WO2013154088A1 - 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
WO2013154088A1
WO2013154088A1 PCT/JP2013/060688 JP2013060688W WO2013154088A1 WO 2013154088 A1 WO2013154088 A1 WO 2013154088A1 JP 2013060688 W JP2013060688 W JP 2013060688W WO 2013154088 A1 WO2013154088 A1 WO 2013154088A1
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WO
WIPO (PCT)
Prior art keywords
user
game
information
target object
users
Prior art date
Application number
PCT/JP2013/060688
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French (fr)
Japanese (ja)
Inventor
知治 梅川
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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 WO2013154088A1 publication Critical patent/WO2013154088A1/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
    • A63F13/85Providing additional services to players
    • 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
    • G06Q30/00Commerce
    • G06Q30/06Buying, selling or leasing transactions
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/33Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections
    • A63F13/332Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections using wireless networks, e.g. cellular phone networks
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/71Game security or game management aspects using secure communication between game devices and game servers, e.g. by encrypting game data or authenticating players
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • 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
    • A63F2300/407Data transfer via internet
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/55Details of game data or player data management
    • A63F2300/5546Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history
    • 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 execution of a game by a user.
  • Non-Patent Document 1 a digital card game (Dragon Collection (registered trademark)) disclosed in Non-Patent Document 1 is known.
  • This known digital card game is provided with a menu for performing a quest process in which a user searches various areas and acquires a card such as a new character or item.
  • One of the features of such a social game is that it has a richer communication function for interacting with users than a 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 is performed.
  • the user can trade objects such as items and characters held in the game with other users.
  • the present invention has been made in view of the above-described viewpoints, and provides a game control device, a game control method, a program, a recording medium, and a game system that can easily trade objects with a plurality of users.
  • the purpose is to provide.
  • a first aspect of the present invention is a game control device.
  • the game control device A setting means for setting one or a plurality of objects held by the user on the game as a target object to be traded; A first association means for relating users; Information providing means for providing information on the target object of each of the first user and the second user related to the first user to the requesting user who requests information on the target object of the first user. When, Is provided.
  • the object may be anything as long as the user can hold it in the game, but includes items and characters, for example.
  • a character is, for example, a virtual person or creature on a game, or a monster, and includes those displayed on a card or the like.
  • this game control device when the requesting user requests information on the target object of the first user, information on the target objects of the first user and the second user is provided to the requesting user. .
  • the requesting user can obtain not only information related to the target object of the first user but also information related to the target object of the second user by making a single information request. For this reason, when applying for a transaction to a plurality of users, for example, a complicated and troublesome operation such as accessing one web page provided for each of a plurality of users becomes unnecessary. It is possible to easily trade an object with a plurality of users, and thus to activate the trade.
  • information related to the target object is associated with information related to the target object
  • the information providing means includes information related to the target object and transaction related to the information.
  • Information regarding conditions may be provided to the requesting user.
  • the “transaction condition” may be, for example, the selling price of the target object when the transaction is performed using a virtual currency on the game, or the transaction is performed by exchanging the object between users. May be the number of objects that can be exchanged.
  • the information regarding the target object of each of the first user and the second user, the information regarding the transaction conditions associated with the target object of the first user, and the target object of the second user Information about the terms of the transaction associated with the request is provided to the requesting user.
  • the requesting user can easily determine whether or not to trade the target object according to the trading conditions.
  • complicated procedures such as inquiring for the transaction conditions for each user are not required. It can be done easily.
  • the information providing means may be configured to execute transactions of the target objects of the first user and the second user when the target objects of the first user and the second user are the same.
  • Information on conditions may be associated with information on the target object.
  • the requesting user when the target object of the first user and the second user is the same, the requesting user has information on the transaction conditions of the first user and the second user for the target object. Can be acquired together. For this reason, the requesting user can easily determine which user of the first user and the second user should perform the transaction. Thereby, it is possible to more easily trade objects with a plurality of users.
  • the information providing means relaxes the transaction conditions of the first user and the second user when the target objects of the first user and the second user are the same.
  • Information about the conditions made may be provided.
  • the “relaxed condition” may be a condition that is more likely to realize the transaction for the requesting user.
  • the target object It may be a condition in which the sales price is set lower.
  • the condition when a transaction is performed by exchanging objects between users, the condition may be set with a small number of exchangeable objects, or the rare value of exchangeable objects is set low. Conditions may be used.
  • the transaction can be realized for the requesting user among the conditions of the transaction of the first user and the second user.
  • a highly reliable condition is provided to the requesting user. For this reason, since the requesting user can reduce the trouble of considering which one of the first user and the second user should perform the transaction, it is possible to further deal with the object with a plurality of users. It can be done easily.
  • the said game control apparatus WHEREIN may provide the information regarding the object different from the said target object of the said request
  • this game control device when the requesting user sets a target object, information on target objects other than the target object of the requesting user is requested among the target objects of the first user and the second user. Provided to the user. Since the requesting user's target object is an object that the requesting user already owns and is the object of the transaction, the requesting user is considered less interested in obtaining the object from other users. With the configuration, the requesting user can efficiently acquire information related to the target object necessary for the requesting user.
  • the game control apparatus includes a second association unit that associates users with each other, and the information providing unit includes a plurality of second users who have the same target object as the target object of the first user.
  • information regarding a target object of a third user related to the first user by the second association unit among the second users may be provided.
  • this game control device when the target objects of the first user and the plurality of second users are the same, the third user having a high degree of relationship with the first user among the plurality of second users.
  • Information about the target object is provided to the requesting user. This motivates each user to associate with other users in order to increase their trading opportunities. For this reason, since the exchange between users can be promoted, the social nature of the game can be enhanced.
  • the information providing means includes the first user and the third user when there are a plurality of second users having the same target object as the target object of the first user.
  • Information regarding the target object of the third user may be provided based on a parameter indicating the degree of relationship in the game.
  • this game control apparatus for example, if the degree of relationship between the first user and the third user is equal to or greater than a predetermined threshold, information regarding the target object of the third user is provided to the requesting user. If so, the third user is motivated to increase the degree of relationship with the first user in order to increase their trading opportunities. For this reason, since the exchange between users can be further promoted, the social nature of the game can be further enhanced.
  • the information providing unit provides information related to a target object of another user that is related to the second user by the first association unit and is different from the first user. May be.
  • the requesting user requests information about the target object of the first user, only the information about the target object of each of the first user and the second user is requested to the requesting user. Rather, information about the target objects of other users associated with the second user is also provided. As a result, the requesting user can obtain information on the target objects of many users by making a single information request.
  • a second aspect of the present invention is a game control method, Setting one or more objects that the user holds in the game as target objects to be traded; The steps to relate users to each other; Providing information on the target object of each of the first user and the second user associated with the first user to a requesting user requesting information on the target object of the first user; Is provided.
  • a third aspect of the present invention provides a computer for controlling the execution of a game.
  • a function in which one or a plurality of objects that the user has in the game is set as a target object to be traded and stored in a storage device;
  • a function for associating users with each other and a requesting user for requesting information on a target object of the first user, each target object of the second user related to the first user and the first user A function for obtaining and providing information on the storage device, 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 accessed from the communication terminal, Setting means for setting one or a plurality of objects held by the user on the game as target objects to be traded; A first association means for relating users, Information providing means for providing information on the target object of each of the first user and the second user related to the first user to the requesting user who requests information on the target object of the first user. , Any one of the communication terminal and the server is provided with each means.
  • the communication terminal may be, for example, a mobile terminal, a smartphone, a PDA (Personal Digital Assistant), a personal computer, a television receiver having a bidirectional communication function, a game device with a communication function, or the like.
  • a mobile terminal a smartphone, a PDA (Personal Digital Assistant), a personal computer, a television receiver having a bidirectional communication function, a game device with a communication function, or the like.
  • the figure which shows the basic composition of the game system of embodiment The figure which shows the example of the external appearance of the communication terminal of embodiment.
  • the figure which shows the example of the external appearance of the communication terminal of embodiment The block diagram which shows the structure of the communication terminal of embodiment.
  • the functional block diagram for demonstrating the function to play main roles with the game control apparatus of embodiment The figure which shows an example of the display screen of the communication terminal which displays a top page.
  • the figure which illustrates the web page displayed in a user's communication terminal The figure which shows an example of a data structure of sales setting data.
  • the figure which illustrates the web page displayed in a user's communication terminal The figure which illustrates the web page displayed in a user's communication terminal.
  • the figure which illustrates the web page displayed in a user's communication terminal The flowchart which shows an example of the main processes of the game control apparatus of embodiment.
  • the sequence chart which shows an example of the main processes of the game control apparatus of embodiment.
  • the present invention relates to the patent application of Japanese Patent Application No. 2012-088237 filed with the Japan Patent Office on April 9, 2012, the entire contents of which are incorporated herein by reference.
  • FIG. 1 shows a system configuration example of a game system according to the embodiment.
  • the game system includes communication terminals 10a, 10b, 10c,... That can be connected to a communication network NW (network) such as the Internet, a game server 20 connected to the communication network NW,
  • NW network
  • the database server 30 is configured.
  • Each of the communication terminals 10a, 10b, 10c,... Is a terminal operated by an individual user, for example, a mobile terminal, a smartphone, a PDA (Personal Digital Assistant), a personal computer, a television having a bidirectional communication function.
  • a communication terminal such as a John receiver (including a so-called multi-function smart TV).
  • the game server 20 is configured to be able to communicate with the communication terminal 10 that is a client, and provides a gaming service to the communication terminal 10.
  • the game server 20 is mounted with an application operable on a web browser as a game application.
  • the database server 30 stores various information to be described later in executing the game, and is connected to the game server 20 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 is provided, and a bus 18 for transmitting control signals or data signals between the units is provided.
  • a CPU Central Processing Unit
  • ROM Read Only Memory
  • RAM Random Access Memory
  • the CPU 11 loads the web browser in the ROM 12 into the RAM 13 and executes it. And CPU11 is based on the appropriate designation
  • the communication terminal 10 may be mounted with various plug-ins for extending the browser function of the web browser. In acquiring the HTML data, the CPU 11 sends an access request message including a user ID (user identification information) registered in advance or a user ID input via the instruction input unit 15 via the communication interface unit 17. The game server 20 is notified.
  • the web browser displays the web page provided from the game server 20 on the display unit 16 based on the acquired HTML data via the image processing unit 14.
  • the web browser transmits new HTML data for displaying the web page according to the selection. (That is, update of the web page) is requested to the game server 20.
  • the image processing unit 14 displays a web page on the display unit 16 based on the display image data given from the CPU 11 as the analysis result of the HTML data.
  • the display unit 16 is, for example, an LCD (Liquid-Cristal-Display) monitor including thin film transistors arranged in units of pixels in a matrix, and displays an image of a web page by driving the thin film transistors based on display image data. To display.
  • LCD Liquid-Cristal-Display
  • the instruction input unit 15 includes a plurality of instruction input buttons such as a direction instruction button and a decision button for accepting a user operation input.
  • a button group 15b including a group 15a and a plurality of instruction input buttons such as a numeric keypad is provided, and an interface circuit for recognizing a pressing (operation) input of each button and outputting it to the CPU 11 is included.
  • the direction instruction button is provided to instruct the CPU 11 to scroll and display the web page displayed on the display unit 16.
  • the determination button instructs the CPU 11 that the user selects one hyperlink or menu that is actively displayed (for example, highlighted) when, for example, a plurality of hyperlinks or menus are displayed on a web page.
  • buttons are provided on the front surface of the communication terminal 10 so that the user can easily operate (click) with the thumb while holding the communication terminal 10 with one hand. It is preferable to arrange
  • the button group 15b is arranged below the button group 15a and includes a plurality of instruction input buttons on which “0” to “9”, “*”, and “#” (ten keys) are written. .
  • the instruction input unit 15 mainly accepts touch panel type input by touching the display screen 16a with a fingertip or a pen.
  • the touch panel input method may be a known method such as a capacitance method.
  • the button group 15a may be provided even when the communication terminal 10 is a touch panel input method.
  • the menu selection operation on the web page displayed on the communication terminal 10 is selected by pressing the direction instruction button and selecting by pressing the enter button. This is done by confirming the selected menu.
  • the selection operation is performed by instructing (touch operation) a menu position on the display screen 16a on which the web page is displayed with a finger or a pen.
  • the configuration of the game server 20 will be described with reference to FIG.
  • the game server 20 manages a game website including a plurality of hierarchical web pages, for example, and provides a game web service to the communication terminal 10.
  • the game server 20 includes a CPU 21, a ROM 22, a RAM 23, a database (DB) access unit 24, and a communication interface unit 25, for transmitting control signals or data signals between the units.
  • a bus 26 is provided.
  • the game server 20 can take the same structure as a general-purpose web server regarding hardware.
  • the ROM 22 stores an application program that provides a service for displaying an object such as an HTML document or an image (displaying a web page) to the web browser of the communication terminal 10 that is a client.
  • the ROM 22 stores various data referred to by the CPU 21 in addition to the application program.
  • the CPU 21 loads the game program in the ROM 22 to the RAM 23 and executes it, and performs various processes via the communication interface unit 25.
  • the CPU 21 transmits HTML data to the communication terminal 10 via the communication interface unit 25.
  • the CPU 21 performs the authentication process.
  • the CPU 21 performs processing according to the hyperlink or menu selected by the user on the web page displayed on the communication terminal 10.
  • the processing includes, for example, transmission of new HTML data, arithmetic processing in the game server 20 or data processing.
  • the database access unit 24 is an interface when the CPU 21 reads / writes data from / to the database server 30.
  • the database server 30 can be realized by a general-purpose storage such as a large-capacity hard disk device or a device such as RAID (Redundant Arrays of Inexpensive Disks). Each database in the database server 30 is configured to be able to read and write data from the CPU 21 via the database access unit 24 of the game server 20.
  • FIG. 5 shows an example of the configuration of the database server 30. As shown in FIG. 5, the database server 30 includes a user database 31 and a game database 32.
  • the type of game realized by the game control device of the present embodiment is not particularly limited. However, for convenience of explanation of the embodiment, a monster card is used as an example of a game realized by the game control device below.
  • the digital card game (hereinafter simply referred to as “game” or “game of the present embodiment” as appropriate) is taken up.
  • This game is a game in which a user collects cards (monster cards) in a game on which monsters are drawn to create his own team and battle with other users' teams.
  • This game includes the following processes, for example.
  • ⁇ Quest processing This is a process for obtaining a monster card by searching for an area set in the game in order to create a team of at least one monster card.
  • Battle processing This is a process of performing a battle with another user's team.
  • the battle process is not described in detail here, but for example, the result of the battle depends on the size of a parameter (for example, a value indicating attack power or defense power) indicating the ability of the monster card used by the user in the battle. Configured to be determined. For example, even if a user who uses a monster card with a large parameter value for a battle is more likely to win against another user who uses a monster card with a smaller parameter value for the battle. Good. In this case, the larger the parameter value of the monster card held by the user, the more the game can be advanced over other users.
  • ⁇ Sales setting process This is a process for setting the monster card held by the user so that it can be sold to other users.
  • the maximum number (for example, 10) of monster cards that can be sold at one time may be set as appropriate.
  • a predetermined number of possessed coins (described later) may be set for each monster card.
  • Move processing This is a process for displaying another user's web page provided in the game on the user's communication terminal 10.
  • ⁇ Sales alliance processing This is a process for a user to apply to another user to sell a monster card in partnership. In this game, when users make a sales partnership, monster cards sold by both users in the partnership are sold on a web page in the game of both users.
  • Product information acquisition processing This is a process for a user to acquire information about a monster card sold by another user.
  • the monster card in the present embodiment is an example of the “object” in the present invention, but the “object” in the present invention is not limited to this.
  • the object may be anything that the user can hold on the game, for example, a character or item that the user can hold on the game, or the user proceeds with the game, or the game It may be a character, an item, or the like necessary for obtaining the above privilege.
  • the privilege on the game may be a point or item on the game or an advantageous effect on the game.
  • the item may be, for example, a recovery drug that instantly recovers health points, a chemical that increases the ability of a monster card, a weapon, or a protective equipment.
  • the advantageous effect on the game may be, for example, increasing the ability value of the monster card without using the item, or being able to obtain a special item by the user.
  • the advantageous effect on the game may be that the setting is adjusted so as to facilitate the progress of the scenario in the game. For example, various points (physical strength) on the game that are consumed according to the user's operation. Point) or the like may be reduced than usual, or the user may be able to obtain various points.
  • the advantageous effect on the game may be that the setting on the game is adjusted so that the game can be indirectly advantageous, for example, an event that allows the user to acquire a special item is generated. It may be allowed to.
  • 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), a user name / display image, attribute, skill level, physical strength point, number of monsters, possessed coin, fellow user ID, partner user ID, and Contains information about each item of data on the card.
  • 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 of the communication terminal 10 when the game is executed.
  • the user name is text of a predetermined length or less designated in advance by the user
  • the display image is an avatar image selected in advance by the user, for example.
  • the user name may be a name that identifies the user on the network environment (or game community) provided by the game server 20.
  • -Attribute It is an attribute specified by the user at the time of user registration in the game.
  • Skill level This is data indicating the skill level of the user on the game. For example, it is a level value in a range from Lv1 (level 1) to Lv100 (level 100).
  • the skill level may be sequentially increased by continuously executing the quest process.
  • -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 monsters This is the number of monster cards held by the user.
  • the maximum number of monsters (for example, 60) is defined in advance.
  • -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. Owned coins are consumed (reduced), for example, when a user purchases a monster card from another user, and increases according to the amount sold when the user sells the monster card to another user. May be. Note that the possessed coins may be increased according to the amount of payment, for example, when the user pays actual money to the service provider or the like by a predetermined method.
  • -Associate user It is data of the user ID of the other user (friend user) related as a user's associate.
  • -Affiliated user Data of user IDs of other users (affiliated users) related as a sales partner of the user.
  • -Owned card data Includes data such as the parameters of monster cards held by the user (described later).
  • 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.
  • monster cards are collected, battles using monster cards, and monster card transactions are performed. Therefore, the game database 32 stores a monster character database in which data of each of a plurality of monster cards is described. An example of a monster character database is shown in FIG.
  • the monster character database includes data for each item of image, attack power, defense power, rarity, and attribute for each monster character (MC1, MC2,).
  • the rarity is a value indicating the degree of rarity value of the monster card, and the higher the value, the lower the probability of appearing in the game. In the present embodiment, the rarity is expressed in five stages from 1 to 5, and the rarity of monster characters with outstanding abilities (attack power, defense power, etc.) and popular monster characters are set high. .
  • FIG. 8 is a functional block diagram for explaining functions that play a main role in the game control apparatus of the present embodiment.
  • the setting means 53, the associating means (first associating means) 54, and the information providing means 55 correspond to the main configuration of the present invention.
  • Other means are not necessarily indispensable structures, but they are structures for making the present invention more preferable.
  • menus, marks, and the like displayed on the web page displayed on the communication terminal 10 are arranged at desired positions on the web page, and are menus visually recognized on the communication terminal 10.
  • the position on the display screen of the mark and the like can be changed by scrolling the web page by the user's direction instruction button or touch panel operation.
  • the registration unit 51 has a function of recognizing a user request based on an appropriate operation input to the communication terminal 10 on a web page provided to the communication terminal 10, for example, and performing a registration process (user registration). This registration process is executed when the user performs user registration for the game of the present embodiment.
  • the registration means 51 is not an essential component of the present invention, but is a component for making the present invention more preferable.
  • 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 that is 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 has already been used, the user ID may be included.
  • UID Unique Identifier
  • the CPU 21 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.
  • 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 progress means 52 has a function of executing an authentication process at the time of user login when the user executes the game of the present embodiment.
  • the function of this game progress 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 progress 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, HTTP response) for sequentially updating the web page displayed on the communication terminal 10. Is transmitted, the function of proceeding with the game of this embodiment is provided by the web service. Further, as shown in FIG. 9, the game progress means 52 has a function of causing the communication terminal 10 to display a plurality of menus each assigned a plurality of processes executed in the game. Specifically, the CPU 21 generates HTML data for displaying a web page including a plurality of menus, and transmits the HTML data to the communication terminal 10.
  • the top page shown in FIG. 9 includes web pages corresponding to individual user IDs.
  • the top page illustrated in FIG. 9 includes a user data display area, a monster image display area, and a menu display area.
  • the user data display area includes attributes, skill levels (levels), physical strength points, number of monsters, fellow users (number of fellow user's user IDs), affiliated users (affiliated user's user IDs) included in the user data of the target user ID. This is an area in which data of each item (see FIG. 6) is displayed.
  • FIG. 6 An example of the game top page displayed on the communication terminal 10 by the game progression means 52 is shown in FIG.
  • the top page shown in FIG. 9 includes web pages corresponding to individual user IDs.
  • the top page illustrated in FIG. 9 includes a user data display area, a monster image display area, and a menu display area.
  • the user data display area includes attributes, skill levels (levels), physical strength points, number of monsters, fellow users (number of fellow user's user IDs),
  • the monster image display area is an area in which an image of a monster card designated in advance by the user among a plurality of monster cards included in the user data of the target user ID is displayed.
  • the menu display area includes menus corresponding to some of the plurality of processes (quest process, sales setting process, movement process) provided in the game of the present embodiment as “quest”, “sales setting”, Menus m1, m2, and m3 labeled “move” are included.
  • the function of the game progress means 52 is implement
  • the CPU 21 of the game server 20 accesses the user database 31 via the database access unit 24, and reads the data of each item included in the user data display area and the image data of the monster card to be displayed in the monster image display area.
  • the CPU 21 generates HTML data so that the top page shown in FIG. 9 is configured, and transmits it to the communication terminal 10.
  • the generated HTML data is different for each user (that is, for each user ID).
  • the communication terminal 10 interprets the received HTML data and displays the top page image on the display unit 16 (display screen 16a).
  • CPU21 performs the process according to the user's selection operation with respect to menu m1, m2 or m3 displayed on the communication terminal 10.
  • FIG. Preferably, when each process is executed, each process is executed hierarchically so that a new web page including a plurality of menus subdivided for each process is displayed.
  • the game progress means 52 is provided with the function to perform a quest process.
  • the quest process is a process for obtaining a monster card by searching an area set in the game in order to build up a team of at least one monster card.
  • the game progress means 52 can be realized as follows.
  • the CPU 21 of the game server 20 When the menu m1 is selected and operated on the top page of FIG. 9, the CPU 21 of the game server 20 generates HTML data for displaying the web page shown in FIG. 10 and transmits it to the communication terminal 10.
