WO2013128516A1 - 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
WO2013128516A1
WO2013128516A1 PCT/JP2012/007024 JP2012007024W WO2013128516A1 WO 2013128516 A1 WO2013128516 A1 WO 2013128516A1 JP 2012007024 W JP2012007024 W JP 2012007024W WO 2013128516 A1 WO2013128516 A1 WO 2013128516A1
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WO
WIPO (PCT)
Prior art keywords
user
item
game
time
player card
Prior art date
Application number
PCT/JP2012/007024
Other languages
French (fr)
Japanese (ja)
Inventor
実 米山
清水 明彦
謙史 鴻上
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 WO2013128516A1 publication Critical patent/WO2013128516A1/en

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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • A63F13/69Generating 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
    • A63F13/40Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
    • A63F13/44Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment involving timing of operations, e.g. performing an action within a time slot
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/45Controlling the progress of the video game
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • A63F13/65Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor automatically by game devices or servers from real world data, e.g. measurement in live racing competition
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/71Game security or game management aspects using secure communication between game devices and game servers, e.g. by encrypting game data or authenticating players
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • A63F13/795Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for finding other players; for building a team; for providing a buddy list
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/812Ball games, e.g. soccer or baseball
    • 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
    • A63F13/90Constructional details or arrangements of video game devices not provided for in groups A63F13/20 or A63F13/25, e.g. housing, wiring, connections or cabinets
    • A63F13/92Video game devices specially adapted to be hand-held while playing
    • 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
    • A63F2300/556Player lists, e.g. online players, buddy list, black list
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/609Methods for processing data by generating or executing the game program for unlocking hidden game elements, e.g. features, items, levels
    • 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
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/8052Ball team management

Definitions

  • the present invention relates to a technique for controlling the progress of a game by the user according to the user's operation.
  • 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.
  • a digital card game (Dragon Collection (registered trademark)) described in Non-Patent Document 1 below is known.
  • the present invention has been made in view of the above-described viewpoints, and an object thereof is to provide a game control device, a game control method, a program, a recording medium, and a game system that can enhance the user's expectation.
  • a first aspect of the present invention is a game control device.
  • the game control device A granting means for granting an item on the game to the user in a state where the content of the item is not recognized by the user based on information regarding a predetermined operation input or the progress of the game; Limiting means for limiting the time when the user can recognize the content of the item to a predetermined time after the item is given to the user by the giving means; Is provided.
  • the information related to the predetermined operation input may be information indicating that the predetermined operation input is performed on an external device accessible to the game control device, for example.
  • the information related to the progress of the game may be, for example, conquering a predetermined area on the game or a character having reached a predetermined level.
  • the item may be, for example, a recovery drug that recovers a character's parameters or points, a drug that improves the character's ability, or a weapon or armor used by the character.
  • the state in which the content of the item is not recognized by the user may be, for example, a state in which the entire content of the item is not recognized by the user, or the content of the item is not recognized by the user.
  • the user to whom the item is assigned cannot know the content of the item until a predetermined time after the item is given. For this reason, a user's expectation with respect to the content of the item can be enhanced.
  • the user in order to know the contents of the item, the user can be attracted to the game until the predetermined time, and the user is motivated to play the game after the predetermined time after recognizing the content of the item. Can be given to. As a result, the user can enjoy the game continuously for a long time.
  • the predetermined time may be a predetermined time of an event in the real world related to the item.
  • the real-world event related to the item may be, for example, a baseball game performed in the real world when the item is a baseball player card, or the item is a soccer player card. In this case, it may be a soccer game played in the real world.
  • the predetermined time of the event is, for example, the opening date of the official game, the date of the all-star game, the date of the Japan series, or a predetermined inning (for example, 7 times) ) May start.
  • this game control device when a predetermined time of an event in the real world arrives, the user can know the contents of the item that is given and linked to the event in the real world. Thereby, a user's expectation can be raised more as the predetermined time of the event approaches.
  • the predetermined time when there are a plurality of items, the predetermined time may be set for each of the plurality of items.
  • the predetermined time set for each item may be the same time for each item, or may be different.
  • the predetermined time when a predetermined level is set for each item, the predetermined time may be set to a time later than other items as the item level is higher.
  • the number of assigned items increases, the time to know the contents of each item may be different, so that the user's expectation can be continuously increased.
  • a use start time is set for the item, and the restricting unit may restrict the use of the item until the use start time comes.
  • the use start time of the item may be set to the same time as the predetermined time, for example, or may be set to a time different from the predetermined time.
  • the user's expectation for the content of the item and the effect on the game due to the use of the item Each user's expectation can be enhanced.
  • the time when the item content can be recognized is set earlier than the time when the item can be used, the user may know the item content but cannot use it. And a psychological dilemma can be given to the user, and the user's interest in the game can be further increased.
  • the content of the said item or the said item's You may provide the adjustment means to fluctuate the effect on the said game by use. For example, the second item having a higher value compared to the first item set in advance may be given to the user as the required time from the predetermined time until the content of the item is notified is shorter. Moreover, you may give a user the 2nd item with a low value compared with the 1st item set beforehand, so that the said required time is short.
  • the attributes include, for example, the rarity value of the item, the rare degree indicating the degree of availability, the ability of the item itself, the degree of influence the item has on the game (typically positive influence degree), etc. May be included. Thereby, the user can imagine the content of the assigned item based on the notified attribute. For this reason, a user's expectation can be raised more.
  • a plurality of attributes are set for the item, and when the item is given to the user by the granting unit, the plurality of attributes satisfy a predetermined condition after the item is given.
  • the user may be notified step by step according to the above.
  • the “predetermined condition” means that, for example, a predetermined number of other items different from the above-mentioned items are obtained by user operation or obtained without user operation during the game. Good.
  • the “predetermined condition” may be, for example, that the user reaches a predetermined stage on the game during the execution of the game.
  • the “predetermined condition” can be arbitrarily set according to the content related to the progress of the game.
  • the “predetermined condition” may be that a predetermined time elapses after the item is given.
  • a plurality of attributes set in the item are notified to the user step by step according to the elapsed time.
  • the attribute is notified to the user every time a predetermined condition is satisfied after the item is granted, and the user can imagine the content of the item based on the notified attribute. For this reason, it can be set as the mechanism in which a user's expectation rises more whenever predetermined conditions are satisfy
  • the plurality of attributes may be notified to the user in a stepwise manner according to an elapsed time after the item is given.
  • the user can imagine the content of the said item based on the notified attribute for every timing which an attribute is notified, for example. For this reason, it can be set as the mechanism in which a user's expectation rises more for every timing to which an attribute is notified.
  • a second aspect of the present invention is a game control method.
  • This game control method may be performed by a game control device.
  • the game control method is as follows: A step of giving an item on the game to the user in a state where the content of the item is not recognized by the user based on a predetermined operation input or information on the progress of the game; Limiting the time at which the user can recognize the content of the item to a predetermined time after the granting of the item to the user by the granting means; Is provided.
  • a third aspect of the present invention provides a computer for controlling the execution of a game. Based on a predetermined operation input or information on the progress of the game, the user can recognize the item on the game in a state where the content of the item is not recognized by the user, and the content of the item.
  • 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 and a server that is accessed from the communication terminal and controls execution of a game by the communication terminal,
  • a granting means for granting an item on the game to the user in a state where the content of the item is not recognized by the user based on information regarding a predetermined operation input or the progress of the game;
  • Limiting means for limiting the time when the user can recognize the content of the item to a predetermined time after the item is given to the user by the giving means; Is provided.
  • a sixth aspect of the present invention is a game control device.
  • the game control device A granting means for granting an item on the game to the user in an unusable state based on a predetermined operation input or information on the progress of the game; Limiting means for limiting the time when the user can use the item to a predetermined time after the grant of the item to the user by the granting means; Is provided.
  • the information related to the predetermined operation input may be information indicating that the predetermined operation input is performed on an external device accessible to the game control device, for example.
  • the information related to the progress of the game may be, for example, conquering a predetermined area on the game or a character having reached a predetermined level.
  • this game control device a user to whom an item is given cannot use the item until a predetermined time after the item is given. For this reason, a user's expectation with respect to the effect on the game by use of an item can be raised.
  • the predetermined time may be a predetermined time of an event in the real world related to the item.
  • the real-world event related to the item may be, for example, a baseball game performed in the real world when the item is a baseball player card, or the item is a soccer player card. In this case, it may be a soccer game played in the real world.
  • the predetermined time of the event is, for example, the opening date of the official game, the date of the all-star game, the date of the Japan series, or a predetermined inning (for example, 7 times) ) May start.
  • this game control device when a predetermined time of an event in the real world arrives, the user can use the item that is given and linked to the event in the real world. Thereby, the user's expectation with respect to the effect on the game by use of an item can be raised more as the predetermined time of the said event approaches.
  • the predetermined time when there are a plurality of items, the predetermined time may be set for each of the plurality of items.
  • the predetermined time set for each item may be the same time for each item, or may be different.
  • the predetermined time when a predetermined level is set for each item, the predetermined time may be set to a time later than other items as the item level is higher.
  • the time when each item can be used may be different. For example, the user's expectation on the game effect when using each item is continuously maintained. Can be increased.
  • the use of the item on the game is determined according to the timing to be enabled. You may provide the adjustment means to fluctuate an effect. For example, the shorter the time required until the item can be used from a predetermined time, the second item that is more effective when used is given to the user than the preset first item. May be. In addition, as the required time is shorter, a second item that is less effective when used may be given to the user as compared with the first item set in advance.
  • the item when the item can be used in a predetermined time zone (for example, from 9:00 to 10:00 in the morning) after the lapse of the predetermined time, compared with the first item set in advance A second item that is highly effective when used may be given to the user. Accordingly, it is possible to motivate the user to actively play the game at a timing most suitable for obtaining an advantageous effect on the game by using the item.
  • a predetermined time zone for example, from 9:00 to 10:00 in the morning
  • a seventh aspect of the present invention is a game control method.
  • This game control method may be performed by a game control device.
  • the game control method is as follows: A step of giving an item on the game to the user in an unusable state based on a predetermined operation input or information on the progress of the game; Limiting the time when the user can use the item to a predetermined time after the item is given to the user; Is provided.
  • An eighth aspect of the present invention provides a computer for controlling the execution of a game. Based on a predetermined operation input or information on the progress of the game, a function for giving an item on the game to the user in an unusable state, and a time when the user can use the item for the item. A function that restricts until a predetermined time after granting to the user, It is a program for realizing.
  • a ninth aspect of the present invention is a computer-readable recording medium in which the program is recorded.
  • a tenth aspect of the present invention is a game system including a communication terminal and a server that is accessed from the communication terminal and controls execution of a game by the communication terminal,
  • a granting means for granting an item on the game to the user in an unusable state based on a predetermined operation input or information on the progress of the game;
  • Limiting means for limiting the time when the user can use the item to a predetermined time after the grant of the item to the user by the granting means; Is provided.
  • the flowchart which shows an example of the item process in the game control apparatus of 1st Embodiment.
  • the present invention relates to Japanese Patent Application No. 2012-040609 filed with the Japan Patent Office on February 27, 2012, and Japanese Patent Application No. 2012-102788 filed with the Japan Patent Office on April 27, 2012. The entire contents of these applications are hereby incorporated by reference.
  • FIG. 1 shows a system configuration example of the game system according to the first 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, 2B, and 3 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
  • 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. (That is, update of the web page) is requested to the game server 20.
  • the image processing unit 14 displays a web page on the display unit 16 based on the display image data given from the CPU 11 as the analysis result of the HTML data.
  • the display unit 16 is, for example, an LCD (Liquid-Cristal-Display) monitor including thin film transistors arranged in units of pixels in a matrix, and displays an image of a web page by driving the thin film transistors based on display image data. To display.
  • LCD Liquid-Cristal-Display
  • the instruction input unit 15 includes a button group 15a including a plurality of instruction input buttons such as a direction instruction button and a decision button for accepting a user operation input. And a button group 15b including a plurality of instruction input buttons such as a numeric keypad, and includes an interface circuit for recognizing a pressing (operation) input of each button and outputting it to the CPU 11.
  • the direction instruction button is provided to instruct the CPU 11 to scroll and display the web page displayed on the display unit 16.
  • the determination button instructs the CPU 11 that the user selects one hyperlink or menu that is actively displayed (for example, highlighted) when, for example, a plurality of hyperlinks or menus are displayed on a web page.
  • buttons are provided on the front surface of the communication terminal 10 so that the user can easily operate (click) with the thumb while holding the communication terminal 10 with one hand. It is preferable to arrange
  • the button group 15b is arranged below the button group 15a and includes a plurality of instruction input buttons on which “0” to “9”, “*”, and “#” (ten keys) are written. .
  • the instruction input unit 15 mainly accepts touch panel type input by touching the display screen 16a with a fingertip or a pen.
  • the touch panel input method may be a known method such as a capacitance method.
  • the button group 15a may be provided even when the communication terminal 10 is a touch panel input method.
  • the menu selection operation on the web page displayed on the communication terminal 10 is selected by pressing the direction instruction button and selecting by pressing the enter button. This is done by confirming the selected menu.
  • the selection operation is performed by instructing (touch operation) a menu position on the display screen 16a on which the web page is displayed with a finger or a pen.
  • the configuration of the game server 20 will be described with reference to FIG.
  • the game server 20 manages a game website including a plurality of hierarchical web pages, for example, and provides a game web service to the communication terminal 10.
  • the game server 20 includes a CPU 21, a ROM 22, a RAM 23, a database (DB) access unit 24, and a 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.
  • the CPU 21 performs processing according to the hyperlink or menu selected by the user on the web page displayed on the communication terminal 10.
  • the processing includes, for example, transmission of new HTML data, arithmetic processing in the game server 20 or data processing.
  • the database access unit 24 is an interface when the CPU 21 reads / writes data from / to the database server 30.
  • the database server 30 can be realized by a general-purpose storage such as a large-capacity hard disk device or a device such as a RAID (Redundant Array of Inexpensive Disks). Each database in the database server 30 is configured to be able to read and write data from the CPU 21 via the database access unit 24 of the game server 20.
  • FIG. 5 shows an example of the configuration of the database server 30. As shown in FIG. 5, the database server 30 includes a user database 31 and a game database 32.
  • the type of game realized by the game server 20 of the present embodiment is not particularly limited, but in the following, as an example of a game realized by the game server 20 for convenience of description of the embodiment, a baseball digital format Pick up a card game.
  • a baseball-style digital card game a user collects player cards (items) corresponding to baseball players to create his own team, play baseball against other users' teams, or baseball leagues by skill level.
  • Baseball-style digital card games include a scout process that searches for player cards to create their own team, a lottery process that allows them to obtain player cards by lottery, or two or more player cards.
  • a strengthening process or the like is provided to increase the ability of a specific player card.
  • a player card that can be used by the user at the present time and a player card that can be used from a predetermined time after the current time appear.
  • “use a player card” means to use a player card in a reinforcement process or a game process described later.
  • the next player card is an example of an item in the present invention.
  • FIG. 6 shows an example of a user database 31 applied in the baseball-format digital card game described above.
  • the user database 31 has a user name / display image, a team, a skill level, an action point, an operation point, an enhancement point, an ale point, the number of players, and friends for each user ID that is information for identifying the user.
  • 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.
  • -Team In the above-mentioned baseball-format digital card game, the team specified by the user at the time of user registration.
  • Skill level This is data indicating the skill level of the user on the game. For example, it is a level value in a range from Lv1 (level 1) to Lv100 (level 100).
  • -Action point In the baseball-type digital card game, for example, it is a point necessary for performing a game scout by the user. The value of the action point is reduced by scouting, and is recovered (increased) every time a predetermined time elapses.
  • -Management point In the baseball-type digital card game, for example, it is a point necessary for a user to play a game match. The value of the management point is reduced by a battle with another user or the like, and is recovered (increased) every time a predetermined time elapses.
  • Strengthening point In the baseball digital card game, for example, it is a point necessary for strengthening a player card by a user. The value of the strengthening point is reduced by strengthening the player card, and is recovered (increased) every time the player wins a battle with another user or a predetermined time elapses.
  • -Ale Point In the baseball-format digital card game, it is a point that the user acquires by sending a cheer message to a fellow user.
  • -Number of players This is the number of player cards held by the user. The number of players is increased or decreased by the execution of scout processing and strengthening processing. The maximum number of players (for example, 60) is defined in advance.
  • -Image data of possession card In the case of the above-mentioned baseball format digital card game, the image data of the possession card is data including an image of the player card possessed by the user.
  • -Attribute of possessed card The attribute of the possessed card includes data indicating the ability value of the player card. For example, as shown in FIG. 6, each ability value such as “batting force”, “running ability”, “defense ability”, and the like may be included as parameter items.
  • the capability value is a value in the range of 0 to 1000, and the higher the capability value is, the higher the capability is.
  • “batting force”, “running ability”, and “defense ability” are illustrated as items as indicators of ability, but if the player is a pitcher, other items such as “ball speed”, “ball control” It is good also as “power”, “stamina”, etc.
  • the attribute of the possessed card may include “rare degree”.
  • the “rare degree” is a value indicating the degree of rarity value of the player card, and the higher the value is, the lower the probability of appearing in the game is set.
  • the rarity is expressed in five stages of 1 to 5, and the rarity of player cards corresponding to players with outstanding technical ability and popular players is set high.
  • the attributes include team (any of P1 to P6, Q1 to Q6), position (pitcher, catcher, first baser, left winger, etc.), the degree of influence that player cards have on the game (typically positive impact) Degree) or the like.
  • the game database 32 stores and updates information on game settings executed by the game server 20 and information on game results (game results) based on access from the game server 20.
  • Information related to game results may include various information depending on the nature of the game. For example, in the case of a baseball-format digital card game, information on game results includes results of matches between different user IDs (scores, etc.), results of league battles between a plurality of user IDs of specific skill levels ( Score, ranking, etc.).
  • FIG. 7 is a functional block diagram for explaining functions that play a main role in the game control apparatus of the present embodiment.
  • Other means are not necessarily indispensable structures, but they are structures for making the present invention more preferable.
  • 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 scrolling the web page by the user's direction instruction button or touch panel operation.
  • the registration unit 51 has a function of recognizing 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 performing a registration process (user registration).
  • the function of the registration means 51 is implement
  • 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 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 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 stores user data for a new user ID in which predetermined default data is described in the user database 31.
  • the registration unit 51 may also register the user ID in association with another user ID triggered by an application based on the user ID. That is, the registration unit 51 registers another user ID as a “mate” with an application based on the user ID as a trigger. In the following description, it is synonymous that the user ID is in a friend relationship and that the corresponding user is in a friend relationship.
  • the registration means 51 in this case is executed as follows, for example.
  • the CPU 21 of the game server 20 sends an application message (application) specifying a user ID (or a corresponding user name) to be a friend from the communication terminal 10 of the user corresponding to a certain user ID via the communication interface unit 25. Accept.
  • Transmission of this application message is preset as a function of a web page provided to the user's communication terminal 10.
  • the CPU 21 approves an application based on another user ID to the communication terminal 10 corresponding to the user ID at the timing when the access is based on the user ID included in the application message. HTML data for displaying a web page for requesting the reply is transmitted. If it is replied that the application is approved, the CPU 21 registers both as friends. Specifically, the CPU 21 writes the data in the “mate” part (see FIG. 6) of the user data of the corresponding two user IDs in the user database 31.
  • the game progress means 52 advances the game 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.
  • a baseball digital card game is provided with the following processing in order to advance the game.
  • -Scout process A process of searching for player cards in order to build up their own team. Executing a scout consumes action points, but increases reinforcement points.
  • -Strengthening process It is a process that increases the ability of a specific player card by merging two or more player cards by consuming the strengthening points.
  • Game processing Processing for playing a baseball game with another user's team. Management points will be consumed by playing the game, but if you win the game, the points will increase.
  • -Lottery process A process for consuming an ale point and obtaining a player card by lottery.
  • Order processing This is processing for the user to change the order of a player card, replace the player card with a copy, and the like.
  • Item processing Processing for confirming the contents of items held by the user in the game.
  • the CPU 21 of the game server 20 assigns in advance any process for advancing the game to each menu displayed on the web page. Then, when the menu on the web page is selected in the communication terminal 10, the CPU 21 receives information about the selected menu from the communication terminal 10, and is assigned to the selected menu based on the received information. Execute the process.
  • the game progress means 52 causes the communication terminal 10 to display a plurality of menus each assigned a plurality of processes executed in the game. Specifically, the CPU 21 generates HTML data for displaying a web page including a plurality of menus, and transmits the HTML data to the communication terminal 10. As described above, in the game, points on the game are consumed as the scout process, the strengthening process, the game process, and the lottery process are executed.
  • FIG. 8 An example of the top page of the game displayed on the communication terminal 10 by the game progress means 52 is shown in FIG.
  • This top page is composed of web pages corresponding to individual user IDs.
  • the top page illustrated in FIG. 8 includes a user name display area, a player image display area, and a menu display area in addition to the user name and team text.
  • skill level, action point, management point, strengthening point, yell point, number of players, and data of each item of fellows included in the user data of the target user ID are displayed. Area.
  • the point or number written in the X / Y format is that X is the point or number held by the user, and Y is the maximum value of the point or number. Indicates that there is. For example, if the number of players is written as “40/60”, it indicates that the number of players held by the user is 40 and the maximum number of players that can be held is 60.
  • the player image display area is an area in which image data of a player card previously selected by the user is displayed.
  • the menu display area includes “Scout” and “Strengthen” as basic menus corresponding to a plurality of processes (scout process, reinforcement process, game process, lottery process, order process, item process) provided in a baseball digital card game.
  • “Game”, “lottery”, “order”, “item” menus m1 to m6 are displayed. That is, a plurality of menus to which a plurality of processes executed in the game are assigned are respectively arranged at predetermined positions on the web page displayed on the communication terminal 10.
  • the order process is a process of executing an exchange of player card orders, replacement with a reserved player card, or the like under the instruction of the user.
  • the game progress means 52 executes processing corresponding to the user's selection operation for the menu displayed on the communication terminal 10.
  • each process is executed hierarchically such that a new web page including a plurality of menus subdivided for each process is displayed.
  • the game progress means 52 is realized as follows.
  • the CPU 21 of the game server 20 accesses the user database 31 via the database access unit 24, and reads the data of each item included in the user data display area and the player card image data to be displayed in the player image display area.
  • the CPU 21 generates HTML data so that the top page shown in FIG. 8 is configured, and transmits it to the communication terminal 10.
  • the generated HTML data is different for each user (that is, for each user ID).
  • the communication terminal 10 interprets the received HTML data and displays the top page image on the display unit 16 (display screen 16a).
  • FIG. 9 is a display example of a web page when the scout menu is selected and operated on the top page.
  • FIG. 10 is a display example of a web page when the menu m11 displayed as “to area list” on the screen shown in FIG. 9 is selected and operated.
  • FIG. 11 is a display example of a web page for notifying the user that the next player card has been granted during the execution of the scout process.
  • the Japan map divided into a plurality of regions (areas) is displayed in the display region 100 with the area to be searched highlighted.
  • the user has a menu labeled “Search” provided for each area to be searched (in the example of FIG. 9, area 9 (subareas 9-1, 9-2,...)).
  • Select m10 With this operation as a trigger, a search for an area to be searched is performed, and when a player is excavated, the player card of the player is displayed in the display area 102.
