WO2013176002A1 - Game control defice, game control method, program, recording medium, and game system - Google Patents

Game control defice, game control method, program, recording medium, and game system Download PDF

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Publication number
WO2013176002A1
WO2013176002A1 PCT/JP2013/063442 JP2013063442W WO2013176002A1 WO 2013176002 A1 WO2013176002 A1 WO 2013176002A1 JP 2013063442 W JP2013063442 W JP 2013063442W WO 2013176002 A1 WO2013176002 A1 WO 2013176002A1
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WO
WIPO (PCT)
Prior art keywords
time information
ability value
value
battle
game
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Application number
PCT/JP2013/063442
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French (fr)
Japanese (ja)
Inventor
暢也 北村
久晴 下瀬
鈴木 英之
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 WO2013176002A1 publication Critical patent/WO2013176002A1/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
    • A63F13/60Generating 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
    • 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
    • A63F13/30Interconnection 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
    • A63F13/60Generating 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
    • A63F13/90Constructional details or arrangements of video game devices not provided for in groups A63F13/20 or A63F13/25, e.g. housing, wiring, connections or cabinets
    • A63F13/92Video game devices specially adapted to be hand-held while playing
    • 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
    • A63F2300/20Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of the game platform
    • A63F2300/204Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of the game platform the platform being a handheld device
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/63Methods for processing data by generating or executing the game program for controlling the execution of the game in time
    • A63F2300/638Methods for processing data by generating or executing the game program for controlling the execution of the game in time according to the timing of operation or a time limit
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/65Methods for processing data by generating or executing the game program for computing the condition of a game character

Definitions

  • the present invention relates to a technique for controlling the progress of a game by each user according to each operation of a plurality of users.
  • social games have become widespread as applications executed in social networking services (SNS). It can be said that the social game is a kind of online game that is played while communicating among an unspecified number of users. If a user can connect to the Internet and has a communication terminal equipped with a web browser, the user can enjoy a social game regardless of time and place.
  • SNS social networking services
  • Non-Patent Document 1 a digital card game (Dragon Collection (registered trademark)) described in Non-Patent Document 1 below is known.
  • a user can increase the ability value of an object by combining a plurality of objects into one object or using an item on a specific game. ing.
  • the battle result is often determined based on the ability value of the object. Therefore, the user is motivated to increase the ability value of an object held in the game in order to be advantageous in a battle between objects on the game.
  • an object (old object) issued at an old time point in the past may have acquired a high ability value, for example, by merging with another object described above.
  • an object (new object) newly issued on the game often has a low ability value.
  • the new object is generally disadvantageous, and as a user, the ability value of the old object is further increased rather than trying to acquire the new object in the game. Motivated to try to increase. Under such circumstances, the user's willingness to acquire a new object is reduced, and therefore it is impeded that the game is activated by continuously introducing new objects.
  • the present invention has been made in view of the above-described viewpoints, and provides a game control device, a game control method, a program, a recording medium, and a game system that prevent a user from reluctantly acquiring a game object. For the purpose.
  • a first aspect of the present invention is a game control device, Association means for associating the object with the ability value of the object and the time information associated with the object; Change means to change the ability value of the object, A battle execution means for executing a battle between objects based on the ability values of the objects; A comparing means for comparing the old and new time information associated with each of the first object and the second object that is the opponent of the first object; When it is determined that the time information associated with the second object is newer than the time information associated with the first object based on the comparison result by the comparison means in the battle between the first object and the second object, Adjusting means for relatively reducing the ability value associated with the first object; Is provided.
  • “object” includes a character, an item, and the like on the game.
  • the character is, for example, a virtual person or creature on the game, a monster, or the like, and includes those displayed on a card.
  • “time information” is, for example, information about the time when an object is issued on the game, the time when the object becomes available to the user on the game, or the time when the user acquires the object. It may be.
  • “time” includes time and period on a time series such as a specific time, day, year, year, quarter, and the like.
  • each of the first object and the second object may be a single object, or may be a generic name of a plurality of objects.
  • the user who executes the game of the present invention is motivated to increase the ability value of the object he / she owns in the game, for example, in order to favor the battle between the objects.
  • the new object has a relatively low time value for raising the ability value by the time of the battle execution, so the ability value is low, and the old object has a relative time margin for the battle execution time. Therefore, there is a high possibility that the ability value is high. Therefore, when a battle is performed between a new object and an old object, the new object often becomes disadvantageous.
  • the ability value of the old object (first object) when a battle is executed between a new object (second object) and an old object (first object), the ability value of the old object (first object) is relatively lowered, Suppresses a situation in which a new object (second object) is disadvantageous. As a result, the user's willingness to acquire a new object on the game is not diminished, and the game is activated.
  • relatively decreasing the ability value of the old object (first object) means that the amount of decrease in the ability value of the first object is larger than the amount of decrease in the ability value of the second object (of the first object). Including the case where only the ability value is lowered) or making the increase amount of the ability value of the first object smaller than the increase amount of the ability value of the second object (including the case where only the ability value of the second object is increased). ).
  • the association unit associates the object with an upper limit value of the ability value of the object
  • the changing means changes an upper limit value of the ability value of the object
  • the adjustment means determines that the time information associated with the second object is newer than the time information associated with the first object based on the comparison result by the comparison means in the battle between the first object and the second object. In such a case, the upper limit value of the ability value associated with the first object may be reduced.
  • the user who executes the game of the present invention is motivated to increase the ability value of the object he / she owns in the game, for example, in order to favor the battle between the objects.
  • the new object does not reach the preset upper limit value of the ability value, and it is highly likely that the change in the upper limit value of the object ability value does not contribute to the increase in the ability value of the object.
  • the upper limit value of the initial ability value set in advance is reached for the old object.
  • the change of the upper limit value of the ability value of the object contributes to the increase of the ability value of the object. . Therefore, when a battle is performed between a new object and an old object, the new object may be extremely disadvantageous.
  • this game control device when a battle is executed between a new object (second object) and an old object (first object), the upper limit value of the ability value of the old object (first object) is reduced, This suppresses the situation where the new object (second object) is extremely disadvantageous. As a result, the user's willingness to acquire a new object on the game is not diminished, and the game is activated.
  • the adjustment means may display an ability value associated with the first object, or an upper limit value of the ability value, an ability value before the change by the changing means, or an upper limit of the ability value before the change, respectively. You may reduce to a value. If the upper limit value of the ability value of the object is lowered until it falls below the ability value before the change (that is, the original ability value) or the upper limit value of the ability value before the change, the old object (first object) is presented to the user. In spite of the fact that the ability value of the object is increased, the ability value between the objects becomes equal to or less than the original value, resulting in dissatisfaction. Therefore, by setting the upper limit value of the ability value of the object to the ability value before the change or the upper limit value of the ability value before the change, dissatisfaction of the user who holds the old object can be suppressed.
  • the adjustment means may be configured such that the time information associated with the second object is newer than the time information associated with the first object, and the difference between the time information is larger. You may adjust so that the fall amount of the capability value matched with or the fall amount of the upper limit of a capability value may become large.
  • the ability value associated with the first object is determined according to the difference in time information associated with each other. The amount of decrease or the amount of decrease of the upper limit of the ability value can be set appropriately.
  • the battle execution means executes a battle between the plurality of first objects and the plurality of second objects based on the ability values of the objects associated with each of the battles.
  • the comparison execution means compares old and new based on an average value of time information associated with each of the plurality of first objects and the plurality of second objects, In the adjustment between the plurality of first objects and the plurality of second objects, the adjustment means associates an average value of time information associated with the plurality of second objects with the plurality of first objects. If it is determined that the time value is newer than the average value, the ability value associated with each of the plurality of first objects or the upper limit value of the ability value may be reduced.
  • the ability value or the upper limit value of the ability value is adjusted based on the average value of the time information associated with each of the plurality of objects. It is possible to appropriately adjust the ability value or the upper limit value of the ability value.
  • the adjustment unit determines that the time information associated with the second object has not elapsed for a predetermined period of time based on the time information when the battle between the first object and the second object is executed.
  • the ability value associated with the first object or the upper limit value of the ability value may be reduced.
  • the ability values of both objects may be sufficiently high. Is expensive. In such a case, relatively decreasing the ability value of the second object or the upper limit value of the ability value may be an unfair situation among users. Therefore, it is preferable that the processing of the adjusting means is performed only when the second object that is the opponent of the first object is objectively new with reference to time information at the time of the battle execution.
  • a second aspect of the present invention is a game control method, Associating an object with a capability value of the object and time information associated with the object; Changing the ability value of the object; In the battle between the first object and the second object, comparing the old and new time information associated with each of the first object and the second object that is the opponent of the first object; If it is determined that the time information associated with the second object is newer than the time information associated with the first object based on the comparison result of the comparing step, the ability value associated with the first object A step of relatively lowering Executing a battle between the first object and the second object based on the ability value of each object; Is provided.
  • a third aspect of the present invention provides a computer for controlling the execution of a game.
  • the computer may be, for example, a network server or a large computer. Further, this program may be stored in a computer-readable information storage medium such as a DVD-ROM or a CD-ROM. That is, a fourth aspect of the present invention is a computer-readable recording medium in which the program is recorded.
  • a fifth aspect of the present invention is a game system including a communication terminal and a server accessible from the communication terminal.
  • This game system Association means for associating the object with the ability value of the object and the time information associated with the object; Change means to change the ability value of the object, A battle execution means for executing a battle between objects based on the ability values of the objects, A comparison means for comparing the old and new time information associated with each of the first object and each of the second objects that are opponents of the first object; and When it is determined that the time information associated with the second object is newer than the time information associated with the first object based on the comparison result by the comparison means in the battle between the first object and the second object, Adjusting means for relatively reducing the ability value associated with the first object; Any one of the communication terminal and the server is provided with each means.
  • the figure which illustrates a series of web pages displayed in a user's communication terminal The figure which illustrates a series of web pages displayed in a user's communication terminal.
  • the figure which illustrates a series of web pages displayed in a user's communication terminal The figure which illustrates a series of web pages displayed in a user's communication terminal.
  • the functional block diagram for demonstrating the function to play main roles with the game control apparatus of 1st Embodiment.
  • the present invention relates to the patent application of Japanese Patent Application No. 2012-115472 filed with the Japan Patent Office on May 21, 2012, the contents of which are incorporated herein by reference.
  • FIG. 1 shows a system configuration example of a game system according to the embodiment.
  • the game system includes communication terminals 10a, 10b, 10c,... That can be connected to a communication network NW (network) such as the Internet, a game server 20 connected to the communication network NW,
  • NW network
  • the database server 30 is configured.
  • Each of the communication terminals 10a, 10b, 10c,... Is a terminal operated by an individual user, for example, a mobile terminal, a smartphone, a PDA (Personal Digital Assistant), a personal computer, a television having a bidirectional communication function.
  • a communication terminal such as a John receiver (including a so-called multi-function smart TV).
  • the game server 20 is configured to be able to communicate with the communication terminal 10 that is a client, and provides a gaming service to the communication terminal 10.
  • the game server 20 has a program for generating a document that can be interpreted on a web browser as a game program.
  • the database server 30 stores various information to be described later in executing the game, and is connected to the game server 20 by, for example, a wire for reading and writing the information.
  • the communication terminal 10 includes a web browser capable of displaying a web page provided by the game server 20, and the user operates the communication terminal 10 on the web page to execute a game.
  • an authentication server for authenticating the user of each communication terminal 10 may be provided separately from the game server 20. Further, when a plurality of game servers 20 are provided in order to accept access from many communication terminals 10, a load balancer for adjusting a load between the plurality of game servers 20 may be provided.
  • the game server 20 may be configured as a single server device, but may be configured as a plurality of server devices having distributed functions.
  • FIGS. 2A and 2B are diagrams each illustrating an example of the appearance of the communication terminal 10.
  • FIG. 2A illustrates a button input type communication terminal such as a foldable mobile terminal (mobile phone).
  • FIG. 2B illustrates a communication terminal of a touch panel input method such as a smartphone.
  • FIG. 3 is a block diagram showing an internal configuration of the communication terminal 10. As shown in FIG.
  • the communication terminal 10 includes a CPU (Central Processing Unit) 11, a ROM (Read Only Memory) 12, a RAM (Random Access Memory) 13, an image processing unit 14, an instruction input unit 15, a display unit 16, A communication interface unit 17 as a signal transmission / reception unit is provided, and a bus 18 for transmitting a control signal or a data signal between the units is provided.
  • a CPU Central Processing Unit
  • ROM Read Only Memory
  • RAM Random Access Memory
  • the CPU 11 loads the web browser in the ROM 12 into the RAM 13 and executes it. And CPU11 is based on the appropriate designation
  • HTML data HyperText Markup Language
  • the communication terminal 10 may be mounted with various plug-ins for extending the browser function of the web browser. In acquiring the HTML data, the CPU 11 sends an access request message including a user ID (user identification information) registered in advance or a user ID input via the instruction input unit 15 via the communication interface unit 17. The game server 20 is notified.
  • the web browser performs communication with the game server 20 in accordance with HTTP (HyperText Transfer Protocol).
  • HTTP HyperText Transfer Protocol
  • the web browser interprets the HTML data acquired from the game server 20 and displays the web page on the display unit 16 via the image processing unit 14.
  • the web browser sends an HTTP request according to the selection result to the game for updating the web page. Send to server 20.
  • the image processing unit 14 displays a web page on the display unit 16 based on the display image data given from the CPU 11 as the analysis result of the HTML data.
  • the display unit 16 is, for example, an LCD (Liquid-Cristal-Display) monitor including thin film transistors arranged in units of pixels in a matrix, and displays an image of a web page by driving the thin film transistors based on display image data. To display.
  • LCD Liquid-Cristal-Display
  • the instruction input unit 15 includes a button group 15a including a plurality of instruction input buttons such as a direction instruction button and a decision button for accepting a user operation input. And a button group 15b including a plurality of instruction input buttons such as a numeric keypad, and includes an interface circuit for recognizing a pressing (operation) input of each button and outputting it to the CPU 11.
  • the direction instruction button is provided to instruct the CPU 11 to scroll and display the web page displayed on the display unit 16.
  • the determination button instructs the CPU 11 that the user selects one hyperlink or menu that is actively displayed (for example, highlighted) when, for example, a plurality of hyperlinks or menus are displayed on a web page.
  • buttons are provided on the front surface of the communication terminal 10 so that the user can easily operate (click) with the thumb while holding the communication terminal 10 with one hand. It is preferable to arrange
  • the button group 15b is arranged below the button group 15a and includes a plurality of instruction input buttons on which “0” to “9”, “*”, and “#” (ten keys) are written. .
  • the instruction input unit 15 mainly accepts touch panel type input by touching the display screen 16a with a fingertip or a pen.
  • the touch panel input method may be a known method such as a capacitance method.
  • the button group 15a may be provided even when the communication terminal 10 is a touch panel input method.
  • the menu selection operation on the web page displayed on the communication terminal 10 is selected by pressing the direction instruction button and selecting by pressing the enter button. This is done by confirming the selected menu.
  • the selection operation is performed by instructing (touch operation) a menu position on the display screen 16a on which the web page is displayed with a finger or a pen.
  • the configuration of the game server 20 will be described with reference to FIG.
  • the game server 20 manages a game website including a plurality of hierarchical web pages, for example, and provides a game web service to the communication terminal 10.
  • the game server 20 includes a CPU 21, a ROM 22, a RAM 23, a database (DB) access unit 24, and a communication interface unit 25, for transmitting control signals or data signals between the units.
  • a bus 26 is provided.
  • the game server 20 can take the same structure as a general-purpose web server regarding hardware.
  • the ROM 22 stores an application program that provides a service for displaying an object such as an HTML document or an image (displaying a web page) to the web browser of the communication terminal 10 that is a client.
  • the ROM 22 stores various data referred to by the CPU 21 in addition to the application program.
  • the CPU 21 loads the game program in the ROM 22 to the RAM 23 and executes it, and performs various processes via the communication interface unit 25.
  • the CPU 21 performs communication according to HTTP with the web browser of the game server 20 via the communication interface unit 25.
  • the CPU 21 performs predetermined data processing or the like based on an HTTP request received from the communication terminal 10 via the communication interface unit 25 (for example, including a user hyperlink or menu selection result on a web page).
  • the arithmetic processing is performed, and an HTTP response including the processing result is returned to the web browser of the game server 20.
  • the HTTP response includes HTML data for updating the web page.
  • the CPU 21 performs the authentication process.
  • the database access unit 24 is an interface when the CPU 21 reads / writes data from / to the database server 30.
  • the database server 30 (storage device) can be realized by a general-purpose storage such as a large-capacity hard disk device or a device such as a RAID (Redundant Array of Inexpensive Disks).
  • Each database in the database server 30 is configured to be able to read and write data from the CPU 21 via the database access unit 24 of the game server 20.
  • FIG. 5 shows an example of the configuration of the database server 30.
  • the database server 30 includes a user database 31 and a game database 32.
  • the type of game realized by the game server 20 of the present embodiment is not particularly limited, but in the following, as an example of a game realized by the game server 20 for convenience of description of the embodiment, a user communication terminal
  • a battle-type digital card game in which a user battles using a warrior card virtually held on the game is taken up.
  • This digital card game is equipped with a quest process to search for an area in order to collect one's own warrior card, a strengthening process that increases the warrior card's ability value by integrating two or more warrior cards .
  • FIG. 6 shows an example of a user database 31 applied in the above-described competitive digital card game (hereinafter simply referred to as “game” or “game of the present embodiment” as appropriate).
  • game for each user ID (user identification information), the user database 31 has a user name / display image, skill level, physical fitness point, strength point, fellow user ID, possessed card data, and retained item items. Contains information. Information included in the user database 31 can be updated sequentially by the game server 20.
  • the user ID included in the user database 31 or data for each user name (to be described later) specifying the user is generically referred to as user data.
  • the data of each item constituting the user data is as follows.
  • User name / display image A user name and a display image that are displayed to identify the user on the communication terminal 10 when the game is executed.
  • the user name is text of a predetermined length or less that is specified in advance by the user, and the display image is an avatar image that is selected in advance by the user, for example.
  • the user name is a name that identifies the user on the network environment (or game community) provided by the game server 20. Skill level This is data indicating the skill level of the user on the game.
  • Lv1 level 1
  • Lv100 level 100
  • -Physical strength point It is a point required when performing the quest mentioned later in the game of this embodiment.
  • the health point is a value that decreases each time a quest is performed and recovers (increases) each time a predetermined time elapses.
  • -Strengthening point In the game of this embodiment, it is a point required when strengthening a warrior card by a user. Reinforcement points are reduced by strengthening warrior cards, and increase when you win battles with other users.
  • ⁇ Friend's user ID This is data of another user ID associated with the target user ID.
  • -Data of possession card The possession card data is data of the warrior card possessed by the user.
  • image data of the warrior card and values (parameters) of the attack power and defense power of the warrior card are included.
  • the values of attack power and defense power each include a current value and an upper limit value.
  • the user can increase the ability value of the warrior card (that is, the value of the attack power and the defense power) by performing, for example, the strengthening process, and the current value of the attack power and the defense power. Is a variable value.
  • the current values of the attack power and defense power at that time are read. Further, the values of the attack power and the defense power do not change to values larger than the set upper limit value.
  • the owned item is an item on the game owned by the user. As an example of the item, an item for increasing the upper limit value of the attack power and defense power of the warrior card is provided.
  • the game database 32 stores and updates information related to the progress of the game executed by the game server 20 based on the access from the game server 20.
  • Information relating to the progress of the game may include various information depending on the nature of the game. Taking the case of the game of this embodiment as an example, the information related to the progress of the game includes the results of battles between different users.
  • the game database 32 further includes a warrior card database that is a database of warrior cards used in the game of the present embodiment.
  • FIG. 7 shows a configuration example of the warrior card database.
  • the card issue date, attack power (initial value, upper limit value), and defense power (initial value, upper limit value) are stored for each warrior card in the warrior card database.
  • the card issue date is the date when the warrior card is issued, and is an example of time information associated with the object.
  • the user can acquire a warrior card on the game after the card issue date.
  • the current value and upper limit value (see FIG. 6) of the attack power and defense power of the warrior card are set to the initial value and the upper limit value stored in the warrior card database, respectively.
  • the upper limit value described in the user database is a variable value
  • the upper limit value described in the warrior card database is a fixed value.
  • FIGS. 8 to 11 are diagrams showing examples of web pages displayed on the communication terminal 10 when performing the quest process, the reinforcement process, the battle process, and the item use process in the game of the present embodiment.
  • menus, marks and the like displayed on the web page displayed on the communication terminal 10 are arranged at desired positions on the web page, and are menus visually recognized on the communication terminal 10. The position on the display screen of the mark and the like can be changed by scrolling the web page by the user's direction instruction button or touch panel operation.
  • the web page P0 of FIG. 8 is an example of the top page of the game of this embodiment, and is configured according to individual user IDs.
  • the example of FIG. 8 includes a warrior image display area 101, a user data display area 102, and a menu display area 103.
  • the warrior image display area 101 is an area in which an image of a warrior card designated in advance by the user among a plurality of warrior cards included in the user data of the target user ID is displayed.
  • the user data display area 102 is an area where the skill level, physical strength points, strength points, number of warriors, and data of each item (see FIG. 6) included in the user data of the target user ID is displayed.
  • the number of warriors is the number of warrior cards held by the user, and the number of friends is the number of “friend user IDs” shown in FIG. 6. Further, as illustrated in FIG. 8, when the number of warriors is written as “40/60”, the number of warrior cards held by the user is 40, and the maximum number of warrior cards that can be held is 60. It shows that there is.
  • the menu display area 103 is a basic menu corresponding to a plurality of functions (quest processing, enhancement processing, battle processing, item use processing) provided in the game of the present embodiment, as “quest”, “enhancement”, “battle”, This is an area where the menus m1 to m4 in which the text “use item” is written are displayed. In the menu display area 103, menus to which a plurality of processes executed in the game are respectively assigned are arranged at predetermined positions on the web page displayed on the communication terminal 10.
  • the web page P1 includes a menu m10 for the user to search for an area by consuming a predetermined amount of physical strength points.
  • the web page P1 includes a menu m10 for the user to search for an area by consuming a predetermined amount of physical strength points.
  • the value of the search rate increases with a constant or random increase, and when the search rate reaches 100%, the search for the area ends.
  • a plurality of search target areas may be provided.
  • game items and warrior cards are given to the user with a predetermined or random probability as illustrated in the web pages P2a and P2b.
  • a quest process cannot be performed when a physical strength point becomes less than the said predetermined amount. In that case, it is necessary to wait until the health points are recovered.
