WO2013171931A1 - Dispositif de gestion de jeu, système de jeu, procédé de gestion de jeu, programme, et support d'enregistrement - Google Patents

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

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Publication number
WO2013171931A1
WO2013171931A1 PCT/JP2012/084204 JP2012084204W WO2013171931A1 WO 2013171931 A1 WO2013171931 A1 WO 2013171931A1 JP 2012084204 W JP2012084204 W JP 2012084204W WO 2013171931 A1 WO2013171931 A1 WO 2013171931A1
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WO
WIPO (PCT)
Prior art keywords
user
game
friend
information
comment
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PCT/JP2012/084204
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English (en)
Japanese (ja)
Inventor
豊武 沖塩
弘 谷渕
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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 WO2013171931A1 publication Critical patent/WO2013171931A1/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
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • A63F13/795Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for finding other players; for building a team; for providing a buddy list
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/85Providing additional services to players
    • A63F13/87Communicating with other players during game play, e.g. by e-mail or chat
    • 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
    • A63F13/847Cooperative playing, e.g. requiring coordinated actions from several players to achieve a common goal
    • 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
    • A63F2300/556Player lists, e.g. online players, buddy list, black list
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features 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
    • A63F2300/572Communication between players during game play of non game information, e.g. e-mail, chat, file transfer, streaming of audio and streaming of video
    • 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
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/8011Ball

Definitions

  • the present invention relates to a game management device, a game device, a game system, a game management method, a program, and a recording medium for managing game information of each user.
  • Patent Document 1 a game system in which a user can receive various game services provided from a game server by connecting the user's terminal device (personal computer, mobile phone terminal, etc.) to a game server installed on the Internet.
  • Patent Document 2 a game system in which a browser game or the like can be enjoyed only by performing a simple operation with a terminal device such as a mobile phone has become widespread.
  • SNS social networking service
  • a social networking service which is a community-type service that promotes and supports connections between people, and is provided as one of the SNS services. Games are prevalent.
  • each user becomes a friend with other users who use the game service, and it becomes a system that is advantageous in terms of game, such as being able to acquire in-game points by interacting with the friend. Yes.
  • it is trying to enhance the fun of the game by strengthening the connections and exchanges between friends.
  • An object of the present invention is to realize a highly entertaining game in which a user can feel the existence of a friend stronger than before while playing the game.
  • a game management device manages a game that communicates with a terminal device and allows users to establish a friendship, and stores game information of each user in a storage device.
  • Information storage control means for storing fellow user information in the storage device, user behavior event information, automatic comments issued by the fellow after the behavior event is executed, and the automatic comment
  • the first relationship information storage control means for storing in the storage device in advance the first relationship information related to the conditions of the companions that issue When an action event to be executed is executed, based on the game information of the user's associate, the friend who issues an automatic comment related to the action event Associate comment that transmits to the user's terminal device display information that displays the mate information detected by the mate detection means and the automatic comment issued by the mate. Transmitting means.
  • a game system includes a game management device that manages a game in which users can establish a fellowship, and a terminal device that communicates with the game management device.
  • the game information storage control means, the fellow information storage control means, the first relation information storage control means, the fellow detection means, and the fellow comment transmission means are connected to the game management device or the terminal. Either one of the devices is provided.
  • a game management method is a game management method in a computer that communicates with a terminal device and manages a game in which users can establish a friendship relationship.
  • Game information storage control step for storing game information in the storage device
  • computer information storage control step for storing information about each user's associates in the storage device, computer information on the action event of the user, and the behavior
  • a first relation information storage control step for storing in a storage device in advance a first relation information storage step that associates an automatic comment issued by a companion after the event has been executed and a condition of the companion issuing the automatic comment, and the computer is a user
  • An action event included in the first relation information is executed according to information related to an operation on the terminal device
  • a friend detection step for detecting the friend of the user who satisfies the condition of the friend who issues an automatic comment related to the action event based on the game information of the friend of the user;
  • the game management device and the game system of the present invention may be realized by a computer.
  • a recorded computer-readable recording medium also falls within the scope of the present invention.
  • the user can strongly feel the existence of a friend during the game play, and the interest and interest in the friend are aroused.
  • each user strengthens the connection and exchange between friends in the game, and further increases the interest and interest in the game, so a highly entertaining game with continuity that will never get tired for the user. realizable.
  • FIG. 1 shows a configuration example of a game system in which a game management device according to an embodiment of the present invention is incorporated.
  • this game system includes a game server 1 installed on a network 4 such as the Internet, a database server 2 connected to be communicable with the game server 1, and a game server via the network 4. 1 and the terminal device 3 of each user that can be communicably connected.
  • the network 4 is not limited to the Internet.
  • the game server 1 and the terminal device 3 of each user can be connected to each other so as to communicate with each other, for example, a dedicated line, a public line, etc. It may be a line (telephone line, mobile communication line, etc.), a wired LAN (Local Area Network), a wireless LAN, or the like, or a combination of the Internet and these.
  • the game management device includes a game server 1 and a database server 2.
  • the game server 1 receives access from the terminal device 3 of each user who receives the game service via the network 4 and stores and manages game information of each user in the database server 2 (storage device).
  • a game service is provided via the network 4.
  • an example of providing a so-called browser game in which a game can be played by a web browser installed in each user terminal device 3 will be described as one form of game service provided by the game server 1.
  • the service form for providing the browser game it is not necessary to download or install software dedicated to the game on the user's terminal device 3, and the user can easily connect to the game server anywhere as long as the terminal device 3 can be connected to the network 4.
  • the game service provided from 1 can be enjoyed.
  • a program for a browser game is installed in the game server 1, and the game server 1 performs arithmetic processing and data for progressing the game in accordance with input operations on the terminal device 3 of each user. Execute the process. Then, the game server 1 updates the game information of each user in the database server 2 based on the execution result of the arithmetic processing and the like, and web page information for displaying the execution result on the screen of the user terminal device 3 (Game screen data) is transmitted to the terminal device 3 of each user.
  • Game screen data web page information for displaying the execution result on the screen of the user terminal device 3
  • Each user's terminal device 3 is equipped with a web browser having a website browsing function as a user agent so that the web page information transmitted from the game server 1 can be displayed on the screen of the terminal device 3. It has become.
  • the terminal device 3 include a mobile phone terminal, a PHS (Personal Handy-phone System) terminal, a personal digital assistant (PDA), and a smartphone that is a mobile terminal in which a mobile phone and a mobile information terminal are integrated.
  • PDA Personal digital assistant
  • Providing game services by connecting to the game server 1 via the network 4 such as a personal computer (hereinafter referred to as “PC”), a tablet computer or a game device having a communication function (stationary or portable game device).
  • PC personal computer
  • a tablet computer or a game device having a communication function (stationary or portable game device).
  • Various terminals that can be received are applicable.
  • the game provided in the present embodiment can have a so-called social game element that allows a user to play while interacting with other users who are receiving game services.
  • a social networking service SNS
  • a game system that provides a social game service as one of the SNS services can be obtained.
  • a game service can be provided to the user by a game system operating on the SNS platform, but the game server 1 and the database server 2 can be constructed as independent game systems without being incorporated into the SNS system. Good.
  • each user can establish a special relationship of “friends” with one or more other users who are receiving game services.
  • a user can establish a friendship relationship with another user, either one of the two users makes a friend application to the other user via the game server 1, and the friend application is made.
  • the friend application made between both users and the operation of the approval that the received user approves becoming a friend via the game server 1 are mentioned.
  • the game server 1 associates the identification information (user ID) of the two users and registers them in the database server 2.
  • the game management apparatus stores in advance in a storage device (the database server 2 or the like) an automatic comment issued by a user's associate and a condition of the associate that issues the automatic comment. Then, when the user is playing a game on the terminal device 3, when the game server 1 detects a friend who satisfies the conditions of the friend who issues the automatic comment, for example, an automatic comment is placed near the profile image of the friend. Is displayed in a balloon shape. As a result, during the user's game, a game screen is displayed as if the user's associates issued appropriate comments in a timely manner.
  • a storage device the database server 2 or the like
  • game server 1 detects “a friend who has registered the user as a desired character”, and the friend A game screen that issues an automatic comment such as “I wanted it” is displayed on the terminal device 3 of the user.
  • the game server 1 determines that “the user registers the character that the user wants to release” And a game screen in which the friend issues an automatic comment such as “I wanted it” is displayed on the terminal device 3 of the user.
  • the game server 1 detects “a friend whom the user has called a helper of the cooperative battle in the past” A game screen is displayed on the user's terminal device 3 such that a friend issues an automatic comment such as “You fought together last time”.
  • the game management device includes the game server 1 and the database server 2.
  • FIG. 2 shows an example of the hardware configuration of the game server 1.
  • the game server 1 mainly includes a CPU (Central Processing Unit) 11, a ROM (Read Only Memory) 12 and a RAM (Random Access Memory) 13 as a main storage device, and an auxiliary storage device 14.
  • the communication control unit 15 and the input / output control unit 16 are connected to each other via a bus line 17 including an address bus, a data bus, a control bus, and the like. Note that an interface circuit is interposed between the bus line 17 and each component as necessary, but the illustration of the interface circuit is omitted here.
  • the CPU 11 interprets and executes instructions of application software such as system software and game programs, and controls the game server 1 as a whole.
  • the ROM 12 stores programs and the like necessary for basic operation control of the game server 1.
  • the RAM 13 stores various programs and data, and secures a work area for the CPU 11.
  • the auxiliary storage device 14 is a storage device that stores application software such as a game program, various data, and the like.
  • application software such as a game program, various data, and the like.
  • a hard disk drive can be used as the auxiliary storage device 14.
  • the program according to the present embodiment for causing the game server 1 (computer) to operate as a game management device is also stored in the auxiliary storage device 14, and the program is transferred from the auxiliary storage device 14 to the bus line when the game server 1 is started. 17 is loaded into the RAM 13 via the CPU 17 and executed by the CPU 11.
  • the communication control unit 15 includes a communication interface 15 a connected to the network 4, and controls communication with each user terminal device 3 via the network 4.
  • the communication control unit 15 also controls communication with a server (not shown) connected to the network 4. For example, when it is set as the system configuration which incorporated the game server 1 in SNS, the communication control part 15 of the game server 1 controls communication between SNS servers.
  • the input / output control unit 16 is communicably connected to the database server 2 and is a database interface that performs input / output control when the CPU 11 executes reading / writing of data (records) with respect to the database server 2.
  • the database server 2 includes a large-capacity hard disk device having, for example, a RAID (Redundant Arrays of Inexpensive Disks) configuration as a storage device having an area for storing game information of each user managed by the game server 1.
  • the database server 2 stores various game information (user name, level, in-game points, possessed items, etc.) of each user in association with identification information (user ID) for uniquely identifying each user, for example. It can be constructed as a database, an object database, an object relational database, or the like.
  • the game management device is configured by the game server 1 and the database server 2
  • the present invention is not limited to this.
  • the game server 1 can have the function of the database server 2 and the game management device can be configured only by the game server 1.
  • the game server 1 can be configured as a plurality of servers by distributing the functions of the game server 1 to a plurality of servers. For example, when a user operates the terminal device 3 to access the game server 1, an authentication server having an authentication function for determining whether the user is a legitimate user is provided separately from the main server of the game server 1,
  • the game server 1 may be composed of a main server and an authentication server.
  • a billing management server that performs billing management when a user purchases an item to be billed in a game is provided separately from the main server of the game server 1, and the main server, authentication server, and billing management
  • the game server 1 may be configured by a server.
  • a load distribution type system configuration may be adopted. In this case, it is desirable to provide a load balancer for adjusting the load among the plurality of game servers 1.
  • terminal device 3 As the terminal device 3 operated by the user, as described above, various terminals having a website browsing function such as a PC, a mobile phone, and a smartphone can be applied.
  • a PC is exemplified. The configuration will be described.
  • the terminal device 3 other than the PC is also required for playing a game such as displaying a game screen using a website browsing function or performing an input operation for executing the game.
  • the configuration is the same as that of the PC.
  • the terminal device 3 mainly includes a CPU 31, a ROM 32 and a RAM 33 as main storage devices, an image processing unit 34, a display unit 35, a sound processing unit 36, and an audio input unit 37. , An audio output unit 38, an auxiliary storage device 39, an operation input unit 40, and a communication control unit 41.
  • the components 31 to 34, 36 and 39 to 41 are connected to each other via a bus line 42.
  • An interface circuit is interposed between the bus line 42 and each component as necessary, but the interface circuit is not shown here.
  • the CPU 31 interprets and executes commands of various programs including software that operates as a web browser and its plug-in, and controls the terminal device 3 as a whole.
  • the ROM 32 stores a program and the like necessary for basic operation control of the terminal device 3.
  • the RAM 33 stores various programs and data loaded from the ROM 32 or the auxiliary storage device 39, and secures a work area for the CPU 31.
  • a web browser that displays game screen data described in HTML or the like is stored in the ROM 32 or the auxiliary storage device 39, loaded into the RAM 33, and executed by the CPU 31.
  • Various plug-in software for extending the browser function of the web browser may be stored in the ROM 32 or the auxiliary storage device 39 together with the web browser.
  • the image processing unit 34 drives the display unit 35 based on an image display command from the CPU 31 to display an image on the screen of the display unit 35.
  • Various known display devices such as a liquid crystal display or an organic LE (Electro-Luminescence) display can be applied to the display unit 35.
