WO2013157523A1 - Dispositif et système de jeu, procédé de commande de dispositif et de système de jeu, programme et support de stockage d'informations - Google Patents

Dispositif et système de jeu, procédé de commande de dispositif et de système de jeu, programme et support de stockage d'informations Download PDF

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Publication number
WO2013157523A1
WO2013157523A1 PCT/JP2013/061210 JP2013061210W WO2013157523A1 WO 2013157523 A1 WO2013157523 A1 WO 2013157523A1 JP 2013061210 W JP2013061210 W JP 2013061210W WO 2013157523 A1 WO2013157523 A1 WO 2013157523A1
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WIPO (PCT)
Prior art keywords
game data
user
game
battle
opponent
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PCT/JP2013/061210
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English (en)
Japanese (ja)
Inventor
謙史 鴻上
賢一 宮路
元気 鈴木
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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 WO2013157523A1 publication Critical patent/WO2013157523A1/fr

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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/45Controlling the progress of the video game
    • A63F13/48Starting a game, e.g. activating a game device or waiting for other players to join a multiplayer session
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/58Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • A63F13/792Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for payment purposes, e.g. monthly subscriptions
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • A63F13/795Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for finding other players; for building a team; for providing a buddy list
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • A63F13/798Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for assessing skills or for ranking players, e.g. for generating a hall of fame
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/828Managing virtual sport teams
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/55Details of game data or player data management
    • A63F2300/5546Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history
    • A63F2300/5566Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history by matching opponents or finding partners to build a team, e.g. by skill level, geographical area, background, play style
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/65Methods for processing data by generating or executing the game program for computing the condition of a game character

Definitions

  • the present invention relates to a game device, a game system, a game device control method, a game system control method, a program, and an information storage medium.
  • Patent Document 1 when a user performs a given operation, in a game in which a randomly selected player card is given to the user, the user selects a card to be used for a match from among the collected player cards.
  • Patent Document 1 A technique related to a game device that executes a battle between a user team consisting of the selected card and an opponent team is described.
  • Patent Document 1 when a new card is obtained, the user may be conscious of wanting to check whether there is a card that is preferable for the battle among the obtained cards. In this case, the user confirms the information of the obtained card, but there is a problem that such work takes time.
  • the present invention has been made in view of the above problems, and its purpose is to provide a user with a clue when determining whether or not the card is favorable for a battle when a card is newly obtained.
  • a game device, a game system, a game device control method, a game system control method, a program, and an information storage medium are provided.
  • a game device (10) is a game device (10) for giving game data to a user, and each of a plurality of game data and a plurality of types of attributes.
  • a game system (1) is a game system (1) in which a user terminal (20) and a game server (10) are communicably connected, each of a plurality of game data, A means (94) for acquiring stored contents of a means (90) for storing an association with at least one of the attributes of the type, and a plurality of game data to be given to the user are selected from the plurality of game data.
  • Game data giving means (106) for giving a plurality of game data selected by the selection means (96) to the user, and reward giving means (108) for giving a reward to the user based on the battle result of the battle ) Are provided in either the user terminal (20) or the game server (10).
  • control method of the game device (10) is a control method of the game device (10) that gives game data to a user, and each of a plurality of game data and a plurality of types of attributes
  • control method of the game system (1) is a control method of the game system (1) in which the user terminal (20) and the game server (10) are connected so as to be able to communicate with each other.
  • the game data giving step (106) for giving the user a plurality of game data selected by the selection step (96), and the battle results of the battle is performed by either the user terminal (20) or the game server (10).
  • a program according to the present invention is a program for causing a computer to function as a game device (10) that gives game data to a user, and each of a plurality of game data and at least one of a plurality of types of attributes.
  • the information storage medium according to the present invention is a computer-readable information storage medium recording the above program.
  • the battle execution means (100) is configured to execute a first battle based on the plurality of game data selected by the selection means (96) and the first opponent game data.
  • the game apparatus (10) receives a second battle execution request from the user (104) when the battle result of the first battle is a given result; When a request for executing the second battle is received, based on the plurality of game data selected by the selection means (96) and the second opponent game data different from the first opponent game data. And means (100) for executing the second battle.
  • the reward granting means (108) is configured to grant a first reward to the user when the second battle execution request is not accepted, and the second reward. If the match result of the match is the given result, the means for giving the user a second reward higher than the first reward and the match result of the second match are not the given result And a means for giving a third reward lower than the first reward to the user.
  • the game device (10) may include the content of the first reward, the second reward, after the first battle, and before receiving the execution request for the second battle. It further includes means (102) for presenting the contents of the reward and the contents of the third reward to the user.
  • the game device (10) may include at least one of the plurality of types of attributes after the first battle is executed and before the second battle is started.
  • the game apparatus (10) further includes opponent selection means (98) for selecting one or a plurality of opponent game data from a plurality of opponent game data candidates.
  • Each of the plurality of opponent game data candidates is associated with information related to the strength of the opponent game data candidate, and the opponent selection means (98) includes the plurality of opponent game data candidates.
  • the first strength criterion higher than the first strength criterion.
  • a means for selecting one or a plurality of the second opponent game data satisfying two criteria from the means for selecting one or a plurality of the first opponent game data satisfying the first strength criterion, and the plurality of opponent game data candidates.
  • a game parameter is associated with each of the plurality of game data
  • the reward granting unit (108) is configured to select the selection unit (96) based on the battle result of the battle.
  • the reward is given to the user by changing a parameter associated with each of the plurality of game data selected by (1).
  • the condition indicates an association between an attribute and the number of games for which game data of the attribute is to be selected
  • the selection means (96) includes: The game data of the number selected with respect to the attribute is selected from the associated game data.
  • the selection means (96) may be configured so that the attributes associated with the selected game data cover all types or a predetermined type of the plurality of types of attributes. A plurality of game data to be given to the user is selected from among the game data.
  • the attribute indicates a role of each of the plurality of game data in a battle
  • the selection means (96) has a role associated with each selected game data as a role.
  • a plurality of game data to be given to the user is selected so as to satisfy a condition relating to the combination.
