WO2013146769A1 - ゲームシステム、サーバ装置、サーバ装置の制御方法、プログラム、及び情報記憶媒体 - Google Patents
ゲームシステム、サーバ装置、サーバ装置の制御方法、プログラム、及び情報記憶媒体 Download PDFInfo
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- WO2013146769A1 WO2013146769A1 PCT/JP2013/058753 JP2013058753W WO2013146769A1 WO 2013146769 A1 WO2013146769 A1 WO 2013146769A1 JP 2013058753 W JP2013058753 W JP 2013058753W WO 2013146769 A1 WO2013146769 A1 WO 2013146769A1
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/70—Game security or game management aspects
- A63F13/79—Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/60—Generating 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
- A63F13/63—Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by the player, e.g. authoring using a level editor
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/53—Controlling 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
- A63F13/537—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
- A63F13/5375—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen for graphically or textually suggesting an action, e.g. by displaying an arrow indicating a turn in a driving game
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/80—Special adaptations for executing a specific game genre or game mode
- A63F13/812—Ball games, e.g. soccer or baseball
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/40—Features 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
- A63F2300/402—Communication between platforms, i.e. physical link to protocol
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/80—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
- A63F2300/8011—Ball
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- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06N—COMPUTING ARRANGEMENTS BASED ON SPECIFIC COMPUTATIONAL MODELS
- G06N20/00—Machine learning
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- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06Q—INFORMATION 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
- G06Q10/00—Administration; Management
Definitions
- the present invention relates to a game system, a server device, a server device control method, a program, and an information storage medium.
- Patent Document 1 describes a game system that executes a game in which an opponent's formation and starting members can be confirmed before an opponent in an online soccer game in which two players compete via a network. ing.
- the present invention has been made in view of the above problems, and its purpose is to enable a game system, a server device, a control method for the server device, a program, and a program that allow a player to easily make a strategy according to an opponent group And providing an information storage medium.
- the game system performs the second game after the first battle is executed based on the game data group or game data of the first player and the opponent game data group.
- a game system in which a second battle is executed based on a game data group or game data of a player and the opponent game data group, and an input target from among game data belonging to the opponent game data group Input information acquisition means for acquiring input information input by the first player during or after execution of the first battle, and input information acquired by the input information acquisition means with respect to the game data selected as Input information recording means for recording in the storage means in association with the game data to be input; If the second match is performed, the input by the first player, characterized in that it comprises a and an input information presentation unit that presents the input information on the input object to the second player.
- the server device includes a game data group or game data of a second player after the first battle is executed based on the game data group or game data of the first player and the opponent game data group. And a server device in which a second battle is executed based on the opponent game data group, and regarding game data selected as an input target from game data belonging to the opponent game data group, Input information acquisition means for acquiring input information input by the first player during or after execution of the first match, and input information acquired by the input information acquisition means as the input target game data
- the second battle is executed with the input information recording means that records in association with the storage means, Entered by first player, characterized in that it comprises a and an input information presentation unit that presents the input information on the input object to the second player.
- the server device control method of the present invention after the first battle is executed based on the game data group or game data of the first player and the opponent game data group, the game data group of the second player Or a control method of a server device in which a second battle is executed based on game data and the opponent game data group, and selected as input objects from game data belonging to the opponent game data group
- the input information acquisition step of acquiring input information input by the first player during or after execution of the first battle, and the input information acquired in the input information acquisition step
- An input information recording step for recording in the storage means in association with the game data to be input; If the second match is performed, the input by the first player, characterized in that it comprises a and an input information presentation step of presenting the input information on the input object to the second player.
- the program according to the present invention includes a game data group or game data of a second player after a first battle is executed based on the game data group or game data of the first player and the opponent game data group.
- the information storage medium according to the present invention is a computer-readable information storage medium recording the above program.
- the game system includes means for acquiring information on the strength of the first player from means for storing information on the strength of the first player, and strength of the second player.
- the game system includes means for acquiring the first game parameter from means for storing a first game parameter relating to a game data group or game data of the first player, and the second player.
- the game system receives a game data group or game data selected by the first player from a plurality of types of game data groups or game data prepared for the game.
- the second match is executed with the means for setting as game data, the type of game data group or game data of the first player and the type or game data of game data group of the second player Comparison means to compare , Based on the comparison result of the comparing means, characterized in that said input information inputted by the first player further comprises a means for limiting to be presented to the second player.
- the game system includes means for acquiring attribute information of the first player from means for storing attribute information of the first player, and means for storing attribute information of the second player. Means for obtaining the attribute information of the second player from the above, and a comparing means for comparing the attribute information of the first player and the attribute information of the second player when the second battle is executed, Means for restricting the input information input by the first player from being presented to the second player based on the comparison result of the comparison means.
- the game system sets a tactic selected from a plurality of types of tactics prepared for the game as a game data group of the first player or a game data tactic. And means for setting a tactic selected from the plurality of types of tactics as a game data group or game data of the second player, and when the second battle is executed, the tactics of the first player And comparison means for comparing the tactics of the second player, and based on the comparison result of the comparison means, the input information input by the first player is restricted from being presented to the second player. And means for performing the processing.
- the game system sets a tactic selected from a plurality of types of tactics prepared for the game as a tactic of the opponent game data group, and the second A comparison means for comparing the tactics set in the opponent game data group at the time of the first match with the tactics currently set in the opponent game data group; Means for restricting the input information input by the first player from being presented to the second player based on the comparison result of the comparison means.
- the game system sets a role selected from a plurality of types of roles prepared for the game to each game data belonging to an opponent game data group,
- the comparison means for comparing the role set in the game data to be input at the time of the first battle with the role currently set in the game data;
- the game system includes means for acquiring game parameters from means for storing game parameters relating to each game data belonging to the opponent game data group or the opponent game data group,
- the first player compares the game parameter at the time of the first match with the current game parameter, and based on the comparison result of the comparison unit.
- the game system includes the opponent game data to be input from the opponent game data belonging to the opponent game data group after the first battle is executed. Means for accepting selection by the first player.
- the input information includes at least a first character string and a second character string
- the game system includes: a first character string group that is a candidate for the first character string; , A second character string group that is a candidate for the second character string, a means for obtaining the information from a means for storing information about the first character string group, and the second character string group.
- Means for presenting to a player wherein the input information acquisition means acquires the character string selected by the first player from the first character string group as the first character string; Based on the second character string, the means for acquiring the character string selected by the first player as the second character string, and the acquired first character string and second character string, Means for obtaining input information,
- the input information acquisition means includes the opponent game character data.
- game character data selected as input targets from game character data belonging to a group input information input by the first player is acquired during execution of the first battle or after execution of the first battle. It is characterized by that.
- the input information acquisition means stores the opponent game card data group in the opponent game card data group.
- FIG. 1 is a diagram showing an overall configuration of a game system according to the present invention.
- the game system S of the present embodiment is configured to include a server device 1 that comprehensively controls the game and a game device 10 that is operated by each player.
- the plurality of game devices 10 are connected to the server device 1 and other game devices 10 via the network N so that data can be transmitted and received.
- the game system S includes three game apparatuses 10 corresponding to three players (hereinafter referred to as a first player to a third player. These three players are also simply referred to as players). Although a case is demonstrated, the apparatus which comprises the game system S is not restricted to this.
- FIG. 2 is a diagram illustrating a hardware configuration of the server device 1.
- the server device 1 is a server computer that includes a control unit 2, a main memory 3, a server DB unit 4 (information storage medium), and a communication interface 5. Are connected via a bus 6.