  • the web page P3 is selected as a warrior card that integrates the warrior card C35 with the warrior card C03 (strengthening designated warrior card)
  • the web page is updated as shown in P4.
  • the menu m12 described as “enhance” on the web page P4 is selected, the web page is updated as shown in P5.
  • the attack power and the defense power of the warrior card C03 are improved by 10% by the strengthening process.
  • the strengthening process is performed by consuming a predetermined amount of strengthening points.
  • the value of the attack power and defense power of the warrior card will not increase beyond the upper limit value of the attack power and defense power of the warrior card set in the user data .
  • a list of warrior cards held by the user KNM (warrior card list) is displayed.
  • KNM warrior card list
  • the web page is updated as shown in P11.
  • the web page P11 shows an example in which the upper limit value (that is, the upper limit value of the attack power and defense power) of the warrior card C03 is increased by a predetermined ratio (here, 10%, for example).
  • FIG. 11 is a functional block diagram for explaining functions that play a major role in the game control apparatus of the present embodiment.
  • the registration means 51 is not necessarily an essential component for the present invention.
  • the registration unit 51 has a function of recognizing a user registration request based on an appropriate operation input to the communication terminal 10 on a web page provided to the communication terminal 10 and performing a registration process. This registration process is executed when the user performs user registration for the game of the present embodiment.
  • the function of the registration means 51 is implement
  • the CPU 21 of the game server 20 receives a registration request message from the communication terminal 10 via the communication interface unit 25.
  • the registration request message is automatically generated by a predetermined operation on the communication terminal 10 on the web page provided from the game server 20 (for example, a predetermined menu selection operation or a text input such as a user ID or password specified by the user).
  • Web pages may be configured to be generated automatically.
  • the registration request message may include information for identifying the communication terminal 10 of the transmission source (for example, individual identification information of a terminal such as a UID (Unique Identifier), a mail address, or the like) If another game by the same service provider is used, the user ID may be included.
  • the CPU 21 receives the registration request message and the registration request message does not include the user ID, the CPU 21 issues a new user ID and performs registration processing of the user ID, and then the registration processing is completed. Is sent to the communication terminal 10.
  • the CPU 21 receives the registration request message and the registration request message includes a user ID
  • the CPU 21 performs registration processing of the user ID, and then transmits a registration completion message indicating that the registration processing is completed to the communication terminal. 10 to send.
  • the CPU 21 When the registration is completed, the CPU 21 generates user data corresponding to the user ID and stores it in the user database 31.
  • the user can execute the game of the present embodiment.
  • the registration unit 51 may also include a function for relating different users.
  • the registration unit 51 may register the user ID in association with another user ID, for example, triggered by an application based on the user ID. That is, the registration unit 51 registers another user ID (that is, another user) as a “friend” with an application based on the user ID as a trigger.
  • the registration means 51 in this case is executed as follows, for example.
  • the CPU 21 of the game server 20 sends an application message (application) specifying a user ID (or a corresponding user name) to be a friend from the communication terminal 10 of the user corresponding to a certain user ID via the communication interface unit 25. Accept. Transmission of this application message is preset as a function of a web page provided to the user's communication terminal 10.
  • the CPU 21 approves an application based on another user ID to the communication terminal 10 corresponding to the user ID at the timing when the access is based on the user ID included in the application message.
  • HTML data for displaying a web page for requesting the reply is transmitted.
  • the CPU 21 registers both as friends. Specifically, the CPU 21 writes the data in the location (see FIG. 6) of “friend user ID” of the user data of the corresponding two user IDs in the user database 31.
  • the conditions for relating users are not limited to the forms that require application and approval as described above, but users who have performed battles or users who have performed battles a predetermined number of times or more are registered as friends.
  • users who execute stages on the same game may be registered as friends.
  • users who transmit a predetermined number of greeting messages may be automatically registered as friends.
  • the users in the group may be associated with each other by associating each user with the same group (guild or the like). For example, when the user A can apply for the specific user B in the user associated with the predetermined group and obtain the approval of the specific user B, the predetermined group and Associate user A. In this way, by applying and approving specific users within a given group, whether or not they are directly applying and approving belonging to a given group The users may be related to each other.
  • achieves by registering data in the user database 31 by registering the friendship relationship between users was shown, it is not restricted to this example.
  • the data regarding the friendship may be written in an external storage device on the network accessible from the game server 20.
  • the association means 52 has a function of associating a warrior card (object) with the ability value (attack power and defense power value) of the warrior card and the issue date (time information associated with the object) of the warrior card.
  • the CPU 21 of the game server 20 associates the warrior card with the warrior card in the warrior card database (see FIG. 7) in the game database 32 (see FIG. 7), The initial value and upper limit value of strength and defense power are stored.
  • the CPU 21 acquires information about the warrior card via, for example, a data input device (not shown) or the communication interface unit 25 and stores it in the warrior card database. After the card issue date of the warrior card, the user can acquire the warrior card by quest processing.
  • the game execution means 53 has a function of advancing the game by transmitting HTML data for sequentially updating web pages displayed on the communication terminal 10 in response to a user operation on the communication terminal 10.
  • the CPU 21 of the game server 20 receives an HTTP request from the communication terminal 10 via the communication interface unit 25, executes a process requested by the HTTP request, and executes the process.
  • An HTTP response including the resulting HTML data is returned to the communication terminal 10.
  • the function of the game execution means 53 is realized as follows.
  • the CPU 21 of the game server 20 accesses the user database 31 via the database access unit 24, and stores the data of each item included in the user data display area 102 and the image data of the warrior card to be displayed in the warrior image display area 101. read out.
  • the CPU 21 generates HTML data so that the top page shown in FIG. 8 is configured, and transmits it to the communication terminal 10.
  • the generated HTML data is different for each user (that is, for each user ID).
  • the communication terminal 10 interprets the received HTML data and displays the top page image on the display unit 16 (display screen 16a).
  • the CPU 21 obtains an HTTP request corresponding to the user's selection operation for any of the menus m1 to m4 displayed on the top page, Perform reinforcement processing, battle processing, and item use processing.
  • each process is executed hierarchically so that a new web page including a plurality of subdivided menus is displayed.
  • the function of a battle process is an example of the battle execution means which performs the battle between warrior cards (object) based on the capability value of a warrior card.
  • the function of the strengthening process is an example of changing means for changing the ability value of the warrior card (object).
  • the CPU 21 when giving a warrior card to a user, the CPU 21 decides to give a warrior card with a certain probability, for example, and when it decides to give a warrior card, it accesses the warrior card database and grants Select any warrior card as your warrior card. At this time, the card issue date is selected from warrior cards whose date is before the date when the selection operation of the menu m10 is recognized.
  • the CPU 21 selects the warrior card, the image data of the warrior card, the initial value and the upper limit value of the attack power and the defense power are read from the warrior card database and written in the data column of the possessed card of the user data.
  • the CPU 21 reads item data from an item database (not shown) and writes it in the owned item column of user data.
  • the strengthening process is a process of improving the ability value by integrating the strengthening designated warrior card with another warrior card. Other warrior cards that can be integrated disappear by the reinforcement process.
  • the strengthening process may be performed as follows, for example.
  • the strengthened designated warrior card is the warrior card Cx
  • the warrior card that is integrated with the warrior card Cx and disappears is the warrior card Cy.
  • the CPU 21 adds a certain ratio of the attack power and the defense power value of the warrior card Cy to the attack power and the defense power value of the warrior card Cx, so that the attack power of the new warrior card Cx is increased. And the value of defense power may be calculated.
  • the CPU 21 After integrating the warrior card Cx and the warrior card Cy, the CPU 21 deletes the data of the warrior card Cy from the user data of the target user ID. Note that after the integration process, the CPU 21 accesses the user data and decreases the strengthening point of the corresponding user ID by a predetermined amount.
  • the calculation method of the value of the new attack power and defense power of a strengthening designated warrior card is the attack power and defense of other warrior cards to be integrated with respect to the attack power and defense power values of the strengthening designated warrior card. It is not limited to the method of adding a certain ratio of each force value. For example, the rate of increase of the attack power and defense power value of the strengthened designated warrior card may be determined in advance according to the attack power and defense power values of other warrior cards to be integrated.
  • the CPU 21 may determine the victory or defeat of the battle by any method as long as it is based on the values of the attack power and the defense power of the user's warrior card as a battle target. For example, the CPU 21 may determine victory or defeat according to the sum of the values of the attack power and defense power of a warrior card (for example, a warrior card specified as a leader) specified in advance by the user, or a certain value held by the user. The victory or defeat may be determined according to the sum of the values of the attack power and defense power of several warrior cards.
  • the CPU 21 may select a certain number of warrior cards used by the battle in the descending order of the sum of the values of the attack power and the defense power among the warrior cards held by the user. You may select based on the result of selection operation of several warrior cards.
  • the CPU 21 has a skill level that is the same as or close to the user to be processed (in FIG. 10, user: KNM). Is preferably selected.
  • the CPU 21 may automatically select a battle opponent.
  • the item use process is a process when using any of the items that the user owns in the game.
  • the CPU 21 reads the data of the possessed item of the user data of the user to be processed in creating the item list (see the web page P9 in FIG. 11).
  • the CPU 21 executes a process corresponding to the selected item.
  • CPU21 deletes the selected item from the possession item of the user data of the user of a process target after execution of the process according to the selected item.
  • the CPU 21 sets the number of possessed items (the possession number) to 1 after executing the process according to the selected item. Reduce.
  • the web page P9 in FIG. 11 shows an example in which the item Q1 that can improve the upper limit of the ability value of the warrior card is selected.
  • the processing of the CPU 21 is as follows.
  • the CPU 21 recognizes that the item Q1 is selected from the item list and that the warrior card to which the item Q1 is applied is selected, the CPU 21 accesses the user data of the user to be processed, and the selected warrior card Overwriting is performed by increasing the upper limit value of the attack power and defense power by a certain ratio or by a certain amount.
  • the constant ratio or the constant amount may be determined in advance as a constant.
  • the comparing means 54 has a function of comparing the card issue date (time information associated with the object) of each warrior card (object) to be battled.
  • the CPU 21 of the game server 20 reads out the card issue date of the warrior card of the user to be processed and the warrior card of the user who is the battle opponent from the warrior card database, Compare
  • the adjusting means 55 is based on the comparison result by the comparing means 54, and the battle opponent user rather than the warrior card (first object) of the user to be processed.
  • the ability value (attack power and defense power) of the warrior card (first object) of the processing target user is relatively lowered.
  • the function of the adjustment means 55 is implement
  • the CPU 21 of the game server 20 reads out from the user data the ability values of the warrior card of the user to be processed and the warrior card of the user who is the battle opponent, stores it in the RAM 23, and performs the following processing on the data in the RAM 23. As a target.
  • the CPU 21 determines that the battle target user's warrior card is newer than the processing target user's warrior card, the CPU 21 temporarily determines the ability value of the processing target user's warrior card in the target battle.
  • An adjustment process for reducing the predetermined amount is performed.
  • the ability value adjustment process is performed on the ability value stored in the RAM 23 in order to determine the ability value applied in the battle, and the ability value of the warrior card stored in the user data is , Will not change before and after the battle.
  • the amount of decrease in the ability value of the warrior card (first object) of the user to be processed can be arbitrarily set. It is preferable to reduce. If the ability value of the warrior card is lowered to a level below the initial ability value, the battle value between the warrior cards will not be It becomes below the initial ability value, and dissatisfaction occurs. Therefore, dissatisfaction of the user who holds the old warrior card can be suppressed by setting the ability value of the warrior card to the ability value before the change.
  • FIG. 13 is a flowchart showing the game battle process of the present embodiment by the game control apparatus of the present embodiment.
  • HTML data for displaying each web page shown in FIG. 10 is transmitted from the game server 20 to the communication terminal 10 as appropriate.
  • the web page code shown in FIG. 10 is not shown in the flowchart.
  • step S100: YES When the CPU 21 of the game server 20 recognizes that the menu m3 (“battle”) has been selected on the top page (web page P0 in FIG. 10) (step S100: YES), the battle partner of the user to be processed becomes the battle partner.
  • HTML data for extracting a predetermined number of candidates as users step S110
  • displaying a web page web page P6 in FIG. 10) including display images, user names, and skill levels of the predetermined number of users. Is generated and transmitted to the communication terminal 10. If the CPU 21 does not recognize that the menu m3 has been selected (step S100: NO), the CPU 21 ends.
  • step S120: YES When the CPU 21 recognizes that one of the battle opponents has been selected on the web page P6 (step S120: YES), the CPU 21 prompts notification of the battle result with the selected battle opponent (web page P7 in FIG. 10). ) Is generated and transmitted to the communication terminal 10.
  • step S130: YES the CPU 21 reads out the data of the battle target warrior card from the user data of the battle target and stores it in the RAM 23. The following processing is performed on the data in the RAM 23.
  • step S140 when the card issue date of the user's warrior card (referred to as Cb) as a battle opponent is newer than that of the user warrior card (referred to as Ca) to be processed (step S140: YES), the CPU 21 performs processing.
  • the ability value (Pa) of the target user's warrior card is reduced (ie, adjusted) by a predetermined amount ( ⁇ ) and applied to the battle process (step S150).
  • the current ability value of the warrior card Ca is applied to the battle process as it is.
  • CPU21 determines victory or defeat by comparing the magnitude of the ability value applied by a battle process about the warrior card which the user of a battle uses by a battle (step S160).
  • the CPU 21 transmits to the communication terminal 10 HTML data for displaying a web page (web page P8 in FIG. 10) including the result of winning or losing.
  • the user in order to make the battle between warrior cards (objects) advantageous, for example, the user is configured to be motivated to increase the ability value of the warrior card held on the game. Yes.
  • a new warrior card that is, a warrior card with a relatively new card issue date
  • the old warrior A card that is, a warrior card whose card issuance date is relatively old
  • the ability value of the old warrior card (first object) is relatively lowered, so that the new warrior card (second object) is disadvantageous. To suppress the situation. As a result, the user's willingness to newly acquire a warrior card (object) on the game is not diminished, and the game is activated. Reducing the ability value of the old warrior card (first object) relatively increases the amount of decrease in the ability value of the old warrior card than the amount of decrease in the ability value of the new warrior card (second object). (Including the case where only the ability value of the old warrior card is reduced), or the increase of the ability value of the old warrior card is made smaller than the increase of the ability value of the new warrior card (new warrior card). (Including the case where only the ability value of the card is increased).
  • the associating means 52 further has a function of associating a warrior card (object) with an upper limit value of the ability value (attack power and defense power value) of the warrior card.
  • the operation of the CPU 21 of the game server 20 for realizing the function of the association means 52 of the present embodiment may be the same as that described in the first embodiment. That is, CPU21 memorize
  • the CPU 21 acquires information about the warrior card via, for example, a data input device (not shown) or the communication interface unit 25 and stores it in the warrior card database.
  • the function of the item use process (process using the item Q1) mentioned in the first embodiment is an example of a changing unit that changes the upper limit value of the ability value of the warrior card (object).
  • the adjustment means 55 of this embodiment is a warrior card (first object) having an older card issue date based on the comparison result by the comparison means 54 in the battle between the warrior cards (match between the first object and the second object).
  • the ability value (attack power and defense power) of the upper limit value is reduced.
  • the function of the adjustment means 55 is implement
  • the CPU 21 of the game server 20 reads out from the user data the ability values of the warrior card of the user to be processed and the warrior card of the user who is the battle opponent, stores it in the RAM 23, and performs the following processing on the data in the RAM 23. As a target.
  • CPU21 determines whether the capability value of the warrior card with an older card issue date is larger than the upper limit of an initial capability value.
  • the CPU 21 sets the upper limit value of the warrior card to a predetermined amount. By lowering, the upper limit adjustment process is performed. As a result of the adjustment of the upper limit value, the CPU 21 temporarily limits the ability value of the warrior card to be equal to or lower than the upper limit value of the adjusted ability value in the target battle. In addition, the adjustment process of the upper limit value of the ability value is performed on the upper limit value stored in the RAM 23 in order to determine the ability value applied in the battle, and the warrior card stored in the user data The upper limit of the ability value is not changed before and after the battle.
  • the upper limit value of the initial ability value of the warrior card is 100
  • the current ability value is 115
  • the current upper limit value changed by using a predetermined item is 120.
  • the upper limit value is lowered from 120 to 110 by the adjustment process (decrease by 10 as the predetermined amount)
  • the ability value of the warrior card is changed from 115 to 110 in the battle to be adjusted.
  • the amount of decrease in the upper limit value of the ability value can be set arbitrarily, but the upper limit value of the ability value (attack power and defense power) of the warrior card (first object) with the older card issue date. Is preferably reduced to the upper limit of the ability value before the change by the item use process. For example, in the case of the above-described example, the current upper limit value is reduced from 120, which is the initial upper limit value, to 100. If the upper limit of the ability value of the warrior card is lowered until it falls below the upper limit value of the ability value before the change (that is, the initial), the ability value of the old warrior card will be changed by, for example, strengthening processing.
  • FIG. 14 is a flowchart showing a game battle process of the present embodiment by the game control apparatus of the present embodiment.
  • the flowchart in FIG. 14 is different from the flowchart in FIG. 13 in the processes after step S140, and therefore, the duplicated description of steps S100 to S130 is omitted.
  • the CPU 21 When the selection operation of the menu m20 is performed and the user who becomes the battle opponent is determined, the CPU 21 first sets the battle opponent user's warrior card (Cb) rather than the processing target user's warrior card (Ca). ) Card issuance date is new (step S140: YES), and the upper limit value (Qa) of the current ability value of the warrior card Ca is larger than the upper limit value of the ability value of the initial warrior card Ca. (Step S152: YES), the upper limit value Qa is reduced by a predetermined amount ( ⁇ ) (that is, adjusted) and applied to the battle process (Step S154).
  • predetermined amount
  • the ability value of the warrior card Ca is less than the adjusted upper limit value, the ability value is used as it is in the battle process, and when the ability value of the warrior card Ca is equal to or greater than the adjusted upper limit value.
  • the upper limit after adjustment is used in battle processing as the ability value of the warrior card Ca.
  • the current ability value of the warrior card Ca is applied to the battle process as it is.
  • CPU21 determines victory or defeat by comparing the magnitude of the ability value applied by a battle process about the warrior card which the user of a battle uses by a battle (step S160).
  • the CPU 21 transmits to the communication terminal 10 HTML data for displaying a web page (web page P8 in FIG. 10) including the result of winning or losing.
  • the ability value of the warrior card (object) can be changed as in the first embodiment, so that the user who executes the game has an advantage in the battle between the warrior cards.
  • it is configured to be motivated to increase the ability value of a warrior card held on the game by a strengthening process or the like.
  • the user can raise the upper limit of the ability value of a warrior card by using a predetermined item.
  • the upper limit of the initial ability value set in advance has not been reached, and the change of the warrior card ability value by using items etc. It is likely not to contribute to the rise.
  • the old warrior card may have reached the preset upper limit of the initial ability value, and in that case, the increase (change) of the upper limit value of the warrior card's ability value is the ability of the warrior card. Contributes to an increase in value. Therefore, when a battle is performed between a new warrior card and an old warrior card, the new object may be extremely disadvantageous. Therefore, in the battle process, when a battle is executed between a new warrior card (second object) and an old warrior card (first object), the upper limit value of the ability value of the old warrior card (first object) is reduced. Adjustment processing is performed. Thereby, the situation where the new warrior card (second object) is extremely disadvantageous is suppressed. As a result, the user's willingness to acquire a new object on the game is not diminished, and the game is activated.
  • the warrior card was mentioned as an example of an object, it is not restricted to this. Any object can be used.
  • the object may include characters, items, etc. on the game, such as virtual persons, creatures, or monsters on the game, and these are displayed on the card as shown in this embodiment. Including those that are.
  • the date is given as an example of “time information” associated with the object.
  • the “time information” may be a time or a period on a time series such as a specific time, day, year, year, or quarter.
  • the card issue date (date when the object was issued on the game) is given, but the present invention is not limited to this. It may be time information set in advance regardless of the user's operation, such as time information when an object such as a warrior card becomes available to the user on the game, or time information or an object obtained by the user by the user It may be time information that is determined according to the user's operation, such as the day when the game is used for the first time in the game.
  • the CPU 21 of the game server 20 acquires the card issue date of the battle target warrior card from the warrior card database
  • the CPU 21 calculates the difference between the card issue dates.
  • Data indicating the relationship between the number of days of card issue date and the amount of decrease in the ability value of the warrior card or the amount of decrease in the upper limit value of the ability value is stored in advance in the ROM 22, for example, and the CPU 21 refers to the data.
  • the decrease amount of the ability value or the decrease amount of the upper limit value of the ability value is calculated.
  • the CPU 21 may calculate the decrease amount of the ability value or the decrease amount of the upper limit value of the ability value by applying the number of days of the difference between the card issuance dates to, for example, a predetermined arithmetic expression using an increase function.
  • multiple warrior cards are adjusted by adjusting the ability value or the upper limit of the ability value based on the average card issue date of each of the multiple warrior cards. It is possible to appropriately adjust the ability value or the upper limit value of the ability value in the battle between each other.
  • the date to be compared between multiple warrior cards is not limited to the average card issue date of each multiple warrior card.
  • the total number of days elapsed from the card issue date of each warrior card to the time of execution of the battle may be used as a comparison target. That is, it is determined that the one with the larger total number of elapsed days is older. Further, for each of the plurality of warrior cards, the old and new card issue dates of the warrior cards with the oldest card issue dates may be compared.
  • the adjustment means 55 is based on the time information at the time of battle
  • the ability value associated with the old warrior card or the upper limit value of the ability value may be decreased.
  • the new warrior card (second object) that is the opponent of the old warrior card (first object) is a certain amount old based on the time information at the time of the battle execution, the ability values of both warrior cards will be sufficiently high There is a high possibility.
  • the processing of the adjusting means 55 is performed only when the new warrior card (second object) as an opponent is objectively new with reference to time information at the time of the battle execution.
  • the CPU 21 of the game server 20 acquires the card issue date of the battle target warrior card from the warrior card database, and from the card issue date of the newer warrior card. The elapsed days until the battle execution date (the current day when the battle process is performed) is calculated, and it is determined whether or not the elapsed days are greater than the predetermined number of days. And CPU21 performs the process which reduces the ability value of an old warrior card, or the upper limit of an ability value, on the condition that the elapsed days are smaller than predetermined days.
  • the predetermined operation input by the user to the communication terminal is an input of a pressing operation of a predetermined operation button to the user's communication terminal or an input of a touch operation on the display screen to the communication terminal having a touch panel function.
  • the operation input is not limited to this.
  • the operation input may be an operation input by shaking a communication terminal provided with an acceleration sensor, or an operation input by gesture (gesture input).