  • the value of “search rate” (%) displayed in the display area 101 increases.
  • the value of the action force required for one search (“5” in the example of FIG. 9), and the value of the reinforcement point obtained by one search (“10” in the example of FIG. 9). Is displayed. For each search, the action points are decreased by the value of the displayed action force, and the displayed amount of reinforcement points is increased.
  • CPU21 accesses the user database 31, and updates the value of the action point and reinforcement
  • the CPU 21 of the game server 20 recognizes the selection operation for the menu m10, a predetermined or random number is selected from a plurality of player cards (player cards available at the present time) provided in advance for the scout. A lottery with a good probability.
  • the CPU 21 obtains (excavates) a player card by lottery, the CPU 21 accesses the user database 31 and adds the data of the excavated player card to the data of the target user ID. Is increased by one. Further, the CPU 21 generates HTML data for displaying the excavated player card in the display area 102 and transmits it to the communication terminal 10.
  • the HTML data is configured such that search rate data in the display area 101 is updated.
  • the granting unit 53 has a function of granting the above-described next player card to the user in a state where the content of the next player card is not recognized by the user based on information regarding a predetermined operation input or the progress of the game. That is, the user cannot recognize the contents of the next player card when the next player card is given. In this case, a user's expectation with respect to the content of the next player card can be enhanced.
  • the state in which the content of the next player card is not recognized by the user may be, for example, a state in which all of the content of the next player card is not recognized by the user, The user may be in a state where some of the contents are recognized by the user to the extent that the entire contents of the card are not recognized by the user.
  • the granting unit 53 grants the next player card to the user with a predetermined or random probability according to the selection operation of the menu m10.
  • the function of the giving means 53 when the next player card is given to the user is realized as follows, for example.
  • the CPU 21 of the game server 20 recognizes the selection operation for the menu m10, the CPU 21 performs a lottery with a predetermined or random probability from a plurality of next player cards provided in advance.
  • the CPU 21 accesses the user database 31 and records information on the next player card for the item data of the target user ID.
  • the attribute of the next player card provided may be limited.
  • the limited attribute can be arbitrarily selected.
  • the rare degree of the next player card may be limited to 4 or more
  • the team of the next player card may be limited (for example, only the P1 team), or the position of the next player card may be limited (for example, a pitcher) Only).
  • the next player card of a league limitation for example, only P league may be provided.
  • FIG. 12 An example of the data structure of item data is shown in FIG.
  • each time the next player card is given to the user by the giving means 53 information on the next player card is recorded.
  • the notification start date and time and other data are included.
  • dummy data is recorded in the player name and image data of the next player card.
  • the notification start date and time of the contents of the next player card is a time when the user can recognize the contents of the next player card.
  • This notification start date and time can be set as appropriate after the next player card is given.
  • the notification start date and time may be a predetermined time of a real world event related to the next player card.
  • the real world event related to the item may be, for example, a baseball game held in the real world.
  • the predetermined time of the event is, for example, the opening date of the official game, the date of the all-star game, the date of the Japan series, or a predetermined inning (for example, 7 times) ) May start.
  • the notification start date and time is set to 12:00 on “March 30, 2012” which is the opening date (predetermined time) of the official professional baseball game (real world event) in 2012. ing.
  • the notification start date and time may be set for each of a plurality of next player cards.
  • the notification start date and time set for each next player card may be the same or different for each next player card.
  • the notification start date and time may be set later than other next player cards as the degree of rarity of the next player card is higher.
  • the notification means 54 may have a function of notifying the user of only the attributes of the next player card when the next player card is given to the user by the giving means 53. Thereby, the user can imagine the content of the assigned item based on the notified attribute. For this reason, a user's expectation can be raised more.
  • the function of the notification means 54 is realizable as follows, for example.
  • the CPU 21 of the game server 20 When the information of the next player card is recorded in the item data, the CPU 21 of the game server 20 generates HTML data for displaying the web page illustrated in FIG. 11 on the communication terminal 10, and the generated HTML data is The data is transmitted to the communication terminal 10 via the communication interface unit 25.
  • the CPU 21 extracts the image data, the rare degree, and the notification start date / time from the information of the next player card recorded in the item data, and generates HTML data so as to include the extracted information.
  • the web page illustrated in FIG. 11 is notified of the image data (dummy data) of the next player card, a message notifying the rare degree of the next player card, and the communication start date and time of the contents of the next player card. Message to do so is displayed.
  • the dummy data of the image data may include, for example, a figure, a character, a symbol, or the like that can recognize a part of the attribute of the next player card.
  • the number of star-shaped figures corresponding to the rare degree value is included in the dummy data.
  • the game advancing means 52 executes a lottery process that makes it possible to obtain a player card by lottery.
  • the lottery process is preferably executed through an effect of taking out (drawing) one player card from the lottery box.
  • the player cards that appear by lottery are basically random, but the probability that a player card with a high degree of rareness will appear by lottery is set very low.
  • the lottery process may be performed in exchange for a predetermined amount of ale points.
  • the granting unit 53 and the notification unit 54 may perform the same process as the process executed in the scout process.
  • the game progress means 52 can further execute functions (scout processing, strengthening processing, game processing, and lottery processing) according to the menu selected by the user based on each point or the number of players held by the user. If the function corresponding to the selected menu cannot be executed, a page including text for notifying the user that the function cannot be executed is displayed on the communication terminal 10. For example, when a scout process is to be executed for an area that requires a power of “5” for one search, when the user's action point is “3”, the scout process cannot be executed. The action power recovers 1 every 3 minutes. Let's wait slowly.
  • functions scout processing, strengthening processing, game processing, and lottery processing
  • the CPU 21 of the game server 20 accesses the user database 31, performs a comparison process between the user action point data and the action power (predetermined value) required for the area to be searched, and executes the scout process. Judgment is made.
  • the action points, management points, strengthening points, yell points, and the number of players displayed in the user data display area of FIG. 8 are the scout process, the strengthening process, the individual battle process, and the lottery process. It can vary depending on the execution of each function.
  • the item process is a process for confirming the content of an item (next player card) held by the user on the game.
  • the item processing is executed by the game progress means 52, the notification means 54, and the restriction means 55.
  • FIG. 13 is a display example of a web page when an item menu is selected and operated on the top page shown in FIG.
  • the function that the game progression means 52 executes item processing is realized as follows, for example.
  • the CPU 21 of the game server 20 recognizes that the menu m6 has been selected on the web page of FIG. 8, for example, it communicates HTML data for displaying a web page that prompts the user to select the next player card to be confirmed. Transmit to the terminal 10.
  • An example of the web page displayed on the communication terminal 10 at this time is a list of next player cards recorded in the item data associated with the user ID of the user, as shown in FIG.
  • the restricting means 55 has a function of restricting the time when the user can recognize the contents of the next player card until the notification start time after the granting means 53 gives the next player card to the user.
  • the function of the restriction means 55 can be realized as follows, for example.
  • the CPU 21 of the game server 20 performs selection operation at the timing when the selection operation is performed when the menu “content confirmation” provided in the display area for each next player card is selected on the web page illustrated in FIG. 13. It is determined whether the notification start time of the next player card corresponding to the selected menu has passed.
  • the timing of the selection operation may be measured using a timer built in the CPU 21.
  • the CPU 21 sets the content of the next player card corresponding to the selected operation menu in a state where it can be recognized. Specifically, the CPU 21 deletes the player name of the next player card and the dummy data set in the image data recorded in the item data, and the player name associated in advance with the player ID of the next player card. And image data are recorded in the item data.
  • the notification means 54 has a function of notifying the user of the contents of the next player card based on information related to a predetermined operation input in the item processing.
  • the function of the notification means 54 is realizable as follows, for example.
  • the CPU 21 of the game server 20 generates HTML data for displaying the web page illustrated in FIG. 14 when the player name or image data previously associated with the player ID of the next player card is recorded in the item data. Then, the generated HTML data is transmitted to the communication terminal 10 via the communication interface unit 25.
  • CPU21 extracts image data and a player name from the information on the next player card recorded on item data, and produces
  • the web page illustrated in FIG. 14 displays image data of the next player card and a message notifying the player name of the next player card.
  • FIG. 15 is a flowchart showing a series of processes mainly executed by the CPU 21 of the game server 20 in order to realize the functions of the game progress means 52, the notification means 54, and the restriction means 55 in the item processing.
  • the CPU 21 of the game server 20 refers to the item data corresponding to the user ID of the user who performed the selection operation, and is recorded in the item data.
  • HTML data for displaying a web page including a list of next player cards is transmitted to the communication terminal 10. Thereby, the web page shown in FIG. 13 is displayed on the communication terminal 10 (step S10).
  • step S12 YES
  • the CPU 21 determines the timing when the selection operation of the “content confirmation” menu is performed. It is determined whether or not the notification start date and time of the next player card corresponding to the selected “content confirmation” menu has passed. Then, when the timing when the “content confirmation” menu selection operation is performed has passed the notification start date and time (step S14: YES), the CPU 21 is selected as illustrated in FIG. The contents of the next player card corresponding to the “content confirmation” menu are notified (step S16). In this way, the content of the next player card can be recognized by the user after the notification start date and time. In addition, about the next player card which can confirm the content, you may set to the state which can be used on a game.
  • the CPU 21 records information on the next player card recorded in the item data in user data corresponding to the user ID of the item data, and deletes the information on the next player card from the item data. Good. Note that if the timing when the “content confirmation” menu selection operation has not been performed has passed the notification start date and time (step S14: NO), the CPU 21 determines, for example, that “communication start date and time has not elapsed. "The content cannot be notified yet," and the like, a web page including a message indicating that the content of the next player card cannot be confirmed is displayed on the communication terminal 10 (step S18).
  • the user who is given the next player card cannot know the contents of the next player card until the notification start date and time after the grant of the next player card. For this reason, a user's expectation with respect to the content of the next player card can be enhanced.
  • the user can be attracted to the game until the notification start date and time, and the game is played after the notification start date and time after recognizing the content of the next player card. Can be given to the user. As a result, the user can enjoy the game continuously for a long time.
  • the granting unit 53 has a function of granting the next player card to the user in an unusable state based on information regarding a predetermined operation input or the progress of the game. That is, at the time when the next player card is awarded, the strengthening process or the game process cannot be executed using the next player card.
  • the granting unit 53 grants the next player card to the user with a predetermined or random probability according to the selection operation of the menu m10. At this time, as illustrated in FIG. 16, the content of the next player card may be recognized by the user.
  • the function of the giving means 53 when the next player card is given to the user is realized as follows, for example.
  • the CPU 21 of the game server 20 recognizes the selection operation for the menu m10, the CPU 21 performs a lottery with a predetermined or random probability from a plurality of next player cards provided in advance.
  • the CPU 21 obtains the next player card by lottery, the CPU 21 accesses the user database 31 and records information on the next player card for the item data of the target user ID.
  • the number of the next player cards provided at once may be plural.
  • the probability that the next player card is awarded in accordance with the selection operation of the menu m10 may be a value that is substantially proportional to the action point when the user selects the menu m10.
  • FIG. 17 An example of the data structure of item data is shown in FIG. In the example shown in FIG. 17, each time the next player card is given to the user by the granting unit 53, information on the next player card is recorded.
  • the next player card information an item ID for identifying the item type, an ID of the next player card, a rare degree of the next player card, a date and time of giving the next player card, and a start of using the next player card.
  • the date and time and other data for example, the player name of the next player card, image data, ability value, etc.
  • the use start date and time of the contents of the next player card is a time when the user can use the next player card.
  • This use start date and time can be appropriately set after the next player card is given.
  • the use start date and time may be a predetermined time of an event in the real world related to the next player card.
  • the real world event related to the next player card may be, for example, a baseball game held in the real world.
  • the predetermined time of the event is, for example, the opening date of the official game, the date of the all-star game, the date of the Japan series, or a predetermined inning (for example, 7 times) ) May start.
  • the user can use the next player card that is given and linked to the actual baseball game.
  • the user's expectation with respect to the effect on the game by use of the next player card can be further increased as the predetermined time of the baseball game approaches.
  • the use start date and time is set to 12:00 “March 30, 2012”, which is the opening day of the professional baseball game in 2012.
  • the use start date and time may be set for each of a plurality of next player cards.
  • the use start date and time set for each next player card may be the same or different for each next player card.
  • the use start date and time may be set later than other next player cards as the degree of rarity of the next player card is higher.
  • the time when each next player card can be used may vary. For example, the user's expectation of the game effect when using each next player card will continue. Can be enhanced.
  • the notification means 54 may notify the user of the use start time of the next player card when the next player card is given to the user by the giving means 53.
  • the CPU 21 of the game server 20 when the information of the next player card is recorded in the item data, the CPU 21 of the game server 20 generates HTML data for displaying the web page illustrated in FIG. 16 on the communication terminal 10, and generates the generated HTML. Data is transmitted to the communication terminal 10 via the communication interface unit 25.
  • the CPU 21 extracts the image data, the rare degree, and the notification start date / time from the information of the next player card recorded in the item data, and generates HTML data so as to include the extracted information.
  • the image data of the next player card and a message notifying the use start date and time of the next player card are displayed on the web page illustrated in FIG.
  • the item process of this embodiment is a process for making it possible to use the next player card that the user has in the game.
  • the item processing is executed by the game progress means 52, the notification means 54, and the restriction means 55.
  • FIG. 18 is a display example of a web page when an item menu is selected and operated on the top page shown in FIG.
  • the function that the game progression means 52 executes item processing is realized as follows, for example.
  • the communication terminal transmits HTML data for displaying a web page that prompts the user to select the next player card to be used. Send to 10 address.
  • An example of the web page displayed on the communication terminal 10 at this time is a list of next player cards recorded in the item data associated with the user ID of the user, as shown in FIG.
  • the restricting means 55 has a function of restricting the time when the user can use the next player card to the use start time after the granting means 53 gives the next player card to the user.
  • the function of the restriction means 55 can be realized as follows, for example.
  • the CPU 21 of the game server 20 performs the selection operation at the timing of the selection operation. It is determined whether or not the use start time of the next player card corresponding to the menu has elapsed.
  • the timing of the selection operation may be measured using a timer built in the CPU 21.
  • the CPU 21 sets the next player card corresponding to the selection operation menu to a usable state. Specifically, the CPU 21 records information on the next player card recorded in the item data in user data corresponding to the user ID of the item data, and deletes the information on the next player card from the item data.
  • FIG. 19 is a flowchart showing a series of processes mainly executed by the CPU 21 of the game server 20 in order to realize the functions of the game progress means 52, the notification means 54, and the restriction means 55 in the item processing.
  • the CPU 21 of the game server 20 refers to the item data corresponding to the user ID of the user who performed the selection operation, and is recorded in the item data.
  • HTML data for displaying a web page including a list of next player cards is transmitted to the communication terminal 10. Thereby, the web page shown in FIG. 18 is displayed on the communication terminal 10 (step S20).
  • step S20 the web page shown in FIG.
  • step S22: YES the CPU 21 determines the timing when the “use” menu is selected. Then, it is determined whether or not the use start date and time of the next player card corresponding to the selected “use” menu has passed. If the timing when the “use” menu selection operation is performed has passed the use start date and time (step S24: YES), the CPU 21 corresponds to the selected “content confirmation” menu. The next player card is set in a usable state (step S26). In this manner, the user can use the next player card after the use start date and time. In addition, when the timing when the “use” menu selection operation is performed has not passed the use start date and time (step S24: NO), the CPU 21, for example, “the use start date and time has not passed. “The next player card cannot be used yet.” Or the like, a web page including a message indicating that the next player card cannot be used is displayed on the communication terminal 10 (step S28).
  • the user who is given the next player card cannot use the next player card until the use start time after the grant of the next player card. For this reason, a user's expectation with respect to the effect on the game by use of the next player card can be raised. Moreover, in order to use the next player card, a motivation to play a game after the use start time can be given to the user. As a result, the user can enjoy the game continuously for a long time.
  • the use start time is set for the next player card, and the restricting means 54 may restrict the use of the next player card until the use start time comes.
  • the use start time of the next player card may be set, for example, at the same time as the notification start time, or may be set at a time different from the notification start time.
  • the time when the content of the next player card can be recognized and the time when the next player card can be used are set separately, so the user's expectation for the content of the next player card and the use of the next player card It is possible to increase the user's expectation for the effect of each.
  • the time when the content of the next player card can be recognized is set earlier than the time when the next player card can be used, it will be used even though the user can recognize the content of the next player card. It is possible to generate a situation incapable of being performed, and a psychological dilemma can be given to the user, so that the user's interest in the game can be further increased.
  • the use start time is set for each of the plurality of next player cards.
  • the CPU 21 of the game server 20 first refers to the item data and relates to the next period. It is determined whether or not the timing is after the use start time of the player card. And when it is the timing after the use start time of the said next player card, CPU21 should just perform a reinforcement
  • the use start time of the next player card may be set to the same date and time as the notification start time, for example. Alternatively, the use start time of the next player card may be set before the notification start time or may be set after the notification start time.
  • the use start time of each of the two next player cards is set to a time before the notification start time, and the time is before the time when the contents of the item can be recognized by the user.
  • the two next player cards may be generated as a single next player card by the reinforcement process.
  • the first next player card that can recognize that the player is unknown but the rarity is 5, and the second next player that can recognize that the player is unknown but the team is P1.
  • the discovery time is set to the use start time of one of the cards. is there. If the user's favorite team is P1, a P1 player with a high degree of rarity can be obtained, so the user will actively generate the above. On the other hand, when the user's favorite team is not P1, it is not preferable to perform the above generation in which a player with a high degree of rarity is limited to P1. The next player card with a high will wait while expecting that it is his favorite team. In the above example, it is assumed that the first next player card can recognize the rare degree as its attribute, and the other card can be recognized as the attribute by the team.
  • Rareness and team may be recognized. For the integration in this case, priority may be given to the rare degree with the higher rare degree, and the remaining cards may be adopted for the team. As described above, since the next player card can be generated according to the user's preference, the playability of the game is improved.
  • (3-2) Modification 2 As shown in FIG. 20, in the first embodiment, when notifying the user of the contents of the next player card based on information related to a predetermined operation input after the notification start time has elapsed, according to the notification timing, You may provide the adjustment means 56 which fluctuates the effect on the game by the content of the next player card, or use of the next player card.
  • “changing the effect on the game by using the next player card” may be, for example, changing the ability value of the next player card. For example, the shorter the required time from the notification start time to the notification of the content of the next player card, the second next player card having a higher value compared to the preset first player card is given to the user. It may be given.
  • the content of the next player card is notified in a predetermined time zone (for example, from 9:00 to 10:00 in the morning) after the lapse of a predetermined time, the first next player card set in advance
  • the game settings can be widened.
  • the CPU 21 of the game server 20 stores, for example, setting data configured based on the setting example illustrated in FIG. 21 in advance in the game database 32, and in step S16 of the flowchart of FIG.
  • the next player card may be notified to the user by extracting the next player card based on the setting data.
  • a second next player card that is less effective when used than the first next player card that has been set in advance may be given to the user.
  • the next player card can be used in a predetermined time zone (for example, from 9:00 to 10:00 in the morning) after the lapse of a predetermined time, the first next player card set in advance is set.
  • a second next player card that is highly effective when used may be given to the user.
  • the CPU 21 of the game server 20 stores, for example, setting data configured based on the setting example illustrated in FIG. 21 in advance in the game database 32, and in step S26 of the flowchart of FIG. The next player card use process may be performed based on the setting data.
  • a plurality of attributes are set for the next player card (item), and when the next player card is given to the user by the granting unit 53, the plurality of attributes are set after the next player card is given.
  • the “predetermined condition” means that, for example, a predetermined number of other items different from the next player card are obtained by the user's operation or obtained without being operated by the user during the execution of the game. It's okay.
  • the “predetermined condition” may be, for example, that the user reaches a predetermined stage on the game during the execution of the game.
  • the “predetermined condition” can be arbitrarily set according to the content related to the progress of the game.
  • the “predetermined condition” may be, for example, that a predetermined time elapses after the next player card is given.
  • a plurality of attributes set in the next player card are notified to the user step by step according to the elapsed time.
  • the attribute is notified to the user every time a predetermined condition is satisfied after the next player card is granted, and the user can imagine the contents of the next player card based on the notified attribute. . For this reason, it can be set as the mechanism in which a user's expectation rises more whenever predetermined conditions are satisfy
  • the plurality of attributes may be notified to the user step by step according to the elapsed time after the next player card (item) is granted.
  • the user can imagine the contents of the next player card based on the notified attribute at each timing when the attribute is notified. For this reason, it can be set as the mechanism in which a user's expectation rises more for every timing to which an attribute is notified.
  • item data illustrated in FIG. 22 may be stored in the game database 32 in advance.
  • An example of the data structure of the item of this modification is shown in FIG.
  • the item data in FIG. 22 has a plurality of attributes (in the example of the figure, the team (team) of the player corresponding to the next player card, position, rare degree) for each item ID. )
  • the notification start date and time of each attribute in the example of the figure, team notification start date and time, position notification start date and time
  • the player notification start date / time, team notification start date / time, and position notification start date / time of the next player card are the same for each next player card, but are set to be different for each next player card. May be.
  • the notification start date and time of each attribute is set at equal intervals (10 days in the example in the figure), but the notification timing interval of each attribute may be set to be different. .
  • the notification unit 54 sets the plurality of attributes set in the next player card according to the elapsed time after the next player card is given. You may provide the function to notify a user in steps.
  • the function of the notification means 54 in this modification is implement
  • next player card A the attribute of the next player card (hereinafter referred to as the next player card A) corresponding to the ID “PL845” in the item data illustrated in FIG. 22 is the player card.
  • Web pages P1 to P4 in FIG. 23 are diagrams showing a display example of a series of web pages from when the next player card is given until the contents of the next player card are notified. For example, when the next player card A is given, if the “content confirmation” menu corresponding to the next player card A is selected on the web page shown in FIG. 13, the next player card A is displayed as shown in P1 of FIG.
  • a web page notifying the rare degree of the player card A is displayed on the communication terminal 10.
  • “12:00 on March 10, 2012” which is the notification start date and time (position notification start date and time) for the attribute “position” set for the next player card A
  • the “content confirmation” menu corresponding to the next player card A is selected on the web page shown in FIG. 13, as shown in P ⁇ b> 2 of FIG. 23, the web page that notifies the rare degree and position of the next player card A Is displayed on the communication terminal 10. Furthermore, when it becomes after “12:00 on March 20, 2012” (see FIG.
  • the contents of the next player card A (in the example of the figure, the player name and A web page that notifies (image data) is displayed.
  • the content of the web page P4 illustrated in FIG. 23 is the same as the content of the web page illustrated in FIG. In this way, for example, the user can imagine the contents of the next player card based on the notified attribute at each timing when the attribute (rare degree, position, team in the example in the figure) is notified. .
  • the attribute notification order may be arbitrarily set.
  • the plurality of attributes are not limited to text data, and may be, for example, image data or audio data.
  • the image data of the next player card is classified into a plurality (for example, the player's head, upper body excluding the head, lower body, etc.), and each is associated with a plurality of attributes (for example, the head, upper body, lower body, etc.)
  • the user may be notified of image data corresponding to a plurality of attributes in stages (for example, lower body, upper body, head, etc.) in accordance with the elapsed time after the next player card is given.