- the control unit 2 includes one or a plurality of control units (for example, a CPU).
- the control unit 2 executes an operating system and various programs stored in a storage unit (not shown) to comprehensively control each unit of the server device 1.
- the main memory 3 includes a RAM and the like, and temporarily stores the operating system, various programs, and various data.
- the server DB unit 4 (information storage medium) includes a large-capacity hard disk and stores various data described later.
- the communication interface 5 is an interface for connecting the server device 1 to a communication network such as the Internet by wire or wireless.
- FIG. 3 shows a hardware configuration of the game apparatus 10.
- the game apparatus 10 includes a consumer game machine 11, a display unit 32, an audio output unit 34, and an optical disc 36 (information storage medium).
- the game apparatus 10 is realized by a home game machine, but the game apparatus 10 is realized by a portable game machine, a mobile phone (smart phone), a personal computer, or the like. Also good.
- the display unit 32 and the audio output unit 34 are connected to the consumer game machine 11.
- the display unit 32 is, for example, a home television receiver or a liquid crystal display.
- the audio output unit 34 is, for example, a speaker or headphones incorporated in a home television receiver.
- the home game machine 11 is a known computer game system.
- the home game machine 11 includes a bus 12, a control unit 14, a main memory 16, an image processing unit 18, an input / output processing unit 20, an audio processing unit 22, an optical disk playback unit 24, a hard disk 26, a communication interface 28, and a controller 30. Including.
- the control unit 14 includes one or a plurality of control units (for example, a CPU).
- the control unit 14 executes processing and information processing for controlling each unit of the consumer game machine 11 based on an operating system stored in a ROM (not shown) and a program read from the optical disc 36.
- the main memory 16 includes, for example, a RAM.
- the program and data read from the optical disc 36 are written in the main memory 16.
- the main memory 16 is also used as a working memory for the control unit 14.
- the bus 12 is for exchanging addresses and data among the units of the consumer game machine 11.
- the image processing unit 18 includes a VRAM.
- the image processing unit 18 draws a game screen on the VRAM based on the image data supplied from the control unit 14.
- the game screen drawn on the VRAM is converted into a video signal and output to the display unit 32 at a predetermined timing.
- the input / output processing unit 20 is an interface for the control unit 14 to access the audio processing unit 22, the optical disc playback unit 24, the hard disk 26, the communication interface 28, and the controller 30.
- the voice processing unit 22 includes a sound buffer.
- the sound processing unit 22 outputs the sound data read from the optical disc 36 to the sound buffer from the sound output unit 34.
- the communication interface 28 is an interface for connecting the consumer game machine 11 to a communication network such as the Internet by wire or wireless.
- the optical disc playback unit 24 reads programs and data recorded on the optical disc 36.
- the optical disc 36 is used to supply programs and data to the consumer game machine 11 will be described.
- other information storage media such as a memory card are used to store programs and data. You may make it supply with respect to the consumer game machine 11.
- FIG. for example, a program or data may be supplied to the consumer game machine 11 from a remote place via a communication network.
- the hard disk 26 is a general hard disk device (auxiliary storage device). Note that programs and data described as being stored in the optical disk 36 in the present embodiment may be stored in the hard disk 26.
- the controller 30 is an operation unit for a player to perform a game operation.
- One or more controllers 30 are wired or wirelessly connected to the home game machine 11.
- the input / output processing unit 20 scans the state of each operation member of the controller 30 at regular intervals (for example, every 1/60 seconds).
- An operation signal representing the scan result is supplied to the control unit 14 via the bus 12.
- the control unit 14 determines the player's game operation based on the operation signal.
- FIG. 4 is a diagram showing an example of the game screen. As shown in FIG. 4, a field 52 representing a soccer field, a character 54 belonging to each team, and a ball 56 are displayed on the game screen 50. Although not shown in FIG. 4, 11 characters 54 belong to one team, and a game of 11 to 11 people is played.
- each character 54 operates autonomously by a computer operation.
- the player designates his team's formation, starting member, reserve member, and team strategy.
- the character 54 operates based on the contents specified by these players and the action algorithm defined in the game program.
- an instruction for causing the character 54 to shoot, an operation instruction for the character 54 acting as a goal keeper, and a personal operation instruction for the character 54 during the game are appropriately input by the player during the game. You may be able to. Further, items that can be designated by each player before the game are not limited to the above example. In addition, a method for marking an opponent may be specified.
- each player when the battle ends, each player can input input information regarding each character 54 belonging to the team of the opponent.
- a comment for example, a character string
- the input information may be a medium that transmits information to other players. For example, at least one of characters, symbols, images (for example, pictures), and voices input by the player corresponds to the input information. Also good.
- the input information that has been input can be viewed by other players who will play against the opponent after the next time. That is, when the battle is over, each player can leave advice when another player fights for a strong part or a weak part of the opponent.
- the first player leaves input information about each character 54 of the third team for the second player.
- the first player determines who the input information of each character 54 belonging to the third team is left in the game apparatus 10 operated by the first player.
- a character selection screen for selecting is displayed.
- FIG. 5 is a diagram showing an example of a character selection screen. As shown in FIG. 5, on the character selection screen 60, a formation image 62 indicating the formation of the third team and a character name 64 are displayed so as to be superimposed on the formation image 62. By selecting the character name 64, the first player designates the character 54 to leave the input information. When the first player designates a character 54 to leave input information, an input screen for inputting input information related to the character 54 is displayed.
- FIG. 6 is a diagram showing an example of the input screen.
- the character name 72 of the character 54 designated by the first player is displayed on the input screen 70.
- the first player can select two character strings as input information about the character 54. Character strings that can be selected by the first player are prepared in the server device 1 in advance.
- the first player selects the first character string “Dribble is” from the first character string selection image 74, selects the second character string “delicious” from the second character string selection image 76, and selects the decision button 78. Then, the combination of the first character string selected by the first player and the second character string “good dribbling” is used as the input information about the character 54 (that is, advice to the second player). Will be recorded.
- the first player can leave input information. Any number of characters 54 belonging to the third team can leave input information. For example, after the first player leaves the input information regarding the character 54 with the third team from the input screen 70, the input information regarding the other character 54 is obtained by selecting another character name 64 from the character selection screen 60. Can leave.
- the input information left by the first player is displayed on the game device 10 operated by the second player when a battle between the second team and the third team is executed.
- a formation guidance screen for guiding the formation of the third team to the second player is displayed on the game apparatus 10 operated by the second player. The When the second player performs a predetermined operation from the formation guidance screen, the second player can see the input information left by the first player.
- FIG. 7 is a diagram showing an example of the formation guidance screen.
- the formation guidance screen 80 includes game information 82 indicating various information related to the game, player information 84 indicating information related to the third player, formation of the third team, starting members, and reserve members.
- a formation image 86 is displayed.
- the character names arranged in the formation image 86 indicate the starting member and the refusal member.
- a predetermined mark 88 is displayed around the character name for which the first player left input information.
- the second player selects the mark 88, the input information left for the character 54 by the first player is displayed.
- FIG. 8 is a diagram showing an example of an input information display screen for presenting input information left by the first player to the second player.
- the input information display screen 90 includes character information 92 indicating the name and position of the character 54, and input information indicating the content of the input information left on the character 54 by the first player.
- a list 94 is displayed. As shown in FIG. 8, the input information left by the first player is displayed in the input information list 94, so that the input information is presented to the second player.