  • a search rate gauge indicating the degree of progress of the area to be searched (area 1 in the example of FIG. 10) and “search” for executing the search process are indicated.
  • Menu m10 and the like are included.
  • the user performs a selection operation on the menu m10. With this operation as a trigger, a search for an area to be searched is performed. At this time, every time the menu m10 is selected and searched, the value of “search rate” (%) increases by a random increase amount. As described above, this game is configured such that a predetermined amount (for example, 5 points) of physical strength points is reduced for each search.
  • the CPU 21 accesses the user database 31 and updates the value of the physical strength point of the target user ID.
  • the CPU 21 generates HTML data for displaying a web page including the increased search rate and transmits it to the communication terminal 10. Note that the web page shown in FIG. 10 may be configured such that the value of the physical fitness point required for one search is displayed.
  • the CPU 21 of the game server 20 recognizes the selection operation for the menu m10, the CPU 21 performs a lottery with a predetermined or random probability from among a plurality of monster cards provided in advance for the quest.
  • the CPU 21 obtains (excavates) a monster card by lottery, the CPU 21 accesses the user database 31 and adds the data of the excavated monster card to the data of the target user ID. Is increased by one.
  • CPU21 produces
  • the selection operation for the menu m10 by the user is repeatedly performed and the search rate of the area reaches 100% in FIG. 10, the search for the area 1 is finished, and the search target moves to the next area (in this case, the area 2). .
  • the strength points required for one search process may be different for each area to be searched. That is, the amount of physical strength points that are reduced (consumed) in one search process may be different for each area to be searched. For example, each time the skill level of the user increases, the amount of physical strength points consumed may be increased.
  • the health points decrease each time the selection operation is performed on the menu m10. Therefore, when the top page is displayed immediately after the quest process is executed, the health points displayed on the top page are The quest process will be displayed in a reduced amount.
  • the physical strength points are recovered (increased) by one point each time a predetermined time (for example, 3 minutes) elapses, for example.
  • the game progress means 52 has a function of executing a sales setting process.
  • the sales setting process is a process for setting the monster card held by the user so that it can be sold to other users.
  • the game progress means 52 can be realized as follows.
  • the CPU 21 of the game server 20 refers to the user data corresponding to the user ID of the user who performed the selection operation, and stores the data of the user's possessed card. Extract.
  • the CPU 21 generates HTML data for displaying the web page shown in FIG. 11 and transmits it to the communication terminal 10.
  • the web page shown in FIG. 11 includes an area for displaying all the monster cards held by the user who has performed the selection operation.
  • each monster card there are a text box 100 for inputting the selling price of the monster card (the number of coins in the example in the figure), and a text box 101 for inputting a comment from the seller.
  • the setting means 53 has a function of setting one or a plurality of monster cards (objects) that the user holds in the game as a target object to be traded in the sales setting process.
  • selling a monster card owned by a user to another user is described as an example of “transaction”, but “transaction” of the present invention is not limited to this. “Transaction” may be, for example, that a user purchases a monster card from another user.
  • the setting means 53 can be realized as follows. When the menu m11 is selected and operated on the web page shown in FIG. 11, the CPU 21 of the game server 20 performs a sales setting process for a monster card corresponding to the selected menu m11. The sales setting process will be described in detail.
  • the CPU 21 stores the data (image, attack power, defense power, rare degree, attribute, etc.) of the monster card corresponding to the selected menu m11, and the selected menu m11.
  • the text information input in the text boxes 100 and 101 included in the same area is recorded in the sales setting data in the game database 32.
  • FIG. 12 shows a configuration example of the sales setting data.
  • the sales setting data includes, for each user (user ID), data of a monster card set for sale, a selling price of the monster card, a comment from a user who sells the monster card, and the like. Data to be described. That is, when the monster card is recorded in the sales setting data, the monster card is set as the target object.
  • purchase setting data configured similarly to the sales setting data may be provided. In this case, the purchase setting data may include a desired purchase price instead of the sales price.
  • the game progress means 52 has a function of executing a movement process.
  • the movement process is a process for displaying a web page of another user provided in the game on the communication terminal 10 of the user.
  • the function of the game progression means 52 in the movement process is realized as follows, for example, with reference to steps S1 and S2 in FIG.
  • Steps S1 and S2 in FIG. 13 are diagrams illustrating a series of web pages displayed on the user communication terminal 10 in the movement process.
  • the user executing the movement process is “KNM” (hereinafter referred to as “user: KNM”), and the user “ABC” (hereinafter referred to as “user: ABC”) in the game web.
  • KNM hereinafter referred to as “user: KNM”
  • ABC user “user: ABC”
  • the CPU 21 of the game server 20 selects a plurality of candidates for the destination user. , Randomly extracted from other user IDs included in the user database 31. And CPU21 will transmit the HTML data for displaying the web page shown to step S1 of FIG. 13 to the communication terminal 10 address of user: KNM, if a some candidate is extracted.
  • the web page in step S1 is configured to be able to select any candidate from a plurality of candidate lists as a destination.
  • the CPU 21 displays HTML data for displaying the web page shown in step S2 of FIG. Is transmitted to the communication terminal 10 of the user: KNM.
  • the web page shown in step S2 includes information such as text indicating that it is a web page in the game of the user: ABC, and a part of the plurality of processes provided in the game of the present embodiment (sales alliance process) Menus m20 and m21 labeled “sales alliance application” and “product information acquisition” are included as menus corresponding to the product information acquisition process.
  • the game progress means 52 may extract a plurality of candidates based on a predetermined condition when extracting a plurality of candidates.
  • the predetermined condition may be, for example, extracting other users who set sales of a monster card corresponding to a monster character having the same attribute as the attribute of the user executing the movement process as candidates, It may be possible to extract other users who have set and sold a predetermined number or more of monster cards corresponding to monster characters having the same attribute as the user's attribute as candidates.
  • the predetermined condition may be, for example, extracting other users who are set to sell a monster card corresponding to a monster character whose rare degree is a predetermined value or more as a candidate.
  • the predetermined condition is, for example, when the game is configured so that the parameters of a monster character having a high ability value can be increased by synthesizing monster characters with each other, Another user who has set and sold a predetermined number or more of monster cards corresponding to the character may be extracted as a candidate. Furthermore, for example, when there are a predetermined number or more of monster characters having the same attribute among the monster characters held by the user, the predetermined condition is that a predetermined number or more of monster cards corresponding to the monster character having the attribute are sold and set. It may be possible to extract other users as candidates.
  • the CPU 21 of the game server 20 performs an operation of selecting the menu m3 (see FIG. 9) on the top page of the user's communication terminal 10, and upon receiving the selection result, the CPU 21 accesses the user database 31 and executes predetermined conditions. What is necessary is just to extract the other user which satisfy
  • the association means 54 has a function of relating users. Specifically, the association unit 54 registers the user ID in association with another user ID, triggered by an application based on the user ID. That is, the association means 54 registers a user corresponding to another user ID as an “affiliated user” with an application based on the user ID as a trigger. In the following description, it is synonymous that the user ID is in a sales alliance relationship and that the corresponding user is in a sales alliance relationship.
  • the association means 54 is an example of the “first association means” in the present invention.
  • the associating means 54 executes a sales alliance process. [Sales Alliance Processing]
  • the sales alliance process is a process for a user to apply for a sales alliance for a monster card to another user. As described above, in this game, when users make a sales alliance, the monster cards sold by both users in the alliance relationship are sold on the web page in the game of both users. ing.
  • FIG. 13 shows an example in which the user (application user) who applies for sales alliance is user: KNM and the user who is the application destination for sales alliance is user: ABC.
  • Steps S3 to S5 in FIG. 13 sequentially show examples of web pages displayed on the user communication terminal 10 in the sales alliance process.
  • the user: KNM selects the menu m20 on the web page shown in step S2 of FIG. 13
  • the web page shown in step S3 of FIG. 13 is displayed on the communication terminal 10 of the user: ABC.
  • the timing at which the web page shown in step S3 is displayed on the communication terminal 10, for example, when the user: ABC is playing the game, is almost the same as the timing at which the user: KNM selects the user: ABC. If the user: ABC does not play the game, the timing at which the user: ABC has started playing the game may be used.
  • a display image of the application source user user: KNM
  • a message indicating that the application for the sales alliance from the application source user has arrived and whether or not to receive the application for the sales alliance Menus m22, m23, and the like for selecting are included.
  • User: ABC selects whether or not to receive an application for a sales alliance from user: KNM.
  • step S4 When the user: ABC selects the menu m22 on the web page shown in step S3 (receives an application for sales alliance), the web page shown in step S4 in FIG. 13 is displayed on the communication terminal 10 of the user: KNM. Is done.
  • a message indicating that the user: KNM has made a sales partnership with the user: ABC, and a monster card (product) set for sale by the user: KNM are sold on the in-game web page of the user: ABC.
  • a message notifying that it will be performed is included.
  • the user: ABC selects the menu m22 on the web page shown in step S3 that is, receives an application for sales alliance
  • the web page shown in step S5 in FIG. 10 is displayed.
  • step S5 a message indicating that the user: ABC has made a sales partnership with the user: KNM, and a monster card (product) set for sale by the user: ABC are sold on the in-game web page of the user: KNM.
  • a message notifying that it will be performed is included.
  • the association means 54 can be realized as follows.
  • KNM application user
  • the CPU 21 of the game server 20 receives the application destination user's communication terminal 10 from the application source user's communication terminal 10.
  • a partnership application message specifying a user ID (or a corresponding user name) is accepted. Transmission of this cooperation application message is preset as a function of a web page provided to the user's communication terminal 10.
  • the CPU 21 When the CPU 21 receives the partnership application message, the CPU 21 receives the partnership application based on the other user ID to the communication terminal 10 corresponding to the user ID at the timing when there is an access based on the user ID included in the partnership application message ( HTML data for displaying a web page (web page shown in step S3 in FIG. 13) for requesting a reply as to whether or not to approve is transmitted. If the menu m22 is selected and operated in the web page shown in step S3 of FIG. 13 and an approval message for approving the affiliation application is returned, the CPU 21 registers both as affiliation users. Specifically, the CPU 21 writes the data in the “affiliated user” portion (see FIG. 6) of the user data of the corresponding two user IDs in the user database 31.
  • CPU21 produces
  • CPU21 produces
  • the information providing means 55 provides the user (first user) and the alliance associated with the user to the requesting user who requests information about the transaction target monster card (target object) of the user (first user).
  • the user (second user) has a function of providing information on each transaction target monster card.
  • the requesting user may be the same as or different from the user (first user).
  • the web page in the game is displayed on the communication terminal 10, it is possible to confirm whether or not information regarding the monster card to be traded by the partner user is displayed. It becomes possible.
  • curd may be text data, image data, audio
  • the information provision means 55 when the information regarding the transaction condition of the said monster card
  • the “transaction condition” may be, for example, a selling price of a monster card when a transaction is performed using a virtual currency (coin) on a game, or a monster card or item between users. For example, the number of objects that can be exchanged may be used.
  • the information providing means 55 has a function of executing product information acquisition processing.
  • a merchandise information acquisition process is a process for a user to acquire the information regarding the monster card which the other user is selling in the game. The flow of the game in the product information acquisition process will be described with reference to FIGS.
  • FIG. 14 and FIG. 15 an example in which a user (requesting user) requesting information on a monster card is user: XYZ and requesting information on a monster card sold by the user: KNM (first user).
  • Step S10 in FIG. 14 is a diagram illustrating a series of web pages displayed on the communication terminal 10 of the user: XYZ in the above-described movement process.
  • description will be made on the assumption that the user: XYZ has moved (accessed) to the web page in the game of the user: KNM.
  • the web page shown in step S11 of FIG. 15 is displayed on the communication terminal 10 of the user: XYZ.
  • the web page shown in step S11 includes information related to the monster card set by the user: KNM (in the example of the figure, the monster character name, the monster character image, the attack power, the defense power, the rarity, and the attribute). Yes.
  • the web page shown in step S11 includes information related to the monster card set by the user: ABC (second user) who is a partner user who has made a sales partnership with the user: KNM.
  • step S11 information such as text indicating that the user is a monster card sold by ABC in the area for displaying information related to the monster character set by the user ABC.
  • a display area 102 for displaying “provider: text of ABC” may be provided.
  • the sales price (transaction conditions) of the monster card, the comment from the seller, and the menu m24 labeled “Purchase” for purchasing the monster card are displayed. It may be displayed in association with a monster card.
  • the user: XYZ can obtain information on the monster cards sold by the user: KNM and the user: ABC when requesting information on the monster cards set by the user: KNM.
  • the user: XYZ by making one information request, not only the information regarding the monster card sold by the user: KNM but also the information regarding the monster card sold by the user: ABC can be obtained.
  • the function of the information providing means 55 in the product information acquisition process is realized as follows.
  • the CPU 21 of the game server 20 stores the data recorded in the sales setting data corresponding to the user ID of the user: KNM in the game database 32.
  • CPU21 extracts the data currently recorded on the sales setting data corresponding to the user ID of the partner user of user: KNM.
  • CPU21 produces
  • CPU21 may perform the transaction process of a monster card
  • a specific example of the transaction process will be described.
  • the CPU 21 recognizes that the user: XYZ has selected and operated the menu m24, the CPU 21 corresponds to the menu m24 selected and operated from the possessed coin corresponding to the user ID of the user: XYZ.
  • the data of the monster card corresponding to the selected menu m24 is recorded in the data of the possessed card corresponding to the user ID of the user: XYZ.
  • the CPU 21 adds coins corresponding to the selling price corresponding to the menu m24 selected and operated to the possessed coin corresponding to the user ID of the user: KNM, and data of the possessed card corresponding to the user ID of the user: KNM. And the data of the monster card corresponding to the selected menu m24 is deleted from the sales setting data. Note that the CPU 21 does not have to perform the transaction process when the amount of possessed coins corresponding to the user ID of the user who selected and operated the menu m24 is less than the selling price.
  • the flowchart of FIG. 16 is a flowchart showing a series of processes mainly executed by the CPU 21 of the game server 20 in order to realize the function of the game progress means 52 and the setting means 53 executing the sales setting process.
  • step S100 when the menu m2 is selected and operated on the top page of FIG. 9 (step S100: YES), the CPU 21 of the game server 20 refers to the user data corresponding to the user ID of the user who performed the selection operation, Data of the user's possession card is extracted. Then, the CPU 21 generates HTML data for displaying the web page shown in FIG. 11 and transmits it to the communication terminal 10. In this case, the web page shown in FIG. 11 is displayed on the communication terminal 10 of the user who has performed the selection operation (step S110).
  • the CPU 21 performs a sales setting process for a monster card corresponding to the menu m11 selected and operated (step S130).
  • the sales setting process will be described in detail.
  • the CPU 21 stores the data (image, attack power, defense power, rare degree, attribute, etc.) of the monster card corresponding to the selected menu m11, and the selected menu m11.
  • the text information input in the text boxes 100 and 101 included in the same area is recorded in the sales setting data in the game database 32.
  • FIG. 17 is a sequence chart showing a series of processes mainly executed by the CPU 21 of the game server 20 in order for the game progress means 52 and the association means 54 to realize the function of executing the movement process and the sales alliance process.
  • the case where the user who performs the movement process and the sales alliance process is the user: KNM and the user who becomes the partner of the user: KNM is the user: ABC will be described as an example.
  • the CPU 21 of the game server 20 selects a plurality of candidates for the destination user. , Randomly extracted from other user IDs included in the user database 31. And CPU21 will transmit the HTML data for displaying the web page shown to step S1 of FIG. 13 to the communication terminal 10 address of user: KNM, if a some candidate is extracted.
  • the CPU 11 of the communication terminal 10 of the user: KNM performs an operation for selecting one of the candidates (here, the user: ABC) from the list of candidates on the web page shown in step S1 of FIG.
  • a request message of HTML data for displaying the web page in the game of the user: KNM is transmitted to the game server 20 via the communication interface unit 17 (step S200).
  • the CPU 21 of the game server 20 transmits HTML data for displaying the web page shown in step S2 of FIG. 13 to the communication terminal 10 of the user: KNM (step S210).
  • step S2 of FIG. 13 when the user: KNM selects the menu m20, the CPU 21 of the game server 20 receives the user ID of ABC: from the communication terminal 10 of the user: KNM (or A partner application message designating a corresponding user name is received (step S220).
  • the CPU 21 receives the tie-up application message, the CPU 21 sends another user to the communication terminal 10 corresponding to the user ID at the timing of access based on the user ID (user: ABC user ID) included in the tie-up application message.
  • the CPU 11 of the communication terminal 10 of the user: ABC transmits an approval message for approving the cooperation application to the game server 20 (Step S3). S240).
  • the CPU 21 of the game server 20 registers both the user: KNM and the user: ABC as affiliated users. Specifically, the CPU 21 writes data in the “affiliated user” portion (see FIG. 6) of the user data of the corresponding two user IDs in the user database 31 (step S250).
  • CPU21 produces
  • FIG. 18 is a sequence chart showing a series of processes mainly executed by the CPU 21 of the game server 20 in order to realize the function of the information providing unit 55 executing the product information acquisition process.
  • a user requesting user
  • KNM first user
  • the description will be made on the assumption that the user: XYZ has moved (accessed) to the web page in the game of the user: KNM.
  • the CPU 11 of the user: ABC communication terminal 10 sends a request message for requesting information on the monster card sold by the user: KNM. Then, it is transmitted to the game server 20 via the communication interface unit 17 (step S300).
  • the CPU 21 of the game server 20 extracts data recorded in the sales setting data corresponding to the user ID of the user: KNM in the game database 32.
  • CPU21 extracts the data currently recorded on the sales setting data corresponding to the user ID of the partner user of user: KNM (step S310). Then, the CPU 21 generates HTML data for displaying the web page shown in step S11 of FIG. 15 so as to include the extracted data, and transmits it to the communication terminal 10 of the user: XYZ (step S320).
  • the game control device of the embodiment when the user: XYZ (requesting user) requests information regarding the monster card (target object) sold by the user: KNM (first user), The user: XYZ is provided with information on the monster cards sold by the user: KNM and the user: ABC (second user) who are affiliated users of the user: KNM.
  • the user: XYZ by making one information request, not only the information regarding the monster card sold by the user: KNM but also the information regarding the monster card sold by the user: ABC can be obtained.
  • a complicated and troublesome operation such as accessing one web page provided for each of a plurality of users becomes unnecessary. It is possible to easily trade an object with a plurality of users, and thus to activate the trade.
  • the information providing means 55 is configured such that when the user (first user) and the monster card (target object) to be traded by the user's affiliated user (second user) are the same, You may link the information regarding the transaction conditions of the monster card
  • the requesting user can collectively acquire information related to the transaction conditions of the user and the affiliated user for the monster card when the transaction target monster cards of the user and the affiliated user are the same. For this reason, the requesting user can easily determine which user of the user and the affiliated user should perform the transaction. Thereby, transaction of a monster card
  • the function of the information providing means 55 in this modification can be realized as follows.
  • the CPU 21 of the game server 20 refers to the sales setting data of the user: KNM and the user: ABC, and the same monster card It is determined whether or not is set for sale.
  • curd is set for sale, the HTML data for displaying the web page in which the sales price of each of user: KNM and user: ABC will be displayed in the display area of the said monster card
  • FIG. 19 An example of a web page displayed on the user: XYZ communication terminal 10 is shown in FIG.
  • the display price of one monster card includes the selling prices of the user: KNM and the user: ABC.
  • a menu labeled “Purchase” may be provided so as to be associated with each sales price.
  • the information providing means 55 is configured such that when the user (first user) and the monster card (target object) to be traded by the user's affiliated user (second user) are the same, You may provide the information regarding the relaxed conditions among the conditions of a partner user's transaction.
  • the “relaxed conditions” may be conditions that are more likely to realize the transaction for the requesting user. For example, when the transaction is performed using virtual currency (coins) on the game. It may be a condition in which the selling price of the monster card is set lower.
  • the conditions may be set with a small number of monster cards and items that can be exchanged, It may be a condition where the rarity value (rare degree) of the item is set low.
  • the transaction target monster cards of the user and the affiliated user are the same, the condition that is highly likely to be able to realize the transaction for the requesting user among the transaction conditions of the user and the affiliated user is the requesting user. Provided to. For this reason, since the requesting user can reduce the trouble of considering which user of the user and the affiliated user should perform the transaction, the transaction of the monster card can be more easily performed with a plurality of users. Can do.
  • the function of the information provision means 55 in this modification is implement
  • the CPU 21 of the game server 20 refers to the sales setting data of the user: KNM and the user: ABC, and the same monster card It is determined whether or not is set for sale. And if CPU21 discriminate
  • the information provision means 55 is transaction of a request origin user among the monster cards (target object) used as the object of transaction of a user (1st user) and the user's partner user (2nd user).
  • Information regarding a monster card (object) different from the target monster card may be provided.
  • the requesting user has set a transaction target monster card
  • information on the monster card other than the requesting user's monster card is provided to the requesting user among the transaction target monster cards of the user and the affiliated user.
  • the monster card that the requesting user already holds and is set as the target of the transaction is considered to be less interested for the requesting user to acquire from other users. You can efficiently obtain information about monster cards that you need.
  • the function of the information providing means 55 in this modification is realized as follows.
  • the CPU 21 of the game server 20 refers to the sales setting data of the user: XYZ, the user: KNM, and the user: ABC.
  • CPU21 displays the web page containing the information regarding the monster card except the monster card recorded in the sales setting data of user: XYZ among the monster cards recorded in the sales setting data of user: KNM and user: ABC. HTML data to be generated is transmitted to the communication terminal 10 of the user: XYZ.
  • the registration means 51 (2nd correlation means) which relates users is provided, and the information provision means 55 is the same as the monster card (target object) used as the transaction object of a user (1st user).
  • the transaction target of the fellow user third user associated with the user by the registration means 51
  • Information about monster cards may be provided.
  • the monster cards to be traded by the user and the plurality of affiliated users are the same, the information regarding the monster card of the fellow user who is highly related to the user among the plurality of affiliated users is provided to the requesting user.
  • each user is motivated to associate (become friends) with other users in order to increase their own opportunities for transactions. For this reason, since the exchange between users can be promoted, the social nature of the game can be enhanced.
  • the registration unit 51 may have a function of relating users. Specifically, the registration unit 51 may register the user ID in association with another user ID triggered by an application based on the user ID. That is, the registration unit 51 registers another user ID as a “mate” with an application based on the user ID as a trigger. In the following description, it is synonymous that the user ID is in a friend relationship and that the corresponding user is in a friend relationship.