  • the sound processing unit 36 converts an analog audio signal into a digital audio signal when audio is input from the audio input unit 37, generates an analog audio signal based on a sound generation instruction from the CPU 31, and outputs it to the audio output unit 38.
  • the voice input unit 37 includes a microphone or the like built in the terminal device 3 and is used, for example, when voice chat or the like is performed.
  • the audio output unit 38 includes a speaker that outputs sound effects when the game is executed.
  • the auxiliary storage device 39 is a storage device that stores various programs and data.
  • a flash memory drive for example, a flash memory drive, a hard disk drive, a memory card reader / writer, or the like can be used.
  • the operation input unit 40 accepts a user's operation input and outputs an input signal corresponding to the operation input to the CPU 31 via the bus line 42.
  • Examples of the operation input unit 40 include a pointing device such as a keyboard and a mouse.
  • the touch panel also becomes the operation input unit 40.
  • the communication control unit 41 includes a communication interface 41a and has a communication control function for data communication when a game is operated.
  • a communication control function for data communication for example, a wireless LAN connection function, an Internet connection function via a wireless LAN or a cellular phone network, a predetermined frequency band (for example, a 2.4 GHz frequency band) is used. Includes short-range wireless communication functions.
  • the communication control unit 41 transmits a connection signal for connecting the terminal device 3 to a wireless LAN, the Internet, or the like based on a command from the CPU 31 and receives information transmitted from the communication partner side and supplies it to the CPU 31. To do.
  • a user who wants to receive a game service starts up a web browser and performs an operation of accessing a game site managed by the game server 1.
  • the communication control unit 41 of the terminal device 3 receives game screen data described in HTML or the like transmitted from the game server 1, and the CPU 31 executes the web browser.
  • a game screen is displayed on the display unit 35.
  • the user selects and inputs selectable button objects and hyperlinks displayed on the game screen by operating the operation input unit 40.
  • the game server 1 advances the game and transmits new game screen data to the terminal device 3. Then, this new game screen is displayed on the display unit 35 of the terminal device 3.
  • the user can select a button object or the like that can be selected on the game screen displayed on the display unit 35 by an operation.
  • a game provided by the game server 1 can be played.
  • FIG. 4 is a functional block diagram of the game management device.
  • the game management device includes game information storage control means 51.
  • the game information storage control means 51 is realized by the CPU 11 of the game server 1 executing the program according to the present embodiment.
  • the game information storage control means 51 has a function of storing game information of each user in the storage device 50 (such as the database server 2). This game information is information to be searched when detecting a friend who issues an automatic comment described later.
  • the storage device 50 itself may be installed anywhere, whether inside or outside the game management device (or game system).
  • the storage device 50 may be a RAM 13 or auxiliary storage device 14 included in the game server 1, the database server 2, or a file server having a configuration different from the game management device or the terminal device 3.
  • the items of the game information that the game information storage control means 51 stores and manages in the storage device 50 differ depending on the content of the game service that the game server 1 provides to the user.
  • Examples of games provided by the game server 1 include sports games based on various sports such as baseball, soccer, and golf, battle games based on battles, music simulation games, and other various role-playing games and training.
  • Various games such as games and simulation games can be listed regardless of the game format and genre.
  • the case where the game server 1 provides a baseball game as a game service will be described below.
  • the player character owned by the user can be in a card format in which the form of the player character is visible on the screen of the terminal device 3. That is, the player character is managed as a digital player character by the game server 1 and displayed on the screen of the user terminal device 3.
  • the user can collect player characters while advancing the game, form his own original team, and play against other users.
  • the player's player character is a replica of a real player of MLB, and a dream team can be created by a player who is active in MLB to enjoy a baseball game.
  • the user can improve the ability of the player character (that is, nurture the character) by synthesizing the collected player characters, and can enjoy the game with the aim of creating a stronger team.
  • the game information storage control means 51 for storing each user's game information in the storage device 50 includes a user information storage control means 51a, a level information storage control means 51b, an owned character, as shown in FIG.
  • Storage control means 51c owned point storage control means 51d, owned coin storage control means 51e, owned item storage control means 51f, desired storage control means 51g, leader storage control means 51h, roster storage control means 51i, match result storage control means 51j and history storage control means 51k.
  • the user information storage control means 51a associates each user with a user ID that uniquely identifies each user, such as a login ID, password, user name (such as a nickname used in the game), team, etc.
  • User information regarding the user is stored in a predetermined storage area of the database server 2 for each user ID.
  • the login ID and password are used for login authentication when each user operates the terminal device 3 to access the game server 1.
  • the user name information is arbitrary information set by the user when the user registers as a member for receiving the game service or when the game is executed for the first time.
  • the team information is information in which a favorite team is selected from 30 MLB teams in the real world when the user executes the game for the first time.
  • the user name and team are displayed on the game screen as necessary.
  • the level information storage control means 51b stores the level of the user's game in a predetermined storage area of the database server 2 for each user ID in association with the user ID.
  • experience values are accumulated as the user progresses the game, and the level of the user is increased when the experience value reaches a certain amount.
  • the owned character storage control means 51c stores information on player characters obtained and owned by the user in the game in a predetermined storage area of the database server 2 for each user ID in association with the user ID.
  • Examples of the player character information include the player ID of the player character and information on the ability of the player character (ability rank).
  • the ability rank indicates the height of the basic ability of the player character in, for example, five levels (minimum rank 1 to maximum rank 5). Since the scarcity value is higher as the ability rank is higher, the ability rank may be expressed as a rare degree. For example, the ability ranks 1 to 5 may be represented in the game using expressions indicating the degree of rarity such as “normal”, “normal +”, “rare”, “rare +”, and “super rare”.
  • the database server 2 has a player database in which various parameters of player characters are stored in association with player IDs, including player character image data, player names, positions, teams, ability values, and the like. Therefore, the game server 1 can acquire the parameters of the player character corresponding to the player ID from the player database based on the player ID stored in the owned character storage control means 51c.
  • the owned point storage control means 51d associates the user ID with various points (including values corresponding to the points) acquired and owned by the user in the game for each user ID. Store in the storage area. In this game, there are various game modes, and various points can be acquired and the acquired points can be used according to the game mode.
  • examples of points include behavioral power points, total cost, strengthening points, etc. in addition to the above experience values.
  • the power points are used in a “match mode” in which a match is played with an opponent while consuming the points.
  • Maximum action points can be increased by leveling up or making friends. For example, the behavioral power points consumed and reduced during the game are recovered over time (for example, one point is recovered every 3 minutes) or the experience value reaches a certain amount and the user It can be made to recover at a stretch by improving the level.
  • the above-mentioned total cost is a total value of the cost of the player character when the player character is set as a roster in order to form a user team.
  • the “roster” is a registered player (one army registered player) character who can participate in a battle in the game.
  • Each player character is set with a parameter (attribute) called “cost” according to the ability level.
  • cost When the user creates his / her team, the player character must be rostered within the maximum total cost.
  • the strengthening points are points used when obtaining player characters in the “store mode”. Player characters that can be obtained in the “store mode” are determined by lottery based on a predetermined lottery probability. In addition, the user can sell player characters that he / she owns and convert them into strengthening points. Furthermore, the strengthening points can also be obtained when the user plays other game modes (such as “real MLB link mode”).
  • the strengthening points are also used when the player character to be strengthened and the player character of the strengthening material are combined to improve the ability of the player character to be strengthened.
  • the player character of the reinforcing material used for this synthesis is excluded from the player character owned by the user.
  • the owned coin storage control means 51e associates the user ID with the coin owned by the user in the game (in-game currency different from the points) in a predetermined storage area of the database server 2 for each user ID. To remember. This coin is necessary, for example, when acquiring an item to be charged.
  • the owned item storage control means 51f stores the item obtained by the user in the game in a predetermined storage area of the database server 2 for each user ID in association with the user ID.
  • examples of items include recovery items.
  • the recovery item is an item for recovering the above-mentioned action power points consumed and reduced during the game to the maximum value instantly without waiting for the passage of time.
  • the items that can be obtained and owned by the user in the game are not limited to these items.
  • treasure items that can be acquired when winning a battle equipment for characters such as weapons and armor, It is also possible to own magic items, special items, and various other items that generate various effects and effects.
  • each user can register what he / she wants (a player character or item he / she can own) by operating the terminal device 3. What the user wants to register can be confirmed on the game screen by a fellow user (or another user). Therefore, the user can register a player character or the like that he / she does not own as what he / she wants to receive from his / her friends.
  • the desired storage control means 51g stores information on what each user wants in a predetermined storage area of the database server 2 in association with the user ID based on information related to an operation for registering what each user wants. For example, when a user registers a player character as what he wants, the player ID of the player character is stored in association with the user ID.
  • each user can operate the terminal device 3 to set one of his favorite player characters as a leader.
  • a player character set as a leader may be called as a helper when a user's companion plays a battle in a game.
  • the leader storage control means 51h stores each player's leader player character in a predetermined storage area of the database server 2 in association with the user ID based on information related to the operation of setting the leader player character.
  • a predetermined number for example, fielder 9 and pitcher 7 in total 16
  • the player character set by the user as the roster constitutes the order of the user's in-game team and can play against other users' teams.
  • the game server 1 has a function of setting a roster in accordance with operation information related to an operation for selecting a predetermined number (16 in the present embodiment) of characters as player rosters from player characters owned by the user. An operation example of roster setting by the user will be described later.
  • the roster storage control means 51i has a storage control function for storing the user's roster setting information (registered character information) in the storage device 50 (such as the database server 2).
  • FIG. 7 shows an example of user roster setting information stored in a predetermined area of the database server 2 by the roster storage control means 51i.
  • the roster setting information includes the roster number (1 to 16), position, and roster player ID.
  • the game result storage control means 51j associates with a user ID, and stores a game ID for uniquely identifying a game in which the user's team has played against another user's team for each user ID. Store in the area.
  • the game result storage control means 51j is associated with the game ID as a game date and time (real world game start or end time), a winning team user ID, a defeated team user ID, a match score, and an assistant.
  • the database server 2 stores information related to the game results such as the user IDs of the friends who cooperated in the battle, the winning pitcher character, the defeating pitcher character, the player character who hit the home run, and the game review information.
  • the history storage control unit 51k stores the in-game history of the user in a predetermined storage area of the database server 2 in association with the user ID.
  • the player character previously set as a leader (its player ID), the player character previously included in the roster (the player ID), and a friend who requested cooperation in the past as an assistant (the user) ID), game level fluctuation information, player character ability fluctuation information, and the like in the past predetermined period (for example, the latest one week) retroactive from the present.
  • the game information storage control means 51 also stores, as other game information of the user, information on trade or bazaar setting information to be described later, the progress status of the in-game stage, ranking ranking (the past highest ranking, etc.), etc. 50 is stored and managed.
  • the fellow information storage control means 52 shown in FIG. 4 has a function of storing fellow information of each user in the storage device 50 (such as the database server 2).
  • the storage device 50 such as the database server 2.
  • a user to establish a friendship relationship with another user either one of the two users makes a friend application to the other user via the game server 1, and the friend application is made.
  • the friend application made between both users and the operation of the approval that the received user approves becoming a friend via the game server 1 are mentioned.
  • a user who has already been registered in the game service invites an unregistered user to the game and the user who has been invited registers in the game service, the user who is the invited side is There is also a form in which human users are friends.
  • FIG. 8 shows an example of friend information stored in the database server 2 by the friend information storage control means 52.
  • the companion information is information that associates two users with whom a companion relationship is established.
  • the fellow information storage control means 52 includes the user ID of the user who made the fellowship application and the user ID of the user who approved the fellowship application. Is stored in the database server 2.
  • a fellow information ID for uniquely identifying these is added to each fellow information, and the game server 1 manages each user's fellows based on the fellow information ID.
  • the fellow information that associates two users is the friend information ID.
  • the friend information ID Registered in the database server 2 as friend information of “1”.
  • each user can make a plurality of friends, and it is possible to form a friend group centered on each user.
  • the game progression means 72 functionally includes a reception means 72a, a game execution means 72b, a screen generation means 72c, a transmission means 72d, a friend detection means 54, and the like.
  • the game progression means 72 basically executes a game in response to an operation on the terminal device 3 by the user, generates game screen data corresponding to the execution result, and transmits the game screen data to the terminal device 3.
  • the game is advanced by displaying a game screen corresponding to the user's operation on 3.
  • the operation Operation information (such as a request for a game screen) is transmitted to the game server 1 by the web browser of the terminal device 3.
  • the game server 1 when the receiving means 72a receives the operation information, the game executing means 72b reads the user's game information in accordance with the operation information, and executes the game by performing calculations and data processing.
  • the game execution means 72b is a player character of both teams corresponding to the user IDs of both users who are playing the battle.
  • the information of (the player character set as the roster that participates in the game) is read from the database server 2.
  • the game execution means 72b performs the calculation which determines a win / loss based on the ability value etc. of the character of both teams.
  • the winning team may be the player with the highest ability value of the characters of both teams, or the winning team with the higher probability of winning with the higher ability value. You may obtain
  • the screen generation means 72c generates game screen data composed of HTML data, for example, according to the execution result by the game execution means 72b.
  • the HTML data may include image data such as player characters read from the database server 2.
  • moves by the plug-in of the web browser of the terminal device 3 may be embedded in HTML data.
  • the script provided from the game server 1 is executed by the terminal device 3, the game screen displayed on the terminal device 3 can be a moving image.
  • the screen generation means 72c also generates a game screen (display control information) that displays an automatic comment issued by a friend, which will be described later.