  • gesture input by performing a predetermined gesture on a communication terminal having an imaging function, the communication terminal recognizes an image of the gesture and recognizes an operation input previously associated with the gesture.
  • the operation input may be performed by inputting voice.
  • the game server 20 and the database server 30 on the network are configured to realize the functions of the association unit 52, the game execution unit 53, the comparison unit 54, and the adjustment unit 55. Not limited to. All these means may be realized by the communication terminal 10, or at least a part of the means may be realized by the communication terminal 10. Since the communication terminal 10 and the game server 20 have substantially the same hardware configuration, each function can be realized by the communication terminal 10 as described in the above embodiment.
  • the game database 32 stores the warrior card database. However, the warrior card database is stored in the ROM 12, HDD (Hard Disk Drive, not shown), flash memory, or the like in the communication terminal 10. You may remember.
  • FIGS. 15A and 15B each show an example of sharing between the communication terminal 10, the game server 20, and the database server 30 for each function (each function shown in FIG. 12) of the game control device of the present embodiment.

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Abstract

In the present invention, an object is correlated with an ability score for the object and with time information associated with the object. The ability score of the object can be changed. In a competition between a first object and a second object, the newness of the respective time information associated with the first object and the second object, which is the opponent of the first object, is compared and when, on the basis of said comparison results, the time information associated with the second object is determined to be newer than the time information associated with the first object, the ability score correlated with the first object is relatively decreased. The competition between the first object and the second object is executed on the basis of the respective ability scores of the objects.

Description

ゲーム制御装置、ゲーム制御方法、プログラム、記録媒体、ゲームシステムGAME CONTROL DEVICE, GAME CONTROL METHOD, PROGRAM, RECORDING MEDIUM, GAME SYSTEM
 本発明は、複数のユーザの各々の操作に応じて、各ユーザによるゲームの進行を制御する技術に関する。 The present invention relates to a technique for controlling the progress of a game by each user according to each operation of a plurality of users.
 近年、ソーシャルネットワーキングサービス(SNS)において実行されるアプリケーションとして、いわゆるソーシャルゲーム(Social Game)が普及している。ソーシャルゲームは、不特定多数のユーザ間でコミュニケーションをとりながらプレイするオンラインゲームの一種であると言える。ユーザは、インターネットに接続可能であって、かつウェブブラウザが搭載された通信端末を備えていれば、時間と場所を問わずソーシャルゲームを楽しむことができる。 In recent years, so-called social games have become widespread as applications executed in social networking services (SNS). It can be said that the social game is a kind of online game that is played while communicating among an unspecified number of users. If a user can connect to the Internet and has a communication terminal equipped with a web browser, the user can enjoy a social game regardless of time and place.
 上述したソーシャルゲームでは、例えば、他のユーザ(仲間)との協力プレイのほか、仲間との挨拶や連絡など仲間とコミュニケーションを取ることによる情報交換、仲間との間のゲーム上のアイテムのプレゼントあるいはアイテムの交換が行なわれている。このようなソーシャルゲームの一例として、下記の非特許文献1に記載されたデジタルカードゲーム(ドラゴンコレクション(登録商標))が知られている。 In the above-mentioned social game, for example, in addition to cooperative play with other users (companies), information exchange by communicating with friends such as greetings and communication with friends, gifts of items on the game with friends or Items are being exchanged. As an example of such a social game, a digital card game (Dragon Collection (registered trademark)) described in Non-Patent Document 1 below is known.
 従来のソーシャルゲームにおいて、ユーザは、複数のオブジェクトを合体させて1つのオブジェクトにすることや、特定のゲーム上のアイテムを使用することで、オブジェクトの能力値を上昇させることができるように構成されている。ゲーム上でオブジェクト間の対戦を行う場合、オブジェクトの能力値に基づいて対戦結果が決定される場合が多い。そのため、ユーザは、ゲーム上のオブジェクト間の対戦において有利とするために、ゲーム内で自ら保持するオブジェクトの能力値を上昇させることが動機付けられる。 In a conventional social game, a user can increase the ability value of an object by combining a plurality of objects into one object or using an item on a specific game. ing. When a battle between objects is performed on a game, the battle result is often determined based on the ability value of the object. Therefore, the user is motivated to increase the ability value of an object held in the game in order to be advantageous in a battle between objects on the game.
 ところで、ゲーム上でオブジェクトの能力値をユーザが所望のタイミングで増加させる機能を設けることは、以下の弊害がある。
 つまり、過去の古い時点で発行されたオブジェクト(古いオブジェクト)は、例えば上述した他のオブジェクトとの合体などによって高い能力値を獲得している場合がある。一方、ゲーム上で新たに発行されるオブジェクト(新しいオブジェクト)は能力値が低い場合が多い。ここで、古いオブジェクトと新しいオブジェクトが例えばバトルを行う場合には、新しいオブジェクトは概して不利であるため、ユーザとしては、ゲーム上で新しいオブジェクトを取得しようとするよりは、古いオブジェクトの能力値をさらに高めようとするように動機付けられる。かかる状況下では、新しいオブジェクトを取得しようとするユーザの意欲が減退するため、継続的に新たなオブジェクトを登場させてゲームを活性化させることが阻害されてしまう。
By the way, providing the function of increasing the ability value of an object at a desired timing on the game has the following disadvantages.
In other words, an object (old object) issued at an old time point in the past may have acquired a high ability value, for example, by merging with another object described above. On the other hand, an object (new object) newly issued on the game often has a low ability value. Here, when an old object and a new object battle, for example, the new object is generally disadvantageous, and as a user, the ability value of the old object is further increased rather than trying to acquire the new object in the game. Motivated to try to increase. Under such circumstances, the user's willingness to acquire a new object is reduced, and therefore it is impeded that the game is activated by continuously introducing new objects.
 本発明は上述した観点に鑑みてなされたもので、ユーザがゲーム上のオブジェクトを新たに取得する意欲を減退させないようにしたゲーム制御装置、ゲーム制御方法、プログラム、記録媒体、ゲームシステムを提供することを目的とする。 The present invention has been made in view of the above-described viewpoints, and provides a game control device, a game control method, a program, a recording medium, and a game system that prevent a user from reluctantly acquiring a game object. For the purpose.
 本発明の第1の観点は、ゲーム制御装置であって、
 オブジェクトを、当該オブジェクトの能力値と、当該オブジェクトに関連付けられた時間情報とに対応付ける対応付け手段と、
 オブジェクトの能力値を変更する変更手段と、
 オブジェクト間の対戦をオブジェクトの能力値に基づいて実行する対戦実行手段と、
 第1オブジェクトと、第1オブジェクトの対戦相手である第2オブジェクトの各々に関連付けられた時間情報の新旧を比較する比較手段と、
 第1オブジェクトと第2オブジェクトの対戦に当たって、前記比較手段による比較結果に基づき、第2オブジェクトに関連付けられた時間情報が、第1オブジェクトに関連付けられた時間情報よりも新しいと判断した場合には、第1オブジェクトに対応付けられた能力値を相対的に低下させる調整手段と、
 を備える。
A first aspect of the present invention is a game control device,
Association means for associating the object with the ability value of the object and the time information associated with the object;
Change means to change the ability value of the object,
A battle execution means for executing a battle between objects based on the ability values of the objects;
A comparing means for comparing the old and new time information associated with each of the first object and the second object that is the opponent of the first object;
When it is determined that the time information associated with the second object is newer than the time information associated with the first object based on the comparison result by the comparison means in the battle between the first object and the second object, Adjusting means for relatively reducing the ability value associated with the first object;
Is provided.
 このゲーム制御装置において「オブジェクト」とは、ゲーム上のキャラクタやアイテム等を含む。キャラクタは、例えばゲーム上の仮想的な人物や生物、若しくはモンスター等であり、それらがカードに表示されているものをも含む。
 このゲーム制御装置において「時間情報」とは、例えば、オブジェクトがゲーム上で発行された時間、オブジェクトがゲーム上でユーザに入手可能になった時間、あるいはオブジェクトをユーザが取得した時間についての情報であってよい。なお、ここで「時間」とは、特定の時刻、日、年、年度、四半期など、時系列上での時刻や期間を含む。
 このゲーム制御装置において、第1オブジェクトと第2オブジェクトは、それぞれ単一のオブジェクトであってもよいし、それぞれ複数のオブジェクトを総称したものであってもよい。
In this game control device, “object” includes a character, an item, and the like on the game. The character is, for example, a virtual person or creature on the game, a monster, or the like, and includes those displayed on a card.
In this game control device, “time information” is, for example, information about the time when an object is issued on the game, the time when the object becomes available to the user on the game, or the time when the user acquires the object. It may be. Here, “time” includes time and period on a time series such as a specific time, day, year, year, quarter, and the like.
In this game control device, each of the first object and the second object may be a single object, or may be a generic name of a plurality of objects.
 本発明のゲームを実行するユーザは、オブジェクト間の対戦を有利とするために、例えば自らゲーム上で保有するオブジェクトの能力値を上昇させることが動機付けられる。このとき、新しいオブジェクトは、対戦実行時までに能力値を上昇させるための時間的余裕が相対的に少ないために能力値は低く、古いオブジェクトについては、対戦実行時までの時間的余裕が相対的に多いために能力値が高い可能性が高い。そのため、新しいオブジェクトと古いオブジェクトの間で対戦を実行する場合、新しいオブジェクトが不利となる場合が多い。そこで、このゲーム制御装置では、新しいオブジェクト(第2オブジェクト)と古いオブジェクト(第1オブジェクト)の間で対戦を実行するときには、古いオブジェクト(第1オブジェクト)の能力値を相対的に低下させ、それによって、新しいオブジェクト(第2オブジェクト)が不利となる状況を抑制する。結果として、ユーザがゲーム上のオブジェクトを新たに取得する意欲を減退させないようになり、ゲームの活性化が図られる。
 なお、古いオブジェクト(第1オブジェクト)の能力値を相対的に低下させることは、第1オブジェクトの能力値の低下量を第2オブジェクトの能力値の低下量よりも大きくすること(第1オブジェクトの能力値のみを低下させる場合も含む)、又は第1オブジェクトの能力値の増加量を第2オブジェクトの能力値の増加量よりも小さくすること(第2オブジェクトの能力値のみを増加させる場合も含む)であってよい。
The user who executes the game of the present invention is motivated to increase the ability value of the object he / she owns in the game, for example, in order to favor the battle between the objects. At this time, the new object has a relatively low time value for raising the ability value by the time of the battle execution, so the ability value is low, and the old object has a relative time margin for the battle execution time. Therefore, there is a high possibility that the ability value is high. Therefore, when a battle is performed between a new object and an old object, the new object often becomes disadvantageous. Therefore, in this game control device, when a battle is executed between a new object (second object) and an old object (first object), the ability value of the old object (first object) is relatively lowered, Suppresses a situation in which a new object (second object) is disadvantageous. As a result, the user's willingness to acquire a new object on the game is not diminished, and the game is activated.
Note that relatively decreasing the ability value of the old object (first object) means that the amount of decrease in the ability value of the first object is larger than the amount of decrease in the ability value of the second object (of the first object). Including the case where only the ability value is lowered) or making the increase amount of the ability value of the first object smaller than the increase amount of the ability value of the second object (including the case where only the ability value of the second object is increased). ).
 上記ゲーム制御装置において、前記対応付け手段は、オブジェクトを当該オブジェクトの能力値の上限値に対応付け、
 前記変更手段は、オブジェクトの能力値の上限値を変更し、
 前記調整手段は、第1オブジェクトと第2オブジェクトの対戦に当たって、前記比較手段による比較結果に基づき、第2オブジェクトに関連付けられた時間情報が、第1オブジェクトに関連付けられた時間情報よりも新しいと判断した場合には、第1オブジェクトに対応付けられた能力値の上限値を低下させてもよい。
In the game control device, the association unit associates the object with an upper limit value of the ability value of the object,
The changing means changes an upper limit value of the ability value of the object,
The adjustment means determines that the time information associated with the second object is newer than the time information associated with the first object based on the comparison result by the comparison means in the battle between the first object and the second object. In such a case, the upper limit value of the ability value associated with the first object may be reduced.
 本発明のゲームを実行するユーザは、オブジェクト間の対戦を有利とするために、例えば自らゲーム上で保有するオブジェクトの能力値を上昇させることが動機付けられる。このとき、新しいオブジェクトについては、予め設定された当初の能力値の上限値に達しておらず、オブジェクトの能力値の上限値の変更はオブジェクトの能力値の上昇には寄与しない可能性が高い。他方、古いオブジェクトについては、予め設定された当初の能力値の上限値に達している場合があり、その場合には、オブジェクトの能力値の上限値の変更がオブジェクトの能力値の上昇に寄与する。そのため、新しいオブジェクトと古いオブジェクトの間で対戦を実行する場合、新しいオブジェクトが極めて不利となる場合がある。そこで、このゲーム制御装置では、新しいオブジェクト(第2オブジェクト)と古いオブジェクト(第1オブジェクト)の間で対戦を実行するときには、古いオブジェクト(第1オブジェクト)の能力値の上限値を低下させ、それによって、新しいオブジェクト(第2オブジェクト)が極めて不利となる状況を抑制する。結果として、ユーザがゲーム上のオブジェクトを新たに取得する意欲を減退させないようになり、ゲームの活性化が図られる。 The user who executes the game of the present invention is motivated to increase the ability value of the object he / she owns in the game, for example, in order to favor the battle between the objects. At this time, the new object does not reach the preset upper limit value of the ability value, and it is highly likely that the change in the upper limit value of the object ability value does not contribute to the increase in the ability value of the object. On the other hand, there is a case where the upper limit value of the initial ability value set in advance is reached for the old object. In this case, the change of the upper limit value of the ability value of the object contributes to the increase of the ability value of the object. . Therefore, when a battle is performed between a new object and an old object, the new object may be extremely disadvantageous. Therefore, in this game control device, when a battle is executed between a new object (second object) and an old object (first object), the upper limit value of the ability value of the old object (first object) is reduced, This suppresses the situation where the new object (second object) is extremely disadvantageous. As a result, the user's willingness to acquire a new object on the game is not diminished, and the game is activated.
 上記ゲーム制御装置において、前記調整手段は、前記第1オブジェクトに対応付けられた能力値、又は能力値の上限値を、それぞれ前記変更手段による変更前の能力値、又は変更前の能力値の上限値まで低下させてもよい。オブジェクトの能力値の上限値を、変更前(つまり、当初の)の能力値、又は変更前の能力値の上限値を下回るまで低下させてしまうと、ユーザにとっては、古いオブジェクト(第1オブジェクト)の能力値を折角上昇させたにも関わらず、オブジェクト間の対戦では、その当初の値以下の能力値になってしまい、不満が生ずることとなる。そこで、オブジェクトの能力値の上限値を、変更前の能力値、又は変更前の能力値の上限値までとすることで、古いオブジェクトを保有するユーザの不満を抑制することができる。 In the game control device, the adjustment means may display an ability value associated with the first object, or an upper limit value of the ability value, an ability value before the change by the changing means, or an upper limit of the ability value before the change, respectively. You may reduce to a value. If the upper limit value of the ability value of the object is lowered until it falls below the ability value before the change (that is, the original ability value) or the upper limit value of the ability value before the change, the old object (first object) is presented to the user. In spite of the fact that the ability value of the object is increased, the ability value between the objects becomes equal to or less than the original value, resulting in dissatisfaction. Therefore, by setting the upper limit value of the ability value of the object to the ability value before the change or the upper limit value of the ability value before the change, dissatisfaction of the user who holds the old object can be suppressed.
 上記ゲーム制御装置において、前記調整手段は、前記第2オブジェクトに関連付けられた時間情報が、前記第1オブジェクトに関連付けられた時間情報よりも新しく、かつ時間情報の差が大きいほど、前記第1オブジェクトに対応付けられた能力値の低下量、又は能力値の上限値の低下量が大きくなるように調整してもよい。この構成では、新しいオブジェクト(第2オブジェクト)と古いオブジェクト(第1オブジェクト)の間で対戦を実行するときには、互いに関連付けられた時間情報の差に応じて、第1オブジェクトに対応付けられた能力値の低下量、又は能力値の上限値の低下量を適切に設定できる。 In the game control device, the adjustment means may be configured such that the time information associated with the second object is newer than the time information associated with the first object, and the difference between the time information is larger. You may adjust so that the fall amount of the capability value matched with or the fall amount of the upper limit of a capability value may become large. In this configuration, when a battle is executed between a new object (second object) and an old object (first object), the ability value associated with the first object is determined according to the difference in time information associated with each other. The amount of decrease or the amount of decrease of the upper limit of the ability value can be set appropriately.
 上記ゲーム制御装置において、前記対戦実行手段は、複数の前記第1オブジェクトと複数の前記第2オブジェクトとの対戦を、各々に関連付けられたオブジェクトの能力値に基づいて実行し、
 前記比較実行手段は、複数の前記第1オブジェクトと複数の前記第2オブジェクトの各々に関連付けられた時間情報の平均値に基づき、新旧を比較し、
 前記調整手段は、複数の前記第1オブジェクトと複数の前記第2オブジェクトの間の対戦に当たって、複数の前記第2オブジェクトに関連付けられた時間情報の平均値が、複数の前記第1オブジェクトに関連付けられた時間情報の平均値よりも新しいと判断した場合には、複数の前記第1オブジェクトの各々に対応付けられた能力値、又は能力値の上限値を低下させてもよい。複数のオブジェクト同士の対戦を行う場合には、それぞれの複数のオブジェクトに関連付けられた時間情報の平均値に基づいて能力値、又は能力値の上限値を調整することで、複数のオブジェクト同士の対戦において能力値、又は能力値の上限値の調整を適切に行うようにすることができる。
In the game control device, the battle execution means executes a battle between the plurality of first objects and the plurality of second objects based on the ability values of the objects associated with each of the battles.
The comparison execution means compares old and new based on an average value of time information associated with each of the plurality of first objects and the plurality of second objects,
In the adjustment between the plurality of first objects and the plurality of second objects, the adjustment means associates an average value of time information associated with the plurality of second objects with the plurality of first objects. If it is determined that the time value is newer than the average value, the ability value associated with each of the plurality of first objects or the upper limit value of the ability value may be reduced. When a plurality of objects are played against each other, the ability value or the upper limit value of the ability value is adjusted based on the average value of the time information associated with each of the plurality of objects. It is possible to appropriately adjust the ability value or the upper limit value of the ability value.
 上記ゲーム制御装置において、前記調整手段は、第1オブジェクトと第2オブジェクトの対戦実行時の時間情報を基準として、前記第2オブジェクトに関連付けられた時間情報が所定期間経過していないと判断した場合に、前記第1オブジェクトに対応付けられた能力値、又は能力値の上限値を低下させてもよい。第1オブジェクトと第2オブジェクトの対戦において、第2オブジェクト(新しいオブジェクト)が、対戦実行時の時間情報を基準にすると一定程度古いときには、双方のオブジェクトの能力値も十分に高くなっている可能性が高い。このような場合に、第2オブジェクトの能力値、又は能力値の上限値を相対的に低下させることは、ユーザ間で不公平な状況となりうる。そこで、前記調整手段の処理は、第1オブジェクトの対戦相手である第2オブジェクトが対戦実行時の時間情報を基準にして客観的に新しい場合に限り行うようにすることが好ましい。 In the game control device, when the adjustment unit determines that the time information associated with the second object has not elapsed for a predetermined period of time based on the time information when the battle between the first object and the second object is executed. In addition, the ability value associated with the first object or the upper limit value of the ability value may be reduced. In the battle between the first object and the second object, when the second object (new object) is a certain degree older than the time information at the time of the battle execution, the ability values of both objects may be sufficiently high. Is expensive. In such a case, relatively decreasing the ability value of the second object or the upper limit value of the ability value may be an unfair situation among users. Therefore, it is preferable that the processing of the adjusting means is performed only when the second object that is the opponent of the first object is objectively new with reference to time information at the time of the battle execution.
 本発明の第2の観点は、ゲーム制御方法であって、
 オブジェクトを、当該オブジェクトの能力値と、当該オブジェクトに関連付けられた時間情報とに対応付けるステップと、
 オブジェクトの能力値を変更するステップと、
 第1オブジェクトと第2オブジェクトの対戦に当たって、第1オブジェクトと、第1オブジェクトの対戦相手である第2オブジェクトの各々に関連付けられた時間情報の新旧を比較するステップと、
 前記比較するステップによる比較結果に基づき、第2オブジェクトに関連付けられた時間情報が、第1オブジェクトに関連付けられた時間情報よりも新しいと判断した場合には、第1オブジェクトに対応付けられた能力値を相対的に低下させるステップと、
 第1オブジェクトと第2オブジェクトの対戦を各オブジェクトの能力値に基づいて実行するステップと、
 を備える。
A second aspect of the present invention is a game control method,
Associating an object with a capability value of the object and time information associated with the object;
Changing the ability value of the object;
In the battle between the first object and the second object, comparing the old and new time information associated with each of the first object and the second object that is the opponent of the first object;
If it is determined that the time information associated with the second object is newer than the time information associated with the first object based on the comparison result of the comparing step, the ability value associated with the first object A step of relatively lowering
Executing a battle between the first object and the second object based on the ability value of each object;
Is provided.
 本発明の第3の観点は、ゲームの実行を制御するために、コンピュータに、
 オブジェクトを、当該オブジェクトの能力値と、当該オブジェクトに関連付けられた時間情報とに対応付けて、記憶装置に記憶させる機能、
 オブジェクトの能力値を変更する機能、
 第1オブジェクトと第2オブジェクトの対戦に当たって、第1オブジェクトと、第1オブジェクトの対戦相手である第2オブジェクトの各々に関連付けられた時間情報の新旧を比較する機能、
 時間情報の新旧の比較結果に基づき、第2オブジェクトに関連付けられた時間情報が、第1オブジェクトに関連付けられた時間情報よりも新しいと判断した場合には、第1オブジェクトに対応付けられた能力値を相対的に低下させる機能、及び、
 第1オブジェクトと第2オブジェクトの対戦を各オブジェクトの能力値に基づいて実行する機能、
 を実現させるためのプログラムである。
A third aspect of the present invention provides a computer for controlling the execution of a game.
A function of storing an object in a storage device in association with the ability value of the object and time information associated with the object;
The ability to change the ability value of an object,
A function for comparing old and new time information associated with each of the first object and the second object that is the opponent of the first object in the battle between the first object and the second object;
If it is determined that the time information associated with the second object is newer than the time information associated with the first object based on the comparison result between the old and new time information, the ability value associated with the first object A function of relatively lowering
A function of executing a battle between the first object and the second object based on the ability value of each object;
It is a program for realizing.
