WO2013111220A1 - Dispositif de commande de jeu, procédé de commande de jeu, programme, support d'enregistrement et système de commande de jeu - Google Patents

Dispositif de commande de jeu, procédé de commande de jeu, programme, support d'enregistrement et système de commande de jeu Download PDF

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Publication number
WO2013111220A1
WO2013111220A1 PCT/JP2012/006967 JP2012006967W WO2013111220A1 WO 2013111220 A1 WO2013111220 A1 WO 2013111220A1 JP 2012006967 W JP2012006967 W JP 2012006967W WO 2013111220 A1 WO2013111220 A1 WO 2013111220A1
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WO
WIPO (PCT)
Prior art keywords
user
competition
group
game
users
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Application number
PCT/JP2012/006967
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English (en)
Japanese (ja)
Inventor
実 米山
清水 明彦
謙史 鴻上
香介 清水
早織 阿久根
悟 中山
裕二 蓑星
貴英 村上
渉 富岡
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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Application filed by 株式会社コナミデジタルエンタテインメント filed Critical 株式会社コナミデジタルエンタテインメント
Publication of WO2013111220A1 publication Critical patent/WO2013111220A1/fr

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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • A63F13/798Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for assessing skills or for ranking players, e.g. for generating a hall of fame
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/33Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections
    • A63F13/332Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections using wireless networks, e.g. cellular phone networks
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game 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
    • A63F13/828Managing virtual sport teams