  • the transmission unit 72d transmits the screen data (HTML data or the like) generated by the screen generation unit 72c to the user terminal device 3 as a response to the game screen request or as an execution result by the game execution unit 72b. .
  • the game screen is displayed on the display unit 35 by the web browser.
  • the fellow comment transmitting means described later is one of the functions of the transmitting means 72d.
  • FIG. 9 is a main functional block diagram of the game management device.
  • the game management device includes first relation information storage control means 53, fellow detection means 54, and fellow comment transmission means 55 in addition to the aforementioned game information storage control means 51 and fellow information storage control means 52.
  • the first relation information storage control means 53 is a first relation information that associates information on a user's action event with an automatic comment issued by a mate after the action event is executed and a condition of the mate that issues the automatic comment. Is stored in the storage device 50 in advance. 10 to 12 show an example of the first relation information stored in the storage device 50 by the first relation information storage control means 53. FIG.
  • the “user action event” included in the first relation information there is an action event in which the user obtains a player character in the game as shown in FIG.
  • this corresponds to an event in which the user obtains a player character in the “store mode” (consumes enhancement points and acquires player characters by lottery).
  • an action event of obtaining a player character will be described, but an action event of obtaining a character or item other than the player character may be used.
  • the automatic comment “I wanted it” can be a comment automatically issued by the user when the user obtains a player character that the user's friend wants.
  • a condition of a friend who issues this automatic comment as illustrated in FIG. 10, it can be set as “a friend who has registered a player character obtained by the user as desired” (this is referred to as condition 1).
  • the condition of the friend who issues this automatic comment may be “a friend who has registered the player character that the user has obtained and wants the player character and does not own the player character”.
  • a friend who has set a player character that the user has obtained as a trade or a bazaar (This is defined as condition 2).
  • trading is a system in a game in which users exchange their belongings (player characters, items, points, etc.) with other specific users. The user can set what he / she wants to pass (player character, etc.) and what he / she wants to see (player character, etc.), and can apply for replacement to a specific other user.
  • the bazaar is an in-game system in which each other's belongings (player characters, items, points, etc.) are exchanged for an unspecified number of other users.
  • the user sets what he / she wants to give and what he / she wants to receive, like the trade, but unlike the trade, he / she applies for an exchange without designating a specific partner.
  • Such trade or bazaar setting information is also stored in the storage device 50 by the game information storage control means 51 as user game information. Then, a friend who has set the player character that the user has acquired as a trade or bazaar is set as a condition of a friend who issues an automatic comment “I wanted it”.
  • the automatic comment “I want to reinforce that position” can be a comment that is automatically issued by the fellow when the user obtains a player character that can reinforce the weakness of the fellow team.
  • a condition for the companion who issues this automatic comment “a companion that possesses only a player character having an ability rank lower than the ability rank of the player character with respect to the position of the player character obtained by the user. (This is defined as condition 3).
  • the ability rank may be a rare degree. For example, it is assumed that the position of the player character obtained by the user is a pitcher, and the ability rank is “4 (rare +)”. In this case, among the user's companions, a companion that possesses only a pitcher player character whose ability rank is “3 (rare)” or less corresponds to this condition 3.
  • the automatic comment “Wow, good” can be a comment that is automatically issued by the user when the user acquires a player character of an ability level that has not yet been acquired by the user's friend.
  • the condition of the companion who issues this automatic comment as illustrated in FIG. 10, it can be set as “a companion who possesses only a player character having a capability rank lower than the capability rank of the player character obtained by the user” ( This is defined as condition 4).
  • condition 4 it is assumed that the ability rank of the player character obtained by the user is “4 (rare +)”.
  • a companion who possesses only a player character whose ability rank is “3 (rare)” or lower corresponds to this condition 4.
  • the fellow detection unit 54 is related to the behavior event based on the game information of the fellow user. It has a function of detecting a user's companion that satisfies the condition of the companion who issues the attached automatic comment. For example, the user performs an operation for obtaining a player character on the terminal device 3 (command button operation for purchasing a player pack in the store mode), and in response to the operation, the game execution means 72b obtains the player character.
  • the fellow detection means 54 selects the fellow who satisfies any one of the conditions 1 to 4 of the fellow who issues the automatic comment shown in FIG. To find and detect information).
  • the fellow comment transmission means 55 displays the display information (for example, the screen data described in HTML) which displays the information of the fellow detected by the fellow detection means 54 and the automatic comment which the said friend emits in the user's terminal device 3. It has a function to transmit to.
  • the screen shown in FIG. 13 is a main screen (user's My Page) displayed on the user's terminal device 3.
  • the user's game information 81 (user's photo or avatar, user's level, action point, number of player characters, reinforcement points, number of friends, etc.) is displayed.
  • a button group 82 for selecting various modes including a “Store” button is displayed on the main screen.
  • a predetermined number of images of the user's companions 87 are displayed on the main screen.
  • the image of the friend 87 is a profile image such as a friend's photo, avatar or face icon.
  • the direction keys 88 provided on the left and right of the image of the friend 87, it is possible to display an image of the friend that is not currently displayed.
  • the image of this friend 87 is also displayed on a game screen other than the main screen.
  • the main screen is also provided with an area 89 for displaying information related to friends.
  • the mode changes to the store mode. Furthermore, if the user performs a command button operation to purchase a player pack in the store mode, the game server 1 executes a user action event, and one player character that the user acquires from all player characters in the game Is determined by lottery. As shown in FIG. 14, the player character 101 acquired by the user by executing this action event is displayed on the game screen of the user terminal device 3. Then, an automatic comment 102 such as “I wanted it” is displayed near the image of the friend 87 in the game screen, for example, in a balloon shape.
  • This game screen data is the display control information transmitted to the user terminal device 3 by the fellow comment transmission means 55.
  • a friend 87 emitting the automatic comment 102 in this screen is a friend (a friend satisfying any one of the conditions 1 to 4 in FIG. 10) detected by the friend detecting means 54.
  • An automatic comment 102 corresponding to the satisfied condition is displayed near an image or name (nickname or the like) as information of a friend.
  • a game screen is displayed on the user terminal device 3 as if the user's associates issued appropriate comments in a timely manner. Moreover, if the player character which a user acquires changes, the friend who issues an automatic comment will also change according to the player character. That is, a friend who always returns an optimal response to a user's action event is detected and an automatic comment is issued.
  • an automatic comment is displayed near the image or name of the friend 87 displayed on the screen in advance.
  • the game screen is displayed in advance. I can't display all my friends' images above. Therefore, if a friend who satisfies the condition for issuing an automatic comment is not displayed on the game screen, the image of the friend is displayed on the game screen when the automatic comment is issued.
  • condition 1 or condition 2 a friend who satisfies condition 1 or condition 2 is more likely to want a player character obtained by the user than a friend who satisfies condition 3 or condition 4. This is because, under condition 1 or condition 2, the player character obtained by the user is registered as what a friend wants (or something that he wants to get by trade, etc.), and the intention to desire is clear, and there is no such intention display. This is because it is considered that there is a higher possibility of wanting a player character than condition 3 or condition 4.
  • an automatic comment of a friend who satisfies condition 1 or condition 2 is "I really wanted it"
  • an automatic comment of a friend who satisfies condition 3 or 4 is "I wanted it”
  • the comment content is such that the former wants more player characters than the latter.
  • an automatic comment of a friend who satisfies condition 1 or condition 2 is highlighted by changing the size, thickness, and color of the character so that it is more prominent than an automatic comment of a friend who satisfies condition 3 or condition 4.
  • another example of the “user action event” of the first relation information is an action event in which the user clears a stage in the game.
  • a plurality of stages are provided in the game, and when one stage is cleared, the process proceeds to the next stage.
  • Examples of automatic comments associated with this action event include “Ah, you ’ve gone first”, “Oh, you've caught up”.
  • condition 6 As a condition of a friend who issues an automatic comment “Oh, I went first”, as illustrated in FIG. 11, it can be “a friend who has passed the stage progress by the user who cleared the stage”. (This is Condition 5). In addition, as a condition of a friend who issues an automatic comment “Oh, you have caught up”, it can be “a friend who is on the same stage as the user who cleared the stage” (this is referred to as condition 6).
  • the companion comment transmission means 55 transmits screen data for displaying an automatic comment issued by the companion to the user terminal device 3.
  • the automatic comment 102 “Ah, I went first” is displayed in a balloon shape near the image of the friend 87 that satisfies the condition 5.
  • an automatic comment 102 “Oh, I've caught up” is displayed in a balloon shape near the image of the friend 87 that satisfies the condition 6.
  • another example of the “user action event” of the first relation information is an action event in which the user progresses the game to level up.
  • experience values are accumulated as the user advances the game, and the level of the user's game is increased when the experience value reaches a certain amount.
  • an automatic comment associated with this action event there are “Oh, I went first”, “Oh, I caught up”, as in the case of clearing the stage.
  • condition 8 As a condition of a friend who issues an automatic comment “Oh, I went first”, as illustrated in FIG. 11, it can be “a friend whose level has been overtaken by a user who has leveled up” (this To condition 7). In addition, as a condition of a friend who issues an automatic comment “Oh, I've caught up”, it can be “a friend at the same level as the user who has leveled up” (this is referred to as condition 8).
  • another example of the “user action event” of the first relation information is an action event in which the user confirms the ranking in the game.
  • rankings can be competed based on the strengthening points acquired by each user in the game mode called “real MLB link mode”.
  • Each user can check the ranking of his / her ranking by operating the terminal device 3.
  • An example of an automatic comment associated with an action event of confirming the ranking is “I (I) has been removed from the highest rank”.
  • I an automatic comment associated with an action event of confirming the ranking
  • it can be set as “a friend whose highest rank is lower than the ranking of the user” (this is referred to as condition 9).
  • another example of the “user action event” of the first relation information is an action event of changing a leader.
  • each user can operate the terminal device 3 to set one of his / her favorite player characters as a leader, and change the character at any time. Can do.
  • Examples of automatic comments associated with behavioral events such as changing the leader include “Oh, with me (I)”, “After all“ ⁇ ””, “After all“ ⁇ ”changes” There is.
  • FIG. A friend who satisfies the condition 10 or 11 of the friend who issues the automatic comment shown in FIG. 5 is detected by searching the game information (information of the current leader and the past leader) of the user's friend.
  • the associate comment transmission means 55 transmits the screen data which displays the automatic comment which the said associate emits to the user's terminal device 3.
  • another example of the “user behavior event” of the first relation information is a behavior event of roster change.
  • each user operates the terminal device 3 to select a predetermined number (16 in the present embodiment) of player characters from among the player characters owned by the user, and his team (group). Can be set to a roster. You can also change rosters at any time. Examples of automatic comments associated with the action event of changing roster are “With me (me),” “I like that player,” “No. 4 is“ OO ”,” “After all. There are “ ⁇ ”?
  • condition 12 the condition of a friend who issues automatic comments such as “With me (me)” and “I like that player” is, as illustrated in FIG. It can be set as “a set friend” (this is defined as condition 12). Whether to apply “with me (me)” or “like that player” as an automatic comment issued by a friend who satisfies the condition 12 can be determined at random.
  • the player character newly added to the fourth batter by the user is also set as the fourth batter in the roster. It can be “companies” (this is condition 13). The name of the player character newly added to the fourth batter is applied to “XX”.
  • condition 14 “A friend who has newly added a player character to the starter as a starter himself in the roster” (This is referred to as condition 14). Note that the name of the player character newly added by the user to the starting pitcher is applied to “ ⁇ ”.
  • Fig. 17 shows an example of the roster setting screen.
  • the user can set / change the roster from the player character on hand.
  • a total of 16 player slots 121 of the fielder 9 and the pitcher 7 are provided, and a maximum of 16 player characters can be roster-set.
  • the positions of fielders that can be set as rosters are catcher (C), first base (1B), second base (2B), third base (3B), shortstop (SS), and designated hitter.
  • DH is 1
  • outfielder (OF) is 3.
  • the pitcher's player slot 121 that can be set as a roster also has three types of slots. For example, the starting pitcher (SP) has 2 slots, the relief pitcher (RP) has 2 slots, and if the pitcher has a starting, relief, restraint. There are 3 slots that can be any. The user can set only the player character corresponding to the designated position.
  • the character of the player character as the roster is displayed.
  • the popularity index is the number of users who set the player character as a roster, and indicates the popularity.
  • the tone mark is an object that represents the current tone height of the player character with a facial expression.
  • a player character selection screen (a player character list screen owned by the user) (not shown) is displayed. On this player character selection screen, the user can select an arbitrary player character to be newly added to the roster.
  • the fellow detection means 54 performs the automatic comment shown in FIG. A friend who satisfies any one of the conditions 12 to 14 of the friend who issues the game is detected by searching game information (roster information) of the user's friend. Then, when a friend satisfying any of the conditions 12 to 14 is detected by the friend detection means 54, the friend comment transmission means 55 transmits screen data for displaying an automatic comment issued by the friend to the user terminal device 3. To do.
  • FIG. 18 shows a processing flow of the terminal device 3 and the game server 1 when the user operates the terminal device 3 to access the game server 1 and receive a game service.
  • the web browser When the user receives the game service, first, the web browser is started by operating the operation input unit 40 of the terminal device 3 (S11). Thereafter, the user performs an operation of accessing a game site managed by the game server 1, and an access request is transmitted from the terminal device 3 to the game server 1 (S12). At this time, the game server 1 performs login authentication for access from the terminal device 3 (S21), and confirms that the access is from a user who is registered for use of the game service. Thereafter, the game server 1 transmits main screen data described in HTML or the like to the terminal device 3 (S22). If there is a game top screen different from the main screen, the top screen may be transmitted first. In the terminal device 3 that has received the main screen data, the web browser interprets the data and displays the main screen on the display unit 35 (S13).
