WO2013136590A1 - Dispositif de gestion de jeu, dispositif de jeu, système de jeu, procédé de gestion de jeu, programme et support d'enregistrement - Google Patents

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

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Publication number
WO2013136590A1
WO2013136590A1 PCT/JP2012/079571 JP2012079571W WO2013136590A1 WO 2013136590 A1 WO2013136590 A1 WO 2013136590A1 JP 2012079571 W JP2012079571 W JP 2012079571W WO 2013136590 A1 WO2013136590 A1 WO 2013136590A1
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WIPO (PCT)
Prior art keywords
character
game
ability
individual
individual ability
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PCT/JP2012/079571
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English (en)
Japanese (ja)
Inventor
亮作 上野
山本 拓
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 WO2013136590A1 publication Critical patent/WO2013136590A1/fr

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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/58Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level
    • 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
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/828Managing virtual sport teams
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating 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
    • 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
    • A63F2300/8011Ball

Definitions

  • the present invention relates to a game management device, a game device, a game system, a game management method, a program, and a recording medium for managing game information of each user.
  • Patent Document 1 a game apparatus or the like that can enhance a character's ability and nurture the character has been proposed (see Patent Document 1).
  • Patent Document 1 As a method for enhancing the ability of characters, there is a method of combining characters.
  • the degree of improvement of the ability increases, so that the user has a playability such that composition is performed while considering the level of ability of each character.
  • the present invention has been made in view of the above problems, and its purpose is to provide a game management device, a game device, a game system, a game management method, and a game management device that can improve the interest of a game that can enhance the ability of a character. It is to provide a program and a recording medium.
  • a game management device is a game management device that communicates with a terminal device and manages a game, and stores first character information having a plurality of individual abilities in a storage device.
  • Control means for storing information of a second character capable of enhancing the individual ability of the first character in a storage device, and for each individual ability of the first character, the second character
  • a right generating means for generating a right to strengthen the individual ability of the first character when a predetermined condition is satisfied during the game based on operation information regarding the operation on the terminal device,
  • an individual ability enhancement operation that uses the right to select a predetermined individual ability from among the plurality of individual abilities of the first character as an enhancement target.
  • Te and a separate capacity building means for performing the individual capacity building process be improved based on the ability of the second character associated with the individual power by the selected individual power, wherein the correlating means.
  • a game apparatus provides a first character storage control means for storing information on a first character having a plurality of individual abilities in a storage device, and a second capable of enhancing the individual abilities of the first character.
  • a second character storage control means for storing character information in a storage device, an association means for associating the second character with each individual ability of the first character, and predetermined conditions were satisfied during the game
  • a right generating means for generating a right to reinforce the individual ability of the first character, and a predetermined individual ability selected from the plurality of individual abilities of the first character as an object to be strengthened using the right
  • the selected individual ability is assigned to the second character associated with the individual ability by the association means.
  • a separate capacity building means for performing the individual capacity building process be improved on the basis of the force.
  • a game system is a game system including a game management device that manages a game and a terminal device that communicates with the game management device, and has a plurality of individual abilities.
  • First character storage control means for storing the information of the first character having in the storage device;
  • second character storage control means for storing information of the second character capable of enhancing the individual ability of the first character in the storage device;
  • the first character A right generating means for generating a right to reinforce the individual ability of the first character, and a plurality of individual abilities of the first character using the right
  • the selected individual ability is improved based on the ability of the second character associated with the individual ability by the association means according to an individual ability enhancement operation for selecting a specific individual ability as an enhancement target.
  • Either the game management device or the terminal device includes an individual ability enhancement unit that executes an individual ability enhancement process.
  • a game management method is a game management method in a computer that communicates with a terminal device and manages a game, and the computer stores information on a first character having a plurality of individual abilities.
  • a first character storage control step for storing the second character storage control step in which the computer stores information on a second character capable of enhancing the individual ability of the first character in a storage device;
  • a right generation step for generating a right to strengthen the individual ability of the computer,
  • the selected individual ability is determined by the association step.
  • an individual ability enhancement step for executing an individual ability enhancement process for improving based on the ability of the second character associated with the individual ability.
  • a program according to another aspect of the present invention is a program for operating a computer as a game management device that communicates with a terminal device and manages a game, and the computer has a plurality of individual capabilities.
  • First character storage control means for storing character information in a storage device;
  • second character storage control means for storing information on a second character capable of enhancing the individual ability of the first character in the storage device;
  • Corresponding means for associating the second character with each individual ability, and strengthening the individual ability of the first character when a predetermined condition is satisfied during the game based on operation information related to operation on the terminal device
  • a right generation means for generating a right to be generated, using the right to determine whether the first character has a plurality of individual abilities;
  • the selected individual ability is improved based on the ability of the second character associated with the individual ability by the association means in response to the individual ability enhancement operation for selecting a predetermined individual ability as an enhancement target.
  • the game management device and the game system of the present invention may be realized by a computer.
  • a recorded computer-readable recording medium also falls within the scope of the present invention.
  • the user can enhance the character's individual ability while enjoying acquiring the right to enhance the individual ability of the character, and strengthen and train the character according to his / her preference in units of individual ability. Can enjoy. Thereby, a highly interesting game can be realized.
  • FIG. 1 shows a configuration example of a game system in which a game management device according to an embodiment of the present invention is incorporated.
  • this game system includes a game server 1 installed on a network 4 such as the Internet, a database server 2 connected to be communicable with the game server 1, and a game server via the network 4. 1 and the terminal device 3 of each user that can be communicably connected.
  • the network 4 is not limited to the Internet.
  • the game server 1 and the terminal device 3 of each user can be connected to each other so as to communicate with each other, for example, a dedicated line, a public line, etc. It may be a line (telephone line, mobile communication line, etc.), a wired LAN (Local Area Network), a wireless LAN, or the like, or a combination of the Internet and these.
  • the game management device includes a game server 1 and a database server 2.
  • the game server 1 receives access from the terminal device 3 of each user who receives the game service via the network 4 and stores and manages game information of each user in the database server 2 (storage device).
  • a game service is provided via the network 4.
  • an example of providing a so-called browser game in which a game can be played by a web browser installed in each user terminal device 3 will be described as one form of game service provided by the game server 1.
  • the service form for providing the browser game it is not necessary to download or install software dedicated to the game on the user's terminal device 3, and the user can easily connect to the game server anywhere as long as the terminal device 3 can be connected to the network 4.
  • the game service provided from 1 can be enjoyed.
  • a program for a browser game is installed in the game server 1, and the game server 1 performs arithmetic processing and data for progressing the game in accordance with input operations on the terminal device 3 of each user. Execute the process. Then, the game server 1 updates the game information of each user in the database server 2 based on the execution result of the arithmetic processing and the like, and web page information for displaying the execution result on the screen of the user terminal device 3 (Game screen data) is transmitted to the terminal device 3 of each user.
  • Game screen data web page information for displaying the execution result on the screen of the user terminal device 3
  • Each user's terminal device 3 is equipped with a web browser having a website browsing function as a user agent so that the web page information transmitted from the game server 1 can be displayed on the screen of the terminal device 3. It has become.
  • the terminal device 3 include a mobile phone terminal, a PHS (Personal Handy-phone System) terminal, a personal digital assistant (PDA), and a smartphone that is a mobile terminal in which a mobile phone and a mobile information terminal are integrated.
  • Various terminals that can be connected to the game server 1 via the network 4 and receive a game service such as a personal computer, a tablet computer, or a game device having a communication function (stationary or portable game device) Applicable.
  • the game provided in the present embodiment can have a so-called social game element that allows a user to play while interacting with other users who are receiving game services.
  • a social networking service SNS
  • a game system that provides a social game service as one of the SNS services can be obtained.
  • a game service can be provided to the user by a game system operating on the SNS platform, but the game server 1 and the database server 2 can be constructed as independent game systems without being incorporated into the SNS system. Good.
  • this game system can be applied to an online game that cannot interact with other users, in this embodiment, a game that can interact with other users will be described.
  • Examples of games provided by the game server 1 include sports / racing games, simulation games, and training games for baseball, soccer, tennis, American football, basketball, volleyball, golf, boxing, horse racing, car racing, and the like.
  • Various games such as role-playing games can be listed regardless of the game format and genre.
  • the case where the game server 1 provides a baseball game as a game service will be described below.
  • the game server 1 of the present embodiment has a first character that has a plurality of individual abilities (“power”, “meet”, “running power”, “defense”, etc.) and a first character that can enhance the individual abilities of the first character.
  • a first character that has a plurality of individual abilities (“power”, “meet”, “running power”, “defense”, etc.) and a first character that can enhance the individual abilities of the first character.
  • Two types of characters, two characters, are handled in the game, and the individual character's individual ability can be individually enhanced by the ability of the second character.
  • the individual of the first character Realize highly entertaining games that can enhance individual abilities. Details of the configuration of the game management apparatus and the like according to the present embodiment that can realize this will be described below.
  • the game management device includes the game server 1 and the database server 2.
  • FIG. 2 shows an example of the hardware configuration of the game server 1.
  • the game server 1 mainly includes a CPU (Central Processing Unit) 11, a ROM (Read Only Memory) 12 and a RAM (Random Access Memory) 13 as a main storage device, and an auxiliary storage device 14.
  • the communication control unit 15 and the input / output control unit 16 are connected to each other via a bus line 17 including an address bus, a data bus, a control bus, and the like. Note that an interface circuit is interposed between the bus line 17 and each component as necessary, but the illustration of the interface circuit is omitted here.
  • the CPU 11 interprets and executes instructions of application software such as system software and game programs, and controls the game server 1 as a whole.
  • the ROM 12 stores a program and the like necessary for basic operation control of the game management device 1.
  • the RAM 13 stores various programs and data, and secures a work area for the CPU 11.
  • the auxiliary storage device 14 is a storage device that stores application software such as a game program, various data, and the like.
  • application software such as a game program, various data, and the like.
  • a hard disk drive can be used as the auxiliary storage device 14.
  • the program according to the present embodiment for causing the game server 1 (computer) to operate as a game management device is also stored in the auxiliary storage device 14, and the program is transferred from the auxiliary storage device 14 to the bus line when the game server 1 is started. 17 is loaded into the RAM 13 via the CPU 17 and executed by the CPU 11.
  • the communication control unit 15 includes a communication interface 15 a connected to the network 4, and controls communication with each player's terminal device 3 via the network 4.
