WO2013137171A1 - Game control device, game control method, program, recording medium, and game system - Google Patents

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

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Publication number
WO2013137171A1
WO2013137171A1 PCT/JP2013/056592 JP2013056592W WO2013137171A1 WO 2013137171 A1 WO2013137171 A1 WO 2013137171A1 JP 2013056592 W JP2013056592 W JP 2013056592W WO 2013137171 A1 WO2013137171 A1 WO 2013137171A1
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WO
WIPO (PCT)
Prior art keywords
game
user
objects
game control
communication terminal
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PCT/JP2013/056592
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French (fr)
Japanese (ja)
Inventor
秋津 寺嶋
庸輔 佐々木
誉之 高原
朋美 安部
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 WO2013137171A1 publication Critical patent/WO2013137171A1/en

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Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/533Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game for prompting the player, e.g. by displaying a game menu
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06QINFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
    • G06Q50/00Systems or methods specially adapted for specific business sectors, e.g. utilities or tourism
    • G06Q50/10Services
    • 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
    • A63F13/67Generating 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 adaptively or by learning from player actions, e.g. skill level adjustment or by storing successful combat sequences for re-use
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • A63F13/795Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for finding other players; for building a team; for providing a buddy list
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/85Providing additional services to players
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/40Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of platform network
    • A63F2300/406Transmission via wireless network, e.g. pager or GSM
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/57Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of game services offered to the player
    • A63F2300/575Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of game services offered to the player for trading virtual items

Definitions

  • the present invention relates to a technique for controlling the progress of a game by each user according to each operation of a plurality of users.
  • social game executed by a game application created based on an operating environment such as an API (Application Programming Interface) operating on a web browser in a social networking service (SNS) by a specific service provider.
  • API Application Programming Interface
  • SNS social networking service
  • Game is popular. It can be said that the social game is a kind of online game that is played while communicating among an unspecified number of users. If a user can connect to the Internet and has a communication terminal equipped with a web browser, the user can enjoy a social game regardless of time and place.
  • One of the features of the above-described social game is that it has a richer communication function for interaction between users than the conventional online game.
  • social games for example, in addition to cooperative play with other users (friends), information exchange by communicating with friends such as greetings and contacts with friends, gifts of items on the game with friends or items An exchange has been made.
  • a digital card game (Dragon Collection (registered trademark)) described in Non-Patent Document 1 below is known.
  • an unscheduled voting event has been established for the purpose of capturing user preferences.
  • this voting event users who participated in the event voted their favorite cards out of cards of a plurality of characters and announced the voting results.
  • the number of users who participated in this event was limited, and it was not possible to widely capture the user's preferences.
  • an object of the present invention is to provide a game control device, a game control method, a program, a recording medium, and a game system that can broadly capture the user's preferences for objects.
  • the first aspect of the present invention is: Execution means for executing the game; Display means for displaying a plurality of objects as options on the game image during the game; Obtaining means for obtaining information related to an operation of selecting any one of the plurality of objects; Based on the information acquired by the acquisition unit, a totaling unit that totals information about the selection result of the object; It is a game control apparatus provided with.
  • the object may be anything as long as it is a selection target on the game screen, and includes, for example, items and characters.
  • a character is, for example, a virtual person or creature on a game, or a monster, and includes those displayed on a card.
  • the display means may display a plurality of options with different combinations of objects for the same user.
  • the option is displayed only once for the same user, that is, when the selection result of only one time is acquired, the selection result of the object by the user may vary. By acquiring, the variation is reduced, and the possibility that the user's preference is correctly reflected in the selection result can be increased.
  • the game control device may further include an adjusting unit that adjusts the object to be displayed as an option based on a history of the selection result of the object.
  • an adjusting unit that adjusts the object to be displayed as an option based on a history of the selection result of the object.
  • each of the plurality of objects is associated with one of a plurality of attributes, and the adjustment unit has the same attribute as the attribute of the object most frequently selected by the user.
  • the attribute can be set as appropriate according to the object to be selected, and may be any attribute that represents the nature of the object.
  • the attribute of the object most frequently selected by the user can also be considered as the user's favorite attribute. Therefore, by setting the object as a user's favorite attribute, it is possible to further delve into preferences other than the user's attribute, and to deeply understand the user's taste.
  • the counting means may order the objects in the order of the selected number of times, and the adjusting means may select the objects from among the objects ordered higher than a predetermined order by the counting means. Good.
  • the ordering for example, ranking
  • the user may be disappointed with the counting result and may lose interest in the ranking result. In view of this, it is possible to attract the user's interest in the ranking result by using a relatively higher-level object as an object.
  • the counting unit may select the object according to a time difference between a time when the object is displayed on the game image and a time when the information related to the operation according to the game image is acquired.
  • Information about may be adjusted. It can be considered that the longer the time difference is, the harder the object is, and the user is troubled by the selection of the object. In that case, it is possible to improve the accuracy of the totaling result by reflecting in the object selection result that the user is troubled by the object selection.
  • the time difference for example, when the object A and the object B are displayed as options and the object A is finally selected, if the time difference is short, the object A is set to 1.
  • the object B is counted as 0 and the time difference is long, for example, the object A may be counted as 0.7 and the object B as 0.3.
  • each of the objects is associated with one of a plurality of attributes, and a user selects an object having the same attribute among the plurality of attributes a predetermined number of times based on a selection result of the object. If it is determined, a privilege granting unit that grants a privilege on the game to the user may be provided. In this configuration, a privilege is given to the user when a certain condition (an object having the same attribute is selected a predetermined number of times) is satisfied for the selection result of the user. This motivates the user to actively select an object. As a result, a large amount of information about the selection results (for example, voting results) by the user can be aggregated.
  • the privilege may be an increase in the frequency with which the user displays the object on a game image. For example, if a point on the game is given to the user every time an object is selected, the frequency of selection increases as the frequency of displaying the object increases, and thus a privilege is given to the user. Become.
  • the display means may display two objects as options on the game image. Accordingly, the selection result of the user is less likely to vary than when selecting an object from a large number of objects, and the user's preference is easily captured. In addition, by selecting an object from the two objects, the user can select with a relatively simple operation, and even if there are occasions when the user frequently makes a selection during the game, the burden on the user is small and a large amount of data can be collected. .
  • the execution means may advance the game without being limited to information related to the operation acquired by the acquisition means. In other words, since the selection of the object does not affect the progress of the game, the user can expect to perform a voting action that correctly reflects the user's taste while proceeding with the game.
  • a second aspect of the present invention is a game control method, Running the game, and Displaying a plurality of objects as options on the game image during execution of the game; Obtaining information related to an operation of selecting any object from the plurality of objects; Based on the information obtained by the obtaining step, totaling information about the selection result of the object; including.
  • a third aspect of the present invention provides a computer for controlling the execution of a game.
  • the ability to run games A function of acquiring a plurality of objects as options from a storage device and displaying them on a game image during the execution of the game; Based on the information acquired by the function for acquiring an operation for selecting any object from the plurality of objects, and the information acquired by the function to be acquired, information on the object selection result is aggregated in the storage device.
  • the ability to record, It is a program for realizing.
  • the computer may be, for example, a network server or a large computer. Further, this program may be stored in a computer-readable information storage medium such as a DVD-ROM or a CD-ROM. That is, a fourth aspect of the present invention is a computer-readable recording medium in which the program is recorded.
  • a fifth aspect of the present invention is a game system including a communication terminal and a server configured to be accessible from the communication terminal and controlling execution of the game by the communication terminal, Execution means for executing the game, Display means for displaying a plurality of objects as object choices on the game image during execution of the game, An acquisition unit that acquires information regarding an operation of selecting any object from the plurality of objects, and a totaling unit that aggregates information about the selection result of the object based on the information acquired by the acquisition unit; Each of the means is provided in either the communication terminal or the server, It is a game system.
  • the figure which shows the basic composition of the game system of embodiment The figure which shows the example of the external appearance of the communication terminal of embodiment.
  • the block diagram which shows the structure of the communication terminal of embodiment The block diagram which shows the structure of the game server of embodiment.
  • the figure which shows an example of a vote data structure The figure which shows an example of the display screen of the communication terminal which displays a top page.
  • FIG. 9 is a functional block diagram for explaining functions that play a main role in game control devices according to modified examples 2 to 4 of the embodiment.
  • the present invention relates to a patent application of Japanese Patent Application No. 2012-057508 filed with the Japan Patent Office on March 14, 2012, the entire contents of which are incorporated herein by reference.
  • a female character is an example of an object.
  • FIG. 1 shows a system configuration example of a game system according to the embodiment.
  • the game system includes communication terminals 10a, 10b, 10c,... That can be connected to a communication network NW (network) such as the Internet, a game server 20 connected to the communication network NW,
  • NW network
  • the database server 30 is configured.
  • Each of the communication terminals 10a, 10b, 10c,... Is a terminal operated by an individual user, for example, a mobile terminal, a smartphone, a PDA (Personal Digital Assistant), a personal computer, a television having a bidirectional communication function.
  • a communication terminal such as a John receiver (including a so-called multi-function smart TV).
  • the game server 20 is configured to be able to communicate with the communication terminal 10 that is a client, and provides a gaming service to the communication terminal 10.
  • the game server 20 is mounted with an application operable on a web browser as a game application.
  • the database server 30 stores various information to be described later in executing the game, and is connected to the game server 20 in a wired or wireless manner for reading and writing the information. Note that the game server 20 and the database server 30 may be connected via a communication network NW.
  • the communication terminal 10 includes a web browser capable of displaying a web page provided by the game server 20, and the user operates the communication terminal 10 on the web page to execute a game.
  • an authentication server for authenticating the user of each communication terminal 10 may be provided separately from the game server 20. Further, when a plurality of game servers 20 are provided in order to accept access from many communication terminals 10, a load balancer for adjusting a load between the plurality of game servers 20 may be provided.
  • the game server 20 may be configured as a single server device, but may be configured as a plurality of server devices having distributed functions.
  • FIGS. 2A and 2B are diagrams showing examples of the appearance of the communication terminal 10, respectively.
  • FIG. 2A illustrates a button input type communication terminal such as a foldable mobile terminal (mobile phone), and
  • FIG. 2B illustrates a touch panel input type communication terminal such as a smartphone.
  • FIG. 3 is a block diagram showing an internal configuration of the communication terminal 10. As shown in FIG.
  • the communication terminal 10 includes a CPU (Central Processing Unit) 11, a ROM (Read Only Memory) 12, a RAM (Random Access Memory) 13, an image processing unit 14, an instruction input unit 15, a display unit 16, A communication interface unit 17 as a signal transmission / reception unit is provided, and a bus 18 for transmitting a control signal or a data signal between the units is provided.
  • a CPU Central Processing Unit
  • ROM Read Only Memory
  • RAM Random Access Memory
  • the CPU 11 loads the web browser in the ROM 12 into the RAM 13 and executes it. And CPU11 is based on the appropriate designation
  • HTML data HyperText Markup Language
  • the communication terminal 10 may be mounted with various plug-ins for extending the browser function of the web browser. In acquiring the HTML data, the CPU 11 sends an access request message including a user ID (user identification information) registered in advance or a user ID input via the instruction input unit 15 via the communication interface unit 17. The game server 20 is notified.
  • the web browser displays the web page provided from the game server 20 on the display unit 16 based on the acquired HTML data via the image processing unit 14.
  • the web browser transmits new HTML data for displaying the web page according to the selection. (That is, update of the web page) is requested to the game server 20.
  • the image processing unit 14 displays a web page on the display unit 16 based on the display image data given from the CPU 11 as the analysis result of the HTML data.
  • the display unit 16 is, for example, an LCD (Liquid-Cristal-Display) monitor including thin film transistors arranged in units of pixels in a matrix, and displays an image of a web page by driving the thin film transistors based on display image data. To display.
  • LCD Liquid-Cristal-Display
  • the instruction input unit 15 includes a button group 15a including a plurality of instruction input buttons such as a direction instruction button and a decision button for accepting a user operation input. And a button group 15b including a plurality of instruction input buttons such as a numeric keypad, and includes an interface circuit for recognizing a pressing (operation) input of each button and outputting it to the CPU 11.
  • the direction instruction button is provided to instruct the CPU 11 to scroll and display the web page displayed on the display unit 16.
  • the determination button instructs the CPU 11 that the user selects one hyperlink or menu that is actively displayed (for example, highlighted) when, for example, a plurality of hyperlinks or menus are displayed on a web page.
  • buttons are provided on the front surface of the communication terminal 10 so that the user can easily operate (click) with the thumb while holding the communication terminal 10 with one hand. It is preferable to arrange
  • the button group 15b is arranged below the button group 15a and includes a plurality of instruction input buttons on which “0” to “9”, “*”, and “#” (ten keys) are written. .
  • the instruction input unit 15 mainly accepts touch panel type input by touching the display screen 16a with a fingertip or a pen.
  • the touch panel input method may be a known method such as a capacitance method.
  • the button group 15a may be provided even when the communication terminal 10 is a touch panel input method.
  • the menu selection operation on the web page displayed on the communication terminal 10 is selected by pressing the direction instruction button and selecting by pressing the enter button. This is done by confirming the selected menu.
  • the selection operation is performed by instructing (touch operation) a menu position on the display screen 16a on which the web page is displayed with a finger or a pen.
  • the configuration of the game server 20 will be described with reference to FIG.
  • the game server 20 manages a game website including a plurality of hierarchical web pages, for example, and provides a game web service to the communication terminal 10.
  • the game server 20 includes a CPU 21, a ROM 22, a RAM 23, a database (DB) access unit 24, and a communication interface unit 25, for transmitting control signals or data signals between the units.
  • a bus 26 is provided.
  • the game server 20 can take the same structure as a general-purpose web server regarding hardware.
  • the ROM 22 stores an application program that provides a service for displaying an object such as an HTML document or an image (displaying a web page) to the web browser of the communication terminal 10 that is a client.
  • the ROM 22 stores various data referred to by the CPU 21 in addition to the application program.
  • the CPU 21 loads the game program in the ROM 22 to the RAM 23 and executes it, and performs various processes via the communication interface unit 25.
  • the CPU 21 transmits HTML data to the communication terminal 10 via the communication interface unit 25.
  • the CPU 21 performs the authentication process.
  • CPU21 performs the process according to the hyperlink or menu selected by the user on the web page displayed on the communication terminal 10 via a communication interface part.
  • the processing includes, for example, transmission of new HTML data, arithmetic processing in the game server 20 or data processing.
  • the database access unit 24 is an interface when the CPU 21 reads / writes data from / to the database server 30.
  • the database server 30 (storage device) can be realized by a general-purpose storage such as a large-capacity hard disk device or a device such as a RAID (Redundant Array of Inexpensive Disks).
  • Each database in the database server 30 is configured to be able to read and write data from the CPU 21 via the database access unit 24 of the game server 20.
  • FIG. 5 shows an example of the configuration of the database server 30.
  • the database server 30 includes a user database 31 and a game database 32.
  • Game or “game of this embodiment”.
  • This game is a game in which a user collects female warrior cards (warrior cards) to create his own team and battle with other user teams.
  • the game of this embodiment includes, for example, a quest process (described later) for searching for and collecting warrior cards.
  • FIG. 6 shows an example of a user database 31 applied in the game of the present embodiment.
  • the user database 31 includes, for each user ID (user identification information), each item of user name / display image, skill level, physical fitness point, number of warriors, possessed coins, fellow user ID, and possessed card data. Contains information about. Information included in the user database 31 can be updated sequentially by the game server 20.
  • the user ID included in the user database 31 or data for each user name (to be described later) specifying the user is generically referred to as user data.
  • the data of each item constituting the user data is as follows.
  • User name / display image A user name and a display image that are displayed to identify the user on the communication terminal 10 when the game is executed.
  • the user name is text of a predetermined length or less that is specified in advance by the user, and the display image is an avatar image that is selected in advance by the user, for example.
  • the user name is a name that identifies the user on the network environment (or game community) provided by the game server 20. Skill level This data indicates the skill level of the user on the game.
  • -Physical strength point It is a point required in performing the quest process in the game of this embodiment.
  • the physical strength point is a value that decreases by, for example, a certain amount by performing a search in the quest process and recovers (increases) every time a predetermined time elapses.
  • -Number of warriors This is the number of warrior cards held by the user.
  • -Owned coin This is the possessed amount of virtual currency (coin) on the game that is required when the user corresponding to the user ID uses the pay function on the game.
  • the possessed coins are consumed (reduced) when the user uses a paid function on the game, and the user pays actual money to the service provider or the like by a predetermined method, and increases according to the amount paid.
  • ⁇ Friend's user ID This is data of another user ID associated with the target user ID.
  • -Data of possession card Each warrior card possessed by the user includes, for example, an image of the warrior card, a parameter indicating the ability of the warrior card (for example, a value indicating attack power, defense power), and the like.
  • the game database 32 stores and updates information related to the progress of the game executed by the game server 20 based on the access from the game server 20.
  • Information relating to the progress of the game may include various information depending on the nature of the game. Taking the case of the game of the present embodiment as an example, the information related to the progress of the game includes information indicating the progress status of the quest process, information about a battle result with another user, and the like. Further, as will be described later, in the game of this embodiment, female characters are voted during the execution of the game. Therefore, the game database 32 stores a female character database in which data of each of a plurality of female characters to be voted is described, and vote data that is data obtained by counting the results of voting for each female character. Yes. Examples of the female character database and vote data are shown in FIGS. 7 and 8, respectively.
  • the female character database includes data for each item of image, age, three size (B, W, H), and attribute for each female character (S1, S2,).
  • the attributes are typified characteristics of female characters based on a certain standard.
  • the criteria for setting attributes are as follows. Attribute A: Bust (B) is 86 or more Attribute B: Bust (B) is 76 or less Attribute C: Bust (B) is greater than 76 and less than 86, and the age is Attribute D: Bust (B) is greater than 76 and less than 86, and age is 21 or more
  • the vote data is data in which each female character included in the female character database in FIG. 7 is associated with the number of votes obtained in the voting process.
  • FIG. 9 is a diagram illustrating an example of a top page displayed on the communication terminal 10 in the game of the present embodiment.
  • 10 to 12 are diagrams showing web pages P1 to P4 that are examples of a series of web pages displayed on the communication terminal 10 when the quest process is executed.
  • FIG. 13 is a diagram showing web pages P5 and P6 that are examples of a series of web pages when a female character's popularity vote ranking (hereinafter simply referred to as “ranking” as appropriate) is displayed on the communication terminal 10. .
  • menus, marks and the like displayed on the web page displayed on the communication terminal 10 are arranged at desired positions on the web page, and are menus visually recognized on the communication terminal 10.
  • the position on the display screen of the mark and the like can be changed by scrolling the web page by the user's direction instruction button or touch panel operation.
  • the top page of FIG. 9 includes a user data display area, a warrior image display area, and a menu display area.
  • the user data display area is an area where skill level, physical strength points, the number of warriors, and data of each item (see FIG. 6) included in the user data of the target user ID are displayed.
  • “40/60” is described as an example of the number of warriors, but this is 40 warrior cards held by the user, and the maximum number of warrior cards that can be held is 60.
  • the warrior image display area is an area in which an image of a warrior card specified in advance by the user among a plurality of warrior cards included in the user data of the target user ID is displayed.
  • the menu display area includes menus m1 and m2 respectively labeled “quest” and “battle” as menus corresponding to the processing (quest processing, battle processing) provided in the game of the present embodiment.
  • the menu m1 or m2 is selected on the top page, the game is started.
  • the quest process is executed.
