WO2013111226A1 - Game control device, game control method, program, recording medium, and game system - Google Patents

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

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Publication number
WO2013111226A1
WO2013111226A1 PCT/JP2012/007563 JP2012007563W WO2013111226A1 WO 2013111226 A1 WO2013111226 A1 WO 2013111226A1 JP 2012007563 W JP2012007563 W JP 2012007563W WO 2013111226 A1 WO2013111226 A1 WO 2013111226A1
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WO
WIPO (PCT)
Prior art keywords
game
user
users
information
access
Prior art date
Application number
PCT/JP2012/007563
Other languages
French (fr)
Japanese (ja)
Inventor
栄花 卓郎
誉之 高原
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 WO2013111226A1 publication Critical patent/WO2013111226A1/en

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Classifications

    • 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
    • A63F13/85Providing 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
    • A63F13/30Interconnection 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
    • A63F13/335Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections using Internet
    • 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
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/537Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
    • A63F13/5375Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen for graphically or textually suggesting an action, e.g. by displaying an arrow indicating a turn in a driving game
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • A63F13/69Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
    • 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
    • A63F13/847Cooperative 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
    • A63F13/87Communicating with other players during game play, e.g. by e-mail or chat
    • 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
    • A63F2300/40Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of platform network
    • A63F2300/406Transmission via wireless network, e.g. pager or GSM
    • 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
    • A63F2300/5566Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history by matching opponents or finding partners to build a team, e.g. by skill level, geographical area, background, play style

Definitions

  • the present invention relates to a technique for controlling the progress of a game by each user according to each operation of a plurality of users.
  • social game executed by a game application created based on an operating environment such as an API (Application Programming Interface) operating on a web browser in a social networking service (SNS) by a specific service provider.
  • API Application Programming Interface
  • SNS social networking service
  • Game is popular. It can be said that the social game is a kind of online game that is played while communicating among an unspecified number of users. If a user can connect to the Internet and has a communication terminal equipped with a web browser, the user can enjoy a social game regardless of time and place.
  • One of the features of the above-described social game is that it has a richer communication function for interaction between users than the conventional online game.
  • social games for example, in addition to cooperative play with other users (friends), information exchange by communicating with friends such as greetings and contacts with friends, gifts of items on the game with friends or items An exchange has been made.
  • the digital card game Dragon Collection (registered trademark)
  • Non-Patent Document 1 a configuration is adopted in which the degree of progress of the game is increased in a state where friends are logged in at the same time.
  • Non-Patent Document 1 In the game described in Non-Patent Document 1, while the degree of progress of the game increases while the friends are logged in at the same time, a sense of helping each other or a sense of unity with the friends can be obtained. It has become difficult. For this reason, it is difficult to log in with a fellow user and advance the game, and it is difficult to improve sociality.
  • the present invention has been made in view of the above-described viewpoints, and provides a game control device, a game control method, a program, a recording medium, and a game system that enhance motivation to log in simultaneously among related users. For the purpose.
  • a first aspect of the present invention is a game control device.
  • This game control device Registration means for registering users in relation to each other; An acquisition means for acquiring information about access to the game by the user; Calculation means for calculating the number of users associated with the first user who is executing the game and accessing within a predetermined period based on the information on the access acquired by the acquisition means; Information amount adjusting means for increasing the amount of information on the game provided to the first user as the value of the number of users calculated by the calculating means increases, Is provided.
  • “access” may include a case where authentication information is transmitted from a communication terminal to access for login, a case where information related to operation input on the game is transmitted after login, and the like. “Accessing within a predetermined period” means that the mobile terminal has been accessed at least once within a predetermined period in the past, for example, from a reference time such as the current time. There is no need for continuous or continuous access.
  • this game control device As the value of the number of users related to the first user who is executing the game and accessing the game within a predetermined period increases, the first user has more information on the game. Being given, the first user is motivated to log in at the same time as their peers to get more information on the game. As a result, since the game is promoted while helping each other playing with each other or communicating with each other at the same time, it is possible to realize a highly entertaining game in which cooperation among the friends is achieved, and to improve sociality it can.
  • the calculation means is related to the first user and is the same part as the first user or the same part.
  • the information amount adjusting means increases the amount of information on the game to be provided to the first user as the value of the number of users increases. May be.
  • the “part” is not limited to an object to be played independently, such as a specific stage or a mini game, but may be an object to be operated at least once by the user.
  • the 1st user in order to acquire more information on a game, the 1st user is motivated to log in simultaneously with a friend and to perform the part which is mutually the same, or a part close
  • the information on the game may be a range of a range that the user can visually recognize on the game image.
  • visual information corresponding to the number of fellow users who are logged in at the same time can be obtained, so that it is easy to obtain a feeling that the game is being promoted together with the fellows.
  • the information on the game may be text information or audio information. If the change in information on the game, which is difficult to understand with visual information, is text information or audio information, it may be easily transmitted to the user.
  • the calculating means may calculate the number of users from the point of time when it is recognized that an operation input on the game is performed by the first user. For example, since the user does not always perform the access based on the operation input on the game intensively after logging in, the access is performed when the operation input on the game is performed. By calculating the number of users, the accuracy of the calculated number of users can be increased.
  • “operation input on a game” corresponds to, for example, a selection operation in a search process or an area selection operation in the description of an embodiment described later.
  • the information related to access to the game includes the operation content of the user when the user accesses the game
  • the calculating means may calculate the number of users having the same operation content at the time of access within the predetermined period as the first user as the number of users.
  • the same operation content between users may be arbitrarily set.
  • the operation content may be an operation content for instructing the same moving direction, or an operation content for performing a battle with the same game character.
  • the amount of information to be provided to the first user is determined based on the number of users who have the same operation content at the time of access within the predetermined period as the first user. Therefore, the number of fellow users who are in the same scene and the same situation in the game will be reflected in the amount of information obtained, and it is possible to obtain a sense of playing the game at the same time in cooperation with fellow users. it can.
  • the calculation unit periodically calculates the number of users who are associated with the first user and are accessing the game based on information about access acquired by the acquisition unit. Then, the most recent number at the time when the first user accesses the game or the time when the first user accesses through the operation input on the game may be set as the number of users. In this configuration, the calculation of the number of users is performed periodically, and it is not necessary to calculate the number of users for every arbitrary access by each user, so the processing load is distributed.
  • the calculating unit calculates the number of users who are associated with the first user and have accessed more than a predetermined number of times within a predetermined period, based on information about access acquired by the acquiring unit. May be. By calculating the number of users who actively execute the game, the game proceeds while helping each other with such users, and therefore communication with the users who play actively can be promoted.
  • the calculating means may calculate the number of users whose familiarity value set with the first user is a predetermined value or more as the number of users.
  • the “intimacy” is a numerical value of the degree of relationship between the related users, and can be determined by, for example, the frequency of communication between users. In this configuration, the amount of information on the game to be provided is determined according to the number of fellow users with high intimacy. That is, a user who has a high degree of closeness with other users is advantageous in the game, and is motivated to enhance the relationship between the users.
  • the closeness setting means may set the closeness based on the number of times or the frequency that the users related by the registration means have accessed the game within the same period. .
  • the closeness setting means may set the closeness based on the number of times or the frequency that the users related by the registration means have accessed the game within the same period. .
  • the related users play games together more frequently within the same period of time
  • the amount of information on the game can be obtained and the game can be advantageously advanced. It can be expected that users can communicate with each other so that users can play games together within the same period. That is, the social nature of the game can be improved.
  • a second aspect of the present invention is a game control method.
  • This game control method Registering users in relation to each other; Obtaining information about user access to the game; Calculating the number of users associated with the first user who is executing the game and accessing within a predetermined period based on the information regarding the access acquired in the acquiring step; Increasing the amount of information on the game to be provided to the first user as the value of the number of users calculated in the calculating step increases, Is provided.
  • a third aspect of the present invention relates to a computer.
  • the computer may be, for example, a network server or a large computer. Further, this program may be stored in a computer-readable information storage medium such as a DVD-ROM or a CD-ROM. That is, a fourth aspect of the present invention is a computer-readable recording medium in which the program is recorded.
  • a fifth aspect of the present invention is a game system including a communication terminal operated by a user, and a server that controls execution of a game by the communication terminal according to access from the communication terminal, Registration means to associate and register users, An acquisition means for acquiring information on access to the game by the user; Calculation means for calculating the number of users associated with the first user who is executing the game and accessing within a predetermined period based on the information on the access acquired by the acquisition means; and Information amount adjusting means for increasing the amount of information on the game provided to the first user as the value of the number of users calculated by the calculating means increases, Any one of the communication terminal and the server is provided with each means.
  • the figure which shows the basic composition of the game system of embodiment The figure which shows the example of the external appearance of the communication terminal of embodiment.
  • the figure which shows the example of the external appearance of the communication terminal of embodiment The block diagram which shows the structure of the communication terminal of embodiment.
  • the flowchart which shows the flow of the game demonstrated by embodiment roughly.
  • the figure which shows the example of the web page displayed on a user's communication terminal when the game of embodiment is performed.
  • the block diagram which shows the structure of the database server of embodiment.
  • the flowchart which shows an example of the main processes of the game server of embodiment.
  • the figure which shows the example of the information provided according to the number of the associate users who are accessing The figure which shows the example of the information provided according to the number of the associate users who are accessing.
  • the figure which shows the example of the information provided according to the number of the associate users who are accessing The figure which shows the example of the information provided according to the number of the associate users who are accessing.
  • the present invention relates to Japanese Patent Application No. 2012-011570 filed with the Japan Patent Office on January 23, 2012, and Japanese Patent Application No. 2012-257217 filed with the Japan Patent Office on November 26, 2012. Related to patent applications, the entire contents of which are incorporated herein by reference.
  • FIG. 1 shows a system configuration example of a game system according to the embodiment.
  • the game system includes communication terminals 10a, 10b, 10c,... That can be connected to a communication network NW (network) such as the Internet, a game server 20 connected to the communication network NW,
  • NW network
  • the database server 30 is configured.
  • Each of the communication terminals 10a, 10b, 10c,... Is a terminal operated by an individual user, for example, a mobile terminal, a smartphone, a PDA (Personal Digital Assistant), a personal computer, a television having a bidirectional communication function.
  • a communication terminal such as a John receiver (including a so-called multi-function smart TV).
  • the game server 20 is configured to be able to communicate with the communication terminal 10 that is a client, and provides a gaming service to the communication terminal 10.
  • the game server 20 is mounted with an application operable on a web browser as a game application.
  • the database server 30 stores various information to be described later in executing the game, and is connected to the game server 20 by, for example, a wire for reading and writing the information.
  • the communication terminal 10 includes a web browser capable of displaying a web page provided by the game server 20, and the user operates the communication terminal 10 on the web page to execute a game.
  • an authentication server for authenticating the user of each communication terminal 10 may be provided separately from the game server 20. Further, when a plurality of game servers 20 are provided in order to accept access from many communication terminals 10, a load balancer for adjusting a load between the plurality of game servers 20 may be provided.
  • the game server 20 may be configured as a single server device, but may be configured as a plurality of server devices having distributed functions.
  • FIGS. 2A and 2B are diagrams each showing an example of the appearance of the communication terminal 10, and FIG. 2A exemplifies a button input type communication terminal such as a foldable mobile terminal (mobile phone), for example.
  • FIG. 2B illustrates a touch panel input type communication terminal such as a smartphone.
  • FIG. 3 is a block diagram showing an internal configuration of the communication terminal 10. As shown in FIG.
  • the communication terminal 10 includes a CPU (Central Processing Unit) 11, a ROM (Read Only Memory) 12, a RAM (Random Access Memory) 13, an image processing unit 14, an instruction input unit 15, a display unit 16, A 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
  • the CPU 11 loads the web browser in the ROM 12 into the RAM 13 and executes it. And CPU11 is based on the appropriate designation
  • HTML data HyperText Markup Language
  • the communication terminal 10 may be mounted with various plug-ins for extending the browser function of the web browser. In acquiring the HTML data, the CPU 11 sends an access request message including a user ID (user identification information) registered in advance or a user ID input via the instruction input unit 15 via the communication interface unit 17. The game server 20 is notified.
  • the web browser displays the web page provided from the game server 20 on the display unit 16 based on the acquired HTML data via the image processing unit 14.
  • the web browser transmits new HTML data for displaying the web page according to the selection.
  • Request the game server 20 that is, update the web page
  • the image processing unit 14 displays a web page on the display unit 16 based on the display image data given from the CPU 11 as the analysis result of the HTML data.
  • the display unit 16 is, for example, an LCD (Liquid-Cristal-Display) monitor including thin film transistors arranged in units of pixels in a matrix, and displays an image of a web page by driving the thin film transistors based on display image data. To display.
  • LCD Liquid-Cristal-Display
  • the instruction input unit 15 includes a button group 15a including a plurality of instruction input buttons such as a direction instruction button and a decision button for accepting a user operation input. And a button group 15b including a plurality of instruction input buttons such as a numeric keypad, and includes an interface circuit for recognizing a pressing (operation) input of each button and outputting it to the CPU 11.
  • the direction instruction button is provided to instruct the CPU 11 to scroll and display the web page displayed on the display unit 16.
  • the determination button instructs the CPU 11 that the user selects one hyperlink or menu that is actively displayed (for example, highlighted) when, for example, a plurality of hyperlinks or menus are displayed on a web page.
  • buttons are provided on the front surface of the communication terminal 10 so that the user can easily operate (click) with the thumb while holding the communication terminal 10 with one hand. It is preferable to arrange
  • the button group 15b is arranged below the button group 15a and includes a plurality of instruction input buttons on which “0” to “9”, “*”, and “#” (ten keys) are written. .
  • the instruction input unit 15 mainly accepts touch panel type input by touching the display screen 16a with a fingertip or a pen.
  • the touch panel input method may be a known method such as a capacitance method.
  • the button group 15a may be provided even when the communication terminal 10 is a touch panel input method.
  • the menu selection operation on the web page displayed on the communication terminal 10 is selected by pressing the direction instruction button and selecting by pressing the enter button. This is done by confirming the selected menu.
  • the selection operation is performed by instructing (touch operation) a menu position on the display screen 16a on which the web page is displayed with a finger or a pen.
  • the configuration of the game server 20 will be described with reference to FIG.
  • the game server 20 manages a game website including a plurality of hierarchical web pages, for example, and provides a game web service to the communication terminal 10.
  • the game server 20 includes a CPU 21, a ROM 22, a RAM 23, a database (DB) access unit 24, and a communication interface unit 25, for transmitting control signals or data signals between the units.
  • a bus 26 is provided.
  • the game server 20 can take the same structure as a general-purpose web server regarding hardware.
  • the ROM 22 stores an application program that provides a service for displaying an object such as an HTML document or an image (displaying a web page) to the web browser of the communication terminal 10 that is a client.
  • the ROM 22 stores various data referred to by the CPU 21 in addition to the application program.
  • the CPU 21 loads the game program in the ROM 22 to the RAM 23 and executes it, and performs various processes via the communication interface unit 25.
  • the CPU 21 transmits HTML data to the communication terminal 10 via the communication interface unit 25.
  • the CPU 21 performs the authentication process.
  • CPU21 performs the process according to the hyperlink or menu selected by the user on the web page displayed on the communication terminal 10 via a communication interface part.
  • the processing includes, for example, transmission of new HTML data, arithmetic processing in the game server 20 or data processing.
  • the database access unit 24 is an interface when the CPU 21 reads / writes data from / to the database server 30.
  • FIG. 5 is a flowchart schematically showing the flow of the game introduced in this embodiment.
  • 6 to 8 are diagrams showing examples of web pages displayed on the user communication terminal 10 when the game of the present embodiment is executed.
  • a user finds a spy from a predetermined map, and captures the map by defeating the spy using a warrior card on hand.
  • a map 101 including a predetermined number of squares (hereinafter referred to as “area”) is displayed on the web page displaying the game image.
  • area indicates the minimum area of each rectangle shown in the web page P1 of FIG.
  • a map 101 is configured from a 5 ⁇ 5 area.
  • a spy character is hidden in any area in the map 101, and the user searches for the spy character and captures the map 101 by winning a battle with the spy character.
  • step S1 when any area on the map 101 is selected and operated by the user (step S1), the map 101 is updated to the web page P2 in FIG. 6 for executing the search.
  • the search is performed while consuming a certain amount of his / her physical strength points.
  • the search gauge advances, and when it reaches 100%, the search ends. If no spy character is found in the searched area (step S3: NO), the process returns to step S1 to select a new area. In this case, as illustrated in FIG. 7, in the area where the search has been completed on the map 101, a mark 101 a (the text “Done” in FIG.
  • step S7 indicating that the search has been completed is displayed. An area cannot be selected. Steps S1 to S3 are repeated until a spy character is found. If a spy character is found in any area (step S3: YES), a battle between the user who uses the warrior card and the spy character is executed (step S3). S4). At this time, web pages P3 and P4 shown in FIG. 8 are displayed in order. If the battle with the spy character cannot be won (step S5: NO), the spy character moves to another unsearched area and is hidden, and the process returns to step S1 to select the area again. When the battle with the spy character is won (step S5: YES), the map 101 is captured and the process proceeds to the next map.
  • each area in the map 101 is defined as shown in FIG. That is, the map 101 is composed of 5 ⁇ 5 areas 1-1 to 5-5.
  • the shape of the map is not limited to a rectangle, and may be any shape.
  • the arrangement of areas is not limited to a matrix format, and may be arbitrarily set according to the shape of the map.
  • the database server 30 can be realized by a general-purpose storage such as a large-capacity hard disk device or a device such as RAID (Redundant Arrays of Inexpensive Disks). Each database in the database server 30 is configured to be able to read and write data from the CPU 21 via the database access unit 24 of the game server 20.
  • FIG. 10 shows an example of the configuration of the database server 30. As shown in FIG. 10, the database server 30 includes a user database 31 and a game database 32.
  • FIG. 11 shows an example of a user database 31 applied in the above-described game.
  • the user database 31 has information on each item of user name / display image, physical fitness point, fellow user ID, possessed card image data, and retained card parameters. including.
  • Information included in the user database 31 can be updated sequentially by the game server 20.
  • the user ID included in the user database 31 or data for each user name (to be described later) specifying the user is generically referred to as user data.
  • the data of each item constituting the user data is as follows.
  • User name / display image A user name and a display image that are displayed to identify the user on the communication terminal 10 when the game is executed.
  • the user name is text of a predetermined length or less that is specified in advance by the user, and the display image is an avatar image that is selected in advance by the user, for example.
  • the user name is a name that identifies the user on the network environment (or game community) provided by the game server 20.
  • -Physical strength point In the said game, it is a point required when a user advances the game.
  • the physical strength point is a value that decreases by performing a search and recovers (increases) every time a predetermined time elapses.
  • ⁇ Friend's user ID This is data of another user ID associated with the target user ID.
  • -Image data of possession card In the case of the above game, the image data of the possession card is data including an image of the warrior card possessed by the user.
  • -Owned card parameter The held card parameter is data indicating the ability value of the warrior card. For example, as shown in FIG. 11, each ability value of “attack power” and “defense power” may be included as parameter items.
  • the game database 32 stores and updates information related to the progress of the game executed by the game server 20 based on the access from the game server 20.
  • Information relating to the progress of the game may include various information depending on the nature of the game. Taking the case of the game of the present embodiment as an example, the information related to the progress of the game includes information indicating the search status of the map 101, information on the map that has been captured, and information on the map being captured.
  • FIG. 12 is a functional block diagram for explaining functions that play a main role in the game control apparatus of the present embodiment.
  • menus, marks and the like displayed on the web page displayed on the communication terminal 10 are arranged at desired positions on the web page, and are menus visually recognized on the communication terminal 10. The position on the display screen of the mark and the like can be changed by a user's direction instruction button or a web page scroll operation by a touch panel operation.
  • the registration unit 51 recognizes a user request based on an appropriate operation input to the communication terminal 10 on a web page provided to the communication terminal 10, for example, and performs a registration process.
  • the registration means 51 in this case is executed as follows, for example.
  • the CPU 21 of the game server 20 receives a registration request message from the communication terminal 10 via the communication interface unit 25.
  • the web page so that the registration request message is automatically generated by a predetermined operation (for example, a predetermined menu selection operation, text input, etc.) on the communication terminal 10 on the web page provided from the game server 20. May be configured.
  • the registration request message may include information (for example, IP address, e-mail address, etc.) for specifying the communication terminal 10 as the transmission source, or the user has already played another game by the same service provider.
