users in a storage device, and the friend period is When the exchange is performed a predetermined number of times and / or for a predetermined time before the fellow period ends from at least one of the set two users to the partner user, the fellow period is extended. And an extension means.
 この構成によれば、交流履歴記憶手段がユーザ間で行われた交流の履歴を記憶している。ここで、交流には、挨拶、メッセージの送信、プレゼント、協力対戦の助っ人依頼、チャットなど、仲間同士で行われる様々な交流を含めることができる。なお、挨拶とは、ゲーム内で仮想的に行うことができる簡易的な交流の総称であり、エール(応援)を送る、ガッツ(やる気)を送る、ウインクする、微笑む、手を振る等、別の表現を用いた簡易的な交流も含まれる。 According to this configuration, the AC history storage means stores the history of AC exchanges between users. Here, the exchange can include various exchanges performed between friends, such as greetings, message transmission, gifts, requests for assistants in cooperative battles, and chats. Note that greeting is a general term for simple exchanges that can be performed virtually in the game, such as sending ale (support), sending guts, winking, smiling, waving hands, etc. Simple exchange using the expression of is also included.
 そして、仲間期間が設定されている2人のユーザの少なくとも一方から相手のユーザに対して、仲間期間が終了するまでに所定回数及び/又は所定時間の交流が行われたことを条件として、延長手段が仲間期間を延長する。この条件を満たす形態には、いずれか一方から相手に対して所定回数及び/又は所定時間の交流があれば条件を満たすとする形態と、両者とも互いに相手に対して所定回数及び/又は所定時間の交流を行うことを条件とする形態とを含む。何れの形態を延長の条件として設定してもよい。 Then, extension is performed on the condition that a predetermined number of times and / or a predetermined amount of time has been exchanged for the other user from at least one of the two users for whom the friend period is set until the friend period ends. Means extend the companion period. In the form that satisfies this condition, the form that satisfies the condition if there is a predetermined number of times and / or a predetermined time with respect to the other party from either one, both the predetermined number of times and / or the predetermined time with respect to the other party Including a condition on the condition that the exchange is performed. Any form may be set as an extension condition.
 なお、従来の課題であるところの、上位レベルのユーザにとって、仲間のユーザのレベルが自分よりも低い場合に、ゲームにおける協力対戦等について不公平感が生じていたということをより積極的に解消するために、少なくとも下位レベルのユーザが上位レベルのユーザに対して、所定回数及び/又は所定時間の交流を行うことを条件としてもよい。 In addition, for the upper level user, which is a conventional issue, when the level of fellow users is lower than their own, it is more proactively resolved that unfairness occurred in cooperative battles etc. in the game In order to do this, it may be a condition that at least a lower-level user exchanges with a higher-level user a predetermined number of times and / or a predetermined time.
 ここで、「所定回数及び/又は所定時間」の交流が行われたことを延長の条件とすることに関し、「所定回数」の交流が行われたことを延長の条件としてもよいし、「所定時間」の交流が行われたことを延長の条件としてもよいし、あるいは「所定回数及び所定時間」の交流が行われたことを延長の条件としてもよい。例えば、挨拶、メッセージの送信、プレゼント、協力対戦の助っ人依頼、チャット等の全ての交流について、これらの交流が「所定回数」行われたことを延長の条件とすることができる。また、チャット等の、ユーザ同士がリアルタイムで行うような交流については、「所定時間」の交流が行われたことを延長の条件としたり、「所定回数及び所定時間」の交流が行われたことを延長の条件としたりすることができる。また、挨拶等の交流およびチャット等の交流を含む様々な交流が可能なゲームについては、「所定回数」、「所定時間」、または「所定回数及び所定時間」の何れを延長の条件としてもよい。 Here, regarding the condition for the extension that the “predetermined number of times and / or the predetermined time” has been performed, the condition for the extension may be that the “predetermined number of times of the interchange has been performed” The extension condition may be that the “time” exchange is performed, or the extension condition may be that “the predetermined number of times and the predetermined time” exchange is performed. For example, with respect to all exchanges such as greetings, message transmissions, gifts, cooperation support assistant requests, chats, etc., it is possible to make it an extension condition that these exchanges have been performed “a predetermined number of times”. In addition, with regard to exchanges such as chats that are performed in real time between users, an extension condition is that exchanges for a "predetermined time" have been made, or exchanges for a "predetermined number of times and a predetermined time" have been carried out Can be used as an extension condition. In addition, for games that allow various exchanges including exchanges such as greetings and exchanges such as chats, any of “predetermined number of times”, “predetermined time”, or “predetermined number of times and predetermined time” may be used as an extension condition. .