  • the cap, uniform, spike, grab, etc. worn by the player in the image data of the next player card may be notified step by step.
  • the audio data is classified into a plurality of types (for example, high sound range, mid sound range, low sound range, etc. of the audio data), and each is associated with a plurality of attributes.
  • the voice corresponding to the plurality of attributes may be notified to the user in a stepwise manner (for example, the order of the low range, the mid range, and the high range).
  • satisfying the predetermined condition is not limited to the passage of time, and may satisfy the following condition, for example.
  • satisfying a predetermined condition means that a predetermined number of other items (for example, special balls, etc.) different from the next player card are obtained by user operation or not by user operation during the execution of the game. It may be obtained. Specifically, for example, when the user proceeds with the scout process, the other item is randomly or predeterminedly given to the user.
  • the attributes of the next player card may be disclosed and notified step by step. Further, for example, satisfying the predetermined condition may be that the user reaches a predetermined stage on the game during the execution of the game. More specifically, for example, every time the user's game level increases by one level, the attributes of the next player card may be disclosed and notified step by step, or the user may select a predetermined area on the game. The attribute of the next player card may be disclosed and notified step by step every time it is conquered (cleared).
  • the predetermined condition can be arbitrarily set according to the content related to the progress of the game, for example.
  • the next player card is taken as an example of the item whose content confirmation and / or use is restricted.
  • the content of other items in the baseball-style digital card game of the above-described embodiment is also described. Confirmation and / or use may be restricted.
  • the next player card is taken as an example of the item.
  • the item may be, for example, a recovery drug that recovers a character's parameters or points, a drug that improves a character's ability, or the like. It may be a weapon or armor used by the character.
  • the predetermined operation input by the user to the communication terminal is an input of a pressing operation of a predetermined operation button on the user's communication terminal or an input of a touch operation on the display screen to the communication terminal having a touch panel function.
  • the operation input may be an operation input by shaking a communication terminal provided with an acceleration sensor, or an operation input by gesture (gesture input).
  • gesture input by performing a predetermined gesture on a communication terminal having an imaging function, the communication terminal recognizes an image of the gesture and recognizes an operation input previously associated with the gesture.
  • the operation input may be performed by inputting voice.
  • the game server 20 and the database server 30 on the network are configured to realize the functions of the granting unit 53 and the limiting unit 55, but the configuration is not limited thereto. All these means may be realized by the communication terminal 10, or at least a part of the means may be realized by the communication terminal 10. Since the communication terminal 10 and the game server 20 can have substantially the same hardware configuration, each function can be realized by the communication terminal 10 as described in the above embodiment.
  • FIG. 24A and FIG. 24B each show an example of function sharing between the communication terminal 10, the game server 20, and the database server 30 for each function in the functional block diagram shown in FIG.
  • the database server 30 (game database 32) stores various data (for example, monster character data and application data).
  • the data is stored in the storage device in the communication terminal 10. May be.
  • the storage device may be a large-capacity storage device such as the RAM 13 in the communication terminal 10 or an HDD (Hard Disk Disk Drive) (not shown).
  • the communication terminal 10 transmits data about the game result to the game server 20, and the game server 20 records the received game result data in the game database 32 in association with the user. Good.

Abstract

Provided are a game control device capable of increasing the sense of expectation in a user, a game control method, a program, a recording medium, and a game system. This game control device is provided with an imparting means for imparting a game item to a user in a state in which the content of the item is not recognized by the user, on the basis of information pertaining to a prescribed operation input or to the progress of the game; and a limiting means for limiting the period during which it is possible for the user to recognize the content of the item to a prescribed period after the item has been imparted to the user by the imparting means.

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、ユーザの操作に応じて、当該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 the user according to the user's operation.
 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。このようなソーシャルゲームの一例として、下記の非特許文献1に記載されたデジタルカードゲーム(ドラゴンコレクション(登録商標))が知られている。 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. As an example of such a social game, a digital card game (Dragon Collection (registered trademark)) described in Non-Patent Document 1 below is known.
 上述したソーシャルゲームは、ユーザにとって操作が簡易であり、またゲームの実行結果が直ちに確認できるようにしたものが多く、それ故、ゲームに長時間を掛けたくないユーザ、あるいは気軽にゲームを楽しみたいユーザに受け入れられている。言い換えれば、ソーシャルゲームはゲーム性が単純であるという言うこともできる。そのため、ユーザをよりゲームに引き付ける、あるいはゲームの魅力をより向上させる仕組みとして、例えばユーザの期待感を高める仕組みがもとめられている。 Many of the social games described above are easy to operate for the user and the results of the game can be immediately confirmed. Therefore, users who do not want to spend a long time on the game, or want to enjoy the game easily. Accepted by users. In other words, it can be said that the social game has a simple game. Therefore, as a mechanism for attracting the user to the game or improving the attractiveness of the game, for example, a mechanism for increasing the user's expectation is sought.
 本発明は上述した観点に鑑みてなされたもので、ユーザの期待感を高めることができるゲーム制御装置、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 an object thereof is to provide a game control device, a game control method, a program, a recording medium, and a game system that can enhance the user's expectation.
 本発明の第1の観点は、ゲーム制御装置である。
 当該ゲーム制御装置は、
 所定の操作入力又はゲームの進行状況に関する情報に基づいて、ゲーム上のアイテムを、当該アイテムの内容がユーザに認識されない状態で当該ユーザに付与する付与手段と、
 前記アイテムの内容について前記ユーザが認識可能となる時期を、前記付与手段による前記ユーザへの前記アイテムの付与以降の所定時期まで制限する制限手段と、
 を備える。
A first aspect of the present invention is a game control device.
The game control device
A granting means for granting an item on the game to the user in a state where the content of the item is not recognized by the user based on information regarding a predetermined operation input or the progress of the game;
Limiting means for limiting the time when the user can recognize the content of the item to a predetermined time after the item is given to the user by the giving means;
Is provided.
 ここで、所定の操作入力に関する情報とは、例えば、ゲーム制御装置にアクセス可能な外部装置に対して所定の操作入力が行われたことを示す情報であってもよい。また、ゲームの進行状況に関する情報とは、例えば、ゲーム上の所定のエリアを制覇したり、キャラクタが所定のレベルに達したことなどであってもよい。また、アイテムとは、例えば、キャラクタのパラメータやポイントなどを回復する回復薬や、キャラクタの能力をアップする薬品などであってもよいし、キャラクタが使用する武器や防具などであってもよい。
 さらに、アイテムの内容がユーザに認識されない状態とは、例えば、アイテムの内容の全てがユーザに認識されない状態であってもよいし、アイテムの内容の全てがユーザに認識されない程度においてアイテムの内容の一部がユーザに認識されている状態であってもよい。
 このゲーム制御装置によれば、アイテムが付与されたユーザは、当該アイテムの付与以降の所定時期まで当該アイテムの内容を知ることができない。このため、アイテムの内容に対するユーザの期待感を高めることができる。また、当該アイテムの内容を知るために、前記所定時期までユーザをゲームに引き付けておくことができ、そのアイテムの内容を認識した上でさらにその所定時期以降にゲームをプレイするという動機付けをユーザに与えることができる。これにより、ユーザが長期間継続してゲームを楽しむことができるようになる
Here, the information related to the predetermined operation input may be information indicating that the predetermined operation input is performed on an external device accessible to the game control device, for example. Further, the information related to the progress of the game may be, for example, conquering a predetermined area on the game or a character having reached a predetermined level. Further, the item may be, for example, a recovery drug that recovers a character's parameters or points, a drug that improves the character's ability, or a weapon or armor used by the character.
Furthermore, the state in which the content of the item is not recognized by the user may be, for example, a state in which the entire content of the item is not recognized by the user, or the content of the item is not recognized by the user. It may be in a state where a part is recognized by the user.
According to this game control device, the user to whom the item is assigned cannot know the content of the item until a predetermined time after the item is given. For this reason, a user's expectation with respect to the content of the item can be enhanced. In addition, in order to know the contents of the item, the user can be attracted to the game until the predetermined time, and the user is motivated to play the game after the predetermined time after recognizing the content of the item. Can be given to. As a result, the user can enjoy the game continuously for a long time.
 上記ゲーム制御装置において、前記所定時期は、前記アイテムに関連のある現実世界のイベントの所定の時期であってもよい。
 ここで、アイテムに関連のある現実世界のイベントとは、例えば、アイテムが野球選手のカードである場合には、現実世界で行われる野球の試合であってもよいし、アイテムがサッカー選手のカードである場合には、現実世界で行われるサッカーの試合であってもよい。また、イベントの所定の時期とは、例えば、イベントが野球の試合である場合には、公式戦の開幕日、オールスター戦の開催日、日本シリーズの開催日、あるいは試合において所定イニング(例えば7回)が開始するタイミングなどであってもよい。
 このゲーム制御装置によれば、現実世界のイベントの所定の時期が到来すると、ユーザは、付与され、かつ現実世界のイベントとリンクされたアイテムの内容を知ることができる。これにより、前記イベントの所定の時期が近づくのに伴って、ユーザの期待感をより高めることができる。
In the game control device, the predetermined time may be a predetermined time of an event in the real world related to the item.
Here, the real-world event related to the item may be, for example, a baseball game performed in the real world when the item is a baseball player card, or the item is a soccer player card. In this case, it may be a soccer game played in the real world. In addition, for example, when the event is a baseball game, the predetermined time of the event is, for example, the opening date of the official game, the date of the all-star game, the date of the Japan series, or a predetermined inning (for example, 7 times) ) May start.
According to this game control device, when a predetermined time of an event in the real world arrives, the user can know the contents of the item that is given and linked to the event in the real world. Thereby, a user's expectation can be raised more as the predetermined time of the event approaches.
 上記ゲーム制御装置において、前記アイテムが複数存在する場合に、前記所定時期は、複数のアイテムのそれぞれに設定されてもよい。
 ここで、それぞれのアイテムに設定された所定時期は、アイテム毎に同じ時期であってもよいし、異なっていてもよい。例えば、アイテム毎に所定のレベルが設定されている場合には、アイテムのレベルが高いほど、前記所定時期を他のアイテムよりも後の時期に設定してもよい。
 このゲーム制御装置によれば、付与されたアイテムの数が多くなるほど、それぞれのアイテムの内容を知る時期が異なりうるため、ユーザの期待感を継続的に高めることができる。
In the game control device, when there are a plurality of items, the predetermined time may be set for each of the plurality of items.
Here, the predetermined time set for each item may be the same time for each item, or may be different. For example, when a predetermined level is set for each item, the predetermined time may be set to a time later than other items as the item level is higher.
According to this game control device, as the number of assigned items increases, the time to know the contents of each item may be different, so that the user's expectation can be continuously increased.
 上記ゲーム制御装置において、前記アイテムには使用開始時期が設定されており、前記制限手段は、前記使用開始時期が到来するまでの前記アイテムの使用を制限してもよい。
 ここで、アイテムの使用開始時期は、例えば、前記所定時期と同じ時期に設定されてもよいし、前記所定時期と異なる時期に設定されてもよい。
 このゲーム制御装置によれば、アイテムの内容を認識可能な時期と、アイテムの使用可能時期が別に設けられているので、アイテムの内容に対するユーザの期待感と、アイテムの使用によるゲーム上の効果に対するユーザの期待感とをそれぞれ高めることができる。また、アイテムの内容の認識可能な時期を、アイテムの使用可能時期より早く設定した場合には、ユーザにとってはアイテム内容がわかっているにもかかわらず、それを使用できないといった状況を発生させることができ、心理的なジレンマをユーザに与えられるので、ゲームに対するユーザの関心をより高めることができる。
In the game control device, a use start time is set for the item, and the restricting unit may restrict the use of the item until the use start time comes.
Here, the use start time of the item may be set to the same time as the predetermined time, for example, or may be set to a time different from the predetermined time.
According to this game control device, since the time when the content of the item can be recognized and the time when the item can be used are provided separately, the user's expectation for the content of the item and the effect on the game due to the use of the item Each user's expectation can be enhanced. In addition, if the time when the item content can be recognized is set earlier than the time when the item can be used, the user may know the item content but cannot use it. And a psychological dilemma can be given to the user, and the user's interest in the game can be further increased.
 上記ゲーム制御装置において、前記所定時期の経過後に、所定の操作入力に関する情報に基づいて前記アイテムの内容を前記ユーザに通知する場合に、通知するタイミングに応じて、前記アイテムの内容あるいは前記アイテムの使用による前記ゲーム上の効果を変動させる調整手段を備えてもよい。
 例えば、所定時期からアイテムの内容が通知されるまでの所要時間が短いほど、予め設定されていた第1のアイテムと比較して価値の高い第2のアイテムをユーザに付与してもよい。また、当該所要時間が短いほど、予め設定されていた第1のアイテムと比較して価値の低い第2のアイテムをユーザに付与してもよい。また、例えば、所定時期の経過後の所定の時間帯(例えば、朝の9時から10時まで)にアイテムの内容が通知される場合に、予め設定されていた第1のアイテムと比較して価値の高い第2のアイテムをユーザに付与してもよい。
 これにより、価値の高いアイテムを得るのに最も適したタイミング、あるいはアイテムの使用によるゲーム上の有利な効果を得るのに最も適したタイミングで、積極的にゲームをプレイすることをユーザに動機付けることができる。また、ゲーム設定に幅を持たせることができる。
In the said game control apparatus, when notifying the content of the said item to the said user based on the information regarding predetermined | prescribed operation input after progress of the said predetermined time, according to the notification timing, the content of the said item or the said item's You may provide the adjustment means to fluctuate the effect on the said game by use.
For example, the second item having a higher value compared to the first item set in advance may be given to the user as the required time from the predetermined time until the content of the item is notified is shorter. Moreover, you may give a user the 2nd item with a low value compared with the 1st item set beforehand, so that the said required time is short. In addition, for example, when the content of an item is notified in a predetermined time zone (for example, from 9:00 to 10:00 in the morning) after the lapse of a predetermined time, compared with the first item set in advance You may give a user the 2nd item with high value.
This will motivate the user to play the game aggressively at the best time to get a high-value item or the best time to get an advantageous game effect from using the item. Can do. In addition, the game settings can be widened.
 上記ゲーム制御装置において、前記アイテムが複数存在する場合に、各アイテムのそれぞれには属性が設定されており、前記付与手段によって前記アイテムが前記ユーザに付与されると、前記アイテムの属性のみを前記ユーザに通知してもよい。ここで、属性には、例えば、アイテムの希少価値、入手可能性の度合を示すレア度や、アイテム自体の能力や、アイテムがゲームに及ぼす影響度(典型的にはポジティブな影響度)等が含まれてもよい。
 これにより、ユーザは、通知された属性に基づいて、付与されたアイテムの内容を想像することができる。このため、ユーザの期待感をより高めることができる。
In the game control device, when there are a plurality of the items, an attribute is set for each item, and when the item is given to the user by the granting unit, only the attribute of the item is The user may be notified. Here, the attributes include, for example, the rarity value of the item, the rare degree indicating the degree of availability, the ability of the item itself, the degree of influence the item has on the game (typically positive influence degree), etc. May be included.
Thereby, the user can imagine the content of the assigned item based on the notified attribute. For this reason, a user's expectation can be raised more.
 上記ゲーム制御装置において、前記アイテムには複数の属性が設定されており、前記付与手段によって前記アイテムが前記ユーザに付与されると、前記複数の属性を、前記アイテム付与後に所定の条件を満たすことに応じて段階的に前記ユーザに通知してもよい。
 ここで、「所定の条件」とは、例えばゲームの実行中に上記アイテムとは異なる他のアイテムが所定個数、ユーザの操作によって入手、あるいはユーザの操作によらずに入手されることであってよい。また、「所定の条件」とは、例えばゲームの実行中にユーザがゲーム上の所定のステージに到達することであってよい。その他、「所定の条件」は、ゲームの進行状況に関する内容に応じて任意に設定することができる。また、「所定の条件」とは、アイテム付与後に所定の時間が経過することであってよい。この場合、アイテムに設定された複数の属性が、経過時間に応じて段階的にユーザに通知されることになる。
 これにより、例えば、アイテム付与後に所定の条件を満たすごとにユーザに対して属性が通知され、当該ユーザは、この通知された属性に基づいて当該アイテムの内容を想像することができる。このため、所定の条件を満たすごとに、ユーザの期待感がより高まっていくような仕組みとすることができる。
In the game control device, a plurality of attributes are set for the item, and when the item is given to the user by the granting unit, the plurality of attributes satisfy a predetermined condition after the item is given. The user may be notified step by step according to the above.
Here, the “predetermined condition” means that, for example, a predetermined number of other items different from the above-mentioned items are obtained by user operation or obtained without user operation during the game. Good. In addition, the “predetermined condition” may be, for example, that the user reaches a predetermined stage on the game during the execution of the game. In addition, the “predetermined condition” can be arbitrarily set according to the content related to the progress of the game. Further, the “predetermined condition” may be that a predetermined time elapses after the item is given. In this case, a plurality of attributes set in the item are notified to the user step by step according to the elapsed time.
Thereby, for example, the attribute is notified to the user every time a predetermined condition is satisfied after the item is granted, and the user can imagine the content of the item based on the notified attribute. For this reason, it can be set as the mechanism in which a user's expectation rises more whenever predetermined conditions are satisfy | filled.
 また、前記複数の属性は、前記アイテム付与後の経過時間に応じて段階的に前記ユーザに通知されてもよい。
 これにより、ユーザは、例えば、属性が通知されるタイミングごとに、通知された属性に基づいて当該アイテムの内容を想像することができる。このため、属性が通知されるタイミングごとに、ユーザの期待感がより高まっていくような仕組みとすることができる。
The plurality of attributes may be notified to the user in a stepwise manner according to an elapsed time after the item is given.
Thereby, the user can imagine the content of the said item based on the notified attribute for every timing which an attribute is notified, for example. For this reason, it can be set as the mechanism in which a user's expectation rises more for every timing to which an attribute is notified.
 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、ゲーム制御装置によって行われてもよい。
 当該ゲーム制御方法は、
 所定の操作入力又はゲームの進行状況に関する情報に基づいて、ゲーム上のアイテムを、当該アイテムの内容がユーザに認識されない状態で当該ユーザに付与するステップと、
 前記アイテムの内容について前記ユーザが認識可能となる時期を、前記付与手段による前記アイテムの前記ユーザへの付与以降の所定時期まで制限するステップと、
 を備える。
A second aspect of the present invention is a game control method. This game control method may be performed by a game control device.
The game control method is as follows:
A step of giving an item on the game to the user in a state where the content of the item is not recognized by the user based on a predetermined operation input or information on the progress of the game;
Limiting the time at which the user can recognize the content of the item to a predetermined time after the granting of the item to the user by the granting means;
Is provided.
 本発明の第3の観点は、ゲームの実行を制御するために、コンピュータに、
 所定の操作入力又はゲームの進行状況に関する情報に基づいて、ゲーム上のアイテムを、当該アイテムの内容がユーザに認識されない状態で当該ユーザに付与する機能、及び
 前記アイテムの内容について前記ユーザが認識可能となる時期を、前記付与手段による前記アイテムの前記ユーザへの付与以降の所定時期まで制限する機能、
 を実現させるためのプログラムである。
A third aspect of the present invention provides a computer for controlling the execution of a game.
Based on a predetermined operation input or information on the progress of the game, the user can recognize the item on the game in a state where the content of the item is not recognized by the user, and the content of the item. A function to limit the time to be a predetermined time after the grant to the user of the item by the grant means,
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、通信端末と、当該通信端末からアクセスされ、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、
 所定の操作入力又はゲームの進行状況に関する情報に基づいて、ゲーム上のアイテムを、当該アイテムの内容がユーザに認識されない状態で当該ユーザに付与する付与手段と、
 前記アイテムの内容について前記ユーザが認識可能となる時期を、前記付与手段による前記ユーザへの前記アイテムの付与以降の所定時期まで制限する制限手段と、
 を備える。
A fifth aspect of the present invention is a game system including a communication terminal and a server that is accessed from the communication terminal and controls execution of a game by the communication terminal,
A granting means for granting an item on the game to the user in a state where the content of the item is not recognized by the user based on information regarding a predetermined operation input or the progress of the game;
Limiting means for limiting the time when the user can recognize the content of the item to a predetermined time after the item is given to the user by the giving means;
Is provided.
 本発明の第6の観点は、ゲーム制御装置である。
 当該ゲーム制御装置は、
 所定の操作入力又はゲームの進行状況に関する情報に基づいて、ゲーム上のアイテムを、使用不可の状態でユーザに付与する付与手段と、
 前記アイテムについて前記ユーザが使用可能となる時期を、前記付与手段による前記ユーザへの前記アイテムの付与以降の所定時期まで制限する制限手段と、
 を備える。
A sixth aspect of the present invention is a game control device.
The game control device
A granting means for granting an item on the game to the user in an unusable state based on a predetermined operation input or information on the progress of the game;
Limiting means for limiting the time when the user can use the item to a predetermined time after the grant of the item to the user by the granting means;
Is provided.
 ここで、所定の操作入力に関する情報とは、例えば、ゲーム制御装置にアクセス可能な外部装置に対して所定の操作入力が行われたことを示す情報であってもよい。また、ゲームの進行状況に関する情報とは、例えば、ゲーム上の所定のエリアを制覇したり、キャラクタが所定のレベルに達したことなどであってもよい。
 このゲーム制御装置によれば、アイテムが付与されたユーザは、当該アイテムの付与以降の所定時期まで当該アイテムを使用することができない。このため、アイテムの使用によるゲーム上の効果に対するユーザの期待感を高めることができる。また、当該アイテムを使用するために、前記所定時期以降にゲームをプレイするという動機付けをユーザに与えることができる。これにより、ユーザが長期間継続してゲームを楽しむことができるようになる。
Here, the information related to the predetermined operation input may be information indicating that the predetermined operation input is performed on an external device accessible to the game control device, for example. Further, the information related to the progress of the game may be, for example, conquering a predetermined area on the game or a character having reached a predetermined level.
According to this game control device, a user to whom an item is given cannot use the item until a predetermined time after the item is given. For this reason, a user's expectation with respect to the effect on the game by use of an item can be raised. In addition, in order to use the item, it is possible to give the user a motivation to play the game after the predetermined time. As a result, the user can enjoy the game continuously for a long time.
 上記ゲーム制御装置において、前記所定時期は、前記アイテムに関連のある現実世界のイベントの所定の時期であってもよい。
 ここで、アイテムに関連のある現実世界のイベントとは、例えば、アイテムが野球選手のカードである場合には、現実世界で行われる野球の試合であってもよいし、アイテムがサッカー選手のカードである場合には、現実世界で行われるサッカーの試合であってもよい。また、イベントの所定の時期とは、例えば、イベントが野球の試合である場合には、公式戦の開幕日、オールスター戦の開催日、日本シリーズの開催日、あるいは試合において所定イニング(例えば7回)が開始するタイミングなどであってもよい。
 このゲーム制御装置によれば、現実世界のイベントの所定の時期が到来すると、ユーザは、付与され、かつ現実世界のイベントとリンクされたアイテムを使用することができる。これにより、前記イベントの所定の時期が近づくのに伴って、アイテムの使用によるゲーム上の効果に対するユーザの期待感をより高めることができる。
In the game control device, the predetermined time may be a predetermined time of an event in the real world related to the item.