  • a screen request corresponding to the operation is transmitted from the terminal device 3 to the game server 1.
  • the game server 1 receives this request, the game server 1 performs arithmetic processing and data processing according to the user's operation to execute the game (S23), and transmits game screen data reflecting the execution result to the terminal device 3 (S24).
  • a web browser interprets the said data and displays a game screen on the display part 35 (S15).
  • the game server 1 performs logout processing (S25). For example, when the user closes the web browser, the game server 1 performs logout processing after a session timeout.
  • the game server 1 side can read the game information of the user and advance the game. For example, another logged-in user may start a battle (individual battle) against a team of logged-out users. Also in this case, the game progress means 72 of the game server 1 reads out the game information of each user from the database server 2 and executes a battle regardless of whether the user is logged in or not, and reflects the execution result. Update the game information of each user. Thus, the result of the battle executed when the user is logged out from the game server 1 can be confirmed on the screen when the user accesses the game server 1 thereafter.
  • FIG. 19 shows the flow of processing of the game server 1 targeted for one user, and the same processing is performed for each user managed by the game server 1.
  • the game server 1 when the game server 1 receives an access request from the user's terminal device 3 (YES in S31), the game server 1 permits access based on the login ID, password, etc. transmitted from the terminal device 3. Login authentication is performed to determine whether or not to perform (S32). Here, when access is not permitted (NO in S32), the game server 1 transmits screen data for prompting registration of use of the game service to the terminal device 3 (S33). On the other hand, when access is permitted (YES in S32), access information (log) is stored (S34).
  • the game server 1 transmits main screen data (or top screen data) to the terminal device 3 of the user who has permitted access (S35). After that, when a screen request corresponding to the user's game operation transmitted from the user's terminal device 3 is received (YES in S36), the game execution means 72b performs arithmetic processing and data processing corresponding to the screen request. The game is executed (S37).
  • the game server 1 determines whether or not the user's game information needs to be updated by executing the game (S38). If the game server 1 needs to be updated (YES in S38), it is stored in the database server 2.
  • the user's game information is updated (S39). For example, when the user's game operation is an operation for performing a battle with another user, as a result of the battle being executed, the user's game information such as the game result information is updated.
  • the game execution process corresponding to the operation is only data processing such as reading out the user's game information from the database server 2, and the process There is no change in the user's game information before and after, so there is no need to update the user's game information (NO in S38).
  • the screen generation means 72c generates game screen data reflecting the game execution result (S40), and the transmission means 72d transmits the game screen data to the user terminal device 3 (S41). Thereafter, it is determined whether or not the user's terminal device 3 has logged out (S42). Until the terminal device 3 logs out, the processing of S36 to S41 is repeated, whereby the game proceeds.
  • the fellow detection means 54 executes a process of searching for and detecting the game information of the user's fellows, who detects the fellows that satisfy the “condition of the fellow who issues an automatic comment” related to the action event ( S52).
  • This is a process of detecting a companion suitable for issuing an automatic comment suitable for the situation after the execution of the action event when a predetermined action event is executed in accordance with the game operation of the user. For example, when an action event of obtaining a player character is executed, the fellow detection means 54 searches for information on the player character owned by the user's fellow, and satisfies one of the conditions 1 to 4 shown in FIG. Detects friends who meet.
  • the friend detection unit 54 detects a friend that satisfies the condition of the friend who issues an automatic comment (YES in S53)
  • the game server 1 issues an automatic comment corresponding to the condition.
  • Screen data display control information
  • the fellow comment transmission means 55 transmits the screen data to a user's terminal device 3 (S55).
  • the game management device includes the game information storage control means 51, the fellow information storage control means 52, the first relation information storage control means 53, the fellow detection means 54, and This is a configuration provided with fellow comment transmission means 55.
  • This configuration it is possible to realize a pseudo response as if a friend has actually transmitted a comment suitable for the action event after the execution of the action event of the user. Accordingly, it is possible to construct a pseudo game environment in which a user is playing with his / her friends even though the user is actually playing the game alone. Therefore, the user can strongly feel the existence of the friend during the game play, and the interest and interest in the friend are aroused. As a result, each user strengthens the connection and exchange between friends in the game, and further increases the interest and interest in the game, so a highly entertaining game with continuity that will never get tired for the user. Can be provided.
  • the game server 1 includes a closeness imparting means 56 as shown in FIG.
  • the closeness imparting means 56 has a function of giving closeness set according to the degree of the exchange to the two users when the exchange is performed between the two users.
  • intimacy refers to the intimacy of two users who have established a friendship relationship, and can also be expressed as the degree of friendship between two people, the depth of friendship, the depth of bonds, etc. .
  • the exchange can include various exchanges performed between friends, such as greetings, message transmission, presents, requests for battle cooperation, and exchanges in a virtual shared space.
  • greeting is a general term for simple exchanges that can be performed virtually in the game, such as sending ale (support), sending guts, winking, smiling, waving hands, etc.
  • Simple exchange using the expression of is also included.
  • the exchange in the virtual shared space is an exchange such as chat performed in the virtual shared space where a plurality of users can enter. The familiarity between the two users is set according to the degree of exchange (number of exchanges, frequency, content, etc.).
  • the intimacy giving means 56 of the present embodiment gives an intimacy of a predetermined value (for example, 1 point) each time an AC process is executed between two users who are friends.
  • the greeting may be 1 point
  • the message transmission may be 2 points
  • the present and the battle cooperation may be 3 points
  • the chat in the virtual shared space may be 4 points.
  • five ranks are provided according to the value of the closeness of the two persons.
  • the friendship level is 0 to 24 points
  • the acquaintance rank is 25 to 49 points
  • the friend rank is 50 to 74 points
  • the friend rank is 50 to 74 points
  • the partner rank is 75 to 99 points
  • the friend rank is 100 points or more.
  • the intimacy giving means 56 stores the intimacy values assigned to the two users in the database server 2 in association with the fellow information ID.
  • the rank of intimacy may also be stored.
  • the associate target person who emits an automatic comment
  • the associate detection means 54 exceeds n persons
  • the closeness with a user is high. It is limited to the nth friend. That is, the fellow comment transmitting means 55 targets only the first to the n-th fellow who has a close familiarity with the user among the fellows detected by the fellow detecting means 54, and the automatic comment issued by the fellow. Is transmitted to the user's terminal device 3.
  • n 1
  • a friend who issues an automatic comment is limited to one person with the highest intimacy.
  • n 2
  • n may be set to 3 or more.
  • the user terminal device 3 is a personal computer and the game environment can ensure a relatively wide game screen, it can be considered that there is no problem even if the value of n is set to 2 to 3.
  • the user's terminal device 3 is a portable terminal such as a mobile phone or a smart phone and it is difficult to secure a wide game screen, the value of n is set to 1 and a friend who issues an automatic comment is selected. Limited to one person with the highest intimacy.
  • the value of n can be determined according to the game environment on the user terminal device 3 side.
  • steps S61 and S62 are inserted between steps S53 and S54 in the flowchart of FIG.
  • FIG. 22 shows an example in which the value of n is “2”. That is, when the friend detection means 54 detects a friend that satisfies the “condition of the friend who issues an automatic comment” (YES in S53), the game server 1 determines whether the number of detected friends exceeds two. (S61). In the case of YES at this step S61, the game server 1 extracts two persons from the friend with the second closest degree among the friends detected by the friend detecting means 54 (S62). Thereafter, the process proceeds to step S54, and the game server 1 creates screen data for which an automatic comment is issued for the two persons extracted in step S62.
  • step S54 when the number of detected friends is one or two (NO in S61), the process proceeds to step S54 without executing step S62.
  • the game management apparatus has a game information storage control means 51, a fellow information storage control means 52, a first relation information storage control means 53, a fellow detection means 54, In addition to the fellow comment sending means 55, a closeness giving means 56 is provided. Then, when the number of friends detected by the friend detection means 54 exceeds n, the friend comment transmission means 55 targets only the friends from the higher intimacy with the user to the nth friend.
  • the display control information for displaying the information and the automatic comment issued by the associate is transmitted to the terminal device 3 of the user.
  • FIG. 23 if the user performs an operation (such as clicking) to select an image of a friend 87 who has issued an automatic comment on the game screen illustrated in FIG. 14 displayed after the user obtains the player character. Transition to the present operation screen.
  • the figure is a present operation screen when a friend B who has issued an automatic comment “I wanted it” is selected.
  • the player character obtained by the user and displayed on the screen of FIG. 14 is displayed.
  • the friend B who has issued the automatic comment “I wanted it” selected by the user is displayed. If the user presses the “Send” button 105 in this screen, the player character obtained by the user can be presented to the friend B.
  • the game server 1 of the present embodiment that realizes this includes a present operation screen transmission means 57.
  • This present operation screen transmission means 57 when the action event of the user is related to the acquisition of the player character, according to the information related to the operation of selecting the companion who has issued the automatic comment in the user terminal device 3, It has the function to transmit the information (screen data of FIG. 23, etc.) of the present operation screen for presenting the acquired player character to a friend to a user's terminal device 3.
  • FIG. 14 An example of the operation of the game server 1 of the present embodiment is shown in the flowchart of FIG.
  • the game server 1 executes the following processing to transmit present operation screen data to the user terminal device 3.
  • the game server 1 sets the player character obtained by the user as a gift target (S72), and sets a friend who has issued the automatic comment selected by the user as a gift destination (S73). Then, the game server 1 creates present operation screen data (see FIG. 23) based on the settings of steps S72 and S73 (S74), and transmits it to the user terminal device 3 (S75).
  • the friend considered that he wants the player character which the user acquired It is a condition of a friend who issues an automatic comment.
  • the user can present a present easily and quickly to the friend who is considered to want the player character on the spot where the player character is obtained during the game.
  • the game management apparatus has a game information storage control means 51, a fellow information storage control means 52, a first relation information storage control means 53, a fellow detection means 54, In addition to the fellow comment transmission means 55, a present operation screen transmission means 57 is provided.
  • a player character which may be a character or item other than a player character
  • an opportunity to easily give the obtained one to a friend who has issued an automatic comment is provided. Therefore, it can contribute to the excitement of the game community between friends. Further, this configuration can be applied in combination with each configuration of the above-described embodiment.
  • a reply comment display unit 131 is displayed as shown in FIG. 26.
  • the reply comment display unit 131 displays a plurality of reply comments. If the user selects an arbitrary reply comment from the plurality of reply comments, the selected reply comment is easily transmitted to a friend who has issued an automatic comment. be able to. Note that only one reply comment may be displayed on the reply comment display unit 131.
  • the game server 1 of the present embodiment for realizing this is provided with second relation information storage control means 58, reply comment display screen transmission means 59, and reply comment transmission means 60, as shown in FIG.
  • the second relational information storage control means 58 has a function of storing in the storage device 50 second relational information in which an automatic comment issued by a friend included in the first relational information and a reply comment to the automatic comment are related in advance.
  • Have. 28 and 29 show an example of the second relation information stored in the storage device 50 by the second relation information storage control means 58.
  • reply comments such as “Let's aim at the top of each other ranking” can be related to the automatic comment of a friend “I (I) got the highest ranking” displayed when checking the ranking.
  • reply comments such as “No. 4 will be“ XXX ”” to the automatic comment of “No. 4 is“ XX ”” displayed after the roster change. it can.
  • a reply comment such as “starter is determined by“ ⁇ ”” can be related to an automatic comment of a friend “Is the starter“ ⁇ ”?”.
  • the reply comment display screen transmission means 59 sends the reply comment related to the automatic comment according to the information related to the operation for selecting the friend who has issued the automatic comment, which is performed in the terminal device 3 of the user. It has the function to transmit to the user's terminal device 3 the information (refer FIG. 26) of the screen which acquires based on 2nd relationship information and displays the said reply comment.
  • reply comment transmission means 60 is the friend who is issuing the said automatic comment according to the information regarding the operation which is performed in the user's terminal device 3 and selects the reply comment with respect to the said automatic comment. Has a function of transmitting to the terminal device 3.
  • step S82 An example of the operation of the game server 1 of the present embodiment is shown in the flowchart of FIG. For example, when the game screen of FIG. 15 is displayed, when the user performs an operation on the terminal device 3 to select a companion 87 that has issued an automatic comment “Oh, I went first” ( Based on the second relationship information, the game server 1 determines whether there is a reply comment related to the automatic comment (S82). Note that, when reply comments are related to all automatic comments, step S82 is always YES, so the determination process of step S82 can be omitted.
  • step S82 the game server 1 acquires a reply comment related to the automatic comment based on the second relation information (S83), and creates screen data including the acquired reply comment (S84). .
  • screen data including these three reply comments is created.
  • the created screen data is transmitted to the user terminal device 3 (S85). Thereby, the game screen shown in FIG. 26 is displayed on the terminal device 3 of the user.
  • the game server 1 transmits the reply comment selected by the user (for example, “I'm sorry”) to the fellow terminal device 3 together with the fact that the user has cleared the stage.
  • the game server 1 executes a process according to the operation ( S89), the process ends.
  • the game management apparatus has a game information storage control means 51, a fellow information storage control means 52, a first relation information storage control means 53, a fellow detection means 54, In addition to the fellow comment transmission means 55, the second relation information storage control means 58, the reply comment display screen transmission means 59, and the reply comment transmission means 60 are provided.