  • the web page is updated as indicated by P1 in FIG.
  • a Japan map divided into a plurality of regions (areas) is displayed in a state where an area to be searched is highlighted.
  • the user selects the menu m5 described as “search” provided for each area to be searched (in the example of FIG. 10, area 9 (subareas 9-1, 9-2,...)). Select the operation. With this operation as a trigger, a search for an area to be searched is performed, and when a warrior card is excavated, the warrior card of the warrior is displayed in the display area 102.
  • the value of “progress” (%) displayed in the display area 101 increases by a random increase amount.
  • the display area 101 displays the value of the action point required for one search (in the example of FIG. 10, “ ⁇ 5” is displayed, meaning that only five action points are consumed). Is done. The user's action points are reduced by the value of the displayed action point for each search.
  • the action points decrease each time the selection operation is performed on the menu m5. Therefore, when the top page is displayed immediately after the quest process is executed, the action points displayed on the top page are The quest process will be displayed in a reduced amount.
  • the action points are recovered (increased) by one point each time a predetermined time (for example, 3 minutes) elapses, for example.
  • a web page that allows an overview of the search results of each area that the user has already played (that is, searched) is displayed by the selection operation of the menu m6 by the user.
  • the “complete rate” is a value indicating the ratio of the number of types of warrior cards actually excavated to the maximum number of types of warrior cards that can be excavated in each area. For example, in the example shown in FIG. 10, if area 9 is composed of three subareas, areas 9-1, 9-2, and 9-3, a maximum of four warrior cards can be excavated in each subarea. Then, 12 warrior cards can be excavated in the entire area 9.
  • the complete rate is 50%.
  • the user indicates that the area 2 is the most advanced area in the game quest process.
  • the user can search for the selected area again by selecting and operating an area where the complete rate is not 100% among the other areas already played (areas 1 to 8). It is configured as follows.
  • the web page is updated as shown in P3 of FIG. 12 so that the user can vote the female character in an alternative format.
  • This update of the web page may be performed with a constant or random probability each time the menu m5 is selected and operated, for example.
  • the web page P3 includes images, names (for example, S1, S18, etc.), ages (18 years, 25 years, etc.), three sizes (ie, B ( (Bust), W (waist), H (hip) cm display).
  • Each female character is associated with menus m10 and m11 each labeled “vote”.
  • a web page on which two female characters to be voted by the user are displayed is referred to as a “voting page”.
  • the web page is updated as shown in P4.
  • the female character S1 is selected from the two female characters, and a confirmation message indicating that the vote for the female character S1 has been received is displayed.
  • a menu m12 labeled "Return to quest” is displayed on the web page P4.
  • the web page is updated again as indicated by P1 in FIG. Thereby, the user can continue the quest process after voting.
  • the vote results of the female characters by the user are aggregated to create a popular vote ranking, and the user can view the popular vote ranking.
  • the popular voting ranking becomes available for browsing, for example, as shown on the web page P5, a menu m13 labeled “Popular voting ranking announcement!” Is displayed on the web page.
  • This menu m13 may be provided on the top page.
  • the web page is updated as shown in P6.
  • female characters of higher rank than a predetermined rank for example, 20th rank
  • FIG. 14 is a functional block diagram for explaining functions that play a main role in the game control apparatus of the present embodiment.
  • the registration unit 51 has a function of recognizing a user registration request based on an appropriate operation input to the communication terminal 10 on a web page provided to the communication terminal 10 and performing a registration process. This registration process is executed when the user performs user registration for the game of the present embodiment.
  • the function of the registration means 51 is implement
  • the CPU 21 of the game server 20 receives a registration request message from the communication terminal 10 via the communication interface unit 25.
  • the registration request message is automatically generated by a predetermined operation on the communication terminal 10 on the web page provided from the game server 20 (for example, a predetermined menu selection operation or a text input such as a user ID or password specified by the user).
  • Web pages may be configured to be generated automatically.
  • the registration request message may include information for identifying the communication terminal 10 of the transmission source (for example, individual identification information of a terminal such as a UID (Unique Identifier), a mail address, or the like) If another game by the same service provider is used, the user ID may be included.
  • the CPU 21 receives the registration request message and the registration request message does not include the user ID, the CPU 21 issues a new user ID and performs registration processing of the user ID, and then the registration processing is completed. Is sent to the communication terminal 10.
  • the CPU 21 receives the registration request message and the registration request message includes a user ID
  • the CPU 21 performs registration processing of the user ID, and then transmits a registration completion message indicating that the registration processing is completed to the communication terminal. 10 to send.
  • the CPU 21 When the registration is completed, the CPU 21 generates user data corresponding to the user ID and stores it in the user database 31.
  • the user can execute the game of the present embodiment.
  • the game execution means 52 has a function of executing an authentication process when the user logs in when the user executes the game of the present embodiment.
  • the function of this game execution means 52 is implement
  • the CPU 21 of the game server 20 acquires the individual identification information or the user ID and password from the HTTP request, and acquires the individual identification information or the user ID and password.
  • the authentication process is performed by collating with data recorded in the user database 31.
  • the game execution means 52 receives an HTTP request in response to a user's selection operation on the web page with respect to the communication terminal 10, and HTML data (that is, an HTTP response) for sequentially updating the web page displayed on the communication terminal 10. Is transmitted, the function of executing the game of this embodiment by a web service is provided.
  • the game according to the present embodiment includes the following processing to be executed by the user.
  • ⁇ Quest processing Processing to search for warrior cards in order to build up their own team
  • Battle processing Processing to battle (combat) a team composed of warrior cards owned by other users in the game The processing is not described in detail here, but for example, the result of the battle is determined according to the size of a parameter (for example, a value indicating attack power or defense power) indicating the ability of the warrior card used by the user in the battle. Configured as follows. For example, a user who uses a warrior card with a large parameter for a battle may be set to have a higher possibility of winning against another user who uses a warrior card with a smaller parameter for the battle.
  • a parameter for example, a value indicating attack power or defense power
  • the function in which the game execution means 52 performs a quest process is implement
  • the CPU 21 of the game server 20 recognizes that the search menu m5 is selected, it accesses the user database 31 and updates (decreases) the action point value of the target user ID.
  • the action points required for one search may be different for each area to be searched. That is, the amount of action points that are reduced (consumed) in one search may be different for each area to be searched. For example, each time the skill level of the user increases, the amount of action points consumed may be increased.
  • the CPU 21 When the CPU 21 recognizes the selection operation for the menu m5 (“search”), the CPU 21 draws a warrior card with a predetermined or random probability to appear from a plurality of warrior cards prepared in advance for quest processing. When the warrior card appears (excavated), the CPU 21 accesses the user database 31 and adds the data of the new warrior card that appears to the data of the target user ID. Is increased by one. Further, the CPU 21 generates HTML data for displaying the excavated warrior card in the display area 102 (see FIG. 10) and transmits it to the communication terminal 10.
  • the HTML data is configured such that the progress data in the display area 101 is updated (for example, increases by a certain amount). When the CPU 21 determines that the value of the degree of progress has reached 100%, the CPU 21 updates the HTML data so that the search target is shifted to the next area.
  • the display means 53 displays a plurality (two in this embodiment) of female characters in the game image as choices of female characters by the user regardless of the progress of the game while the quest process is being executed (while the game is being executed). It has a function to make it.
  • “unrelated to the progress of the game” means, for example, that no difference occurs in the progress of the game after selection, regardless of which of the two female characters is selected, that is, it does not affect the progress of the game. That is.
  • the function of the display means 53 is realizable as follows. For example, when the CPU 21 of the game server 20 recognizes that the menu m5 (“search”) for proceeding with the game has been selected, for example, once in a predetermined number of selection operations or every time it recognizes that it has been selected.
  • the CPU 21 determines to perform the voting process, the CPU 21 refers to the female character database in the game database 32, selects any two female characters, for example, at random using this database as a population, and associates them with the selected female character. Read the data of each item. Next, the CPU 21 generates HTML data for displaying a web page (for example, the web page P3 in FIG. 12) that includes data on the two selected female characters and that can vote for any of the female characters. To the user's communication terminal 10. As a result, two female characters as voting options are displayed on the game image of the communication terminal 10 of the user.
  • the acquisition unit 54 acquires information related to an operation for selecting any female character from the plurality of objects.
  • the function of the acquisition means 54 is realizable as follows.
  • the CPU 21 of the game server 20 When the CPU 21 of the game server 20 generates HTML data for displaying a web page that allows female characters to vote (for example, the web page P3 in FIG. 12), each of the menus m10 and m11 for receiving a vote Is stored in the RAM 23 in association with one of the two selected female characters.
  • the CPU 21 receives an HTTP request including the selection result of one of the menus from the user's communication terminal 10, the voting result (selection result) of the female character of the user based on the selection result of the menu included in the HTTP request. Get the information.
  • the counting unit 55 has a function of counting information about the selection result of the female character based on the information acquired by the acquiring unit 54.
  • the counting means 55 may have a function of ordering female characters in the order of the number of votes (that is, the number of times selected).
  • the function of the totaling means 55 is realizable as follows.
  • the CPU 21 of the game server 20 acquires information about the vote result of the female character of the user, the CPU 21 accesses the vote data of the game database 32 and performs a process of incrementing the value of the vote number corresponding to the voted female character. .
  • the CPU 21 accesses the vote data and performs a process of sorting the female characters in the order of the number of votes.
  • FIG. 15 is a flowchart when the quest process is performed in the game of the present embodiment.
  • FIG. 16 is a flowchart when voting processing is performed in the game of this embodiment.
  • FIG. 17 is a flowchart when performing a display process of ranking results of female characters in the game of the present embodiment.
  • HTML data for displaying the web pages P1 to P6 is transmitted from the game server 20 to the communication terminal 10 as appropriate. In some cases, the HTML data transmission process is not described in the flowchart.
  • the timings at which the web pages P1 to P6 are displayed are indicated by symbols P1 to P6.
  • step S100 the CPU 21 of the game server 20 displays the web page as shown in P1 of FIG. Is generated and transmitted to the communication terminal 10.
  • step S100 the menu m5 (“search”) has been selected
  • step S110 the CPU 21 is, for example, once every predetermined number of selection operations or whenever it is recognized that the selection has been made.
  • step S110 the voting process is performed (step S110: YES)
  • step S120 shows the detailed process in FIG.
  • step S110: NO the CPU 21 next draws a warrior card with a predetermined or random probability from a plurality of warrior cards prepared in advance for the quest, and the warrior card. Is determined (step S130: YES), a process of giving a warrior card to the user is performed (step S140).
  • the process of giving a warrior card includes, for example, a process of updating user data based on the given warrior card.
  • the CPU 21 updates the progress and physical strength points (step S150), and the HTML data that displays the updated progress and physical strength points data and the data of the warrior card when a warrior card is given. Is generated and transmitted to the communication terminal 10.
  • the CPU 21 refers to the female character database in the game database 32 and selects any two female characters, for example, at random using this database as a population (step S200).
  • the CPU 21 associates the selected two female characters with menus (for example, menus m10 and m11 on the web page P3 in FIG. 12), and generates and transmits HTML data for voting display on either of them.
  • menus for example, menus m10 and m11 on the web page P3 in FIG. 12
  • HTML data includes data of each item of each selected female character obtained by referring to the female character database.
  • the web page is updated as shown in P3 of FIG.
  • the CPU 21 determines information on the voting result (selection result) of the female character of the user based on the selection result of the menu. Can be obtained. Then, the CPU 21 accesses the vote data and performs a process of incrementing the number of votes of the female character associated with the selected menu (steps S230 and S240).
  • the processing of the flowchart of FIG. 17 is performed.
  • the CPU 21 generates HTML data for a web page that displays that the popularity vote ranking can be browsed, and transmits it to the communication terminal 10.
  • the communication terminal 10 for example, as shown in P5 of FIG. 13, a web page including a menu m13 for browsing the popularity vote ranking is displayed.
  • the CPU 21 accesses the vote data in the game database 32 and performs a process of sorting the female characters in the order of the number of votes ( Step S310).
  • the game control device is capable of selecting a plurality of female characters during the game (in the present embodiment, during the execution of the quest process) regardless of the progress of the game (quest).
  • a vote for allowing the user to select one of the female characters is performed, and the vote results are aggregated. Therefore, a user's preference with respect to a female character can be grasped widely. This is due to the following reason. That is, for example, when it is desired to collect information on vote results (selection results) by a user of any female character from among a plurality of female characters (objects), the selection of the female character is performed separately from the execution of the game.
  • the user When setting a menu or event for the user, the user may be annoyed and hesitate to select the menu or participate in the event.
  • the game control apparatus of the present embodiment while a game is being executed, a plurality of female characters (objects) as options are displayed on the game image, and the voting results of the female characters are acquired accordingly.
  • the user does not have to bother to participate in a menu different from the game execution or another event. Therefore, the information about the selection result of the female character of the user can be obtained without difficulty and tabulated. As a result, the user's preference for female characters can be widely understood.
  • the game execution means 52 can advance the game of the present embodiment without being limited to the information related to the operation acquired by the acquisition means 54 (that is, the voting result). That is, since the selection of the female character does not affect the progress of the game, the user can expect to perform a voting action in which the user's taste is correctly reflected while the game is progressing.
  • the display means 53 may display the same user with multiple choices of different combinations of two female characters (objects) displayed on the web page for selection.
  • the option is displayed only once for the same user, that is, when obtaining the vote result (selection result) only once, there is a possibility that the selection result of the female character by the user may vary.
  • the variation is reduced, and the possibility that the user's preference is correctly reflected in the selection result can be increased.
  • the timing for performing the voting process is set so that the voting page is displayed at least twice on the communication terminal 10 of the user who executes the quest process. For example, when an area is advanced in the quest process, if the selection operation of the menu m5 (see FIG. 10) is performed 7 to 8 times and the progress of the area becomes 100%, the selection operation is performed 3 times, for example. You may set so that a voting page may be displayed once every time. At this time, the CPU 21 of the game server 20 stores in the game database 32 or the RAM 23 a female character already selected from the female character database for voting processing in the past for the same user, and the stored female The same female character as the character is not selected in the next voting process.
  • FIG. 18 shows a functional block diagram of the game control device corresponding to the modifications 2 to 4 of the game control device of the above embodiment. As shown in FIG. 18, this functional block diagram is different from that shown in FIG. 14 in that adjustment means 56 is added.
  • the adjusting means 56 has a function of adjusting a plurality of female characters (objects) to be displayed as options based on the history of selection results of female characters. By providing the adjustment means 56, the content of the female character as an option presented to the user can be dynamically changed with a desired purpose in accordance with the total result.
  • the CPU 21 of the game server 20 records the selection result of the female character for each user in the game database 32, and determines to each user based on the selection result for each user or the selection results of many users. On the other hand, a plurality of female characters to be newly displayed as options are determined.
  • each female character is associated with an attribute.
  • the adjustment unit 56 displays a plurality of female characters ( Object) may be selected from female characters having the same attributes as those of the female character most frequently selected by the user.
  • the attribute of the female character that is most frequently selected by the user can be considered to be a user's favorite attribute. Therefore, by setting a plurality of female characters to be displayed as options afterward as the user's favorite attributes, it is possible to further delve into preferences other than the user's attributes and deeply understand the user's preferences.
  • attribute count data is stored in the game database 32.
  • FIG. 19 shows a data configuration example of attribute count data.
  • the attribute count data is a value obtained by counting the number of female characters (number of votes) selected by the user in the voting process for each user.
  • each female character is associated with one of the attributes A to D (see FIG. 7).
  • the CPU 21 of the game server 20 reads the attribute of the female character selected by the user, accesses the attribute count data of the user, The number of votes corresponding to the read attribute is incremented.
  • the CPU 21 determines that a predetermined number of times of selection has been obtained for the user, for example, the CPU 21 performs the following processing. That is, from the female character database, the female character having the attribute with the largest number of votes in the attribute count data is selected as the female character to be displayed as the next option for the user.
  • the counting unit 55 has shown an example (popular vote ranking) in which female characters are ordered in the order of the selected number.
  • the adjusting unit 56 has a plurality of options displayed to the user as options.
  • the female character (object) may be selected from the female characters ordered higher than the predetermined order by the adjusting means 56. If the ranking of the female character selected by the user is low as a result of the ordering (popular voting ranking) by the counting means 55, the user may be disappointed with the counting result and may lose interest in the ranking result. Therefore, by setting a relatively high-order female character as an object to be selected, it is possible to attract the user's interest in the ranking result.
  • the CPU 21 of the game server 20 accesses the vote data, sorts the female characters in the order of the number of votes, orders the female characters in the order of the number of votes, for example, a plurality of women that are ranked higher than the predetermined rank up to the 30th place.
  • a character for example, 30 bodies
  • the CPU 21 decides to perform the voting process, the CPU 21 refers to the female character database in the game database 32, and a plurality of (for example, 30) female characters in the top ranking in the database are used as a population, and any two women. For example, the characters are randomly selected as a plurality of female characters to be displayed as options by the user.
  • the counting means 55 is information regarding the time when a plurality of female characters (objects) to be displayed as options by the user are displayed on the voting page (game image) and the operation according to the voting page.
  • the information about the selection result of the female character may be adjusted according to the time difference from the time when is acquired.
  • the time when the information related to the operation according to the voting page (for example, the web page P3 in FIG. 12) is acquired is, for example, the time when the selection result of the female character is received (that is, the selection operation of any one of the menus m10 and m11). (The time recognized by the game server 20).
  • the time difference can be measured by a timer built in the CPU 21, for example.
  • a correspondence table between the time difference and the number of votes is set in the ROM 22.
  • CPU21 performs the process which reads the number of votes obtained according to the measured time difference with reference to the correspondence table.
  • the function which shows the relationship between a time difference and the number of votes may be defined previously, and CPU21 performs the process which calculates the number of votes based on the measured time difference in that case.
  • FIG. 20 shows a functional block diagram of Modification 6 of the game control apparatus of the above embodiment. As shown in FIG. 20, this functional block diagram is different from that shown in FIG. 14 in that a privilege granting means 57 is added.
  • each female character is associated with an attribute.
  • the privilege granting unit 57 is based on the selection result of the female character (see FIG. 7). In the example, when it is determined that the user has selected a female character having the same attribute among the attributes of 4) a predetermined number of times, a function of giving a privilege on the game to the user is provided.
  • a privilege is given to the user when a certain condition (a female character having the same attribute is selected a predetermined number of times) is satisfied for the selection result of the user. Therefore, the user is motivated to actively select a female character (that is, a voting process). As a result, a large amount of information about the selection results (for example, voting results) by the user can be aggregated.
  • This modification can be realized as follows.
  • attribute count data (see FIG. 19) is stored in the game database 32.
  • the CPU 21 of the game server 20 reads the attribute of the female character selected by the user, accesses the attribute count data of the user, The number of votes corresponding to the read attribute is incremented.
  • the CPU 21 determines that a predetermined number of times of selection has been obtained for the user, the CPU 21 gives a privilege on the game to the user.
  • the privilege on the game may be set arbitrarily, for example, when giving a certain amount of physical strength points, the CPU 21 accesses the user data of the user to be granted, and is given the value of physical strength points. Adds only the amount of health points.
  • the privilege may be an increase in the frequency with which the user displays a plurality of female characters (objects) as options on a voting page (game image). For example, each time a female character is selected, if a physical fitness point is given to the user as a point on the game, the frequency of selection increases because the frequency of displaying a plurality of female characters as options increases. A privilege will be given to a user. In addition, it is preferable that the period or frequency
  • the timing for performing the voting process is set so that the appearance frequency of the voting page displayed on the communication terminal 10 of the user who executes the quest process increases.