  • the registration request message may include a password designated by the user and individual identification information (terminal serial number and the like). The password and the individual identification information are recorded in the game server 20 for the authentication process at the time of user login.
  • the CPU 21 receives the registration request message and the registration request message does not include the user ID, the CPU 21 issues a new user ID and performs registration processing of the user ID, and then the registration processing is completed. Is sent to the communication terminal 10.
  • the CPU 21 receives the registration request message and the registration request message includes a user ID
  • the CPU 21 performs registration processing of the user ID, and then transmits a registration completion message indicating that the registration processing is completed to the communication terminal. 10 to send.
  • the CPU 21 When the registration is completed, the CPU 21 generates user data corresponding to the user ID and stores it in the user database 31.
  • the registration unit 51 may also register the user ID in association with another user ID triggered by an application based on the user ID. That is, the registration unit 51 registers another user ID (that is, another user) as a “friend” with an application based on the user ID as a trigger.
  • 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” portion (see FIG. 11) of the user data of the corresponding two user IDs in the user database 31. In addition, the registration means 51 may register a friend without taking the application and approval procedures described above.
  • the CPU 21 accepts an application message (application) designating a user ID (or a corresponding user name) that the user wants to become a friend, and thereby obtains the designated user ID without obtaining the consent of the user of the designated user ID.
  • application application
  • the conditions which relate users are not restricted to what was mentioned above, You may register the user who performs the stage or area on the same game, or the users who played the game as a friend.
  • users who transmit a predetermined number of greeting messages may be automatically registered as friends, and if there is a game mode in which a battle (battle) is performed between users, a battle is performed more than a predetermined number of times.
  • achieves by registering data in the user database 31 by registering the friendship relationship between users was shown, it is not restricted to this example.
  • the data regarding the friendship may be written in an external storage device on the network accessible from the game server 20.
  • the game advancing means 52 has a function of advancing the game of the present embodiment by transmitting HTML data for sequentially updating web pages displayed on the communication terminal 10 in response to a user operation on the communication terminal 10. Prepare.
  • the processing performed by the game progress means 52 includes, for example, the following search processing and battle processing.
  • the game progress means 52 has a function of executing a search process for searching for a spy character hidden in any area on the map 101. A method for realizing the search process in the game progress means 52 will be described below.
  • the web page P1 shown in FIG. 6 displayed on the user's communication terminal 10 is configured to accept an operation for selecting any area in the map 101.
  • the area selected by the user is described as the user position UA.
  • the CPU 21 transmits HTML data for displaying the web page P2 shown in FIG.
  • the web page P2 illustrated in FIG. 6 includes a search gauge 102, text 103 indicating physical fitness points, and a menu m10 on which a text “search” is written.
  • the value (%) of the search gauge 102 is increased and displayed with a random increase amount, and the number indicating the physical strength point decreases by a certain amount. To do.
  • the value (%) of the search gauge 102 reaches 100%, the search for the area is completed.
  • the CPU 21 sets (places) a spy character in any area on the map 101.
  • the value (%) of the search gauge 102 in the search for that area reaches 100%, or The execution of the battle process is started at an arbitrary timing before it reaches 100%. That is, the CPU 21 transmits HTML data for displaying the web pages P3 and P4 shown in FIG.
  • the game progress means 52 has a function of executing a battle on the game between the user who uses the warrior card and the spy character.
  • a battle with a spy character using a hand-held warrior card may be set as follows. For example, a warrior card that participates in a battle with a spy character is previously selected from warrior cards held by the user.
  • the CPU 21 may randomly select from a plurality of warrior cards included in the user data of the target user ID.
  • the CPU 21 of the game server 20 starts a battle process.
  • a battle process can be performed by arbitrary methods, the following methods can be taken, for example.
  • a value (HP) indicating physical strength is set for the spy character, and the HP of the spy character in the battle is displayed on the HP gauge 104 of the web page P4 of FIG.
  • the user reduces the HP of the spy character by attacking with one or more warrior cards.
  • the CPU 21 recognizes the attack instruction by the user through the selection operation of the menu m11 on the web page P4 in FIG. 8, and reduces the HP of the spy character.
  • the amount of decrease in HP of the spy character is preferably set according to the attack power parameter of the warrior card participating in the battle, but may be changed randomly.
  • CPU21 determines a battle result by operation of the predetermined number of times with respect to menu m11, for example. For example, if the spy character's HP does not become zero by a predetermined number of operations on the menu m11, the CPU 21 cannot defeat the spy character and the spy character escapes to another area (that is, the spy character is reactivated). Game settings). That is, HTML data for displaying the web page shown in FIG. 7 is transmitted to the user's communication terminal 10, and an area other than the already searched area (in the example of FIG.
  • the access information acquisition unit 53 has a function of acquiring information related to access from the communication terminal 10 by a user registered in the game server 20. For “access”, information required for authentication such as a password and an individual identification number is transmitted from the communication terminal 10 (in the case of login), or information related to operation input on the game is transmitted after login. And a request for updating a web page (for example, when an HTTP request is transmitted).
  • the function of the access information acquisition unit 53 can be realized as follows. Whenever there is an access based on the user ID, the CPU 21 of the game server 20 records information relating to the access in the log data in the game database 32.
  • FIG. 13 shows a configuration example of log data. As illustrated in FIG. 13, log data is data in which information on a user ID, an area to be accessed, and an access time is described in the order of access times. In the search process described above, when recognizing that there has been a user's selection operation for any area in the map 101 of the web page P1 shown in FIG. 6, the CPU 21 associates it with the user ID in the log data. Record a specific area and the time of access to that area. In FIG. 13, an access in which nothing is described in the area column indicates an access by login.
  • the calculating means 54 has a function of calculating the number of users who are in a relationship with a user who is playing (first user) and who are accessing within a predetermined period.
  • two methods can be used for the starting point of the predetermined period.
  • One method is a method of calculating the number of fellow users who are accessing within a predetermined time of the time (referred to as a reference time) with reference to the time when the user who is playing has logged in.
  • Another method is that a user who is playing and accessing a user within a predetermined time of the time (referred to as a reference time) with reference to the time when the user who has played the game has made an operation input and accessed. This is a method of calculating the number of.
  • the function of the calculation means 54 can be realized as follows.
  • the CPU 21 of the game server 20 accesses the game database 32 and refers to the log data, and calculates the number of fellow users who are accessing within a predetermined time based on the login time of the target user.
  • the CPU 21 accesses the game database 32 every time there is an access from the target user, refers to the log data, and accesses within a predetermined time based on the time accessed from the target user. Calculate the number of fellow users.
  • CPU21 refers to the user data of the user who becomes object, in order to discriminate a fellow user.
  • the information amount adjusting unit 55 has a function of increasing the amount of information on the game provided to the user who is playing as the value of the number of users calculated by the calculating unit 54 is larger.
  • the visualization area is an example of “amount of information on the game”.
  • the adjustment contents of the information amount of the information amount adjustment means 55 will be described in relation to the contents of the game described above. According to the game of the present embodiment described with reference to FIGS. 5 to 8, when the user selects any user position UA on the map 101 and performs a search process, if a spy character is not found, Is performed.
  • FIG. 14A shows an example of a visualization area when the value of the number of users calculated by the calculation unit 54 is relatively small.
  • 14B shows a case where the value of the number of users calculated by the calculation unit 54 is relatively small.
  • An example of the visualization area when there are many is shown.
  • the spy character is hidden in the area 4-4, and the spy character cannot be visually recognized in the visualization area of FIG. 14A, but the spy character is not visible in the wider visualization area of FIG. 14B. It can be visually recognized. Therefore, the user who has seen the visualization area in FIG. 14B can select the area 4-4 when selecting the next area, thereby finding the spy character and executing a battle with the spy character.
  • 14A and 14B may be set to be displayed when the user selects and operates any area. That is, you may make it display a visualization area, without passing through a search process.
  • the function of the information amount adjusting means 55 can be realized as follows.
  • the RAM 23 of the game server 20 the range of visualization areas based on the number of friends accessing within a predetermined time with reference to the reference time and the user position UA (area selected by the user) on the map 101. are stored in association with each other.
  • FIG. 15 is an example of the data, and shows the range of the visualization area according to the number of users accessing within a predetermined time when the user position UA is the area 3-3 which is the center of the map 101. Yes.
  • the CPU 21 refers to the data shown in FIG. 15 to identify a visualization area based on the user position UA actually selected and searched by the user, and to display a web page including the visualization area. HTML data is generated.
  • the setting of the range of the visualization area according to the number of users is not limited to the format shown in FIG. 15, and may be calculated by a predetermined calculation formula. For example, the calculated number of users may be multiplied by a predetermined constant to calculate the area of a predetermined shape (such as a rectangle) in the visualization area, the radius of a circular visualization area, or the like.
  • the setting of the range of the visualization area is not limited to the case where the size is set according to the calculated number of users based on the user position UA.
  • the CPU 21 refers to the log data (FIG. 13), and calculates the number of users who are friends of the user (first user) who is playing and accessed within a predetermined period for each accessed area. To do. Then, the CPU 21 determines the range of the visualization area such that the more the number of friends accessed, the wider the visualization area based on that area.
  • FIG. 16 is a flowchart mainly executed by the game progress means 52, the calculation means 54, and the information amount adjustment means 55.
  • a map 101 composed of a predetermined number of areas is displayed as shown on the web page P1 in FIG.
  • the setting is such that the spy character is hidden in any area predetermined by the game server 20 in the map 101.
  • step S10 YES
  • the game server 20 executes a search process while consuming a certain amount of the user's physical strength points (step S12).
  • the search gauge advances and reaches 100%, and the search ends.
  • the game server 20 determines that the spy character has been found when the area where the spy character is set matches the area selected by the user (step S14: YES), and the spy using the warrior card.
  • a battle process with the character is executed (step S16).
  • HTML data for displaying the web pages P3 and P4 shown in FIG. 8 in order is transmitted to the communication terminal 10 of the user.
  • the map 101 is captured and the process proceeds to the next map.
  • step S18 NO
  • the game server 20 sets the spy character again in any area other than the area selected in step S10 (that is, rearranges). (Step S20). That is, the spy character has a game setting to escape to a new area.
  • the game server 20 performs the processes of steps S22 to S26, which are processes for displaying the visualization area. Do. That is, the game server 20 refers to the log data and calculates the number (N) of users who are accessing within a predetermined time among the users of the target user's associates (step S22). Next, the game server 20 refers to the data shown in FIG. 15 and determines a visualization area corresponding to the number of users (N) calculated in step S20 with reference to the area selected in step S10 (user position UA). (Step S24).
  • the game server 20 generates HTML data for displaying a web page including the visualization area, and transmits it to the communication terminal 10 of the target user (step S26).
  • the game server 20 allows the user to visually recognize (specify) the position of the spy character when the spy character is hidden (arranged) in any area in the visualization area.
  • HTML data is generated.
  • the area is updated to a web page for the user to select any area on the map 101. Is done.
  • the larger the value of the number of users who are accessing the game server within a predetermined time among the users who are in a relationship with the user who is playing Since a wider range of visualization area is displayed on the web page provided to the user, there is a high possibility that a spy character can be found, and the game can be advantageously advanced.
  • the more users who are playing (executing) who are accessing within a predetermined time the more information on the game is given, so the user logs in at the same time as the friends. Motivated to do.
  • the game is advanced while helping each other playing with each other or communicating with each other at the same time, it is possible to realize a highly entertaining game in which the cooperation between the friends is achieved, and the social property can be improved. .
  • the information provided by the information amount adjusting unit 55 according to the number of accessing fellow users is not limited to the information in the visualization area, and may be text information or audio information.
  • FIG. 17A and FIG. 17B show an example where the information provided to the user is text information.
  • FIG. 18A and FIG. 18B show an example where the information provided to the user is audio information.
  • FIGS. 17A and 18A illustrate the case where the number of accessing fellow users is relatively small
  • FIGS. 17B and 18B illustrate the case where the number of accessing fellow users is relatively large.
  • FIGS. 17A and 17B text information is provided in the display area 201 on the web page provided to the user, instead of the information on the visualization area shown in FIGS. 14A and 14B.
  • FIG. 17A the text “Spy is in the east!” Is displayed, and this text is a hint when the user selects any area.
  • FIG. 17B the text “Spy is in an eastern restaurant!” Is displayed, giving more hints than in the case of FIG. 17A.
  • FIG. 18A and FIG. 18B instead of the information of the visualization area shown in FIG. 14A and FIG. 14B, a menu m ⁇ b> 20 written as “Listen to a friend ’s hint” is provided on the web page provided to the user. .
  • FIG. 18A a voice “Spy is in the east!” Is output in response to the selection operation of the menu m20, and this voice serves as a hint when the user selects any area.
  • FIG. 18B in response to the selection operation of the menu m20, a voice “Spy is in a restaurant in the East!” Is output, and more hints are given than in the case of FIG. 18A.
  • the direction of the area where the spy character is hidden and / or the type of building based on the user position UA May be provided. For example, when the number of fellow users accessing the data is small, the direction of the area where the spy character is hidden or the type of building is described, and the number of fellow users accessing the data is indicated. If there are many, the direction of the area where the spy character is hidden and the type of building are described.
  • the CPU 21 of the game server 20 generates text to be displayed in the display area 201 of FIG. 17A or FIG. 17B based on the user position UA and the area where the spy character is located, and communicates the HTML data including the text with the communication terminal.
  • the CPU 21 of the game server 20 transmits the generated voice information to the communication terminal 10 together with HTML data by performing voice synthesis processing on the generated text. Note that when the speech synthesis software is built in the communication terminal 10, the game server 20 may transmit only text information to the communication terminal 10.
  • each part may be an independent mini game, or each part may be related to each other.
  • a game may be composed of a plurality of stages (parts) that capture a predetermined map.
  • the calculating means 54 can calculate the number of users accessing the same part as the user to be calculated (that is, playing the same part). preferable. Thereby, in order to obtain more information on the game, the user is motivated to log in at the same time as a friend and execute the same part. Thereby, it is possible to advance the game while helping the same part among friends playing at the same time.
  • the calculation means 54 is related to the user (first user) who is executing the specific part and is the same as the first user.
  • a function of calculating the number of users who execute this part may be provided.
  • the function of the calculation means 54 in this case can be realized as follows.
  • the log data also records the parts in the game accessed by each user.
  • the CPU 21 of the game server 20 accesses the game database 32 and refers to the log data, and becomes a target among fellow users who are accessing within a predetermined time based on the login time of the target user. The number of users who are executing the same part as the user is calculated.
  • the CPU 21 accesses the game database 32 every time there is an access from the target user, refers to the log data, and accesses within a predetermined time based on the time accessed from the target user.
  • the number of users who are executing the same part as the target user is calculated.
  • the “part” may be a map unit or an area unit.
  • the calculation unit 54 may calculate the number of users who are accessing the same area as the calculation target user (that is, executing the same area). In this case, the user can be motivated to log in at the same time as the fellow user and expand the visualization area centered on the common area.
  • the calculation means 54 is related to the user (first user) who is executing the specific part and is based on the part being executed by the first user. May be provided with a function for calculating the number of users who execute a part within a predetermined range (that is, a part close to the part being executed by the first user). That is, the parts executed by the friends may not necessarily be the same. In this case, “parts within a predetermined range” may be set as appropriate with reference to the part being executed by the first user. For example, when the game is composed of a plurality of stages, when the difference between the stages is equal to or less than a predetermined value, the part being executed may be determined to be “parts within a predetermined range”.
  • the “predetermined range” In this case, the predetermined range is for one stage.
  • the fellow is executing the same stage as the stage being executed by the first user and the playing position on the stage is close (for example, the game characters operated by the respective users are It may be determined that “a part within a predetermined range” is in a close position within an area on the same stage.
  • the information amount adjusting means 55 is provided on the game to be provided to the first user as the number of users who execute the part within the predetermined range with the first user and the part being executed as a reference increases. The amount of information may be increased. With the above configuration, it is motivated that friends play the same or close parts together.
  • the information regarding access to the game includes the operation content of the user when the user accesses the game.
  • the calculating means 54 has a relationship with a user who is playing (first user) and is accessing the first user and the user within the predetermined period from among users who are accessing the user within the predetermined period.
  • the number of users with the same operation content is calculated.
  • the same operation content between users may be, for example, an operation for selecting the same area, but is not limited thereto.
  • the operation content may be arbitrarily set according to the content and scenario of the game to be applied.
  • the operation content may be the operation content instructing the same moving direction, or the same game character (for example, the same boss
  • the operation content for performing a battle with (character) may be sufficient.
  • the amount of information to be provided to the first user is determined based on the number of users who have the same operation content at the time of access within the predetermined period as the first user. Therefore, the number of fellow users who are in the same scene and the same situation in the game will be reflected in the amount of information obtained, and it is possible to obtain a sense of playing the game at the same time in cooperation with fellow users. it can.
  • This modification can be realized as follows, for example.
  • FIG. 19 shows a configuration example of log data of this modification.
  • the log data is data in which access time and user operation content information are described in the order of access time for each user ID.
  • the CPU 21 refers to the log data for the number of fellow users who have made access based on the same operation input as the first user within a predetermined period. And get. Then, the CPU 21 refers to the data of FIG. 15 and determines the range of the visualization area as the amount of information on the game based on the acquired number of friends.
  • the calculation means 54 accesses within a predetermined period of time based on the time when the user logs in to the game or the time when the user who is playing performs the operation input on the game and performs the access. Although the case of calculating the number of fellow users is described, the present invention is not limited to this case. Based on the information about access acquired by the access information acquisition unit 53, the calculation unit 54 periodically determines the number of users who are in a relationship with the user who is playing (first user) and who are accessing the game. Alternatively, the most recent number at the time when the first user accesses the game or when the first user accesses through the operation input on the game may be used as the number of users to be calculated.
  • the CPU 21 of the game server 20 periodically accesses the game database 32 to refer to the log data, and calculates and records the number of fellow users accessing the game.
  • the CPU 21 performs a process of reading the number of users recorded most recently when an access is made by login of the target user or an operation input from the target user.
  • FIG. 20 shows a functional block diagram of the game control apparatus according to this modification.
  • the functional block diagram shown in FIG. 20 is different from that shown in FIG. 12 in that a closeness setting means 56 is added.
  • the intimacy setting means 56 has a function of setting intimacy between users related by the registration means 51.
  • the calculation means 54 is in a relationship with the user who is playing (first user) and is accessing the first user from among users who are accessing within a predetermined period.
  • a function is provided for calculating the number of users whose set intimacy value is equal to or greater than a predetermined value.
  • the amount of information on the game to be provided is determined according to the number of fellow users with high intimacy. That is, a user who has a high degree of closeness with other users is advantageous in the game, and is motivated to enhance the relationship between the users.
  • intimacy is a numerical value of the degree of relationship between fellow users based on a certain standard.
  • An example of intimacy data (intimacy data) is shown in FIG.
  • the frequency of sending or receiving a support message between users (support frequency) in association with each user's fellow user (user ID), items usable on the game, etc.
  • the number of times the present is sent or received (the number of presents) is recorded, and the familiarity value is set based on a certain standard based on the frequency and the number of times. The greater the support frequency and the number of presents, the higher the familiarity is set.
  • weighting may be taken into consideration for each item (in FIG.
  • the support frequency, the number of presents, etc.) that is the basis for setting the intimacy.
  • the intimacy may be set high when the number of presents is large even if the support frequency is low.
  • Such familiarity data is recorded in the user database 31, for example. That is, the CPU 21 of the game server 20 writes the data of the frequency and frequency of transmission / reception of the messages and items between the users, and the familiarity value based on these data in the familiarity data.
  • the CPU 21 refers to the familiarity data, and among the users who are in a relationship with the user who is playing (first user) and are accessing within a predetermined period, the familiarity value is equal to or greater than the predetermined value. Calculate the number of friends. Next, the CPU 21 refers to the data of FIG. 15 and determines the range of the visualization area as the amount of information on the game based on the calculated number of friends.
  • the closeness setting unit 56 of the game control device is based on the number of times or the frequency with which the users related by the registration unit 51 access the game within the same period. Set.
  • the amount of information on the game is increased and the game can be advantageously advanced. It can be expected to communicate with each other so that the games are played together in the same period. That is, the social nature of the game can be improved.
  • This modification can be realized as follows. Unlike the one shown in FIG. 20, the familiarity of the present modification is determined based on the number of times or the frequency of accessing the game within the same period.