  • FIG. 1 is a diagram showing an overall configuration of a game system according to an embodiment of the present invention.
  • the game system 1 includes a game server 10 (game device) and a plurality of user terminals 20.
  • the game server 10 and the plurality of user terminals 20 are connected to the communication network 2, and data communication is possible between the game server 10 and the user terminals 20.
  • the game server 10 is realized by a server computer, for example. As shown in FIG. 1, the game server 10 includes a control unit 11, a storage unit 12, a communication unit 13, and an optical disc drive unit 14.
  • the control unit 11 includes, for example, a CPU and executes information processing according to an operating system and other programs.
  • the storage unit 12 includes a main storage unit (for example, RAM) and an auxiliary storage unit (for example, a hard disk drive or a solid state drive).
  • the communication unit 13 is for exchanging data with other devices (for example, the user terminal 20) via the communication network 2.
  • the optical disk drive unit 14 reads programs and data stored on an optical disk (information storage medium).
  • the program and data are supplied to the game server 10 via an optical disk. That is, the program and data stored on the optical disc are read by the optical disc drive unit 14 and stored in the storage unit 12.
  • the game server 10 may be provided with a component (for example, a memory card slot) for reading a program or data stored in an information storage medium (for example, a memory card) other than the optical disk.
  • the program and data may be supplied to the game server 10 via an information storage medium other than the optical disk. Further, the program and data may be supplied to the game server 10 from a remote location via the communication network 2.
  • the game server 10 can access the database 15.
  • the database 15 may be constructed in the game server 10 or may be constructed in a server computer different from the game server 10.
  • the user terminal 20 is an information processing device that is used by a user to play a game.
  • the user terminal 20 is realized by, for example, a mobile phone (including a smartphone), a portable information terminal (including a tablet computer), a personal computer, a portable game machine, or a home game machine (stationary game machine). In the following description, it is assumed that the user terminal 20 is a mobile phone (smartphone).
  • the user terminal 20 includes a control unit 21, a storage unit 22, a communication unit 23, an operation unit 24, a display unit 25, and an audio output unit 26.
  • the control unit 21, the storage unit 22, and the communication unit 23 are the same as the control unit 11, the storage unit 12, and the communication unit 13 of the game server 10.
  • the operation unit 24 is for the user to perform various operations / instructions.
  • a pointing device for the user to specify a position in the screen displayed on the display unit 25 is provided as the operation unit 24.
  • the user terminal 20 includes a touch panel provided on the display unit 25 so as to overlap the display unit 25.
  • the user terminal 20 may be provided with, for example, a mouse, a stick, a touch pad, a button (key), or a lever (stick) instead of the touch panel.
  • the display unit 25 is a liquid crystal display or an organic EL display, for example, and displays various screens.
  • the audio output unit 26 is, for example, a speaker or headphones, and outputs audio data.
  • the program and data are supplied to the user terminal 20 from a remote location via the communication network 2.
  • the user terminal 20 may be provided with components for reading a program or data stored in an information storage medium such as a memory card or an optical disk.
  • a program or data stored in a memory card or an optical disk may be read out and stored in the storage unit 22.
  • an HTTP daemon is activated in the game server 10.
  • a browser is activated in the user terminal 20 in the user terminal 20.
  • a processing request (HTTP request) is transmitted from the user terminal 20 to the game server 10 via a browser.
  • a processing result (HTTP response) corresponding to the above processing request is transmitted from the game server 10 to the user terminal 20.
  • page data described in a web page description language is transmitted to the user terminal 20.
  • a screen based on the processing result is displayed on the display unit 25 of the user terminal 20.
  • the database 15 includes a player card database and a user database.
  • FIG. 2 is a diagram showing an example of a player card database.
  • the player card database stores data of all player cards prepared in advance in the game system 1. As shown in FIG. 2, each player card data includes “player ID”, “player name”, “image”, “affiliation team”, “position”, “type”, “cost”, “offense”, “ Includes “Defense” and “Technique” fields.
  • the “player ID” field indicates identification information for uniquely identifying a player card.
  • the “player name” field indicates the name of the soccer player associated with the player card.
  • the “image” field indicates an image of a soccer player associated with the player card.
  • the “Affiliated Team” field indicates a team to which a real soccer player associated with the player card belongs.
  • the “position” field indicates the position of the soccer player associated with the player card. For example, four types of positions, FW (forward), MF (midfielder), DF (defender), and GK (goalkeeper) are prepared. In each player card, at least one of these four positions is registered in the “position” field.
  • the “type” field indicates the high ability of the player card.
  • the “type” field indicates the rarity level of the player card.
  • five types of “superstar”, “star”, “great”, “regular”, and “normal” are prepared, and any of these types is registered in the “type” field.
  • the “Superstar” is the type with the highest ability (rareness).
  • “Star” is the type with the second highest ability (rareness)
  • “Great” is the type with the third highest ability (rareness).
  • Regular” is the type with the fourth highest ability (rareness)
  • “Normal” is the type with the lowest ability (rareness).
  • the “cost” field indicates a cost required to use the player card for the battle, that is, a cost required to use the player card as a member participating in the game.
  • the cost is used as an index indicating the strength (high ability) of the player card. “Cost” will be described later.
  • the “offense” field indicates the basic value (initial value) of the player's attack power parameter.
  • the “defense” field indicates a basic value of the player's defense strength parameter.
  • the “technique” field indicates a basic value of the technical skill parameter of the player. It can be said that the attack power parameter, the defense power parameter, and the technical power parameter are parameters indicating the ability of the player card.
  • FIG. 3 is a diagram illustrating an example of a user database.
  • the user database stores various data related to all users of the game system 1. As shown in FIG. 3, each user data includes a “user ID”, a “user name”, and an “image” field.
  • the “user ID” field indicates identification information for uniquely identifying a user.
  • the “user name” field indicates a user name.
  • the “image” field indicates a user image (for example, an avatar image).
  • each user data includes “team name”, “level”, “cooperation degree”, and “experience value” fields.
  • the “team name” field indicates the name of the soccer team owned by the user.
  • the “level” field indicates the level of the user team.