  • the voting process may be performed once every time the selection operation of the menu m5 is performed twice.
  • the game server 20 and the database server 30 on the network realize the functions of the game execution unit 52, the display unit 53, the acquisition unit 54, the totaling unit 55, the adjustment unit 56, and the privilege granting unit 57.
  • All these means may be realized by the communication terminal 10, or at least a part of the means may be realized by the communication terminal 10. Since the communication terminal 10 and the game server 20 can have substantially the same hardware configuration, each function can be realized by the communication terminal 10 as described in the above embodiment.
  • FIGS. 21A and 21B show an example of function sharing between the communication terminal 10, the game server 20, and the database server 30 for each function in the functional block diagram shown in FIG.
  • the database server 30 stores the female character database that is the female character selection population.
  • the female character database is stored in the storage device in the communication terminal 10.
  • the storage device may be a large-capacity storage device such as the RAM 13 in the communication terminal 10 or an HDD (Hard Disk Disk Drive) (not shown).
  • the processing may be performed as follows.
  • the communication terminal 10 receives a female character database as a female character selection population from the game server 20 or the database server 30 and stores it in the HDD or the like.
  • CPU11 of the communication terminal 10 performs a scout process, and performs a voting process at an appropriate timing.
  • the female character database stored in the HDD or the like is referred to.
  • the communication terminal 10 transmits data on the voting result (female character selection result) to the game server 20, and the game server 20 obtains the vote data in the game database 32 based on the received lottery result. Update.

Abstract

Provided are: a game control device capable of widely capturing the ideas of users toward objects; a game control method; a program; a recording medium; and a game system. This game control device is provided with: an execution means (52) for executing a game; a display means (53) for displaying a plurality of objects as choices in a game image during execution of the game; an acquisition means (54) for acquiring information pertaining to an operation for selecting an object from among the plurality of objects; and a totaling means (55) for totaling the information pertaining to the object selection result, on the basis of the information acquired by the acquisition means.

Description

ゲーム制御装置、ゲーム制御方法、プログラム、記録媒体、ゲームシステムGAME CONTROL DEVICE, GAME CONTROL METHOD, PROGRAM, RECORDING MEDIUM, GAME SYSTEM
 本発明は、複数のユーザの各々の操作に応じて、各ユーザによるゲームの進行を制御する技術に関する。 The present invention relates to a technique for controlling the progress of a game by each user according to each operation of a plurality of users.
 近年、特定のサービス提供者によるソーシャルネットワーキングサービス(SNS)においてウェブブラウザ上で動作するAPI(Application Programming Interface)などの動作環境を基に作成されるゲーム用アプリケーションによって実行される、いわゆるソーシャルゲーム(Social Game)が普及している。ソーシャルゲームは、不特定多数のユーザ間でコミュニケーションをとりながらプレイするオンラインゲームの一種であると言える。ユーザは、インターネットに接続可能であって、かつウェブブラウザが搭載された通信端末を備えていれば、時間と場所を問わずソーシャルゲームを楽しむことができる。 In recent years, a so-called social game (Social) executed by a game application created based on an operating environment such as an API (Application Programming Interface) operating on a web browser in a social networking service (SNS) by a specific service provider. Game) is popular. It can be said that the social game is a kind of online game that is played while communicating among an unspecified number of users. If a user can connect to the Internet and has a communication terminal equipped with a web browser, the user can enjoy a social game regardless of time and place.
 上述したソーシャルゲームでは、従来のオンラインゲームよりも、ユーザ間の交流を図るためのコミュニケーション機能が充実している点が特徴の1つとなっている。ソーシャルゲームでは、例えば、他のユーザ(仲間)との協力プレイのほか、仲間との挨拶や連絡など仲間とコミュニケーションを取ることによる情報交換、仲間との間のゲーム上のアイテムのプレゼントあるいはアイテムの交換が行なわれている。このようなソーシャルゲームの一例として、下記の非特許文献1に記載されたデジタルカードゲーム(ドラゴンコレクション(登録商標))が知られている。 One of the features of the above-described social game is that it has a richer communication function for interaction between users than the conventional online game. In social games, for example, in addition to cooperative play with other users (friends), information exchange by communicating with friends such as greetings and contacts with friends, gifts of items on the game with friends or items An exchange has been made. As an example of such a social game, a digital card game (Dragon Collection (registered trademark)) described in Non-Patent Document 1 below is known.
 従来のソーシャルゲームにおいて、ユーザの趣向を捉えることを目的として、非定期の投票イベントが設けられたことがある。この投票イベントでは、イベントに参加したユーザが、複数のキャラクタのカードの中から好きなカードを投票し、その投票結果を発表することが行われた。しかし、非定期のイベントであったため、このイベントに参加したユーザの数は限られ、広くユーザの趣向を捉えることができなかった。 In a conventional social game, an unscheduled voting event has been established for the purpose of capturing user preferences. In this voting event, users who participated in the event voted their favorite cards out of cards of a plurality of characters and announced the voting results. However, since it was an irregular event, the number of users who participated in this event was limited, and it was not possible to widely capture the user's preferences.
 そこで、本発明は、オブジェクトに対するユーザの趣向を広く捉えることができるようにしたゲーム制御装置、ゲーム制御方法、プログラム、記録媒体、ゲームシステムを提供することを目的とする。 Therefore, an object of the present invention is to provide a game control device, a game control method, a program, a recording medium, and a game system that can broadly capture the user's preferences for objects.
 本発明の第1の観点は、
 ゲームを実行する実行手段と、
 前記ゲームを実行中において、選択肢となる複数のオブジェクトをゲーム画像に表示させる表示手段と、
 前記複数のオブジェクトの中からいずれかのオブジェクトを選択する操作に関する情報を取得する取得手段と、
 前記取得手段が取得した前記情報に基づいて、オブジェクトの選択結果についての情報を集計する集計手段と、
 を備えた、ゲーム制御装置である。
The first aspect of the present invention is:
Execution means for executing the game;
Display means for displaying a plurality of objects as options on the game image during the game;
Obtaining means for obtaining information related to an operation of selecting any one of the plurality of objects;
Based on the information acquired by the acquisition unit, a totaling unit that totals information about the selection result of the object;
It is a game control apparatus provided with.
 オブジェクトは、ゲーム画面上で選択対象となるものであれば何でもよいが、例えば、アイテムやキャラクタを含む。キャラクタとは、例えばゲーム上の仮想的な人物や生物、若しくはモンスター等であり、それらがカードに表示されているものをも含む。 The object may be anything as long as it is a selection target on the game screen, and includes, for example, items and characters. A character is, for example, a virtual person or creature on a game, or a monster, and includes those displayed on a card.
 例えば複数のオブジェクトの中からいずれかのオブジェクトのユーザによる選択結果(例えば投票結果等)についての情報を集計したい場合に、仮に、ゲームの実行とは別に、オブジェクトの選択のためのメニューやイベントを設定した場合には、ユーザは煩わしさを嫌って、そのメニューを選択し、あるいはそのイベントに参加することを躊躇する場合がある。それに対し、上記ゲーム制御装置では、ゲームを実行中に、オブジェクトの選択肢となる複数のオブジェクトをゲーム画像に表示させて、それに応じてオブジェクトの選択結果を取得するようにしたため、ユーザは、ゲームの実行とは別のメニューや別のイベント等に参加する煩わしさがない。そのため、ユーザのオブジェクトの選択結果についての情報を無理なく取得し、集計することができる。その結果、オブジェクトに対するユーザの趣向を広く捉えることができるようになる。 For example, if you want to aggregate information about the selection results (for example, voting results) of one of the objects from a plurality of objects, suppose that a menu or event for object selection is provided separately from the execution of the game. When set, the user may be annoyed and hesitate to select the menu or participate in the event. On the other hand, in the game control apparatus, while the game is being executed, a plurality of objects that are object choices are displayed on the game image, and the object selection result is acquired accordingly. There is no hassle of participating in a different menu or event from execution. For this reason, it is possible to easily obtain and tabulate information on the user object selection results. As a result, the user's preference for the object can be widely grasped.
 上記ゲーム制御装置において、前記表示手段は、同一ユーザに対して、オブジェクトの組合せが異なる選択肢を複数回表示させてもよい。同一のユーザに対して選択肢を1回のみ表示した場合、つまり1回のみの選択結果を取得する場合には、ユーザによるオブジェクトの選択結果にばらつきが生じる可能性があるが、複数回の選択結果を取得することで、そのばらつきが小さくなり、ユーザの好みが選択結果に正しく反映される可能性を高くすることができる。 In the game control device, the display means may display a plurality of options with different combinations of objects for the same user. When the option is displayed only once for the same user, that is, when the selection result of only one time is acquired, the selection result of the object by the user may vary. By acquiring, the variation is reduced, and the possibility that the user's preference is correctly reflected in the selection result can be increased.
 上記ゲーム制御装置において、前記オブジェクトの選択結果の履歴に基づいて、選択肢として表示させる前記オブジェクトを調整する調整手段、を備えてもよい。かかる調整手段を設けることで、ユーザに提示するオブジェクトの内容を、集計結果に応じて所望の目的をもって動的に変更させることができる。 The game control device may further include an adjusting unit that adjusts the object to be displayed as an option based on a history of the selection result of the object. By providing such adjustment means, the contents of the object presented to the user can be dynamically changed with a desired purpose in accordance with the total result.
 上記ゲーム制御装置において、前記複数のオブジェクトの各々は複数の属性のいずれかと対応付けられており、前記調整手段は、前記オブジェクトを、前記ユーザによって最も多く選択されたオブジェクトの属性と同一の属性のオブジェクトの中から選択してもよい。なお、属性は、選択対象となるオブジェクトに応じて適宜設定されることができ、オブジェクトの性質を表す如何なるものでもよい。
 ユーザによって最も多く選択されたオブジェクトの属性は、ユーザの好みの属性であると考えることもできる。そこで、オブジェクトをユーザの好みの属性とすることで、そのユーザの属性以外の好みをさらに掘り下げることができ、ユーザの趣向を深く捉えることができるようになる。
In the game control device, each of the plurality of objects is associated with one of a plurality of attributes, and the adjustment unit has the same attribute as the attribute of the object most frequently selected by the user. You may select from objects. The attribute can be set as appropriate according to the object to be selected, and may be any attribute that represents the nature of the object.
The attribute of the object most frequently selected by the user can also be considered as the user's favorite attribute. Therefore, by setting the object as a user's favorite attribute, it is possible to further delve into preferences other than the user's attribute, and to deeply understand the user's taste.
 上記ゲーム制御装置において、前記集計手段は、選択された回数の順にオブジェクトを順序付け、前記調整手段は、前記オブジェクトを、前記集計手段によって所定順位より上位に順序付けられたオブジェクトの中から選択してもよい。
 集計手段による順序付け(例えばランキング)の結果、ユーザによって選択されたオブジェクトの順位が低い場合には、ユーザは集計結果に落胆してしまい、ランキングの結果に対する興味が無くなる虞がある。そこで、比較的上位のオブジェクトをオブジェクトとすることで、ランキングの結果に対するユーザの関心を引くことができる。
In the game control device, the counting means may order the objects in the order of the selected number of times, and the adjusting means may select the objects from among the objects ordered higher than a predetermined order by the counting means. Good.
As a result of the ordering (for example, ranking) by the counting means, if the order of the objects selected by the user is low, the user may be disappointed with the counting result and may lose interest in the ranking result. In view of this, it is possible to attract the user's interest in the ranking result by using a relatively higher-level object as an object.
 上記ゲーム制御装置において、前記集計手段は、前記オブジェクトがゲーム画像に表示された時刻と、当該ゲーム画像に応じた前記操作に関する情報が取得された時刻との時間差に応じて、前記オブジェクトの選択結果についての情報を調整してもよい。
 上記時間差が長いほど、オブジェクトが甲乙付け難くユーザがオブジェクトの選択に悩んでいると考えることもできる。その場合には、ユーザがオブジェクトの選択に悩んだことをオブジェクトの選択結果に反映させることで、集計結果に対する精度を高めることができる。オブジェクトの選択結果についての情報の調整例として、例えば、選択肢としてオブジェクトAとオブジェクトBが表示され、最終的にオブジェクトAが選択された場合に、上記時間差が短い場合には、オブジェクトAを1、オブジェクトBを0として集計し、上記時間差が長い場合には、例えば、オブジェクトAを0.7、オブジェクトBを0.3として集計してもよい。
In the game control device, the counting unit may select the object according to a time difference between a time when the object is displayed on the game image and a time when the information related to the operation according to the game image is acquired. Information about may be adjusted.
It can be considered that the longer the time difference is, the harder the object is, and the user is troubled by the selection of the object. In that case, it is possible to improve the accuracy of the totaling result by reflecting in the object selection result that the user is troubled by the object selection. As an example of adjusting information about the selection result of the object, for example, when the object A and the object B are displayed as options and the object A is finally selected, if the time difference is short, the object A is set to 1. When the object B is counted as 0 and the time difference is long, for example, the object A may be counted as 0.7 and the object B as 0.3.
 上記ゲーム制御装置において、前記オブジェクトの各々は複数の属性のいずれかと対応付けられており、前記オブジェクトの選択結果に基づき、ユーザが前記複数の属性のうち同一の属性のオブジェクトを所定回数選択したと判定した場合には、前記ユーザに対して前記ゲーム上の特典を付与する特典付与手段、を備えてもよい。
 この構成では、ユーザの選択結果について一定の条件(同一の属性のオブジェクトが所定回数選択されること)が満たされた場合にユーザに特典が付与される。そのため、ユーザが積極的にオブジェクトの選択を行うことが動機付けられる。結果として、ユーザによる選択結果(例えば投票結果等)についての情報を多く集計することができる。
In the game control device, each of the objects is associated with one of a plurality of attributes, and a user selects an object having the same attribute among the plurality of attributes a predetermined number of times based on a selection result of the object. If it is determined, a privilege granting unit that grants a privilege on the game to the user may be provided.
In this configuration, a privilege is given to the user when a certain condition (an object having the same attribute is selected a predetermined number of times) is satisfied for the selection result of the user. This motivates the user to actively select an object. As a result, a large amount of information about the selection results (for example, voting results) by the user can be aggregated.
 上記ゲーム制御装置において、前記特典は、前記ユーザに対して、前記オブジェクトをゲーム画像に表示させる頻度が増加することであってもよい。例えば、オブジェクトを選択する都度にユーザにゲーム上のポイント等を付与するようにすれば、オブジェクトを表示させる頻度が増加することで選択の頻度が増加するため、ユーザに特典が付与されることになる。 In the game control device, the privilege may be an increase in the frequency with which the user displays the object on a game image. For example, if a point on the game is given to the user every time an object is selected, the frequency of selection increases as the frequency of displaying the object increases, and thus a privilege is given to the user. Become.
 上記ゲーム制御装置において、前記表示手段は、選択肢となる2のオブジェクトを前記ゲーム画像に表示させてもよい。これにより、多くの数のオブジェクトからオブジェクトを選択するよりも、ユーザの選択結果にばらつきが生じ難く、ユーザの趣向を捉えやすくなる。また、2のオブジェクトからオブジェクトを選択することでユーザが比較的簡単な操作で選択でき、ゲーム中に度々選択を行う場面が生じてもユーザの負担が少なく、多くのデータを収集することができる。 In the game control device, the display means may display two objects as options on the game image. Accordingly, the selection result of the user is less likely to vary than when selecting an object from a large number of objects, and the user's preference is easily captured. In addition, by selecting an object from the two objects, the user can select with a relatively simple operation, and even if there are occasions when the user frequently makes a selection during the game, the burden on the user is small and a large amount of data can be collected. .
 上記ゲーム制御装置において、前記実行手段は、前記取得手段が取得した操作に関する情報に制限されることなく前記ゲームを進行させてもよい。つまり、オブジェクトの選択結果によってゲームの進行に影響が生じないため、ユーザは、ゲームを進めながら、ユーザの趣向が正しく反映された投票行動を行うことが期待できる。 In the game control device, the execution means may advance the game without being limited to information related to the operation acquired by the acquisition means. In other words, since the selection of the object does not affect the progress of the game, the user can expect to perform a voting action that correctly reflects the user's taste while proceeding with the game.
 本発明の第2の観点は、ゲーム制御方法であって、
 ゲームを実行するステップと、
 前記ゲームを実行中において、選択肢となる複数のオブジェクトをゲーム画像に表示させるステップと、
 前記複数のオブジェクトの中からいずれかのオブジェクトを選択する操作に関する情報を取得するステップと、
 前記取得するステップが取得した前記情報に基づいて、オブジェクトの選択結果についての情報を集計するステップと、
 を含む。
A second aspect of the present invention is a game control method,
Running the game, and
Displaying a plurality of objects as options on the game image during execution of the game;
Obtaining information related to an operation of selecting any object from the plurality of objects;
Based on the information obtained by the obtaining step, totaling information about the selection result of the object;
including.
 本発明の第3の観点は、ゲームの実行を制御するために、コンピュータに、
 ゲームを実行する機能、
 前記ゲームを実行中において、選択肢となる複数のオブジェクトを記憶装置から取得してゲーム画像に表示させる機能、
 前記複数のオブジェクトの中からいずれかのオブジェクトを選択する操作に関する情報を取得する機能、及び
 前記取得する機能が取得した前記情報に基づいて、オブジェクトの選択結果についての情報を集計して記憶装置に記録する機能、
 を実現させるためのプログラムである。
A third aspect of the present invention provides a computer for controlling the execution of a game.
The ability to run games,
A function of acquiring a plurality of objects as options from a storage device and displaying them on a game image during the execution of the game;
Based on the information acquired by the function for acquiring an operation for selecting any object from the plurality of objects, and the information acquired by the function to be acquired, information on the object selection result is aggregated in the storage device. The ability to record,
It is a program for realizing.
 コンピュータは、例えばネットワークサーバ、大型計算機等であってよい。また、このプログラムは、DVD-ROMやCD-ROM等のコンピュータが読み取り可能な情報記憶媒体に格納されてもよい。すなわち、本発明の第4の観点は、前記プログラムを記録したことを特徴とする、コンピュータ読み取り可能な記録媒体である。 The computer may be, for example, a network server or a large computer. Further, this program may be stored in a computer-readable information storage medium such as a DVD-ROM or a CD-ROM. That is, a fourth aspect of the present invention is a computer-readable recording medium in which the program is recorded.
 本発明の第5の観点は、通信端末と、当該通信端末からアクセス可能に構成され、前記通信端末によるゲームの実行を制御するサーバと、を含むゲームシステムであって、
 ゲームを実行する実行手段、
 前記ゲームを実行中において、オブジェクトの選択肢となる複数のオブジェクトをゲーム画像に表示させる表示手段、
 前記複数のオブジェクトの中からいずれかのオブジェクトを選択する操作に関する情報を取得する取得手段、及び
 前記取得手段が取得した前記情報に基づいて、オブジェクトの選択結果についての情報を集計する集計手段、
 の各手段を、前記通信端末又は前記サーバのいずれか一方が備えた、
 ゲームシステムである。
A fifth aspect of the present invention is a game system including a communication terminal and a server configured to be accessible from the communication terminal and controlling execution of the game by the communication terminal,
Execution means for executing the game,
Display means for displaying a plurality of objects as object choices on the game image during execution of the game,
An acquisition unit that acquires information regarding an operation of selecting any object from the plurality of objects, and a totaling unit that aggregates information about the selection result of the object based on the information acquired by the acquisition unit;
Each of the means is provided in either the communication terminal or the server,
It is a game system.