 また、仲間期間が終了するまでに「所定回数」の交流が行われたことを延長の条件とすることに関し、「所定回数」として任意の回数を設定可能である。例えば、この所定回数を1回としてもよいし、2回以上の複数回としてもよい。 In addition, regarding the extension condition that “predetermined number of times of exchange” is performed before the companion period ends, an arbitrary number of times can be set as the “predetermined number of times”. For example, the predetermined number of times may be one time, or two or more times.
 また、仲間期間が終了するまでに「所定時間」の交流が行われたことを延長の条件とすることに関し、「所定時間」として例えば5分、10分、30分、または1時間等、任意の時間を設定可能である。 In addition, regarding the condition for extension that “predetermined time” was exchanged by the end of the fellowship period, the “predetermined time” is 5 minutes, 10 minutes, 30 minutes, 1 hour, etc. Can be set.
 また、仲間期間が終了するまでに「所定回数及び所定時間」の交流が行われたことを延長の条件とすることに関し、例えば3回および10分、2回および15分等、任意の回数および時間を設定可能である。 In addition, regarding the condition of extension that “predetermined number of times and predetermined time” was exchanged before the end of the fellowship period, for example, 3 times, 10 minutes, 2 times and 15 minutes, etc. The time can be set.
 また、延長手段が延長する期間の長さについては、任意に設定可能である。例えば、一定の期間(例えば、1週間、10日間、2週間等)としてもよいし、延長が行われる毎にランダムに期間を決定してもよいし、交流回数によって延長期間を変動させる(交流回数が多いほど延長期間を長く設定する)ようにしてもよい。 Also, the length of the period that the extension means extends can be arbitrarily set. For example, it may be a certain period (for example, 1 week, 10 days, 2 weeks, etc.), may be determined at random each time extension is performed, or the extension period is changed depending on the number of times of exchange (AC The extension period may be set longer as the number of times increases.
 ところで、仲間になったユーザ間で仲間期間中に所定の交流が持たれないということは、お互いに相手への関心が希薄であると考えられる。一方、仲間期間中に仲間同士で所定の交流が行われた場合には、ユーザが仲間関係の維持を望んでいる可能性が高いと考えられる。そこで、仲間期間が終了するまでに条件を満たす交流があった場合に、延長手段が仲間期間を自動的に延長し、仲間関係が維持されるようにするのである。 By the way, the fact that the users who have become friends do not have a predetermined exchange during the friend period is considered to have little interest in each other. On the other hand, when a predetermined exchange is performed between the fellows during the fellow period, it is highly likely that the user desires to maintain the fellow relation. Therefore, when there is an exchange that satisfies the condition until the companion period ends, the extension means automatically extends the companion period so that the companion relationship is maintained.
 上記のように本構成では、ユーザが仲間関係を継続するための特別な操作を行うことなく、ゲーム内で仲間同士が延長条件を満たす交流を楽しむだけで、自動的に仲間期間が延長され、仲間関係を継続できるようになっている。特に、ソーシャルゲーム等のユーザの操作の容易化・簡素化が強く求められるゲームの場合には、特別な操作を要することなく仲間関係を継続できる本構成が好適である。 As described above, in this configuration, the friend period is automatically extended just by enjoying the exchange satisfying the extension condition in the game without performing a special operation for the user to continue the friendship relationship. The friendship can be continued. In particular, in the case of a game such as a social game that requires strong user simplification and simplification, this configuration that allows a friendship to be continued without requiring a special operation is preferable.
 (5)上記の(4)の構成において、前記延長手段は、前記仲間期間が延長された2人のユーザの少なくとも一方から相手のユーザに対して、延長された前記仲間期間が終了するまでに所定回数及び/又は所定時間の前記交流が行われる毎に、前記仲間期間を延長することを繰り返すことが好ましい。 (5) In the configuration of the above (4), the extension means is configured so that at least one of the two users whose friend period has been extended from the other user until the extended friend period ends. It is preferable to repeat extending the friend period every time the exchange is performed a predetermined number of times and / or a predetermined time.