- the second player can grasp the advantages and disadvantages of each character 54 of the third team that cannot be understood only by the formation and the starting member by looking at the input information remaining in the input information list 94. Therefore, it has become the composition which can face a game after taking measures of the 3rd team.
- the present technology will be described in detail.
- FIG. 9 is a functional block diagram showing functions related to the present invention among the functions realized by the game system S.
- the game system S includes a game data storage unit 100, a game execution unit 102, a character string group presentation unit 104, an input information acquisition unit 106, an input information recording unit 108, and an input information presentation unit 110.
- achieved by the server apparatus 1 is demonstrated.
- the game data storage unit 100 is realized mainly by the server DB unit 4 or the like.
- the game data storage unit 100 stores various data necessary for realizing the game.
- the game data storage unit 100 includes (1) game status data indicating the status of the game being played, (2) player data in which various information regarding each player is stored, and (3) input information left by each player. (4) Candidate character string data indicating character strings used when each player creates input information.
- the game situation data includes, for example, information indicating the current state of the virtual space (the position and moving direction of the character 54 and the ball 56), information indicating the score of each team, and the like.
- the game situation data is generated when the battle of each player is started, and is updated according to the operation by the player and the progress of the game.
- FIG. 10 is a diagram illustrating a data storage example of player data.
- player information relating to each player in the player data, player information relating to each player, team information relating to the team used by each player, and character information relating to the character 54 belonging to each player's team are stored in association with each other. .
- the player performs a use registration operation of the game system S, a new record is generated in the player data, and the content of this record is updated according to the game play of the player.
- the player information includes, for example, a player name that uniquely identifies the player, information on the player's strength (for example, numerical values and symbols indicating levels and experience values), and attribute information indicating player attributes. .
- Information regarding the strength of the player is updated according to the game play (for example, the battle result) of the player.
- the attribute information is personal information (registration information) of the player, for example, information about the player itself (for example, residence, age, sex, relationship, occupation, etc.) or information about the player's taste (for example, favorite soccer team, etc.) ) Is stored.
- the team information includes information on the team name used by the player and information on the tactic used by the player.
- the team name used by the player is, for example, a character string input by the player at the time of registration of the game, or a plurality of types of team names prepared in the game (for example, an actual soccer team) by each player.
- the selected team name is stored.
- the information on the tactics used by the player stores information indicating the team formation and strategy used by the player. For example, a plurality of types of formations and strategies are prepared, and information selected by the player is stored.
- the character information includes the name of the character 54 belonging to the team used by the player, information on the role of the character 54 (for example, position), information indicating the state of the character 54 (for example, ability value and tone), Is included.
- the role of the character may be previously associated with each character 54 by the game creator, or may be specified by the player.
- Information indicating the state of the character 54 is a game parameter related to the character 54, and is appropriately updated as the game progresses.
- FIG. 11 is a diagram illustrating an example of data storage of input data.
- the input data includes information for identifying each player, information indicating the character 54 for which the input information remains (for example, a team name and a character name), and the character 54. And information for identifying the contents of the input information are stored in association with each other.
- the information for identifying the player stores information indicating the player who has left the input information and information indicating the player who has left the input information, and indicates who has left the input information to which team. .
- the information for identifying the content of the input information includes an input information ID for uniquely identifying the input information remaining in each character 54 and data indicating the content of the input information (text data or first character string) Data indicating a combination with the second character string) and information indicating the time when the input information is input are stored.
- the text data is a combination of two character strings indicated by candidate character string data described later. If the input information is a symbol, the symbol is stored in the input data. If the input information is an image, the image data is stored in the input data. If the input information is sound, the input data is stored in the input data. Will store audio data.
- FIG. 12 is a diagram illustrating a data storage example of candidate character string data.
- the candidate character string data includes information (text data) on a first character string group that is a candidate for the first character string and a second character string group that is a candidate for the second character string. Is stored.
- a plurality of character strings including the subject of the sentence is stored in the first character string group
- a plurality of character strings including the predicate of the sentence is stored in the second character string group.
- control unit 2 and the control unit 14 function as means for acquiring the stored contents of the game data storage unit 100.
- data structures of the game situation data, player data, input data, and candidate character string data are not limited to the above example.
- data stored in the game data storage unit 100 is not limited to the above example.
- the game data storage unit 100 may store data indicating the battle results of each player.
- the game execution unit 102 is realized mainly by the control unit 2.
- the game execution part 102 is based on the game data group (for example, 1st team) or game data (for example, game character) of a 1st player, and an opponent game data group (for example, 3rd team).
- a game in which the second match is executed is executed based on the game data group (for example, the second team) or game data of the second player and the opponent game data group.
- the game data is data (single unit) that fights an opponent in a competitive game, and is data that represents a character, a machine, or a card.
- the game data group is a collection (group) of a plurality of game data, and is data indicating a team, a corps, a card deck or the like.
- the game execution unit 102 executes the first battle and the second battle by operating the characters 54 belonging to each team in accordance with the operation of the player or the operation of the computer and updating the game situation data.
- Data indicating the battle result (win / loss) of the battle executed by the game execution unit 102 may be accumulated in the game data storage unit 100.
- the character string group presentation unit 104 is realized mainly by the control unit 2.
- the character string group presenting unit 104 presents the first character string group and the second character string group to the first player.
- the character string group presentation unit 104 displays the first character string group and the second character string group stored in the candidate character string data during or after the first battle, corresponding to the first player. (For example, the first character string group and the second character string group are presented to the first player by being displayed on the display unit 32 of the game apparatus 10 operated by the first player).
- the input information acquisition unit 106 is realized mainly by the control unit 2.
- the input information acquisition unit 106 is executing the first battle with respect to the game data selected as the input target from the game data (for example, the character 54) belonging to the opponent game data group (for example, the third team) or Input information (character string data) input by the first player after execution is acquired.
- the input information is information relating to the movement of the character 54 belonging to the third team, and is information indicating the characteristics of the character 54 (for example, the advantages or disadvantages of the character 54).
- the input information acquisition unit 106 acquires input information input from the input screen 70 by the first player.
- the input target is a character 54 in which the first player leaves input information among the characters 54 belonging to the third team.
- the input information acquisition unit 106 selects an input target from the opponent game data (for example, the character 54) belonging to the opponent game data group (for example, the third team).
- the selection by the first player of the opponent game data is received.
- the selection by the first player from the characters 54 belonging to the third team displayed on the character selection screen 60 is accepted.
- Input information is input for the selected character 54.
- the input information acquisition unit 106 acquires a character string selected by the first player from the first character string group as the first character string, and is selected by the first player from the second character string group. Means for acquiring a character string as a second character string, and means for acquiring input information based on the acquired first character string and second character string. That is, the input information acquisition unit 106 generates and acquires input information in which the first character string and the second character string selected by the first player are combined.
- the input target may be selected by a computer.
- an input target may be selected from among the characters 54 belonging to the third team based on the battle result of the first battle (for example, the character 54 with a score is selected).
- the input information recording unit 108 is realized mainly by the control unit 2.
- the input information recording unit 108 records the input information acquired by the input information acquisition unit 106 in a storage unit (for example, the game data storage unit 100) in association with the input target game data.
- the input information recording unit 108 causes the game data storage unit 100 to record input information including at least the first character string and the second character string in the input data.
- the input information presentation unit 110 is realized mainly by the control unit 2.
- the input information presenting unit 110 presents input information related to the input target input by the first player to the second player.
- the case where the second battle is executed is before or during the execution of the second battle.
- the input information presenting unit 110 presents the input information input by the first player to the second player by causing the input information display screen 90 to display the input information input by the first player.