  • the communication control unit 15 also controls communication with a server (not shown) connected to the network 4. For example, when it is set as the system configuration which incorporated the game server 1 in SNS, the communication control part 15 of the game server 1 controls communication between SNS servers.
  • the input / output control unit 16 is communicably connected to the database server 2 and is a database interface that performs input / output control when the CPU 11 executes reading / writing of data (records) with respect to the database server 2.
  • the database server 2 includes a large-capacity hard disk device having, for example, a RAID (Redundant Arrays of Inexpensive Disks) configuration as a storage device having an area for storing game information of each player managed by the game server 1.
  • the database server 2 stores, for example, various game information (player name, level, in-game points, possessed items, etc.) of each player in association with identification information (player ID) that uniquely identifies each player. It can be constructed as a database, an object database, an object relational database, or the like.
  • the game management device is configured by the game server 1 and the database server 2
  • the present invention is not limited to this.
  • the game server 1 can have the function of the database server 2 and the game management device can be configured only by the game server 1.
  • the game server 1 can be configured as a plurality of servers by distributing the functions of the game server 1 to a plurality of servers. For example, when a player operates the terminal device 3 to access the game server 1, an authentication server having an authentication function for determining whether the player is a regular player is provided separately from the main server of the game server 1,
  • the game server 1 may be composed of a main server and an authentication server.
  • a billing management server that performs billing management when a player purchases an item to be billed in a game is provided separately from the main server of the game server 1, and the main server, authentication server, and billing management
  • the game server 1 may be configured by a server.
  • a load distribution type system configuration may be adopted. In this case, it is desirable to provide a load balancer for adjusting the load among the plurality of game servers 1.
  • terminal device 3 As the terminal device 3 operated by the user, various terminals having a website browsing function such as a mobile phone and a smartphone can be applied as described above.
  • a mobile phone terminal is illustrated as an example. The configuration will be described.
  • the terminal device 3 other than the mobile phone terminal is also basically required for playing a game such as displaying a game screen using a website browsing function or performing an input operation for executing the game.
  • the configuration is the same as that of the mobile phone terminal.
  • a mobile phone terminal having a website browsing function or the like is also called a feature phone or a smart phone, and FIG. 3 shows a configuration example thereof.
  • the terminal device 3 mainly includes a CPU 31, a ROM 32 and a RAM 33 as main storage devices, an image processing unit 34, a display unit 35, a sound processing unit 36, and an audio input unit 37. , An audio output unit 38, an auxiliary storage device 39, an operation input unit 40, and a communication control unit 41.
  • the components 31 to 34, 36 and 39 to 41 are connected to each other via a bus line 42. Has been.
  • An interface circuit is interposed between the bus line 42 and each component as necessary, but the interface circuit is not shown here.
  • the CPU 31 interprets and executes commands of various programs including the web browser, and controls the terminal device 3 as a whole.
  • the ROM 32 stores a program and the like necessary for basic operation control of the terminal device 3.
  • the RAM 33 stores various programs and data loaded from the ROM 32 or the auxiliary storage device 39, and secures a work area for the CPU 31.
  • a web browser that displays game screen data described in HTML or the like is stored in the ROM 32 or the auxiliary storage device 39, loaded into the RAM 33, and executed by the CPU 31.
  • Various plug-in software for extending the browser function of the web browser may be stored in the ROM 32 or the auxiliary storage device 39 together with the web browser.
  • the image processing unit 34 drives the display unit 35 based on an image display command from the CPU 31 to display an image on the screen of the display unit 35.
  • Various known display devices such as a liquid crystal display or an organic LE (Electro-Luminescence) display can be applied to the display unit 35.
  • the sound processing unit 36 converts an analog audio signal into a digital audio signal when audio is input from the audio input unit 37, generates an analog audio signal based on a sound generation instruction from the CPU 31, and outputs it to the audio output unit 38.
  • the voice input unit 37 includes a microphone built in the terminal device 3 and is used for telephone communication or recording.
  • the voice output unit 38 is composed of a speaker that outputs a reception speaker at the time of telephone communication and a telephone ringtone or a sound effect at the time of game execution.
  • the auxiliary storage device 39 is a storage device that stores various programs and data.
  • a flash memory drive or a hard disk drive can be used as the internal memory of the mobile phone terminal, and a memory card reader / writer or the like can be used as the external memory of the mobile phone terminal. .
  • the operation input unit 40 accepts a user's operation input and outputs an input signal corresponding to the operation input to the CPU 31 via the bus line 42.
  • Examples of the operation input unit 40 include physical buttons such as a direction instruction button, a determination button, and an alphanumeric character input button provided on the main body of the terminal device 3. Further, in the case of the terminal device 3 in which the display unit 35 is configured as a so-called touch screen by mounting a touch panel (contact input type interface) on the screen of the display unit 35, the touch panel also becomes the operation input unit 40.
  • the communication control unit 41 includes a communication interface 41a, and has a communication control function for data communication when a game is operated, a communication control function for transmitting and receiving voice data as a mobile phone terminal, and the like.
  • a communication control function for data communication for example, a wireless LAN connection function, an Internet connection function via a wireless LAN or a cellular phone network, a predetermined frequency band (for example, a 2.4 GHz frequency band) is used. Includes short-range wireless communication functions.
  • the communication control unit 41 transmits a connection signal for connecting the terminal device 3 to a wireless LAN, the Internet, or the like based on a command from the CPU 31 and receives information transmitted from the communication partner side and supplies it to the CPU 31. To do.
  • the terminal device 3 may further include a GPS (Global Positioning System) signal receiving circuit, an imaging device (camera) such as a CCD (Charge Coupled Device) image sensor, a triaxial acceleration sensor, and the like.
  • GPS position information may be used in the game.
  • a user who wants to receive a game service starts up a web browser and performs an operation of accessing a game site managed by the game server 1.
  • the communication control unit 41 of the terminal device 3 receives game screen data described in HTML or the like transmitted from the game server 1, and the CPU 31 executes the web browser.
  • a game screen is displayed on the display unit 35.
  • the user selects and inputs selectable button objects and hyperlinks displayed on the game screen by operating the operation input unit 40.
  • the game server 1 advances the game and transmits new game screen data to the terminal device 3. Then, this new game screen is displayed on the display unit 35 of the terminal device 3.
  • the user can select a button object or the like that can be selected on the game screen displayed on the display unit 35 by an operation.
  • a game provided by the game server 1 can be played.
  • FIG. 4 is a main functional block diagram of the game management device.
  • the game management device mainly includes game information management means 51, game progress means 52, authentication means 53, friend management means 54, association means 55, right generation means 56, individual ability enhancement means 57, and the like.
  • game information management means 51 game progress means 52
  • authentication means 53 authentication means 53
  • friend management means 54 authentication means 53
  • association means 55 association means 55
  • right generation means 56 individual ability enhancement means 57
  • individual ability enhancement means 57 and the like.
  • Each of these means 51 to 57 is realized by the CPU 11 of the game server 1 executing the program according to the present embodiment.
  • the game information management means 51 accumulates and manages the game information of each user in the database server 2.
  • the items of game information managed by the game information management means 51 differ depending on the content of the game service that the game server 1 provides to the user.
  • a baseball game in which a user owns a baseball player character in the game forms his own team, and can virtually play (match) with other teams in the game is taken as an example I will give you.
  • the game information management means 51 includes first character storage control means 511 and second character storage control means 512.
  • the first character storage control unit 511 has a function of storing information on the first character having a plurality of individual abilities in the database server 2 (storage device).
  • the second character storage control means 512 has a function of storing in the database server 2 information on the second character that can enhance the individual ability of the first character.
  • the first character 71 is an original character
  • the second character 72 is a real player character that replicates a real baseball player in the real world
  • the first character 71 and An example in which a single team of users is configured in the game by the second character 72 will be described.
  • a character ID for uniquely identifying each character is defined for the first character and the second character, and processing based on the character ID is executed in the game server 1.
  • the individual abilities can be “power”, “meet”, “running power”, “defense”, and the like.
  • the individual ability can be set to “ball force”, “ball control”, “change ball”, “stamina”, or the like.
  • the individual ability is not limited to this example and can be increased or decreased.
  • Each individual ability has an ability ID for uniquely identifying the individual ability, and processing based on the ability ID is executed in the game server 1.
  • each individual ability is represented by an ability value that can take a value in the range of “0” to “999”, for example. Further, for example, the following five ranks (lowest rank E to highest rank A) are provided according to the magnitude of the ability value, and the height of the individual ability can also be expressed by the ability rank.
  • the first character storage control unit 511 executes storage control for storing, in the database server 2, information on the first character that is being trained and information on the first character that has already been trained in the training mode. .
  • the second character is required.
  • the user can obtain the second character (actual player character) by game play in a practice mode, a lottery mode, or the like, which will be described later. Further, for example, the second character can be obtained by a present from another user.
  • the second character storage control means 512 stores the information of the second character obtained and owned by the user in the game in a predetermined storage area of the database server 2 in association with the user ID.
  • the second character is also provided with the same individual abilities (“power”, “meet”, “running power”, “defense”, etc.) as the first character. Details of the individual character strengthening of the first character using the second character will be described later.
  • the database server 2 has a character database associated with the character ID and storing character image data, player names, positions, affiliation teams, ability values (values not strengthened by synthesis), and the like. . Then, the game information management means 51 uses the character ID stored in the database server 2 by the first character storage control means 511 or the second character storage control means 512 as the image data corresponding to the character ID. It can be obtained from the database.
  • the game information management means 51 has exceeded the upper limit on the number of characters owned by each user. It is managed so that there is no.
  • the upper limit of the number of characters held can be arbitrarily set, for example, 40 sheets, 60 sheets, 100 sheets, and the like.
  • the game information management unit 51 includes a user information storage control unit 51a, a level information storage control unit 51b, a right, as shown in FIG.
  • Information storage control means 51c, possession point storage control means 51d, possession coin storage control means 51e, possession item storage control means 51f, battle result storage control means 51g, ranking storage control means 51h and the like are provided.
  • the user information storage control unit 51a associates a user ID uniquely identifying each user with a login ID, a password, a user name (such as a nickname used in the game), a team name, and the like.
  • User information relating to each user is stored in a predetermined storage area of the database server 2 for each user ID.
  • the login ID and password are used for login authentication when each user operates the terminal device 3 to access the game server 1.
  • the user name and team name are arbitrary information set by the user when the user registers as a member for receiving the game service or when the game is executed for the first time.
  • the user name and team name are displayed on the game screen as necessary.