 この構成によれば、条件を満たす交流を継続的に行っている仲間同士については、仲間期間の自動延長が繰り返されることにより仲間関係が継続して維持される。 こ の According to this configuration, for friends who are continuously performing exchanges that satisfy the condition, the friendship relationship is continuously maintained by repeating the automatic extension of the friendship period.
 本構成により、現実世界の仲間関係(対人関係)に近い関係を、ゲーム内で仮想的に実現できる。すなわち、現実世界では、仲間(知り合い)になってから継続的に交流が保たれていればその仲間関係は維持されるが、一旦仲間になっても、その後、あまり交流が持たれなかった場合には、両者が親密な関係を構築できないまま仲間関係は自然消滅する。これを本構成では、所定の交流が持たれたときの仲間関係の維持を仲間期間の延長およびその繰り返しにより実現し、所定の交流が持たれなかった場合の仲間関係の自然消滅を、仲間期間の延長がなされないまま仲間期間が終了することによる仲間関係の自動解消により実現しているのである。 This configuration makes it possible to virtually realize relationships close to real-world peer relationships (personal relationships) within the game. In other words, in the real world, if you have been interacting continuously after becoming a friend (acquaintance), the relationship will be maintained, but once you become a friend, you have not had much interaction after that. On the other hand, friendships will naturally disappear without the intimate relationship between them. In this configuration, the friendship relationship is maintained when the predetermined exchange is held by extending and repeating the friendship period, and when the predetermined exchange is not held, This is achieved by automatically canceling the friendship relationship by ending the friendship period without being extended.
 一方、従来では、仲間関係を解除する操作が必要である等の理由により、全く交流がない又は殆ど交流がない仲間であっても、仲間として維持しているケースが殆どであり、現実世界の仲間関係とゲーム内の仲間関係とは大きく乖離しているのが現状である。 On the other hand, in the past, even if there is no exchange or almost no exchange due to the necessity of an operation to cancel the friendship, most of them are maintained as a friend, and in the real world The current situation is that the friendship and the friendship in the game are greatly different.
 そして、本構成により、仲間同士で交流を楽しむというソーシャル要素を有するゲームにおいて、ユーザが仲間と交流を持ちながら普通にゲームをプレイしてさえいれば、実際に交流を楽しんでいる仲間で構成された仲間グループが自然に構築される。 And with this configuration, in a game having a social element of enjoying interaction between friends, it is composed of friends who are actually enjoying exchange as long as the user plays the game normally while having interaction with the friend. A fellow group is built naturally.
 (6)上記の(4)または(5)の構成において、相対的にゲームレベルが低いユーザから相手のユーザに対して前記交流が行われる場合の前記所定回数は、相対的にゲームレベルが高いユーザから相手のユーザに対して前記交流が行われる場合の前記所定回数よりも多く設定されていることが好ましい。 (6) In the configuration of (4) or (5) above, the predetermined number of times when the exchange is performed from a user with a relatively low game level to a partner user is relatively high with the game level It is preferable that the number is set more than the predetermined number of times when the user performs the exchange with the other user.
 この構成によれば、レベルの異なる2人のユーザが仲間になった場合、下位レベルのユーザは上位レベルのユーザとの仲間関係を維持するためには、上位レベルのユーザよりも多くの回数の交流を必要とする。よって、上位レベルのユーザは、下位レベルのユーザとの仲間関係を終了させ易くなることから、自分好みの仲間グループをより構築し易くなる。 According to this configuration, when two users with different levels become friends, the lower level users have more times than the upper level users to maintain the fellowship with the higher level users. Requires exchange. Therefore, it becomes easier for the upper level user to end the friendship with the lower level user, and therefore, it becomes easier to build a favorite friend group.