  • the registration unit 51 is an example of the “second association unit” in the present invention.
  • the registration means 51 in this case is executed as follows, for example.
  • the CPU 21 of the game server 20 sends an application message (application) specifying a user ID (or a corresponding display name) that the user wants to become a friend from the communication terminal 10 of the user corresponding to a certain user ID via the communication interface unit 25.
  • Accept. Transmission of this application message is preset as a function of a web page provided to the user's communication terminal 10.
  • the CPU 21 approves an application based on another user ID to the communication terminal 10 corresponding to the user ID at the timing when the access is based on the user ID included in the application message. HTML data for displaying a web page for requesting the reply is transmitted. If it is replied that the application is approved, the CPU 21 registers both as friends.
  • the CPU 21 accesses the user data of the corresponding two user IDs in the user database 31 and writes the data in the location of “friend user” (see FIG. 6).
  • the conditions for relating users are not limited to the forms that require application and approval as described above, and the user who performs the stage on the same game or the user who performed the battle is related to the user in the game. You may register as an attached user, that is, a friend. Alternatively, users who transmit a predetermined number of greeting messages may be automatically registered as friends, and if there is a mode on the game in which a battle is performed between users, the user who has performed the battle a predetermined number of times or more You may automatically register each other as a friend. Registration of friendship between users is not limited to an example realized by writing data in the user database 31. The data regarding the friendship may be written in an external storage device on the network accessible from the game server 20.
  • the function of the information providing means 55 in this modification is realized as follows. For example, when the user: XYZ selects the menu m21 on the web page shown in step S10 of FIG. 14, the CPU 21 of the game server 20 refers to the sales setting data of the affiliated user recorded in the user data of the user: KNM. It is determined whether or not the same monster card is set for sale. And if CPU21 discriminate
  • the intimacy is a numerical value of the degree of relationship between fellow users based on a certain standard.
  • An example of intimacy data (intimacy data) is shown in FIG.
  • the frequency of sending or receiving a support message between users (support frequency) in association with each user's fellow user (user ID), items that can be used on the game, etc.
  • the number of times the present is sent or received (the number of presents) is recorded, and the familiarity value is set based on a certain standard based on the frequency and the number of times. The greater the support frequency and the number of presents, the higher the familiarity is set.
  • weighting may be taken into consideration for each item (in FIG. 20, support frequency, number of presents, etc.) that is the basis for setting familiarity. For example, the intimacy may be set high when the number of presents is large even if the support frequency is low.
  • Such familiarity data is recorded in the user database 31, for example.
  • the function of the information providing means 55 in this modification is realized as follows. For example, when the user: XYZ selects the menu m21 on the web page shown in step S10 of FIG. 14, the CPU 21 of the game server 20 refers to the sales setting data of the affiliated user recorded in the user data of the user: KNM. It is determined whether or not the same monster card is set for sale. And if CPU21 discriminate
  • the CPU 21 refers to the familiarity data and determines whether the familiarity between the user: KNM and the affiliated user is equal to or greater than a predetermined threshold (for example, 5). Is determined. And CPU21 will generate
  • a predetermined threshold for example, 5
  • the information providing unit 55 is related to the affiliated user (second user) by the association unit 54 (first association unit) and is different from the user (first user). You may provide the information regarding the monster card
  • the requesting user requests information regarding the user's monster card
  • the requesting user is associated with the partner user as well as information regarding the monster card of each of the user and the partner user. Information about other users' monster cards is also provided. Thereby, it becomes possible for the requesting user to obtain information regarding the monster cards of many users by making a single information request.
  • the function of the information providing means 55 in this modification is realized as follows.
  • the CPU 21 of the game server 20 sells the affiliated user (user: ABC) recorded in the user data of the user: KNM. Extract the monster card data recorded in the setting data.
  • CPU21 extracts the data of the monster card
  • CPU21 produces
  • An example of a web page displayed on the user: XYZ communication terminal 10 is shown in FIG.
  • the web page shown in FIG. 21 includes information regarding the monster card of “DEF”, which is a user affiliated with user: ABC.
  • the game to be applied is a digital card game using a monster card.
  • the game is configured so that the user can hold an object, what type of game is used? It may be a thing.
  • a competitive digital card game such as baseball or soccer
  • player characters or items may be traded between users.
  • the game server 20 and the database server 30 on the network are configured to realize the functions of the setting unit 53, the association unit 54, and the information providing unit 55.
  • the present invention is not limited to this configuration. All these means may be realized by the communication terminal 10, or at least a part of the means may be realized by the communication terminal 10. Since the communication terminal 10 and the game server 20 can have substantially the same hardware configuration, each function can be realized by the communication terminal 10 as described in the above embodiment.
  • FIGS. 22A and 22B show an example of function sharing between the communication terminal 10, the game server 20, and the database server 30 for each function in the functional block diagram shown in FIG.
  • the database server 30 (game database 32) stores various data (for example, a monster character database).
  • the data may be stored in a 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).
  • HDD Hard Disk Disk Drive

Abstract

Provided are a game control device, game control method, program, recording medium, and game system that make it possible to readily trade objects among a plurality of users. This game control device is provided with: a setting means for setting one or a plurality of objects, possessed by a user in a game, as subject objects that will be subject to trading; a first associating means for associating users with each other; and an information providing means for providing, to a requesting user requesting information pertaining to a subject object of a first user, information pertaining to the respective subject objects of the first user and of a second user associated with the first user.

Description

ゲーム制御装置、ゲーム制御方法、プログラム、記録媒体、ゲームシステムGAME CONTROL DEVICE, GAME CONTROL METHOD, PROGRAM, RECORDING MEDIUM, GAME SYSTEM
 本発明は、ユーザによるゲームの実行を制御する技術に関する。 The present invention relates to a technique for controlling execution of a game by a user.
 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。 In recent years, it operates on a web browser in a social networking service (SNS) by a specific service provider.
 上述したソーシャルゲームの一例として、非特許文献1に開示されているデジタルカードゲーム(ドラゴンコレクション(登録商標))が知られている。この公知のデジタルカードゲームは、ユーザが様々なエリアを探索して新たなキャラクタやアイテムなどのカードを取得するクエスト処理を行うメニューが設けられている。このようなソーシャルゲームは、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などが行なわれている。
 また、従来のソーシャルゲームでは、ユーザが、ゲーム上保有するアイテムやキャラクタなどのオブジェクトを他のユーザと取引することができるようになっている。
As an example of the above-described social game, a digital card game (Dragon Collection (registered trademark)) disclosed in Non-Patent Document 1 is known. This known digital card game is provided with a menu for performing a quest process in which a user searches various areas and acquires a card such as a new character or item. One of the features of such a social game is that it has a richer communication function for interacting with users than a 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 is performed.
In addition, in the conventional social game, the user can trade objects such as items and characters held in the game with other users.
 従来のソーシャルゲームでは、ユーザ間でオブジェクトの取引が行われる場合、一方のユーザが、他方のユーザのゲーム内のウェブページにアクセスし、ウェブページ上に表示されたオブジェクトを参照することによって、他方のユーザに対して取引を申請する、という仕組みとなっている。この場合、複数のユーザに対して取引の申請を行うユーザにとっては、複数のユーザ毎に設けられたウェブページに一つずつアクセスする必要がある。したがって、複数のユーザとの間でオブジェクトの取引を行う際には、煩雑かつ手間のかかる操作が必要となるため、取引の活性化を図ることが困難であった。 In a conventional social game, when an object is traded between users, one user accesses a web page in the other user's game and refers to the object displayed on the web page, It is a mechanism to apply for a transaction to the user. In this case, it is necessary for a user who applies for a transaction to a plurality of users to access a web page provided for each of the plurality of users one by one. Therefore, when dealing with an object between a plurality of users, it is difficult to activate the transaction because a complicated and troublesome operation is required.
 本発明は上述した観点に鑑みてなされたもので、複数のユーザとの間でオブジェクトの取引を容易に行う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。 The present invention has been made in view of the above-described viewpoints, and provides a game control device, a game control method, a program, a recording medium, and a game system that can easily trade objects with a plurality of users. The purpose is to provide.
 本発明の第1の観点は、ゲーム制御装置である。
 当該ゲーム制御装置は、
 ユーザがゲーム上保有する一又は複数のオブジェクトを、取引の対象となる対象オブジェクトとして設定する設定手段と、
 ユーザ同士を関係付ける第1の関係付け手段と、
 第1のユーザの対象オブジェクトに関する情報を要求する要求ユーザに対して、前記第1のユーザ及び前記第1のユーザに関係付けられた第2のユーザそれぞれの対象オブジェクトに関する情報を提供する情報提供手段と、
 を備える。
A first aspect of the present invention is a game control device.
The game control device
A setting means for setting one or a plurality of objects held by the user on the game as a target object to be traded;
A first association means for relating users;
Information providing means for providing information on the target object of each of the first user and the second user related to the first user to the requesting user who requests information on the target object of the first user. When,
Is provided.
 オブジェクトは、ユーザがゲーム上で保有可能な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、それらがカード等に表示されているものをも含む。 The object may be anything as long as the user can hold it in the game, but includes items and characters, for example. A character is, for example, a virtual person or creature on a game, or a monster, and includes those displayed on a card or the like.
 このゲーム制御装置では、要求ユーザが第1のユーザの対象オブジェクトに関する情報を要求した場合には、要求ユーザに対して、第1のユーザ及び第2のユーザそれぞれの対象オブジェクトに関する情報が提供される。これにより、要求ユーザにとっては、1回の情報要求を行うことで、第1のユーザの対象オブジェクトに関する情報だけではなく、第2のユーザの対象オブジェクトに関する情報も得ることができる。このため、複数のユーザに対して取引の申請を行う場合に、例えば、複数のユーザ毎に設けられたウェブページに一つずつアクセスするなどの煩雑かつ手間のかかる操作が不要となることから、複数のユーザとの間でオブジェクトの取引を容易に行うことができ、ひいては取引の活性化を図ることができる。 In this game control device, when the requesting user requests information on the target object of the first user, information on the target objects of the first user and the second user is provided to the requesting user. . Thus, the requesting user can obtain not only information related to the target object of the first user but also information related to the target object of the second user by making a single information request. For this reason, when applying for a transaction to a plurality of users, for example, a complicated and troublesome operation such as accessing one web page provided for each of a plurality of users becomes unnecessary. It is possible to easily trade an object with a plurality of users, and thus to activate the trade.
 上記ゲーム制御装置において、前記対象オブジェクトに関する情報には、前記対象オブジェクトの取引の条件に関する情報が関連付けられており、前記情報提供手段は、前記対象オブジェクトに関する情報と、当該情報に関連付けられた取引の条件に関する情報とを、前記要求ユーザに提供してもよい。
 ここで、「取引の条件」とは、例えば、ゲーム上の仮想通貨を用いて取引が行われる場合には対象オブジェクトの販売価格であってもよいし、ユーザ間でオブジェクトを交換することによって取引が行われる場合には、交換可能なオブジェクトの数などであってもよい。
 このゲーム制御装置によれば、第1のユーザ及び第2のユーザそれぞれの対象オブジェクトに関する情報と、第1のユーザの対象オブジェクトに関連付けられた取引の条件に関する情報と、第2のユーザの対象オブジェクトに関連付けられた取引の条件に関する情報とが、要求ユーザに提供される。このため、要求ユーザは、取引の条件に従って対象オブジェクトの取引を行うか否かを容易に判別することができる。これにより、複数のユーザに対して取引の申請を行う場合に、例えば、取引の条件をユーザ毎に問い合わせる等の煩雑な手続きが不要となることから、複数のユーザとの間でオブジェクトの取引を容易に行うことができる。
In the game control device, information related to the target object is associated with information related to the target object, and the information providing means includes information related to the target object and transaction related to the information. Information regarding conditions may be provided to the requesting user.
Here, the “transaction condition” may be, for example, the selling price of the target object when the transaction is performed using a virtual currency on the game, or the transaction is performed by exchanging the object between users. May be the number of objects that can be exchanged.
According to this game control apparatus, the information regarding the target object of each of the first user and the second user, the information regarding the transaction conditions associated with the target object of the first user, and the target object of the second user Information about the terms of the transaction associated with the request is provided to the requesting user. Therefore, the requesting user can easily determine whether or not to trade the target object according to the trading conditions. As a result, when applying for a transaction to a plurality of users, for example, complicated procedures such as inquiring for the transaction conditions for each user are not required. It can be done easily.
 上記ゲーム制御装置において、前記情報提供手段は、第1のユーザ及び前記第2のユーザの対象オブジェクトが同一の場合に、前記第1のユーザ及び前記第2のユーザそれぞれの前記対象オブジェクトの取引の条件に関する情報を、前記対象オブジェクトに関する情報に関連付けてもよい。
 このゲーム制御装置によれば、要求ユーザは、第1のユーザ及び第2のユーザの対象オブジェクトが同一の場合に、当該対象オブジェクトに対する第1のユーザ及び第2のユーザそれぞれの取引の条件に関する情報をまとめて取得することができる。このため、要求ユーザは、第1のユーザ及び第2のユーザのうち何れのユーザと取引を行うべきか容易に判別することが可能となる。これにより、複数のユーザとの間でオブジェクトの取引をさらに容易に行うことができる。
In the above game control device, the information providing means may be configured to execute transactions of the target objects of the first user and the second user when the target objects of the first user and the second user are the same. Information on conditions may be associated with information on the target object.
According to this game control device, when the target object of the first user and the second user is the same, the requesting user has information on the transaction conditions of the first user and the second user for the target object. Can be acquired together. For this reason, the requesting user can easily determine which user of the first user and the second user should perform the transaction. Thereby, it is possible to more easily trade objects with a plurality of users.
 上記ゲーム制御装置において、前記情報提供手段は、第1のユーザ及び前記第2のユーザの対象オブジェクトが同一の場合に、前記第1のユーザ及び前記第2のユーザの取引の条件のうち、緩和された条件に関する情報を提供してもよい。
 ここで、「緩和された条件」とは、要求ユーザにとって取引を実現できる可能性がより高い条件であってよく、例えば、ゲーム上の仮想通貨を用いて取引が行われる場合には対象オブジェクトの販売価格がより低く設定された条件であってもよい。また、ユーザ間でオブジェクトを交換することによって取引が行われる場合には、交換可能なオブジェクトの数が少なく設定された条件であってもよいし、交換可能なオブジェクトの希少価値が低く設定された条件などであってもよい。
 このゲーム制御装置によれば、第1のユーザ及び第2のユーザの対象オブジェクトが同一の場合に、第1のユーザ及び第2のユーザの取引の条件のうち、要求ユーザにとって取引を実現できる可能性の高い条件が要求ユーザに提供される。このため、要求ユーザは、第1のユーザ及び第2のユーザのうち何れのユーザと取引を行うべきか検討する手間を軽減することができるので、複数のユーザとの間でオブジェクトの取引をさらに容易に行うことができる。
In the above game control device, the information providing means relaxes the transaction conditions of the first user and the second user when the target objects of the first user and the second user are the same. Information about the conditions made may be provided.
Here, the “relaxed condition” may be a condition that is more likely to realize the transaction for the requesting user. For example, when the transaction is performed using virtual currency on the game, the target object It may be a condition in which the sales price is set lower. In addition, when a transaction is performed by exchanging objects between users, the condition may be set with a small number of exchangeable objects, or the rare value of exchangeable objects is set low. Conditions may be used.
According to the game control device, when the target objects of the first user and the second user are the same, the transaction can be realized for the requesting user among the conditions of the transaction of the first user and the second user. A highly reliable condition is provided to the requesting user. For this reason, since the requesting user can reduce the trouble of considering which one of the first user and the second user should perform the transaction, it is possible to further deal with the object with a plurality of users. It can be done easily.
 上記ゲーム制御装置において、前記情報提供手段は、前記第1のユーザ及び前記第2のユーザの対象オブジェクトのうち、前記要求ユーザの対象オブジェクトと異なるオブジェクトに関する情報を提供してもよい。
 このゲーム制御装置によれば、要求ユーザが対象オブジェクトを設定している場合には、第1のユーザ及び第2のユーザの対象オブジェクトのうち、要求ユーザの対象オブジェクト以外の対象オブジェクトに関する情報が要求ユーザに提供される。要求ユーザの対象オブジェクトは、要求ユーザが既に保有し、かつ取引の対象とするオブジェクトであることから、要求ユーザは、そのオブジェクトを他のユーザから得ることに興味が低いと考えられるため、上述した構成とすることで、要求ユーザは、自身にとって必要な対象オブジェクトに関する情報を効率よく取得することができる。
The said game control apparatus WHEREIN: The said information provision means may provide the information regarding the object different from the said target object of the said request | requirement user among the target objects of the said 1st user and the said 2nd user.
According to this game control device, when the requesting user sets a target object, information on target objects other than the target object of the requesting user is requested among the target objects of the first user and the second user. Provided to the user. Since the requesting user's target object is an object that the requesting user already owns and is the object of the transaction, the requesting user is considered less interested in obtaining the object from other users. With the configuration, the requesting user can efficiently acquire information related to the target object necessary for the requesting user.
 上記ゲーム制御装置において、ユーザ同士を関係付ける第2の関係付け手段を備え、前記情報提供手段は、第1のユーザの対象オブジェクトと同一の対象オブジェクトを保有する第2のユーザが複数存在する場合に、前記第2のユーザのうち前記第2の関係付け手段によって前記第1のユーザと関係付けられた第3のユーザの対象オブジェクトに関する情報を提供してもよい。
 このゲーム制御装置によれば、第1のユーザ及び複数の第2のユーザの対象オブジェクトが同一の場合に、複数の第2のユーザのうち、第1のユーザと関係度の高い第3のユーザの対象オブジェクトに関する情報が要求ユーザに提供される。これにより、各ユーザは、自らの取引の機会を増やすために、他のユーザと関係付けることが動機付けられる。このため、ユーザ間の交流を促進することができることから、ゲームのソーシャル性を高めることができる。
The game control apparatus includes a second association unit that associates users with each other, and the information providing unit includes a plurality of second users who have the same target object as the target object of the first user. In addition, information regarding a target object of a third user related to the first user by the second association unit among the second users may be provided.
According to this game control device, when the target objects of the first user and the plurality of second users are the same, the third user having a high degree of relationship with the first user among the plurality of second users. Information about the target object is provided to the requesting user. This motivates each user to associate with other users in order to increase their trading opportunities. For this reason, since the exchange between users can be promoted, the social nature of the game can be enhanced.
 上記ゲーム制御装置において、前記情報提供手段は、第1のユーザの対象オブジェクトと同一の対象オブジェクトを保有する第2のユーザが複数存在する場合に、前記第1のユーザと前記第3のユーザとの前記ゲーム上の関係度合いを示すパラメータに基づいて、前記第3のユーザの対象オブジェクトに関する情報を提供してもよい。
 このゲーム制御装置によれば、例えば、第1のユーザと第3のユーザの関係度が所定の閾値以上であれば、第3のユーザの対象オブジェクトに関する情報が要求ユーザに提供されるように構成されている場合には、第3のユーザは、自らの取引の機会を増やすために、第1のユーザとの関係度合いを高めることが動機付けられる。このため、ユーザ間の交流をさらに促進することができることから、ゲームのソーシャル性をさらに高めることができる。
In the game control device, the information providing means includes the first user and the third user when there are a plurality of second users having the same target object as the target object of the first user. Information regarding the target object of the third user may be provided based on a parameter indicating the degree of relationship in the game.
According to this game control apparatus, for example, if the degree of relationship between the first user and the third user is equal to or greater than a predetermined threshold, information regarding the target object of the third user is provided to the requesting user. If so, the third user is motivated to increase the degree of relationship with the first user in order to increase their trading opportunities. For this reason, since the exchange between users can be further promoted, the social nature of the game can be further enhanced.
 上記ゲーム制御装置において、前記情報提供手段は、前記第1の関係付け手段によって前記第2のユーザと関係付けられ、且つ、前記第1のユーザと異なる他のユーザの対象オブジェクトに関する情報を提供してもよい。
 このゲーム制御装置によれば、要求ユーザが第1のユーザの対象オブジェクトに関する情報を要求した場合には、要求ユーザに対して、第1のユーザ及び第2のユーザそれぞれの対象オブジェクトに関する情報だけでなく、第2のユーザと関係付けられた他のユーザの対象オブジェクトに関する情報も提供される。これにより、要求ユーザにとっては、1回の情報要求を行うことで、多くのユーザの対象オブジェクトに関する情報を得ることが可能となる。
In the game control apparatus, the information providing unit provides information related to a target object of another user that is related to the second user by the first association unit and is different from the first user. May be.
According to this game control apparatus, when the requesting user requests information about the target object of the first user, only the information about the target object of each of the first user and the second user is requested to the requesting user. Rather, information about the target objects of other users associated with the second user is also provided. As a result, the requesting user can obtain information on the target objects of many users by making a single information request.
 本発明の第2の観点は、ゲーム制御方法であって、
 ユーザがゲーム上保有する一又は複数のオブジェクトを、取引の対象となる対象オブジェクトとして設定するステップと、
 ユーザ同士を関係付けるステップと、
 第1のユーザの対象オブジェクトに関する情報を要求する要求ユーザに対して、前記第1のユーザ及び前記第1のユーザに関係付けられた第2のユーザそれぞれの対象オブジェクトに関する情報を提供するステップと、
 を備える。
A second aspect of the present invention is a game control method,
Setting one or more objects that the user holds in the game as target objects to be traded;
The steps to relate users to each other;
Providing information on the target object of each of the first user and the second user associated with the first user to a requesting user requesting information on the target object of the first user;
Is provided.
 本発明の第3の観点は、ゲームの実行を制御するために、コンピュータに、
 ユーザがゲーム上保有する一又は複数のオブジェクトを、取引の対象となる対象オブジェクトとして設定し、記憶装置に記憶させる機能、
 ユーザ同士を関係付ける機能、及び
 第1のユーザの対象オブジェクトに関する情報を要求する要求ユーザに対して、前記第1のユーザ及び前記第1のユーザに関係付けられた第2のユーザそれぞれの対象オブジェクトに関する情報を前記記憶装置から取得して提供する機能、
 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.
A function in which one or a plurality of objects that the user has in the game is set as a target object to be traded and stored in a storage device;
A function for associating users with each other and a requesting user for requesting information on a target object of the first user, each target object of the second user related to the first user and the first user A function for obtaining and providing information on the storage device,
It is a program for realizing.