  • this configuration when an action event is executed during the game, there is a pseudo-response as if a friend has actually sent a comment suitable for the action event, and the user simply responds to it. Since an opportunity to send comments is provided, it can contribute to the excitement of the game community between friends. Further, this configuration can be applied in combination with each configuration of the above-described embodiment.
  • an automatic comment of a friend displayed on the game screen of the user's terminal device 3 is a standard language, and this is changed to a familiar wording (dialect etc.) that the user uses in real life. Sometimes you want to amplify your affinity. In such a case, when the friend's automatic comment is displayed on the game screen, the editing operation is performed so that the comment can be changed to the user's favorite comment.
  • the automatic comment is managed by the game server 1 with a comment ID as identification information for uniquely identifying the automatic comment.
  • the user can edit an automatic comment with the intention of wanting his / her personality and features to appear when the original comment created by the user arrives at a friend, or to have the other party entertain. Thereby, the effect of improving the intimacy between friends can be expected by a characteristic original automatic comment reflecting the individuality of each user.
  • the edited automatic comment is read and used as the automatic comment related to the user thereafter.
  • An example of an operation for editing a friend's automatic comment is as follows. If the user double-clicks an automatic comment to be edited on the game screen shown in FIG. 14, a comment editing area 141 is displayed in the game screen as shown in FIG. Will be displayed and you can edit the automatic comment.
  • FIG. 31 shows an example in which the automatic comment “I wanted it” was selected as the editing target.
  • the user edits the friend's automatic comment in the comment editing area 141 to suit his / her preference, and presses the “Save” button 142.
  • the game server 1 uses the first relation information with the edited automatic comment as the identification information (user ID) of the user who performed the editing.
  • the data are stored in the storage device 50 in association with each other.
  • the game server 1 reads out the automatic comment “I wanted it” included in the first relationship information and transmits it to the terminal device 3 of the user or the user's fellow thereafter, the automatic comment ( The automatic comment) stored in association with the user ID is read and transmitted instead of “I wanted it”. That is, the game server 1 performs the following process.
  • the game server 1 is included in the first relation information when the information indicating that the user has issued an automatic comment “I wanted it” is displayed on the game screen of the user who made the edit. Instead of the automatic comment “I wanted it”, the edited automatic comment stored in association with the user ID is read and applied. Further, the game server 1 may execute the following processing.
  • the game server 1 When the situation is such that information indicating that the user's companion has issued an automatic comment “I wanted it” is displayed on the screen of the user who made the edit, the game server 1 is included in the first relation information. Instead of the automatic comment “I wanted it”, the edited automatic comment stored in association with the user ID is read and applied.
  • the first relation information storage control means 53 of the game server 1 that realizes this is based on the operation information related to the operation for editing the automatic comment issued by the friend in the user terminal device 3.
  • the first related information in which the comment is edited is stored in the storage device 50 in association with the user ID of the user.
  • FIG. 31 An example of the operation of the game server 1 of the present embodiment is shown in the flowchart of FIG.
  • a predetermined operation for starting editing such as double-clicking the automatic comment is performed in a state where the automatic comment of the friend is displayed on the game screen (YES in S91)
  • the game server 1 The editing screen data is transmitted to the terminal device 3 (S92).
  • the comment edit area 141 is displayed in the game screen.
  • the first relation information storage control unit 53 displays the first relation information in which the automatic comment is edited,
  • the information is stored in the storage device 50 in association with the user ID of the user (S94).
  • the game server 1 executes a process according to the operation. (S96), and the process ends.
  • all automatic comments managed by the game server 1 may be edited from the default at any time. For example, if an edit menu for automatic comments is provided in the game menu and the edit menu is selected, a list of automatic comments is displayed on the game screen, and the user selects an automatic comment to be edited. Editable. In this way, it is possible to have a configuration in which the user can edit all automatic comments at an arbitrary timing. However, as described above, when the automatic comment comes from a friend, the automatic comment is displayed by the user. By adopting an editable configuration, the user can easily edit automatic comments.
  • the game management device includes the game information storage control means 51, the fellow information storage control means 52, the first relation information storage control means 53, the fellow detection means 54, and the fellow comment transmission means 55.
  • the first relation information storage control means 53 determines the first relation information in which the automatic comment is edited according to the operation information related to the operation for editing the automatic comment issued by the friend in the user terminal device 3.
  • the storage device 50 stores the information in association with the user identification information.
  • FIG. 33 shows a main configuration of the game server 1 according to the present embodiment for realizing this.
  • the game server 1 mainly includes game information storage control means 51, fellow information storage control means 52, first relation information storage control means 253, fellow detection means 254, and fellow comment transmission means 55. Since the game information storage control means 51, the fellow information storage control means 52, and the fellow comment transmission means 55 have already been described, the following description will be focused on the first relation information storage control means 253 and the fellow detection means 254.
  • the first relation information storage control unit 253 associates the information of the user's action event with the automatic comment issued by the mate before the action event is executed and the condition of the mate who issues the automatic comment. It has a function of storing information in the storage device 50 in advance. 34 and 35 show an example of the first relation information stored in the storage device 50 by the first relation information storage control means 253. FIG.
  • the “user action event” included in the first relation information there is an action event in which the user releases (releases) the player character in the game.
  • this corresponds to an event in which a user sells a player character (converts a player character into a strengthening point).
  • the sale event of the player character is executed, the player character is excluded from the player character owned by the user, and is released by the user.
  • the user's companion issues an automatic comment before the sale event of the player character is executed.
  • an event in which a player character is designated as a reinforcement material and a reinforcement target character is strengthened by synthesis also corresponds to an action event in which the player character is let go.
  • the player character of the reinforcing material used in this strengthening event is excluded from the player character owned by the user, and is released by the user.
  • the user's companion issues an automatic comment before the enhancement event is executed.
  • the action event of letting off the player character will be described, but it may be an action event of letting go of a character or item other than the player character. That is, it may be an action event in which the user releases the possession such as a character or an item (“changes the possession to non-ownership”, “changes the possession to non-ownership”).
  • Examples of automatic comments associated with the action event of letting off the player character include “I wanted it”, “I want to reinforce that position”, “Wow, I want it”, etc., as shown in FIG. is there.
  • condition 15 As a condition of a friend who issues an automatic comment “I wanted it”, as shown in FIG. 34, “a player character that the user has attempted to let go of by selling or strengthening is registered as what he wants”. (This is assumed to be condition 15). In addition, the condition of the fellow who issues this automatic comment may be “a friend who has registered a player character that the user wants to let go and does not own the player character”.
  • condition 16 the player who set the player character that the user tried to give up by selling or strengthening as a trade or a bazaar
  • condition 18 “a friend who possesses only a player character with a lower ability rank than the ability rank of the player character that the user tried to give up by selling or strengthening” (This is defined as condition 18).
  • the fellow detection means 254 is based on the game information of the user's fellow at the stage before the behavior event included in the first relation information is executed according to the information related to the user's operation on the terminal device 3. It has a function of detecting a friend of a user who satisfies a condition of a friend who issues an automatic comment related to the event.
  • the user performs an operation (such as an operation of selecting a player character to be sold) on the terminal device 3 to release the player character, and in response to the operation, an action event before releasing the player character is executed ( For example, at the stage of displaying the confirmation screen immediately before execution of sale), the friend detection means 254 selects a friend who satisfies any of the conditions 15 to 18 of the friend who issues the automatic comment shown in FIG. Game information (such as information on player characters that are owned) is searched and detected.
  • an operation such as an operation of selecting a player character to be sold
  • an action event before releasing the player character is executed
  • the friend detection means 254 selects a friend who satisfies any of the conditions 15 to 18 of the friend who issues the automatic comment shown in FIG.
  • Game information (such as information on player characters that are owned) is searched and detected.
  • the fellow comment transmission means 55 displays the display information (for example, the screen data described in HTML) which displays the information of the fellow detected by the fellow detection means 254 and the automatic comment which the said friend emits in the user's terminal device 3. Send to.
  • display information for example, the screen data described in HTML
  • a list of player characters owned by the user is displayed on the player management screen, and a player character to be sold can be selected from the list.
  • An example of the game screen immediately after the player character to be sold is selected is shown in FIG. This game screen is a confirmation screen immediately before the execution of the sale event, and displays a player character 151 selected as a sale target by the user and a command button called “sale execution” button 152.
  • an automatic comment 102 such as “I wanted it” is displayed, for example, in a balloon shape near the image of the friend 87 in the confirmation screen immediately before the sale execution.
  • This game screen data is the display control information transmitted to the user terminal device 3 by the fellow comment transmission means 55.
  • a friend 87 emitting the automatic comment 102 in this screen is a friend detected by the friend detection means 254 (a friend satisfying any of the conditions 15 to 18 in FIG. 34).
  • an automatic comment 102 corresponding to the satisfied condition is displayed near an image or name (nickname or the like) as information of a friend.
  • This game screen is a confirmation screen immediately before the execution of the strengthening event, and displays a player character 153 selected by the user as a strengthening target, a player character 154 selected as a strengthening material, and a command button of “strengthen execution” button 155.
  • the player character 154 of the reinforcing material is a player character that the user is trying to let go.
  • an automatic comment 102 such as “I wanted it” is displayed in a balloon shape near the image of the friend 87 in the confirmation screen immediately before the reinforcement execution.
  • a friend 87 emitting the automatic comment 102 is a friend detected by the friend detection means 254 (a friend that satisfies any of the conditions 15 to 18 in FIG. 34), and the automatic comment 102 corresponding to the satisfied condition is displayed. Yes.
  • a game screen is displayed on the user's terminal device 3 as if the user's companions made appropriate comments in a timely manner.
  • the friend who issues the automatic comment also changes according to the player character. That is, a friend who always returns an optimal response to a user's action event is detected and an automatic comment is issued.
  • an automatic comment is displayed near the image or name of the friend 87 displayed on the screen in advance.
  • all the friends are displayed on the game screen in advance. Images cannot be displayed. Therefore, if a friend who satisfies the condition for issuing an automatic comment is not displayed on the game screen, the image of the friend is displayed on the game screen when the automatic comment is issued.
  • the contents of the automatic comments are changed according to the possibility that the user wants the player character that the user is trying to let go of. It is desirable. For example, a friend who satisfies the condition 15 or 16 is more likely to want a player character that the user wants to let go than a friend who satisfies the condition 17 or 18. This is because, under the condition 15 or the condition 16, the player character that the user is trying to let go is registered as what the friend wants (or something that he wants to ask by trade, etc.), and the intention to want is clear. This is because it is considered that there is a higher possibility of wanting a player character than condition 17 or condition 18 where there is no display.
  • an automatic comment of a friend who satisfies the condition 15 or 16 is “I really wanted it”, while an automatic comment of a friend who satisfies the condition 17 or 18 is “I wanted it”
  • the comment content is such that the former wants more player characters than the latter.
  • the automatic comment of the friend who satisfies the condition 15 or 16 is highlighted by changing the size, thickness and color of the character so that it is more prominent than the automatic comment of the friend who satisfies the condition 17 or 18.
  • another example of the “user action event” of the first relation information is an action event of changing a leader.
  • an automatic comment associated with the action event of changing the leader “Oh, with me (I)”, “After all it is“ ⁇ ””, “After all“ ⁇ ”is changed, isn't it? And so on.
  • condition 20 As a condition of a friend who issues an automatic comment “After all,“ ⁇ ”will be changed,” it can be “a friend who has a history of changing the player character of the current leader that the user is trying to change” in the past. (This is condition 20). The name of the player character of the current leader is applied to “ ⁇ ”.
  • the game screen shown in FIG. This game screen is a confirmation screen immediately before the execution of the leader change event, and displays the player character 161 of the current leader, the player character 162 selected by the user as a new leader, and a command button of “change execution” button 163.
  • the player character 161 of the current leader is “player WF”
  • the player character 162 that the user wants to become the new leader is “player CT”.
  • the friend detection means 254 searches for the friend's friend game information (information of the current leader and past leader) for the friend who satisfies the condition 19 or the condition 20 of the friend who issues the automatic comment shown in FIG. To detect. And when the friend who satisfy
  • the automatic comment 102 “Oh, with me” and “It is“ player CT ”after all” is displayed in a balloon shape near the image of the companion 87 satisfying the condition 19. Is displayed.
  • an automatic comment 102 “After all,“ player WF ”will change” is displayed in a balloon shape near the image of the friend 87 that satisfies the condition 20.
  • FIG. 35 another example of the “user action event” of the first relation information is an action event of roster change.
  • Examples of automatic comments associated with this action event include “Oh, I (with me)”, “I like that player”, “No. 4 is“ XX ””, “After all, the starter is“ ⁇ ”?” Etc.
  • the player character that the user is trying to add to the fourth batter is also set as the fourth batter in the roster. "This is the condition 22". Note that the name of the player character to be newly added to the fourth batter is applied to “XX”.
  • an unillustrated player character selection screen (player character list screen owned by the user) is displayed. Is displayed. If an operation for selecting a player character to be newly added to the roster is performed on this player character selection screen, the game screen shown in FIG. 39 is displayed.
  • This game screen is a confirmation screen immediately before the execution of the roster change event, and displays a player character 171 to be changed, a player character 172 that the user is about to add to the roster, and a command button of “change execution” button 173.
  • the player character 171 to be changed is the “player EH” player character of the current fourth batter
  • the player character 172 that the user is about to add to the roster is the “player FY” of the new fourth batter.