  • the CPU 21 of the game server 20 refers to log data (FIG. 13) periodically (every 15 minutes or the like) and determines that friends who have access time differences within a predetermined time have accessed each other during the same period. ,Record. Based on the recorded data, the CPU 21 determines the intimacy so that the intimacy becomes higher as the number of accesses to the game within the same period or as the frequency increases. Based on the familiarity value, the CPU 21 has a friendship value equal to or greater than a predetermined value among users who are in a relationship with a user who is playing (first user) and access within a predetermined period. Calculate the number of friends. Next, the CPU 21 refers to the data of FIG. 15 and determines the range of the visualization area as the amount of information on the game based on the calculated number of friends.
  • an operation input to any area is performed by the user (that is, a selection operation is performed by the user), and the information related to access includes the operation input result.
  • the user's association with any area is not triggered by the user's operation input can be assumed.
  • position information indicating the user's location for example, a GPS (Global Positioning System) signal is set to be automatically notified from the communication terminal 10 to the game server 20 when logging in or accessing, the GPS signal
  • the user may be associated with any area of the map on the game.
  • the calculating unit 54 may calculate the number of users who are running with the game and friends, and have accessed more than a predetermined number of times within a predetermined period. As a result, by calculating the number of users who actively execute the game, the game will be promoted while helping each other, so communication with users who actively play is promoted. Can do.
  • the CPU 21 calculates the number of users by counting the number of accesses for each user ID within a predetermined period based on the log data shown in FIG.
  • the game server 20 and the database server 30 on the network are configured to realize the functions of the respective units shown in FIG. 12, but the present invention is not limited to this configuration. All these means may be realized by the communication terminal 10, or at least a part of the means may be realized by the communication terminal 10. Since the communication terminal 10 and the game server 20 can have substantially the same hardware configuration, each function can be realized by the communication terminal 10 as described in the above embodiment. In that case, in the above-described embodiment, the communication terminal 10 of each user sequentially receives and acquires information about access from the game server 20 or receives and acquires the calculation result of the number of users sequentially from the game server 20. You may make it memorize
  • storage devices Large capacity

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Abstract

Provided are a game control device, a game control method, program and recording medium, and a game system that increase the motivation for associated users to login at the same time. The game control device provides a game control device that controls the execution of a game by a communication terminal according to the access from communication terminals operated by users. The game control device is provided with: a registration means for registering users in association with each other; an acquiring means for acquiring information about access from a communication terminal by a user; a calculating means for calculating, on the basis of the acquired access information, the number of users who are associated with a first user, who is playing a game, and who are accessing within a prescribed period; and an information volume-adjusting means for increasing the volume of game information provided to the first user the larger the calculated number of users.

Description

ゲーム制御装置、ゲーム制御方法、プログラム、記録媒体、ゲームシステムGAME CONTROL DEVICE, GAME CONTROL METHOD, PROGRAM, RECORDING MEDIUM, GAME SYSTEM
 本発明は、複数のユーザの各々の操作に応じて、各ユーザによるゲームの進行を制御する技術に関する。 The present invention relates to a technique for controlling the progress of a game by each user according to each operation of a plurality of users.
 近年、特定のサービス提供者によるソーシャルネットワーキングサービス(SNS)においてウェブブラウザ上で動作するAPI(Application Programming Interface)などの動作環境を基に作成されるゲーム用アプリケーションによって実行される、いわゆるソーシャルゲーム(Social Game)が普及している。ソーシャルゲームは、不特定多数のユーザ間でコミュニケーションをとりながらプレイするオンラインゲームの一種であると言える。ユーザは、インターネットに接続可能であって、かつウェブブラウザが搭載された通信端末を備えていれば、時間と場所を問わずソーシャルゲームを楽しむことができる。 In recent years, a so-called social game (Social) executed by a game application created based on an operating environment such as an API (Application Programming Interface) operating on a web browser in a social networking service (SNS) by a specific service provider. Game) is popular. It can be said that the social game is a kind of online game that is played while communicating among an unspecified number of users. If a user can connect to the Internet and has a communication terminal equipped with a web browser, the user can enjoy a social game regardless of time and place.
 上述したソーシャルゲームでは、従来のオンラインゲームよりも、ユーザ間の交流を図るためのコミュニケーション機能が充実している点が特徴の1つとなっている。ソーシャルゲームでは、例えば、他のユーザ(仲間)との協力プレイのほか、仲間との挨拶や連絡など仲間とコミュニケーションを取ることによる情報交換、仲間との間のゲーム上のアイテムのプレゼントあるいはアイテムの交換が行なわれている。例えば、非特許文献1に開示されているデジタルカードゲーム(ドラゴンコレクション(登録商標))では、仲間が同時にログインしている状態において、ゲームの進行度合いが上昇するような構成が採られている。 One of the features of the above-described social game is that it has a richer communication function for interaction between users than the conventional online game. In social games, for example, in addition to cooperative play with other users (friends), information exchange by communicating with friends such as greetings and contacts with friends, gifts of items on the game with friends or items An exchange has been made. For example, in the digital card game (Dragon Collection (registered trademark)) disclosed in Non-Patent Document 1, a configuration is adopted in which the degree of progress of the game is increased in a state where friends are logged in at the same time.
 上記非特許文献1に記載されているゲームでは、仲間が同時にログインしている状態において、ゲームの進行度合いが上昇するものの、仲間同士で助け合っているという感覚、あるいは仲間との一体感が得られ難いものとなっている。そのため、仲間のユーザと一緒にログインしてゲームを進行させる動機付けに乏しく、ソーシャル性を高めることが困難であった。 In the game described in Non-Patent Document 1, while the degree of progress of the game increases while the friends are logged in at the same time, a sense of helping each other or a sense of unity with the friends can be obtained. It has become difficult. For this reason, it is difficult to log in with a fellow user and advance the game, and it is difficult to improve sociality.
 本発明は上述した観点に鑑みてなされたもので、関係のあるユーザ同士で同時にログインすることの動機付けを高めるようにしたゲーム制御装置、ゲーム制御方法、プログラム、記録媒体、ゲームシステムを提供することを目的とする。 The present invention has been made in view of the above-described viewpoints, and provides a game control device, a game control method, a program, a recording medium, and a game system that enhance motivation to log in simultaneously among related users. For the purpose.
 本発明の第1の観点は、ゲーム制御装置である。
 このゲーム制御装置は、
 ユーザ同士を関係付けて登録する登録手段と、
 ユーザによるゲームへのアクセスに関する情報を取得する取得手段と、
 前記取得手段が取得したアクセスに関する情報に基づいて、ゲームを実行中の第1のユーザと関係付けられ、かつ所定期間内にアクセスしているユーザ数を算出する算出手段と、
 前記算出手段によって算出されたユーザ数の値が大きいほど、前記第1のユーザに提供するゲーム上の情報の量を多くする情報量調整手段と、
 を備える。
A first aspect of the present invention is a game control device.
This game control device
Registration means for registering users in relation to each other;
An acquisition means for acquiring information about access to the game by the user;
Calculation means for calculating the number of users associated with the first user who is executing the game and accessing within a predetermined period based on the information on the access acquired by the acquisition means;
Information amount adjusting means for increasing the amount of information on the game provided to the first user as the value of the number of users calculated by the calculating means increases,
Is provided.
 このゲーム制御装置において、「アクセス」は、通信端末から認証情報を送信してログインのためにアクセスする場合や、ログイン後にゲーム上の操作入力に関する情報を送信する場合等を含んでもよい。「所定期間内にアクセスしている」とは、例えば現在時刻等の基準時刻からみて過去の所定時間内に携帯端末からアクセスが少なくとも1回行われたことを意味し、その所定期間内に必ずしも継続的な、あるいは連続的なアクセスが行われる必要はない。 In this game control apparatus, “access” may include a case where authentication information is transmitted from a communication terminal to access for login, a case where information related to operation input on the game is transmitted after login, and the like. “Accessing within a predetermined period” means that the mobile terminal has been accessed at least once within a predetermined period in the past, for example, from a reference time such as the current time. There is no need for continuous or continuous access.
 このゲーム制御装置では、ゲームを実行中の第1のユーザと関係付けられ、かつ所定期間内にアクセスしているユーザ数の値が大きいほど、第1のユーザには多くのゲーム上の情報が与えられることになるため、第1のユーザには、ゲーム上でより多くの情報を得るために仲間と同時にログインすることが動機付けられる。これによって、同時にプレイしている仲間同士で助け合いながら、あるいはコミュニケーションをとりながらゲームを進めることになるため、仲間の間で連携を図った興趣性の高いゲームを実現でき、ソーシャル性を高めることができる。 In this game control device, as the value of the number of users related to the first user who is executing the game and accessing the game within a predetermined period increases, the first user has more information on the game. Being given, the first user is motivated to log in at the same time as their peers to get more information on the game. As a result, since the game is promoted while helping each other playing with each other or communicating with each other at the same time, it is possible to realize a highly entertaining game in which cooperation among the friends is achieved, and to improve sociality it can.
 上記ゲーム制御装置において、前記ゲームが複数のパートから構成されている場合、前記算出手段は、前記第1のユーザと関係付けられ、かつ前記第1のユーザと同一のパート、又は当該同一のパートを基準に所定の範囲内のパートを実行するユーザ数を算出し、前記情報量調整手段は、前記ユーザ数の値が大きいほど、前記第1のユーザに提供するゲーム上の情報の量を多くしてもよい。ここで、「パート」とは、例えば特定のステージやミニゲーム等、独立してプレイ対象となるものに限られず、ユーザの少なくとも1回の操作対象となるものでもよい。
 上記構成では、第1のユーザは、ゲーム上でより多くの情報を得るために仲間と同時にログインして互いに同一のパート、あるいはそれに近いパートを実行することが動機付けられる。これによって、同時にプレイしている仲間同士で同一のパートを助け合いながらゲームを進めることができる。
In the game control device, when the game is composed of a plurality of parts, the calculation means is related to the first user and is the same part as the first user or the same part. The information amount adjusting means increases the amount of information on the game to be provided to the first user as the value of the number of users increases. May be. Here, the “part” is not limited to an object to be played independently, such as a specific stage or a mini game, but may be an object to be operated at least once by the user.
In the said structure, in order to acquire more information on a game, the 1st user is motivated to log in simultaneously with a friend and to perform the part which is mutually the same, or a part close | similar to it. Thereby, it is possible to advance the game while helping the same part among friends playing at the same time.
 上記ゲーム制御装置において、前記ゲーム上の情報は、ゲーム画像上においてユーザが視認できる範囲の広さであってもよい。この構成では、同時にログインしている仲間のユーザ数に応じた視覚情報が得られるため、仲間と一緒にゲームを進めている実感が得られやすい。
 なお、上記ゲーム制御装置において、前記ゲーム上の情報は、テキスト情報又は音声情報であってもよい。視覚情報では分かりづらい微妙なゲーム上の情報の変化がテキスト情報又は音声情報であればユーザに伝わりやすい場合もある。
In the game control device, the information on the game may be a range of a range that the user can visually recognize on the game image. In this configuration, visual information corresponding to the number of fellow users who are logged in at the same time can be obtained, so that it is easy to obtain a feeling that the game is being promoted together with the fellows.
In the game control device, the information on the game may be text information or audio information. If the change in information on the game, which is difficult to understand with visual information, is text information or audio information, it may be easily transmitted to the user.
 上記ゲーム制御装置において、前記算出手段は、前記第1のユーザによってゲーム上の操作入力が行われたことを認識した時点から前記ユーザ数を算出してもよい。例えば、ユーザは、ログインしてから集中的にゲーム上の操作入力に基づくアクセスを行うとは限らないため、ゲーム上の操作入力が行われたことを契機としたアクセスが行われた時点で前記ユーザ数を算出することによって、算出されるユーザ数の精度を高くすることができる。
 なお、「ゲーム上の操作入力」は、後述する実施形態の説明において、例えば、探索処理における選択操作や、エリアの選択操作に相当する。
In the game control device, the calculating means may calculate the number of users from the point of time when it is recognized that an operation input on the game is performed by the first user. For example, since the user does not always perform the access based on the operation input on the game intensively after logging in, the access is performed when the operation input on the game is performed. By calculating the number of users, the accuracy of the calculated number of users can be increased.
Note that “operation input on a game” corresponds to, for example, a selection operation in a search process or an area selection operation in the description of an embodiment described later.
 上記ゲーム制御装置において、前記ゲームへのアクセスに関する情報は、ユーザの前記ゲームへのアクセス時の当該ユーザの操作内容を含み、
 前記算出手段は、前記ユーザ数として、前記第1のユーザと前記所定期間内でのアクセス時の操作内容が同一であるユーザの数を算出してもよい。
 ユーザ間での同一の操作内容は、任意に設定してもよい。例えば、当該操作内容は、同一の移動方向を指示する操作内容であってもよいし、同一のゲームキャラクタとのバトルを行うための操作内容であってもよい。この構成では、第1のユーザと所定期間内でのアクセス時の操作内容が同一であるユーザの数を基礎として第1のユーザに提供される情報の量が決定される。そのため、ゲームにおいて同一の場面、同一の状況にある仲間のユーザ数が、得られる情報の量に反映されることになり、仲間のユーザと協力して同時にゲームを行っている感覚を得ることができる。
In the game control device, the information related to access to the game includes the operation content of the user when the user accesses the game,
The calculating means may calculate the number of users having the same operation content at the time of access within the predetermined period as the first user as the number of users.
The same operation content between users may be arbitrarily set. For example, the operation content may be an operation content for instructing the same moving direction, or an operation content for performing a battle with the same game character. In this configuration, the amount of information to be provided to the first user is determined based on the number of users who have the same operation content at the time of access within the predetermined period as the first user. Therefore, the number of fellow users who are in the same scene and the same situation in the game will be reflected in the amount of information obtained, and it is possible to obtain a sense of playing the game at the same time in cooperation with fellow users. it can.
 上記ゲーム制御装置において、前記算出手段は、前記取得手段が取得したアクセスに関する情報に基づいて、前記第1のユーザと関係付けられ、かつ前記ゲームにアクセスしているユーザの数を定期的に算出し、前記第1のユーザが前記ゲームにアクセスした時点、又は前記第1のユーザが前記ゲーム上の操作入力によってアクセスした時点における直近の前記数を、前記ユーザ数としてもよい。この構成では、ユーザ数の算出は定期的に行われ、各ユーザによる任意のアクセスの都度にユーザ数の算出を行わずに済むため、処理の負荷が分散される。 In the game control apparatus, the calculation unit periodically calculates the number of users who are associated with the first user and are accessing the game based on information about access acquired by the acquisition unit. Then, the most recent number at the time when the first user accesses the game or the time when the first user accesses through the operation input on the game may be set as the number of users. In this configuration, the calculation of the number of users is performed periodically, and it is not necessary to calculate the number of users for every arbitrary access by each user, so the processing load is distributed.
 上記ゲーム制御装置において、前記算出手段は、前記取得手段が取得したアクセスに関する情報に基づいて、前記第1のユーザと関係付けられ、かつ所定期間内に所定回数以上アクセスしているユーザ数を算出してもよい。積極的にゲームを実行するユーザの数を算出することで、そのようなユーザとの間で助け合いながらゲームを進めることになるため、積極的にプレイするユーザとのコミュニケーションを促進させることができる。 In the game control apparatus, the calculating unit calculates the number of users who are associated with the first user and have accessed more than a predetermined number of times within a predetermined period, based on information about access acquired by the acquiring unit. May be. By calculating the number of users who actively execute the game, the game proceeds while helping each other with such users, and therefore communication with the users who play actively can be promoted.
 前記登録手段によって関係付けられたユーザ間の親密度を設定する親密度設定手段、を備え、
 前記算出手段は、前記ユーザ数として、前記第1のユーザとの間に設定された親密度の値が所定値以上であるユーザの数を算出してもよい。
 なお、「親密度」とは、関係付けられたユーザ間の関係性の高さを一定の基準で数値化したものであり、例えば、ユーザ間のコミュニケーションの頻度などによって決定することができる。この構成では、親密度が高い仲間のユーザの数に応じて提供されるゲーム上の情報の量が決定される。つまり、他のユーザとの親密度が高いユーザがゲームにおいて有利となることから、ユーザ間で関係性を高めるように動機付けられる。
Intimacy setting means for setting intimacy between users related by the registration means,
The calculating means may calculate the number of users whose familiarity value set with the first user is a predetermined value or more as the number of users.
The “intimacy” is a numerical value of the degree of relationship between the related users, and can be determined by, for example, the frequency of communication between users. In this configuration, the amount of information on the game to be provided is determined according to the number of fellow users with high intimacy. That is, a user who has a high degree of closeness with other users is advantageous in the game, and is motivated to enhance the relationship between the users.
 上記ゲーム制御装置において、前記親密度設定手段は、前記登録手段によって関係付けられたユーザ同士が同一の期間内で前記ゲームにアクセスした回数、又は頻度に基づいて前記親密度を設定してもよい。
 この構成では、関係付けられたユーザ同士が同一の期間内で一緒にゲームをより頻繁に行うほど、ゲーム上の情報の量が多く得られ、ゲームを有利に進行させることができるため、特定のユーザ同士で同一の期間内で一緒にゲームを行うように、互いにコミュニケーションをとることが期待できる。つまり、ゲームのソーシャル性を高めることができる。
In the game control apparatus, the closeness setting means may set the closeness based on the number of times or the frequency that the users related by the registration means have accessed the game within the same period. .
In this configuration, as the related users play games together more frequently within the same period of time, the amount of information on the game can be obtained and the game can be advantageously advanced. It can be expected that users can communicate with each other so that users can play games together within the same period. That is, the social nature of the game can be improved.
 本発明の第2の観点は、ゲーム制御方法である。
 このゲーム制御方法は、
 ユーザ同士を関係付けて登録するステップと、
 ユーザによるゲームへのアクセスに関する情報を取得するステップと、
 前記取得するステップで取得したアクセスに関する情報に基づいて、ゲームを実行中の第1のユーザと関係付けられ、かつ所定期間内にアクセスしているユーザ数を算出するステップと、
 前記算出するステップで算出されたユーザ数の値が大きいほど、前記第1のユーザに提供するゲーム上の情報の量を多くするステップと、
 を備える。
A second aspect of the present invention is a game control method.
This game control method
Registering users in relation to each other;
Obtaining information about user access to the game;
Calculating the number of users associated with the first user who is executing the game and accessing within a predetermined period based on the information regarding the access acquired in the acquiring step;
Increasing the amount of information on the game to be provided to the first user as the value of the number of users calculated in the calculating step increases,
Is provided.
 本発明の第3の観点は、コンピュータに、
 ユーザ同士を関係付けて登録する機能、
 ユーザによるゲームへのアクセスに関する情報を取得する機能、
 前記取得する機能によって取得されたアクセスに関する情報に基づいて、ゲームを実行中の第1のユーザと関係付けられ、かつ所定期間内にアクセスしているユーザ数を算出する機能、及び
 前記算出する機能によって算出されたユーザ数の値が大きいほど、前記第1のユーザに提供するゲーム上の情報の量を多くする機能、
 を実現させるためのプログラムである。
A third aspect of the present invention relates to a computer.
The ability to register users in relation to each other,
The ability to get information about user access to the game,
A function for calculating the number of users associated with the first user who is executing the game and accessing within a predetermined period based on the information about access acquired by the function to be acquired; The function of increasing the amount of information on the game to be provided to the first user as the value of the number of users calculated by
It is a program for realizing.
 コンピュータは、例えばネットワークサーバ、大型計算機等であってよい。また、このプログラムは、DVD-ROMやCD-ROM等のコンピュータが読み取り可能な情報記憶媒体に格納されてもよい。すなわち、本発明の第4の観点は、前記プログラムを記録したことを特徴とする、コンピュータ読み取り可能な記録媒体である。 The computer may be, for example, a network server or a large computer. Further, this program may be stored in a computer-readable information storage medium such as a DVD-ROM or a CD-ROM. That is, a fourth aspect of the present invention is a computer-readable recording medium in which the program is recorded.
 本発明の第5の観点は、ユーザによって操作される通信端末と、当該通信端末からのアクセスに応じて、前記通信端末によるゲームの実行を制御するサーバと、を含むゲームシステムであって、
 ユーザ同士を関係付けて登録する登録手段、
 ユーザによるゲームへのアクセスに関する情報を取得する取得手段、
 前記取得手段が取得したアクセスに関する情報に基づいて、ゲームを実行中の第1のユーザと関係付けられ、かつ所定期間内にアクセスしているユーザ数を算出する算出手段、及び、
 前記算出手段によって算出されたユーザ数の値が大きいほど、前記第1のユーザに提供するゲーム上の情報の量を多くする情報量調整手段、
 の各手段を、前記通信端末又は前記サーバのいずれか一方が備える。
A fifth aspect of the present invention is a game system including a communication terminal operated by a user, and a server that controls execution of a game by the communication terminal according to access from the communication terminal,
Registration means to associate and register users,
An acquisition means for acquiring information on access to the game by the user;
Calculation means for calculating the number of users associated with the first user who is executing the game and accessing within a predetermined period based on the information on the access acquired by the acquisition means; and
Information amount adjusting means for increasing the amount of information on the game provided to the first user as the value of the number of users calculated by the calculating means increases,
Any one of the communication terminal and the server is provided with each means.