Definitions

  • an authentication server for authenticating the user of each communication terminal 10 may be provided separately from the game server 20. Further, when a plurality of game servers 20 are provided in order to accept access from many communication terminals 10, a load balancer for adjusting a load between the plurality of game servers 20 may be provided.
  • the game server 20 may be configured as a single server device, but may be configured as a plurality of server devices having distributed functions.
  • the communication terminal 10 includes a CPU (Central Processing Unit) 11, a ROM (Read Only Memory) 12, a RAM (Random Access Memory) 13, an image processing unit 14, an operation input unit 15, a display unit 16, A communication interface unit 17 as a signal transmission / reception unit is provided, and a bus 18 for transmitting a control signal or a data signal between the units is provided.
  • a CPU Central Processing Unit
  • ROM Read Only Memory
  • RAM Random Access Memory
  • a communication interface unit 17 as a signal transmission / reception unit is provided, and a bus 18 for transmitting a control signal or a data signal between the units is provided.
  • FIG. 6 shows an example of a user database 31 applied in the baseball-format digital card game described above.
  • the user database 31 includes, for each user ID (user identification information), a set ID, a user name / display image, a team, a skill level, an action point, an operation point, a strengthening point, an ale point, the number of players, and the competition It includes information on each item of the number of tickets, fellow user IDs, image data of possession cards, and parameters of possession cards.
  • Information included in the user database 31 can be updated sequentially by the game server 20.
  • the CPU 21 receives the registration request message and the registration request message includes a user ID, the CPU 21 performs registration processing of the user ID, and then transmits a registration completion message indicating that the registration processing is completed to the communication terminal. 10 to send.
  • the CPU 21 stores user data for a new user ID in which predetermined default data is described in the user database 31.
  • the team selected by the user is written in the user data, and the user is associated with the league to which the selected team belongs (either P league or Q league).
  • the registration unit 51 may also register the user ID in association with another user ID triggered by an application based on the user ID. That is, the registration unit 51 registers another user ID as a “mate” with an application based on the user ID as a trigger. In the following description, it is synonymous that the user ID is in a friend relationship and that the corresponding user is in a friend relationship.
  • the registration means 51 in this case is executed as follows, for example.
  • the CPU 21 of the game server 20 sends an application message (application) specifying a user ID (or a corresponding user name) to be a friend from the communication terminal 10 of the user corresponding to a certain user ID via the communication interface unit 25. Accept.
  • Transmission of this application message is preset as a function of a web page provided to the user's communication terminal 10.
  • the CPU 21 approves an application based on another user ID to the communication terminal 10 corresponding to the user ID at the timing when the access is based on the user ID included in the application message. HTML data for displaying a web page for requesting the reply is transmitted. If it is replied that the application is approved, the CPU 21 registers both as friends. Specifically, the CPU 21 writes the data in the “mate” part (see FIG. 6) of the user data of the corresponding two user IDs in the user database 31.
  • step S110 when the entry start time for the battle Bk (k: 1 to n) is reached (step S100: YES), entry for the battle Bk is started (step S110).
  • the user can enter the battle Bk, and then perform an operation for executing a battle between users in the battle Bk.
  • the user is assigned to the set C1 according to the flowchart of FIG. 12, and the user has already entered the battle Bk according to the flowchart of FIG.
  • the user selects and operates the menu m6 on the top page illustrated in FIG. 8, for example, as shown in the web page P1 of FIG. 15, a web page including a list of a plurality of competitions currently held in the group C1 is displayed. Is done.
  • the game server 20 accesses the battle data in the game database 32 every time the battle between the users is finished, and obtains the score (score) by the battle between the users in the total score of the P group and the total of the Q group in the battle Bk. While adding to the score (step S140), the total number CNT_k of the battles between users performed is incremented (step S150). Here, whether the total number CNT_k of the battles between users has reached the predetermined maximum number Cmax_k of the battles between users (step S160: YES) or if the current time has reached the entry end time (step S170: YES), The entry ends (step S180). If the condition of step S160 or step S170 is not satisfied, the process returns to step S120 to accept the next battle between users. Note that the entry may be ended when the AND conditions of Step S160 and Step S170 are satisfied (both conditions are satisfied).
  • the game server 20 determines the victory or defeat of the P group and the Q group based on the total score of the P group of the battle Bk in the battle data in the game database 32 and the total score of the Q group ( Step S190).
  • the game server 20 determines whether or not to give a privilege to the user based on the victory or defeat in the competition Bk of the group to which the user belongs, or the content of the privilege to be given to the user, The determination is made with reference to the entry list of the battle Bk in the game database 32.
  • the content of the privilege given to the user is, for example, a point that can be used on the game such as a certain amount of ale points and reinforcement points.
  • this game control apparatus it is comprised so that the user who enters into a battle
  • the accepting unit 54 may allow a user to select a predetermined number of battles by providing a new battle every time a victory or loss of one battle is determined.
  • FIG. 23 conceptually shows a method for setting a battle in which n battles B1 to Bn are always set.
  • the end time of each of the n battles B1 to Bn may be different for each battle, but when one battle is completed, the next battle is started immediately, so that the n battles start.
  • An example is shown in which battles B1 to Bn are always held. For example, as soon as the entry end time of the battle B1 is reached, the entry start time of the new battle B1 is set.
  • the other group preferably has a total number of battles between users equal to or greater than a predetermined value (for example, 30).
  • a predetermined value for example, 30.
  • the processing in step S236 will be specifically described.
  • the CPU 21 deletes the user IDs and teams of all the users included in the group before the change from the group list before the change, and sets the group to be changed (the other group). ) Is written to the set list. Further, the CPU 21 describes the group ID of the group to be changed in the user list of all users included in the group before the change.

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Business, Economics & Management (AREA)
  • Computer Security & Cryptography (AREA)
  • General Business, Economics & Management (AREA)
  • Computer Networks & Wireless Communication (AREA)
  • Theoretical Computer Science (AREA)
  • Management, Administration, Business Operations System, And Electronic Commerce (AREA)
  • User Interface Of Digital Computer (AREA)