 (7)上記の(1)ないし(6)の何れかの構成において、ゲーム管理装置は、前記仲間期間設定時における、前記第1のユーザのゲームレベルと前記第2のユーザのゲームレベルとのレベル差を記憶装置に記憶するレベル差記憶制御手段をさらに備えていることが好ましい。そして、前記仲間期間設定手段は、前記ユーザ間のレベル差に応じて前記仲間期間を設定し、且つ前記仲間期間中の前記レベル差が、前記レベル差記憶制御手段によって記憶されている前記仲間期間設定時のレベル差から変動した場合に、変動後のレベル差に応じて前記仲間期間を再設定することが好ましい。 (7) In the configuration according to any one of (1) to (6), the game management device determines whether the game level of the first user and the game level of the second user at the time of setting the friend period. It is preferable to further include level difference storage control means for storing the level difference in the storage device. And the fellow period setting means sets the fellow period according to the level difference between the users, and the fellow period in which the level difference during the fellow period is stored by the level difference storage control means. When the level difference at the time of setting changes, it is preferable to reset the fellow period according to the level difference after the change.
 この構成によれば、レベル差記憶手段が仲間期間設定時におけるユーザ間のレベル差を記憶している。そして、仲間期間設定手段がユーザ間のレベル差に応じて適切な仲間期間を設定した後、その仲間期間中にユーザ間のレベル差が変動した場合、仲間期間設定手段は変動後のレベル差に応じた仲間期間に再設定するようになっている。これにより、仲間期間設定後のユーザ間のレベル差変動に追従した適切な仲間期間の調整を実現できる。 According to this configuration, the level difference storage means stores the level difference between users when the friend period is set. Then, after the fellow period setting means sets an appropriate fellow period according to the level difference between users, when the level difference between users fluctuates during the fellow period, the fellow period setting means determines the level difference after the fluctuation. It will be reset to the corresponding friend period. Thereby, the adjustment of the suitable friend period which tracked the level difference fluctuation between users after the friend period setting is realizable.
 (8)上記の(4)ないし(6)の何れかの構成において、ゲーム管理装置は、仲間関係が成立している2人のユーザ間で前記交流が行われた場合に、当該2人のユーザに対して親密さを示す親密度を付与する親密度付与手段と、2人のユーザの親密度の値が高いほど、前記延長手段により延長される前記仲間期間が長くなるように補正する補正手段と、をさらに備えることが好ましい。 (8) In any one of the above configurations (4) to (6), the game management device, when the exchange is performed between two users who have established a friendship relationship, Intimacy giving means for giving intimacy indicating intimacy to the user and correction for correcting the friend period extended by the extending means to be longer as the familiarity value of the two users is higher And means.
 この構成によれば、仲間関係にある2人のユーザ間で交流が行われた場合に、親密度付与手段が当該2人のユーザに対して親密度を付与するようになっている。ここで、親密度とは、仲間関係が成立している2人のユーザの親密さを示すものであり、2人の友好度合い、友情の深さ、絆の深さ等として表現することもできる。そして、仲間同士の2人のユーザが交流を重ねた結果として、2人の親密度の値が高くなることから、親密度の値が高いほど、お互いに仲間関係の維持を望んでいると考えられる。そこで、補正手段が、2人の親密度の値が高いほど、延長手段により延長される仲間期間が長くなるように補正することにより、2人の親密度に応じた適切な仲間期間を設定することができる。 According to this configuration, when an exchange is performed between two users who are in a peer relationship, the intimacy providing means provides intimacy to the two users. Here, intimacy refers to the intimacy of two users who have established a friendship relationship, and can also be expressed as the degree of friendship between two people, the depth of friendship, the depth of bonds, etc. . And as a result of the two users of the fellows having exchanged, the intimacy value of the two people becomes higher, so the higher the intimacy value, the more they want to maintain the peer relationship with each other It is done. Therefore, the correction means corrects the friend period extended by the extension means as the value of the intimacy of the two persons increases, thereby setting an appropriate friend period corresponding to the intimacy of the two persons. be able to.