実施形態のゲームシステムの基本構成を示す図。The figure which shows the basic composition of the game system of embodiment. 実施形態の通信端末の外観の例を示す図。The figure which shows the example of the external appearance of the communication terminal of embodiment. 実施形態の通信端末の外観の例を示す図。The figure which shows the example of the external appearance of the communication terminal of embodiment. 実施形態の通信端末の構成を示すブロック図。The block diagram which shows the structure of the communication terminal of embodiment. 実施形態のゲームサーバの構成を示すブロック図。The block diagram which shows the structure of the game server of embodiment. 実施形態で説明するゲームの流れを概略的に示すフローチャート。The flowchart which shows the flow of the game demonstrated by embodiment roughly. 実施形態のゲームを実行したときにユーザの通信端末に表示されるウェブページの例を示す図。The figure which shows the example of the web page displayed on a user's communication terminal when the game of embodiment is performed. 実施形態のゲームを実行したときにユーザの通信端末に表示されるウェブページの例を示す図。The figure which shows the example of the web page displayed on a user's communication terminal when the game of embodiment is performed. 実施形態のゲームを実行したときにユーザの通信端末に表示されるウェブページの例を示す図。The figure which shows the example of the web page displayed on a user's communication terminal when the game of embodiment is performed. 実施形態のゲームにおけるマップの構成例を示す図。The figure which shows the structural example of the map in the game of embodiment. 実施形態のデータベースサーバの構成を示すブロック図。The block diagram which shows the structure of the database server of embodiment. データベースサーバに含まれるユーザデータベースの構成例を示す図。The figure which shows the structural example of the user database contained in a database server. 実施形態のゲーム制御装置で主要な役割を果たす機能を説明するための機能ブロック図。The functional block diagram for demonstrating the function to play main roles with the game control apparatus of embodiment. ログデータの構成例を例示する図。The figure which illustrates the structural example of log data. 実施形態のゲームを実行したときにユーザの通信端末に表示されるウェブページの例を示す図。The figure which shows the example of the web page displayed on a user's communication terminal when the game of embodiment is performed. 実施形態のゲームを実行したときにユーザの通信端末に表示されるウェブページの例を示す図。The figure which shows the example of the web page displayed on a user's communication terminal when the game of embodiment is performed. 所定時間内にアクセスしている仲間の数と、マップ上の可視化エリアの範囲との対応関係を示す図。The figure which shows the correspondence of the number of the friends who are accessing within the predetermined time, and the range of the visualization area on a map. 実施形態のゲームサーバの主要な処理の一例を示すフローチャート。The flowchart which shows an example of the main processes of the game server of embodiment. アクセスしている仲間のユーザの数に応じて提供される情報の例を示す図。The figure which shows the example of the information provided according to the number of the associate users who are accessing. アクセスしている仲間のユーザの数に応じて提供される情報の例を示す図。The figure which shows the example of the information provided according to the number of the associate users who are accessing. アクセスしている仲間のユーザの数に応じて提供される情報の例を示す図。The figure which shows the example of the information provided according to the number of the associate users who are accessing. アクセスしている仲間のユーザの数に応じて提供される情報の例を示す図。The figure which shows the example of the information provided according to the number of the associate users who are accessing. 変形例に係るログデータの構成例を例示する図。The figure which illustrates the example of composition of the log data concerning a modification. 実施形態の変形例に係るゲーム制御装置で主要な役割を果たす機能を説明するための機能ブロック図。The functional block diagram for demonstrating the function which plays a main role with the game control apparatus which concerns on the modification of embodiment. 親密度データの構成例を示す図。The figure which shows the structural example of closeness data.
 本発明は、2012年1月23日に日本国特許庁に出願された特願2012-011570の特許出願、及び2012年11月26日に日本国特許庁に出願された特願2012-257217の特許出願に関連しており、当該出願の内容のすべてが参照によってこの明細書に組み込まれる。 The present invention relates to Japanese Patent Application No. 2012-011570 filed with the Japan Patent Office on January 23, 2012, and Japanese Patent Application No. 2012-257217 filed with the Japan Patent Office on November 26, 2012. Related to patent applications, the entire contents of which are incorporated herein by reference.
 以下、本発明のゲームシステムの一実施形態について説明する。 Hereinafter, an embodiment of the game system of the present invention will be described.
 (1)ゲームシステムの構成
 図1は、実施形態のゲームシステムのシステム構成例を示している。図1に示すように、このゲームシステムは、例えばインターネットなどの通信網NW(ネットワーク)に接続可能な通信端末10a,10b,10c,…と、通信網NWに接続されているゲームサーバ20と、データベースサーバ30とによって構成されている。各通信端末10a,10b,10c,…はそれぞれ、個々のユーザによって操作される端末であり、例えば、携帯端末、スマートフォン、PDA(Personal Digital Assistant)、パーソナルコンピュータ、双方向の通信機能を備えたテレビジョン受像機(いわゆる多機能型のスマートテレビも含む。)などの通信端末である。なお、以下の説明において、各通信端末10a,10b,10c,…に共通して言及するときには、通信端末10と表記する。
 このゲームシステムにおいて、ゲームサーバ20は、クライアントである通信端末10と通信可能に構成されており、通信端末10に対してゲーミングサービスを提供する。ゲームサーバ20には、ゲーム用アプリケーションとしてウェブブラウザ上で動作可能なアプリケーションが実装されている。データベースサーバ30は、ゲームを実行する上での後述する様々な情報を格納しており、それらの情報の読み書きのためにゲームサーバ20と例えば有線で接続される。
 通信端末10は、ゲームサーバ20によって提供されるウェブページを表示可能なウェブブラウザを備えており、ユーザは、通信端末10をウェブページ上で操作してゲームを実行する。
(1) Configuration of Game System FIG. 1 shows a system configuration example of a game system according to the embodiment. As shown in FIG. 1, the game system includes communication terminals 10a, 10b, 10c,... That can be connected to a communication network NW (network) such as the Internet, a game server 20 connected to the communication network NW, The database server 30 is configured. Each of the communication terminals 10a, 10b, 10c,... Is a terminal operated by an individual user, for example, a mobile terminal, a smartphone, a PDA (Personal Digital Assistant), a personal computer, a television having a bidirectional communication function. A communication terminal such as a John receiver (including a so-called multi-function smart TV). In the following description, when referring to the communication terminals 10a, 10b, 10c,.
In this game system, the game server 20 is configured to be able to communicate with the communication terminal 10 that is a client, and provides a gaming service to the communication terminal 10. The game server 20 is mounted with an application operable on a web browser as a game application. The database server 30 stores various information to be described later in executing the game, and is connected to the game server 20 by, for example, a wire for reading and writing the information.
The communication terminal 10 includes a web browser capable of displaying a web page provided by the game server 20, and the user operates the communication terminal 10 on the web page to execute a game.
 また、図1には図示していないが、ゲームサーバ20とは別に各通信端末10のユーザを認証するための認証サーバを設けてもよい。また、多くの通信端末10からのアクセスを受け入れるために複数のゲームサーバ20を設ける場合は、その複数のゲームサーバ20間の負荷を調整するためのロードバランサを設けてもよい。また、ゲームサーバ20は単一のサーバ装置として構成してもよいが、機能を分散させた複数のサーバ装置として構成してもよい。 Although not shown in FIG. 1, an authentication server for authenticating the user of each communication terminal 10 may be provided separately from the game server 20. Further, when a plurality of game servers 20 are provided in order to accept access from many communication terminals 10, a load balancer for adjusting a load between the plurality of game servers 20 may be provided. The game server 20 may be configured as a single server device, but may be configured as a plurality of server devices having distributed functions.
 (2)通信端末の構成
 図2A、図2B及び図3を参照して通信端末10について説明する。
 図2A、図2Bはそれぞれ、通信端末10の外観の例を示す図であって、図2Aは、例えば折り畳み式の携帯端末(携帯電話機)などの釦入力方式の通信端末を例示したものであり、図2Bは、例えばスマートフォンなどのタッチパネル入力方式の通信端末を例示したものである。図3は、通信端末10の内部構成を示すブロック図である。
 図3に示すように、通信端末10は、CPU(Central Processing Unit)11、ROM(Read Only Memory)12、RAM(Random Access Memory)13、画像処理部14、指示入力部15、表示部16、及び、信号送受信部としての通信インタフェース部17を備えており、各部間の制御信号あるいはデータ信号を伝送するためのバス18が設けられている。
(2) Configuration of Communication Terminal The communication terminal 10 will be described with reference to FIGS. 2A, 2B, and 3.
2A and 2B are diagrams each showing an example of the appearance of the communication terminal 10, and FIG. 2A exemplifies a button input type communication terminal such as a foldable mobile terminal (mobile phone), for example. FIG. 2B illustrates a touch panel input type communication terminal such as a smartphone. FIG. 3 is a block diagram showing an internal configuration of the communication terminal 10.
As shown in FIG. 3, the communication terminal 10 includes a CPU (Central Processing Unit) 11, a ROM (Read Only Memory) 12, a RAM (Random Access Memory) 13, an image processing unit 14, an instruction input unit 15, a display unit 16, A 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.
 CPU11は、ROM12内のウェブブラウザをRAM13にロードして実行する。そして、CPU11は、指示入力部15等によってユーザに入力されるURL(Uniform Resource Locator)の適切な指定に基づき、通信インタフェース部17を介して、ゲームサーバ20からウェブページを表示するためのデータ、すなわち、HTML(HyperText Markup Language)文書や当該文書と関連付けられた画像などのオブジェクトのデータ(以下、総称して適宜「HTMLデータ」と表記する。)を通信インタフェース部17を介して取得し、そのHTMLデータを解釈する。なお、通信端末10には、ウェブブラウザのブラウザ機能を拡張するための様々なプラグインが実装されていてよい。
 なお、HTMLデータの取得に当たって、CPU11は、予め登録されたユーザID(ユーザ識別情報)、あるいは指示入力部15を介して入力されるユーザIDを含むアクセス要求メッセージを、通信インタフェース部17を介してゲームサーバ20へ通知する。
The CPU 11 loads the web browser in the ROM 12 into the RAM 13 and executes it. And CPU11 is based on the appropriate designation | designated of URL (Uniform Resource Locator) input to a user by the instruction | indication input part 15 grade | etc., Data for displaying a web page from the game server 20 via the communication interface part 17, That is, data of an object such as an HTML (HyperText Markup Language) document and an image associated with the document (hereinafter collectively referred to as “HTML data” as appropriate) is acquired via the communication interface unit 17. Interpret HTML data. The communication terminal 10 may be mounted with various plug-ins for extending the browser function of the web browser.
In acquiring the HTML data, the CPU 11 sends an access request message including a user ID (user identification information) registered in advance or a user ID input via the instruction input unit 15 via the communication interface unit 17. The game server 20 is notified.
 ウェブブラウザは、画像処理部14を介して、取得したHTMLデータに基づき、ゲームサーバ20から提供されるウェブページを表示部16に表示する。また、ウェブブラウザは、ユーザが指示入力部15の操作によってウェブページ上のハイパーリンク(Hyperlink)またはメニューが選択されると、その選択に応じたウェブページを表示するための新たなHTMLデータの送信(つまり、ウェブページの更新)をゲームサーバ20へ要求する(つまり、HTTPリクエストを送信する)。 The web browser displays the web page provided from the game server 20 on the display unit 16 based on the acquired HTML data via the image processing unit 14. When the user selects a hyperlink or menu on the web page by operating the instruction input unit 15, the web browser transmits new HTML data for displaying the web page according to the selection. Request the game server 20 (that is, update the web page) (that is, send an HTTP request).
 画像処理部14は、HTMLデータの解析結果としてCPU11から与えられる表示用画像データに基づいて、表示部16にウェブページを表示する。表示部16は、例えば、マトリクス状に画素単位で配置された薄膜トランジスタを含むLCD(Liquid Cristal Display)モニタであり、表示用画像データに基づいて薄膜トランジスタを駆動することでウェブページの画像を表示画面16aに表示する。 The image processing unit 14 displays a web page on the display unit 16 based on the display image data given from the CPU 11 as the analysis result of the HTML data. The display unit 16 is, for example, an LCD (Liquid-Cristal-Display) monitor including thin film transistors arranged in units of pixels in a matrix, and displays an image of a web page by driving the thin film transistors based on display image data. To display.
 通信端末10が釦入力方式の通信端末(図2A)である場合、指示入力部15は、ユーザの操作入力を受け入れるための方向指示釦と決定釦などの複数の指示入力釦を含む釦群15a、及び、テンキーなどの複数の指示入力釦を含む釦群15bを備え、各釦の押下(操作)入力を認識してCPU11へ出力するためのインタフェース回路を含む。例えば、方向指示釦は、表示部16に表示されているウェブページをスクロールして表示することをCPU11へ指示するために設けられる。また、決定釦は、例えばウェブページ上で複数のハイパーリンクまたはメニューが表示されるときに、アクティブ表示(例えば強調表示)されている1つのハイパーリンクまたはメニューをユーザが選択することをCPU11へ指示するために設けられる。なお、通信端末10を小型の携帯端末によって構成する場合には、これらの釦は、ユーザが通信端末10を片手で保持したままその親指で操作(クリック)しやすいように、通信端末10の前面に配置されていることが好ましい。図2Aに示す例では、釦群15bは、釦群15aの下方に配置され、「0」~「9」、「*」、「#」(テンキー)が表記された複数の指示入力釦を含む。 When the communication terminal 10 is a button input type communication terminal (FIG. 2A), the instruction input unit 15 includes a button group 15a including a plurality of instruction input buttons such as a direction instruction button and a decision button for accepting a user operation input. And a button group 15b including a plurality of instruction input buttons such as a numeric keypad, and includes an interface circuit for recognizing a pressing (operation) input of each button and outputting it to the CPU 11. For example, the direction instruction button is provided to instruct the CPU 11 to scroll and display the web page displayed on the display unit 16. The determination button instructs the CPU 11 that the user selects one hyperlink or menu that is actively displayed (for example, highlighted) when, for example, a plurality of hyperlinks or menus are displayed on a web page. To be provided. When the communication terminal 10 is configured by a small portable terminal, these buttons are provided on the front surface of the communication terminal 10 so that the user can easily operate (click) with the thumb while holding the communication terminal 10 with one hand. It is preferable to arrange | position. In the example shown in FIG. 2A, the button group 15b is arranged below the button group 15a and includes a plurality of instruction input buttons on which “0” to “9”, “*”, and “#” (ten keys) are written. .
 通信端末10がタッチパネル入力方式の通信端末(図2B)である場合、指示入力部15は、主として表示画面16aに指先あるいはペンで触れることによるタッチパネル方式の入力を受け付ける。タッチパネル入力方式は、静電容量方式などの公知の方式でよい。なお、図2Bに示すように、通信端末10がタッチパネル入力方式の場合であっても釦群15aが設けられる場合もある。 When the communication terminal 10 is a touch panel input type communication terminal (FIG. 2B), the instruction input unit 15 mainly accepts touch panel type input by touching the display screen 16a with a fingertip or a pen. The touch panel input method may be a known method such as a capacitance method. As illustrated in FIG. 2B, the button group 15a may be provided even when the communication terminal 10 is a touch panel input method.
 通信端末10に表示されるウェブページ上のメニューの選択操作は、例えば通信端末10が携帯端末である場合には、方向指示釦の押下操作によってメニューを選択し、決定釦の押下操作によって、選択したメニューを確定することによって行われる。また、選択操作は、例えば通信端末10がタッチパネル入力方式の場合には、ウェブページが表示されている表示画面16a上のメニューの位置を指あるいはペンで指示(タッチ操作)することによって行われる。 For example, when the communication terminal 10 is a portable terminal, the menu selection operation on the web page displayed on the communication terminal 10 is selected by pressing the direction instruction button and selecting by pressing the enter button. This is done by confirming the selected menu. Further, for example, when the communication terminal 10 is a touch panel input method, the selection operation is performed by instructing (touch operation) a menu position on the display screen 16a on which the web page is displayed with a finger or a pen.
 (3)ゲームサーバの構成
 図4を参照してゲームサーバ20の構成について説明する。
 ゲームサーバ20は、例えば階層構造の複数のウェブページからなるゲームのウェブサイトを管理しており、通信端末10に対してゲームのウェブサービスを提供する。図3に示すように、ゲームサーバ20は、CPU21、ROM22、RAM23、データベース(DB)アクセス部24、及び、通信インタフェース部25を備えており、各部間の制御信号あるいはデータ信号を伝送するためのバス26が設けられている。なお、ゲームサーバ20は、ハードウエアに関しては汎用のウェブサーバと同一の構成をとることができる。
(3) Configuration of Game Server The configuration of the game server 20 will be described with reference to FIG.
The game server 20 manages a game website including a plurality of hierarchical web pages, for example, and provides a game web service to the communication terminal 10. As shown in FIG. 3, the game server 20 includes a CPU 21, a ROM 22, a RAM 23, a database (DB) access unit 24, and a communication interface unit 25, for transmitting control signals or data signals between the units. A bus 26 is provided. In addition, the game server 20 can take the same structure as a general-purpose web server regarding hardware.
 ROM22には、クライアントである通信端末10のウェブブラウザに対してHTML文書や画像などのオブジェクトの表示(ウェブページの表示)のサービスを提供するアプリケーションプログラムが格納されている。ROM22には、アプリケーションプログラム以外にもCPU21によって参照される各種データが格納されている。
 CPU21は、ROM22内のゲームプログラムをRAM23にロードして実行し、通信インタフェース部25を介して、各種の処理を行う。
The ROM 22 stores an application program that provides a service for displaying an object such as an HTML document or an image (displaying a web page) to the web browser of the communication terminal 10 that is a client. The ROM 22 stores various data referred to by the CPU 21 in addition to the application program.
The CPU 21 loads the game program in the ROM 22 to the RAM 23 and executes it, and performs various processes via the communication interface unit 25.
 例えば、CPU21は、通信インタフェース部25を介して、HTMLデータを通信端末10宛に送信する。なお、ゲームサーバ20が通信端末10のユーザの認証処理を行う場合には、CPU21はその認証処理を行う。
 CPU21は、通信インタフェース部を介して、通信端末10で表示されるウェブページ上でユーザにより選択されたハイパーリンクまたはメニューに応じた処理を行う。その処理は、例えば、新たなHTMLデータの送信、または、ゲームサーバ20内の演算処理あるいはデータ処理などを含む。
 データベースアクセス部24は、CPU21がデータベースサーバ30に対してデータの読み書きを行うときのインタフェースである。
For example, the CPU 21 transmits HTML data to the communication terminal 10 via the communication interface unit 25. In addition, when the game server 20 performs the authentication process of the user of the communication terminal 10, the CPU 21 performs the authentication process.
CPU21 performs the process according to the hyperlink or menu selected by the user on the web page displayed on the communication terminal 10 via a communication interface part. The processing includes, for example, transmission of new HTML data, arithmetic processing in the game server 20 or data processing.
The database access unit 24 is an interface when the CPU 21 reads / writes data from / to the database server 30.
 (4)本実施形態のゲームの一例
 本実施形態のゲームサーバ20によって実現されるゲームのタイプは特に限定されるものではないが、以下では、実施形態の説明の便宜上、ゲームサーバ20によって実現されるゲームの一例について、図5~8を参照して説明する。図5は、本実施形態で紹介するゲームの流れを概略的に示すフローチャートである。図6~8はそれぞれ、本実施形態のゲームを実行したときにユーザの通信端末10に表示されるウェブページの例を示す図である。
(4) An example of the game of this embodiment Although the type of game implement | achieved by the game server 20 of this embodiment is not specifically limited, Below, for convenience of description of embodiment, it implement | achieves by the game server 20. An example of the game will be described with reference to FIGS. FIG. 5 is a flowchart schematically showing the flow of the game introduced in this embodiment. 6 to 8 are diagrams showing examples of web pages displayed on the user communication terminal 10 when the game of the present embodiment is executed.