実施形態のゲームシステムの基本構成を示す図。The figure which shows the basic composition of the game system of embodiment. 実施形態の通信端末の外観の例を示す図。The figure which shows the example of the external appearance of the communication terminal of embodiment. 実施形態の通信端末の外観の別の例を示す図。The figure which shows another example of the external appearance of the communication terminal of embodiment. 実施形態の通信端末の構成を示すブロック図。The block diagram which shows the structure of the communication terminal of embodiment. 実施形態のゲームサーバの構成を示すブロック図。The block diagram which shows the structure of the game server of embodiment. 実施形態のデータベースサーバの構成を示すブロック図。The block diagram which shows the structure of the database server of embodiment. データベースサーバに含まれるユーザデータベースの構成例を示す図。The figure which shows the structural example of the user database contained in a database server. 女性キャラクタデータベースのデータ構成の一例を示す図。The figure which shows an example of a data structure of a female character database. 得票データ構成の一例を示す図。The figure which shows an example of a vote data structure. トップページを表示する通信端末の表示画面の一例を示す図。The figure which shows an example of the display screen of the communication terminal which displays a top page. ユーザの通信端末において表示されるウェブページを例示する図。The figure which illustrates the web page displayed in a user's communication terminal. ユーザの通信端末において表示されるウェブページを例示する図。The figure which illustrates the web page displayed in a user's communication terminal. ユーザの通信端末において表示されるウェブページを例示する図。The figure which illustrates the web page displayed in a user's communication terminal. ユーザの通信端末において表示されるウェブページを例示する図。The figure which illustrates the web page displayed in a user's communication terminal. 実施形態のゲーム制御装置で主要な役割を果たす機能を説明するための機能ブロック図。The functional block diagram for demonstrating the function to play main roles with the game control apparatus of embodiment. 実施形態のゲーム制御装置の主要な処理の一例を示すフローチャート。The flowchart which shows an example of the main processes of the game control apparatus of embodiment. 実施形態のゲーム制御装置の主要な処理の一例を示すフローチャート。The flowchart which shows an example of the main processes of the game control apparatus of embodiment. 実施形態のゲーム制御装置の主要な処理の一例を示すフローチャート。The flowchart which shows an example of the main processes of the game control apparatus of embodiment. 実施形態の変形例2~4に係るゲーム制御装置で主要な役割を果たす機能を説明するための機能ブロック図。FIG. 9 is a functional block diagram for explaining functions that play a main role in game control devices according to modified examples 2 to 4 of the embodiment. 属性カウントデータ構成の一例を示す図。The figure which shows an example of an attribute count data structure. 実施形態の変形例6,7に係るゲーム制御装置で主要な役割を果たす機能を説明するための機能ブロック図。The functional block diagram for demonstrating the function which plays a main role with the game control apparatus which concerns on the modifications 6 and 7 of embodiment. 実現される機能の分担方法の変形例を示す図。The figure which shows the modification of the sharing method of the function implement | achieved. 実現される機能の分担方法の変形例を示す図。The figure which shows the modification of the sharing method of the function implement | achieved.
 本発明は、2012年3月14日に日本国特許庁に出願された特願2012-057508の特許出願に関連しており、当該出願の内容のすべてが参照によってこの明細書に組み込まれる。 The present invention relates to a patent application of Japanese Patent Application No. 2012-057508 filed with the Japan Patent Office on March 14, 2012, the entire contents of which are incorporated herein by reference.
 以下、本発明の実施形態について説明する。なお、本実施形態の説明において、女性キャラクタはオブジェクトの一例である。 Hereinafter, embodiments of the present invention will be described. In the description of this embodiment, a female character is an example of an object.
 (1)ゲームシステムの構成
 図1は、実施形態のゲームシステムのシステム構成例を示している。図1に示すように、このゲームシステムは、例えばインターネットなどの通信網NW(ネットワーク)に接続可能な通信端末10a,10b,10c,…と、通信網NWに接続されているゲームサーバ20と、データベースサーバ30とによって構成されている。各通信端末10a,10b,10c,…はそれぞれ、個々のユーザによって操作される端末であり、例えば、携帯端末、スマートフォン、PDA(Personal Digital Assistant)、パーソナルコンピュータ、双方向の通信機能を備えたテレビジョン受像機(いわゆる多機能型のスマートテレビも含む。)などの通信端末である。なお、以下の説明において、各通信端末10a,10b,10c,…に共通して言及するときには、通信端末10と表記する。
 このゲームシステムにおいて、ゲームサーバ20は、クライアントである通信端末10と通信可能に構成されており、通信端末10に対してゲーミングサービスを提供する。ゲームサーバ20には、ゲーム用アプリケーションとしてウェブブラウザ上で動作可能なアプリケーションが実装されている。データベースサーバ30は、ゲームを実行する上での後述する様々な情報を格納しており、それらの情報の読み書きのためにゲームサーバ20と有線又は無線で接続される。なお、ゲームサーバ20とデータベースサーバ30は、通信網NWを介して接続しても良い。
 通信端末10は、ゲームサーバ20によって提供されるウェブページを表示可能なウェブブラウザを備えており、ユーザは、通信端末10をウェブページ上で操作してゲームを実行する。
(1) Configuration of Game System FIG. 1 shows a system configuration example of a game system according to the embodiment. As shown in FIG. 1, the game system includes communication terminals 10a, 10b, 10c,... That can be connected to a communication network NW (network) such as the Internet, a game server 20 connected to the communication network NW, The database server 30 is configured. Each of the communication terminals 10a, 10b, 10c,... Is a terminal operated by an individual user, for example, a mobile terminal, a smartphone, a PDA (Personal Digital Assistant), a personal computer, a television having a bidirectional communication function. A communication terminal such as a John receiver (including a so-called multi-function smart TV). In the following description, when referring to the communication terminals 10a, 10b, 10c,.
In this game system, the game server 20 is configured to be able to communicate with the communication terminal 10 that is a client, and provides a gaming service to the communication terminal 10. The game server 20 is mounted with an application operable on a web browser as a game application. The database server 30 stores various information to be described later in executing the game, and is connected to the game server 20 in a wired or wireless manner for reading and writing the information. Note that the game server 20 and the database server 30 may be connected via a communication network NW.
The communication terminal 10 includes a web browser capable of displaying a web page provided by the game server 20, and the user operates the communication terminal 10 on the web page to execute a game.
 また、図1には図示していないが、ゲームサーバ20とは別に各通信端末10のユーザを認証するための認証サーバを設けてもよい。また、多くの通信端末10からのアクセスを受け入れるために複数のゲームサーバ20を設ける場合は、その複数のゲームサーバ20間の負荷を調整するためのロードバランサを設けてもよい。また、ゲームサーバ20は単一のサーバ装置として構成してもよいが、機能を分散させた複数のサーバ装置として構成してもよい。 Although not shown in FIG. 1, an authentication server for authenticating the user of each communication terminal 10 may be provided separately from the game server 20. Further, when a plurality of game servers 20 are provided in order to accept access from many communication terminals 10, a load balancer for adjusting a load between the plurality of game servers 20 may be provided. The game server 20 may be configured as a single server device, but may be configured as a plurality of server devices having distributed functions.
 (2)通信端末の構成
 図2A、図2B及び図3を参照して通信端末10について説明する。
 図2A、図2Bはそれぞれは、通信端末10の外観の例を示す図である。図2Aは、例えば折り畳み式の携帯端末(携帯電話機)などの釦入力方式の通信端末を例示したものであり、図2Bは、例えばスマートフォンなどのタッチパネル入力方式の通信端末を例示したものである。図3は、通信端末10の内部構成を示すブロック図である。
 図3に示すように、通信端末10は、CPU(Central Processing Unit)11、ROM(Read Only Memory)12、RAM(Random Access Memory)13、画像処理部14、指示入力部15、表示部16、及び、信号送受信部としての通信インタフェース部17を備えており、各部間の制御信号あるいはデータ信号を伝送するためのバス18が設けられている。
(2) Configuration of Communication Terminal The communication terminal 10 will be described with reference to FIGS. 2A, 2B, and 3.
2A and 2B are diagrams showing examples of the appearance of the communication terminal 10, respectively. FIG. 2A illustrates a button input type communication terminal such as a foldable mobile terminal (mobile phone), and FIG. 2B illustrates a touch panel input type communication terminal such as a smartphone. FIG. 3 is a block diagram showing an internal configuration of the communication terminal 10.
As shown in FIG. 3, the communication terminal 10 includes a CPU (Central Processing Unit) 11, a ROM (Read Only Memory) 12, a RAM (Random Access Memory) 13, an image processing unit 14, an instruction input unit 15, a display unit 16, A communication interface unit 17 as a signal transmission / reception unit is provided, and a bus 18 for transmitting a control signal or a data signal between the units is provided.
 CPU11は、ROM12内のウェブブラウザをRAM13にロードして実行する。そして、CPU11は、指示入力部15等によってユーザに入力されるURL(Uniform Resource Locator)の適切な指定に基づき、通信インタフェース部17を介して、ゲームサーバ20からウェブページを表示するためのデータ、すなわち、HTML(HyperText Markup Language)文書や当該文書と関連付けられた画像などのオブジェクトのデータ(以下、総称して適宜「HTMLデータ」と表記する。)を通信インタフェース部17を介して取得し、そのHTMLデータを解釈する。なお、通信端末10には、ウェブブラウザのブラウザ機能を拡張するための様々なプラグインが実装されていてよい。
 なお、HTMLデータの取得に当たって、CPU11は、予め登録されたユーザID(ユーザ識別情報)、あるいは指示入力部15を介して入力されるユーザIDを含むアクセス要求メッセージを、通信インタフェース部17を介してゲームサーバ20へ通知する。
The CPU 11 loads the web browser in the ROM 12 into the RAM 13 and executes it. And CPU11 is based on the appropriate designation | designated of URL (Uniform Resource Locator) input to a user by the instruction | indication input part 15 grade | etc., Data for displaying a web page from the game server 20 via the communication interface part 17, That is, data of an object such as an HTML (HyperText Markup Language) document and an image associated with the document (hereinafter collectively referred to as “HTML data” as appropriate) is acquired via the communication interface unit 17. Interpret HTML data. The communication terminal 10 may be mounted with various plug-ins for extending the browser function of the web browser.
In acquiring the HTML data, the CPU 11 sends an access request message including a user ID (user identification information) registered in advance or a user ID input via the instruction input unit 15 via the communication interface unit 17. The game server 20 is notified.
 ウェブブラウザは、画像処理部14を介して、取得したHTMLデータに基づき、ゲームサーバ20から提供されるウェブページを表示部16に表示する。また、ウェブブラウザは、ユーザが指示入力部15の操作によってウェブページ上のハイパーリンク(Hyperlink)またはメニューが選択されると、その選択に応じたウェブページを表示するための新たなHTMLデータの送信(つまり、ウェブページの更新)をゲームサーバ20へ要求する。 The web browser displays the web page provided from the game server 20 on the display unit 16 based on the acquired HTML data via the image processing unit 14. When the user selects a hyperlink or menu on the web page by operating the instruction input unit 15, the web browser transmits new HTML data for displaying the web page according to the selection. (That is, update of the web page) is requested to the game server 20.
 画像処理部14は、HTMLデータの解析結果としてCPU11から与えられる表示用画像データに基づいて、表示部16にウェブページを表示する。表示部16は、例えば、マトリクス状に画素単位で配置された薄膜トランジスタを含むLCD(Liquid Cristal Display)モニタであり、表示用画像データに基づいて薄膜トランジスタを駆動することでウェブページの画像を表示画面16aに表示する。 The image processing unit 14 displays a web page on the display unit 16 based on the display image data given from the CPU 11 as the analysis result of the HTML data. The display unit 16 is, for example, an LCD (Liquid-Cristal-Display) monitor including thin film transistors arranged in units of pixels in a matrix, and displays an image of a web page by driving the thin film transistors based on display image data. To display.
 通信端末10が釦入力方式の通信端末(図2A)である場合、指示入力部15は、ユーザの操作入力を受け入れるための方向指示釦と決定釦などの複数の指示入力釦を含む釦群15a、及び、テンキーなどの複数の指示入力釦を含む釦群15bを備え、各釦の押下(操作)入力を認識してCPU11へ出力するためのインタフェース回路を含む。例えば、方向指示釦は、表示部16に表示されているウェブページをスクロールして表示することをCPU11へ指示するために設けられる。また、決定釦は、例えばウェブページ上で複数のハイパーリンクまたはメニューが表示されるときに、アクティブ表示(例えば強調表示)されている1つのハイパーリンクまたはメニューをユーザが選択することをCPU11へ指示するために設けられる。なお、通信端末10を小型の携帯端末によって構成する場合には、これらの釦は、ユーザが通信端末10を片手で保持したままその親指で操作(クリック)しやすいように、通信端末10の前面に配置されていることが好ましい。図2Aに示す例では、釦群15bは、釦群15aの下方に配置され、「0」~「9」、「*」、「#」(テンキー)が表記された複数の指示入力釦を含む。 When the communication terminal 10 is a button input type communication terminal (FIG. 2A), the instruction input unit 15 includes a button group 15a including a plurality of instruction input buttons such as a direction instruction button and a decision button for accepting a user operation input. And a button group 15b including a plurality of instruction input buttons such as a numeric keypad, and includes an interface circuit for recognizing a pressing (operation) input of each button and outputting it to the CPU 11. For example, the direction instruction button is provided to instruct the CPU 11 to scroll and display the web page displayed on the display unit 16. The determination button instructs the CPU 11 that the user selects one hyperlink or menu that is actively displayed (for example, highlighted) when, for example, a plurality of hyperlinks or menus are displayed on a web page. To be provided. When the communication terminal 10 is configured by a small portable terminal, these buttons are provided on the front surface of the communication terminal 10 so that the user can easily operate (click) with the thumb while holding the communication terminal 10 with one hand. It is preferable to arrange | position. In the example shown in FIG. 2A, the button group 15b is arranged below the button group 15a and includes a plurality of instruction input buttons on which “0” to “9”, “*”, and “#” (ten keys) are written. .
 通信端末10がタッチパネル入力方式の通信端末(図2B)である場合、指示入力部15は、主として表示画面16aに指先あるいはペンで触れることによるタッチパネル方式の入力を受け付ける。タッチパネル入力方式は、静電容量方式などの公知の方式でよい。なお、図2Bに示すように、通信端末10がタッチパネル入力方式の場合であっても釦群15aが設けられる場合もある。 When the communication terminal 10 is a touch panel input type communication terminal (FIG. 2B), the instruction input unit 15 mainly accepts touch panel type input by touching the display screen 16a with a fingertip or a pen. The touch panel input method may be a known method such as a capacitance method. As illustrated in FIG. 2B, the button group 15a may be provided even when the communication terminal 10 is a touch panel input method.
 通信端末10に表示されるウェブページ上のメニューの選択操作は、例えば通信端末10が携帯端末である場合には、方向指示釦の押下操作によってメニューを選択し、決定釦の押下操作によって、選択したメニューを確定することによって行われる。また、選択操作は、例えば通信端末10がタッチパネル入力方式の場合には、ウェブページが表示されている表示画面16a上のメニューの位置を指あるいはペンで指示(タッチ操作)することによって行われる。 For example, when the communication terminal 10 is a portable terminal, the menu selection operation on the web page displayed on the communication terminal 10 is selected by pressing the direction instruction button and selecting by pressing the enter button. This is done by confirming the selected menu. Further, for example, when the communication terminal 10 is a touch panel input method, the selection operation is performed by instructing (touch operation) a menu position on the display screen 16a on which the web page is displayed with a finger or a pen.
 (3)ゲームサーバの構成
 図4を参照してゲームサーバ20の構成について説明する。
 ゲームサーバ20は、例えば階層構造の複数のウェブページからなるゲームのウェブサイトを管理しており、通信端末10に対してゲームのウェブサービスを提供する。図4に示すように、ゲームサーバ20は、CPU21、ROM22、RAM23、データベース(DB)アクセス部24、及び、通信インタフェース部25を備えており、各部間の制御信号あるいはデータ信号を伝送するためのバス26が設けられている。なお、ゲームサーバ20は、ハードウエアに関しては汎用のウェブサーバと同一の構成をとることができる。
(3) Configuration of Game Server The configuration of the game server 20 will be described with reference to FIG.
The game server 20 manages a game website including a plurality of hierarchical web pages, for example, and provides a game web service to the communication terminal 10. As shown in FIG. 4, the game server 20 includes a CPU 21, a ROM 22, a RAM 23, a database (DB) access unit 24, and a communication interface unit 25, for transmitting control signals or data signals between the units. A bus 26 is provided. In addition, the game server 20 can take the same structure as a general-purpose web server regarding hardware.
 ROM22には、クライアントである通信端末10のウェブブラウザに対してHTML文書や画像などのオブジェクトの表示(ウェブページの表示)のサービスを提供するアプリケーションプログラムが格納されている。ROM22には、アプリケーションプログラム以外にもCPU21によって参照される各種データが格納されている。
 CPU21は、ROM22内のゲームプログラムをRAM23にロードして実行し、通信インタフェース部25を介して、各種の処理を行う。
The ROM 22 stores an application program that provides a service for displaying an object such as an HTML document or an image (displaying a web page) to the web browser of the communication terminal 10 that is a client. The ROM 22 stores various data referred to by the CPU 21 in addition to the application program.
The CPU 21 loads the game program in the ROM 22 to the RAM 23 and executes it, and performs various processes via the communication interface unit 25.
 例えば、CPU21は、通信インタフェース部25を介して、HTMLデータを通信端末10宛に送信する。なお、ゲームサーバ20が通信端末10のユーザの認証処理を行う場合には、CPU21はその認証処理を行う。
 CPU21は、通信インタフェース部を介して、通信端末10で表示されるウェブページ上でユーザにより選択されたハイパーリンクまたはメニューに応じた処理を行う。その処理は、例えば、新たなHTMLデータの送信、または、ゲームサーバ20内の演算処理あるいはデータ処理などを含む。
 データベースアクセス部24は、CPU21がデータベースサーバ30に対してデータの読み書きを行うときのインタフェースである。
For example, the CPU 21 transmits HTML data to the communication terminal 10 via the communication interface unit 25. In addition, when the game server 20 performs the authentication process of the user of the communication terminal 10, the CPU 21 performs the authentication process.
CPU21 performs the process according to the hyperlink or menu selected by the user on the web page displayed on the communication terminal 10 via a communication interface part. The processing includes, for example, transmission of new HTML data, arithmetic processing in the game server 20 or data processing.
The database access unit 24 is an interface when the CPU 21 reads / writes data from / to the database server 30.
 (4)データベースサーバの構成
 データベースサーバ30(記憶装置)は、大容量のハードディスク装置やRAID(Redundant Arrays of Inexpensive Disks)等の形態の装置等、汎用ストレージで実現できる。データベースサーバ30内の各データベースは、ゲームサーバ20のデータベースアクセス部24を介してCPU21からのデータの読み書きが可能となるように構成されている。
 図5に、データベースサーバ30の構成の一例を示す。図5に示すように、データベースサーバ30は、ユーザデータベース31と、ゲームデータベース32とを備える。
(4) Configuration of Database Server The database server 30 (storage device) can be realized by a general-purpose storage such as a large-capacity hard disk device or a device such as a RAID (Redundant Array of Inexpensive Disks). Each database in the database server 30 is configured to be able to read and write data from the CPU 21 via the database access unit 24 of the game server 20.