  • the “cooperation degree” field indicates the skill level of cooperation between players belonging to the user team. The higher the level and degree of cooperation, the stronger the user team.
  • the “experience value” field indicates an experience value acquired by the user team. When the value of the “experience value” field reaches a predetermined value, the value of the “level” field increases.
  • each user data includes “League League”, “League Ranking”, and “Overall Ranking” fields.
  • the “affiliation league” field indicates a league to which the user team belongs. In the game system 1, a plurality of leagues having different levels are prepared, and each user team belongs to one of the leagues.
  • the “in-league ranking” field indicates the ranking of the user teams in the league, and the “overall ranking” field indicates the ranking of each user team in all the user teams.
  • a battle between user teams belonging to the same league is automatically performed, and the ranking in the league changes based on the battle result.
  • the in-league ranking of the user team increases, the user team is promoted to a league of the next higher hierarchy.
  • the in-league ranking of the user team is lowered, the user team is demoted to a league in the next lower hierarchy.
  • the individual user data includes “action points”, “management points”, “nurturing points”, and “lottery points” fields.
  • the “action point” field indicates the current value and the maximum value of the action point.
  • the user can obtain a player card by executing a player search (details will be described later).
  • Action points are consumed by performing a player search.
  • the action point is recovered every time a predetermined time elapses, or recovered when the user uses a given recovery item. When the recovery item is used, the action point may be recovered to the maximum value.
  • the management point field indicates the current value and the maximum value of the management point. Management points are consumed by playing against other soccer teams. In addition, the management points are recovered every time a predetermined time elapses, or recovered when the user uses a given game item. When the recovery item is used, the management point may be recovered to the maximum value.
  • the management points are consumed by the total cost of the player card used for the battle. For this reason, the player card used by the user for the battle is determined such that the total cost of the player cards used for the battle does not exceed the maximum value of the management points.
  • the training point field indicates the training point.
  • the user can grow (strengthen) a player card by synthesizing another player card with the player card.
  • the training points are consumed by executing the player card training.
  • “Lottery points” field indicates lottery points.
  • a user selects a player card by performing a lottery to select one of a plurality of bags (bags containing player cards) that move on the screen. Available. The lottery points are consumed by executing the lottery.
  • each user data includes “number of players” and “owned players” fields.
  • the “number of players” field indicates the number of player cards held by the user.
  • the “held player” field indicates a list of player cards held by the user.
  • the player ID and player parameter data of the player card held by the user are registered in the “owned player” field.
  • FIG. 4 is a diagram showing an example of player parameters. As shown in FIG. 4, the player parameter data includes “level”, “cost”, “offense”, “defense”, “technique”, “degree of cooperation”, and “experience value” fields.
  • Level”, “Cost”, “Offense”, “Defense”, and “Technique” fields are the same as in the player card database (see FIG. 2). However, as will be described later, the values of the “level”, “offense”, “defense”, and “technique” fields are increased by executing player card training.
  • the “cooperation degree” field indicates the skill level of cooperative play
  • the “experience value” field indicates the experience value acquired by the player. By executing the player card training, the value of the “experience value” field increases. When the value of the “experience value” field reaches a predetermined value, the value of the “level” field increases. In this case, the values of the “offense”, “defense”, and “technique” fields also increase.
  • each user data includes a “held item” field.
  • the “held item” field indicates a list of items held by the user.
  • the item ID and item parameter data of the item held by the user are registered in the “held item” field.
  • each user data includes a “number of friends”, a “list of friends”, and a “last access date” field.
  • the “number of friends” field indicates the number of other users who are in friendship (friendship) with the user.
  • the “buddy list” field indicates a list of other users who are in a friendship relationship with the user.
  • the “last access date / time” field indicates the date and time when the user last accessed the game server 10.
  • the data stored in the database 15 is not limited to the above example.
  • the database 15 may store various data necessary for a battle executed in the game system 1.
  • FIG. 5 is a diagram illustrating an example of a main screen displayed on the display unit 25.
  • the main screen 30 displays various types of information related to the user and the game situation.
  • the main screen 30 includes a representative player image 32.
  • the image of the representative player card among the player cards held by the user is displayed as the representative player image 32.
  • the main screen 30 also includes a notification column 34.
  • a notification message 36 to the user is displayed in the notification column 34. For example, when a player card or item is presented from another user, a notification message 36 indicating that the present has been delivered to the user is displayed. When the user selects the notification message 36, a present delivered to him / her can be received.
  • the main screen 30 includes a search execution button 38A, a formation button 38B, a breeding button 38C, a lottery button 38D, a game button 38E, and an AC button 38F.
  • the search execution button 38A is a button for searching for a player (player card).
  • the player search is executed.
  • action points are consumed. If the player search is successful, a player card is given to the user. Whether or not the player search is successful and the player card given to the user are randomly determined according to a predetermined probability. If there are not enough action points, the search is not executed.
  • the formation button 38B is a button for setting the formation of the user's soccer team.
  • a screen for setting the formation is displayed on the display unit 25.
  • the user selects a formation type such as “4-4-2” or selects a player card to be assigned to each position. That is, the user selects a player card to be used for a battle with another soccer team.
  • the training button 38C is a button for training (strengthening) the player card held by the user.
  • a screen for training the player card is displayed on the display unit 25.
  • the breeding button 38C it is possible to grow a player card by synthesizing another player card with the player card.
  • the user nurtures a player card by selecting a player card to be cultivated and another player card to be consumed to cultivate the player card.
  • player card training is executed in exchange for a predetermined amount of training points.
  • the game button 38E is a button for playing a game with another user team.
  • a screen for playing a match with another user team is displayed on the display unit 25.
  • the game is executed in exchange for the management points corresponding to the total cost of the player cards used in the game.
  • winning a match with another user team for example, the user can obtain a game item or a training point.
  • the AC button 38F is a button for interacting with other users. When the AC button 38F is selected, a screen for transmitting a message to another user or giving a player card or a game item to another user is displayed on the display unit 25.
  • the lottery button 38D is a button for obtaining a player card by drawing a player card.
