WO2013172424A1 - Game device, game-device control method, game system, game-system control method, program, and information-storage medium - Google Patents

Game device, game-device control method, game system, game-system control method, program, and information-storage medium Download PDF

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Publication number
WO2013172424A1
WO2013172424A1 PCT/JP2013/063695 JP2013063695W WO2013172424A1 WO 2013172424 A1 WO2013172424 A1 WO 2013172424A1 JP 2013063695 W JP2013063695 W JP 2013063695W WO 2013172424 A1 WO2013172424 A1 WO 2013172424A1
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WO
WIPO (PCT)
Prior art keywords
game
user
execution
progress
played
Prior art date
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PCT/JP2013/063695
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French (fr)
Japanese (ja)
Inventor
謙史 鴻上
賢一 宮路
Original Assignee
株式会社コナミデジタルエンタテインメント
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Publication of WO2013172424A1 publication Critical patent/WO2013172424A1/en

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Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/35Details of game servers
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/45Controlling the progress of the video game
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • A63F13/69Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • 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
    • A63F13/80Special 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
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/58Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • A63F13/798Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for assessing skills or for ranking players, e.g. for generating a hall of fame
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/828Managing virtual sport teams
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/57Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of game services offered to the player
    • A63F2300/575Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of game services offered to the player for trading virtual items

Definitions

  • the present invention relates to a game device, a game device control method, a game system, a game system control method, a program, and an information storage medium.
  • Patent Document 1 discloses a game in which a given game event occurs when the progress of a game by each of a plurality of users reaches a given situation.
  • the present invention has been made in view of the above problems, and its purpose is a game device capable of affecting a game played by another user according to the progress of the game played by a certain user,
  • a game apparatus control method, a game system, a game system control method, a program, and an information storage medium are provided.
  • a game apparatus (10) is a game apparatus (10) that executes a game played by each of a plurality of users, and for each of the plurality of users, the user Determining means (402) for determining whether or not the progress of a game played by the player has reached a given progress, and among the plurality of users, the progress of the game reaches the given progress In the game played by the user, the first permission means (406) for permitting execution of the given game event, and the game event being executed in the game played by one user by the first permission means (406). If permitted, the game event is executed in the game played by the other user regardless of the progress of the game played by the other user. Characterized in that it comprises a second authorization means (416) for variable, a.
  • the control method of the game apparatus (10) is a control method of the game apparatus (10) that executes a game played by each of the plurality of users, and the user plays the game for each of the plurality of users.
  • a determination step (402) for determining whether or not the progress status of the game to be reached has reached the given progress status, and among the plurality of users, the user whose progress status of the game has reached the given progress status
  • a first permission step (406) for allowing execution of a given game event, and execution of the game event in a game played by one user in the first permission step (406) are permitted.
  • the game event in the game played by the other user regardless of the progress of the game played by the other user.
  • a second permission step of permitting execution (416) characterized in that it comprises a.
  • a game system is a game system in which a user terminal and a game server are communicably connected, and the progress of a game played by the user is set to a given progress for each of a plurality of users.
  • a determination means (402) for determining whether or not a game event of a given game event is played in a game played by a user of which the progress of the game has reached the given progress among the plurality of users; Progress of a game played by another user when execution of the game event is permitted in a game played by one user by a first permission means (406) that permits execution and the first permission means (406) Regardless of the situation, in a game played by the other user, second permission means (416) for permitting execution of the game event; For people, characterized in that provided in one of said user terminal or said game server.
  • a game system control method is a game system control method in which a user terminal and a game server are communicably connected, and a progress status of a game played by the user is determined for each of a plurality of users.
  • a determination step (402) for determining whether or not a given progress status has been reached, and a game played by a user of which the progress status of the game has reached the given progress status among the plurality of users;
  • a first permission step (406) that permits execution of a given game event, and when the execution of the game event is permitted in a game played by one user in the first permission step (406), another user Regardless of the progress of the game being played, the game event is allowed to be executed in the game played by the other user.
  • a second permission step (416) for each about, characterized in that it is carried out in one of the user terminal or the game server.
  • the program according to the present invention is a program for causing a computer to function as a game apparatus (10) that executes a game played by each of a plurality of users, and the game played by the user for each of the plurality of users.
  • the information storage medium according to the present invention is a computer-readable information storage medium recording the above program.
  • the game apparatus (10) further includes means (412) for acquiring storage contents of means (200) for storing relation information indicating a relationship between users, wherein the second permission is provided.
  • the means (416) has a given relationship with the one user among the other users. In a game played by a satisfying user, execution of the game event is permitted.
  • each of the plurality of users belongs to at least one of a plurality of user groups, and the relationship information is information for identifying a user belonging to each user group,
  • the second permission unit (416) is the same as the one user among the other users.
  • the execution of the game event is permitted for users belonging to a user group.
  • the other user plays.
  • the presentation means (414) that presents that the execution of the game event is permitted in association with the one user, and after the presentation by the presentation means (414) is made, the other user may And a means (404) for executing the permitted game event when a given operation is performed.
  • the game device (10) includes a current time within a period set based on a time when the first permission means (406) permits the execution of the game event.
  • the second permission means (416) permits execution of the game event in a game played by one user by the first permission means (406). In such a case, whether or not to permit execution of the game event in a game played by another user is determined based on the determination result of the time point determination means (422).
  • the game device (10) is a game played by the user with a given probability in a game played by the user for each of the plurality of users.
  • the third permission means (424) that permits the execution of the game event and the third permission means (424)
  • another user plays
  • the game to be performed further includes fourth permission means (426) for permitting execution of the game event.
  • the game device (10) provides a reward to each of the plurality of users when the game event is executed in a game played by the user ( 420), and the means (420), when the game event permitted by the third permission means (424) or the fourth permission means (426) is executed, the first permission means. (406) or a reward that is higher than when the game event permitted by the second permission means (416) is executed is provided to the user.
  • the game device (10) causes the game event to be determined for each of the plurality of users by both the second permission means (416) and the fourth permission means (426).
  • the system further includes means (428) for executing the game event permitted by the fourth permission means (426) first.
  • the game device (10) provides a reward to each of the plurality of users when the game event is executed in a game played by the user ( 420), and when the game event permitted by the first permission means (406) is executed, the means (420) indicates that the game event permitted by the second permission means (416) It is characterized by giving a user a higher reward than when executed.
  • the game event is an event in which the user aims to clear a given game task
  • the first permission means (406) includes the game among the plurality of users.
  • the generation of the game task is permitted, and the second permission means (416) is controlled by the first permission means (406). Permitting the occurrence of the game task in a game played by another user, regardless of the progress of the game by another user, when the game task is permitted to occur in a game played by the user; It is characterized by.
  • the game task is for a user to aim for a given result in a battle
  • the first permission means (406) includes the game among the plurality of users.
  • the execution of the match is permitted, and the second permission means (416) is set by one user by the first permission means (406).
  • the execution of the battle is permitted in the game to be played, the execution of the battle is permitted in the game played by the other user regardless of the progress of the game by the other user.
  • the game device (10) acquires, for each of the plurality of users, means (408) for storing the information stored in the means (200) for storing information related to the user's battle record. ) And the first permission means (406) permitting the execution of the battle in the game played by the one user, the strength of the opponent in the battle is determined based on the information on the battle record of the one user.
  • the means for determining (410) and the second permission unit (416) based on the information on the battle record of the other user, And means (418) for determining the strength of the opponent.
  • the second permission unit (416) may be configured to execute the game event when the first permission unit (406) permits the execution of the game event in a game played by one user. It is characterized in that it is determined whether or not to allow other users to execute the game event based on whether or not the execution result is a given result.
  • FIG. 1 is a diagram showing an overall configuration of a game system according to an embodiment of the present invention.
  • the game system 1 includes a game server 10 (game device) and a plurality of user terminals 20.
  • the game server 10 and the plurality of user terminals 20 are connected to the communication network 2, and data communication is possible between the game server 10 and the user terminals 20.
  • the game server 10 is realized by a server computer, for example. As shown in FIG. 1, the game server 10 includes a control unit 11, a storage unit 12, a communication unit 13, and an optical disc drive unit 14.
  • the control unit 11 includes, for example, a CPU and executes information processing according to an operating system and other programs.
  • the storage unit 12 includes a main storage unit (for example, RAM) and an auxiliary storage unit (for example, a hard disk drive or a solid state drive).
  • the communication unit 13 is for exchanging data with other devices (for example, the user terminal 20) via the communication network 2.
  • the optical disk drive unit 14 reads programs and data stored on an optical disk (information storage medium).
  • the program and data are supplied to the game server 10 via an optical disk. That is, the program and data stored on the optical disc are read by the optical disc drive unit 14 and stored in the storage unit 12.
  • the game server 10 may be provided with a component (for example, a memory card slot) for reading a program or data stored in an information storage medium (for example, a memory card) other than the optical disk.
  • the program and data may be supplied to the game server 10 via an information storage medium other than the optical disk. Further, the program and data may be supplied to the game server 10 from a remote location via the communication network 2.
  • the game server 10 can access the database 15.
  • the database 15 may be constructed in the game server 10 or may be constructed in a server computer different from the game server 10.
  • the user terminal 20 is an information processing device that is used by a user to play a game.
  • the user terminal 20 is realized by, for example, a mobile phone (including a smartphone), a portable information terminal (including a tablet computer), a personal computer, a portable game machine, or a home game machine (stationary game machine). In the following description, it is assumed that the user terminal 20 is a mobile phone (smartphone).
  • the user terminal 20 includes a control unit 21, a storage unit 22, a communication unit 23, an operation unit 24, a display unit 25, and an audio output unit 26.
  • the control unit 21, the storage unit 22, and the communication unit 23 are the same as the control unit 11, the storage unit 12, and the communication unit 13 of the game server 10.
  • the operation unit 24 is for the user to perform various operations / instructions.
  • a pointing device for the user to specify a position in the screen displayed on the display unit 25 is provided as the operation unit 24.
  • the user terminal 20 includes a touch panel provided on the display unit 25 so as to overlap the display unit 25.
  • the user terminal 20 may be provided with, for example, a mouse, a stick, a touch pad, a button (key), or a lever (stick) instead of the touch panel.
  • the display unit 25 is a liquid crystal display or an organic EL display, for example, and displays various screens.
  • the audio output unit 26 is, for example, a speaker or headphones, and outputs audio data.
  • the program and data are supplied to the user terminal 20 from a remote location via the communication network 2.
  • the user terminal 20 may be provided with components for reading a program or data stored in an information storage medium such as a memory card or an optical disk.
  • a program or data stored in a memory card or an optical disk may be read out and stored in the storage unit 22.
  • an HTTP daemon is activated in the game server 10.
  • a browser is activated in the user terminal 20 in the user terminal 20.
  • a processing request (HTTP request) is transmitted from the user terminal 20 to the game server 10 via a browser.
  • a processing result (HTTP response) corresponding to the above processing request is transmitted from the game server 10 to the user terminal 20.
  • page data described in a web page description language is transmitted to the user terminal 20.
  • a screen based on the processing result is displayed on the display unit 25 of the user terminal 20.
  • the database 15 includes a master database, a grant card database, a user database, a progress database, and a team database.
  • FIG. 2 is a diagram showing an example of the master database.
  • the master database stores basic data of all player cards prepared in the game system 1. As shown in FIG. 2, each record of the master database includes “card ID”, “player name”, “image”, “affiliation team”, “position”, “type”, “cost”, “offense”, “ Includes “Defense” and “Technique” fields.
  • the “card ID” field indicates identification information for uniquely identifying a player card.
  • the “player name” field indicates the name of the soccer player associated with the player card.
  • the “image” field indicates an image of a soccer player associated with the player card.
  • the “Affiliated Team” field indicates a team to which a real soccer player associated with the player card belongs.
  • the “position” field indicates the position of the soccer player associated with the player card. For example, four types of positions, FW (forward), MF (midfielder), DF (defender), and GK (goalkeeper) are prepared. In each player card, at least one of these four positions is registered in the “position” field.
  • the “type” field indicates the high ability of the player card.
  • the “type” field indicates the rarity level of the player card.
  • five types of “superstar”, “star”, “great”, “regular”, and “normal” are prepared, and any of these types is registered in the “type” field.
  • the “Superstar” is the type with the highest ability (rareness).
  • “Star” is the type with the second highest ability (rareness)
  • “Great” is the type with the third highest ability (rareness).
  • Regular” is the type with the fourth highest ability (rareness)
  • “Normal” is the type with the lowest ability (rareness).
  • the “cost” field indicates a cost required to use the player card for the battle, that is, a cost required to use the player card as a member participating in the game.
  • the cost is used as an index indicating the strength (high ability) of the player card. “Cost” will be described later.
  • the “offense” field indicates the basic value (initial value) of the player's attack power parameter.
  • the “defense” field indicates a basic value of the player's defense strength parameter.
  • the “technique” field indicates a basic value of the technical skill parameter of the player. It can be said that the attack power parameter, the defense power parameter, and the technical power parameter are parameters indicating the ability of the player card.
  • Each player card stored in the master database is given to the user.
  • Information indicating the player card given to the user is stored in the grant card database.
  • FIG. 3 is a diagram showing an example of the grant card database.
  • the grant card database stores information on player cards assigned to each user.
  • each record of the granted card database includes “serial key”, “card ID”, “level”, “time”, “user ID”, “degree of cooperation”, “experience value”, “cost”. ”,“ Offense ”,“ Defense ”, and“ Technique ”fields.
  • the “serial key” field is an identification number for identifying the player card assigned to each user. The serial key is incremented each time a player card is given to each user, and a new value is generated.
  • the “level” field indicates the level of the player card.
  • the “time” field indicates the time when the player card is issued and the time when the player card is given to the user.
  • the “user ID” field indicates the user ID of the user to whom the player card is given.
  • the user ID is identification information for uniquely identifying the user.
  • the “Cooperation Level” field indicates the skill level of cooperative play.
  • the “experience value” field indicates the experience value acquired by the player. By executing the player card training, the value of the “experience value” field increases. When the value of the “experience value” field reaches a predetermined value, the value of the “level” field increases. In this case, the values of the “offense”, “defense”, and “technique” fields also increase.
  • a new record is added to the grant card database.
  • information related to the player card given to the user is stored.
  • the player card is trained or the player card is transferred to another user, the contents of the record are updated.
  • FIG. 4 is a diagram showing an example of a user database.
  • the user database stores various data related to all users of the game system 1. As shown in FIG. 4, each user data includes “user ID”, “user name”, and “image” fields.
  • the “user ID” field indicates identification information for uniquely identifying a user.
  • the “user name” field indicates a user name.
  • the “image” field indicates a user image (for example, an avatar image).
  • each user data includes “team name”, “level”, “cooperation degree”, and “experience value” fields.
  • the “team name” field indicates the name of the soccer team owned by the user.
  • the “level” field indicates the level of the user team.
  • the “cooperation degree” field indicates the skill level of cooperation between players belonging to the user team. The higher the level and degree of cooperation, the stronger the user team.
  • the “experience value” field indicates an experience value acquired by the user team. When the value of the “experience value” field reaches a predetermined value, the value of the “level” field increases.
  • each user data includes “League League”, “League Ranking”, and “Overall Ranking” fields.
  • the “affiliation league” field indicates a league to which the user team belongs. In the game system 1, a plurality of leagues having different levels are prepared, and each user team belongs to one of the leagues.
  • the “in-league ranking” field indicates the ranking of the user teams in the league, and the “overall ranking” field indicates the ranking of each user team in all the user teams.
  • a battle between user teams belonging to the same league is automatically performed, and the ranking in the league changes based on the battle result.
  • the in-league ranking of the user team increases, the user team is promoted to a league of the next higher hierarchy.
  • the in-league ranking of the user team is lowered, the user team is demoted to a league in the next lower hierarchy.
  • the individual user data includes “action points”, “management points”, “nurturing points”, and “lottery points” fields.
  • the “action point” field indicates the current value and the maximum value of the action point.
  • the user can obtain a player card by executing a player search (details will be described later).
  • Action points are consumed by performing a player search.
  • the action point is recovered every time a predetermined time elapses, or recovered when the user uses a given recovery item. When the recovery item is used, the action point may be recovered to the maximum value.
  • the management point field indicates the current value and the maximum value of the management point. Management points are consumed by playing against other soccer teams. In addition, the management points are recovered every time a predetermined time elapses, or recovered when the user uses a given game item. When the recovery item is used, the management point may be recovered to the maximum value. The management points are consumed only by the total cost of the player cards used by the user for the battle.
  • the training point field indicates the training point.
  • the user can grow (strengthen) a player card by synthesizing another player card with the player card.
  • the training points are consumed by executing the player card training.
  • “Lottery points” field indicates lottery points.
  • a user selects a player card by performing a lottery to select one of a plurality of bags (bags containing player cards) that move on the screen. Available. The lottery points are consumed by executing the lottery.
  • each user data includes a “number of players” field.
  • the “number of players” field indicates the number of player cards held by the user.
  • each user data includes a “held item” field.
  • the “held item” field indicates a list of items held by the user.
  • the item ID and item parameter data of the item held by the user are registered in the “held item” field.
  • each user data includes a “buddy list” and a “last access date” field.
  • the “buddy list” field indicates a list of other users who are in a friendship relationship (friend relationship) with the user or the number of other users who are in a friendship relationship (friend relationship) with the user.
  • the “last access date / time” field indicates the date and time when the user last accessed the game server 10.
  • the progress database and team database will be described later.
  • the data stored in the database 15 is not limited to the above example.
  • the database 15 may store various data necessary for a battle executed in the game system 1.
  • FIG. 5 is a diagram illustrating an example of a main screen displayed on the display unit 25. As shown in FIG. 5, the main screen 30 displays various types of information related to the user and the game situation.
  • the main screen 30 includes a representative player image 32. The image of the representative player card among the player cards held by the user is displayed as the representative player image 32.
  • the main screen 30 also includes an information column 34.
  • a notification message 36 to the user is displayed in the notification column 34. For example, when a player card or item is presented from another user, a notification message 36 indicating that the present has been delivered to the user is displayed. When the user selects the notification message 36, a present delivered to him / her can be received.
  • the main screen 30 includes a search button 38A, a formation button 38B, a breeding button 38C, a lottery button 38D, a game button 38E, an AC button 38F, and a special search button 38G.
  • the search button 38A is a button for searching for a player (player card).
  • a player search is executed.
  • action points are consumed. If the player search is successful, a player card is given to the user. Whether or not the player search is successful and the player card given to the user are randomly determined according to a predetermined probability. If there are not enough action points, the search is not executed.
  • the formation button 38B is a button for setting the formation of the user's soccer team.
  • a screen for setting the formation is displayed on the display unit 25.
  • the user selects a formation type such as “4-4-2” or selects a player card to be assigned to each position. That is, the user selects a player card to be used for a battle with another soccer team.
  • the training button 38C is a button for training (strengthening) the player card held by the user.
  • a screen for training the player card is displayed on the display unit 25.
  • the breeding button 38C it is possible to grow a player card by synthesizing another player card with the player card.
  • the user nurtures a player card by selecting a player card to be cultivated and another player card to be consumed to cultivate the player card.
  • player card training is executed in exchange for a predetermined amount of training points.
  • the lottery button 38D is a button for obtaining a player card by drawing a player card.
  • a lottery screen for performing a lottery is displayed on the display unit 25.
  • a screen for selecting one of a plurality of bags moving on the screen (a bag containing a player card) is displayed, and a player card lottery is performed. Is executed.
  • the game button 38E is a button for playing a game with another user team.
  • a screen for playing a match with another user team is displayed on the display unit 25.
  • the game is executed in exchange for the management points corresponding to the total cost of the player cards used in the game.
  • winning a match with another user team for example, the user can obtain a game item or a training point.
  • the AC button 38F is a button for interacting with other users. When the AC button 38F is selected, a screen for transmitting a message to another user or giving a player card or a game item to another user is displayed on the display unit 25.
  • the special search button 38G is a button for causing the user to execute a special search.
  • the search executed when the search button 38A is selected is different from the search executed when the special search button 38G is selected.
  • a search executed when the special search button 38G is selected is referred to as a special search.
  • the special search button 38G may be displayed on the main screen 30 only during a predetermined period.
  • ⁇ Users form teams with other users when performing special searches. Each user can create a team by himself.
  • a user who creates a team by himself is also referred to as a team leader.
  • the team leader selects the special search button 38G, a team formation screen for allowing other users to belong to the team generated by the team leader is displayed on the display unit 25.
  • FIG. 6 is a diagram showing an example of the team formation screen. As shown in FIG. 6, on the team formation screen 40, the name of the user, the team to which the user belongs, and the number of members belonging to the team are displayed.
  • the team formation screen 40 also includes a guidance button 42 for the team leader to invite other users to his team. When the team leader selects the guidance button 42, a list of other users who do not belong to any team is displayed on the display unit 25. The team leader selects another user invited to his team from the list.
  • the approval button 44 is a button for approving an application for team joining made by another user.
  • the dissolution button 46 is a button for dissolving the team generated by the team leader. When the team leader selects the team screen button 48, a team screen 60 described later is displayed.
  • a team search screen is displayed on the display unit 25.
  • FIG. 7 is a diagram showing an example of the team search screen. As shown in FIG. 7, information regarding each team leader is displayed on the team search screen 50. For example, an upper limit (for example, 11 people) is set for the number of users that can belong to each team, and an application button 52 is displayed for a team that does not reach the upper limit (that is, a team to which a user can belong).
  • an upper limit for example, 11 people
  • an application button 52 is displayed for a team that does not reach the upper limit (that is, a team to which a user can belong).
  • an application for joining a team is transmitted to the team leader.
  • the team leader selects the approval button 44, a list of users who have applied for team joining is displayed.
  • the team leader selects a user from the list, the team leader can join the selected user to his team.
  • each user demonstrates the case where it belongs to only one team, you may enable it to belong to several teams.
  • FIG. 8 is a diagram showing an example of the team screen.
  • the team screen 60 displays a user list 62 related to other users belonging to the same team.
  • the user list 62 includes information indicating the area that each user is searching for.
  • An active image 64 is shown for a user whose predetermined time has not elapsed since the game server 10 was last accessed. That is, the user who is displaying the active image 64 is highly likely to play the game at the present time.
  • the special search button 66 a special search screen is displayed on the display unit 25.
  • FIG. 9 is a diagram showing an example of the special search screen.
  • the special search screen 70 includes a search area in which the user is performing a special search, a search rate indicating the progress of the special search in the area, an experience value of the soccer team held by the user, an action The current value and maximum value of the point are displayed.
  • Special search screen 70 includes an execution button 72.
  • a special search for players is executed.
  • action points are consumed.
  • a player card is given to the user, and a screen showing the player card given to the user is displayed on the display unit 25.
  • the player's special search is successful and the player card given to the user are randomly determined according to a predetermined probability. Further, when a special search for players is executed, the search rate increases. When the search rate reaches a predetermined value (for example, 100), the special search for the area is completed, and the user can proceed to the next area. Here, 200 search areas are prepared, and the user sequentially searches these search areas. If the action points are insufficient, the special search is not executed even if the user selects the execution button 72.
  • a predetermined value for example, 100
  • the special search for the area is completed, and the user can proceed to the next area.
  • 200 search areas are prepared, and the user sequentially searches these search areas. If the action points are insufficient, the special search is not executed even if the user selects the execution button 72.
  • FIG. 10 is a diagram showing an example of the special search screen 70 displayed when action points are insufficient.
  • the special search screen 70 displays a message prompting the user to use a recovery item, along with a message indicating that action points are insufficient.
  • the special search screen 70 displays the number of recovery items owned by the user.
  • the recovery item use button 74 the action points are recovered, and the number of recovery items held by the user is reduced.
  • cancel button 76 the action point is not recovered.
  • every time the user advances five search areas a battle with the opponent team is executed.
  • a battle with the opponent team is executed.
  • an appearance screen is displayed on the display unit 25.
  • FIG. 11 is a diagram illustrating an example of an appearance screen.
  • a battle start button 82 is displayed on the appearance screen 80.
  • a battle between the owned team and the opponent team is executed.
  • a battle result is determined by executing a simulation process (match result determination process) based on player card data that is a member of the user's soccer team and player card data that is a member of the opponent team.
  • a battle result screen is displayed on the display unit 25.
  • FIG. 12 is a diagram showing an example of a battle result screen.
  • a battle result screen 90 displays a battle result 92 indicating the score and win / loss of each team, a reward content 94 indicating a reward given to the user, and a next button 96.
  • a ring item is given to the user as a reward.
  • the user aims to collect a ring item by performing a special search and performing a battle. Ring items collected by the user can be redeemed for a given game item.
  • the number of ring items given to the user is determined based on the battle result.
  • a user advances a special search by himself and causes a battle to be executed, an event occurs in which another user belonging to the same team as the user takes away additional points.
  • an additional point screen is displayed on the display unit 25.
  • FIG. 13 is a diagram showing an example of the added point screen.
  • the additional points screen 100 displays a list 102 of users selected based on a given rule from users belonging to the same team as the user who executed the battle.
  • a randomly determined number of users (for example, the upper limit is 5) is selected from other users belonging to the same team as the user who executed the battle. Additional points are given by the number of these selected users. When additional points are given, the number of ring items given to the user also increases.
  • the next button 104 is selected, a final result screen showing a final battle result is displayed on the display unit 25.
  • FIG. 14 is a diagram showing an example of the final result screen.
  • the score added on the additional score screen 100 is added to the score displayed on the battle result screen 90. Ring items are given to the user by the total number of these scores.
  • the score obtained by the user's team in the battle is 1 point, and the additional points by other users are 3 points. Therefore, four ring items corresponding to the total of 4 points are given.
  • the special search button 112 is selected, the special search screen 70 is displayed again, and the next search area is searched.
  • FIG. 15 is a diagram illustrating an example of the team screen 60 displayed on the user terminal 20 of the user A.
  • a battle button 68 is displayed on the team screen 60 at positions corresponding to the user X and the user Z.
  • the user A can recognize that the user X and the user Z have advanced the special search and performed a battle by looking at the displayed battle button 68.
  • an appearance screen 80 (see FIG. 11) is displayed on the display unit 25. That is, the user A can acquire a ring item by executing a battle with the opponent team regardless of the progress of his / her special search. In this case, unlike the case where the special search is performed by itself, an event for adding additional points may not be generated.
  • the user can help the special search of the other user. For example, when a user performs a special search, a help proposal screen is displayed on the display unit 25 with a given probability.
  • FIG. 16 is a diagram showing an example of the help proposal screen.
  • the help proposal screen 120 displays a help button 122 and an ignore button 124.
  • the button 124 When the user selects the button 124 to be ignored, the user's special search proceeds without helping other users' special searches.
  • a help search screen is displayed on the display unit 25.
  • FIG. 17 is a diagram illustrating an example of the help search screen 130.
  • the help search screen 130 has the same layout as that of the special search screen 70, but is different in that information related to the search areas for other users' special searches is displayed. If the user selects the execute button 132, a special search for other users can proceed instead. When the user clears the search area of another user by selecting the execution button 132, a help achievement screen is displayed on the display unit 25.
  • FIG. 18 is a diagram showing an example of the help achievement screen.
  • the help achievement screen 140 displays information indicating that other users' search areas have been cleared and the number of ring items given to the user.
  • the special search button 142 the special search screen 70 is displayed on the display unit 25, and his / her special search can proceed.
  • the helped screen is displayed on the display unit 25 at a given timing (for example, timing to proceed to the next search area).
  • FIG. 19 is a diagram showing an example of a helped screen.
  • the helped screen 150 displays information indicating a user who has helped with his / her special search.
  • the special search screen 70 is displayed and the special search can proceed. In this state, clearing the search area is easier than usual. For example, in the normal case, that is, when the special search is not received from another user, if the execution button 72 must be selected 20 times before the search area is cleared, help is received from the other user. In this case, the search area can be cleared by three operations.
  • the game system 1 when a certain user advances a special search to generate a battle, the other user is permitted to battle regardless of the progress status of the other user.
  • the other user can easily advance the special search.
  • FIG. 20 is a functional block diagram mainly showing functions related to the present invention among the functions realized by the game system 1.
  • the game system 1 includes a game data storage unit 200, a game execution unit 300, a first execution unit 400, and a second execution unit 500.
  • the game data storage unit 200 is realized mainly by the storage unit 12 and the database 15.
  • the game data storage unit 200 stores various data necessary for executing the game.
  • the game data storage unit 200 stores, for example, a master database (FIG. 2), a grant card database (FIG. 3), and a user database (FIG. 4).
  • the game data storage unit 200 stores a progress database and a team database.
  • FIG. 21 is a diagram showing an example of the progress situation database.
  • each record in the progress database includes a “user ID”, “progress”, “match allowed”, and “help” fields.
  • the progress situation database indicates the progress of the game played by each of the plurality of users.
  • information indicating the progress of the special search played by each user is stored in the progress situation database.
  • the “progress status” field includes “progress area” and “progress rate”.
  • the “progress area” stores information indicating a search area in which the user is currently in progress (that is, a game task in which the user is in progress). In the present embodiment, since 200 search areas are prepared, one of numerical values from 1 to 200 is stored in the “progress area”.
  • the “progress rate” stores the current search rate of the search area that is currently in progress (that is, information indicating the progress of the game task that is being processed by the user).
  • the progress rate increases, and when the search rate reaches 100%, the search area is cleared. Therefore, the “progress rate” can be any value from 0 to 100. Is stored.
  • the “match allowed” field includes “user ID” and “time”.
  • the “user ID” stores the user ID of a user who has caused a battle by proceeding with a special search among other users belonging to the same team as the user.
  • the fact that the user ID of another user is stored in “User ID” means that the user is permitted to play regardless of the progress of the search area by the user.
  • the “time” stores the time when another user indicated by the “user ID” caused a battle in the game of the other user. For example, the “time” stores the time when the battle by another user was executed (the time when the battle ended).
  • the “Help” field includes “User ID” and “Time”.
  • “User ID” stores the user ID of the user who assists the user's special search among other users belonging to the same team as the user.
  • the fact that the user ID of another user is stored in “user ID” means that another user has cleared the search area of the user instead.
  • the “time” stores the time when the user indicated by the “user ID” assists the search area (for example, the time when the user clears the search area).
  • a new record is created, and the user ID of the other user and the time when the help is completed are stored. .
  • FIG. 22 is a diagram showing an example of the team database.
  • each record of the team database includes a “team ID”, “team name”, “team leader”, and “member” fields. Information for uniquely identifying each team is stored in the “team ID” field.
  • the “team name” field stores the team name of each team.
  • the “team leader” field stores the user ID of the team leader who created each team.
  • the “member” field stores user IDs of members belonging to each team.
  • the “team ID” of the record stores the team ID corresponding to the team, and the “team name” stores the team name specified by the user.
  • the “team leader” stores the user ID of the user.
  • the user ID of the joined user is stored in “Member”.
  • the control unit 11 functions as means for acquiring or updating various data stored in the game data storage unit 200.
  • the game data storage unit 200 may store data necessary for executing the game, and the data stored in the game data storage unit 200 is not limited to the above example.
  • the game execution unit 300 is realized mainly by the control unit 11.
  • the game execution unit 300 executes a game played by each of a plurality of users.
  • the game execution part 300 advances the game which the said user plays about each of several users based on the said user's operation.
  • the game execution unit 300 updates the progress of the game by updating the progress database based on each user's operation.
  • the process executed by the game execution unit 300 is not limited to the above example.
  • the game execution unit 300 executes various processes related to the game according to the present embodiment.
  • the first execution unit 400 is realized mainly by the control unit 21. Of the processes executed in the game system 1, the first execution unit 400 is a process for allowing a match to another user who belongs to the same team mainly when the user advances a special search and executes a match. Execute.
  • the first execution unit 400 includes a progress determination unit 402, a game event execution unit 404, a first permission unit 406, a battle record information acquisition unit 408, a first opponent determination unit 410, a relationship information acquisition unit 412, A presentation unit 414, a second permission unit 416, a second opponent determination unit 418, and a reward granting unit 420 are included.
  • the progress determination unit 402 determines, for each of a plurality of users, whether or not the progress of the game played by the user has reached a given progress (reference progress).
  • the progress of the game is information indicating the progress of the game played by each user, for example, information indicating the clear status of each game task (for example, a search area).
  • information indicating a search area cleared by the user among a plurality of search areas corresponds to “game progress”.
  • the progress determination unit 402 determines whether or not the progress of the game task (for example, the cleared search area) has reached a given progress. For example, the progress determination unit 402 determines whether or not the number of game tasks (search areas) cleared by the user among a plurality of game tasks is equal to or greater than a reference number. Or the progress determination part 402 determines whether the combination of the game task which the user cleared among several game tasks (search area) became a given combination.
  • the progress determination unit 402 determines whether or not the progress of the game task (for example, the cleared search area) has reached a given progress. For example, the progress determination unit 402 determines whether or not the number of game tasks (search areas) cleared by the user among a plurality of game tasks is equal to or greater than a reference number. Or the progress determination part 402 determines whether the combination of the game task which the user cleared among several game tasks (search area) became a given combination.
  • the progress determination unit 402 since a game is executed in which each of the plurality of users aims to clear a plurality of game tasks (search areas) in a given order, the progress determination unit 402 includes each of the plurality of users. With respect to, it is determined whether or not the game tasks cleared by the user have been cleared up to the game tasks in a given order.
  • the game event execution unit 404 executes a given game event in a game played by each of a plurality of users.
  • the game event is an event in which the user aims to clear a given game task.
  • the game event is intended for the user to achieve a given result in the battle.
  • the “game event” is not limited to a battle, and other various game events can be applied.
  • it may be a game event in which the user performs a lottery, or a game event in which the user plays a mini game.