- the input information presenting unit 110 may present the input information input by the first player to the second player by outputting sound indicating the input information input by the first player.
- FIG. 13 is a diagram illustrating an example of input information accumulation processing. The input information accumulation process is executed during or after the first battle.
- the control unit 2 of the server device 1 refers to the player data, generates display data of the character selection screen 60 including a list of characters 54 belonging to the third team, and performs a communication interface. 5 to the game apparatus 10 (S101).
- S101 the record corresponding to the third player is read out from the player data, and the character 54 belonging to the third team is specified. Display data including information indicating the specified character 54 is generated.
- the control unit 14 when the control unit 14 receives the display data from the server device 1, the control unit 14 displays the character selection screen 60 on the display unit 32 (S102). Based on the signal from the controller 30, the control unit 14 determines whether or not the character 54 belonging to the third team has been selected (S103). In S103, the selection by the first player of the character 54 (input target) for which the first player leaves input information is accepted.
- the control unit 14 identifies information for identifying the selected character 54 (for example, information indicating the name of the character 54, character And the display request for the input screen 70 are transmitted to the server apparatus 1 (S104).
- the control unit 2 when receiving the information for identifying the character 54 selected by the first player and the display request for the input screen 70, the control unit 2 generates display data for the input screen 70 and generates a candidate character string. Along with the group data, it is transmitted to the game apparatus 10 via the communication interface 5 (S105).
- the input screen 70 includes a character name 72 indicating the character 54 selected by the first player.
- the control unit 14 when the control unit 14 receives the display data of the input screen 70 and the candidate character string group data, the control unit 14 displays the input screen 70 on the display unit 32 (S106). Based on the signal from the controller 30, the control unit 14 determines whether the first character string selection image 74 or the second character string selection image 76 has been selected (S107).
- the control unit 14 determines whether the first character string candidate is based on the candidate character string group data.
- the first character string group is displayed on the first character string selection image 74, and the second character string group that is a candidate for the second character string is displayed on the second character string selection screen 66 (S108).
- the first character string and the second character string are selected by the first player, information indicating the selected first character string and the second character string is temporarily stored in the main memory 16.
- the control unit 14 determines whether or not the decision button 78 has been selected (S109). When it is determined that the determination button 78 has been selected (S109; Y), the control unit 14 sends the first character string and the second character string selected by the first player to the server device 1 via the communication interface 28. Transmit (S110).
- the control unit 2 acquires input information by combining the first character string and the second character string received from the game device 10, and stores them in the input data (S111).
- the input information is stored in the record corresponding to the character 54 transmitted in S104 among the records corresponding to the third player in the input data.
- the control unit 14 determines whether or not a given end operation has been performed based on a signal from the controller 30 (S112). If it is determined that an end operation has been performed (S112; Y), the process ends. If it is not determined that the end operation has been performed (S112; N), the process returns to S102, the input screen 70 is displayed on the display unit 32, and input information for the other character 54 is input.
- FIG. 14 is a diagram illustrating an example of the input information presentation process.
- the input information presentation process is executed before the second battle.
- the control unit 2 refers to the input data, and the first player among the characters 54 (starting member and refusal member) belonging to the third team.
- the character 54 in which the input information is registered is specified (S201).
- S201 it is determined whether or not input information is stored in the record of each character 54 among the records corresponding to the third player of the input data.
- the control unit 2 refers to the player data, identifies the formation of the third team, and displays the formation guidance screen 80 in which a given mark 88 is arranged around the character in which the input information is registered in the formation image 86. Display data is generated and transmitted to the game apparatus 10 via the communication interface 5 (S202).
- the control unit 14 when receiving the display data of the formation guidance screen 80, the control unit 14 displays the display data on the display unit 32 (S203). The control unit 14 determines whether or not the mark 88 has been selected based on a signal from the controller 30 (S204). In S204, it is determined whether or not an input information display request operation related to the character 54 has been performed.
- the control unit 14 When it is determined that the mark 88 is selected (S204; Y), the control unit 14 sends to the server device 1 information for identifying the character 54 corresponding to the mark 88 and a reference request for input information related to the character 54. It transmits to (S205).
- the control unit 2 refers to the input data, acquires the input information registered in the character 54 requested to be referenced, and generates display data of the input information display screen 90 including the input information list 94. Then, it is transmitted to the game apparatus 10 (S206). In S206, the input information stored in the record corresponding to the character 54 selected by the second player among the records corresponding to the third team of the input data is acquired.
- the control unit 2 when receiving the display data of the input information display screen 90, the control unit 2 displays the input information display screen 90 on the display unit 32 (S207).
- the control unit 2 determines whether or not a given game start operation has been performed (S208). When it is determined that a game start operation has been performed (S208; Y), the process ends and a battle with the third player is started. If it is not determined that the game start operation has been performed (S208; N), the process returns to S203, and a display request for input information regarding another character 54 is awaited.
- the first player leaves input information on the advantages and disadvantages of each character 54 belonging to the third team. be able to.
- the input information can be seen by the second player when the second team plays against the third team, so that the second player can be informed of the tendency of the third player, which cannot be determined by formation or the like.
- the player can easily take measures.
- the first player when the first player creates input information, the first player selects a first character string and a second character string from a character string group prepared in advance, so that the first player can freely enter text. Compared with the case of inputting, it is possible to prevent the input of content that tricks the third player, and to maintain the soundness of the game.
- the input information of the first player may not be helpful for the second player.
- the input information left by the first player may not be displayed on the game device 10 of the second player. That is, the input information is guided only to a player having the same strength as the player who left the input information.
- Information regarding the strength of the first player and information regarding the strength of the second player are stored in the game data storage unit 100.
- information regarding the strength of each player is stored in the player data, for example, a numerical value indicating the level (or experience value) of the player. The larger the value, the stronger the player.
- the game system S of the modified example (1) is based on comparison means for comparing the strength of the first player and the strength of the second player, and the comparison result of the comparison means. And means for restricting the input information input by the first player from being presented to the second player.
- Each of these means is realized by the game execution unit 102, for example. “Restricting the input information from being presented to the second player” means to suppress the display of the input information so that the input information left by the first player is not displayed on the game device 10 of the second player. means.
- the input information of the first player is restricted from being presented to the second player. That is, when it is determined that there is an opening between the strength of the first player and the strength of the second player, the input information of the first player is restricted from being presented to the second player.
- the modification (1) if there is an excessive gap between the strength of the first player and the strength of the second player, the input information of the first player may not be helpful to the second player. Therefore, presentation of input information can be restricted.
- the time when the first player leaves the input information (that is, the first player Information indicating the strength of the first player at the time of the battle may be stored, and the information may be compared with the current strength of the second player.
- the input information left by the first player is It may not be helpful. In such a case, the input information of the first player may not be presented to the second player.
- the first game parameter relating to the game data group (for example, the first team) or the game data of the first player and the second game parameter relating to the game data group (for example, the second team) or the game data of the second player are stored in the game data.
- the game parameter is, for example, a parameter indicating the ability or state (for example, physical strength or tone) of the team 54 or the character 54 belonging to the team, and is stored in the player data here.
- the game system S of the modified example (2) is based on a comparison unit that compares the first game parameter and the second game parameter, and a comparison result of the comparison unit. And means for restricting the input information input by the first player from being presented to the second player. Each of these means is realized by the game execution unit 102, for example.