  • a lottery screen for performing a lottery is displayed on the display unit 25.
  • FIG. 6 shows an example of a lottery screen.
  • the lottery screen 40 includes a normal lottery button 42 for the user to draw one player card, and a soccer team formation button 44 described later.
  • the normal lottery button 42 for example, a screen (not shown) for selecting one of a plurality of bags (bags containing player cards) moving on the screen is displayed on the display unit 25, A player card lottery is executed.
  • the player card lottery is executed in exchange for a predetermined amount of lottery points.
  • a winning card screen showing the player card selected by the lottery is displayed on the display unit 25.
  • FIG. 7 shows an example of the winning card screen.
  • a player image 52 indicating a player card selected by lottery is displayed on the winning card screen 50.
  • a player card indicated by the player image 52 is given to the user.
  • the player card given to the user is added to the “owned player” of the user data.
  • the next button 54 is selected, detailed information regarding the player card is displayed.
  • a plurality of lotteries are successively executed. For example, the lottery is executed 11 times continuously, and 11 player cards to be given to the user are selected. Each time a lottery is executed, a winning card screen 50 is displayed, and a player image 52 corresponding to the player card won in each lottery is displayed. When 11 consecutive lotteries are executed, a list screen of 11 player cards won by the 11 lotteries is displayed on the display unit 25.
  • FIG. 8 is a diagram showing an example of the list screen.
  • the list screen 60 displays a player card list 62 indicating the winning player cards.
  • the player card list 62 various types of information regarding 11 player cards are displayed.
  • the various information includes a player name indicated by the player card, an image of the player, a belonging team, a position, a player card type, a level, a cost, an attack power parameter, a defense power parameter, and a technical skill parameter. These pieces of information are displayed based on the values stored in the player card database.
  • a soccer team (hereinafter simply referred to as “soccer team”) having 11 elected player cards as members is formed, and a battle with the opponent team can be executed.
  • the next button 64 on the list screen 60 is selected, a battle screen for playing this soccer team is displayed on the display unit 25.
  • FIG. 9 is a diagram showing an example of a battle screen.
  • a winning match is a battle format in which the player can proceed to the next battle only when the battle result is a given result.
  • the user can proceed to the next match only when the soccer team wins or draws.
  • the winning game is prepared from the first round to the fifth round. When the user's soccer team loses, or at the time of winning or drawing in the fifth round, the soccer team's winning match ends.
  • On the battle screen 70 information indicating how many battles to be executed from now on, and information indicating the contents of the player cards belonging to the opponent team are displayed.
  • the battle start button 72 When the user selects the battle start button 72, the battle is started.
  • the end button 74 When the user selects the end button 74, the battle is ended without being executed.
  • a reward content 76 indicating a reward given to the user according to the battle result of the winning game is displayed.
  • the reward given to the user differs depending on the result of the soccer team battle or whether the user proceeds to the next battle.
  • the user's soccer team is finished without a first round, the user is given 100 lottery points.
  • the user wins the first round the user can get a chance to give 200 lottery points.
  • 50 lottery points are awarded. While confirming the reward, the user can determine whether to perform the battle or whether to receive the reward without executing the battle.
  • the battle start button 72 When the user selects the battle start button 72, the first battle is executed and the battle result is determined. When the battle result of the first round is determined, a battle result screen is displayed on the display unit 25.
  • FIG. 10 is a diagram showing an example of a battle result screen.
  • the battle result screen 80 displays that the user has won.
  • the user's soccer team wins the battle it can proceed to the next battle.
  • the soccer team won the first round it can proceed to the second round.
  • the next battle button 82 a battle screen 70 showing the content of the next battle is displayed.
  • FIG. 11 is a diagram showing an example of a battle screen 70 showing the content of the next battle.
  • the soccer team since the soccer team has advanced from the first round to the second round, information regarding the second round is displayed on the battle screen 70.
  • the reward content 76 indicates, the reward given to the user is different from the first round.
  • the battle start button 72 When the user selects the battle start button 72, the second round is executed.
  • FIG. 12 is a diagram showing an example of a battle result screen 80 when the user's soccer team is defeated. As shown in FIG. 12, the battle result screen 80 displays that the user's soccer team has been defeated. Furthermore, when the user's soccer team is defeated, the reward given to the user is fixed. The reward content 84 indicating the confirmed reward is displayed on the battle result screen 80.
  • a soccer team formation button 86 may also be displayed on the match result screen 80. When the soccer team formation button 86 is selected, a continuous lottery of 11 player cards is executed again, and a soccer team is newly formed.
  • FIG. 13 is a functional block diagram mainly showing functions related to the present invention among the functions realized by the game system 1.
  • the game system 1 includes a game data storage unit 90, a game execution unit 92, an association acquisition unit 94, a selection unit 96, an opponent selection unit 98, a battle execution unit 100, a reward presentation unit 102, and an execution request.
  • a reception unit 104, a game data giving unit 106, and a reward giving unit 108 are included.
  • the essential functional blocks among the functional blocks shown in FIG. 13 are a game data storage unit 90, a game execution unit 92, an association acquisition unit 94, a selection unit 96, a battle execution unit 100, a game data giving unit 106, and a reward.
  • the assigning unit 108, and other functional blocks may be omitted.
  • the game data storage unit 90 is realized mainly by the storage unit 12 and the database 15.
  • the game data storage unit 90 stores various data necessary for executing the game.
  • the game data storage unit 90 stores, for example, a player card database (FIG. 2) and a user database (FIG. 3).
  • the control unit 11 functions as means for acquiring or updating various data stored in the game data storage unit 90. Further, the game data storage unit 90 may store data necessary for executing the game, and the data stored in the game data storage unit 90 is not limited to the above example.
  • the game execution unit 92 is realized mainly by the control unit 11.
  • the game execution unit 92 gives game data to the user.
  • the game data here means game character data related to a game character, game card data related to a game card, or game item data related to a game item.
  • the data regarding the player card corresponds to “game data”.
  • “giving game data to the user” means that the game data is associated with the user, for example, that the game data can be used in the game.
  • the addition of the player card to the “owned card” in the user database corresponds to the game data being given to the user.