  • the first permission unit 406 executes a given game event (for example, occurrence of a game task in a game played by a user whose game progress reaches a given progress among a plurality of users. , Allowing the execution of the battle. “Allow execution of game event” is to generate a game event in a game played by each user.
  • a given game event for example, occurrence of a game task in a game played by a user whose game progress reaches a given progress among a plurality of users. , Allowing the execution of the battle. “Allow execution of game event” is to generate a game event in a game played by each user.
  • the occurrence of a game event is restricted (suppressed) when the progress of the game does not reach a given progress.
  • the first permission unit 406 removes the restriction on the occurrence of the game event when the progress of the game reaches a given progress.
  • the battle record information acquisition unit 408 acquires, for each of a plurality of users, the information stored in the unit that stores information related to the battle record of the user. It can be said that the battle record is information related to the user's past play results. For example, it can be said to be information indicating the strength of the user, which is determined based on the user's past play results. In the present embodiment, the battle record information acquisition unit 408 acquires information regarding the league to which each user belongs as information regarding the battle record.
  • the first opponent determination unit 410 determines the opponent's opponent in the battle based on the information related to the battle record of the one user. Determine strength.
  • the first opponent determination unit 410 determines the strength of the opponent based on the association between the battle record and the strength of the opponent (for example, cost and ability parameters). The first opponent determination unit 410 determines an opponent based on the strength associated with the user's battle record. The 1st opponent determination part 410 determines an opponent so that an opponent becomes strong, so that a user's battle record is good. That is, the 1st opponent determination part 410 determines an opponent so that an opponent becomes weak, so that a user's battle record is bad.
  • the relationship information acquisition unit 412 acquires the storage content of the means for storing the relationship information indicating the relationship between users.
  • the relationship information is information indicating association between users, for example, information indicating whether the users are in a friendship relationship or whether the users are in a hostile relationship.
  • each of the plurality of users belongs to at least one of a plurality of user groups.
  • the user group is a group composed of a plurality of users, and here is a team.
  • the relationship information is information for identifying users belonging to each user group.
  • the team database corresponds to the relationship information.
  • Present means that information is output to the user. For example, the information is displayed on the screen or the information is notified by voice. “Present in association with the user” means that the execution of the game event is permitted and the user who is permitted to execute the game event (the progress of the game has reached a given progress User).
  • the presentation unit 414 displays the battle button 68 on the list 62 of the team screen 60, thereby associating and presenting that the battle is permitted and the user who created the cause of the battle being permitted. .
  • the game event execution unit 404 executes a game event in the game played by the user.
  • the game event execution unit 404 executes a battle when the battle button 68 is selected by the user.
  • the second permission unit 416 relates to the progress of the game played by another user.
  • execution of a game event is permitted in a game played by the other user.
  • the second permission unit 416 permits the execution of the game event even if the progress status of the game played by the other user does not reach the given progress status.
  • the 2nd permission part 416 permits execution of a game event (for example, execution of a battle
  • the given relationship is a relationship in which users are associated with each other, for example, a relationship belonging to the same user group.
  • the 2nd permission part 416 permits execution of a game event about a user who belongs to the same user group as the above-mentioned one user among other users.
  • the first permission unit 406 when the first permission unit 406 permits execution of a game event (for example, execution of a battle) in a game played by one user by the first permission unit 406, the execution result of the game event. Based on whether or not is a given result, it is determined whether or not to allow other users to execute the game event.
  • a game event for example, execution of a battle
  • the execution result of the game event is a given result
  • the battle result is a given result. For example, it includes winning in a battle (winning by satisfying a predetermined condition), drawing in a battle (filling in a predetermined condition) and defeating in a battle (defeating in a predetermined condition).
  • the predetermined condition here includes, for example, that the score difference is within a predetermined range and that the score of the user's team is within the predetermined range.
  • the second opponent determination unit 418 determines the opponent's opponent in the battle based on the information about the other user's battle record. Determine strength.
  • the second opponent determination unit 418 determines the opponent so that the better the user's performance, the stronger the opponent. That is, the second opponent determination unit 418 determines an opponent such that the worse the user's performance, the weaker the opponent.
  • the reward granting unit 420 grants a reward to each of the plurality of users when a game event (for example, a battle) is executed in the game played by the user.
  • the reward granting unit 420 grants a reward to the user who generated the game event based on the execution result of the game event (for example, battle).
  • the reward granting unit 420 grants a reward to the user by giving a given game item to the user or changing parameters related to the user (for example, in-game currency or player card parameters).
  • the reward granting unit 420 grants a higher reward to the user than when the game event permitted by the second permission unit 416 is executed.
  • “High reward” means “reward is good” or “high reward” and “low reward” means “poor reward” or “low reward”.
  • “High reward” means, for example, an increase in the number of items that can be acquired, an item with a high rare value, an increase in the number of in-game currencies that can be acquired, and an increase in the amount of parameter change. It means to include.
  • the second execution unit 500 is realized mainly by the control unit 21. Of the processes executed in the game system 1, the second execution unit 500 mainly executes a process that facilitates the special search of the other user when the user helps the special search of the other user.
  • the second execution unit 500 includes a first determination unit 502, another user clear determination unit 504, a comparison unit 506, a suggestion unit 508, a determination unit 510, an other user play execution unit 512, and a second determination unit 514. And a progress control unit 516.
  • the first determination unit 502 In the game played by the first user based on the data stored in the means for storing data indicating the status of the game played by the first user (for example, the progress database), the first determination unit 502 It is determined whether or not the first user has cleared each of the game tasks (for example, each search area).
  • the first determination unit 502 clears the game task for each of a plurality of game tasks (for example, each search area) by determining whether or not a clear condition for the game task is satisfied. It is determined whether or not.
  • the first determination unit 502 has a given situation (for example, the search rate of each search area) for the game task. For example, it is determined whether or not the user has cleared the game task by determining whether or not the search rate is within a predetermined range.
  • the other user clear determination unit 504 is based on the data stored in the means for storing data indicating the status of the game played by the second user (for example, the progress status database). It is determined whether or not the second user has cleared each of the plurality of game tasks.
  • the determination method by the other user clear determination unit 504 is the same as the determination method by the first determination unit 502, and for example, it is determined whether or not clear conditions for a plurality of game tasks are satisfied.
  • the comparison unit 506 compares the progress status of the game task by the first user (for example, the cleared search area) with the progress status of the game task by the second user. For example, the comparison unit 506 determines whether the difference between the progress status of the first user and the progress status of the second user satisfies a given condition. For example, the comparison unit 506 determines which of the progress status of the first user and the progress status of the second user is advanced or delayed.
  • the comparison unit 506 compares a game task that has been cleared by the first user with a game task that has been cleared by the second user. The comparison unit 506 determines whether there are more or fewer game tasks that have been cleared by the first user and game tasks that have been cleared by the second user.
  • the proposing unit 508 suggests that the second user play at least one game task (for example, a search area) that has not been cleared by the first user.
  • “Proposal to play a game task” is to prompt the user to play the game task, for example, to display a screen for allowing the user to play the game task. “Playing a game task” means that the user performs an operation for clearing the game task, for example, progressing the game task.
  • the proposing unit 508 plays the game task to the second user.
  • a given condition for example, the difference is equal to or greater than a reference value
  • the proposing unit 508 proposes to play the game task to the second user.
  • the determination unit 510 determines whether to cause the second user to play at least one of game tasks (for example, a search area) that has not been cleared by the first user.
  • game tasks for example, a search area
  • the determination unit 510 When the difference between the progress status of the first user and the progress status of the second user satisfies a given condition (for example, the difference is equal to or greater than a reference value), the determination unit 510 does not clear the game that the first user has cleared. It is determined that the second user plays the task. When the progress status of the game task by the second user is ahead of the progress status of the game task by the first user, the determination unit 510 causes the second user to play a game task that has not been cleared by the first user. decide.
  • a given condition for example, the difference is equal to or greater than a reference value
  • Other user play execution part 512 makes a 2nd user play at least one of the game tasks which the 1st user has not cleared among a plurality of game tasks (for example, search area).
  • the other user play execution unit 512 advances the game task (updates the progress of the game task) based on the operation of the second user.
  • the second determination unit 514 determines whether or not the second user has cleared at least one of the game tasks (for example, a search area) that has not been cleared by the first user. .
  • the determination method by the second determination unit is the same as the determination method by the first determination unit 502, and for example, it is determined whether or not a plurality of game task clear conditions are satisfied.
  • the progress control unit 516 controls at least one progress of a game task (for example, a search area) that has not been cleared by the first user based on the determination result of the second determination unit 514.
  • a game task for example, a search area
  • the progress control unit 516 does not clear the game that the first user has cleared. Increase the progress of at least one of the tasks.
  • the progress control unit 516 includes a changing unit 518.
  • the changing unit 518 may clear at least one of the game tasks that the first user has not cleared. Change ease.
  • the progress control unit 516 controls the progress of the game task whose ease of clearing has changed.
  • “Changing the ease of clearing” is to make it easy or difficult to clear (challenge) the game task, for example, to increase or decrease the progress of the game task when the first user plays, It means changing the clear condition of the game task and changing the difficulty level of the game task.
  • the change unit 518 does not clear the first user himself / herself when the second user clears at least one of the game tasks (for example, the search area) that the first user has not cleared.
  • the ease of clearing the game task is changed by changing the progress (for example, the amount of change in the search rate) when the first user advances the game task.
  • FIG. 23 is a diagram showing processing executed in the game system 1 when a special search is executed. The process illustrated in FIG. 23 is executed when an instruction to display the team screen 60 (for example, an operation for the user to select the special search button 38G) is performed.
  • an instruction to display the team screen 60 for example, an operation for the user to select the special search button 38G
  • the control unit 21 transmits a display request for the team screen 60 to the game server 10 (S1).
  • the user ID is transmitted to the game server 10.
  • the game server 10 specifies which user is accessing based on the user ID. The same applies to the subsequent processing.
  • the control unit 11 when the control unit 11 receives a display request for the team screen 60, the control unit 11 refers to the team database and identifies a user who belongs to the same team as the user who has requested the display (S2).
  • the control part 11 acquires the information regarding the user specified by S2, with reference to a user database (S3). In S3, the user's name, affiliation league, user's last login time, and the like are acquired. Whether or not to display the active image 64 is determined based on the last login time of each user.
  • the control unit 11 refers to the progress database and acquires a search area where each user is playing (S4).
  • the control unit 11 refers to the progress situation database to determine whether or not the user ID is stored in the “matching permission” of the user who has requested display of the team screen 60 (S5).
  • control unit 11 When it is not determined that the user ID is stored in the “match allowed” (S5; N), the control unit 11 generates image data of the team screen 60 (see FIG. 8) that does not include the match button 68, and the user It transmits to the terminal 20 (S6).
  • the control unit 11 includes a team screen 60 including a battle button 68 at a position corresponding to the user indicated by the user ID (S7).
  • the control unit 21 when receiving the image data, displays the team screen 60 on the display unit 25 (S8).
  • the control unit 21 determines whether or not the special search button 66 has been selected (S9). When it is determined that the special search button 66 has been selected (S9; Y), the control unit 21 notifies the game server 10 that the special search button 66 has been selected (S10).
  • the control unit 11 when receiving the notification that the special search button 66 has been selected, the control unit 11 refers to the progress database and determines whether or not the user should proceed to a new search area. Is determined (S11). In S11, it is determined whether or not the search rate of the search area being played is 0% or 100% and it is time to proceed to the next search area.
  • the control unit 11 When it is not determined that the user should proceed to a new search area (S11; N), the control unit 11 refers to the progress database and searches for the search area in which the user is in progress and the current search of the search area. The rate is acquired (S12). The control part 11 produces
  • the control unit 21 when receiving the image data, displays the special search screen 70 on the display unit 25 (S14).
  • the control unit 21 determines whether or not the execution button 72 has been selected (S15). When it is determined that the execution button 72 has been selected (S15; Y), the control unit 21 notifies the game server 10 that the execution button 72 has been selected (S16).
  • the control unit 11 upon receiving a notification that the execution button 72 has been selected, the control unit 11 refers to the user database and determines whether or not there are action points necessary for the special search (S17). ). For example, whether or not the action points necessary for executing the special search are determined for each search area (for example, five action points) and the action points stored in the user database are equal to or more than the necessary action points. It is determined whether or not.
  • the control part 11 reduces a user's action point only by predetermined value with reference to a user database. (S18).
  • the control unit 11 refers to the progress situation database and increases the search rate of the current search area by a predetermined value (S19).
  • the control unit 11 determines whether to give a player card to the user based on the first probability (S20). When it is determined that a player card is to be given to the user (S20; Y), the control unit 11 generates image data of a screen including the player card selected under a given law, and sends it to the user terminal 20. Transmit (S21). The selected player card is registered in the grant card database in association with the user.
  • the control unit 21 when receiving the image data, displays the selected player card on the display unit 25 (S22).
  • the control unit 21 determines whether or not a given screen transition operation has been performed from the operation unit 24 (S23). When it is determined that the screen transition operation has been performed (S23; Y), the control unit 21 notifies the game server 10 that the screen transition operation has been performed (S24).
  • the control unit 11 determines whether or not the user has cleared the current search area (S25). In S25, it is determined whether or not the search rate of the current search area is within a predetermined range (for example, 100%).
  • the control unit 11 determines whether or not the search area cleared by the user is a reference search area (S26).
  • the reference search area is a search area designated in advance among a plurality of search areas, and is, for example, the nth (for example, n is a multiple of 5) th search area.
  • the “progress area” in the progress database is updated.
  • the control unit 11 When it is determined that the search area cleared by the user is the reference search area (S26; Y), the control unit 11 refers to the user database and acquires the league to which the user belongs (S27). The control unit 11 determines the strength of the opponent team based on the user's league (S28).
  • the control unit 11 selects a player card belonging to the opponent team from the player cards stored in the player card database based on the strength of the opponent team determined in S28 (S29).
  • the control part 11 produces
  • the control unit 21 when receiving the image data, displays the appearance screen 80 on the display unit 25 (S31).
  • the control unit 21 determines whether or not the battle start button 82 has been selected (S32). When it is determined that the battle start button 82 has been selected (S32; Y), the control unit 21 notifies the game server 10 that the battle start button 82 has been selected (S33).
  • the control unit 11 determines the battle result (S34).
  • a battle result (scores of both teams, etc.) is determined based on each player card of the team owned by the user and each player card of the opponent team.
  • the control unit 11 determines whether or not the user has won (S35). If it is not determined that the user has won (S35; N), the process proceeds to S12. In this case, after the battle result screen 90 indicating that the user has drawn or lost is displayed on the user terminal 20, the special search by the user is continued. Since the user could not win the battle, the ring item is not given.
  • the control unit 11 provisionally determines the number of ring items to be given to the user based on the battle result determined in S34 (S36).
  • the control unit 11 generates image data of the battle result screen 90 including the battle result determined in S34 and the number of ring items provisionally determined in S36, and transmits the image data to the user terminal 20 (S37).
  • the control unit 21 when receiving the image data, displays the battle result screen 90 on the display unit 25 (S38).
  • the control unit 21 determines whether or not the next button 96 has been selected (S39). When it is determined that the next button 96 has been selected (S39; Y), the control unit 21 notifies the game server 10 that the next button 96 has been selected (S40).
  • control unit 11 determines an additional score based on a given probability (S41).
  • the control unit 11 selects other users belonging to the same team as the user based on the additional points determined in S41 (S42).
  • the user may be selected from users whose last login time is close to the current time. That is, the user displaying the active image 64 may be preferentially selected.
  • the control part 11 produces
  • the control unit 21 when receiving the image data, displays the additional point screen 100 on the display unit 25 (S44).
  • the control unit 21 determines whether or not the next button 104 has been selected (S45). When it is determined that the next button 104 has been selected (S45; Y), the control unit 21 notifies the game server 10 that the next button 104 has been selected (S46).
  • control unit 11 determines the number of ring items to be given to the user based on the number of ring items provisionally determined in S36 and the additional points determined in S41 (S47). . Moving to FIG. 27, the control unit 11 gives the ring items to the user by the number determined in S47 (S48). In S48, the “owned item” in the user database is updated.
  • the control unit 11 generates image data of the final result screen 110 including the battle result determined in S34, the additional score determined in S41, and the number of ring items determined in S47, and the user terminal 20 (S49).
  • the control unit 11 refers to the progress database and stores the user ID and time in the “matching permission” of another user of the same team as the user, thereby permitting the other user to play (S50). .
  • the control unit 21 when receiving the image data, displays the final result screen 110 on the display unit 25 (S51).
  • the control unit 21 determines whether or not the special search button 112 has been selected (S52). If it is determined that the special search button 112 has been selected (S52; Y), the process returns to S10. Thereafter, the user continues to search for the search area.
  • the control unit 11 upon receiving a notification that the battle button 68 has been selected, the control unit 11 executes a battle with the opponent team (S55 to S62).
  • the processing of S55 to S62 is the same as the processing of S27 to S34, and will not be described.
  • the control unit 11 After the battle result is determined in S62, the control unit 11 refers to the progress situation database and deletes the user ID and time of the other user who selected the battle button 68 from the “match allowed” ( S63). The control unit 11 determines the number of ring items to be given to the user based on the battle result determined in S62 (S64). The control part 11 gives a ring item to a user by the number determined by S64 (S65). In S65, the “owned item” in the user database is updated.
  • the control unit 11 generates image data of the battle result screen 90 including the battle result determined in S62 and the number of ring items determined in S64, and transmits the image data to the user terminal 20 (S66).
  • the control unit 21 when receiving the image data, displays the battle result screen 90 on the display unit 25 (S67).
  • the control unit 21 determines whether or not the next button 96 has been selected (S68). If it is determined that the next button 96 has been selected (S68; Y), the process returns to S1, and a display request for the team screen 60 is made again.
  • the control unit 11 compares the progress of the user executing the special search with the progress of other users belonging to the same team as the user. Then, it is determined whether there is a user who can help (S70). In S70, it is determined whether or not there is a user whose progress is slower than that of the user who is executing the special search.
  • the control unit 11 When it is determined that there is a user who can help (S70; Y), the control unit 11 refers to the progress database, generates image data of the help proposal screen 120, and transmits the image data to the user terminal 20 (S71). ).
  • a helpable user and a search area for helping the user a search area that has not been cleared by a helpable user. For example, a search area next to a search area in which the user is currently in progress). , Including the image data of the help proposal screen 120 is transmitted.
  • the control unit 21 when receiving the image data, displays the help proposal screen 120 on the display unit 25 (S72).
  • the control unit 21 determines whether or not the help button 122 has been selected (S73). When it is determined that the help button 122 has been selected (S73; Y), the control unit 21 notifies the game server 10 that the help button 122 has been selected (S74).
  • control unit 11 when the control unit 11 receives a notification that the help button 122 has been selected, the control unit 11 generates image data of the help search screen 130 including a search area that has not been cleared by other users, and the user It transmits to the terminal 20 (S75).
  • the control unit 21 when receiving the image data, displays the help search screen 130 on the display unit 25 (S76). Thereafter, the user searches for other users from the help search screen 130 (S77 to S82).
  • S77 to S82 are the same as S15 to S19 and S25, respectively, and thus the description thereof is omitted.
  • the value in the progress status database is not updated. A value indicating the search rate of the search area is temporarily stored in the storage unit 12. In S81, the value is updated.
  • the control unit 11 When it is determined that the user has cleared the current search area (S82; Y), the control unit 11 gives a ring item to the user (S83). In S83, a predetermined number of ring items are given.
  • the control unit 11 refers to the progress database and adds the user ID and time to “help” of other users who cleared the search area (S84).
  • the control part 11 produces
  • the control unit 21 when receiving the image data, displays the help achievement screen 140 on the display unit 25 (S86).
  • the control unit 21 determines whether or not the special search button 142 has been selected (S87). When it is determined that the special search button 142 is selected (S87; Y), the process returns to S10. In this case, the help of other users is terminated and the user's special search is continued.
  • control unit 11 When it is determined that another user has helped his / her search area (S88; Y), the control unit 11 generates image data of the helped screen 150 and transmits it to the user terminal 20 (S89).
  • the control unit 21 when receiving the image data, displays the helped screen 150 on the display unit 25 (S90).
  • the control unit 21 determines whether or not the next button 152 has been selected (S91). When it is determined that the next button 152 has been selected (S91; Y), the control unit 21 notifies the game server 10 that the next button 152 has been selected (S92).
  • the control unit 11 sets a search rate so that the user can easily clear the next search area (S93).
  • S93 for the next search area, the change amount of the search rate when the user selects the execution button 72 and the search is performed is increased. For example, in the normal case (when there is no help from another user), when the search rate increases by 5% each time the execution button 72 is selected, the execution button 72 is 1 in S93. Setting is performed so that the search rate increases by 40% each time the selection is made. The setting contents are temporarily stored in the storage unit 12. Subsequent processing shifts to S12.
  • the amount of increase in the search rate in S19 is determined based on the information set in S93, and is larger than in the normal case.
  • the search rate may be controlled so that it can be cleared in three times even in a search area that cannot be cleared unless the execution button 72 is selected 20 times.
  • the game system 1 described above when a certain user advances a special search and generates a battle, the execution of the battle is permitted for the other user regardless of the progress of the other user. It is possible to influence the game played by other users according to the progress of the game played by the user.
  • the strength of the opponent team can be determined based on the battle record of each user, not the battle record of other users. Further, when each user wins a battle generated by proceeding with a special search, the battle can be permitted to other users.
  • each user can help the search area of the user whose progress is behind him / herself. Since the user cannot help other users unless the search area is advanced to some extent, the user can be promoted to advance his / her search area.
  • FIG. 32 is a functional block diagram in the modified example.
  • the first execution unit 400 of the modification example (1) includes a time point determination unit 422, a third permission unit 424, a fourth permission unit 426, and a priority execution unit 428.
  • Each of these functions is realized mainly by the control unit 11.
  • the time point determination unit 422 determines whether or not the current time is included in a period set based on the time point when the first permission unit 406 is permitted to execute a game event (for example, a battle).
  • the “time when the execution of the game event is permitted” is the time when it is determined that the game event is permitted, for example, the time stored in “matching permission” in the progress situation database.
  • the “period determined based on the time point” is a predetermined period set after the time point.
  • the second permission unit 416 of the modification example (1-1) is played by another user when the first permission unit 406 permits the execution of a game event (for example, a battle) in a game played by one user. Whether or not to allow execution of the game event in the game is determined based on the determination result of the time determination unit 522.
  • a game event for example, a battle
  • the second permission unit 416 permits the battle when the current time is included in the above period. That is, the second permission unit 416 loses the right to play a battle when the permitted battle is not executed in the above period. If the current time is not included in the period, the second permission unit 416 deletes the user ID and the time stored in the “match permission” in the progress status database, thereby losing the right to play.
  • the second permission unit 416 is set based on the time stored in the “match allowed” in S5 without deleting the user ID and the time stored in the “match allowed” in the progress situation database. You may make it determine whether the present time is included in a period. If the current time is not included in the above period, the execution of the battle can be restricted if the battle button 68 is not generated.
  • a time limit may be set for allowing other users belonging to the same team to play. it can.
  • the third permission unit 424 allows each of a plurality of users to execute a game event (for example, a battle) in a game played by the user with a given probability in the game played by the user. To do.
  • a game event for example, a battle
  • the third permission unit 424 determines whether or not to generate a game event based on a given probability. For example, each time the search of the search area is executed, the third permission unit 424 determines whether or not to generate a game event based on a given probability. This probability may be a predetermined probability, or may be a probability that changes according to the game situation.
  • the fourth permission unit 426 executes the game event in a game played by another user. to approve.
  • the method of permitting the game event by the fourth permission unit 426 is the same as in the embodiment. That is, the battle is permitted by storing the user ID and the time in the “match battle” in the progress database. In addition, information indicating whether the battle is permitted by the second permission unit 416 or the battle permitted by the fourth permission unit 426 may be stored in the “match permission”.
  • the same processing as that shown in FIGS. 23 to 31 is executed. However, when it is determined in S15 that the execution button 72 is selected, the battle is performed with a given probability. It is determined whether or not a match with the opponent team is generated. When it is determined that a battle is to be generated, the process proceeds to S27 and the battle is executed.
  • the battle when a battle that occurs randomly for a certain user is executed, the battle can be permitted to other users.
  • the reward granting unit 420 executes the game event permitted by the first permission unit 406 or the second permission unit 416 when the game event permitted by the third permission unit 424 or the fourth permission unit 426 is executed. A higher reward is given to the user than if it was done. For example, when the game event permitted by the third permission unit 424 or the fourth permission unit 426 is executed, the reward granting unit 420 allows the game event permitted by the first permission unit 406 or the second permission unit 416. The number of ring items given to the user is increased compared to the case where is executed.
  • the battle permitted by the fourth permission unit 426 is more Since the reward is high, the battle permitted by the fourth permission unit 426 may be preferentially executed.
  • the priority execution unit 428 Allow allowed game events to run first.
  • the priority execution unit 428 causes the game event permitted by the fourth permission unit 426 to be executed first by restricting (suppressing) the execution of the battle permitted by the second permission unit 416.
  • the priority execution unit 428 does not display the battle button 68 for executing the battle permitted by the second permission unit 416 on the team screen 60, and executes the battle permitted by the fourth permission unit 416.
  • the game event permitted by the fourth permission unit 426 is executed first.
  • a battle to which a high reward is given can be preferentially executed.
  • the second execution unit 500 of the modified example (2) includes a restriction unit 520, a time point determination unit 522, a release determination unit 524, a reward granting unit 526, a probability changing unit 528, a parameter An acquisition unit 530, a parameter change unit 532, a progress restriction unit 534, and a change control unit 536 are included.
  • the restriction unit 520 determines that the game task that has not been cleared by the first user other than the first user. Restrict (suppress) the user from playing. For the user whose user ID and time are stored in the “help” of the progress database, the restricting unit 520 restricts another user from proceeding instead in the search area that the user has not cleared.
  • the time determination unit 522 determines whether or not the current time is included in a period determined based on the time when the second user clears at least one of the game tasks (for example, the search area) that the first user has not cleared. judge.
  • the processing performed by the time determination unit 522 is the same as the processing performed by the time determination unit 422.
  • the “time when the second user clears” refers to the time when it is determined that the second user has cleared the search area.
  • the release determination unit 524 determines whether to release the restriction by the restriction unit 520 based on the determination result by the time point determination unit 522. “Release restriction” means that another user can be helped by a certain user, that is, a certain user can clear the search area of another user instead. When the current time is included in the period, the cancellation determination unit 524 determines to allow other users to play game tasks that the first user has not cleared.
  • the first determination unit 502 determines whether or not the first user has cleared the game task when the ease of clearing the game task that has not been cleared by the first user has changed. The first determination unit 502 determines whether or not the user has cleared the search area while the control by the changing unit 518 is being performed.
  • the release determination unit 524 determines whether to release the restriction by the restriction unit 520 based on the determination result by the first determination unit 502. When the first user clears the game task, the cancellation determination unit 524 releases the limitation by the limitation unit 520.
  • a special search is performed after the helped screen 150 is displayed on the user terminal 20 in S90, and when the user clears the search area in a state that is easy to clear, the progress status database is referred to.
  • the user ID and time stored in “Help” are deleted.
  • a user who receives help from a certain user may make it easier to capture the search area next to the search area currently being executed.
  • the progress control unit 516 controls at least one progress of a game task to be cleared after the game task being played by the first user when the second user clears a game task that has not been cleared by the first user.
  • the “game task to be cleared after the game task being played” is a game task that should be cleared after the game task currently in progress. For example, the k-th game task is currently in progress. In some cases, it is a game task to be cleared after k + 1.
  • a player card may be given each time the search is advanced.
  • the reward granting unit 526 grants a reward to the first user with a given probability in the game played by the first user.
  • the reward granting unit 526 determines whether to give a reward to the user based on a given probability. For example, when the user advances the search area, the reward granting unit 526 determines whether to give a player card to the user based on a given probability.
  • the probability changing unit 528 changes (increases or decreases) a given probability when the control by the progress control unit 516 is performed. For example, the probability changing unit 528 changes the probability when the first user advances the game task in a state where the control by the progress control unit 516 is performed.
  • the probability by the probability changing unit 528 may be changed by a predetermined value, or may be changed by a numerical value determined under a given law.
  • the parameter acquisition unit 530 acquires parameters stored in a unit that stores parameters (for example, action points) in association with the first user.
  • the parameter acquisition unit 530 refers to the user database and acquires action points associated with each user.
  • the parameter changing unit 532 changes the parameters when the first user advances each game task (for example, a search area). This amount of change is predetermined for each game task. When the search of the search area is executed, the parameter changing unit 532 changes the action point.
  • the progress restriction unit 534 restricts (suppresses) the progress of each game task by the first user when the parameter is in a predetermined range (greater than or equal to the reference value or less than the reference value). “Restrict the progress of the game task” means that the game task is not progressed or the progress status is not changed even if the user performs a given operation.
  • the change control unit 536 changes the change amount of the parameter or the parameter itself when the control by the progress control unit 516 is performed.
  • the change control unit 536 changes the consumption amount of action points when the user proceeds with the search in a state where the control by the progress control unit 516 is performed. Or you may make it recover action point itself.
  • the search area that has not been cleared by the user progresses faster. However, there is a search area that has been helped by another user. Alternatively, it may be set to cleared.
  • the progress control unit 516 clears at least one of the game tasks that the first user has not cleared when the second user clears at least one of the game tasks that the first user has not cleared (for example, the search area). It is considered that it was done.
  • the progress control unit 516 refers to the progress database and adds a search area cleared by another user to “progress” instead. That is, it is assumed that the progress control unit 516 clears a search area cleared by another user even if a certain user does not advance the search area.
  • execution of the search area cleared instead by another user can be skipped.
  • the first determination unit 502 determines that the first user has cleared the game task when a given clear condition for the game task is satisfied.
  • the clear condition is, for example, a condition indicating a parameter value that changes according to the progress of the game. If the parameter satisfies the clear condition, it is determined that the game task has been cleared.
  • the changing unit 518 When the second user clears at least one of the game tasks (for example, the search area) that the first user has not cleared, the changing unit 518 has at least one of the game tasks that the first user has not cleared by himself / herself. About, the easiness of clearing of the said game task is changed by changing the clear conditions of the said game task.
  • the changing unit 518 is configured so that the clear condition is easier (relaxed) or clearer when the second user provides help for the first user than when the second user does not provide help for the first user.
  • the clear condition is changed so that the condition becomes difficult (strict).
  • the ease of clearing can be changed by changing the clear condition of the search area.
  • the changing unit 518 determines whether or not the game task has been cleared for at least one of the game tasks that the first user has not cleared.
  • the difficulty level is an index indicating the difficulty of clearing the game task. For example, the higher the difficulty level, the more difficult it is to clear the game task.
  • the difficulty level is stored in the storage unit 12, for example.
  • the necessary functions in the first execution unit 400 are a progress determination unit 402, a first permission unit 406, and a second permission unit 416, and other functional blocks may be omitted.
  • the functions necessary for the second execution unit 500 are the first determination unit 502, the other user play execution unit 512, the second determination unit 514, and the progress control unit 516, and other functional blocks are omitted. You may make it do. Further, only one of the first execution unit 400 and the second execution unit 500 may be realized.
  • the second execution unit 500 has described the case where a certain user performs processing when helping another user, but the processing when a certain user disturbs another user is performed. You may make it perform. In this case, when a certain user clears the search area of another user, it may be difficult for the other user to clear the search area. For example, you may make it suppress the increase in the search rate when the said other user performs a search.
  • the present invention can be applied to a game system that executes a game other than a soccer game (for example, another sports game).
  • a game system that executes a game other than a soccer game (for example, another sports game).
  • the present invention can also be applied to a game system in which a user's baseball team and a computer baseball team battle each other.
  • the present invention can be applied to a game system that executes a game other than a sports game.
  • the present invention can be applied to a card game.
  • the present invention can also be applied to a game in which a user collects cards and plays against monsters.
  • each function described above is realized in the game server 10
  • a part of each function may be realized in the user terminal 20.
  • Each function is shared by the game server 10 and the user terminal 20. That is, each of the plurality of functions described above may be provided in either the game server 10 or the user terminal 20.
  • the game data storage unit 200 may be realized by the user terminal 20. That is, data relating to a user who operates a certain user terminal 20 (user data, progress data, team data) may be stored in the user terminal 20 instead of the database 15. In this case, the game server 10 acquires the stored contents of the user terminal 20 via the communication network 2.
  • the game execution unit 300 may be realized by the user terminal 20.
  • the control unit 21 of the user terminal 20 may function as the game execution unit 300 by executing the program.
  • the control part 21 advances the game which a user plays by acquiring and updating data directly from the database 15 via the communication network 2, and updates a progress condition. become.
  • the first execution unit 400 may be realized by the user terminal 20. Furthermore, each function included in the first execution unit 400 may be shared between the game server 10 and the user terminal 20.
  • the control unit 21 of the user terminal 20 may function as the first execution unit 400 by executing the program. In this case, the control unit 21 (first execution unit 400) obtains and updates data directly from the database 15 via the communication network 2 so that the user advances a special search and executes a battle. Allow other users on the same team to play.
  • the second execution unit 500 may be realized by the user terminal 20. Furthermore, each function included in the second execution unit 500 may be shared between the game server 10 and the user terminal 20.
  • the control unit 21 of the user terminal 20 may function as the first execution unit 400 by executing the program. In this case, the control unit 21 (second execution unit 500) obtains and updates data directly from the database 15 via the communication network 2, so that when the user helps another user's special search, the other Make it easier for users to advance special searches.
  • the server client type game system has been described, but the present invention can also be applied to a stand-alone type game device. That is, the present invention can also be applied to a game device in which data exchange with other computers does not occur. In this case, each function described above is realized by one game device.