 コンピュータは、例えばネットワークサーバ、大型計算機等であってよい。また、このプログラムは、DVD-ROMやCD-ROM等のコンピュータが読み取り可能な情報記憶媒体に格納されてもよい。すなわち、本発明の第4の観点は、前記プログラムを記録したことを特徴とする、コンピュータ読み取り可能な記録媒体である。 The computer may be, for example, a network server or a large computer. Further, this program may be stored in a computer-readable information storage medium such as a DVD-ROM or a CD-ROM. That is, a fourth aspect of the present invention is a computer-readable recording medium in which the program is recorded.
 本発明の第5の観点は、通信端末と、当該通信端末からアクセス可能なサーバと、を含むゲームシステムである。
 このゲームシステムは、
 オブジェクトを、当該オブジェクトの能力値と、当該オブジェクトに関連付けられた時間情報とに対応付ける対応付け手段、
 オブジェクトの能力値を変更する変更手段、
 オブジェクト間の対戦をオブジェクトの能力値に基づいて実行する対戦実行手段、
 第1オブジェクトと、第1オブジェクトの対戦相手である第2オブジェクトの各々に関連付けられた時間情報の新旧を比較する比較手段、及び、
 第1オブジェクトと第2オブジェクトの対戦に当たって、前記比較手段による比較結果に基づき、第2オブジェクトに関連付けられた時間情報が、第1オブジェクトに関連付けられた時間情報よりも新しいと判断した場合には、第1オブジェクトに対応付けられた能力値を相対的に低下させる調整手段、
 の各手段を、前記通信端末又は前記サーバのいずれか一方が備える。
A fifth aspect of the present invention is a game system including a communication terminal and a server accessible from the communication terminal.
This game system
Association means for associating the object with the ability value of the object and the time information associated with the object;
Change means to change the ability value of the object,
A battle execution means for executing a battle between objects based on the ability values of the objects,
A comparison means for comparing the old and new time information associated with each of the first object and each of the second objects that are opponents of the first object; and
When it is determined that the time information associated with the second object is newer than the time information associated with the first object based on the comparison result by the comparison means in the battle between the first object and the second object, Adjusting means for relatively reducing the ability value associated with the first object;
Any one of the communication terminal and the server is provided with each means.
第1の実施形態のゲームシステムの基本構成を示す図。The figure which shows the basic composition of the game system of 1st Embodiment. 第1の実施形態の通信端末の外観の一例を示す図。The figure which shows an example of the external appearance of the communication terminal of 1st Embodiment. 第1の実施形態の通信端末の外観の他の例を示す図。The figure which shows the other example of the external appearance of the communication terminal of 1st Embodiment. 第1の実施形態の通信端末の構成を示すブロック図。The block diagram which shows the structure of the communication terminal of 1st Embodiment. 第1の実施形態のゲームサーバの構成を示すブロック図。The block diagram which shows the structure of the game server of 1st Embodiment. 第1の実施形態のデータベースサーバの構成を示すブロック図。The block diagram which shows the structure of the database server of 1st Embodiment. データベースサーバに含まれるユーザデータベースの構成例を示す図。The figure which shows the structural example of the user database contained in a database server. ゲームデータベースに含まれる戦士カードデータベースの構成例を示す図。The figure which shows the structural example of the warrior card database contained in a game database. ユーザの通信端末において表示される一連のウェブページを例示する図。The figure which illustrates a series of web pages displayed in a user's communication terminal. ユーザの通信端末において表示される一連のウェブページを例示する図。The figure which illustrates a series of web pages displayed in a user's communication terminal. ユーザの通信端末において表示される一連のウェブページを例示する図。The figure which illustrates a series of web pages displayed in a user's communication terminal. ユーザの通信端末において表示される一連のウェブページを例示する図。The figure which illustrates a series of web pages displayed in a user's communication terminal. 第1の実施形態のゲーム制御装置で主要な役割を果たす機能を説明するための機能ブロック図。The functional block diagram for demonstrating the function to play main roles with the game control apparatus of 1st Embodiment. 第1の実施形態のゲームサーバの主要な処理の一例を示すフローチャート。The flowchart which shows an example of the main processes of the game server of 1st Embodiment. 第2の実施形態のゲームサーバの主要な処理の一例を示すフローチャート。The flowchart which shows an example of the main processes of the game server of 2nd Embodiment. 実施形態のゲーム制御装置の各機能について、通信端末と、ゲームサーバ及びデータベースサーバとの間の分担例を示す図。The figure which shows the example of assignment between a communication terminal, a game server, and a database server about each function of the game control apparatus of embodiment. 実施形態のゲーム制御装置の各機能について、通信端末と、ゲームサーバ及びデータベースサーバとの間の分担例を示す図。The figure which shows the example of assignment between a communication terminal, a game server, and a database server about each function of the game control apparatus of embodiment.
 本発明は、2012年5月21日に日本国特許庁に出願された特願2012-115472の特許出願に関連しており、この出願の内容がこの明細書に参照によって組み込まれる。 The present invention relates to the patent application of Japanese Patent Application No. 2012-115472 filed with the Japan Patent Office on May 21, 2012, the contents of which are incorporated herein by reference.
 以下、本発明の実施形態について説明する。 Hereinafter, embodiments of the present invention will be described.
 <第1の実施形態>
 (1)ゲームシステムの構成
 図1は、実施形態のゲームシステムのシステム構成例を示している。図1に示すように、このゲームシステムは、例えばインターネットなどの通信網NW(ネットワーク)に接続可能な通信端末10a,10b,10c,…と、通信網NWに接続されているゲームサーバ20と、データベースサーバ30とによって構成されている。各通信端末10a,10b,10c,…はそれぞれ、個々のユーザによって操作される端末であり、例えば、携帯端末、スマートフォン、PDA(Personal Digital Assistant)、パーソナルコンピュータ、双方向の通信機能を備えたテレビジョン受像機(いわゆる多機能型のスマートテレビも含む。)などの通信端末である。なお、以下の説明において、各通信端末10a,10b,10c,…に共通して言及するときには、通信端末10と表記する。
 このゲームシステムにおいて、ゲームサーバ20は、クライアントである通信端末10と通信可能に構成されており、通信端末10に対してゲーミングサービスを提供する。ゲームサーバ20には、ゲーム用プログラムとしてウェブブラウザ上で解釈可能な文書を生成するプログラムが実装されている。データベースサーバ30は、ゲームを実行する上での後述する様々な情報を格納しており、それらの情報の読み書きのためにゲームサーバ20と例えば有線で接続される。
 通信端末10は、ゲームサーバ20によって提供されるウェブページを表示可能なウェブブラウザを備えており、ユーザは、通信端末10をウェブページ上で操作してゲームを実行する。
<First Embodiment>
(1) Configuration of Game System FIG. 1 shows a system configuration example of a game system according to the embodiment. As shown in FIG. 1, the game system includes communication terminals 10a, 10b, 10c,... That can be connected to a communication network NW (network) such as the Internet, a game server 20 connected to the communication network NW, The database server 30 is configured. Each of the communication terminals 10a, 10b, 10c,... Is a terminal operated by an individual user, for example, a mobile terminal, a smartphone, a PDA (Personal Digital Assistant), a personal computer, a television having a bidirectional communication function. A communication terminal such as a John receiver (including a so-called multi-function smart TV). In the following description, when referring to the communication terminals 10a, 10b, 10c,.
In this game system, the game server 20 is configured to be able to communicate with the communication terminal 10 that is a client, and provides a gaming service to the communication terminal 10. The game server 20 has a program for generating a document that can be interpreted on a web browser as a game program. The database server 30 stores various information to be described later in executing the game, and is connected to the game server 20 by, for example, a wire for reading and writing the information.
The communication terminal 10 includes a web browser capable of displaying a web page provided by the game server 20, and the user operates the communication terminal 10 on the web page to execute a game.
 また、図1には図示していないが、ゲームサーバ20とは別に各通信端末10のユーザを認証するための認証サーバを設けてもよい。また、多くの通信端末10からのアクセスを受け入れるために複数のゲームサーバ20を設ける場合は、その複数のゲームサーバ20間の負荷を調整するためのロードバランサを設けてもよい。また、ゲームサーバ20は単一のサーバ装置として構成してもよいが、機能を分散させた複数のサーバ装置として構成してもよい。 Although not shown in FIG. 1, an authentication server for authenticating the user of each communication terminal 10 may be provided separately from the game server 20. Further, when a plurality of game servers 20 are provided in order to accept access from many communication terminals 10, a load balancer for adjusting a load between the plurality of game servers 20 may be provided. The game server 20 may be configured as a single server device, but may be configured as a plurality of server devices having distributed functions.
 (2)通信端末の構成
 図2A、図2B及び図3を参照して通信端末10について説明する。
 図2A、図2Bはそれぞれ、通信端末10の外観の例を示す図である。図2Aは、例えば折り畳み式の携帯端末(携帯電話機)などの釦入力方式の通信端末を例示したものである。図2Bは、例えばスマートフォンなどのタッチパネル入力方式の通信端末を例示したものである。図3は、通信端末10の内部構成を示すブロック図である。
 図3に示すように、通信端末10は、CPU(Central Processing Unit)11、ROM(Read Only Memory)12、RAM(Random Access Memory)13、画像処理部14、指示入力部15、表示部16、及び、信号送受信部としての通信インタフェース部17を備えており、各部間の制御信号あるいはデータ信号を伝送するためのバス18が設けられている。
(2) Configuration of Communication Terminal The communication terminal 10 will be described with reference to FIGS. 2A, 2B, and 3.
2A and 2B are diagrams each illustrating an example of the appearance of the communication terminal 10. FIG. 2A illustrates a button input type communication terminal such as a foldable mobile terminal (mobile phone). FIG. 2B illustrates a communication terminal of a touch panel input method such as a smartphone. FIG. 3 is a block diagram showing an internal configuration of the communication terminal 10.
As shown in FIG. 3, the communication terminal 10 includes a CPU (Central Processing Unit) 11, a ROM (Read Only Memory) 12, a RAM (Random Access Memory) 13, an image processing unit 14, an instruction input unit 15, a display unit 16, A communication interface unit 17 as a signal transmission / reception unit is provided, and a bus 18 for transmitting a control signal or a data signal between the units is provided.
 CPU11は、ROM12内のウェブブラウザをRAM13にロードして実行する。そして、CPU11は、指示入力部15等によってユーザに入力されるURL(Uniform Resource Locator)の適切な指定に基づき、通信インタフェース部17を介して、ゲームサーバ20からウェブページを表示するためのデータ、すなわち、HTML(HyperText Markup Language)文書や当該文書と関連付けられた画像などのオブジェクトのデータ(以下、総称して適宜「HTMLデータ」と表記する。)を通信インタフェース部17を介して取得し、そのHTMLデータを解釈する。なお、通信端末10には、ウェブブラウザのブラウザ機能を拡張するための様々なプラグインが実装されていてよい。
 なお、HTMLデータの取得に当たって、CPU11は、予め登録されたユーザID(ユーザ識別情報)、あるいは指示入力部15を介して入力されるユーザIDを含むアクセス要求メッセージを、通信インタフェース部17を介してゲームサーバ20へ通知する。
The CPU 11 loads the web browser in the ROM 12 into the RAM 13 and executes it. And CPU11 is based on the appropriate designation | designated of URL (Uniform Resource Locator) input to a user by the instruction | indication input part 15 grade | etc., Data for displaying a web page from the game server 20 via the communication interface part 17, That is, data of an object such as an HTML (HyperText Markup Language) document and an image associated with the document (hereinafter collectively referred to as “HTML data” as appropriate) is acquired via the communication interface unit 17. Interpret HTML data. The communication terminal 10 may be mounted with various plug-ins for extending the browser function of the web browser.
In acquiring the HTML data, the CPU 11 sends an access request message including a user ID (user identification information) registered in advance or a user ID input via the instruction input unit 15 via the communication interface unit 17. The game server 20 is notified.
 ウェブブラウザは、ゲームサーバ20とHTTP(HyperText Transfer Protocol)に従った通信を行う。ウェブブラウザは、ゲームサーバ20から取得したHTMLデータを解釈して、画像処理部14を介してウェブページを表示部16に表示する。また、ウェブブラウザは、ユーザが指示入力部15の操作によってウェブページ上のハイパーリンク(Hyperlink)またはメニューが選択されると、ウェブページの更新のために、その選択結果に応じたHTTPリクエストをゲームサーバ20に送信する。 The web browser performs communication with the game server 20 in accordance with HTTP (HyperText Transfer Protocol). The web browser interprets the HTML data acquired from the game server 20 and displays the web page on the display unit 16 via the image processing unit 14. When the user selects a hyperlink or menu on the web page by operating the instruction input unit 15, the web browser sends an HTTP request according to the selection result to the game for updating the web page. Send to server 20.
 画像処理部14は、HTMLデータの解析結果としてCPU11から与えられる表示用画像データに基づいて、表示部16にウェブページを表示する。表示部16は、例えば、マトリクス状に画素単位で配置された薄膜トランジスタを含むLCD(Liquid Cristal Display)モニタであり、表示用画像データに基づいて薄膜トランジスタを駆動することでウェブページの画像を表示画面16aに表示する。 The image processing unit 14 displays a web page on the display unit 16 based on the display image data given from the CPU 11 as the analysis result of the HTML data. The display unit 16 is, for example, an LCD (Liquid-Cristal-Display) monitor including thin film transistors arranged in units of pixels in a matrix, and displays an image of a web page by driving the thin film transistors based on display image data. To display.
 通信端末10が釦入力方式の通信端末(図2A)である場合、指示入力部15は、ユーザの操作入力を受け入れるための方向指示釦と決定釦などの複数の指示入力釦を含む釦群15a、及び、テンキーなどの複数の指示入力釦を含む釦群15bを備え、各釦の押下(操作)入力を認識してCPU11へ出力するためのインタフェース回路を含む。例えば、方向指示釦は、表示部16に表示されているウェブページをスクロールして表示することをCPU11へ指示するために設けられる。また、決定釦は、例えばウェブページ上で複数のハイパーリンクまたはメニューが表示されるときに、アクティブ表示(例えば強調表示)されている1つのハイパーリンクまたはメニューをユーザが選択することをCPU11へ指示するために設けられる。なお、通信端末10を小型の携帯端末によって構成する場合には、これらの釦は、ユーザが通信端末10を片手で保持したままその親指で操作(クリック)しやすいように、通信端末10の前面に配置されていることが好ましい。図2Aに示す例では、釦群15bは、釦群15aの下方に配置され、「0」~「9」、「*」、「#」(テンキー)が表記された複数の指示入力釦を含む。 When the communication terminal 10 is a button input type communication terminal (FIG. 2A), the instruction input unit 15 includes a button group 15a including a plurality of instruction input buttons such as a direction instruction button and a decision button for accepting a user operation input. And a button group 15b including a plurality of instruction input buttons such as a numeric keypad, and includes an interface circuit for recognizing a pressing (operation) input of each button and outputting it to the CPU 11. For example, the direction instruction button is provided to instruct the CPU 11 to scroll and display the web page displayed on the display unit 16. The determination button instructs the CPU 11 that the user selects one hyperlink or menu that is actively displayed (for example, highlighted) when, for example, a plurality of hyperlinks or menus are displayed on a web page. To be provided. When the communication terminal 10 is configured by a small portable terminal, these buttons are provided on the front surface of the communication terminal 10 so that the user can easily operate (click) with the thumb while holding the communication terminal 10 with one hand. It is preferable to arrange | position. In the example shown in FIG. 2A, the button group 15b is arranged below the button group 15a and includes a plurality of instruction input buttons on which “0” to “9”, “*”, and “#” (ten keys) are written. .
 通信端末10がタッチパネル入力方式の通信端末(図2B)である場合、指示入力部15は、主として表示画面16aに指先あるいはペンで触れることによるタッチパネル方式の入力を受け付ける。タッチパネル入力方式は、静電容量方式などの公知の方式でよい。なお、図2Bに示すように、通信端末10がタッチパネル入力方式の場合であっても釦群15aが設けられる場合もある。 When the communication terminal 10 is a touch panel input type communication terminal (FIG. 2B), the instruction input unit 15 mainly accepts touch panel type input by touching the display screen 16a with a fingertip or a pen. The touch panel input method may be a known method such as a capacitance method. As illustrated in FIG. 2B, the button group 15a may be provided even when the communication terminal 10 is a touch panel input method.
 通信端末10に表示されるウェブページ上のメニューの選択操作は、例えば通信端末10が携帯端末である場合には、方向指示釦の押下操作によってメニューを選択し、決定釦の押下操作によって、選択したメニューを確定することによって行われる。また、選択操作は、例えば通信端末10がタッチパネル入力方式の場合には、ウェブページが表示されている表示画面16a上のメニューの位置を指あるいはペンで指示(タッチ操作)することによって行われる。 For example, when the communication terminal 10 is a portable terminal, the menu selection operation on the web page displayed on the communication terminal 10 is selected by pressing the direction instruction button and selecting by pressing the enter button. This is done by confirming the selected menu. Further, for example, when the communication terminal 10 is a touch panel input method, the selection operation is performed by instructing (touch operation) a menu position on the display screen 16a on which the web page is displayed with a finger or a pen.
 (3)ゲームサーバの構成
 図4を参照してゲームサーバ20の構成について説明する。
 ゲームサーバ20は、例えば階層構造の複数のウェブページからなるゲームのウェブサイトを管理しており、通信端末10に対してゲームのウェブサービスを提供する。図4に示すように、ゲームサーバ20は、CPU21、ROM22、RAM23、データベース(DB)アクセス部24、及び、通信インタフェース部25を備えており、各部間の制御信号あるいはデータ信号を伝送するためのバス26が設けられている。なお、ゲームサーバ20は、ハードウエアに関しては汎用のウェブサーバと同一の構成をとることができる。
(3) Configuration of Game Server The configuration of the game server 20 will be described with reference to FIG.
The game server 20 manages a game website including a plurality of hierarchical web pages, for example, and provides a game web service to the communication terminal 10. As shown in FIG. 4, the game server 20 includes a CPU 21, a ROM 22, a RAM 23, a database (DB) access unit 24, and a communication interface unit 25, for transmitting control signals or data signals between the units. A bus 26 is provided. In addition, the game server 20 can take the same structure as a general-purpose web server regarding hardware.
 ROM22には、クライアントである通信端末10のウェブブラウザに対してHTML文書や画像などのオブジェクトの表示(ウェブページの表示)のサービスを提供するアプリケーションプログラムが格納されている。ROM22には、アプリケーションプログラム以外にもCPU21によって参照される各種データが格納されている。
 CPU21は、ROM22内のゲームプログラムをRAM23にロードして実行し、通信インタフェース部25を介して、各種の処理を行う。
The ROM 22 stores an application program that provides a service for displaying an object such as an HTML document or an image (displaying a web page) to the web browser of the communication terminal 10 that is a client. The ROM 22 stores various data referred to by the CPU 21 in addition to the application program.
The CPU 21 loads the game program in the ROM 22 to the RAM 23 and executes it, and performs various processes via the communication interface unit 25.
 例えば、CPU21は、通信インタフェース部25を介して、ゲームサーバ20のウェブブラウザとの間でHTTPに従った通信を行う。例えば、CPU21は、通信インタフェース部25を介して、通信端末10から受信したHTTPリクエスト(例えば、ウェブページ上でのユーザのハイパーリンクまたはメニューの選択結果を含む。)に基づいて所定のデータ処理や、演算処理を行い、その処理結果を含むHTTPレスポンスをゲームサーバ20のウェブブラウザに返す。HTTPレスポンスには、ウェブページを更新するためのHTMLデータが含まれる。また、ゲームサーバ20が通信端末10のユーザの認証処理を行う場合には、CPU21はその認証処理を行う。
 データベースアクセス部24は、CPU21がデータベースサーバ30に対してデータの読み書きを行うときのインタフェースである。
For example, the CPU 21 performs communication according to HTTP with the web browser of the game server 20 via the communication interface unit 25. For example, the CPU 21 performs predetermined data processing or the like based on an HTTP request received from the communication terminal 10 via the communication interface unit 25 (for example, including a user hyperlink or menu selection result on a web page). The arithmetic processing is performed, and an HTTP response including the processing result is returned to the web browser of the game server 20. The HTTP response includes HTML data for updating the web page. When the game server 20 performs an authentication process for the user of the communication terminal 10, the CPU 21 performs the authentication process.
The database access unit 24 is an interface when the CPU 21 reads / writes data from / to the database server 30.
 (4)データベースサーバの構成
 データベースサーバ30(記憶装置)は、大容量のハードディスク装置やRAID(Redundant Arrays of Inexpensive Disks)等の形態の装置等、汎用ストレージで実現できる。データベースサーバ30内の各データベースは、ゲームサーバ20のデータベースアクセス部24を介してCPU21からのデータの読み書きが可能となるように構成されている。
 図5に、データベースサーバ30の構成の一例を示す。図5に示すように、データベースサーバ30は、ユーザデータベース31と、ゲームデータベース32とを備える。
(4) Configuration of Database Server The database server 30 (storage device) can be realized by a general-purpose storage such as a large-capacity hard disk device or a device such as a RAID (Redundant Array of Inexpensive Disks). Each database in the database server 30 is configured to be able to read and write data from the CPU 21 via the database access unit 24 of the game server 20.
FIG. 5 shows an example of the configuration of the database server 30. As shown in FIG. 5, the database server 30 includes a user database 31 and a game database 32.
 本実施形態のゲームサーバ20によって実現されるゲームのタイプは特に限定されるものではないが、以下では、実施形態の説明の便宜上、ゲームサーバ20によって実現されるゲームの一例として、ユーザの通信端末10に対する操作に応じて、ユーザ同士で、ゲーム上で仮想的に保有する戦士カードを使用したバトルを行う対戦型デジタルカードゲームを採り上げる。このデジタルカードゲームは、自らの戦士カードを収集するために、エリアを探索するクエスト処理や、2枚以上の戦士カードを一体化して戦士カードの能力値を上昇させる強化処理等が設けられている。 The type of game realized by the game server 20 of the present embodiment is not particularly limited, but in the following, as an example of a game realized by the game server 20 for convenience of description of the embodiment, a user communication terminal In response to an operation on the game 10, a battle-type digital card game in which a user battles using a warrior card virtually held on the game is taken up. This digital card game is equipped with a quest process to search for an area in order to collect one's own warrior card, a strengthening process that increases the warrior card's ability value by integrating two or more warrior cards .