Abstract

Dans le procédé de commande de jeu selon un mode de réalisation de la présente invention, le traitement est le suivant: sur la base d'une opération de l'utilisateur, l'utilisateur se voit associer un groupe parmi une pluralité de groupes. Une pluralité d'ensembles sont prévus pour lesquels une pluralité de compétitions inter-groupes sont prévues qui sont des compétitions entre différents groupes, et l'utilisateur associé au groupe est attribué à l'un de la pluralité d'ensembles. Des informations relatives à la pluralité de compétitions inter-groupes de l'ensemble auquel l'utilisateur a été attribué sont affichées au niveau du terminal de communication de l'utilisateur. L'inscription de l'utilisateur à au moins l'une des compétitions inter-groupes parmi la pluralité affichée de compétitions inter-groupes est reçue en fonction d'une opération de l'utilisateur. Dans la compétition intergroupe pour laquelle l'inscription de l'utilisateur a été reçue, une opération de l'utilisateur est reçue pour exécuter une compétition inter-utilisateur qui est une compétition dans le jeu entre l'utilisateur et un autre utilisateur associé à un groupe différent de celui de l'utilisateur, et le vainqueur de la compétition intergroupe est déterminé sur la base des résultats de compétitions inter-utilisateurs.
PCT/JP2012/006967 2012-01-24 2012-10-30 Dispositif de commande de jeu, procédé de commande de jeu, programme, support d'enregistrement et système de commande de jeu WO2013111220A1 (fr)

Applications Claiming Priority (2)

Application Number Priority Date Filing Date Title
JP2012-011747 2012-01-24
JP2012011747A JP5265790B2 (ja) 2012-01-24 2012-01-24 ゲーム制御装置、ゲーム制御方法、プログラム、ゲーム制御システム

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WO2013111220A1 true WO2013111220A1 (fr) 2013-08-01

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WO (1) WO2013111220A1 (fr)

Cited By (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2015075979A (ja) * 2013-10-10 2015-04-20 株式会社 ディー・エヌ・エー サーバー装置、及び、プログラム
JP2016122453A (ja) * 2016-01-07 2016-07-07 株式会社 ディー・エヌ・エー 情報処理装置、及び、ゲームプログラム

Families Citing this family (4)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP5792763B2 (ja) * 2013-05-01 2015-10-14 株式会社コナミデジタルエンタテインメント プログラム、ゲーム制御システム
JP6317845B1 (ja) * 2017-07-31 2018-04-25 グリー株式会社 制御プログラム、制御方法及びコンピュータ
JP6843183B2 (ja) * 2019-06-12 2021-03-17 グリー株式会社 制御装置、制御方法、プログラム、及びゲームシステム
JP7426087B2 (ja) 2019-09-09 2024-02-01 株式会社コナミデジタルエンタテインメント プログラム、ゲーム制御方法、ゲーム制御装置及びゲームシステム

Citations (2)

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Publication number Priority date Publication date Assignee Title
JP2007229040A (ja) * 2006-02-28 2007-09-13 Namco Bandai Games Inc サーバシステム、プログラム及び情報記憶媒体
JP2008036240A (ja) * 2006-08-08 2008-02-21 Sega Corp ランキング設定システム

Patent Citations (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2007229040A (ja) * 2006-02-28 2007-09-13 Namco Bandai Games Inc サーバシステム、プログラム及び情報記憶媒体
JP2008036240A (ja) * 2006-08-08 2008-02-21 Sega Corp ランキング設定システム

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Title
DAIRANTO!! GUILD BATTLE, FAMITSU MOBAGE, vol. 1, 14 April 2011 (2011-04-14), pages 60 - 63 *
DRAGON LEAGUE, APURI STYLE, vol. 5, 15 November 2011 (2011-11-15), pages 052 - 053 *

Cited By (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2015075979A (ja) * 2013-10-10 2015-04-20 株式会社 ディー・エヌ・エー サーバー装置、及び、プログラム
JP2016122453A (ja) * 2016-01-07 2016-07-07 株式会社 ディー・エヌ・エー 情報処理装置、及び、ゲームプログラム

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JP5265790B2 (ja) 2013-08-14
JP2013150646A (ja) 2013-08-08

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