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Abstract

The present invention causes a game played by another user to be affected according to the state of progression of a game played by a given user. A determination means (402) determines whether the state of progression of a game played by each of a plurality of users has reached a given state of progression or not. A first permission means (406) permits the execution of a given game event in a game which is being played by one of the plurality of users, and for which the state of progression of the game has reached the given state of progression. A second permission means (416) permits the execution of a game event in a game being played by another user, regardless of the state of progression of the game being played by the other user, when execution of the game event is permitted by the first permission means (406) in the game being played by the one user.

Description

ゲーム装置、ゲーム装置の制御方法、ゲームシステム、ゲームシステムの制御方法、プログラム、及び情報記憶媒体GAME DEVICE, GAME DEVICE CONTROL METHOD, GAME SYSTEM, GAME SYSTEM CONTROL METHOD, PROGRAM, AND INFORMATION STORAGE MEDIUM
 本発明は、ゲーム装置、ゲーム装置の制御方法、ゲームシステム、ゲームシステムの制御方法、プログラム、及び情報記憶媒体に関する。 The present invention relates to a game device, a game device control method, a game system, a game system control method, a program, and an information storage medium.
 従来から、複数のユーザの各々がプレイするゲームを実行するゲーム装置が知られている。例えば、特許文献1には、複数のユーザの各々によるゲームの進捗状況が所与の状況に達すると、当該ゲームにおいて、所与のゲームイベントが発生するゲームが知られている。 Conventionally, game devices that execute a game played by each of a plurality of users are known. For example, Patent Document 1 discloses a game in which a given game event occurs when the progress of a game by each of a plurality of users reaches a given situation.
特許第4855549号公報Japanese Patent No. 4855549
 上記のような技術においては、あるユーザがプレイするゲームの進捗状況に応じて、他のユーザのゲームに影響を与えると、例えば、各ユーザは他のユーザをより意識することになり、ゲームの興趣性を向上させることができる。 In the technology as described above, when the other user's game is affected according to the progress of the game played by a certain user, for example, each user becomes more aware of the other user, The interest can be improved.
 本発明は上記課題に鑑みてなされたものであって、その目的は、あるユーザがプレイするゲームの進捗状況に応じて、他のユーザがプレイするゲームに影響を与えることが可能なゲーム装置、ゲーム装置の制御方法、ゲームシステム、ゲームシステムの制御方法、プログラム、及び情報記憶媒体を提供することにある。 The present invention has been made in view of the above problems, and its purpose is a game device capable of affecting a game played by another user according to the progress of the game played by a certain user, A game apparatus control method, a game system, a game system control method, a program, and an information storage medium are provided.
 上記課題を解決するために、本発明に係るゲーム装置(10)は、複数のユーザの各々がプレイするゲームを実行するゲーム装置(10)であって、前記複数のユーザの各々について、当該ユーザがプレイするゲームの進捗状況が所与の進捗状況に達したか否かを判定する判定手段(402)と、前記複数のユーザのうち、前記ゲームの進捗状況が前記所与の進捗状況に達したユーザがプレイするゲームにおいて、所与のゲームイベントの実行を許可する第1許可手段(406)と、前記第1許可手段(406)により一のユーザがプレイするゲームにおいて前記ゲームイベントの実行が許可された場合、他のユーザがプレイするゲームの進捗状況にかかわらず、当該他のユーザがプレイするゲームにおいて、前記ゲームイベントの実行を許可する第2許可手段(416)と、を含むことを特徴とする。 In order to solve the above-described problem, a game apparatus (10) according to the present invention is a game apparatus (10) that executes a game played by each of a plurality of users, and for each of the plurality of users, the user Determining means (402) for determining whether or not the progress of a game played by the player has reached a given progress, and among the plurality of users, the progress of the game reaches the given progress In the game played by the user, the first permission means (406) for permitting execution of the given game event, and the game event being executed in the game played by one user by the first permission means (406). If permitted, the game event is executed in the game played by the other user regardless of the progress of the game played by the other user. Characterized in that it comprises a second authorization means (416) for variable, a.
 本発明に係るゲーム装置(10)の制御方法は、複数のユーザの各々がプレイするゲームを実行するゲーム装置(10)の制御方法であって、前記複数のユーザの各々について、当該ユーザがプレイするゲームの進捗状況が所与の進捗状況に達したか否かを判定する判定ステップ(402)と、前記複数のユーザのうち、前記ゲームの進捗状況が前記所与の進捗状況に達したユーザがプレイするゲームにおいて、所与のゲームイベントの実行を許可する第1許可ステップ(406)と、前記第1許可ステップ(406)において一のユーザがプレイするゲームにおいて前記ゲームイベントの実行が許可された場合、他のユーザがプレイするゲームの進捗状況にかかわらず、当該他のユーザがプレイするゲームにおいて、前記ゲームイベントの実行を許可する第2許可ステップ(416)と、を含むことを特徴とする。 The control method of the game apparatus (10) according to the present invention is a control method of the game apparatus (10) that executes a game played by each of the plurality of users, and the user plays the game for each of the plurality of users. A determination step (402) for determining whether or not the progress status of the game to be reached has reached the given progress status, and among the plurality of users, the user whose progress status of the game has reached the given progress status In a game played by a user, a first permission step (406) for allowing execution of a given game event, and execution of the game event in a game played by one user in the first permission step (406) are permitted. The game event in the game played by the other user regardless of the progress of the game played by the other user. A second permission step of permitting execution (416), characterized in that it comprises a.
 本発明に係るゲームシステムは、ユーザ端末とゲームサーバとが通信可能に接続されたゲームシステムであって、複数のユーザの各々について、当該ユーザがプレイするゲームの進捗状況が所与の進捗状況に達したか否かを判定する判定手段(402)と、前記複数のユーザのうち、前記ゲームの進捗状況が前記所与の進捗状況に達したユーザがプレイするゲームにおいて、所与のゲームイベントの実行を許可する第1許可手段(406)と、前記第1許可手段(406)により一のユーザがプレイするゲームにおいて前記ゲームイベントの実行が許可された場合、他のユーザがプレイするゲームの進捗状況にかかわらず、当該他のユーザがプレイするゲームにおいて、前記ゲームイベントの実行を許可する第2許可手段(416)と、の各々について、前記ユーザ端末又は前記ゲームサーバの何れか一方に設けたことを特徴とする。 A game system according to the present invention is a game system in which a user terminal and a game server are communicably connected, and the progress of a game played by the user is set to a given progress for each of a plurality of users. A determination means (402) for determining whether or not a game event of a given game event is played in a game played by a user of which the progress of the game has reached the given progress among the plurality of users; Progress of a game played by another user when execution of the game event is permitted in a game played by one user by a first permission means (406) that permits execution and the first permission means (406) Regardless of the situation, in a game played by the other user, second permission means (416) for permitting execution of the game event; For people, characterized in that provided in one of said user terminal or said game server.
 本発明に係るゲームシステムの制御方法は、ユーザ端末とゲームサーバとが通信可能に接続されたゲームシステムの制御方法であって、複数のユーザの各々について、当該ユーザがプレイするゲームの進捗状況が所与の進捗状況に達したか否かを判定する判定ステップ(402)と、前記複数のユーザのうち、前記ゲームの進捗状況が前記所与の進捗状況に達したユーザがプレイするゲームにおいて、所与のゲームイベントの実行を許可する第1許可ステップ(406)と、前記第1許可ステップ(406)において一のユーザがプレイするゲームにおいて前記ゲームイベントの実行が許可された場合、他のユーザがプレイするゲームの進捗状況にかかわらず、当該他のユーザがプレイするゲームにおいて、前記ゲームイベントの実行を許可する第2許可ステップ(416)と、の各々について、前記ユーザ端末又は前記ゲームサーバの何れか一方で行われることを特徴とする。 A game system control method according to the present invention is a game system control method in which a user terminal and a game server are communicably connected, and a progress status of a game played by the user is determined for each of a plurality of users. A determination step (402) for determining whether or not a given progress status has been reached, and a game played by a user of which the progress status of the game has reached the given progress status among the plurality of users; A first permission step (406) that permits execution of a given game event, and when the execution of the game event is permitted in a game played by one user in the first permission step (406), another user Regardless of the progress of the game being played, the game event is allowed to be executed in the game played by the other user. A second permission step (416) for each about, characterized in that it is carried out in one of the user terminal or the game server.
 本発明に係るプログラムは、複数のユーザの各々がプレイするゲームを実行するゲーム装置(10)としてコンピュータを機能させるためのプログラムであって、前記複数のユーザの各々について、当該ユーザがプレイするゲームの進捗状況が所与の進捗状況に達したか否かを判定する判定手段(402)、前記複数のユーザのうち、前記ゲームの進捗状況が前記所与の進捗状況に達したユーザがプレイするゲームにおいて、所与のゲームイベントの実行を許可する第1許可手段(406)、前記第1許可手段(406)により一のユーザがプレイするゲームにおいて前記ゲームイベントの実行が許可された場合、他のユーザがプレイするゲームの進捗状況にかかわらず、当該他のユーザがプレイするゲームにおいて、前記ゲームイベントの実行を許可する第2許可手段(416)、として前記コンピュータを機能させる。 The program according to the present invention is a program for causing a computer to function as a game apparatus (10) that executes a game played by each of a plurality of users, and the game played by the user for each of the plurality of users. Determining means (402) for determining whether or not the progress status of the game has reached the given progress status, among the plurality of users, the user whose game progress status has reached the given progress status plays In the game, when the execution of the game event is permitted in a game played by one user by the first permission means (406) permitting the execution of the given game event, the first permission means (406) Regardless of the progress of the game played by the other user, in the game played by the other user, the game event Second permitting means for permitting the execution (416), as to function the computer.
 また、本発明に係る情報記憶媒体は、上記プログラムを記録したコンピュータ読み取り可能な情報記憶媒体である。 The information storage medium according to the present invention is a computer-readable information storage medium recording the above program.
 本発明によれば、あるユーザがプレイするゲームの進捗状況に応じて、他のユーザがプレイするゲームに影響を与えることが可能になる。 According to the present invention, it is possible to influence a game played by another user according to the progress of the game played by a certain user.
 また、本発明の一態様では、前記ゲーム装置(10)は、ユーザ同士の関係を示す関係情報を記憶する手段(200)の記憶内容を取得する手段(412)を更に含み、前記第2許可手段(416)は、前記第1許可手段(406)により一のユーザがプレイするゲームにおいて前記ゲームイベントの実行が許可された場合、他のユーザのうち、当該一のユーザと所与の関係を満たすユーザがプレイするゲームにおいて、前記ゲームイベントの実行を許可する、ことを特徴とする。 In one aspect of the present invention, the game apparatus (10) further includes means (412) for acquiring storage contents of means (200) for storing relation information indicating a relationship between users, wherein the second permission is provided. When the execution of the game event is permitted in the game played by one user by the first permission unit (406), the means (416) has a given relationship with the one user among the other users. In a game played by a satisfying user, execution of the game event is permitted.
 また、本発明の一態様では、前記複数のユーザの各々は、複数のユーザグループの少なくとも一つに属しており、前記関係情報は、各ユーザグループに属しているユーザを識別する情報であり、前記第2許可手段(416)は、前記第1許可手段(406)により一のユーザがプレイするゲームにおいて前記ゲームイベントの実行が許可された場合、他のユーザのうち、当該一のユーザと同じユーザグループに属するユーザについて、前記ゲームイベントの実行を許可する、ことを特徴とする。 In one aspect of the present invention, each of the plurality of users belongs to at least one of a plurality of user groups, and the relationship information is information for identifying a user belonging to each user group, When the execution of the game event is permitted in the game played by one user by the first permission unit (406), the second permission unit (416) is the same as the one user among the other users. The execution of the game event is permitted for users belonging to a user group.
 また、本発明の一態様では、前記ゲーム装置(10)は、前記第1許可手段(406)により一のユーザがプレイするゲームにおいて前記ゲームイベントの実行が許可された場合、他のユーザがプレイするゲームにおいて、前記ゲームイベントの実行が許可されたことを前記一のユーザに関連付けて提示する提示手段(414)と、前記提示手段(414)による提示がなされた後において、他のユーザにより所与の操作が行われた場合、前記許可されたゲームイベントを実行する手段(404)と、を更に含むことを特徴とする。 In one aspect of the present invention, when the game device (10) is permitted to execute the game event in the game played by one user by the first permission means (406), the other user plays. In the game to be performed, the presentation means (414) that presents that the execution of the game event is permitted in association with the one user, and after the presentation by the presentation means (414) is made, the other user may And a means (404) for executing the permitted game event when a given operation is performed.
 また、本発明の一態様では、前記ゲーム装置(10)は、前記第1許可手段(406)により前記ゲームイベントの実行が許可された時点に基づいて設定される期間内に、現時点が含まれるか否かを判定する時点判定手段(422)を更に含み、前記第2許可手段(416)は、前記第1許可手段(406)により一のユーザがプレイするゲームにおいて前記ゲームイベントの実行が許可された場合、他のユーザがプレイするゲームにおいて前記ゲームイベントの実行を許可するか否かを、前記時点判定手段(422)の判定結果に基づいて決定する、ことを特徴とする。 In one aspect of the present invention, the game device (10) includes a current time within a period set based on a time when the first permission means (406) permits the execution of the game event. The second permission means (416) permits execution of the game event in a game played by one user by the first permission means (406). In such a case, whether or not to permit execution of the game event in a game played by another user is determined based on the determination result of the time point determination means (422).
 また、本発明の一態様では、前記ゲーム装置(10)は、前記複数のユーザの各々について、当該ユーザがプレイするゲームにおいて、所与の確率のもとで、当該ユーザがプレイするゲームにおいて、前記ゲームイベントの実行を許可する第3許可手段(424)と、前記第3許可手段(424)により一のユーザがプレイするゲームにおいて前記ゲームイベントの実行が許可された場合、他のユーザがプレイするゲームにおいて、前記ゲームイベントの実行を許可する第4許可手段(426)と、を更に含むことを特徴とする。 In one aspect of the present invention, the game device (10) is a game played by the user with a given probability in a game played by the user for each of the plurality of users. When the execution of the game event is permitted in a game played by one user by the third permission means (424) that permits the execution of the game event and the third permission means (424), another user plays The game to be performed further includes fourth permission means (426) for permitting execution of the game event.
 また、本発明の一態様では、前記ゲーム装置(10)は、前記複数のユーザの各々について、当該ユーザがプレイするゲームにおいて前記ゲームイベントが実行された場合、当該ユーザに報酬を付与する手段(420)を更に含み、当該手段(420)は、前記第3許可手段(424)又は前記第4許可手段(426)により許可された前記ゲームイベントが実行された場合には、前記第1許可手段(406)又は前記第2許可手段(416)により許可された前記ゲームイベントが実行された場合よりも高い報酬をユーザに付与する、ことを特徴とする。 Moreover, in one aspect of the present invention, the game device (10) provides a reward to each of the plurality of users when the game event is executed in a game played by the user ( 420), and the means (420), when the game event permitted by the third permission means (424) or the fourth permission means (426) is executed, the first permission means. (406) or a reward that is higher than when the game event permitted by the second permission means (416) is executed is provided to the user.
 また、本発明の一態様では、前記ゲーム装置(10)は、前記複数のユーザの各々について、前記第2許可手段(416)と前記第4許可手段(426)との両方により前記ゲームイベントの実行が許可されている場合、前記第4許可手段(426)により許可された前記ゲームイベントを先に実行させる手段(428)、を更に含むことを特徴とする。 Moreover, in one aspect of the present invention, the game device (10) causes the game event to be determined for each of the plurality of users by both the second permission means (416) and the fourth permission means (426). When the execution is permitted, the system further includes means (428) for executing the game event permitted by the fourth permission means (426) first.
 また、本発明の一態様では、前記ゲーム装置(10)は、前記複数のユーザの各々について、当該ユーザがプレイするゲームにおいて前記ゲームイベントが実行された場合、当該ユーザに報酬を付与する手段(420)を更に含み、当該手段(420)は、前記第1許可手段(406)により許可された前記ゲームイベントが実行された場合、前記第2許可手段(416)により許可された前記ゲームイベントが実行された場合よりも高い報酬をユーザに付与する、ことを特徴とする。 Moreover, in one aspect of the present invention, the game device (10) provides a reward to each of the plurality of users when the game event is executed in a game played by the user ( 420), and when the game event permitted by the first permission means (406) is executed, the means (420) indicates that the game event permitted by the second permission means (416) It is characterized by giving a user a higher reward than when executed.
 また、本発明の一態様では、前記ゲームイベントは、ユーザが所与のゲーム課題をクリアすることを目指すイベントであり、前記第1許可手段(406)は、前記複数のユーザのうち、前記ゲームの進捗状況が前記所与の進捗状況に達したユーザがプレイするゲームにおいて、前記ゲーム課題の発生を許可し、前記第2許可手段(416)は、前記第1許可手段(406)により一のユーザがプレイするゲームにおいて前記ゲーム課題の発生が許可された場合、他のユーザによる前記ゲームの進捗状況にかかわらず、当該他のユーザがプレイするゲームにおいて、前記ゲーム課題の発生を許可する、ことを特徴とする。 Moreover, in one aspect of the present invention, the game event is an event in which the user aims to clear a given game task, and the first permission means (406) includes the game among the plurality of users. In a game played by a user whose progress has reached the given progress, the generation of the game task is permitted, and the second permission means (416) is controlled by the first permission means (406). Permitting the occurrence of the game task in a game played by another user, regardless of the progress of the game by another user, when the game task is permitted to occur in a game played by the user; It is characterized by.
 また、本発明の一態様では、前記ゲーム課題は、ユーザが対戦で所与の結果を収めることを目指すものであり、前記第1許可手段(406)は、前記複数のユーザのうち、前記ゲームの進捗状況が前記所与の進捗状況に達したユーザがプレイするゲームにおいて、対戦の実行を許可し、前記第2許可手段(416)は、前記第1許可手段(406)により一のユーザがプレイするゲームにおいて対戦の実行が許可された場合、他のユーザによる前記ゲームの進捗状況にかかわらず、当該他のユーザがプレイするゲームにおいて、対戦の実行を許可する、ことを特徴とする。 In one aspect of the present invention, the game task is for a user to aim for a given result in a battle, and the first permission means (406) includes the game among the plurality of users. In a game played by a user whose progress has reached the given progress, the execution of the match is permitted, and the second permission means (416) is set by one user by the first permission means (406). When the execution of the battle is permitted in the game to be played, the execution of the battle is permitted in the game played by the other user regardless of the progress of the game by the other user.
 また、本発明の一態様では、前記ゲーム装置(10)は、前記複数のユーザの各々について、当該ユーザの戦績に関する情報を記憶する手段(200)に記憶される当該情報を取得する手段(408)と、前記第1許可手段(406)により一のユーザがプレイするゲームにおいて対戦の実行が許可された場合、当該一のユーザの戦績に関する情報に基づいて、当該対戦における対戦相手の強さを決定する手段(410)と、前記第2許可手段(416)により前記他のユーザがプレイするゲームにおいて対戦の実行が許可された場合、当該他のユーザの戦績に関する情報に基づいて、当該対戦における対戦相手の強さを決定する手段(418)と、を更に含むことを特徴とする。 In one aspect of the present invention, the game device (10) acquires, for each of the plurality of users, means (408) for storing the information stored in the means (200) for storing information related to the user's battle record. ) And the first permission means (406) permitting the execution of the battle in the game played by the one user, the strength of the opponent in the battle is determined based on the information on the battle record of the one user. When the execution of the battle is permitted in the game played by the other user by the means for determining (410) and the second permission unit (416), based on the information on the battle record of the other user, And means (418) for determining the strength of the opponent.
 また、本発明の一態様では、前記第2許可手段(416)は、前記第1許可手段(406)により一のユーザがプレイするゲームにおいて前記ゲームイベントの実行が許可された場合、当該ゲームイベントの実行結果が所与の結果であるか否かに基づいて、他のユーザに前記ゲームイベントの実行を許可するか否かを決定する、ことを特徴とする。 In one aspect of the present invention, the second permission unit (416) may be configured to execute the game event when the first permission unit (406) permits the execution of the game event in a game played by one user. It is characterized in that it is determined whether or not to allow other users to execute the game event based on whether or not the execution result is a given result.
 なお、上記では、本発明の理解を容易にするため図面に記載の符号を括弧書きで記載しているが、これにより本発明に係るゲーム装置等が図示の態様に限定されるものではない。 In addition, in the above, in order to make an understanding of this invention easy, the code | symbol described in drawing is described in parenthesis, However, The game device etc. which concern on this invention by this are not limited to the aspect of illustration.
本発明の実施形態に係るゲームシステムの全体構成を示す図である。It is a figure showing the whole game system composition concerning an embodiment of the present invention. マスタデータベースの一例を示す図である。It is a figure which shows an example of a master database. 付与カードデータベースの一例を示す図である。It is a figure which shows an example of a grant card database. ユーザデータベースの一例を示す図である。It is a figure which shows an example of a user database. 表示部に表示されるメイン画面の一例を示す図である。It is a figure which shows an example of the main screen displayed on a display part. チーム結成画面の一例を示す図である。It is a figure which shows an example of a team formation screen. チーム探索画面の一例を示す図である。It is a figure which shows an example of a team search screen. チーム画面の一例を示す図である。It is a figure which shows an example of a team screen. 特別探索画面の一例を示す図である。It is a figure which shows an example of a special search screen. 行動ポイントが不足した場合に表示される特別探索画面の一例を示す図である。It is a figure which shows an example of the special search screen displayed when an action point runs short. 出現画面の一例を示す図である。It is a figure which shows an example of an appearance screen. 対戦結果画面の一例を示す図である。It is a figure which shows an example of a battle result screen. 追加点画面の一例を示す図である。It is a figure which shows an example of an additional point screen. 最終結果画面の一例を示す図である。It is a figure which shows an example of a final result screen. ユーザAのユーザ端末に表示されるチーム画面の一例を示す図である。It is a figure which shows an example of the team screen displayed on the user terminal of the user A. ヘルプ提案画面の一例を示す図である。It is a figure which shows an example of a help proposal screen. ヘルプ探索画面の一例を示す図である。It is a figure which shows an example of a help search screen. ヘルプ達成画面の一例を示す図である。It is a figure which shows an example of a help achievement screen. ヘルプ済画面の一例を示す図である。It is a figure which shows an example of a help completed screen. ゲームシステムで実現される機能のうち、本発明に関連する機能を主に示す機能ブロック図である。It is a functional block diagram which mainly shows the function relevant to this invention among the functions implement | achieved by a game system. 進捗状況データベースの一例を示す図である。It is a figure which shows an example of a progress condition database. チームデータベースの一例を示す図である。It is a figure which shows an example of a team database. 特別探索が実行される場合にゲームシステムで実行される処理を示す図である。It is a figure which shows the process performed with a game system when a special search is performed. 特別探索が実行される場合にゲームシステムで実行される処理を示す図である。It is a figure which shows the process performed with a game system when a special search is performed. 特別探索が実行される場合にゲームシステムで実行される処理を示す図である。It is a figure which shows the process performed with a game system when a special search is performed. 特別探索が実行される場合にゲームシステムで実行される処理を示す図である。It is a figure which shows the process performed with a game system when a special search is performed. 特別探索が実行される場合にゲームシステムで実行される処理を示す図である。It is a figure which shows the process performed with a game system when a special search is performed. 特別探索が実行される場合にゲームシステムで実行される処理を示す図である。It is a figure which shows the process performed with a game system when a special search is performed. 特別探索が実行される場合にゲームシステムで実行される処理を示す図である。It is a figure which shows the process performed with a game system when a special search is performed. 特別探索が実行される場合にゲームシステムで実行される処理を示す図である。It is a figure which shows the process performed with a game system when a special search is performed. 特別探索が実行される場合にゲームシステムで実行される処理を示す図である。It is a figure which shows the process performed with a game system when a special search is performed. 変形例における機能ブロック図である。It is a functional block diagram in a modification.
[1.実施形態]
 以下、本発明の実施形態の一例について図面に基づき詳細に説明する。
[1. Embodiment]
Hereinafter, an example of an embodiment of the present invention will be described in detail with reference to the drawings.
[1-1.ゲームシステムの全体構成]
 図1は、本発明の実施形態に係るゲームシステムの全体構成を示す図である。図1に示すように、本実施形態に係るゲームシステム1は、ゲームサーバ10(ゲーム装置)と複数のユーザ端末20とを含む。ゲームサーバ10と複数のユーザ端末20とは、通信ネットワーク2に接続されており、ゲームサーバ10とユーザ端末20との間で相互にデータ通信が可能である。
[1-1. Overall configuration of game system]
FIG. 1 is a diagram showing an overall configuration of a game system according to an embodiment of the present invention. As shown in FIG. 1, the game system 1 according to the present embodiment includes a game server 10 (game device) and a plurality of user terminals 20. The game server 10 and the plurality of user terminals 20 are connected to the communication network 2, and data communication is possible between the game server 10 and the user terminals 20.
[ゲームサーバのハードウェア構成]
 ゲームサーバ10は、例えば、サーバコンピュータによって実現される。図1に示すように、ゲームサーバ10は、制御部11、記憶部12、通信部13、及び光ディスクドライブ部14を含む。
[Hardware configuration of game server]
The game server 10 is realized by a server computer, for example. As shown in FIG. 1, the game server 10 includes a control unit 11, a storage unit 12, a communication unit 13, and an optical disc drive unit 14.
 制御部11は、例えば、CPU等を含み、オペレーティングシステムやその他のプログラムに従って情報処理を実行する。記憶部12は、主記憶部(例えば、RAM)と補助記憶部(例えば、ハードディスクドライブ又はソリッドステートドライブ)を含む。通信部13は、通信ネットワーク2を介して他の装置(例えば、ユーザ端末20)とデータを授受するためのものである。光ディスクドライブ部14は、光ディスク(情報記憶媒体)に記憶されたプログラムやデータを読み取る。 The control unit 11 includes, for example, a CPU and executes information processing according to an operating system and other programs. The storage unit 12 includes a main storage unit (for example, RAM) and an auxiliary storage unit (for example, a hard disk drive or a solid state drive). The communication unit 13 is for exchanging data with other devices (for example, the user terminal 20) via the communication network 2. The optical disk drive unit 14 reads programs and data stored on an optical disk (information storage medium).
 プログラムやデータは、光ディスクを介してゲームサーバ10に供給される。即ち、光ディスクに記憶されたプログラムやデータが、光ディスクドライブ部14によって読み出され、記憶部12に記憶される。 The program and data are supplied to the game server 10 via an optical disk. That is, the program and data stored on the optical disc are read by the optical disc drive unit 14 and stored in the storage unit 12.
 なお、光ディスク以外の情報記憶媒体(例えば、メモリカード)に記憶されたプログラムやデータを読み取るための構成要素(例えば、メモリーカードスロット)がゲームサーバ10に備えられるようにしてもよい。そして、プログラムやデータが光ディスク以外の情報記憶媒体を介してゲームサーバ10に供給されるようにしてもよい。また、プログラムやデータは、通信ネットワーク2を介して遠隔地からゲームサーバ10に供給されるようにしてもよい。 Note that the game server 10 may be provided with a component (for example, a memory card slot) for reading a program or data stored in an information storage medium (for example, a memory card) other than the optical disk. The program and data may be supplied to the game server 10 via an information storage medium other than the optical disk. Further, the program and data may be supplied to the game server 10 from a remote location via the communication network 2.
 なお、ゲームサーバ10は、データベース15にアクセスできるようになっている。データベース15は、ゲームサーバ10内に構築されていてもよいし、ゲームサーバ10とは別のサーバコンピュータ内に構築されていてもよい。 The game server 10 can access the database 15. The database 15 may be constructed in the game server 10 or may be constructed in a server computer different from the game server 10.
[ユーザ装置のハードウェア構成]
 ユーザ端末20は、ユーザがゲームをプレイするために使用する情報処理装置である。ユーザ端末20は、例えば、携帯電話機(スマートフォンを含む)、携帯情報端末(タブレット型コンピュータを含む)、パーソナルコンピュータ、携帯用ゲーム機、又は家庭用ゲーム機(据置型ゲーム機)によって実現される。なお、以下では、ユーザ端末20が携帯電話(スマートフォン)であることとして説明する。
[Hardware configuration of user equipment]
The user terminal 20 is an information processing device that is used by a user to play a game. The user terminal 20 is realized by, for example, a mobile phone (including a smartphone), a portable information terminal (including a tablet computer), a personal computer, a portable game machine, or a home game machine (stationary game machine). In the following description, it is assumed that the user terminal 20 is a mobile phone (smartphone).
 図1に示すように、ユーザ端末20は、制御部21、記憶部22、通信部23、操作部24、表示部25、及び音声出力部26を含む。制御部21、記憶部22、及び通信部23は、ゲームサーバ10の制御部11、記憶部12、及び通信部13と同様である。 As shown in FIG. 1, the user terminal 20 includes a control unit 21, a storage unit 22, a communication unit 23, an operation unit 24, a display unit 25, and an audio output unit 26. The control unit 21, the storage unit 22, and the communication unit 23 are the same as the control unit 11, the storage unit 12, and the communication unit 13 of the game server 10.
 操作部24は、ユーザが各種操作/指示を行うためのものである。例えば、表示部25に表示される画面内の位置をユーザが指示するためのポインティングデバイスが、操作部24として備えられる。例えば、表示部25の上に重ねて設けられるタッチパネルがユーザ端末20に備えられる。 The operation unit 24 is for the user to perform various operations / instructions. For example, a pointing device for the user to specify a position in the screen displayed on the display unit 25 is provided as the operation unit 24. For example, the user terminal 20 includes a touch panel provided on the display unit 25 so as to overlap the display unit 25.
 なお、タッチパネルの代わりに、例えばマウス、スティック、タッチパッド、ボタン(キー)、又はレバー(スティック)等がユーザ端末20に備えられるようにしてもよい。表示部25は例えば液晶ディスプレイ又は有機ELディスプレイ等であり、各種画面を表示する。音声出力部26は例えばスピーカ又はヘッドホン等であり、音声データを出力する。 Note that the user terminal 20 may be provided with, for example, a mouse, a stick, a touch pad, a button (key), or a lever (stick) instead of the touch panel. The display unit 25 is a liquid crystal display or an organic EL display, for example, and displays various screens. The audio output unit 26 is, for example, a speaker or headphones, and outputs audio data.
 プログラムやデータは、通信ネットワーク2を介して遠隔地からユーザ端末20に供給される。なお、メモリカード又は光ディスク等の情報記憶媒体に記憶されたプログラムやデータを読み取るための構成要素がユーザ端末20に備えられるようにしてもよい。この場合、メモリカード又は光ディスクに記憶されたプログラムやデータが読み出され、記憶部22に記憶されるようにしてもよい。 The program and data are supplied to the user terminal 20 from a remote location via the communication network 2. Note that the user terminal 20 may be provided with components for reading a program or data stored in an information storage medium such as a memory card or an optical disk. In this case, a program or data stored in a memory card or an optical disk may be read out and stored in the storage unit 22.
 ゲームサーバ10では、例えば、HTTPデーモンが起動される。一方、ユーザ端末20では、ブラウザが起動される。ユーザ端末20からブラウザを介して処理要求(HTTPリクエスト)が、ゲームサーバ10に送信される。また、上記の処理要求に対応する処理結果(HTTPレスポンス)が、ゲームサーバ10からユーザ端末20に送信される。例えば、ウェブページ記述言語で記述されたページデータがユーザ端末20に送信される。そして、このページデータに基づいて、処理結果に基づく画面がユーザ端末20の表示部25に表示される。 In the game server 10, for example, an HTTP daemon is activated. On the other hand, in the user terminal 20, a browser is activated. A processing request (HTTP request) is transmitted from the user terminal 20 to the game server 10 via a browser. In addition, a processing result (HTTP response) corresponding to the above processing request is transmitted from the game server 10 to the user terminal 20. For example, page data described in a web page description language is transmitted to the user terminal 20. Based on the page data, a screen based on the processing result is displayed on the display unit 25 of the user terminal 20.
[1-2.ゲームシステムで実行されるゲームの概要]
 ゲームシステム1では、複数のユーザの各々がプレイするゲームを実行する。ここでは、ゲームシステム1で実行されるゲームの一例として、各ユーザが、複数のゲーム課題の各々をクリアすることを目指すゲームが実行される場合について説明する。
[1-2. Outline of the game executed in the game system]
In the game system 1, a game played by each of a plurality of users is executed. Here, as an example of a game executed in the game system 1, a case will be described where each user executes a game that aims to clear each of a plurality of game tasks.
[1-2-1.データベースの内容]
 まず、データベース15に記憶されるデータについて説明する。例えば、データベース15は、マスタデータベースと、付与カードデータベースと、ユーザデータベースと、進捗状況データベースと、チームデータベースと、を含む。
[1-2-1. Database contents]
First, data stored in the database 15 will be described. For example, the database 15 includes a master database, a grant card database, a user database, a progress database, and a team database.
 図2は、マスタデータベースの一例を示す図である。マスタデータベースは、ゲームシステム1において用意された全ての選手カードの基本データを記憶する。図2に示すように、マスタデータベースの各レコードは、「カードID」、「選手名」、「画像」、「所属チーム」、「ポジション」、「種別」、「コスト」、「オフェンス」、「ディフェンス」、及び「テクニック」フィールドを含む。 FIG. 2 is a diagram showing an example of the master database. The master database stores basic data of all player cards prepared in the game system 1. As shown in FIG. 2, each record of the master database includes “card ID”, “player name”, “image”, “affiliation team”, “position”, “type”, “cost”, “offense”, “ Includes "Defense" and "Technique" fields.