  • An example is shown.
  • the fellow detection means 254 searches the user's fellow game information (roster information) and detects a fellow that satisfies any of the conditions 21 to 23 of the fellow who issues the automatic comment shown in FIG. . Then, when a friend that satisfies any of the conditions 21 to 23 is detected by the friend detection means 254, the friend comment transmission means 55 transmits screen data for displaying an automatic comment issued by the friend to the user terminal device 3. To do.
  • the automatic comment 102 “I like that player” is displayed in a balloon shape near the image of the fellow 87 that satisfies the condition 21.
  • an automatic comment 102 “No. 4 is“ player FY ”” is displayed in a balloon shape near the image of the friend 87 that satisfies the condition 22.
  • FIG. 34 An example of the operation of the game server 1 of the present embodiment is shown in the flowchart of FIG.
  • the fellow detection means 254 searches for information on the player character owned by the fellow of the user and satisfies any of the conditions 15 to 18 shown in FIG. Detect fellows.
  • the friend detection unit 254 detects a friend that satisfies the condition of the friend who issues an automatic comment (YES in S253)
  • the game server 1 issues an automatic comment corresponding to the condition.
  • Screen data display control information
  • the fellow comment transmission means 55 transmits the screen data to a user's terminal device 3 (S255).
  • the game management apparatus includes the game information storage control means 51, the fellow information storage control means 52, the first relation information storage control means 253, the fellow detection means 254, and This is a configuration provided with fellow comment transmission means 55.
  • This configuration it is possible to realize a pseudo response as if a friend has actually transmitted a comment suitable for the situation in the situation before the execution of the user action event. Accordingly, it is possible to construct a pseudo game environment in which a user is playing with his / her friends even though the user is actually playing the game alone. Therefore, the user can strongly feel the existence of the friend during the game play, and the interest and interest in the friend are aroused.
  • the game server 1 of the present embodiment further includes a closeness imparting means 56 in addition to the configuration of FIG.
  • the details of the intimacy providing means 56 have already been described.
  • the closeness with a user is high. It is limited to the nth friend. That is, the fellow comment transmission means 55 is only for the fellows detected by the fellow detection means 254 from the one with the highest intimacy with the user to the n-th fellow, and information about the fellows and automatic comments issued by the fellows. Is transmitted to the user's terminal device 3.
  • n 1
  • a friend who issues an automatic comment is limited to one person with the highest intimacy.
  • n 2
  • n may be set to 3 or more.
  • steps S261 and S262 are inserted between steps S253 and S254 in the flowchart of FIG.
  • FIG. 42 shows an example in which the value of n is “2”. That is, when the friend detection means 254 detects a friend that satisfies the “condition of a friend who issues an automatic comment” (YES in S253), the game server 1 determines whether the number of detected friends exceeds two. (S261). In the case of YES at this step S261, the game server 1 extracts two persons from the friend with the highest intimacy among the friends detected by the friend detecting means 254 (S262). Then, it transfers to step S254 and the game server 1 produces the screen data which has issued the automatic comment for two persons extracted by step S262.
  • step S261 when the number of detected friends is one or two (NO in S261), the process proceeds to step S254 without executing step S262.
  • the game management device of the present embodiment includes the game information storage control means 51, the fellow information storage control means 52, the first relation information storage control means 253, the fellow detection means 254, In addition to the fellow comment sending means 55, a closeness giving means 56 is provided. Then, when the number of friends detected by the friend detection means 254 exceeds n, the friend comment transmitting means 55 targets only the friends from the higher intimacy with the user to the nth friend.
  • the display control information for displaying the information and the automatic comment issued by the associate is transmitted to the terminal device 3 of the user.
  • FIG. 36 For example, in the game screen illustrated in FIG. 36 that is displayed when the user tries to sell a player character, if the user performs an operation (such as clicking) to select an image of a friend 87 who has issued an automatic comment, A transition is made to the present operation screen as shown in FIG.
  • the figure is a present operation screen when a friend B who has issued an automatic comment “I wanted it” is selected.
  • the player character that the user intends to sell displayed on the screen of FIG. 36 is displayed.
  • the friend B who has issued the automatic comment “I wanted it” selected by the user is displayed. If the user presses the “Send” button 105 in this screen, the player character that the user is trying to sell can be presented to the friend B.
  • the game server 1 of the present embodiment that realizes this includes a present operation screen transmission means 257.
  • This present operation screen transmission means 257 when the action event of the user is related to letting go of the player character, according to the information related to the operation of selecting the companion who is issuing the automatic comment on the terminal device 3 of the user, It has the function to transmit the information (screen data etc. of FIG. 23) of the present operation screen for presenting the player character who is going to give away to the said friend to the user's terminal device 3.
  • FIG. 36 An example of the operation of the game server 1 of the present embodiment is shown in the flowchart of FIG.
  • the user performs an operation of selecting a friend 87 who has issued an automatic comment (automatic comment shown in FIG. 34) before releasing the player character on the terminal device 3.
  • the game server 1 executes the following process to transmit present operation screen data to the user terminal device 3.
  • the game server 1 sets a player character that the user is trying to let go as a gift target (S272), and sets a friend who has issued the automatic comment selected by the user as a gift destination (S273). Then, the game server 1 creates present operation screen data (see FIG. 23) based on the settings of steps S272 and S273 (S274), and transmits it to the user terminal device 3 (S275).
  • a friend who wants the player character that the user wants to let go is set as a condition (conditions 15 to 18) of the friend who issues an automatic comment. Yes.
  • the user can present a present easily and quickly to a friend who is likely to want the player character on the spot where the player character is going to be released during the game.
  • the game management device includes the game information storage control means 51, the fellow information storage control means 52, the first relation information storage control means 253, the fellow detection means 254, In addition to the fellow comment transmission means 55, a present operation screen transmission means 57 is provided.
  • a player character which may be a character or item other than a player character
  • a friend who gives an automatic comment is easily presented with what he is going to give up Since opportunities are created, it can contribute to the excitement of the game community between friends. Further, this configuration can be applied in combination with each configuration of the above-described embodiment.
  • a reply comment display unit 131 is displayed as shown in FIG.
  • the reply comment display unit 131 displays a plurality of reply comments. If the user selects an arbitrary reply comment from the plurality of reply comments, the selected reply comment is easily transmitted to a friend who has issued an automatic comment. be able to. Note that only one reply comment may be displayed on the reply comment display unit 131.
  • the game server 1 of the present embodiment for realizing this includes second relation information storage control means 258, reply comment display screen transmission means 259, and reply comment transmission means 260, as shown in FIG.
  • the second relationship information storage control means 258 stores second relationship information that associates an automatic comment (such as the automatic comment shown in FIG. 35) issued by a friend included in the first relationship information with a reply comment to the automatic comment. It has a function of storing in the storage device 50 in advance.
  • FIG. 29 shows an example of the second relationship information stored in the storage device 50 by the second relationship information storage control means 258.
  • the reply comment display screen transmission means 259 displays the reply comment related to the automatic comment according to the information related to the operation for selecting the friend who has issued the automatic comment, which is performed in the terminal device 3 of the user. It has the function to transmit based on the 2nd relationship information, and to transmit the information (refer FIG. 45) of the screen which displays the said reply comment to a user's terminal device 3.
  • the reply comment transmission means 260 sends the selected reply comment to the friend who has issued the automatic comment in accordance with the information related to the operation for selecting the reply comment for the automatic comment performed in the user terminal device 3. Has a function of transmitting to the terminal device 3.
  • the processing flow of the game server 1 of the present embodiment is the same as the processing flow shown in the flowchart of FIG. 30, and an operation example of the game server 1 will be described below with reference to FIG.
  • the game server 1 determines whether there is a reply comment related to the automatic comment based on the second relationship information (S82).
  • step S82 the game server 1 acquires a reply comment related to the automatic comment based on the second relation information (S83), and creates screen data including the acquired reply comment (S84). .
  • screen data including these three reply comments is created as shown in FIG. Then, the created screen data is transmitted to the user terminal device 3 (S85). Thereby, the game screen shown in FIG. 45 is displayed on the terminal device 3 of the user.
  • the game server 1 executes a process according to the operation ( S89), the process ends.
  • reply comment for the automatic comment “It is“ player CT ”is right after all” has been described as an example, but the same applies to reply comments for other automatic comments shown in FIG.
  • the game management apparatus has the game information storage control means 51, the fellow information storage control means 52, the first relation information storage control means 253, the fellow detection means 254, In addition to the fellow comment transmission means 55, the second relation information storage control means 258, the reply comment display screen transmission means 259, and the reply comment transmission means 260 are provided.
  • this configuration in the situation before the execution of the action event, there is a pseudo response as if a friend has sent a comment suitable for the situation, and the user can easily send a reply comment to it. Since opportunities are created, it can contribute to the excitement of the game community between friends. Further, this configuration can be applied in combination with each configuration of the above-described embodiment.
  • the automatic comment displayed before the execution of the user's behavior event may be configured so that the user can arbitrarily edit the same as the automatic comment displayed after the execution of the behavior event.
  • the first relation information storage control unit 253 of the game server 1 that realizes this is that the automatic comment is edited according to operation information related to an operation for editing an automatic comment issued by a friend on the user's terminal device 3.
  • the first relationship information is stored in the storage device 50 in association with the user ID of the user.
  • the automatic comment editing function is as described above, and a description thereof is omitted here.
  • FIG. 1 A main configuration of the game server 1 according to the present embodiment for realizing this is shown in FIG.
  • the game server 1 mainly includes game information storage control means 51, fellow information storage control means 52, first relation information storage control means 353, fellow detection means 354, and fellow comment transmission means 55. Since the game information storage control means 51, the fellow information storage control means 52, and the fellow comment transmission means 55 have already been described, the following description will be made focusing on the first relation information storage control means 353 and the fellow detection means 354.
  • the first relationship information storage control means 353 is a first relationship information in which an automatic comment issued by a friend before a battle event in which a user battles with an opponent is executed and a condition of the friend who issues the automatic comment are related to each other. Is stored in the storage device 50 in advance.
  • FIG. 48 shows an example of the first relationship information stored in the storage device 50 by the first relationship information storage control unit 353.
  • Examples of automatic comments included in the first relationship information include: “I ’ve fought together last time”, “I ’ve helped you last time”, “I ’ve recently leveled up”, “I ’ve recently been a leader player” Has improved its ability. "
  • the history storage control means 51k of the game information storage control means 51 is a database in which the history information of the friends that the user has requested for battle cooperation as an assistant in the past is associated with the user ID as the user's in-game history. Stored in the server 2. Based on this user's game information (history information of battle cooperation request), the fellow detection means 354 can detect the fellows of the user who satisfy the condition 24. Note that, for example, “a friend whom a user has called a helper of a cooperative battle within the last 30 days” may be limited to a predetermined period.
  • condition 25 As a condition of a friend who issues an automatic comment “You helped me before,” for example, “a user who has called a user in the past as a helper of a cooperative battle” can be set as this (condition 25). To do).
  • a user's associate plays a match with another user, the user may be called by a friend to a helper.
  • the friend who has called the user as a helper in a cooperative match corresponds to this condition 25.
  • the mate detection means 354 can detect a mate that satisfies the condition 25 based on the game information of the user's mate (history information on the battle cooperation request).
  • condition 26 “a friend whose game level has improved by 3 or more within one week” can be set as this (condition 26).
  • “a friend whose game level has been improved by a predetermined amount or more within a predetermined period” may be set as a condition for a friend who issues an automatic comment.
  • a user calls a friend to a helper of a cooperative battle, if possible, he wants to call a friend at a higher level to the helper and advance the battle more advantageously. Therefore, when a user tries to play a battle, if a friend who has recently improved the level by a predetermined amount issues an automatic comment to notify the user of the fact, the user can select a friend who requests the battle cooperation. become.
  • the history storage control unit 51k of the game information storage control unit 51 uses, as the user ID, game level fluctuation information in the past predetermined period (for example, the latest one week) retroactive from the present as the user's in-game history.
  • the data is stored in the database server 2 in association with each other. Therefore, the friend detection means 354 can detect the friend who satisfy
  • condition 27 “a friend whose ability level of the player character of the leader has improved within one week” can be set.
  • a friend whose ability level of the player character of the leader has improved within one week” can be set.
  • a friend whose ability of the possessed character has improved by a predetermined amount or more within a predetermined period” may be set as a condition of the friend who issues an automatic comment.
  • the ability of the player character set as a leader by the companion who cooperates in the battle influences the battle.
  • the history storage control unit 51k of the game information storage control unit 51 uses, as the user's in-game history, the ability variation information of the player character in the past predetermined period (for example, the latest one week) retroactive from the present time, as the user ID.
  • the friend detection means 354 can detect a friend who satisfies the condition 27 based on the game information of the user's friend (player character's ability fluctuation information).
  • condition 28 is a condition for detecting a friend who satisfies the additional condition of “winning in a cooperative battle with the previous user” among friends who satisfy the condition 24.
  • the game result storage control means 51j of the game information storage control means 51 stores information on the game results of each user in the database server 2 in association with the user ID.
  • the information on the game results includes not only winning and losing of the game, but also information on friends who cooperated as fighters. Therefore, the friend detection means 354 can detect a friend who satisfies the condition 28 based on the user's game information (history information on the battle cooperation request and information on the game result).