 コンピュータは、例えばネットワークサーバ、大型計算機等であってよい。また、このプログラムは、DVD-ROMやCD-ROM等のコンピュータが読み取り可能な情報記憶媒体に格納されてもよい。すなわち、本発明の第4の観点は、前記プログラムを記録したことを特徴とする、コンピュータ読み取り可能な記録媒体である。 The computer may be, for example, a network server or a large computer. Further, this program may be stored in a computer-readable information storage medium such as a DVD-ROM or a CD-ROM. That is, a fourth aspect of the present invention is a computer-readable recording medium in which the program is recorded.
 本発明の第5の観点は、通信端末と、当該通信端末からアクセスされるサーバとを含むゲームシステムであって、
 ユーザがゲーム上保有する一又は複数のオブジェクトを、取引の対象となる対象オブジェクトとして設定する設定手段、
 ユーザ同士を関係付ける第1の関係付け手段、
 第1のユーザの対象オブジェクトに関する情報を要求する要求ユーザに対して、前記第1のユーザ及び前記第1のユーザに関係付けられた第2のユーザそれぞれの対象オブジェクトに関する情報を提供する情報提供手段、
 の各手段を、前記通信端末又は前記サーバのいずれか一方が備える。
A fifth aspect of the present invention is a game system including a communication terminal and a server accessed from the communication terminal,
Setting means for setting one or a plurality of objects held by the user on the game as target objects to be traded;
A first association means for relating users,
Information providing means for providing information on the target object of each of the first user and the second user related to the first user to the requesting user who requests information on the target object of the first user. ,
Any one of the communication terminal and the server is provided with each means.
 通信端末は、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、通信機能付きゲーム装置等であってよい。 The communication terminal may be, for example, a mobile terminal, a smartphone, a PDA (Personal Digital Assistant), a personal computer, a television receiver having a bidirectional communication function, a game device with a communication function, or the like.
実施形態のゲームシステムの基本構成を示す図。The figure which shows the basic composition of the game system of embodiment. 実施形態の通信端末の外観の例を示す図。The figure which shows the example of the external appearance of the communication terminal of embodiment. 実施形態の通信端末の外観の例を示す図。The figure which shows the example of the external appearance of the communication terminal of embodiment. 実施形態の通信端末の構成を示すブロック図。The block diagram which shows the structure of the communication terminal of embodiment. 実施形態のゲームサーバの構成を示すブロック図。The block diagram which shows the structure of the game server of embodiment. 実施形態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. モンスター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 monster character database. 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. 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. 販売設定データのデータ構成の一例を示す図。The figure which shows an example of a data structure of sales setting data. 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シーケンスチャート。The sequence chart 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シーケンスチャート。The sequence chart which shows an example of the main processes of the game control apparatus of embodiment. 変形例1に係るゲーム制御装置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 the game control apparatus concerning the modification 1. 親密度データの構成例を示す図。The figure which shows the structural example of closeness data. 変形例6に係るゲーム制御装置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 the game control apparatus concerning the modification 6. 通信端末及びゲームサーバの各々における各機能の構成例を示す図。The figure which shows the structural example of each function in each of a communication terminal and a game server. 通信端末及びゲームサーバの各々における各機能の構成例を示す図。The figure which shows the structural example of each function in each of a communication terminal and a game server.
 本発明は、2012年4月9日に日本国特許庁に出願された特願2012-088237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 the patent application of Japanese Patent Application No. 2012-088237 filed with the Japan Patent Office on April 9, 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。 Hereinafter, embodiments of the present invention will be described.
 (1)ゲームシステムの構成
 図1は、実施形態のゲームシステムのシステム構成例を示している。図1に示すように、このゲームシステムは、例えばインターネットなどの通信網NW(ネットワーク)に接続可能な通信端末10a,10b,10c,…と、通信網NWに接続されているゲームサーバ20と、データベースサーバ30とによって構成されている。各通信端末10a,10b,10c,…はそれぞれ、個々のユーザによって操作される端末であり、例えば、携帯端末、スマートフォン、PDA(Personal Digital Assistant)、パーソナルコンピュータ、双方向の通信機能を備えたテレビジョン受像機(いわゆる多機能型のスマートテレビも含む。)などの通信端末である。なお、以下の説明において、各通信端末10a,10b,10c,…に共通して言及するときには、通信端末10と表記する。
 このゲームシステムにおいて、ゲームサーバ20は、クライアントである通信端末10と通信可能に構成されており、通信端末10に対してゲーミングサービスを提供する。ゲームサーバ20には、ゲーム用アプリケーションとしてウェブブラウザ上で動作可能なアプリケーションが実装されている。データベースサーバ30は、ゲームを実行する上での後述する様々な情報を格納しており、それらの情報の読み書きのためにゲームサーバ20と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、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、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 is provided, and a bus 18 for transmitting control signals or data signals between the units is provided.
 CPU11は、ROM12内のウェブブラウザをRAM13にロードして実行する。そして、CPU11は、指示入力部15等によってユーザに入力されるURL(Uniform Resource Locator)の適切な指定に基づき、通信インタフェース部17を介して、ゲームサーバ20からウェブページを表示するためのデータ、すなわち、HTML(HyperText Markup Language)文書や当該文書と関連付けられた画像などのオブジェクトのデータ(以下、総称して適宜「HTMLデータ」と表記する。)を、通信インタフェース部17を介して取得し、そのHTMLデータを解釈する。なお、通信端末10には、ウェブブラウザのブラウザ機能を拡張するための様々なプラグインが実装されていてよい。
 なお、HTMLデータの取得に当たって、CPU11は、予め登録されたユーザID(ユーザ識別情報)、あるいは指示入力部15を介して入力されるユーザIDを含むアクセス要求メッセージを、通信インタフェース部17を介してゲームサーバ20へ通知する。
The CPU 11 loads the web browser in the ROM 12 into the RAM 13 and executes it. And CPU11 is based on the appropriate designation | designated of URL (Uniform Resource Locator) input to a user by the instruction | indication input part 15 grade | etc., Data for displaying a web page from the game server 20 via the communication interface part 17, That is, data of an object such as an HTML (HyperText Markup Language) document and an image associated with the document (hereinafter collectively referred to as “HTML data” as appropriate) is acquired via the communication interface unit 17. Interpret the HTML data. The communication terminal 10 may be mounted with various plug-ins for extending the browser function of the web browser.
In acquiring the HTML data, the CPU 11 sends an access request message including a user ID (user identification information) registered in advance or a user ID input via the instruction input unit 15 via the communication interface unit 17. The game server 20 is notified.
 ウェブブラウザは、画像処理部14を介して、取得したHTMLデータに基づき、ゲームサーバ20から提供されるウェブページを表示部16に表示する。また、ウェブブラウザは、ユーザが指示入力部15の操作によってウェブページ上のハイパーリンク(Hyperlink)またはメニューが選択されると、その選択に応じたウェブページを表示するための新たなHTMLデータの送信(つまり、ウェブページの更新)をゲームサーバ20へ要求する。 The web browser displays the web page provided from the game server 20 on the display unit 16 based on the acquired HTML data via the image processing unit 14. When the user selects a hyperlink or menu on the web page by operating the instruction input unit 15, the web browser transmits new HTML data for displaying the web page according to the selection. (That is, update of the web page) is requested to the game server 20.
 画像処理部14は、HTMLデータの解析結果としてCPU11から与えられる表示用画像データに基づいて、表示部16にウェブページを表示する。表示部16は、例えば、マトリクス状に画素単位で配置された薄膜トランジスタを含むLCD(Liquid Cristal Display)モニタであり、表示用画像データに基づいて薄膜トランジスタを駆動することでウェブページの画像を表示画面16aに表示する。 The image processing unit 14 displays a web page on the display unit 16 based on the display image data given from the CPU 11 as the analysis result of the HTML data. The display unit 16 is, for example, an LCD (Liquid-Cristal-Display) monitor including thin film transistors arranged in units of pixels in a matrix, and displays an image of a web page by driving the thin film transistors based on display image data. To display.
 通信端末10が釦入力方式の通信端末(図2Aに示す)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 (shown in FIG. 2A), the instruction input unit 15 includes a plurality of instruction input buttons such as a direction instruction button and a decision button for accepting a user operation input. A button group 15b including a group 15a and a plurality of instruction input buttons such as a numeric keypad is provided, and an interface circuit for recognizing a pressing (operation) input of each button and outputting it to the CPU 11 is included. 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に示す)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 (shown in 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、通信端末10で表示されるウェブページ上でユーザにより選択されたハイパーリンクまたはメニューに応じた処理を行う。その処理は、例えば、新たなHTMLデータの送信、または、ゲームサーバ20内の演算処理あるいはデータ処理などを含む。
 データベースアクセス部24は、CPU21がデータベースサーバ30に対してデータの読み書きを行うときのインタフェースである。
For example, the CPU 21 transmits HTML data to the communication terminal 10 via the communication interface unit 25. In addition, when the game server 20 performs the authentication process of the user of the communication terminal 10, the CPU 21 performs the authentication process.
The CPU 21 performs processing according to the hyperlink or menu selected by the user on the web page displayed on the communication terminal 10. The processing includes, for example, transmission of new HTML data, arithmetic processing in the game server 20 or data processing.
The database access unit 24 is an interface when the CPU 21 reads / writes data from / to the database server 30.
 (4)データベースサーバの構成
 データベースサーバ30は、大容量のハードディスク装置やRAID(Redundant Arrays of Inexpensive Disks)等の形態の装置等、汎用ストレージで実現できる。データベースサーバ30内の各データベースは、ゲームサーバ20のデータベースアクセス部24を介してCPU21からのデータの読み書きが可能となるように構成されている。
 図5に、データベースサーバ30の構成の一例を示す。図5に示すように、データベースサーバ30は、ユーザデータベース31と、ゲームデータベース32とを備える。
(4) Configuration of Database Server The database server 30 can be realized by a general-purpose storage such as a large-capacity hard disk device or a device such as RAID (Redundant Arrays of Inexpensive Disks). Each database in the database server 30 is configured to be able to read and write data from the CPU 21 via the database access unit 24 of the game server 20.
FIG. 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制御装置によって実現されるゲームのタイプは特に限定されるものではないが、以下では、実施形態の説明の便宜上、ゲーム制御装置によって実現されるゲームの一例として、モンスター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、モンスターが描かれたゲーム内のカード(モンスターカード)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。このゲームは、例えば、以下の処理を含む。
・クエスト処理:
 少なくとも一つのモンスターカードからなる自らのチームを作り上げていくために、ゲーム上で設定されているエリアを探索してモンスターカードを得る処理である。このゲームでは、クエスト処理を実行することで一定量の体力ポイント(後述する)を消費する。
・バトル処理:
 他のユーザのチームとバトルを行う処理である。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モンスター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、パラメータの値の大きいモンスターカードをバトルに使用したユーザが、それよりパラメータの値の小さいモンスター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されてもよい。この場合、ユーザの保有するモンスターカードのパラメータの値が大きいほど、他のユーザと比べてゲームをより優位に進められるようになる。また、ユーザのゲーム上の属性(後述する)と同じ属性を有するモンスターカードがバトルで使用されると、バトルの間、当該モンスターカードのパラメータが所定の割合だけ上昇するようになっていてもよい。
・販売設定処理:
 ユーザが保有するモンスターカードを他のユーザに販売可能に設定するための処理である。一度に販売可能なモンスターカードの最大数(例えば10枚)は、適宜設定されてもよい。また、モンスターカードを販売可能に設定するためには、モンスターカード1枚当たり所定数の所持コイン(後述する)が必要となるように設定されてもよい。
・移動処理:
 ユーザの通信端末10上に、ゲーム内に設けられた他のユーザのウェブページを表示させるための処理である。
・販売提携処理:
 ユーザが、他のユーザに対して、モンスターカードの販売を提携して行うことを申請するための処理である。このゲームでは、ユーザ同士が販売提携をした場合、提携関係にある両ユーザが各々販売しているモンスターカードが、両ユーザのゲーム内のウェブページ上で販売されるようになっている。
・商品情報取得処理:
 ユーザが、他のユーザにより販売されているモンスターカードに関する情報を取得するための処理である。
The type of game realized by the game control device of the present embodiment is not particularly limited. However, for convenience of explanation of the embodiment, a monster card is used as an example of a game realized by the game control device below. The digital card game (hereinafter simply referred to as “game” or “game of the present embodiment” as appropriate) is taken up. This game is a game in which a user collects cards (monster cards) in a game on which monsters are drawn to create his own team and battle with other users' teams. This game includes the following processes, for example.
・ Quest processing:
This is a process for obtaining a monster card by searching for an area set in the game in order to create a team of at least one monster card. In this game, a certain amount of physical strength points (described later) are consumed by executing the quest process.
・ Battle processing:
This is a process of performing a battle with another user's team. The battle process is not described in detail here, but for example, the result of the battle depends on the size of a parameter (for example, a value indicating attack power or defense power) indicating the ability of the monster card used by the user in the battle. Configured to be determined. For example, even if a user who uses a monster card with a large parameter value for a battle is more likely to win against another user who uses a monster card with a smaller parameter value for the battle. Good. In this case, the larger the parameter value of the monster card held by the user, the more the game can be advanced over other users. Further, when a monster card having the same attribute as that on the user's game (described later) is used in the battle, the parameter of the monster card may increase by a predetermined rate during the battle. .
・ Sales setting process:
This is a process for setting the monster card held by the user so that it can be sold to other users. The maximum number (for example, 10) of monster cards that can be sold at one time may be set as appropriate. Further, in order to set a monster card to be sellable, a predetermined number of possessed coins (described later) may be set for each monster card.
・ Move processing:
This is a process for displaying another user's web page provided in the game on the user's communication terminal 10.
・ Sales alliance processing:
This is a process for a user to apply to another user to sell a monster card in partnership. In this game, when users make a sales partnership, monster cards sold by both users in the partnership are sold on a web page in the game of both users.
・ Product information acquisition processing:
This is a process for a user to acquire information about a monster card sold by another user.
 なお、本実施形態におけるモンスターカードは、本発明の「オブジェクト」の一例であるが、本発明の「オブジェクト」はこれに限られない。オブジェクトは、ユーザがゲーム上で保有可能なものであれば何でもよく、例えば、ユーザがゲーム上で保有することができるキャラクタやアイテムなどであってもよいし、ユーザがゲームを進行させ、あるいはゲーム上の特典を得るために必要となるキャラクタやアイテムなどであってもよい。
 ここで、ゲーム上の特典とは、ゲーム上のポイント若しくはアイテム、又はゲーム上の有利な効果などであってよい。さらに、アイテムとは、例えば、体力ポイントなどを即時に回復する回復薬や、モンスターカードの能力を上昇させる薬品、武器あるいは防具などであってもよい。さらに、ゲーム上の有利な効果とは、例えば、アイテムを使用せずにモンスターカードの能力値を上昇させることであってもよいし、ユーザが特殊なアイテムを入手できることであってもよい。また、ゲーム上の有利な効果とは、ゲームにおけるシナリオの進行を進め易くするように設定を調整することであってもよく、例えば、ユーザの操作に応じて消費するゲーム上の各種ポイント(体力ポイントなど)の消費量を通常よりも低減させることであってもよいし、ユーザが各種ポイントを入手できることであってもよい。さらに、ゲーム上の有利な効果とは、間接的にゲームを有利に進められるようにゲーム上の設定を調整することであってもよく、例えば、ユーザが特殊なアイテムを取得可能なイベントを発生させることでもよい。
The monster card in the present embodiment is an example of the “object” in the present invention, but the “object” in the present invention is not limited to this. The object may be anything that the user can hold on the game, for example, a character or item that the user can hold on the game, or the user proceeds with the game, or the game It may be a character, an item, or the like necessary for obtaining the above privilege.
Here, the privilege on the game may be a point or item on the game or an advantageous effect on the game. Furthermore, the item may be, for example, a recovery drug that instantly recovers health points, a chemical that increases the ability of a monster card, a weapon, or a protective equipment. Further, the advantageous effect on the game may be, for example, increasing the ability value of the monster card without using the item, or being able to obtain a special item by the user. Further, the advantageous effect on the game may be that the setting is adjusted so as to facilitate the progress of the scenario in the game. For example, various points (physical strength) on the game that are consumed according to the user's operation. Point) or the like may be reduced than usual, or the user may be able to obtain various points. Further, the advantageous effect on the game may be that the setting on the game is adjusted so that the game can be indirectly advantageous, for example, an event that allows the user to acquire a special item is generated. It may be allowed to.
 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、属性、技能レベル、体力ポイント、モンスター数、所持コイン、仲間のユーザID、提携先のユーザ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), a user name / display image, attribute, skill level, physical strength point, number of monsters, possessed coin, fellow user ID, partner user ID, and Contains information about each item of data on the card. 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の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。例えば、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ってもよい。
・属性
 ゲームにおいて、ユーザ登録時に、ユーザが指定する属性である。このゲームでは、例えば、A、B、Cの3つの属性が設けられており、ユーザは3つの属性の中からいずれかの属性をユーザ登録時に選択する。
・技能レベル
 ゲーム上のユーザの技能レベル示すデータである。例えばLv1(レベル1)からLv100(レベル100)までの範囲のレベル値である。例えば、クエスト処理が継続的に実行されることで、順次技能レベルが上がるように構成されてもよい。
・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。
・モンスター数
 ユーザが保有するモンスターカードの数である。モンスター数の最大値(例えば、60)は予め規定されている。
・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、例えば、ユーザが、他のユーザからモンスターカードを購入したときなどに消費(低減)し、ユーザが、他のユーザに対してモンスターカードを売却したときにその販売額に応じて増加してもよい。なお、所持コインは、例えば、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してもよい。
・仲間ユーザ
 ユーザの仲間として関係付けられた他のユーザ(仲間ユーザ)のユーザIDのデータである。
・提携ユーザ
 ユーザの販売提携先として関係付けられた他のユーザ(提携ユーザ)のユーザIDのデータである。
・保有カードのデータ
 ユーザが保有するモンスターカードのパラメータ等のデータ(後述する)などが含まれる。
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 of the communication terminal 10 when the game is executed. For example, the user name is text of a predetermined length or less designated in advance by the user, and the display image is an avatar image selected in advance by the user, for example. The user name may be a name that identifies the user on the network environment (or game community) provided by the game server 20.
-Attribute It is an attribute specified by the user at the time of user registration in the game. In this game, for example, three attributes A, B, and C are provided, and the user selects one of the three attributes at the time of user registration.
Skill level This is data indicating the skill level of the user on the game. For example, it is a level value in a range from Lv1 (level 1) to Lv100 (level 100). For example, the skill level may be sequentially increased by continuously executing the quest process.
-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 monsters This is the number of monster cards held by the user. The maximum number of monsters (for example, 60) is defined in advance.
-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. Owned coins are consumed (reduced), for example, when a user purchases a monster card from another user, and increases according to the amount sold when the user sells the monster card to another user. May be. Note that the possessed coins may be increased according to the amount of payment, for example, when the user pays actual money to the service provider or the like by a predetermined method.
-Associate user It is data of the user ID of the other user (friend user) related as a user's associate.
-Affiliated user Data of user IDs of other users (affiliated users) related as a sales partner of the user.
-Owned card data Includes data such as the parameters of monster cards held by the user (described later).
 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、本実施形態のゲームでは、モンスターカードの収集、モンスターカードを用いたバトル、モンスターカードの取引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、複数のモンスターカードの各々のデータが記述されたモンスターキャラクタデータベースが記憶されている。モンスターキャラクタデータベースの例を図7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.
In the game of this embodiment, monster cards are collected, battles using monster cards, and monster card transactions are performed. Therefore, the game database 32 stores a monster character database in which data of each of a plurality of monster cards is described. An example of a monster character database is shown in FIG.
 図7に示すように、モンスターキャラクタデータベースには、モンスターキャラクタ(MC1,MC2,…)ごとに、画像、攻撃力、防御力、レア度、属性の各項目のデータを含む。なお、レア度とは、モンスターカードの希少価値の度合を示す値であり、その値が高いほどゲーム内で出現する確率が非常に低く設定されている。なお、本実施形態では、レア度を1~5の5段階で表しており、能力(攻撃力、防御力など)の際立ったモンスターキャラクタや人気のあるモンスターキャラクタのレア度は高く設定されている。 As shown in FIG. 7, the monster character database includes data for each item of image, attack power, defense power, rarity, and attribute for each monster character (MC1, MC2,...). The rarity is a value indicating the degree of rarity value of the monster card, and the higher the value, the lower the probability of appearing in the game. In the present embodiment, the rarity is expressed in five stages from 1 to 5, and the rarity of monster characters with outstanding abilities (attack power, defense power, etc.) and popular monster characters are set high. .
 (5)ゲーム制御装置における各機能の概要
 本実施形態では、ゲームサーバ20及びデータベースサーバ30によってゲーム制御装置が構成されている。以下では、上述したモンスターカードを用いたデジタルカード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8を参照して説明する。図8は、本実施形態のゲーム制御装置で主要な役割を果たす機能を説明するための機能ブロック図である。
 なお、図8の機能ブロック図において、設定手段53、関係付け手段(第1の関係付け手段)54及び情報提供手段55が本発明の主要な構成に対応している。その他の手段は必ずしも必須の構成ではないが、本発明をさらに好ましくするための構成である。
 また、以下の説明において、通信端末10に表示されるウェブページ上で表示されるメニュー、マーク等はウェブページ上で所望の位置に配置されるものであって、通信端末10で視認されるメニュー、マーク等の表示画面上の位置は、ユーザの方向指示釦あるいはタッチパネルの操作によるウェブページのスクロール操作によって変化しうる。
(5) Overview of Functions in Game Control Device In the present embodiment, the game control device is configured by the game server 20 and the database server 30. Below, the function implement | achieved with the game control apparatus of this embodiment is demonstrated with reference to FIG. 8 as an example when the digital card game using the monster card | curd mentioned above is applied. FIG. 8 is a functional block diagram for explaining functions that play a main role in the game control apparatus of the present embodiment.
In the functional block diagram of FIG. 8, the setting means 53, the associating means (first associating means) 54, and the information providing means 55 correspond to the main configuration of the present invention. Other means are not necessarily indispensable structures, but they are structures for making the present invention more preferable.
In the following description, menus, marks, and the like displayed on the web page displayed on the communication terminal 10 are arranged at desired positions on the web page, and are menus visually recognized on the communication terminal 10. The position on the display screen of the mark and the like can be changed by scrolling the web page by the user's direction instruction button or touch panel operation.