 「カードID」フィールドは、選手カードを一意に識別するための識別情報を示す。「選手名」フィールドは、選手カードに対応づけられたサッカー選手の名前を示す。「画像」フィールドは、選手カードに対応づけられたサッカー選手の画像を示す。 The “card ID” field indicates identification information for uniquely identifying a player card. The “player name” field indicates the name of the soccer player associated with the player card. The “image” field indicates an image of a soccer player associated with the player card.
 「所属チーム」フィールドは、選手カードに対応づけられた実在のサッカー選手が所属しているチームを示す。「ポジション」フィールドは、選手カードに対応づけられたサッカー選手のポジションを示す。例えば、FW(フォワード)、MF(ミッドフィルダー)、DF(ディフェンダー)、及びGK(ゴールキーパー)の4種類のポジションが用意されている。各選手カードには、これら4種類のポジションの少なくとも一つが、「ポジション」フィールドに登録される。 The “Affiliated Team” field indicates a team to which a real soccer player associated with the player card belongs. The “position” field indicates the position of the soccer player associated with the player card. For example, four types of positions, FW (forward), MF (midfielder), DF (defender), and GK (goalkeeper) are prepared. In each player card, at least one of these four positions is registered in the “position” field.
 「種別」フィールドは、選手カードの能力の高さを示す。なお、能力が相対的に高いサッカー選手の選手カードは希少度も高いため、「種別」フィールドは、選手カードの希少度を示しているともいえる。ゲームシステム1では、「スーパースター」、「スター」、「グレート」、「レギュラー」、及び「ノーマル」の5つの種別が用意されており、これらの種別のいずれかが「種別」フィールドに登録される。「スーパースター」は、最も能力(希少度)が高い種別である。「スター」は、第2番目に能力(希少度)が高い種別であり、「グレート」は、第3番目に能力(希少度)が高い種別である。「レギュラー」は、第4番目に能力(希少度)が高い種別であり、「ノーマル」は、最も能力(希少度)が低い種別である。 The “type” field indicates the high ability of the player card. In addition, since the player card of a soccer player with relatively high ability has a high rarity level, it can be said that the “type” field indicates the rarity level of the player card. In the game system 1, five types of “superstar”, “star”, “great”, “regular”, and “normal” are prepared, and any of these types is registered in the “type” field. The “Superstar” is the type with the highest ability (rareness). “Star” is the type with the second highest ability (rareness), and “Great” is the type with the third highest ability (rareness). “Regular” is the type with the fourth highest ability (rareness), and “Normal” is the type with the lowest ability (rareness).
 「コスト」フィールドは、選手カードを対戦に使用するために必要なコスト、即ち、試合に参加するメンバとして選手カードを使用するために必要なコストを示す。本実施形態では、コストは、選手カードの強さ(能力の高さ)を示す指標として用いられる。「コスト」については後述する。 The “cost” field indicates a cost required to use the player card for the battle, that is, a cost required to use the player card as a member participating in the game. In the present embodiment, the cost is used as an index indicating the strength (high ability) of the player card. “Cost” will be described later.
 「オフェンス」フィールドは、選手の攻撃力パラメータの基本値(初期値)を示す。「ディフェンス」フィールドは、選手の守備力パラメータの基本値を示す。「テクニック」フィールドは、選手の技術力パラメータの基本値を示す。攻撃力パラメータ、守備力パラメータ、及び技術力パラメータは、選手カードの能力を示すパラメータともいえる。 The “offense” field indicates the basic value (initial value) of the player's attack power parameter. The “defense” field indicates a basic value of the player's defense strength parameter. The “technique” field indicates a basic value of the technical skill parameter of the player. It can be said that the attack power parameter, the defense power parameter, and the technical power parameter are parameters indicating the ability of the player card.
 マスタデータベースに格納されている各選手カードは、ユーザに付与される。ユーザに付与された選手カードを示す情報は、付与カードデータベースに格納される。 Each player card stored in the master database is given to the user. Information indicating the player card given to the user is stored in the grant card database.
 図3は、付与カードデータベースの一例を示す図である。付与カードデータベースは、各ユーザに付与された選手カードに関する情報を記憶する。図3に示すように、付与カードデータベースの各レコードは、「シリアルキー」、「カードID」、「レベル」、「時刻」、「ユーザID」、「連携度」、「経験値」、「コスト」、「オフェンス」、「ディフェンス」、及び「テクニック」フィールドを含む。 FIG. 3 is a diagram showing an example of the grant card database. The grant card database stores information on player cards assigned to each user. As shown in FIG. 3, each record of the granted card database includes “serial key”, “card ID”, “level”, “time”, “user ID”, “degree of cooperation”, “experience value”, “cost”. ”,“ Offense ”,“ Defense ”, and“ Technique ”fields.
 「カードID」、「コスト」、「オフェンス」、「ディフェンス」、及び「テクニック」フィールドは、マスタデータベース(図2参照)と同様である。ただし、後述するように、「オフェンス」、「ディフェンス」、及び「テクニック」フィールドの値は、選手カードの育成を実行することによって上昇する。 “Card ID”, “Cost”, “Offense”, “Defense”, and “Technique” fields are the same as in the master database (see FIG. 2). However, as will be described later, the values of the “offense”, “defense”, and “technique” fields are increased by executing the player card training.
 「シリアルキー」フィールドは、各ユーザに付与された選手カードを識別するための識別番号である。シリアルキーは、各ユーザに選手カードが付与される毎にインクリメントされ、新たな値が生成される。「レベル」フィールドは、選手カードのレベルを示す。「時刻」フィールドは、選手カードが発行された時刻や、選手カードがユーザに付与された時刻を示す。「ユーザID」フィールドは、選手カードが付与されたユーザのユーザIDを示す。ユーザIDは、ユーザを一意に識別するための識別情報である。 The “serial key” field is an identification number for identifying the player card assigned to each user. The serial key is incremented each time a player card is given to each user, and a new value is generated. The “level” field indicates the level of the player card. The “time” field indicates the time when the player card is issued and the time when the player card is given to the user. The “user ID” field indicates the user ID of the user to whom the player card is given. The user ID is identification information for uniquely identifying the user.
 「連携度」フィールドは、連携プレイの熟練度を示す。「経験値」フィールドは、選手が獲得した経験値を示す。選手カードの育成を実行することによって、「経験値」フィールドの値が上昇する。「経験値」フィールドの値が所定値に達すると、「レベル」フィールドの値が上昇する。この場合、「オフェンス」、「ディフェンス」、及び「テクニック」フィールドの値も上昇する。 The “Cooperation Level” field indicates the skill level of cooperative play. The “experience value” field indicates the experience value acquired by the player. By executing the player card training, the value of the “experience value” field increases. When the value of the “experience value” field reaches a predetermined value, the value of the “level” field increases. In this case, the values of the “offense”, “defense”, and “technique” fields also increase.
 このように、マスタデータベースに格納された選手カードがユーザに付与されると、付与カードデータベースに新たなレコードが追加される。当該追加されたレコードには、ユーザに付与された選手カードに関する情報が格納される。選手カードの育成が実行されたり、選手カードが他のユーザに譲渡された場合には、当該レコードの内容が更新されたりすることになる。 Thus, when a player card stored in the master database is granted to a user, a new record is added to the grant card database. In the added record, information related to the player card given to the user is stored. When the player card is trained or the player card is transferred to another user, the contents of the record are updated.
 図4は、ユーザデータベースの一例を示す図である。ユーザデータベースは、ゲームシステム1の全てのユーザに関する各種データを記憶する。図4に示すように、個々のユーザデータは、「ユーザID」、「ユーザ名」、及び「画像」フィールドを含む。「ユーザID」フィールドは、ユーザを一意に識別するための識別情報を示す。「ユーザ名」フィールドは、ユーザ名を示す。「画像」フィールドは、ユーザの画像(例えば、アバター画像)を示す。 FIG. 4 is a diagram showing an example of a user database. The user database stores various data related to all users of the game system 1. As shown in FIG. 4, each user data includes “user ID”, “user name”, and “image” fields. The “user ID” field indicates identification information for uniquely identifying a user. The “user name” field indicates a user name. The “image” field indicates a user image (for example, an avatar image).
 また、個々のユーザデータは、「チーム名」、「レベル」、「連携度」、及び「経験値」フィールドを含む。「チーム名」フィールドは、ユーザが保有するサッカーチームの名称を示す。「レベル」フィールドは、ユーザチームのレベルを示す。「連携度」フィールドは、ユーザチームに所属する選手同士の連携の熟練度を示す。レベルや連携度が高いほど、ユーザチームが強いことを示す。「経験値」フィールドは、ユーザチームが獲得した経験値を示す。「経験値」フィールドの値が所定値に達すると、「レベル」フィールドの値が上昇する。 In addition, each user data includes “team name”, “level”, “cooperation degree”, and “experience value” fields. The “team name” field indicates the name of the soccer team owned by the user. The “level” field indicates the level of the user team. The “cooperation degree” field indicates the skill level of cooperation between players belonging to the user team. The higher the level and degree of cooperation, the stronger the user team. The “experience value” field indicates an experience value acquired by the user team. When the value of the “experience value” field reaches a predetermined value, the value of the “level” field increases.
 さらに、個々のユーザデータは「所属リーグ」、「リーグ内ランキング」、及び「全体ランキング」フィールドを含む。「所属リーグ」フィールドは、ユーザチームが所属するリーグを示す。ゲームシステム1では、レベルが異なる複数のリーグが用意されており、各ユーザチームは、何れかのリーグに所属する。 Furthermore, each user data includes “League League”, “League Ranking”, and “Overall Ranking” fields. The “affiliation league” field indicates a league to which the user team belongs. In the game system 1, a plurality of leagues having different levels are prepared, and each user team belongs to one of the leagues.
 「リーグ内ランキング」フィールドは、リーグ内における、ユーザチームの順位を示し、「全体ランキング」フィールドは、全ユーザチーム中における、各ユーザチームの順位を示す。ゲームシステム1では、同じリーグに所属するユーザチーム同士の対戦が自動的に行われ、その対戦結果に基づいて、リーグ内ランキングが変化する。ユーザチームのリーグ内ランキングが高くなると、ユーザチームは一つ上の階層のリーグに昇格する。一方、ユーザチームのリーグ内ランキングが低くなると、ユーザチームは一つ下の階層のリーグに降格する。 The “in-league ranking” field indicates the ranking of the user teams in the league, and the “overall ranking” field indicates the ranking of each user team in all the user teams. In the game system 1, a battle between user teams belonging to the same league is automatically performed, and the ranking in the league changes based on the battle result. When the in-league ranking of the user team increases, the user team is promoted to a league of the next higher hierarchy. On the other hand, when the in-league ranking of the user team is lowered, the user team is demoted to a league in the next lower hierarchy.
 さらに、個々のユーザデータは、「行動ポイント」、「運営ポイント」、「育成ポイント」、及び「抽選ポイント」フィールドを含む。 Furthermore, the individual user data includes “action points”, “management points”, “nurturing points”, and “lottery points” fields.
 「行動ポイント」フィールドは、行動ポイントの現在値及び最大値を示す。ゲームシステム1では、ユーザは、選手の探索(詳細後述)を実行することによって選手カードを入手することができる。行動ポイントは、選手の探索を実行することによって消費される。また、行動ポイントは、所定時間が経過するごとに回復されたり、ユーザが所与の回復アイテムを使用すると回復したりする。回復アイテムが使用された場合には、行動ポイントは最大値まで回復するようにしてもよい。 The “action point” field indicates the current value and the maximum value of the action point. In the game system 1, the user can obtain a player card by executing a player search (details will be described later). Action points are consumed by performing a player search. In addition, the action point is recovered every time a predetermined time elapses, or recovered when the user uses a given recovery item. When the recovery item is used, the action point may be recovered to the maximum value.
 「運営ポイント」フィールドは、運営ポイントの現在値及び最大値を示す。運営ポイントは、他のサッカーチームと対戦することによって消費される。また、運営ポイントは、所定時間が経過するごとに回復されたり、ユーザが所与のゲームアイテムを使用すると回復したりする。回復アイテムが使用された場合には、運営ポイントは最大値まで回復するようにしてもよい。運営ポイントは、ユーザが当該対戦に使用した選手カードのコストの合計値だけ消費される。 “The management point” field indicates the current value and the maximum value of the management point. Management points are consumed by playing against other soccer teams. In addition, the management points are recovered every time a predetermined time elapses, or recovered when the user uses a given game item. When the recovery item is used, the management point may be recovered to the maximum value. The management points are consumed only by the total cost of the player cards used by the user for the battle.
 「育成ポイント」フィールドは、育成ポイントを示す。ゲームシステム1において、ユーザは、選手カードに他の選手カードを合成することによって、選手カードを育成(強化)することができる。育成ポイントは、選手カードの育成を実行することによって消費される。 “The training point” field indicates the training point. In the game system 1, the user can grow (strengthen) a player card by synthesizing another player card with the player card. The training points are consumed by executing the player card training.
 「抽選ポイント」フィールドは、抽選ポイントを示す。ゲームシステム1において、後述する探索以外にも、画面上で移動する複数の袋(選手カードが入った袋)のうちから一つを選出する抽選が実行されることによって、ユーザは、選手カードを入手できる。抽選ポイントは、抽選を実行することによって消費される。 “Lottery points” field indicates lottery points. In the game system 1, in addition to the search described later, a user selects a player card by performing a lottery to select one of a plurality of bags (bags containing player cards) that move on the screen. Available. The lottery points are consumed by executing the lottery.
 また、個々のユーザデータは「選手数」フィールドを含む。「選手数」フィールドは、ユーザが保有している選手カードの枚数を示す。 In addition, each user data includes a “number of players” field. The “number of players” field indicates the number of player cards held by the user.
 さらに、個々のユーザデータは、「保有アイテム」フィールドを含む。「保有アイテム」フィールドは、ユーザが保有しているアイテムのリストを示す。ユーザが保有しているアイテムのアイテムID及びアイテムパラメータデータが「保有アイテム」フィールドに登録される。 Furthermore, each user data includes a “held item” field. The “held item” field indicates a list of items held by the user. The item ID and item parameter data of the item held by the user are registered in the “held item” field.
 また、個々のユーザデータは、「仲間リスト」及び「最終アクセス日時」フィールドを含む。「仲間リスト」フィールドは、ユーザと仲間関係(友人関係)にある他のユーザのリストや、ユーザと仲間関係(友人関係)にある他のユーザの人数を示す。「最終アクセス日時」フィールドは、ユーザがゲームサーバ10に最後にアクセスした日時を示す。 Also, each user data includes a “buddy list” and a “last access date” field. The “buddy list” field indicates a list of other users who are in a friendship relationship (friend relationship) with the user or the number of other users who are in a friendship relationship (friend relationship) with the user. The “last access date / time” field indicates the date and time when the user last accessed the game server 10.
 なお、進捗状況データベースと、チームデータベースと、については後述する。データベース15に記憶されるデータは、上記の例に限られない。データベース15は、ゲームシステム1において実行される対戦に必要な各種データが格納されるようにすればよい。 The progress database and team database will be described later. The data stored in the database 15 is not limited to the above example. The database 15 may store various data necessary for a battle executed in the game system 1.
[1-2-2.ゲーム画面例]
 次に、ユーザ端末20の表示部25に表示されるゲーム画面の一例を図示しつつ、ゲームの流れについて説明する。ユーザがゲームをプレイするためにユーザ端末20を操作してゲームサーバ10にアクセスすると、表示部25にはメイン画面が表示される。
[1-2-2. Game screen example]
Next, the flow of the game will be described while showing an example of the game screen displayed on the display unit 25 of the user terminal 20. When the user operates the user terminal 20 to access the game server 10 in order to play a game, the main screen is displayed on the display unit 25.
 図5は、表示部25に表示されるメイン画面の一例を示す図である。図5に示すように、メイン画面30には、ユーザやゲームの状況等に関する各種情報が表示される。メイン画面30は、代表選手画像32を含む。ユーザが保有している選手カードのうちの代表選手カードの画像が、代表選手画像32として表示される。 FIG. 5 is a diagram illustrating an example of a main screen displayed on the display unit 25. As shown in FIG. 5, the main screen 30 displays various types of information related to the user and the game situation. The main screen 30 includes a representative player image 32. The image of the representative player card among the player cards held by the user is displayed as the representative player image 32.
 また、メイン画面30は、お知らせ欄34も含む。ユーザへのお知らせメッセージ36が、お知らせ欄34に表示される。例えば、他のユーザから選手カードやアイテムがプレゼントされた場合、当該プレゼントがユーザ宛に届いている旨のお知らせメッセージ36が表示される。ユーザがお知らせメッセージ36を選択すると、自分宛に届いているプレゼントを受け取ることができる。 The main screen 30 also includes an information column 34. A notification message 36 to the user is displayed in the notification column 34. For example, when a player card or item is presented from another user, a notification message 36 indicating that the present has been delivered to the user is displayed. When the user selects the notification message 36, a present delivered to him / her can be received.
 更に、メイン画面30は、探索ボタン38A、フォーメーションボタン38B、育成ボタン38C、抽選ボタン38D、試合ボタン38E、交流ボタン38F、及び特別探索ボタン38Gを含む。 Furthermore, the main screen 30 includes a search button 38A, a formation button 38B, a breeding button 38C, a lottery button 38D, a game button 38E, an AC button 38F, and a special search button 38G.
 探索ボタン38Aは、選手(選手カード)を探索するためのボタンである。探索ボタン38Aが選択された場合、選手の探索が実行される。選手の探索が実行されると、行動ポイントが消費される。選手の探索に成功した場合には、選手カードがユーザに付与される。選手の探索に成功するか否かや、ユーザに付与される選手カードは、所定の確率に従ってランダムに決定される。なお、行動ポイントが不足すると、探索は実行されない。 The search button 38A is a button for searching for a player (player card). When the search button 38A is selected, a player search is executed. When the player search is executed, action points are consumed. If the player search is successful, a player card is given to the user. Whether or not the player search is successful and the player card given to the user are randomly determined according to a predetermined probability. If there are not enough action points, the search is not executed.
 フォーメーションボタン38Bは、ユーザのサッカーチームのフォーメーションを設定するためのボタンである。フォーメーションボタン38Bが選択された場合、フォーメーションを設定するための画面が表示部25に表示される。この画面において、ユーザは、例えば、「4-4-2」等のフォーメーションの種類を選択したり、各ポジションに割り当てる選手カードを選択したりする。つまり、ユーザは、他のサッカーチームとの対戦に使用する選手カードを選択する。 The formation button 38B is a button for setting the formation of the user's soccer team. When the formation button 38B is selected, a screen for setting the formation is displayed on the display unit 25. On this screen, for example, the user selects a formation type such as “4-4-2” or selects a player card to be assigned to each position. That is, the user selects a player card to be used for a battle with another soccer team.
 育成ボタン38Cは、ユーザが保有している選手カードを育成(強化)するためのボタンである。育成ボタン38Cが選択された場合、選手カードを育成するための画面が表示部25に表示される。上述したように、ゲームシステム1では、選手カードに他の選手カードを合成することによって選手カードを育成することができる。上記の画面において、ユーザは、育成したい選手カードと、当該選手カードを育成するために消費する他の選手カードと、を選択することによって選手カードを育成する。なお、上述したように、選手カードの育成は、所定量の育成ポイントと引き替えに実行される。 The training button 38C is a button for training (strengthening) the player card held by the user. When the breeding button 38C is selected, a screen for training the player card is displayed on the display unit 25. As described above, in the game system 1, it is possible to grow a player card by synthesizing another player card with the player card. In the above screen, the user nurtures a player card by selecting a player card to be cultivated and another player card to be consumed to cultivate the player card. As described above, player card training is executed in exchange for a predetermined amount of training points.
 抽選ボタン38Dは、選手カードの抽選を行うことによって選手カードを入手するためのボタンである。抽選ボタン38Dが選択された場合、抽選を行うための抽選画面が表示部25に表示される。ユーザが所与の操作を行うと、例えば、画面上で移動する複数の袋(選手カードが入った袋)のうちから一つを選出する画面(図示せず)が表示され、選手カードの抽選が実行される。 The lottery button 38D is a button for obtaining a player card by drawing a player card. When the lottery button 38D is selected, a lottery screen for performing a lottery is displayed on the display unit 25. When the user performs a given operation, for example, a screen (not shown) for selecting one of a plurality of bags moving on the screen (a bag containing a player card) is displayed, and a player card lottery is performed. Is executed.
 試合ボタン38Eは、他のユーザチームと試合するためのボタンである。試合ボタン38Eが選択されると、他のユーザチームと試合するための画面が表示部25に表示される。なお、ここでは、試合に用いられる選手カードのコストの合計に相当する運営ポイントと引き替えに試合は実行される。他のユーザチームとの試合に勝利することによって、例えば、ユーザはゲームアイテムを入手したり、育成ポイントを入手したりすることができる。 The game button 38E is a button for playing a game with another user team. When the match button 38E is selected, a screen for playing a match with another user team is displayed on the display unit 25. Here, the game is executed in exchange for the management points corresponding to the total cost of the player cards used in the game. By winning a match with another user team, for example, the user can obtain a game item or a training point.
 交流ボタン38Fは、他のユーザと交流するためのボタンである。交流ボタン38Fが選択された場合、他のユーザにメッセージを送信したり、他のユーザに選手カード又はゲームアイテムを贈ったりするための画面が表示部25に表示される。 The AC button 38F is a button for interacting with other users. When the AC button 38F is selected, a screen for transmitting a message to another user or giving a player card or a game item to another user is displayed on the display unit 25.
 特別探索ボタン38Gは、ユーザに特別な探索を実行させるためのボタンである。本実施形態においては、探索ボタン38Aが選択されることにより実行される探索と、特別探索ボタン38Gが選択されることにより実行される探索と、は異なる。以降、特別探索ボタン38Gが選択されることにより実行される探索を、特別探索という。なお、特別探索ボタン38Gは、所定の期間にのみメイン画面30に表示されるようにしてもよい。 The special search button 38G is a button for causing the user to execute a special search. In the present embodiment, the search executed when the search button 38A is selected is different from the search executed when the special search button 38G is selected. Hereinafter, a search executed when the special search button 38G is selected is referred to as a special search. The special search button 38G may be displayed on the main screen 30 only during a predetermined period.
 ユーザは、特別探索を実行するにあたり、他のユーザと組んでチームを結成する。各ユーザは、自分でチームを生成することができる。以降、自分でチームを生成したユーザを、チームリーダともいう。チームリーダが特別探索ボタン38Gを選択すると、自分が生成したチームに他ユーザを所属させるためのチーム結成画面が表示部25に表示される。 ・ Users form teams with other users when performing special searches. Each user can create a team by himself. Hereinafter, a user who creates a team by himself is also referred to as a team leader. When the team leader selects the special search button 38G, a team formation screen for allowing other users to belong to the team generated by the team leader is displayed on the display unit 25.
 図6は、チーム結成画面の一例を示す図である。図6に示すようにチーム結成画面40には、ユーザの名前と、ユーザが所属しているチームと、当該チームに所属しているメンバ数と、が表示される。また、チーム結成画面40には、チームリーダが他のユーザを自分のチームに誘うための誘導ボタン42が含まれる。チームリーダが、誘導ボタン42を選択すると、どのチームにも所属していない他のユーザの一覧が表示部25に表示される。チームリーダは、当該一覧から自分のチームに誘う他のユーザを選択することになる。 FIG. 6 is a diagram showing an example of the team formation screen. As shown in FIG. 6, on the team formation screen 40, the name of the user, the team to which the user belongs, and the number of members belonging to the team are displayed. The team formation screen 40 also includes a guidance button 42 for the team leader to invite other users to his team. When the team leader selects the guidance button 42, a list of other users who do not belong to any team is displayed on the display unit 25. The team leader selects another user invited to his team from the list.
 承認ボタン44は、他のユーザにより行われるチーム加入の申請を承認するためのボタンである。解散ボタン46は、チームリーダが生成したチームを解散するためのボタンである。チームリーダがチーム画面ボタン48を選択すると、後述するチーム画面60が表示される。 The approval button 44 is a button for approving an application for team joining made by another user. The dissolution button 46 is a button for dissolving the team generated by the team leader. When the team leader selects the team screen button 48, a team screen 60 described later is displayed.
 チームに所属していないユーザは、他のユーザが生成したチームへの参加申請をすることができる。ユーザが所与の操作を行うと、チーム探索画面が表示部25に表示される。 Users who do not belong to a team can apply for participation in teams created by other users. When the user performs a given operation, a team search screen is displayed on the display unit 25.
 図7は、チーム探索画面の一例を示す図である。図7に示すように、チーム探索画面50には、各チームリーダに関する情報が表示される。例えば、各チームに所属可能なユーザ数には上限(例えば、11人)が定められており、上限に達していないチーム(即ち、ユーザが所属可能なチーム)については、申請ボタン52が表示される。 FIG. 7 is a diagram showing an example of the team search screen. As shown in FIG. 7, information regarding each team leader is displayed on the team search screen 50. For example, an upper limit (for example, 11 people) is set for the number of users that can belong to each team, and an application button 52 is displayed for a team that does not reach the upper limit (that is, a team to which a user can belong). The
 ユーザが申請ボタン52を選択すると、チームリーダにチーム加入の申請が送信される。チームリーダのユーザ端末20においては、チームリーダが承認ボタン44を選択すると、チーム加入の申請をしたユーザの一覧が表示される。チームリーダは、当該一覧からユーザを選択すると、当該選択したユーザを自分のチームに加入させることができる。 When the user selects the application button 52, an application for joining a team is transmitted to the team leader. In the user terminal 20 of the team leader, when the team leader selects the approval button 44, a list of users who have applied for team joining is displayed. When the team leader selects a user from the list, the team leader can join the selected user to his team.
 なお、本実施形態においては、各ユーザは、1つのチームにしか所属しない場合を説明するが、複数のチームに所属可能なようにしてもよい。 In addition, in this embodiment, although each user demonstrates the case where it belongs to only one team, you may enable it to belong to several teams.
 各ユーザが、何れかのチームに所属した状態で特別探索ボタン38Gを選択すると、自分が所属しているチームに関するチーム画面が表示部25に表示される。 When each user selects the special search button 38G while belonging to any team, a team screen relating to the team to which the user belongs is displayed on the display unit 25.
 図8は、チーム画面の一例を示す図である。図8に示すように、チーム画面60には、同じチームに所属する他のユーザに関するユーザ一覧62が表示される。ユーザ一覧62には、各ユーザが探索中のエリアを示す情報が含まれる。ゲームサーバ10に最後にアクセスしてから所定時間が経過していないユーザについては、アクティブ画像64が示される。即ち、アクティブ画像64が表示されているユーザは、現時点でゲームをプレイしている可能性が高いことになる。ユーザが特別探索ボタン66を選択すると、特別探索画面が表示部25に表示される。 FIG. 8 is a diagram showing an example of the team screen. As shown in FIG. 8, the team screen 60 displays a user list 62 related to other users belonging to the same team. The user list 62 includes information indicating the area that each user is searching for. An active image 64 is shown for a user whose predetermined time has not elapsed since the game server 10 was last accessed. That is, the user who is displaying the active image 64 is highly likely to play the game at the present time. When the user selects the special search button 66, a special search screen is displayed on the display unit 25.
 図9は、特別探索画面の一例を示す図である。図9に示すように、特別探索画面70には、ユーザが特別探索中の探索エリアと、当該エリアにおける特別探索の進行度を示す探索率と、ユーザが保有するサッカーチームの経験値と、行動ポイントの現在値及び最大値と、が表示される。 FIG. 9 is a diagram showing an example of the special search screen. As shown in FIG. 9, the special search screen 70 includes a search area in which the user is performing a special search, a search rate indicating the progress of the special search in the area, an experience value of the soccer team held by the user, an action The current value and maximum value of the point are displayed.
 特別探索画面70は、実行ボタン72を含む。実行ボタン72が選択された場合、選手の特別探索が実行される。選手の特別探索が実行されると、行動ポイントが消費される。選手の特別探索に成功した場合には、選手カードがユーザに付与され、ユーザに付与された選手カードを示す画面が表示部25に表示される。 Special search screen 70 includes an execution button 72. When the execution button 72 is selected, a special search for players is executed. When a special player search is performed, action points are consumed. When the player's special search is successful, a player card is given to the user, and a screen showing the player card given to the user is displayed on the display unit 25.
 選手の特別探索に成功するか否かや、ユーザに付与される選手カードは、所定の確率に従ってランダムに決定される。また、選手の特別探索が実行されると探索率が上昇する。探索率が所定値(例えば、100)に達した場合には、当該エリアの特別探索が完了したことになり、ユーザは次のエリアに進むことができる。ここでは、200個の探索エリアが用意されており、ユーザがこれらの探索エリアを順次探索する。なお、行動ポイントが不足すると、ユーザが実行ボタン72を選択しても特別探索は実行されない。 Whether or not the player's special search is successful and the player card given to the user are randomly determined according to a predetermined probability. Further, when a special search for players is executed, the search rate increases. When the search rate reaches a predetermined value (for example, 100), the special search for the area is completed, and the user can proceed to the next area. Here, 200 search areas are prepared, and the user sequentially searches these search areas. If the action points are insufficient, the special search is not executed even if the user selects the execution button 72.
 図10は、行動ポイントが不足した場合に表示される特別探索画面70の一例を示す図である。図10に示すように、特別探索画面70には、行動ポイントが不足している旨のメッセージとともに、回復アイテムを使用することをユーザに促すメッセージが表示される。また、特別探索画面70には、ユーザが保有している回復アイテムの数が表示される。ユーザが回復アイテム使用ボタン74を選択すると、行動ポイントが回復し、ユーザが保有している回復アイテムの数が減少する。ユーザがキャンセルボタン76を選択すると、行動ポイントは回復しない。 FIG. 10 is a diagram showing an example of the special search screen 70 displayed when action points are insufficient. As shown in FIG. 10, the special search screen 70 displays a message prompting the user to use a recovery item, along with a message indicating that action points are insufficient. The special search screen 70 displays the number of recovery items owned by the user. When the user selects the recovery item use button 74, the action points are recovered, and the number of recovery items held by the user is reduced. When the user selects the cancel button 76, the action point is not recovered.
 本実施形態においては、ユーザが探索エリアを5つ進めるごとに、対戦相手チームとの対戦が実行される構成になっている。本実施形態においては、ユーザの保有チームとコンピュータチームとが対戦する場合を説明するが、対戦相手となるのは、他のユーザの保有チームであってもよい。ユーザが探索エリアを5つ進めると、出現画面が表示部25に表示される。 In this embodiment, every time the user advances five search areas, a battle with the opponent team is executed. In the present embodiment, a case where a user's possession team and a computer team battle each other will be described, but an opponent may be a possession team of another user. When the user advances five search areas, an appearance screen is displayed on the display unit 25.
 図11は、出現画面の一例を示す図である。図11に示すように、出現画面80には、対戦開始ボタン82が表示される。ユーザが対戦開始ボタン82を選択すると、保有チームと対戦相手チームとの対戦が実行される。例えば、ユーザのサッカーチームのメンバである選手カードデータと、対戦相手チームのメンバである選手カードデータと、に基づいてシミュレーション処理(対戦結果決定処理)が実行されることによって、対戦結果が決定される。対戦結果が決定された場合、対戦結果画面が表示部25に表示される。 FIG. 11 is a diagram illustrating an example of an appearance screen. As shown in FIG. 11, a battle start button 82 is displayed on the appearance screen 80. When the user selects the battle start button 82, a battle between the owned team and the opponent team is executed. For example, a battle result is determined by executing a simulation process (match result determination process) based on player card data that is a member of the user's soccer team and player card data that is a member of the opponent team. The When the battle result is determined, a battle result screen is displayed on the display unit 25.
 図12は、対戦結果画面の一例を示す図である。図12に示すように、対戦結果画面90には、各チームの得点や勝敗を示す対戦結果92、ユーザに付与される報酬を示す報酬内容94、及び次へボタン96が表示される。本実施形態においては、指輪アイテムが、報酬としてユーザに付与される。ユーザは、特別探索を進行させて対戦を行い、指輪アイテムを収集することを目指す。ユーザが収集した指輪アイテムは、所与のゲームアイテムと引き換えることができる。 FIG. 12 is a diagram showing an example of a battle result screen. As shown in FIG. 12, a battle result screen 90 displays a battle result 92 indicating the score and win / loss of each team, a reward content 94 indicating a reward given to the user, and a next button 96. In the present embodiment, a ring item is given to the user as a reward. The user aims to collect a ring item by performing a special search and performing a battle. Ring items collected by the user can be redeemed for a given game item.
 また、ユーザに付与される指輪アイテムの個数は対戦結果に基づいて決定される。本実施形態においては、ユーザが自分で特別探索を進めて対戦を実行させた場合には、当該ユーザと同じチームに所属する他のユーザが追加点を奪うイベントが発生する。ユーザが次へボタン96を選択すると、追加点画面が表示部25に表示される。 Also, the number of ring items given to the user is determined based on the battle result. In this embodiment, when a user advances a special search by himself and causes a battle to be executed, an event occurs in which another user belonging to the same team as the user takes away additional points. When the user selects the next button 96, an additional point screen is displayed on the display unit 25.
 図13は、追加点画面の一例を示す図である。図13に示すように、追加点画面100には、対戦を実行したユーザと同じチームに所属するユーザのうちから、所与の法則のもとで選出されたユーザの一覧102が表示される。 FIG. 13 is a diagram showing an example of the added point screen. As shown in FIG. 13, the additional points screen 100 displays a list 102 of users selected based on a given rule from users belonging to the same team as the user who executed the battle.