 (9)本発明の他の局面に係るゲームシステムは、ゲームサービスを受ける各ユーザの端末装置と、前記端末装置と通信しユーザ同士が仲間関係を構築することができるゲームの仲間管理を行うゲーム管理装置と、を含むゲームシステムであって、各ユーザのゲームレベルを記憶装置に記憶するゲームレベル記憶制御手段、仲間関係を構築するための仲間申請を行った第1のユーザおよび当該仲間申請を承認した第2のユーザの2人のユーザ間での仲間関係の成立時に、第1のユーザのゲームレベルと第2のユーザのゲームレベルとの関係を含む所定条件に基づいて、ユーザ間の仲間関係が継続される仲間期間を設定する仲間期間設定手段、仲間関係が成立した2人のユーザを関係付けた情報を記憶して仲間管理を行う仲間管理手段、仲間関係が成立した2人のユーザに対して設定された前記仲間期間の終了により、当該2人のユーザの仲間関係を自動的に解除する仲間関係解除手段の各手段を、前記ゲーム管理装置又は前記端末装置のいずれか一方が備えている。 (9) A game system according to another aspect of the present invention includes a terminal device of each user who receives a game service, and a game for managing a friend of a game that communicates with the terminal device and allows users to establish a friendship. A game level storage control means for storing a game level of each user in a storage device, a first user who has made a friend application for building a friendship, and the friend application. When the friendship relationship between the two users of the approved second user is established, the friendship between the users is based on a predetermined condition including the relationship between the game level of the first user and the game level of the second user. Buddy period setting means for setting a buddy period in which the relationship is continued, Buddy management means for memorizing information relating two users who have established a buddy relationship, and managing the buddy, Each means of the fellowship cancellation means for automatically canceling the fellowship relationship between the two users at the end of the fellowship period set for the two users who have established a relationship, the game management device or the Either one of the terminal devices is provided.
 (10)本発明の他の一局面に係るゲーム管理方法は、各ユーザの端末装置と通信し、ユーザ同士が仲間関係を構築することができるゲームの仲間管理を行うゲーム管理装置におけるゲーム管理方法であって、前記ゲーム管理装置が、各ユーザのゲームレベルを記憶装置に記憶するゲームレベル記憶制御ステップと、前記ゲーム管理装置が、仲間関係を構築するための仲間申請を行った第1のユーザおよび当該仲間申請を承認した第2のユーザの2人のユーザ間での仲間関係の成立時に、第1のユーザのゲームレベルと第2のユーザのゲームレベルとの関係を含む所定条件に基づいて、ユーザ間の仲間関係が継続される仲間期間を設定する仲間期間設定ステップと、前記ゲーム管理装置が、仲間関係が成立した2人のユーザを関係付けた情報を記憶して仲間管理を行う仲間管理ステップと、前記ゲーム管理装置が、仲間関係が成立した2人のユーザに対して設定された前記仲間期間の終了により、当該2人のユーザの仲間関係を自動的に解除する仲間関係解除ステップと、を含んでいる。 (10) A game management method according to another aspect of the present invention is a game management method in a game management device that communicates with a terminal device of each user and manages a friend of a game in which users can establish a friendship. A game level storage control step in which the game management device stores a game level of each user in a storage device, and a first user who has made a friend application for the game management device to build a friendship relationship. And when a friendship relationship is established between the two users of the second user who has approved the friend application, based on a predetermined condition including the relationship between the game level of the first user and the game level of the second user. , A fellow period setting step for setting a fellow period in which a fellow relation between users is continued, and the game management device relates two users who have established a fellow relation. The friend management step of storing the friend and managing the friend, and the game management device determines the friendship relationship between the two users by the end of the friendship period set for the two users who have established the friendship relationship. And a friendship cancellation step for automatically canceling.
 (11)本発明の更に他の一局面に係るプログラムは、コンピュータを上記の(1)ないし(8)の何れかの構成のゲーム管理装置として動作させるためのプログラムであって、前記コンピュータを前記ゲーム管理装置が備えている各手段として機能させるためのプログラムである。 (11) A program according to still another aspect of the present invention is a program for causing a computer to operate as the game management device having any one of the above configurations (1) to (8). It is a program for making it function as each means with which a game management device is provided.
 なお、発明を実施するための形態においてなされた具体的な実施態様または実施例は、あくまでも、本発明の技術内容を明らかにするものであって、そのような具体例にのみ限定して狭義に解釈されるべきものではなく、本発明の技術思想と特許請求事項との範囲内で、種々変更して実施することができるものである。 It should be noted that the specific embodiments or examples made in the mode for carrying out the invention are merely to clarify the technical contents of the present invention, and are limited to such specific examples in a narrow sense. The present invention should not be interpreted, and various modifications can be made within the scope of the technical idea of the present invention and the claims.