FIG. 5 shows an example of the configuration of the database server 30. As shown in FIG. 5, the database server 30 includes a user database 31 and a game database 32.
 本実施形態のゲームのタイプは特に限定されるものではないが、以下では、実施形態の説明の便宜上、本実施形態のゲームの一例として、女性戦士カードを用いたデジタルカードゲーム(以下適宜、単に「ゲーム」あるいは「本実施形態のゲーム」という。)を採り上げる。このゲームは、ユーザが女性戦士のカード(戦士カード)を収集することによって自らのチームを作り上げ、他のユーザのチームとバトルを行うように構成されているゲームである。本実施形態のゲームは、例えば、戦士カードを探索して収集するクエスト処理(後述する)を含む。 The type of game of the present embodiment is not particularly limited, but for the sake of convenience of description of the embodiment, a digital card game using a female warrior card (hereinafter simply referred to as appropriate) will be described as an example of the game of the present embodiment. “Game” or “game of this embodiment”). This game is a game in which a user collects female warrior cards (warrior cards) to create his own team and battle with other user teams. The game of this embodiment includes, for example, a quest process (described later) for searching for and collecting warrior cards.
 図6に、本実施形態のゲームにおいて適用されるユーザデータベース31の一例を示す。この例では、ユーザデータベース31は、ユーザID(ユーザ識別情報)ごとに、ユーザ名/表示画像、技能レベル、体力ポイント、戦士数、所持コイン、仲間のユーザID、及び保有カードのデータの各項目についての情報を含む。ユーザデータベース31に含まれる情報は、ゲームサーバ20によって逐次更新されうる。 FIG. 6 shows an example of a user database 31 applied in the game of the present embodiment. In this example, the user database 31 includes, for each user ID (user identification information), each item of user name / display image, skill level, physical fitness point, number of warriors, possessed coins, fellow user ID, and possessed card data. Contains information about. Information included in the user database 31 can be updated sequentially by the game server 20.
 以下の説明では、ユーザデータベース31に含まれるユーザID、あるいはユーザを特定するユーザ名(後述する)ごとのデータを総称してユーザデータという。ユーザデータを構成する各項目のデータは、以下のとおりである。
・ユーザ名/表示画像
 ゲームの実行時に通信端末10にユーザを特定するために表示されるユーザ名及び表示画像である。ユーザ名はユーザによって予め指定される所定長以下のテキストであり、表示画像は例えばユーザによって予め選択されるアバタ画像である。ユーザ名は、ゲームサーバ20によって提供されるネットワーク環境(あるいはゲームコミュニティ)上でユーザを特定する名称である。
・技能レベル
 ゲーム上のユーザの技能レベルを示すデータである。例えばLv1(レベル1)からLv100(レベル100)までの範囲のレベル値である。
・体力ポイント
 本実施形態のゲームにおいて、クエスト処理を実行する上で必要となるポイントである。体力ポイントは、クエスト処理において探索を行うことで例えば一定量減少し、所定の時間が経過する毎に回復(増加)する値である。
・戦士数
 ユーザが保有する戦士カードの数である。
・所持コイン
 ユーザIDに対応するユーザがゲーム上で有料機能を利用するときに必要となるゲーム上の仮想通貨(コイン)の所持額である。所持コインは、ユーザがゲーム上で有料機能を利用したときに消費(低減)し、ユーザが、サービス提供者等に所定の方法で実際の金銭を支払うことでその支払額に応じて増加する。
・仲間のユーザID
 対象となるユーザIDと関係付けられた他のユーザIDのデータである。
・保有カードのデータ
 ユーザが保有する戦士カードごとに、例えば、戦士カードの画像や、戦士カードの能力を示すパラメータ(例えば、攻撃力、防御力を示す値)等が含まれる。
In the following description, the user ID included in the user database 31 or data for each user name (to be described later) specifying the user is generically referred to as user data. The data of each item constituting the user data is as follows.
User name / display image A user name and a display image that are displayed to identify the user on the communication terminal 10 when the game is executed. The user name is text of a predetermined length or less that is specified in advance by the user, and the display image is an avatar image that is selected in advance by the user, for example. The user name is a name that identifies the user on the network environment (or game community) provided by the game server 20.
Skill level This data indicates the skill level of the user on the game. For example, it is a level value in a range from Lv1 (level 1) to Lv100 (level 100).
-Physical strength point It is a point required in performing the quest process in the game of this embodiment. The physical strength point is a value that decreases by, for example, a certain amount by performing a search in the quest process and recovers (increases) every time a predetermined time elapses.
-Number of warriors This is the number of warrior cards held by the user.
-Owned coin This is the possessed amount of virtual currency (coin) on the game that is required when the user corresponding to the user ID uses the pay function on the game. The possessed coins are consumed (reduced) when the user uses a paid function on the game, and the user pays actual money to the service provider or the like by a predetermined method, and increases according to the amount paid.
・ Friend's user ID
This is data of another user ID associated with the target user ID.
-Data of possession card Each warrior card possessed by the user includes, for example, an image of the warrior card, a parameter indicating the ability of the warrior card (for example, a value indicating attack power, defense power), and the like.
 図5に戻り、ゲームデータベース32は、ゲームサーバ20からのアクセスに基づき、ゲームサーバ20によって実行されたゲームの進行に関する情報を記憶、更新する。ゲームの進行に関する情報は、ゲームの性質によって多様な情報を含みうる。本実施形態のゲームの場合を例に挙げれば、ゲームの進行に関する情報は、クエスト処理の進行状況を示す情報や、他のユーザとのバトル結果についての情報などを含む。
 また、後述するように、本実施形態のゲームでは、ゲームの実行中に女性キャラクタの投票が行われるようになっている。そのため、ゲームデータベース32には、投票対象となる複数の女性キャラクタの各々のデータが記述された女性キャラクタデータベース、及び、投票の結果を女性キャラクタごとに集計したデータである得票データとが記憶されている。女性キャラクタデータベース及び得票データの例をそれぞれ、図7及び図8に示す。
Returning to FIG. 5, the game database 32 stores and updates information related to the progress of the game executed by the game server 20 based on the access from the game server 20. Information relating to the progress of the game may include various information depending on the nature of the game. Taking the case of the game of the present embodiment as an example, the information related to the progress of the game includes information indicating the progress status of the quest process, information about a battle result with another user, and the like.
Further, as will be described later, in the game of this embodiment, female characters are voted during the execution of the game. Therefore, the game database 32 stores a female character database in which data of each of a plurality of female characters to be voted is described, and vote data that is data obtained by counting the results of voting for each female character. Yes. Examples of the female character database and vote data are shown in FIGS. 7 and 8, respectively.
 図7に示すように、女性キャラクタデータベースには、女性キャラクタ(S1,S2,…)ごとに、画像、年令、スリーサイズ(B,W,H)、属性の各項目のデータを含む。なお、属性とは、女性キャラクタの特徴を一定基準で類型化したものである。ここでは一例として、属性を設定するときの基準を以下のとおりしている。
・属性A:バスト(B)が86以上であること
・属性B:バスト(B)が76以下であること
・属性C:バスト(B)が76より大きく86未満であって、かつ年令が20以下であること
・属性D:バスト(B)が76より大きく86未満であって、かつ年令が21以上であること
As shown in FIG. 7, the female character database includes data for each item of image, age, three size (B, W, H), and attribute for each female character (S1, S2,...). Note that the attributes are typified characteristics of female characters based on a certain standard. Here, as an example, the criteria for setting attributes are as follows.
Attribute A: Bust (B) is 86 or more Attribute B: Bust (B) is 76 or less Attribute C: Bust (B) is greater than 76 and less than 86, and the age is Attribute D: Bust (B) is greater than 76 and less than 86, and age is 21 or more
 図8に例示するように、得票データは、図7の女性キャラクタデータベースに含まれる各女性キャラクタと、投票処理における得票数とを対応付けたデータである。 As illustrated in FIG. 8, the vote data is data in which each female character included in the female character database in FIG. 7 is associated with the number of votes obtained in the voting process.
 (5)本実施形態のゲーム
 以下、本実施形態のゲームの内容について、図9~13を参照しながら説明する。図9は、本実施形態のゲームにおいて通信端末10上に表示されるトップページの一例を示す図である。図10~12は、クエスト処理が実行されるときの通信端末10上に表示される一連のウェブページの例であるウェブページP1~P4を示す図である。図13は、女性キャラクタの人気投票ランキング(以下、適宜単に「ランキング」という。)が通信端末10上に表示されるときの一連のウェブページの例であるウェブページP5,P6を示す図である。
 なお、以下の説明において、通信端末10に表示されるウェブページ上で表示されるメニュー、マーク等はウェブページ上で所望の位置に配置されるものであって、通信端末10で視認されるメニュー、マーク等の表示画面上の位置は、ユーザの方向指示釦あるいはタッチパネル操作によるウェブページのスクロール操作によって変化しうる。
(5) Game of this Embodiment The contents of the game of this embodiment will be described below with reference to FIGS. FIG. 9 is a diagram illustrating an example of a top page displayed on the communication terminal 10 in the game of the present embodiment. 10 to 12 are diagrams showing web pages P1 to P4 that are examples of a series of web pages displayed on the communication terminal 10 when the quest process is executed. FIG. 13 is a diagram showing web pages P5 and P6 that are examples of a series of web pages when a female character's popularity vote ranking (hereinafter simply referred to as “ranking” as appropriate) is displayed on the communication terminal 10. .
In the following description, menus, marks and the like displayed on the web page displayed on the communication terminal 10 are arranged at desired positions on the web page, and are menus visually recognized on the communication terminal 10. The position on the display screen of the mark and the like can be changed by scrolling the web page by the user's direction instruction button or touch panel operation.
 図9のトップページは、ユーザデータ表示領域、戦士画像表示領域、メニュー表示領域を含む。
 ユーザデータ表示領域は、対象となるユーザIDのユーザデータに含まれる、技能レベル、体力ポイント、戦士数、仲間の各項目のデータ(図6参照)が表示される領域である。なお、図9において、戦士数の一例として「40/60」と表記されているが、これは、ユーザが保有する戦士カードが40枚であり、最大で保有可能な戦士カードの枚数が60枚であることを示す。戦士画像表示領域は、対象となるユーザIDのユーザデータに含まれる複数の戦士カードのうちユーザによって予め指定された戦士カードの画像が表示される領域である。メニュー表示領域には、本実施形態のゲームに設けられる処理(クエスト処理、バトル処理)に対応したメニューとして、それぞれ「クエスト」、「バトル」と表記されたメニューm1,m2が含まれる。
 このトップページ上で、メニューm1又はm2が選択操作されることで、ゲームの実行が開始される。
The top page of FIG. 9 includes a user data display area, a warrior image display area, and a menu display area.
The user data display area is an area where skill level, physical strength points, the number of warriors, and data of each item (see FIG. 6) included in the user data of the target user ID are displayed. In FIG. 9, “40/60” is described as an example of the number of warriors, but this is 40 warrior cards held by the user, and the maximum number of warrior cards that can be held is 60. Indicates that The warrior image display area is an area in which an image of a warrior card specified in advance by the user among a plurality of warrior cards included in the user data of the target user ID is displayed. The menu display area includes menus m1 and m2 respectively labeled “quest” and “battle” as menus corresponding to the processing (quest processing, battle processing) provided in the game of the present embodiment.
When the menu m1 or m2 is selected on the top page, the game is started.
 図9のトップページ上でメニューm1が選択操作されると、クエスト処理が実行される。図10のP1に示すようにウェブページが更新される。図10のウェブページP1においては、表示領域100において、複数の地域(エリア)に分けられた日本地図が、探索の対象となるエリアが強調表示された状態で表示される。
 クエスト処理では、ユーザは、探索の対象となるエリア(図10の例では、エリア9(サブエリア9-1,9-2,…))ごとに設けられる「探索する」と表記されたメニューm5を選択操作する。この操作を契機として、探索の対象となるエリアについての探索が行われ、戦士カードが発掘された場合に表示領域102にその戦士の戦士カードが表示される仕組みになっている。このとき、メニューm5が選択操作されて探索が行われる度に、表示領域101に表示されている「進行度」(%)の値がランダムな増加量で増加する。また、表示領域101には、1回の探索に要する行動ポイントの値(図10の例では「-5」と表示されており、行動ポイントが5だけ消費されることを意味する。)が表示される。1回の探索につき、表示されている行動ポイントの値だけユーザの行動ポイントが減少するように構成されている。
When the menu m1 is selected and operated on the top page of FIG. 9, the quest process is executed. The web page is updated as indicated by P1 in FIG. In the web page P1 of FIG. 10, in the display area 100, a Japan map divided into a plurality of regions (areas) is displayed in a state where an area to be searched is highlighted.
In the quest process, the user selects the menu m5 described as “search” provided for each area to be searched (in the example of FIG. 10, area 9 (subareas 9-1, 9-2,...)). Select the operation. With this operation as a trigger, a search for an area to be searched is performed, and when a warrior card is excavated, the warrior card of the warrior is displayed in the display area 102. At this time, every time the menu m5 is selected and searched, the value of “progress” (%) displayed in the display area 101 increases by a random increase amount. The display area 101 displays the value of the action point required for one search (in the example of FIG. 10, “−5” is displayed, meaning that only five action points are consumed). Is done. The user's action points are reduced by the value of the displayed action point for each search.
 クエスト処理において、ユーザによるメニューm5に対する選択操作が繰返し行われ、図10においてサブエリア9-1,9-2,…のすべてのエリアの進行度が100%に達すると、エリア9についての探索は終了し、探索対象は次のエリア(この場合、エリア10)に移る。なお、進行度が100%に達したとしても、表示領域102に表示可能な戦士カードの最大の枚数(図10のサブエリア9-1では、4枚)に相当する数の戦士カードが発掘できたとは限らない。 In the quest process, when the selection operation for the menu m5 is repeatedly performed by the user, and the progress of all areas of the sub-areas 9-1, 9-2,. The search object moves to the next area (in this case, area 10). Even if the progress reaches 100%, the maximum number of warrior cards that can be displayed in the display area 102 (four in subarea 9-1 in FIG. 10) can be found. Not necessarily.
 クエスト処理では、メニューm5に対する選択操作を行う度に行動ポイントが減少していくため、クエスト処理が実行された直後にトップページが表示される場合には、そのトップページに表示される行動ポイントがクエスト処理の実行前よりも減少されて表示されることになる。なお、行動ポイントは、例えば所定時間(例えば3分)が経過する度に1ポイントずつ回復(増加)する。 In the quest process, the action points decrease each time the selection operation is performed on the menu m5. Therefore, when the top page is displayed immediately after the quest process is executed, the action points displayed on the top page are The quest process will be displayed in a reduced amount. The action points are recovered (increased) by one point each time a predetermined time (for example, 3 minutes) elapses, for example.
 図11に示すように、クエスト処理では、ユーザによるメニューm6の選択操作によって、ユーザが既にプレイした(つまり、探索した)各エリアの探索結果が概観できるウェブページが表示される。表示領域110では、エリアごとの「コンプリート率」が表示される。「コンプリート率」(達成度)は、各エリアにおいて発掘可能な種類の戦士カードの最大数に対して、実際に発掘した種類の戦士カードの数の比率を%表示した値である。例えば、図10に示した例において、エリア9がエリア9-1,9-2,9-3の3つのサブエリアからなる場合、各サブエリアで最大4枚の戦士カードを発掘可能であるとすると、エリア9全体で12枚の戦士カードが発掘可能となる。このとき、発掘された戦士カードの枚数がエリア9全体で6枚の場合には、コンプリート率は50%となる。
 図11に示す例では、ユーザがゲームのクエスト処理において、エリア2が最も進行したエリアであることを示している。なお、図11では、ユーザは、既にプレイ済みの他のエリア(エリア1~8)の中でコンプリート率が100%でないエリアを選択操作することで、選択したエリアの探索を再び行うことができるように構成されている。
As shown in FIG. 11, in the quest process, a web page that allows an overview of the search results of each area that the user has already played (that is, searched) is displayed by the selection operation of the menu m6 by the user. In the display area 110, the “complete rate” for each area is displayed. The “complete rate” (achievement level) is a value indicating the ratio of the number of types of warrior cards actually excavated to the maximum number of types of warrior cards that can be excavated in each area. For example, in the example shown in FIG. 10, if area 9 is composed of three subareas, areas 9-1, 9-2, and 9-3, a maximum of four warrior cards can be excavated in each subarea. Then, 12 warrior cards can be excavated in the entire area 9. At this time, when the number of excavated warrior cards is 6 in the entire area 9, the complete rate is 50%.
In the example shown in FIG. 11, the user indicates that the area 2 is the most advanced area in the game quest process. In FIG. 11, the user can search for the selected area again by selecting and operating an area where the complete rate is not 100% among the other areas already played (areas 1 to 8). It is configured as follows.
 ユーザがクエスト処理を実行している途中で、ユーザに対して二者択一形式で女性キャラクタの投票を実行させるように、図12のP3に示すようにウェブページが更新される。このウェブページの更新は、例えば、メニューm5が選択操作される度に、一定の、あるいはランダムな確率で行われてもよい。ウェブページP3には、ユーザの投票対象となる2体の女性キャラクタの各々の画像、名称(例えば、S1,S18等)、年令(18才、25才等)、スリーサイズ(すなわち、B(バスト)、W(ウエスト)、H(ヒップ)のcm表示)が表示されている。各女性キャラクタは、それぞれ「投票する」と表記されたメニューm10,m11が対応付けられている。以下、ウェブページP3に示すように、ユーザの投票対象となる2体の女性キャラクタが表示されるウェブページを「投票ページ」という。 While the user is executing the quest process, the web page is updated as shown in P3 of FIG. 12 so that the user can vote the female character in an alternative format. This update of the web page may be performed with a constant or random probability each time the menu m5 is selected and operated, for example. The web page P3 includes images, names (for example, S1, S18, etc.), ages (18 years, 25 years, etc.), three sizes (ie, B ( (Bust), W (waist), H (hip) cm display). Each female character is associated with menus m10 and m11 each labeled “vote”. Hereinafter, as shown in the web page P3, a web page on which two female characters to be voted by the user are displayed is referred to as a “voting page”.
 ウェブページP3において例えばメニューm10が選択操作されると、P4に示すようにウェブページが更新される。この例では、2体の女性キャラクタのうち女性キャラクタS1が選択され、女性キャラクタS1に対する投票が受け付けたことを示す確認メッセージが表示される。ウェブページP4には、「クエストに戻る」と表記されたメニューm12が表示される。メニューm12の選択操作に応じて、ウェブページが再び図9のP1に示すように更新される。これにより、ユーザは、投票後にクエスト処理を継続することができる。 For example, when the menu m10 is selected and operated on the web page P3, the web page is updated as shown in P4. In this example, the female character S1 is selected from the two female characters, and a confirmation message indicating that the vote for the female character S1 has been received is displayed. On the web page P4, a menu m12 labeled "Return to quest" is displayed. In response to the selection operation of the menu m12, the web page is updated again as indicated by P1 in FIG. Thereby, the user can continue the quest process after voting.