Here, the real-world event related to the item may be, for example, a baseball game performed in the real world when the item is a baseball player card, or the item is a soccer player card. In this case, it may be a soccer game played in the real world. In addition, for example, when the event is a baseball game, the predetermined time of the event is, for example, the opening date of the official game, the date of the all-star game, the date of the Japan series, or a predetermined inning (for example, 7 times) ) May start.
According to this game control device, when a predetermined time of an event in the real world arrives, the user can use the item that is given and linked to the event in the real world. Thereby, the user's expectation with respect to the effect on the game by use of an item can be raised more as the predetermined time of the said event approaches.
 上記ゲーム制御装置において、前記アイテムが複数存在する場合に、前記所定時期は、複数のアイテムのそれぞれに設定されてもよい。
 ここで、それぞれのアイテムに設定された所定時期は、アイテム毎に同じ時期であってもよいし、異なっていてもよい。例えば、アイテム毎に所定のレベルが設定されている場合には、アイテムのレベルが高いほど、前記所定時期を他のアイテムよりも後の時期に設定してもよい。
 このゲーム制御装置によれば、付与されたアイテムの数が多くなるほど、それぞれのアイテムを使用できる時期が異なりうるため、例えば各アイテムを使用するときのゲーム上の効果に対するユーザの期待感を継続的に高めることができる。
In the game control device, when there are a plurality of items, the predetermined time may be set for each of the plurality of items.
Here, the predetermined time set for each item may be the same time for each item, or may be different. For example, when a predetermined level is set for each item, the predetermined time may be set to a time later than other items as the item level is higher.
According to this game control device, as the number of assigned items increases, the time when each item can be used may be different. For example, the user's expectation on the game effect when using each item is continuously maintained. Can be increased.
 上記ゲーム制御装置において、前記所定時期の経過後に、所定の操作入力に関する情報に基づいて前記アイテムの使用を可能にする場合に、可能にするタイミングに応じて、前記アイテムの使用による前記ゲーム上の効果を変動させる調整手段を備えてもよい。
 例えば、所定時期からアイテムの使用が可能になるまでの所要時間が短いほど、予め設定されていた第1のアイテムと比較して、使用したときの効果の高い第2のアイテムをユーザに付与してもよい。また、当該所要時間が短いほど、予め設定されていた第1のアイテムと比較して、使用したときの効果の低い第2のアイテムをユーザに付与してもよい。また、例えば、所定時期の経過後の所定の時間帯(例えば、朝の9時から10時まで)にアイテムの使用が可能になる場合に、予め設定されていた第1のアイテムと比較して、使用したときの効果の高い第2のアイテムをユーザに付与してもよい。
 これにより、アイテムの使用によるゲーム上の有利な効果を得るのに最も適したタイミングで、積極的にゲームをプレイすることをユーザに動機付けることができる。
In the game control device, when the use of the item is enabled based on information related to a predetermined operation input after the predetermined time has elapsed, the use of the item on the game is determined according to the timing to be enabled. You may provide the adjustment means to fluctuate an effect.
For example, the shorter the time required until the item can be used from a predetermined time, the second item that is more effective when used is given to the user than the preset first item. May be. In addition, as the required time is shorter, a second item that is less effective when used may be given to the user as compared with the first item set in advance. In addition, for example, when the item can be used in a predetermined time zone (for example, from 9:00 to 10:00 in the morning) after the lapse of the predetermined time, compared with the first item set in advance A second item that is highly effective when used may be given to the user.
Accordingly, it is possible to motivate the user to actively play the game at a timing most suitable for obtaining an advantageous effect on the game by using the item.
 本発明の第7の観点は、ゲーム制御方法である。このゲーム制御方法は、ゲーム制御装置によって行われてもよい。
 当該ゲーム制御方法は、
 所定の操作入力又はゲームの進行状況に関する情報に基づいて、ゲーム上のアイテムを、使用不可の状態でユーザに付与するステップと、
 前記アイテムについて前記ユーザが使用可能となる時期を、前記アイテムの前記ユーザへの付与以降の所定時期まで制限するステップと、
 を備える。
A seventh aspect of the present invention is a game control method. This game control method may be performed by a game control device.
The game control method is as follows:
A step of giving an item on the game to the user in an unusable state based on a predetermined operation input or information on the progress of the game;
Limiting the time when the user can use the item to a predetermined time after the item is given to the user;
Is provided.
 本発明の第8の観点は、ゲームの実行を制御するために、コンピュータに、
 所定の操作入力又はゲームの進行状況に関する情報に基づいて、ゲーム上のアイテムを、使用不可の状態でユーザに付与する機能、及び
 前記アイテムについて前記ユーザが使用可能となる時期を、前記アイテムの前記ユーザへの付与以降の所定時期まで制限する機能、
 を実現させるためのプログラムである。
An eighth aspect of the present invention provides a computer for controlling the execution of a game.
Based on a predetermined operation input or information on the progress of the game, a function for giving an item on the game to the user in an unusable state, and a time when the user can use the item for the item. A function that restricts until a predetermined time after granting to the user,
It is a program for realizing.
 本発明の第9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。 A ninth aspect of the present invention is a computer-readable recording medium in which the program is recorded.
 本発明の第10の観点は、通信端末と、当該通信端末からアクセスされ、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、
 所定の操作入力又はゲームの進行状況に関する情報に基づいて、ゲーム上のアイテムを、使用不可の状態でユーザに付与する付与手段と、
 前記アイテムについて前記ユーザが使用可能となる時期を、前記付与手段による前記ユーザへの前記アイテムの付与以降の所定時期まで制限する制限手段と、
 を備える。
A tenth aspect of the present invention is a game system including a communication terminal and a server that is accessed from the communication terminal and controls execution of a game by the communication terminal,
A granting means for granting an item on the game to the user in an unusable state based on a predetermined operation input or information on the progress of the game;
Limiting means for limiting the time when the user can use the item to a predetermined time after the grant of the item to the user by the granting means;
Is provided.
第1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 1st Embodiment. 第1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 1st Embodiment. 第1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 1st Embodiment. 第1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 1st Embodiment. 第1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 1st Embodiment. 第1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 1st Embodiment. 第1実施形態の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 the database server of 1st Embodiment. 第1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 which plays a main role with the game control apparatus of 1st Embodiment. トップページを表示する通信端末の表示画面の一例を示す図。The figure which shows an example of the display screen of the communication terminal which displays a top page. ユーザがスカウトメニューを選択したときのウェブページの一例を示す図。The figure which shows an example of a web page when a user selects a scout menu. ユーザがスカウトメニューを選択したときのウェブページの一例を示す図。The figure which shows an example of a web page when a user selects a scout menu. ユーザがスカウトメニューを選択したときのウェブページの一例を示す図。The figure which shows an example of a web page when a user selects a scout menu. アイテムデータのデータ構成例を示す図。The figure which shows the data structural example of item data. 第1実施形態のゲーム制御装置におけるアイテム処理の一例を示すフローチャート。The flowchart which shows an example of the item process in the game control apparatus of 1st Embodiment. ユーザがアイテムメニューを選択したときのウェブページの一例を示す図。The figure which shows an example of a web page when a user selects an item menu. アイテムの内容が通知されるときのウェブページの一例を示す図。The figure which shows an example of the web page when the content of the item is notified. 第2実施形態のゲーム制御装置においてユーザがスカウトメニューを選択したときのウェブページの一例を示す図。The figure which shows an example of a web page when a user selects a scout menu in the game control apparatus of 2nd Embodiment. アイテムデータのデータ構成例を示す図。The figure which shows the data structural example of item data. 第2実施形態のゲーム制御装置におけるアイテム処理の一例を示すフローチャート。The flowchart which shows an example of the item process in the game control apparatus of 2nd Embodiment. ユーザがアイテムメニューを選択したときのウェブページの一例を示す図。The figure which shows an example of a web page when a user selects an item menu. 変形例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 which plays a main role with the game control apparatus of a modification. ゲーム上の効果を変動させるための設定例を説明する図。The figure explaining the example of a setting for changing the effect on a game. 変形例におけるアイテムデータのデータ構成例を示す図。The figure which shows the data structural example of the item data in a modification. アイテムの内容が通知されるまでのウェブページの表示例を示す図。The figure which shows the example of a display of the web page until the content of the item is notified. 通信端末及びゲームサーバの各々における各機能の構成例を示す図。The figure which shows the structural example of each function in each of a communication terminal and a game server. 通信端末及びゲームサーバの各々における各機能の構成例を示す図。The figure which shows the structural example of each function in each of a communication terminal and a game server.
 本発明は、2012年2月27日に日本国特許庁に出願された特願2012-040609の特許出願、及び、2012年4月27日に日本国特許庁に出願された特願2012-102788の特許出願に関連しており、これらの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. 2012-040609 filed with the Japan Patent Office on February 27, 2012, and Japanese Patent Application No. 2012-102788 filed with the Japan Patent Office on April 27, 2012. The entire contents of these applications are hereby incorporated by reference.
(1)第1実施形態
 以下、本発明のゲームシステムの第1実施形態について説明する。
(1) 1st Embodiment Hereinafter, 1st Embodiment of the game system of this invention is described.
 (1-1)ゲームシステムの構成
 図1は、第1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。
(1-1) Configuration of Game System FIG. 1 shows a system configuration example of the game system according to the first 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.
 (1-2)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。
(1-2) 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 the 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。 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. (That is, update of the web page) is requested to the game server 20.
 画像処理部14は、HTMLデータの解析結果としてCPU11から与えられる表示用画像データに基づいて、表示部16にウェブページを表示する。表示部16は、例えば、マトリクス状に画素単位で配置された薄膜トランジスタを含むLCD(Liquid Cristal Display)モニタであり、表示用画像データに基づいて薄膜トランジスタを駆動することでウェブページの画像を表示画面16aに表示する。 The image processing unit 14 displays a web page on the display unit 16 based on the display image data given from the CPU 11 as the analysis result of the HTML data. The display unit 16 is, for example, an LCD (Liquid-Cristal-Display) monitor including thin film transistors arranged in units of pixels in a matrix, and displays an image of a web page by driving the thin film transistors based on display image data. To display.
 通信端末10が釦入力方式の通信端末(図2A)である場合、指示入力部15は、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.
 (1-3)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4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。
(1-3) 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. 4, 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.
The CPU 21 performs processing according to the hyperlink or menu selected by the user on the web page displayed on the communication terminal 10. 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.
 (1-4)データベースサーバの構成
 データベースサーバ30は、大容量のハードディスク装置やRAID(Redundant Arrays of Inexpensive Disks)等の形態の装置等、汎用ストレージで実現できる。データベースサーバ30内の各データベースは、ゲームサーバ20のデータベースアクセス部24を介してCPU21からのデータの読み書きが可能となるように構成されている。
 図5に、データベースサーバ30の構成の一例を示す。図5に示すように、データベースサーバ30は、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。
(1-4) Configuration of Database Server The database server 30 can be realized by a general-purpose storage such as a large-capacity hard disk device or a device such as a RAID (Redundant Array of Inexpensive Disks). Each database in the database server 30 is configured to be able to read and write data from the CPU 21 via the database access unit 24 of the game server 20.
FIG. 5 shows an example of the configuration of the database server 30. As shown in FIG. 5, the database server 30 includes a user database 31 and a game database 32.
 本実施形態のゲームサーバ20によって実現されるゲームのタイプは特に限定されるものではないが、以下では、実施形態の説明の便宜上、ゲームサーバ20によって実現されるゲームの一例として、野球形式のデジタルカードゲームを採り上げる。
 野球形式のデジタルカードゲームは、ユーザが野球選手に対応する選手カード(アイテム)を収集することによって自らのチームを作り上げ、他のユーザのチームと野球の対戦する、あるいは技能レベルごとの野球のリーグ戦を戦うように構成されているゲームである。野球形式のデジタルカードゲームには、自らのチームを作り上げていくために選手カードを探索するスカウト処理や、抽選によって選手カードを入手することを可能とする抽選処理、あるいは2枚以上の選手カードを一体化して特定の選手カードの能力を上昇させる強化処理等が設けられている。
 このデジタルカードゲームでは、現時点でユーザが使用できる選手カードと、現時点以降の所定の時期から使用できる選手カード(以下、「次期選手カード」という)とが登場するようになっている。なお、本実施形態において、「選手カードを使用する」とは、後述する強化処理又は試合処理において選手カードを用いることをいう。また、次期選手カードは、本発明におけるアイテムの一例である。
 野球形式のデジタルカードゲームに実装されている各機能については、後述する。
The type of game realized by the game server 20 of the present embodiment is not particularly limited, but in the following, as an example of a game realized by the game server 20 for convenience of description of the embodiment, a baseball digital format Pick up a card game.
In a baseball-style digital card game, a user collects player cards (items) corresponding to baseball players to create his own team, play baseball against other users' teams, or baseball leagues by skill level. A game that is configured to fight a battle. Baseball-style digital card games include a scout process that searches for player cards to create their own team, a lottery process that allows them to obtain player cards by lottery, or two or more player cards. A strengthening process or the like is provided to increase the ability of a specific player card.
In this digital card game, a player card that can be used by the user at the present time and a player card that can be used from a predetermined time after the current time (hereinafter referred to as “next player card”) appear. In the present embodiment, “use a player card” means to use a player card in a reinforcement process or a game process described later. The next player card is an example of an item in the present invention.
Each function implemented in the baseball digital card game will be described later.
 図6に、上述した野球形式のデジタルカード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、ユーザを識別するための情報であるユーザIDごとに、ユーザ名/表示画像、チーム、技能レベル、行動ポイント、運営ポイント、強化ポイント、エールポイント、選手数、仲間のユーザID、保有カードの画像データ、及び保有カードの属性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. 6 shows an example of a user database 31 applied in the baseball-format digital card game described above. In this example, the user database 31 has a user name / display image, a team, a skill level, an action point, an operation point, an enhancement point, an ale point, the number of players, and friends for each user ID that is information for identifying the user. Information about each item of the user ID, possessed card image data, and retained card attributes. 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。
・チーム
 上記野球形式のデジタルカードゲームにおいて、ユーザ登録時に、ユーザが指定するチームである。このゲームでは、例えば、P1~P6の6チームからなるPリーグ、Q1~Q6の6チームからなるQリーグが設けられており、ユーザはこの12チームの中からいずれかのチームをユーザ登録時に選択する。
・技能レベル
 ゲーム上のユーザの技能レベル示すデータである。例えばLv1(レベル1)からLv100(レベル100)までの範囲のレベル値である。
・行動ポイント
 上記野球形式のデジタルカードゲームにおいて、例えばユーザによるゲーム上のスカウトを行う上で必要となるポイントである。行動ポイントの値は、スカウト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。
・運営ポイント
 上記野球形式のデジタルカードゲームにおいて、例えばユーザによるゲーム上の対戦を行う上で必要となるポイントである。運営ポイントの値は、他のユーザとの対戦等によって低減し、所定の時間が経過する毎に回復(増加)する。
・強化ポイント
 上記野球形式のデジタルカードゲームにおいて、例えばユーザによる選手カードの強化を行う上で必要となるポイントである。強化ポイントの値は、選手カードの強化を行うことで低減し、他のユーザとの対戦で勝利するか、あるいは所定の時間が経過する毎に回復(増加)する。
・エールポイント
 上記野球形式のデジタルカードゲームにおいて、仲間のユーザへ応援メッセージを送信することでユーザが取得するポイントである。
・選手数
 ユーザが保有する選手カードの数である。選手数は、スカウト処理や強化処理の実行によって増減する。選手数の最大値(例えば、60)は予め規定されている。
・仲間
 対象とするユーザIDの仲間である他のユーザIDのデータである。
・保有カードの画像データ
 上記野球形式のデジタルカードゲームの場合、保有カードの画像データは、ユーザが保有する選手カードについての画像を含むデータである。
・保有カードの属性
 保有カードの属性には、選手カードの能力値を示すデータが含まれる。例えば、図6に示すように、パラメータの項目として「打力」,「走力」,「守備力」等の各々の各能力値が含まれてもよい。図6の例では、能力値は0~1000の範囲の値であって、能力値が大きい値であるほど能力が高いことを示している。図6では、能力の指標としての項目として、「打力」,「走力」,「守備力」を例示しているが、選手が投手であれば別の項目、例えば「球速」,「制球力」,「スタミナ」等としてもよい。
 また、保有カードの属性には、「レア度」が含まれてもよい。ここで、「レア度」とは、選手カードの希少価値の度合を示す値であり、その値が高いほどゲーム内で出現する確率が非常に低く設定されている。なお、本実施形態では、レア度を1~5の5段階で表しており、技術能力の際立った選手や人気のある選手に対応する選手カードのレア度は高く設定されている。
 なお、属性には、チーム(P1~P6、Q1~Q6のいずれか)、ポジション(投手、捕手、一塁手、左翼手など)、選手カードがゲームに及ぼす影響度(典型的にはポジティブな影響度)等が含まれてもよい。
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.
-Team In the above-mentioned baseball-format digital card game, the team specified by the user at the time of user registration. In this game, for example, there are a P league consisting of 6 teams P1 to P6 and a Q league consisting of 6 teams Q1 to Q6, and the user selects one of these 12 teams at the time of user registration To do.
Skill level This is data indicating the skill level of the user on the game. For example, it is a level value in a range from Lv1 (level 1) to Lv100 (level 100).
-Action point In the baseball-type digital card game, for example, it is a point necessary for performing a game scout by the user. The value of the action point is reduced by scouting, and is recovered (increased) every time a predetermined time elapses.
-Management point In the baseball-type digital card game, for example, it is a point necessary for a user to play a game match. The value of the management point is reduced by a battle with another user or the like, and is recovered (increased) every time a predetermined time elapses.
Strengthening point In the baseball digital card game, for example, it is a point necessary for strengthening a player card by a user. The value of the strengthening point is reduced by strengthening the player card, and is recovered (increased) every time the player wins a battle with another user or a predetermined time elapses.
-Ale Point In the baseball-format digital card game, it is a point that the user acquires by sending a cheer message to a fellow user.
-Number of players This is the number of player cards held by the user. The number of players is increased or decreased by the execution of scout processing and strengthening processing. The maximum number of players (for example, 60) is defined in advance.
-Associates Data of other user IDs that are associates of the target user ID.
-Image data of possession card In the case of the above-mentioned baseball format digital card game, the image data of the possession card is data including an image of the player card possessed by the user.
-Attribute of possessed card The attribute of the possessed card includes data indicating the ability value of the player card. For example, as shown in FIG. 6, each ability value such as “batting force”, “running ability”, “defense ability”, and the like may be included as parameter items. In the example of FIG. 6, the capability value is a value in the range of 0 to 1000, and the higher the capability value is, the higher the capability is. In FIG. 6, “batting force”, “running ability”, and “defense ability” are illustrated as items as indicators of ability, but if the player is a pitcher, other items such as “ball speed”, “ball control” It is good also as "power", "stamina", etc.
The attribute of the possessed card may include “rare degree”. Here, the “rare degree” is a value indicating the degree of rarity value of the player card, and the higher the value is, the lower the probability of appearing in the game is set. In the present embodiment, the rarity is expressed in five stages of 1 to 5, and the rarity of player cards corresponding to players with outstanding technical ability and popular players is set high.
The attributes include team (any of P1 to P6, Q1 to Q6), position (pitcher, catcher, first baser, left winger, etc.), the degree of influence that player cards have on the game (typically positive impact) Degree) or the like.
 図5に戻り、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によって実行されるゲームの設定についての情報や、ゲームの結果(ゲーム結果)に関する情報を記憶、更新する。ゲーム結果に関する情報は、ゲームの性質によって多様な情報を含みうる。野球形式のデジタルカードゲームの場合を例に挙げれば、ゲーム結果に関する情報は、異なるユーザID同士の対戦の結果(スコア等)、特定の技能レベルの複数のユーザIDの間のリーグ戦の結果(スコア、ランキング等)などを含む。 Referring back to FIG. 5, the game database 32 stores and updates information on game settings executed by the game server 20 and information on game results (game results) based on access from the game server 20. Information related to game results may include various information depending on the nature of the game. For example, in the case of a baseball-format digital card game, information on game results includes results of matches between different user IDs (scores, etc.), results of league battles between a plurality of user IDs of specific skill levels ( Score, ranking, etc.).
 (1-5)ゲーム制御装置における各機能の概要
 本実施形態では、ゲームサーバ20及びデータベースサーバ30によってゲーム制御装置が構成されている。以下では、上述した野球形式のデジタルカードゲーム(以下、適宜単に「ゲーム」という。)が適用される場合を例として、本実施形態のゲーム制御装置で実現される機能について、図7を参照して説明する。図7は、本実施形態のゲーム制御装置で主要な役割を果たす機能を説明するための機能ブロック図である。
 なお、図7の機能ブロック図において、付与手段53及び制限手段54が本発明の主要な構成に対応している。その他の手段は必ずしも必須の構成ではないが、本発明をさらに好ましくするための構成である。
 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あるいはタッチパネルの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。
(1-5) Overview of Functions in Game Control Device In the present embodiment, the game control device is configured by the game server 20 and the database server 30. In the following, with reference to FIG. 7, the functions realized by the game control device of the present embodiment will be described by taking as an example the case where the above-described baseball-format digital card game (hereinafter simply referred to as “game”) is applied. I will explain. FIG. 7 is a functional block diagram for explaining functions that play a main role in the game control apparatus of the present embodiment.
In addition, in the functional block diagram of FIG. 7, the provision means 53 and the restriction means 54 respond | correspond to the main structures of this invention. Other means are not necessarily indispensable structures, but they are structures for making the present invention more preferable.
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 scrolling the web page by the user's direction instruction button or 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(ユーザ登録)を行う機能を備える。
 登録手段51の機能は、例えば以下のとおり実現される。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は、ゲームサーバ20から提供されるウェブページ上での通信端末10に対する所定の操作(例えば、所定のメニューの選択操作、テキスト入力等)によって自動的に生成されるように、ウェブページが構成されていてもよい。登録要求メッセージには、送信元の通信端末10を特定するための情報(例えばIPアドレス、メールアドレス等)が含まれていてもよく、あるいは、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。
 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、所定のデフォルトのデータが記述された新規のユーザIDについてのユーザデータを、ユーザデータベース31に格納する。
The registration unit 51 has a function of recognizing 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 performing a registration process (user registration).
The function of the registration means 51 is implement | achieved 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 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.
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 registration is completed, the CPU 21 stores user data for a new user ID in which predetermined default data is described 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を「仲間」として登録する。なお、以下の説明では、ユーザIDが仲間の関係にあることと、対応するユーザが仲間の関係にあることとは、同義である。
 この場合の登録手段51は例えば、以下のとおり実行される。ゲームサーバ20のCPU21は、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6参照)にデータを書き込む。
The registration unit 51 may also register the user ID in association with another user ID triggered by an application based on the user ID. That is, the registration unit 51 registers another user ID as a “mate” with an application based on the user ID as a trigger. In the following description, it is synonymous that the user ID is in a friend relationship and that the corresponding user is in a friend relationship.
The registration means 51 in this case is executed as follows, for example. The CPU 21 of the game server 20 sends an application message (application) specifying a user ID (or a corresponding user name) to be a friend from the communication terminal 10 of the user corresponding to a certain user ID via the communication interface unit 25. Accept. Transmission of this application message is preset as a function of a web page provided to the user's communication terminal 10. 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” part (see FIG. 6) of the user data of the corresponding two user IDs in the user database 31.