  • the association acquisition unit 94 is realized mainly by the control unit 11.
  • the association acquisition unit 94 acquires the storage content of the means for storing the association between each of the plurality of game data and at least one of the plurality of types of attributes.
  • the association acquisition unit 94 acquires the association by acquiring the contents of the player card database.
  • the attribute is a property assigned to each player card to classify the player cards, and indicates, for example, each role of a plurality of game data in a battle (game).
  • “position” assigned to the player card corresponds to “attribute”.
  • the association obtaining unit 94 obtains the contents of the player card database, thereby obtaining the player card. The association between the position and the position is acquired.
  • the selection unit 96 is realized mainly by the control unit 11.
  • the selection unit 96 selects a plurality of game data (for example, a plurality of player cards) to be given to the user from the plurality of game data. That is, the selection unit 96 selects a plurality of player cards to be given to the user from a plurality of player card candidates.
  • a player card candidate is each player card stored in the player card database.
  • the selection unit 96 gives a plurality of attributes to the user so that attributes (for example, positions) associated with the respective game data to be selected (for example, each of a plurality of player cards) satisfy a condition regarding the combination of attributes. Select game data.
  • the selection unit 96 selects so that a combination of player cards to be given to the user satisfies a condition regarding a combination of positions (for example, formation).
  • the conditions regarding the combination of attributes may be common conditions for all users, or may be different conditions for each user. For example, a player card may be selected so that each user has the same formation as the formation set by his / her own team.
  • FIG. 14 is a diagram showing conditions regarding the combination of positions.
  • the above condition associates an attribute (for example, position) with the number of games for which game data with the attribute (for example, a player card at a predetermined position) should be selected. Show. The number elected can be said to be the number of members that should belong to the soccer team.
  • the position is associated with the number of players to be selected for the player card of the position.
  • the association is stored in the game data storage unit 90. Further, the association may be in a table format or a mathematical expression format.
  • the selection unit 96 selects, for each attribute (for example, each position), game data corresponding to the attribute from the game data (for example, player card) associated with the attribute. For each position, the selection unit 96 selects the player cards of the position by the number selected for the position. In the example of FIG. 14, the selection unit 96 selects three forward player cards, four midfielder player cards, three defender player cards, and one goalkeeper player card.
  • association shown in FIG. 14 may be changeable by the user. That is, the user may be able to change how many player cards at which positions are selected.
  • the opponent selection unit 98 is realized mainly by the control unit 11.
  • the opponent selection unit 98 selects one or a plurality of opponent game data from a plurality of opponent game data candidates.
  • each player card stored in the player card database corresponds to a “competitor game data candidate”.
  • a type of player card that is not stored in the player card database may be prepared, and the player card may be selected as opponent game data.
  • Information related to the strength of the opponent game data candidate is associated with each of the plurality of opponent game data candidates.
  • the cost of each player card stored in the player card database corresponds to information on strength.
  • the information regarding strength is not limited to the cost, and other information associated with the player card may be used.
  • an attack power parameter, a defense power parameter, and a technical power parameter may be used as information regarding strength.
  • the opponent selection unit 98 selects one or a plurality of first opponent game data satisfying the first strength standard from among a plurality of opponent game data candidates.
  • the opponent selection unit 98 selects one or a plurality of second opponent game data satisfying a second criterion higher than the first strength criterion from among a plurality of opponent game data candidates.
  • the opponent selection unit 98 selects a second opponent team that is stronger than the first opponent team.
  • FIG. 15 is a diagram showing the association between the number of rounds of each match and the cost range of a player card to be selected.
  • the association is stored in the game data storage unit 90. Further, the association may be in a table format or a mathematical expression format.
  • the cost range shown in the association of FIG. 15 corresponds to the strength criterion.
  • the cost range indicates the range of player cards to be selected when selecting an opponent team player card. That is, the cost range indicates the cost of the player card that should belong to the opponent team. Since the player card becomes stronger as the cost increases, the cost range increases as the number of rounds increases (as the soccer team advances), as shown in FIG. That is, the larger the number of rounds, the stronger the opponent team.
  • the opponent selection unit 98 specifies how many times the current battle is.
  • the opponent selection unit 98 acquires a cost range associated with the current number of rounds.
  • the opponent selection unit 98 selects a player card belonging to the cost range from the player cards stored in the player card database, and selects a player card from the candidates.
  • the opponent selection unit 98 may select player cards belonging to the opponent team at random from the specified cost range, or the selection probability so that the higher the cost, the lower the probability of being selected. May be set, and a player card may be selected.
  • the battle execution unit 100 is realized mainly by the control unit 11.
  • the battle execution unit 100 plays a battle (for example, the first battle and the game) based on the plurality of game data (for example, player cards) selected by the selection unit 96 and the opponent game data (for example, the opponent team).
  • the second battle i.e., n (n is a natural number) round battle is executed.
  • the battle execution unit 100 executes a simulation process (match result determination process) based on the 11 player cards selected by the selection unit 96 and the 11 player cards selected by the opponent selection unit 98. As a result, the battle result between the soccer team and the opponent team is determined. In the simulation process, the battle result may be changed according to the combination of player cards belonging to each team. For example, when the combination of player card positions of a certain team is a given combination, the match result may be determined such that the team is advantageous.
  • the reward presentation unit 102 is realized mainly by the control unit 11.
  • the reward presentation unit 102 after the first match (for example, the first round), before accepting the execution request for the second match (for example, the second round), the contents of the first reward, the second reward And the contents of the third reward are presented to the user.
  • “Presenting the reward to the user” means notifying the user of the content of the reward, for example, displaying the content of the reward on the display unit 25.
  • the execution request receiving unit 104 is realized mainly by the control unit 11.
  • the execution request reception unit 104 receives an execution request for the second battle (for example, the second round) by the user when the battle result of the first battle (for example, the first round) is a given result.
  • the battle execution request is a signal generated as a result of the user performing a given operation.
  • the notification indicating that the battle start button 72 has been selected corresponds to the execution request.