  • the level information storage control means 51b stores level information such as a user level as a game level and a league level in a game in a predetermined storage area of the database server 2 for each user ID in association with the user ID. .
  • level information such as a user level as a game level and a league level in a game in a predetermined storage area of the database server 2 for each user ID in association with the user ID.
  • experience values are accumulated as the user progresses the game, and the level of the user is increased when the experience value reaches a certain amount.
  • there are a plurality of different levels of in-game leagues and each user's team belongs to one of the in-game leagues and automatically matches a team of other users in the league ( In-game league).
  • the level information storage control unit 51b stores the level of the user and the level of the in-game league in association with the user ID.
  • the right information storage control unit 51c associates the user ID with information on the “right to strengthen the individual character's individual ability” given to the user when a predetermined condition is satisfied during the game. 2 in a predetermined storage area. In the present embodiment, this right can be acquired by game play in a “practice mode” to be described later.
  • the owned point storage control means 51d associates the user ID with various points (including values corresponding to the points) acquired and owned by the user in the game for each user ID. Store in the storage area. In this game, there are various game modes, and various points can be acquired and the acquired points can be used according to the game mode.
  • examples of points include physical strength points, costs, strengthening points, lottery points, etc., in addition to the above experience values.
  • the physical fitness point is used in a “practice mode” in which virtual exercise is performed in the game while consuming the physical fitness point.
  • the cost is used in a “match mode” in which another user is designated to play an individual match, and is consumed by performing the individual match at a position (cost) necessary for the match. .
  • the cost may be divided into an attack cost necessary for an attack during the battle and a defense cost necessary for defense during the battle. For example, the health points and costs consumed and reduced during the game are recovered over time (for example, 1 point is recovered every 3 minutes), or the experience value reaches a certain amount. It can be recovered as the user level increases.
  • strengthening point is used in the "composite mode" which improves the capability of a 2nd character (real player character) by synthesize
  • combination is performed. It is consumed by.
  • This strengthening point can be acquired, for example, by executing the practice mode or the battle mode.
  • the lottery points are points that can be obtained when the user exchanges (message transmission, etc.) with other users (particularly fellow users).
  • the lottery points can be obtained, for example, by executing the practice mode or the battle mode.
  • This lottery point is, for example, a “lottery mode” in which a predetermined number (for example, one) of player cards of a second character can be obtained by lottery based on a random number or the like from all the second characters managed by the game server 1. Can be used, and can receive one lottery for a predetermined lottery point.
  • the owned coin storage control means 51e associates the user ID with the coin owned by the user in the game (in-game currency different from the points) in a predetermined storage area of the database server 2 for each user ID. To remember. This coin is necessary, for example, when acquiring an item to be charged.
  • the owned item storage control means 51f stores the item obtained by the user in the game in a predetermined storage area of the database server 2 for each user ID in association with the user ID.
  • examples of items include recovery items, pieces of puzzle cards, fake cards, and the like.
  • the recovery item is an item that recovers the above-mentioned physical strength points and / or costs consumed and reduced during the game to the maximum value in an instant without waiting for the passage of time. For example, the recovery item can be acquired by consuming and purchasing the coin or satisfying a predetermined bonus condition in the game.
  • a puzzle card piece is an item that can be obtained a powerful (high ability) player card by collecting a predetermined number of pieces (for example, six pieces P1 to P6) and completing the puzzle card.
  • a puzzle card piece can be obtained when a lottery based on a random number or the like is won during execution of the practice mode, or when a battle is won by aiming at a piece owned by another user in the battle mode In addition, it can be taken from the user of the opponent.
  • a fake card is an item that can be set to a piece of the puzzle card so that the targeted piece cannot be taken once even if it is defeated by another user in the battle mode.
  • a fake card can be obtained by consuming and purchasing the coin or satisfying a predetermined bonus condition in the game.
  • the items that the user can acquire and possess in the game are not limited to these, for example, treasure items that can be acquired when winning a battle, equipment for characters such as weapons and armor, It is also possible to own magic items, special items, and various other items that generate various effects and effects.
  • the battle result storage control unit 51g associates a user ID with a battle ID for uniquely identifying a result of a user's team fighting with another user's team, for each user ID.
  • the battle uniquely identified by the battle ID includes an individual battle performed by the user specifying the opponent and an in-game league match automatically performed by the game server 1.
  • the database server 2 associates the match ID with the match ID in the game, the user ID of the winning team, the user ID of the defeated team, the match score, the winning pitcher character, the defeating pitcher character, and the home run.
  • the game information management means 51 can acquire the information regarding the battle result corresponding to the said battle ID from the battle database based on the battle ID stored in the battle result storage control means 51g.
  • the ranking storage control means 51h associates the user ID with ranking information such as the number of wins and defeats of the user's team in the in-game league match, and the ranking within the affiliation league based on the number of wins and losses.
  • Each ID is stored in a predetermined storage area of the database server 2.
  • the game progress means 52 executes a game in response to an operation on the terminal device 3 by the user, generates game screen data corresponding to the execution result, and transmits the game screen data to the terminal device 3. It has a function to advance the game by displaying a game screen according to the game.
  • the game progress means 52 includes a game execution means 52a, a game screen generation means 52b, and a game screen transmission means 52c.
  • the operation A game screen request corresponding to the request is transmitted to the game server 1 by the web browser of the terminal device 3.
  • the game execution means 52a reads the user's game information in response to the request and executes the game by performing calculations and data processing.
  • the game execution means 52a has the character information of both teams corresponding to the user IDs of the two users performing the battle. (Character information of a single player participating in the game) is read from the database server 2. And the game execution means 52a performs the calculation which determines a win / loss based on the ability value etc. of the character of both teams. As an example of the calculation of this win / loss decision, the player with the highest total ability value of both teams may be the winning team, or the team with the higher total ability value will have a higher probability of winning. The winning team may be obtained by probability calculation.
  • the game screen generation means 52b generates game screen data composed of HTML data, for example, according to the execution result by the game execution means 52a.
  • the HTML data may include character image data read from the database server 2.
  • moves by the plug-in of the web browser of the terminal device 3 may be embedded in HTML data.
  • the script provided from the game server 1 is executed by the terminal device 3, the game screen displayed on the terminal device 3 can be a moving image.
  • the game screen transmission unit 52c transmits the game screen data (HTML data or the like) generated by the game screen generation unit 52b to the user terminal device 3 as a response to the request for the game screen.
  • the game screen is displayed on the display unit 35 by the web browser.
  • the authentication unit 53 determines whether the user has a game participation qualification and performs login authentication. .
  • An example of this authentication is authentication based on a login ID and password associated with a user ID. For example, when the user uses the game service for the first time, a login ID (any alphanumeric character, email address, etc.) and password are registered in the game server 1 as member information. Then, when logging in to the game server 1 from the next time, the user operates the terminal device 3 to transmit the login ID and password to the game server 1. At this time, the authentication means 53 of the game server 1 determines whether or not the combination of the login ID and password received from the user terminal device 3 has been registered, and performs login authentication.
  • the SNS member registration information may be used as registration information for receiving the game service of the game system.
  • the user's terminal device 3 is logged in to the SNS server, when the game site managed by the game server 1 is first accessed, the user's login ID and password are automatically input from the SNS server to the game server 1. It may be transferred so that the user can register to use the game service without registering the login ID and password again.
  • an individual identification number of a mobile phone or a smartphone that is the terminal device 3 (a terminal different from the telephone number is uniquely assigned so that the user does not have to input a login ID and a password each time the user accesses the game server 1.
  • Identification information) or contractor's unique ID (information that uniquely identifies the contractor of the terminal and does not change as long as the contractor is the same even if the model is changed) Authentication may be performed. That is, when the user operates the terminal device 3 to register as a member, the game server 1 acquires the individual identification number or the contractor unique ID included in the data transmitted from the terminal device 3, and the login ID and password At the same time, the individual identification number or the contractor unique ID is also stored in the database server 2 in association with the user ID.
  • the authentication unit 53 determines whether the individual identification number or the contractor unique ID has been registered, and performs login authentication. Thereby, when accessing the game server 1, the user can log in without inputting the login ID and password.
  • cookie HTTP cookie information
  • the game server 1 issues individual identification information corresponding to the login ID and password and registers it in the database server 2, and the individual identification information is used as a cookie. It transmits to the terminal device 3.
  • the browser of the terminal device 3 stores the received cookie in the terminal device 3.
  • the browser of the terminal device 3 transmits a Cookie to the game server 1 together with the page browsing request, so that the authentication unit 53 receives the access request from the terminal device 3. Can perform login authentication by determining whether or not the individual identification information of the cookie has been registered.
  • the fellow management means 54 is provided with fellow information storage control means 54a for storing fellow information relating two users who have established a fellow relation in the database server 2 (storage device).
  • fellow information storage control means 54a for storing fellow information relating two users who have established a fellow relation in the database server 2 (storage device).
  • a user to establish a friendship relationship with another user either one of the two users makes a friend application to the other user via the game server 1, and the friend application is made.
  • the friend application made between both users and the operation of the approval that the received user approves becoming a friend via the game server 1 are mentioned.
  • FIG. 11 shows an example of friend information stored in the database server 2 by the friend information storage control unit 54a.
  • the fellow information storage control unit 54 a has a user ID of a user who has applied for a friend and a user ID of a user who has approved the fellow application when a fellow relation is established between two users. Is stored in the database server 2. And the fellow management means 54 adds fellow information ID for identifying these uniquely to each fellow information, and performs fellow management based on fellow information ID.
  • the fellow information that associates two users is the fellow information ID.
  • the fellow information ID Registered in the database server 2 as friend information of “1”.
  • each user can make a plurality of friends, and it is possible to form a friend group centered on each user.
  • the fellow management means 54 memorize
  • FIG. 12A shows an example of information related to each user's friends, which is managed by the friend management means 54 based on the friend information stored in the database server 2.
  • the associate information storage control means 54a of the associate management means 54 is associated with the user ID, the upper limit information of the number of associates, the user ID of the associate user who is already in the associate relationship, the user ID of the user who is applying for the associate, And the information regarding associates, such as user ID of a user who has received a friend application but is not approved, is stored in a predetermined storage area of the database server 2 for each user ID.
  • FIG. 12A shows an example of information related to each user's friends, which is managed by the friend management means 54 based on the friend information stored in the database server 2.