 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、ゲームを進行させる。前述したように、野球形式のデジタルカードゲームには、ゲームを進行させる上で以下の処理が設けられている。
・スカウト処理:  自らのチームを作り上げていくために選手カードを探索する処理である。スカウトを実行することで行動ポイントは消費するが、強化ポイントは増加する。
・強化処理:  強化ポイントを消費することで、2枚以上の選手カードを一体化して特定の選手カードの能力を上昇させる処理である。
・試合処理:  他のユーザのチームと野球の試合を行う処理である。試合を行うことで運営ポイントは消費するが、試合に勝利すれば強化ポイントが増加する。
・抽選処理:  エールポイントを消費して抽選によって選手カードを入手する処理である。
・オーダー処理:  ユーザが選手カードのオーダーの入れ替え、控えの選手カードとの交替等を実行するための処理である。
・アイテム処理:  ユーザがゲーム上保有しているアイテムの内容を確認するための処理である。
The game progress means 52 advances the game 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. As described above, a baseball digital card game is provided with the following processing in order to advance the game.
-Scout process: A process of searching for player cards in order to build up their own team. Executing a scout consumes action points, but increases reinforcement points.
-Strengthening process: It is a process that increases the ability of a specific player card by merging two or more player cards by consuming the strengthening points.
Game processing: Processing for playing a baseball game with another user's team. Management points will be consumed by playing the game, but if you win the game, the points will increase.
-Lottery process: A process for consuming an ale point and obtaining a player card by lottery.
Order processing: This is processing for the user to change the order of a player card, replace the player card with a copy, and the like.
Item processing: Processing for confirming the contents of items held by the user in the game.
 なお、ゲーム進行手段52を実現するに当たり、ゲームサーバ20のCPU21は、ウェブページ上に表示される各メニューに、ゲームを進行させるためのいずれかの処理を予め割り当てている。そして、CPU21は、通信端末10においてウェブページ上のメニューが選択されたときに、選択されたメニューについての情報を通信端末10から受信し、受信した情報に基づいて、選択されたメニューに割り当てられた処理を実行する。 In realizing the game progression means 52, the CPU 21 of the game server 20 assigns in advance any process for advancing the game to each menu displayed on the web page. Then, when the menu on the web page is selected in the communication terminal 10, the CPU 21 receives information about the selected menu from the communication terminal 10, and is assigned to the selected menu based on the received information. Execute the process.
 ゲーム進行手段52は、図8に示すように、ゲームで実行される複数の処理が各々割り当てられた複数のメニューを通信端末10に表示させる。具体的には、CPU21は、複数のメニューを含むウェブページを表示するためのHTMLデータを生成して通信端末10宛に送信する。上述したように、ゲームでは、スカウト処理、強化処理、試合処理、及び抽選処理の各処理の実行に伴ってゲーム上のポイントが消費される。 As shown in FIG. 8, the game progress means 52 causes the communication terminal 10 to display a plurality of menus each assigned a plurality of processes executed in the game. Specifically, the CPU 21 generates HTML data for displaying a web page including a plurality of menus, and transmits the HTML data to the communication terminal 10. As described above, in the game, points on the game are consumed as the scout process, the strengthening process, the game process, and the lottery process are executed.
 ゲーム進行手段52によって通信端末10に表示されるゲームのトップページの例を図8に示す。このトップページは、個々のユーザIDに応じたウェブページで構成される。図8に例示されるトップページは、ユーザ名、チームのテキストのほか、ユーザデータ表示領域、選手画像表示領域及びメニュー表示領域を含む。
 ユーザデータ表示領域は、対象となるユーザIDのユーザデータに含まれる、技能レベル、行動ポイント、運営ポイント、強化ポイント、エールポイント、選手数、仲間の各項目のデータ(図6参照)が表示される領域である。なお、ユーザデータ表示領域に表示される項目で、X/Yの形式で表記されているポイントまたは数は、Xがユーザの保有するポイントまたは数であり、Yがそのポイントまたは数の最大値であることを示す。例えば、選手数が「40/60」と表記されていれば、ユーザが保有する選手数が40人であり、最大で保有可能な選手数が60人であることを示す。
 選手画像表示領域は、ユーザによって予め選択された選手カードの画像データが表示される領域である。
 メニュー表示領域は、野球形式のデジタルカードゲームに設けられる複数の処理(スカウト処理、強化処理、試合処理、抽選処理、オーダー処理、アイテム処理)に対応した基本メニューとして、「スカウト」、「強化」、「試合」、「抽選」、「オーダー」、「アイテム」の各メニューm1~m6が表示される領域である。つまり、ゲームで実行される複数の処理が各々割り当てられた複数のメニューが、通信端末10に表示されるウェブページの所定の位置にそれぞれ配置される。なお、オーダー処理は、ユーザの指示の下、選手カードのオーダーの入れ替え、控えの選手カードとの交替等を実行する処理である。
 ゲーム進行手段52は、通信端末10に表示されたメニューに対するユーザの選択操作に応じた処理を実行する。好ましくは、各処理が実行された場合、処理ごとに細分化された複数のメニューを含む新たなウェブページが表示されるようにして、階層的に各処理が実行される。
An example of the top page of the game displayed on the communication terminal 10 by the game progress means 52 is shown in FIG. This top page is composed of web pages corresponding to individual user IDs. The top page illustrated in FIG. 8 includes a user name display area, a player image display area, and a menu display area in addition to the user name and team text.
In the user data display area, skill level, action point, management point, strengthening point, yell point, number of players, and data of each item of fellows included in the user data of the target user ID (see FIG. 6) are displayed. Area. It should be noted that in the items displayed in the user data display area, the point or number written in the X / Y format is that X is the point or number held by the user, and Y is the maximum value of the point or number. Indicates that there is. For example, if the number of players is written as “40/60”, it indicates that the number of players held by the user is 40 and the maximum number of players that can be held is 60.
The player image display area is an area in which image data of a player card previously selected by the user is displayed.
The menu display area includes “Scout” and “Strengthen” as basic menus corresponding to a plurality of processes (scout process, reinforcement process, game process, lottery process, order process, item process) provided in a baseball digital card game. , “Game”, “lottery”, “order”, “item” menus m1 to m6 are displayed. That is, a plurality of menus to which a plurality of processes executed in the game are assigned are respectively arranged at predetermined positions on the web page displayed on the communication terminal 10. Note that the order process is a process of executing an exchange of player card orders, replacement with a reserved player card, or the like under the instruction of the user.
The game progress means 52 executes processing corresponding to the user's selection operation for the menu displayed on the communication terminal 10. Preferably, when each process is executed, each process is executed hierarchically such that a new web page including a plurality of menus subdivided for each process is displayed.
 例えば図8に示すトップページをユーザの通信端末10に表示する場合について、ゲーム進行手段52は以下のようにして実現される。ゲームサーバ20のCPU21は、データベースアクセス部24を介してユーザデータベース31にアクセスし、ユーザデータ表示領域に含まれる各項目のデータと、選手画像表示領域に表示すべき選手カードの画像データを読み出す。次にCPU21は、図8に示したトップページが構成されるようにHTMLデータを生成し、通信端末10宛に送信する。生成されるHTMLデータは、ユーザごと(つまり、ユーザIDごと)に異なるものとなる。通信端末10は、受信したHTMLデータを解釈してトップページの画像を表示部16(表示画面16a)に表示する。 For example, when the top page shown in FIG. 8 is displayed on the communication terminal 10 of the user, the game progress means 52 is realized as follows. The CPU 21 of the game server 20 accesses the user database 31 via the database access unit 24, and reads the data of each item included in the user data display area and the player card image data to be displayed in the player image display area. Next, the CPU 21 generates HTML data so that the top page shown in FIG. 8 is configured, and transmits it to the communication terminal 10. The generated HTML data is different for each user (that is, for each user ID). The communication terminal 10 interprets the received HTML data and displays the top page image on the display unit 16 (display screen 16a).
 [スカウト処理]
 ゲーム進行手段52、付与手段53及び通知手段54は、ユーザが自らのチームを作り上げていくために選手カードを探索できるようにするスカウト処理を実行する。
 図9~11は、スカウト処理が実行された場合に通信端末10に表示されるウェブページの例を示す。図9は、トップページにおいてスカウトメニューが選択操作されたときのウェブページの表示例である。図10は、図9に示す画面において「エリア一覧へ」と表示されたメニューm11が選択操作されたときのウェブページの表示例である。図11は、スカウト処理の実行中に、ユーザに対して、次期選手カードが付与されたことを通知するためのウェブページの表示例である。
[Scout processing]
The game progress means 52, the grant means 53, and the notification means 54 execute a scout process that allows the user to search for player cards in order to build up their own team.
9 to 11 show examples of web pages displayed on the communication terminal 10 when the scout process is executed. FIG. 9 is a display example of a web page when the scout menu is selected and operated on the top page. FIG. 10 is a display example of a web page when the menu m11 displayed as “to area list” on the screen shown in FIG. 9 is selected and operated. FIG. 11 is a display example of a web page for notifying the user that the next player card has been granted during the execution of the scout process.
 図9に例示するウェブページでは、表示領域100において、複数の地域(エリア)に分けられた日本地図が、探索の対象となるエリアが強調表示された状態で表示される。
 このスカウト処理では、ユーザは、探索の対象となるエリア(図9の例では、エリア9(サブエリア9-1,9-2,…))ごとに設けられる「探索する」と表記されたメニューm10を選択操作する。この操作を契機として、探索の対象となるエリアについての探索が行われ、選手が発掘された場合に表示領域102にその選手の選手カードが表示される仕組みになっている。このとき、メニューm10が選択操作されて探索が行われる度に、表示領域101に表示されている「探索率」(%)の値が増加する。また、表示領域101には、1回の探索に要する行動力の値(図9の例では「5」)、1回の探索で得られる強化ポイントの値(図9の例では「10」)が表示される。1回の探索につき、表示されている行動力の値だけ行動ポイントが減少し、表示されている量の強化ポイントが増加するように構成されている。ゲーム進行手段52では、探索を行う度に、CPU21がユーザデータベース31にアクセスし、対象となるユーザIDの行動ポイント及び強化ポイントの値を更新する。
In the web page illustrated in FIG. 9, the Japan map divided into a plurality of regions (areas) is displayed in the display region 100 with the area to be searched highlighted.
In this scout process, the user has a menu labeled “Search” provided for each area to be searched (in the example of FIG. 9, area 9 (subareas 9-1, 9-2,...)). Select m10. With this operation as a trigger, a search for an area to be searched is performed, and when a player is excavated, the player card of the player is displayed in the display area 102. At this time, each time the menu m10 is selected and a search is performed, the value of “search rate” (%) displayed in the display area 101 increases. In the display area 101, the value of the action force required for one search (“5” in the example of FIG. 9), and the value of the reinforcement point obtained by one search (“10” in the example of FIG. 9). Is displayed. For each search, the action points are decreased by the value of the displayed action force, and the displayed amount of reinforcement points is increased. In the game progress means 52, whenever it searches, CPU21 accesses the user database 31, and updates the value of the action point and reinforcement | strengthening point of user ID used as object.
 ゲーム進行手段52では、ゲームサーバ20のCPU21は、メニューm10に対する選択操作を認識すると、スカウト用に予め設けられた複数の選手カード(現時点で入手可能な選手カード)の中から所定の、あるいはランダムな確率で抽選を行う。CPU21は、抽選により選手カードを得た(発掘した)場合には、ユーザデータベース31にアクセスし、対象となるユーザIDのデータに対して、発掘された選手カードのデータを追加して、選手数の値を1だけ増加させる。さらにCPU21は、発掘された選手カードを表示領域102に表示するためのHTMLデータを生成して通信端末10宛に送信する。なお、このHTMLデータは、表示領域101の探索率のデータが更新されるようにして構成されている。ユーザによるメニューm10に対する選択操作が繰返し行われ、図10においてサブエリア9-1,9-2,…のすべてのエリアの探索率が100%に達すると、エリア9についての探索は終了し、探索対象は次のエリア(この場合、エリア10)に移る。なお、後述するように、探索率が100%に達したとしても、表示領域102に表示可能な最大の枚数(図10のサブエリア9-1では、4枚)に相当する数の選手が発掘できたとは限らない。 In the game progression means 52, when the CPU 21 of the game server 20 recognizes the selection operation for the menu m10, a predetermined or random number is selected from a plurality of player cards (player cards available at the present time) provided in advance for the scout. A lottery with a good probability. When the CPU 21 obtains (excavates) a player card by lottery, the CPU 21 accesses the user database 31 and adds the data of the excavated player card to the data of the target user ID. Is increased by one. Further, the CPU 21 generates HTML data for displaying the excavated player card in the display area 102 and transmits it to the communication terminal 10. The HTML data is configured such that search rate data in the display area 101 is updated. When the selection operation for the menu m10 by the user is repeatedly performed and the search rate of all the sub-areas 9-1, 9-2,... In FIG. The subject moves to the next area (in this case, area 10). As will be described later, even if the search rate reaches 100%, the maximum number of players that can be displayed in the display area 102 (four in the sub-area 9-1 in FIG. 10) is excavated. It is not always possible.
 付与手段53は、所定の操作入力又はゲームの進行状況に関する情報に基づいて、上述した次期選手カードを、次期選手カードの内容がユーザに認識されない状態で当該ユーザに付与する機能を備える。つまり、ユーザは、次期選手カードが付与された時点で当該次期選手カードの内容を認識することができない。この場合、次期選手カードの内容に対するユーザの期待感を高めることができる。また、次期選手カードの内容がユーザに認識されない状態とは、例えば、次期選手カードの内容の全てがユーザに認識されない状態であってもよいし、次期選手カードの一部の内容によって当該次期選手カードの全ての内容がユーザに認識されない程度において、当該一部の内容がユーザに認識されている状態であってもよい。次期選手カードの内容が認識されない状態にするためには、例えば、次期選手カードの選手の名前や画像データにダミーデータを設定すればよい。
 スカウト処理において、付与手段53は、メニューm10の選択操作に応じて所定の、あるいはランダムな確率で、次期選手カードをユーザに付与する。
 ユーザに対して次期選手カードが付与される場合の付与手段53の機能は、例えば以下のとおり実現される。ゲームサーバ20のCPU21は、メニューm10に対する選択操作を認識すると、予め設けられた複数の次期選手カードの中から所定の、あるいはランダムな確率で抽選を行う。CPU21は、抽選により次期選手カードを得た場合に、ユーザデータベース31にアクセスし、対象となるユーザIDのアイテムデータに対して、次期選手カードの情報を記録する。
 なお、付与される次期選手カードの属性が限定されてもよい。ここで、限定される属性は任意に選択されうる。例えば、次期選手カードのレア度が4以上に限定されてもよいし、次期選手カードのチームが限定(例えば、P1チームのみ)されてもよいし、次期選手カードのポジションが限定(例えば、投手のみ)されてもよい。また、例えば、リーグ限定(例えば、Pリーグのみ)の次期選手カードが付与されてもよい。
The granting unit 53 has a function of granting the above-described next player card to the user in a state where the content of the next player card is not recognized by the user based on information regarding a predetermined operation input or the progress of the game. That is, the user cannot recognize the contents of the next player card when the next player card is given. In this case, a user's expectation with respect to the content of the next player card can be enhanced. The state in which the content of the next player card is not recognized by the user may be, for example, a state in which all of the content of the next player card is not recognized by the user, The user may be in a state where some of the contents are recognized by the user to the extent that the entire contents of the card are not recognized by the user. In order to make the content of the next player card unrecognized, for example, dummy data may be set in the name and image data of the player of the next player card.
In the scout process, the granting unit 53 grants the next player card to the user with a predetermined or random probability according to the selection operation of the menu m10.
The function of the giving means 53 when the next player card is given to the user is realized as follows, for example. When the CPU 21 of the game server 20 recognizes the selection operation for the menu m10, the CPU 21 performs a lottery with a predetermined or random probability from a plurality of next player cards provided in advance. When the CPU 21 obtains the next player card by lottery, the CPU 21 accesses the user database 31 and records information on the next player card for the item data of the target user ID.
In addition, the attribute of the next player card provided may be limited. Here, the limited attribute can be arbitrarily selected. For example, the rare degree of the next player card may be limited to 4 or more, the team of the next player card may be limited (for example, only the P1 team), or the position of the next player card may be limited (for example, a pitcher) Only). Moreover, for example, the next player card of a league limitation (for example, only P league) may be provided.
 アイテムデータのデータ構成の一例を図12に示す。図12に示す例では、付与手段53によって次期選手カードがユーザに付与される毎に、次期選手カードの情報が記録される。図12の例では、次期選手カードの情報として、アイテムの種類を識別するためのアイテムID、次期選手カードのID、次期選手カードのレア度、次期選手カードの付与日時、次期選手カードの内容の通知開始日時、その他のデータ(例えば、次期選手カードの選手名、画像データ、能力値等)が含まれている。本実施形態では、次期選手カードの情報がアイテムデータに記録されるときに、次期選手カードの選手名及び画像データにダミーデータが記録される。 An example of the data structure of item data is shown in FIG. In the example shown in FIG. 12, each time the next player card is given to the user by the giving means 53, information on the next player card is recorded. In the example of FIG. 12, the item ID for identifying the type of item, the ID of the next player card, the rarity of the next player card, the date and time of the next player card, the contents of the next player card, as information on the next player card The notification start date and time and other data (for example, the player name of the next player card, image data, ability value, etc.) are included. In this embodiment, when the information of the next player card is recorded in the item data, dummy data is recorded in the player name and image data of the next player card.
 ここで、次期選手カードの内容の通知開始日時は、次期選手カードの内容をユーザが認識可能となる時期である。この通知開始日時は、次期選手カードの付与以降において適宜設定されうる。なお、通知開始日時は、次期選手カードに関連のある現実世界のイベントの所定の時期であってもよい。ここで、アイテムに関連のある現実世界のイベントとは、例えば、現実世界で行われる野球の試合であってよい。また、イベントの所定の時期とは、例えば、イベントが野球の試合である場合には、公式戦の開幕日、オールスター戦の開催日、日本シリーズの開催日、あるいは試合において所定イニング(例えば7回)が開始するタイミングなどであってもよい。これにより、野球の試合(現実世界のイベント)の所定の時期が到来すると、ユーザは、付与され、かつ現実の野球の試合とリンクされた次期選手カードの内容を知ることができる。これにより、野球の試合の所定の時期が近づくのに伴って、ユーザの期待感をより高めることができる。
 なお、図12に示す例では、通知開始日時が、2012年度のプロ野球公式戦(現実世界のイベント)の開幕日(所定の時期)である「2012年3月30日」の12時に設定されている。
Here, the notification start date and time of the contents of the next player card is a time when the user can recognize the contents of the next player card. This notification start date and time can be set as appropriate after the next player card is given. The notification start date and time may be a predetermined time of a real world event related to the next player card. Here, the real world event related to the item may be, for example, a baseball game held in the real world. In addition, for example, when the event is a baseball game, the predetermined time of the event is, for example, the opening date of the official game, the date of the all-star game, the date of the Japan series, or a predetermined inning (for example, 7 times) ) May start. Thereby, when the predetermined time of the baseball game (real world event) arrives, the user can know the contents of the next player card that is given and linked to the actual baseball game. Thereby, a user's expectation can be raised more as the predetermined time of a baseball game approaches.
In the example shown in FIG. 12, the notification start date and time is set to 12:00 on “March 30, 2012” which is the opening date (predetermined time) of the official professional baseball game (real world event) in 2012. ing.
 また、通知開始日時は、複数の次期選手カードのそれぞれに設定されてもよい。ここで、それぞれの次期選手カードに設定された通知開始日時は、次期選手カード毎に同じであってもよいし、異なっていてもよい。例えば、次期選手カードのレア度が高いほど、通知開始日時を他の次期選手カードよりも後の時期に設定してもよい。これにより、付与された次期選手カードの数が多くなるほど、それぞれの次期選手カードの内容を知る時期が異なりうるため、ユーザの期待感を継続的に高めることができる。 Also, the notification start date and time may be set for each of a plurality of next player cards. Here, the notification start date and time set for each next player card may be the same or different for each next player card. For example, the notification start date and time may be set later than other next player cards as the degree of rarity of the next player card is higher. Thereby, since the time which knows the contents of each next player card may differ, so that the number of the next player cards provided increases, a user's expectation can be raised continuously.
 通知手段54は、付与手段53によって次期選手カードがユーザに付与されると、次期選手カードの属性のみをユーザに通知する機能を備えてもよい。これにより、ユーザは、通知された属性に基づいて、付与されたアイテムの内容を想像することができる。このため、ユーザの期待感をより高めることができる。通知手段54の機能は、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、次期選手カードの情報がアイテムデータに記録されると、図11に例示するウェブページを通信端末10上に表示させるためのHTMLデータを生成し、生成したHTMLデータを、通信インタフェース部25を介して通信端末10宛に送信する。ここで、CPU21は、アイテムデータに記録された次期選手カードの情報のうち、画像データ、レア度及び通知開始日時を抽出して、抽出した情報を含むようにHTMLデータを生成する。この場合、図11に例示するウェブページには、次期選手カードの画像データ(ダミーデータ)と、次期選手カードのレア度を通知する旨のメッセージと、次期選手カードの内容の通信開始日時を通知する旨のメッセージとが表示される。なお、画像データのダミーデータには、例えば、次期選手カードの属性の一部を認識可能な図形、文字、記号等が含まれてもよい。図11の例示では、レア度の値に応じた数の星型の図形がダミーデータに含まれている。 The notification means 54 may have a function of notifying the user of only the attributes of the next player card when the next player card is given to the user by the giving means 53. Thereby, the user can imagine the content of the assigned item based on the notified attribute. For this reason, a user's expectation can be raised more. The function of the notification means 54 is realizable as follows, for example. When the information of the next player card is recorded in the item data, the CPU 21 of the game server 20 generates HTML data for displaying the web page illustrated in FIG. 11 on the communication terminal 10, and the generated HTML data is The data is transmitted to the communication terminal 10 via the communication interface unit 25. Here, the CPU 21 extracts the image data, the rare degree, and the notification start date / time from the information of the next player card recorded in the item data, and generates HTML data so as to include the extracted information. In this case, the web page illustrated in FIG. 11 is notified of the image data (dummy data) of the next player card, a message notifying the rare degree of the next player card, and the communication start date and time of the contents of the next player card. Message to do so is displayed. Note that the dummy data of the image data may include, for example, a figure, a character, a symbol, or the like that can recognize a part of the attribute of the next player card. In the illustration of FIG. 11, the number of star-shaped figures corresponding to the rare degree value is included in the dummy data.
 [抽選処理]
 ゲーム進行手段52は、抽選によって選手カードを入手することを可能とする抽選処理を実行する。抽選処理は、好ましくは、選手カードを抽選箱の中から1枚を取り出す(引く)ような演出を経て実行される。抽選によって出現する選手カードは基本的にランダムであるが、レア度の高い選手カードが抽選で出現する確率は非常に低く設定されている。抽選処理には、所定量のエールポイントと引き換えに行われてもよい。
 また、抽選処理において、付与手段53及び通知手段54は、スカウト処理にて実行する処理と同様の処理を行ってもよい。
[Lottery processing]
The game advancing means 52 executes a lottery process that makes it possible to obtain a player card by lottery. The lottery process is preferably executed through an effect of taking out (drawing) one player card from the lottery box. The player cards that appear by lottery are basically random, but the probability that a player card with a high degree of rareness will appear by lottery is set very low. The lottery process may be performed in exchange for a predetermined amount of ale points.