- the predetermined relationship is a relationship in which the difference between the value of the first game parameter and the value of the second game parameter is within a predetermined range (a reference value or more). For example, the character 54 belonging to the first team or the first team Whether or not the difference in ability value between the second team or the character 54 belonging to the second team is equal to or greater than a reference value, or the character 54 belonging to the first team or the first team and the second team or second It is determined whether or not the difference in state with the character 54 belonging to the team is greater than or equal to a reference value.
- the input information of the first player is restricted from being presented to the second player.
- the input information of the first player may not be a reference for the second player. Because there is, it is possible to limit the guidance of input information.
- the time when the first player leaves the input information (that is, the first player
- the value of the first game parameter at the time of the battle may be stored, and the information may be compared with the current value of the second game parameter.
- the input information left by the first player may be viewed by the second player only when the type of the first team corresponds to the type of the second team.
- the first player's The input information may be presented to the second player.
- the game system S of the modified example (3) is a game data group selected by a first player from a plurality of types of game data groups (for example, soccer teams belonging to an actual soccer league) or game data prepared for the game.
- the means for setting the game data as a game data group or game data of the first player and the game data group or game data selected by the second player among the plurality of types of game data groups or game data are stored in the second player. And setting as a game data group or game data.
- the means is realized by the game execution unit 102.
- the “player team” includes a team used by the first player in the game and a team associated with the first player.
- the team used by the first player in the game is a team included in the team information of the player data
- the team associated with the first player is a team included in the player information of the player data.
- Data indicating the type of team used in the game is stored in advance in the game data storage unit 100, and a team of players is set by selection of each player.
- the game system S determines the type of game data group or game data of the first player and the type of game data group or game data of the second player. Comparing means for comparing, and means for restricting the input information input by the first player from being presented to the second player based on the comparison result of the comparing means. Each of these means is realized by the game execution unit 102, for example.
- the corresponding type means that the team of the first player and the team of the second player are the same type and have a relationship belonging to the same league.
- a league is a group to which a plurality of types of teams belong, and information indicating teams belonging to the league is stored in advance in the game data storage unit 100.
- the input information of the first player is restricted from being presented to the second player.
- the modified example (3) for example, it is possible to enjoy a sense of defeating a common enemy by cooperation between players using teams corresponding to each other, so that it is possible to improve the interest of the game.
- the input information of the first player may be presented to the second player.
- the input information of the first player may be presented to the second player.
- the game data storage unit 100 stores attribute information of the first player and attribute information of the second player.
- the attribute information of the first player and the attribute information of the second player are stored in the player data.
- the comparison means for comparing the attribute information of the first player and the attribute information of the second player, and the comparison result of the comparison means And means for restricting the input information input by the first player from being presented to the second player.
- Each of these means is realized by the game execution unit 102, for example.
- the attribute of the first player corresponds to the attribute of the second player.
- the attributes of the first player and the attributes of the second player correspond is a relationship in which the personal information (registration information) of both players is similar, for example, information about both players (for example, residence, Age, sex, relationship, occupation, etc.) or information on the preferences of both players (for example, favorite soccer teams, etc.).
- a relationship in which the combination of the residence of the first player and the residence of the second player is a given combination (for example, the same region), the age of the first player and the age of the second player are predetermined.
- a relationship in which the combination of the occupation of the first player and the occupation of the second player is a given combination (for example, the same occupation), a combination of the favorite team of the first player and the favorite team of the second player
- the attribute of the first player corresponds to the attribute of the second player.
- the input information of the first player is restricted from being presented to the second player.
- the modified example (4) for example, it is possible to experience a sense of defeating a common enemy by cooperation between players in the same residence, so that the fun of the game can be improved.
- the input information of the first player may not be helpful to the second player.
- the second player The input information may not be displayed on the game apparatus 10. That is, the input information is guided only to the player with the same tactic as the player who left the input information.
- a tactic selected from a plurality of types of tactics prepared for the game is set as a game data group (for example, the first team) of the first player or a game data tactic.
- the means is realized by the game execution unit 102, for example.
- the strategy selected by each player or the strategy determined by the computer based on a given determination algorithm before the battle is set as the strategy of the player.
- the strategy of each player is stored in the player data.
- the game system S compares the first player's tactics with the second player's tactics, and the first comparison based on the comparison result of the comparison means. And means for restricting the input information input by the player from being presented to the second player.
- Each of these means is realized by the game execution unit 102, for example.
- the strategy of the first player corresponds to the strategy of the second player.
- the tactics of the first player and the tactics of the second player correspond is a relationship in which the tactics of the first player and the second player are the same, or a combination of tactics designated by the game creator. It is a relationship. It is assumed that data indicating the combination of tactics designated by the game creator is stored in the game data storage unit 100.
- the input information of the first player is restricted from being presented to the second player.
- the input information of the first player may not be helpful to the second player.
- the presentation of information can be restricted.
- the tactics of the first team change after the first player leaves the input information. Therefore, when the first player leaves the input information (that is, the first match)
- the first team tactics may be stored and the information may be compared with the current tactics of the second team.
- the tactics of the third player may differ between when the first player battles and when the second player battles.
- the input information left by the first player may not be helpful to the second player, so that the input information may not be displayed on the game device 10 of the second player. That is, when the tactics of the third player are similar between the first battle and the second battle, the input information of the first player is presented to the second player.
- the game system S of the modified example (6) includes means for setting a tactic selected from a plurality of types of tactics prepared for the game as a tactic of the opponent group.
- the means is realized by the game execution unit 102, for example. For example, a tactic selected by the opponent player or a tactic determined by the computer based on a given determination algorithm before the battle is set.
- the game system S is currently set in the opponent game data group (for example, the third team) at the time of the first battle and the opponent game data group.
- Each of these means is realized by the game execution unit 102, for example.
- first battle tactic and the second battle tactic correspond to each other.
- the first tactic and the second tactic correspond to each other means that the first and second tactics are the same, or the game production. This is a relationship that is a combination designated in advance by the person. It is assumed that data indicating the above-mentioned combination designated by the game creator is stored in the game data storage unit 100.
- the input information of the first player is restricted from being presented to the second player.
- the input information of the first player is the second Since there is a possibility that it is not helpful to the player, it is possible to limit the presentation of input information.
- the input information may not be helpful.
- the input information left by the first player may not be presented to the second player.
- the game system S of the modified example (7) includes means for setting a role selected from a plurality of types of roles prepared for the game to each game data belonging to the opponent game data group.
- the means is realized by the game execution unit 102, for example.
- a role selected by the opponent player or a role determined by the computer based on a given determination algorithm before the battle is set.
- the role set for the character 54 is stored in the player data, and when the battle ends, the history of the role set for the character 54 at the time of the battle is left.
- the game system S compares the role set in the game data to be input at the time of the first battle with the role currently set in the game data. Comparison means and means for restricting the input information input by the first player from being presented to the second player based on the comparison result of the comparison means. Each of these means is realized by the game execution unit 102, for example.
- the role at the time of the first match corresponds to the role at the time of the second match.
- the role at the time of the first match and the role at the time of the second match means that the role at the time of the first match and the role at the time of the second match are the same, or game production It is a relationship that is a combination designated in advance by the person. It is assumed that data indicating a combination designated in advance by the game creator is stored in the game data storage unit 100.
- the modification (7) for example, when the role of the input target at the time of the first battle is different from the role of the input target at the time of the second battle, the input information of the first player is the second player. Therefore, it is possible to limit the presentation of input information.
- the game parameters relating to each game data belonging to the opponent game data group (for example, the third team) or the opponent game data group are stored in the game data storage unit 100.