 登録手段51は、例えば通信端末10に提供するウェブページ上での通信端末10への適切な操作入力に基づいてユーザの要求を認識し、登録処理(ユーザ登録)を行う機能を備える。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。
 なお、登録手段51は、本発明に必須の構成要素ではないが、本発明をさらに好ましくするための構成要素である。
The registration unit 51 has a function of recognizing a user request based on an appropriate operation input to the communication terminal 10 on a web page provided to the communication terminal 10, for example, and performing a registration process (user registration). This registration process is executed when the user performs user registration for the game of the present embodiment.
Note that the registration means 51 is not an essential component of the present invention, but is a component for making the present invention more preferable.
 登録手段51の機能は、例えば以下のとおり実現される。ゲームサーバ20のCPU21は、通信インタフェース部25を介して通信端末10から登録要求メッセージを受信する。登録要求メッセージは、ゲームサーバ20から提供されるウェブページ上での通信端末10に対する所定の操作(例えば、所定のメニューの選択操作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。
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 that is 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 has already been 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.
 ゲーム進行手段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。
 このゲーム進行手段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 progress means 52 has a function of executing an authentication process at the time of user login when the user executes the game of the present embodiment.
The function of this game progress 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.
 ゲーム進行手段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進行する機能を備える。
 また、ゲーム進行手段52は、図9に示すように、ゲームで実行される複数の処理が各々割り当てられた複数のメニューを通信端末10に表示させる機能を備える。具体的には、CPU21は、複数のメニューを含むウェブページを表示するためのHTMLデータを生成して通信端末10宛に送信する。
The game progress 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, HTTP response) for sequentially updating the web page displayed on the communication terminal 10. Is transmitted, the function of proceeding with the game of this embodiment is provided by the web service.
Further, as shown in FIG. 9, the game progress means 52 has a function of causing the communication terminal 10 to display a plurality of menus each assigned a plurality of processes executed in the game. Specifically, the CPU 21 generates HTML data for displaying a web page including a plurality of menus, and transmits the HTML data to the communication terminal 10.
 ゲーム進行手段52によって通信端末10に表示されるゲームのトップページの例を図9に示す。図9に示すトップページは、個々のユーザIDに応じたウェブページで構成される。図9に例示されるトップページは、ユーザデータ表示領域、モンスター画像表示領域、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、属性、技能レベル(レベル)、体力ポイント、モンスター数、仲間ユーザ(仲間ユーザのユーザIDの数)、提携ユーザ(提携ユーザのユーザIDの数)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、モンスター数の一例として「40/60」と表記されているが、これは、ユーザが保有するモンスターカードが40枚であり、最大で保有可能なモンスターカードの枚数が60枚であることを示す。モンスター画像表示領域は、対象となるユーザIDのユーザデータに含まれる複数のモンスターカードのうちユーザによって予め指定されたモンスター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複数の処理のうち一部の処理(クエスト処理、販売設定処理、移動処理)に対応したメニューとして、それぞれ「クエスト」、「販売設定」、「移動」と表記されたメニューm1,m2,m3が含まれる。
An example of the game top page displayed on the communication terminal 10 by the game progression means 52 is shown in FIG. The top page shown in FIG. 9 includes web pages corresponding to individual user IDs. The top page illustrated in FIG. 9 includes a user data display area, a monster image display area, and a menu display area.
The user data display area includes attributes, skill levels (levels), physical strength points, number of monsters, fellow users (number of fellow user's user IDs), affiliated users (affiliated user's user IDs) included in the user data of the target user ID. This is an area in which data of each item (see FIG. 6) is displayed. In FIG. 9, “40/60” is shown as an example of the number of monsters, but this is 40 monster cards owned by the user, and the maximum number of monster cards that can be held is 60. Indicates that The monster image display area is an area in which an image of a monster card designated in advance by the user among a plurality of monster cards included in the user data of the target user ID is displayed. The menu display area includes menus corresponding to some of the plurality of processes (quest process, sales setting process, movement process) provided in the game of the present embodiment as “quest”, “sales setting”, Menus m1, m2, and m3 labeled “move” are included.
 例えば図9に示すトップページをユーザの通信端末10に表示する場合、ゲーム進行手段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、データベースアクセス部24を介してユーザデータベース31にアクセスし、ユーザデータ表示領域に含まれる各項目のデータと、モンスター画像表示領域に表示すべきモンスターカードの画像データを読み出す。次にCPU21は、図9に示したトップページが構成されるようにHTMLデータを生成し、通信端末10宛に送信する。生成されるHTMLデータは、ユーザごと(つまり、ユーザIDごと)に異なるものとなる。通信端末10は、受信したHTMLデータを解釈してトップページの画像を表示部16(表示画面16a)に表示する。
 CPU21は、通信端末10に表示されたメニューm1、m2又はm3に対するユーザの選択操作に応じた処理を実行する。好ましくは、各処理が実行された場合、処理ごとに細分化された複数のメニューを含む新たなウェブページが表示されるように、階層的に各処理が実行される。
For example, when the top page shown in FIG. 9 is displayed on the user's communication terminal 10, the function of the game progress means 52 is implement | achieved as follows. The CPU 21 of the game server 20 accesses the user database 31 via the database access unit 24, and reads the data of each item included in the user data display area and the image data of the monster card to be displayed in the monster image display area. Next, the CPU 21 generates HTML data so that the top page shown in FIG. 9 is configured, and transmits it to the communication terminal 10. The generated HTML data is different for each user (that is, for each user ID). The communication terminal 10 interprets the received HTML data and displays the top page image on the display unit 16 (display screen 16a).
CPU21 performs the process according to the user's selection operation with respect to menu m1, m2 or m3 displayed on the communication terminal 10. FIG. Preferably, when each process is executed, each process is executed hierarchically so that a new web page including a plurality of menus subdivided for each process is displayed.
 また、ゲーム進行手段52は、クエスト処理を実行する機能を備える。
 [クエスト処理]
 クエスト処理は、少なくとも一つのモンスターカードからなる自らのチームを作り上げていくために、ゲーム上で設定されているエリアを探索してモンスターカードを得る処理である。
 クエスト処理において、ゲーム進行手段52は、以下のようにして実現できる。ゲームサーバ20のCPU21は、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、図10に示すウェブページを表示するためのHTMLデータを生成して通信端末10宛に送信する。図10に示すウェブページには、探索の対象となるエリア(図10の例では、エリア1)の進行度合いを示す探索率のゲージ、探索処理を実行するための「探索する」と表記されたメニューm10などが含まれる。
 クエスト処理において、ユーザは、メニューm10を選択操作する。この操作を契機として、探索の対象となるエリアについての探索が行われる。このとき、メニューm10が選択操作されて探索が行われる度に、「探索率」(%)の値がランダムな増加量で増加する。上述したように、このゲームでは、1回の探索につき、所定量(例えば5ポイント)の体力ポイントが減少するように構成されている。探索が行われる(メニューm10が選択操作される)度に、CPU21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の体力ポイントの値を更新する。また、CPU21は、探索が行われる度に、増加した探索率を含むウェブページを表示するためのHTMLデータを生成して通信端末10宛に送信する。なお、図10に示すウェブページは、1回の探索に要する体力ポイントの値が表示されるように構成されてもよい。
Moreover, the game progress means 52 is provided with the function to perform a quest process.
[Quest processing]
The quest process is a process for obtaining a monster card by searching an area set in the game in order to build up a team of at least one monster card.
In the quest process, the game progress means 52 can be realized as follows. When the menu m1 is selected and operated on the top page of FIG. 9, the CPU 21 of the game server 20 generates HTML data for displaying the web page shown in FIG. 10 and transmits it to the communication terminal 10. In the web page shown in FIG. 10, a search rate gauge indicating the degree of progress of the area to be searched (area 1 in the example of FIG. 10) and “search” for executing the search process are indicated. Menu m10 and the like are included.
In the quest process, the user performs a selection operation on the menu m10. With this operation as a trigger, a search for an area to be searched is performed. At this time, every time the menu m10 is selected and searched, the value of “search rate” (%) increases by a random increase amount. As described above, this game is configured such that a predetermined amount (for example, 5 points) of physical strength points is reduced for each search. Each time a search is performed (the menu m10 is selected and operated), the CPU 21 accesses the user database 31 and updates the value of the physical strength point of the target user ID. In addition, every time a search is performed, the CPU 21 generates HTML data for displaying a web page including the increased search rate and transmits it to the communication terminal 10. Note that the web page shown in FIG. 10 may be configured such that the value of the physical fitness point required for one search is displayed.
 クエスト処理において、ゲームサーバ20のCPU21は、メニューm10に対する選択操作を認識すると、クエスト用に予め設けられた複数のモンスターカードの中から所定の、あるいはランダムな確率で抽選を行う。CPU21は、抽選によりモンスターカードを得た(発掘した)場合には、ユーザデータベース31にアクセスし、対象となるユーザIDのデータに対して、発掘されたモンスターカードのデータを追加して、モンスター数の値を1だけ増加させる。さらに、CPU21は、モンスターカードが得られたことを表す情報を表示するためのHTMLデータを生成して通信端末10宛に送信する。ユーザによるメニューm10に対する選択操作が繰返し行われ、図10においてエリアの探索率が100%に達すると、エリア1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2)に移る。 In the quest process, when the CPU 21 of the game server 20 recognizes the selection operation for the menu m10, the CPU 21 performs a lottery with a predetermined or random probability from among a plurality of monster cards provided in advance for the quest. When the CPU 21 obtains (excavates) a monster card by lottery, the CPU 21 accesses the user database 31 and adds the data of the excavated monster card to the data of the target user ID. Is increased by one. Furthermore, CPU21 produces | generates the HTML data for displaying the information showing that the monster card | curd was obtained, and transmits to communication terminal 10 addressed | directed. When the selection operation for the menu m10 by the user is repeatedly performed and the search rate of the area reaches 100% in FIG. 10, the search for the area 1 is finished, and the search target moves to the next area (in this case, the area 2). .
 クエスト処理では、探索対象となるエリアごとに、1回の探索処理に要する体力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回の探索処理で減少する(消費される)体力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、消費される体力ポイントの量を多くしてもよい。
 クエスト処理では、メニューm10に対する選択操作を行う度に体力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体力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、体力ポイントは、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 strength points required for one search process may be different for each area to be searched. That is, the amount of physical strength points that are reduced (consumed) in one search process may be different for each area to be searched. For example, each time the skill level of the user increases, the amount of physical strength points consumed may be increased.
In the quest process, the health points decrease each time the selection operation is performed on the menu m10. Therefore, when the top page is displayed immediately after the quest process is executed, the health points displayed on the top page are The quest process will be displayed in a reduced amount. The physical strength points are recovered (increased) by one point each time a predetermined time (for example, 3 minutes) elapses, for example.
 さらに、ゲーム進行手段52は、販売設定処理を実行する機能を備える。
 [販売設定処理]
 販売設定処理は、ユーザが保有するモンスターカードを他のユーザに販売可能に設定するための処理である。
 販売設定処理において、ゲーム進行手段52は、以下のようにして実現できる。ゲームサーバ20のCPU21は、図9のトップページ上でメニューm2が選択操作されると、選択操作を行ったユーザのユーザIDに対応するユーザデータを参照して、当該ユーザの保有カードのデータを抽出する。そして、CPU21は、図11に示すウェブページを表示するためのHTMLデータを生成して通信端末10宛に送信する。図11に示すウェブページには、選択操作を行ったユーザが保有するモンスターカードの全てを表示する領域が含まれる。それぞれのモンスターカードに対応する領域には、モンスターカードの販売価格(図の例ではコインの枚数)を入力するためのテキストボックス100と、販売者からのコメントなどを入力するためのテキストボックス101と、販売設定を実行するための「販売する」と表記されたメニューm11などが含まれる。
Furthermore, the game progress means 52 has a function of executing a sales setting process.
[Sales setting process]
The sales setting process is a process for setting the monster card held by the user so that it can be sold to other users.
In the sales setting process, the game progress means 52 can be realized as follows. When the menu m2 is selected on the top page of FIG. 9, the CPU 21 of the game server 20 refers to the user data corresponding to the user ID of the user who performed the selection operation, and stores the data of the user's possessed card. Extract. Then, the CPU 21 generates HTML data for displaying the web page shown in FIG. 11 and transmits it to the communication terminal 10. The web page shown in FIG. 11 includes an area for displaying all the monster cards held by the user who has performed the selection operation. In the area corresponding to each monster card, there are a text box 100 for inputting the selling price of the monster card (the number of coins in the example in the figure), and a text box 101 for inputting a comment from the seller. , A menu m11 labeled “sell” for executing sales setting, and the like.
 設定手段53は、販売設定処理において、ユーザがゲーム上保有する一又は複数のモンスターカード(オブジェクト)を、取引の対象となる対象オブジェクトとして設定する機能を備える。
 ここで、本実施形態では、ユーザが自ら保有するモンスターカードを他のユーザに販売することを「取引」の一例として説明しているが、本発明の「取引」はこれに限られない。「取引」とは、例えば、ユーザが他のユーザからモンスターカードを購入することであってもよい。
 設定手段53は、以下のようにして実現できる。ゲームサーバ20のCPU21は、図11に示すウェブページ上でメニューm11が選択操作されると、選択操作されたメニューm11に対応するモンスターカードの販売設定処理を行う。販売設定処理について具体的に説明すると、CPU21は、選択操作されたメニューm11に対応するモンスターカードのデータ(画像、攻撃力、防御力、レア度、属性など)と、選択操作されたメニューm11と同じ領域に含まれるテキストボックス100,101に入力されたテキスト情報とを、ゲームデータベース32内の販売設定データに記録する。図12に販売設定データの構成例を示す。図12に示すように、販売設定データは、ユーザ(ユーザID)ごとに、販売設定されたモンスターカードのデータと、当該モンスターカードの販売価格と、当該モンスターカードを販売するユーザからのコメントなどが記述されるデータである。つまり、モンスターカードが販売設定データに記録されることにより、当該モンスターカードは、対象オブジェクトとして設定される。
 なお、ユーザが他のユーザからモンスターカードを購入することにより取引が行われる場合には、販売設定データと同様に構成された購入設定データを設けてもよい。この場合、購入設定データには、販売価格の代わりに購入希望価格が含まれてもよい。
The setting means 53 has a function of setting one or a plurality of monster cards (objects) that the user holds in the game as a target object to be traded in the sales setting process.
Here, in this embodiment, selling a monster card owned by a user to another user is described as an example of “transaction”, but “transaction” of the present invention is not limited to this. “Transaction” may be, for example, that a user purchases a monster card from another user.
The setting means 53 can be realized as follows. When the menu m11 is selected and operated on the web page shown in FIG. 11, the CPU 21 of the game server 20 performs a sales setting process for a monster card corresponding to the selected menu m11. The sales setting process will be described in detail. The CPU 21 stores the data (image, attack power, defense power, rare degree, attribute, etc.) of the monster card corresponding to the selected menu m11, and the selected menu m11. The text information input in the text boxes 100 and 101 included in the same area is recorded in the sales setting data in the game database 32. FIG. 12 shows a configuration example of the sales setting data. As shown in FIG. 12, the sales setting data includes, for each user (user ID), data of a monster card set for sale, a selling price of the monster card, a comment from a user who sells the monster card, and the like. Data to be described. That is, when the monster card is recorded in the sales setting data, the monster card is set as the target object.
In addition, when a transaction is performed by a user purchasing a monster card from another user, purchase setting data configured similarly to the sales setting data may be provided. In this case, the purchase setting data may include a desired purchase price instead of the sales price.
 ゲーム進行手段52は、移動処理を実行する機能を備える。
 [移動処理]
 移動処理は、ユーザの通信端末10上に、ゲーム内に設けられた他のユーザのウェブページを表示させるための処理である。
 移動処理におけるゲーム進行手段52の機能は、図13のステップS1~S2を参照すると、例えば以下のとおり実現される。図13のステップS1~S2は、移動処理においてユーザの通信端末10に表示される一連のウェブページを例示する図である。図13では、移動処理を実行するユーザが「KNM」(以下、ユーザ:KNMと表記する。)であって、「ABC」というユーザ(以下、ユーザ:ABCと表記する。)のゲーム内のウェブページに移動(アクセス)する場合を一例として説明する。
The game progress means 52 has a function of executing a movement process.
[Move process]
The movement process is a process for displaying a web page of another user provided in the game on the communication terminal 10 of the user.
The function of the game progression means 52 in the movement process is realized as follows, for example, with reference to steps S1 and S2 in FIG. Steps S1 and S2 in FIG. 13 are diagrams illustrating a series of web pages displayed on the user communication terminal 10 in the movement process. In FIG. 13, the user executing the movement process is “KNM” (hereinafter referred to as “user: KNM”), and the user “ABC” (hereinafter referred to as “user: ABC”) in the game web. A case of moving (accessing) a page will be described as an example.
 先ず、ユーザ:KNMの通信端末10のトップページ上でメニューm3(図9参照)の選択操作がなされ、その選択結果を受信すると、ゲームサーバ20のCPU21は、移動先のユーザの複数の候補を、ユーザデータベース31に含まれる他のユーザIDの中からランダムに抽出する。そして、CPU21は、複数の候補を抽出すると、図13のステップS1に示すウェブページを表示するためのHTMLデータをユーザ:KNMの通信端末10宛に送信する。ステップS1のウェブページは、複数の候補のリストからいずれかの候補を移動先として選択可能に構成されている。
 複数の候補のリストからいずれかの候補(ここでは、ユーザ:ABC)を選択する操作がユーザ:KNMによってなされると、CPU21は、図13のステップS2に示すウェブページを表示するためのHTMLデータをユーザ:KNMの通信端末10宛に送信する。ステップS2に示すウェブページには、ユーザ:ABCのゲーム内のウェブページであることを示すテキストなどの情報と、本実施形態のゲームに設けられる複数の処理のうち一部の処理(販売提携処理、商品情報取得処理)に対応したメニューとして、それぞれ「販売提携の申請」、「商品情報取得」と表記されたメニューm20,m21などが含まれる。
First, when the selection operation of the menu m3 (see FIG. 9) is performed on the top page of the communication terminal 10 of the user: KNM, and the selection result is received, the CPU 21 of the game server 20 selects a plurality of candidates for the destination user. , Randomly extracted from other user IDs included in the user database 31. And CPU21 will transmit the HTML data for displaying the web page shown to step S1 of FIG. 13 to the communication terminal 10 address of user: KNM, if a some candidate is extracted. The web page in step S1 is configured to be able to select any candidate from a plurality of candidate lists as a destination.
When an operation for selecting one of the candidates (here, user: ABC) is performed by the user: KNM, the CPU 21 displays HTML data for displaying the web page shown in step S2 of FIG. Is transmitted to the communication terminal 10 of the user: KNM. The web page shown in step S2 includes information such as text indicating that it is a web page in the game of the user: ABC, and a part of the plurality of processes provided in the game of the present embodiment (sales alliance process) Menus m20 and m21 labeled “sales alliance application” and “product information acquisition” are included as menus corresponding to the product information acquisition process.
 なお、ゲーム進行手段52は、複数の候補の抽出に当たって、所定の条件に基づいて複数の候補を抽出してもよい。ここで、所定の条件とは、例えば、移動処理を実行するユーザの属性と同じ属性のモンスターキャラクタに対応するモンスターカードを販売設定した他のユーザを候補として抽出することであってもよいし、ユーザの属性と同じ属性のモンスターキャラクタに対応するモンスターカードを所定数以上販売設定した他のユーザを候補として抽出することであってもよい。また、所定の条件とは、例えば、レア度が所定値以上のモンスターキャラクタに対応するモンスターカードを販売設定している他のユーザを候補として抽出することであってもよい。さらに、所定の条件とは、例えば、モンスターキャラクタ同士を合成させることにより、能力値の高いモンスターキャラクタのパラメータを上昇させることができるようにゲームが構成されている場合には、能力値の小さいモンスターキャラクタに対応するモンスターカードを所定数以上販売設定している他のユーザを候補として抽出することであってもよい。さらに、所定の条件とは、例えば、ユーザの保有するモンスターキャラクタのうち同じ属性のモンスターキャラクタが所定数以上存在する場合には、当該属性のモンスターキャラクタに対応するモンスターカードを所定数以上販売設定している他のユーザを候補として抽出することであってもよい。
 この場合、ゲームサーバ20のCPU21は、ユーザの通信端末10のトップページ上でメニューm3(図9参照)の選択操作がなされ、その選択結果を受信すると、ユーザデータベース31にアクセスし、所定の条件を満たす他のユーザを候補として抽出すればよい。
Note that the game progress means 52 may extract a plurality of candidates based on a predetermined condition when extracting a plurality of candidates. Here, the predetermined condition may be, for example, extracting other users who set sales of a monster card corresponding to a monster character having the same attribute as the attribute of the user executing the movement process as candidates, It may be possible to extract other users who have set and sold a predetermined number or more of monster cards corresponding to monster characters having the same attribute as the user's attribute as candidates. In addition, the predetermined condition may be, for example, extracting other users who are set to sell a monster card corresponding to a monster character whose rare degree is a predetermined value or more as a candidate. Furthermore, the predetermined condition is, for example, when the game is configured so that the parameters of a monster character having a high ability value can be increased by synthesizing monster characters with each other, Another user who has set and sold a predetermined number or more of monster cards corresponding to the character may be extracted as a candidate. Furthermore, for example, when there are a predetermined number or more of monster characters having the same attribute among the monster characters held by the user, the predetermined condition is that a predetermined number or more of monster cards corresponding to the monster character having the attribute are sold and set. It may be possible to extract other users as candidates.
In this case, the CPU 21 of the game server 20 performs an operation of selecting the menu m3 (see FIG. 9) on the top page of the user's communication terminal 10, and upon receiving the selection result, the CPU 21 accesses the user database 31 and executes predetermined conditions. What is necessary is just to extract the other user which satisfy | fills as a candidate.