In the lottery process, the granting unit 53 and the notification unit 54 may perform the same process as the process executed in the scout process.
 ゲーム進行手段52はさらに、ユーザが保持する各ポイントあるいは選手数に基づいて、ユーザによって選択されたメニューに応じた機能(スカウト処理、強化処理、試合処理、及び抽選処理)が実行できるか否かを判定し、選択されたメニューに応じた機能が実行できない場合には、機能が実行できないことをユーザに報知するためのテキストを含むページを通信端末10上に表示する。例えば、1回の探索に行動力が「5」必要となるエリアについてスカウト処理を実行しようとする場合に、ユーザの行動ポイントが「3」のときには、スカウト処理が実行できないため、例えば「行動力が足りません。行動力は3分ごとに1回復します。ゆっくり待ちましょう。」などといったテキストを表示させる。このとき、ゲームサーバ20のCPU21は、ユーザデータベース31にアクセスして、ユーザの行動ポイントのデータと、探索対象のエリアに要する行動力(既定値)との比較処理を行って、スカウト処理の実行可否を判定する。 Whether or not the game progress means 52 can further execute functions (scout processing, strengthening processing, game processing, and lottery processing) according to the menu selected by the user based on each point or the number of players held by the user. If the function corresponding to the selected menu cannot be executed, a page including text for notifying the user that the function cannot be executed is displayed on the communication terminal 10. For example, when a scout process is to be executed for an area that requires a power of “5” for one search, when the user's action point is “3”, the scout process cannot be executed. The action power recovers 1 every 3 minutes. Let's wait slowly. " At this time, the CPU 21 of the game server 20 accesses the user database 31, performs a comparison process between the user action point data and the action power (predetermined value) required for the area to be searched, and executes the scout process. Judgment is made.
 上述したように、このゲームでは、図8のユーザデータ表示領域に表示される行動ポイント、運営ポイント、強化ポイント、エールポイント、および選手数は、スカウト処理、強化処理、個別対戦処理、及び抽選処理の各機能の実行によって変動しうるものとなっている。 As described above, in this game, the action points, management points, strengthening points, yell points, and the number of players displayed in the user data display area of FIG. 8 are the scout process, the strengthening process, the individual battle process, and the lottery process. It can vary depending on the execution of each function.
 [アイテム処理]
 次に、アイテム処理について説明する。上述したように、アイテム処理は、ユーザがゲーム上保有しているアイテム(次期選手カード)の内容を確認するための処理である。アイテム処理は、ゲーム進行手段52、通知手段54及び制限手段55により実行される。
 図13は、図8に示すトップページにおいてアイテムメニューが選択操作されたときのウェブページの表示例である。
 ゲーム進行手段52がアイテム処理を実行する機能は、例えば以下のとおり実現される。ゲームサーバ20のCPU21は、例えば図8のウェブページ上でメニューm6が選択されたことを認識すると、内容確認の対象となる次期選手カードの選択を促すウェブページを表示するためのHTMLデータを通信端末10宛に送信する。このとき通信端末10に表示されるウェブページの一例は、図13に示すように、ユーザのユーザIDに対応付けられたアイテムデータに記録されている次期選手カードの一覧である。
Item processing
Next, item processing will be described. As described above, the item process is a process for confirming the content of an item (next player card) held by the user on the game. The item processing is executed by the game progress means 52, the notification means 54, and the restriction means 55.
FIG. 13 is a display example of a web page when an item menu is selected and operated on the top page shown in FIG.
The function that the game progression means 52 executes item processing is realized as follows, for example. When the CPU 21 of the game server 20 recognizes that the menu m6 has been selected on the web page of FIG. 8, for example, it communicates HTML data for displaying a web page that prompts the user to select the next player card to be confirmed. Transmit to the terminal 10. An example of the web page displayed on the communication terminal 10 at this time is a list of next player cards recorded in the item data associated with the user ID of the user, as shown in FIG.
 制限手段55は、次期選手カードの内容についてユーザが認識可能となる時期を、付与手段53による前記ユーザへの次期選手カードの付与以降の通知開始時期まで制限する機能を備える。
 制限手段55の機能は、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、図13に例示するウェブページにおいて、次期選手カードごとの表示領域に設けられた「内容確認」というメニューが選択操作されると、選択操作されたタイミングが、選択操作されたメニューに対応する次期選手カードの通知開始時期を経過しているか否かを判別する。ここで、選択操作されたタイミングは、CPU21に内蔵されているタイマを用いて計測されてもよい。選択操作されたタイミングが内容通知開始時期を経過している場合には、CPU21は、選択操作されたメニューに対応する次期選手カードの内容を認識可能な状態に設定する。具体的には、CPU21は、アイテムデータに記録されている次期選手カードの選手名や画像データに設定されたダミーデータを消去して、次期選手カードの選手IDに予め対応付けられている選手名や画像データを、アイテムデータに記録する。
The restricting means 55 has a function of restricting the time when the user can recognize the contents of the next player card until the notification start time after the granting means 53 gives the next player card to the user.
The function of the restriction means 55 can be realized as follows, for example. The CPU 21 of the game server 20 performs selection operation at the timing when the selection operation is performed when the menu “content confirmation” provided in the display area for each next player card is selected on the web page illustrated in FIG. 13. It is determined whether the notification start time of the next player card corresponding to the selected menu has passed. Here, the timing of the selection operation may be measured using a timer built in the CPU 21. If the selection operation timing has passed the content notification start time, the CPU 21 sets the content of the next player card corresponding to the selected operation menu in a state where it can be recognized. Specifically, the CPU 21 deletes the player name of the next player card and the dummy data set in the image data recorded in the item data, and the player name associated in advance with the player ID of the next player card. And image data are recorded in the item data.
 通知手段54は、アイテム処理において、所定の操作入力に関する情報に基づいて次期選手カードの内容をユーザに通知する機能を備える。
 通知手段54の機能は、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、次期選手カードの選手IDに予め対応付けられている選手名や画像データがアイテムデータに記録されると、図14に例示するウェブページを表示するためのHTMLデータを生成し、生成したHTMLデータを、通信インタフェース部25を介して通信端末10宛に送信する。ここで、CPU21は、アイテムデータに記録された次期選手カードの情報のうち、画像データ及び選手名を抽出して、抽出した情報を含むようにHTMLデータを生成する。この場合、図14に例示するウェブページには、次期選手カードの画像データと、次期選手カードの選手名を通知する旨のメッセージとが表示される。
The notification means 54 has a function of notifying the user of the contents of the next player card based on information related to a predetermined operation input in the item processing.
The function of the notification means 54 is realizable as follows, for example. The CPU 21 of the game server 20 generates HTML data for displaying the web page illustrated in FIG. 14 when the player name or image data previously associated with the player ID of the next player card is recorded in the item data. Then, the generated HTML data is transmitted to the communication terminal 10 via the communication interface unit 25. Here, CPU21 extracts image data and a player name from the information on the next player card recorded on item data, and produces | generates HTML data so that the extracted information may be included. In this case, the web page illustrated in FIG. 14 displays image data of the next player card and a message notifying the player name of the next player card.
 図15は、アイテム処理におけるゲーム進行手段52、通知手段54及び制限手段55の機能を実現するために、主としてゲームサーバ20のCPU21によって実行される一連の処理を示すフローチャートである。
 図8のウェブページ上でメニューm6が選択されたことを認識すると、ゲームサーバ20のCPU21は、選択操作を行ったユーザのユーザIDに対応するアイテムデータを参照し、アイテムデータに記録されている次期選手カードの一覧を含むウェブページを表示するためのHTMLデータを通信端末10宛に送信する。これにより、図13に示すウェブページが通信端末10上に表示される(ステップS10)。次に、図13に示すウェブページ上で「内容確認」メニューが選択されたことを認識すると(ステップS12:YES)、CPU21は、「内容確認」メニューの選択操作が行われたときのタイミングが、選択された「内容確認」メニューに対応する次期選手カードの通知開始日時を経過しているか否かを判別する。そして、「内容確認」メニューの選択操作が行われたときのタイミングが通知開始日時を経過している場合には(ステップS14:YES)、CPU21は、図14に例示するように、選択された「内容確認」メニューに対応する次期選手カードの内容を通知する(ステップS16)。このようにして、通知開始日時以降に、次期選手カードの内容をユーザに認識させることができる。
 なお、内容の確認が可能な次期選手カードについては、ゲーム上使用可能な状態に設定してもよい。具体的には、CPU21は、アイテムデータに記録されている次期選手カードの情報を、アイテムデータのユーザIDに対応するユーザデータに記録し、当該次期選手カードの情報をアイテムデータから消去してもよい。
 なお、「内容確認」メニューの選択操作が行われたときのタイミングが通知開始日時を経過していない場合には(ステップS14:NO)、CPU21は、例えば「通信開始日時を経過していないため、まだ内容をお知らせできません。」等のように、次期選手カードの内容が確認できない旨のメッセージを含むウェブページを通信端末10に表示させる(ステップS18)。
FIG. 15 is a flowchart showing a series of processes mainly executed by the CPU 21 of the game server 20 in order to realize the functions of the game progress means 52, the notification means 54, and the restriction means 55 in the item processing.
When recognizing that the menu m6 is selected on the web page of FIG. 8, the CPU 21 of the game server 20 refers to the item data corresponding to the user ID of the user who performed the selection operation, and is recorded in the item data. HTML data for displaying a web page including a list of next player cards is transmitted to the communication terminal 10. Thereby, the web page shown in FIG. 13 is displayed on the communication terminal 10 (step S10). Next, when recognizing that the “content confirmation” menu is selected on the web page shown in FIG. 13 (step S12: YES), the CPU 21 determines the timing when the selection operation of the “content confirmation” menu is performed. It is determined whether or not the notification start date and time of the next player card corresponding to the selected “content confirmation” menu has passed. Then, when the timing when the “content confirmation” menu selection operation is performed has passed the notification start date and time (step S14: YES), the CPU 21 is selected as illustrated in FIG. The contents of the next player card corresponding to the “content confirmation” menu are notified (step S16). In this way, the content of the next player card can be recognized by the user after the notification start date and time.
In addition, about the next player card which can confirm the content, you may set to the state which can be used on a game. Specifically, the CPU 21 records information on the next player card recorded in the item data in user data corresponding to the user ID of the item data, and deletes the information on the next player card from the item data. Good.
Note that if the timing when the “content confirmation” menu selection operation has not been performed has passed the notification start date and time (step S14: NO), the CPU 21 determines, for example, that “communication start date and time has not elapsed. "The content cannot be notified yet," and the like, a web page including a message indicating that the content of the next player card cannot be confirmed is displayed on the communication terminal 10 (step S18).
 上述したように、このゲーム制御装置によれば、次期選手カードが付与されたユーザは、当該次期選手カードの付与以降の通知開始日時まで当該次期選手カードの内容を知ることができない。このため、次期選手カードの内容に対するユーザの期待感を高めることができる。また、当該次期選手カードの内容を知るために、通知開始日時までユーザをゲームに引き付けておくことができ、その次期選手カードの内容を認識した上でさらにその通知開始日時以降にゲームをプレイするという動機付けをユーザに与えることができる。これにより、ユーザが長期間継続してゲームを楽しむことができるようになる。 As described above, according to this game control device, the user who is given the next player card cannot know the contents of the next player card until the notification start date and time after the grant of the next player card. For this reason, a user's expectation with respect to the content of the next player card can be enhanced. In order to know the contents of the next player card, the user can be attracted to the game until the notification start date and time, and the game is played after the notification start date and time after recognizing the content of the next player card. Can be given to the user. As a result, the user can enjoy the game continuously for a long time.
(2)第2実施形態
 以下、本発明のゲームシステムの第2実施形態について説明する。
 第2実施形態のゲームシステムが第1実施形態と異なる点は、第1実施形態では、ゲーム上のアイテム(次期選手カード)の内容が認識できない状態で当該アイテムがユーザに付与されていたのに対し、第2実施形態では、ゲーム上のアイテム(次期選手カード)が使用不可の状態で当該アイテムがユーザに付与される点である。
 以下、第1実施形態と異なる構成について説明する。
(2) Second Embodiment Hereinafter, a second embodiment of the game system of the present invention will be described.
The difference between the game system of the second embodiment and the first embodiment is that, in the first embodiment, the item is given to the user in a state where the contents of the item (next player card) on the game cannot be recognized. On the other hand, in 2nd Embodiment, the item on a game (next player card) is a point given to a user in the state where use is impossible.
Hereinafter, a configuration different from the first embodiment will be described.
 [スカウト処理]
 先ず、本実施形態のスカウト処理について説明する。
 スカウト処理において、付与手段53は、所定の操作入力又はゲームの進行状況に関する情報に基づいて、次期選手カードを、使用不可の状態で当該ユーザに付与する機能を備える。つまり、次期選手カードが付与された時点では、当該次期選手カードを用いて強化処理又は試合処理を実行することができない。
 スカウト処理において、付与手段53は、メニューm10の選択操作に応じて所定の、あるいはランダムな確率で、次期選手カードをユーザに付与する。このとき、図16に例示するように、次期選手カードの内容がユーザに認識される状態であってもよい。
 ユーザに対して次期選手カードが付与される場合の付与手段53の機能は、例えば以下のとおり実現される。ゲームサーバ20のCPU21は、メニューm10に対する選択操作を認識すると、予め設けられた複数の次期選手カードの中から所定の、あるいはランダムな確率で抽選を行う。CPU21は、抽選により次期選手カードを得た場合に、ユーザデータベース31にアクセスし、対象となるユーザIDのアイテムデータに対して、次期選手カードの情報を記録する。なお、一度に付与される次期選手カードの数は、複数であってもよい。また、メニューm10の選択操作に応じて次期選手カードが付与される確率は、ユーザがメニューm10を選択操作する際の行動ポイントに概ね比例した値であってもよい。
[Scout processing]
First, the scout process of this embodiment will be described.
In the scout process, the granting unit 53 has a function of granting the next player card to the user in an unusable state based on information regarding a predetermined operation input or the progress of the game. That is, at the time when the next player card is awarded, the strengthening process or the game process cannot be executed using the next player card.
In the scout process, the granting unit 53 grants the next player card to the user with a predetermined or random probability according to the selection operation of the menu m10. At this time, as illustrated in FIG. 16, the content of the next player card may be recognized by the user.
The function of the giving means 53 when the next player card is given to the user is realized as follows, for example. When the CPU 21 of the game server 20 recognizes the selection operation for the menu m10, the CPU 21 performs a lottery with a predetermined or random probability from a plurality of next player cards provided in advance. When the CPU 21 obtains the next player card by lottery, the CPU 21 accesses the user database 31 and records information on the next player card for the item data of the target user ID. In addition, the number of the next player cards provided at once may be plural. In addition, the probability that the next player card is awarded in accordance with the selection operation of the menu m10 may be a value that is substantially proportional to the action point when the user selects the menu m10.
 アイテムデータのデータ構成の一例を図17に示す。図17に示す例では、付与手段53によって次期選手カードがユーザに付与される毎に、次期選手カードの情報が記録される。図17の例では、次期選手カードの情報として、アイテムの種類を識別するためのアイテムID、次期選手カードのID、次期選手カードのレア度、次期選手カードの付与日時、次期選手カードの使用開始日時、その他のデータ(例えば、次期選手カードの選手名、画像データ、能力値等)が含まれている。 An example of the data structure of item data is shown in FIG. In the example shown in FIG. 17, each time the next player card is given to the user by the granting unit 53, information on the next player card is recorded. In the example of FIG. 17, as the next player card information, an item ID for identifying the item type, an ID of the next player card, a rare degree of the next player card, a date and time of giving the next player card, and a start of using the next player card The date and time and other data (for example, the player name of the next player card, image data, ability value, etc.) are included.
 ここで、次期選手カードの内容の使用開始日時は、次期選手カードをユーザが使用可能となる時期である。この使用開始日時は、次期選手カードの付与以降において適宜設定されうる。なお、使用開始日時は、次期選手カードに関連のある現実世界のイベントの所定の時期であってもよい。ここで、次期選手カードに関連のある現実世界のイベントとは、例えば、現実世界で行われる野球の試合であってよい。また、イベントの所定の時期とは、例えば、イベントが野球の試合である場合には、公式戦の開幕日、オールスター戦の開催日、日本シリーズの開催日、あるいは試合において所定イニング(例えば7回)が開始するタイミングなどであってもよい。これにより、野球の試合(現実世界のイベント)の所定の時期が到来すると、ユーザは、付与され、かつ現実の野球の試合とリンクされた次期選手カードを使用することができる。これにより、野球の試合の所定の時期が近づくのに伴って、次期選手カードの使用によるゲーム上の効果に対するユーザの期待感をより高めることができる。
 なお、図17に示した例では、使用開始日時が、2012年度のプロ野球公式戦の開幕日である「2012年3月30日」の12時に設定されている。
Here, the use start date and time of the contents of the next player card is a time when the user can use the next player card. This use start date and time can be appropriately set after the next player card is given. The use start date and time may be a predetermined time of an event in the real world related to the next player card. Here, the real world event related to the next player card may be, for example, a baseball game held in the real world. In addition, for example, when the event is a baseball game, the predetermined time of the event is, for example, the opening date of the official game, the date of the all-star game, the date of the Japan series, or a predetermined inning (for example, 7 times) ) May start. Thereby, when the predetermined time of the baseball game (real world event) arrives, the user can use the next player card that is given and linked to the actual baseball game. Thereby, the user's expectation with respect to the effect on the game by use of the next player card can be further increased as the predetermined time of the baseball game approaches.
In the example shown in FIG. 17, the use start date and time is set to 12:00 “March 30, 2012”, which is the opening day of the professional baseball game in 2012.
 また、使用開始日時は、複数の次期選手カードのそれぞれに設定されてもよい。ここで、それぞれの次期選手カードに設定された使用開始日時は、次期選手カード毎に同じであってもよいし、異なっていてもよい。例えば、次期選手カードのレア度が高いほど、使用開始日時を他の次期選手カードよりも後の時期に設定してもよい。これにより、付与された次期選手カードの数が多くなるほど、それぞれの次期選手カードを使用できる時期が異なりうるため、例えば各次期選手カードを使用するときのゲーム上の効果に対するユーザの期待感を継続的に高めることができる。 Also, the use start date and time may be set for each of a plurality of next player cards. Here, the use start date and time set for each next player card may be the same or different for each next player card. For example, the use start date and time may be set later than other next player cards as the degree of rarity of the next player card is higher. As a result, as the number of next player cards granted increases, the time when each next player card can be used may vary. For example, the user's expectation of the game effect when using each next player card will continue. Can be enhanced.
 通知手段54は、付与手段53によって次期選手カードがユーザに付与されると、次期選手カードの使用開始時期をユーザに通知してもよい。この場合、ゲームサーバ20のCPU21は、次期選手カードの情報がアイテムデータに記録されると、図16に例示するウェブページを通信端末10上に表示させるためのHTMLデータを生成し、生成したHTMLデータを、通信インタフェース部25を介して通信端末10宛に送信する。ここで、CPU21は、アイテムデータに記録された次期選手カードの情報のうち、画像データ、レア度及び通知開始日時を抽出して、抽出した情報を含むようにHTMLデータを生成する。この場合、図16に例示するウェブページには、次期選手カードの画像データと、次期選手カードの使用開始日時を通知する旨のメッセージとが表示される。 The notification means 54 may notify the user of the use start time of the next player card when the next player card is given to the user by the giving means 53. In this case, when the information of the next player card is recorded in the item data, the CPU 21 of the game server 20 generates HTML data for displaying the web page illustrated in FIG. 16 on the communication terminal 10, and generates the generated HTML. Data is transmitted to the communication terminal 10 via the communication interface unit 25. Here, the CPU 21 extracts the image data, the rare degree, and the notification start date / time from the information of the next player card recorded in the item data, and generates HTML data so as to include the extracted information. In this case, the image data of the next player card and a message notifying the use start date and time of the next player card are displayed on the web page illustrated in FIG.
 [アイテム処理]
 次に、本実施形態のアイテム処理について説明する。本実施形態のアイテム処理は、ユーザがゲーム上保有している次期選手カードを使用可能にするための処理である。アイテム処理は、ゲーム進行手段52、通知手段54及び制限手段55により実行される。
 図18は、図8に示すトップページにおいてアイテムメニューが選択操作されたときのウェブページの表示例である。
 ゲーム進行手段52がアイテム処理を実行する機能は、例えば以下のとおり実現される。ゲームサーバ20のCPU21は、例えば図8のウェブページ上でメニューm6が選択されたことを認識すると、使用の対象となる次期選手カードの選択を促すウェブページを表示するためのHTMLデータを通信端末10宛に送信する。このとき通信端末10に表示されるウェブページの一例は、図18に示すように、ユーザのユーザIDに対応付けられたアイテムデータに記録されている次期選手カードの一覧である。
Item processing
Next, item processing of this embodiment will be described. The item process of this embodiment is a process for making it possible to use the next player card that the user has in the game. The item processing is executed by the game progress means 52, the notification means 54, and the restriction means 55.
FIG. 18 is a display example of a web page when an item menu is selected and operated on the top page shown in FIG.
The function that the game progression means 52 executes item processing is realized as follows, for example. When the CPU 21 of the game server 20 recognizes that the menu m6 has been selected on the web page of FIG. 8, for example, the communication terminal transmits HTML data for displaying a web page that prompts the user to select the next player card to be used. Send to 10 address. An example of the web page displayed on the communication terminal 10 at this time is a list of next player cards recorded in the item data associated with the user ID of the user, as shown in FIG.
 制限手段55は、次期選手カードについてユーザが使用可能となる時期を、付与手段53による前記ユーザへの次期選手カードの付与以降の使用開始時期まで制限する機能を備える。
 制限手段55の機能は、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、図18に例示するウェブページにおいて、次期選手カードごとの表示領域に設けられた「使用する」というメニューが選択操作されると、選択操作されたタイミングが、選択操作されたメニューに対応する次期選手カードの使用開始時期を経過しているか否かを判別する。ここで、選択操作されたタイミングは、CPU21に内蔵されているタイマを用いて計測されてもよい。選択操作されたタイミングが使用開始時期を経過している場合には、CPU21は、選択操作されたメニューに対応する次期選手カードを使用可能な状態に設定する。具体的には、CPU21は、アイテムデータに記録されている次期選手カードの情報を、アイテムデータのユーザIDに対応するユーザデータに記録し、当該次期選手カードの情報をアイテムデータから消去する。
The restricting means 55 has a function of restricting the time when the user can use the next player card to the use start time after the granting means 53 gives the next player card to the user.
The function of the restriction means 55 can be realized as follows, for example. When the menu “use” provided in the display area for each next player card is selected on the web page illustrated in FIG. 18, the CPU 21 of the game server 20 performs the selection operation at the timing of the selection operation. It is determined whether or not the use start time of the next player card corresponding to the menu has elapsed. Here, the timing of the selection operation may be measured using a timer built in the CPU 21. When the selection operation timing has passed the use start timing, the CPU 21 sets the next player card corresponding to the selection operation menu to a usable state. Specifically, the CPU 21 records information on the next player card recorded in the item data in user data corresponding to the user ID of the item data, and deletes the information on the next player card from the item data.