  • the associate information storage control means 54a of the associate management means 54 is associated with the user ID, the upper limit information of the number of associates, the user ID of the associate user who is already in the associate relationship, the user ID of the user who is applying for the associate, And the information regarding associates
  • a bonus is given to both users who have become friends (for example, the maximum value of the physical strength point and the cost can be increased by a predetermined point).
  • an upper limit can be set for the number of friends that each user can establish a friendship with other users.
  • an upper limit of the number of friends one upper limit (for example, 50 people) common to each user can be provided.
  • the upper limit of the number of friends may vary within a predetermined range (for example, a range of 10 to 99 people) according to the progress of each user's game.
  • the upper limit of the number of friends varies in the range of 10 to 99 people, and the upper limit of the number of friends increases as the user level increases. Thereby, in order to make more friends and make the game advantageous, the user is given a motivation to continuously advance the game and improve the level.
  • the associate information storage control unit 54a stores the upper limit of the number of associates of each user in association with the user ID, and the associate management unit 54 manages the upper limit of the number of associates of each user.
  • either one of both users makes a friend application to the other user via the game server 1.
  • this friend application first, a user who wants to make a friend performs an operation of listing target candidates of friend candidates on the screen of the terminal device 3. At this time, the user can designate the user level of the fellow candidate.
  • the game server 1 transmits the screen data listing the candidates for the fellow candidates, so that a screen on which the plurality of fellow candidates are listed is displayed on the user terminal device 3.
  • the user confirms the user level of the target person listed on the screen, the in-game league level, and the like, selects a user who wants to be a friend, and performs a friend application operation.
  • the user B who has received the friend application confirms information such as the user level of the user A and the league level in the game received from the game server 1 on the screen of the terminal device 3 and approves or rejects the information as a friend. Perform an operation to select.
  • the friend management means 54 of the game server 1 establishes a friendship relationship between the user A and the user B in accordance with this operation, as shown in FIG. Associate information relating user IDs of both users A and B is registered in the database server 2. Then, as shown in FIG.
  • the association means 55 has a function of associating the second character with each individual ability of the first character.
  • the individual ability of the first character is enhanced by the ability of the second character associated here.
  • the following describes a case where the first character of a fielder having individual abilities of “power”, “meet”, “running ability”, and “defensive” is set as a character to be raised in the in-game training mode. To do. Further, it is assumed that the user owns the second characters A to Z in the game.
  • the associating means 55 may be, for example, the second character A for the individual ability of “power” of the first character, the second character E for the individual ability of “meet”, the second character G for the individual ability of “running ability”, “ The second character K is associated with the individual ability of “Defensive”.
  • the association process by the association means 55 can be executed by random lottery based on random numbers, for example. That is, the associating means 55 generates a random number and determines a second character to be associated with the “power” of the first character from the second characters AZ owned by the user based on the obtained random number value. . Similarly, the determination of the second character corresponding to each individual ability of “meet”, “running ability”, and “defense” is the same.
  • the association process may be executed not by random lottery but by weighted lottery in which the lottery probability is changed by the second character. For example, among the second characters A to Z owned by the user, the lottery probability of the character that the user has registered with the army is set higher than the lottery probability of other characters (reserved characters).
  • the result of association by the association means 55 is displayed on the screen of the terminal device 3.
  • the screen transits to the training mode screen illustrated in FIG. 15A.
  • the training mode screen On the training mode screen, the position 91, the image 92, information 93 on the ability, etc. of the first character being trained are displayed.
  • a special training menu display area 94 is provided on the training mode screen. In this special training menu display area 94, combinations of the individual abilities of the first character and the second character associated by the association means 55 are displayed. In the example of FIG.
  • silver in FIG. 15A represents two individual abilities of “power” and “running ability”
  • gold represents two individual abilities of “meet” and “defense”.
  • the second character R is associated with gold (“meet” and “defense”).
  • no second character is associated with silver (“power” and “running power”).
  • the lottery may be out of correspondence with a predetermined probability. Details of the screens of FIGS. 14 and 15A will be described later.
  • the association unit 55 of the game server 1 performs an association process between the individual character of the first character and the second character based on a predetermined probability. It is good also as a structure which performs a matching process according to designation
  • the right generation means 56 In this configuration, in order to individually strengthen the individual character's individual ability based on the ability of the second character associated by the association means 55, the “right to enhance the individual character's individual ability” ( Hereinafter, it is simply referred to as “right”). Therefore, the right generation means 56 has a function of generating the right when a predetermined condition is satisfied during the game by an operation on the terminal device 3 (based on operation information related to the operation).
  • the predetermined condition for generating the right is, for example, a predetermined point in which the right is won by lottery during the game, a predetermined stage in the game is cleared, or a battle with another user or computer is won.
  • a practice mode screen illustrated in FIG. 17A is displayed on the terminal device 3.
  • the right is named “special training tips” in the game, and has a game specification that searches for “special training tips” while performing virtual practice in practice mode. Thus, an arbitrary name may be given to the right according to the content of the game.
  • a rail 101 on which sugoroku squares 100 are continuously arranged and a frame character 102 that moves on the rail 101 are displayed.
  • FIG. 17B shows an example of a practice mode screen displayed after the “execute” button 103 is pressed on the screen of FIG. 17A.
  • each square 100 of the rail 101 a picture, a symbol, a character, or the like indicating what processing is executed when the frame character 102 stops is displayed.
  • a star mark, a square mark, a heart mark, a question mark, and the like are displayed on the grid 100.
  • the star mark is a “special training tip” (right)
  • the square mark is the second character acquisition
  • the heart A mark indicates that an in-game event has occurred
  • a question mark indicates that any of these processes is executed.
  • the processing content corresponding to each square 100 of the rail 101 is determined in advance.
  • the practice mode includes a plurality of stages, and the contents of the squares 100 of the rail 101 are different for each stage.
  • the database server 2 stores a database for sugoroku that stores information on the processing contents of the grid 100 of each rail 101, and the game server 1 reads out the information of the grid 100 from the database for sugoroku, The process in is executed.
  • the user plays the game by pressing the “execute” button 103 on the terminal device 3.
  • the game server 1 receives the operation information of the “execute” button 103 from the terminal device 3, the game server 1 randomly determines the outcome (any one of 1 to 6) and executes the process of the sugoroku format that advances the frame character 102. .
  • the frame character 102 stops at the square 100 that generates the right, it is determined that a predetermined condition is satisfied during the game, and the right generation means 56 generates the right.
  • the right to strengthen “running power” silver
  • the right to “meet” gold
  • Each right has a right ID for uniquely identifying them (see the right information in FIG. 9).
  • the practice mode screen of FIG. 17B is provided with a result display area 104 for displaying a result corresponding to the outcome of the sugoroku after the “execute” button 103 is pressed.
  • the result display area 104 displays “2 blocks advanced! Acquire special training tips (power)!”, And the right to strengthen “power” is generated, and the user acquires the right. I have been informed.
  • the practice mode screen is also provided with a display area 105 for displaying information about the current practice stage and a display area 106 for displaying the current status.
  • the achievement level of the stage the physical strength points consumed by pressing the “execute” button 103 once (“ ⁇ 3” in this example), and the experience values that can be obtained by pressing the button 103 once. (In this example, “+3”), an enhancement point (in this example, “+50”), and the like are displayed.
  • the current experience value, physical strength points, strengthening points, etc. acquired by the user are displayed.
  • the user can play the game in the practice mode by pressing the “execute” button 103 if 3 or more physical fitness points remain. As mentioned above, if your health points are below 3 points, wait for the health points to recover to 3 points or more (1 point recovery every 3 minutes), or use the recovery item to get the maximum points all at once It is necessary to recover the health points.
  • the right information generated by the right generation means 56 in the practice mode is stored in a predetermined storage area of the database server 2 in association with the user ID by the right information storage control means 51c (see FIG. 9 rights information).
  • “Power”, “Meet”, “Running”, “Defense”, “Silver (Power & Running)”, “Gold” held by the user A (ID “000001”)
  • ID “000001”
  • a “practice mode” button 83 is also provided on the training mode screen, and when the user presses the button 83, the mode transitions to the practice mode screen of FIG. 17A so that a new right can be acquired. .
  • the individual ability strengthening means 57 uses the right in the terminal device 3 and performs an individual ability strengthening operation for selecting a predetermined individual ability as an enhancement target from among the plurality of individual abilities of the first character.
  • the function has the function of receiving the operation information from the terminal device 3 and executing the individual ability enhancement process on the first character.
  • the individual ability enhancement process is a process of improving the selected individual ability of the first character based on the ability of the second character associated with the individual ability by the association means 55. Specific examples of the individual ability enhancement operation and the individual ability enhancement process are shown below.
  • the individual ability strengthening operation in the terminal device 3 is performed on the training mode screen of FIG. 15A.
  • the user displays “Power”, “Meet”, “Running”, “Defense”, “Silver (Power & Running)”, “Gold (Meet & Defense) displayed in the special training menu display area 94 of this screen. ) ”Can be selected from those individual abilities that have one or more rights to strengthen them. For example, if the user wants to enhance the “power” of the first character, and selects the character string “power ⁇ 3”, one of the three “rights to enhance power” stocked. Can be used to perform an individual ability enhancing operation for enhancing the “power” of the first character.
  • the individual power of “power”, “meet”, “running power”, and “defense” of the first character being trained is C1power, C1meet, C1run, C1fielding, and corresponds to the individual power of “power”
  • the value of the individual power of the “power” of the attached second character A is C2power, C1power ⁇ C1power + 0.4 ⁇ C2power (1)
  • 40% of the “power” ability value of the second character A is added to the “power” ability value of the first character.
  • it is set as 40% here it is not limited to this, Arbitrary ratios etc. can be set. The same applies to the individual ability enhancement processing for individual ability other than “power”.
  • the individual ability selected in the first character (For example, “meet”) is improved based on the individual ability of the second character associated with the individual ability by the association means 55 (if the first character is “power”, the second character is also “power”). Can do.
  • the individual ability of the first character is improved based on the “part” of the ability of the second character associated with the individual ability of the first character.
  • the individual character's individual ability may be improved based on the “whole ability” of the second character associated with the individual character's individual ability.
  • the individual power values of the second character “power”, “meet”, “running power”, and “defensive” associated with the individual character “power” of the first character are C2power, C2meet, In case of C2run and C2fielding, C1power ⁇ C1power + 0.1 ⁇ (C2power + C2meet + C2run + C2fielding) (2) 10% of the “total ability” of the second character may be added to the “power” ability value of the first character. In addition, although it is 10% here, it is not limited to this, Arbitrary ratios etc. can be set. The same applies to the individual ability enhancement processing for individual ability other than “power”.