 投票が開始されてから例えば2週間等の一定の時間が経過すると、ユーザによる女性キャラクタの投票結果が集計されて人気投票ランキングが作成され、ユーザは、この人気投票ランキングを閲覧できるようになる。例えば、人気投票ランキングが閲覧可能となる日時になると、例えばウェブページP5に示すように、「人気投票ランキング発表!」などと表記されたメニューm13がウェブページに表示されるようになる。このメニューm13は、トップページ上に設けられてもよい。メニューm13が選択操作されると、P6に示すようにウェブページが更新される。ウェブページP6では、所定順位(例えば20位)より上位の順位の女性キャラクタが画像、年令、スリーサイズとともに表示される。 For example, when a certain time such as two weeks elapses after the voting is started, the vote results of the female characters by the user are aggregated to create a popular vote ranking, and the user can view the popular vote ranking. For example, when the popular voting ranking becomes available for browsing, for example, as shown on the web page P5, a menu m13 labeled “Popular voting ranking announcement!” Is displayed on the web page. This menu m13 may be provided on the top page. When the menu m13 is selected, the web page is updated as shown in P6. On the web page P6, female characters of higher rank than a predetermined rank (for example, 20th rank) are displayed together with images, age, and three sizes.
 (6)ゲーム制御装置における各処理の概要
 次に、上述した本実施形態のゲームを実現するためゲーム制御装置における各処理について説明する。
 本実施形態では、ゲームサーバ20及びデータベースサーバ30によってゲーム制御装置が構成されている。以下では、上述した本実施形態のゲームが適用される場合を例として、本実施形態のゲーム制御装置で実現される機能について、図14を参照して説明する。図14は、本実施形態のゲーム制御装置で主要な役割を果たす機能を説明するための機能ブロック図である。
(6) Overview of Each Process in Game Control Device Next, each process in the game control device will be described in order to realize the above-described game of the present embodiment.
In the present embodiment, the game server 20 and the database server 30 constitute a game control device. Below, the function implement | achieved with the game control apparatus of this embodiment is demonstrated with reference to FIG. 14 for the case where the game of this embodiment mentioned above is applied as an example. FIG. 14 is a functional block diagram for explaining functions that play a main role in the game control apparatus of the present embodiment.
 登録手段51は、例えば通信端末10に提供するウェブページ上での通信端末10への適切な操作入力に基づいてユーザの登録要求を認識し、登録処理を行う機能を備える。この登録処理は、ユーザが本実施形態のゲームにユーザ登録を行うときに実行される。
 登録手段51の機能は、例えば以下のように実現される。ゲームサーバ20のCPU21は、通信インタフェース部25を介して通信端末10から登録要求メッセージを受信する。登録要求メッセージは、ゲームサーバ20から提供されるウェブページ上での通信端末10に対する所定の操作(例えば、所定のメニューの選択操作やユーザが指定するユーザIDやパスワード等のテキスト入力等)によって自動的に生成されるように、ウェブページが構成されていてもよい。登録要求メッセージには、送信元の通信端末10を特定するための情報(例えばUID(Unique Identifier)などの端末の個体識別情報、メールアドレス等)が含まれていてもよく、あるいは、ユーザが既に同一のサービス提供者による他のゲームを利用している場合には、そのユーザIDが含まれていてもよい。
 CPU21は、登録要求メッセージを受信し、登録要求メッセージにユーザIDが含まれていない場合には、ユーザIDを新規に発行してそのユーザIDの登録処理を行った後、登録処理が完了した旨のメッセージを通信端末10へ送信する。CPU21は、登録要求メッセージを受信し、登録要求メッセージにユーザIDが含まれている場合には、そのユーザIDの登録処理を行った後、登録処理が完了したことを示す登録完了メッセージを通信端末10へ送信する。
 登録が完了すると、CPU21は、ユーザIDに対応するユーザデータを生成し、ユーザデータベース31に格納する。登録が完了すると、ユーザは、本実施形態のゲームを実行することが可能となる。
For example, the registration unit 51 has a function of recognizing a user registration request based on an appropriate operation input to the communication terminal 10 on a web page provided to the communication terminal 10 and performing a registration process. This registration process is executed when the user performs user registration for the game of the present embodiment.
The function of the registration means 51 is implement | achieved as follows, for example. The CPU 21 of the game server 20 receives a registration request message from the communication terminal 10 via the communication interface unit 25. The registration request message is automatically generated by a predetermined operation on the communication terminal 10 on the web page provided from the game server 20 (for example, a predetermined menu selection operation or a text input such as a user ID or password specified by the user). Web pages may be configured to be generated automatically. The registration request message may include information for identifying the communication terminal 10 of the transmission source (for example, individual identification information of a terminal such as a UID (Unique Identifier), a mail address, or the like) If another game by the same service provider is used, the user ID may be included.
When the CPU 21 receives the registration request message and the registration request message does not include the user ID, the CPU 21 issues a new user ID and performs registration processing of the user ID, and then the registration processing is completed. Is sent to the communication terminal 10. When the CPU 21 receives the registration request message and the registration request message includes a user ID, the CPU 21 performs registration processing of the user ID, and then transmits a registration completion message indicating that the registration processing is completed to the communication terminal. 10 to send.
When the registration is completed, the CPU 21 generates user data corresponding to the user ID and stores it in the user database 31. When the registration is completed, the user can execute the game of the present embodiment.
 ゲーム実行手段52は、ユーザが本実施形態のゲームを実行するに当たって、ユーザのログイン時の認証処理を実行する機能を備える。
 このゲーム実行手段52の機能は、以下のようにして実現される。ゲームサーバ20のCPU21は、各ユーザの通信端末10からのHTTPリクエストを受信すると、当該HTTPリクエストから個体識別情報、あるいはユーザID及びパスワードを取得し、その個体識別情報、あるいはユーザID及びパスワードを、例えばユーザデータベース31に記録済みのデータと照合して認証処理を行う。
The game execution means 52 has a function of executing an authentication process when the user logs in when the user executes the game of the present embodiment.
The function of this game execution means 52 is implement | achieved as follows. When receiving the HTTP request from the communication terminal 10 of each user, the CPU 21 of the game server 20 acquires the individual identification information or the user ID and password from the HTTP request, and acquires the individual identification information or the user ID and password. For example, the authentication process is performed by collating with data recorded in the user database 31.
 ゲーム実行手段52は、通信端末10に対するユーザのウェブページ上の選択操作に応じてHTTPリクエストを受信し、通信端末10に表示されるウェブページを逐次更新するためのHTMLデータ(つまり、HTTPレスポンス)を送信することで、ウェブサービスにより本実施形態のゲームを実行する機能を備える。本実施形態のゲームは、ユーザの実行対象となる以下の処理を含む。
・クエスト処理:自らのチームを作り上げていくために戦士カードを探索する処理
・バトル処理:他のユーザがゲーム内で所有する戦士カードで構成されたチームとバトル(戦闘)を行う処理
 なお、バトル処理については、ここでは詳しく述べないが、例えばユーザがバトルで使用する戦士カードの能力を示すパラメータ(例えば、攻撃力、防御力を示す値)の大小に応じて、バトルの結果が決定されるように構成される。例えば、パラメータの大きい戦士カードをバトルに使用したユーザが、それにより小さいパラメータの戦士カードをバトルに使用した他のユーザに対して勝利する可能性が高くなるように設定してもよい。
The game execution means 52 receives an HTTP request in response to a user's selection operation on the web page with respect to the communication terminal 10, and HTML data (that is, an HTTP response) for sequentially updating the web page displayed on the communication terminal 10. Is transmitted, the function of executing the game of this embodiment by a web service is provided. The game according to the present embodiment includes the following processing to be executed by the user.
・ Quest processing: Processing to search for warrior cards in order to build up their own team ・ Battle processing: Processing to battle (combat) a team composed of warrior cards owned by other users in the game The processing is not described in detail here, but for example, the result of the battle is determined according to the size of a parameter (for example, a value indicating attack power or defense power) indicating the ability of the warrior card used by the user in the battle. Configured as follows. For example, a user who uses a warrior card with a large parameter for a battle may be set to have a higher possibility of winning against another user who uses a warrior card with a smaller parameter for the battle.
 ゲーム実行手段52がクエスト処理を実行する機能は、以下のようにして実現される。
 ゲームサーバ20のCPU21は、探索を行うメニューm5が選択操作されることを認識すると、ユーザデータベース31にアクセスし、対象となるユーザIDの行動ポイントの値を更新する(減少させる)。なお、クエスト処理において、探索対象となるエリアごとに、1回の探索に要する行動ポイントが異なってもよい。つまり、探索対象となるエリアごとに、1回の探索で減少する(消費される)行動ポイントの量が異なってもよい。例えば、ユーザの技能レベルが上がるごとに、消費される行動ポイントの量を多くしてもよい。
The function in which the game execution means 52 performs a quest process is implement | achieved as follows.
When the CPU 21 of the game server 20 recognizes that the search menu m5 is selected, it accesses the user database 31 and updates (decreases) the action point value of the target user ID. In the quest process, the action points required for one search may be different for each area to be searched. That is, the amount of action points that are reduced (consumed) in one search may be different for each area to be searched. For example, each time the skill level of the user increases, the amount of action points consumed may be increased.
 CPU21は、メニューm5(「探索する」)に対する選択操作を認識すると、クエスト処理用に予め用意された複数の戦士カードの中から所定の、あるいはランダムな確率で戦士カードを抽選して出現させる。CPU21は、戦士カードを出現させた(発掘した)場合には、ユーザデータベース31にアクセスし、対象となるユーザIDのデータに対して、出現した新たな戦士カードのデータを追加して、戦士数の値を1だけ増加させる。さらにCPU21は、発掘された戦士カードを表示領域102(図10参照)に表示するためのHTMLデータを生成して通信端末10宛に送信する。なお、このHTMLデータは、表示領域101の進行度のデータが更新される(例えば、一定量だけ上昇する)ようにして構成されている。CPU21は、進行度の値が100%になったと判断したときには、探索対象を次のエリアに移行するように、HTMLデータを更新する。 When the CPU 21 recognizes the selection operation for the menu m5 (“search”), the CPU 21 draws a warrior card with a predetermined or random probability to appear from a plurality of warrior cards prepared in advance for quest processing. When the warrior card appears (excavated), the CPU 21 accesses the user database 31 and adds the data of the new warrior card that appears to the data of the target user ID. Is increased by one. Further, the CPU 21 generates HTML data for displaying the excavated warrior card in the display area 102 (see FIG. 10) and transmits it to the communication terminal 10. The HTML data is configured such that the progress data in the display area 101 is updated (for example, increases by a certain amount). When the CPU 21 determines that the value of the degree of progress has reached 100%, the CPU 21 updates the HTML data so that the search target is shifted to the next area.
 表示手段53は、クエスト処理を実行中(ゲームを実行中)において、ゲームの進行とは無関係に、ユーザによる女性キャラクタの選択肢として複数(本実施形態では2体)の女性キャラクタをゲーム画像に表示させる機能を備える。ここで、「ゲームの進行と無関係」とは、例えば、2体の女性キャラクタのいずれを選択しても選択後のゲーム進行に差が生じない、つまりゲームの進行に影響を及ぼすものではないということである。
 表示手段53の機能は、以下のようにして実現できる。ゲームサーバ20のCPU21は、例えば、ゲームを進行させるメニューm5(「探索する」)が選択操作されたことを認識すると、例えば所定回数の選択操作に1回、あるいは選択されたことを認識する度に一定の、あるいはランダムな確率で、投票処理を行うことを決定する。CPU21は、投票処理を行うことを決定すると、ゲームデータベース32の女性キャラクタデータベースを参照し、このデータベースを母集団としていずれか2体の女性キャラクタを例えばランダムに選択し、選択した女性キャラクタに対応付けられる各項目のデータを読み出す。次いでCPU21は、選択した2体の女性キャラクタについてのデータを含み、かついずれかの女性キャラクタを投票可能とするウェブページ(例えば、図12のウェブページP3)を表示するためのHTMLデータを生成してユーザの通信端末10宛に送信する。これによって、ユーザの通信端末10のゲーム画像に、投票の選択肢としての2体の女性キャラクタが表示される。
The display means 53 displays a plurality (two in this embodiment) of female characters in the game image as choices of female characters by the user regardless of the progress of the game while the quest process is being executed (while the game is being executed). It has a function to make it. Here, “unrelated to the progress of the game” means, for example, that no difference occurs in the progress of the game after selection, regardless of which of the two female characters is selected, that is, it does not affect the progress of the game. That is.
The function of the display means 53 is realizable as follows. For example, when the CPU 21 of the game server 20 recognizes that the menu m5 (“search”) for proceeding with the game has been selected, for example, once in a predetermined number of selection operations or every time it recognizes that it has been selected. It is determined that the voting process is performed with a certain or random probability. When the CPU 21 determines to perform the voting process, the CPU 21 refers to the female character database in the game database 32, selects any two female characters, for example, at random using this database as a population, and associates them with the selected female character. Read the data of each item. Next, the CPU 21 generates HTML data for displaying a web page (for example, the web page P3 in FIG. 12) that includes data on the two selected female characters and that can vote for any of the female characters. To the user's communication terminal 10. As a result, two female characters as voting options are displayed on the game image of the communication terminal 10 of the user.
 取得手段54は、前記複数のオブジェクトの中からいずれかの女性キャラクタを選択する操作に関する情報を取得する。
 取得手段54の機能は、以下のようにして実現できる。ゲームサーバ20のCPU21は、女性キャラクタを投票可能とするウェブページ(例えば、図12のウェブページP3)を表示するためのHTMLデータを生成するときに、投票を受け付けるためのメニューm10,m11の各々を、選択した2体の女性キャラクタのいずれかと対応付けてRAM23に記憶させておく。CPU21は、ユーザの通信端末10からいずれかのメニューの選択結果を含むHTTPリクエストを受信すると、そのHTTPリクエストに含まれるメニューの選択結果に基づいて、ユーザの女性キャラクタの投票結果(選択結果)についての情報を得る。
The acquisition unit 54 acquires information related to an operation for selecting any female character from the plurality of objects.
The function of the acquisition means 54 is realizable as follows. When the CPU 21 of the game server 20 generates HTML data for displaying a web page that allows female characters to vote (for example, the web page P3 in FIG. 12), each of the menus m10 and m11 for receiving a vote Is stored in the RAM 23 in association with one of the two selected female characters. When the CPU 21 receives an HTTP request including the selection result of one of the menus from the user's communication terminal 10, the voting result (selection result) of the female character of the user based on the selection result of the menu included in the HTTP request. Get the information.
 集計手段55は、取得手段54が取得した情報に基づいて、女性キャラクタの選択結果についての情報を集計する機能を備える。また、集計手段55は、得票数(つまり、選択された回数)の順に女性キャラクタを順序付ける機能を備えてもよい。
 集計手段55の機能は、以下のようにして実現できる。ゲームサーバ20のCPU21は、ユーザの女性キャラクタの投票結果についての情報を取得すると、ゲームデータベース32の得票データにアクセスして、投票された女性キャラクタに対応する得票数の値をインクリメントする処理を行う。得票数の順に女性キャラクタを順序付ける場合、CPU21は、得票データにアクセスして、得票数の順に女性キャラクタをソートする処理を行う。
The counting unit 55 has a function of counting information about the selection result of the female character based on the information acquired by the acquiring unit 54. The counting means 55 may have a function of ordering female characters in the order of the number of votes (that is, the number of times selected).
The function of the totaling means 55 is realizable as follows. When the CPU 21 of the game server 20 acquires information about the vote result of the female character of the user, the CPU 21 accesses the vote data of the game database 32 and performs a process of incrementing the value of the vote number corresponding to the voted female character. . When ordering female characters in the order of the number of votes, the CPU 21 accesses the vote data and performs a process of sorting the female characters in the order of the number of votes.
 (7)本実施形態のゲーム制御装置の主要な処理のフロー
 次に、本実施形態のゲーム制御装置により行われる主要な処理のフローの一例について、図15~17のフローチャートを参照して説明する。図15は、本実施形態のゲームにおいてクエスト処理を行うときのフローチャートである。図16は、本実施形態のゲームにおいて投票処理を行うときのフローチャートである。図17は、本実施形態のゲームにおいて、女性キャラクタのランキング結果の表示処理を行うときのフローチャートである。
 なお、図15~17のフローチャートにおける各処理の実行に伴って適宜、ウェブページP1~P6の各ウェブページを表示するためのHTMLデータがゲームサーバ20から通信端末10宛に送信されるが、煩雑とならないようにHTMLデータの送信処理をフローチャートには記載しない場合もある。フローチャート上で、ウェブページP1~P6が表示されるタイミングは、P1~P6の符号で示してある。
(7) Flow of main processing of game control device of this embodiment Next, an example of the flow of main processing performed by the game control device of this embodiment will be described with reference to the flowcharts of FIGS. . FIG. 15 is a flowchart when the quest process is performed in the game of the present embodiment. FIG. 16 is a flowchart when voting processing is performed in the game of this embodiment. FIG. 17 is a flowchart when performing a display process of ranking results of female characters in the game of the present embodiment.
As the processing in the flowcharts of FIGS. 15 to 17 is executed, HTML data for displaying the web pages P1 to P6 is transmitted from the game server 20 to the communication terminal 10 as appropriate. In some cases, the HTML data transmission process is not described in the flowchart. In the flowchart, the timings at which the web pages P1 to P6 are displayed are indicated by symbols P1 to P6.
 先ず図15のフローチャートにおいて、トップページ(図9)でクエスト処理の実行を指示するメニューm1が選択操作されたことを認識すると、ゲームサーバ20のCPU21は、図10のP1に示すようにウェブページを更新するためのHTMLデータを生成して通信端末10宛に送信する。ここでメニューm5(「探索する」)が選択操作されたことを認識すると(ステップS100:YES)、CPU21は、例えば所定回数の選択操作に1回、あるいは選択されたことを認識する度に一定の、あるいはランダムな確率で、投票処理を行うか否かを判断する(ステップS110)。投票処理を行う場合には(ステップS110:YES)、図16に詳細処理を示すステップS120へ進む。投票処理を行わない場合には(ステップS110:NO)、CPU21は次に、クエスト用に予め用意された複数の戦士カードの中から所定の、あるいはランダムな確率で戦士カードを抽選し、戦士カードを付与することを決定すると(ステップS130:YES)、ユーザに戦士カードを付与する処理を行う(ステップS140)。戦士カードを付与する処理は、例えば、付与された戦士カードに基づいてユーザデータを更新する処理を含む。さらに、CPU21は、進行度と体力ポイントを更新し(ステップS150)、更新後の進行度と体力ポイントのデータと、戦士カードが付与された場合にはその戦士カードのデータとを表示するHTMLデータを生成して通信端末10宛に送信する。 First, in the flowchart of FIG. 15, when recognizing that the menu m1 for instructing execution of the quest process is selected on the top page (FIG. 9), the CPU 21 of the game server 20 displays the web page as shown in P1 of FIG. Is generated and transmitted to the communication terminal 10. Here, when it is recognized that the menu m5 (“search”) has been selected (step S100: YES), the CPU 21 is, for example, once every predetermined number of selection operations or whenever it is recognized that the selection has been made. Whether or not to perform the voting process is determined with a random probability (step S110). When the voting process is performed (step S110: YES), the process proceeds to step S120 which shows the detailed process in FIG. When the voting process is not performed (step S110: NO), the CPU 21 next draws a warrior card with a predetermined or random probability from a plurality of warrior cards prepared in advance for the quest, and the warrior card. Is determined (step S130: YES), a process of giving a warrior card to the user is performed (step S140). The process of giving a warrior card includes, for example, a process of updating user data based on the given warrior card. Further, the CPU 21 updates the progress and physical strength points (step S150), and the HTML data that displays the updated progress and physical strength points data and the data of the warrior card when a warrior card is given. Is generated and transmitted to the communication terminal 10.