 図19は、アイテム処理におけるゲーム進行手段52、通知手段54及び制限手段55の機能を実現するために、主としてゲームサーバ20のCPU21によって実行される一連の処理を示すフローチャートである。
 図8のウェブページ上でメニューm6が選択されたことを認識すると、ゲームサーバ20のCPU21は、選択操作を行ったユーザのユーザIDに対応するアイテムデータを参照し、アイテムデータに記録されている次期選手カードの一覧を含むウェブページを表示するためのHTMLデータを通信端末10宛に送信する。これにより、図18に示すウェブページが通信端末10上に表示される(ステップS20)。次に、図18に示すウェブページ上で「使用する」メニューが選択されたことを認識すると(ステップS22:YES)、CPU21は、「使用する」メニューの選択操作が行われたときのタイミングが、選択された「使用する」メニューに対応する次期選手カードの使用開始日時を経過しているか否かを判別する。そして、「使用する」メニューの選択操作が行われたときのタイミングが使用開始日時を経過している場合には(ステップS24:YES)、CPU21は、選択された「内容確認」メニューに対応する次期選手カードを使用可能な状態に設定する(ステップS26)。このようにして、使用開始日時以降に、次期選手カードをユーザが使用可能となる。
 なお、「使用する」メニューの選択操作が行われたときのタイミングが使用開始日時を経過していない場合には(ステップS24:NO)、CPU21は、例えば「使用開始日時を経過していないため、まだ次期選手カードを使用できません。」等のように、次期選手カードを使用することができない旨のメッセージを含むウェブページを通信端末10に表示させる(ステップS28)。
FIG. 19 is a flowchart showing a series of processes mainly executed by the CPU 21 of the game server 20 in order to realize the functions of the game progress means 52, the notification means 54, and the restriction means 55 in the item processing.
When recognizing that the menu m6 is selected on the web page of FIG. 8, the CPU 21 of the game server 20 refers to the item data corresponding to the user ID of the user who performed the selection operation, and is recorded in the item data. HTML data for displaying a web page including a list of next player cards is transmitted to the communication terminal 10. Thereby, the web page shown in FIG. 18 is displayed on the communication terminal 10 (step S20). Next, when recognizing that the “use” menu is selected on the web page shown in FIG. 18 (step S22: YES), the CPU 21 determines the timing when the “use” menu is selected. Then, it is determined whether or not the use start date and time of the next player card corresponding to the selected “use” menu has passed. If the timing when the “use” menu selection operation is performed has passed the use start date and time (step S24: YES), the CPU 21 corresponds to the selected “content confirmation” menu. The next player card is set in a usable state (step S26). In this manner, the user can use the next player card after the use start date and time.
In addition, when the timing when the “use” menu selection operation is performed has not passed the use start date and time (step S24: NO), the CPU 21, for example, “the use start date and time has not passed. “The next player card cannot be used yet.” Or the like, a web page including a message indicating that the next player card cannot be used is displayed on the communication terminal 10 (step S28).
 上述したように、このゲーム制御装置によれば、次期選手カードが付与されたユーザは、次期選手カードの付与以降の使用開始時期まで次期選手カードを使用することができない。このため、次期選手カードの使用によるゲーム上の効果に対するユーザの期待感を高めることができる。また、次期選手カードを使用するために、使用開始時期以降にゲームをプレイするという動機付けをユーザに与えることができる。これにより、ユーザが長期間継続してゲームを楽しむことができるようになる。 As described above, according to this game control device, the user who is given the next player card cannot use the next player card until the use start time after the grant of the next player card. For this reason, a user's expectation with respect to the effect on the game by use of the next player card can be raised. Moreover, in order to use the next player card, a motivation to play a game after the use start time can be given to the user. As a result, the user can enjoy the game continuously for a long time.
 (3)変形例
 (3-1)変形例1
 上記第1実施形態において、次期選手カードには使用開始時期が設定されており、制限手段54は、前記使用開始時期が到来するまでの次期選手カードの使用を制限してもよい。ここで、次期選手カードの使用開始時期は、例えば、通知開始時期と同じ時期に設定されてもよいし、通知開始時期と異なる時期に設定されてもよい。これにより、次期選手カードの内容を認識可能な時期と、次期選手カードの使用可能時期が別に設けられているので、次期選手カードの内容に対するユーザの期待感と、次期選手カードの使用によるゲーム上の効果に対するユーザの期待感とをそれぞれ高めることができる。また、次期選手カードの内容の認識可能な時期を、次期選手カードの使用可能時期より早く設定した場合には、ユーザにとっては次期選手カードの内容を認識可能であるにもかかわらず、それを使用できないといった状況を発生させることができ、心理的なジレンマをユーザに与えられるので、ゲームに対するユーザの関心をより高めることができる。
(3) Modification (3-1) Modification 1
In the first embodiment, the use start time is set for the next player card, and the restricting means 54 may restrict the use of the next player card until the use start time comes. Here, the use start time of the next player card may be set, for example, at the same time as the notification start time, or may be set at a time different from the notification start time. As a result, the time when the content of the next player card can be recognized and the time when the next player card can be used are set separately, so the user's expectation for the content of the next player card and the use of the next player card It is possible to increase the user's expectation for the effect of each. In addition, if the time when the content of the next player card can be recognized is set earlier than the time when the next player card can be used, it will be used even though the user can recognize the content of the next player card. It is possible to generate a situation incapable of being performed, and a psychological dilemma can be given to the user, so that the user's interest in the game can be further increased.
 本変形例では、図12に示したアイテムデータにおいて、複数の次期選手カードのそれぞれに使用開始時期が設定されていることが好ましい。本変形例における制限手段54では、ゲームサーバ20のCPU21は、次期選手カードが、通信端末10の選択操作によって強化処理や試合処理に使用される場合に、先ず、アイテムデータを参照して当該次期選手カードの使用開始時期以降のタイミングであるか否かを判別する。そして、当該次期選手カードの使用開始時期以降のタイミングである場合には、CPU21は、当該次期選手カードを用いて強化処理や試合処理を実行すればよい。
 なお、本変形例において、次期選手カードの使用開始時期は、例えば、通知開始時期と同じ日時に設定されてもよい。あるいは、次期選手カードの使用開始時期は、通知開始時期よりも前の時期に設定されてもよいし、後の時期に設定されてもよい。
In this modification, in the item data shown in FIG. 12, it is preferable that the use start time is set for each of the plurality of next player cards. In the limiting means 54 in this modification, when the next player card is used for the strengthening process or the game process by the selection operation of the communication terminal 10, the CPU 21 of the game server 20 first refers to the item data and relates to the next period. It is determined whether or not the timing is after the use start time of the player card. And when it is the timing after the use start time of the said next player card, CPU21 should just perform a reinforcement | strengthening process and a game process using the said next player card.
In this modification, the use start time of the next player card may be set to the same date and time as the notification start time, for example. Alternatively, the use start time of the next player card may be set before the notification start time or may be set after the notification start time.
 また、例えば、2枚の次期選手カードそれぞれの使用開始時期が通知開始時期よりも前の時期に設定されており、且つ、アイテムの内容がユーザに認識可能となる時期よりも前の時期である場合に、当該2枚の次期選手カードを強化処理によって1枚の次期選手カードに生成してもよい。この場合、例えば、選手は不明であるがレア度が5であることが認識可能な第1の次期選手カードと、選手は不明であるがチームがP1であることが認識可能な第2の次期選手カードとを一体化することにより、レア度が5でチームがP1の1枚の次期選手カードが生成されるようになる。当然ながら、生成時点では選手が誰であるかということは不明であり、後に判明することになる。この判明時期は、例えば2枚のカードの使用開始時期の遅い方または早い方とすることができる。カードの内容が認識できていない状態で使用可能とするのは、ユーザにとって使い難いことが想定されるので、上記の通り、判明時期はいずれかのカードの使用開始時期に設定するのが適切である。
 もし、ユーザの好みのチームがP1である場合には、レア度が高いP1選手を入手できることになるので、ユーザは上記生成を積極的に行うことになる。一方、ユーザの好みのチームがP1でない場合には、レア度の高い選手がP1に限定されてしまう上記生成を行うことは好ましくないので、上記2枚のカードをそのまま期限まで保有し、レア度の高い次期選手カードが自分の好みのチームであることを期待しながら待機することになる。なお、上記の例では、第1の次期選手カードはその属性としてレア度が認識可能であり、他方のカードはその属性としてチームが認識可能である場合を想定したが、これ以外に、属性としてレア度、チームも認識可能にしてもよい。この場合の一体化については、レア度の高い方のレア度が優先され、チームについては残りのカードの方を採用するようにしてもよい。以上のように、ユーザの好みに応じて次期選手カードを生成することができるので、ゲームの遊戯性が向上する。
Further, for example, the use start time of each of the two next player cards is set to a time before the notification start time, and the time is before the time when the contents of the item can be recognized by the user. In this case, the two next player cards may be generated as a single next player card by the reinforcement process. In this case, for example, the first next player card that can recognize that the player is unknown but the rarity is 5, and the second next player that can recognize that the player is unknown but the team is P1. By integrating the player card, one next player card with a rarity of 5 and a team of P1 is generated. Of course, at the time of generation, it is unknown who the player is, and it will be revealed later. This identification time can be, for example, the later or earlier of the start of use of two cards. Since it is assumed that it is difficult for the user to use the card without recognizing the contents of the card, as described above, it is appropriate to set the discovery time to the use start time of one of the cards. is there.
If the user's favorite team is P1, a P1 player with a high degree of rarity can be obtained, so the user will actively generate the above. On the other hand, when the user's favorite team is not P1, it is not preferable to perform the above generation in which a player with a high degree of rarity is limited to P1. The next player card with a high will wait while expecting that it is his favorite team. In the above example, it is assumed that the first next player card can recognize the rare degree as its attribute, and the other card can be recognized as the attribute by the team. Rareness and team may be recognized. For the integration in this case, priority may be given to the rare degree with the higher rare degree, and the remaining cards may be adopted for the team. As described above, since the next player card can be generated according to the user's preference, the playability of the game is improved.
 (3-2)変形例2
 図20に示すように、上記第1実施形態において、通知開始時期の経過後に、所定の操作入力に関する情報に基づいて次期選手カードの内容をユーザに通知する場合に、通知するタイミングに応じて、次期選手カードの内容あるいは次期選手カードの使用によるゲーム上の効果を変動させる調整手段56を備えてもよい。ここで、「次期選手カードの使用によるゲーム上の効果を変動させる」とは、例えば、次期選手カードの能力値を変動させることなどであってもよい。
 例えば、通知開始時期から次期選手カードの内容が通知されるまでの所要時間が短いほど、予め設定されていた第1の次期選手カードと比較して価値の高い第2の次期選手カードをユーザに付与してもよい。また、当該所要時間が短いほど、予め設定されていた第1の次期選手カードと比較して価値の低い第2の次期選手カードをユーザに付与してもよい。また、例えば、所定時期の経過後の所定の時間帯(例えば、朝の9時から10時まで)に次期選手カードの内容が通知される場合に、予め設定されていた第1の次期選手カードと比較して価値の高い第2の次期選手カードをユーザに付与してもよい。
 これにより、価値の高い次期選手カードを得るのに最も適したタイミング、あるいは次期選手カードの使用によるゲーム上の有利な効果を得るのに最も適したタイミングで、積極的にゲームをプレイすることをユーザに動機付けることができる。また、ゲーム設定に幅を持たせることができる。
 本変形例の調整手段56では、ゲームサーバ20のCPU21は、例えば、図21に例示した設定例に基づき構成された設定用データをゲームデータベース32に予め格納し、図15のフローチャートのステップS16において当該設定用データに基づいて次期選手カードの抽出を行うことにより、ユーザに対して次期選手カードを通知すればよい。
(3-2) Modification 2
As shown in FIG. 20, in the first embodiment, when notifying the user of the contents of the next player card based on information related to a predetermined operation input after the notification start time has elapsed, according to the notification timing, You may provide the adjustment means 56 which fluctuates the effect on the game by the content of the next player card, or use of the next player card. Here, “changing the effect on the game by using the next player card” may be, for example, changing the ability value of the next player card.
For example, the shorter the required time from the notification start time to the notification of the content of the next player card, the second next player card having a higher value compared to the preset first player card is given to the user. It may be given. Moreover, you may give a user the 2nd next player card with a low value compared with the 1st next player card previously set, so that the said required time is short. In addition, for example, when the content of the next player card is notified in a predetermined time zone (for example, from 9:00 to 10:00 in the morning) after the lapse of a predetermined time, the first next player card set in advance You may give a user the 2nd next player card with high value compared with.
In this way, it is possible to actively play the game at the most suitable timing for obtaining the next player card with high value or the most suitable timing for obtaining an advantageous effect on the game by using the next player card. Motivate users. In addition, the game settings can be widened.
In the adjustment means 56 of this modification, the CPU 21 of the game server 20 stores, for example, setting data configured based on the setting example illustrated in FIG. 21 in advance in the game database 32, and in step S16 of the flowchart of FIG. The next player card may be notified to the user by extracting the next player card based on the setting data.
 (3-3)変形例3
 図20に示すように、上記第2実施形態において、使用開始時期の経過後に、所定の操作入力に関する情報に基づいて次期選手カードの使用を可能にする場合に、可能にするタイミングに応じて、次期選手カードの使用によるゲーム上の効果を変動させる調整手段56を備えてもよい。ここで、「次期選手カードの使用によるゲーム上の効果を変動する」とは、例えば、次期選手カードの能力値を変動することなどであってもよい。
 例えば、使用開始時期から次期選手カードの使用が可能になるまでの所要時間が短いほど、予め設定されていた第1の次期選手カードと比較して、使用したときの効果の高い第2の次期選手カードをユーザに付与してもよい。また、当該所要時間が短いほど、予め設定されていた第1の次期選手カードと比較して、使用したときの効果の低い第2の次期選手カードをユーザに付与してもよい。また、例えば、所定時期の経過後の所定の時間帯(例えば、朝の9時から10時まで)に次期選手カードの使用が可能になる場合に、予め設定されていた第1の次期選手カードと比較して、使用したときの効果の高い第2の次期選手カードをユーザに付与してもよい。
 これにより、次期選手カードの使用によるゲーム上の有利な効果を得るのに最も適したタイミングで、積極的にゲームをプレイすることをユーザに動機付けることができる。
 本変形例の調整手段56では、ゲームサーバ20のCPU21は、例えば、図21に例示した設定例に基づき構成された設定用データをゲームデータベース32に予め格納し、図19のフローチャートのステップS26において当該設定用データに基づいて次期選手カードの使用処理を行えばよい。
(3-3) Modification 3
As shown in FIG. 20, in the second embodiment, when the next player card can be used based on information related to a predetermined operation input after the use start time has passed, You may provide the adjustment means 56 which fluctuates the effect on the game by use of the next player card. Here, “changing the effect on the game by using the next player card” may be, for example, changing the ability value of the next player card.
For example, the shorter the time required from the start of use until the next player card can be used, the more effective the second next term is when compared to the first player card set in advance. A player card may be given to the user. In addition, as the required time is shorter, a second next player card that is less effective when used than the first next player card that has been set in advance may be given to the user. In addition, for example, when the next player card can be used in a predetermined time zone (for example, from 9:00 to 10:00 in the morning) after the lapse of a predetermined time, the first next player card set in advance is set. Compared to the above, a second next player card that is highly effective when used may be given to the user.
Thereby, it is possible to motivate the user to actively play the game at a timing most suitable for obtaining an advantageous effect on the game by using the next player card.
In the adjustment means 56 of the present modification, the CPU 21 of the game server 20 stores, for example, setting data configured based on the setting example illustrated in FIG. 21 in advance in the game database 32, and in step S26 of the flowchart of FIG. The next player card use process may be performed based on the setting data.
 (3-4)変形例4
 上記第1実施形態において、次期選手カード(アイテム)には複数の属性が設定されており、付与手段53によって次期選手カードがユーザに付与されると、前記複数の属性を、次期選手カード付与後に所定の条件を満たすことに応じて段階的にユーザに通知してもよい。
 ここで、「所定の条件」とは、例えばゲームの実行中に次期選手カードとは異なる他のアイテムが所定個数、ユーザの操作によって入手、あるいはユーザの操作によらずに入手されることであってよい。また、「所定の条件」とは、例えばゲームの実行中にユーザがゲーム上の所定のステージに到達することであってよい。その他、「所定の条件」は、ゲームの進行状況に関する内容に応じて任意に設定することができる。また、「所定の条件」とは、例えば次期選手カード付与後に所定の時間が経過することであってよい。この場合、次期選手カードに設定された複数の属性が、経過時間に応じて段階的にユーザに通知されることになる。
 この場合、例えば、次期選手カード付与後に所定の条件を満たすごとにユーザに対して属性が通知され、当該ユーザは、この通知された属性に基づいて当該次期選手カードの内容を想像することができる。このため、所定の条件を満たすごとに、ユーザの期待感がより高まっていくような仕組みとすることができる。
(3-4) Modification 4
In the first embodiment, a plurality of attributes are set for the next player card (item), and when the next player card is given to the user by the granting unit 53, the plurality of attributes are set after the next player card is given. You may notify a user in steps according to satisfy | filling a predetermined condition.
Here, the “predetermined condition” means that, for example, a predetermined number of other items different from the next player card are obtained by the user's operation or obtained without being operated by the user during the execution of the game. It's okay. In addition, the “predetermined condition” may be, for example, that the user reaches a predetermined stage on the game during the execution of the game. In addition, the “predetermined condition” can be arbitrarily set according to the content related to the progress of the game. The “predetermined condition” may be, for example, that a predetermined time elapses after the next player card is given. In this case, a plurality of attributes set in the next player card are notified to the user step by step according to the elapsed time.
In this case, for example, the attribute is notified to the user every time a predetermined condition is satisfied after the next player card is granted, and the user can imagine the contents of the next player card based on the notified attribute. . For this reason, it can be set as the mechanism in which a user's expectation rises more whenever predetermined conditions are satisfy | filled.
 また、複数の属性は、次期選手カード(アイテム)付与後の経過時間に応じて段階的に前記ユーザに通知されてもよい。
 この場合、ユーザは、例えば、属性が通知されるタイミングごとに、通知された属性に基づいて次期選手カードの内容を想像することができる。このため、属性が通知されるタイミングごとに、ユーザの期待感がより高まっていくような仕組みとすることができる。
The plurality of attributes may be notified to the user step by step according to the elapsed time after the next player card (item) is granted.
In this case, for example, the user can imagine the contents of the next player card based on the notified attribute at each timing when the attribute is notified. For this reason, it can be set as the mechanism in which a user's expectation rises more for every timing to which an attribute is notified.
 なお、ここでは、次期選手カード付与後に所定の時間が経過することを、所定の条件を満たすことの一例として説明する。
 本変形例では、例えば、図22に例示するアイテムデータをゲームデータベース32に予め格納してもよい。本変形例のアイテムのデータ構成例を図22に示す。図22のアイテムデータは、図12に例示したアイテムデータと比較すると、アイテムIDごとに、複数の属性(図の例では、次期選手カードに対応する選手の所属チーム(チーム)、ポジション、レア度)と、各属性の通知開始日時(図の例では、チーム通知開始日時、ポジション通知開始日時)とが追加された点で異なる。なお、図22のアイテムデータにおける選手通知開始日時は、図12のアイテムデータにおける通知開始日時に相当する。また、図22の例では、次期選手カードの選手通知開始日時、チーム通知開始日時、ポジション通知開始日時が、次期選手カードごとに同一となっているが、次期選手カードごとに異なるように設定されてもよい。さらに、図22の例では、それぞれの属性の通知開始日時が等間隔(図の例では10日間)で設定されているが、各属性の通知タイミングの間隔はそれぞれ異なるように設定されてもよい。
In addition, it demonstrates as an example of satisfy | filling a predetermined condition that predetermined time passes after a next player card grant here.
In this modification, for example, item data illustrated in FIG. 22 may be stored in the game database 32 in advance. An example of the data structure of the item of this modification is shown in FIG. Compared with the item data illustrated in FIG. 12, the item data in FIG. 22 has a plurality of attributes (in the example of the figure, the team (team) of the player corresponding to the next player card, position, rare degree) for each item ID. ) And the notification start date and time of each attribute (in the example of the figure, team notification start date and time, position notification start date and time) are added. Note that the player notification start date and time in the item data in FIG. 22 corresponds to the notification start date and time in the item data in FIG. In the example of FIG. 22, the player notification start date / time, team notification start date / time, and position notification start date / time of the next player card are the same for each next player card, but are set to be different for each next player card. May be. Furthermore, in the example of FIG. 22, the notification start date and time of each attribute is set at equal intervals (10 days in the example in the figure), but the notification timing interval of each attribute may be set to be different. .
 また、本変形例において、通知手段54は、付与手段53によって次期選手カードがユーザに付与されると、次期選手カードに設定された複数の属性を、次期選手カード付与後の経過時間に応じて段階的にユーザに通知する機能を備えてもよい。本変形例における通知手段54の機能は、例えば以下のように実現される。ゲームサーバ20のCPU21は、例えば、図13に示すウェブページ上で「内容確認」メニューが選択されたことを認識すると、「内容確認」メニューに対応する次期選手カードに設定された複数の属性のうち、当該メニューの選択操作が行われたときのタイミングにおいて通知開始日時を経過している属性を、図22に例示したアイテムデータから抽出する。そして、CPU21は、抽出した属性に関する情報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、生成したHTMLデータを、通信インタフェース部25を介して通信端末10宛に送信する。 Moreover, in this modification, when the next player card is given to the user by the granting unit 53, the notification unit 54 sets the plurality of attributes set in the next player card according to the elapsed time after the next player card is given. You may provide the function to notify a user in steps. The function of the notification means 54 in this modification is implement | achieved as follows, for example. For example, when the CPU 21 of the game server 20 recognizes that the “content confirmation” menu is selected on the web page shown in FIG. 13, a plurality of attributes set in the next player card corresponding to the “content confirmation” menu are displayed. Among them, the attribute whose notification start date and time has passed at the timing when the selection operation of the menu is performed is extracted from the item data illustrated in FIG. And CPU21 produces | generates the HTML data for displaying the web page containing the information regarding the extracted attribute, and transmits the produced | generated HTML data to the communication terminal 10 via the communication interface part 25. FIG.