 関係付け手段54は、ユーザ同士を関係付ける機能を備える。具体的には、関係付け手段54は、ユーザIDに基づく申請を契機として、当該ユーザIDを他のユーザIDと関係付けて登録する。すなわち、関係付け手段54は、ユーザIDに基づく申請を契機として、他のユーザIDに対応するユーザを「提携ユーザ」として登録する。なお、以下の説明では、ユーザIDが販売提携の関係にあることと、対応するユーザが販売提携の関係にあることとは、同義である。なお、関係付け手段54は、本発明の「第1の関係付け手段」の一例である。
 関係付け手段54は、販売提携処理を実行する。
 [販売提携処理]
 販売提携処理は、ユーザが、他のユーザに対して、モンスターカードの販売提携を申請するための処理である。上述したように、このゲームでは、ユーザ同士が販売提携をした場合、提携関係にある両ユーザが各々販売しているモンスターカードが、両ユーザのゲーム内のウェブページ上で販売されるようになっている。
The association means 54 has a function of relating users. Specifically, the association unit 54 registers the user ID in association with another user ID, triggered by an application based on the user ID. That is, the association means 54 registers a user corresponding to another user ID as an “affiliated user” with an application based on the user ID as a trigger. In the following description, it is synonymous that the user ID is in a sales alliance relationship and that the corresponding user is in a sales alliance relationship. The association means 54 is an example of the “first association means” in the present invention.
The associating means 54 executes a sales alliance process.
[Sales Alliance Processing]
The sales alliance process is a process for a user to apply for a sales alliance for a monster card to another user. As described above, in this game, when users make a sales alliance, the monster cards sold by both users in the alliance relationship are sold on the web page in the game of both users. ing.
 販売提携処理におけるゲームの流れを、図13を参照して説明する。図13では、販売提携を申請するユーザ(申請元のユーザ)がユーザ:KNMであり、販売提携の申請先のユーザがユーザ:ABCである場合を一例として示している。図13のステップS3~S5は、販売提携処理においてユーザの通信端末10に表示されるウェブページの例を順に示している。
 先ず、ユーザ:KNMが、図13のステップS2に示すウェブページ上で、メニューm20を選択すると、図13のステップS3に示すウェブページが、ユーザ:ABCの通信端末10上に表示される。ここで、ステップS3に示すウェブページが通信端末10上に表示されるタイミングは、例えば、ユーザ:ABCがゲームをプレイ中の場合には、ユーザ:KNMがユーザ:ABCを選択したタイミングとほぼ同時であってもよく、ユーザ:ABCがゲームをプレイしていない場合には、ユーザ:ABCがゲームのプレイを開始したタイミングであってもよい。
 ステップS3に示すウェブページには、申請元のユーザ(ユーザ:KNM)の表示画像と、申請元のユーザからの販売提携の申請が届いた旨を示すメッセージと、販売提携の申請を受けるか否かを選択するためのメニューm22,m23などが含まれる。ユーザ:ABCは、ユーザ:KNMからの販売提携の申請を受けるか否かを選択する。
The flow of the game in the sales alliance process will be described with reference to FIG. FIG. 13 shows an example in which the user (application user) who applies for sales alliance is user: KNM and the user who is the application destination for sales alliance is user: ABC. Steps S3 to S5 in FIG. 13 sequentially show examples of web pages displayed on the user communication terminal 10 in the sales alliance process.
First, when the user: KNM selects the menu m20 on the web page shown in step S2 of FIG. 13, the web page shown in step S3 of FIG. 13 is displayed on the communication terminal 10 of the user: ABC. Here, the timing at which the web page shown in step S3 is displayed on the communication terminal 10, for example, when the user: ABC is playing the game, is almost the same as the timing at which the user: KNM selects the user: ABC. If the user: ABC does not play the game, the timing at which the user: ABC has started playing the game may be used.
In the web page shown in step S3, a display image of the application source user (user: KNM), a message indicating that the application for the sales alliance from the application source user has arrived, and whether or not to receive the application for the sales alliance Menus m22, m23, and the like for selecting are included. User: ABC selects whether or not to receive an application for a sales alliance from user: KNM.
 ユーザ:ABCが、ステップS3に示すウェブページ上で、メニューm22を選択する(販売提携の申請を受ける)と、図13のステップS4に示すウェブページが、ユーザ:KNMの通信端末10上に表示される。ステップS4に示すウェブページには、ユーザ:KNMがユーザ:ABCと販売提携したことを示すメッセージと、ユーザ:KNMが販売設定したモンスターカード(商品)がユーザ:ABCのゲーム内のウェブページで販売されることを通知するメッセージなどが含まれる。
 一方、ユーザ:ABCが、ステップS3に示すウェブページ上で、メニューm22を選択する(つまり、販売提携の申請を受ける)と、図13のステップS5に示すウェブページが、ユーザ:ABCの通信端末10上に表示される。ステップS5に示すウェブページには、ユーザ:ABCがユーザ:KNMと販売提携したことを示すメッセージと、ユーザ:ABCが販売設定したモンスターカード(商品)がユーザ:KNMのゲーム内のウェブページで販売されることを通知するメッセージなどが含まれる。
When the user: ABC selects the menu m22 on the web page shown in step S3 (receives an application for sales alliance), the web page shown in step S4 in FIG. 13 is displayed on the communication terminal 10 of the user: KNM. Is done. In the web page shown in step S4, a message indicating that the user: KNM has made a sales partnership with the user: ABC, and a monster card (product) set for sale by the user: KNM are sold on the in-game web page of the user: ABC. A message notifying that it will be performed is included.
On the other hand, when the user: ABC selects the menu m22 on the web page shown in step S3 (that is, receives an application for sales alliance), the web page shown in step S5 in FIG. 10 is displayed. In the web page shown in step S5, a message indicating that the user: ABC has made a sales partnership with the user: KNM, and a monster card (product) set for sale by the user: ABC are sold on the in-game web page of the user: KNM. A message notifying that it will be performed is included.
 販売提携処理において、関係付け手段54は、以下のようにして実現できる。図13のステップS2に示すウェブページにおいて、ユーザ:KNM(申請元のユーザ)が、メニューm20を選択すると、ゲームサーバ20のCPU21は、申請元のユーザの通信端末10から、申請先のユーザのユーザID(あるいは、対応するユーザ名)を指定した提携申請メッセージを受け付ける。この提携申請メッセージの送信は、ユーザの通信端末10に提供されるウェブページの機能として予め設定されている。
 CPU21は、提携申請メッセージを受け付けると、提携申請メッセージに含まれるユーザIDに基づくアクセスがあったタイミングで、そのユーザIDに対応する通信端末10宛に、他のユーザIDに基づく提携申請を受ける(承認する)か否かを返信することを要求するためのウェブページ(図13のステップS3に示すウェブページ)を表示させるHTMLデータを送信する。図13のステップS3に示すウェブページにおいて、メニューm22が選択操作されることにより、提携申請を承認する承認メッセージが返信されれば、CPU21は、両者を提携ユーザとして登録する。具体的には、CPU21は、ユーザデータベース31内の対応する2つのユーザIDのユーザデータの「提携ユーザ」の箇所(図6参照)にデータを書き込む。
 そして、CPU21は、図13のステップS4に示すウェブページを表示するためのHTMLデータを生成して、申請元のユーザの通信端末10宛に送信する。また、CPU21は、図13のステップS5に示すウェブページを表示するためのHTMLデータを生成して、申請先のユーザの通信端末10宛に送信する。
In the sales tie-up process, the association means 54 can be realized as follows. In the web page shown in step S2 of FIG. 13, when the user: KNM (application user) selects the menu m20, the CPU 21 of the game server 20 receives the application destination user's communication terminal 10 from the application source user's communication terminal 10. A partnership application message specifying a user ID (or a corresponding user name) is accepted. Transmission of this cooperation application message is preset as a function of a web page provided to the user's communication terminal 10.
When the CPU 21 receives the partnership application message, the CPU 21 receives the partnership application based on the other user ID to the communication terminal 10 corresponding to the user ID at the timing when there is an access based on the user ID included in the partnership application message ( HTML data for displaying a web page (web page shown in step S3 in FIG. 13) for requesting a reply as to whether or not to approve is transmitted. If the menu m22 is selected and operated in the web page shown in step S3 of FIG. 13 and an approval message for approving the affiliation application is returned, the CPU 21 registers both as affiliation users. Specifically, the CPU 21 writes the data in the “affiliated user” portion (see FIG. 6) of the user data of the corresponding two user IDs in the user database 31.
And CPU21 produces | generates the HTML data for displaying the web page shown to FIG.13 S4, and transmits to the communication terminal 10 of the user of an application origin. Moreover, CPU21 produces | generates the HTML data for displaying the web page shown to FIG.13 S5, and transmits to communication terminal 10 addressed to the application destination user.
 情報提供手段55は、ユーザ(第1のユーザ)の取引対象のモンスターカード(対象オブジェクト)に関する情報を要求する要求ユーザに対して、ユーザ(第1のユーザ)及び当該ユーザに関係付けられた提携ユーザ(第2のユーザ)それぞれの取引対象のモンスターカードに関する情報を提供する機能を備える。ここで、要求ユーザは、ユーザ(第1のユーザ)と同一であってもよいし、異なっていてもよい。要求ユーザがユーザと同一の場合、ゲーム内の自らのウェブページを通信端末10上に表示させたときに、提携ユーザの取引対象のモンスターカードに関する情報が表示されているか否かを確認することが可能となる。また、モンスターカードに関する情報は、テキストデータ、画像データ、音声データなどであってもよい。 The information providing means 55 provides the user (first user) and the alliance associated with the user to the requesting user who requests information about the transaction target monster card (target object) of the user (first user). The user (second user) has a function of providing information on each transaction target monster card. Here, the requesting user may be the same as or different from the user (first user). When the requesting user is the same as the user, when the web page in the game is displayed on the communication terminal 10, it is possible to confirm whether or not information regarding the monster card to be traded by the partner user is displayed. It becomes possible. Moreover, the information regarding a monster card | curd may be text data, image data, audio | voice data, etc.
 また、情報提供手段55は、取引対象のモンスターカード(対象オブジェクト)に関する情報に、当該モンスターカードの取引の条件に関する情報が関連付けられている場合には、取引対象のモンスターカードに関する情報と、当該情報に関連付けられた取引の条件に関する情報とを、要求ユーザに提供してもよい。
 ここで、「取引の条件」とは、例えば、ゲーム上の仮想通貨(コイン)を用いて取引が行われる場合にはモンスターカードの販売価格であってもよいし、ユーザ間でモンスターカードやアイテムなどのオブジェクトを交換することによって取引が行われる場合には、交換可能なオブジェクトの数などであってもよい。
 この場合、ユーザ及び提携ユーザそれぞれの取引対象のモンスターカードに関する情報と、ユーザの取引対象のモンスターカードに関連付けられた取引の条件に関する情報と、提携ユーザの取引対象のモンスターカードに関連付けられた取引の条件に関する情報とが、要求ユーザに提供される。このため、要求ユーザは、取引の条件に従ってモンスターカードの取引を行うか否かを容易に判別することができる。これにより、複数のユーザに対して取引の申請を行う場合に、例えば、取引の条件をユーザ毎に問い合わせる等の煩雑な手続きが不要となることから、複数のユーザとの間でモンスターカードの取引を容易に行うことができる。
Moreover, the information provision means 55, when the information regarding the transaction condition of the said monster card | curd is linked | related with the information regarding the transaction target monster card | curd (target object), the information regarding the transaction target monster card | curd, and the said information Information regarding the terms of the transaction associated with the request may be provided to the requesting user.
Here, the “transaction condition” may be, for example, a selling price of a monster card when a transaction is performed using a virtual currency (coin) on a game, or a monster card or item between users. For example, the number of objects that can be exchanged may be used.
In this case, information on the transaction target monster card of the user and the affiliated user, information on the transaction conditions associated with the user's transaction target monster card, and the transaction associated with the transaction target monster card of the affiliate user. Information about the conditions is provided to the requesting user. For this reason, the requesting user can easily determine whether or not to transact monster cards according to the transaction conditions. As a result, when applying for transactions with a plurality of users, for example, complicated procedures such as inquiring for the transaction conditions for each user are not necessary, and transaction of monster cards with a plurality of users is possible. Can be easily performed.
 情報提供手段55は、商品情報取得処理を実行する機能を備える。
 [商品情報取得処理]
 商品情報取得処理は、ユーザが、他のユーザがゲーム内で販売しているモンスターカードに関する情報を取得するための処理である。
 商品情報取得処理におけるゲームの流れを、図14及び図15を参照して説明する。図14及び図15では、モンスターカードに関する情報を要求するユーザ(要求ユーザ)がユーザ:XYZであり、ユーザ:KNM(第1のユーザ)によって販売されているモンスターカードに関する情報を要求する場合を一例として示している。なお、図14のステップS10は、上述した移動処理においてユーザ:XYZの通信端末10に表示される一連のウェブページを例示する図である。ここでは、ユーザ:XYZが、ユーザ:KNMのゲーム内のウェブページに移動(アクセス)していることを前提として説明する。
The information providing means 55 has a function of executing product information acquisition processing.
[Product information acquisition processing]
A merchandise information acquisition process is a process for a user to acquire the information regarding the monster card which the other user is selling in the game.
The flow of the game in the product information acquisition process will be described with reference to FIGS. In FIG. 14 and FIG. 15, an example in which a user (requesting user) requesting information on a monster card is user: XYZ and requesting information on a monster card sold by the user: KNM (first user). As shown. Step S10 in FIG. 14 is a diagram illustrating a series of web pages displayed on the communication terminal 10 of the user: XYZ in the above-described movement process. Here, description will be made on the assumption that the user: XYZ has moved (accessed) to the web page in the game of the user: KNM.
 先ず、ユーザ:XYZが、図14のステップS10に示すウェブページ上でメニューm21を選択すると、図15のステップS11に示すウェブページがユーザ:XYZの通信端末10上に表示される。ステップS11に示すウェブページには、ユーザ:KNMが販売設定したモンスターカードに関する情報(図の例では、モンスターキャラクタ名、モンスターキャラクタの画像、攻撃力、防御力、レア度、属性)が含まれている。また、ステップS11に示すウェブページには、ユーザ:KNMと販売提携した提携ユーザであるユーザ:ABC(第2のユーザ)が販売設定したモンスターカードに関する情報も含まれている。ここで、ステップS11に例示したウェブページには、ユーザ:ABCが販売設定したモンスターキャラクタに関する情報を表示する領域に、ユーザ:ABCによって販売されているモンスターカードであることを示すテキストなどの情報(図の例では「提供者:ABCさん」というテキスト)を表示するための表示領域102が設けられてもよい。さらにまた、ステップS11に例示したウェブページでは、モンスターカードの販売価格(取引の条件)と、販売者からのコメントと、モンスターカードを購入するための「購入する」と表記されたメニューm24とがモンスターカードに関連付けられて表示されてもよい。
 この場合、ユーザ:XYZは、ユーザ:KNMが販売設定したモンスターカードに関する情報を要求した場合に、ユーザ:KNM及びユーザ:ABCそれぞれの販売するモンスターカードに関する情報を得ることができる。これにより、ユーザ:XYZにとっては、1回の情報要求を行うことで、ユーザ:KNMの販売するモンスターカードに関する情報だけではなく、ユーザ:ABCの販売するモンスターカードに関する情報も得ることができる。
First, when the user: XYZ selects the menu m21 on the web page shown in step S10 of FIG. 14, the web page shown in step S11 of FIG. 15 is displayed on the communication terminal 10 of the user: XYZ. The web page shown in step S11 includes information related to the monster card set by the user: KNM (in the example of the figure, the monster character name, the monster character image, the attack power, the defense power, the rarity, and the attribute). Yes. In addition, the web page shown in step S11 includes information related to the monster card set by the user: ABC (second user) who is a partner user who has made a sales partnership with the user: KNM. Here, in the web page exemplified in step S11, information such as text indicating that the user is a monster card sold by ABC in the area for displaying information related to the monster character set by the user ABC. In the example of the figure, a display area 102 for displaying “provider: text of ABC” may be provided. Furthermore, on the web page exemplified in step S11, the sales price (transaction conditions) of the monster card, the comment from the seller, and the menu m24 labeled “Purchase” for purchasing the monster card are displayed. It may be displayed in association with a monster card.
In this case, the user: XYZ can obtain information on the monster cards sold by the user: KNM and the user: ABC when requesting information on the monster cards set by the user: KNM. Thus, for the user: XYZ, by making one information request, not only the information regarding the monster card sold by the user: KNM but also the information regarding the monster card sold by the user: ABC can be obtained.
 商品情報取得処理における情報提供手段55の機能は、以下のとおり実現される。ゲームサーバ20のCPU21は、図14のステップS10に示すウェブページ上でメニューm21が選択操作されると、ゲームデータベース32内のユーザ:KNMのユーザIDに対応する販売設定データに記録されているデータを抽出する。また、CPU21は、ユーザ:KNMの提携ユーザのユーザIDに対応する販売設定データに記録されているデータを抽出する。そして、CPU21は、抽出したデータを含むようにして図15のステップS11に示すウェブページを表示するためのHTMLデータを生成し、ユーザ:XYZの通信端末10宛に送信する。 The function of the information providing means 55 in the product information acquisition process is realized as follows. When the menu m21 is selected and operated on the web page shown in step S10 of FIG. 14, the CPU 21 of the game server 20 stores the data recorded in the sales setting data corresponding to the user ID of the user: KNM in the game database 32. To extract. Moreover, CPU21 extracts the data currently recorded on the sales setting data corresponding to the user ID of the partner user of user: KNM. And CPU21 produces | generates the HTML data for displaying the web page shown to FIG.15 S11 so that the extracted data may be included, and transmits to the communication terminal 10 addressed to user: XYZ.
 また、CPU21は、ステップS11のウェブページ上でメニューm24が選択操作された場合には、モンスターカードの取引処理を行ってもよい。取引処理の一例について具体的に説明すると、CPU21は、ユーザ:XYZがメニューm24を選択操作したことを認識すると、ユーザ:XYZのユーザIDに対応する所持コインから、選択操作されたメニューm24に対応する販売価格分のコインを減算するとともに、選択操作されたメニューm24に対応するモンスターカードのデータを、ユーザ:XYZのユーザIDに対応する保有カードのデータに記録する。また、CPU21は、ユーザ:KNMのユーザIDに対応する所持コインに、選択操作されたメニューm24に対応する販売価格分のコインを加算するとともに、ユーザ:KNMのユーザIDに対応する保有カードのデータ及び販売設定データから、選択操作されたメニューm24に対応するモンスターカードのデータを消去する。
 なお、CPU21は、メニューm24を選択操作したユーザのユーザIDに対応する所持コインの額が販売価格に満たない場合には、取引処理を行わなくてもよい。
Moreover, CPU21 may perform the transaction process of a monster card | curd, when the menu m24 is selected and operated on the web page of step S11. A specific example of the transaction process will be described. When the CPU 21 recognizes that the user: XYZ has selected and operated the menu m24, the CPU 21 corresponds to the menu m24 selected and operated from the possessed coin corresponding to the user ID of the user: XYZ. In addition to subtracting the coin corresponding to the selling price to be recorded, the data of the monster card corresponding to the selected menu m24 is recorded in the data of the possessed card corresponding to the user ID of the user: XYZ. Further, the CPU 21 adds coins corresponding to the selling price corresponding to the menu m24 selected and operated to the possessed coin corresponding to the user ID of the user: KNM, and data of the possessed card corresponding to the user ID of the user: KNM. And the data of the monster card corresponding to the selected menu m24 is deleted from the sales setting data.
Note that the CPU 21 does not have to perform the transaction process when the amount of possessed coins corresponding to the user ID of the user who selected and operated the menu m24 is less than the selling price.
 (6)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16のフローチャートを参照して説明する。図16のフローチャートは、ゲーム進行手段52及び設定手段53が販売設定処理を実行する機能を実現するために、主としてゲームサーバ20のCPU21によって実行される一連の処理を示すフローチャートである。
(6) Flow of main processes of game control apparatus of this embodiment Next, an example of the flow of the main processes performed by the game control apparatus of this embodiment is demonstrated with reference to the flowchart of FIG. The flowchart of FIG. 16 is a flowchart showing a series of processes mainly executed by the CPU 21 of the game server 20 in order to realize the function of the game progress means 52 and the setting means 53 executing the sales setting process.
 先ず、図9のトップページ上でメニューm2が選択操作されると(ステップS100:YES)、ゲームサーバ20のCPU21は、選択操作を行ったユーザのユーザIDに対応するユーザデータを参照して、当該ユーザの保有カードのデータを抽出する。そして、CPU21は、図11に示すウェブページを表示するためのHTMLデータを生成して通信端末10宛に送信する。この場合、選択操作を行ったユーザの通信端末10には、図11に示すウェブページが表示される(ステップS110)。ここで、ユーザが、販売の対象となるモンスターカードの販売価格及びユーザのコメントをそれぞれテキストボックス100,101に入力した後に、当該モンスターカードに対応するメニューm11を選択すると(ステップS120:YES)、CPU21は、選択操作されたメニューm11に対応するモンスターカードの販売設定処理を行う(ステップS130)。販売設定処理について具体的に説明すると、CPU21は、選択操作されたメニューm11に対応するモンスターカードのデータ(画像、攻撃力、防御力、レア度、属性など)と、選択操作されたメニューm11と同じ領域に含まれるテキストボックス100,101に入力されたテキスト情報とを、ゲームデータベース32内の販売設定データに記録する。 First, when the menu m2 is selected and operated on the top page of FIG. 9 (step S100: YES), the CPU 21 of the game server 20 refers to the user data corresponding to the user ID of the user who performed the selection operation, Data of the user's possession card is extracted. Then, the CPU 21 generates HTML data for displaying the web page shown in FIG. 11 and transmits it to the communication terminal 10. In this case, the web page shown in FIG. 11 is displayed on the communication terminal 10 of the user who has performed the selection operation (step S110). Here, after the user inputs the sales price of the monster card to be sold and the user's comment in the text boxes 100 and 101, respectively, and selects the menu m11 corresponding to the monster card (step S120: YES), The CPU 21 performs a sales setting process for a monster card corresponding to the menu m11 selected and operated (step S130). The sales setting process will be described in detail. The CPU 21 stores the data (image, attack power, defense power, rare degree, attribute, etc.) of the monster card corresponding to the selected menu m11, and the selected menu m11. The text information input in the text boxes 100 and 101 included in the same area is recorded in the sales setting data in the game database 32.
 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シーケンスの一例について、図17のシーケンスチャートを参照して説明する。図17は、ゲーム進行手段52及び関係付け手段54が、移動処理及び販売提携処理を実行する機能を実現するために、主としてゲームサーバ20のCPU21によって実行される一連の処理を示すシーケンスチャートである。ここでは、移動処理及び販売提携処理を実行するユーザがユーザ:KNM、ユーザ:KNMの提携先となるユーザがユーザ:ABCである場合を一例として説明する。 Next, an example of a sequence of main processes performed by the game control device of this embodiment will be described with reference to the sequence chart of FIG. FIG. 17 is a sequence chart showing a series of processes mainly executed by the CPU 21 of the game server 20 in order for the game progress means 52 and the association means 54 to realize the function of executing the movement process and the sales alliance process. . Here, the case where the user who performs the movement process and the sales alliance process is the user: KNM and the user who becomes the partner of the user: KNM is the user: ABC will be described as an example.