 図16のフローチャート(投票処理)では、CPU21は、ゲームデータベース32の女性キャラクタデータベースを参照し、このデータベースを母集団としていずれか2体の女性キャラクタを例えばランダムに選択する(ステップS200)。次いでCPU21は、選択した2体の女性キャラクタをそれぞれメニュー(例えば、図12のウェブページP3のメニューm10,m11)に対応付け、いずれかに投票可能に表示するためのHTMLデータを生成して送信する。つまり、CPU21は、いずれかの女性キャラクタを投票可能に通信端末10に表示する処理を行う(ステップS210)。このHTMLデータには、女性キャラクタデータベースを参照して得られる、選択された各女性キャラクタの各項目のデータが含まれる。 In the flowchart of FIG. 16 (voting process), the CPU 21 refers to the female character database in the game database 32 and selects any two female characters, for example, at random using this database as a population (step S200). Next, the CPU 21 associates the selected two female characters with menus (for example, menus m10 and m11 on the web page P3 in FIG. 12), and generates and transmits HTML data for voting display on either of them. To do. That is, CPU21 performs the process which displays any female character on the communication terminal 10 so that a vote is possible (step S210). The HTML data includes data of each item of each selected female character obtained by referring to the female character database.
 ステップS210の処理の結果、図12のP3に示すようにウェブページが更新される。ウェブページP3において、投票するためのメニューm10,m11のいずれかが選択操作されたことを認識すると、CPU21は、メニューの選択結果に基づき、ユーザの女性キャラクタの投票結果(選択結果)についての情報を得ることができる。そして、CPU21は、得票データにアクセスし、選択されたメニューに対応付けられた女性キャラクタの得票数をインクリメントする処理を行う(ステップS230,S240)。 As a result of the process in step S210, the web page is updated as shown in P3 of FIG. When recognizing that one of the menus m10 and m11 for voting has been selected on the web page P3, the CPU 21 determines information on the voting result (selection result) of the female character of the user based on the selection result of the menu. Can be obtained. Then, the CPU 21 accesses the vote data and performs a process of incrementing the number of votes of the female character associated with the selected menu (steps S230 and S240).
 例えば投票を開始してから一定の時間が経過すると、図17のフローチャートの処理が行われる。CPU21は、人気投票ランキングの閲覧が可能になったことを表示するウェブページ用のHTMLデータを生成して通信端末10宛に送信する。これによって、通信端末10では、例えば図13のP5に示すように、人気投票ランキングを閲覧するためのメニューm13を含むウェブページが表示される。このウェブページP5においてメニューm13が選択操作されたことを認識すると(ステップS300:YES)、CPU21は、ゲームデータベース32の得票データにアクセスして、得票数の順に女性キャラクタをソートする処理を行う(ステップS310)。そしてCPU21は、ソートの結果、所定順位よりも上位に順序付けられた女性キャラクタを順に表示するためのHTMLデータを生成して通信端末10宛に送信する(ステップS320)。これによって、図13のウェブページP6に示すように、人気投票ランキングの結果が通信端末10に表示される。 For example, when a certain time has elapsed since the start of voting, the processing of the flowchart of FIG. 17 is performed. The CPU 21 generates HTML data for a web page that displays that the popularity vote ranking can be browsed, and transmits it to the communication terminal 10. Thereby, in the communication terminal 10, for example, as shown in P5 of FIG. 13, a web page including a menu m13 for browsing the popularity vote ranking is displayed. When recognizing that the menu m13 has been selected and operated on the web page P5 (step S300: YES), the CPU 21 accesses the vote data in the game database 32 and performs a process of sorting the female characters in the order of the number of votes ( Step S310). And CPU21 produces | generates the HTML data for displaying in order the female character ordered higher than the predetermined order as a result of sorting, and transmits to communication terminal 10 address (step S320). As a result, the popularity vote ranking result is displayed on the communication terminal 10 as shown in the web page P6 of FIG.
 上述したように、本実施形態のゲーム制御装置は、ゲームの実行中に(本実施形態では、クエスト処理の実行中に)、ゲーム(クエスト)の進行とは無関係に、複数の女性キャラクタの中からいずれかの女性キャラクタをユーザに選択させる投票を行い、その投票結果を集計するように構成されている。そのため、女性キャラクタに対するユーザの趣向を広く捉えることができる。
 これは以下の理由による。すなわち、例えば複数の女性キャラクタ(オブジェクト)の中からいずれかの女性キャラクタのユーザによる投票結果(選択結果)についての情報を集計したい場合に、仮に、ゲームの実行とは別に、女性キャラクタの選択のためのメニューやイベントを設定した場合には、ユーザは煩わしさを嫌って、そのメニューを選択し、あるいはそのイベントに参加することを躊躇する場合がある。それに対し、本実施形態のゲーム制御装置では、ゲームを実行中に、選択肢となる複数の女性キャラクタ(オブジェクト)をゲーム画像に表示させて、それに応じて女性キャラクタの投票結果を取得するようにしたため、ユーザは、ゲームの実行とは別のメニューや別のイベント等に参加する煩わしさがない。そのため、ユーザの女性キャラクタの選択結果についての情報を無理なく取得し、集計することができる。その結果、女性キャラクタに対するユーザの趣向を広く捉えることができるようになる。
As described above, the game control device according to the present embodiment is capable of selecting a plurality of female characters during the game (in the present embodiment, during the execution of the quest process) regardless of the progress of the game (quest). A vote for allowing the user to select one of the female characters is performed, and the vote results are aggregated. Therefore, a user's preference with respect to a female character can be grasped widely.
This is due to the following reason. That is, for example, when it is desired to collect information on vote results (selection results) by a user of any female character from among a plurality of female characters (objects), the selection of the female character is performed separately from the execution of the game. When setting a menu or event for the user, the user may be annoyed and hesitate to select the menu or participate in the event. On the other hand, in the game control apparatus of the present embodiment, while a game is being executed, a plurality of female characters (objects) as options are displayed on the game image, and the voting results of the female characters are acquired accordingly. The user does not have to bother to participate in a menu different from the game execution or another event. Therefore, the information about the selection result of the female character of the user can be obtained without difficulty and tabulated. As a result, the user's preference for female characters can be widely understood.
 また、本実施形態では、ゲーム実行手段52は、取得手段54が取得した操作に関する情報(つまり、投票結果)に制限されることなく、本実施形態のゲームを進行させることができる。つまり、女性キャラクタの選択結果によってゲームの進行に影響が生じないため、ユーザは、ゲームを進めながら、ユーザの趣向が正しく反映された投票行動を行うことが期待できる。 Further, in the present embodiment, the game execution means 52 can advance the game of the present embodiment without being limited to the information related to the operation acquired by the acquisition means 54 (that is, the voting result). That is, since the selection of the female character does not affect the progress of the game, the user can expect to perform a voting action in which the user's taste is correctly reflected while the game is progressing.
 (8)変形例
 上述した実施形態では、選択肢となる女性キャラクタが2体となる二者択一形式で投票処理を行う場合について説明したが、これに限られない。3以上の任意の数の複数の女性キャラクタを選択肢として表示させて投票処理を行ってもよい。なお、二者択一形式で投票処理を行う場合には、多くの数の女性キャラクタから選択するよりも、ユーザの選択結果にばらつきが生じ難く、ユーザの趣向を捉えやすいという利点がある。また、二者択一形式にすることでユーザが比較的簡単な操作で投票でき、ゲーム中に度々投票を要求してもユーザの負担が少なく、多くのデータを収集することができる。よって、表示手段53は、図12に示すように、選択肢となる2の女性キャラクタをウェブページP3(ゲーム画像)に表示させることが好ましい。
 さらに以下において、上述した実施形態の変形例を説明する。
(8) Modified Example In the above-described embodiment, the case where the voting process is performed in an alternative format in which two female characters as options are two has been described, but the present invention is not limited thereto. An arbitrary number of three or more female characters may be displayed as options to perform the voting process. In the case where the voting process is performed in the alternative form, there are advantages that the selection result of the user is less likely to vary than the selection of a large number of female characters, and the user's preference is easy to grasp. Also, by adopting an alternative format, the user can vote with a relatively simple operation, and even if the user frequently requests voting during the game, the user's burden is reduced and a large amount of data can be collected. Therefore, as shown in FIG. 12, the display means 53 preferably displays two female characters as options on the web page P3 (game image).
Furthermore, the modification of embodiment mentioned above is demonstrated below.
 (8-1)変形例1
 上記実施形態のゲーム制御装置において、同一のユーザが投票を行う回数については特に記載しなかったが、複数回であることが好ましい。つまり、表示手段53は、同一ユーザに対して、選択のためにウェブページに表示する2体の女性キャラクタ(オブジェクト)の組合せが異なる選択肢を複数回表示させてもよい。同一のユーザに対して選択肢を1回のみ表示した場合、つまり1回のみの投票結果(選択結果)を取得する場合には、ユーザによる女性キャラクタの選択結果にばらつきが生じる可能性があるが、複数回の投票結果を取得することで、そのばらつきが小さくなり、ユーザの好みが選択結果に正しく反映される可能性を高くすることができる。
 本変形例を実現するために、例えばクエスト処理を実行するユーザの通信端末10に少なくとも2回以上、投票ページが表示されるように、投票処理を行うタイミングが設定される。例えば、クエスト処理においてエリアを進行させるときにメニューm5(図10参照)の選択操作を7~8回行うことでそのエリアの進行度が100%になる場合には、例えば選択操作を3回行う度に1回投票ページが表示されるように設定してもよい。このとき、ゲームサーバ20のCPU21は、同一のユーザに対して過去に既に投票処理のために女性キャラクタデータベースから選択された女性キャラクタをゲームデータベース32あるいはRAM23に記憶させておき、その記憶させた女性キャラクタと同一の女性キャラクタが次の投票処理において選択されないようにする。
(8-1) Modification 1
In the game control device of the above embodiment, the number of times the same user performs voting is not particularly described, but a plurality of times is preferable. That is, the display means 53 may display the same user with multiple choices of different combinations of two female characters (objects) displayed on the web page for selection. When the option is displayed only once for the same user, that is, when obtaining the vote result (selection result) only once, there is a possibility that the selection result of the female character by the user may vary. By obtaining a plurality of voting results, the variation is reduced, and the possibility that the user's preference is correctly reflected in the selection result can be increased.
In order to realize this modification, for example, the timing for performing the voting process is set so that the voting page is displayed at least twice on the communication terminal 10 of the user who executes the quest process. For example, when an area is advanced in the quest process, if the selection operation of the menu m5 (see FIG. 10) is performed 7 to 8 times and the progress of the area becomes 100%, the selection operation is performed 3 times, for example. You may set so that a voting page may be displayed once every time. At this time, the CPU 21 of the game server 20 stores in the game database 32 or the RAM 23 a female character already selected from the female character database for voting processing in the past for the same user, and the stored female The same female character as the character is not selected in the next voting process.
 (8-2)変形例2
 上記実施形態のゲーム制御装置の変形例2~4に対応するゲーム制御装置の機能ブロック図を図18に示す。図18に示すように、この機能ブロック図は、図14に示したものとは調整手段56が追加された点で異なる。
 調整手段56は、女性キャラクタの選択結果の履歴に基づいて、選択肢として表示させる複数の女性キャラクタ(オブジェクト)を調整する機能を備える。調整手段56を設けることで、ユーザに提示する選択肢としての女性キャラクタの内容を、集計結果に応じて所望の目的をもって動的に変更させることができる。調整手段56では、ゲームサーバ20のCPU21が、ユーザごとに女性キャラクタの選択結果をゲームデータベース32に記録しておき、ユーザごとの選択結果、あるいは多数のユーザの選択結果に基づいて、各ユーザに対して新たに選択肢として表示させる複数の女性キャラクタを決定する。
(8-2) Modification 2
FIG. 18 shows a functional block diagram of the game control device corresponding to the modifications 2 to 4 of the game control device of the above embodiment. As shown in FIG. 18, this functional block diagram is different from that shown in FIG. 14 in that adjustment means 56 is added.
The adjusting means 56 has a function of adjusting a plurality of female characters (objects) to be displayed as options based on the history of selection results of female characters. By providing the adjustment means 56, the content of the female character as an option presented to the user can be dynamically changed with a desired purpose in accordance with the total result. In the adjusting means 56, the CPU 21 of the game server 20 records the selection result of the female character for each user in the game database 32, and determines to each user based on the selection result for each user or the selection results of many users. On the other hand, a plurality of female characters to be newly displayed as options are determined.
 (8-3)変形例3
 変形例2で述べた調整手段56のより具体的な内容を、変形例3として説明する。
 上述した実施形態のゲーム制御装置において、図7に例示したように、各女性キャラクタは属性と対応付けられていたが、この場合、調整手段56は、ユーザに選択肢として表示させる複数の女性キャラクタ(オブジェクト)を、そのユーザによって最も多く選択された女性キャラクタの属性と同一の属性の女性キャラクタの中から選択してもよい。
 ユーザによって最も多く選択された女性キャラクタの属性は、ユーザの好みの属性であると考えることもできる。そこで、その後に選択肢として表示させる複数の女性キャラクタをユーザの好みの属性とすることで、そのユーザの属性以外の好みをさらに掘り下げることができ、ユーザの趣向を深く捉えることができるようになる。
(8-3) Modification 3
More specific contents of the adjusting means 56 described in the second modification will be described as a third modification.
In the game control device of the above-described embodiment, as illustrated in FIG. 7, each female character is associated with an attribute. In this case, the adjustment unit 56 displays a plurality of female characters ( Object) may be selected from female characters having the same attributes as those of the female character most frequently selected by the user.
The attribute of the female character that is most frequently selected by the user can be considered to be a user's favorite attribute. Therefore, by setting a plurality of female characters to be displayed as options afterward as the user's favorite attributes, it is possible to further delve into preferences other than the user's attributes and deeply understand the user's preferences.
 本変形例は以下のとおり実現できる。本変形例では、ゲームデータベース32に属性カウントデータを記憶させる。属性カウントデータのデータ構成例を図19に示す。図19に示すように、属性カウントデータは、各ユーザについて、ユーザが投票処理で選択した女性キャラクタの数(投票数)を属性ごとに計数した値である。前述したように、上述した実施形態では、各女性キャラクタは、属性A~Dのいずれかに対応付けられている(図7参照)。ゲームサーバ20のCPU21は、投票処理でユーザが女性キャラクタを選択する度に、女性キャラクタデータベースを参照して、ユーザが選択した女性キャラクタの属性を読み出し、そのユーザの属性カウントデータにアクセスして、読み出した属性に対応する得票数をインクリメントする。CPU21は、そのユーザについて例えば所定回数の選択回数が得られたと判断した場合、以下の処理を行う。つまり、女性キャラクタデータベースの中から、属性カウントデータにおいて投票数が最も多い属性の女性キャラクタを、そのユーザに対して次に選択肢として表示される女性キャラクタとして選択する。 This modification can be realized as follows. In this modification, attribute count data is stored in the game database 32. FIG. 19 shows a data configuration example of attribute count data. As shown in FIG. 19, the attribute count data is a value obtained by counting the number of female characters (number of votes) selected by the user in the voting process for each user. As described above, in the embodiment described above, each female character is associated with one of the attributes A to D (see FIG. 7). Whenever the user selects a female character in the voting process, the CPU 21 of the game server 20 reads the attribute of the female character selected by the user, accesses the attribute count data of the user, The number of votes corresponding to the read attribute is incremented. When the CPU 21 determines that a predetermined number of times of selection has been obtained for the user, for example, the CPU 21 performs the following processing. That is, from the female character database, the female character having the attribute with the largest number of votes in the attribute count data is selected as the female character to be displayed as the next option for the user.
 (8-4)変形例4
 変形例2で述べた調整手段56のより具体的な別の内容を、変形例4として説明する。
 上述した実施形態のゲーム制御装置において、集計手段55は、選択された回数の順に女性キャラクタを順序付けた例(人気投票ランキング)について示したが、調整手段56は、ユーザに選択肢として表示させる複数の女性キャラクタ(オブジェクト)を、調整手段56によって所定順位より上位に順序付けられた女性キャラクタの中から選択してもよい。
 集計手段55による順序付け(人気投票ランキング)の結果、ユーザによって選択された女性キャラクタの順位が低い場合には、ユーザは集計結果に落胆してしまい、ランキングの結果に対する興味が無くなる虞がある。そこで、比較的上位の女性キャラクタを選択肢となるオブジェクトとすることで、ランキングの結果に対するユーザの関心を引くことができる。
(8-4) Modification 4
Another more specific content of the adjusting means 56 described in the second modification will be described as a fourth modification.
In the game control device of the above-described embodiment, the counting unit 55 has shown an example (popular vote ranking) in which female characters are ordered in the order of the selected number. However, the adjusting unit 56 has a plurality of options displayed to the user as options. The female character (object) may be selected from the female characters ordered higher than the predetermined order by the adjusting means 56.
If the ranking of the female character selected by the user is low as a result of the ordering (popular voting ranking) by the counting means 55, the user may be disappointed with the counting result and may lose interest in the ranking result. Therefore, by setting a relatively high-order female character as an object to be selected, it is possible to attract the user's interest in the ranking result.
 本変形例は以下のとおり実現できる。ゲームサーバ20のCPU21は、得票データにアクセスして、得票数の順に女性キャラクタをソートし、得票数の順に女性キャラクタを順序付け、例えば30位までの所定順位によりも上位に順序付けられた複数の女性キャラクタ(例えば30体)を決定する。CPU21は、投票処理を行うことを決定すると、ゲームデータベース32の女性キャラクタデータベースを参照し、このデータベース中のランキング上位の複数の(例えば30体の)女性キャラクタを母集団としていずれか2体の女性キャラクタを、ユーザに選択肢として表示させる複数の女性キャラクタとして例えばランダムに選択する。 This modification can be realized as follows. The CPU 21 of the game server 20 accesses the vote data, sorts the female characters in the order of the number of votes, orders the female characters in the order of the number of votes, for example, a plurality of women that are ranked higher than the predetermined rank up to the 30th place. A character (for example, 30 bodies) is determined. When the CPU 21 decides to perform the voting process, the CPU 21 refers to the female character database in the game database 32, and a plurality of (for example, 30) female characters in the top ranking in the database are used as a population, and any two women. For example, the characters are randomly selected as a plurality of female characters to be displayed as options by the user.
 (8-5)変形例5
 上記実施形態のゲーム制御装置において、集計手段55は、ユーザに選択肢として表示させる複数の女性キャラクタ(オブジェクト)が投票ページ(ゲーム画像)に表示された時刻と、その投票ページに応じた操作に関する情報が取得された時刻との時間差に応じて、女性キャラクタの選択結果についての情報を調整してもよい。投票ページ(例えば図12のウェブページP3)に応じた操作に関する情報が取得された時刻とは、例えば、女性キャラクタの選択結果を受信した時刻(つまり、メニューm10,m11のいずれかの選択操作をゲームサーバ20が認識した時刻)であってよい。
(8-5) Modification 5
In the game control apparatus of the above embodiment, the counting means 55 is information regarding the time when a plurality of female characters (objects) to be displayed as options by the user are displayed on the voting page (game image) and the operation according to the voting page. The information about the selection result of the female character may be adjusted according to the time difference from the time when is acquired. The time when the information related to the operation according to the voting page (for example, the web page P3 in FIG. 12) is acquired is, for example, the time when the selection result of the female character is received (that is, the selection operation of any one of the menus m10 and m11). (The time recognized by the game server 20).