  • condition 29 is for detecting a friend who satisfies both of the two additional conditions of “winning a cooperative battle with the previous user” and “the latest battle result is three or more consecutive wins” among the friends satisfying the condition 24. Is the condition. That is, in this case, in addition to the condition regarding the past history regarding the relationship between the user and the friend, when the condition regarding the situation change of the friend is satisfied, the friend is set as a target for automatic comment.
  • condition 30 is for detecting a friend who satisfies both of the two additional conditions of “defeated in the previous cooperative battle with the user” and “more than 3 consecutive wins” among friends who satisfy the condition 24. Is the condition.
  • the friend detection means 354 can detect a friend who satisfies the condition 29 or the condition 30 based on the game information of the user and the friend of the user (history information on the battle cooperation request and information on the game result).
  • the fellow detection unit 354 is configured to execute the battle event before the battle event is executed (for example, before the battle execution button is pressed) according to information on the user's operation on the terminal device 3 (for example, an operation of selecting an opponent). ), Based on the game information of the user and / or the friend of the user, a function of detecting a friend that satisfies the condition of the friend who issues the automatic comment included in the first relation information illustrated in FIG. And the fellow comment transmission means 55 displays the display information (for example, the screen data described in HTML) which displays the information of the fellow detected by the fellow detection means 254 and the automatic comment which the said friend emits in the user's terminal device 3. Send to.
  • the display information for example, the screen data described in HTML
  • a transition is made to an opponent selection screen (not shown). If the user performs an operation of selecting another user who wants to battle on this opponent selection screen, the screen transitions to the battle screen shown in FIG.
  • This battle screen is a confirmation screen before the battle event is executed, and displays the user team information 181 and the opponent team information 182. Further, command buttons such as a “call an assistant” button 183 and a “execute battle” button 184 are also displayed on the battle screen.
  • the “call a helper” button 183 is a button for setting a user's friend as a helper who cooperates in a battle. When this button 183 is pressed, a list of user's friends is displayed, and a friend who is to be a helper can be selected from the list. Further, when the “battle execution” button 184 is pressed, a battle event is executed.
  • An automatic comment 102 such as “I fought together last time” is displayed in a balloon, for example, near the image of the friend 87 in the confirmation screen before this battle event is executed (before the assistant is set).
  • the This game screen data is the display control information transmitted to the user terminal device 3 by the fellow comment transmission means 55.
  • a friend 87 that has issued the automatic comment 102 in this screen is a friend detected by the friend detection means 354 (a friend that satisfies any of the conditions 24 to 30 in FIG. 48). Then, an automatic comment 102 corresponding to the satisfied condition is displayed near an image or name (nickname or the like) as information of a friend.
  • a game screen is displayed on the user's terminal device 3 as if the user's associates issued appropriate comments in a timely manner.
  • an automatic comment is displayed near the image or name of the friend 87 displayed on the screen in advance.
  • all the friends are displayed on the game screen in advance. Images cannot be displayed. Therefore, if a friend who satisfies the condition for issuing an automatic comment is not displayed on the game screen, the image of the friend is displayed on the game screen when the automatic comment is issued.
  • FIG. 1 An example of the operation of the game server 1 of the present embodiment is shown in the flowchart of FIG.
  • the mate detection means 354 executes a process of detecting a mate that satisfies the “condition of the mate who issues an automatic comment” included in the first relation information (S352). This is a process for detecting a companion suitable for issuing an automatic comment suitable for the situation before execution of the battle event when the user tries to battle in the game.
  • the friend detection means 354 searches the game information of the user and the user's friends, and detects a friend who satisfies any of the conditions 24 to 30 shown in FIG.
  • the friend detection means 354 detects a friend who satisfies the “condition of the friend who issues an automatic comment” (YES in S353)
  • the game server 1 issues an automatic comment corresponding to the condition.
  • Screen data display control information
  • the fellow comment transmission means 55 transmits the screen data to a user's terminal device 3 (S355).
  • the game management device includes the game information storage control means 51, the fellow information storage control means 52, the first relation information storage control means 353, the fellow detection means 354, and This is a configuration provided with fellow comment transmission means 55.
  • This configuration it is possible to realize a pseudo response as if a friend has actually sent a comment suitable for the situation in the situation before the battle event is executed. Accordingly, it is possible to construct a pseudo game environment in which a user is playing with his / her friends even though the user is actually playing the game alone. Therefore, the user can strongly feel the existence of the friend during the game play, and the interest and interest in the friend are aroused.
  • the game server 1 of the present embodiment further includes a closeness imparting means 56 in addition to the configuration of FIG.
  • the details of the intimacy providing means 56 have already been described.
  • the intimacy with the user is high in order to eliminate complexity on the screen. It is limited to the nth friend. That is, the fellow comment transmission means 55 is only for the fellows detected by the fellow detection means 354 from the one with the highest intimacy with the user to the nth fellow, and information about the fellows and the automatic comment issued by the fellow Is transmitted to the user's terminal device 3.
  • n 1
  • a friend who issues an automatic comment is limited to one person with the highest intimacy.
  • n 2
  • n may be set to 3 or more.
  • steps S361 and S362 are inserted between steps S353 and S354 in the flowchart of FIG.
  • FIG. 52 shows an example in which the value of n is “2”. That is, when the friend detection unit 354 detects a friend that satisfies the condition of the friend who issues an automatic comment (YES in S353), the game server 1 determines whether the number of detected friends exceeds two. (S361). In the case of YES at this step S361, the game server 1 extracts two persons from the friend with the highest intimacy among the friends detected by the friend detecting means 354 (S362). Thereafter, the process proceeds to step S354, and the game server 1 creates screen data in which an automatic comment is issued for the two persons extracted in step S362.
  • step S354 when the number of detected friends is one or two (NO in S361), the process proceeds to step S354 without executing step S362.
  • the game management apparatus includes the game information storage control means 51, the fellow information storage control means 52, the first relation information storage control means 353, the fellow detection means 354, In addition to the fellow comment sending means 55, a closeness giving means 56 is provided. Then, when the number of friends detected by the friend detection means 354 exceeds n, the friend comment transmitting means 55 targets only the friends from the higher intimacy with the user to the nth friend.
  • the display control information for displaying the information and the automatic comment issued by the associate is transmitted to the terminal device 3 of the user.
  • a reply comment display unit 131 is displayed as shown in FIG.
  • the reply comment display unit 131 displays a plurality of reply comments. If the user selects an arbitrary reply comment from the plurality of reply comments, the selected reply comment is easily transmitted to a friend who has issued an automatic comment. be able to. Note that only one reply comment may be displayed on the reply comment display unit 131.
  • the game server 1 for realizing this includes a second relation information storage control unit 358, a reply comment display screen transmission unit 359, and a reply comment transmission unit 360, as shown in FIG.
  • the second relationship information storage control means 358 stores in advance the second relationship information in which the automatic comment (see FIG. 48) issued by the companion included in the first relationship information and the reply comment to the automatic comment are related to each other. It has a function to memorize.
  • FIG. 55 shows an example of the second relationship information stored in the storage device 50 by the second relationship information storage control means 358.
  • a reply comment such as “I ’m leveling up! Please ask my assistant” can be related to an automatic comment of a friend who has recently leveled up.
  • a reply comment such as “Your leader has improved his ability! Please ask for an assistant” can be related to an automatic comment of a friend who has recently improved his ability.
  • the reply comment display screen transmission means 359 performs the reply comment related to the automatic comment according to the information related to the operation for selecting the friend who has issued the automatic comment performed in the terminal device 3 of the user. It has a function of transmitting information on the screen (see FIG. 53) that is acquired based on the second relation information and that displays the reply comment to the user terminal device 3.
  • the reply comment transmission means 360 sends the selected reply comment to the friend who has issued the automatic comment in accordance with the information related to the operation for selecting the reply comment for the automatic comment performed in the user terminal device 3. Has a function of transmitting to the terminal device 3.
  • the processing flow of the game server 1 of the present embodiment is the same as the processing flow shown in the flowchart of FIG. 30, and an operation example of the game server 1 will be described below with reference to FIG.
  • the game server 1 determines whether there is a reply comment related to the automatic comment based on the second relation information (S82).
  • step S82 the game server 1 acquires a reply comment related to the automatic comment based on the second relation information (S83), and creates screen data including the acquired reply comment (S84). .
  • a reply comment related to the automatic comment based on the second relation information (S83)
  • screen data including the acquired reply comment S84.
  • FIG. 55 two reply comments, “Let's fight together today,” and “Let's ask for a helper today,” are related to the automatic comment, “Let ’s fight together.” Therefore, as shown in FIG. 53, screen data including these two reply comments is created. Then, the created screen data is transmitted to the user terminal device 3 (S85). Thereby, the game screen shown in FIG. 53 is displayed on the terminal device 3 of the user.
  • the game server 1 executes a process according to the operation ( S89), the process ends.
  • the game management apparatus includes the game information storage control means 51, the fellow information storage control means 52, the first relation information storage control means 353, the fellow detection means 354, In addition to the fellow comment transmission means 55, the second relation information storage control means 358, the reply comment display screen transmission means 359, and the reply comment transmission means 360 are provided.
  • this configuration there is a pseudo response as if a fellow has sent a comment suitable for the situation in the situation before the battle event is executed, and the user can easily send a reply comment to it. Since opportunities are created, it can contribute to the excitement of the game community between friends. Further, this configuration can be applied in combination with each configuration of the above-described embodiment.
  • a reply comment for an automatic comment is displayed as shown in FIG. 53
  • an automatic comment is displayed in the assistant area 185 as shown in FIG. Friend who is emitting is automatically set as a helper. That is, you can send a reply comment to a friend just by selecting a reply comment for that friend from the screen where the friend is issuing an automatic comment, and at the same time, you can also set it as a “helper” who cooperates with the friend .
  • the game server 1 of the present embodiment that realizes this is provided with a battle cooperation management means 361 as shown in FIG.
  • This battle cooperation management means 361 sets a friend who has issued the automatic comment as a friend who cooperates in the battle according to information related to an operation of selecting a reply comment to the automatic comment performed in the user's terminal device 3. It has a function.
  • a reply comment 186 selected by the user is displayed, for example, in a balloon shape near the user's own image on the screen.
  • an automatic comment 102 issued by the friend is displayed in a balloon shape near the image of the friend set as an assistant.
  • a “call another assistant” button 187 and a “return assistant” button 188 are displayed in the battle screen.
  • the “call another helper” button 187 is a command button for changing a friend currently set as a helper to another friend.
  • this button 187 is pressed, a list of the user's friends is displayed, and a friend who wants to be a helper can be selected from the list. Further, if the “return helper” button 188 is pressed, the current setting of the helper can be canceled.
  • the game server 1 executes competing cooperation in which the player character of the companion leader is added to the user side. Since this battle cooperation improves the user's strength, the user's battle is more advantageous than when there is no such battle cooperation.
  • the timing of transmission (transmission) of the reply comment 186 selected by the user to the pal is also the time when the “battle execution” button 184 is operated, that is, when the battle event is executed. Good.
  • the game management device includes the game information storage control means 51, the fellow information storage control means 52, the first relation information storage control means 353, the fellow detection means 354,
  • a battle cooperation management means 361 is provided.
  • this configuration can be applied in combination with each configuration of the above-described embodiment.
  • the automatic comment displayed in the stage before the execution of the battle event may be configured so that the user can arbitrarily edit the automatic comment displayed after or before the execution of the action event.
  • the first relation information storage control unit 353 of the game server 1 that realizes this is that the automatic comment is edited according to operation information related to an operation of editing an automatic comment issued by a friend in the user terminal device 3.
  • the first relationship information is stored in the storage device 50 in association with the user ID of the user.
  • the automatic comment editing function is as described above, and a description thereof is omitted here.
  • the storage device having storage control function for storing various types of information in the storage device (game information storage control means 51, fellow information storage control means 52, first relation information storage control means 53 253 353, second relation information storage control means 58 258, 358, etc.), the storage device itself is not included in the configuration, so it may be installed anywhere, whether inside or outside the game management device (or game system).
  • the storage device may include the RAM 13 and auxiliary storage device 14 of the game server 1, the database server 2, the RAM 33 and auxiliary storage device 39 of the terminal device 3, or a file server having a different configuration from the game management device and terminal device 3. It may be.
  • the game execution program is mounted on the game server 1 side, and the game server 1 performs arithmetic processing and data processing for the game progress according to the input operation in the terminal device 3 of each user.
  • the application example to the game system in which the game progresses by transmitting the screen data reflecting the execution result to the terminal device 3 has been described.
  • This is a so-called client-server game system, but is not limited to this.
  • the game server 1 manages game information related to the user's friends and the like, and provides game services such as exchange within the game to the user.
  • the present invention can also be applied to a game system performed on the device side.
  • the present invention can also be applied to a game system in which part or all of the game execution program is downloaded or installed on the user terminal device side and the game execution processing is performed also on the terminal device.
  • a user terminal device peers with another user terminal device by Internet communication, wireless LAN communication, short-range wireless communication using a predetermined frequency band (for example, 2.4 GHz frequency band), or wired LAN communication.
  • a predetermined frequency band for example, 2.4 GHz frequency band
  • wired LAN communication for example, 2.4 GHz frequency band
  • -It is also possible to execute a peer-to-peer game by connecting two to peers.
  • a user terminal device various devices that can be connected to a game server (game management device) and receive a game service can be applied.
  • PDA personal computers, and tablet computers
  • home video game devices having a network connection function game devices configured by connecting home video game machines to home televisions
  • a portable game-dedicated device is also applicable.
  • the game management device (game server 1, database server 2) and terminal device can communicate with each other to send and receive various data, and information processing provided with a CPU, ROM, RAM, auxiliary storage device, communication control unit, etc.