 図6に、上述した対戦型デジタルカードゲーム(以下適宜、単に「ゲーム」あるいは「本実施形態のゲーム」という。)において適用されるユーザデータベース31の一例を示す。この例では、ユーザデータベース31は、ユーザID(ユーザ識別情報)ごとに、ユーザ名/表示画像、技能レベル、体力ポイント、強化ポイント、仲間のユーザID、保有カードのデータ、保有アイテムの各項目についての情報を含む。ユーザデータベース31に含まれる情報は、ゲームサーバ20によって逐次更新されうる。 FIG. 6 shows an example of a user database 31 applied in the above-described competitive digital card game (hereinafter simply referred to as “game” or “game of the present embodiment” as appropriate). In this example, for each user ID (user identification information), the user database 31 has a user name / display image, skill level, physical fitness point, strength point, fellow user ID, possessed card data, and retained item items. Contains information. Information included in the user database 31 can be updated sequentially by the game server 20.
 以下の説明では、ユーザデータベース31に含まれるユーザID、あるいはユーザを特定するユーザ名(後述する)ごとのデータを総称してユーザデータという。ユーザデータを構成する各項目のデータは、以下のとおりである。
・ユーザ名/表示画像
 ゲームの実行時に通信端末10にユーザを特定するために表示されるユーザ名及び表示画像である。ユーザ名はユーザによって予め指定される所定長以下のテキストであり、表示画像は例えばユーザによって予め選択されるアバタ画像である。ユーザ名は、ゲームサーバ20によって提供されるネットワーク環境(あるいはゲームコミュニティ)上でユーザを特定する名称である。
・技能レベル
 ゲーム上のユーザの技能レベル示すデータである。例えばLv1(レベル1)からLv100(レベル100)までの範囲のレベル値である。
・体力ポイント
 本実施形態のゲームにおいて、後述するクエストを行う上で必要となるポイントである。体力ポイントは、クエストを行う度に低減し、所定の時間が経過する毎に回復(増加)する値である。
・強化ポイント
 本実施形態のゲームにおいて、ユーザによる戦士カードの強化を行う上で必要となるポイントである。強化ポイントは、戦士カードの強化を行うことで低減し、他のユーザとのバトルで勝利すると増加する。
・仲間のユーザID
 対象となるユーザIDと関係付けられた他のユーザIDのデータである。
・保有カードのデータ
 保有カードのデータは、ユーザが保有している戦士カードのデータである。戦士カードのデータとして、例えば図6に示すように、戦士カードの画像データ、戦士カードの攻撃力と防御力の値(パラメータ)を含む。攻撃力と防御力の値はそれぞれ、現在値と上限値とを含む。上述したように、ユーザは、例えば強化処理等を行うことで、戦士カードの能力値(つまり、攻撃力と防御力の値)を大きくすることが可能であり、攻撃力と防御力の現在値は変動しうる値である。他のユーザとバトルを行うときには、その時点での攻撃力と防御力の現在値が読み出される。また、攻撃力と防御力の値は、設定されている上限値より大きい値に変動することはない。つまり、いったん戦士カードの攻撃力と防御力の現在値が上限値に達してしまえば、その戦士カードを強化してもその攻撃力と防御力が上限値を超えて大きくなることはない。
・保有アイテム
 保有アイテムは、ユーザが保有するゲーム上のアイテムである。アイテムの一例として、戦士カードの攻撃力や防御力の上限値を上昇させるアイテムが設けられている。
In the following description, the user ID included in the user database 31 or data for each user name (to be described later) specifying the user is generically referred to as user data. The data of each item constituting the user data is as follows.
User name / display image A user name and a display image that are displayed to identify the user on the communication terminal 10 when the game is executed. The user name is text of a predetermined length or less that is specified in advance by the user, and the display image is an avatar image that is selected in advance by the user, for example. The user name is a name that identifies the user on the network environment (or game community) provided by the game server 20.
Skill level This is data indicating the skill level of the user on the game. For example, it is a level value in a range from Lv1 (level 1) to Lv100 (level 100).
-Physical strength point It is a point required when performing the quest mentioned later in the game of this embodiment. The health point is a value that decreases each time a quest is performed and recovers (increases) each time a predetermined time elapses.
-Strengthening point In the game of this embodiment, it is a point required when strengthening a warrior card by a user. Reinforcement points are reduced by strengthening warrior cards, and increase when you win battles with other users.
・ Friend's user ID
This is data of another user ID associated with the target user ID.
-Data of possession card The possession card data is data of the warrior card possessed by the user. As data of a warrior card, for example, as shown in FIG. 6, image data of the warrior card and values (parameters) of the attack power and defense power of the warrior card are included. The values of attack power and defense power each include a current value and an upper limit value. As described above, the user can increase the ability value of the warrior card (that is, the value of the attack power and the defense power) by performing, for example, the strengthening process, and the current value of the attack power and the defense power. Is a variable value. When performing a battle with another user, the current values of the attack power and defense power at that time are read. Further, the values of the attack power and the defense power do not change to values larger than the set upper limit value. That is, once the current value of the attack power and defense power of the warrior card reaches the upper limit value, the attack power and defense power will not increase beyond the upper limit value even if the warrior card is strengthened.
-Owned item The owned item is an item on the game owned by the user. As an example of the item, an item for increasing the upper limit value of the attack power and defense power of the warrior card is provided.
 図5に戻り、ゲームデータベース32は、ゲームサーバ20からのアクセスに基づき、ゲームサーバ20によって実行されたゲームの進行に関する情報を記憶、更新する。ゲームの進行に関する情報は、ゲームの性質によって多様な情報を含みうる。本実施形態のゲームの場合を例に挙げれば、ゲームの進行に関する情報は、異なるユーザ同士のバトルの結果などを含む。ゲームデータベース32はさらに、本実施形態のゲームで利用される戦士カードのデータベースである戦士カードデータベースを含む。 Returning to FIG. 5, the game database 32 stores and updates information related to the progress of the game executed by the game server 20 based on the access from the game server 20. Information relating to the progress of the game may include various information depending on the nature of the game. Taking the case of the game of this embodiment as an example, the information related to the progress of the game includes the results of battles between different users. The game database 32 further includes a warrior card database that is a database of warrior cards used in the game of the present embodiment.
 図7に戦士カードデータベースの構成例を示す。図7に示すように、戦士カードデータベースには、戦士カード毎に、カード発行日と、攻撃力(初期値、上限値)と、防御力(初期値、上限値)とが記憶される。カード発行日は、戦士カードが発行された日であり、オブジェクトに関連付けられた時間情報の一例である。ユーザは、カード発行日以降にゲーム上で戦士カードを取得可能となる。ユーザが戦士カードを取得した時点では、戦士カードの攻撃力と防御力の現在値及び上限値(図6参照)はそれぞれ、戦士カードデータベースに記憶されている初期値と上限値に設定される。
 なお、ユーザデータベースに記述されている上限値は変動可能な値であるのに対し、戦士カードデータベースに記述されている上限値は固定値である。
FIG. 7 shows a configuration example of the warrior card database. As shown in FIG. 7, the card issue date, attack power (initial value, upper limit value), and defense power (initial value, upper limit value) are stored for each warrior card in the warrior card database. The card issue date is the date when the warrior card is issued, and is an example of time information associated with the object. The user can acquire a warrior card on the game after the card issue date. At the time when the user obtains the warrior card, the current value and upper limit value (see FIG. 6) of the attack power and defense power of the warrior card are set to the initial value and the upper limit value stored in the warrior card database, respectively.
The upper limit value described in the user database is a variable value, whereas the upper limit value described in the warrior card database is a fixed value.
 (5)本実施形態のゲーム
 以下、本実施形態のゲームについて、図8~11を参照しながら説明する。図8~11はそれぞれ、本実施形態のゲームにおいてクエスト処理、強化処理、バトル処理、アイテム使用処理を行うときに通信端末10上に表示されるウェブページの一例を示す図である。
 なお、以下の説明において、通信端末10に表示されるウェブページ上で表示されるメニュー、マーク等はウェブページ上で所望の位置に配置されるものであって、通信端末10で視認されるメニュー、マーク等の表示画面上の位置は、ユーザの方向指示釦あるいはタッチパネル操作によるウェブページのスクロール操作によって変化しうる。
(5) Game of the Present Embodiment Hereinafter, the game of the present embodiment will be described with reference to FIGS. 8 to 11 are diagrams showing examples of web pages displayed on the communication terminal 10 when performing the quest process, the reinforcement process, the battle process, and the item use process in the game of the present embodiment.
In the following description, menus, marks and the like displayed on the web page displayed on the communication terminal 10 are arranged at desired positions on the web page, and are menus visually recognized on the communication terminal 10. The position on the display screen of the mark and the like can be changed by scrolling the web page by the user's direction instruction button or touch panel operation.
 (5-1)クエスト処理(図8)
 図8のウェブページP0は、本実施形態のゲームのトップページの一例であり、個々のユーザIDに応じて構成される。図8の例では、戦士画像表示領域101、ユーザデータ表示領域102、及びメニュー表示領域103を含む。
 戦士画像表示領域101は、対象となるユーザIDのユーザデータに含まれる複数の戦士カードのうちユーザによって予め指定された戦士カードの画像が表示される領域である。
 ユーザデータ表示領域102は、対象となるユーザIDのユーザデータに含まれる、技能レベル、体力ポイント、強化ポイント、戦士数、仲間の各項目のデータ(図6参照)が表示される領域である。なお、戦士数は、ユーザが保有する戦士カードの数であり、仲間の数は、図6に示した「仲間のユーザID」の数である。また、図8に例示するように、戦士数が「40/60」と表記されている場合、ユーザが保有する戦士カードが40枚であり、最大で保有可能な戦士カードの枚数が60枚であることを示す。
 メニュー表示領域103は、本実施形態のゲームに設けられる複数の機能(クエスト処理、強化処理、バトル処理、アイテム使用処理)に対応した基本メニューとして、「クエスト」、「強化」、「バトル」、「アイテム使用」のテキストが表記された各メニューm1~m4が表示される領域である。メニュー表示領域103には、ゲームで実行される複数の処理が各々割り当てられたメニューが、通信端末10に表示されるウェブページの所定の位置にそれぞれ配置されている。
(5-1) Quest processing (Figure 8)
The web page P0 of FIG. 8 is an example of the top page of the game of this embodiment, and is configured according to individual user IDs. The example of FIG. 8 includes a warrior image display area 101, a user data display area 102, and a menu display area 103.
The warrior image display area 101 is an area in which an image of a warrior card designated in advance by the user among a plurality of warrior cards included in the user data of the target user ID is displayed.
The user data display area 102 is an area where the skill level, physical strength points, strength points, number of warriors, and data of each item (see FIG. 6) included in the user data of the target user ID is displayed. The number of warriors is the number of warrior cards held by the user, and the number of friends is the number of “friend user IDs” shown in FIG. 6. Further, as illustrated in FIG. 8, when the number of warriors is written as “40/60”, the number of warrior cards held by the user is 40, and the maximum number of warrior cards that can be held is 60. It shows that there is.
The menu display area 103 is a basic menu corresponding to a plurality of functions (quest processing, enhancement processing, battle processing, item use processing) provided in the game of the present embodiment, as “quest”, “enhancement”, “battle”, This is an area where the menus m1 to m4 in which the text “use item” is written are displayed. In the menu display area 103, menus to which a plurality of processes executed in the game are respectively assigned are arranged at predetermined positions on the web page displayed on the communication terminal 10.
 ウェブページP0上でメニューm1が選択操作されると、P1に示すようにウェブページが更新される。このウェブページP1には、ユーザが所定量の体力ポイントを消費してエリアを探索するためのメニューm10が含まれる。メニューm10が選択操作される度に、一定の、あるいはランダムな増加量で探索率の値が増加し、探索率が100%に達するとエリアの探索が終了する。探索対象のエリアは、複数設けられてもよい。ユーザがメニューm10を選択操作すると、所定の、あるいはランダムな確率で、ウェブページP2a,P2bに例示するようにゲーム上のアイテムや戦士カードがユーザに付与される。
 なお、体力ポイントが上記所定量未満になった場合にはクエスト処理を実行することはできない。その場合には、体力ポイントが回復するまで待機する必要がある。
When the menu m1 is selected and operated on the web page P0, the web page is updated as indicated by P1. The web page P1 includes a menu m10 for the user to search for an area by consuming a predetermined amount of physical strength points. Each time the menu m10 is selected and operated, the value of the search rate increases with a constant or random increase, and when the search rate reaches 100%, the search for the area ends. A plurality of search target areas may be provided. When the user selects the menu m10, game items and warrior cards are given to the user with a predetermined or random probability as illustrated in the web pages P2a and P2b.
In addition, a quest process cannot be performed when a physical strength point becomes less than the said predetermined amount. In that case, it is necessary to wait until the health points are recovered.
 (5-2)強化処理(図9)
 図9のウェブページP0上でメニューm2が選択操作されると、P3に示すようにウェブページが更新される。このウェブページP3には、強化指定戦士カードと、一体化させる戦士カードの候補の一覧とが表示される。強化指定戦士カードは、強化対象となる戦士カードである。一体化させる戦士カードは、強化指定戦士カードと一体化させられて消失する戦士カードである。ウェブページP3には、「変更する」と表記されたメニューm11が表示される。図示しないが、メニューm11に対する選択操作によって、ユーザが所有する戦士カードの一覧が表示され、その一覧の中からいずれかの戦士カードを強化指定戦士カードとして選択できるように構成されている。
 ウェブページP3において、例えば、戦士カードC03(強化指定戦士カード)に対して戦士カードC35を一体化させる戦士カードとして選択されると、P4に示すようにウェブページが更新される。ウェブページP4において「強化する」と表記されたメニューm12が選択操作されると、P5に示すようにウェブページが更新される。ウェブページP5では、強化処理によって、例えば戦士カードC03の攻撃力と防御力が10%向上したことが報知される。
 なお、強化処理は、所定量の強化ポイントを消費することによって行われる。また、強化処理が行われた場合でも、戦士カードの攻撃力と防御力の値は、ユーザデータに設定された、その戦士カードの攻撃力と防御力の上限値を超えて大きくなることはない。
(5-2) Reinforcement processing (Fig. 9)
When the menu m2 is selected and operated on the web page P0 in FIG. 9, the web page is updated as shown in P3. On this web page P3, a strengthening designated warrior card and a list of warrior card candidates to be integrated are displayed. The strengthening designated warrior card is a warrior card to be strengthened. The warrior card to be integrated is a warrior card that disappears by being integrated with the strengthened designated warrior card. On the web page P3, a menu m11 labeled “change” is displayed. Although not shown, a list of warrior cards owned by the user is displayed by a selection operation on the menu m11, and one of the warrior cards can be selected as an enhanced designated warrior card from the list.
For example, when the web page P3 is selected as a warrior card that integrates the warrior card C35 with the warrior card C03 (strengthening designated warrior card), the web page is updated as shown in P4. When the menu m12 described as “enhance” on the web page P4 is selected, the web page is updated as shown in P5. In the web page P5, it is notified that, for example, the attack power and the defense power of the warrior card C03 are improved by 10% by the strengthening process.
The strengthening process is performed by consuming a predetermined amount of strengthening points. In addition, even if strengthening processing is performed, the value of the attack power and defense power of the warrior card will not increase beyond the upper limit value of the attack power and defense power of the warrior card set in the user data .
 (5-3)バトル処理(図10)
 図10のウェブページP0上でメニューm3が選択操作されると、P6に示すようにウェブページが更新される。このウェブページP6には、バトル相手となる他のユーザの一覧が表示される。この一覧の中からいずれかのユーザが選択されると、P7に示すようにウェブページが更新される。この例では、ユーザ:KNMとユーザ:ABCとの間でバトルが行われる例が示されている。ウェブページP7において、「結果を見る」と表記されたメニューm20が選択操作されると、例えばP8に示すようにウェブページが更新される。ウェブページP8には、ユーザ:KNMがバトルで勝利した場合の表示例が示されている。
(5-3) Battle process (Figure 10)
When the menu m3 is selected and operated on the web page P0 in FIG. 10, the web page is updated as shown in P6. This web page P6 displays a list of other users who are battle opponents. When any user is selected from this list, the web page is updated as shown in P7. In this example, an example in which a battle is performed between the user: KNM and the user: ABC is shown. In the web page P7, when the menu m20 described as “view result” is selected, the web page is updated as shown in P8, for example. A display example when the user: KNM wins the battle is shown on the web page P8.
 (5-4)アイテム使用処理(図11)
 図11のウェブページP0上でメニューm4が選択操作されると、P9に示すようにウェブページが更新される。このウェブページP9には、ユーザ:KNMが保有するアイテムの一覧(アイテムリスト)が表示される。各アイテムに対応付けて「使用する」と表記されたメニューm31,m32,…が設けられる。ここで、例えばアイテムQ1に対応するメニューm32が選択されると、P10に示すようにウェブページが更新される。ここで、アイテムQ1は、戦士カードの能力値の上限値(つまり、攻撃力及び防御力の上限値)を向上させるアイテムである。ウェブページP10では、アイテムQ1を適用する戦士カードを選択させるために、ユーザ:KNMが保有する戦士カードの一覧(戦士カードリスト)が表示される。ウェブページP10において、例えば戦士カードC03が選択されると、P11に示すようにウェブページが更新される。ウェブページP11では、戦士カードC03の能力値の上限値(つまり、攻撃力及び防御力の上限値)が所定比率(ここでは、例えば10%)上昇した例が示されている。
(5-4) Item use processing (FIG. 11)
When the menu m4 is selected and operated on the web page P0 in FIG. 11, the web page is updated as shown in P9. On this web page P9, a list of items (item list) held by the user: KNM is displayed. Menus m31, m32,... That are described as “used” are provided in association with each item. Here, for example, when the menu m32 corresponding to the item Q1 is selected, the web page is updated as shown in P10. Here, the item Q1 is an item that improves the upper limit value (that is, the upper limit value of the attack power and the defense power) of the ability value of the warrior card. On the web page P10, in order to select a warrior card to which the item Q1 is applied, a list of warrior cards held by the user: KNM (warrior card list) is displayed. For example, when the warrior card C03 is selected in the web page P10, the web page is updated as shown in P11. The web page P11 shows an example in which the upper limit value (that is, the upper limit value of the attack power and defense power) of the warrior card C03 is increased by a predetermined ratio (here, 10%, for example).
 (6)ゲーム制御装置が備える機能の概要
 次に、上述した本実施形態のゲームを実現するためゲーム制御装置が備える機能について説明する。
 本実施形態では、ゲームサーバ20及びデータベースサーバ30によってゲーム制御装置が構成されている。以下では、上述した実施形態のゲームが適用される場合を例として、本実施形態のゲーム制御装置で実現される機能について、図12を参照して説明する。図11は、本実施形態のゲーム制御装置で主要な役割を果たす機能を説明するための機能ブロック図である。図12に示す機能ブロック図において、登録手段51は、本発明に必ずしも必須の構成要素ではない。
(6) Overview of Functions Provided by Game Control Device Next, functions provided by the game control device in order to realize the above-described game of the present embodiment will be described.
In the present embodiment, the game server 20 and the database server 30 constitute a game control device. Below, the function implement | achieved with the game control apparatus of this embodiment is demonstrated with reference to FIG. 12 for the case where the game of embodiment mentioned above is applied as an example. FIG. 11 is a functional block diagram for explaining functions that play a major role in the game control apparatus of the present embodiment. In the functional block diagram shown in FIG. 12, the registration means 51 is not necessarily an essential component for the present invention.
 登録手段51は、例えば通信端末10に提供するウェブページ上での通信端末10への適切な操作入力に基づいてユーザの登録要求を認識し、登録処理を行う機能を備える。この登録処理は、ユーザが本実施形態のゲームにユーザ登録を行うときに実行される。
 登録手段51の機能は、例えば以下のように実現される。ゲームサーバ20のCPU21は、通信インタフェース部25を介して通信端末10から登録要求メッセージを受信する。登録要求メッセージは、ゲームサーバ20から提供されるウェブページ上での通信端末10に対する所定の操作(例えば、所定のメニューの選択操作やユーザが指定するユーザIDやパスワード等のテキスト入力等)によって自動的に生成されるように、ウェブページが構成されていてもよい。登録要求メッセージには、送信元の通信端末10を特定するための情報(例えばUID(Unique Identifier)などの端末の個体識別情報、メールアドレス等)が含まれていてもよく、あるいは、ユーザが既に同一のサービス提供者による他のゲームを利用している場合には、そのユーザIDが含まれていてもよい。
 CPU21は、登録要求メッセージを受信し、登録要求メッセージにユーザIDが含まれていない場合には、ユーザIDを新たに発行してそのユーザIDの登録処理を行った後、登録処理が完了した旨のメッセージを通信端末10へ送信する。CPU21は、登録要求メッセージを受信し、登録要求メッセージにユーザIDが含まれている場合には、そのユーザIDの登録処理を行った後、登録処理が完了したことを示す登録完了メッセージを通信端末10へ送信する。
 登録が完了すると、CPU21は、ユーザIDに対応するユーザデータを生成し、ユーザデータベース31に格納する。登録が完了すると、ユーザは、本実施形態のゲームを実行することが可能となる。
For example, the registration unit 51 has a function of recognizing a user registration request based on an appropriate operation input to the communication terminal 10 on a web page provided to the communication terminal 10 and performing a registration process. This registration process is executed when the user performs user registration for the game of the present embodiment.
The function of the registration means 51 is implement | achieved as follows, for example. The CPU 21 of the game server 20 receives a registration request message from the communication terminal 10 via the communication interface unit 25. The registration request message is automatically generated by a predetermined operation on the communication terminal 10 on the web page provided from the game server 20 (for example, a predetermined menu selection operation or a text input such as a user ID or password specified by the user). Web pages may be configured to be generated automatically. The registration request message may include information for identifying the communication terminal 10 of the transmission source (for example, individual identification information of a terminal such as a UID (Unique Identifier), a mail address, or the like) If another game by the same service provider is used, the user ID may be included.
When the CPU 21 receives the registration request message and the registration request message does not include the user ID, the CPU 21 issues a new user ID and performs registration processing of the user ID, and then the registration processing is completed. Is sent to the communication terminal 10. When the CPU 21 receives the registration request message and the registration request message includes a user ID, the CPU 21 performs registration processing of the user ID, and then transmits a registration completion message indicating that the registration processing is completed to the communication terminal. 10 to send.
When the registration is completed, the CPU 21 generates user data corresponding to the user ID and stores it in the user database 31. When the registration is completed, the user can execute the game of the present embodiment.