 先ず、ユーザ:KNMの通信端末10のトップページ上でメニューm3(図9参照)の選択操作がなされ、その選択結果を受信すると、ゲームサーバ20のCPU21は、移動先のユーザの複数の候補を、ユーザデータベース31に含まれる他のユーザIDの中からランダムに抽出する。そして、CPU21は、複数の候補を抽出すると、図13のステップS1に示すウェブページを表示するためのHTMLデータをユーザ:KNMの通信端末10宛に送信する。
 次に、ユーザ:KNMの通信端末10のCPU11は、図13のステップS1に示すウェブページにおいて複数の候補のリストからいずれかの候補(ここでは、ユーザ:ABC)を選択する操作がユーザ:KNMによってなされると、ユーザ:KNMのゲーム内のウェブページを表示するためのHTMLデータの要求メッセージを、通信インタフェース部17を介してゲームサーバ20に送信する(ステップS200)。一方、ゲームサーバ20のCPU21は、要求メッセージを受信すると、図13のステップS2に示すウェブページを表示するためのHTMLデータをユーザ:KNMの通信端末10宛に送信する(ステップS210)。
First, when the selection operation of the menu m3 (see FIG. 9) is performed on the top page of the communication terminal 10 of the user: KNM, and the selection result is received, the CPU 21 of the game server 20 selects a plurality of candidates for the destination user. , Randomly extracted from other user IDs included in the user database 31. And CPU21 will transmit the HTML data for displaying the web page shown to step S1 of FIG. 13 to the communication terminal 10 address of user: KNM, if a some candidate is extracted.
Next, the CPU 11 of the communication terminal 10 of the user: KNM performs an operation for selecting one of the candidates (here, the user: ABC) from the list of candidates on the web page shown in step S1 of FIG. Then, a request message of HTML data for displaying the web page in the game of the user: KNM is transmitted to the game server 20 via the communication interface unit 17 (step S200). On the other hand, when receiving the request message, the CPU 21 of the game server 20 transmits HTML data for displaying the web page shown in step S2 of FIG. 13 to the communication terminal 10 of the user: KNM (step S210).
 次に、図13のステップS2に示すウェブページにおいて、ユーザ:KNMが、メニューm20を選択すると、ゲームサーバ20のCPU21は、ユーザ:KNMの通信端末10から、ユーザ:ABCのユーザID(あるいは、対応するユーザ名)を指定した提携申請メッセージを受け付ける(ステップS220)。CPU21は、提携申請メッセージを受け付けると、提携申請メッセージに含まれるユーザID(ユーザ:ABCのユーザID)に基づくアクセスがあったタイミングで、そのユーザIDに対応する通信端末10宛に、他のユーザID(ユーザ:KNMのユーザID)に基づく提携申請を受ける(承認する)か否かを返信することを要求するためのウェブページ(図13のステップS3に示すウェブページ)を表示させるHTMLデータを送信する(ステップS230)。 Next, in the web page shown in step S2 of FIG. 13, when the user: KNM selects the menu m20, the CPU 21 of the game server 20 receives the user ID of ABC: from the communication terminal 10 of the user: KNM (or A partner application message designating a corresponding user name is received (step S220). When the CPU 21 receives the tie-up application message, the CPU 21 sends another user to the communication terminal 10 corresponding to the user ID at the timing of access based on the user ID (user: ABC user ID) included in the tie-up application message. HTML data for displaying a web page (web page shown in step S3 in FIG. 13) for requesting a reply as to whether or not to accept (approve) a partnership application based on ID (user: KNM user ID). Transmit (step S230).
 ユーザ:ABCが、図13のステップS3に示すウェブページにおいて、メニューm22を選択操作すると、ユーザ:ABCの通信端末10のCPU11は、提携申請を承認する承認メッセージをゲームサーバ20に送信する(ステップS240)。ゲームサーバ20のCPU21は、承認メッセージを受信すると、ユーザ:KNMとユーザ:ABCの両者を提携ユーザとして登録する。具体的には、CPU21は、ユーザデータベース31内の対応する2つのユーザIDのユーザデータの「提携ユーザ」の箇所(図6参照)にデータを書き込む(ステップS250)。
 そして、CPU21は、図13のステップS4に示すウェブページを表示するためのHTMLデータを生成して、ユーザ:KNMの通信端末10宛に送信する(ステップS260)。また、CPU21は、図13のステップS5に示すウェブページを表示するためのHTMLデータを生成して、ユーザ:ABCの通信端末10宛に送信する(ステップS270)。
When the user: ABC selects and operates the menu m22 on the web page shown in Step S3 of FIG. 13, the CPU 11 of the communication terminal 10 of the user: ABC transmits an approval message for approving the cooperation application to the game server 20 (Step S3). S240). When receiving the approval message, the CPU 21 of the game server 20 registers both the user: KNM and the user: ABC as affiliated users. Specifically, the CPU 21 writes data in the “affiliated user” portion (see FIG. 6) of the user data of the corresponding two user IDs in the user database 31 (step S250).
And CPU21 produces | generates the HTML data for displaying the web page shown to FIG.13 S4, and transmits to the communication terminal 10 addressed to user: KNM (step S260). Moreover, CPU21 produces | generates the HTML data for displaying the web page shown to FIG.13 S5, and transmits to the communication terminal 10 addressed to user: ABC (step S270).
 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シーケンスの一例について、図18のシーケンスチャートを参照して説明する。図18は、情報提供手段55が商品情報取得処理を実行する機能を実現するために、主としてゲームサーバ20のCPU21によって実行される一連の処理を示すシーケンスチャートである。ここでは、モンスターカードに関する情報を要求するユーザ(要求ユーザ)がユーザ:XYZであり、ユーザ:KNM(第1のユーザ)によって販売されているモンスターカードに関する情報を要求する場合を一例として説明する。また、ここでは、ユーザ:XYZが、ユーザ:KNMのゲーム内のウェブページに移動(アクセス)していることを前提として説明する。 Next, an example of a sequence of main processes performed by the game control device of the present embodiment will be described with reference to the sequence chart of FIG. FIG. 18 is a sequence chart showing a series of processes mainly executed by the CPU 21 of the game server 20 in order to realize the function of the information providing unit 55 executing the product information acquisition process. Here, a case where a user (requesting user) requesting information regarding a monster card is user: XYZ and a request for information regarding a monster card sold by the user: KNM (first user) will be described as an example. Here, the description will be made on the assumption that the user: XYZ has moved (accessed) to the web page in the game of the user: KNM.
 先ず、ユーザ:ABCの通信端末10のCPU11は、図14のステップS10に示すウェブページにおいてメニューm21が選択操作されると、ユーザ:KNMの販売するモンスターカードに関する情報を要求するための要求メッセージを、通信インタフェース部17を介してゲームサーバ20に送信する(ステップS300)。一方、ゲームサーバ20のCPU21は、要求メッセージを受信すると、ゲームデータベース32内のユーザ:KNMのユーザIDに対応する販売設定データに記録されているデータを抽出する。また、CPU21は、ユーザ:KNMの提携ユーザのユーザIDに対応する販売設定データに記録されているデータを抽出する(ステップS310)。そして、CPU21は、抽出したデータを含むようにして図15のステップS11に示すウェブページを表示するためのHTMLデータを生成し、ユーザ:XYZの通信端末10宛に送信する(ステップS320)。 First, when the menu m21 is selected and operated on the web page shown in step S10 of FIG. 14, the CPU 11 of the user: ABC communication terminal 10 sends a request message for requesting information on the monster card sold by the user: KNM. Then, it is transmitted to the game server 20 via the communication interface unit 17 (step S300). On the other hand, when receiving the request message, the CPU 21 of the game server 20 extracts data recorded in the sales setting data corresponding to the user ID of the user: KNM in the game database 32. Moreover, CPU21 extracts the data currently recorded on the sales setting data corresponding to the user ID of the partner user of user: KNM (step S310). Then, the CPU 21 generates HTML data for displaying the web page shown in step S11 of FIG. 15 so as to include the extracted data, and transmits it to the communication terminal 10 of the user: XYZ (step S320).
 上述したように、実施形態のゲーム制御装置によれば、ユーザ:XYZ(要求ユーザ)がユーザ:KNM(第1のユーザ)の販売するモンスターカード(対象オブジェクト)に関する情報を要求した場合には、ユーザ:XYZに対して、ユーザ:KNM及びユーザ:KNMの提携ユーザであるユーザ:ABC(第2のユーザ)それぞれの販売するモンスターカードに関する情報が提供される。これにより、ユーザ:XYZにとっては、1回の情報要求を行うことで、ユーザ:KNMの販売するモンスターカードに関する情報だけではなく、ユーザ:ABCの販売するモンスターカードに関する情報も得ることができる。このため、複数のユーザに対して取引の申請を行う場合に、例えば、複数のユーザ毎に設けられたウェブページに一つずつアクセスするなどの煩雑かつ手間のかかる操作が不要となることから、複数のユーザとの間でオブジェクトの取引を容易に行うことができ、ひいては取引の活性化を図ることができる。 As described above, according to the game control device of the embodiment, when the user: XYZ (requesting user) requests information regarding the monster card (target object) sold by the user: KNM (first user), The user: XYZ is provided with information on the monster cards sold by the user: KNM and the user: ABC (second user) who are affiliated users of the user: KNM. Thus, for the user: XYZ, by making one information request, not only the information regarding the monster card sold by the user: KNM but also the information regarding the monster card sold by the user: ABC can be obtained. For this reason, when applying for a transaction to a plurality of users, for example, a complicated and troublesome operation such as accessing one web page provided for each of a plurality of users becomes unnecessary. It is possible to easily trade an object with a plurality of users, and thus to activate the trade.
 (7)変形例
 (7-1)変形例1
 上記実施形態において、情報提供手段55は、ユーザ(第1のユーザ)及び当該ユーザの提携ユーザ(第2のユーザ)の取引の対象となるモンスターカード(対象オブジェクト)が同一の場合に、ユーザ及び提携ユーザそれぞれのモンスターカードの取引の条件に関する情報を、モンスターカードに関する情報に関連付けてもよい。
 この場合、要求ユーザは、ユーザ及び提携ユーザの取引対象のモンスターカードが同一の場合に、当該モンスターカードに対するユーザ及び提携ユーザそれぞれの取引の条件に関する情報をまとめて取得することができる。このため、要求ユーザは、ユーザ及び提携ユーザのうち何れのユーザと取引を行うべきか容易に判別することが可能となる。これにより、複数のユーザとの間でモンスターカードの取引をさらに容易に行うことができる。
(7) Modification (7-1) Modification 1
In the above embodiment, the information providing means 55 is configured such that when the user (first user) and the monster card (target object) to be traded by the user's affiliated user (second user) are the same, You may link the information regarding the transaction conditions of the monster card | curd of each partner user with the information regarding a monster card | curd.
In this case, the requesting user can collectively acquire information related to the transaction conditions of the user and the affiliated user for the monster card when the transaction target monster cards of the user and the affiliated user are the same. For this reason, the requesting user can easily determine which user of the user and the affiliated user should perform the transaction. Thereby, transaction of a monster card | curd can be performed further easily with several users.
 本変形例における情報提供手段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、例えば、ユーザ:XYZが、図14のステップS10に示すウェブページ上でメニューm21を選択すると、ユーザ:KNM及びユーザ:ABCの販売設定データを参照し、同一のモンスターカードが販売設定されているか否か判別する。そして、CPU21は、同一のモンスターカードが販売設定されていると判別すると、当該モンスターカードの表示領域にユーザ:KNM及びユーザ:ABCそれぞれの販売価格が含まれるウェブページを表示するためのHTMLデータを生成して、ユーザ:XYZの通信端末10宛に送信する。ユーザ:XYZの通信端末10上に表示されるウェブページの一例を図19に示す。図19に示すウェブページでは、一つのモンスターカード(図の例では、モンスターキャラクタMC321に対応するモンスターカード)の表示領域に、ユーザ:KNM及びユーザ:ABCそれぞれの販売価格が含まれている。また、「購入する」と表記されたメニューが、それぞれの販売価格ごとに対応付けられるように設けられてもよい。 The function of the information providing means 55 in this modification can be realized as follows. For example, when the user: XYZ selects the menu m21 on the web page shown in step S10 of FIG. 14, the CPU 21 of the game server 20 refers to the sales setting data of the user: KNM and the user: ABC, and the same monster card It is determined whether or not is set for sale. And if CPU21 discriminate | determines that the same monster card | curd is set for sale, the HTML data for displaying the web page in which the sales price of each of user: KNM and user: ABC will be displayed in the display area of the said monster card | curd It is generated and transmitted to the communication terminal 10 of the user: XYZ. An example of a web page displayed on the user: XYZ communication terminal 10 is shown in FIG. In the web page shown in FIG. 19, the display price of one monster card (in the example shown, the monster card corresponding to the monster character MC321) includes the selling prices of the user: KNM and the user: ABC. Further, a menu labeled “Purchase” may be provided so as to be associated with each sales price.
 (7-2)変形例2
 上記実施形態において、情報提供手段55は、ユーザ(第1のユーザ)及び当該ユーザの提携ユーザ(第2のユーザ)の取引の対象となるモンスターカード(対象オブジェクト)が同一の場合に、ユーザ及び提携ユーザの取引の条件のうち、緩和された条件に関する情報を提供してもよい。
 ここで、「緩和された条件」とは、要求ユーザにとって取引を実現できる可能性がより高い条件であってよく、例えば、ゲーム上の仮想通貨(コイン)を用いて取引が行われる場合にはモンスターカードの販売価格がより低く設定された条件であってもよい。また、ユーザ間でモンスターカードやアイテムを交換することによって取引が行われる場合には、交換可能なモンスターカードやアイテムの数が少なく設定された条件であってもよいし、交換可能なモンスターカードやアイテムの希少価値(レア度)が低く設定された条件などであってもよい。
 このゲーム制御装置によれば、ユーザ及び提携ユーザの取引対象のモンスターカードが同一の場合に、ユーザ及び提携ユーザの取引の条件のうち、要求ユーザにとって取引を実現できる可能性の高い条件が要求ユーザに提供される。このため、要求ユーザは、ユーザ及び提携ユーザのうち何れのユーザと取引を行うべきか検討する手間を軽減することができるので、複数のユーザとの間でモンスターカードの取引をさらに容易に行うことができる。
(7-2) Modification 2
In the above embodiment, the information providing means 55 is configured such that when the user (first user) and the monster card (target object) to be traded by the user's affiliated user (second user) are the same, You may provide the information regarding the relaxed conditions among the conditions of a partner user's transaction.
Here, the “relaxed conditions” may be conditions that are more likely to realize the transaction for the requesting user. For example, when the transaction is performed using virtual currency (coins) on the game. It may be a condition in which the selling price of the monster card is set lower. In addition, when transactions are performed by exchanging monster cards and items between users, the conditions may be set with a small number of monster cards and items that can be exchanged, It may be a condition where the rarity value (rare degree) of the item is set low.
According to this game control apparatus, when the transaction target monster cards of the user and the affiliated user are the same, the condition that is highly likely to be able to realize the transaction for the requesting user among the transaction conditions of the user and the affiliated user is the requesting user. Provided to. For this reason, since the requesting user can reduce the trouble of considering which user of the user and the affiliated user should perform the transaction, the transaction of the monster card can be more easily performed with a plurality of users. Can do.
 本変形例における情報提供手段55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、例えば、ユーザ:XYZが、図14のステップS10に示すウェブページ上でメニューm21を選択すると、ユーザ:KNM及びユーザ:ABCの販売設定データを参照し、同一のモンスターカードが販売設定されているか否か判別する。そして、CPU21は、同一のモンスターカードが販売設定されていると判別すると、当該モンスターカードの表示領域にユーザ:KNM及びユーザ:ABCそれぞれの販売価格のうち低い販売価格が含まれるウェブページを表示するためのHTMLデータを生成して、ユーザ:XYZの通信端末10宛に送信する。
 また、ユーザ間でモンスターカードやアイテムを交換することによって取引が行われる場合の一例について説明する。例えば、一つのモンスターカードについて、ユーザ:KNMの取引条件が「レア度が1のモンスターカード30枚と交換すること」、ユーザ:ABCの取引条件が「レア度が2のモンスターカード20枚と交換すること」であって、ユーザ:XYZは、レア度が1のモンスターカードを10枚、レア度が2のモンスターカードを19枚保有していた場合には、ユーザ:ABCの取引条件がユーザ:XYZに提供されるようにしてもよい。
The function of the information provision means 55 in this modification is implement | achieved as follows. For example, when the user: XYZ selects the menu m21 on the web page shown in step S10 of FIG. 14, the CPU 21 of the game server 20 refers to the sales setting data of the user: KNM and the user: ABC, and the same monster card It is determined whether or not is set for sale. And if CPU21 discriminate | determines that the same monster card | curd is set to sell, it will display the web page in which the low sales price is contained in the display area of the said monster card | curd among user: KNM and each user: ABC. HTML data is generated and transmitted to the communication terminal 10 of the user: XYZ.
An example in which a transaction is performed by exchanging monster cards and items between users will be described. For example, for one monster card, the user: KNM's trading conditions are “replace with 30 monster cards with a rare degree of 1”, and the user: ABC's trading conditions are “replace with 20 monster cards with a rare degree of 2. If the user: XYZ has 10 monster cards with a rarity level of 1 and 19 monster cards with a rarity level of 2, the transaction condition of the user: ABC is user: It may be provided to XYZ.
 (7-3)変形例3
 上記実施形態において、情報提供手段55は、ユーザ(第1のユーザ)及び当該ユーザの提携ユーザ(第2のユーザ)の取引の対象となるモンスターカード(対象オブジェクト)のうち、要求元ユーザの取引対象のモンスターカードと異なるモンスターカード(オブジェクト)に関する情報を提供してもよい。
 この場合、要求ユーザが取引対象のモンスターカードを設定している場合には、ユーザ及び提携ユーザの取引対象のモンスターカードのうち、要求ユーザのモンスターカード以外のモンスターカードに関する情報が要求ユーザに提供される。要求ユーザが既に保有し、かつ取引の対象として設定するモンスターカードは、要求ユーザにとって、他のユーザから取得することに興味が低いと考えられるため、上述した構成とすることで、要求ユーザは、自身にとって必要なモンスターカードに関する情報を効率よく取得することができる。
(7-3) Modification 3
In the said embodiment, the information provision means 55 is transaction of a request origin user among the monster cards (target object) used as the object of transaction of a user (1st user) and the user's partner user (2nd user). Information regarding a monster card (object) different from the target monster card may be provided.
In this case, when the requesting user has set a transaction target monster card, information on the monster card other than the requesting user's monster card is provided to the requesting user among the transaction target monster cards of the user and the affiliated user. The The monster card that the requesting user already holds and is set as the target of the transaction is considered to be less interested for the requesting user to acquire from other users. You can efficiently obtain information about monster cards that you need.
 本変形例における情報提供手段55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、例えば、ユーザ:XYZが、図14のステップS10に示すウェブページ上でメニューm21を選択すると、ユーザ:XYZ、ユーザ:KNM及びユーザ:ABCの販売設定データを参照する。そして、CPU21は、ユーザ:KNM及びユーザ:ABCの販売設定データに記録されたモンスターカードのうち、ユーザ:XYZの販売設定データに記録されたモンスターカードを除くモンスターカードに関する情報を含むウェブページを表示するためのHTMLデータを生成して、ユーザ:XYZの通信端末10宛に送信する。 The function of the information providing means 55 in this modification is realized as follows. For example, when the user: XYZ selects the menu m21 on the web page shown in step S10 of FIG. 14, the CPU 21 of the game server 20 refers to the sales setting data of the user: XYZ, the user: KNM, and the user: ABC. And CPU21 displays the web page containing the information regarding the monster card except the monster card recorded in the sales setting data of user: XYZ among the monster cards recorded in the sales setting data of user: KNM and user: ABC. HTML data to be generated is transmitted to the communication terminal 10 of the user: XYZ.
 (7-4)変形例4
 上記実施形態において、ユーザ同士を関係付ける登録手段51(第2の関係付け手段)を備え、情報提供手段55は、ユーザ(第1のユーザ)の取引対象となるモンスターカード(対象オブジェクト)と同一のモンスターカードを取引対象として保有する提携ユーザ(第2のユーザ)が複数存在する場合に、提携ユーザのうち登録手段51によってユーザと関係付けられた仲間ユーザ(第3のユーザ)の取引対象のモンスターカードに関する情報を提供してもよい。
 例えば、ユーザ及び複数の提携ユーザの取引対象のモンスターカードが同一の場合に、複数の提携ユーザのうち、ユーザと関係度の高い仲間ユーザのモンスターカードに関する情報が要求ユーザに提供される。これにより、各ユーザは、自らの取引の機会を増やすために、他のユーザと関係付ける(仲間になる)ことが動機付けられる。このため、ユーザ間の交流を促進することができることから、ゲームのソーシャル性を高めることができる。
(7-4) Modification 4
In the said embodiment, the registration means 51 (2nd correlation means) which relates users is provided, and the information provision means 55 is the same as the monster card (target object) used as the transaction object of a user (1st user). When there are a plurality of affiliated users (second users) who own the monster card as a transaction target, among the affiliated users, the transaction target of the fellow user (third user) associated with the user by the registration means 51 Information about monster cards may be provided.
For example, when the monster cards to be traded by the user and the plurality of affiliated users are the same, the information regarding the monster card of the fellow user who is highly related to the user among the plurality of affiliated users is provided to the requesting user. Thereby, each user is motivated to associate (become friends) with other users in order to increase their own opportunities for transactions. For this reason, since the exchange between users can be promoted, the social nature of the game can be enhanced.