  • An apparatus (computer) having the same hardware configuration. Therefore, in a game system including a game management device and a terminal device, each means included in the game management device described in each of the above embodiments may be provided in either the game management device or the terminal device. .
  • the computer-readable program according to the present embodiment is recorded on various computer-readable recording media such as a hard disk, an optical disk (CD-ROM, DVD-ROM, etc.), a flexible disk, a semiconductor memory, and the like. And is executed by the CPU of the game management device or terminal device. Further, the means for providing the program to the game management device or the terminal device is not limited to the recording medium described above, and can be performed via a communication network such as the Internet.
  • a game management device is a game management device that communicates with a terminal device and manages a game in which users can establish a fellowship relationship, and (a) a game for each user Game information storage control means for storing information in a storage device; (b) fellow information storage control means for storing information about each user's associates in the storage device; (c) information on user behavior events; First relation information storage control means for storing in a storage device in advance a first relation information that associates an automatic comment issued by a mate after the execution of the condition and a condition of the mate issuing the automatic comment, and (d) a user's When an action event included in the first relation information is executed according to information related to an operation on a terminal device, the action event is related to the game information of the user's associates.
  • Associate detection means for detecting a friend of the user who satisfies the condition of the friend who issues the attached automatic comment; and (e) display control for displaying information of the associate detected by the associate detection means and an automatic comment issued by the associate.
  • Fellow comment transmission means for transmitting information to the user's terminal device.
  • the game management device having this configuration can be configured by an information processing device such as a server that can communicate with the terminal device of each user. And this game management apparatus manages the social game, online game, etc. which a user can build a friendship relationship, for example, a user who can become friends, and can enjoy exchange.
  • friendship is a general term for virtual relationships between users that are built in the game.
  • This game management device is provided with fellow information storage control means for storing information of fellow users of each user in a storage device. Since the storage device itself is not included in this configuration, it may be installed anywhere, whether inside or outside the game management device.
  • the game management device further includes game information storage control means for storing game information of each user in the storage device.
  • the “user game information” includes, for example, information related to the user's in-game items (characters, items, etc.), game level, stage progress, game history, and the like. These are merely examples, and the user's game information varies depending on the type and content of the game.
  • the game management device previously stores first relation information that associates information on a user's action event with an automatic comment issued by a friend after the action event is executed and a condition of the friend that issues the automatic comment.
  • First relation information storage control means for storing in the storage device is provided.
  • some “user behavioral events” will be exemplified. For example, there is an action event in which a user obtains a character or item in a game. There is also an action event in which the user clears a stage in the game. In addition, there is an action event in which a user acquires an experience value in a game to level up.
  • action events in which the team setting is changed.
  • Automatic comment refers to a comment that is produced as if it was emitted from a friend on the game without intentionally uttering or recognizing the comment.
  • Automatic comment refers to a comment that is produced as if it was emitted from a friend on the game without intentionally uttering or recognizing the comment.
  • an automatic comment related to an action event in which a user obtains a character or item in a game “I wanted it”, “Wow, I want it” can be considered.
  • a condition of the friend who issues this automatic comment it can be set as "a friend who has previously registered the character or item which the user acquired as what he wants.”
  • the fellow detection means When a user operates a game on a terminal device and an action event included in the first relation information is executed according to information related to the operation, the fellow detection means is in a state after the execution of the action event. Detects a suitable companion to issue a suitable automatic comment. That is, a fellow detection means detects a user's fellow who satisfy
  • the fellow comment transmission means transmits display control information (for example, screen data described in HTML) for displaying the fellow information detected by the fellow detection means and the automatic comment issued by the fellow to the user terminal device.
  • display control information for example, screen data described in HTML
  • a game screen is displayed on the user's terminal device as if the user's associates issued appropriate comments in a timely manner.
  • an automatic comment such as “I wanted it” is displayed in a speech bubble near a profile image (photo, avatar, face icon, etc.) or name (nickname, etc.) as information of a friend (see FIG. 14).
  • a pseudo response is realized as if a friend has actually transmitted a comment suitable for the action event after the user's action event is executed.
  • the user is actually playing a game alone, it is possible to construct a pseudo game environment in which the user is playing together. Therefore, the user can strongly feel the existence of the friend during the game play, and the interest and interest in the friend are aroused.
  • each user strengthens the connection and exchange between friends in the game, and further increases the interest and interest in the game, so a highly entertaining game with continuity that will never get tired for the user. Can be provided.
  • the game management device when the game management device exchanges between two users, the game management device gives the two users closeness set according to the degree of the exchange.
  • the friend comment transmitting means further includes a friend familiarity sending means. It is desirable to transmit display control information for displaying only the n-th friend and information on the friend and an automatic comment issued by the friend to the user's terminal device.
  • the intimacy providing means provides intimacy to the two users.
  • intimacy refers to the intimacy of two users who have established a friendship relationship, and can also be expressed as the degree of friendship between two people, the depth of friendship, the depth of bonds, etc.
  • the exchange can include various exchanges performed between friends, such as greetings, message transmission, presents, requests for battle cooperation, and chat.
  • greeting is a general term for simple exchanges that can be performed virtually in the game, such as sending ale (support), sending guts, winking, smiling, waving hands, etc.
  • Simple exchange using the expression of is also included.
  • the familiarity between the two users is set according to the degree of exchange (number of exchanges, frequency, content, etc.).
  • the fellow comment transmission means displays the information of the fellows and the automatic comments issued by the fellows only for the fellows detected by the fellow detection means from the one with the highest intimacy with the user to the nth fellow. Display control information to be transmitted is transmitted to the user terminal device.
  • This configuration can effectively eliminate the trouble on the game screen that a large number of automatic comments are displayed, especially for users who have many friends. Moreover, since a friend with high intimacy comes to give an automatic comment preferentially, the relationship between friends with high intimacy can be made still better.
  • the game management device issues the automatic comment on the user terminal device when the action event relates to the acquisition of a character or an item.
  • the present operation screen transmission means which transmits the information of the present operation screen for presenting the acquired said character or item with respect to the said friend to a user's terminal device It is desirable.
  • the present operation screen transmission means may select the user's terminal device according to the information related to the operation.
  • the information on the present operation screen is transmitted.
  • This present operation screen is an operation screen for presenting a character or item obtained by the user to a friend who has issued an automatic comment.
  • the game management device relates an automatic comment issued by a friend included in the first relationship information and a reply comment to the automatic comment.
  • the second relationship information storage control means for storing the second relationship information in the storage device in advance, and the automatic operation according to the information related to the operation for selecting the friend who issues the automatic comment, which is performed by the user terminal device.
  • the second relationship information storage control means stores in the storage device the second relationship information in which the automatic comment issued by the friend included in the first relationship information and the reply comment to the automatic comment are related in advance.
  • the second relation information include the following. For example, in response to a friend's automatic comment that appears when the user clears the stage in the game, “Oh, I got it first”, “I ’m sorry”, “I ’ll go ahead but catch up” , You can relate reply comments such as “I ’ve been pulling out each other”.
  • the reply comment display screen transmission means is selected according to the information related to the operation.
  • a reply comment related to the automatic comment is acquired based on the second relation information, and information on a screen for displaying the acquired reply comment is transmitted to the user terminal device.
  • a reply comment is displayed on the game screen of a user's terminal device.
  • the reply comment transmission means transmits the selected reply comment to the fellow terminal device that has issued the automatic comment according to the information related to the operation. To do.
  • the first relation information storage control means is operation information related to an operation for editing the automatic comment issued by a friend at a user terminal device. Accordingly, it is desirable to store the first relation information in which the automatic comment is edited in the storage device in association with the identification information of the user.
  • a friend's automatic comment displayed on the game screen of the user's terminal device is a standard language, and this is changed to a familiar wording (dialect, etc.) that the user uses in real life.
  • a familiar wording dialect, etc.
  • the first relationship information storage control unit displays the first relationship information in which the automatic comment is edited according to the information related to the operation.
  • the information is stored in the storage device in association with the identification information of the user.
  • the user A edits the automatic comment “xxx” and creates the original automatic comment “yyy”.
  • the user A is detected as a friend who issues an automatic comment “xxx” by the friend detection means during the game of the friend of the user A, the user A is displayed on the game screen of the friend instead of “xxx”.
  • Information indicating the original automatic comment “yyy” is displayed.
  • the user can edit an automatic comment with the intention of wanting his / her personality and features to appear when the original comment created by the user arrives at a friend, or to have the other party entertain. Thereby, the effect of improving the intimacy between friends can be expected by a characteristic original automatic comment reflecting the individuality of each user.
  • the user A edits the automatic comment “xxx” and creates the original automatic comment “yyy”, the following can also be performed. That is, when a friend who issues an automatic comment “xxx” is detected during the game of the user A, the friend issues an original automatic comment “yyy” instead of “xxx” on the game screen of the user A. Information is displayed. In this case, a friend can make a pseudo-original comment (such as a comment that is familiar to the user) in a pseudo manner, and a game environment that can amplify the friendship with the friend can be realized.
  • a pseudo-original comment such as a comment that is familiar to the user
  • the edited automatic comment is read and used as the automatic comment related to the user.
  • each user can edit the automatic comment by himself. Therefore, it is possible to improve the intimacy between friends by the characteristic original automatic comment reflecting the individuality of each user.
  • a game environment can be realized.
  • the user since the user can edit the automatic comment when the automatic comment comes from a friend, the user can easily edit the edit screen after a plurality of screen transitions, for example, to edit the automatic comment. Realize a game environment that allows you to edit automatic comments without the hassle of arriving at.
  • a game system includes a game management device that manages a game in which users can establish a fellowship, and a terminal device that communicates with the game management device.
  • game information storage control means for storing game information of each user in the storage device
  • friend information storage control means for storing information of each user's associates in the storage device
  • C First storage information that associates information on a user's behavior event with an automatic comment issued by a mate after the behavior event is executed and a condition of the mate that issues the automatic comment is stored in a storage device in advance.
  • a first relation information storage control means (d) when an action event included in the first relation information is executed in accordance with information related to an operation on a user's terminal device; Based on the game information of the fellow, fellow detection means for detecting the fellow of the user who satisfies the condition of the fellow who issues an automatic comment related to the action event, (e) the fellow detected by the fellow detection means
  • Each of the game management device and the terminal device includes each means of a fellow comment transmitting means for transmitting display control information for displaying the information and the automatic comment issued by the fellow to the user terminal device.
  • a game management method is a game management method in a computer that communicates with a terminal device and manages a game in which users can establish a friendship relationship.
  • a game information storage control step in which the computer stores game information of each user in the storage device;
  • a friend information storage control step in which the computer stores information on each user's associates in the storage device;
  • a computer in which the first relation information that associates the information of the user's behavior event with the automatic comment issued by the mate after the behavior event is executed and the condition of the mate that issues the automatic comment is stored in the storage device in advance.
  • a program according to another aspect of the present invention is a program for causing a computer to communicate with a terminal device and to operate as a game management device that manages a game in which users can establish a friendship.
  • game information storage control means for storing game information of each user in a storage device
  • friend information storage control means for storing information of each user's associates in the storage device
  • Information storage control means (d) when an action event included in the first relation information is executed in accordance with information related to a user's operation on the terminal device , Based on the game information of the user's associates, associate detection means for detecting the user's associates that satisfy the conditions of the associates issuing automatic comments related to the action event, and (e) detected by the associate detection means It is a program for functioning as a friend comment transmission means for transmitting to the user's terminal device display control information for displaying the information of the friend and the automatic comment issued by the friend.
  • a recording medium according to still another aspect of the present invention is a computer-readable recording medium recording the program described in (8) above.
  • the present invention is suitably applied to, for example, a game management device, a game device, a game system, a game management method, a program, and a recording medium that provide various game services such as online games, social games, and cloud gaming. Since a game service can be provided, it can be used industrially.

Abstract

La présente invention concerne un dispositif de gestion de jeu comprenant : un moyen de commande de stockage des premières informations de relation qui stocke à l'avance dans un dispositif de stockage les premières informations de relation, lesdites premières informations de relation étant des informations dans lesquelles les informations concernant un événement d'action d'utilisateur, un commentaire automatique émis par un utilisateur membre après que ledit évènement d'action a été exécuté, et une condition pour l'utilisateur membre qui émet ledit commentaire sont associées ; un moyen de détection d'utilisateur membre qui, lorsque l'évènement d'action qui est inclus dans les premières informations de relation est exécuté conformément aux informations concernant le fonctionnement au niveau du dispositif terminal de l'utilisateur, détecte les utilisateurs membres qui satisfont à la condition d'être un utilisateur membre qui émet un commentaire automatique qui est associé à l'évènement d'action, sur la base des informations de jeu pour les utilisateurs membres ; et un moyen de transmission des commentaires des utilisateurs membres qui transmet au dispositif terminal de l'utilisateur des informations concernant les utilisateurs membres détectées par le moyen de détection de l'utilisateur membre, et des informations de commande d'affichage qui entraîne l'affichage des commentaires automatiques émis par les utilisateurs membres.
PCT/JP2012/084204 2012-05-16 2012-12-28 Dispositif de gestion de jeu, système de jeu, procédé de gestion de jeu, programme, et support d'enregistrement WO2013171931A1 (fr)

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JP2012112900A JP5255716B1 (ja) 2012-05-16 2012-05-16 ゲーム管理装置、ゲームシステム、ゲーム管理方法及びプログラム

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