  • FIG. 15B is a training mode screen that is displayed after the individual power of “power” is enhanced in the screen of FIG. 15A.
  • information 93 relating to the ability of the first character is also updated to the information after strengthening. In the display area of the information 93 regarding this ability, an arrow indicating that the ability value has been improved is also displayed in the enhanced individual “power” ability.
  • the special ability may be inherited (added) to the first character.
  • the special ability of the second character is inherited by the first character, the special ability is displayed in the display area of information 93 regarding the ability.
  • FIG. 18 shows a processing flow of the terminal device 3 and the game server 1 when the user operates the terminal device 3 to access the game server 1 and receive a game service.
  • the web browser When the user receives the game service, first, the web browser is started by operating the operation input unit 40 of the terminal device 3 (S11). Thereafter, the user performs an operation of accessing a game site managed by the game server 1, and an access request is transmitted from the terminal device 3 to the game server 1 (S12). At this time, the game server 1 performs login authentication for access from the terminal device 3 (S21), and confirms that the access is from a user who is registered for use of the game service. Thereafter, the game server 1 transmits main screen data described in HTML or the like to the terminal device 3 (S22). If there is a game top screen different from the main screen, the top screen may be transmitted first. In the terminal device 3 that has received the main screen data, the web browser interprets the data and displays the main screen on the display unit 35 (S13).
  • the main screen includes a user team name 70, an image of the first character 71 owned by the user, user game information 73 (user level, physical strength points, enhancement points, number of friends, characters Number, cost, lottery points, experience value required to move up to the next level, etc.).
  • the main screen is also called My Page.
  • a button is displayed.
  • buttons such as the “Order” button 88 that transitions are also displayed.
  • objects such as buttons (not shown) and various information are displayed on the main screen by scrolling the screen by operating the direction keys, the touch panel, and the like of the terminal device 3.
  • a screen request corresponding to the operation is transmitted from the terminal device 3 to the game server 1 (S14).
  • the game server 1 receives this request, the game server 1 performs arithmetic processing and data processing according to the user's operation to execute the game (S23), and transmits game screen data reflecting the execution result to the terminal device 3 (S24).
  • a web browser interprets the said data and displays a game screen on the display part 35 (S15).
  • the game server 1 performs logout processing (S25). For example, when the user closes the web browser, the game server 1 performs logout processing after a session timeout.
  • the game server 1 side can read the game information of the user and advance the game. For example, another logged-in user may start a battle (individual battle) against a team of logged-out users. Also in this case, the game progress means 52 of the game server 1 reads out the game information of each user from the database server 2 and executes the battle regardless of whether the user is logged in or not, and reflects the execution result. Update the game information of each user. Further, in the in-game league game mode, the game progress means 52 of the game server 1 reads out the game information of each user from the database server 2 without any operation of the terminal device 3 by the user, and automatically matches the in-game league game. Execute. Thus, the result of the battle executed when the user is logged out from the game server 1 can be confirmed on the screen when the user accesses the game server 1 thereafter.
  • FIG. 19 shows the flow of processing of the game server 1 targeted for one user, and the same processing is performed for each user managed by the game server 1.
  • the authentication means 53 of the game server 1 receives the access request from the user terminal device 3 (YES in S31), or the login ID / password transmitted from the terminal device 3 or the mobile phone Based on the individual identification number of the terminal or the like, login authentication is performed to determine whether or not to permit access (S32).
  • the game server 1 transmits screen data for prompting registration of use of the game service to the terminal device 3 (S33).
  • access information log is stored (S34).
  • the game server 1 transmits main screen data (or top screen data) to the terminal device 3 of the user who has permitted access (S35). Thereafter, when a screen request corresponding to the user's game operation transmitted from the user's terminal device 3 is received (YES in S36), the game executing means 52a performs arithmetic processing and data processing corresponding to the screen request. The game is executed (S37).
  • the game server 1 determines whether or not the user's game information needs to be updated by executing the game (S38). If the game server 1 needs to be updated (YES in S38), it is stored in the database server 2.
  • the user's game information is updated (S39). For example, when the user's game operation is an operation for performing an individual battle with another user, as a result of the battle being executed, the game information of the user such as game result information, cost, reinforcement points, and items is updated. Will be.
  • the game execution process corresponding to the operation is only data processing for reading out the result information of the in-game league match from the database server 2. In addition, there is no change in the user game information before and after the processing, and therefore there is no need to update the user game information (NO in S38).
  • the game screen generation means 52b generates game screen data reflecting the execution result of the game (S40), and the game screen transmission means 52c transmits the game screen data to the user terminal device 3 (S41). Thereafter, it is determined whether or not the user's terminal device 3 has logged out (S42). Until the terminal device 3 logs out, the processing of S36 to S41 is repeated, whereby the game proceeds.
  • FIG. 20 is a flowchart illustrating an example of a process of associating each individual ability of the first character with the second character, which is executed in the breeding mode.
  • the training mode the first character of the fielder or pitcher can be trained.
  • the training mode when the first character to be trained has not yet been set, first, the user selects a setting operation (fielder or pitcher) for the training target on the terminal device 3 and selects the position. Operation).
  • the first character to be raised is set according to the operation (S52).
  • the values of the individual abilities of “power”, “meet”, “running power”, and “defense” are stored in the database as information on the first character being trained. It is stored in the server 2 (see FIG. 6).
  • the individual ability value shown in FIG. 6 is an ability value after the individual ability enhancement process has already been executed several times. If the individual ability enhancement process has never been executed, the first character
  • the ability value of each individual ability is an initial state in which only zero or a predetermined initial value (for example, 10) is set.
  • a “nurturing mode” button 82 on the main screen shown in FIG.
  • the position 91, the image 92, information 93 about the ability, etc. of the first character being raised are displayed on the growth mode screen of FIG. 15A.
  • the associating means 55 selects the second character to be associated with the individual ability of the first character from the second characters owned by the user (S53). ).
  • the selection process of the second character can be a random lottery or a lottery weighted with a lottery probability. Or you may select the 2nd character designated by the user.
  • the associating means 55 associates the second character selected in step S53 with, for example, the individual ability of “power” of the first character (S54). Then, the associating means 55 performs storage control for storing the associating information in the database server 2 (S55).
  • step S56 Thereafter, if all the association processes have not been completed (NO in S56), the process proceeds to step S53, and other individual abilities such as “meet”, “running power”, “defensive” and the like are also step S53. Repeat S55. If all the association processes are completed (YES in S56), the process is terminated.
  • the six powers for strengthening “Power”, “Meet”, “Running”, “Defense”, “Silver”, and “Gold” (individual)
  • Two or more rights may be generated from among a plurality of rights that enhance the ability.
  • a predetermined condition is satisfied during the game, a predetermined number (for example, one) of the right for strengthening (a plurality of rights for strengthening the individual ability) is given to the terminal device. 3 may be selected by the user's operation at 3.
  • a square cell that allows the user to select one of the six strengthening rights is prepared, and when the frame character 102 stops in the cell, A screen for selecting a right is displayed on the terminal device 3 so that the game server 1 accepts a user's right selection operation.
  • the right information generated by the right generation means 56 is stored in the database server 2 by the right information storage control means 51c (S66). Further, the game server 1 displays information on the right generated by the right generation means 56 in the result display area 104 of the practice mode screen of FIG. 17B to notify the user that the right has been generated (S67).
  • step S67 After execution of step S67, the process proceeds to S61, and when the “execute” button 103 is pressed again in the terminal device 3, the processes of S61 to S68 are repeated. On the other hand, when the operation such as returning to the main screen is performed on the terminal device 3 and the practice mode is terminated (YES in S69), the process is terminated.
  • the number of rights owned by the user in the form of “power ⁇ 3” is displayed for each individual ability. What is necessary is just to select the individual ability whose number is one or more.
  • the individual ability enhancement means 57 selects the second character associated with the individual ability.
  • the ability is acquired (S84). That is, the individual ability enhancing means 57 recognizes the second character corresponding to the selected individual ability based on the association information exemplified in FIG. 16, and the ability of the second character is exemplified in FIG. Obtained based on 2-character information.
  • the “power” right information shown in FIG. 9 is rewritten from “3” to “2” (S86). Further, the information “power ⁇ 3” of the number of rights of “power” in the special training menu display area 94 of the training mode screen of FIG. 15A is changed to “power ⁇ 2” as shown in FIG. 15B. Furthermore, as shown in FIG. 15B, the game server 1 updates the information 93 related to the ability of the first character displayed on the screen of the terminal device 3 to the information after “power” enhancement, and the ability value is improved. By displaying an arrow indicating that this has been done, the user is notified of the “power” enhancement result (S87).
  • the first character and the second character are used in the game, and the individual ability of the first character can be individually enhanced based on the ability of the second character. Since a right is necessary to enhance the individual ability, the user is motivated to actively play a game to generate the right. If the user can acquire the right during the game, the individual character's individual ability can be strengthened, so that the individual character can be strengthened while enjoying the acquisition of the right during the game. A highly interesting game that you can do.
  • the user can selectively strengthen a specific ability among the plurality of individual abilities possessed by the first character using the ability of the second character.
  • a user strengthens the capability of a 1st character the adjustment for every individual capability is attained, and the freedom degree of reinforcement
  • the game server 1 further includes second character strengthening means 58 .
  • the second character strengthening unit 58 has a function of receiving information on the operation and improving the ability of the second character.
  • the strengthening process by the second character strengthening means 58 a specific second character selected by the user is targeted for strengthening, another second character selected by the user is used as a strengthening material, and these are combined.
  • the second character 111 to be strengthened and the second character 112 of the reinforcement material are selected, and an operation of pressing the “synthesize” button 113 (second character strengthening operation) is performed.
  • the character strengthening means 58 combines both the characters 111 and 112 to improve the ability of the second character 111 to be strengthened.
  • the screen of FIG. 24 shows a state where the user has already selected the second character 111 to be strengthened and the second character 112 to be strengthened. Both characters 111 and 112 can be changed by pressing “change” buttons 114 and 115. For example, if a “change” button 114 or 115 is pressed, the screen changes to a character selection screen (not shown), and an arbitrary character can be selected from a list of second characters owned by the user.
  • the composition process of the second character strengthening means 58 1% to 10% of the ability value of the second character 112 of the reinforcement material (varied by lottery) is added to the ability value of the second character 111 to be strengthened To do.