 登録手段51はまた、異なるユーザ間を関係付ける機能を含んでいてもよい。つまり、登録手段51は、例えばユーザIDに基づく申請を契機として、当該ユーザIDを他のユーザIDとを関係付けて登録してもよい。すなわち、登録手段51は、ユーザIDに基づく申請を契機として、他のユーザID(つまり、他のユーザ)を「仲間」として登録する。
 この場合の登録手段51は例えば、以下のとおり実行される。ゲームサーバ20のCPU21は、通信インタフェース部25を介して、あるユーザIDに対応するユーザの通信端末10から、仲間になりたいユーザID(あるいは、対応するユーザ名)を指定した申請メッセージ(申請)を受け付ける。この申請メッセージの送信は、ユーザの通信端末10に提供されるウェブページの機能として予め設定されている。CPU21は、申請メッセージを受け付けると、申請メッセージに含まれるユーザIDに基づくアクセスがあったタイミングで、そのユーザIDに対応する通信端末10宛に、他のユーザIDに基づく申請を承認するか否かを返信することを要求するためのウェブページを表示させるHTMLデータを送信する。その申請を承認することが返信されれば、CPU21は、両者を仲間として登録する。具体的には、CPU21は、ユーザデータベース31内の対応する2つのユーザIDのユーザデータの「仲間のユーザID」の箇所(図6参照)にデータを書き込む。
 なお、ユーザ同士を関係付ける条件は、上記のような申請と承認を必要とする形式に限らず、バトルを行ったことがあるユーザ同士、若しくは所定回数以上バトルを行ったユーザ同士を仲間として登録してもよいし、同一のゲーム上のステージを実行するユーザ同士を仲間として登録してもよい。あるいは、所定回数の挨拶メッセージを送信するユーザ同士を自動的に仲間として登録してもよい。
 また、ユーザ同士を直接的に対応付けるのではなく、各ユーザを同一のグループ(ギルド等)と対応付けることで、そのグループ内のユーザ同士を関連関係付けても良い。例えば、ユーザAが所定のグループと対応付けられたユーザ内の特定のユーザBに対して上記のような申請を行い、当該特定のユーザBの承認を得ることができると、当該所定のグループとユーザAとを対応付ける。このようにすることによって、所定のグループ内の特定のユーザに対して申請と承認を行うことで、所定のグループに所属する直接的に申請と承認を行っているかいないかに関わらず同一グループ内のユーザ同士を関連関係付けるようにしても良い。
 本実施形態では、ユーザ同士の仲間関係の登録をユーザデータベース31にデータを書き込むことによって実現する例を示したが、この例に限られない。仲間関係に関するデータは、ゲームサーバ20からアクセス可能なネットワーク上の外部の記憶装置に書き込まれるようにしてもよい。
The registration unit 51 may also include a function for relating different users. In other words, the registration unit 51 may register the user ID in association with another user ID, for example, triggered by an application based on the user ID. That is, the registration unit 51 registers another user ID (that is, another user) as a “friend” with an application based on the user ID as a trigger.
The registration means 51 in this case is executed as follows, for example. The CPU 21 of the game server 20 sends an application message (application) specifying a user ID (or a corresponding user name) to be a friend from the communication terminal 10 of the user corresponding to a certain user ID via the communication interface unit 25. Accept. Transmission of this application message is preset as a function of a web page provided to the user's communication terminal 10. When receiving the application message, the CPU 21 approves an application based on another user ID to the communication terminal 10 corresponding to the user ID at the timing when the access is based on the user ID included in the application message. HTML data for displaying a web page for requesting the reply is transmitted. If it is replied that the application is approved, the CPU 21 registers both as friends. Specifically, the CPU 21 writes the data in the location (see FIG. 6) of “friend user ID” of the user data of the corresponding two user IDs in the user database 31.
In addition, the conditions for relating users are not limited to the forms that require application and approval as described above, but users who have performed battles or users who have performed battles a predetermined number of times or more are registered as friends. Alternatively, users who execute stages on the same game may be registered as friends. Alternatively, users who transmit a predetermined number of greeting messages may be automatically registered as friends.
Further, instead of directly associating users with each other, the users in the group may be associated with each other by associating each user with the same group (guild or the like). For example, when the user A can apply for the specific user B in the user associated with the predetermined group and obtain the approval of the specific user B, the predetermined group and Associate user A. In this way, by applying and approving specific users within a given group, whether or not they are directly applying and approving belonging to a given group The users may be related to each other.
In this embodiment, although the example which implement | achieves by registering data in the user database 31 by registering the friendship relationship between users was shown, it is not restricted to this example. The data regarding the friendship may be written in an external storage device on the network accessible from the game server 20.
 対応付け手段52は、戦士カード(オブジェクト)を、その戦士カードの能力値(攻撃力と防御力の値)と、その戦士カードの発行日(オブジェクトに関連付けられた時間情報)とに対応付ける機能を備える。対応付け手段52の機能を実現するために、ゲームサーバ20のCPU21は、ゲームデータベース32内の戦士カードデータベース(図7参照)に、戦士カードに対応付けて、戦士カードのカード発行日と、攻撃力と防御力の初期値及び上限値とを記憶させる。CPU21は、新しい戦士カードがゲーム運営者によって発行されると、その戦士カードについての情報を例えばデータ入力装置(図示せず)あるいは通信インタフェース部25を介して取得し、戦士カードデータベースに記憶させる。戦士カードのカード発行日以降に、その戦士カードをユーザがクエスト処理によって取得可能となる。 The association means 52 has a function of associating a warrior card (object) with the ability value (attack power and defense power value) of the warrior card and the issue date (time information associated with the object) of the warrior card. Prepare. In order to realize the function of the association means 52, the CPU 21 of the game server 20 associates the warrior card with the warrior card in the warrior card database (see FIG. 7) in the game database 32 (see FIG. 7), The initial value and upper limit value of strength and defense power are stored. When a new warrior card is issued by the game operator, the CPU 21 acquires information about the warrior card via, for example, a data input device (not shown) or the communication interface unit 25 and stores it in the warrior card database. After the card issue date of the warrior card, the user can acquire the warrior card by quest processing.
 ゲーム実行手段53は、通信端末10に対するユーザの操作に応じて、通信端末10に表示されるウェブページを逐次更新するためのHTMLデータを送信することで、ゲームを進行させる機能を備える。ゲーム実行手段53の機能を実現するために、ゲームサーバ20のCPU21は、通信インタフェース部25を介して通信端末10からHTTPリクエストを受信し、そのHTTPリクエストによって要求される処理を実行し、その実行結果であるHTMLデータを含むHTTPレスポンスを通信端末10宛に返す。 The game execution means 53 has a function of advancing the game by transmitting HTML data for sequentially updating web pages displayed on the communication terminal 10 in response to a user operation on the communication terminal 10. In order to realize the function of the game execution means 53, the CPU 21 of the game server 20 receives an HTTP request from the communication terminal 10 via the communication interface unit 25, executes a process requested by the HTTP request, and executes the process. An HTTP response including the resulting HTML data is returned to the communication terminal 10.
 例えば図8に示すトップページ(ウェブページP0)をユーザの通信端末10に表示する場合、ゲーム実行手段53の機能は以下のようにして実現される。ゲームサーバ20のCPU21は、データベースアクセス部24を介してユーザデータベース31にアクセスし、ユーザデータ表示領域102に含まれる各項目のデータと、戦士画像表示領域101に表示すべき戦士カードの画像データを読み出す。次にCPU21は、図8に示したトップページが構成されるようにHTMLデータを生成し、通信端末10宛に送信する。生成されるHTMLデータは、ユーザごと(つまり、ユーザIDごと)に異なるものとなる。通信端末10は、受信したHTMLデータを解釈してトップページの画像を表示部16(表示画面16a)に表示する。 For example, when the top page (web page P0) shown in FIG. 8 is displayed on the communication terminal 10 of the user, the function of the game execution means 53 is realized as follows. The CPU 21 of the game server 20 accesses the user database 31 via the database access unit 24, and stores the data of each item included in the user data display area 102 and the image data of the warrior card to be displayed in the warrior image display area 101. read out. Next, the CPU 21 generates HTML data so that the top page shown in FIG. 8 is configured, and transmits it to the communication terminal 10. The generated HTML data is different for each user (that is, for each user ID). The communication terminal 10 interprets the received HTML data and displays the top page image on the display unit 16 (display screen 16a).
 ゲーム実行手段53がゲームを進行させる機能を実現するために、CPU21は、トップページに表示されたメニューm1~m4のいずれかに対するユーザの選択操作に応じたHTTPリクエストを取得し、それぞれクエスト処理、強化処理、バトル処理、アイテム使用処理を実行する。図8~11に示したように、好ましくは、各処理が実行された場合、さらに細分化された複数のメニューを含む新たなウェブページが表示されるように、階層的に各処理が実行される。
 以下、各処理について具体的に説明する。なお、バトル処理の機能は、戦士カード(オブジェクト)間のバトルを戦士カードの能力値に基づいて実行する対戦実行手段の一例である。強化処理の機能は、戦士カード(オブジェクト)の能力値を変更する変更手段の一例である。
In order for the game execution means 53 to realize the function of advancing the game, the CPU 21 obtains an HTTP request corresponding to the user's selection operation for any of the menus m1 to m4 displayed on the top page, Perform reinforcement processing, battle processing, and item use processing. As shown in FIGS. 8 to 11, preferably, when each process is executed, each process is executed hierarchically so that a new web page including a plurality of subdivided menus is displayed. The
Each process will be specifically described below. In addition, the function of a battle process is an example of the battle execution means which performs the battle between warrior cards (object) based on the capability value of a warrior card. The function of the strengthening process is an example of changing means for changing the ability value of the warrior card (object).
[クエスト処理]
 クエスト処理において、ゲームサーバ20のCPU21は、ウェブページP1(図8)においてメニューm10(「探索する」)が選択操作されたことを認識すると、探索率(%)の値を所定の、あるいはランダムな増加量で増加させ、探索率が100%に達すると、ユーザの探索対象となるエリアを移行させる。CPU21は、メニューm10が選択操作される度に、ユーザデータにアクセスして体力ポイントを例えば一定量減少させる。CPU21は、メニューm10が選択操作される度に一定の、あるいはランダムな確率で、戦士カード又はアイテムをユーザに付与する。例えば戦士カードをユーザに付与する場合、CPU21は、例えば一定の確率で戦士カードを付与することを決定し、戦士カードを付与することを決定した場合には戦士カードデータベースにアクセスして、付与対象の戦士カードとしていずれかの戦士カードを選択する。このとき、カード発行日がメニューm10の選択操作を認識した日以前である戦士カードの中から選択される。CPU21は、戦士カードを選択すると、戦士カードの画像データと、攻撃力と防御力の初期値及び上限値とを、戦士カードデータベースから読み出して、ユーザデータの保有カードのデータの欄に書き込む。アイテムを付与する場合についても同様に、CPU21は、アイテムデータベース(図示せず)からアイテムのデータを読み出し、ユーザデータの保有アイテムの欄に書き込む。
[Quest processing]
In the quest process, when the CPU 21 of the game server 20 recognizes that the menu m10 (“search”) is selected and operated on the web page P1 (FIG. 8), the search rate (%) value is set to a predetermined or random value. When the search rate reaches 100%, the area to be searched by the user is shifted. Each time the menu m10 is selected and operated, the CPU 21 accesses the user data and decreases the physical fitness point by a certain amount, for example. The CPU 21 gives a warrior card or item to the user at a constant or random probability every time the menu m10 is selected and operated. For example, when giving a warrior card to a user, the CPU 21 decides to give a warrior card with a certain probability, for example, and when it decides to give a warrior card, it accesses the warrior card database and grants Select any warrior card as your warrior card. At this time, the card issue date is selected from warrior cards whose date is before the date when the selection operation of the menu m10 is recognized. When the CPU 21 selects the warrior card, the image data of the warrior card, the initial value and the upper limit value of the attack power and the defense power are read from the warrior card database and written in the data column of the possessed card of the user data. Similarly, in the case of assigning an item, the CPU 21 reads item data from an item database (not shown) and writes it in the owned item column of user data.
[強化処理]
 強化処理は、強化指定戦士カードを、他の戦士カードと一体化させて能力値を向上させる処理である。一体化させられる他の戦士カードは、強化処理によって消失する。
 強化処理は、例えば以下のように行われてよい。強化指定戦士カードを戦士カードCxとし、戦士カードCxに一体化させられて消失する戦士カードを戦士カードCyとする。この場合、CPU21は、戦士カードCxの攻撃力及び防御力の値に対して、戦士カードCyの攻撃力及び防御力の値の一定比率をそれぞれ加算することで、新たな戦士カードCxの攻撃力及び防御力の値を算出するようにしてもよい。CPU21は、戦士カードCxと戦士カードCyを一体化させた後、戦士カードCyのデータを、対象となるユーザIDのユーザデータから消去する。なお、一体化の処理後には、CPU21は、ユーザデータにアクセスし、対応するユーザIDの強化ポイントを所定量減少させる。
[Strengthening process]
The strengthening process is a process of improving the ability value by integrating the strengthening designated warrior card with another warrior card. Other warrior cards that can be integrated disappear by the reinforcement process.
The strengthening process may be performed as follows, for example. The strengthened designated warrior card is the warrior card Cx, and the warrior card that is integrated with the warrior card Cx and disappears is the warrior card Cy. In this case, the CPU 21 adds a certain ratio of the attack power and the defense power value of the warrior card Cy to the attack power and the defense power value of the warrior card Cx, so that the attack power of the new warrior card Cx is increased. And the value of defense power may be calculated. After integrating the warrior card Cx and the warrior card Cy, the CPU 21 deletes the data of the warrior card Cy from the user data of the target user ID. Note that after the integration process, the CPU 21 accesses the user data and decreases the strengthening point of the corresponding user ID by a predetermined amount.
 なお、強化指定戦士カードの新たな攻撃力及び防御力の値の算出方法は、強化指定戦士カードの攻撃力及び防御力の値に対して、一体化させられる他の戦士カードの攻撃力及び防御力の値のそれぞれの一定比率を加算する方法に限らない。例えば、一体化させられる他の戦士カードの攻撃力及び防御力の値に応じて、強化指定戦士カードの攻撃力及び防御力の値の増加率を予め決めておいてもよい。 In addition, the calculation method of the value of the new attack power and defense power of a strengthening designated warrior card is the attack power and defense of other warrior cards to be integrated with respect to the attack power and defense power values of the strengthening designated warrior card. It is not limited to the method of adding a certain ratio of each force value. For example, the rate of increase of the attack power and defense power value of the strengthened designated warrior card may be determined in advance according to the attack power and defense power values of other warrior cards to be integrated.
[バトル処理]
 バトル処理では、CPU21は、バトルの対象となるユーザの戦士カードの攻撃力及び防御力の値に基づく限り、如何なる方法でバトルの勝敗を決定してよい。例えば、CPU21は、ユーザが予め指定した戦士カード(例えばリーダーとして指定した戦士カード)の攻撃力と防御力の値の和の大小に応じて勝敗を決定してもよいし、ユーザが保有する一定数の戦士カードの攻撃力と防御力の値の総和の大小に応じて勝敗を決定してもよい。後者の場合、CPU21は、バトルで使用するユーザの一定数の戦士カードについて、ユーザが保有する戦士カードのうち攻撃力と防御力の値の和が大きい順に選択してもよいし、ユーザによる一定数の戦士カードの選択操作の結果に基づいて選択してもよい。なお、CPU21は、バトル相手となる他のユーザの一覧を作成するときには(図10のウェブページP6)、処理対象のユーザ(図10では、ユーザ:KNM)と同じか、あるいは近い技能レベルのユーザを選択することが好ましい。なお、図10のウェブページP6では、バトル相手をユーザが選択する場合を例として説明したが、これに限られない。バトル相手をCPU21が自動的に選択するようにしてもよい。
[Battle processing]
In the battle process, the CPU 21 may determine the victory or defeat of the battle by any method as long as it is based on the values of the attack power and the defense power of the user's warrior card as a battle target. For example, the CPU 21 may determine victory or defeat according to the sum of the values of the attack power and defense power of a warrior card (for example, a warrior card specified as a leader) specified in advance by the user, or a certain value held by the user. The victory or defeat may be determined according to the sum of the values of the attack power and defense power of several warrior cards. In the latter case, the CPU 21 may select a certain number of warrior cards used by the battle in the descending order of the sum of the values of the attack power and the defense power among the warrior cards held by the user. You may select based on the result of selection operation of several warrior cards. In addition, when creating a list of other users as battle opponents (web page P6 in FIG. 10), the CPU 21 has a skill level that is the same as or close to the user to be processed (in FIG. 10, user: KNM). Is preferably selected. In addition, in the web page P6 of FIG. 10, although the case where a user selects a battle other party was demonstrated as an example, it is not restricted to this. The CPU 21 may automatically select a battle opponent.
[アイテム使用処理]
 アイテム使用処理は、ゲーム上でユーザが自ら保有するアイテムのいずれかを使用するときの処理である。アイテム使用処理を実行する場合、CPU21は、アイテムリスト(図11のウェブページP9参照)を作成するに当たって、処理対象のユーザのユーザデータの保有アイテムのデータを読み出す。CPU21は、アイテムリストの中のいずれかのアイテムが選択されたことを認識すると、選択されたアイテムに応じた処理を実行する。CPU21は、選択されたアイテムに応じた処理の実行後に、処理対象のユーザのユーザデータの保有アイテムから、選択されたアイテムを消去する。アイテムの選択時にそのアイテムが保有アイテムの中に複数存在する場合には、CPU21は、選択されたアイテムに応じた処理の実行後に、保有アイテムのうち選択されたアイテムの数(保有数)を1つ減らす。
Item usage processing
The item use process is a process when using any of the items that the user owns in the game. When executing the item use process, the CPU 21 reads the data of the possessed item of the user data of the user to be processed in creating the item list (see the web page P9 in FIG. 11). When recognizing that any item in the item list has been selected, the CPU 21 executes a process corresponding to the selected item. CPU21 deletes the selected item from the possession item of the user data of the user of a process target after execution of the process according to the selected item. When there are a plurality of items in the possession item when the item is selected, the CPU 21 sets the number of possessed items (the possession number) to 1 after executing the process according to the selected item. Reduce.
 例えば図11のウェブページP9では、戦士カードの能力値の上限値を向上できるアイテムQ1が選択された例が示されているが、この場合のCPU21の処理は以下のとおりである。CPU21は、アイテムリストの中からアイテムQ1が選択され、かつアイテムQ1を適用する戦士カードが選択されたことを認識すると、処理対象となるユーザのユーザデータにアクセスして、選択された戦士カードの攻撃力及び防御力の上限値を一定比率、あるいは一定量だけ増加させて上書きする処理を行う。一定比率あるいは一定量の値は、予め定数として決定しておいてもよい。 For example, the web page P9 in FIG. 11 shows an example in which the item Q1 that can improve the upper limit of the ability value of the warrior card is selected. In this case, the processing of the CPU 21 is as follows. When the CPU 21 recognizes that the item Q1 is selected from the item list and that the warrior card to which the item Q1 is applied is selected, the CPU 21 accesses the user data of the user to be processed, and the selected warrior card Overwriting is performed by increasing the upper limit value of the attack power and defense power by a certain ratio or by a certain amount. The constant ratio or the constant amount may be determined in advance as a constant.
 比較手段54は、バトル対象の戦士カード(オブジェクト)の各々のカード発行日(オブジェクトに関連付けられた時間情報)の新旧を比較する機能を備える。
 比較手段54の機能を実現するために、ゲームサーバ20のCPU21は、戦士カードデータベースから、処理対象のユーザの戦士カードと、バトル相手となるユーザの戦士カードのカード発行日を読み出し、両者の新旧を比較する。
The comparing means 54 has a function of comparing the card issue date (time information associated with the object) of each warrior card (object) to be battled.
In order to realize the function of the comparison means 54, the CPU 21 of the game server 20 reads out the card issue date of the warrior card of the user to be processed and the warrior card of the user who is the battle opponent from the warrior card database, Compare
 調整手段55は、戦士カード間のバトル(第1オブジェクトと第2オブジェクトの対戦)に当たって、比較手段54による比較結果に基づき、処理対象のユーザの戦士カード(第1オブジェクト)よりもバトル相手のユーザの戦士カード(第2オブジェクト)のカード発行日が新しい場合に、処理対象のユーザの戦士カード(第1オブジェクト)の能力値(攻撃力及び防御力)を相対的に低下させる機能を備える。
 調整手段55の機能は、以下のようにして実現される。ゲームサーバ20のCPU21は、処理対象のユーザの戦士カードと、バトル相手となるユーザの戦士カードの能力値のデータをユーザデータから読み出して、RAM23に記憶させ、以下の処理をRAM23内のデータを対象として行う。CPU21は、処理対象のユーザの戦士カードよりも、バトル相手となるユーザの戦士カードが新しいと判定した場合には、対象となるバトルにおいて一時的に、処理対象のユーザの戦士カードの能力値を所定量低下させる調整処理を行う。なお、能力値の調整処理は、バトルで適用される能力値を決定するためにRAM23に記憶させた能力値に対して行われるものであって、ユーザデータに記憶される戦士カードの能力値は、バトルの前後で変更されない。
In the battle between the warrior cards (match between the first object and the second object), the adjusting means 55 is based on the comparison result by the comparing means 54, and the battle opponent user rather than the warrior card (first object) of the user to be processed. When the card issue date of the warrior card (second object) is new, the ability value (attack power and defense power) of the warrior card (first object) of the processing target user is relatively lowered.
The function of the adjustment means 55 is implement | achieved as follows. The CPU 21 of the game server 20 reads out from the user data the ability values of the warrior card of the user to be processed and the warrior card of the user who is the battle opponent, stores it in the RAM 23, and performs the following processing on the data in the RAM 23. As a target. When the CPU 21 determines that the battle target user's warrior card is newer than the processing target user's warrior card, the CPU 21 temporarily determines the ability value of the processing target user's warrior card in the target battle. An adjustment process for reducing the predetermined amount is performed. The ability value adjustment process is performed on the ability value stored in the RAM 23 in order to determine the ability value applied in the battle, and the ability value of the warrior card stored in the user data is , Will not change before and after the battle.
 調整手段55における調整処理では、処理対象のユーザの戦士カード(第1オブジェクト)の能力値の低下量は任意に設定できるが、例えば、強化処理による変更前の(つまり、初期の)能力値まで低下させることが好ましい。戦士カードの能力値を、初期の能力値を下回るまで低下させてしまうと、ユーザにとっては、古い戦士カードの能力値を強化処理によって折角上昇させたにも関わらず、戦士カード間のバトルでは、その初期の能力値以下になってしまい、不満が生ずることとなる。そこで、戦士カードの能力値を、変更前の能力値とすることで、古い戦士カードを保有するユーザの不満を抑制することができる。 In the adjustment process in the adjusting means 55, the amount of decrease in the ability value of the warrior card (first object) of the user to be processed can be arbitrarily set. It is preferable to reduce. If the ability value of the warrior card is lowered to a level below the initial ability value, the battle value between the warrior cards will not be It becomes below the initial ability value, and dissatisfaction occurs. Therefore, dissatisfaction of the user who holds the old warrior card can be suppressed by setting the ability value of the warrior card to the ability value before the change.