- game parameters relating to the third team are stored in the player data, and when the battle is ended, information indicating a history of game parameters at the time of the battle is stored.
- the comparison unit that compares the game parameter of the first battle with the current game parameter, and the comparison result of the comparison unit And a means for restricting the input information input by the first player from being presented to the second player.
- Each of these means is realized by the game execution unit 102, for example.
- the predetermined relationship is a relationship in which the difference between the value of the game parameter at the time of the first match and the value of the game parameter at the time of the second match is within a predetermined range (a reference value or more), for example, the first match Whether the difference in the ability value of the character 54 between the time and the second battle is greater than or equal to the reference value, or the difference in the state of the character 54 between the first battle and the second battle is the reference value It is determined whether or not this is the case.
- the input information of the first player is restricted from being presented to the second player.
- the input information of the first player is the second player. Therefore, it is possible to limit the presentation of input information.
- the input information is generated by the first character string and the second character string has been described.
- the input information can be freely selected by each player as a character string, a symbol string, an image, Or you may enable it to input an audio
- pre-stored images and sound input as input information may be used, image data is generated based on a drawing operation by the user, or the user inputs from a microphone or the like. Audio data may be generated based on the generated audio.
- the present invention can also be applied to a game system that executes a game other than a soccer game (for example, a baseball game).
- the present invention can be applied to a game device that executes a game in which a player battles using a plurality of cards. That is, in the embodiment, the case where the game data group is the game character data group and the game data is the game character data has been described. However, the game data group is the game card data group, and the game data is the game card data. There may be.
- the server device 1 acquires the information indicating the operation of the player from the game device 10 and executes the game, but any one of the game devices 10 serves as a server. You may make it play a role.
- the game device 10 serving as a server acquires information indicating the operation content of the player from the other game devices 10 and executes various processes.
- the game data storage unit 100, the game execution unit 102, the character string group presentation unit 104, the input information acquisition unit 106, the input information recording unit 108, and the input information presentation unit 110 are used in the game device 10 serving as a server. Realized.
- the input information input by the player operating the game apparatus 10 or the input information related to the team of the players operating the game apparatus 10 may be stored in the game apparatus 10 of each player.
- the input information acquisition unit 106 and the input information recording unit 108 are realized by each game device 10, and input data is stored in each game device 10.
- the game system may be realized by one or a plurality of computers, and the game system is configured.
- the apparatus which performs is not restricted to the example of embodiment.
- the game system may be realized by a single game device.
- the control unit of the game device updates the game situation data by acquiring the operation state of each controller.
- a control part may produce
- each functional block of the game system is realized mainly by the control unit and the storage unit of the one game device.
Abstract
Description
以下、本発明の実施形態の一例について図面に基づき詳細に説明する。
次に、ゲームシステムSにおいて実行されるゲームについて説明する。本実施形態のゲームシステムSにおいては、第1プレイヤの第1チームと第3プレイヤの第3チームとの対戦が実行された後に、第2プレイヤの第2チームと第3チームとの対戦が実行される。以下では、2つのチームが対戦する競技(例えば、サッカー)のゲームが実行される場合を説明する。サッカーゲームが開始されると、サッカーの会場を模したゲーム画面が表示部32に表示される。
図9は、ゲームシステムSで実現される機能のうち、本発明に関連する機能を示す機能ブロック図である。ゲームシステムSは、ゲームプログラムが実行されることによって、ゲームデータ記憶部100、ゲーム実行部102、文字列群提示部104、入力情報取得部106、入力情報記録部108、及び入力情報提示部110を実現する。ここでは、上記各機能がサーバ装置1によって実現される場合を説明する。