 本発明は、特に、ユーザが、ゲームサービスを受けている他のユーザとコミュニケーションをとりながらプレイすることができる、いわゆるソーシャルゲーム等を対象としたゲーム管理装置、ゲームシステム、ゲーム管理方法、プログラム、及び記録媒体に好適に適用され、興趣性の高いゲームサービスを提供できるので、産業上利用可能である。

 
The present invention particularly relates to a game management device, a game system, a game management method, a program for a so-called social game or the like that a user can play while communicating with other users who are receiving game services. In addition, since it can be suitably applied to a recording medium and can provide a highly interesting game service, it can be used industrially.

Claims (12)

  1.  各ユーザの端末装置と通信し、ユーザ同士が仲間関係を構築することができるゲームの仲間管理を行うゲーム管理装置であって、
     各ユーザのゲームレベルを記憶装置に記憶するゲームレベル記憶制御手段と、
     仲間関係を構築するための仲間申請を行った第1のユーザおよび当該仲間申請を承認した第2のユーザの2人のユーザ間での仲間関係の成立時に、第1のユーザのゲームレベルと第2のユーザのゲームレベルとの関係を含む所定条件に基づいて、ユーザ間の仲間関係が継続される仲間期間を設定する仲間期間設定手段と、
     仲間関係が成立した2人のユーザを関係付けた情報を記憶して仲間管理を行う仲間管理手段と、
     仲間関係が成立した2人のユーザに対して設定された前記仲間期間の終了により、当該2人のユーザの仲間関係を自動的に解除する仲間関係解除手段と、を備えるゲーム管理装置。
    A game management device that communicates with a terminal device of each user and manages a friend of a game that allows users to build a friendship relationship.
    Game level storage control means for storing the game level of each user in a storage device;
    The first user's game level and the first user's game level at the time of establishment of a friendship relationship between the two users of the first user who made the friendship application for building the friendship and the second user who approved the friendship application. A fellow period setting means for setting a fellow period in which a fellow relation between users is continued based on a predetermined condition including a relation with the game level of the two users;
    Associate management means for managing associates by storing information relating two users who have established friendships;
    A game management apparatus comprising: a friendship cancellation unit that automatically cancels a friendship relationship between the two users upon completion of the friendship period set for the two users who have established a friendship relationship.
  2.  前記仲間期間設定手段は、前記第1のユーザよりもゲームレベルが高い前記第2のユーザが仲間申請を承認した場合に設定する前記仲間期間を、前記第1のユーザとゲームレベルが同じ又は前記第1のユーザよりもゲームレベルが低い前記第2のユーザが仲間申請を承認した場合に設定する前記仲間期間よりも短くする請求項1に記載のゲーム管理装置。 The fellow period setting means has the same game level as the first user, or the fellow period set when the second user having a higher game level than the first user approves the fellow application. The game management apparatus according to claim 1, wherein the game management device is shorter than the friend period set when the second user whose game level is lower than that of the first user approves the friend application.
  3.  前記仲間期間設定手段は、
     前記第1のユーザよりもゲームレベルが高い前記第2のユーザが仲間申請を承認した場合には、前記第1のユーザのゲームレベルと前記第2のユーザのゲームレベルとのレベル差が大きいほど前記仲間期間を短く設定し、
     前記第1のユーザよりもゲームレベルが低い前記第2のユーザが仲間申請を承認した場合には、前記レベル差が大きいほど前記仲間期間を長く設定する請求項1に記載のゲーム管理装置。
    The fellow period setting means
    When the second user whose game level is higher than that of the first user approves the friend application, the difference between the game level of the first user and the game level of the second user is larger. Set the fellow period short,
    The game management device according to claim 1, wherein when the second user whose game level is lower than that of the first user approves the friend application, the friend period is set longer as the level difference is larger.
  4.  ユーザ間で行われた交流の履歴を記憶装置に記憶する交流履歴記憶制御手段と、
     前記仲間期間が設定されている2人のユーザの少なくとも一方から相手のユーザに対して、当該仲間期間が終了するまでに所定回数及び/又は所定時間の前記交流が行われた場合に、当該仲間期間を延長する延長手段と、をさらに備えている請求項1に記載のゲーム管理装置。
    AC history storage control means for storing an AC history performed between users in a storage device;
    When the exchange is performed a predetermined number of times and / or a predetermined time until the fellow period ends from at least one of the two users for whom the fellow period is set to the other user The game management device according to claim 1, further comprising an extension unit that extends a period.