 このゲームは、ユーザが所定のマップの中からスパイを見つけ出し、手持ちの戦士カードを使ってそのスパイを倒すことでマップを攻略するというものである。具体的には、以下の通りである。
 図6のP1に示すように、ゲーム画像を表示するウェブページには、所定個数のマス(以下、「エリア」という。)からなるマップ101が表示される。なお、以下の説明において、単に「エリア」というときには、図6のウェブページP1に示す個々の矩形の最小領域を示す。図6のウェブページP1では一例として、5×5のエリアからマップ101が構成されている。このゲームでは、マップ101内のいずれかのエリアにスパイキャラクタが隠れており、ユーザは、そのスパイキャラクタを探索し、スパイキャラクタとのバトルで勝利することによってマップ101を攻略する。先ず、マップ101上でいずれかのエリアがユーザによって選択操作されると(ステップS1)、探索を実行するための図6のウェブページP2に更新される。図6のウェブページP2では、メニューm10をユーザが選択操作することによって、自らの体力ポイントを一定量消費しつつ探索が行われる。メニューm10を選択操作する度に探索のゲージが進行し、100%に到達すると探索が終了となる。探索を行ったエリアにスパイキャラクタが見つからなかった場合には(ステップS3:NO)、ステップS1に戻り、新たなエリアの選択が行われる。その場合、図7に例示するように、マップ101上で探索が終了したエリアには、探索が終了したことを示すマーク101a(図7では「済」のテキスト)が表示され、ユーザは再度そのエリアを選択することはできない。スパイキャラクタが見つかるまでステップS1~S3が繰り返され、いずれかのエリアでスパイキャラクタが見つかると(ステップS3:YES)、戦士カードを使用したユーザとスパイキャラクタとの間のバトルが実行される(ステップS4)。このとき、図8に示すウェブページP3,P4が順に表示される。スパイキャラクタとのバトルで勝利できなければ(ステップS5:NO)、スパイキャラクタは他の未探索のエリアに移動して隠れるとともに、ステップS1に戻ってエリアの選択が再度行われることになる。スパイキャラクタとのバトルで勝利した場合(ステップS5:YES)、マップ101が攻略されたことになり、次のマップへ進む。つまり、ユーザは複数のマップを順に攻略していくことでゲームを進行させる。
 なお、以下の説明の便宜上、マップ101における各エリアを図9に示すように定義する。つまり、マップ101は、5×5のエリア1-1~5-5から構成される。なお、マップの形状は矩形に限られず任意の形状でよく、エリアの配置はマトリクス形式に限られずマップの形状に応じて任意に設定してよい。
In this game, a user finds a spy from a predetermined map, and captures the map by defeating the spy using a warrior card on hand. Specifically, it is as follows.
As shown in P1 of FIG. 6, a map 101 including a predetermined number of squares (hereinafter referred to as “area”) is displayed on the web page displaying the game image. In the following description, when simply referred to as “area”, it indicates the minimum area of each rectangle shown in the web page P1 of FIG. In the web page P1 of FIG. 6, as an example, a map 101 is configured from a 5 × 5 area. In this game, a spy character is hidden in any area in the map 101, and the user searches for the spy character and captures the map 101 by winning a battle with the spy character. First, when any area on the map 101 is selected and operated by the user (step S1), the map 101 is updated to the web page P2 in FIG. 6 for executing the search. In the web page P2 of FIG. 6, when the user selects and operates the menu m10, the search is performed while consuming a certain amount of his / her physical strength points. Each time the menu m10 is selected and operated, the search gauge advances, and when it reaches 100%, the search ends. If no spy character is found in the searched area (step S3: NO), the process returns to step S1 to select a new area. In this case, as illustrated in FIG. 7, in the area where the search has been completed on the map 101, a mark 101 a (the text “Done” in FIG. 7) indicating that the search has been completed is displayed. An area cannot be selected. Steps S1 to S3 are repeated until a spy character is found. If a spy character is found in any area (step S3: YES), a battle between the user who uses the warrior card and the spy character is executed (step S3). S4). At this time, web pages P3 and P4 shown in FIG. 8 are displayed in order. If the battle with the spy character cannot be won (step S5: NO), the spy character moves to another unsearched area and is hidden, and the process returns to step S1 to select the area again. When the battle with the spy character is won (step S5: YES), the map 101 is captured and the process proceeds to the next map. That is, the user advances the game by sequentially capturing a plurality of maps.
For convenience of the following description, each area in the map 101 is defined as shown in FIG. That is, the map 101 is composed of 5 × 5 areas 1-1 to 5-5. Note that the shape of the map is not limited to a rectangle, and may be any shape. The arrangement of areas is not limited to a matrix format, and may be arbitrarily set according to the shape of the map.
 (5)データベースサーバの構成
 データベースサーバ30は、大容量のハードディスク装置やRAID(Redundant Arrays of Inexpensive Disks)等の形態の装置等、汎用ストレージで実現できる。データベースサーバ30内の各データベースは、ゲームサーバ20のデータベースアクセス部24を介してCPU21からのデータの読み書きが可能となるように構成されている。
 図10に、データベースサーバ30の構成の一例を示す。図10に示すように、データベースサーバ30は、ユーザデータベース31と、ゲームデータベース32とを備える。
(5) Configuration of Database Server The database server 30 can be realized by a general-purpose storage such as a large-capacity hard disk device or a device such as RAID (Redundant Arrays of Inexpensive Disks). Each database in the database server 30 is configured to be able to read and write data from the CPU 21 via the database access unit 24 of the game server 20.
FIG. 10 shows an example of the configuration of the database server 30. As shown in FIG. 10, the database server 30 includes a user database 31 and a game database 32.
 図11に、上述したゲームにおいて適用されるユーザデータベース31の一例を示す。この例では、ユーザデータベース31は、ユーザID(ユーザ識別情報)ごとに、ユーザ名/表示画像、体力ポイント、仲間のユーザID、保有カードの画像データ、及び保有カードのパラメータの各項目についての情報を含む。ユーザデータベース31に含まれる情報は、ゲームサーバ20によって逐次更新されうる。 FIG. 11 shows an example of a user database 31 applied in the above-described game. In this example, for each user ID (user identification information), the user database 31 has information on each item of user name / display image, physical fitness point, fellow user ID, possessed card image data, and retained card parameters. including. Information included in the user database 31 can be updated sequentially by the game server 20.
 以下の説明では、ユーザデータベース31に含まれるユーザID、あるいはユーザを特定するユーザ名(後述する)ごとのデータを総称してユーザデータという。ユーザデータを構成する各項目のデータは、以下のとおりである。
・ユーザ名/表示画像
 ゲームの実行時に通信端末10にユーザを特定するために表示されるユーザ名及び表示画像である。ユーザ名はユーザによって予め指定される所定長以下のテキストであり、表示画像は例えばユーザによって予め選択されるアバタ画像である。ユーザ名は、ゲームサーバ20によって提供されるネットワーク環境(あるいはゲームコミュニティ)上でユーザを特定する名称である。
・体力ポイント
 上記ゲームにおいて、ユーザによるゲームを進行させる上で必要となるポイントである。体力ポイントは、探索を行うことで低減し、所定の時間が経過する毎に回復(増加)する値である。
・仲間のユーザID
 対象となるユーザIDと関係付けられた他のユーザIDのデータである。
・保有カードの画像データ
 上記ゲームの場合、保有カードの画像データは、ユーザが保有する戦士カードについての画像を含むデータである。
・保有カードのパラメータ
 保有カードのパラメータは、戦士カードの能力値を示すデータである。例えば、図11に示すように、パラメータの項目として「攻撃力」,「防御力」の各々の各能力値が含まれてもよい。
In the following description, the user ID included in the user database 31 or data for each user name (to be described later) specifying the user is generically referred to as user data. The data of each item constituting the user data is as follows.
User name / display image A user name and a display image that are displayed to identify the user on the communication terminal 10 when the game is executed. The user name is text of a predetermined length or less that is specified in advance by the user, and the display image is an avatar image that is selected in advance by the user, for example. The user name is a name that identifies the user on the network environment (or game community) provided by the game server 20.
-Physical strength point In the said game, it is a point required when a user advances the game. The physical strength point is a value that decreases by performing a search and recovers (increases) every time a predetermined time elapses.
・ Friend's user ID
This is data of another user ID associated with the target user ID.
-Image data of possession card In the case of the above game, the image data of the possession card is data including an image of the warrior card possessed by the user.
-Owned card parameter The held card parameter is data indicating the ability value of the warrior card. For example, as shown in FIG. 11, each ability value of “attack power” and “defense power” may be included as parameter items.
 ゲームデータベース32は、ゲームサーバ20からのアクセスに基づき、ゲームサーバ20によって実行されたゲームの進行に関する情報を記憶、更新する。ゲームの進行に関する情報は、ゲームの性質によって多様な情報を含みうる。本実施形態のゲームの場合を例に挙げれば、ゲームの進行に関する情報は、マップ101の探索状況を示す情報、攻略済み、及び攻略中のマップの情報などを含む。 The game database 32 stores and updates information related to the progress of the game executed by the game server 20 based on the access from the game server 20. Information relating to the progress of the game may include various information depending on the nature of the game. Taking the case of the game of the present embodiment as an example, the information related to the progress of the game includes information indicating the search status of the map 101, information on the map that has been captured, and information on the map being captured.
 (6)ゲーム制御装置における各処理の概要
 本実施形態では、ゲームサーバ20及びデータベースサーバ30によってゲーム制御装置が構成されている。以下では、上述したゲームが適用される場合を例として、本実施形態のゲーム制御装置で実現される機能について、図12を参照して説明する。図12は、本実施形態のゲーム制御装置で主要な役割を果たす機能を説明するための機能ブロック図である。
 なお、以下の説明において、通信端末10に表示されるウェブページ上で表示されるメニュー、マーク等はウェブページ上で所望の位置に配置されるものであって、通信端末10で視認されるメニュー、マーク等の表示画面上の位置は、ユーザの方向指示釦やタッチパネル操作によるウェブページのスクロール操作によって変化しうる。
(6) Overview of Processes in Game Control Device In the present embodiment, the game control device is configured by the game server 20 and the database server 30. Below, the function implement | achieved with the game control apparatus of this embodiment is demonstrated with reference to FIG. 12, taking the case where the game mentioned above is applied as an example. FIG. 12 is a functional block diagram for explaining functions that play a main role in the game control apparatus of the present embodiment.
In the following description, menus, marks and the like displayed on the web page displayed on the communication terminal 10 are arranged at desired positions on the web page, and are menus visually recognized on the communication terminal 10. The position on the display screen of the mark and the like can be changed by a user's direction instruction button or a web page scroll operation by a touch panel operation.
 登録手段51は、例えば通信端末10に提供するウェブページ上での通信端末10への適切な操作入力に基づいてユーザの要求を認識し、登録処理を行う。この場合の登録手段51は、例えば以下のとおり実行される。ゲームサーバ20のCPU21は、通信インタフェース部25を介して通信端末10から登録要求メッセージを受信する。登録要求メッセージが、ゲームサーバ20から提供されるウェブページ上での通信端末10に対する所定の操作(例えば、所定のメニューの選択操作、テキスト入力等)によって自動的に生成されるように、ウェブページが構成されていてもよい。登録要求メッセージには、送信元の通信端末10を特定するための情報(例えばIPアドレス、メールアドレス等)が含まれていてもよく、あるいは、ユーザが既に同一のサービス提供者による他のゲームを利用している場合には、そのユーザIDが含まれていてもよい。登録要求メッセージには、ユーザが指定したパスワードや個体識別情報(端末製造番号等)が含まれていてもよい。パスワードや個体識別情報は、ユーザのログイン時の認証処理のためにゲームサーバ20内に記録される。
 CPU21は、登録要求メッセージを受信し、登録要求メッセージにユーザIDが含まれていない場合には、ユーザIDを新規に発行してそのユーザIDの登録処理を行った後、登録処理が完了した旨のメッセージを通信端末10へ送信する。CPU21は、登録要求メッセージを受信し、登録要求メッセージにユーザIDが含まれている場合には、そのユーザIDの登録処理を行った後、登録処理が完了したことを示す登録完了メッセージを通信端末10へ送信する。
 登録が完了すると、CPU21は、ユーザIDに対応するユーザデータを生成し、ユーザデータベース31に格納する。
The registration unit 51 recognizes a user request based on an appropriate operation input to the communication terminal 10 on a web page provided to the communication terminal 10, for example, and performs a registration process. The registration means 51 in this case is executed as follows, for example. The CPU 21 of the game server 20 receives a registration request message from the communication terminal 10 via the communication interface unit 25. The web page so that the registration request message is automatically generated by a predetermined operation (for example, a predetermined menu selection operation, text input, etc.) on the communication terminal 10 on the web page provided from the game server 20. May be configured. The registration request message may include information (for example, IP address, e-mail address, etc.) for specifying the communication terminal 10 as the transmission source, or the user has already played another game by the same service provider. If used, the user ID may be included. The registration request message may include a password designated by the user and individual identification information (terminal serial number and the like). The password and the individual identification information are recorded in the game server 20 for the authentication process at the time of user login.
When the CPU 21 receives the registration request message and the registration request message does not include the user ID, the CPU 21 issues a new user ID and performs registration processing of the user ID, and then the registration processing is completed. Is sent to the communication terminal 10. When the CPU 21 receives the registration request message and the registration request message includes a user ID, the CPU 21 performs registration processing of the user ID, and then transmits a registration completion message indicating that the registration processing is completed to the communication terminal. 10 to send.
When the registration is completed, the CPU 21 generates user data corresponding to the user ID and stores it in the user database 31.
 登録手段51はまた、ユーザIDに基づく申請を契機として当該ユーザIDを他のユーザIDとを関係付けて登録してもよい。すなわち、登録手段51は、ユーザIDに基づく申請を契機として、他のユーザID(つまり、他のユーザ)を「仲間」として登録する。
 この場合の登録手段51は例えば、以下のとおり実行される。ゲームサーバ20のCPU21は、通信インタフェース部25を介して、あるユーザIDに対応するユーザの通信端末10から、仲間になりたいユーザID(あるいは、対応するユーザ名)を指定した申請メッセージ(申請)を受け付ける。この申請メッセージの送信は、ユーザの通信端末10に提供されるウェブページの機能として予め設定されている。CPU21は、申請メッセージを受け付けると、申請メッセージに含まれるユーザIDに基づくアクセスがあったタイミングで、そのユーザIDに対応する通信端末10宛に、他のユーザIDに基づく申請を承認するか否かを返信することを要求するためのウェブページを表示させるHTMLデータを送信する。その申請を承認することが返信されれば、CPU21は、両者を仲間として登録する。具体的には、CPU21は、ユーザデータベース31内の対応する2つのユーザIDのユーザデータの「仲間」の箇所(図11参照)にデータを書き込む。
 なお、登録手段51は、上述した申請及び承認の手順を採らずに、仲間を登録してもよい。例えば、CPU21は、仲間になりたいユーザID(あるいは、対応するユーザ名)を指定した申請メッセージ(申請)を受け付けることで、指定先のユーザIDのユーザの承諾を得ることなく指定先のユーザIDを仲間として登録してもよい。
 なお、ユーザ同士を関係付ける条件は、上述したものに限られず、同一のゲーム上のステージ若しくはエリアを実行するユーザや試合を行ったユーザ同士を仲間として登録してもよい。あるいは、所定回数の挨拶メッセージを送信するユーザ同士を自動的に仲間として登録してもよいし、ユーザ間で対戦(バトル)を行うゲーム上のモードが存在する場合には、所定回数以上対戦を行ったユーザ同士や、協力して敵キャラクタと対戦をしたユーザ同士を自動的に仲間として登録してもよい。
 本実施形態では、ユーザ同士の仲間関係の登録をユーザデータベース31にデータを書き込むことによって実現する例を示したが、この例に限られない。仲間関係に関するデータは、ゲームサーバ20からアクセス可能なネットワーク上の外部の記憶装置に書き込まれるようにしてもよい。
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 (that is, another user) as a “friend” with an application based on the user ID as a trigger.
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. When receiving the application message, the CPU 21 approves an application based on another user ID to the communication terminal 10 corresponding to the user ID at the timing when the access is based on the user ID included in the application message. HTML data for displaying a web page for requesting the reply is transmitted. If it is replied that the application is approved, the CPU 21 registers both as friends. Specifically, the CPU 21 writes the data in the “mate” portion (see FIG. 11) of the user data of the corresponding two user IDs in the user database 31.
In addition, the registration means 51 may register a friend without taking the application and approval procedures described above. For example, the CPU 21 accepts an application message (application) designating a user ID (or a corresponding user name) that the user wants to become a friend, and thereby obtains the designated user ID without obtaining the consent of the user of the designated user ID. You may register as a friend.
In addition, the conditions which relate users are not restricted to what was mentioned above, You may register the user who performs the stage or area on the same game, or the users who played the game as a friend. Alternatively, users who transmit a predetermined number of greeting messages may be automatically registered as friends, and if there is a game mode in which a battle (battle) is performed between users, a battle is performed more than a predetermined number of times. You may automatically register the users who went and the users who cooperated with the enemy character as friends.
In this embodiment, although the example which implement | achieves by registering data in the user database 31 by registering the friendship relationship between users was shown, it is not restricted to this example. The data regarding the friendship may be written in an external storage device on the network accessible from the game server 20.
 ゲーム進行手段52は、通信端末10に対するユーザの操作に応じて、通信端末10に表示されるウェブページを逐次更新するためのHTMLデータを送信することで、本実施形態のゲームを進行させる機能を備える。ゲーム進行手段52によって行われる処理としては、例えば、以下の探索処理とバトル処理を含む。 The game advancing means 52 has a function of advancing the game of the present embodiment by transmitting HTML data for sequentially updating web pages displayed on the communication terminal 10 in response to a user operation on the communication terminal 10. Prepare. The processing performed by the game progress means 52 includes, for example, the following search processing and battle processing.
 [探索処理]
 ゲーム進行手段52は、マップ101上のいずれかのエリアに隠れたスパイキャラクタを探索する探索処理を実行する機能を備える。ゲーム進行手段52における探索処理の実現方法について、以下で説明する。
[Search process]
The game progress means 52 has a function of executing a search process for searching for a spy character hidden in any area on the map 101. A method for realizing the search process in the game progress means 52 will be described below.
 ユーザの通信端末10に表示される図6に示したウェブページP1では、マップ101内のいずれかのエリアを選択する操作を受け入れるように構成されている。図6のウェブページP1では、ユーザによって選択されたエリアをユーザ位置UAと表記している。CPU21は、ユーザによって選択されたユーザ位置UAを認識すると、図6に示したウェブページP2を表示するためのHTMLデータを通信端末10宛に送信する。図6に示したウェブページP2は、探索ゲージ102と、体力ポイントを示すテキスト103と、「探索する」というテキストが表記されたメニューm10とを含む。ここで、メニューm10が選択操作されたことをCPU21が認識すると、その都度、探索ゲージ102の値(%)がランダムな増加量にて増加して表示され、体力ポイントを示す数字が一定量低下する。探索ゲージ102の値(%)が100%になると、そのエリアの探索が完了したことになる。
 CPU21は、マップ101上のいずれかのエリアにスパイキャラクタを設定(配置)する。CPU21は、ユーザによって選択されたエリアと、スパイキャラクタを設定したエリアとが一致したと判断した場合には、そのエリアの探索における探索ゲージ102の値(%)が100%になったとき、あるいは100%になる前の任意のタイミングで、バトル処理の実行を開始する。つまり、CPU21は、図8に示すウェブページP3、P4を表示するHTMLデータを通信端末10宛に送信する。
The web page P1 shown in FIG. 6 displayed on the user's communication terminal 10 is configured to accept an operation for selecting any area in the map 101. In the web page P1 of FIG. 6, the area selected by the user is described as the user position UA. When recognizing the user position UA selected by the user, the CPU 21 transmits HTML data for displaying the web page P2 shown in FIG. The web page P2 illustrated in FIG. 6 includes a search gauge 102, text 103 indicating physical fitness points, and a menu m10 on which a text “search” is written. Here, each time the CPU 21 recognizes that the menu m10 has been selected, the value (%) of the search gauge 102 is increased and displayed with a random increase amount, and the number indicating the physical strength point decreases by a certain amount. To do. When the value (%) of the search gauge 102 reaches 100%, the search for the area is completed.