 ここでは、対戦を実行したユーザと同じチームに属する他のユーザのうちから、ランダムに決定される数(例えば、上限は5人)のユーザが選出される。これら選出されたユーザの数だけ、追加点が付与されることになる。追加点が付与されると、ユーザに与えられる指輪アイテムの数も増加する。次へボタン104が選択されると、最終的な対戦結果を示す最終結果画面が表示部25に表示される。 Here, a randomly determined number of users (for example, the upper limit is 5) is selected from other users belonging to the same team as the user who executed the battle. Additional points are given by the number of these selected users. When additional points are given, the number of ring items given to the user also increases. When the next button 104 is selected, a final result screen showing a final battle result is displayed on the display unit 25.
 図14は、最終結果画面の一例を示す図である。図14に示すように、最終結果画面110は、対戦結果画面90で表示された得点に、追加点画面100で追加された得点が加算される。これらの得点の総和の個数だけ、指輪アイテムがユーザに付与される。図14の例では、ユーザのチームが対戦で得た得点が1点であり、他のユーザによる追加点が3点であるので、合計の4点に対応する4個の指輪アイテムが付与される。特別探索ボタン112が選択されると、再び特別探索画面70が表示され、次の探索エリアの探索に移行する。 FIG. 14 is a diagram showing an example of the final result screen. As shown in FIG. 14, in the final result screen 110, the score added on the additional score screen 100 is added to the score displayed on the battle result screen 90. Ring items are given to the user by the total number of these scores. In the example of FIG. 14, the score obtained by the user's team in the battle is 1 point, and the additional points by other users are 3 points. Therefore, four ring items corresponding to the total of 4 points are given. . When the special search button 112 is selected, the special search screen 70 is displayed again, and the next search area is searched.
 また、本実施形態においては、あるユーザが特別探索を進めて対戦を実行した場合、このユーザと同じチームに属する他のユーザは、自分の特別探索の進捗にかかわらず、対戦の実行が許可される。即ち、他のユーザは、自分の特別探索の進捗状況にかかわらず、指輪アイテムを獲得するチャンスを得ることになる。ここでは、ユーザAと同じチームに所属するユーザX及びユーザZの各々が、自分で特別探索を進行させて対戦を行った場合を説明する。 Further, in this embodiment, when a certain user advances a special search and executes a battle, other users belonging to the same team as this user are allowed to perform the battle regardless of the progress of their special search. The In other words, other users will get a chance to acquire a ring item regardless of the progress of their special search. Here, a case will be described in which each of the user X and the user Z belonging to the same team as the user A performs a battle by making a special search by himself / herself.
 図15は、ユーザAのユーザ端末20に表示されるチーム画面60の一例を示す図である。図15に示すように、チーム画面60には、ユーザX及びユーザZに対応する位置に対戦ボタン68が表示される。ユーザAは、表示されている対戦ボタン68を見ることによって、ユーザX及びユーザZが特別探索を進行させて対戦を行ったことを認識することができる。 FIG. 15 is a diagram illustrating an example of the team screen 60 displayed on the user terminal 20 of the user A. As shown in FIG. 15, a battle button 68 is displayed on the team screen 60 at positions corresponding to the user X and the user Z. The user A can recognize that the user X and the user Z have advanced the special search and performed a battle by looking at the displayed battle button 68.
 ユーザAが対戦ボタン68を選択すると、出現画面80(図11参照)が表示部25に表示される。即ち、ユーザAは、自分の特別探索の進捗状況にかかわらず、対戦相手チームとの対戦を実行することにより指輪アイテムを獲得することができる。なお、この場合には、自分で特別探索を進行させた場合とは異なり、追加点を加算するイベントは発生しないようにしてもよい。 When the user A selects the battle button 68, an appearance screen 80 (see FIG. 11) is displayed on the display unit 25. That is, the user A can acquire a ring item by executing a battle with the opponent team regardless of the progress of his / her special search. In this case, unlike the case where the special search is performed by itself, an event for adding additional points may not be generated.
 また、本実施形態では、あるユーザは、自分と同じチームに属している他のユーザの特別探索の進捗が遅れている場合、当該他のユーザの特別探索を手伝うことができる。例えば、あるユーザが特別探索を実行すると、所与の確率のもとで、ヘルプ提案画面が表示部25に表示される。 Further, in this embodiment, when the progress of the special search of another user who belongs to the same team as that of the user is delayed, the user can help the special search of the other user. For example, when a user performs a special search, a help proposal screen is displayed on the display unit 25 with a given probability.
 図16は、ヘルプ提案画面の一例を示す図である。図16に示すように、ヘルプ提案画面120は、手伝うボタン122と、無視するボタン124と、が表示される。ユーザが無視するボタン124を選択すると、他のユーザの特別探索を手伝うことなく、自分の特別探索を進行することになる。ユーザが手伝うボタン122を選択すると、ヘルプ探索画面が表示部25に表示される。 FIG. 16 is a diagram showing an example of the help proposal screen. As shown in FIG. 16, the help proposal screen 120 displays a help button 122 and an ignore button 124. When the user selects the button 124 to be ignored, the user's special search proceeds without helping other users' special searches. When the user selects the button 122 to help, a help search screen is displayed on the display unit 25.
 図17は、ヘルプ探索画面130の一例を示す図である。図17に示すように、ヘルプ探索画面130は、特別探索画面70と同様のレイアウトであるが、他のユーザの特別探索の探索エリアに関する情報が表示される点で異なる。ユーザが実行ボタン132を選択すると、他のユーザの特別探索を代わりに進行させることができる。ユーザが実行ボタン132を選択することによって、他のユーザの探索エリアをクリアすると、ヘルプ達成画面が表示部25に表示される。 FIG. 17 is a diagram illustrating an example of the help search screen 130. As shown in FIG. 17, the help search screen 130 has the same layout as that of the special search screen 70, but is different in that information related to the search areas for other users' special searches is displayed. If the user selects the execute button 132, a special search for other users can proceed instead. When the user clears the search area of another user by selecting the execution button 132, a help achievement screen is displayed on the display unit 25.
 図18は、ヘルプ達成画面の一例を示す図である。図18に示すように、ヘルプ達成画面140には、他のユーザの探索エリアをクリアしたことや、ユーザに付与された指輪アイテムの数を示す情報が表示される。ユーザが特別探索ボタン142を選択すると、特別探索画面70が表示部25に表示され、自分の特別探索を進行することができる。 FIG. 18 is a diagram showing an example of the help achievement screen. As shown in FIG. 18, the help achievement screen 140 displays information indicating that other users' search areas have been cleared and the number of ring items given to the user. When the user selects the special search button 142, the special search screen 70 is displayed on the display unit 25, and his / her special search can proceed.
 一方、他のユーザから特別探索の手伝いを受けたユーザのユーザ端末20においては、所与のタイミング(例えば、次の探索エリアに進むタイミング)で、ヘルプ済み画面が表示部25に表示される。 On the other hand, in the user terminal 20 of the user who has received the help of the special search from another user, the helped screen is displayed on the display unit 25 at a given timing (for example, timing to proceed to the next search area).
 図19は、ヘルプ済み画面の一例を示す図である。図19に示すように、ヘルプ済み画面150には、自分の特別探索を手伝ってくれたユーザを示す情報が表示される。ユーザが次へボタン152を選択すると、特別探索画面70が表示されて特別探索を進めることができるが、この状態では、通常よりも探索エリアのクリアが簡単になる。例えば、通常の場合、すなわち他のユーザから特別探索の手伝いを受けていない場合、探索エリアをクリアするまでに実行ボタン72を20回選択しなければならないとすると、他のユーザからヘルプを受けた場合には、3回の操作で探索エリアをクリアできるようになる。 FIG. 19 is a diagram showing an example of a helped screen. As shown in FIG. 19, the helped screen 150 displays information indicating a user who has helped with his / her special search. When the user selects the next button 152, the special search screen 70 is displayed and the special search can proceed. In this state, clearing the search area is easier than usual. For example, in the normal case, that is, when the special search is not received from another user, if the execution button 72 must be selected 20 times before the search area is cleared, help is received from the other user. In this case, the search area can be cleared by three operations.
 このように、本実施形態におけるゲームシステム1では、あるユーザが特別探索を進行させて対戦を発生させると、他のユーザの進捗状況にかかわらず、当該他のユーザに対戦を許可したり、あるユーザが他のユーザの特別探索の進行を手伝うと、当該他のユーザが特別探索を進めやすくなったりする構成になっている。以下、上記説明した各構成の詳細について説明する。 As described above, in the game system 1 according to the present embodiment, when a certain user advances a special search to generate a battle, the other user is permitted to battle regardless of the progress status of the other user. When a user helps the progress of a special search by another user, the other user can easily advance the special search. Hereinafter, the details of the above-described components will be described.
[1-3.ゲームシステムにおいて実現される機能]
 図20は、ゲームシステム1で実現される機能のうち、本発明に関連する機能を主に示す機能ブロック図である。図20に示すように、ゲームシステム1は、ゲームデータ記憶部200と、ゲーム実行部300と、第1実行部400と、第2実行部500と、を含む。
[1-3. Functions realized in the game system]
FIG. 20 is a functional block diagram mainly showing functions related to the present invention among the functions realized by the game system 1. As shown in FIG. 20, the game system 1 includes a game data storage unit 200, a game execution unit 300, a first execution unit 400, and a second execution unit 500.
[1-3-1.ゲームデータ記憶部]
 ゲームデータ記憶部200は、記憶部12及びデータベース15を主として実現される。ゲームデータ記憶部200は、ゲームを実行するために必要な各種データを記憶する。ゲームデータ記憶部200は、例えば、マスタデータベース(図2)、付与カードデータベース(図3)、ユーザデータベース(図4)を記憶する。
[1-3-1. Game data storage unit]
The game data storage unit 200 is realized mainly by the storage unit 12 and the database 15. The game data storage unit 200 stores various data necessary for executing the game. The game data storage unit 200 stores, for example, a master database (FIG. 2), a grant card database (FIG. 3), and a user database (FIG. 4).
 また、ゲームデータ記憶部200は、進捗状況データベースと、チームデータベースと、を記憶する。 Further, the game data storage unit 200 stores a progress database and a team database.
 図21は、進捗状況データベースの一例を示す図である。図21に示すように、進捗状況データベースの各レコードは、「ユーザID」、「進捗状況」、「対戦許可」、及び「ヘルプ」フィールドを含む。進捗状況データベースは、複数のユーザの各々がプレイするゲームの進捗を示す。ここでは、各ユーザがプレイする特別探索の進捗を示す情報が、進捗状況データベースに格納される。 FIG. 21 is a diagram showing an example of the progress situation database. As shown in FIG. 21, each record in the progress database includes a “user ID”, “progress”, “match allowed”, and “help” fields. The progress situation database indicates the progress of the game played by each of the plurality of users. Here, information indicating the progress of the special search played by each user is stored in the progress situation database.
 「進捗状況」フィールドは、「進捗エリア」及び「進捗率」を含む。「進捗エリア」には、ユーザが現在進行中の探索エリア(即ち、ユーザが進行中のゲーム課題)を示す情報が格納される。本実施形態では、200個の探索エリアが用意されているので、「進捗エリア」には、1~200の数値のいずれかが格納される。 The “progress status” field includes “progress area” and “progress rate”. The “progress area” stores information indicating a search area in which the user is currently in progress (that is, a game task in which the user is in progress). In the present embodiment, since 200 search areas are prepared, one of numerical values from 1 to 200 is stored in the “progress area”.
 「進捗率」は、現在進行中の探索エリアの現在の探索率(即ち、ユーザが進行中のゲーム課題の進捗を示す情報)が格納される。本実施形態では、ユーザが特別探索を実行させると進捗率が増加して、探索率が100%に達したら探索エリアがクリアとなるので、「進捗率」には、0~100の数値のいずれかが格納される。 The “progress rate” stores the current search rate of the search area that is currently in progress (that is, information indicating the progress of the game task that is being processed by the user). In this embodiment, when the user executes a special search, the progress rate increases, and when the search rate reaches 100%, the search area is cleared. Therefore, the “progress rate” can be any value from 0 to 100. Is stored.
 「対戦許可」フィールドは、「ユーザID」及び「時刻」を含む。「ユーザID」には、ユーザと同じチームに所属する他のユーザのうち、特別探索を進行させて対戦を発生させたユーザのユーザIDが格納される。「ユーザID」に他のユーザのユーザIDが格納されていることは、ユーザによる探索エリアの進捗に関わらず、当該ユーザに対戦が許可されることを意味する。「時刻」には、「ユーザID」が示す他のユーザが、当該他のユーザのゲームにおいて対戦を発生させた時刻が格納される。例えば、「時刻」には、他のユーザによる対戦が実行された時刻(対戦が終了した時刻)が格納される。あるユーザと同じチームに所属する他のユーザが対戦を発生させると、新たなレコードが作成されて、当該他の対戦を発生させたユーザのユーザIDと、対戦を発生させた時刻と、が格納されることになる。 The “match allowed” field includes “user ID” and “time”. The “user ID” stores the user ID of a user who has caused a battle by proceeding with a special search among other users belonging to the same team as the user. The fact that the user ID of another user is stored in “User ID” means that the user is permitted to play regardless of the progress of the search area by the user. The “time” stores the time when another user indicated by the “user ID” caused a battle in the game of the other user. For example, the “time” stores the time when the battle by another user was executed (the time when the battle ended). When another user belonging to the same team as a certain user generates a battle, a new record is created, and the user ID of the user who generated the other battle and the time when the battle was generated are stored Will be.
 「ヘルプ」フィールドは、「ユーザID」及び「時刻」を含む。「ユーザID」には、ユーザと同じチームに所属する他のユーザのうち、ユーザの特別探索を手助けしたユーザのユーザIDが格納される。「ユーザID」に他のユーザのユーザIDが格納されていることは、ユーザの探索エリアを他のユーザが代わりにクリアしたことを意味する。「時刻」には、「ユーザID」が示すユーザが、探索エリアを手助けした時刻(例えば、当該ユーザが探索エリアをクリアした時刻)が格納される。あるユーザと同じチームに所属する他のユーザが探索エリアの手助けをすると、新たなレコードが作成されて、当該他のユーザのユーザIDと、手助けが完了した時刻と、が格納されることになる。 The “Help” field includes “User ID” and “Time”. “User ID” stores the user ID of the user who assists the user's special search among other users belonging to the same team as the user. The fact that the user ID of another user is stored in “user ID” means that another user has cleared the search area of the user instead. The “time” stores the time when the user indicated by the “user ID” assists the search area (for example, the time when the user clears the search area). When another user who belongs to the same team as a certain user helps the search area, a new record is created, and the user ID of the other user and the time when the help is completed are stored. .
 図22は、チームデータベースの一例を示す図である。図22に示すように、チームデータベースの各レコードは、「チームID」、「チーム名」、「チームリーダ」、及び「メンバ」フィールドを含む。「チームID」フィールドには、各チームを一意に識別するための情報が格納される。「チーム名」フィールドには、各チームのチーム名が格納される。「チームリーダ」フィールドには、各チームを生成したチームリーダのユーザIDが格納される。「メンバ」フィールドには、各チームに所属するメンバのユーザIDが格納される。 FIG. 22 is a diagram showing an example of the team database. As shown in FIG. 22, each record of the team database includes a “team ID”, “team name”, “team leader”, and “member” fields. Information for uniquely identifying each team is stored in the “team ID” field. The “team name” field stores the team name of each team. The “team leader” field stores the user ID of the team leader who created each team. The “member” field stores user IDs of members belonging to each team.
 ユーザが新たにチームを作成すると、チームデータベースに新たなレコードが追加される。当該レコードの「チームID」には、当該チームに対応するチームIDが格納され、「チーム名」には、ユーザにより指定されたチーム名が格納される。「チームリーダ」には、当該ユーザのユーザIDが格納される。当該チームにユーザが加わるたびに、「メンバ」に、当該加わったユーザのユーザIDが格納されることになる。 When a user creates a new team, a new record is added to the team database. The “team ID” of the record stores the team ID corresponding to the team, and the “team name” stores the team name specified by the user. The “team leader” stores the user ID of the user. Each time a user joins the team, the user ID of the joined user is stored in “Member”.
 なお、制御部11は、ゲームデータ記憶部200に記憶された各種データを取得又は更新する手段として機能する。また、ゲームデータ記憶部200は、ゲームを実行するために必要なデータを記憶するようにすればよく、ゲームデータ記憶部200が記憶するデータは、上記の例に限られない。 The control unit 11 functions as means for acquiring or updating various data stored in the game data storage unit 200. The game data storage unit 200 may store data necessary for executing the game, and the data stored in the game data storage unit 200 is not limited to the above example.
[1-3-2.ゲーム実行部]
 ゲーム実行部300は、制御部11を主として実現される。ゲーム実行部300は、複数のユーザの各々がプレイするゲームを実行する。ここでは、ゲーム実行部300は、複数のユーザの各々について、当該ユーザの操作に基づいて、当該ユーザがプレイするゲームを進行させる。ゲーム実行部300は、各ユーザの操作に基づいて、進捗状況データベースを更新することによって、ゲームの進捗状況を更新する。
[1-3-2. Game execution part]
The game execution unit 300 is realized mainly by the control unit 11. The game execution unit 300 executes a game played by each of a plurality of users. Here, the game execution part 300 advances the game which the said user plays about each of several users based on the said user's operation. The game execution unit 300 updates the progress of the game by updating the progress database based on each user's operation.
 なお、ゲーム実行部300が実行する処理は、上記の例に限られない。ゲーム実行部300は、本実施形態に係るゲームに関する各種処理を実行する。 The process executed by the game execution unit 300 is not limited to the above example. The game execution unit 300 executes various processes related to the game according to the present embodiment.
[1-3-3.第1実行部]
 第1実行部400は、制御部21を主として実現される。第1実行部400は、ゲームシステム1において実行される処理のうち、主に、ユーザが特別探索を進めて対戦を実行させた場合に、同じチームに所属する他のユーザに対戦を許可する処理を実行する。
[1-3-3. First execution unit]
The first execution unit 400 is realized mainly by the control unit 21. Of the processes executed in the game system 1, the first execution unit 400 is a process for allowing a match to another user who belongs to the same team mainly when the user advances a special search and executes a match. Execute.
 第1実行部400は、進捗判定部402と、ゲームイベント実行部404と、第1許可部406と、戦績情報取得部408と、第1対戦相手決定部410と、関係情報取得部412と、提示部414と、第2許可部416と、第2対戦相手決定部418と、報酬付与部420と、を含む。 The first execution unit 400 includes a progress determination unit 402, a game event execution unit 404, a first permission unit 406, a battle record information acquisition unit 408, a first opponent determination unit 410, a relationship information acquisition unit 412, A presentation unit 414, a second permission unit 416, a second opponent determination unit 418, and a reward granting unit 420 are included.
[進捗判定部]
 進捗判定部402は、複数のユーザの各々について、当該ユーザがプレイするゲームの進捗状況が所与の進捗状況(基準進捗状況)に達したか否かを判定する。ゲームの進捗状況とは、各ユーザがプレイするゲームの進行具合を示す情報であり、例えば、各ゲーム課題(例えば、探索エリア)のクリア状況を示す情報である。本実施形態においては、複数の探索エリアのうちでユーザがクリアした探索エリアを示す情報(例えば、進捗状況データベースの「進捗エリア」)が、「ゲームの進捗状況」に相当する。
[Progress determination unit]
The progress determination unit 402 determines, for each of a plurality of users, whether or not the progress of the game played by the user has reached a given progress (reference progress). The progress of the game is information indicating the progress of the game played by each user, for example, information indicating the clear status of each game task (for example, a search area). In the present embodiment, information indicating a search area cleared by the user among a plurality of search areas (for example, “progress area” in the progress database) corresponds to “game progress”.
 例えば、進捗判定部402は、ゲーム課題の進捗状況(例えば、クリア済みの探索エリア)が所与の進捗状況に達したか否かを判定する。例えば、進捗判定部402は、複数のゲーム課題のうち、ユーザがクリアしたゲーム課題(探索エリア)の数が基準数以上になったか否かを判定する。又は、進捗判定部402は、複数のゲーム課題(探索エリア)のうち、ユーザがクリアしたゲーム課題の組み合わせが所与の組み合わせになったか否かを判定する。 For example, the progress determination unit 402 determines whether or not the progress of the game task (for example, the cleared search area) has reached a given progress. For example, the progress determination unit 402 determines whether or not the number of game tasks (search areas) cleared by the user among a plurality of game tasks is equal to or greater than a reference number. Or the progress determination part 402 determines whether the combination of the game task which the user cleared among several game tasks (search area) became a given combination.
 本実施形態においては、複数のユーザの各々が、複数のゲーム課題(探索エリア)を所与の順番にクリアすることを目指すゲームが実行されるので、進捗判定部402は、複数のユーザの各々について、当該ユーザがクリアしたゲーム課題が、所与の順番のゲーム課題までクリアしたか否かを判定することになる。 In the present embodiment, since a game is executed in which each of the plurality of users aims to clear a plurality of game tasks (search areas) in a given order, the progress determination unit 402 includes each of the plurality of users. With respect to, it is determined whether or not the game tasks cleared by the user have been cleared up to the game tasks in a given order.
[ゲームイベント実行部]
 ゲームイベント実行部404は、複数のユーザの各々がプレイするゲームにおいて、所与のゲームイベントを実行する。本実施形態においては、当該ゲームイベントは、ユーザが所与のゲーム課題をクリアすることを目指すイベントである。本実施形態においては、ゲームイベントは、ユーザが対戦で所与の結果を収めることを目指すものである。
[Game event execution section]
The game event execution unit 404 executes a given game event in a game played by each of a plurality of users. In the present embodiment, the game event is an event in which the user aims to clear a given game task. In the present embodiment, the game event is intended for the user to achieve a given result in the battle.
 なお、本実施形態に係る「ゲームイベント」は、対戦に限られず、他の種々のゲームイベントが適用可能である。他にも例えば、ユーザが抽選を行うゲームイベントであってもよいし、ユーザがミニゲームをプレイするゲームイベントであってもよい。 It should be noted that the “game event” according to the present embodiment is not limited to a battle, and other various game events can be applied. In addition, for example, it may be a game event in which the user performs a lottery, or a game event in which the user plays a mini game.
[第1許可部]
 第1許可部406は、複数のユーザのうち、ゲームの進捗状況が所与の進捗状況に達したユーザがプレイするゲームにおいて、所与のゲームイベントの実行(例えば、ゲーム課題の発生。ここでは、対戦の実行)を許可する。「ゲームイベントの実行を許可」とは、各ユーザがプレイするゲームにおいてゲームイベントを発生させることである。
[First permission section]
The first permission unit 406 executes a given game event (for example, occurrence of a game task in a game played by a user whose game progress reaches a given progress among a plurality of users. , Allowing the execution of the battle. “Allow execution of game event” is to generate a game event in a game played by each user.
 本実施形態においては、原則として、各ユーザがプレイするゲームにおいて、ゲームの進捗状況が所与の進捗状況に達しない場合、ゲームイベントの発生が制限(抑止)されている。第1許可部406は、各ユーザがプレイするゲームにおいて、ゲームの進捗状況が所与の進捗状況に達した場合、ゲームイベントの発生の制限を解除する。 In this embodiment, in principle, in the game played by each user, the occurrence of a game event is restricted (suppressed) when the progress of the game does not reach a given progress. In the game played by each user, the first permission unit 406 removes the restriction on the occurrence of the game event when the progress of the game reaches a given progress.
[戦績情報取得部]
 戦績情報取得部408は、複数のユーザの各々について、当該ユーザの戦績に関する情報を記憶する手段に記憶される当該情報を取得する。戦績は、ユーザの過去のプレイ結果に関する情報ともいえる。例えば、ユーザの過去のプレイ結果に基づいて定まる、当該ユーザの強さを示す情報ともいえる。本実施形態においては、戦績情報取得部408は、各ユーザの所属リーグに関する情報を、戦績に関する情報として取得する。
[Statistical Information Acquisition Department]
The battle record information acquisition unit 408 acquires, for each of a plurality of users, the information stored in the unit that stores information related to the battle record of the user. It can be said that the battle record is information related to the user's past play results. For example, it can be said to be information indicating the strength of the user, which is determined based on the user's past play results. In the present embodiment, the battle record information acquisition unit 408 acquires information regarding the league to which each user belongs as information regarding the battle record.
[第1対戦相手決定部]
 第1対戦相手決定部410は、第1許可部406により一のユーザがプレイするゲームにおいて対戦の実行が許可された場合、当該一のユーザの戦績に関する情報に基づいて、当該対戦における対戦相手の強さを決定する。
[First opponent determination unit]
When the first permission unit 406 permits the execution of the battle in the game played by one user, the first opponent determination unit 410 determines the opponent's opponent in the battle based on the information related to the battle record of the one user. Determine strength.
 第1対戦相手決定部410は、戦績と、対戦相手の強さ(例えば、コストや能力パラメータ)と、の関連付けに基づいて、対戦相手の強さを決定する。第1対戦相手決定部410は、ユーザの戦績に関連付けられた強さに基づいて、対戦相手を決定することになる。第1対戦相手決定部410は、ユーザの戦績が良いほど、対戦相手が強くなるように、対戦相手を決定する。即ち、第1対戦相手決定部410は、ユーザの戦績が悪いほど、対戦相手が弱くなるように、対戦相手を決定する。 The first opponent determination unit 410 determines the strength of the opponent based on the association between the battle record and the strength of the opponent (for example, cost and ability parameters). The first opponent determination unit 410 determines an opponent based on the strength associated with the user's battle record. The 1st opponent determination part 410 determines an opponent so that an opponent becomes strong, so that a user's battle record is good. That is, the 1st opponent determination part 410 determines an opponent so that an opponent becomes weak, so that a user's battle record is bad.
[関係情報取得部]
 関係情報取得部412は、ユーザ同士の関係を示す関係情報を記憶する手段の記憶内容を取得する。関係情報は、ユーザ同士の関連付けを示す情報であり、例えば、ユーザ同士が仲間関係(友人関係)にあるか否か又はユーザ同士が敵対関係にあるか否かを示す情報である。
[Relation Information Acquisition Unit]
The relationship information acquisition unit 412 acquires the storage content of the means for storing the relationship information indicating the relationship between users. The relationship information is information indicating association between users, for example, information indicating whether the users are in a friendship relationship or whether the users are in a hostile relationship.
 本実施形態においては、複数のユーザの各々は、複数のユーザグループの少なくとも一つに属している。ユーザグループは、複数のユーザにより構成される集団であり、ここでは、チームである。関係情報は、各ユーザグループに属しているユーザを識別する情報となる。本実施形態では、チームデータベースが、関係情報に相当する。 In the present embodiment, each of the plurality of users belongs to at least one of a plurality of user groups. The user group is a group composed of a plurality of users, and here is a team. The relationship information is information for identifying users belonging to each user group. In the present embodiment, the team database corresponds to the relationship information.
[提示部]
 提示部414は、第1許可部406により一のユーザがプレイするゲームにおいてゲームイベント(例えば、対戦)の実行が許可された場合、他のユーザがプレイするゲームにおいて、ゲームイベントの実行が許可されたことを一のユーザに関連付けて提示する。
[Presentation section]
When the execution of a game event (for example, a battle) is permitted in a game played by one user by the first permission unit 406, the presentation unit 414 is permitted to execute the game event in a game played by another user. This is related to one user and presented.
 提示とは、ユーザに情報が出力されることであり、例えば、情報が画面において表示されること又は情報が音声で通知されることである。「ユーザに関連付けて提示する」とは、ゲームイベントの実行が許可されたことと、当該ゲームイベントの実行が許可された原因となったユーザ(ゲームの進捗状況が所与の進捗状況に達したユーザ)と、を提示することである。ここでは、提示部414は、チーム画面60のうち一覧62に対戦ボタン68を表示させることによって、対戦が許可されたことと、対戦が許可される原因を作ったユーザと、を関連付けて提示する。 “Present” means that information is output to the user. For example, the information is displayed on the screen or the information is notified by voice. “Present in association with the user” means that the execution of the game event is permitted and the user who is permitted to execute the game event (the progress of the game has reached a given progress User). Here, the presentation unit 414 displays the battle button 68 on the list 62 of the team screen 60, thereby associating and presenting that the battle is permitted and the user who created the cause of the battle being permitted. .
 提示部414によりユーザに提示がなされた後において、当該ユーザにより所与の操作が行われた場合、ゲームイベント実行部404は、当該ユーザがプレイするゲームにおいて、ゲームイベントを実行する。ここでは、ゲームイベント実行部404は、ユーザにより対戦ボタン68が選択された場合、対戦を実行する。 When a given operation is performed by the user after being presented to the user by the presentation unit 414, the game event execution unit 404 executes a game event in the game played by the user. Here, the game event execution unit 404 executes a battle when the battle button 68 is selected by the user.
[第2許可部]
 第2許可部416は、第1許可部406により一のユーザがプレイするゲームにおいてゲームイベントの実行(例えば、対戦の実行)が許可された場合、他のユーザがプレイするゲームの進捗状況にかかわらず、当該他のユーザがプレイするゲームにおいて、ゲームイベントの実行を許可する。第2許可部416は、上記他のユーザがプレイするゲームの進捗状況が所与の進捗状況に達していなくても、ゲームイベントの実行を許可する。
[Second permission section]
When the first permission unit 406 permits execution of a game event (for example, execution of a battle) in a game played by one user by the first permission unit 406, the second permission unit 416 relates to the progress of the game played by another user. First, execution of a game event is permitted in a game played by the other user. The second permission unit 416 permits the execution of the game event even if the progress status of the game played by the other user does not reach the given progress status.
 本実施形態においては、第2許可部416は、他のユーザのうち、上記一のユーザと所与の関係を満たすユーザがプレイするゲームにおいて、ゲームイベント(例えば、対戦の実行)の実行を許可する。所与の関係とは、ユーザ同士が関連付けられている関係であり、例えば、同じユーザグループに属する関係である。第2許可部416は、他のユーザのうち、上記一のユーザと同じユーザグループに属するユーザについて、ゲームイベントの実行を許可する。 In this embodiment, the 2nd permission part 416 permits execution of a game event (for example, execution of a battle | competition) in the game which the user who satisfy | fills a given relationship with said one user among other users plays. To do. The given relationship is a relationship in which users are associated with each other, for example, a relationship belonging to the same user group. The 2nd permission part 416 permits execution of a game event about a user who belongs to the same user group as the above-mentioned one user among other users.
 本実施形態においては、第2許可部416は、第1許可部406により一のユーザがプレイするゲームにおいてゲームイベントの実行(例えば、対戦の実行)が許可された場合、当該ゲームイベントの実行結果が所与の結果であるか否かに基づいて、他のユーザにゲームイベントの実行を許可するか否かを決定する。 In the present embodiment, when the first permission unit 406 permits execution of a game event (for example, execution of a battle) in a game played by one user by the first permission unit 406, the execution result of the game event. Based on whether or not is a given result, it is determined whether or not to allow other users to execute the game event.
 「ゲームイベントの実行結果が所与の結果である」とは、本実施形態においては、対戦結果が所与の結果であることである。例えば、対戦で勝利すること(所定条件を満たして勝利すること)、対戦で引き分けること(所定条件を満たして引き分けること)、対戦で敗北すること(所定条件を満たして敗北すること)を含む。ここでの所定条件とは、例えば、得点差が所定範囲であることや、ユーザの保有チームの得点が所定範囲であることを含む意味である。 “The execution result of the game event is a given result” means that, in the present embodiment, the battle result is a given result. For example, it includes winning in a battle (winning by satisfying a predetermined condition), drawing in a battle (filling in a predetermined condition) and defeating in a battle (defeating in a predetermined condition). The predetermined condition here includes, for example, that the score difference is within a predetermined range and that the score of the user's team is within the predetermined range.
[第2対戦相手決定部]
 第2対戦相手決定部418は、第2許可部416により他のユーザがプレイするゲームにおいて対戦の実行が許可された場合、当該他のユーザの戦績に関する情報に基づいて、当該対戦における対戦相手の強さを決定する。第2対戦相手決定部418は、ユーザの戦績が良いほど、対戦相手が強くなるように、対戦相手を決定する。即ち、第2対戦相手決定部418は、ユーザの戦績が悪いほど、対戦相手が弱くなるように、対戦相手を決定する。
[Second opponent determination unit]
When the second permission unit 416 permits execution of the battle in the game played by the other user, the second opponent determination unit 418 determines the opponent's opponent in the battle based on the information about the other user's battle record. Determine strength. The second opponent determination unit 418 determines the opponent so that the better the user's performance, the stronger the opponent. That is, the second opponent determination unit 418 determines an opponent such that the worse the user's performance, the weaker the opponent.
[報酬付与部]
 報酬付与部420は、複数のユーザの各々について、当該ユーザがプレイするゲームにおいてゲームイベント(例えば、対戦)が実行された場合、当該ユーザに報酬を付与する。報酬付与部420は、ゲームイベントの(例えば、対戦)実行結果に基づいて、ゲームイベントを発生させたユーザに報酬を付与する。報酬付与部420は、所与のゲームアイテムをユーザに付与したり、ユーザに係るパラメータ(例えば、ゲーム内通貨や選手カードのパラメータ)を変化させたりすることによって、ユーザに報酬を付与する。
[Reward Grant Department]
The reward granting unit 420 grants a reward to each of the plurality of users when a game event (for example, a battle) is executed in the game played by the user. The reward granting unit 420 grants a reward to the user who generated the game event based on the execution result of the game event (for example, battle). The reward granting unit 420 grants a reward to the user by giving a given game item to the user or changing parameters related to the user (for example, in-game currency or player card parameters).