ゲームデータ記憶部100は、例えば、サーバDB部4等を主として実現される。ゲームデータ記憶部100は、ゲームを実現するために必要な各種データを記憶する。ここでは、ゲームデータ記憶部100は、(1)対戦中のゲームの状況を示すゲーム状況データ、(2)各プレイヤに関する各種情報が格納されたプレイヤデータ、(3)各プレイヤが残した入力情報に関する入力データ、(4)各プレイヤが入力情報を作成する際に使用される文字列を示す候補文字列データと、を記憶する。
ゲーム状況データには、例えば、仮想空間の現在の様子(キャラクタ54やボール56の位置や移動方向)を示す情報や、各チームの得点を示す情報等が含まれる。ゲーム状況データは、各プレイヤの対戦が開始されると生成され、プレイヤによる操作やゲームの進行に応じて更新される。
図10は、プレイヤデータのデータ格納例を示す図である。図10に示すように、プレイヤデータには、各プレイヤに関するプレイヤ情報と、各プレイヤが使用するチームに関するチーム情報と、各プレイヤのチームに属するキャラクタ54に関するキャラクタ情報と、が関連付けられて格納される。プレイヤがゲームシステムSの利用登録操作を行うと、新たなレコードがプレイヤデータに生成され、当該プレイヤのゲームプレイに応じてこのレコードの内容が更新される。
図11は、入力データのデータ格納例を示す図である。図11に示すように、入力データには、各プレイヤを識別する情報と、入力情報が残されているキャラクタ54を示す情報(例えば、チーム名及びキャラクタ名)と、当該キャラクタ54に残されている入力情報の内容を識別する情報と、が関連付けられて格納されている。プレイヤを識別する情報には、入力情報を残したプレイヤを示す情報と、入力情報を残されたプレイヤを示す情報と、が格納され、「誰が」「どの」チームに入力情報を残したかが示される。
図12は、候補文字列データのデータ格納例を示す図である。図12に示すように、候補文字列データには、第1文字列の候補となる第1文字列群と、第2文字列の候補となる第2文字列群と、に関する情報(テキストデータ)が格納される。ここでは、第1文字列群には、文章の主語を含んだ複数の文字列が格納され、第2文字列群には、文章の述語を含んだ複数の文字列が格納される。
ゲーム実行部102は、制御部2を主として実現される。ゲーム実行部102は、第1プレイヤのゲームデータグループ(例えば、第1チーム)又はゲームデータ(例えば、ゲームキャラクタ)と、対戦相手ゲームデータグループ(例えば、第3チーム)と、に基づいて第1の対戦が実行された後に、第2プレイヤのゲームデータグループ(例えば、第2チーム)又はゲームデータと、対戦相手ゲームデータグループと、に基づいて第2の対戦が実行されるゲームを実行する。ここで、ゲームデータとは、対戦ゲームで対戦相手と戦うもの(単体)であり、キャラクタや機械、カードのようなものを示すデータである。ゲームデータグループは、複数のゲームデータの集まり(団体)であり、チームや軍団、カードデッキのようなものを示すデータである。
文字列群提示部104は、制御部2を主として実現される。文字列群提示部104は、第1文字列群と第2文字列群とを第1プレイヤに提示する。ここでは、文字列群提示部104は、第1の対戦中又は対戦後において、候補文字列データに格納された第1文字列群及び第2文字列群を、第1プレイヤに対応する表示手段(例えば、第1プレイヤが操作するゲーム装置10の表示部32)に表示させることによって、第1文字列群及び第2文字列群を第1プレイヤに提示する。
入力情報取得部106は、制御部2を主として実現される。入力情報取得部106は、対戦相手ゲームデータグループ(例えば、第3チーム)に属するゲームデータ(例えば、キャラクタ54)のうちから入力対象として選択されたゲームデータに関して、第1の対戦の実行中又は実行後に第1プレイヤにより入力された入力情報(文字列データ)を取得する。
入力情報記録部108は、制御部2を主として実現される。入力情報記録部108は、入力情報取得部106により取得された入力情報を、入力対象のゲームデータに関連付けて記憶手段(例えば、ゲームデータ記憶部100)に記録する。ここでは、入力情報記録部108は、第1文字列と第2文字列とを少なくとも含む入力情報を、入力データに格納することによってゲームデータ記憶部100に記録させることになる。
入力情報提示部110は、制御部2を主として実現される。入力情報提示部110は、第2の対戦が実行される場合、第1プレイヤにより入力された、入力対象に関する入力情報を第2プレイヤに提示する。第2の対戦が実行される場合とは、第2の対戦の実行前又は実行中のことである。
次に、ゲームシステムSにおいて実行される処理を説明する。ここでは、ゲームシステムSにおいて実行される処理のうち、第1の対戦後に第1プレイヤが入力した入力情報をサーバ装置1に蓄積するための入力情報蓄積処理と、第2の対戦前に第1プレイヤが入力した入力情報を表示させるための入力情報提示処理と、について説明する。下記に説明する入力情報蓄積処理及び入力情報提示処理は、制御部2がサーバ装置1に記憶されたプログラムを実行し、制御部14が記憶部16又は光ディスク36に記憶されたプログラムを実行することによって行われる。
図13は、入力情報蓄積処理の一例を示す図である。入力情報蓄積処理は、第1の対戦中又は対戦後に実行される。
図14は、入力情報提示処理の一例を示す図である。ここでは、入力情報提示処理は、第2の対戦前に実行される。
なお、本発明は、以上に説明した実施の形態に限定されるものではない。本発明の趣旨を逸脱しない範囲で、適宜変更可能である。
Claims (17)
- 第1プレイヤのゲームデータグループ又はゲームデータと、対戦相手ゲームデータグループと、に基づいて第1の対戦が実行された後に、第2プレイヤのゲームデータグループ又はゲームデータと、前記対戦相手ゲームデータグループと、に基づいて第2の対戦が実行されるゲームシステムであって、
前記対戦相手ゲームデータグループに属するゲームデータのうちから入力対象として選択されたゲームデータに関して、前記第1の対戦の実行中又は実行後に前記第1プレイヤにより入力された入力情報を取得する入力情報取得手段と、
前記入力情報取得手段により取得された入力情報を、前記入力対象のゲームデータに関連付けて記憶手段に記録する入力情報記録手段と、
前記第2の対戦が実行される場合、前記第1プレイヤにより入力された、前記入力対象に関する前記入力情報を前記第2プレイヤに提示する入力情報提示手段と、
を含むことを特徴とするゲームシステム。 - 前記ゲームシステムは、
前記第1プレイヤの強さに関する情報を記憶する手段から当該第1プレイヤの強さに関する情報を取得する手段と、
前記第2プレイヤの強さに関する情報を記憶する手段から当該第2プレイヤの強さに関する情報を取得する手段と、
前記第2の対戦が実行される場合、前記第1プレイヤの強さと、前記第2プレイヤの強さと、を比較する比較手段と、
当該比較手段の比較結果に基づいて、前記第1プレイヤにより入力された前記入力情報が前記第2プレイヤに提示されることを制限する手段と、
を更に含むことを特徴とする請求項1に記載のゲームシステム。 - 前記ゲームシステムは、
前記第1プレイヤのゲームデータグループ又はゲームデータに関する第1ゲームパラメータを記憶する手段から当該第1ゲームパラメータを取得する手段と、
前記第2プレイヤのゲームデータグループ又はゲームデータに関する第2ゲームパラメータを記憶する手段から当該第2ゲームパラメータを取得する手段と、
前記第2の対戦が実行される場合、前記第1ゲームパラメータと、前記第2ゲームパラメータと、を比較する比較手段と、
当該比較手段の比較結果に基づいて、前記第1プレイヤにより入力された前記入力情報が前記第2プレイヤに提示されることを制限する手段と、
を更に含むことを特徴とする請求項1又は2に記載のゲームシステム。 - 前記ゲームシステムは、
前記ゲームに用意された複数種類のゲームデータグループ又はゲームデータのうち、前記第1プレイヤにより選択されたゲームデータグループ又はゲームデータを前記第1プレイヤのゲームデータグループ又はゲームデータとして設定する手段と、
前記複数種類のゲームデータグループ又はゲームデータのうち、前記第2プレイヤにより選択されたゲームデータグループ又はゲームデータを前記第2プレイヤのゲームデータグループ又はゲームデータとして設定する手段と、
前記第2の対戦が実行される場合、前記第1プレイヤのゲームデータグループの種類又はゲームデータの種類と、前記第2プレイヤのゲームデータグループの種類又はゲームデータの種類と、を比較する比較手段と、
当該比較手段の比較結果に基づいて、前記第1プレイヤにより入力された前記入力情報が前記第2プレイヤに提示されることを制限する手段と、
を更に含むことを特徴とする請求項1~3の何れか一項に記載のゲームシステム。 - 前記ゲームシステムは、
前記第1プレイヤの属性情報を記憶する手段から当該第1プレイヤの属性情報を取得する手段と、
前記第2プレイヤの属性情報を記憶する手段から当該第2プレイヤの属性情報を取得する手段と、
前記第2の対戦が実行される場合、前記第1プレイヤの属性情報と、前記第2プレイヤの属性情報と、を比較する比較手段と、
当該比較手段の比較結果に基づいて、前記第1プレイヤにより入力された前記入力情報が前記第2プレイヤに提示されることを制限する手段と、
を更に含むことを特徴とする請求項1~4の何れか一項に記載のゲームシステム。 - 前記ゲームシステムは、
前記ゲームに用意された複数種類の戦術のうちから選択された戦術を、前記第1プレイヤのゲームデータグループ又はゲームデータの戦術として設定する手段と、
前記複数種類の戦術のうちから選択された戦術を、前記第2プレイヤのゲームデータグループ又はゲームデータとして設定する手段と、
前記第2の対戦が実行される場合、前記第1プレイヤの戦術と、前記第2プレイヤの戦術と、を比較する比較手段と、
当該比較手段の比較結果に基づいて、前記第1プレイヤにより入力された前記入力情報が前記第2プレイヤに提示されることを制限する手段と、