The CPU 21 sets (places) a spy character in any area on the map 101. When the CPU 21 determines that the area selected by the user matches the area where the spy character is set, the value (%) of the search gauge 102 in the search for that area reaches 100%, or The execution of the battle process is started at an arbitrary timing before it reaches 100%. That is, the CPU 21 transmits HTML data for displaying the web pages P3 and P4 shown in FIG.
 [バトル処理]
 ゲーム進行手段52は、戦士カードを使用したユーザとスパイキャラクタとの間のゲーム上のバトルを実行する機能を備える。
 手持ちの戦士カードを使用したスパイキャラクタとのバトルは、以下のように設定されてもよい。例えば、ユーザが保有する戦士カードの中からスパイキャラクタとのバトルに参加する戦士カードを予め選択しておく。あるいは、CPU21が、対象となるユーザIDのユーザデータに含まれる複数の戦士カードの中からランダムに選択してもよい。
 図8に示すウェブページP4上でメニューm11が選択操作されたことを認識すると、ゲームサーバ20のCPU21は、バトル処理を開始する。バトル処理は任意の方法で行うことができるが、例えば以下の方法を採ることができる。スパイキャラクタには、体力を示す値(HP)が設定されており、バトル中のスパイキャラクタのHPが図8のウェブページP4のHPゲージ104で表示される。ユーザは、1又は複数の戦士カードによる攻撃を行うことでスパイキャラクタのHPを低下させる。CPU21は、図8のウェブページP4のメニューm11の選択操作によってユーザによる攻撃指示を認識して、スパイキャラクタのHPを低下させる。スパイキャラクタのHPの低下量は、バトルに参加する戦士カードの攻撃力のパラメータに応じたものとすることが好ましいが、ランダムに変化させてもよい。
[Battle processing]
The game progress means 52 has a function of executing a battle on the game between the user who uses the warrior card and the spy character.
A battle with a spy character using a hand-held warrior card may be set as follows. For example, a warrior card that participates in a battle with a spy character is previously selected from warrior cards held by the user. Alternatively, the CPU 21 may randomly select from a plurality of warrior cards included in the user data of the target user ID.
When recognizing that the menu m11 is selected and operated on the web page P4 shown in FIG. 8, the CPU 21 of the game server 20 starts a battle process. Although a battle process can be performed by arbitrary methods, the following methods can be taken, for example. A value (HP) indicating physical strength is set for the spy character, and the HP of the spy character in the battle is displayed on the HP gauge 104 of the web page P4 of FIG. The user reduces the HP of the spy character by attacking with one or more warrior cards. The CPU 21 recognizes the attack instruction by the user through the selection operation of the menu m11 on the web page P4 in FIG. 8, and reduces the HP of the spy character. The amount of decrease in HP of the spy character is preferably set according to the attack power parameter of the warrior card participating in the battle, but may be changed randomly.
 CPU21は、例えば、メニューm11に対する所定回数の操作によってバトル結果を決定する。例えば、CPU21は、メニューm11に対する所定回数の操作によってスパイキャラクタのHPがゼロにならない場合には、スパイキャラクタを倒すことができず、スパイキャラクタが他のエリアに逃走する(つまり、スパイキャラクタを再配置する)ゲーム設定とする。つまり、ユーザの通信端末10宛に、図7に示すウェブページを表示するためのHTMLデータを送信するとともに、既に探索済みのエリア以外のエリア(図7の例では、エリア4-2(マーク101aが表示されているエリア)以外のいずれかのエリア)に設定(配置)する。一方、メニューm11に対する所定回数以内の操作によってスパイキャラクタのHPがゼロになった場合には、スパイキャラクタを倒し、マップ101を攻略したものとするゲーム設定とする。この場合、ユーザの通信端末10宛にスパイキャラクタを倒したことを通知するHTMLデータを生成して送信する。 CPU21 determines a battle result by operation of the predetermined number of times with respect to menu m11, for example. For example, if the spy character's HP does not become zero by a predetermined number of operations on the menu m11, the CPU 21 cannot defeat the spy character and the spy character escapes to another area (that is, the spy character is reactivated). Game settings). That is, HTML data for displaying the web page shown in FIG. 7 is transmitted to the user's communication terminal 10, and an area other than the already searched area (in the example of FIG. 7, area 4-2 (mark 101a Set (place) any area other than On the other hand, when the HP of the spy character becomes zero due to an operation within the predetermined number of times for the menu m11, the game setting is made such that the spy character is defeated and the map 101 is captured. In this case, HTML data for notifying the user's communication terminal 10 that the spy character has been defeated is generated and transmitted.
 アクセス情報取得手段53は、ゲームサーバ20に登録済みのユーザによる通信端末10からのアクセスに関する情報を取得する機能を備える。
 なお、「アクセス」には、パスワードや個体識別番号等、認証に必要な情報を通信端末10から送信してアクセスする場合(ログインの場合)や、ログイン後にゲーム上の操作入力に関する情報を送信してウェブページの更新を要求する場合(例えばHTTPリクエストを送信する場合)などが含まれる。
The access information acquisition unit 53 has a function of acquiring information related to access from the communication terminal 10 by a user registered in the game server 20.
For “access”, information required for authentication such as a password and an individual identification number is transmitted from the communication terminal 10 (in the case of login), or information related to operation input on the game is transmitted after login. And a request for updating a web page (for example, when an HTTP request is transmitted).
 アクセス情報取得手段53の機能は以下のようにして実現できる。ゲームサーバ20のCPU21は、ユーザIDに基づくアクセスがある度に、そのアクセスに関する情報をゲームデータベース32内のログデータに記録する。図13にログデータの構成例を示す。図13に示すように、ログデータは、ユーザID、アクセス対象のエリア、アクセスの時刻の情報が、アクセスがあった時刻の順に記述されたデータである。
 上述した探索処理において、図6に示したウェブページP1のマップ101内のいずれかのエリアに対するユーザの選択操作があったことを認識した時点において、CPU21は、ログデータ内でユーザIDと関連付けて、特定のエリアと、そのエリアに対するアクセスの時刻を記録する。なお、図13において、エリアの欄に何も記述されていないアクセスは、ログインによるアクセスであることを示している。
The function of the access information acquisition unit 53 can be realized as follows. Whenever there is an access based on the user ID, the CPU 21 of the game server 20 records information relating to the access in the log data in the game database 32. FIG. 13 shows a configuration example of log data. As illustrated in FIG. 13, log data is data in which information on a user ID, an area to be accessed, and an access time is described in the order of access times.
In the search process described above, when recognizing that there has been a user's selection operation for any area in the map 101 of the web page P1 shown in FIG. 6, the CPU 21 associates it with the user ID in the log data. Record a specific area and the time of access to that area. In FIG. 13, an access in which nothing is described in the area column indicates an access by login.
 算出手段54は、プレイ中のユーザ(第1のユーザ)と仲間の関係にあって、かつ所定期間内にアクセスしているユーザ数を算出する機能を備える。ここで、所定期間の起算点については2通りの方法を採ることができる。1つの方法は、プレイ中のユーザがログインした時刻を基準として、その時刻(基準時刻という。)の所定時間内にアクセスしている仲間のユーザの数を算出する方法である。もう1つの方法は、プレイ中のユーザがゲーム上の操作入力が行ってアクセスが行われた時刻を基準にして、その時刻(基準時刻という。)の所定時間内にアクセスしている仲間のユーザの数を算出する方法である。後者の方法はアクセスする度にユーザ数を算出することになるためCPU21の負荷が掛かるが、算出されるユーザ数の精度が高くなる。つまり、ユーザは、ログインしてから集中的にアクセスを行うとは限らないため、ログインの時刻を基準とするよりもユーザ数の算出精度が高くなる。 The calculating means 54 has a function of calculating the number of users who are in a relationship with a user who is playing (first user) and who are accessing within a predetermined period. Here, two methods can be used for the starting point of the predetermined period. One method is a method of calculating the number of fellow users who are accessing within a predetermined time of the time (referred to as a reference time) with reference to the time when the user who is playing has logged in. Another method is that a user who is playing and accessing a user within a predetermined time of the time (referred to as a reference time) with reference to the time when the user who has played the game has made an operation input and accessed. This is a method of calculating the number of. In the latter method, since the number of users is calculated every time access is made, the load on the CPU 21 is applied, but the accuracy of the calculated number of users is increased. That is, since the user does not always access intensively after logging in, the calculation accuracy of the number of users is higher than that based on the login time.
 算出手段54の機能は、以下の通り実現することができる。ゲームサーバ20のCPU21は、ゲームデータベース32にアクセスしてログデータを参照して、対象となるユーザのログイン時刻を基準として所定時間内にアクセスしている仲間のユーザ数を算出する。あるいは、CPU21は、対象となるユーザからアクセスがある度に、ゲームデータベース32にアクセスしてログデータを参照して、対象となるユーザからアクセスしている時刻を基準として所定時間内にアクセスしている仲間のユーザ数を算出する。なお、CPU21は、仲間のユーザを判別するために対象となるユーザのユーザデータを参照する。 The function of the calculation means 54 can be realized as follows. The CPU 21 of the game server 20 accesses the game database 32 and refers to the log data, and calculates the number of fellow users who are accessing within a predetermined time based on the login time of the target user. Alternatively, the CPU 21 accesses the game database 32 every time there is an access from the target user, refers to the log data, and accesses within a predetermined time based on the time accessed from the target user. Calculate the number of fellow users. In addition, CPU21 refers to the user data of the user who becomes object, in order to discriminate a fellow user.
 情報量調整手段55は、算出手段54によって算出されたユーザ数の値が大きいほど、プレイ中のユーザに提供するゲーム上の情報の量を多くする機能を備える。本実施形態において、可視化エリアは「ゲーム上の情報の量」の一例である。
 ここで、上述したゲームの内容に関連して情報量調整手段55の情報量の調整内容について説明する。図5~8に関連して説明した本実施形態のゲームによれば、マップ101のいずれかのユーザ位置UAをユーザが選択して探索処理を行った後、スパイキャラクタが見つからなかった場合、以下の処理が行われる。つまり、ユーザ位置UAを基準として、算出手段54によって算出されたユーザ数の値に応じた1又は複数のエリアの範囲である可視化エリア内にスパイキャラクタが隠れている(配置されている)場合、スパイキャラクタが隠れているエリアがユーザに視認できるようなウェブページが表示される。例えば、ユーザ位置UA(図6のウェブページP1では、エリア4-2)をユーザが選択して探索処理を行った後、スパイキャラクタが見つからなかった場合のウェブページの表示例を図14A及び図14Bに示す。図14Aは、算出手段54によって算出されたユーザ数の値が比較的少ない場合の可視化エリアの一例を示したものであり、図14Bは、算出手段54によって算出されたユーザ数の値が比較的多い場合の可視化エリアの一例を示したものである。この例では、スパイキャラクタがエリア4-4に隠れている場合が想定されており、図14Aの可視化エリア内にはスパイキャラクタを視認できないが、より広い図14Bの可視化エリア内にはスパイキャラクタを視認できるようになっている。よって、図14Bの可視化エリアを見たユーザは、次のエリアの選択時にはエリア4-4を選択することで、スパイキャラクタを見つけ出しスパイキャラクタとのバトルを実行することができる。
 なお、図14A及び図14Bは、ユーザがいずれかのエリアを選択操作した時点で表示されるように設定してもよい。つまり、探索処理を経ずして可視化エリアを表示するようにしてもよい。
The information amount adjusting unit 55 has a function of increasing the amount of information on the game provided to the user who is playing as the value of the number of users calculated by the calculating unit 54 is larger. In the present embodiment, the visualization area is an example of “amount of information on the game”.
Here, the adjustment contents of the information amount of the information amount adjustment means 55 will be described in relation to the contents of the game described above. According to the game of the present embodiment described with reference to FIGS. 5 to 8, when the user selects any user position UA on the map 101 and performs a search process, if a spy character is not found, Is performed. That is, when the spy character is hidden (arranged) in the visualization area that is a range of one or a plurality of areas according to the value of the number of users calculated by the calculation unit 54 with the user position UA as a reference, A web page is displayed so that the user can visually recognize the area where the spy character is hidden. For example, after the user selects the user position UA (area 4-2 in the web page P1 in FIG. 6) and performs the search process, a display example of the web page when no spy character is found is shown in FIGS. Shown in 14B. FIG. 14A shows an example of a visualization area when the value of the number of users calculated by the calculation unit 54 is relatively small. FIG. 14B shows a case where the value of the number of users calculated by the calculation unit 54 is relatively small. An example of the visualization area when there are many is shown. In this example, it is assumed that the spy character is hidden in the area 4-4, and the spy character cannot be visually recognized in the visualization area of FIG. 14A, but the spy character is not visible in the wider visualization area of FIG. 14B. It can be visually recognized. Therefore, the user who has seen the visualization area in FIG. 14B can select the area 4-4 when selecting the next area, thereby finding the spy character and executing a battle with the spy character.
14A and 14B may be set to be displayed when the user selects and operates any area. That is, you may make it display a visualization area, without passing through a search process.
 情報量調整手段55の機能は、以下のように実現することができる。例えばゲームサーバ20のRAM23には、基準時刻を基準として所定時間内にアクセスしている仲間の数と、マップ101上のユーザ位置UA(ユーザによって選択されたエリア)を基準とした可視化エリアの範囲とが対応付けられたデータが記憶されている。図15は、そのデータの一例であり、ユーザ位置UAをマップ101の中心であるエリア3-3とした場合の、所定時間内にアクセスしているユーザ数に応じた可視化エリアの範囲を示している。CPU21は、図15に示したデータを参照して、ユーザが実際に選択して探索処理を行ったユーザ位置UAを基準とした可視化エリアを特定し、その可視化エリアを含むウェブページを表示するためのHTMLデータを生成する。特定された可視化エリア内のいずれかのエリアにスパイキャラクタが配置されている場合には、マップ101のいずれかのエリアにスパイキャラクタが表示される。
 なお、ユーザ数に応じた可視化エリアの範囲の設定は、図15に示した形式に限られず、所定の計算式によって算出してもよい。例えば、算出されたユーザ数に所定の定数を乗算して可視化エリアの所定形状(矩形等)の面積や、円形の可視化エリアの半径等を算出するようにしてもよい。
 可視化エリアの範囲の設定は、ユーザ位置UAを基準とした、算出されたユーザ数に応じた大きさとする場合に限られない。可視化エリアの範囲の設定を、基準時刻を基準として所定時間内にアクセスしている仲間がアクセスしているエリアに基づいて決定してもよい。その場合、CPU21は、ログデータ(図13)を参照して、プレイ中のユーザ(第1のユーザ)の仲間であって、所定期間内にアクセスしたユーザの数を、アクセスしたエリアごとに算出する。そしてCPU21は、仲間がアクセスした数が多いエリアであるほど、そのエリアを基準とした可視化エリアが広くなるようにして、可視化エリアの範囲を決定する。
The function of the information amount adjusting means 55 can be realized as follows. For example, in the RAM 23 of the game server 20, the range of visualization areas based on the number of friends accessing within a predetermined time with reference to the reference time and the user position UA (area selected by the user) on the map 101. Are stored in association with each other. FIG. 15 is an example of the data, and shows the range of the visualization area according to the number of users accessing within a predetermined time when the user position UA is the area 3-3 which is the center of the map 101. Yes. The CPU 21 refers to the data shown in FIG. 15 to identify a visualization area based on the user position UA actually selected and searched by the user, and to display a web page including the visualization area. HTML data is generated. When a spy character is placed in any area in the identified visualization area, the spy character is displayed in any area of the map 101.
The setting of the range of the visualization area according to the number of users is not limited to the format shown in FIG. 15, and may be calculated by a predetermined calculation formula. For example, the calculated number of users may be multiplied by a predetermined constant to calculate the area of a predetermined shape (such as a rectangle) in the visualization area, the radius of a circular visualization area, or the like.
The setting of the range of the visualization area is not limited to the case where the size is set according to the calculated number of users based on the user position UA. You may determine the setting of the range of a visualization area based on the area which the associate who has accessed within the predetermined time on the basis of reference time is accessing. In that case, the CPU 21 refers to the log data (FIG. 13), and calculates the number of users who are friends of the user (first user) who is playing and accessed within a predetermined period for each accessed area. To do. Then, the CPU 21 determines the range of the visualization area such that the more the number of friends accessed, the wider the visualization area based on that area.
 (7)本実施形態のゲーム制御装置の主要な処理のフロー
 次に、本実施形態のゲーム制御装置がゲームを実行する場合において、上述した可視化エリアを含むHTMLデータを生成・送信するときの処理の一例について、図16のフローチャートを参照して説明する。図16は、フローチャートは主としてゲーム進行手段52、算出手段54及び情報量調整手段55によって実行される。
(7) Flow of main processing of game control device of this embodiment Next, when the game control device of this embodiment executes a game, processing when generating / transmitting HTML data including the above-described visualization area An example will be described with reference to the flowchart of FIG. FIG. 16 is a flowchart mainly executed by the game progress means 52, the calculation means 54, and the information amount adjustment means 55.
 先ず、ユーザ(第1のユーザ)の通信端末10に表示されるゲームの初期画面では、図6のウェブページP1に示すように、所定個数のエリアからなるマップ101が表示される。このゲームでは、マップ101内において、ゲームサーバ20によって予め定められたいずれかのエリアにスパイキャラクタが隠れている設定となっている。先ず、マップ101上でいずれかのエリアが選択操作されると(ステップS10:YES)、探索を実行するための図6のウェブページP2に更新される。図6のウェブページP2では、ユーザによるメニューm10を選択操作に応じて、ゲームサーバ20は、ユーザの体力ポイントを一定量消費しつつ探索処理を実行する(ステップS12)。メニューm10を選択操作する度に探索ゲージが進行して100%に到達すると探索が終了となる。ここで、ゲームサーバ20は、スパイキャラクタが設定されたエリアと、ユーザによって選択されたエリアとが一致した場合に、スパイキャラクタが見つかったと判断し(ステップS14:YES)、戦士カードを使用したスパイキャラクタとの間のバトル処理を実行する(ステップS16)。このとき、図8に示すウェブページP3,P4を順に表示するためのHTMLデータをユーザの通信端末10宛に送信する。ユーザによるメニューm11の選択操作の結果、戦士カードを使用してユーザがスパイキャラクタとのバトルに勝利した場合(ステップS18:YES)、マップ101が攻略されたことになり、次のマップへ進む。ユーザがスパイキャラクタとのバトルに勝利できなかった場合(ステップS18:NO)、ゲームサーバ20は、ステップS10で選択されたエリア以外のいずれかのエリアにスパイキャラクタを再度設定(つまり、再配置)する(ステップS20)。つまり、スパイキャラクタは新たなエリアに逃げ込むゲーム設定となっている。 First, on the initial screen of the game displayed on the communication terminal 10 of the user (first user), a map 101 composed of a predetermined number of areas is displayed as shown on the web page P1 in FIG. In this game, the setting is such that the spy character is hidden in any area predetermined by the game server 20 in the map 101. First, when any area is selected and operated on the map 101 (step S10: YES), it is updated to the web page P2 of FIG. 6 for executing the search. In the web page P2 of FIG. 6, according to the selection operation of the menu m10 by the user, the game server 20 executes a search process while consuming a certain amount of the user's physical strength points (step S12). When the menu m10 is selected and operated, the search gauge advances and reaches 100%, and the search ends. Here, the game server 20 determines that the spy character has been found when the area where the spy character is set matches the area selected by the user (step S14: YES), and the spy using the warrior card. A battle process with the character is executed (step S16). At this time, HTML data for displaying the web pages P3 and P4 shown in FIG. 8 in order is transmitted to the communication terminal 10 of the user. As a result of the selection operation of the menu m11 by the user, when the user wins the battle with the spy character using the warrior card (step S18: YES), the map 101 is captured and the process proceeds to the next map. When the user cannot win the battle with the spy character (step S18: NO), the game server 20 sets the spy character again in any area other than the area selected in step S10 (that is, rearranges). (Step S20). That is, the spy character has a game setting to escape to a new area.