  • the battle execution unit 100 receives a plurality of game data (for example, player cards) selected by the selection unit 96 and the first opponent game data (for example, the first battle data). Based on the second opponent game data (for example, the opponent team of the second round) different from the opponent team of the round, the second battle is executed.
  • game data for example, player cards
  • first opponent game data for example, the first battle data
  • the game data giving unit 106 is realized mainly by the control unit 11. A plurality of game data (for example, player cards) selected by the game data giving unit 106 and the selection unit 96 are given to the user. The game data giving unit 106 gives the player card to the user by storing the player card selected by the selection unit 96 in the user database. Here, since the player cards are selected so as to satisfy the conditions relating to the combination of positions, the game data giving unit 106 gives the user a combination of player cards that satisfies this condition.
  • game data giving unit 106 gives the user a combination of player cards that satisfies this condition.
  • the reward granting unit 108 is realized mainly by the control unit 11.
  • the reward granting unit 108 grants a reward to the user based on the battle result.
  • “Grant a reward” means to give game data to the user, to allow the user to generate a given game event, and to change a parameter related to the user.
  • various rewards prepared in the game can be applied as rewards, here, for the sake of simplicity of explanation, a case where lottery points are given to the user as rewards will be described.
  • FIG. 16 is a diagram showing the reward contents.
  • the reward contents shown in FIG. 16 are stored in the game data storage unit 90. For example, the reward is set higher as the number of rounds increases.
  • the reward granting unit 108 grants the first reward (for example, 100 lottery points) to the user.
  • the reward granting unit 108 gives the user a second reward (for example, 200 lottery points) higher than the first reward.
  • the reward granting unit 108 gives the user a third reward (for example, 50 lottery points) lower than the first reward when the result of the second match (for example, the second round) is not a given result.
  • “High reward” means “reward is good” or “high reward” and “low reward” means “poor reward” or “low reward”.
  • the result of a match is a given result means winning in a match (winning satisfying a predetermined condition), drawing in a match (satisfying a draw satisfying a predetermined condition), defeating in a match (predetermined condition) To meet and defeat).
  • the predetermined condition here means, for example, that the score difference is within a predetermined range and that the score of the user team is within the predetermined range. In the present embodiment, when the user team wins or draws, it is determined that the battle result is a given result.
  • FIGS. 17 to 20 are diagrams showing processing executed in the game system 1 when the soccer team formation button 44 is selected.
  • the control unit 21 notifies the game server 10 that the soccer team formation button 44 has been selected (S1).
  • the user ID is transmitted to the game server 10.
  • the game server 10 specifies which user is accessing based on the user ID.
  • the control unit 11 determines whether or not there are lottery points necessary for executing the continuous lottery. Determine (S2). For example, it is determined whether lottery points necessary for executing continuous lottery are predetermined (for example, 2000 lottery points) and the lottery points stored in the user database are equal to or greater than the necessary lottery points. Is done.
  • the control unit 11 refers to the user database and decreases the user lottery points by a predetermined value. (S3).
  • the control part 11 performs continuous lottery, and selects the player card of each position by the selection number linked
  • S4 for example, three forward player cards, four midfielder player cards, three defender player cards, and one goalkeeper player card are selected for a total of 11 cards. Player cards are selected to satisfy a given combination of positions (ie, formation). Here, information indicating the selected eleven player cards is temporarily stored in the storage unit 12.
  • the control unit 11 generates image data of the winning card screen 50 corresponding to each of the 11 player cards and transmits it to the user terminal 20 (S5).
  • the control unit 21 when receiving the image data, displays the winning card screen 50 (FIG. 7) on the display unit 25 (S6).
  • the winning card screen 50 showing each player card is continuously displayed. For example, every time the user performs a given operation, the winning card screen 50 is displayed on the display unit 25 one after another.
  • the control unit 21 determines whether or not the next button 54 has been selected (S7). When it is determined that the next button 54 has been selected (S7; Y), the control unit 21 notifies the game server 10 that the next button 54 has been selected (S8).
  • the control unit 11 when receiving a notification that the next button 54 has been selected, the control unit 11 generates image data of the list screen 60 and transmits it to the user terminal 20 (S9). In S9, by referring to the player card database, the image data of the list screen 60 including information on the eleven selected player cards is generated.
  • the control unit 21 when receiving the image data, displays the list screen 60 (FIG. 8) on the display unit 25 (S10). Moving to FIG. 18, the control unit 21 determines whether or not the next button 64 has been selected (S11). When it determines with the next button 64 having been selected (S11; Y), the control part 21 notifies the game server 10 that the next button 64 was selected (S12).
  • the control unit 11 when receiving a notification that the next button 64 has been selected, the control unit 11 assigns 1 to the counter variable n (S13).
  • the counter variable n indicates the number of rounds of the current battle and is stored in the storage unit 12.
  • the control unit 11 refers to the counter variable n, identifies the current number of rounds, and determines the strength standard of the opponent team based on the current number of rounds (S14). In S14, the cost range associated with the value of the counter variable n is acquired.
  • the control unit 11 selects eleven player cards from the player card database based on the strength criteria determined in S14 (S15). Eleven player cards are selected from the player cards belonging to the cost range acquired in S14. Information for identifying the player card selected in S15 is temporarily stored in the storage unit 12. In S15, an n-th opponent team (that is, the n-th opponent team) is determined.
  • the control unit 11 refers to the reward list and determines the first reward, the second reward, and the third reward based on the value of the counter variable n (S16). That is, the first reward given when the user does not execute the n-th round, the second reward obtained when the user wins or draws in the n-th round, and the user receives the n-th round A third reward to be awarded when the round is defeated is determined.
  • the control unit 11 generates image data of the battle screen 70 (FIG. 9) based on the player card selected in S15 and the content of the reward determined in S16, and transmits the image data to the user terminal 20 (S17). ).
  • the control unit 21 when receiving the image data, displays the battle screen 70 on the display unit 25 (S18). By displaying the battle screen 70, the user can confirm whether or not to challenge the nth round after confirming the opponent team and the first to third rewards.