  • the reinforcement target ability is “power: 540 + 430 ⁇ 0.1”, “meet: 480 + 460 ⁇ 0.1”, “ Running power: 670 + 410 ⁇ 0.1 ”,“ Defense: 710 + 480 ⁇ 0.1 ”.
  • the second character 112 of the reinforcing material is deleted from the character owned by the user and cannot be included in the user's team member. Note that the deleted second character 112 of the reinforcing material may be only viewable on the screen of the terminal device 3.
  • the reinforcing material is the second character 112, but the first character that has already been trained may be selected as the reinforcing material.
  • the first character that has been trained is stored in the database server 2 as the first character information shown in FIG.
  • the first character cannot be strengthened by the synthesis process as the reinforcement target, and the first character can only be strengthened for each individual ability in the training mode.
  • composition process is only an example, and the second character strengthening unit 58 only needs to be able to improve the ability of the second character in the game by a user operation on the terminal device 3.
  • the individual ability of the first character is strengthened based on the ability of the second character. Therefore, according to this configuration, by strengthening the second character by the “composite mode” or the like, it becomes possible to synergistically effectively strengthen the individual character's individual ability.
  • a user is motivated to perform the game play which strengthens a 2nd character actively.
  • the interesting game nature of strengthening a 2nd character in order to strengthen the individual capability of a 1st character can be implement
  • the game server 1 further includes a temporary ability improvement means 59
  • This game has a battle mode, and a single army team (group) of a user can virtually play a game with an opponent in the game.
  • the opponent may be a team of another user or a computer (CPU of the game server 1).
  • the user's team is composed of one first character 71 and eleventh second characters.
  • the eleventh second characters include, for example, characters in each position of the fielder 9 (eight defensive positions and DH) and the pitcher 3 (starter, relay, and restraint).
  • the screen transits to an order setting screen (not shown).
  • the user selects an arbitrary character from the first character and the second character he owns, registers one army, and forms his own army team.
  • the one army flag is a flag for determining whether or not each character owned by the user is registered as one army, and this indicates that the character “1” is registered as one army.
  • Temporary ability improvement means 59 responds to a plurality of individual abilities of the first character when a single army team composed of a plurality of characters including the first character and the second character battles the opponent. Thus, it has a function of temporarily improving the ability of the second character.
  • the abilities of a plurality of second characters of one army team are C2 (1), C2 (2),... C2 (n) (in this embodiment, n is 1 to 11), and the correction coefficient is Assuming that a is an expression that temporarily improves the ability of the second character, C2 (n) ⁇ C2 (n) ⁇ a (5) Can be expressed as Here, the correction coefficient a is 1 ⁇ a.
  • the game server 1 executes a battle process based on the abilities of each character of the user's army team and the abilities of the opponent team (S104), and transmits the battle result to the user's terminal device 3 (S105). ). Then, after the match is over, the temporary ability improving means 59 restores the ability of the second character of the user's one army team (S106).
  • This configuration provides feedback for improving the ability between the first character and the second character. That is, if the individual character of the first character is improved using the second character, feedback that the second character's ability is temporarily improved at the time of the battle is realized by the improved individual ability of the first character. . Therefore, in order to strengthen the user's army team in the battle, it is particularly important to improve the individual character's individual ability. This amplifies the fun of strengthening the individual ability of the first character and further enhances the fun of the game.
  • the temporary ability improving means 59 is associated with the individual ability of the first character when performing the process of temporarily improving the ability of the second character according to the plurality of individual ability of the first character during the battle. About the 2nd character used for the reinforcement
  • the individual abilities of “power”, “meet”, “running power”, and “defense” of the first character of the user's army team are associated with the second characters A, E, G, and K, respectively, in the training mode. It is assumed that it has been strengthened.
  • the correction coefficient a for the second characters other than the second characters A, E, G, K is the correction coefficient a for the second characters A, E, G, K, while the above equation (7) is applied.
  • the presentation unit 60 has a function of presenting any one of the plurality of individual abilities of the first character to the terminal device 3.
  • An example of the individual ability presented to the terminal device 3 is shown in FIG. 15A.
  • a message sentence “Next, I want to train my running ability.” Is displayed, so that “running ability” is presented by the presentation means 60.
  • the presentation unit 60 presents the individual capability to the terminal device 3 by randomly selecting any individual capability from a plurality of individual capabilities and transmitting information on the selected individual capability to the terminal device 3.
  • the presentation means 60 may change the individual ability shown to the terminal device 3 for every predetermined timing.
  • the presentation means 60 changes the individual ability presented to the terminal device 3.
  • every predetermined timing an arbitrary timing such as every 12 hours or every day can be set every time the user level is increased.
  • the individual ability enhancing means 57 when the individual ability enhancing operation for enhancing the same individual ability as the individual ability presented to the terminal device 3 by the presenting means 60 is performed in the terminal device 3,
  • the ability improvement rate at the time of executing the individual ability enhancement process is increased as compared to the case where the individual ability enhancement operation for strengthening the individual ability different from the presented individual ability is performed.
  • FIG. 15A when “running power” is presented to the terminal device 3, if the user performs an individual ability strengthening operation to strengthen the individual ability of “running power”, When other than “running power” (for example, “power” or the like) is presented, the ability improvement rate is improved by a predetermined ratio (for example, 10%) rather than strengthening “running power”.
  • the individual ability enhancing means 57 performs an operation for enhancing the individual ability of the “running ability” that is the same as the individual ability being presented. It is determined whether it has been performed (S114). If YES in step S114, the ability improvement rate is set to, for example, 10% up (S115), and the individual ability enhancement process is executed (S116). This individual ability enhancement process is a process corresponding to steps S84 to S87 in FIG.
  • the presentation means 60 reselects the individual ability and re-presents it to the terminal device 3 (S117). Thereby, for example, as shown in FIG. 15B, the individual ability displayed in the display area 95 is changed to “defense”. Thereafter, the process proceeds to S113.
  • the user can effectively enhance the individual ability of the first character that the user wants to strengthen with reference to the individual ability presented by the presentation means 60, and the game's interest is improved. To do.
  • the breeding management means 61 prohibits the use of the first character in the game until the individual ability enhancement process for the first character is executed a predetermined number of times (for example, 10 times) by the individual ability enhancement means 57.
  • the individual ability enhancement process for the first character is executed a predetermined number of times, the first character is used as a breeding end character and has a function of permitting use in the game.
  • the predetermined number of individual ability enhancement processes can be set arbitrarily.
  • the first character being raised in the breeding mode is brought up when the individual ability enhancement process corresponding to the individual ability enhancement operation in the terminal device 3 is executed ten times. And in the middle of the training until the individual ability enhancement process is executed 10 times, the user cannot use the first character in the game.
  • the first character that is being trained is not listed as a character that can be registered with one army team on the order setting screen. Therefore, the first character being trained cannot enter the single army team and cannot be used for in-game battles.
  • the first character that has been trained is allowed to be used in the game by the breeding management means 61.
  • the first character that has been brought up is listed as a character that can be registered in the army team on the order setting screen, and can be used for in-game battles. As shown in FIG. 6, the first character that is being trained is stored and managed in a separate area from the first character that has been trained.
  • the remaining number of individual ability enhancement processes until the end of the training is displayed, for example, in the form of a message sentence “three more times until the end of the special training”.
  • the user enjoys the play in the training mode while considering which individual ability of the first character being trained is conscious of the remaining number of times until the end of the training. Thereby, a highly interesting game can be realized.
  • the user can train another new first character again.
  • the configuration is such that another new first character can be nurtured many times, so that the user gained when nurturing the completed first character. Based on experience, it is possible to challenge the development of the first character of a different ability type according to his / her request, and enjoy a variety of play.
  • the ability improvement rate at the time of executing the individual ability enhancement process may be constant, but may be changed at each execution.
  • variable b is randomly selected from “0.3”, “0.4”, and “0.5” each time the individual ability enhancement unit 57 executes the individual ability enhancement process. Is determined, and the determined value is substituted into the above equation (9) to execute the individual ability enhancement process. The same applies to the individual ability enhancement processing for individual ability other than “power”.
  • Steps S81 to S84, S88, and S89 in FIG. 27 are the same processing as in FIG.
  • the terminal device 3 performs an operation (individual capability enhancement operation) for selecting an individual capability using a right (YES in S82)
  • the individual capability enhancement means 57 uses the second capability associated with the individual capability.
  • the ability of the character is acquired (S84).
  • the individual ability enhancing means 57 determines the individual ability improvement rate of the first character (S121).
  • This step S111 can be realized, for example, as a process for determining the variable b in the above equation (9) from a range of 0.3 to 0.5. Thereafter, the individual ability strengthening means 57 executes the individual ability strengthening process by applying the above equation (9) or the like (S122).
  • the breeding management means 61 determines whether the individual ability enhancement process for the first character has been executed 10 times (S123). In the case of NO in this step S123, since the first character is still growing, the process proceeds to step S81. On the other hand, if YES in step S123, the breeding management unit 61 ends the breeding of the first character (S124). Then, the game server 1 notifies the terminal device 3 that the breeding has ended (S125). For example, the game server 1 transmits data on the breeding end notification screen illustrated in FIG. 28 to the terminal device 3. On the screen of FIG. 28, information 122 such as the first character 121 whose breeding has ended and its individual ability is displayed. On this screen, an “order” button 88 is also displayed so that the first character 121 that has been trained can be registered in one army team.
  • the first character 121 that has been trained can be virtually sold in the game and exchanged for a lottery point, or can be presented to a friend or the like. Therefore, a “sale” button 123 and a “present” button 124 are also displayed on the screen of FIG.
  • the ability improvement rate that changes for each individual ability enhancement process is determined according to the ability improvement rate that changes for each individual ability enhancement process.
  • the ability will be different.
  • the individual ability enhancement process with a high ability improvement rate is executed many times, it is possible to obtain a breeding end character having a relatively high ability. Thereby, the user can play with an expectation for reinforcement
  • the individual ability enhancement processing by the individual ability enhancement means 57 may be executed a predetermined number of times (for example, once) for the first character that has been raised.
  • the predetermined condition when the game server 1 is continuously accessed for a predetermined number of days (for example, 7 days), when a predetermined number of friends (for example, 30 or more) are made, a predetermined amount of coins and points are consumed.
  • Arbitrary conditions can be set, for example, when the right to re-strengthen the first character that has been raised is obtained.
  • finish of breeding it is desirable to apply the capability improvement rate lower than the capability improvement rate in normal training mode. This avoids becoming an extremely powerful character.