  5.  前記延長手段は、前記仲間期間が延長された2人のユーザの少なくとも一方から相手のユーザに対して、延長された前記仲間期間が終了するまでに所定回数及び/又は所定時間の前記交流が行われる毎に、前記仲間期間を延長することを繰り返す請求項4に記載のゲーム管理装置。 The extension means performs the exchange for a predetermined number of times and / or a predetermined time from the at least one of the two users whose friend period has been extended to the other user until the extended friend period ends. The game management device according to claim 4, wherein the game management device repeats extending the friend period each time it is played.
  6.  相対的にゲームレベルが低いユーザから相手のユーザに対して前記交流が行われる場合の前記所定回数は、相対的にゲームレベルが高いユーザから相手のユーザに対して前記交流が行われる場合の前記所定回数よりも多く設定されている請求項4に記載のゲーム管理装置。 The predetermined number of times when the exchange is performed from a user with a relatively low game level to the other user is the number of times when the exchange is performed from a user with a relatively high game level to the other user. The game management device according to claim 4, wherein the number is set more than a predetermined number of times.
  7.  前記仲間期間設定時における、前記第1のユーザのゲームレベルと前記第2のユーザのゲームレベルとのレベル差を記憶装置に記憶するレベル差記憶制御手段をさらに備え、
     前記仲間期間設定手段は、前記ユーザ間のレベル差に応じて前記仲間期間を設定し、且つ前記仲間期間中の前記レベル差が、前記レベル差記憶制御手段によって記憶されている前記仲間期間設定時のレベル差から変動した場合に、変動後のレベル差に応じて前記仲間期間を再設定する請求項1に記載のゲーム管理装置。
    Level difference storage control means for storing a level difference between the game level of the first user and the game level of the second user at the time of setting the fellow period in a storage device;
    The fellow period setting means sets the fellow period according to the level difference between the users, and the fellow period setting time when the level difference during the fellow period is stored by the level difference storage control means The game management device according to claim 1, wherein, when there is a fluctuation from the level difference, the friend period is reset according to the level difference after the fluctuation.
  8.  仲間関係が成立している2人のユーザ間で前記交流が行われた場合に、当該2人のユーザに対して親密さを示す親密度を付与する親密度付与手段と、
     2人のユーザの親密度の値が高いほど、前記延長手段により延長される前記仲間期間が長くなるように補正する補正手段と、をさらに備える請求項4ないし6の何れか1項に記載のゲーム管理装置。
    A degree of intimacy providing means for providing intimacy indicating intimacy to the two users when the exchange is performed between the two users in which the friendship is established;
    The correction means which correct | amends so that the said friend period extended by the said extension means may become long, so that the value of the familiarity of two users is high, The correction | amendment means of any one of Claim 4 thru | or 6 Game management device.
  9.  ゲームサービスを受ける各ユーザの端末装置と、前記端末装置と通信しユーザ同士が仲間関係を構築することができるゲームの仲間管理を行うゲーム管理装置と、を含むゲームシステムであって、
     各ユーザのゲームレベルを記憶装置に記憶するゲームレベル記憶制御手段、
     仲間関係を構築するための仲間申請を行った第1のユーザおよび当該仲間申請を承認した第2のユーザの2人のユーザ間での仲間関係の成立時に、第1のユーザのゲームレベルと第2のユーザのゲームレベルとの関係を含む所定条件に基づいて、ユーザ間の仲間関係が継続される仲間期間を設定する仲間期間設定手段、
     仲間関係が成立した2人のユーザを関係付けた情報を記憶して仲間管理を行う仲間管理手段と、仲間関係が成立した2人のユーザに対して設定された前記仲間期間の終了により、当該2人のユーザの仲間関係を自動的に解除する仲間関係解除手段の各手段を、前記ゲーム管理装置又は前記端末装置のいずれか一方が備えているゲームシステム。
    A game system comprising: a terminal device of each user who receives a game service; and a game management device that communicates with the terminal device and manages a friend of a game that allows users to establish a friendship relationship.
    Game level storage control means for storing the game level of each user in a storage device;
    The first user's game level and the first user's game level at the time of establishment of a friendship relationship between the two users of the first user who made the friendship application for building the friendship and the second user who approved the friendship application. A fellow period setting means for setting a fellow period in which a fellow relation between users is continued based on a predetermined condition including a relation with the game level of the two users;
    By storing information relating two users who have established a friendship relationship and managing friends, and by the end of the friendship period set for the two users who have established a friendship relationship, A game system in which either one of the game management device or the terminal device is provided with each means of a friend relationship canceling means for automatically canceling a friend relationship between two users.