 (7)本実施形態のゲーム制御装置の主要な処理のフロー
 次に、本実施形態のゲーム制御装置により行われる主要な処理のフローの一例について、図13のフローチャートを参照して説明する。図13は、本実施形態のゲーム制御装置によって、本実施形態のゲームのバトル処理を示すフローチャートである。図13のフローチャートにおける各処理の実行に伴って適宜、図10に示した各ウェブページを表示するためのHTMLデータがゲームサーバ20から通信端末10宛に送信されるが、HTMLデータの送信処理はフローチャートには記載せず、図10に示したウェブページの符号を記載してある。
(7) Flow of main processing of game control device of this embodiment Next, an example of the flow of main processing performed by the game control device of this embodiment will be described with reference to the flowchart of FIG. FIG. 13 is a flowchart showing the game battle process of the present embodiment by the game control apparatus of the present embodiment. As the processing in the flowchart of FIG. 13 is executed, HTML data for displaying each web page shown in FIG. 10 is transmitted from the game server 20 to the communication terminal 10 as appropriate. The web page code shown in FIG. 10 is not shown in the flowchart.
 ゲームサーバ20のCPU21は、トップページ(図10のウェブページP0)上でメニューm3(「バトル」)が選択されたことを認識すると(ステップS100:YES)、処理対象となるユーザのバトル相手の候補となる所定数のユーザを抽出し(ステップS110)、その所定数のユーザの各々の表示画像、ユーザ名、技能レベルを含むウェブページ(図10のウェブページP6)を表示するためのHTMLデータを生成して通信端末10宛に送信する。CPU21は、メニューm3が選択されたことを認識しない場合には(ステップS100:NO)、終了する。CPU21は、ウェブページP6上でいずれかのバトル相手が選択されたことを認識すると(ステップS120:YES)、選択されたバトル相手とのバトル結果の通知を促すウェブページ(図10のウェブページP7)を表示するためのHTMLデータを生成して通信端末10宛に送信する。CPU21は、ウェブページP7においてメニューm20が選択されたことを認識すると(ステップS130:YES)、バトル対象のユーザのユーザデータから、バトルの対象となる戦士カードのデータを読み出してRAM23に記憶させ、RAM23内のデータを対象として以下の処理を行う。 When the CPU 21 of the game server 20 recognizes that the menu m3 (“battle”) has been selected on the top page (web page P0 in FIG. 10) (step S100: YES), the battle partner of the user to be processed becomes the battle partner. HTML data for extracting a predetermined number of candidates as users (step S110) and displaying a web page (web page P6 in FIG. 10) including display images, user names, and skill levels of the predetermined number of users. Is generated and transmitted to the communication terminal 10. If the CPU 21 does not recognize that the menu m3 has been selected (step S100: NO), the CPU 21 ends. When the CPU 21 recognizes that one of the battle opponents has been selected on the web page P6 (step S120: YES), the CPU 21 prompts notification of the battle result with the selected battle opponent (web page P7 in FIG. 10). ) Is generated and transmitted to the communication terminal 10. When the CPU 21 recognizes that the menu m20 has been selected on the web page P7 (step S130: YES), the CPU 21 reads out the data of the battle target warrior card from the user data of the battle target and stores it in the RAM 23. The following processing is performed on the data in the RAM 23.
 CPU21は先ず、処理対象のユーザの戦士カード(Caとする。)よりもバトル相手となるユーザの戦士カード(Cbとする。)のカード発行日が新しい場合には(ステップS140:YES)、処理対象のユーザの戦士カードの能力値(Paとする。)を所定量(α)低下させて(つまり、調整して)バトル処理に適用する(ステップS150)。ステップS140の条件を満たさない場合には、戦士カードCaの現在の能力値がそのままバトル処理に適用される。
 CPU21は、バトル対象のユーザがバトルで使用する戦士カードについて、バトル処理で適用される能力値の大小を比較することで勝敗を決定する(ステップS160)。勝敗を決定すると、CPU21は、勝敗の結果を含むウェブページ(図10のウェブページP8)を表示するためのHTMLデータを通信端末10宛に送信する。
First, when the card issue date of the user's warrior card (referred to as Cb) as a battle opponent is newer than that of the user warrior card (referred to as Ca) to be processed (step S140: YES), the CPU 21 performs processing. The ability value (Pa) of the target user's warrior card is reduced (ie, adjusted) by a predetermined amount (α) and applied to the battle process (step S150). When the condition of step S140 is not satisfied, the current ability value of the warrior card Ca is applied to the battle process as it is.
CPU21 determines victory or defeat by comparing the magnitude of the ability value applied by a battle process about the warrior card which the user of a battle uses by a battle (step S160). When winning or losing is determined, the CPU 21 transmits to the communication terminal 10 HTML data for displaying a web page (web page P8 in FIG. 10) including the result of winning or losing.
 本実施形態のゲームでは、ユーザは、戦士カード(オブジェクト)間のバトルを有利とするために、例えば自らゲーム上で保有する戦士カードの能力値を上昇させることが動機付けられるように構成されている。このとき、新しい戦士カード(つまり、カード発行日が比較的新しい戦士カード)は、対戦実行時までに能力値を上昇させるための時間的余裕が相対的に少ないために能力値は低く、古い戦士カード(つまり、カード発行日が比較的古い戦士カード)については、バトル実行時までの時間的余裕が相対的に多いために能力値が高い可能性が高い。そこで、このゲーム制御装置では、戦士カード間でバトルを実行するときには、古い戦士カード(第1オブジェクト)の能力値を相対的に低下させ、それによって、新しい戦士カード(第2オブジェクト)が不利となる状況を抑制する。結果として、ユーザがゲーム上の戦士カード(オブジェクト)を新たに取得する意欲を減退させないようになり、ゲームの活性化が図られる。
 なお、古い戦士カード(第1オブジェクト)の能力値を相対的に低下させることは、古い戦士カードの能力値の低下量を新しい戦士カード(第2オブジェクト)の能力値の低下量よりも大きくすること(古い戦士カードの能力値のみを低下させる場合も含む)であってもよいし、古い戦士カードの能力値の増加量を新しい戦士カードの能力値の増加量よりも小さくすること(新しい戦士カードの能力値のみを増加させる場合も含む)であってもよい。
In the game of this embodiment, in order to make the battle between warrior cards (objects) advantageous, for example, the user is configured to be motivated to increase the ability value of the warrior card held on the game. Yes. At this time, a new warrior card (that is, a warrior card with a relatively new card issue date) has a low ability value because there is relatively little time to raise the ability value by the time of the battle execution, and the old warrior A card (that is, a warrior card whose card issuance date is relatively old) is likely to have a high ability value because there is a relatively large amount of time until the battle is executed. Therefore, in this game control device, when performing a battle between warrior cards, the ability value of the old warrior card (first object) is relatively lowered, so that the new warrior card (second object) is disadvantageous. To suppress the situation. As a result, the user's willingness to newly acquire a warrior card (object) on the game is not diminished, and the game is activated.
Reducing the ability value of the old warrior card (first object) relatively increases the amount of decrease in the ability value of the old warrior card than the amount of decrease in the ability value of the new warrior card (second object). (Including the case where only the ability value of the old warrior card is reduced), or the increase of the ability value of the old warrior card is made smaller than the increase of the ability value of the new warrior card (new warrior card). (Including the case where only the ability value of the card is increased).
 <第2の実施形態>
 以下、第2の実施形態のゲーム制御装置について、第1の実施形態と異なる点に注目して以下説明する。第2の実施形態では、バトル処理において、戦士カードの能力値の上限値が後述する所定の条件下で調整される。
<Second Embodiment>
Hereinafter, the game control apparatus according to the second embodiment will be described below with a focus on differences from the first embodiment. In the second embodiment, in the battle process, the upper limit value of the ability value of the warrior card is adjusted under predetermined conditions described later.
 (1)ゲーム制御装置が備える機能の概要
 先ず、第1の実施形態のゲーム制御装置と比べて、本実施形態のゲーム制御装置がさらに備える機能について説明する。
 本実施形態において、対応付け手段52は、戦士カード(オブジェクト)をさらに、その戦士カードの能力値(攻撃力と防御力の値)の上限値と対応付ける機能を備える。本実施形態の対応付け手段52の機能を実現するためのゲームサーバ20のCPU21の動作は、第1の実施形態で述べたものと同じでよい。つまり、CPU21は、ゲームデータベース32内の戦士カードデータベース(図7参照)に、戦士カードに対応付けて、戦士カードのカード発行日と、攻撃力と防御力の初期値及び上限値とを記憶させる。CPU21は、新しい戦士カードがゲーム運営者によって発行されると、その戦士カードについての情報を例えばデータ入力装置(図示せず)あるいは通信インタフェース部25を介して取得し、戦士カードデータベースに記憶させる。
(1) Overview of Functions Provided by Game Control Device First, functions provided by the game control device of the present embodiment will be described as compared with the game control device of the first embodiment.
In the present embodiment, the associating means 52 further has a function of associating a warrior card (object) with an upper limit value of the ability value (attack power and defense power value) of the warrior card. The operation of the CPU 21 of the game server 20 for realizing the function of the association means 52 of the present embodiment may be the same as that described in the first embodiment. That is, CPU21 memorize | stores the card issue date of a fighter card | curd, the initial value of an attack power and defense power, and an upper limit in association with a fighter card | curd in the fighter card | curd database (refer FIG. 7) in the game database 32. . When a new warrior card is issued by the game operator, the CPU 21 acquires information about the warrior card via, for example, a data input device (not shown) or the communication interface unit 25 and stores it in the warrior card database.
 本実施形態において、第1の実施形態で言及したアイテム使用処理(アイテムQ1を使用する処理)の機能は、戦士カード(オブジェクト)の能力値の上限値を変更する変更手段の一例である。 In the present embodiment, the function of the item use process (process using the item Q1) mentioned in the first embodiment is an example of a changing unit that changes the upper limit value of the ability value of the warrior card (object).
 本実施形態の調整手段55は、戦士カード間のバトル(第1オブジェクトと第2オブジェクトの対戦)に当たって、比較手段54による比較結果に基づき、カード発行日が古い方の戦士カード(第1オブジェクト)の能力値(攻撃力及び防御力)の上限値を低下させる機能を備える。
 調整手段55の機能は、以下のようにして実現される。ゲームサーバ20のCPU21は、処理対象のユーザの戦士カードと、バトル相手となるユーザの戦士カードの能力値のデータをユーザデータから読み出して、RAM23に記憶させ、以下の処理をRAM23内のデータを対象として行う。CPU21は、カード発行日が古い方の戦士カードの能力値が、初期の能力値の上限値よりも大きいか否かを判定する。CPU21は、その判定の結果、能力値が初期の能力値の上限値(つまり、戦士カードデータベースに記述されている上限値)より大きい場合には、その戦士カードの能力値の上限値を所定量低下させることで、上限値の調整処理を行う。上限値の調整の結果、CPU21は、対象となるバトルにおいて一時的に、戦士カードの能力値を、調整後の能力値の上限値以下に制限する。なお、能力値の上限値の調整処理は、バトルで適用される能力値を決定するためにRAM23に記憶させた上限値に対して行われるものであって、ユーザデータに記憶される戦士カードの能力値の上限値は、バトルの前後で変更されない。
The adjustment means 55 of this embodiment is a warrior card (first object) having an older card issue date based on the comparison result by the comparison means 54 in the battle between the warrior cards (match between the first object and the second object). The ability value (attack power and defense power) of the upper limit value is reduced.
The function of the adjustment means 55 is implement | achieved as follows. The CPU 21 of the game server 20 reads out from the user data the ability values of the warrior card of the user to be processed and the warrior card of the user who is the battle opponent, stores it in the RAM 23, and performs the following processing on the data in the RAM 23. As a target. CPU21 determines whether the capability value of the warrior card with an older card issue date is larger than the upper limit of an initial capability value. As a result of the determination, when the ability value is larger than the upper limit value of the initial ability value (that is, the upper limit value described in the warrior card database), the CPU 21 sets the upper limit value of the warrior card to a predetermined amount. By lowering, the upper limit adjustment process is performed. As a result of the adjustment of the upper limit value, the CPU 21 temporarily limits the ability value of the warrior card to be equal to or lower than the upper limit value of the adjusted ability value in the target battle. In addition, the adjustment process of the upper limit value of the ability value is performed on the upper limit value stored in the RAM 23 in order to determine the ability value applied in the battle, and the warrior card stored in the user data The upper limit of the ability value is not changed before and after the battle.
 例えば、戦士カードの初期の能力値の上限値が100であり、現在の能力値が115であり、所定のアイテムの使用によって変更された現在の上限値が120である場合を想定する。このとき、調整処理によって上限値を120から110に低下させる(所定量として10低下させる)場合には、その戦士カードの能力値は、調整処理の対象となるバトルにおいて、115から110に変更される。 For example, it is assumed that the upper limit value of the initial ability value of the warrior card is 100, the current ability value is 115, and the current upper limit value changed by using a predetermined item is 120. At this time, when the upper limit value is lowered from 120 to 110 by the adjustment process (decrease by 10 as the predetermined amount), the ability value of the warrior card is changed from 115 to 110 in the battle to be adjusted. The
 調整手段55における調整処理において、能力値の上限値の低下量は任意に設定できるが、カード発行日が古い方の戦士カード(第1オブジェクト)の能力値(攻撃力及び防御力)の上限値を、アイテム使用処理による変更前の能力値の上限値まで低下させることが好ましい。例えば、上述した例の場合、現在の上限値である120から初期の上限値である100まで低下させる。戦士カードの能力値の上限値を、変更前(つまり、初期の)の能力値の上限値を下回るまで低下させてしまうと、ユーザにとっては、古い戦士カードの能力値を例えば強化処理などによって折角初期の上限値まで上昇させたにも関わらず、戦士カード間のバトルでは、その初期の上限値以下の能力値になってしまい、不満が生ずることとなる。そこで、戦士カードの能力値の上限値を、変更前の能力値の上限値までとすることで、古い戦士カードを保有するユーザの不満を抑制することができる。 In the adjustment process in the adjustment means 55, the amount of decrease in the upper limit value of the ability value can be set arbitrarily, but the upper limit value of the ability value (attack power and defense power) of the warrior card (first object) with the older card issue date. Is preferably reduced to the upper limit of the ability value before the change by the item use process. For example, in the case of the above-described example, the current upper limit value is reduced from 120, which is the initial upper limit value, to 100. If the upper limit of the ability value of the warrior card is lowered until it falls below the upper limit value of the ability value before the change (that is, the initial), the ability value of the old warrior card will be changed by, for example, strengthening processing. In spite of the increase to the initial upper limit value, in the battle between warrior cards, the ability value becomes lower than the initial upper limit value, and dissatisfaction occurs. Therefore, dissatisfaction of the user who holds the old warrior card can be suppressed by setting the upper limit value of the ability value of the warrior card to the upper limit value of the ability value before the change.
 (2)本実施形態のゲーム制御装置の主要な処理のフロー
 次に、本実施形態のゲーム制御装置により行われる主要な処理のフローの一例について、図14のフローチャートを参照して説明する。図14は、本実施形態のゲーム制御装置によって、本実施形態のゲームのバトル処理を示すフローチャートである。
 図14のフローチャートは、図13のフローチャートと比べてステップS140以降の処理が異なるため、ステップS100~S130については重複説明を省略する。
(2) Flow of main processes of game control apparatus of this embodiment Next, an example of the flow of the main processes performed by the game control apparatus of this embodiment is demonstrated with reference to the flowchart of FIG. FIG. 14 is a flowchart showing a game battle process of the present embodiment by the game control apparatus of the present embodiment.
The flowchart in FIG. 14 is different from the flowchart in FIG. 13 in the processes after step S140, and therefore, the duplicated description of steps S100 to S130 is omitted.
 メニューm20の選択操作がなされ、バトル相手となるユーザが決定されると、CPU21は先ず、処理対象のユーザの戦士カード(Caとする。)よりもバトル相手のユーザの戦士カード(Cbとする。)のカード発行日が新しく(ステップS140:YES)、かつ戦士カードCaの現在の能力値の上限値(Qaとする。)が初期の戦士カードCaの能力値の上限値よりも大きい場合には(ステップS152:YES)、上限値Qaを所定量(β)低下させて(つまり、調整して)バトル処理に適用する(ステップS154)。その結果、戦士カードCaの能力値が調整後の上限値に満たない場合には、その能力値がそのままバトル処理で使用され、戦士カードCaの能力値が調整後の上限値以上である場合には、調整後の上限値が戦士カードCaの能力値としてバトル処理で使用される。ステップS140又はS152のいずれかの条件を満たさない場合には、戦士カードCaの現在の能力値がそのままバトル処理に適用される。
 CPU21は、バトル対象のユーザがバトルで使用する戦士カードについて、バトル処理で適用される能力値の大小を比較することで勝敗を決定する(ステップS160)。勝敗を決定すると、CPU21は、勝敗の結果を含むウェブページ(図10のウェブページP8)を表示するためのHTMLデータを通信端末10宛に送信する。
When the selection operation of the menu m20 is performed and the user who becomes the battle opponent is determined, the CPU 21 first sets the battle opponent user's warrior card (Cb) rather than the processing target user's warrior card (Ca). ) Card issuance date is new (step S140: YES), and the upper limit value (Qa) of the current ability value of the warrior card Ca is larger than the upper limit value of the ability value of the initial warrior card Ca. (Step S152: YES), the upper limit value Qa is reduced by a predetermined amount (β) (that is, adjusted) and applied to the battle process (Step S154). As a result, when the ability value of the warrior card Ca is less than the adjusted upper limit value, the ability value is used as it is in the battle process, and when the ability value of the warrior card Ca is equal to or greater than the adjusted upper limit value. The upper limit after adjustment is used in battle processing as the ability value of the warrior card Ca. When either of the conditions of step S140 or S152 is not satisfied, the current ability value of the warrior card Ca is applied to the battle process as it is.
CPU21 determines victory or defeat by comparing the magnitude of the ability value applied by a battle process about the warrior card which the user of a battle uses by a battle (step S160). When winning or losing is determined, the CPU 21 transmits to the communication terminal 10 HTML data for displaying a web page (web page P8 in FIG. 10) including the result of winning or losing.
 本実施形態のゲームでは、第1の実施形態と同様に、戦士カード(オブジェクト)はその能力値が変更可能であるため、ゲームを実行するユーザは、戦士カード間のバトルを有利とするために、例えば強化処理などによって自らゲーム上で保有する戦士カードの能力値を上昇させることが動機付けられるように構成されている。また、所定のアイテムを使用することで、ユーザは、戦士カードの能力値の上限値を上昇させることができる。このとき、新しい戦士カードについては、予め設定された当初の能力値の上限値に達しておらず、アイテム等を使用することによる戦士カードの能力値の上限値の変更は戦士カードの能力値の上昇には寄与しない可能性が高い。他方、古い戦士カードについては、予め設定された当初の能力値の上限値に達している場合があり、その場合には、戦士カードの能力値の上限値の上昇(変更)が戦士カードの能力値の上昇に寄与する。そのため、新しい戦士カードと古い戦士カードの間で対戦を実行する場合、新しいオブジェクトが極めて不利となる場合がある。そこで、上記バトル処理では、新しい戦士カード(第2オブジェクト)と古い戦士カード(第1オブジェクト)の間でバトルを実行するときには、古い戦士カード(第1オブジェクト)の能力値の上限値を低下させる調整処理が行われる。それによって、新しい戦士カード(第2オブジェクト)が極めて不利となる状況を抑制する。結果として、ユーザがゲーム上のオブジェクトを新たに取得する意欲を減退させないようになり、ゲームの活性化が図られる。 In the game of the present embodiment, the ability value of the warrior card (object) can be changed as in the first embodiment, so that the user who executes the game has an advantage in the battle between the warrior cards. For example, it is configured to be motivated to increase the ability value of a warrior card held on the game by a strengthening process or the like. Moreover, the user can raise the upper limit of the ability value of a warrior card by using a predetermined item. At this time, for the new warrior card, the upper limit of the initial ability value set in advance has not been reached, and the change of the warrior card ability value by using items etc. It is likely not to contribute to the rise. On the other hand, the old warrior card may have reached the preset upper limit of the initial ability value, and in that case, the increase (change) of the upper limit value of the warrior card's ability value is the ability of the warrior card. Contributes to an increase in value. Therefore, when a battle is performed between a new warrior card and an old warrior card, the new object may be extremely disadvantageous. Therefore, in the battle process, when a battle is executed between a new warrior card (second object) and an old warrior card (first object), the upper limit value of the ability value of the old warrior card (first object) is reduced. Adjustment processing is performed. Thereby, the situation where the new warrior card (second object) is extremely disadvantageous is suppressed. As a result, the user's willingness to acquire a new object on the game is not diminished, and the game is activated.
 <変形例>
 上述した各実施形態では、オブジェクトの一例として戦士カードを挙げたが、これに限られない。オブジェクトであれば如何なるものでもよい。例えば、オブジェクトは、ゲーム上のキャラクタやアイテム等を含むものでよく、例えばゲーム上の仮想的な人物や生物、若しくはモンスター等であり、本実施形態で示したように、それらがカードに表示されているものをも含む。
 上述した各実施形態では、オブジェクトに関連付けられた「時間情報」の一例として、日(カード発行日)を挙げたが、これに限られない。「時間情報」は、特定の時刻、日、年、年度、四半期など、時系列上での時刻や期間であってよい。本発明の「オブジェクトに関連付けられた時間情報」の一例としてカード発行日(オブジェクトがゲーム上で発行された日)を挙げたが、これに限られない。戦士カードなどのオブジェクトがゲーム上でユーザに入手可能になった時間情報のようにユーザの操作に関係なくあらかじめ設定された時間情報でも良く、あるいはオブジェクトをユーザが取得した時間情報やオブジェクトをユーザがゲーム上で初めて対戦処理に使用した日のようにユーザの操作に応じて決定される時間情報であってもよい。
 以下、上述した各実施形態の変形例について説明する。
<Modification>
In each embodiment mentioned above, although the warrior card was mentioned as an example of an object, it is not restricted to this. Any object can be used. For example, the object may include characters, items, etc. on the game, such as virtual persons, creatures, or monsters on the game, and these are displayed on the card as shown in this embodiment. Including those that are.