 ステップS14でスパイキャラクタが見つからなかった場合、あるいは、ステップS18でスパイキャラクタとのバトルに勝利できなかった場合には、ゲームサーバ20は、可視化エリアを表示する処理であるステップS22~S26の処理を行う。
 つまり、ゲームサーバ20は、ログデータを参照して、対象となるユーザの仲間のユーザのうち所定時間内にアクセスしているユーザ数(N)を算出する(ステップS22)。次にゲームサーバ20は、図15に示したデータを参照し、ステップS10で選択されたエリア(ユーザ位置UA)を基準としてステップS20で算出されたユーザ数(N)に応じた可視化エリアを決定する(ステップS24)。次いで、ゲームサーバ20は、可視化エリアを含むウェブページを表示するためのHTMLデータを生成して、対象となるユーザの通信端末10宛に送信する(ステップS26)。ここで、ゲームサーバ20は、可視化エリア内のいずれかのエリアにスパイキャラクタが隠れている(配置されている)場合には、ユーザは、スパイキャラクタの位置を視認(特定)することができるようにHTMLデータを生成する。その後、可視化エリアを表示するウェブページ上での適切な選択操作に応じて、例えば図6のP1に例示したように、マップ101上でいずれかのエリアをユーザが選択するためのウェブページに更新される。
If the spy character is not found in step S14 or if the battle with the spy character cannot be won in step S18, the game server 20 performs the processes of steps S22 to S26, which are processes for displaying the visualization area. Do.
That is, the game server 20 refers to the log data and calculates the number (N) of users who are accessing within a predetermined time among the users of the target user's associates (step S22). Next, the game server 20 refers to the data shown in FIG. 15 and determines a visualization area corresponding to the number of users (N) calculated in step S20 with reference to the area selected in step S10 (user position UA). (Step S24). Next, the game server 20 generates HTML data for displaying a web page including the visualization area, and transmits it to the communication terminal 10 of the target user (step S26). Here, the game server 20 allows the user to visually recognize (specify) the position of the spy character when the spy character is hidden (arranged) in any area in the visualization area. HTML data is generated. Thereafter, in response to an appropriate selection operation on the web page that displays the visualization area, for example, as illustrated in P1 of FIG. 6, the area is updated to a web page for the user to select any area on the map 101. Is done.
 以上説明したように、本実施形態のゲームシステムによれば、プレイ中のユーザと仲間の関係にあるユーザうち所定時間内にゲームサーバにアクセスしているユーザ数の値が大きいほど、プレイ中のユーザに提供されるウェブページ上では、より広範囲な可視化エリアが表示されるため、スパイキャラクタを見つけ出すことができる可能性が高くなり、ゲームを有利に進めることができるようになる。つまり、プレイ(実行)中のユーザには、所定時間内にアクセスしている仲間のユーザの数が多いほど、多くのゲーム上の情報が与えられることになるため、ユーザは、仲間と同時にログインすることが動機付けられる。これによって、同時にプレイしている仲間同士で助け合いながら、あるいはコミュニケーションをとりながらゲームを進めることになるため、仲間間の連携を図った興趣性の高いゲームを実現でき、ソーシャル性を高めることができる。 As described above, according to the game system of the present embodiment, the larger the value of the number of users who are accessing the game server within a predetermined time among the users who are in a relationship with the user who is playing, Since a wider range of visualization area is displayed on the web page provided to the user, there is a high possibility that a spy character can be found, and the game can be advantageously advanced. In other words, the more users who are playing (executing) who are accessing within a predetermined time, the more information on the game is given, so the user logs in at the same time as the friends. Motivated to do. As a result, since the game is advanced while helping each other playing with each other or communicating with each other at the same time, it is possible to realize a highly entertaining game in which the cooperation between the friends is achieved, and the social property can be improved. .
 (8)変形例
 (8-1)変形例1
 上述した実施形態において、情報量調整手段55は、アクセスしている仲間のユーザの数に応じて提供される情報は、可視化エリアの情報に限られず、テキスト情報あるいは音声情報であってもよい。図17A及び図17Bに、ユーザに対して提供される情報がテキスト情報である場合の例を示す。図18A及び図18Bに、ユーザに対して提供される情報が音声情報である場合の例を示す。図17A及び図18Aはアクセスしている仲間のユーザの数が比較的少ない場合を、図17B及び図18Bはアクセスしている仲間のユーザの数が比較的多い場合をそれぞれ例示している。
(8) Modification (8-1) Modification 1
In the above-described embodiment, the information provided by the information amount adjusting unit 55 according to the number of accessing fellow users is not limited to the information in the visualization area, and may be text information or audio information. FIG. 17A and FIG. 17B show an example where the information provided to the user is text information. FIG. 18A and FIG. 18B show an example where the information provided to the user is audio information. FIGS. 17A and 18A illustrate the case where the number of accessing fellow users is relatively small, and FIGS. 17B and 18B illustrate the case where the number of accessing fellow users is relatively large.
 図17A及び図17Bでは、図14A及び図14Bに示した可視化エリアの情報に代えて、ユーザに提供されるウェブページ上の表示領域201にテキスト情報が提供される。図17Aでは、「スパイは東の方にいる!」というテキストが表示され、このテキストはユーザがいずれかのエリアを選択するときのヒントとなる。これに対し、図17Bでは、「スパイは東の飲食店にいる!」というテキストが表示され、図17Aの場合よりも多くのヒントが与えられる。
 図18A及び図18Bでは、図14A及び図14Bに示した可視化エリアの情報に代えて、ユーザに提供されるウェブページ上に、例えば「仲間のヒントを聞く」と表記されたメニューm20が設けられる。図18Aでは、メニューm20の選択操作に応じて「スパイは東の方にいる!」という音声が出力され、この音声はユーザがいずれかのエリアを選択するときのヒントとなる。これに対し、図18Bでは、メニューm20の選択操作に応じて「スパイは東の飲食店にいる!」という音声が出力され、図18Aの場合よりも多くのヒントが与えられる。
In FIGS. 17A and 17B, text information is provided in the display area 201 on the web page provided to the user, instead of the information on the visualization area shown in FIGS. 14A and 14B. In FIG. 17A, the text “Spy is in the east!” Is displayed, and this text is a hint when the user selects any area. In contrast, in FIG. 17B, the text “Spy is in an eastern restaurant!” Is displayed, giving more hints than in the case of FIG. 17A.
In FIG. 18A and FIG. 18B, instead of the information of the visualization area shown in FIG. 14A and FIG. 14B, a menu m <b> 20 written as “Listen to a friend ’s hint” is provided on the web page provided to the user. . In FIG. 18A, a voice “Spy is in the east!” Is output in response to the selection operation of the menu m20, and this voice serves as a hint when the user selects any area. On the other hand, in FIG. 18B, in response to the selection operation of the menu m20, a voice “Spy is in a restaurant in the East!” Is output, and more hints are given than in the case of FIG. 18A.
 本変形例の場合には、図15に示したデータの代わりに、アクセスしている仲間のユーザ数と、ユーザ位置UAを基準としたスパイキャラクタの隠れているエリアの方角及び/又は建物の種別とが対応けられたデータが設けられてもよい。例えば、そのデータには、アクセスしている仲間のユーザの数が少ない場合には、スパイキャラクタの隠れているエリアの方角、又は建物の種別が記述され、アクセスしている仲間のユーザの数が多い場合には、スパイキャラクタの隠れているエリアの方角、及び建物の種別が記述される。ゲームサーバ20のCPU21は、ユーザ位置UAと、スパイキャラクタが位置するエリアとに基づいて、図17A又は図17Bの表示領域201に表示すべきテキストを生成し、当該テキストを含むHTMLデータに通信端末10宛に送信する。
 ユーザの通信端末10宛に音声情報を送信する場合には、ゲームサーバ20のCPU21は、生成したテキストを音声合成処理して生成した音声情報をHTMLデータとともに通信端末10宛に送信する。なお、通信端末10に音声合成ソフトウエアが内蔵されている場合には、ゲームサーバ20はテキスト情報のみを通信端末10宛に送信してもよい。
In the case of this modification, instead of the data shown in FIG. 15, the number of fellow users accessing, the direction of the area where the spy character is hidden and / or the type of building based on the user position UA May be provided. For example, when the number of fellow users accessing the data is small, the direction of the area where the spy character is hidden or the type of building is described, and the number of fellow users accessing the data is indicated. If there are many, the direction of the area where the spy character is hidden and the type of building are described. The CPU 21 of the game server 20 generates text to be displayed in the display area 201 of FIG. 17A or FIG. 17B based on the user position UA and the area where the spy character is located, and communicates the HTML data including the text with the communication terminal. Send to 10 address.
When transmitting voice information to the user's communication terminal 10, the CPU 21 of the game server 20 transmits the generated voice information to the communication terminal 10 together with HTML data by performing voice synthesis processing on the generated text. Note that when the speech synthesis software is built in the communication terminal 10, the game server 20 may transmit only text information to the communication terminal 10.
 (8-2)変形例2
 上述した実施形態では、所定のマップを攻略するゲームを例にして説明した。これに対し、ゲームが複数のパート(部分)から構成されている場合を想定する。このようなゲームにおいて、各パートがそれぞれ独立したミニゲームであってもよいし、各パートが相互に関連していてもよい。また、所定のマップを攻略する複数のステージ(パート)からゲームが構成されていることもある。このような複数のパートからなるゲームでは、算出手段54は、算出の対象となるユーザと同一のパートにアクセスしている(つまり、同一のパートをプレイしている)ユーザ数を算出することが好ましい。これにより、ユーザは、ゲーム上でより多くの情報を得るために仲間と同時にログインして互いに同一のパートを実行することが動機付けられる。これによって、同時にプレイしている仲間同士で同一のパートを助け合いながらゲームを進めることができる。
(8-2) Modification 2
In the above-described embodiment, the game that captures a predetermined map has been described as an example. On the other hand, the case where the game is comprised from several parts (part) is assumed. In such a game, each part may be an independent mini game, or each part may be related to each other. A game may be composed of a plurality of stages (parts) that capture a predetermined map. In such a game composed of a plurality of parts, the calculating means 54 can calculate the number of users accessing the same part as the user to be calculated (that is, playing the same part). preferable. Thereby, in order to obtain more information on the game, the user is motivated to log in at the same time as a friend and execute the same part. Thereby, it is possible to advance the game while helping the same part among friends playing at the same time.
 そこで、本変形例では、ゲームが複数のパートから構成されている場合、算出手段54は、特定のパートを実行中のユーザ(第1のユーザ)と関係付けられ、かつ第1のユーザと同一のパートを実行するユーザ数を算出する機能を備えてもよい。この場合の算出手段54の機能は、以下の通り実現することができる。ログデータは、図13に示したものに加えて、各ユーザがアクセスするゲーム内のパートも記録するようにする。そして、ゲームサーバ20のCPU21は、ゲームデータベース32にアクセスしてログデータを参照して、対象となるユーザのログイン時刻を基準として所定時間内にアクセスしている仲間のユーザのうち、対象となるユーザと同一のパートを実行しているユーザ数を算出する。あるいは、CPU21は、対象となるユーザからアクセスがある度に、ゲームデータベース32にアクセスしてログデータを参照して、対象となるユーザからアクセスしている時刻を基準として所定時間内にアクセスしている仲間のうち、対象となるユーザと同一のパートを実行しているユーザ数を算出する。
 上述した実施形態において、「パート」はマップ単位でもよいし、エリア単位でもよい。例えば、算出手段54は、算出の対象となるユーザと同一のエリアにアクセスしている(つまり、同一のエリアを実行している)ユーザ数を算出してもよい。この場合、仲間のユーザと同時にログインして、共通のエリアを中心とした可視化エリアを広げたいという動機付けをユーザに付与できる。
Therefore, in the present modification, when the game is composed of a plurality of parts, the calculation means 54 is related to the user (first user) who is executing the specific part and is the same as the first user. A function of calculating the number of users who execute this part may be provided. The function of the calculation means 54 in this case can be realized as follows. In addition to the log data shown in FIG. 13, the log data also records the parts in the game accessed by each user. Then, the CPU 21 of the game server 20 accesses the game database 32 and refers to the log data, and becomes a target among fellow users who are accessing within a predetermined time based on the login time of the target user. The number of users who are executing the same part as the user is calculated. Alternatively, the CPU 21 accesses the game database 32 every time there is an access from the target user, refers to the log data, and accesses within a predetermined time based on the time accessed from the target user. The number of users who are executing the same part as the target user is calculated.
In the embodiment described above, the “part” may be a map unit or an area unit. For example, the calculation unit 54 may calculate the number of users who are accessing the same area as the calculation target user (that is, executing the same area). In this case, the user can be motivated to log in at the same time as the fellow user and expand the visualization area centered on the common area.
 なお、ゲームが複数のパートから構成されている場合、算出手段54は、特定のパートを実行中のユーザ(第1のユーザ)と関係付けられ、かつ第1のユーザが実行中のパートを基準に所定の範囲内のパート(つまり、第1のユーザが実行中のパートに近いパート)を実行するユーザ数を算出する機能を備えてもよい。つまり、仲間同士が実行するパートは必ずしも同一でなくてもよい。その場合、第1のユーザが実行中のパートを基準として「所定の範囲内のパート」は、適宜設定してよい。例えば、ゲームが複数のステージから構成されている場合、ステージの差が所定値以下である場合に、実行中のパートが「所定の範囲内のパート」であると判断してもよい。例えば、ゲームが第1ステージから第10ステージで構成されている場合に、第1のユーザが第3ステージを実行中であってその仲間が第4ステージを実行しているときには、「所定の範囲内のパート」と判断してもよい(この場合、所定の範囲は1ステージ分)。また、第1のユーザが実行中のステージと同一のステージをその仲間が実行中であって、そのステージ上のプレイ中の位置が近い場合(例えば、各ユーザが操作しているゲームキャラクタ同士が同一のステージ上のエリア内で近い位置にいる場合)に、「所定の範囲内のパート」と判断してもよい。このような場合、情報量調整手段55は、第1のユーザと実行中のパートを基準として所定の範囲内のパートを実行するユーザの数が多いほど、第1のユーザに提供するゲーム上の情報の量を多くしてもよい。
 以上の構成によって、仲間同士が同一又は近いパートを協同でプレイすることが動機付けられる。
When the game is composed of a plurality of parts, the calculation means 54 is related to the user (first user) who is executing the specific part and is based on the part being executed by the first user. May be provided with a function for calculating the number of users who execute a part within a predetermined range (that is, a part close to the part being executed by the first user). That is, the parts executed by the friends may not necessarily be the same. In this case, “parts within a predetermined range” may be set as appropriate with reference to the part being executed by the first user. For example, when the game is composed of a plurality of stages, when the difference between the stages is equal to or less than a predetermined value, the part being executed may be determined to be “parts within a predetermined range”. For example, when the game is composed of the first stage to the tenth stage, when the first user is executing the third stage and the friend is executing the fourth stage, the “predetermined range” (In this case, the predetermined range is for one stage). In addition, when the fellow is executing the same stage as the stage being executed by the first user and the playing position on the stage is close (for example, the game characters operated by the respective users are It may be determined that “a part within a predetermined range” is in a close position within an area on the same stage. In such a case, the information amount adjusting means 55 is provided on the game to be provided to the first user as the number of users who execute the part within the predetermined range with the first user and the part being executed as a reference increases. The amount of information may be increased.
With the above configuration, it is motivated that friends play the same or close parts together.
 (8-3)変形例3
 本変形例では、ゲームへのアクセスに関する情報は、ユーザのゲームへのアクセス時の当該ユーザの操作内容を含む。
 算出手段54は、プレイ中のユーザ(第1のユーザ)と仲間の関係にあって、かつ所定期間内にアクセスしているユーザの中から、第1のユーザと上記所定期間内でのアクセス時の操作内容が同一であるユーザの数を算出する。
 ユーザ間での同一の操作内容は、上述した実施形態の場合には、例えば、同一のエリアを選択する操作であってもよいが、それに限られない。操作内容は適用されるゲームの内容やシナリオに応じて任意に設定してもよく、例えば、同一の移動方向を指示する操作内容であってもよいし、同一のゲームキャラクタ(例えば、同一のボスキャラクタ)とのバトルを行うための操作内容であってもよい。
 この構成では、第1のユーザと所定期間内でのアクセス時の操作内容が同一であるユーザの数を基礎として第1のユーザに提供される情報の量が決定される。そのため、ゲームにおいて同一の場面、同一の状況にある仲間のユーザ数が、得られる情報の量に反映されることになり、仲間のユーザと協力して同時にゲームを行っている感覚を得ることができる。
 本変形例は、例えば以下のようにして実現できる。ゲームサーバ20のCPU21は、ユーザIDに基づくアクセスがある度に、そのアクセスに関する情報をゲームデータベース32内のログデータに記録する。図19に本変形例のログデータの構成例を示す。図19に示すように、ログデータは、ユーザIDごとに、アクセス時刻とユーザの操作内容の情報とが、アクセス時刻の順に記述されたデータである。CPU21は、第1のユーザによる操作入力に基づくアクセスが生じた場合には、所定期間内に第1のユーザと同一の操作入力に基づくアクセスを行った仲間のユーザの数を、ログデータを参照して取得する。そしてCPU21は、図15のデータを参照し、取得した仲間の数に基づいて、ゲーム上の情報の量としての可視化エリアの範囲を決定する。
(8-3) Modification 3
In this modified example, the information regarding access to the game includes the operation content of the user when the user accesses the game.
The calculating means 54 has a relationship with a user who is playing (first user) and is accessing the first user and the user within the predetermined period from among users who are accessing the user within the predetermined period. The number of users with the same operation content is calculated.
In the case of the above-described embodiment, the same operation content between users may be, for example, an operation for selecting the same area, but is not limited thereto. The operation content may be arbitrarily set according to the content and scenario of the game to be applied. For example, the operation content may be the operation content instructing the same moving direction, or the same game character (for example, the same boss The operation content for performing a battle with (character) may be sufficient.
In this configuration, the amount of information to be provided to the first user is determined based on the number of users who have the same operation content at the time of access within the predetermined period as the first user. Therefore, the number of fellow users who are in the same scene and the same situation in the game will be reflected in the amount of information obtained, and it is possible to obtain a sense of playing the game at the same time in cooperation with fellow users. it can.
This modification can be realized as follows, for example. Whenever there is an access based on the user ID, the CPU 21 of the game server 20 records information relating to the access in the log data in the game database 32. FIG. 19 shows a configuration example of log data of this modification. As illustrated in FIG. 19, the log data is data in which access time and user operation content information are described in the order of access time for each user ID. When access based on the operation input by the first user occurs, the CPU 21 refers to the log data for the number of fellow users who have made access based on the same operation input as the first user within a predetermined period. And get. Then, the CPU 21 refers to the data of FIG. 15 and determines the range of the visualization area as the amount of information on the game based on the acquired number of friends.
 (8-4)変形例4
 上述した実施形態において、算出手段54は、ユーザがゲームにログインした時刻、あるいはプレイ中のユーザがゲーム上の操作入力を行ってアクセスが行われた時刻を基準として、所定期間内にアクセスしている仲間のユーザ数を算出する場合について説明したが、この場合に限られない。算出手段54は、アクセス情報取得手段53が取得したアクセスに関する情報に基づいて、プレイ中のユーザ(第1のユーザ)と仲間の関係にあって、かつゲームにアクセスしているユーザの数を定期的に算出し、第1のユーザがゲームにアクセスした時点、又は第1のユーザがゲーム上の操作入力によってアクセスした時点における直近の上記数を、算出対象のユーザ数としてもよい。このようにすることで、ユーザ数の算出が定期的に行われ、各ユーザによる任意のアクセスの都度にユーザ数の算出を行わずに済むため、処理の負荷が分散されることになる。
 本変形例を実現するために、ゲームサーバ20のCPU21は、定期的にゲームデータベース32にアクセスしてログデータを参照し、ゲームにアクセスしている仲間のユーザ数を算出して記録する。そしてCPU21は、対象となるユーザのログイン、又は対象となるユーザからの操作入力によるアクセスが生ずると、直近に記録したユーザ数を読み出す処理を行う。
(8-4) Modification 4
In the above-described embodiment, the calculation means 54 accesses within a predetermined period of time based on the time when the user logs in to the game or the time when the user who is playing performs the operation input on the game and performs the access. Although the case of calculating the number of fellow users is described, the present invention is not limited to this case. Based on the information about access acquired by the access information acquisition unit 53, the calculation unit 54 periodically determines the number of users who are in a relationship with the user who is playing (first user) and who are accessing the game. Alternatively, the most recent number at the time when the first user accesses the game or when the first user accesses through the operation input on the game may be used as the number of users to be calculated. In this way, the number of users is calculated periodically, and it is not necessary to calculate the number of users every time each user makes an arbitrary access, so the processing load is distributed.
In order to realize this modification, the CPU 21 of the game server 20 periodically accesses the game database 32 to refer to the log data, and calculates and records the number of fellow users accessing the game. The CPU 21 performs a process of reading the number of users recorded most recently when an access is made by login of the target user or an operation input from the target user.