  10.  各ユーザの端末装置と通信し、ユーザ同士が仲間関係を構築することができるゲームの仲間管理を行うゲーム管理装置におけるゲーム管理方法であって、
     前記ゲーム管理装置が、各ユーザのゲームレベルを記憶装置に記憶するゲームレベル記憶制御ステップと、
     前記ゲーム管理装置が、仲間関係を構築するための仲間申請を行った第1のユーザおよび当該仲間申請を承認した第2のユーザの2人のユーザ間での仲間関係の成立時に、第1のユーザのゲームレベルと第2のユーザのゲームレベルとの関係を含む所定条件に基づいて、ユーザ間の仲間関係が継続される仲間期間を設定する仲間期間設定ステップと、
     前記ゲーム管理装置が、仲間関係が成立した2人のユーザを関係付けた情報を記憶して仲間管理を行う仲間管理ステップと、
     前記ゲーム管理装置が、仲間関係が成立した2人のユーザに対して設定された前記仲間期間の終了により、当該2人のユーザの仲間関係を自動的に解除する仲間関係解除ステップと、を備えるゲーム管理方法。
    A game management method in a game management device that communicates with a terminal device of each user and manages a friend of a game that allows users to build a friendship relationship.
    A game level storage control step in which the game management device stores a game level of each user in a storage device;
    When the game management device establishes a friendship relationship between two users, a first user who has made a friend application for building a friendship relationship and a second user who has approved the friendship application, A fellow period setting step for setting a fellow period in which a fellow relation between users is continued based on a predetermined condition including a relation between the game level of the user and the game level of the second user;
    A friend management step in which the game management device stores information related to two users who have established a friendship relationship and performs friendship management;
    The game management device includes a fellowship cancellation step of automatically canceling the fellowship between the two users upon completion of the fellowship period set for the two users with whom the fellowship is established. Game management method.
  11.  コンピュータを、各ユーザの端末装置と通信し、ユーザ同士が仲間関係を構築することができるゲームの仲間管理を行うゲーム管理装置として動作させるためのプログラムであって、
     前記コンピュータを、
     各ユーザの端末装置と通信し、ユーザ同士が仲間関係を構築することができるゲームの仲間管理を行うゲーム管理装置であって、各ユーザのゲームレベルを記憶装置に記憶するゲームレベル記憶制御手段、
     仲間関係を構築するための仲間申請を行った第1のユーザおよび当該仲間申請を承認した第2のユーザの2人のユーザ間での仲間関係の成立時に、第1のユーザのゲームレベルと第2のユーザのゲームレベルとの関係を含む所定条件に基づいて、ユーザ間の仲間関係が継続される仲間期間を設定する仲間期間設定手段、
     仲間関係が成立した2人のユーザを関係付けた情報を記憶して仲間管理を行う仲間管理手段、
     仲間関係が成立した2人のユーザに対して設定された前記仲間期間の終了により、当該2人のユーザの仲間関係を自動的に解除する仲間関係解除手段、
    として機能させるためのプログラム。
    It is a program for operating a computer as a game management device that communicates with each user's terminal device, and manages the game's friends that allow users to build friendships.
    The computer,
    A game management device that communicates with each user's terminal device and manages a game friend that allows users to build a friendship relationship, and that stores a game level of each user in a storage device;
    The first user's game level and the first user's game level at the time of establishment of a friendship relationship between the two users of the first user who made the friendship application for building the friendship and the second user who approved the friendship application. A fellow period setting means for setting a fellow period in which a fellow relation between users is continued based on a predetermined condition including a relation with the game level of the two users;
    Associate management means for storing information related to two users who have established a mate relationship and managing buddies,
    Companion relation cancellation means for automatically canceling the fellow relation between the two users by the end of the fellow period set for the two users who have established the fellow relation;
    Program to function as.
  12.  請求項11に記載のプログラムを記録したコンピュータ読み取り可能な記録媒体。 A computer-readable recording medium on which the program according to claim 11 is recorded.
PCT/JP2012/068398 2011-12-28 2012-07-19 Game management device, game system, game management method, program and recording medium WO2013099334A1 (en)

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