 報酬付与部420は、第1許可部406により許可されたゲームイベントが実行された場合、第2許可部416により許可されたゲームイベントが実行された場合よりも高い報酬をユーザに付与する。なお、「報酬が高い」とは「報酬が良い」又は「報酬が多い」と同意であり、「報酬が低い」とは「報酬が悪い」又は「報酬が少ない」と同意である。「報酬が高い」とは、例えば、獲得可能なアイテムの数が増えること、希少価値の高いアイテムが付与されること、獲得可能なゲーム内通貨の数が増えること、パラメータの変化量が増えることを含む意味である。 When the game event permitted by the first permission unit 406 is executed, the reward granting unit 420 grants a higher reward to the user than when the game event permitted by the second permission unit 416 is executed. “High reward” means “reward is good” or “high reward” and “low reward” means “poor reward” or “low reward”. “High reward” means, for example, an increase in the number of items that can be acquired, an item with a high rare value, an increase in the number of in-game currencies that can be acquired, and an increase in the amount of parameter change. It means to include.
[1-3-4.第2実行部]
 第2実行部500は、制御部21を主として実現される。第2実行部500は、ゲームシステム1において実行される処理のうち、主に、ユーザが他のユーザの特別探索を手伝うと、当該他のユーザの特別探索が進みやすくなる処理を実行する。
[1-3-4. Second execution unit]
The second execution unit 500 is realized mainly by the control unit 21. Of the processes executed in the game system 1, the second execution unit 500 mainly executes a process that facilitates the special search of the other user when the user helps the special search of the other user.
 第2実行部500は、第1判定部502と、他ユーザクリア判定部504と、比較部506と、提案部508と、決定部510と、他ユーザプレイ実行部512と、第2判定部514と、進捗制御部516と、を含む。 The second execution unit 500 includes a first determination unit 502, another user clear determination unit 504, a comparison unit 506, a suggestion unit 508, a determination unit 510, an other user play execution unit 512, and a second determination unit 514. And a progress control unit 516.
[第1判定部]
 第1判定部502は、第1ユーザがプレイするゲームの状況を示すデータ(例えば、進捗状況データベース)を記憶する手段に記憶される当該データに基づいて、第1ユーザがプレイするゲームにおいて、複数のゲーム課題(例えば、各探索エリア)の各々を第1ユーザがクリアしたか否かを判定する。
[First determination unit]
In the game played by the first user based on the data stored in the means for storing data indicating the status of the game played by the first user (for example, the progress database), the first determination unit 502 It is determined whether or not the first user has cleared each of the game tasks (for example, each search area).
 例えば、第1判定部502は、複数のゲーム課題(例えば、各探索エリア)の各々について、当該ゲーム課題のクリア条件が満たされるか否かを判定することによって、当該ゲーム課題をユーザがクリアしたか否かを判定する。 For example, the first determination unit 502 clears the game task for each of a plurality of game tasks (for example, each search area) by determining whether or not a clear condition for the game task is satisfied. It is determined whether or not.
 本実施形態においては、第1判定部502は、複数のゲーム課題(例えば、各探索エリア)の各々について、当該ゲーム課題の進捗状況(例えば、各探索エリアの探索率)が所与の状況(例えば、探索率が所定範囲になること)になったか否かを判定することによって、当該ゲーム課題をユーザがクリアしたか否かを判定する。 In the present embodiment, for each of a plurality of game tasks (for example, each search area), the first determination unit 502 has a given situation (for example, the search rate of each search area) for the game task. For example, it is determined whether or not the user has cleared the game task by determining whether or not the search rate is within a predetermined range.
[他ユーザクリア判定部]
 他ユーザクリア判定部504は、第2ユーザがプレイするゲームの状況を示すデータ(例えば、進捗状況データベース)を記憶する手段に記憶される当該データに基づいて、第2ユーザがプレイするゲームにおいて、複数のゲーム課題の各々を第2ユーザがクリアしたか否かを判定する。他ユーザクリア判定部504による判定方法は、第1判定部502による判定方法と同様であり、例えば、複数のゲーム課題のクリア条件が満たされるか否かが判定される。
[Other user clear determination part]
In the game played by the second user, the other user clear determination unit 504 is based on the data stored in the means for storing data indicating the status of the game played by the second user (for example, the progress status database). It is determined whether or not the second user has cleared each of the plurality of game tasks. The determination method by the other user clear determination unit 504 is the same as the determination method by the first determination unit 502, and for example, it is determined whether or not clear conditions for a plurality of game tasks are satisfied.
[比較部]
 比較部506は、第1ユーザによるゲーム課題の進捗状況(例えば、クリア済みの探索エリア)と、第2ユーザによるゲーム課題の進捗状況と、を比較する。例えば、比較部506は、第1ユーザの進捗状況と、第2ユーザの進捗状況と、の差が所与の条件を満たすか否かを判定する。例えば、比較部506は、第1ユーザの進捗状況と、第2ユーザの進捗状況と、の何れが進んでいるか又は遅れているかを判定する。
[Comparison part]
The comparison unit 506 compares the progress status of the game task by the first user (for example, the cleared search area) with the progress status of the game task by the second user. For example, the comparison unit 506 determines whether the difference between the progress status of the first user and the progress status of the second user satisfies a given condition. For example, the comparison unit 506 determines which of the progress status of the first user and the progress status of the second user is advanced or delayed.
 本実施形態においては、比較部506は、第1ユーザによりクリア済みのゲーム課題と、第2ユーザによりクリア済みのゲーム課題と、を比較することになる。比較部506は、第1ユーザによりクリア済みのゲーム課題と、第2ユーザによりクリア済みのゲーム課題と、の何れが多いか又は少ないかを判定する。 In this embodiment, the comparison unit 506 compares a game task that has been cleared by the first user with a game task that has been cleared by the second user. The comparison unit 506 determines whether there are more or fewer game tasks that have been cleared by the first user and game tasks that have been cleared by the second user.
[提案部]
 提案部508は、比較部506の比較結果に基づいて、第2ユーザに、第1ユーザがクリアしていないゲーム課題(例えば、探索エリア)の少なくとも一つをプレイすることを提案する。
[Proposal Department]
Based on the comparison result of the comparing unit 506, the proposing unit 508 suggests that the second user play at least one game task (for example, a search area) that has not been cleared by the first user.
 「ゲーム課題をプレイすることを提案」とは、ゲーム課題をプレイすることをユーザに促すことであり、例えば、ゲーム課題をユーザにプレイさせるための画面を表示させることである。「ゲーム課題をプレイ」とは、ゲーム課題をクリアするための操作をユーザが行うことであり、例えば、ゲーム課題を進行させることである。 “Proposal to play a game task” is to prompt the user to play the game task, for example, to display a screen for allowing the user to play the game task. “Playing a game task” means that the user performs an operation for clearing the game task, for example, progressing the game task.
 提案部508は、第1ユーザの進捗状況と、第2ユーザの進捗状況と、の差が所与の条件(例えば、差が基準値以上)を満たす場合、第2ユーザにゲーム課題のプレイを提案する。提案部508は、第2ユーザによるゲーム課題の進捗状況が、第1ユーザによるゲーム課題の進捗状況よりも進んでいる場合、第2ユーザにゲーム課題のプレイを提案する。 When the difference between the progress status of the first user and the progress status of the second user satisfies a given condition (for example, the difference is equal to or greater than a reference value), the proposing unit 508 plays the game task to the second user. suggest. When the progress status of the game task by the second user is more advanced than the progress status of the game task by the first user, the proposing unit 508 proposes to play the game task to the second user.
[決定部]
 決定部510は、比較部506の比較結果に基づいて、第1ユーザがクリアしていないゲーム課題(例えば、探索エリア)の少なくとも一つを、第2ユーザにプレイさせるか否かを決定する。
[Decision part]
Based on the comparison result of the comparison unit 506, the determination unit 510 determines whether to cause the second user to play at least one of game tasks (for example, a search area) that has not been cleared by the first user.
 決定部510は、第1ユーザの進捗状況と、第2ユーザの進捗状況と、の差が所与の条件(例えば、差が基準値以上)を満たす場合、第1ユーザがクリアしていないゲーム課題を第2ユーザにプレイさせると決定する。決定部510は、第2ユーザによるゲーム課題の進捗状況が、第1ユーザによるゲーム課題の進捗状況よりも進んでいる場合、第1ユーザがクリアしていないゲーム課題を第2ユーザにプレイさせると決定する。 When the difference between the progress status of the first user and the progress status of the second user satisfies a given condition (for example, the difference is equal to or greater than a reference value), the determination unit 510 does not clear the game that the first user has cleared. It is determined that the second user plays the task. When the progress status of the game task by the second user is ahead of the progress status of the game task by the first user, the determination unit 510 causes the second user to play a game task that has not been cleared by the first user. decide.
[他ユーザプレイ実行部]
 他ユーザプレイ実行部512は、複数のゲーム課題(例えば、探索エリア)のうち第1ユーザがクリアしていないゲーム課題の少なくとも一つを、第2ユーザにプレイさせる。他ユーザプレイ実行部512は、第2ユーザの操作に基づいて、ゲーム課題を進行(ゲーム課題の進捗状況を更新)させる。
[Other user play execution section]
Other user play execution part 512 makes a 2nd user play at least one of the game tasks which the 1st user has not cleared among a plurality of game tasks (for example, search area). The other user play execution unit 512 advances the game task (updates the progress of the game task) based on the operation of the second user.
[第2判定部]
 第2判定部514は、第2ユーザによるプレイに基づいて、第1ユーザがクリアしていないゲーム課題(例えば、探索エリア)の少なくとも一つを、第2ユーザがクリアしたか否かを判定する。第2判定部による判定方法は、第1判定部502による判定方法と同様であり、例えば、複数のゲーム課題のクリア条件が満たされるか否かが判定される。
[Second determination unit]
Based on the play by the second user, the second determination unit 514 determines whether or not the second user has cleared at least one of the game tasks (for example, a search area) that has not been cleared by the first user. . The determination method by the second determination unit is the same as the determination method by the first determination unit 502, and for example, it is determined whether or not a plurality of game task clear conditions are satisfied.
[進捗制御部]
 進捗制御部516は、第2判定部514の判定結果に基づいて、第1ユーザがクリアしていないゲーム課題(例えば、探索エリア)の少なくとも一つの進捗を制御する。進捗制御部516は、第1ユーザが(自分で)クリアしていないゲーム課題を第2ユーザがクリアした場合、第2ユーザがクリアしていない場合よりも、第1ユーザがクリアしていないゲーム課題の少なくとも一つの進捗具合を大きくする。
[Progress control unit]
The progress control unit 516 controls at least one progress of a game task (for example, a search area) that has not been cleared by the first user based on the determination result of the second determination unit 514. When the second user clears a game task that the first user has not cleared (by himself), the progress control unit 516 does not clear the game that the first user has cleared. Increase the progress of at least one of the tasks.
 本実施形態においては、進捗制御部516は、変化部518を含む。変化部518は、第1ユーザがクリアしていないゲーム課題(例えば、探索エリア)の少なくとも一つを第2ユーザがクリアした場合、第1ユーザがクリアしていないゲーム課題の少なくとも一つのクリアのしやすさを変化させる。進捗制御部516は、当該クリアのしやすさが変化したゲーム課題の進捗を制御する。 In the present embodiment, the progress control unit 516 includes a changing unit 518. When the second user clears at least one of the game tasks that the first user has not cleared (for example, the search area), the changing unit 518 may clear at least one of the game tasks that the first user has not cleared. Change ease. The progress control unit 516 controls the progress of the game task whose ease of clearing has changed.
 「クリアのしやすさを変化」とは、ゲーム課題のクリア(攻略)を容易又は困難にすることであり、例えば、第1ユーザがプレイした場合のゲーム課題の進捗を大きく又は小さくすること、ゲーム課題のクリア条件を変化させること、ゲーム課題の難易度を変化させること、を含む意味である。 “Changing the ease of clearing” is to make it easy or difficult to clear (challenge) the game task, for example, to increase or decrease the progress of the game task when the first user plays, It means changing the clear condition of the game task and changing the difficulty level of the game task.
 本実施形態においては、変化部518は、第1ユーザがクリアしていないゲーム課題(例えば、探索エリア)の少なくとも一つを第2ユーザがクリアした場合、第1ユーザが自分でクリアしていないゲーム課題の少なくとも一つについて、第1ユーザが当該ゲーム課題を進行させる場合の進み具合(例えば、探索率の変化量)を変化させることによって、当該ゲーム課題のクリアのしやすさを変化させる。 In the present embodiment, the change unit 518 does not clear the first user himself / herself when the second user clears at least one of the game tasks (for example, the search area) that the first user has not cleared. For at least one of the game tasks, the ease of clearing the game task is changed by changing the progress (for example, the amount of change in the search rate) when the first user advances the game task.
[1-4.ゲームシステムで実行される処理]
 次に、ゲームシステム1で実行される処理について説明する。以下に説明する処理をゲームサーバ10の制御部11がプログラムに従って実行することによって、制御部11が図20に示す機能ブロック(ゲームデータ記憶部200を除く)として機能するようになる。
[1-4. Processing executed in game system]
Next, processing executed in the game system 1 will be described. When the control unit 11 of the game server 10 executes the processing described below according to a program, the control unit 11 functions as a functional block (excluding the game data storage unit 200) shown in FIG.
 図23は、特別探索が実行される場合にゲームシステム1で実行される処理を示す図である。図23に示す処理は、チーム画面60の表示指示(例えば、特別探索ボタン38Gをユーザが選択する操作)が行われた場合に実行される。 FIG. 23 is a diagram showing processing executed in the game system 1 when a special search is executed. The process illustrated in FIG. 23 is executed when an instruction to display the team screen 60 (for example, an operation for the user to select the special search button 38G) is performed.
 図23に示すように、ユーザ端末20においては、制御部21は、チーム画面60の表示要求をゲームサーバ10に送信する(S1)。なお、ユーザ端末20がゲームサーバ10に情報を送信する場合、ユーザIDがゲームサーバ10に送信される。ゲームサーバ10は、当該ユーザIDに基づいて、どのユーザがアクセスしているかを特定する。以降の処理についても同様である。 As shown in FIG. 23, in the user terminal 20, the control unit 21 transmits a display request for the team screen 60 to the game server 10 (S1). When the user terminal 20 transmits information to the game server 10, the user ID is transmitted to the game server 10. The game server 10 specifies which user is accessing based on the user ID. The same applies to the subsequent processing.
 ゲームサーバ10においては、制御部11は、チーム画面60の表示要求を受け付けると、チームデータベースを参照して、当該表示要求をしたユーザと同じチームに所属するユーザを特定する(S2)。制御部11は、ユーザデータベースを参照して、S2で特定されたユーザに関する情報を取得する(S3)。S3においては、ユーザの名称や所属リーグ、ユーザの最終ログイン時刻等が取得される。なお、各ユーザの最終ログイン時刻に基づいて、アクティブ画像64を表示させるか否かが決定されることになる。制御部11は、進捗状況データベースを参照して、各ユーザがプレイ中の探索エリアを取得する(S4)。 In the game server 10, when the control unit 11 receives a display request for the team screen 60, the control unit 11 refers to the team database and identifies a user who belongs to the same team as the user who has requested the display (S2). The control part 11 acquires the information regarding the user specified by S2, with reference to a user database (S3). In S3, the user's name, affiliation league, user's last login time, and the like are acquired. Whether or not to display the active image 64 is determined based on the last login time of each user. The control unit 11 refers to the progress database and acquires a search area where each user is playing (S4).
 制御部11は、進捗状況データベースを参照して、チーム画面60の表示要求をしたユーザの「対戦許可」にユーザIDが格納されているか否かを判定する(S5)。 The control unit 11 refers to the progress situation database to determine whether or not the user ID is stored in the “matching permission” of the user who has requested display of the team screen 60 (S5).
 「対戦許可」にユーザIDが格納されていると判定されない場合(S5;N)、制御部11は、対戦ボタン68を含まないチーム画面60(図8参照)の画像データを生成して、ユーザ端末20に送信する(S6)。 When it is not determined that the user ID is stored in the “match allowed” (S5; N), the control unit 11 generates image data of the team screen 60 (see FIG. 8) that does not include the match button 68, and the user It transmits to the terminal 20 (S6).
 一方、「対戦許可」にユーザIDが格納されていると判定された場合(S5;Y)、制御部11は、当該ユーザIDが示すユーザに対応する位置に対戦ボタン68を含むチーム画面60(図15)の画像データを生成して、ユーザ端末20に送信する(S7)。 On the other hand, when it is determined that the user ID is stored in the “match allowed” (S5; Y), the control unit 11 includes a team screen 60 including a battle button 68 at a position corresponding to the user indicated by the user ID ( The image data of FIG. 15) is generated and transmitted to the user terminal 20 (S7).
 ユーザ端末20においては、制御部21は、画像データを受信すると、チーム画面60を表示部25に表示させる(S8)。制御部21は、特別探索ボタン66が選択されたか否かを判定する(S9)。特別探索ボタン66が選択されたと判定された場合(S9;Y)、制御部21は、特別探索ボタン66が選択されたことをゲームサーバ10に通知する(S10)。 In the user terminal 20, when receiving the image data, the control unit 21 displays the team screen 60 on the display unit 25 (S8). The control unit 21 determines whether or not the special search button 66 has been selected (S9). When it is determined that the special search button 66 has been selected (S9; Y), the control unit 21 notifies the game server 10 that the special search button 66 has been selected (S10).
 図24に移り、ゲームサーバ10においては、制御部11は、特別探索ボタン66が選択されたことの通知を受信すると、進捗状況データベースを参照して、ユーザが新たな探索エリアに進むべきか否かを判定する(S11)。S11においては、プレイ中の探索エリアの探索率が0%又は100%の状態であり、次の探索エリアに進むタイミングであるか否かが判定されることになる。 Moving to FIG. 24, in the game server 10, when receiving the notification that the special search button 66 has been selected, the control unit 11 refers to the progress database and determines whether or not the user should proceed to a new search area. Is determined (S11). In S11, it is determined whether or not the search rate of the search area being played is 0% or 100% and it is time to proceed to the next search area.
 ユーザが新たな探索エリアに進むべきであると判定されない場合(S11;N)、制御部11は、進捗状況データベースを参照して、ユーザが進行中の探索エリアと、当該探索エリアの現在の探索率と、を取得する(S12)。制御部11は、S12において取得された情報に基づいて、特別探索画面70の画像データを生成して、ユーザ端末20に送信する(S13)。なお、特別探索画面70に含まれる行動ポイント及び経験値は、ユーザデータベースから取得される。 When it is not determined that the user should proceed to a new search area (S11; N), the control unit 11 refers to the progress database and searches for the search area in which the user is in progress and the current search of the search area. The rate is acquired (S12). The control part 11 produces | generates the image data of the special search screen 70 based on the information acquired in S12, and transmits to the user terminal 20 (S13). The action points and experience values included in the special search screen 70 are acquired from the user database.
 ユーザ端末20においては、制御部21は、画像データを受信すると、特別探索画面70を表示部25に表示させる(S14)。制御部21は、実行ボタン72が選択されたか否かを判定する(S15)。実行ボタン72が選択されたと判定された場合(S15;Y)、制御部21は、実行ボタン72が選択されたことをゲームサーバ10に通知する(S16)。 In the user terminal 20, when receiving the image data, the control unit 21 displays the special search screen 70 on the display unit 25 (S14). The control unit 21 determines whether or not the execution button 72 has been selected (S15). When it is determined that the execution button 72 has been selected (S15; Y), the control unit 21 notifies the game server 10 that the execution button 72 has been selected (S16).
 ゲームサーバ10においては、制御部11は、実行ボタン72が選択されたことの通知を受信すると、ユーザデータベースを参照して、特別探索に必要な行動ポイントが残っているか否かを判定する(S17)。例えば、特別探索を実行するために必要な行動ポイントが、探索エリア毎に定められており(例えば、5行動ポイント)、ユーザデータベースに格納された行動ポイントが、当該必要な行動ポイント以上であるか否かが判定される。 In the game server 10, upon receiving a notification that the execution button 72 has been selected, the control unit 11 refers to the user database and determines whether or not there are action points necessary for the special search (S17). ). For example, whether or not the action points necessary for executing the special search are determined for each search area (for example, five action points) and the action points stored in the user database are equal to or more than the necessary action points. It is determined whether or not.
 特別探索を実行するために必要な行動ポイントが残っていないと判定された場合(S17;N)、処理は終了する。この場合、行動ポイントが不足しているため特別探索を実行することができない旨のメッセージ(図10)が表示部25に表示される。 If it is determined that there are no action points necessary for executing the special search (S17; N), the process ends. In this case, a message (FIG. 10) indicating that the special search cannot be performed because of lack of action points is displayed on the display unit 25.
 一方、特別探索を実行するために必要な行動ポイントが残っていると判定された場合(S17;Y)、制御部11は、ユーザデータベースを参照して、ユーザの行動ポイントを所定値だけ減少させる(S18)。制御部11は、進捗状況データベースを参照して、現在の探索エリアの探索率を、所定値だけ増加させる(S19)。 On the other hand, when it determines with the action point required in order to perform a special search remaining (S17; Y), the control part 11 reduces a user's action point only by predetermined value with reference to a user database. (S18). The control unit 11 refers to the progress situation database and increases the search rate of the current search area by a predetermined value (S19).
 制御部11は、第1の確率に基づいて、ユーザに選手カードを付与するか否かを判定する(S20)。ユーザに選手カードを付与すると判定された場合(S20;Y)、制御部11は、所与の法則のもとで選出された選手カードを含む画面の画像データを生成して、ユーザ端末20に送信する(S21)。なお、当該選出された選手カードは、ユーザに関連付けて付与カードデータベースに登録される。 The control unit 11 determines whether to give a player card to the user based on the first probability (S20). When it is determined that a player card is to be given to the user (S20; Y), the control unit 11 generates image data of a screen including the player card selected under a given law, and sends it to the user terminal 20. Transmit (S21). The selected player card is registered in the grant card database in association with the user.
 ユーザ端末20においては、制御部21は、画像データを受信すると、当選した選手カードを表示部25に表示させる(S22)。図25に移り、制御部21は、操作部24から所与の画面遷移操作が行われたか否かを判定する(S23)。画面遷移操作が行われたと判定された場合(S23;Y)、制御部21は、画面遷移操作が行われたことをゲームサーバ10に通知する(S24)。 In the user terminal 20, when receiving the image data, the control unit 21 displays the selected player card on the display unit 25 (S22). Moving to FIG. 25, the control unit 21 determines whether or not a given screen transition operation has been performed from the operation unit 24 (S23). When it is determined that the screen transition operation has been performed (S23; Y), the control unit 21 notifies the game server 10 that the screen transition operation has been performed (S24).
 ゲームサーバ10においては、制御部11は、画面遷移操作が行われたことの通知を受信すると、現在の探索エリアをユーザがクリアしたか否かを判定する(S25)。S25においては、現在の探索エリアの探索率が所定範囲(例えば、100%)になったか否かが判定される。 In the game server 10, upon receiving a notification that the screen transition operation has been performed, the control unit 11 determines whether or not the user has cleared the current search area (S25). In S25, it is determined whether or not the search rate of the current search area is within a predetermined range (for example, 100%).
 現在の探索エリアをユーザがクリアしたと判定された場合(S25;Y)、制御部11は、ユーザがクリアした探索エリアが基準探索エリアであるか否かを判定する(S26)。基準探索エリアとは、複数の探索エリアのうち予め指定された探索エリアであり、例えば、n(例えば、nは5の倍数)番目の探索エリアである。なお、現在の探索エリアをユーザがクリアしたと判定された場合には、進捗状況データベースの「進捗エリア」が更新される。 When it is determined that the user has cleared the current search area (S25; Y), the control unit 11 determines whether or not the search area cleared by the user is a reference search area (S26). The reference search area is a search area designated in advance among a plurality of search areas, and is, for example, the nth (for example, n is a multiple of 5) th search area. When it is determined that the user has cleared the current search area, the “progress area” in the progress database is updated.
 ユーザがクリアした探索エリアが基準探索エリアであったと判定された場合(S26;Y)、制御部11は、ユーザデータベースを参照し、ユーザの所属リーグを取得する(S27)。制御部11は、ユーザの所属リーグに基づいて、対戦相手チームの強さを決定する(S28)。 When it is determined that the search area cleared by the user is the reference search area (S26; Y), the control unit 11 refers to the user database and acquires the league to which the user belongs (S27). The control unit 11 determines the strength of the opponent team based on the user's league (S28).
 制御部11は、S28で決定された対戦相手チームの強さに基づいて、選手カードデータベースに格納された選手カードから、対戦相手チームに属する選手カードを選出する(S29)。制御部11は、出現画面80の画像データを生成して、ユーザ端末20に送信する(S30)。 The control unit 11 selects a player card belonging to the opponent team from the player cards stored in the player card database based on the strength of the opponent team determined in S28 (S29). The control part 11 produces | generates the image data of the appearance screen 80, and transmits to the user terminal 20 (S30).
 ユーザ端末20においては、制御部21は、画像データを受信すると、出現画面80を表示部25に表示させる(S31)。制御部21は、対戦開始ボタン82が選択されたか否かを判定する(S32)。対戦開始ボタン82が選択されたと判定された場合(S32;Y)、制御部21は、対戦開始ボタン82が選択されたことをゲームサーバ10に通知する(S33)。 In the user terminal 20, when receiving the image data, the control unit 21 displays the appearance screen 80 on the display unit 25 (S31). The control unit 21 determines whether or not the battle start button 82 has been selected (S32). When it is determined that the battle start button 82 has been selected (S32; Y), the control unit 21 notifies the game server 10 that the battle start button 82 has been selected (S33).
 ゲームサーバ10においては、制御部11は、対戦開始ボタン82が選択されたことの通知を受信すると、対戦結果を決定する(S34)。S34においては、ユーザの保有チームの各選手カードと、対戦相手チームの各選手カードと、に基づいて対戦結果(両チームの得点等)が決定される。 In the game server 10, upon receiving a notification that the battle start button 82 has been selected, the control unit 11 determines the battle result (S34). In S34, a battle result (scores of both teams, etc.) is determined based on each player card of the team owned by the user and each player card of the opponent team.
 図26に移り、制御部11は、ユーザが勝利したか否かを判定する(S35)。ユーザが勝利したと判定されない場合(S35;N)、処理はS12に移行する。この場合、ユーザが引き分け又は敗北した旨を示す対戦結果画面90がユーザ端末20に表示された後、ユーザによる特別探索が継続される。ユーザが対戦に勝利できなかったので、指輪アイテムは付与されないことになる。 Referring to FIG. 26, the control unit 11 determines whether or not the user has won (S35). If it is not determined that the user has won (S35; N), the process proceeds to S12. In this case, after the battle result screen 90 indicating that the user has drawn or lost is displayed on the user terminal 20, the special search by the user is continued. Since the user could not win the battle, the ring item is not given.
 一方、ユーザが勝利したと判定された場合(S35;Y)、制御部11は、S34で決定された対戦結果に基づいて、ユーザに付与すべき指輪アイテムの数を仮決定する(S36)。制御部11は、S34で決定された対戦結果と、S36で仮決定された指輪アイテムの数と、を含む対戦結果画面90の画像データを生成して、ユーザ端末20に送信する(S37)。 On the other hand, when it is determined that the user has won (S35; Y), the control unit 11 provisionally determines the number of ring items to be given to the user based on the battle result determined in S34 (S36). The control unit 11 generates image data of the battle result screen 90 including the battle result determined in S34 and the number of ring items provisionally determined in S36, and transmits the image data to the user terminal 20 (S37).
 ユーザ端末20においては、制御部21は、画像データを受信すると、対戦結果画面90を表示部25に表示させる(S38)。制御部21は、次へボタン96が選択されたか否かを判定する(S39)。次へボタン96が選択されたと判定された場合(S39;Y)、制御部21は、次へボタン96が選択されたことをゲームサーバ10に通知する(S40)。 In the user terminal 20, when receiving the image data, the control unit 21 displays the battle result screen 90 on the display unit 25 (S38). The control unit 21 determines whether or not the next button 96 has been selected (S39). When it is determined that the next button 96 has been selected (S39; Y), the control unit 21 notifies the game server 10 that the next button 96 has been selected (S40).
 ゲームサーバ10においては、制御部11は、次へボタン96が選択されたことの通知を受信すると、所与の確率に基づいて、追加点数を決定する(S41)。 In the game server 10, when the control unit 11 receives a notification that the next button 96 has been selected, the control unit 11 determines an additional score based on a given probability (S41).
 制御部11は、S41で決定された追加点数に基づいて、ユーザと同じチームに属する他のユーザを選出する(S42)。S42においては、最終ログイン時刻が現時点に近いユーザから選出されるようにしてもよい。即ち、アクティブ画像64が表示されているユーザが優先的に選出されるようにしてもよい。制御部11は、S42において選出された他のユーザを含む追加点画面100の画像データを生成して、ユーザ端末20に送信する(S43)。 The control unit 11 selects other users belonging to the same team as the user based on the additional points determined in S41 (S42). In S42, the user may be selected from users whose last login time is close to the current time. That is, the user displaying the active image 64 may be preferentially selected. The control part 11 produces | generates the image data of the additional point screen 100 containing the other user elected in S42, and transmits to the user terminal 20 (S43).
 ユーザ端末20においては、制御部21は、画像データを受信すると、追加点画面100を表示部25に表示させる(S44)。制御部21は、次へボタン104が選択されたか否かを判定する(S45)。次へボタン104が選択されたと判定された場合(S45;Y)、制御部21は、次へボタン104が選択されたことをゲームサーバ10に通知する(S46)。 In the user terminal 20, when receiving the image data, the control unit 21 displays the additional point screen 100 on the display unit 25 (S44). The control unit 21 determines whether or not the next button 104 has been selected (S45). When it is determined that the next button 104 has been selected (S45; Y), the control unit 21 notifies the game server 10 that the next button 104 has been selected (S46).
 ゲームサーバ10においては、制御部11は、S36で仮決定された指輪アイテムの数と、S41で決定された追加点数と、に基づいて、ユーザに付与する指輪アイテムの数を決定する(S47)。図27に移り、制御部11は、S47で決定された数だけ指輪アイテムをユーザに付与する(S48)。S48においては、ユーザデータベースの「保有アイテム」が更新される。 In the game server 10, the control unit 11 determines the number of ring items to be given to the user based on the number of ring items provisionally determined in S36 and the additional points determined in S41 (S47). . Moving to FIG. 27, the control unit 11 gives the ring items to the user by the number determined in S47 (S48). In S48, the “owned item” in the user database is updated.
 制御部11は、S34で決定された対戦結果と、S41で決定された追加点数と、S47で決定された指輪アイテムの数と、を含む最終結果画面110の画像データを生成して、ユーザ端末20に送信する(S49)。制御部11は、進捗状況データベースを参照して、ユーザと同じチームの他のユーザの「対戦許可」にユーザIDと時刻とを格納することによって、当該他のユーザに対戦を許可する(S50)。 The control unit 11 generates image data of the final result screen 110 including the battle result determined in S34, the additional score determined in S41, and the number of ring items determined in S47, and the user terminal 20 (S49). The control unit 11 refers to the progress database and stores the user ID and time in the “matching permission” of another user of the same team as the user, thereby permitting the other user to play (S50). .
 ユーザ端末20においては、制御部21は、画像データを受信すると、最終結果画面110を表示部25に表示させる(S51)。制御部21は、特別探索ボタン112が選択されたか否かを判定する(S52)。特別探索ボタン112が選択されたと判定された場合(S52;Y)、処理はS10に戻る。以降、当該ユーザは、探索エリアの探索を継続することになる。 In the user terminal 20, when receiving the image data, the control unit 21 displays the final result screen 110 on the display unit 25 (S51). The control unit 21 determines whether or not the special search button 112 has been selected (S52). If it is determined that the special search button 112 has been selected (S52; Y), the process returns to S10. Thereafter, the user continues to search for the search area.
 一方、図23に示すS9において、特別探索ボタン66が選択されたと判定されない場合(S9;Y)、図27に移り、制御部21は、対戦ボタン68が選択されたか否かを判定する(S53)。対戦ボタン68が選択されたと判定された場合(S53;Y)、制御部21は、対戦ボタン68が選択されたことをゲームサーバ10に通知する(S54)。 On the other hand, in S9 shown in FIG. 23, when it is not determined that the special search button 66 is selected (S9; Y), the process proceeds to FIG. 27, and the control unit 21 determines whether or not the battle button 68 is selected (S53). ). When it is determined that the battle button 68 has been selected (S53; Y), the control unit 21 notifies the game server 10 that the battle button 68 has been selected (S54).
 ゲームサーバ10においては、制御部11は、対戦ボタン68が選択されたことの通知を受信すると、対戦相手チームとの対戦を実行する(S55~S62)。S55~S62の処理は、それぞれ、S27~S34の処理と同様であるので説明を省略する。 In the game server 10, upon receiving a notification that the battle button 68 has been selected, the control unit 11 executes a battle with the opponent team (S55 to S62). The processing of S55 to S62 is the same as the processing of S27 to S34, and will not be described.
 S62において対戦結果が決定された後、制御部11は、進捗状況データベースを参照して、ユーザが対戦ボタン68を選択した他のユーザのユーザIDと時刻と、を「対戦許可」から消去する(S63)。制御部11は、S62において決定された対戦結果に基づいて、ユーザに付与する指輪アイテムの数を決定する(S64)。制御部11は、S64で決定された数だけ指輪アイテムをユーザに付与する(S65)。S65においては、ユーザデータベースの「保有アイテム」が更新される。 After the battle result is determined in S62, the control unit 11 refers to the progress situation database and deletes the user ID and time of the other user who selected the battle button 68 from the “match allowed” ( S63). The control unit 11 determines the number of ring items to be given to the user based on the battle result determined in S62 (S64). The control part 11 gives a ring item to a user by the number determined by S64 (S65). In S65, the “owned item” in the user database is updated.