 ここで、図22及び図23を参照して、図22に例示したアイテムデータのうち「PL845」というIDに対応する次期選手カード(以降、次期選手カードAという。)の属性が、当該選手カード付与後の経過時間に応じて通知される場合を一例として説明する。図23のウェブページP1~P4は、次期選手カードが付与されてから次期選手カードの内容が通知されるまでの一連のウェブページの表示例を示す図である。
 例えば、次期選手カードAが付与された時点では、図13に示すウェブページ上で次期選手カードAに対応する「内容確認」メニューが選択操作されると、図23のP1に示すように、次期選手カードAのレア度を通知するウェブページが通信端末10上に表示される。次に、次期選手カードAに設定された「ポジション」という属性についての通知開始日時(ポジション通知開始日時)である「2012年3月10日12時00分」(図22参照)以降になると、図13に示すウェブページ上で次期選手カードAに対応する「内容確認」メニューが選択操作された場合、図23のP2に示すように、次期選手カードAのレア度及びポジションを通知するウェブページが通信端末10上に表示される。さらに、次期選手カードAに設定された「チーム」という属性についての通知開始日時(チーム通知開始日時)である「2012年3月20日12時00分」(図22参照)以降になると、図13に示すウェブページ上で次期選手カードAに対応する「内容確認」メニューが選択操作された場合、図23のP3に示すように、次期選手カードAのレア度、ポジション及び所属チームを通知するウェブページが通信端末10上に表示される。そして、次期選手カードAに設定された選手通知開始日時(図12に例示した通知開始日時に相当)である「2012年3月30日12時00分」(図22参照)以降になると、図13に示すウェブページ上で次期選手カードAに対応する「内容確認」メニューが選択操作された場合、図23のP4に示すように、次期選手カードAの内容(図の例では、選手名及び画像データ)を通知するウェブページが表示される。なお、図23に例示したウェブページP4の内容は、図14に例示したウェブページの内容と同様である。
 このようにして、ユーザは、例えば、属性(図の例では、レア度、ポジション、チーム)が通知されるタイミングごとに、通知された属性に基づいて次期選手カードの内容を想像することができる。
 なお、属性の通知順序は、任意に設定され得る。
Here, with reference to FIGS. 22 and 23, the attribute of the next player card (hereinafter referred to as the next player card A) corresponding to the ID “PL845” in the item data illustrated in FIG. 22 is the player card. A case where notification is given according to the elapsed time after the grant will be described as an example. Web pages P1 to P4 in FIG. 23 are diagrams showing a display example of a series of web pages from when the next player card is given until the contents of the next player card are notified.
For example, when the next player card A is given, if the “content confirmation” menu corresponding to the next player card A is selected on the web page shown in FIG. 13, the next player card A is displayed as shown in P1 of FIG. A web page notifying the rare degree of the player card A is displayed on the communication terminal 10. Next, after “12:00 on March 10, 2012” (see FIG. 22), which is the notification start date and time (position notification start date and time) for the attribute “position” set for the next player card A, When the “content confirmation” menu corresponding to the next player card A is selected on the web page shown in FIG. 13, as shown in P <b> 2 of FIG. 23, the web page that notifies the rare degree and position of the next player card A Is displayed on the communication terminal 10. Furthermore, when it becomes after “12:00 on March 20, 2012” (see FIG. 22), which is the notification start date and time (team notification start date and time) for the attribute “team” set in the next player card A, When the “content confirmation” menu corresponding to the next player card A is selected and operated on the web page shown in FIG. 13, the rare degree, position and team of the next player card A are notified as shown in P3 of FIG. A web page is displayed on the communication terminal 10. Then, after the player notification start date and time (corresponding to the notification start date and time illustrated in FIG. 12) set in the next player card A is “March 30, 2012 12:00” (see FIG. 22), When the “content confirmation” menu corresponding to the next player card A is selected and operated on the web page shown in FIG. 13, the contents of the next player card A (in the example of the figure, the player name and A web page that notifies (image data) is displayed. Note that the content of the web page P4 illustrated in FIG. 23 is the same as the content of the web page illustrated in FIG.
In this way, for example, the user can imagine the contents of the next player card based on the notified attribute at each timing when the attribute (rare degree, position, team in the example in the figure) is notified. .
Note that the attribute notification order may be arbitrarily set.
 なお、複数の属性は、テキストデータに限られず、例えば、画像データや音声データなどであってもよい。例えば、次期選手カードの画像データを複数に分類(例えば、選手の頭部、頭部を除く上半身、下半身など)して、それぞれ複数の属性(例えば、頭部、上半身、下半身など)に対応付け、次期選手カード付与後の経過時間に応じて、複数の属性に対応する画像データが段階的(例えば、下半身、上半身、頭部の順など)にユーザに通知されるようにしてもよい。あるいは、次期選手カードの画像データにおいて選手が身に着けているキャップ、ユニフォーム、スパイク、グラブ等が段階的に通知されるようにしてもよい。また、付与対象となるアイテムが音声データの場合には、例えば、音声データを複数に分類(例えば、音声データの高音域、中音域、低音域など)して、それぞれ複数の属性に対応づけ、アイテム付与後の経過時間に応じて、複数の属性に対応する音声が段階的(例えば、低音域、中音域、高音域の順など)にユーザに通知されるようにしてもよい。 Note that the plurality of attributes are not limited to text data, and may be, for example, image data or audio data. For example, the image data of the next player card is classified into a plurality (for example, the player's head, upper body excluding the head, lower body, etc.), and each is associated with a plurality of attributes (for example, the head, upper body, lower body, etc.) The user may be notified of image data corresponding to a plurality of attributes in stages (for example, lower body, upper body, head, etc.) in accordance with the elapsed time after the next player card is given. Alternatively, the cap, uniform, spike, grab, etc. worn by the player in the image data of the next player card may be notified step by step. When the item to be given is audio data, for example, the audio data is classified into a plurality of types (for example, high sound range, mid sound range, low sound range, etc. of the audio data), and each is associated with a plurality of attributes. Depending on the elapsed time after the item is assigned, the voice corresponding to the plurality of attributes may be notified to the user in a stepwise manner (for example, the order of the low range, the mid range, and the high range).
 また、ここでは、次期選手カード付与後の時間経過に応じて、次期選手カードに設定された複数の属性が段階的にユーザに通知される場合を、所定の条件を満たすことの一例として説明したが、所定の条件を満たすとは、時間が経過することに限られず、例えば以下のような条件を満たすことであってもよい。例えば、所定の条件を満たすとは、ゲームの実行中に次期選手カードとは異なる他のアイテム(例えば、特殊なボールなど)が所定個数、ユーザの操作によって入手、あるいはユーザの操作によらずに入手されることであってよい。具体的に説明すると、例えば、ユーザがスカウト処理を進めていく途中で、当該ユーザに対して当該他のアイテムがランダム、あるいは所定の確率で付与されるように構成されている場合には、当該ユーザが当該他のアイテムを所定数(例えば5個)獲得するごとに、次期選手カードの属性が段階的に開示、通知されるようにしてもよい。また、例えば、所定の条件を満たすとは、ゲームの実行中にユーザがゲーム上の所定のステージに到達することであってもよい。具体的に説明すると、例えば、ユーザのゲーム上のレベルが1段階上がるごとに次期選手カードの属性が段階的に開示、通知されるようにしてもよいし、ユーザがゲーム上の所定のエリアを制覇(クリア)するごとに次期選手カードの属性が段階的に開示、通知されるようにしてもよい。その他、所定の条件は、例えば、ゲームの進行状況に関する内容に応じて任意に設定することができる。 In addition, here, a case where a plurality of attributes set in the next player card are notified to the user step by step as time passes after the next player card is given has been described as an example of satisfying a predetermined condition. However, satisfying the predetermined condition is not limited to the passage of time, and may satisfy the following condition, for example. For example, satisfying a predetermined condition means that a predetermined number of other items (for example, special balls, etc.) different from the next player card are obtained by user operation or not by user operation during the execution of the game. It may be obtained. Specifically, for example, when the user proceeds with the scout process, the other item is randomly or predeterminedly given to the user. Each time the user acquires a predetermined number (for example, five) of the other items, the attributes of the next player card may be disclosed and notified step by step. Further, for example, satisfying the predetermined condition may be that the user reaches a predetermined stage on the game during the execution of the game. More specifically, for example, every time the user's game level increases by one level, the attributes of the next player card may be disclosed and notified step by step, or the user may select a predetermined area on the game. The attribute of the next player card may be disclosed and notified step by step every time it is conquered (cleared). In addition, the predetermined condition can be arbitrarily set according to the content related to the progress of the game, for example.
 以上、本発明の実施形態について詳細に説明したが、本発明は上記実施形態に限定されない。また、各実施形態は、本発明の主旨を逸脱しない範囲において、種々の改良や変更をしてもよいのは勿論である。上記実施形態及び各変形例に記載された技術的事項は適宜組合せて適用してもよい。
 例えば、上述した実施形態では、適用されるゲームが野球形式のデジタルカードゲームである場合を想定したが、ユーザに対してアイテムを付与可能に構成されているゲームであれば、ゲームの種別は如何なるものでもよい。例えば、モンスターキャラクタが登場するモンスターゲームにおいて、モンスターキャラクタを倒したときに付与されるアイテムの内容を、当該アイテムの付与以降の所定の時期に認識することができるようにしてもよい。
 また、上述した実施形態では、内容確認及び/又は使用が制限されるアイテムの一例として次期選手カードを採り上げたが、上述した実施形態の野球形式のデジタルカードゲーム内の他のアイテムについても、内容確認及び/又は使用が制限されるようにしてもよい。
 さらに、上述した実施形態では、アイテムの一例として次期選手カードを採り上げたが、アイテムは、例えば、キャラクタのパラメータやポイントなどを回復する回復薬や、キャラクタの能力をアップする薬品などであってもよいし、キャラクタが使用する武器や防具などであってもよい。
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 each embodiment may be variously improved and changed without departing from the gist of the present invention. The technical matters described in the above embodiment and each modification may be applied in appropriate combination.
For example, in the above-described embodiment, it is assumed that the game to be applied is a baseball format digital card game. However, any game type can be used as long as an item can be given to the user. It may be a thing. For example, in a monster game in which a monster character appears, the content of an item that is given when the monster character is defeated may be recognized at a predetermined time after the grant of the item.
In the above-described embodiment, the next player card is taken as an example of the item whose content confirmation and / or use is restricted. However, the content of other items in the baseball-style digital card game of the above-described embodiment is also described. Confirmation and / or use may be restricted.
Furthermore, in the above-described embodiment, the next player card is taken as an example of the item. However, the item may be, for example, a recovery drug that recovers a character's parameters or points, a drug that improves a character's ability, or the like. It may be a weapon or armor used by the character.
 上述した実施形態では、ユーザによる通信端末に対する所定の操作入力は、ユーザの通信端末に対する所定の操作釦の押下操作の入力や、タッチパネル機能を備えた通信端末に対する表示画面上のタッチ操作の入力であるとしたが、操作入力はこれに限られない。操作入力は、加速度センサを備えた通信端末を振ることによる操作入力、あるいはジェスチャによる操作入力(ジェスチャ入力)であってもよい。ジェスチャ入力では、撮像機能を備えた通信端末に対する所定のジェスチャを行うことで通信端末がそのジェスチャを画像認識し、予めジェスチャに対応付けられた操作入力を認識する。また、音声認識プログラムを実行可能な通信端末の場合には、操作入力は、音声を入力することにより行われてもよい。 In the above-described embodiment, the predetermined operation input by the user to the communication terminal is an input of a pressing operation of a predetermined operation button on the user's communication terminal or an input of a touch operation on the display screen to the communication terminal having a touch panel function. Although there is, the operation input is not limited to this. The operation input may be an operation input by shaking a communication terminal provided with an acceleration sensor, or an operation input by gesture (gesture input). In gesture input, by performing a predetermined gesture on a communication terminal having an imaging function, the communication terminal recognizes an image of the gesture and recognizes an operation input previously associated with the gesture. In the case of a communication terminal capable of executing a voice recognition program, the operation input may be performed by inputting voice.
 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.
 例えば、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、付与手段53、制限手段55の各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。例えば、図24A及び図24Bはそれぞれ、図7に示した機能ブロック図の各機能について、通信端末10と、ゲームサーバ20及びデータベースサーバ30との機能分担の例を示す。なお、上述した実施形態では、各種データ(例えば、モンスターキャラクタデータや申請データなど)をデータベースサーバ30(ゲームデータベース32)が記憶している構成としたが、通信端末10内の記憶装置に記憶させてもよい。その場合には、記憶装置は、通信端末10内のRAM13や図示しないHDD(Hard Disk Drive)などの大容量記憶装置であってよい。通信端末10は、ゲーム終了時には、ゲームの結果についてのデータをゲームサーバ20へ送信し、ゲームサーバ20は、受信したゲームの結果のデータをユーザと関連付けてゲームデータベース32に記録するようにしてもよい。 For example, 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 granting unit 53 and the limiting unit 55, but the configuration is not limited thereto. All these means may be realized by the communication terminal 10, or at least a part of the means may be realized by the communication terminal 10. Since the communication terminal 10 and the game server 20 can have substantially the same hardware configuration, each function can be realized by the communication terminal 10 as described in the above embodiment. For example, FIG. 24A and FIG. 24B each show an example of function sharing between the communication terminal 10, the game server 20, and the database server 30 for each function in the functional block diagram shown in FIG. In the above-described embodiment, the database server 30 (game database 32) stores various data (for example, monster character data and application data). However, the data is stored in the storage device in the communication terminal 10. May be. In this case, the storage device may be a large-capacity storage device such as the RAM 13 in the communication terminal 10 or an HDD (Hard Disk Disk Drive) (not shown). At the end of the game, the communication terminal 10 transmits data about the game result to the game server 20, and the game server 20 records the received game result data in the game database 32 in association with the user. Good.

Claims (20)

  1.  所定の操作入力又はゲームの進行状況に関する情報に基づいて、ゲーム上のアイテムを、当該アイテムの内容がユーザに認識されない状態で当該ユーザに付与する付与手段と、
     前記アイテムの内容について前記ユーザが認識可能となる時期を、前記付与手段による前記ユーザへの前記アイテムの付与以降の所定時期まで制限する制限手段と、
     を備えた、ゲーム制御装置。
    A granting means for granting an item on the game to the user in a state where the content of the item is not recognized by the user based on information regarding a predetermined operation input or the progress of the game;
    Limiting means for limiting the time when the user can recognize the content of the item to a predetermined time after the item is given to the user by the giving means;
    A game control device comprising:
  2.  前記所定時期は、前記アイテムに関連のある現実世界のイベントの所定の時期であることを特徴とする、
     請求項1に記載されたゲーム制御装置。
    The predetermined time is a predetermined time of a real-world event related to the item,
    The game control apparatus according to claim 1.
  3.  前記アイテムが複数存在する場合に、前記所定時期は、複数のアイテムのそれぞれに設定されていることを特徴とする、
     請求項1または2に記載されたゲーム制御装置。
    When there are a plurality of the items, the predetermined time is set for each of the plurality of items,
    The game control device according to claim 1 or 2.
  4.  前記アイテムには使用開始時期が設定されており、
     前記制限手段は、前記使用開始時期が到来するまでの前記アイテムの使用を制限することを特徴とする、
     請求項1または2に記載されたゲーム制御装置。
    The item has a start date for use,
    The restriction means restricts the use of the item until the use start time comes.
    The game control device according to claim 1 or 2.
  5.  前記所定時期の経過後に、所定の操作入力に関する情報に基づいて前記アイテムの内容を前記ユーザに通知する場合に、通知するタイミングに応じて、前記アイテムの内容あるいは前記アイテムの使用による前記ゲーム上の効果を変動させる調整手段を備えたことを特徴とする、
     請求項1~4のいずれかに記載されたゲーム制御装置。
    When notifying the user of the content of the item based on information related to a predetermined operation input after the predetermined time has elapsed, the content of the item or the use of the item on the game depends on the notification timing. It is characterized by having adjustment means for changing the effect,
    The game control device according to any one of claims 1 to 4.
  6.  前記アイテムが複数存在する場合に、各アイテムのそれぞれには属性が設定されており、
     前記付与手段によって前記アイテムが前記ユーザに付与されると、前記アイテムの属性のみを前記ユーザに通知することを特徴とする、
     請求項1~5のいずれかに記載されたゲーム制御装置。
    When there are a plurality of the items, an attribute is set for each item,
    When the item is given to the user by the giving means, only the attribute of the item is notified to the user,
    The game control device according to any one of claims 1 to 5.
  7.  前記アイテムには複数の属性が設定されており、
     前記付与手段によって前記アイテムが前記ユーザに付与されると、前記複数の属性を、前記アイテム付与後に所定の条件を満たすことに応じて段階的に前記ユーザに通知することを特徴とする、
     請求項1~6のいずれかに記載されたゲーム制御装置。
    The item has multiple attributes,
    When the item is given to the user by the granting means, the plurality of attributes are notified to the user step by step according to satisfying a predetermined condition after the item grant,
    The game control device according to any one of claims 1 to 6.
  8.  前記複数の属性は、前記アイテム付与後の経過時間に応じて段階的に前記ユーザに通知されることを特徴とする、
     請求項7に記載されたゲーム制御装置。
    The plurality of attributes are notified to the user in a stepwise manner according to an elapsed time after the item grant,
    The game control apparatus according to claim 7.
  9.  所定の操作入力又はゲームの進行状況に関する情報に基づいて、ゲーム上のアイテムを、当該アイテムの内容がユーザに認識されない状態で当該ユーザに付与するステップと、
     前記アイテムの内容について前記ユーザが認識可能となる時期を、前記付与手段による前記アイテムの前記ユーザへの付与以降の所定時期まで制限するステップと、
     を備えた、ゲーム制御方法。
    A step of giving an item on the game to the user in a state where the content of the item is not recognized by the user based on a predetermined operation input or information on the progress of the game;
    Limiting the time at which the user can recognize the content of the item to a predetermined time after the granting of the item to the user by the granting means;
    A game control method comprising:
  10.  ゲームの実行を制御するために、コンピュータに、
     所定の操作入力又はゲームの進行状況に関する情報に基づいて、ゲーム上のアイテムを、当該アイテムの内容がユーザに認識されない状態で当該ユーザに付与する機能、及び
     前記アイテムの内容について前記ユーザが認識可能となる時期を、前記付与手段による前記アイテムの前記ユーザへの付与以降の所定時期まで制限する機能、
     を実現させるためのプログラム。
    To control the execution of the game, on the computer,
    Based on a predetermined operation input or information on the progress of the game, the user can recognize the item on the game in a state where the content of the item is not recognized by the user, and the content of the item. A function to limit the time to be a predetermined time after the grant to the user of the item by the grant means,
    A program to realize
  11.  請求項10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 in which the program according to claim 10 is recorded.
  12.  通信端末と、当該通信端末からアクセスされ、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、
     所定の操作入力又はゲームの進行状況に関する情報に基づいて、ゲーム上のアイテムを、当該アイテムの内容がユーザに認識されない状態で当該ユーザに付与する付与手段と、
     前記アイテムの内容について前記ユーザが認識可能となる時期を、前記付与手段による前記ユーザへの前記アイテムの付与以降の所定時期まで制限する制限手段と、
     を備えた、ゲームシステム。
    A game system including a communication terminal and a server that is accessed from the communication terminal and controls execution of the game by the communication terminal,
    A granting means for granting an item on the game to the user in a state where the content of the item is not recognized by the user based on information regarding a predetermined operation input or the progress of the game;
    Limiting means for limiting the time when the user can recognize the content of the item to a predetermined time after the item is given to the user by the giving means;
    A game system with
  13.  所定の操作入力又はゲームの進行状況に関する情報に基づいて、ゲーム上のアイテムを、使用不可の状態でユーザに付与する付与手段と、
     前記アイテムについて前記ユーザが使用可能となる時期を、前記付与手段による前記ユーザへの前記アイテムの付与以降の所定時期まで制限する制限手段と、
     を備えた、ゲーム制御装置。
    A granting means for granting an item on the game to the user in an unusable state based on a predetermined operation input or information on the progress of the game;
    Limiting means for limiting the time when the user can use the item to a predetermined time after the grant of the item to the user by the granting means;
    A game control device comprising:
  14.  前記所定時期は、前記アイテムに関連のある現実世界のイベントの所定の時期であることを特徴とする、
     請求項13に記載されたゲーム制御装置。
    The predetermined time is a predetermined time of a real-world event related to the item,
    The game control device according to claim 13.
  15.  前記アイテムが複数存在する場合に、前記所定時期は、複数のアイテムのそれぞれに設定されていることを特徴とする、
     請求項13または14に記載されたゲーム制御装置。
    When there are a plurality of the items, the predetermined time is set for each of the plurality of items,
    The game control device according to claim 13 or 14.
  16.  前記所定時期の経過後に、所定の操作入力に関する情報に基づいて前記アイテムの使用を可能にする場合に、可能にするタイミングに応じて、前記アイテムの使用による前記ゲーム上の効果を変動させる調整手段を備えたことを特徴とする、
     請求13~15のいずれかに記載されたゲーム制御装置。
    When the item is allowed to be used on the basis of information related to a predetermined operation input after the predetermined time has elapsed, an adjustment unit that varies the game effect due to the use of the item according to the timing to be enabled. Characterized by comprising
    The game control device according to any one of claims 13 to 15.
  17.  所定の操作入力又はゲームの進行状況に関する情報に基づいて、ゲーム上のアイテムを、使用不可の状態でユーザに付与するステップと、
     前記アイテムについて前記ユーザが使用可能となる時期を、前記アイテムの前記ユーザへの付与以降の所定時期まで制限するステップと、
     を備えた、ゲーム制御方法。
    A step of giving an item on the game to the user in an unusable state based on a predetermined operation input or information on the progress of the game;
    Limiting the time when the user can use the item to a predetermined time after the item is given to the user;
    A game control method comprising:
  18.  ゲームの実行を制御するために、コンピュータに、
     所定の操作入力又はゲームの進行状況に関する情報に基づいて、ゲーム上のアイテムを、使用不可の状態でユーザに付与する機能、及び
     前記アイテムについて前記ユーザが使用可能となる時期を、前記アイテムの前記ユーザへの付与以降の所定時期まで制限する機能、
     を実現させるためのプログラム。
    To control the execution of the game, on the computer,
    Based on a predetermined operation input or information on the progress of the game, a function for giving an item on the game to the user in an unusable state, and a time when the user can use the item for the item. A function that restricts until a predetermined time after granting to the user,
    A program to realize
  19.  請求項18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 18 is recorded.
  20.  通信端末と、当該通信端末からアクセスされ、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、
     所定の操作入力又はゲームの進行状況に関する情報に基づいて、ゲーム上のアイテムを、使用不可の状態でユーザに付与する付与手段と、
     前記アイテムについて前記ユーザが使用可能となる時期を、前記付与手段による前記ユーザへの前記アイテムの付与以降の所定時期まで制限する制限手段と、
     を備えた、ゲームシステム。
    A game system including a communication terminal and a server that is accessed from the communication terminal and controls execution of the game by the communication terminal,
    A granting means for granting an item on the game to the user in an unusable state based on a predetermined operation input or information on the progress of the game
    Limiting means for limiting the time when the user can use the item to a predetermined time after the grant of the item to the user by the granting means;
    A game system with
PCT/JP2012/007024 2012-02-27 2012-11-01 Game control device, game control method, program, recording medium, and game system WO2013128516A1 (en)

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JP6284107B1 (en) * 2016-10-28 2018-02-28 株式会社コナミデジタルエンタテインメント GAME CONTROL DEVICE, GAME SYSTEM, AND PROGRAM
JP6763920B2 (en) * 2018-09-06 2020-09-30 グリー株式会社 Programs, information processing devices, and control methods for information processing devices
JP7107584B2 (en) * 2020-04-15 2022-07-27 株式会社コナミデジタルエンタテインメント GAME CONTROL DEVICE, GAME SYSTEM, PROGRAM, AND GAME CONTROL METHOD
JP7383769B1 (en) 2022-08-18 2023-11-20 株式会社ポケモン Game program, information processing device, information processing system, information processing method

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