 (8-5)変形例5
 本変形例のゲーム制御装置の機能ブロック図を図20に示す。図20に示す機能ブロック図は、図12に示したものと比較して、親密度設定手段56が追加された点で異なる。
 親密度設定手段56は、登録手段51によって関係付けられたユーザ間の親密度を設定する機能を備える。
 本変形例では、算出手段54は、プレイ中のユーザ(第1のユーザ)と仲間の関係にあって、かつ所定期間内にアクセスしているユーザの中から、第1のユーザとの間に設定された親密度の値が所定値以上であるユーザの数を算出する機能を備える。
 この構成では、親密度が高い仲間のユーザの数に応じて提供されるゲーム上の情報の量が決定される。つまり、他のユーザとの親密度が高いユーザがゲームにおいて有利となることから、ユーザ間で関係性を高めるように動機付けられる。
(8-5) Modification 5
FIG. 20 shows a functional block diagram of the game control apparatus according to this modification. The functional block diagram shown in FIG. 20 is different from that shown in FIG. 12 in that a closeness setting means 56 is added.
The intimacy setting means 56 has a function of setting intimacy between users related by the registration means 51.
In the present modification, the calculation means 54 is in a relationship with the user who is playing (first user) and is accessing the first user from among users who are accessing within a predetermined period. A function is provided for calculating the number of users whose set intimacy value is equal to or greater than a predetermined value.
In this configuration, the amount of information on the game to be provided is determined according to the number of fellow users with high intimacy. That is, a user who has a high degree of closeness with other users is advantageous in the game, and is motivated to enhance the relationship between the users.
 本変形例は、以下のようにして実現することができる。
 先ず親密度とは、仲間のユーザ間の関係性の高さを一定の基準で数値化したものである。親密度のデータ(親密度データ)の一例を図21に示す。図21に示す親密度データの例では、各ユーザの仲間のユーザ(ユーザID)と対応付けて、ユーザ間の応援メッセージの送信あるいは受信の頻度(応援頻度)、ゲーム上で使用可能なアイテムなどのプレゼントを送信あるいは受信した回数(プレゼント回数)などが記録され、これらの頻度や回数に基づいて一定の基準で親密度の値が設定される。応援頻度やプレゼント回数が多いほど親密度が高く設定される。また、一定の基準では、親密度の設定の基礎となる項目(図21では、応援頻度やプレゼント回数など)ごとに、重み付けを考慮したものであってもよい。例えば、応援頻度が少なくてもプレゼント回数が多い場合に親密度を高く設定してもよい。このような親密度データは、例えば、ユーザデータベース31内に記録される。つまり、ゲームサーバ20のCPU21は、ユーザ間での上記メッセージやアイテム等の送受信の回数や頻度のデータ、及びこれらのデータに基づく親密度の値を、親密度データに書き込む。
 CPU21は、親密度データを参照して、プレイ中のユーザ(第1のユーザ)と仲間の関係にあって、かつ所定期間内にアクセスしているユーザのうち、親密度の値が所定値以上の仲間の数を算出する。次いでCPU21は、図15のデータを参照し、算出した仲間の数に基づいて、ゲーム上の情報の量としての可視化エリアの範囲を決定する。
This modification can be realized as follows.
First, intimacy is a numerical value of the degree of relationship between fellow users based on a certain standard. An example of intimacy data (intimacy data) is shown in FIG. In the example of closeness data shown in FIG. 21, the frequency of sending or receiving a support message between users (support frequency) in association with each user's fellow user (user ID), items usable on the game, etc. The number of times the present is sent or received (the number of presents) is recorded, and the familiarity value is set based on a certain standard based on the frequency and the number of times. The greater the support frequency and the number of presents, the higher the familiarity is set. In addition, with a certain standard, weighting may be taken into consideration for each item (in FIG. 21, the support frequency, the number of presents, etc.) that is the basis for setting the intimacy. For example, the intimacy may be set high when the number of presents is large even if the support frequency is low. Such familiarity data is recorded in the user database 31, for example. That is, the CPU 21 of the game server 20 writes the data of the frequency and frequency of transmission / reception of the messages and items between the users, and the familiarity value based on these data in the familiarity data.
The CPU 21 refers to the familiarity data, and among the users who are in a relationship with the user who is playing (first user) and are accessing within a predetermined period, the familiarity value is equal to or greater than the predetermined value. Calculate the number of friends. Next, the CPU 21 refers to the data of FIG. 15 and determines the range of the visualization area as the amount of information on the game based on the calculated number of friends.
 (8-5)変形例6
 本変形例では、変形例5に係るゲーム制御装置の親密度設定手段56は、登録手段51によって関係付けられたユーザ同士が同一の期間内でゲームにアクセスした回数、又は頻度に基づいて親密度を設定する。
 この構成では、仲間のユーザ同士が同一の期間内で一緒にゲームをより頻繁に行うほど、ゲーム上の情報の量が多く得られ、ゲームを有利に進行させることができるため、特定のユーザ同士で同一の期間内で一緒にゲームを行うように、互いにコミュニケーションをとることが期待できる。つまり、ゲームのソーシャル性を高めることができる。
 本変形例は、以下のようにして実現することができる。本変形例の親密度は、図20に示したものと異なり、同一の期間内でゲームにアクセスした回数、又は頻度に基づいて決定される。ゲームサーバ20のCPU21は、例えば定期的に(15分毎等)ログデータ(図13)を参照し、アクセス時刻の差が所定時間以内である仲間同士を同一の期間にアクセスしたと判断して、記録する。CPU21は、記録したデータを基に、同一の期間内でゲームにアクセスした回数が多いほど、又は頻度が高いほど親密度が高くなるようにして、親密度を決定する。CPU21は、親密度の値に基づいて、プレイ中のユーザ(第1のユーザ)と仲間の関係にあって、かつ所定期間内にアクセスしているユーザのうち、親密度の値が所定値以上の仲間の数を算出する。次いでCPU21は、図15のデータを参照し、算出した仲間の数に基づいて、ゲーム上の情報の量としての可視化エリアの範囲を決定する。
(8-5) Modification 6
In this modification, the closeness setting unit 56 of the game control device according to the modified example 5 is based on the number of times or the frequency with which the users related by the registration unit 51 access the game within the same period. Set.
In this configuration, as the fellow users play games together more frequently within the same period, the amount of information on the game is increased and the game can be advantageously advanced. It can be expected to communicate with each other so that the games are played together in the same period. That is, the social nature of the game can be improved.
This modification can be realized as follows. Unlike the one shown in FIG. 20, the familiarity of the present modification is determined based on the number of times or the frequency of accessing the game within the same period. For example, the CPU 21 of the game server 20 refers to log data (FIG. 13) periodically (every 15 minutes or the like) and determines that friends who have access time differences within a predetermined time have accessed each other during the same period. ,Record. Based on the recorded data, the CPU 21 determines the intimacy so that the intimacy becomes higher as the number of accesses to the game within the same period or as the frequency increases. Based on the familiarity value, the CPU 21 has a friendship value equal to or greater than a predetermined value among users who are in a relationship with a user who is playing (first user) and access within a predetermined period. Calculate the number of friends. Next, the CPU 21 refers to the data of FIG. 15 and determines the range of the visualization area as the amount of information on the game based on the calculated number of friends.
 以上、本発明の実施形態について詳細に説明したが、本発明は上記実施形態に限定されない。また、上記実施形態は、本発明の主旨を逸脱しない範囲において、種々の改良や変更をしてもよいのは勿論である。上述した実施形態及び各変形例で述べた特徴は、矛盾が生じない限り適宜組合せもよい。 As mentioned above, although embodiment of this invention was described in detail, this invention is not limited to the said embodiment. In addition, it goes without saying that the above embodiment may be variously improved and changed without departing from the gist of the present invention. The features described in the above-described embodiments and modifications may be combined as appropriate as long as no contradiction occurs.
 上述した実施形態のゲームでは、ユーザによっていずれかのエリアに対する操作入力が行われ(つまり、ユーザによって選択操作され)、アクセスに関する情報には、その操作入力結果が含まれるが、このような場合に限られない。ユーザのいずれかのエリアへの関連付けがユーザの操作入力を契機としないようなゲームも想定しうる。例えば、ユーザの所在地を示す位置情報、例えば、GPS(Global Positioning System)信号が通信端末10からゲームサーバ20宛にログイン又はアクセス時に自動的に通知される設定となっている場合、そのGPS信号に基づくユーザの所在地に応じて、マップのいずれかのエリアにゲーム上でユーザが関連付けられる場合であってもよい。 In the game of the above-described embodiment, an operation input to any area is performed by the user (that is, a selection operation is performed by the user), and the information related to access includes the operation input result. Not limited. A game in which the user's association with any area is not triggered by the user's operation input can be assumed. For example, when position information indicating the user's location, for example, a GPS (Global Positioning System) signal is set to be automatically notified from the communication terminal 10 to the game server 20 when logging in or accessing, the GPS signal Depending on the location of the user based on, the user may be associated with any area of the map on the game.
 上述した実施形態において、算出手段54は、ゲームを実行中のユーザと仲間であって、かつ所定期間内に所定回数以上アクセスしているユーザの数を算出してもよい。これにより、積極的にゲームを実行するユーザの数を算出することで、そのようなユーザとの間で助け合いながらゲームを進めることになるため、積極的にプレイするユーザとのコミュニケーションを促進させることができる。この場合、CPU21は、図13に示したログデータに基づいて、所定期間内のユーザIDごとのアクセスの回数をカウントして上記ユーザの数を算出する。 In the above-described embodiment, the calculating unit 54 may calculate the number of users who are running with the game and friends, and have accessed more than a predetermined number of times within a predetermined period. As a result, by calculating the number of users who actively execute the game, the game will be promoted while helping each other, so communication with users who actively play is promoted. Can do. In this case, the CPU 21 calculates the number of users by counting the number of accesses for each user ID within a predetermined period based on the log data shown in FIG.
 上述した実施形態では、ソーシャルゲームに適用される場合を例として説明したが、これに限られない。例えば、ネットワーク上に置かれたサーバ装置と家庭用オンラインゲーム機とを接続した、いわゆるオンラインゲームシステムにおいても、上述した実施形態と同様に、各ユーザによるゲームの進行を制御できることは言うまでもない。 In the above-described embodiment, the case where the present invention is applied to a social game has been described as an example, but the present invention is not limited to this. For example, in a so-called online game system in which a server device placed on a network and a home online game machine are connected, it goes without saying that the progress of the game by each user can be controlled as in the above-described embodiment.
 上述した実施形態では、ネットワーク上のゲームサーバ20及びデータベースサーバ30によって、図12に示した各手段の機能を実現する構成としたが、この構成に限られない。これらのすべての手段を通信端末10によって実現する構成としてもよいし、少なくとも一部の手段を通信端末10によって実現する構成としてもよい。通信端末10とゲームサーバ20とでは実質的に同一のハードウエア構成を採ることができるため、上記実施形態に記載したようにして通信端末10によっても各機能を実現できる。その場合、上述した実施形態において、各ユーザの通信端末10は、アクセスに関する情報をゲームサーバ20から逐次受信して取得し、あるいはユーザ数の算出結果を逐次ゲームサーバ20から受信して取得して記憶装置(RAM13、あるいは図示しないHDD(Hard Disk Drive)などの大容量記憶装置等)に記憶させるようにしてもよい。 In the above-described embodiment, the game server 20 and the database server 30 on the network are configured to realize the functions of the respective units shown in FIG. 12, but the present invention is not limited to this configuration. All these means may be realized by the communication terminal 10, or at least a part of the means may be realized by the communication terminal 10. Since the communication terminal 10 and the game server 20 can have substantially the same hardware configuration, each function can be realized by the communication terminal 10 as described in the above embodiment. In that case, in the above-described embodiment, the communication terminal 10 of each user sequentially receives and acquires information about access from the game server 20 or receives and acquires the calculation result of the number of users sequentially from the game server 20. You may make it memorize | store in memory | storage devices (Large capacity | capacitance storage devices, such as RAM13 or HDD (Hard | Disk * Disk * Drive) which are not illustrated).

Claims (14)

  1.  ユーザ同士を関係付けて登録する登録手段と、
     ユーザによるゲームへのアクセスに関する情報を取得する取得手段と、
     前記取得手段が取得したアクセスに関する情報に基づいて、ゲームを実行中の第1のユーザと関係付けられ、かつ所定期間内にアクセスしているユーザ数を算出する算出手段と、
     前記算出手段によって算出されたユーザ数の値が大きいほど、前記第1のユーザに提供するゲーム上の情報の量を多くする情報量調整手段と、
     を備えた、ゲーム制御装置。
    Registration means for registering users in relation to each other;
    An acquisition means for acquiring information about access to the game by the user;
    Calculation means for calculating the number of users associated with the first user who is executing the game and accessing within a predetermined period based on the information on the access acquired by the acquisition means;
    Information amount adjusting means for increasing the amount of information on the game provided to the first user as the value of the number of users calculated by the calculating means increases,
    A game control device comprising:
  2.  前記ゲームが複数のパートから構成されている場合、
     前記算出手段は、前記第1のユーザと関係付けられ、かつ前記第1のユーザと同一のパート、又は当該同一のパートを基準に所定の範囲内のパートを実行するユーザ数を算出し、
     前記情報量調整手段は、前記ユーザ数の値が大きいほど、前記第1のユーザに提供するゲーム上の情報の量を多くすることを特徴とする、
     請求項1に記載されたゲーム制御装置。
    When the game is composed of a plurality of parts,
    The calculating means calculates the number of users who are associated with the first user and execute the same part as the first user or a part within a predetermined range based on the same part.
    The information amount adjusting means increases the amount of information on the game provided to the first user as the value of the number of users is larger.
    The game control apparatus according to claim 1.
  3.  前記ゲーム上の情報は、ゲーム画像上においてユーザが視認できる範囲の広さであることを特徴とする、
     請求項1又は2に記載されたゲーム制御装置。
    The information on the game is a range of a range that the user can visually recognize on the game image,
    The game control apparatus according to claim 1 or 2.
  4.  前記ゲーム上の情報は、テキスト情報又は音声情報であることを特徴とする、
     請求項1又は2に記載されたゲーム制御装置。
    The information on the game is text information or voice information,
    The game control apparatus according to claim 1 or 2.
  5.  前記算出手段は、前記第1のユーザによってゲーム上の操作入力が行われたことを認識した時点から前記ユーザ数を算出する、
     請求項1~4のいずれかに記載されたゲーム制御装置。
    The calculating means calculates the number of users from the point in time when it is recognized that an operation input on the game has been performed by the first user;
    The game control device according to any one of claims 1 to 4.
  6.  前記ゲームへのアクセスに関する情報は、ユーザの前記ゲームへのアクセス時の当該ユーザの操作内容を含み、
     前記算出手段は、前記ユーザ数として、前記第1のユーザと前記所定期間内でのアクセス時の操作内容が同一であるユーザの数を算出することを特徴とする、
     請求項1~4のいずれかに記載されたゲーム制御装置。
    The information related to access to the game includes the operation content of the user when the user accesses the game,
    The calculating means calculates, as the number of users, the number of users having the same operation content at the time of access within the predetermined period as the first user.
    The game control device according to any one of claims 1 to 4.
  7.  前記算出手段は、前記取得手段が取得したアクセスに関する情報に基づいて、前記第1のユーザと関係付けられ、かつ前記ゲームにアクセスしているユーザの数を定期的に算出し、前記第1のユーザが前記ゲームにアクセスした時点、又は前記第1のユーザが前記ゲーム上の操作入力によってアクセスした時点における直近の前記数を、前記ユーザ数とすることを特徴とする、
     請求項1~4のいずれかに記載されたゲーム制御装置。
    The calculating means periodically calculates the number of users associated with the first user and accessing the game based on the information about access acquired by the acquiring means, and the first means The most recent number when the user accesses the game or when the first user accesses by an operation input on the game is the number of users.
    The game control device according to any one of claims 1 to 4.
  8.  前記算出手段は、前記取得手段が取得したアクセスに関する情報に基づいて、前記第1のユーザと関係付けられ、かつ所定期間内に所定回数以上アクセスしているユーザ数を算出することを特徴とする、
     請求項1~7のいずれかに記載されたゲーム制御装置。
    The calculating means calculates the number of users associated with the first user and accessing a predetermined number of times or more within a predetermined period based on information about access acquired by the acquiring means. ,
    The game control device according to any one of claims 1 to 7.
  9.  前記登録手段によって関係付けられたユーザ間の親密度を設定する親密度設定手段、を備え、
     前記算出手段は、前記ユーザ数として、前記第1のユーザとの間に設定された親密度の値が所定値以上であるユーザの数を算出することを特徴とする、
     請求項1~8のいずれかに記載されたゲーム制御装置。
    Intimacy setting means for setting intimacy between users related by the registration means,
    The calculating means calculates, as the number of users, the number of users whose intimacy value set with the first user is a predetermined value or more.
    The game control device according to any one of claims 1 to 8.
  10.  前記親密度設定手段は、前記登録手段によって関係付けられたユーザ同士が同一の期間内で前記ゲームにアクセスした回数、又は頻度に基づいて前記親密度を設定することを特徴とする、
     請求項9に記載されたゲーム制御装置。
    The intimacy setting means sets the intimacy based on the number of times the users related by the registration means have accessed the game within the same period, or the frequency.
    The game control apparatus according to claim 9.
  11.  ユーザ同士を関係付けて登録するステップと、
     ユーザによるゲームへのアクセスに関する情報を取得するステップと、
     前記取得するステップで取得したアクセスに関する情報に基づいて、ゲームを実行中の第1のユーザと関係付けられ、かつ所定期間内にアクセスしているユーザ数を算出するステップと、
     前記算出するステップで算出されたユーザ数の値が大きいほど、前記第1のユーザに提供するゲーム上の情報の量を多くするステップと、
     を備えた、ゲーム制御方法。
    Registering users in relation to each other;
    Obtaining information about user access to the game;
    Calculating the number of users associated with the first user who is executing the game and accessing within a predetermined period based on the information regarding the access acquired in the acquiring step;
    Increasing the amount of information on the game to be provided to the first user as the value of the number of users calculated in the calculating step increases,
    A game control method comprising:
  12.  コンピュータに、
     ユーザ同士を関係付けて登録する機能、
     ユーザによるゲームへのアクセスに関する情報を取得する機能、
     前記取得する機能によって取得されたアクセスに関する情報に基づいて、ゲームを実行中の第1のユーザと関係付けられ、かつ所定期間内にアクセスしているユーザ数を算出する機能、及び
     前記算出する機能によって算出されたユーザ数の値が大きいほど、前記第1のユーザに提供するゲーム上の情報の量を多くする機能、
     を実現させるためのプログラム。
    On the computer,
    The ability to register users in relation to each other,
    The ability to get information about user access to the game,
    A function for calculating the number of users associated with the first user who is executing the game and accessing within a predetermined period based on the information about access acquired by the function to be acquired; The function of increasing the amount of information on the game to be provided to the first user as the value of the number of users calculated by
    A program to realize
  13.  請求項7に記載されたプログラムを記録したことを特徴とする、コンピュータ読み取り可能な記録媒体。 A computer-readable recording medium on which the program according to claim 7 is recorded.
  14.  ユーザによって操作される通信端末と、当該通信端末からのアクセスに応じて、前記通信端末によるゲームの実行を制御するサーバと、を含むゲームシステムであって、
     ユーザ同士を関係付けて登録する登録手段、
     ユーザによるゲームへのアクセスに関する情報を取得する取得手段、
     前記取得手段が取得したアクセスに関する情報に基づいて、ゲームを実行中の第1のユーザと関係付けられ、かつ所定期間内にアクセスしているユーザ数を算出する算出手段、及び、
     前記算出手段によって算出されたユーザ数の値が大きいほど、前記第1のユーザに提供するゲーム上の情報の量を多くする情報量調整手段、
     の各手段を、前記通信端末又は前記サーバのいずれか一方が備えた、
     ゲームシステム。
     
    A game system including a communication terminal operated by a user, and a server that controls execution of a game by the communication terminal in response to access from the communication terminal,
    Registration means to associate and register users,
    An acquisition means for acquiring information on access to the game by the user;
    Calculation means for calculating the number of users associated with the first user who is executing the game and accessing within a predetermined period based on the information on the access acquired by the acquisition means; and
    Information amount adjusting means for increasing the amount of information on the game provided to the first user as the value of the number of users calculated by the calculating means increases,
    Each of the means is provided in either the communication terminal or the server,
    Game system.
PCT/JP2012/007563 2012-01-23 2012-11-26 Game control device, game control method, program, recording medium, and game system WO2013111226A1 (en)

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