 制御部11は、S62において決定された対戦結果、及び、S64で決定された指輪アイテムの数を含む対戦結果画面90の画像データを生成して、ユーザ端末20に送信する(S66)。 The control unit 11 generates image data of the battle result screen 90 including the battle result determined in S62 and the number of ring items determined in S64, and transmits the image data to the user terminal 20 (S66).
 ユーザ端末20においては、制御部21は、画像データを受信すると、対戦結果画面90を表示部25に表示させる(S67)。制御部21は、次へボタン96が選択されたか否かを判定する(S68)。次へボタン96が選択されたと判定された場合(S68;Y)、処理はS1に戻り、チーム画面60の表示要求が再び行われる。 In the user terminal 20, when receiving the image data, the control unit 21 displays the battle result screen 90 on the display unit 25 (S67). The control unit 21 determines whether or not the next button 96 has been selected (S68). If it is determined that the next button 96 has been selected (S68; Y), the process returns to S1, and a display request for the team screen 60 is made again.
 一方、図24に示すS11において、ユーザが新たな探索エリアに進むべきであると判定された場合(S11;Y)、図29に移り、制御部11は、第2の確率に基づいて、特別探索を実行しているユーザの進捗状況と、当該ユーザと同じチームに属する他のユーザの進捗状況と、を比較するか否かを決定する(S69)。 On the other hand, when it is determined in S11 shown in FIG. 24 that the user should proceed to a new search area (S11; Y), the process proceeds to FIG. 29, and the control unit 11 performs special processing based on the second probability. It is determined whether or not to compare the progress status of the user executing the search with the progress status of other users belonging to the same team as the user (S69).
 進捗状況を比較すると決定された場合(S69;Y)、制御部11は、特別探索を実行しているユーザの進捗状況と、当該ユーザと同じチームに属する他のユーザの進捗状況と、を比較し、ヘルプ可能なユーザがいるか否かを判定する(S70)。S70においては、特別探索を実行しているユーザよりも、進捗状況の遅いユーザがいるか否かが判定される。 When it is determined to compare the progress (S69; Y), the control unit 11 compares the progress of the user executing the special search with the progress of other users belonging to the same team as the user. Then, it is determined whether there is a user who can help (S70). In S70, it is determined whether or not there is a user whose progress is slower than that of the user who is executing the special search.
 ヘルプ可能なユーザがいると判定された場合(S70;Y)、制御部11は、進捗状況データベースを参照して、ヘルプ提案画面120の画像データを生成して、ユーザ端末20に送信する(S71)。S71においては、ヘルプ可能なユーザと、当該ユーザの手伝いをする探索エリア(ヘルプ可能なユーザがクリアしていない探索エリア。例えば、当該ユーザが現在進行中の探索エリアの次の探索エリア。)と、を含むヘルプ提案画面120の画像データが送信される。 When it is determined that there is a user who can help (S70; Y), the control unit 11 refers to the progress database, generates image data of the help proposal screen 120, and transmits the image data to the user terminal 20 (S71). ). In S71, a helpable user and a search area for helping the user (a search area that has not been cleared by a helpable user. For example, a search area next to a search area in which the user is currently in progress). , Including the image data of the help proposal screen 120 is transmitted.
 ユーザ端末20においては、制御部21は、画像データを受信すると、ヘルプ提案画面120を表示部25に表示させる(S72)。制御部21は、手伝うボタン122が選択されたか否かを判定する(S73)。手伝うボタン122が選択されたと判定された場合(S73;Y)、制御部21は、手伝うボタン122が選択されたことをゲームサーバ10に通知する(S74)。 In the user terminal 20, when receiving the image data, the control unit 21 displays the help proposal screen 120 on the display unit 25 (S72). The control unit 21 determines whether or not the help button 122 has been selected (S73). When it is determined that the help button 122 has been selected (S73; Y), the control unit 21 notifies the game server 10 that the help button 122 has been selected (S74).
 ゲームサーバ10においては、制御部11は、手伝うボタン122が選択されたことの通知を受信すると、他のユーザがクリアしていない探索エリアを含むヘルプ探索画面130の画像データを生成して、ユーザ端末20に送信する(S75)。 In the game server 10, when the control unit 11 receives a notification that the help button 122 has been selected, the control unit 11 generates image data of the help search screen 130 including a search area that has not been cleared by other users, and the user It transmits to the terminal 20 (S75).
 ユーザ端末20においては、制御部21は、画像データを受信すると、ヘルプ探索画面130を表示部25に表示させる(S76)。以降、ユーザにより、ヘルプ探索画面130から他のユーザの探索が進行されることになる(S77~S82)。S77~S82は、それぞれ、S15~S19,S25と同様であるので、説明を省略する。なお、S81においては、S19と異なり、進捗状況データベースの値が更新される訳ではない。探索エリアの探索率を示す値は、記憶部12に一時的に記憶される。S81においては、当該値が更新されることになる。また、ここでは、選手カードが付与されない場合を説明するが、S20~S24と同様の処理が実行されることによって、他のユーザを手伝っているユーザに、選手カードが付与されるようにしてもよい。 In the user terminal 20, when receiving the image data, the control unit 21 displays the help search screen 130 on the display unit 25 (S76). Thereafter, the user searches for other users from the help search screen 130 (S77 to S82). S77 to S82 are the same as S15 to S19 and S25, respectively, and thus the description thereof is omitted. In S81, unlike in S19, the value in the progress status database is not updated. A value indicating the search rate of the search area is temporarily stored in the storage unit 12. In S81, the value is updated. Although a case where a player card is not given will be described here, a player card may be given to a user who is helping another user by executing the same processing as S20 to S24. Good.
 現在の探索エリアをユーザがクリアしたと判定された場合(S82;Y)、制御部11は、当該ユーザに指輪アイテムを付与する(S83)。S83においては、所定数の指輪アイテムが付与される。 When it is determined that the user has cleared the current search area (S82; Y), the control unit 11 gives a ring item to the user (S83). In S83, a predetermined number of ring items are given.
 制御部11は、進捗状況データベースを参照して、探索エリアをクリアした他ユーザの「ヘルプ」に、ユーザIDと時刻とを追加する(S84)。制御部11は、S83で付与された指輪アイテムの数を含むヘルプ達成画面140の画像データを生成して、ユーザ端末20に送信する(S85)。 The control unit 11 refers to the progress database and adds the user ID and time to “help” of other users who cleared the search area (S84). The control part 11 produces | generates the image data of the help achievement screen 140 containing the number of ring items provided by S83, and transmits to the user terminal 20 (S85).
 ユーザ端末20においては、制御部21は、画像データを受信すると、ヘルプ達成画面140を表示部25に表示させる(S86)。制御部21は、特別探索ボタン142が選択されたか否かを判定する(S87)。特別探索ボタン142が選択されたと判定された場合(S87;Y)、処理は、S10に戻る。この場合、他ユーザのヘルプは終了し、自分の特別探索が継続される。 In the user terminal 20, when receiving the image data, the control unit 21 displays the help achievement screen 140 on the display unit 25 (S86). The control unit 21 determines whether or not the special search button 142 has been selected (S87). When it is determined that the special search button 142 is selected (S87; Y), the process returns to S10. In this case, the help of other users is terminated and the user's special search is continued.
 一方、図29に示すS69において、進捗状況を比較すると決定されない場合(S69;N)、又は、ヘルプ可能なユーザがいない場合(S70;N)、図31に移り、制御部11は、進捗状況データベースを参照して、他のユーザが自分の探索エリアを手伝ってくれたか否かを判定する(S88)。S88においては、進捗状況データベースの「ヘルプ」に、他のユーザのユーザIDと時刻とが格納されているか否かが判定される。 On the other hand, in S69 shown in FIG. 29, when it is not determined by comparing the progress status (S69; N), or when there is no helpable user (S70; N), the process proceeds to FIG. Referring to the database, it is determined whether or not another user has helped his / her search area (S88). In S88, it is determined whether or not the user ID and time of another user are stored in the “help” in the progress database.
 他のユーザが自分の探索エリアを手伝ってくれたと判定された場合(S88;Y)、制御部11は、ヘルプ済画面150の画像データを生成して、ユーザ端末20に送信する(S89)。 When it is determined that another user has helped his / her search area (S88; Y), the control unit 11 generates image data of the helped screen 150 and transmits it to the user terminal 20 (S89).
 ユーザ端末20においては、制御部21は、画像データを受信すると、ヘルプ済画面150を表示部25に表示させる(S90)。制御部21は、次へボタン152が選択されたか否かを判定する(S91)。次へボタン152が選択されたと判定された場合(S91;Y)、制御部21は、次へボタン152が選択されたことをゲームサーバ10に通知する(S92)。 In the user terminal 20, when receiving the image data, the control unit 21 displays the helped screen 150 on the display unit 25 (S90). The control unit 21 determines whether or not the next button 152 has been selected (S91). When it is determined that the next button 152 has been selected (S91; Y), the control unit 21 notifies the game server 10 that the next button 152 has been selected (S92).
 ゲームサーバ10においては、制御部11は、次へボタン152が選択されたことの通知を受信すると、ユーザが次の探索エリアをクリアしやすくなるように、探索率の設定を行う(S93)。S93においては、次の探索エリアについて、ユーザが実行ボタン72を選択して探索が行われた場合の探索率の変化量を増やす。例えば、通常の場合であれば(他ユーザのヘルプが無い状態であれば)、実行ボタン72が1回選択される毎に探索率が5%増加する場合、S93においては、実行ボタン72が1回選択される毎に探索率が40%増加するように設定が行われる。当該設定内容は、記憶部12に一時的に記憶される。以降の処理はS12に移行する。なお、この場合、S19における探索率の増加量は、S93で設定された情報に基づいて決定されるので、通常の場合に比べて大きくなる。例えば、通常では、実行ボタン72を20回選択しなければクリアできない探索エリアであっても、3回でクリアできるように、探索率を制御するようにしてもよい。 In the game server 10, upon receiving a notification that the next button 152 has been selected, the control unit 11 sets a search rate so that the user can easily clear the next search area (S93). In S93, for the next search area, the change amount of the search rate when the user selects the execution button 72 and the search is performed is increased. For example, in the normal case (when there is no help from another user), when the search rate increases by 5% each time the execution button 72 is selected, the execution button 72 is 1 in S93. Setting is performed so that the search rate increases by 40% each time the selection is made. The setting contents are temporarily stored in the storage unit 12. Subsequent processing shifts to S12. In this case, the amount of increase in the search rate in S19 is determined based on the information set in S93, and is larger than in the normal case. For example, the search rate may be controlled so that it can be cleared in three times even in a search area that cannot be cleared unless the execution button 72 is selected 20 times.
 以上説明したゲームシステム1によれば、あるユーザが特別探索を進行させて対戦を発生させると、他のユーザの進捗にかかわらず、当該他のユーザについて対戦の実行が許可されるので、あるユーザがプレイするゲームの進捗状況に応じて、他のユーザがプレイするゲームに影響を与えることが可能になる。 According to the game system 1 described above, when a certain user advances a special search and generates a battle, the execution of the battle is permitted for the other user regardless of the progress of the other user. It is possible to influence the game played by other users according to the progress of the game played by the user.
 また、ユーザと所与の関係を満たす他のユーザについて対戦の実行を許可することができる。更に、ユーザと同じチームに属する他のユーザについて対戦の実行を許可することができる。 Also, it is possible to permit the execution of the battle for other users who satisfy the given relationship with the user. Furthermore, the execution of the battle can be permitted for other users belonging to the same team as the user.
 また、対戦の実行が許可される要因となったユーザに関連付けて、対戦の実行が許可されたことが提示されるので、どのユーザのプレイにより対戦の実行が許可されているかをユーザは容易に理解することができる。 In addition, since it is indicated that the execution of the battle is permitted in association with the user who has been permitted to perform the battle, it is easy for the user to determine which user's play allows the battle to be performed. I can understand.
 また、ユーザが自分で特別探索を進行させることによって対戦を発生させると、追加点のチャンスがあるので、自分で対戦を発生させた場合の報酬を、他のユーザのプレイにより対戦が発生した場合よりも高く設定することができる。また、対戦相手チームの強さを、他のユーザの戦績ではなく各ユーザ自身の戦績に基づいて決定することができる。また、各ユーザが特別探索を進行させて発生した対戦で勝利した場合に、他のユーザに対戦を許可することができる。 Also, if a user generates a battle by proceeding with a special search by himself, there is a chance of additional points, so if a battle occurs due to another user's play, the reward when the battle is generated by himself Can be set higher. In addition, the strength of the opponent team can be determined based on the battle record of each user, not the battle record of other users. Further, when each user wins a battle generated by proceeding with a special search, the battle can be permitted to other users.
 また、ユーザが他のユーザの探索エリアを代わりにクリアしたか否かに基づいて、当該他のユーザの進捗に影響を与えることができる。また、各ユーザは、自分より進捗が遅れているユーザの探索エリアを手伝うことができる。ユーザは、ある程度探索エリアを進行させないと他のユーザに対してのヘルプを行うことができないので、ユーザに自分の探索エリアを進行させることを促進することができる。 Also, it is possible to influence the progress of the other user based on whether the user has cleared the search area of the other user instead. Moreover, each user can help the search area of the user whose progress is behind him / herself. Since the user cannot help other users unless the search area is advanced to some extent, the user can be promoted to advance his / her search area.
 また、各ユーザに、自分より進捗が遅れているユーザの探索エリアを手伝うことを促すことができる。また、各ユーザが他のユーザの探索エリアを代わりにクリアした場合、当該他のユーザによる探索エリアの攻略を容易にすることができる。 Also, it is possible to encourage each user to help the search area of the user whose progress is behind him / herself. Further, when each user clears another user's search area instead, it is possible to facilitate the search area capture by the other user.
[2.変形例]
 本発明は、以上説明した実施形態及び変形例に限定されるものではなく、本発明の趣旨を逸脱しない範囲で適宜変更可能である。
[2. Modified example]
The present invention is not limited to the embodiments and modifications described above, and can be appropriately changed without departing from the spirit of the present invention.
 (1)まず、第1実行部400が行う処理に関する変形例について説明する。図32は、変形例における機能ブロック図である。 (1) First, a modified example related to processing performed by the first execution unit 400 will be described. FIG. 32 is a functional block diagram in the modified example.
 図32に示すように、変形例(1)の第1実行部400は、時点判定部422と、第3許可部424と、第4許可部426と、優先実行部428と、を含む。これら各機能は、制御部11を主として実現される。 32, the first execution unit 400 of the modification example (1) includes a time point determination unit 422, a third permission unit 424, a fourth permission unit 426, and a priority execution unit 428. Each of these functions is realized mainly by the control unit 11.
 (1-1)例えば、実施形態においては、あるユーザが特別探索を進行させて対戦相手チームに勝利した場合、同じチームに所属する他のユーザに対戦が許可されるのに時間制限があってもよい。即ち、あるユーザが特別探索を進行させて対戦相手チームに勝利した時点から24時間以内に、他のユーザが対戦ボタン68を選択しないと対戦をする権利を失うようにしてもよい。 (1-1) For example, in the embodiment, when a certain user advances a special search and wins an opponent team, there is a time limit for allowing other users belonging to the same team to play. Also good. That is, the right to play may be lost if another user does not select the battle button 68 within 24 hours from the time when a certain user advances the special search and wins the opponent team.
 時点判定部422は、第1許可部406によりゲームイベント(例えば、対戦)の実行が許可された時点に基づいて設定される期間内に、現時点が含まれるか否かを判定する。「ゲームイベントの実行が許可された時点」とは、ゲームイベントを許可すると判定された時点であり、例えば、進捗状況データベースの「対戦許可」に格納された時刻である。「時点に基づいて定まる期間」とは、当該時点以降に設定される所定期間である。 The time point determination unit 422 determines whether or not the current time is included in a period set based on the time point when the first permission unit 406 is permitted to execute a game event (for example, a battle). The “time when the execution of the game event is permitted” is the time when it is determined that the game event is permitted, for example, the time stored in “matching permission” in the progress situation database. The “period determined based on the time point” is a predetermined period set after the time point.
 変形例(1-1)の第2許可部416は、第1許可部406により一のユーザがプレイするゲームにおいてゲームイベント(例えば、対戦)の実行が許可された場合、他のユーザがプレイするゲームにおいてゲームイベントの実行を許可するか否かを、時点判定部522の判定結果に基づいて決定する。 The second permission unit 416 of the modification example (1-1) is played by another user when the first permission unit 406 permits the execution of a game event (for example, a battle) in a game played by one user. Whether or not to allow execution of the game event in the game is determined based on the determination result of the time determination unit 522.
 第2許可部416は、現時点が上記期間に含まれる場合、対戦を許可する。即ち、第2許可部416は、許可された対戦が上記期間において実行されない場合は、対戦を行う権利を消失させる。第2許可部416は、現時点が上記期間に含まれない場合、進捗状況データベースの「対戦許可」に格納されたユーザIDと時刻とを消去することによって、対戦を行う権利を消失させる。 The second permission unit 416 permits the battle when the current time is included in the above period. That is, the second permission unit 416 loses the right to play a battle when the permitted battle is not executed in the above period. If the current time is not included in the period, the second permission unit 416 deletes the user ID and the time stored in the “match permission” in the progress status database, thereby losing the right to play.
 なお、第2許可部416は、進捗状況データベースの「対戦許可」に格納されたユーザIDと時刻とを消去せずに、S5において、「対戦許可」に格納された時刻に基づいて設定される期間に現時点が含まれるか否かを判定するようにしてもよい。上記期間に現時点が含まれない場合、対戦ボタン68を生成しないようにすれば、対戦の実行を制限することができる。 Note that the second permission unit 416 is set based on the time stored in the “match allowed” in S5 without deleting the user ID and the time stored in the “match allowed” in the progress situation database. You may make it determine whether the present time is included in a period. If the current time is not included in the above period, the execution of the battle can be restricted if the battle button 68 is not generated.
 変形例(1-1)によれば、あるユーザが特別探索を進行させて対戦相手チームに勝利した場合、同じチームに所属する他のユーザに対戦が許可されるのに時間制限を設けることができる。 According to the modified example (1-1), when a certain user advances a special search and wins an opponent team, a time limit may be set for allowing other users belonging to the same team to play. it can.
 (1-2)また例えば、実施形態においては、探索エリアを5つクリアするたびに対戦相手チームとの対戦が発生する場合を説明したが、ある探索エリアを探索中に、所与の確率で対戦が発生するようにしてもよい。そして、実施形態と同様に、この対戦を発生させたユーザと同じチームに所属する他のユーザに、対戦をする権利を与えてもよい。 (1-2) Further, for example, in the embodiment, the case where a battle with the opponent team occurs every time five search areas are cleared has been described. A battle may be generated. And like embodiment, you may give the right to play to the other user who belongs to the same team as the user who generated this battle.
 第3許可部424は、複数のユーザの各々について、当該ユーザがプレイするゲームにおいて、所与の確率のもとで、当該ユーザがプレイするゲームにおいて、ゲームイベント(例えば、対戦)の実行を許可する。 The third permission unit 424 allows each of a plurality of users to execute a game event (for example, a battle) in a game played by the user with a given probability in the game played by the user. To do.
 第3許可部424は、ユーザがゲームを進行させると、所与の確率に基づいて、ゲームイベントを発生させるか否かを判定する。例えば、第3許可部424は、探索エリアの探索が実行されるたびに、所与の確率に基づいて、ゲームイベントを発生させるか否かを判定する。この確率は、予め定められた確率であってもよいし、ゲームの状況に応じて変化する確率であってもよい。 When the user advances the game, the third permission unit 424 determines whether or not to generate a game event based on a given probability. For example, each time the search of the search area is executed, the third permission unit 424 determines whether or not to generate a game event based on a given probability. This probability may be a predetermined probability, or may be a probability that changes according to the game situation.
 第4許可部426は、第3許可部424により一のユーザがプレイするゲームにおいてゲームイベント(例えば、対戦)の実行が許可された場合、他のユーザがプレイするゲームにおいて、ゲームイベントの実行を許可する。第4許可部426によるゲームイベントを許可する方法は、実施形態と同様である。即ち、進捗状況データベースの「対戦許可」にユーザIDと時刻とが格納されることによって、対戦が許可されることになる。なお、「対戦許可」に、第2許可部416により許可された対戦であるか、第4許可部426により許可された対戦であるかを示す情報を格納するようにしてもよい。 When the third permission unit 424 permits execution of a game event (for example, a battle) in a game played by one user by the third permission unit 424, the fourth permission unit 426 executes the game event in a game played by another user. to approve. The method of permitting the game event by the fourth permission unit 426 is the same as in the embodiment. That is, the battle is permitted by storing the user ID and the time in the “match battle” in the progress database. In addition, information indicating whether the battle is permitted by the second permission unit 416 or the battle permitted by the fourth permission unit 426 may be stored in the “match permission”.
 変形例(1-1)においては、図23~図31と同様の処理が実行されるが、S15において実行ボタン72が選択されたと判定された場合に、所与の確率のもとで、対戦相手チームとの対戦を発生させるか否かが決定される。対戦を発生させると決定された場合には、S27の処理に移行し、対戦が実行されることになる。 In the modified example (1-1), the same processing as that shown in FIGS. 23 to 31 is executed. However, when it is determined in S15 that the execution button 72 is selected, the battle is performed with a given probability. It is determined whether or not a match with the opponent team is generated. When it is determined that a battle is to be generated, the process proceeds to S27 and the battle is executed.
 変形例(1-2)によれば、あるユーザについてランダムに発生する対戦が実行されると、他のユーザに対戦を許可することができる。 According to the modified example (1-2), when a battle that occurs randomly for a certain user is executed, the battle can be permitted to other users.
 (1-3)また例えば、変形例(1-2)のように探索時に対戦を発生させた場合には、実施形態のように基準探索エリアのクリア時に対戦を発生させる場合よりも、対戦で獲得可能な指輪アイテムの数を多くするようにしてもよい。 (1-3) Also, for example, when a battle is generated at the time of searching as in the modified example (1-2), a battle is generated more than when a battle is generated at the time of clearing the reference search area as in the embodiment. You may make it increase the number of ring items which can be acquired.
 報酬付与部420は、第3許可部424又は第4許可部426により許可されたゲームイベントが実行された場合には、第1許可部406又は第2許可部416により許可されたゲームイベントが実行された場合よりも高い報酬をユーザに付与する。例えば、報酬付与部420は、第3許可部424又は第4許可部426により許可されたゲームイベントが実行された場合には、第1許可部406又は第2許可部416により許可されたゲームイベントが実行された場合よりも、ユーザに付与される指輪アイテムの数を多くする。 The reward granting unit 420 executes the game event permitted by the first permission unit 406 or the second permission unit 416 when the game event permitted by the third permission unit 424 or the fourth permission unit 426 is executed. A higher reward is given to the user than if it was done. For example, when the game event permitted by the third permission unit 424 or the fourth permission unit 426 is executed, the reward granting unit 420 allows the game event permitted by the first permission unit 406 or the second permission unit 416. The number of ring items given to the user is increased compared to the case where is executed.
 変形例(1-3)によれば、ランダムに発生した対戦で獲得可能な指輪アイテムの数を、基準探索エリアをクリアすることで発生する対戦よりも多くすることができる。 According to the modified example (1-3), it is possible to increase the number of ring items that can be acquired in a randomly generated battle as compared to the battle that occurs by clearing the reference search area.
 (1-4)また例えば、第2許可部416により対戦が許可されており、かつ、第4許可部426により対戦が許可されている場合、第4許可部426により許可された対戦の方が報酬が高いので、第4許可部426により許可された対戦を優先的に実行させるようにしてもよい。 (1-4) Further, for example, when the battle is permitted by the second permission unit 416 and the battle is permitted by the fourth permission unit 426, the battle permitted by the fourth permission unit 426 is more Since the reward is high, the battle permitted by the fourth permission unit 426 may be preferentially executed.
 優先実行部428は、複数のユーザの各々について、第2許可部416と第4許可部426との両方によりゲームイベント(例えば、対戦)の実行が許可されている場合、第4許可部426により許可されたゲームイベントを先に実行させる。例えば、優先実行部428は、第2許可部416により許可された対戦の実行を制限(抑止)することによって、第4許可部426により許可されたゲームイベントを先に実行させる。 When the execution of a game event (for example, a battle) is permitted by both the second permission unit 416 and the fourth permission unit 426 for each of the plurality of users, the priority execution unit 428 Allow allowed game events to run first. For example, the priority execution unit 428 causes the game event permitted by the fourth permission unit 426 to be executed first by restricting (suppressing) the execution of the battle permitted by the second permission unit 416.
 例えば、優先実行部428は、チーム画面60において、第2許可部416により許可された対戦を実行するための対戦ボタン68を表示させず、第4許可部416により許可された対戦を実行するための対戦ボタン68のみを表示させることによって、第4許可部426により許可されたゲームイベントを先に実行させる。 For example, the priority execution unit 428 does not display the battle button 68 for executing the battle permitted by the second permission unit 416 on the team screen 60, and executes the battle permitted by the fourth permission unit 416. By displaying only the battle button 68, the game event permitted by the fourth permission unit 426 is executed first.
 例えば、変形例(1-4)では、S7の処理が実行されるにあたり、進捗状況データベースの「対戦許可」を参照することによって、第2許可部416により許可された対戦があるか、第4許可部416により許可された対戦があるか、が特定される。第2許可部416により許可された対戦と、第4許可部416により許可された対戦と、の両方がある場合には、第4許可部416により許可された対戦を開始させるための対戦ボタン68を含むチーム画面60を生成することになる。この対戦ボタン68が選択された場合には、ユーザに付与される指輪アイテムの数が、通常よりも多く設定されることになる。 For example, in the modified example (1-4), whether or not there is a battle permitted by the second permission section 416 by referring to “match permission” in the progress database when the process of S7 is executed. Whether there is a match permitted by the permission unit 416 is specified. When there are both a battle permitted by the second permission unit 416 and a battle permitted by the fourth permission unit 416, a battle button 68 for starting the battle permitted by the fourth permission unit 416. The team screen 60 including When the battle button 68 is selected, the number of ring items given to the user is set more than usual.
 変形例(1-4)によれば、高い報酬が付与される対戦を優先的に実行させることができる。 According to the modified example (1-4), a battle to which a high reward is given can be preferentially executed.
 (2)次に、第2実行部500が行う処理に関する変形例について説明する。図32に示すように、変形例(2)の第2実行部500は、制限部520と、時点判定部522と、解除決定部524と、報酬付与部526と、確率変化部528と、パラメータ取得部530と、パラメータ変化部532と、進行制限部534と、変化制御部536と、を含む。 (2) Next, a modified example related to processing performed by the second execution unit 500 will be described. As shown in FIG. 32, the second execution unit 500 of the modified example (2) includes a restriction unit 520, a time point determination unit 522, a release determination unit 524, a reward granting unit 526, a probability changing unit 528, a parameter An acquisition unit 530, a parameter change unit 532, a progress restriction unit 534, and a change control unit 536 are included.
 (2-1)例えば、あるユーザからのヘルプを受けた状態では、他のユーザからの更なるヘルプを受け付けないようにしてもよい。更に、他のユーザからのヘルプを受け付けない期間を設定するようにしてもよい。 (2-1) For example, when help from a certain user is received, further help from other users may not be accepted. Furthermore, you may make it set the period which does not receive the help from another user.
 制限部520は、第1ユーザがクリアしていないゲーム課題(例えば、探索エリア)の少なくとも一つを第2ユーザがクリアした場合、第1ユーザがクリアしていないゲーム課題を、第1ユーザ以外のユーザにプレイさせることを制限(抑止)する。制限部520は、進捗状況データベースの「ヘルプ」にユーザIDと時刻とが格納されているユーザについて、当該ユーザがクリアしていない探索エリアを他のユーザが代わりに進行することを制限する。 When the second user clears at least one of the game tasks that the first user has not cleared (for example, the search area), the restriction unit 520 determines that the game task that has not been cleared by the first user other than the first user. Restrict (suppress) the user from playing. For the user whose user ID and time are stored in the “help” of the progress database, the restricting unit 520 restricts another user from proceeding instead in the search area that the user has not cleared.
 時点判定部522は、第1ユーザがクリアしていないゲーム課題(例えば、探索エリア)の少なくとも一つを第2ユーザがクリアした時点に基づいて定まる期間内に、現時点が含まれるか否かを判定する。時点判定部522が行う処理は、時点判定部422が行う処理と同様である。「第2ユーザがクリアした時点」とは、第2ユーザが探索エリアをクリアしたと判定された時点のことである。 The time determination unit 522 determines whether or not the current time is included in a period determined based on the time when the second user clears at least one of the game tasks (for example, the search area) that the first user has not cleared. judge. The processing performed by the time determination unit 522 is the same as the processing performed by the time determination unit 422. The “time when the second user clears” refers to the time when it is determined that the second user has cleared the search area.
 解除決定部524は、時点判定部522による判定結果に基づいて、制限部520による制限を解除するか否かを決定する。「制限を解除」とは、あるユーザに対して他のユーザがヘルプ可能な状態にすること、即ち、あるユーザが、他のユーザの探索エリアを代わりにクリア可能な状態にすることである。解除決定部524は、現時点が上記期間に含まれる場合、第1ユーザがクリアしていないゲーム課題を、他のユーザにプレイさせることを許可すると決定する。 The release determination unit 524 determines whether to release the restriction by the restriction unit 520 based on the determination result by the time point determination unit 522. “Release restriction” means that another user can be helped by a certain user, that is, a certain user can clear the search area of another user instead. When the current time is included in the period, the cancellation determination unit 524 determines to allow other users to play game tasks that the first user has not cleared.
 例えば、変形例(2-1)では、S70の判定において、進捗状況データベースを参照して「ヘルプ」にユーザIDと時刻とが格納されていないユーザのうちから、ヘルプ可能なユーザがいるか否かが判定されることになる。即ち、「ヘルプ」にユーザIDと時刻とが格納されていることは、他のユーザからのヘルプを受けたことを示すので、この場合には、S70における判定対象から除外されることになる。 For example, in the modified example (2-1), whether or not there is a user who can help out of the users whose user ID and time are not stored in “help” with reference to the progress database in the determination of S70. Will be determined. That is, storing the user ID and time in “Help” indicates that help from another user has been received, and in this case, it is excluded from the determination target in S70.
 変形例(2-1)によれば、あるユーザに対してヘルプが集中することを防止することができる。更に、他のユーザによるヘルプの制限に時間制限を設けることができる。 According to the modified example (2-1), it is possible to prevent the help from being concentrated on a certain user. Furthermore, a time limit can be set for the help limitation by other users.
 (2-2)例えば、あるユーザからヘルプを受けた探索エリアをクリアしたら、他のユーザによるヘルプの制限を解除するようにしてもよい。 (2-2) For example, after clearing a search area that has received help from a certain user, the restriction of help by other users may be released.
 第1判定部502は、第1ユーザがクリアしていないゲーム課題のクリアのしやすさが変化された場合、第1ユーザが当該ゲーム課題をクリアしたか否かを判定する。第1判定部502は、変化部518による制御が行われている状態で、ユーザが探索エリアをクリアしたか否かを判定する。 The first determination unit 502 determines whether or not the first user has cleared the game task when the ease of clearing the game task that has not been cleared by the first user has changed. The first determination unit 502 determines whether or not the user has cleared the search area while the control by the changing unit 518 is being performed.
 解除決定部524は、第1判定部502による判定結果に基づいて、制限部520による制限を解除するか否かを決定する。解除決定部524は、第1ユーザが上記ゲーム課題をクリアした場合、制限部520による制限を解除する。 The release determination unit 524 determines whether to release the restriction by the restriction unit 520 based on the determination result by the first determination unit 502. When the first user clears the game task, the cancellation determination unit 524 releases the limitation by the limitation unit 520.
 変形例(2-2)においては、S90においてユーザ端末20にヘルプ済画面150が表示された後に特別探索が行われ、クリアしやすい状態でユーザが探索エリアをクリアした場合、進捗状況データベースが参照され、「ヘルプ」に格納されたユーザIDと時刻とが消去されることになる。 In the modified example (2-2), a special search is performed after the helped screen 150 is displayed on the user terminal 20 in S90, and when the user clears the search area in a state that is easy to clear, the progress status database is referred to. Thus, the user ID and time stored in “Help” are deleted.
 変形例(2-2)によれば、ヘルプを受けたエリアをクリアした場合に、他のユーザによるヘルプの制限を解除することができる。 According to the modified example (2-2), when the area that received the help is cleared, the help restriction by other users can be released.
 (2-3)例えば、あるユーザによるヘルプを受けたユーザは、現時点において実行中の探索エリアの次の探索エリアについて、攻略がしやすくなるようにしてもよい。 (2-3) For example, a user who receives help from a certain user may make it easier to capture the search area next to the search area currently being executed.
 進捗制御部516は、第1ユーザがクリアしていないゲーム課題を第2ユーザがクリアした時点において第1ユーザがプレイ中のゲーム課題以降にクリアすべきゲーム課題の少なくとも一つの進捗を制御する。「プレイ中のゲーム課題以降にクリアすべきゲーム課題」とは、現時点で進行中のゲーム課題よりも後にクリアすべきゲーム課題のことであり、例えば、現時点においてk番目のゲーム課題が進行中である場合、k+1番目以降にクリアすべきゲーム課題である。 The progress control unit 516 controls at least one progress of a game task to be cleared after the game task being played by the first user when the second user clears a game task that has not been cleared by the first user. The “game task to be cleared after the game task being played” is a game task that should be cleared after the game task currently in progress. For example, the k-th game task is currently in progress. In some cases, it is a game task to be cleared after k + 1.
 変形例(2-3)によれば、ヘルプを受けるユーザの進捗状況に合わせて、クリアしやすくなる探索エリアを決定することができる。 According to the modified example (2-3), it is possible to determine a search area that is easy to clear according to the progress status of the user receiving the help.