 上記時間差が長いほど、ユーザに選択肢として表示させる複数の女性キャラクタ(オブジェクト)が甲乙付け難くユーザが女性キャラクタの選択に悩んでいると考えることもできる。その場合には、ユーザが女性キャラクタの選択に悩んだことを女性キャラクタの選択結果に反映させることで、集計結果に対する精度を高めることができる。女性キャラクタの選択結果についての情報の調整例として、例えば、選択肢として女性キャラクタAと女性キャラクタBが表示され、最終的に女性キャラクタAが選択された場合に、上記時間差が短い場合には、女性キャラクタAの得票数を1とし、かつ女性キャラクタBの得票数を0とし、上記時間差が長い場合には、例えば、女性キャラクタAの得票数を0.7とし、かつ女性キャラクタBの得票数を0.3としてもよい。
 本変形例は以下のように実現できる。例えば上記時間差は、例えばCPU21に内蔵されているタイマで計測できる。例えばROM22に、時間差と得票数との対応表を設定しておく。CPU21は、その対応表を参照して、計測された時間差に応じた得票数を読み出す処理を行う。あるいは、時間差と得票数の関係を示す関数が予め定義されていてもよく、その場合にCPU21は、計測した時間差に基づき得票数を算出する処理を行う。
It can be considered that as the time difference is longer, a plurality of female characters (objects) to be displayed as options by the user are more difficult to select, and the user is troubled by the selection of the female character. In that case, it is possible to improve the accuracy with respect to the totaling result by reflecting in the selection result of the female character that the user is troubled by the selection of the female character. As an adjustment example of information about the selection result of the female character, for example, when the female character A and the female character B are displayed as options and the female character A is finally selected, When the number of votes of character A is 1, the number of votes of female character B is 0, and the time difference is long, for example, the number of votes of female character A is 0.7, and the number of votes of female character B is It may be 0.3.
This modification can be realized as follows. For example, the time difference can be measured by a timer built in the CPU 21, for example. For example, a correspondence table between the time difference and the number of votes is set in the ROM 22. CPU21 performs the process which reads the number of votes obtained according to the measured time difference with reference to the correspondence table. Or the function which shows the relationship between a time difference and the number of votes may be defined previously, and CPU21 performs the process which calculates the number of votes based on the measured time difference in that case.
 (8-6)変形例6
 上記実施形態のゲーム制御装置の変形例6の機能ブロック図を図20に示す。図20に示すように、この機能ブロック図は、図14に示したものとは特典付与手段57が追加された点で異なる。上述した実施形態のゲーム制御装置において、図7に例示したように、各女性キャラクタは属性と対応付けられていたが、特典付与手段57は、女性キャラクタの選択結果に基づき、複数(図7の例では、4)の属性のうち同一の属性の女性キャラクタをユーザが所定回数選択したと判定した場合には、そのユーザに対してゲーム上の特典を付与する機能を備える。
 この構成では、ユーザの選択結果について一定の条件(同一の属性の女性キャラクタが所定回数選択されること)が満たされた場合にユーザに特典が付与される。そのため、ユーザが積極的に女性キャラクタの選択(つまり、投票処理)を行うことが動機付けられる。結果として、ユーザによる選択結果(例えば投票結果等)についての情報を多く集計することができる。
(8-6) Modification 6
FIG. 20 shows a functional block diagram of Modification 6 of the game control apparatus of the above embodiment. As shown in FIG. 20, this functional block diagram is different from that shown in FIG. 14 in that a privilege granting means 57 is added. In the game control device of the above-described embodiment, as illustrated in FIG. 7, each female character is associated with an attribute. However, the privilege granting unit 57 is based on the selection result of the female character (see FIG. 7). In the example, when it is determined that the user has selected a female character having the same attribute among the attributes of 4) a predetermined number of times, a function of giving a privilege on the game to the user is provided.
In this configuration, a privilege is given to the user when a certain condition (a female character having the same attribute is selected a predetermined number of times) is satisfied for the selection result of the user. Therefore, the user is motivated to actively select a female character (that is, a voting process). As a result, a large amount of information about the selection results (for example, voting results) by the user can be aggregated.
 本変形例は以下のように実現できる。本変形例では、変形例3と同様に、ゲームデータベース32に属性カウントデータ(図19参照)を記憶させる。ゲームサーバ20のCPU21は、投票処理でユーザが女性キャラクタを選択する度に、女性キャラクタデータベースを参照して、ユーザが選択した女性キャラクタの属性を読み出し、そのユーザの属性カウントデータにアクセスして、読み出した属性に対応する得票数をインクリメントする。CPU21は、そのユーザについて例えば所定回数の選択回数が得られたと判断した場合、ユーザに対してゲーム上の特典を付与する。ゲーム上の特典は任意に設定してよいが、例えば一定量の体力ポイントを付与する場合、CPU21は、付与対象となるユーザのユーザデータにアクセスして、体力ポイントの値を、付与される一定量の体力ポイントだけ加算する処理を行う。 This modification can be realized as follows. In the present modification, as in the third modification, attribute count data (see FIG. 19) is stored in the game database 32. Whenever the user selects a female character in the voting process, the CPU 21 of the game server 20 reads the attribute of the female character selected by the user, accesses the attribute count data of the user, The number of votes corresponding to the read attribute is incremented. For example, when the CPU 21 determines that a predetermined number of times of selection has been obtained for the user, the CPU 21 gives a privilege on the game to the user. Although the privilege on the game may be set arbitrarily, for example, when giving a certain amount of physical strength points, the CPU 21 accesses the user data of the user to be granted, and is given the value of physical strength points. Adds only the amount of health points.
 (8-7)変形例7
 上記ゲーム制御装置において、前記特典は、前記ユーザに対して、選択肢としての複数の女性キャラクタ(オブジェクト)を投票ページ(ゲーム画像)に表示させる頻度が増加することであってもよい。例えば、女性キャラクタを選択する都度にユーザにゲーム上のポイントとして体力ポイント等を付与するようにすれば、選択肢としての複数の女性キャラクタを表示させる頻度が増加することで選択の頻度が増加するため、ユーザに特典が付与されることになる。なお、過度にユーザに特典が付与されることがないように、ユーザに特典が付与される期間あるいは回数が制限されていることが好ましい。
 本変形例を実現するために、例えばクエスト処理を実行するユーザの通信端末10に表示される投票ページの出現頻度が増加するように、投票処理を行うタイミングが設定される。例えば、ユーザに特典が付与されていない状態では、クエスト処理を進行させるメニューm5(図10参照)の選択操作が3回行われる度に1回の投票処理が行われる設定の場合、ユーザの特典が付与されている状態では、メニューm5の選択操作が2回行われる度に1回の投票処理が行われる設定としてもよい。
(8-7) Modification 7
In the game control device, the privilege may be an increase in the frequency with which the user displays a plurality of female characters (objects) as options on a voting page (game image). For example, each time a female character is selected, if a physical fitness point is given to the user as a point on the game, the frequency of selection increases because the frequency of displaying a plurality of female characters as options increases. A privilege will be given to a user. In addition, it is preferable that the period or frequency | count that a privilege is provided to a user is restrict | limited so that a privilege may not be provided to a user excessively.
In order to realize this modification, for example, the timing for performing the voting process is set so that the appearance frequency of the voting page displayed on the communication terminal 10 of the user who executes the quest process increases. For example, in a state where a privilege is not given to the user, in the case where the setting is such that one voting process is performed every time the selection operation of the menu m5 (see FIG. 10) for advancing the quest process is performed three times, the user's privilege In such a state, the voting process may be performed once every time the selection operation of the menu m5 is performed twice.
 以上、本発明の実施形態について詳細に説明したが、本発明は上記実施形態に限定されない。また、各実施形態は、本発明の主旨を逸脱しない範囲において、種々の改良や変更をしてもよいのは勿論である。上記実施形態及び各変形例に記載された技術的事項は適宜組合せて適用してもよい。 As mentioned above, although embodiment of this invention was described in detail, this invention is not limited to the said embodiment. In addition, it goes without saying that each embodiment may be variously improved and changed without departing from the gist of the present invention. The technical matters described in the above embodiment and each modification may be applied in appropriate combination.
 上述した実施形態では、ソーシャルゲームに適用される場合を例として説明したが、これに限られない。例えば、ネットワーク上に置かれたサーバ装置と家庭用オンラインゲーム機とを接続した、いわゆるオンラインゲームシステムにおいても、上述した実施形態と同様に、各ユーザによるゲームの進行を制御できることは言うまでもない。 In the above-described embodiment, the case where the present invention is applied to a social game has been described as an example, but the present invention is not limited to this. For example, in a so-called online game system in which a server device placed on a network and a home online game machine are connected, it goes without saying that the progress of the game by each user can be controlled as in the above-described embodiment.
 上述した実施形態では、ネットワーク上のゲームサーバ20及びデータベースサーバ30によって、ゲーム実行手段52、表示手段53、取得手段54、集計手段55、調整手段56、及び特典付与手段57の各機能を実現する構成としたが、この構成に限られない。これらのすべての手段を通信端末10によって実現する構成としてもよいし、少なくとも一部の手段を通信端末10によって実現する構成としてもよい。通信端末10とゲームサーバ20とでは実質的に同一のハードウエア構成を採ることができるため、上記実施形態に記載したようにして通信端末10によっても各機能を実現できる。例えば、図21A,図21Bには、図14に示した機能ブロック図の各機能について、通信端末10と、ゲームサーバ20及びデータベースサーバ30との機能分担の例を示す。なお、上述した実施形態では、女性キャラクタの選択の母集団である女性キャラクタデータベースをデータベースサーバ30(ゲームデータベース32)が記憶している構成としたが、通信端末10内の記憶装置に記憶させてもよい。その場合には、記憶装置は、通信端末10内のRAM13や図示しないHDD(Hard Disk Drive)などの大容量記憶装置であってよい。 In the above-described embodiment, the game server 20 and the database server 30 on the network realize the functions of the game execution unit 52, the display unit 53, the acquisition unit 54, the totaling unit 55, the adjustment unit 56, and the privilege granting unit 57. Although it was set as the structure, it is not restricted to this structure. All these means may be realized by the communication terminal 10, or at least a part of the means may be realized by the communication terminal 10. Since the communication terminal 10 and the game server 20 can have substantially the same hardware configuration, each function can be realized by the communication terminal 10 as described in the above embodiment. For example, FIGS. 21A and 21B show an example of function sharing between the communication terminal 10, the game server 20, and the database server 30 for each function in the functional block diagram shown in FIG. In the above-described embodiment, the database server 30 (game database 32) stores the female character database that is the female character selection population. However, the female character database is stored in the storage device in the communication terminal 10. Also good. In this case, the storage device may be a large-capacity storage device such as the RAM 13 in the communication terminal 10 or an HDD (Hard Disk Disk Drive) (not shown).
 一例として、女性キャラクタデータベースを記憶する記憶装置をデータベースサーバ30とし、実質的な処理を通信端末10内で行う場合、以下のように処理が行われよい。通信端末10は、ゲームの実行開始時に、ゲームサーバ20あるいはデータベースサーバ30から、女性キャラクタの選択の母集団である女性キャラクタデータベースを受信してHDD等に格納しておく。そして通信端末10のCPU11がスカウト処理を実行し、適切なタイミングで投票処理を実行する。投票処理を実行するときには、HDD等に格納しておいた女性キャラクタデータベースを参照する。ゲームの終了時には、通信端末10は、投票結果(女性キャラクタの選択結果)についてのデータをゲームサーバ20へ送信し、ゲームサーバ20は、受信した抽選の結果に基づいてゲームデータベース32内の得票データを更新する。 As an example, when the storage device that stores the female character database is the database server 30 and substantial processing is performed in the communication terminal 10, the processing may be performed as follows. At the start of game execution, the communication terminal 10 receives a female character database as a female character selection population from the game server 20 or the database server 30 and stores it in the HDD or the like. And CPU11 of the communication terminal 10 performs a scout process, and performs a voting process at an appropriate timing. When executing the voting process, the female character database stored in the HDD or the like is referred to. At the end of the game, the communication terminal 10 transmits data on the voting result (female character selection result) to the game server 20, and the game server 20 obtains the vote data in the game database 32 based on the received lottery result. Update.

Claims (14)

  1.  ゲームを実行する実行手段と、
     前記ゲームを実行中において、選択肢となる複数のオブジェクトをゲーム画像に表示させる表示手段と、
     前記複数のオブジェクトの中からいずれかのオブジェクトを選択する操作に関する情報を取得する取得手段と、
     前記取得手段が取得した前記情報に基づいて、オブジェクトの選択結果についての情報を集計する集計手段と、
     を備えた、ゲーム制御装置。
    Execution means for executing the game;
    Display means for displaying a plurality of objects as options on the game image during the game;
    Obtaining means for obtaining information related to an operation of selecting any one of the plurality of objects;
    Based on the information acquired by the acquisition unit, a totaling unit that totals information about the selection result of the object;
    A game control device comprising:
  2.  前記表示手段は、同一ユーザに対して、オブジェクトの組合せが異なる選択肢を複数回表示させることを特徴とする、
     請求項1に記載されたゲーム制御装置。
    The display means is characterized in that the same user is displayed a plurality of options with different combinations of objects,
    The game control apparatus according to claim 1.
  3.  前記オブジェクトの選択結果の履歴に基づいて、選択肢として表示させる前記オブジェクトを調整する調整手段、を備えたことを特徴とする、
     請求項1又は2に記載されたゲーム制御装置。
    An adjustment means for adjusting the object to be displayed as an option based on a history of selection results of the object,
    The game control apparatus according to claim 1 or 2.
  4.  前記複数のオブジェクトの各々は複数の属性のいずれかと対応付けられており、
     前記調整手段は、前記ブジェクトを、前記ユーザによって最も多く選択されたオブジェクトの属性と同一の属性のオブジェクトの中から選択することを特徴とする、
     請求項3に記載されたゲーム制御装置。
    Each of the plurality of objects is associated with one of a plurality of attributes,
    The adjusting means selects the object from among objects having the same attribute as the attribute of the object most frequently selected by the user.
    The game control apparatus according to claim 3.
  5.  前記集計手段は、選択された回数の順にオブジェクトを順序付け、
     前記調整手段は、前記オブジェクトを、前記集計手段によって所定順位より上位に順序付けられたオブジェクトの中から選択することを特徴とする、
     請求項3に記載されたゲーム制御装置。
    The counting means orders the objects in the order of the selected number of times,
    The adjusting means selects the object from among objects ordered higher than a predetermined order by the counting means.
    The game control apparatus according to claim 3.
  6.  前記集計手段は、前記オブジェクトがゲーム画像に表示された時刻と、当該ゲーム画像に応じた前記操作に関する情報が取得された時刻との時間差に応じて、前記オブジェクトの選択結果についての情報を調整することを特徴とする、
     請求項1~5のいずれかに記載されたゲーム制御装置。
    The counting means adjusts information about the selection result of the object according to a time difference between the time when the object is displayed on the game image and the time when the information related to the operation according to the game image is acquired. It is characterized by
    The game control device according to any one of claims 1 to 5.
  7.  前記オブジェクトの各々は複数の属性のいずれかと対応付けられており、
     前記オブジェクトの選択結果に基づき、ユーザが前記複数の属性のうち同一の属性のオブジェクトを所定回数選択したと判定した場合には、前記ユーザに対して前記ゲーム上の特典を付与する特典付与手段、を備えたことを特徴とする、
     請求項2~6のいずれかに記載されたゲーム制御装置。
    Each of the objects is associated with one of a plurality of attributes;
    When it is determined that the user has selected an object having the same attribute among the plurality of attributes a predetermined number of times based on the selection result of the object, a privilege granting unit that grants a privilege on the game to the user; Characterized by comprising
    The game control device according to any one of claims 2 to 6.
  8.  前記特典は、前記ユーザに対して、前記オブジェクトをゲーム画像に表示させる頻度が増加することであることを特徴とする、
     請求項7に記載されたゲーム制御装置。
    The privilege is that the frequency with which the user displays the object on a game image is increased.
    The game control apparatus according to claim 7.
  9.  前記表示手段は、選択肢となる2のオブジェクトを前記ゲーム画像に表示させることを特徴とする
     請求項1~8のいずれかに記載されたゲーム制御装置。
    9. The game control apparatus according to claim 1, wherein the display means displays two objects as options on the game image.
  10.  前記実行手段は、前記取得手段が取得した前記情報に制限されることなく前記ゲームを進行させることを特徴とする
     請求項1~9のいずれかに記載されたゲーム制御装置。
    10. The game control apparatus according to claim 1, wherein the execution means advances the game without being limited to the information acquired by the acquisition means.
  11.  ゲームを実行するステップと、
     前記ゲームを実行中において、選択肢となる複数のオブジェクトをゲーム画像に表示させるステップと、
     前記複数のオブジェクトの中からいずれかのオブジェクトを選択する操作に関する情報を取得するステップと、
     前記取得するステップが取得した前記情報に基づいて、オブジェクトの選択結果についての情報を集計するステップと、
     を含む、ゲーム制御方法。
    Running the game, and
    Displaying a plurality of objects as options on the game image during execution of the game;
    Obtaining information related to an operation of selecting any object from the plurality of objects;
    Based on the information obtained by the obtaining step, totaling information about the selection result of the object;
    Including a game control method.
  12.  ゲームの実行を制御するために、コンピュータに、
     ゲームを実行する機能、
     前記ゲームを実行中において、選択肢となる複数のオブジェクトを記憶装置から取得してゲーム画像に表示させる機能、
     前記複数のオブジェクトの中からいずれかのオブジェクトを選択する操作に関する情報を取得する機能、及び
     前記取得する機能が取得した前記情報に基づいて、オブジェクトの選択結果についての情報を集計して記憶装置に記録する機能、
     を実現させるためのプログラム。
    To control the execution of the game, on the computer,
    The ability to run games,
    A function of acquiring a plurality of objects as options from a storage device and displaying them on a game image during the execution of the game;
    Based on the information acquired by the function for acquiring an operation for selecting any object from the plurality of objects, and the information acquired by the function to be acquired, information on the object selection result is aggregated in the storage device. The ability to record,
    A program to realize
  13.  請求項12に記載されたプログラムを記録したことを特徴とする、コンピュータ読み取り可能な記録媒体。 A computer-readable recording medium on which the program according to claim 12 is recorded.
  14.  通信端末と、当該通信端末からアクセス可能に構成され、前記通信端末によるゲームの実行を制御するサーバと、を含むゲームシステムであって、
     ゲームを実行する実行手段、
     前記ゲームを実行中において、オブジェクトの選択肢となる複数のオブジェクトをゲーム画像に表示させる表示手段、
     前記複数のオブジェクトの中からいずれかのオブジェクトを選択する操作に関する情報を取得する取得手段、及び
     前記取得手段が取得した前記情報に基づいて、オブジェクトの選択結果についての情報を集計する集計手段、
     の各手段を、前記通信端末又は前記サーバのいずれか一方が備えた、
     ゲームシステム。
    A game system including a communication terminal and a server configured to be accessible from the communication terminal and controlling execution of a game by the communication terminal,
    Execution means for executing the game,
    Display means for displaying a plurality of objects as object choices on the game image during execution of the game,
    An acquisition unit that acquires information regarding an operation of selecting any object from the plurality of objects, and a totaling unit that aggregates information about the selection result of the object based on the information acquired by the acquisition unit;
    Each of the means is provided in either the communication terminal or the server,
    Game system.
PCT/JP2013/056592 2012-03-14 2013-03-11 Game control device, game control method, program, recording medium, and game system WO2013137171A1 (en)

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