  • the configuration in which the game server 1 includes the first character storage control unit 511 and the second character storage control unit 512 has been described.
  • the present invention is not limited to this. That is, the information on the first character and the second character of each user can be stored and controlled by the terminal device 3 of each user.
  • the first character storage control unit 511 and / or the second character storage control unit 512 may be configured as a system configuration provided on the terminal device 3 side.
  • the storage device may include the RAM 13 and auxiliary storage device 14 of the game server 1, the database server 2, the RAM 33 and auxiliary storage device 39 of the terminal device 3, or a file server having a different configuration from the game management device and the terminal device 3. It may be.
  • the game execution program is mounted on the game server 1 side, and the game server 1 performs arithmetic processing and data processing for the game progress according to the input operation in the terminal device 3 of each user.
  • the application example to the game system in which the game progresses by transmitting the screen data reflecting the execution result to the terminal device 3 has been described.
  • This is a so-called client-server game system, but is not limited to this.
  • the game server 1 manages game information related to the user's friends and the like, and provides game services such as exchange within the game to the user.
  • the present invention can also be applied to a game system performed on the device side.
  • the present invention can also be applied to a game system in which part or all of the game execution program is downloaded or installed on the user terminal device side and the game execution processing is performed also on the terminal device.
  • a user terminal device peers with another user terminal device by Internet communication, wireless LAN communication, short-range wireless communication using a predetermined frequency band (for example, 2.4 GHz frequency band), or wired LAN communication.
  • a predetermined frequency band for example, 2.4 GHz frequency band
  • wired LAN communication for example, 2.4 GHz frequency band
  • -It is also possible to execute a peer-to-peer game by connecting two to peers.
  • a user terminal device various devices that can be connected to a game server (game management device) and receive a game service can be applied.
  • PDA personal computers, and tablet computers
  • home video game devices having a network connection function game devices configured by connecting home video game machines to home televisions
  • a portable game-dedicated device is also applicable.
  • the game apparatus 300 functionally includes a game information management unit 351 (including a first character storage control unit 511 and a second character storage control unit 512), a game progress unit 352, and an association.
  • Means 55, right generation means 356, individual ability strengthening means 357, second character strengthening means 358, temporary ability improving means 59, presenting means 360, breeding management means 61 and the like are included.
  • the hardware configuration of the game apparatus 300 is the same as the hardware configuration of the terminal apparatus 3 shown in FIG.
  • the game information management unit 351 manages various game information of the user who operates the game device 300.
  • the game progress means 352 has a function of progressing the game in response to an operation on the game apparatus 300.
  • the right generation means 356 has a function of generating a right to enhance the individual character's individual ability when a predetermined condition is satisfied during the game by an operation on the game apparatus 300.
  • the individual ability enhancement means 357 uses the right to perform the first character when an individual ability enhancement operation is performed to select a predetermined individual ability from among the plurality of individual abilities of the first character as an enhancement target. And a function for executing an individual ability enhancement process for improving the selected individual ability based on the ability of the second character associated with the individual ability by the association means 55.
  • the second character strengthening means 358 has a function of improving the ability of the second character based on operation information related to the second character strengthening operation performed on the game apparatus 300.
  • the presenting means 360 has a function of presenting any one of a plurality of individual abilities on the screen of the game apparatus 300.
  • the means 351, 352, 356, 357, 358, 360 of the game apparatus 300 have basically the same functions as the means 51, 52, 56, 57, 58, 60 of the game server 1 shown in FIG.
  • the means 351, 352, 356, 357, 358, 360 of the game apparatus 300 execute processing corresponding to the operation on the game apparatus 300, whereas the means 51, 52, 56, 57, of the game server 1 58 and 60 have the same function and configuration except for the difference that the processing is executed while performing communication between the game server 1 and the terminal device 3.
  • the game apparatus 300 also includes an association unit 55, a temporary ability improvement unit 59, a breeding management unit 61, and the like that the game server 1 has.
  • This game device 300 has the same effect as the game system including the game server 1 and the terminal device 3 shown in FIG.
  • the storage device is a RAM 13 or auxiliary storage device 14 that the game server 1 has, a database server 2, a RAM 33 or auxiliary storage device 39 that the terminal device 3 has, or a file server (online that is different from the game management device or terminal device). Storage) or the like.
  • the server game server 1, database server 2 and the terminal device can communicate with each other to send and receive various data, and an information processing device (CPU, ROM, RAM, auxiliary storage device, communication control unit, etc.) Computer) having the same hardware configuration. Therefore, in a game system including a server and a terminal device, each means included in the game management device described in each of the above embodiments may be provided in either the server or the terminal device.
  • the game management device can be configured to be provided in a server and a terminal device that communicate with each other to send and receive various data, and achieve the same effects as the above-described embodiment.
  • the computer-readable program according to the present embodiment is recorded on various computer-readable recording media such as a hard disk, an optical disk (CD-ROM, DVD-ROM, etc.), a flexible disk, a semiconductor memory, and the like. And is executed by the CPU of the game management device or terminal device. Further, the means for providing the program to the game management device or the terminal device is not limited to the recording medium described above, and can be performed via a communication network such as the Internet. [Outline of Embodiment]
  • a game management device is a game management device that communicates with a terminal device and manages a game, and stores information on a first character having a plurality of individual abilities in a storage device.
  • Character storage control means for storing information on a second character capable of enhancing the individual ability of the first character in a storage device, and each individual ability of the first character
  • Corresponding means for associating two characters
  • right generating means for generating a right to strengthen the individual ability of the first character when a predetermined condition is satisfied during the game based on operation information relating to operation on the terminal device
  • an individual ability enhancement operation for selecting a predetermined individual ability as an enhancement target from among the plurality of individual abilities of the first character using the right
  • an individual ability enhancement unit that executes an individual ability enhancement process for improving the selected individual ability based on the ability of the second character associated with the individual ability by the association unit.
  • the game management device having this configuration can be configured by an information processing device such as a server that can communicate with each user's terminal device, and manages various games such as online games and social games.
  • an information processing device such as a server that can communicate with each user's terminal device, and manages various games such as online games and social games.
  • the present game management device includes first character storage control means and second character storage control means for storing two types of characters, a first character and a second character, in a storage device, respectively. Since the storage device itself is not included in this configuration, it may be installed anywhere, whether inside or outside the game management device.
  • the first character has a plurality of individual abilities.
  • the plurality of individual abilities can be arbitrarily set according to the type and content of the game. For example, in the case of a baseball game, “power”, “meet”, “running power”, “defensive”, etc. for a fielder character, “sphere”, “ball control”, It can be “change ball”, “stamina” or the like. As shown below, each of the plurality of individual abilities of the first character can be individually enhanced by the ability of the second character.
  • the game management device includes an association unit that associates the second character with each individual ability of the first character.
  • the associating means includes the second character A for the individual ability of “power” of the first character, the second character E for the individual ability of “meet”, and the second character G for the individual ability of “running ability”.
  • the second character K is associated with the individual ability of “defense”.
  • the association process by the association unit can be, for example, random lottery, or according to a designation operation (an operation for designating a combination of the specific individual ability of the first character and the second character) on the user's terminal device. Can also be done.
  • the predetermined condition is, for example, winning the right by a lottery during the game, clearing a predetermined stage in the game, defeating a boss character, winning in a battle with other users or computers, predetermined It is possible to set various conditions such as earning points, increasing the level, and game duration (operation duration) exceeding a predetermined time.
  • the right granting means for example, the right to strengthen the individual ability of “Power”, the right to strengthen the individual ability of “Meet”, etc. Generate the right to strengthen individual abilities. It is also possible to generate a right to strengthen two or more specific individual abilities, such as a right to simultaneously strengthen individual abilities of “running ability” and “defense”.
  • the individual ability enhancement means executes the individual ability enhancement process for the first character.
  • the individual ability enhancement process is a process of improving the selected individual ability of the first character based on the ability of the second character associated with the individual ability by the association means. For example, when an individual ability enhancement operation in which the individual ability of “running ability” is selected is performed on the user's terminal device, in the above example, the second ability is associated with the individual ability of “running ability”.
  • the individual ability of the “running ability” of the first character is improved. For example, if the second character G has the same individual abilities of “power”, “meet”, “running ability”, and “defense” as the first character, the individual ability of the “running ability” of the second character G Based on this, the individual ability of the “running power” of the first character may be improved. Of course, the higher the ability of the second character is, the greater the ability of the first character is. If the ability of the second character is not so high, the improvement of the ability of the first character is small.
  • the individual ability of the first character can be individually strengthened based on the second character ability. Since a right is necessary to enhance the individual ability, the user is motivated to actively play a game to generate the right. If the user can acquire the right during the game, the individual character's individual ability can be strengthened, so that the individual character can be strengthened while enjoying the acquisition of the right during the game. A highly interesting game that you can do.
  • the user can selectively strengthen a specific ability among the plurality of individual abilities possessed by the first character using the ability of the second character.
  • a user strengthens the capability of a 1st character the adjustment for every individual capability is attained, and the freedom degree of reinforcement
  • characters with enhanced balance of individual abilities such as “power”, “meet”, “running power”, and “defense” are nurtured, or long power is given to strengthen “power”.
  • the game management device further includes second character strengthening means for improving the ability of the second character based on operation information related to the second character strengthening operation performed on the terminal device. Is desirable.
  • the user can improve the ability of the second character owned by the user by the second character strengthening means by performing the second character strengthening operation on the terminal device.
  • the strengthening process by the second character strengthening means a certain second character selected by the user is targeted for strengthening, and another second character selected by the user is regarded as a strengthening material, and these are combined to be strengthened.
  • the individual ability of the first character is strengthened based on the ability of the second character. Therefore, according to this configuration, by strengthening the second character, it becomes possible to synergistically effectively strengthen the individual character's individual ability.
  • a user is motivated to perform the game play which strengthens a 2nd character actively.
  • the interesting game nature of strengthening a 2nd character in order to strengthen the individual capability of a 1st character can be implement
  • the game management device is configured such that when a group of users including a plurality of characters including the first character and the second character battles with an opponent. It is desirable to further include temporary ability improving means for temporarily improving the ability of the second character according to the plurality of individual abilities of the first character.
  • the user in the battle mode, can configure a group including the first character and the second character, and battle against other groups.
  • the temporary ability improving means temporarily improves the ability of the second character according to the plurality of individual abilities of the first character.