 (2-4)例えば、ヘルプ済みの探索エリアをユーザが進行する場合は、探索を進めるごとに選手カードが付与されるようにしてもよい。 (2-4) For example, when a user progresses through a helped search area, a player card may be given each time the search is advanced.
 報酬付与部526は、第1ユーザがプレイするゲームにおいて、所与の確率のもとで、第1ユーザに報酬を付与する。報酬付与部526は、ユーザがゲームを進行させると、所与の確率に基づいて、当該ユーザに報酬を付与するか否かを決定する。例えば、報酬付与部526は、ユーザが探索エリアを進行させると、所与の確率に基づいて、当該ユーザに選手カードを付与するか否かを決定する。 The reward granting unit 526 grants a reward to the first user with a given probability in the game played by the first user. When the user advances the game, the reward granting unit 526 determines whether to give a reward to the user based on a given probability. For example, when the user advances the search area, the reward granting unit 526 determines whether to give a player card to the user based on a given probability.
 確率変化部528は、進捗制御部516による制御が行われる場合、所与の確率を変化(増加又は減少)させる。例えば、確率変化部528は、進捗制御部516による制御が行われる状態で、第1ユーザがゲーム課題を進行させる場合、確率を変化させる。確率変化部528による確率は、所定値だけ変化するようにしてもよいし、所与の法則のもとで定まる数値だけ変化させるようにしてもよい。 The probability changing unit 528 changes (increases or decreases) a given probability when the control by the progress control unit 516 is performed. For example, the probability changing unit 528 changes the probability when the first user advances the game task in a state where the control by the progress control unit 516 is performed. The probability by the probability changing unit 528 may be changed by a predetermined value, or may be changed by a numerical value determined under a given law.
 変形例(2-4)によれば、ヘルプ済みの探索エリアをユーザが進行する場合、報酬が付与される確率を変化させることができる。 According to the modification (2-4), when the user progresses through the helped search area, the probability that the reward is given can be changed.
 (2-5)例えば、ヘルプ済みの探索エリアをユーザが探索する場合は、行動ポイントの消費を少なくするようにしてもよい。 (2-5) For example, when a user searches a search area that has been helped, consumption of action points may be reduced.
 パラメータ取得部530は、第1ユーザに関連付けてパラメータ(例えば、行動ポイント)を記憶する手段に記憶されるパラメータを取得する。パラメータ取得部530は、ユーザデータベースを参照して、各ユーザに関連付けられた行動ポイントを取得する。 The parameter acquisition unit 530 acquires parameters stored in a unit that stores parameters (for example, action points) in association with the first user. The parameter acquisition unit 530 refers to the user database and acquires action points associated with each user.
 パラメータ変化部532は、第1ユーザが各ゲーム課題(例えば、探索エリア)を進行させる場合にパラメータを変化させる。この変化量は、ゲーム課題ごとに予め定められている。パラメータ変化部532は、探索エリアの探索が実行されると、行動ポイントを変化させる。 The parameter changing unit 532 changes the parameters when the first user advances each game task (for example, a search area). This amount of change is predetermined for each game task. When the search of the search area is executed, the parameter changing unit 532 changes the action point.
 進行制限部534は、パラメータが所定範囲(基準値以上又は基準値未満)である場合、第1ユーザによる各ゲーム課題の進行を制限(抑止)する。「ゲーム課題の進行を制限」とは、ユーザが所与の操作を行っても、ゲーム課題の進行をさせないこと、又は、進捗状況を変化させないことである。 The progress restriction unit 534 restricts (suppresses) the progress of each game task by the first user when the parameter is in a predetermined range (greater than or equal to the reference value or less than the reference value). “Restrict the progress of the game task” means that the game task is not progressed or the progress status is not changed even if the user performs a given operation.
 変化制御部536は、進捗制御部516による制御が行われる場合、パラメータの変化量又はパラメータ自体を変化させる。変化制御部536は、進捗制御部516による制御が行われている状態において、ユーザが探索を進行する場合の行動ポイントの消費量を変化させる。又は行動ポイント自体を回復させるようにしてもよい。 The change control unit 536 changes the change amount of the parameter or the parameter itself when the control by the progress control unit 516 is performed. The change control unit 536 changes the consumption amount of action points when the user proceeds with the search in a state where the control by the progress control unit 516 is performed. Or you may make it recover action point itself.
 変形例(2-5)によれば、ヘルプ済みの探索エリアをユーザが探索する場合は、行動ポイントの消費をしたり、行動ポイントを消費しないようにしたりすることができる。 According to the modified example (2-5), when a user searches a search area that has been helped, it is possible to consume action points or not to consume action points.
 (2-6)例えば、実施形態においては、あるユーザがヘルプを受けると、当該ユーザがクリアしていない探索エリアの進行が早くなる場合を説明したが、他のユーザによるヘルプ済みの探索エリアが、クリア済みに設定されるようにしてもよい。 (2-6) For example, in the embodiment, when a user receives help, the search area that has not been cleared by the user progresses faster. However, there is a search area that has been helped by another user. Alternatively, it may be set to cleared.
 進捗制御部516は、第1ユーザがクリアしていないゲーム課題(例えば、探索エリア)の少なくとも一つを第2ユーザがクリアした場合、第1ユーザがクリアしていないゲーム課題の少なくとも一つがクリアされたものとみなす。進捗制御部516は、進捗状況データベースを参照して、「進捗状況」に、他のユーザが代わりにクリアした探索エリアを追加する。即ち、進捗制御部516は、他のユーザが代わりにクリアした探索エリアについては、あるユーザが当該探索エリアを進行させなくてもクリアしたものとする。 The progress control unit 516 clears at least one of the game tasks that the first user has not cleared when the second user clears at least one of the game tasks that the first user has not cleared (for example, the search area). It is considered that it was done. The progress control unit 516 refers to the progress database and adds a search area cleared by another user to “progress” instead. That is, it is assumed that the progress control unit 516 clears a search area cleared by another user even if a certain user does not advance the search area.
 変形例(2-6)によれば、他のユーザにより代わりにクリアされた探索エリアの実行をスキップすることができる。 According to the modified example (2-6), execution of the search area cleared instead by another user can be skipped.
 (2-7)例えば、実施形態においては、1操作あたりの探索率を増加させる場合を説明したが、ゲーム課題のクリア条件を変更するようにしてもよい。例えば、通常では探索率が100%に達した場合にクリアとなるが、50%でクリアとなるようにしてもよい。 (2-7) For example, in the embodiment, the case where the search rate per operation is increased has been described. However, the game task clear condition may be changed. For example, the search is normally cleared when the search rate reaches 100%, but may be cleared at 50%.
 第1判定部502は、複数のゲーム課題(例えば、探索エリア)の各々について、当該ゲーム課題の所与のクリア条件が満たされた場合に、第1ユーザが当該ゲーム課題をクリアしたと判定する。クリア条件は、例えば、ゲームの進行に応じて変化するパラメータの値を示す条件である。当該パラメータがクリア条件を満たす場合に、ゲーム課題がクリアされたと判定される。 For each of a plurality of game tasks (for example, a search area), the first determination unit 502 determines that the first user has cleared the game task when a given clear condition for the game task is satisfied. . The clear condition is, for example, a condition indicating a parameter value that changes according to the progress of the game. If the parameter satisfies the clear condition, it is determined that the game task has been cleared.
 変化部518は、第1ユーザがクリアしていないゲーム課題(例えば、探索エリア)の少なくとも一つを第2ユーザがクリアした場合、第1ユーザが自分でクリアしていないゲーム課題の少なくとも一つについて、当該ゲーム課題のクリア条件を変化させることによって、当該ゲーム課題のクリアのしやすさを変化させる。変化部518は、第2ユーザが第1ユーザのヘルプを行った場合、第2ユーザが第1ユーザのヘルプを行わない場合よりも、クリア条件が簡単(緩く)になるように、又は、クリア条件が難しく(厳しく)なるように、クリア条件を変化させる。 When the second user clears at least one of the game tasks (for example, the search area) that the first user has not cleared, the changing unit 518 has at least one of the game tasks that the first user has not cleared by himself / herself. About, the easiness of clearing of the said game task is changed by changing the clear conditions of the said game task. The changing unit 518 is configured so that the clear condition is easier (relaxed) or clearer when the second user provides help for the first user than when the second user does not provide help for the first user. The clear condition is changed so that the condition becomes difficult (strict).
 変形例(2-7)によれば、探索エリアのクリア条件を変化させることによって、クリアのしやすさを変化させることができる。 According to the modified example (2-7), the ease of clearing can be changed by changing the clear condition of the search area.
 (2-8)例えば、ゲーム課題に難易度が設定されている場合、他のユーザからのヘルプを得た場合は、ゲーム課題の難易度を変化させるようにしてもよい。 (2-8) For example, when the difficulty level is set for the game task, when the help from another user is obtained, the difficulty level of the game task may be changed.
 変化部518は、第1ユーザがクリアしていないゲーム課題の少なくとも一つを第2ユーザがクリアした場合、第1ユーザが自分でクリアしていないゲーム課題の少なくとも一つについて、当該ゲーム課題の難易度を変化させることによって、当該ゲーム課題のクリアのしやすさを変化させる。難易度は、ゲーム課題のクリアの困難性を示す指標であり、例えば、難易度が高くなるほどゲーム課題のクリアが困難になる。難易度は、例えば、記憶部12に記憶されている。 When the second user clears at least one of the game tasks that the first user has not cleared, the changing unit 518 determines whether or not the game task has been cleared for at least one of the game tasks that the first user has not cleared. By changing the difficulty level, the ease of clearing the game task is changed. The difficulty level is an index indicating the difficulty of clearing the game task. For example, the higher the difficulty level, the more difficult it is to clear the game task. The difficulty level is stored in the storage unit 12, for example.
 変形例(2-8)によれば、難易度を変化させることによって、クリアのしやすさを変化させることができる。 According to Modification (2-8), the ease of clearing can be changed by changing the difficulty level.
 (3)また例えば、第1実行部400において必要な機能は、進捗判定部402と、第1許可部406と、第2許可部416であり、これら以外の機能ブロックは省略するようにしてもよい。また、第2実行部500において必要な機能は、第1判定部502と、他ユーザプレイ実行部512と、第2判定部514と、進捗制御部516とであり、これら以外の機能ブロックは省略するようにしてもよい。また、第1実行部400と第2実行部500との何れか一方のみが実現されるようにしてもよい。 (3) Further, for example, the necessary functions in the first execution unit 400 are a progress determination unit 402, a first permission unit 406, and a second permission unit 416, and other functional blocks may be omitted. Good. Further, the functions necessary for the second execution unit 500 are the first determination unit 502, the other user play execution unit 512, the second determination unit 514, and the progress control unit 516, and other functional blocks are omitted. You may make it do. Further, only one of the first execution unit 400 and the second execution unit 500 may be realized.
 (4)また例えば、実施形態及び上記変形例を組み合わせてもよい。 (4) Further, for example, the embodiment and the above-described modification examples may be combined.
 また例えば、上記においては、第2実行部500が、あるユーザが他のユーザのヘルプをした場合の処理を実行する場合を説明したが、あるユーザが他のユーザの邪魔をする場合の処理を実行するようにしてもよい。この場合、あるユーザが他のユーザの探索エリアをクリアすると、当該他のユーザは探索エリアをクリアしにくくなるようにしてもよい。例えば、当該他のユーザが探索を実行した場合の探索率の増加を抑えるようにしてもよい。 In addition, for example, in the above description, the second execution unit 500 has described the case where a certain user performs processing when helping another user, but the processing when a certain user disturbs another user is performed. You may make it perform. In this case, when a certain user clears the search area of another user, it may be difficult for the other user to clear the search area. For example, you may make it suppress the increase in the search rate when the said other user performs a search.
 また例えば、サッカーゲーム以外のゲーム(例えば、他のスポーツゲーム)を実行するゲームシステムにも本発明を適用することは可能である。例えば、ユーザの野球チームとコンピュータの野球チームとが対戦するゲームシステムにも本発明を適用することが可能である。 Also, for example, the present invention can be applied to a game system that executes a game other than a soccer game (for example, another sports game). For example, the present invention can also be applied to a game system in which a user's baseball team and a computer baseball team battle each other.
 また例えば、スポーツゲーム以外のゲームを実行するゲームシステムにも本発明を適用することも可能である。例えば、トランプゲームにも本発明を適用可能である。他にも、ユーザが収集したカードを用いてモンスターと対戦するようなゲームにも本発明を適用することができる。 Also, for example, the present invention can be applied to a game system that executes a game other than a sports game. For example, the present invention can be applied to a card game. In addition, the present invention can also be applied to a game in which a user collects cards and plays against monsters.
 また例えば、上記説明した各機能がゲームサーバ10において実現される場合を説明したが、これら各機能の一部がユーザ端末20で実現されるようにしてもよい。各機能が、ゲームサーバ10とユーザ端末20とで分担されることになる。即ち、上記説明した複数の機能の各々について、ゲームサーバ10又はユーザ端末20の何れか一方に設けられるようにしてもよい。 For example, although the case where each function described above is realized in the game server 10 has been described, a part of each function may be realized in the user terminal 20. Each function is shared by the game server 10 and the user terminal 20. That is, each of the plurality of functions described above may be provided in either the game server 10 or the user terminal 20.
 例えば、ゲームデータ記憶部200がユーザ端末20で実現されるようにしてもよい。即ち、あるユーザ端末20を操作するユーザに係るデータ(ユーザデータ、進捗状況データ、チームデータ)が、データベース15ではなく、このユーザ端末20に記憶されるようにしてもよい。この場合、ゲームサーバ10は、通信ネットワーク2を介してユーザ端末20の記憶内容を取得することになる。 For example, the game data storage unit 200 may be realized by the user terminal 20. That is, data relating to a user who operates a certain user terminal 20 (user data, progress data, team data) may be stored in the user terminal 20 instead of the database 15. In this case, the game server 10 acquires the stored contents of the user terminal 20 via the communication network 2.
 また例えば、ゲーム実行部300がユーザ端末20で実現されるようにしてもよい。即ち、ユーザ端末20の制御部21がプログラムを実行することによって、制御部21がゲーム実行部300として機能するようにしてもよい。この場合、制御部21(ゲーム実行部300)は、通信ネットワーク2を介して直接的にデータベース15からデータを取得及び更新することによって、ユーザがプレイするゲームを進行させ、進捗状況を更新することになる。 For example, the game execution unit 300 may be realized by the user terminal 20. In other words, the control unit 21 of the user terminal 20 may function as the game execution unit 300 by executing the program. In this case, the control part 21 (game execution part 300) advances the game which a user plays by acquiring and updating data directly from the database 15 via the communication network 2, and updates a progress condition. become.
 また例えば、第1実行部400がユーザ端末20で実現されるようにしてもよい。更に、第1実行部400に含まれる各機能が、ゲームサーバ10とユーザ端末20とで分担されるようにしてもよい。ユーザ端末20の制御部21がプログラムを実行することによって、制御部21が第1実行部400として機能するようにしてもよい。この場合、制御部21(第1実行部400)は、通信ネットワーク2を介して直接的にデータベース15からデータを取得及び更新することによって、ユーザが特別探索を進めて対戦を実行させた場合に同じチームに所属する他のユーザの対戦を許可する。 For example, the first execution unit 400 may be realized by the user terminal 20. Furthermore, each function included in the first execution unit 400 may be shared between the game server 10 and the user terminal 20. The control unit 21 of the user terminal 20 may function as the first execution unit 400 by executing the program. In this case, the control unit 21 (first execution unit 400) obtains and updates data directly from the database 15 via the communication network 2 so that the user advances a special search and executes a battle. Allow other users on the same team to play.
 また例えば、第2実行部500がユーザ端末20で実現されるようにしてもよい。更に、第2実行部500に含まれる各機能が、ゲームサーバ10とユーザ端末20とで分担されるようにしてもよい。ユーザ端末20の制御部21がプログラムを実行することによって、制御部21が第1実行部400として機能するようにしてもよい。この場合、制御部21(第2実行部500)は、通信ネットワーク2を介して直接的にデータベース15からデータを取得及び更新することによって、ユーザが他のユーザの特別探索を手伝うと、当該他のユーザの特別探索が進みやすくする。 For example, the second execution unit 500 may be realized by the user terminal 20. Furthermore, each function included in the second execution unit 500 may be shared between the game server 10 and the user terminal 20. The control unit 21 of the user terminal 20 may function as the first execution unit 400 by executing the program. In this case, the control unit 21 (second execution unit 500) obtains and updates data directly from the database 15 via the communication network 2, so that when the user helps another user's special search, the other Make it easier for users to advance special searches.
 また例えば、上記実施形態及び変形例においては、サーバクライアント型のゲームシステムについて説明したが、本発明は、スタンドアロン型のゲーム装置についても適用することができる。即ち、他のコンピュータとのデータのやり取りが発生しないゲーム装置についても本発明を適用することができる。この場合、上記説明した各機能は、1台のゲーム装置によって実現される。 In addition, for example, in the above-described embodiments and modifications, the server client type game system has been described, but the present invention can also be applied to a stand-alone type game device. That is, the present invention can also be applied to a game device in which data exchange with other computers does not occur. In this case, each function described above is realized by one game device.

Claims (18)

  1.  複数のユーザの各々がプレイするゲームを実行するゲーム装置であって、
     前記複数のユーザの各々について、当該ユーザがプレイするゲームの進捗状況が所与の進捗状況に達したか否かを判定する判定手段と、
     前記複数のユーザのうち、前記ゲームの進捗状況が前記所与の進捗状況に達したユーザがプレイするゲームにおいて、所与のゲームイベントの実行を許可する第1許可手段と、
     前記第1許可手段により一のユーザがプレイするゲームにおいて前記ゲームイベントの実行が許可された場合、他のユーザがプレイするゲームの進捗状況にかかわらず、当該他のユーザがプレイするゲームにおいて、前記ゲームイベントの実行を許可する第2許可手段と、
     を含むことを特徴とするゲーム装置。
    A game device that executes a game played by each of a plurality of users,
    For each of the plurality of users, determination means for determining whether or not the progress of the game played by the user has reached a given progress;
    A first permission means for permitting execution of a given game event in a game played by a user of which the progress of the game has reached the given progress among the plurality of users;
    When the execution of the game event is permitted in the game played by one user by the first permission means, in the game played by the other user regardless of the progress of the game played by the other user, A second permission means for permitting execution of the game event;
    A game apparatus comprising:
  2.  前記ゲーム装置は、
     ユーザ同士の関係を示す関係情報を記憶する手段の記憶内容を取得する手段を更に含み、
     前記第2許可手段は、前記第1許可手段により一のユーザがプレイするゲームにおいて前記ゲームイベントの実行が許可された場合、他のユーザのうち、当該一のユーザと所与の関係を満たすユーザがプレイするゲームにおいて、前記ゲームイベントの実行を許可する、
     ことを特徴とする請求項1に記載のゲーム装置。
    The game device includes:
    Further comprising means for acquiring storage contents of means for storing relation information indicating a relationship between users;
    When the execution of the game event is permitted in a game played by one user by the first permission unit, the second permission unit is a user who satisfies a given relationship with the one user among other users. Permit the execution of the game event in a game played by
    The game device according to claim 1.
  3.  前記複数のユーザの各々は、複数のユーザグループの少なくとも一つに属しており、
     前記関係情報は、各ユーザグループに属しているユーザを識別する情報であり、
     前記第2許可手段は、前記第1許可手段により一のユーザがプレイするゲームにおいて前記ゲームイベントの実行が許可された場合、他のユーザのうち、当該一のユーザと同じユーザグループに属するユーザについて、前記ゲームイベントの実行を許可する、
     ことを特徴とする請求項2に記載のゲーム装置。
    Each of the plurality of users belongs to at least one of a plurality of user groups,
    The relationship information is information for identifying users belonging to each user group,
    When the execution of the game event is permitted in the game played by one user by the first permission means, the second permission means is for users belonging to the same user group as the one user among other users. Allow the execution of the game event;
    The game device according to claim 2.
  4.  前記ゲーム装置は、
     前記第1許可手段により一のユーザがプレイするゲームにおいて前記ゲームイベントの実行が許可された場合、他のユーザがプレイするゲームにおいて、前記ゲームイベントの実行が許可されたことを前記一のユーザに関連付けて提示する提示手段と、
     前記提示手段による提示がなされた後において、他のユーザにより所与の操作が行われた場合、前記許可されたゲームイベントを実行する手段と、
     を更に含むことを特徴とする請求項1に記載のゲーム装置。
    The game device includes:
    When execution of the game event is permitted in a game played by one user by the first permission means, the one user is permitted to execute the game event in a game played by another user. Presentation means for presenting in association;
    Means for executing the permitted game event when a given operation is performed by another user after the presentation by the presentation means;
    The game apparatus according to claim 1, further comprising:
  5.  前記ゲーム装置は、
     前記第1許可手段により前記ゲームイベントの実行が許可された時点に基づいて設定される期間内に、現時点が含まれるか否かを判定する時点判定手段を更に含み、
     前記第2許可手段は、前記第1許可手段により一のユーザがプレイするゲームにおいて前記ゲームイベントの実行が許可された場合、他のユーザがプレイするゲームにおいて前記ゲームイベントの実行を許可するか否かを、前記時点判定手段の判定結果に基づいて決定する、
     ことを特徴とする請求項1に記載のゲーム装置。
    The game device includes:
    A time point determination means for determining whether or not the current time is included in a period set based on a time point when the execution of the game event is permitted by the first permission means;
    Whether the second permission means permits the execution of the game event in a game played by another user when the execution of the game event is permitted in the game played by one user by the first permission means. Is determined based on the determination result of the time determination means,
    The game device according to claim 1.
  6.  前記ゲーム装置は、
     前記複数のユーザの各々について、当該ユーザがプレイするゲームにおいて、所与の確率のもとで、当該ユーザがプレイするゲームにおいて、前記ゲームイベントの実行を許可する第3許可手段と、
     前記第3許可手段により一のユーザがプレイするゲームにおいて前記ゲームイベントの実行が許可された場合、他のユーザがプレイするゲームにおいて、前記ゲームイベントの実行を許可する第4許可手段と、
     を更に含むことを特徴とする請求項1に記載のゲーム装置。
    The game device includes:
    For each of the plurality of users, in a game played by the user, a third permission means for permitting execution of the game event in a game played by the user with a given probability;
    Fourth execution means for allowing execution of the game event in a game played by another user when execution of the game event is permitted in a game played by one user by the third permission means;
    The game apparatus according to claim 1, further comprising:
  7.  前記ゲーム装置は、
     前記複数のユーザの各々について、当該ユーザがプレイするゲームにおいて前記ゲームイベントが実行された場合、当該ユーザに報酬を付与する手段を更に含み、
     当該手段は、前記第3許可手段又は前記第4許可手段により許可された前記ゲームイベントが実行された場合には、前記第1許可手段又は前記第2許可手段により許可された前記ゲームイベントが実行された場合よりも高い報酬をユーザに付与する、
     ことを特徴とする請求項6に記載のゲーム装置。
    The game device includes:
    For each of the plurality of users, when the game event is executed in a game played by the user, the method further includes means for giving a reward to the user,
    When the game event permitted by the third permission means or the fourth permission means is executed, the means executes the game event permitted by the first permission means or the second permission means. Give users a higher reward than
    The game device according to claim 6.
  8.  前記ゲーム装置は、
     前記複数のユーザの各々について、前記第2許可手段と前記第4許可手段との両方により前記ゲームイベントの実行が許可されている場合、前記第4許可手段により許可された前記ゲームイベントを先に実行させる手段、
     を更に含むことを特徴とする請求項6に記載のゲーム装置。
    The game device includes:
    For each of the plurality of users, when the execution of the game event is permitted by both the second permission unit and the fourth permission unit, the game event permitted by the fourth permission unit is determined first. Means to execute,
    The game device according to claim 6, further comprising:
  9.  前記ゲーム装置は、
     前記複数のユーザの各々について、当該ユーザがプレイするゲームにおいて前記ゲームイベントが実行された場合、当該ユーザに報酬を付与する手段を更に含み、
     当該手段は、前記第1許可手段により許可された前記ゲームイベントが実行された場合、前記第2許可手段により許可された前記ゲームイベントが実行された場合よりも高い報酬をユーザに付与する、
     ことを特徴とする請求項1に記載のゲーム装置。
    The game device includes:
    For each of the plurality of users, when the game event is executed in a game played by the user, the method further includes means for giving a reward to the user,
    The means gives the user a higher reward when the game event permitted by the first permission means is executed than when the game event permitted by the second permission means is executed,
    The game device according to claim 1.
  10.  前記ゲームイベントは、ユーザが所与のゲーム課題をクリアすることを目指すイベントであり、
     前記第1許可手段は、前記複数のユーザのうち、前記ゲームの進捗状況が前記所与の進捗状況に達したユーザがプレイするゲームにおいて、前記ゲーム課題の発生を許可し、
     前記第2許可手段は、前記第1許可手段により一のユーザがプレイするゲームにおいて前記ゲーム課題の発生が許可された場合、他のユーザによる前記ゲームの進捗状況にかかわらず、当該他のユーザがプレイするゲームにおいて、前記ゲーム課題の発生を許可する、
     ことを特徴とする請求項1に記載のゲーム装置。
    The game event is an event in which the user aims to clear a given game task,
    The first permission means permits the game task to be generated in a game played by a user who has reached the given progress among the plurality of users.
    When the first permission means permits the generation of the game task in a game played by one user, the second permission means allows the other user to perform regardless of the progress of the game by another user. In the game to play, allow the occurrence of the game task,
    The game device according to claim 1.
  11.  前記ゲーム課題は、ユーザが対戦で所与の結果を収めることを目指すものであり、
     前記第1許可手段は、前記複数のユーザのうち、前記ゲームの進捗状況が前記所与の進捗状況に達したユーザがプレイするゲームにおいて、対戦の実行を許可し、
     前記第2許可手段は、前記第1許可手段により一のユーザがプレイするゲームにおいて対戦の実行が許可された場合、他のユーザによる前記ゲームの進捗状況にかかわらず、当該他のユーザがプレイするゲームにおいて、対戦の実行を許可する、
     ことを特徴とする請求項10に記載のゲーム装置。
    The game task is for the user to aim for a given result in a match,
    The first permission means permits the execution of a battle in a game played by a user whose progress status of the game has reached the given progress status among the plurality of users,
    The second permission means, when the execution of the battle is permitted in the game played by one user by the first permission means, the other user plays regardless of the progress of the game by the other user. Allow games to be played,
    The game device according to claim 10.
  12.  前記ゲーム装置は、
     前記複数のユーザの各々について、当該ユーザの戦績に関する情報を記憶する手段に記憶される当該情報を取得する手段と、
     前記第1許可手段により一のユーザがプレイするゲームにおいて対戦の実行が許可された場合、当該一のユーザの戦績に関する情報に基づいて、当該対戦における対戦相手の強さを決定する手段と、
     前記第2許可手段により前記他のユーザがプレイするゲームにおいて対戦の実行が許可された場合、当該他のユーザの戦績に関する情報に基づいて、当該対戦における対戦相手の強さを決定する手段と、
     を更に含むことを特徴とする請求項11に記載のゲーム装置。
    The game device includes:
    For each of the plurality of users, means for acquiring the information stored in the means for storing information related to the user's battle record;
    Means for determining the strength of the opponent in the battle based on information relating to the performance of the one user when execution of the battle is permitted in the game played by one user by the first permission means;
    Means for determining the strength of the opponent in the battle based on information relating to the results of the other user when execution of the battle is permitted in the game played by the other user by the second permission unit;
    The game device according to claim 11, further comprising:
  13.  前記第2許可手段は、
     前記第1許可手段により一のユーザがプレイするゲームにおいて前記ゲームイベントの実行が許可された場合、当該ゲームイベントの実行結果が所与の結果であるか否かに基づいて、他のユーザに前記ゲームイベントの実行を許可するか否かを決定する、
     ことを特徴とする請求項1に記載のゲーム装置。
    The second permission means includes
    When execution of the game event is permitted in a game played by one user by the first permission means, based on whether the execution result of the game event is a given result, other users are Decide whether to allow game events to run,
    The game device according to claim 1.
  14.  複数のユーザの各々がプレイするゲームを実行するゲーム装置の制御方法であって、
     前記複数のユーザの各々について、当該ユーザがプレイするゲームの進捗状況が所与の進捗状況に達したか否かを判定する判定ステップと、
     前記複数のユーザのうち、前記ゲームの進捗状況が前記所与の進捗状況に達したユーザがプレイするゲームにおいて、所与のゲームイベントの実行を許可する第1許可ステップと、
     前記第1許可ステップにおいて一のユーザがプレイするゲームにおいて前記ゲームイベントの実行が許可された場合、他のユーザがプレイするゲームの進捗状況にかかわらず、当該他のユーザがプレイするゲームにおいて、前記ゲームイベントの実行を許可する第2許可ステップと、
     を含むことを特徴とするゲーム装置の制御方法。
    A control method of a game device that executes a game played by each of a plurality of users,
    For each of the plurality of users, a determination step of determining whether or not the progress status of the game played by the user has reached a given progress status;
    A first permission step for permitting execution of a given game event in a game played by a user whose progress status of the game has reached the given progress status among the plurality of users;
    When execution of the game event is permitted in a game played by one user in the first permission step, the game played by the other user regardless of the progress of the game played by the other user, A second permission step for allowing execution of the game event;
    A method for controlling a game device, comprising:
  15.  ユーザ端末とゲームサーバとが通信可能に接続されたゲームシステムであって、
     複数のユーザの各々について、当該ユーザがプレイするゲームの進捗状況が所与の進捗状況に達したか否かを判定する判定手段と、
     前記複数のユーザのうち、前記ゲームの進捗状況が前記所与の進捗状況に達したユーザがプレイするゲームにおいて、所与のゲームイベントの実行を許可する第1許可手段と、
     前記第1許可手段により一のユーザがプレイするゲームにおいて前記ゲームイベントの実行が許可された場合、他のユーザがプレイするゲームの進捗状況にかかわらず、当該他のユーザがプレイするゲームにおいて、前記ゲームイベントの実行を許可する第2許可手段と、
     の各々について、前記ユーザ端末又は前記ゲームサーバの何れか一方に設けたことを特徴とするゲームシステム。
    A game system in which a user terminal and a game server are communicably connected,
    For each of a plurality of users, determination means for determining whether or not the progress of the game played by the user has reached a given progress;
    A first permission means for permitting execution of a given game event in a game played by a user of which the progress of the game has reached the given progress among the plurality of users;
    When the execution of the game event is permitted in the game played by one user by the first permission means, in the game played by the other user regardless of the progress of the game played by the other user, A second permission means for permitting execution of the game event;
    Each of these is provided in either the user terminal or the game server.
  16.  ユーザ端末とゲームサーバとが通信可能に接続されたゲームシステムの制御方法であって、
     複数のユーザの各々について、当該ユーザがプレイするゲームの進捗状況が所与の進捗状況に達したか否かを判定する判定ステップと、
     前記複数のユーザのうち、前記ゲームの進捗状況が前記所与の進捗状況に達したユーザがプレイするゲームにおいて、所与のゲームイベントの実行を許可する第1許可ステップと、
     前記第1許可ステップにおいて一のユーザがプレイするゲームにおいて前記ゲームイベントの実行が許可された場合、他のユーザがプレイするゲームの進捗状況にかかわらず、当該他のユーザがプレイするゲームにおいて、前記ゲームイベントの実行を許可する第2許可ステップと、
     の各々について、前記ユーザ端末又は前記ゲームサーバの何れか一方で行われることを特徴とするゲームシステムの制御方法。
    A control method of a game system in which a user terminal and a game server are communicably connected,
    For each of a plurality of users, a determination step for determining whether or not the progress of the game played by the user has reached a given progress;
    A first permission step for permitting execution of a given game event in a game played by a user whose progress status of the game has reached the given progress status among the plurality of users;
    When execution of the game event is permitted in a game played by one user in the first permission step, the game played by the other user regardless of the progress of the game played by the other user, A second permission step for allowing execution of the game event;
    The game system control method is performed on either of the user terminal or the game server.
  17.  複数のユーザの各々がプレイするゲームを実行するゲーム装置としてコンピュータを機能させるためのプログラムであって、
     前記複数のユーザの各々について、当該ユーザがプレイするゲームの進捗状況が所与の進捗状況に達したか否かを判定する判定手段、
     前記複数のユーザのうち、前記ゲームの進捗状況が前記所与の進捗状況に達したユーザがプレイするゲームにおいて、所与のゲームイベントの実行を許可する第1許可手段、
     前記第1許可手段により一のユーザがプレイするゲームにおいて前記ゲームイベントの実行が許可された場合、他のユーザがプレイするゲームの進捗状況にかかわらず、当該他のユーザがプレイするゲームにおいて、前記ゲームイベントの実行を許可する第2許可手段、
     として前記コンピュータを機能させるためのプログラム。
    A program for causing a computer to function as a game device that executes a game played by each of a plurality of users,
    For each of the plurality of users, determination means for determining whether or not the progress of the game played by the user has reached a given progress,
    A first permission means for permitting execution of a given game event in a game played by a user of which the progress of the game has reached the given progress among the plurality of users;
    When the execution of the game event is permitted in the game played by one user by the first permission means, in the game played by the other user regardless of the progress of the game played by the other user, A second permission means for permitting execution of the game event;
    A program for causing the computer to function as
  18.  請求項17に記載のプログラムを記録したコンピュータ読み取り可能な情報記憶媒体。 A computer-readable information storage medium in which the program according to claim 17 is recorded.
PCT/JP2013/063695 2012-05-17 2013-05-16 Game device, game-device control method, game system, game-system control method, program, and information-storage medium WO2013172424A1 (en)

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