In each of the above-described embodiments, the date (card issue date) is given as an example of “time information” associated with the object. However, the present invention is not limited to this. The “time information” may be a time or a period on a time series such as a specific time, day, year, year, or quarter. As an example of the “time information associated with the object” of the present invention, the card issue date (date when the object was issued on the game) is given, but the present invention is not limited to this. It may be time information set in advance regardless of the user's operation, such as time information when an object such as a warrior card becomes available to the user on the game, or time information or an object obtained by the user by the user It may be time information that is determined according to the user's operation, such as the day when the game is used for the first time in the game.
Hereinafter, modified examples of the above-described embodiments will be described.
 (1)変形例1
 上述した各実施形態において、調整手段55は、新しい戦士カード(第2オブジェクト)と古い戦士カード(第1オブジェクト)の間でバトルを実行するときには、バトルする2枚の戦士カードのうちカード発行日の差(カードに関連付けられた時間情報の差)が離れているほど、古い戦士カードの能力値の低下量、又は能力値の上限値の低下量が大きくなるように調整してもよい。この構成では、新しい戦士カードと古い戦士カードのバトルにおいて、カード発行日の差に応じて、古い戦士カードの能力値の低下量、又は能力値の上限値の低下量を適切に設定できる。本変形例を実現するために、ゲームサーバ20のCPU21は、バトル対象の戦士カードのカード発行日を戦士カードデータベースから取得すると、カード発行日の差の日数を算出する。カード発行日の差の日数と、戦士カードの能力値の低下量、又は能力値の上限値の低下量との関係を示すデータは、例えばROM22に予め記憶させておき、CPU21はそのデータを参照して、能力値の低下量、又は能力値の上限値の低下量を算出する。CPU21は、カード発行日の差の日数を例えば増加関数を用いた所定の演算式に当てはめることによって、能力値の低下量、又は能力値の上限値の低下量を算出してもよい。
(1) Modification 1
In each embodiment mentioned above, when the adjustment means 55 performs a battle between a new warrior card (2nd object) and an old warrior card (1st object), card issue date among two warrior cards to battle. You may adjust so that the fall amount of the ability value of an old fighter card | curd, or the fall amount of the upper limit of an ability value may become large, so that the difference (time information difference linked | related with the card | curd) is separated. In this structure, in the battle of a new warrior card and an old warrior card, the fall amount of the ability value of an old warrior card or the fall amount of the upper limit of an ability value can be set appropriately according to the difference of a card issue date. In order to realize this modification, when the CPU 21 of the game server 20 acquires the card issue date of the battle target warrior card from the warrior card database, the CPU 21 calculates the difference between the card issue dates. Data indicating the relationship between the number of days of card issue date and the amount of decrease in the ability value of the warrior card or the amount of decrease in the upper limit value of the ability value is stored in advance in the ROM 22, for example, and the CPU 21 refers to the data. Then, the decrease amount of the ability value or the decrease amount of the upper limit value of the ability value is calculated. The CPU 21 may calculate the decrease amount of the ability value or the decrease amount of the upper limit value of the ability value by applying the number of days of the difference between the card issuance dates to, for example, a predetermined arithmetic expression using an increase function.
 (2)変形例2
 上述した各実施形態では、1枚の戦士カードを使用するユーザ間のバトルの例について説明したが、複数枚の戦士カードを使用するユーザ間のバトルの場合についても適用可能である。その場合、調整手段55は、複数の第1の戦士カードと複数の第2の戦士カードの間のバトルに当たって、複数の第2の戦士カードのカード発行日の平均となる日(オブジェクトに関連付けられた時間情報の平均値)が、複数の第1の戦士カードのカード発行日の平均となる日よりも新しいと判断した場合には、複数の第1の戦士カードの各々に対応付けられた能力値、又は能力値の上限値を低下させてもよい。複数の戦士カード同士のバトルを行う場合には、それぞれの複数の戦士カードのカード発行日の平均となる日に基づいて能力値、又は能力値の上限値を調整することで、複数の戦士カード同士のバトルにおいて能力値、又は能力値の上限値の調整を適切に行うようにすることができる。
(2) Modification 2
Each embodiment mentioned above demonstrated the example of the battle between the users who use one warrior card, However, It is applicable also in the case of the battle between the users who use several warrior cards. In that case, the adjustment means 55 hits the battle between the plurality of first warrior cards and the plurality of second warrior cards, and is the date (which is associated with the object) that is the average card issue date of the plurality of second warrior cards. If the average value of the time information is determined to be newer than the average card issue date of the plurality of first warrior cards, the ability associated with each of the plurality of first warrior cards The upper limit value of the value or ability value may be decreased. When performing battles between multiple warrior cards, multiple warrior cards are adjusted by adjusting the ability value or the upper limit of the ability value based on the average card issue date of each of the multiple warrior cards. It is possible to appropriately adjust the ability value or the upper limit value of the ability value in the battle between each other.
 なお、複数の戦士カード同士の比較対象となる日は、それぞれの複数の戦士カードのカード発行日の平均となる日に限られない。それぞれの複数の戦士カードについて、各戦士カードのカード発行日から対戦実行時までの経過日数の総和を比較対象としてもよい。つまり、経過日数の総和が大きい方を古いと判断される。また、それぞれの複数の戦士カードについて、最もカード発行日が古い戦士カード同士のカード発行日の新旧を比較対象としてもよい。 It should be noted that the date to be compared between multiple warrior cards is not limited to the average card issue date of each multiple warrior card. For each of the plurality of warrior cards, the total number of days elapsed from the card issue date of each warrior card to the time of execution of the battle may be used as a comparison target. That is, it is determined that the one with the larger total number of elapsed days is older. Further, for each of the plurality of warrior cards, the old and new card issue dates of the warrior cards with the oldest card issue dates may be compared.
 (3)変形例3
 上述した各実施形態において、調整手段55は、古い戦士カード(第1オブジェクト)と新しい戦士カード(第2オブジェクト)の対戦実行時の時間情報を基準として、新しい戦士カードのカード発行日(第2オブジェクトに関連付けられた時間情報)が所定期間経過していないと判断した場合に、古い戦士カードに対応付けられた能力値、又は能力値の上限値を低下させてもよい。古い戦士カード(第1オブジェクト)の対戦相手である新しい戦士カード(第2オブジェクト)が、対戦実行時の時間情報を基準にすると一定程度古いときには、双方の戦士カードの能力値も十分に高くなっている可能性が高い。このような場合に、新しい戦士カードの能力値、又は能力値の上限値を低下させることは、ユーザ間で不公平な状況となりうる。そこで、調整手段55の処理は、対戦相手である新しい戦士カード(第2オブジェクト)が対戦実行時の時間情報を基準にして客観的に新しい場合に限り行うようにすることが好ましい。
 本変形例を実現するために、ゲームサーバ20のCPU21は、ゲームサーバ20のCPU21は、バトル対象の戦士カードのカード発行日を戦士カードデータベースから取得すると、新しい方の戦士カードのカード発行日からバトル実行日(バトル処理が行われる現在の日)までの経過日数を算出し、その経過日数が所定日数より大きいか否かを判定する。そしてCPU21は、経過日数が所定日数より小さいことを条件として、古い方の戦士カードの能力値、又は能力値の上限値を低下させる処理を行う。
(3) Modification 3
In each embodiment mentioned above, the adjustment means 55 is based on the time information at the time of battle | competition execution of an old warrior card (1st object) and a new warrior card (2nd object), and the card issue date (2nd of a new warrior card). When it is determined that the time information associated with the object has not elapsed for a predetermined period of time, the ability value associated with the old warrior card or the upper limit value of the ability value may be decreased. When the new warrior card (second object) that is the opponent of the old warrior card (first object) is a certain amount old based on the time information at the time of the battle execution, the ability values of both warrior cards will be sufficiently high There is a high possibility. In such a case, reducing the ability value of a new warrior card or the upper limit value of the ability value may be an unfair situation among users. Therefore, it is preferable that the processing of the adjusting means 55 is performed only when the new warrior card (second object) as an opponent is objectively new with reference to time information at the time of the battle execution.
In order to realize this modification, the CPU 21 of the game server 20 acquires the card issue date of the battle target warrior card from the warrior card database, and from the card issue date of the newer warrior card. The elapsed days until the battle execution date (the current day when the battle process is performed) is calculated, and it is determined whether or not the elapsed days are greater than the predetermined number of days. And CPU21 performs the process which reduces the ability value of an old warrior card, or the upper limit of an ability value, on the condition that the elapsed days are smaller than predetermined days.
 以上、本発明の実施形態について詳細に説明したが、本発明は上記実施形態に限定されない。また、各実施形態は、本発明の主旨を逸脱しない範囲において、種々の改良や変更をしてもよいのは勿論である。上記実施形態及び各変形例に記載された技術的事項は適宜組合せて適用してもよい。例えば、変形例1と変形例2を組み合わせてもよいし、変形例2と変形例3を組み合わせてもよい。 As mentioned above, although embodiment of this invention was described in detail, this invention is not limited to the said embodiment. In addition, it goes without saying that each embodiment may be variously improved and changed without departing from the gist of the present invention. The technical matters described in the above embodiment and each modification may be applied in appropriate combination. For example, Modification 1 and Modification 2 may be combined, or Modification 2 and Modification 3 may be combined.
 上述した各実施形態では、ユーザによる通信端末に対する所定の操作入力は、ユーザの通信端末に対する所定の操作釦の押下操作の入力や、タッチパネル機能を備えた通信端末に対する表示画面上のタッチ操作の入力であるとしたが、操作入力はこれに限られない。操作入力は、加速度センサを備えた通信端末を振ることによる操作入力、あるいはジェスチャによる操作入力(ジェスチャ入力)であってもよい。ジェスチャ入力では、撮像機能を備えた通信端末に対する所定のジェスチャを行うことで通信端末がそのジェスチャを画像認識し、予めジェスチャに対応付けられた操作入力を認識する。また、音声認識プログラムを実行可能な通信端末の場合には、操作入力は、音声を入力することにより行われてもよい。 In each embodiment described above, the predetermined operation input by the user to the communication terminal is an input of a pressing operation of a predetermined operation button to the user's communication terminal or an input of a touch operation on the display screen to the communication terminal having a touch panel function. However, the operation input is not limited to this. The operation input may be an operation input by shaking a communication terminal provided with an acceleration sensor, or an operation input by gesture (gesture input). In gesture input, by performing a predetermined gesture on a communication terminal having an imaging function, the communication terminal recognizes an image of the gesture and recognizes an operation input previously associated with the gesture. In the case of a communication terminal capable of executing a voice recognition program, the operation input may be performed by inputting voice.
 上述した各実施形態では、ソーシャルゲームに適用される場合を例として説明したが、これに限られない。例えば、ネットワーク上に置かれたサーバ装置と家庭用オンラインゲーム機とを接続した、いわゆるオンラインゲームシステムにおいても、上述した各実施形態と同様に、各ユーザによるゲームの進行を制御できることは言うまでもない。 In each of the above-described embodiments, the case where the present invention is applied to a social game has been described as an example. However, the present invention is not limited to this. For example, in a so-called online game system in which a server device placed on a network and a home online game machine are connected, it goes without saying that the progress of the game by each user can be controlled as in the above-described embodiments.
 上述した各実施形態では、ネットワーク上のゲームサーバ20及びデータベースサーバ30によって、対応付け手段52、ゲーム実行手段53、比較手段54、及び調整手段55の各機能を実現する構成としたが、この構成に限られない。これらのすべての手段を通信端末10によって実現する構成としてもよいし、少なくとも一部の手段を通信端末10によって実現する構成としてもよい。通信端末10とゲームサーバ20とでは実質的に同一のハードウエア構成を採るため、上記実施形態に記載したようにして通信端末10によっても各機能を実現できる。なお、上述した各実施形態では、戦士カードデータベースをゲームデータベース32が記憶する構成としたが、戦士カードデータベースを通信端末10内のROM12やHDD(Hard Disk Drive;図示せず)、フラッシュメモリ等に記憶してもよい。図15A,図15Bにはそれぞれ、本実施形態のゲーム制御装置の各機能(図12に示す各機能)について、通信端末10と、ゲームサーバ20及びデータベースサーバ30との間の分担例を示す。 In each embodiment described above, the game server 20 and the database server 30 on the network are configured to realize the functions of the association unit 52, the game execution unit 53, the comparison unit 54, and the adjustment unit 55. Not limited to. All these means may be realized by the communication terminal 10, or at least a part of the means may be realized by the communication terminal 10. Since the communication terminal 10 and the game server 20 have substantially the same hardware configuration, each function can be realized by the communication terminal 10 as described in the above embodiment. In each embodiment described above, the game database 32 stores the warrior card database. However, the warrior card database is stored in the ROM 12, HDD (Hard Disk Drive, not shown), flash memory, or the like in the communication terminal 10. You may remember. FIGS. 15A and 15B each show an example of sharing between the communication terminal 10, the game server 20, and the database server 30 for each function (each function shown in FIG. 12) of the game control device of the present embodiment.

Claims (10)

  1.  オブジェクトを、当該オブジェクトの能力値と、当該オブジェクトに関連付けられた時間情報とに対応付ける対応付け手段と、
     オブジェクトの能力値を変更する変更手段と、
     オブジェクト間の対戦をオブジェクトの能力値に基づいて実行する対戦実行手段と、
     第1オブジェクトと、第1オブジェクトの対戦相手である第2オブジェクトの各々に関連付けられた時間情報の新旧を比較する比較手段と、
     第1オブジェクトと第2オブジェクトの対戦に当たって、前記比較手段による比較結果に基づき、第2オブジェクトに関連付けられた時間情報が、第1オブジェクトに関連付けられた時間情報よりも新しいと判断した場合には、第1オブジェクトに対応付けられた能力値を相対的に低下させる調整手段と、
     を備えた、ゲーム制御装置。
    Association means for associating the object with the ability value of the object and the time information associated with the object;
    Change means to change the ability value of the object,
    A battle execution means for executing a battle between objects based on the ability values of the objects;
    A comparing means for comparing the old and new time information associated with each of the first object and the second object that is the opponent of the first object;
    When it is determined that the time information associated with the second object is newer than the time information associated with the first object based on the comparison result by the comparison means in the battle between the first object and the second object, Adjusting means for relatively reducing the ability value associated with the first object;
    A game control device comprising:
  2.  前記対応付け手段は、オブジェクトを当該オブジェクトの能力値の上限値に対応付け、
     前記変更手段は、オブジェクトの能力値の上限値を変更し、
     前記調整手段は、第1オブジェクトと第2オブジェクトの対戦に当たって、前記比較手段による比較結果に基づき、第2オブジェクトに関連付けられた時間情報が、第1オブジェクトに関連付けられた時間情報よりも新しいと判断した場合には、第1オブジェクトに対応付けられた能力値の上限値を低下させることを特徴とする、
     請求項1に記載されたゲーム制御装置。
    The association means associates the object with the upper limit value of the ability value of the object,
    The changing means changes an upper limit value of the ability value of the object,
    The adjustment means determines that the time information associated with the second object is newer than the time information associated with the first object based on the comparison result by the comparison means in the battle between the first object and the second object. If so, the upper limit value of the ability value associated with the first object is reduced,
    The game control apparatus according to claim 1.
  3.  前記調整手段は、前記第1オブジェクトに対応付けられた能力値、又は能力値の上限値を、それぞれ前記変更手段による変更前の能力値、又は変更前の能力値の上限値まで低下させることを特徴とする、
     請求項1又は2に記載されたゲーム制御装置。
    The adjusting means reduces the ability value associated with the first object or the upper limit value of the ability value to the ability value before the change by the changing means or the upper limit value of the ability value before the change, respectively. Features
    The game control apparatus according to claim 1 or 2.
  4.  前記調整手段は、前記第2オブジェクトに関連付けられた時間情報が、前記第1オブジェクトに関連付けられた時間情報よりも新しく、かつ時間情報の差が大きいほど、前記第1オブジェクトに対応付けられた能力値の低下量、又は能力値の上限値の低下量が大きくなるように調整することを特徴とする、
     請求項1又は2に記載されたゲーム制御装置。
    The adjustment means is configured such that the time information associated with the second object is newer than the time information associated with the first object, and the ability associated with the first object increases as the time information difference increases. The amount of decrease in the value or the amount of decrease in the upper limit of the ability value is adjusted to increase,
    The game control apparatus according to claim 1 or 2.
  5.  前記対戦実行手段は、複数の前記第1オブジェクトと複数の前記第2オブジェクトとの対戦を、各々に関連付けられたオブジェクトの能力値に基づいて実行し、
     前記比較実行手段は、複数の前記第1オブジェクトと複数の前記第2オブジェクトの各々に関連付けられた時間情報の平均値に基づき、新旧を比較し、
     前記調整手段は、複数の前記第1オブジェクトと複数の前記第2オブジェクトの間の対戦に当たって、複数の前記第2オブジェクトに関連付けられた時間情報の平均値が、複数の前記第1オブジェクトに関連付けられた時間情報の平均値よりも新しいと判断した場合には、複数の前記第1オブジェクトの各々に対応付けられた能力値、又は能力値の上限値を低下させることを特徴とする、
     請求項1~4のいずれかに記載されたゲーム制御装置。
    The battle execution means executes a battle between the plurality of first objects and the plurality of second objects based on the ability values of the objects associated with each of the battles,
    The comparison execution means compares old and new based on an average value of time information associated with each of the plurality of first objects and the plurality of second objects,
    In the adjustment between the plurality of first objects and the plurality of second objects, the adjustment means associates an average value of time information associated with the plurality of second objects with the plurality of first objects. If it is determined that the time information is newer than the average value of the time information, the ability value associated with each of the plurality of first objects, or the upper limit value of the ability value is reduced,
    The game control device according to any one of claims 1 to 4.
  6.  前記調整手段は、第1オブジェクトと第2オブジェクトの対戦実行時の時間情報を基準として、前記第2オブジェクトに関連付けられた時間情報が所定期間経過していないと判断した場合に、前記第1オブジェクトに対応付けられた能力値、又は能力値の上限値を低下させることを特徴とする、
     請求項1~5のいずれかに記載されたゲーム制御装置。
    When the adjustment means determines that the time information associated with the second object has not elapsed for a predetermined period of time based on the time information when the battle between the first object and the second object is executed, the first object Lowering the ability value associated with or the upper limit of the ability value,
    The game control device according to any one of claims 1 to 5.
  7.  オブジェクトを、当該オブジェクトの能力値と、当該オブジェクトに関連付けられた時間情報とに対応付けるステップと、
     オブジェクトの能力値を変更するステップと、
     第1オブジェクトと第2オブジェクトの対戦に当たって、第1オブジェクトと、第1オブジェクトの対戦相手である第2オブジェクトの各々に関連付けられた時間情報の新旧を比較するステップと、
     前記比較するステップによる比較結果に基づき、第2オブジェクトに関連付けられた時間情報が、第1オブジェクトに関連付けられた時間情報よりも新しいと判断した場合には、第1オブジェクトに対応付けられた能力値を相対的に低下させるステップと、
     第1オブジェクトと第2オブジェクトの対戦を各オブジェクトの能力値に基づいて実行するステップと、
     を備えた、ゲーム制御方法。
    Associating an object with a capability value of the object and time information associated with the object;
    Changing the ability value of the object;
    In the battle between the first object and the second object, comparing the old and new time information associated with each of the first object and the second object that is the opponent of the first object;
    If it is determined that the time information associated with the second object is newer than the time information associated with the first object based on the comparison result of the comparing step, the ability value associated with the first object A step of relatively lowering
    Executing a battle between the first object and the second object based on the ability value of each object;
    A game control method comprising:
  8.  ゲームの実行を制御するために、コンピュータに、
     オブジェクトを、当該オブジェクトの能力値と、当該オブジェクトに関連付けられた時間情報とに対応付けて、記憶装置に記憶させる機能、
     オブジェクトの能力値を変更する機能、
     第1オブジェクトと第2オブジェクトの対戦に当たって、第1オブジェクトと、第1オブジェクトの対戦相手である第2オブジェクトの各々に関連付けられた時間情報の新旧を比較する機能、
     時間情報の新旧の比較結果に基づき、第2オブジェクトに関連付けられた時間情報が、第1オブジェクトに関連付けられた時間情報よりも新しいと判断した場合には、第1オブジェクトに対応付けられた能力値を相対的に低下させる機能、及び、
     第1オブジェクトと第2オブジェクトの対戦を各オブジェクトの能力値に基づいて実行する機能、
     を実現させるためのプログラム。
    To control the execution of the game, on the computer,
    A function of storing an object in a storage device in association with the ability value of the object and time information associated with the object;
    The ability to change the ability value of an object,
    A function for comparing old and new time information associated with each of the first object and the second object that is the opponent of the first object in the battle between the first object and the second object;
    If it is determined that the time information associated with the second object is newer than the time information associated with the first object based on the comparison result between the old and new time information, the ability value associated with the first object A function of relatively lowering
    A function of executing a battle between the first object and the second object based on the ability value of each object;
    A program to realize
  9.  請求項8に記載されたプログラムを記録したことを特徴とする、コンピュータ読み取り可能な記録媒体。 A computer-readable recording medium on which the program according to claim 8 is recorded.
  10.  通信端末と、当該通信端末からアクセス可能なサーバと、を含むゲームシステムであって、
     オブジェクトを、当該オブジェクトの能力値と、当該オブジェクトに関連付けられた時間情報とに対応付ける対応付け手段、
     オブジェクトの能力値を変更する変更手段、
     オブジェクト間の対戦をオブジェクトの能力値に基づいて実行する対戦実行手段、
     第1オブジェクトと、第1オブジェクトの対戦相手である第2オブジェクトの各々に関連付けられた時間情報の新旧を比較する比較手段、及び、
     第1オブジェクトと第2オブジェクトの対戦に当たって、前記比較手段による比較結果に基づき、第2オブジェクトに関連付けられた時間情報が、第1オブジェクトに関連付けられた時間情報よりも新しいと判断した場合には、第1オブジェクトに対応付けられた能力値を相対的に低下させる調整手段、
     の各手段を、前記通信端末又は前記サーバのいずれか一方が備えた、
     ゲームシステム。
    A game system including a communication terminal and a server accessible from the communication terminal,
    Association means for associating the object with the ability value of the object and the time information associated with the object;
    Change means to change the ability value of the object,
    A battle execution means for executing a battle between objects based on the ability values of the objects,
    A comparison means for comparing the old and new time information associated with each of the first object and each of the second objects that are opponents of the first object; and
    When it is determined that the time information associated with the second object is newer than the time information associated with the first object based on the comparison result by the comparison means in the battle between the first object and the second object, Adjusting means for relatively reducing the ability value associated with the first object;
    Each of the means is provided in either the communication terminal or the server,
    Game system.
PCT/JP2013/063442 2012-05-21 2013-05-14 Game control defice, game control method, program, recording medium, and game system WO2013176002A1 (en)

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