を更に含むことを特徴とする請求項1~5の何れか一項に記載のゲームシステム。 - 前記ゲームシステムは、
前記ゲームに用意された複数種類の戦術のうちから選択された戦術を、当該対戦相手ゲームデータグループの戦術として設定する手段と、
前記第2の対戦が実行される場合、前記第1の対戦時に前記対戦相手ゲームデータグループに設定されていた戦術と、前記対戦相手ゲームデータグループに現在設定されている戦術と、を比較する比較手段と、
当該比較手段の比較結果に基づいて、前記第1プレイヤにより入力された前記入力情報が前記第2プレイヤに提示されることを制限する手段と、
を更に含むことを特徴とする請求項1~6の何れか一項に記載のゲームシステム。 - 前記ゲームシステムは、
前記ゲームに用意された複数種類の役割のうちから選択された役割を、対戦相手ゲームデータグループに属する各ゲームデータに設定する手段と、
前記第2の対戦が実行される場合、前記第1の対戦時に前記入力対象のゲームデータに設定されていた役割と、当該ゲームデータに現在設定されている役割と、を比較する比較手段と、
当該比較手段の比較結果に基づいて、前記第1プレイヤにより入力された前記入力情報が前記第2プレイヤに提示されることを制限する手段と、
を更に含むことを特徴とする請求項1~7の何れか一項に記載のゲームシステム。 - 前記ゲームシステムは、
前記対戦相手ゲームデータグループ又は前記対戦相手ゲームデータグループに属する各ゲームデータに関するゲームパラメータを記憶する手段から当該ゲームパラメータを取得する手段と、
前記第2の対戦が実行される場合、前記第1の対戦時の前記ゲームパラメータと、現在の前記ゲームパラメータと、を比較する比較手段と、
前記比較手段の比較結果に基づいて、前記第1プレイヤにより入力された前記入力情報が前記第2プレイヤに提示されることを制限する手段と、
を更に含むことを特徴とする請求項1~8の何れか一項に記載のゲームシステム。 - 前記ゲームシステムは、
前記第1の対戦が実行された後に、前記対戦相手ゲームデータグループに属する対戦相手ゲームデータのうちから、前記入力対象となる対戦相手ゲームデータの前記第1プレイヤによる選択を受け付ける手段を更に含むことを特徴とする請求項1~9の何れか一項に記載のゲームシステム。 - 前記入力情報は、第1文字列と、第2文字列と、を少なくとも含み、
前記ゲームシステムは、
前記第1文字列の候補となる第1文字列群と、前記第2文字列の候補となる第2文字列群と、に関する情報を記憶する手段から当該情報を取得する手段と、
前記第1文字列群と前記第2文字列群とを前記第1プレイヤに提示する手段と、
を更に含み、
前記入力情報取得手段は、
前記第1文字列群のうち、前記第1プレイヤにより選択された文字列を前記第1文字列として取得する手段と、
前記第2文字列群のうち、前記第1プレイヤにより選択された文字列を前記第2文字列として取得する手段と、
前記取得された第1の文字列及び第2の文字列に基づいて、前記入力情報を取得する手段と、
を含むことを特徴とする請求項1~10の何れか一項に記載のゲームシステム。 - 前記ゲームシステムでは、前記第1プレイヤのゲームキャラクタデータグループ又はゲームキャラクタデータと、対戦相手ゲームキャラクタデータグループと、に基づいて前記第1の対戦が実行された後に、前記第2プレイヤのゲームキャラクタデータグループ又はゲームキャラクタデータと、前記対戦相手ゲームキャラクタデータグループと、に基づいて前記第2の対戦が実行され、
前記入力情報取得手段は、前記対戦相手ゲームキャラクタデータグループに属するゲームキャラクタデータのうちから入力対象として選択されたゲームキャラクタデータに関して、前記第1の対戦の実行中又は前記第1の対戦の実行後に前記第1プレイヤにより入力された入力情報を取得する、
ことを特徴とする請求項1~11の何れか一項に記載のゲームシステム。 - 前記ゲームシステムでは、前記第1プレイヤのゲームカードデータグループ又はゲームカードデータと、対戦相手ゲームカードデータグループと、に基づいて第1の対戦が実行された後に、前記第2プレイヤのゲームカードデータグループ又はゲームカードデータと、前記対戦相手ゲームカードデータグループと、に基づいて第2の対戦が実行され、
前記入力情報取得手段は、前記対戦相手ゲームカードデータグループに属するゲームカードデータのうちから入力対象として選択されたゲームカードデータに関して、前記第1の対戦の実行中又は前記第1の対戦の実行後に前記第1プレイヤにより入力された入力情報を取得する、
ことを特徴とする請求項1~11の何れか一項に記載のゲームシステム。 - 第1プレイヤのゲームデータグループ又はゲームデータと、対戦相手ゲームデータグループと、に基づいて第1の対戦が実行された後に、第2プレイヤのゲームデータグループ又はゲームデータと、前記対戦相手ゲームデータグループと、に基づいて第2の対戦が実行されるサーバ装置であって、
前記対戦相手ゲームデータグループに属するゲームデータのうちから入力対象として選択されたゲームデータに関して、前記第1の対戦の実行中又は実行後に前記第1プレイヤにより入力された入力情報を取得する入力情報取得手段と、
前記入力情報取得手段により取得された入力情報を、前記入力対象のゲームデータに関連付けて記憶手段に記録する入力情報記録手段と、
前記第2の対戦が実行される場合、前記第1プレイヤにより入力された、前記入力対象に関する前記入力情報を前記第2プレイヤに提示する入力情報提示手段と、
を含むことを特徴とするサーバ装置。 - 第1プレイヤのゲームデータグループ又はゲームデータと、対戦相手ゲームデータグループと、に基づいて第1の対戦が実行された後に、第2プレイヤのゲームデータグループ又はゲームデータと、前記対戦相手ゲームデータグループと、に基づいて第2の対戦が実行されるサーバ装置の制御方法であって、
前記対戦相手ゲームデータグループに属するゲームデータのうちから入力対象として選択されたゲームデータに関して、前記第1の対戦の実行中又は実行後に前記第1プレイヤにより入力された入力情報を取得する入力情報取得ステップと、
前記入力情報取得ステップにおいて取得された入力情報を、前記入力対象のゲームデータに関連付けて記憶手段に記録する入力情報記録ステップと、
前記第2の対戦が実行される場合、前記第1プレイヤにより入力された、前記入力対象に関する前記入力情報を前記第2プレイヤに提示する入力情報提示ステップと、
を含むことを特徴とするサーバ装置の制御方法。 - 第1プレイヤのゲームデータグループ又はゲームデータと、対戦相手ゲームデータグループと、に基づいて第1の対戦が実行された後に、第2プレイヤのゲームデータグループ又はゲームデータと、前記対戦相手ゲームデータグループと、に基づいて第2の対戦が実行されるサーバ装置としてコンピュータを機能させるためのプログラムであって、
前記対戦相手ゲームデータグループに属するゲームデータのうちから入力対象として選択されたゲームデータに関して、前記第1の対戦の実行中又は実行後に前記第1プレイヤにより入力された入力情報を取得する入力情報取得、
前記入力情報取得手段により取得された入力情報を、前記入力対象のゲームデータに関連付けて記憶手段に記録する入力情報記録手段、
前記第2の対戦が実行される場合、前記第1プレイヤにより入力された、前記入力対象に関する前記入力情報を前記第2プレイヤに提示する入力情報提示手段、
として前記コンピュータを機能させるためのプログラム。 - 請求項16に記載のプログラムを記録したコンピュータ読み取り可能な情報記憶媒体。
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- 2013-03-26 US US14/388,247 patent/US9713773B2/en active Active
- 2013-03-26 WO PCT/JP2013/058753 patent/WO2013146769A1/ja active Application Filing
Patent Citations (3)
Publication number | Priority date | Publication date | Assignee | Title |
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WO2002089937A1 (fr) * | 2001-05-09 | 2002-11-14 | Sega Corporation | Appareil de jeu, appareil serveur, programme et support d'enregistrement |
WO2003103788A1 (ja) * | 2002-06-11 | 2003-12-18 | 株式会社セガ | ゲーム機 |
JP2011101775A (ja) * | 2009-11-12 | 2011-05-26 | Nomura Research Institute Ltd | ゲーム参加誘導システム |
Cited By (1)
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JP7359348B2 (ja) | 2020-04-13 | 2023-10-11 | グリー株式会社 | ゲーム制御システム、ゲーム制御方法、通信端末及びゲーム制御プログラム |
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Publication number | Publication date |
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JP6145944B2 (ja) | 2017-06-14 |
US20150202532A1 (en) | 2015-07-23 |
JPWO2013146769A1 (ja) | 2015-12-14 |
US9713773B2 (en) | 2017-07-25 |
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