 本変形例において、登録手段51は、ユーザ同士を関係付ける機能を備えてもよい。具体的には、登録手段51は、ユーザIDに基づく申請を契機として当該ユーザIDを他のユーザIDと関係付けて登録してもよい。すなわち、登録手段51は、ユーザIDに基づく申請を契機として、他のユーザIDを「仲間」として登録する。なお、以下の説明では、ユーザIDが仲間の関係にあることと、対応するユーザが仲間の関係にあることとは、同義である。ここで、登録手段51は、本発明の「第2の関係付け手段」の一例である。
 この場合の登録手段51は例えば、以下のとおり実行される。ゲームサーバ20のCPU21は、通信インタフェース部25を介して、あるユーザIDに対応するユーザの通信端末10から、仲間になりたいユーザID(あるいは、対応する表示名)を指定した申請メッセージ(申請)を受け付ける。この申請メッセージの送信は、ユーザの通信端末10に提供されるウェブページの機能として予め設定されている。CPU21は、申請メッセージを受け付けると、申請メッセージに含まれるユーザIDに基づくアクセスがあったタイミングで、そのユーザIDに対応する通信端末10宛に、他のユーザIDに基づく申請を承認するか否かを返信することを要求するためのウェブページを表示させるHTMLデータを送信する。その申請を承認することが返信されれば、CPU21は、両者を仲間として登録する。具体的には、CPU21は、ユーザデータベース31内の対応する2つのユーザIDのユーザデータにアクセスして、「仲間ユーザ」の箇所(図6参照)にデータを書き込む。
 なお、ユーザ同士を関係付ける条件は、上記のような申請と承認を必要とする形式に限られず、同一のゲーム上のステージを実行するユーザやバトルを行ったユーザを、ユーザとゲーム内で関係付けられたユーザ、つまり仲間として登録してもよい。あるいは、所定回数の挨拶メッセージを送信するユーザ同士を自動的に仲間として登録してもよいし、ユーザ間でバトルを行うゲーム上のモードが存在する場合には、所定回数以上バトルを行ったユーザ同士を自動的に仲間として登録してもよい。
 ユーザ同士の仲間関係の登録は、ユーザデータベース31にデータを書き込むことによって実現する例に限られない。仲間関係に関するデータは、ゲームサーバ20からアクセス可能なネットワーク上の外部の記憶装置に書き込まれるようにしてもよい。
In this modification, the registration unit 51 may have a function of relating users. Specifically, the registration unit 51 may register the user ID in association with another user ID triggered by an application based on the user ID. That is, the registration unit 51 registers another user ID as a “mate” with an application based on the user ID as a trigger. In the following description, it is synonymous that the user ID is in a friend relationship and that the corresponding user is in a friend relationship. Here, the registration unit 51 is an example of the “second association unit” in the present invention.
The registration means 51 in this case is executed as follows, for example. The CPU 21 of the game server 20 sends an application message (application) specifying a user ID (or a corresponding display name) that the user wants to become a friend from the communication terminal 10 of the user corresponding to a certain user ID via the communication interface unit 25. Accept. Transmission of this application message is preset as a function of a web page provided to the user's communication terminal 10. When receiving the application message, the CPU 21 approves an application based on another user ID to the communication terminal 10 corresponding to the user ID at the timing when the access is based on the user ID included in the application message. HTML data for displaying a web page for requesting the reply is transmitted. If it is replied that the application is approved, the CPU 21 registers both as friends. Specifically, the CPU 21 accesses the user data of the corresponding two user IDs in the user database 31 and writes the data in the location of “friend user” (see FIG. 6).
Note that the conditions for relating users are not limited to the forms that require application and approval as described above, and the user who performs the stage on the same game or the user who performed the battle is related to the user in the game. You may register as an attached user, that is, a friend. Alternatively, users who transmit a predetermined number of greeting messages may be automatically registered as friends, and if there is a mode on the game in which a battle is performed between users, the user who has performed the battle a predetermined number of times or more You may automatically register each other as a friend.
Registration of friendship between users is not limited to an example realized by writing data in the user database 31. The data regarding the friendship may be written in an external storage device on the network accessible from the game server 20.
 本変形例における情報提供手段55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、例えば、ユーザ:XYZが、図14のステップS10に示すウェブページ上でメニューm21を選択すると、ユーザ:KNMのユーザデータに記録された提携ユーザの販売設定データを参照し、同一のモンスターカードが販売設定されているか否か判別する。そして、CPU21は、同一のモンスターカードが販売設定されていると判別すると、ユーザ:KNMのユーザデータを参照して、提携ユーザが仲間ユーザとして記録されているか否かを判別する。そして、CPU21は、提携ユーザが仲間ユーザとして記録されている場合に、当該提携ユーザの取引対象のモンスターデータに関する情報を含むウェブページを表示するためのHTMLデータを生成して、ユーザ:XYZの通信端末10宛に送信する。 The function of the information providing means 55 in this modification is realized as follows. For example, when the user: XYZ selects the menu m21 on the web page shown in step S10 of FIG. 14, the CPU 21 of the game server 20 refers to the sales setting data of the affiliated user recorded in the user data of the user: KNM. It is determined whether or not the same monster card is set for sale. And if CPU21 discriminate | determines that the same monster card | curd is set for sale, it will discriminate | determine whether the affiliated user is recorded as a fellow user with reference to the user data of user: KNM. And when a partner user is recorded as a fellow user, CPU21 produces | generates the HTML data for displaying the web page containing the information regarding the monster data of the said partner user's transaction object, and communication of user: XYZ Transmit to the terminal 10.
 (7-5)変形例5
 上記変形例4において、情報提供手段55は、ユーザ(第1のユーザ)の取引対象のモンスターカード(対象オブジェクト)と同一のモンスターカードを保有する提携ユーザ(第2のユーザ)が複数存在する場合に、ユーザと仲間ユーザ(第3のユーザ)とのゲーム上の関係度合いを示すパラメータに基づいて、仲間ユーザのモンスターカードに関する情報を提供してもよい。
 例えば、ユーザと仲間ユーザの関係度を示す親密度が所定の閾値以上であれば、仲間ユーザのモンスターカードに関する情報が要求ユーザに提供されるように構成されている場合には、仲間ユーザは、自らの取引の機会を増やすために、ユーザとの関係度合いを高めることが動機付けられる。このため、ユーザ間の交流をさらに促進することができることから、ゲームのソーシャル性をさらに高めることができる。
 ここで、親密度とは、仲間のユーザ間の関係性の高さを一定の基準で数値化したものである。親密度のデータ(親密度データ)の一例を図20に示す。図20に示す親密度データの例では、各ユーザの仲間のユーザ(ユーザID)と対応付けて、ユーザ間の応援メッセージの送信あるいは受信の頻度(応援頻度)、ゲーム上で使用可能なアイテムなどのプレゼントを送信あるいは受信した回数(プレゼント回数)などが記録され、これらの頻度や回数に基づいて一定の基準で親密度の値が設定される。応援頻度やプレゼント回数が多いほど親密度が高く設定される。また、一定の基準では、親密度の設定の基礎となる項目(図20では、応援頻度やプレゼント回数など)ごとに、重み付けを考慮したものであってもよい。例えば、応援頻度が少なくてもプレゼント回数が多い場合に親密度を高く設定してもよい。このような親密度データは、例えば、ユーザデータベース31内に記録される。
(7-5) Modification 5
In the said modification 4, when the information provision means 55 has two or more affiliated users (2nd user) who hold the same monster card | curd as the monster card | curd (target object) of a user (1st user) transaction object. Moreover, you may provide the information regarding a fellow user's monster card | curd based on the parameter which shows the relationship degree on a game with a user and a fellow user (3rd user).
For example, if the intimacy indicating the degree of relationship between the user and the fellow user is greater than or equal to a predetermined threshold, if the information regarding the fellow user's monster card is configured to be provided to the requesting user, It is motivated to increase the degree of relationship with the user in order to increase the opportunities for own transactions. For this reason, since the exchange between users can be further promoted, the social nature of the game can be further enhanced.
Here, the intimacy is a numerical value of the degree of relationship between fellow users based on a certain standard. An example of intimacy data (intimacy data) is shown in FIG. In the example of closeness data shown in FIG. 20, the frequency of sending or receiving a support message between users (support frequency) in association with each user's fellow user (user ID), items that can be used on the game, etc. The number of times the present is sent or received (the number of presents) is recorded, and the familiarity value is set based on a certain standard based on the frequency and the number of times. The greater the support frequency and the number of presents, the higher the familiarity is set. In addition, with a certain standard, weighting may be taken into consideration for each item (in FIG. 20, support frequency, number of presents, etc.) that is the basis for setting familiarity. For example, the intimacy may be set high when the number of presents is large even if the support frequency is low. Such familiarity data is recorded in the user database 31, for example.
 本変形例における情報提供手段55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、例えば、ユーザ:XYZが、図14のステップS10に示すウェブページ上でメニューm21を選択すると、ユーザ:KNMのユーザデータに記録された提携ユーザの販売設定データを参照し、同一のモンスターカードが販売設定されているか否か判別する。そして、CPU21は、同一のモンスターカードが販売設定されていると判別すると、ユーザ:KNMのユーザデータを参照して、提携ユーザが仲間ユーザとして記録されているか否かを判別する。そして、CPU21は、提携ユーザが仲間ユーザとして記録されている場合に、親密度データを参照して、ユーザ:KNMと当該提携ユーザの親密度が所定の閾値(例えば5)以上であるか否かを判別する。そして、CPU21は、親密度が閾値以上であれば、提携ユーザの取引対象のモンスターデータに関する情報を含むウェブページを表示するためのHTMLデータを生成して、ユーザ:XYZの通信端末10宛に送信する。 The function of the information providing means 55 in this modification is realized as follows. For example, when the user: XYZ selects the menu m21 on the web page shown in step S10 of FIG. 14, the CPU 21 of the game server 20 refers to the sales setting data of the affiliated user recorded in the user data of the user: KNM. It is determined whether or not the same monster card is set for sale. And if CPU21 discriminate | determines that the same monster card | curd is set for sale, it will discriminate | determine whether the affiliated user is recorded as a fellow user with reference to the user data of user: KNM. Then, when the affiliated user is recorded as a fellow user, the CPU 21 refers to the familiarity data and determines whether the familiarity between the user: KNM and the affiliated user is equal to or greater than a predetermined threshold (for example, 5). Is determined. And CPU21 will generate | occur | produce the HTML data for displaying the web page containing the information regarding the monster data of transaction object of a partner user, if closeness is more than a threshold value, and transmits to the communication terminal 10 addressed to user: XYZ To do.
 (7-6)変形例6
 上記実施形態において、情報提供手段55は、関係付け手段54(第1の関係付け手段)によって提携ユーザ(第2のユーザ)と関係付けられ、且つ、ユーザ(第1のユーザ)と異なる他のユーザの取引対象のモンスターカード(対象オブジェクト)に関する情報を提供してもよい。
 本変形例によれば、要求ユーザがユーザのモンスターカードに関する情報を要求した場合には、要求ユーザに対して、ユーザ及び提携ユーザそれぞれのモンスターカードに関する情報だけでなく、提携ユーザと関係付けられた他のユーザのモンスターカードに関する情報も提供される。これにより、要求ユーザにとっては、1回の情報要求を行うことで、多くのユーザのモンスターカードに関する情報を得ることが可能となる。
(7-6) Modification 6
In the above embodiment, the information providing unit 55 is related to the affiliated user (second user) by the association unit 54 (first association unit) and is different from the user (first user). You may provide the information regarding the monster card | curd (target object) of a user's transaction object.
According to this modification, when the requesting user requests information regarding the user's monster card, the requesting user is associated with the partner user as well as information regarding the monster card of each of the user and the partner user. Information about other users' monster cards is also provided. Thereby, it becomes possible for the requesting user to obtain information regarding the monster cards of many users by making a single information request.
 本変形例における情報提供手段55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、例えば、ユーザ:XYZが、図14のステップS10に示すウェブページ上でメニューm21を選択すると、ユーザ:KNMのユーザデータに記録された提携ユーザ(ユーザ:ABC)の販売設定データに記録されたモンスターカードのデータを抽出する。また、CPU21は、ユーザ:ABCのユーザデータに記録された提携ユーザ(ここでは、「DEF」というユーザとする。)の販売設定データに記録されたモンスターカードのデータを抽出する。そして、CPU21は、抽出したモンスターカードのデータを含むウェブページを表示するためのHTMLデータを生成して、ユーザ:XYZの通信端末10宛に送信する。ユーザ:XYZの通信端末10上に表示されるウェブページの一例を図21に示す。図21に示すウェブページでは、ユーザ:ABCの提携ユーザである「DEF」のモンスターカードに関する情報が含まれている。 The function of the information providing means 55 in this modification is realized as follows. For example, when the user: XYZ selects the menu m21 on the web page shown in step S10 of FIG. 14, the CPU 21 of the game server 20 sells the affiliated user (user: ABC) recorded in the user data of the user: KNM. Extract the monster card data recorded in the setting data. Moreover, CPU21 extracts the data of the monster card | curd recorded on the sales setting data of the affiliated user (here, it is assumed that it is a user called "DEF") recorded on the user data of user: ABC. And CPU21 produces | generates the HTML data for displaying the web page containing the data of the extracted monster card | curd, and transmits to the communication terminal 10 addressed to user: XYZ. An example of a web page displayed on the user: XYZ communication terminal 10 is shown in FIG. The web page shown in FIG. 21 includes information regarding the monster card of “DEF”, which is a user affiliated with user: ABC.
 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.
 例えば、上述した実施形態では、適用されるゲームがモンスターカードを用いたデジタルカードゲームである場合を想定したが、ユーザがオブジェクトを保有可能に構成されているゲームであれば、ゲームの種別は如何なるものでもよい。例えば、野球やサッカーなどの対戦形式のデジタルカードゲームにおいて、選手キャラクタやアイテムなどをユーザ間で取引することができるようにしてもよい。 For example, in the above-described embodiment, it is assumed that the game to be applied is a digital card game using a monster card. However, if the game is configured so that the user can hold an object, what type of game is used? It may be a thing. For example, in a competitive digital card game such as baseball or soccer, player characters or items may be traded between users.
 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、設定手段53、関係付け手段54、及び情報提供手段55の各機能を実現する構成としたが、この構成に限られない。これらのすべての手段を通信端末10によって実現する構成としてもよいし、少なくとも一部の手段を通信端末10によって実現する構成としてもよい。通信端末10とゲームサーバ20とでは実質的に同一のハードウエア構成を採ることができるため、上記実施形態に記載したようにして通信端末10によっても各機能を実現できる。例えば、図22A,図22Bには、図8に示した機能ブロック図の各機能について、通信端末10と、ゲームサーバ20及びデータベースサーバ30との機能分担の例を示す。なお、上述した実施形態では、各種データ(例えば、モンスターキャラクタデータベースなど)をデータベースサーバ30(ゲームデータベース32)が記憶している構成としたが、通信端末10内の記憶装置に記憶させてもよい。その場合には、記憶装置は、通信端末10内のRAM13や図示しないHDD(Hard Disk Drive)などの大容量記憶装置であってよい。 In the above-described embodiment, the game server 20 and the database server 30 on the network are configured to realize the functions of the setting unit 53, the association unit 54, and the information providing unit 55. However, the present invention is not limited to this configuration. All these means may be realized by the communication terminal 10, or at least a part of the means may be realized by the communication terminal 10. Since the communication terminal 10 and the game server 20 can have substantially the same hardware configuration, each function can be realized by the communication terminal 10 as described in the above embodiment. For example, FIGS. 22A and 22B show an example of function sharing between the communication terminal 10, the game server 20, and the database server 30 for each function in the functional block diagram shown in FIG. In the above-described embodiment, the database server 30 (game database 32) stores various data (for example, a monster character database). However, the data may be stored in a storage device in the communication terminal 10. . 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).

Claims (12)

  1.  ユーザがゲーム上保有する一又は複数のオブジェクトを、取引の対象となる対象オブジェクトとして設定する設定手段と、
     ユーザ同士を関係付ける第1の関係付け手段と、
     第1のユーザの対象オブジェクトに関する情報を要求する要求ユーザに対して、前記第1のユーザ及び前記第1のユーザに関係付けられた第2のユーザそれぞれの対象オブジェクトに関する情報を提供する情報提供手段と、
     を備えた、ゲーム制御装置。
    A setting means for setting one or a plurality of objects held by the user on the game as a target object to be traded;
    A first association means for relating users;
    Information providing means for providing information on the target object of each of the first user and the second user related to the first user to the requesting user who requests information on the target object of the first user. When,
    A game control device comprising:
  2.  前記対象オブジェクトに関する情報には、前記対象オブジェクトの取引の条件に関する情報が関連付けられており、
     前記情報提供手段は、前記対象オブジェクトに関する情報と、当該情報に関連付けられた取引の条件に関する情報とを、前記要求ユーザに提供することを特徴とする、
     請求項1に記載されたゲーム制御装置。
    Information related to the target object is associated with information related to the transaction conditions of the target object,
    The information providing means provides the requesting user with information related to the target object and information related to a transaction condition associated with the information.
    The game control apparatus according to claim 1.
  3.  前記情報提供手段は、第1のユーザ及び前記第2のユーザの対象オブジェクトが同一の場合に、前記第1のユーザ及び前記第2のユーザそれぞれの前記対象オブジェクトの取引の条件に関する情報を、前記対象オブジェクトに関する情報に関連付けることを特徴とする、
     請求項2に記載されたゲーム制御装置。
    The information providing means, when the target object of the first user and the second user are the same, information on the transaction conditions of the target object of the first user and the second user, It is related to information about the target object,
    The game control apparatus according to claim 2.
  4.  前記情報提供手段は、第1のユーザ及び前記第2のユーザの対象オブジェクトが同一の場合に、前記第1のユーザ及び前記第2のユーザの取引の条件のうち、緩和された条件に関する情報を提供することを特徴とする、
     請求項2または3に記載されたゲーム制御装置。
    In the case where the target objects of the first user and the second user are the same, the information providing means provides information on the relaxed condition among the transaction conditions of the first user and the second user. Characterized by providing,
    The game control apparatus according to claim 2 or 3.
  5.  前記情報提供手段は、前記第1のユーザ及び前記第2のユーザの対象オブジェクトのうち、前記要求ユーザの対象オブジェクトと異なるオブジェクトに関する情報を提供することを特徴とする、
     請求項1~4のいずれかに記載されたゲーム制御装置。
    The information providing means provides information related to an object different from the target object of the requesting user among the target objects of the first user and the second user.
    The game control device according to any one of claims 1 to 4.
  6.  ユーザ同士を関係付ける第2の関係付け手段を備え、
     前記情報提供手段は、第1のユーザの対象オブジェクトと同一の対象オブジェクトを保有する第2のユーザが複数存在する場合に、前記第2のユーザのうち前記第2の関係付け手段によって前記第1のユーザと関係付けられた第3のユーザの対象オブジェクトに関する情報を提供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。
    A second association means for relating users to each other;
    When there are a plurality of second users who have the same target object as the target object of the first user, the information providing means is the first correlating means among the second users by the second correlating means. Providing information on a target object of a third user associated with the user of
    The game control device according to any one of claims 1 to 5.
  7.  前記情報提供手段は、第1のユーザの対象オブジェクトと同一の対象オブジェクトを保有する第2のユーザが複数存在する場合に、前記第1のユーザと前記第3のユーザとの前記ゲーム上の関係度合いを示すパラメータに基づいて、前記第3のユーザの対象オブジェクトに関する情報を提供することを特徴とする、
     請求項6に記載されたゲーム制御装置。
    The information providing means, when there are a plurality of second users having the same target object as the target object of the first user, the game relationship between the first user and the third user Providing information on the target object of the third user based on a parameter indicating a degree;
    The game control apparatus according to claim 6.
  8.  前記情報提供手段は、前記第1の関係付け手段によって前記第2のユーザと関係付けられ、且つ、前記第1のユーザと異なる他のユーザの対象オブジェクトに関する情報を提供することを特徴とする、
     請求項1~7のいずれかに記載されたゲーム制御装置。
    The information providing means provides information related to a target object of another user that is related to the second user by the first association means and is different from the first user.
    The game control device according to any one of claims 1 to 7.
  9.  ユーザがゲーム上保有する一又は複数のオブジェクトを、取引の対象となる対象オブジェクトとして設定するステップと、
     ユーザ同士を関係付けるステップと、
     第1のユーザの対象オブジェクトに関する情報を要求する要求ユーザに対して、前記第1のユーザ及び前記第1のユーザに関係付けられた第2のユーザそれぞれの対象オブジェクトに関する情報を提供するステップと、
     を備えた、ゲーム制御方法。
    Setting one or more objects that the user holds in the game as target objects to be traded;
    The steps to relate users to each other;
    Providing information on the target object of each of the first user and the second user associated with the first user to a requesting user requesting information on the target object of the first user;
    A game control method comprising:
  10.  ゲームの実行を制御するために、コンピュータに、
     ユーザがゲーム上保有する一又は複数のオブジェクトを、取引の対象となる対象オブジェクトとして設定し、記憶装置に記憶させる機能、
     ユーザ同士を関係付ける機能、及び
     第1のユーザの対象オブジェクトに関する情報を要求する要求ユーザに対して、前記第1のユーザ及び前記第1のユーザに関係付けられた第2のユーザそれぞれの対象オブジェクトに関する情報を前記記憶装置から取得して提供する機能、
     を実現させるためのプログラム。
    To control the execution of the game, on the computer,
    A function in which one or a plurality of objects that the user has in the game is set as a target object to be traded and stored in a storage device;
    A function for associating users with each other and a requesting user for requesting information on a target object of the first user, each target object of the second user related to the first user and the first user A function for obtaining and providing information on the storage device,
    A program to realize
  11.  請求項10に記載されたプログラムを記録したことを特徴とする、コンピュータ読み取り可能な記録媒体。 A computer-readable recording medium in which the program according to claim 10 is recorded.
  12.  通信端末と、当該通信端末からアクセスされるサーバとを含むゲームシステムであって、
     ユーザがゲーム上保有する一又は複数のオブジェクトを、取引の対象となる対象オブジェクトとして設定する設定手段、
     ユーザ同士を関係付ける第1の関係付け手段、
     第1のユーザの対象オブジェクトに関する情報を要求する要求ユーザに対して、前記第1のユーザ及び前記第1のユーザに関係付けられた第2のユーザそれぞれの対象オブジェクトに関する情報を提供する情報提供手段、
     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 accessed from the communication terminal,
    Setting means for setting one or a plurality of objects held by the user on the game as target objects to be traded;
    A first association means for relating users,
    Information providing means for providing information on the target object of each of the first user and the second user related to the first user to the requesting user who requests information on the target object of the first user. ,
    Each of the means is provided in either the communication terminal or the server,
    Game system.
PCT/JP2013/060688 2012-04-09 2013-04-09 Game control device, game control method, program, recording medium, and game system WO2013154088A1 (en)

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