  • the feedback of capability improvement is comprised between two characters, the 1st character and the 2nd character. That is, if the individual character of the first character is improved using the second character, feedback that the second character's ability is temporarily improved at the time of the battle is realized by the improved individual ability of the first character. . Therefore, in order to strengthen the ability of the user group at the time of the battle, it is particularly important to improve the individual ability of the first character. This amplifies the fun of strengthening the individual ability of the first character and further enhances the fun of the game.
  • the game management device further includes a presentation unit that presents any one of the plurality of individual abilities to the terminal device. .
  • the individual ability enhancing means is configured to provide the presentation when the individual ability enhancing operation for enhancing the same individual ability as the individual ability presented to the terminal device by the presenting means is performed on the terminal device. It is desirable to increase the capability improvement rate at the time of executing the individual capability enhancement process, rather than the case where an individual capability enhancement operation for strengthening an individual capability different from the individual capability being performed is performed.
  • the presentation means presents the individual ability that can be effectively enhanced to the user's terminal device (so that information on the individual ability can be transmitted to the terminal device and confirmed by the terminal device). To do).
  • the presenting means randomly selects one of the individual abilities from the plurality of individual abilities and presents it to the terminal device. That is, an effect is provided as if the individual ability to be strengthened is recommended to the user.
  • the presenting means may change the individual ability presented to the terminal device at a predetermined timing (for example, after the individual ability enhancing process is executed by the individual ability enhancing means). Then, when an operation for enhancing the same individual ability as the individual ability presented on the terminal device is performed on the terminal device, the individual ability strengthening means strengthens the individual ability different from the presented individual ability.
  • the ability improvement rate at the time of executing the individual ability strengthening process is increased as compared with the case where the operation for performing is performed. For example, when “running ability” is presented by the presentation means, if the user strengthens the individual ability of “running ability”, other than “running ability” (for example, “power” etc.) is presented.
  • the ability improvement rate is improved by a predetermined rate (for example, 10%) rather than strengthening the “running power” when the vehicle is in the running state.
  • the user can effectively strengthen the individual ability of the first character that he / she wants to strengthen with reference to the individual ability presented by the presenting means, and the interest of the game is improved.
  • the game management device is configured so that the individual character enhancement means executes the first character until the individual ability enhancement process for the first character is executed a predetermined number of times.
  • the individual ability enhancement process for the first character is executed a predetermined number of times, the use of the first character as a breeding end character is permitted. It is desirable to further provide a training management means.
  • the first character is brought up when the individual ability enhancement process is executed a predetermined number of times (for example, 10 times).
  • a predetermined number of times for example, 10 times.
  • the user In the middle of the training until the individual ability strengthening process is executed a predetermined number of times, the user cannot use the first character in the game. Is allowed. Accordingly, the user is motivated to actively strengthen the individual ability until the predetermined number of times is reached so that the first character being raised can be used in the game, which leads to activation of the game.
  • the number of times that the individual ability strengthening process can be executed is limited to a predetermined number, and the user is aware of the remaining number of times until the end of the training, considering which individual ability to strengthen, Complete one character. Thereby, a highly interesting game can be realized.
  • the individual ability enhancing means changes the individual ability improvement rate of the first character each time the individual ability enhancing process is executed.
  • the ability improvement rate at the time of executing the individual ability enhancement process is not constant and changes every time the user strengthens the individual ability of the first character.
  • an individual ability enhancement operation for enhancing the individual ability of “power” is performed on the user's terminal device, and the ability of the second character associated with “power” is “1000”.
  • 30% to 50% of the ability “1000” of the second character that is, ability values of “300” to “500” becomes the individual ability of “power” of the first character by one individual ability enhancement process. It shall be reflected (added).
  • the individual ability enhancement means randomly determines the ability improvement rate (reflection rate) from 30%, 40%, and 50% each time the individual ability enhancement process is executed, and the individual ability according to the decided ability improvement rate. Perform enhancement processing. Therefore, in this case, the individual power enhancement of the first character may improve only “300” of the “power” of the first character, or may improve “500” at once.
  • the individual ability enhancement process when executed a predetermined number of times (for example, 10 times) and the first character's breeding is completed, the ability improvement rate that changes for each individual ability enhancement process is used. The ability will be different. Fortunately, when the individual ability enhancement process with a high ability improvement rate is executed many times, it is possible to obtain a breeding end character having a relatively high ability. Thereby, the user can play with an expectation for reinforcement
  • a game device can strengthen first character storage control means for storing information on a first character having a plurality of individual abilities in a storage device, and the individual abilities of the first character.
  • Second character storage control means for storing information on the second character in a storage device, association means for associating the second character with each individual ability of the first character, and predetermined conditions are satisfied during the game
  • a right generating means for generating a right to strengthen the individual ability of the first character, and a predetermined individual ability among the plurality of individual abilities of the first character to be strengthened using the right
  • the selected individual ability is assigned to the second character associated with the individual ability by the association means. Comprising of the individual capacity building means for performing the individual capacity building process be improved based on the ability, the.
  • a game system is a game system including a game management device that manages a game and a terminal device that communicates with the game management device.
  • First character storage control means for storing information on the first character having the ability in the storage device
  • second character storage control means for storing information on the second character capable of enhancing the individual ability of the first character in the storage device.
  • an association means for associating the second character with each individual ability of the first character, and when a predetermined condition is satisfied during the game based on operation information related to an operation on the terminal device,
  • a right generating means for generating a right to reinforce the individual ability of one character, and a plurality of individual abilities of the first character using the right.
  • the selected individual ability is improved based on the ability of the second character associated with the individual ability by the association means according to the individual ability enhancement operation for selecting a predetermined individual ability as the enhancement target.
  • One of the game management device and the terminal device includes an individual ability enhancement unit that executes an individual ability enhancement process.
  • a game management method is a game management method in a computer that communicates with a terminal device and manages a game, and the computer stores information on a first character having a plurality of individual abilities.
  • a first character storage control step for storing in a storage device; a second character storage control step for storing in the storage device information on a second character by which the computer can enhance the individual ability of the first character;
  • a program according to another aspect of the present invention is a program for operating a computer as a game management device that communicates with a terminal device and manages a game, and has a plurality of individual capabilities.
  • First character storage control means for storing information on the first character in the storage device
  • second character storage control means for storing information on the second character capable of enhancing the individual ability of the first character in the storage device
  • the first Corresponding means for associating the second character with each individual ability of the character, and the individual ability of the first character when a predetermined condition is satisfied during the game based on operation information related to operation on the terminal device
  • a right generating means for generating a right to strengthen the plurality of individual abilities of the first character using the right
  • the selected individual ability is selected based on the ability of the second character associated with the individual ability by the associating means according to the individual ability enhancement operation for selecting a predetermined individual ability as an enhancement target. It is a program for functioning as an individual ability enhancement means for executing an individual ability enhancement process to be improved.
  • a recording medium according to still another aspect of the present invention is a computer-readable recording medium recording the program described in 10) above.
  • the present invention is suitably applied to a game management device, a game system, a game management method, a program, and a recording medium that provide various game services such as an online game, a social game, and cloud gaming. Since it can be provided, it is industrially usable.

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  • Theoretical Computer Science (AREA)
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  • Computer Security & Cryptography (AREA)
  • General Business, Economics & Management (AREA)
  • Management, Administration, Business Operations System, And Electronic Commerce (AREA)

Abstract

L'invention concerne un dispositif de gestion de jeu, qui communique avec des dispositifs terminaux et qui gère le jeu, comprenant : un moyen d'association permettant d'associer chaque compétence individuelle d'un premier personnage qui présente de multiples compétences individuelles à un second personnage pouvant améliorer les compétences individuelles du premier personnage ; un moyen de génération de privilège permettant de générer un privilège afin d'améliorer une compétence individuelle du premier personnage lorsqu'une condition spécifiée est remplie pendant le jeu ; et un moyen d'amélioration de compétence individuelle permettant d'améliorer, selon une opération d'amélioration de compétence individuelle qui sélectionne une compétence individuelle spécifique comme objet de l'amélioration parmi les multiples compétences individuelles utilisant le privilège, une compétence individuelle du premier personnage sélectionnée sur la base de la compétence du second personnage associé à ladite compétence individuelle.
PCT/JP2012/079571 2012-03-12 2012-11-14 Dispositif de gestion de jeu, dispositif de jeu, système de jeu, procédé de gestion de jeu, programme et support d'enregistrement WO2013136590A1 (fr)

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JP2012-055132 2012-03-12
JP2012055132A JP5372193B2 (ja) 2012-03-12 2012-03-12 ゲーム管理装置、ゲーム装置、ゲームシステム、ゲーム管理方法及びプログラム

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JP5476647B1 (ja) * 2013-10-11 2014-04-23 株式会社gloops ゲームサーバ、ゲーム提供方法、ゲームプログラム、ゲームプログラムを記録した情報記録媒体及びゲームシステム
JP6284189B2 (ja) * 2013-10-25 2018-02-28 株式会社コナミデジタルエンタテインメント 情報処理装置、プログラム、情報処理システム
JP5663077B1 (ja) * 2013-11-27 2015-02-04 株式会社 ディー・エヌ・エー ゲーム管理サーバ装置及びゲーム管理プログラム
JP5801453B1 (ja) * 2014-06-30 2015-10-28 株式会社コナミデジタルエンタテインメント ゲーム制御装置、ゲームシステム、及びプログラム
JP6557901B2 (ja) 2015-02-27 2019-08-14 株式会社コナミデジタルエンタテインメント ゲームシステム、ゲーム制御装置、及びプログラム
JP6208909B1 (ja) * 2017-03-31 2017-10-04 グリー株式会社 制御プログラム、制御方法及びゲーム装置
JP6974261B2 (ja) * 2017-05-02 2021-12-01 株式会社コロプラ ゲームプログラム、方法、および情報処理装置
JP6402420B2 (ja) * 2017-07-19 2018-10-10 株式会社コナミデジタルエンタテインメント 情報処理装置、プログラム、情報処理システム
JP6446762B1 (ja) 2018-02-28 2019-01-09 株式会社コナミデジタルエンタテインメント ゲーム制御装置、ゲームシステム、及びプログラム
JP6953026B2 (ja) * 2019-03-19 2021-10-27 ジャングルX株式会社 ゲームサービス提供装置、ゲームサービス提供方法及びゲームサービス提供プログラム
JP7457662B2 (ja) 2021-02-09 2024-03-28 株式会社コロプラ プログラム、および情報処理装置
JP7107411B1 (ja) 2021-07-05 2022-07-27 株式会社セガ プログラム及び情報処理装置

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