  • the control unit 21 determines whether or not the battle start button 72 has been selected (S19). When it is determined that the battle start button 72 has been selected (S19; Y), the control unit 21 notifies the game server 10 that the battle start button 72 has been selected (S20). This notification corresponds to a “match execution request”.
  • the control unit 11 executes a battle of the n-th battle (S 21).
  • a battle result (scores of both teams, etc.) is determined based on each player card of the soccer team and each player card of the opponent team.
  • the control unit 11 determines whether or not the user's soccer team has won or drawn based on the execution result of S21 (S22). When it is determined that the user's soccer team has won or drawn (S22; Y), the control unit 11 determines whether or not the counter variable n is within a predetermined range (for example, 5 or more) (S23).
  • the control unit 21 when receiving the image data, displays the battle result screen 80 (FIG. 8) on the display unit 25 (S25).
  • the control unit 21 determines whether or not the next battle button 82 has been selected (S26). When it is determined that the next battle button 82 has been selected (S26; Y), the control unit 21 notifies the game server 10 that the next battle button 82 has been selected (S27).
  • the control unit 11 increments the counter variable n (S28), and the process proceeds to S14. In this case, the opponent team for the next match is selected.
  • the control unit 11 refers to the reward list and rewards when winning or drawing in the nth round. Is given to the user (S29).
  • the user's lottery points are increased by the number of points associated with the battle result of the n-th round.
  • the control unit 11 generates image data of the battle result screen 80 that does not include the next battle button 82, and transmits the image data to the user terminal 20 (S30). In this case, since the reward given to the user is fixed, the battle result screen 80 including the reward contents 84 is displayed.
  • the control unit 21 when receiving the image data, displays the battle result screen 80 on the display unit 25 (S31), and the process ends.
  • the eleven player cards selected in S4 are registered as gifts for the user.
  • Information indicating a player card registered as a gift to the user may be stored in, for example, a user database. In addition, you may make it store these player cards in the possession player of a user database, without registering as a present.
  • control unit 11 when it is determined that the user's soccer team has been defeated (S22; N), the control unit 11 refers to the reward list and gives the user a reward when defeated in the nth round (S32).
  • the control unit 11 transmits the image data of the battle result screen 80 (FIG. 12) that does not include the next battle button 82 to the user terminal 20 (S33).
  • the control unit 21 when receiving the image data, displays the battle result screen 80 on the display unit 25 (S34), and the process ends.
  • the soccer team formation button 86 on the match result screen 80 is selected, this processing is started from S1.
  • the control unit 21 notifies the game server 10 that the end button 74 has been selected. (S35).
  • the control unit 11 when the control unit 11 receives a notification that the end button 74 has been selected, the control unit 11 refers to the reward list, gives the user a reward for stopping the nth battle (S36), and the process ends.
  • the “n-th round stop” is a state in which a battle request for the n-th round is not made after winning or drawing in the (n-1) -th round.
  • a soccer team is formed by eleven player cards selected by lottery, and a reward is given to the user according to the result of the battle with the opponent team. It can be used as a clue when determining whether or not the card is preferable for the battle. That is, it can be determined according to the content of the reward given according to a battle result whether the acquired player card is a player card preferable for a battle.
  • a soccer team winning game can be executed.
  • you win the game by winning the victory game you will receive a relatively high reward, and if you lose the game by challenging the victory game, you will be given a relatively low reward to increase the interest of the victory game. Can be improved.
  • by displaying the contents of each reward on the battle screen 70 it is possible to select whether or not to challenge the winning game after confirming the reward obtained from the result of the winning game.
  • the opponent team can be set stronger as the user's soccer team advances in the winning match.
  • FIG. 21 is a functional block diagram of the modified example (1). As shown in FIG. 21, in the game system 1 of the modified example (1), in addition to the functions in the embodiment, a designation receiving unit 110, a re-selecting unit 112, and a changing unit 114 are realized.
  • the designation receiving unit 110 is realized mainly by the control unit 11.
  • the designation accepting unit 110 accepts designation by the user for at least one of a plurality of types of attributes (for example, positions) after the first match is executed and before the second match is started.
  • the designation receiving unit 110 presents the attribute types of the player card selected by the selection unit 96 to the user, and acquires the attribute selected by the user from these types of attributes.
  • the re-selection unit 112 is realized mainly by the control unit 11.
  • the re-selection unit 112 re-selects game data associated with the attribute (for example, position) specified by the user.
  • the re-selection unit 112 re-selects a player card at a position designated by the user from among the player cards stored in the player card database.
  • the player card that has been selected by the selection unit 96 is restricted from being re-selected. That is, the re-selection unit 112 re-selects a player card at a position designated by the user from player cards other than the player card selected by the selection unit 96.
  • the change unit 114 is realized mainly by the control unit 11.
  • the changing unit 114 selects at least one of the selected game data associated with the attribute specified by the user among the plurality of selected game data selected by the selection unit 96, and the re-selection unit 112 selects the re-selected game data. Change to selected game data.
  • the changing unit 114 replaces the player card at the position specified by the user among the player cards selected by the selecting unit 96 with the player card selected by the re-selecting unit 112.
  • the player card belonging to the soccer team can be changed to another player card, and the winning game can be executed.
  • game parameters are associated with each of a plurality of game data (for example, player cards).
  • the game parameter is a parameter indicating the ability of the player card or a parameter indicating the strength of the player card.
  • the reward granting unit 108 gives a reward to the user by changing a parameter associated with each of a plurality of game data (for example, player cards) selected by the selection unit 96 based on the match result of the match. .
  • the reward granting unit 108 grants a reward to the user, for example, by changing the parameter so that the ability of the player card is improved or changing the parameter so that the player card becomes stronger.
  • the player card parameters can be changed as a reward for winning the game.
  • the combination of the positions of the selected player cards may be a given combination.
  • the method for determining the combination of player cards selected by the selection unit 96 is not limited to the example of the embodiment.
  • the selection unit 96 may select a user from a plurality of game data so that the attributes associated with each game data to be selected (for example, a player card) cover all types or a predetermined type of a plurality of types of attributes.
  • a plurality of game data to be assigned to is selected. “To cover all types or predetermined types” means that at least one player card is selected for all types or predetermined types of positions.
