WO2013176002A1 - Dispositif de commande de jeu, procédé de commande de jeu, programme, support d'enregistrement et système de jeu - Google Patents

Dispositif de commande de jeu, procédé de commande de jeu, programme, support d'enregistrement et système de jeu 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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PCT/JP2013/063442
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English (en)
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/fr

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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

Dans la présente invention, un objet est corrélé avec un score d'aptitude pour l'objet et avec des informations temporelles associées à l'objet. Le score d'aptitude de l'objet peut être modifié. Lors d'une compétition entre un premier objet et un second objet, les nouveautés des informations temporelles respectives associées au premier objet et au second objet, qui est l'adversaire du premier objet, sont comparées et quand, sur la base desdits résultats de comparaison, il est déterminé que les informations temporelles associées au second objet sont plus récentes que les informations temporelles associées au premier objet, le score d'aptitude corrélé au premier objet diminue de manière relative. La compétition entre le premier objet et le second objet se déroule sur la base des scores d'aptitude respectifs des objets.
PCT/JP2013/063442 2012-05-21 2013-05-14 Dispositif de commande de jeu, procédé de commande de jeu, programme, support d'enregistrement et système de jeu WO2013176002A1 (fr)

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JP5693774B1 (ja) * 2014-06-27 2015-04-01 グリー株式会社 コンピュータ、その制御方法及び制御プログラム
JP5701438B1 (ja) * 2014-07-25 2015-04-15 株式会社バンダイ ゲーム装置、ゲームシステム及びプログラム
JP5752864B1 (ja) * 2015-02-03 2015-07-22 グリー株式会社 コンピュータ、その制御方法及び制御プログラム
JP5895087B2 (ja) * 2015-05-19 2016-03-30 グリー株式会社 コンピュータ、その制御方法及び制御プログラム
JP2020028785A (ja) * 2019-11-29 2020-02-27 株式会社コナミデジタルエンタテインメント ゲームシステム、ゲーム制御装置、及びプログラム
KR102369476B1 (ko) * 2020-01-07 2022-03-04 주식회사 컴투스홀딩스 이전 시즌의 게임 캐릭터의 능력치를 감소시키기 위해 신규 시즌의 게임 캐릭터에게 부여되는 능력을 이용하여 게임을 진행하는 방법 및 시스템

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