  • the number of people in each position may change depending on the formation, but in other sports, the number of people in each position may not change with a fixed number of people.
  • the selection unit 96 covers nine types of positions (so that each position is selected one by one). The player card will be selected. In this case as well, as in the embodiment, a winning game is performed using a baseball team composed of the nine selected player cards.
  • the game can proceed to the next battle when the battle result is a given result. It may be.
  • the next battle may be advanced when the score difference between the user's soccer team and the opponent team is within a predetermined range.
  • the strength criterion when determining the opponent team has been described as an example, but the strength criterion may be based on other parameters.
  • a criterion regarding the type of player card may be used, or a criterion such as an attack power parameter of the player card may be used.
  • the soccer team is a temporary team formed only during the winning game
  • the soccer team may not be temporary.
  • the player card selected when the soccer team formation button 44 is selected may be stored in the game data storage unit 90, and may be formed again after the soccer team is dissolved, or the soccer team is dissolved. Instead, when the user performs a given operation, the soccer team may win a battle.
  • the winning game of the soccer team has been described, but a tournament game may also be executed. Further, it is only necessary that a match by a soccer team is executed, and it is not always necessary to be a win-type match.
  • the reward when defeated in a winning match, the reward is lower than when not winning the winning match, but if the reward given to the user is determined according to the match result Good.
  • the first to third rewards may not be presented to the user before the battle. Further, for example, player cards belonging to the opponent team may be randomly selected without referring to the strength criteria.
  • the position has been described as an example of the attribute, but the player card may be selected so that the attribute associated with the player card is a given combination.
  • a player card to be given to the user may be selected based on other attributes associated with the player card.
  • a soccer team made up of player cards selected so that the types of player cards are a given combination may be formed.
  • the present invention can be applied to a game system that executes a game other than a soccer game (for example, another sports game).
  • a game system in which a user's baseball team and a computer baseball team battle each other.
  • a soccer team is formed by nine player cards selected to cover all baseball positions.
  • the present invention can be applied to a game system that executes a game other than a sports game.
  • each function described above is realized in the game server 10
  • a part of each function may be realized in the user terminal 20.
  • Each function is shared by the game server 10 and the user terminal 20. That is, each of the plurality of functions described above may be provided in either the game server 10 or the user terminal 20.
  • the game data storage unit 90 may be realized by the user terminal 20. That is, user data relating to a user who operates a certain user terminal 20 may be stored in the user terminal 20 instead of the database 15. In this case, the game server 10 acquires the stored contents of the user terminal 20 via the communication network 2.
  • the game execution unit 92, the association acquisition unit 94, the selection unit 96, and the game data provision unit 106 may be realized by the user terminal 20. That is, when the control unit 21 of the user terminal 20 executes the program, the control unit 21 may function as the game execution unit 92, the association acquisition unit 94, the selection unit 96, and the game data provision unit 106. In this case, the control unit 21 (game execution unit 92, association acquisition unit 94, selection unit 96, and game data provision unit 106) acquires and updates data directly from the database 15 via the communication network 2.
  • the soccer team is formed so as to acquire the position of each player card and satisfy the conditions regarding the combination of positions.
  • the opponent selection unit 98 and the battle execution unit 100 may be realized by the user terminal 20. That is, the control unit 21 of the user terminal 20 may function as the opponent selection unit 98 and the battle execution unit 100 by executing the program. In this case, the control unit 21 (the opponent selection unit 98 and the battle execution unit 100) acquires information on the soccer team and the opponent team from the game server 10 via the communication network 2, thereby making each match of the winning match. Execute.
  • the reward presentation unit 102 and the execution request reception unit 104 may be realized by the user terminal 20. That is, the control unit 21 of the user terminal 20 may function as the reward presentation unit 102 and the execution request reception unit 104 by executing the program. In this case, the control unit 21 (the reward presenting unit 102 and the execution request receiving unit 104) presents a reward to the user by directly referring to the contents of the database 15 via the communication network 2, or the operation unit 24. The operation execution request is received by receiving an operation signal from.
  • the designation receiving unit 110, the re-election unit 112, and the changing unit 114 may be realized by the user terminal 20. That is, when the control unit 21 of the user terminal 20 executes the program, the control unit 21 may function as the designation receiving unit 110, the re-selection unit 112, and the changing unit 114. In this case, the control unit 21 (the designation receiving unit 110, the re-election unit 112, and the changing unit 114) refers to the contents of the database 15 directly via the communication network 2, thereby determining the player card to which the soccer team belongs. Re-elected.
  • the server client type game system has been described, but the present invention can also be applied to a stand-alone type game device. That is, the present invention can also be applied to a game device in which data exchange with other computers does not occur. In this case, each function described above is realized by one game device.

Abstract

La présente invention concerne l'amélioration du plaisir pour un utilisateur lorsqu'il recueille des données de jeu. Un moyen de sélection (96) du dispositif (10) de jeu sélectionne plusieurs éléments de données de jeu à donner à un utilisateur, de manière à ce que les propriétés associées à chaque élément des données de jeu sélectionnées remplissent des conditions relatives à la combinaison de propriétés. Un moyen (100) de bataille exécute des batailles sur la base des multiples éléments de données de jeu sélectionnés par le moyen de sélection (96) et les données de jeu de l'adversaire dans la bataille. Un moyen (106) de don de données de jeu donne à un utilisateur plusieurs éléments de données de jeu sélectionnés par le moyen de sélection (96). Un moyen de récompense (108) récompense un utilisateur sur la base des résultats de la bataille.
PCT/JP2013/061210 2012-04-16 2013-04-15 Dispositif et système de jeu, procédé de commande de dispositif et de système de jeu, programme et support de stockage d'informations WO2013157523A1 (fr)

Applications Claiming Priority (2)

Application Number Priority Date Filing Date Title
JP2012-092612 2012-04-16
JP2012092612A JP2013220167A (ja) 2012-04-16 2012-04-16 ゲーム装置、ゲームシステム、ゲーム装置の制御方法、ゲームシステムの制御方法、及びプログラム

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